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Tech Files
0
735
1303
2005-01-04T22:12:05Z
Zanza
6809
Tech Files moved to Modding tech files
wikitext
text/x-wiki
#REDIRECT [[Modding tech files]]
7ea789357a5c2b1bba6a936ed140e4e07c7ce612
Modding leader files
0
586
1005
2005-08-30T18:19:17Z
Zanza
6809
/* Getting Started */
wikitext
text/x-wiki
== Introduction ==
Don't quite have enough Leaders to lead your armies? Well, Why not create some more?
== Getting Started ==
You can find leader files in Paradox Interactive\Hearts of Iron 2\db\leaders<br>
The leader files are divided into multiple files based on the country. These files are saved using Comma Separated Values format. Csv files use a special character to separate fields. In Paradox games, it is semi colon (;).
In the first line of each files you will see something like this:
Example:
Name;ID;Country;Rank 3 Year;Rank 2 Year;Rank 1 Year;Rank 0 Year;Ideal Rank;
Max Skill;Traits;Skill;Experience;Loyalty;Type;Picture;Start Year;End Year;x
This is not a part of leader data. It is there mainly to provide guidance for you so that you will understand the order of the fields.
== Fields Details ==
=== Name ===
Each Leader needs a name, it does not have to be unique but it will help you to differentiate him from other leaders. A caveat, make sure the name does not contain semi-color(;) or a colon(:).
Example:
'''Napoleon''';328328;FRA;1789;1807;1811;1813;0;9;22;9;0;5;0;NAPO;1789;1815;x
=== ID ===
Each Leader needs to have a unique ID. Without one, the game will give you an error message when loading a scenario.
Example:
Napoleon;'''328328''';FRA;1789;1807;1811;1813;0;9;22;9;0;5;0;NAPO;1789;1815;x
=== Country ===
You need to set the country tag for the leader. A tag is 3 characters string that the game uses to easily differentiate countries. For example France has the FRA tag.
Example:
Napoleon;328328;'''FRA''';1789;1807;1811;1813;0;9;22;9;0;5;0;NAPO;1789;1815;x
=== Ranking Years ===
This is the date your leader was assigned each rank. This is used to determine the rank of the leader upon loading a campaign.<br> For example, if you wish to make Rommel a Field Marshall in the 1936 campaign, you will need to change his rank 0 to 1936 or lower.
<br><br>0 = Field Marshall<br>1 = General<br>2 = Lt. General<br>3 = Mj. General<br>
Example:
Napoleon;328328;FRA;'''1789''';'''1807''';'''1811''';'''1813''';0;9;22;9;0;5;0;NAPO;1789;1815;x
=== Ideal Rank ===
An Ideal rank will give a leader an increased speed in gaining experience while his rank is lower than the specified one.
Example:
Napoleon;328328;FRA;1789;1807;1811;1813;'''0''';9;22;9;0;5;0;NAPO;1789;1815;x
=== Maximum Skill ===
This field sets the maximum skill that a leader can have.
Example:
Napoleon;328328;FRA;1789;1807;1811;1813;0;'''9''';22;9;0;5;0;NAPO;1789;1815;x
=== Traits ===
This field contains the traits of the leader. Please read [[Leader_Traits|leader traits]] for more information.
Example:
Napoleon;328328;FRA;1789;1807;1811;1813;0;9;'''22''';9;0;5;0;NAPO;1789;1815;x
In this case, the leader has the offensive doctrine, defensive doctrine and trickster traits.
=== Skill ===
This is the leader's Skill. Each skill point provides a 2% bonus on troop strength in battle.
Example:
Napoleon;328328;FRA;1789;1807;1811;1813;0;9;22;'''9''';0;5;0;NAPO;1789;1815;x
=== Experience ===
This field sets the leader's experience. The default is 0.
Example:
Napoleon;328328;FRA;1789;1807;1811;1813;0;9;22;9;'''0''';5;0;NAPO;1789;1815;x
=== Loyalty ===
This field supposedly represents the leader's chance of being killed randomly. Currently it is not used.
Example:
Napoleon;328328;FRA;1789;1807;1811;1813;0;9;22;9;0;'''5''';0;NAPO;1789;1815;x
=== Type ===
This is the leader's line of work. <br>0 = Land Leader<br>1 = Sea Leader<br>2 = Air Leader
Example:
Napoleon;328328;FRA;1789;1807;1811;1813;0;9;22;9;0;5;'''0''';NAPO;1789;1815;x
=== Picture ===
This is the leader's in-game picture, The coresponding .bmp must be put in Hearts of Iron 2\GFX\Interface\pics. Assuming you have already placed a picture file named "NAPO.bmp" in that folder, you can assign the picture to the leader by placing the filename (minus file extension) in the field.
Example:
Napoleon;328328;FRA;1789;1807;1811;1813;0;9;22;9;0;5;0;'''NAPO''';1789;1815;x
=== Start Year ===
On January 1st of this year, the leader will enter the country's service.
Example:
Napoleon;328328;FRA;1789;1807;1811;1813;0;9;22;9;0;5;0;NAPO;'''1789''';1815;x
=== End Year ===
This is when the Leader "dies". As of 1.2, the leader may die in that year and subsequent years if he is engaged in battle.
Example:
Napoleon;328328;FRA;1789;1807;1811;1813;0;9;22;9;0;5;0;NAPO;1789;'''1815''';x
[[Category:Modding]]
b83380103998e09604a24c5aea9ff12d247d1f83
Land Doctrine Tech Tree
0
534
899
2006-08-05T12:20:48Z
Gormadoc
17376
/* Movement Speed Offensive Doctrine */
wikitext
text/x-wiki
{{TechTree}}
=== Firepower Focus ===
==== Firepower Focus Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Tech ID: 6010
*Prerequisites: None
*Effects:
:*max_organization land 10
:*Counterattack Chance: 2
:*Activate Unit Type hq
:*New Model hq 0
|
10 - [[Image:infantry_focus.png|infantry_focus]] - Tactical unit - Battalion
10 - [[Image:training.png|training]] - Fire discipline
10 - [[Image:training.png|training]] - Interlocking fields of fire
10 - [[Image:training.png|training]] - Drill and discipline mentality
10 - [[Image:training.png|training]] - Organic regimental fire support
|}
==== Superior Firepower Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Tech ID: 6020
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Firepower Focus Doctrine|Firepower Focus Doctrine]]
*Effects:
:*max_organization land 10
:*Assault Chance: 2
:*HQ Supply Efficiency Bonus: 1
|
10 - [[Image:infantry_focus.png|infantry_focus]] - High Echelon Fire Support
10 - [[Image:small_unit_tactics.png|small_unit_tactics]] - Advance under Fire
10 - [[Image:centralized_execution.png|centralized_execution]] - Tactical unit - Company
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Indirect Fire Support focus
10 - [[Image:training.png|training]] - Officer training - West Point method
|}
==== Grand Battle Plan Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Tech ID: 6030
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Firepower Focus Doctrine|Firepower Focus Doctrine]]
*Effects:
:*Delay Chance: 2
:*max_organization land 10
:*Assault Chance: 1
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.2
|
9 - [[Image:infantry_focus.png|infantry_focus]] - High Echelon Fire Support
9 - [[Image:large_unit_tactics.png|large_unit_tactics]] - Advance under Fire
9 - [[Image:centralized_execution.png|centralized_execution]] - General staff planning
9 - [[Image:individual_courage.png|individual_courage]] - Offensive spirit
9 - [[Image:training.png|training]] - Officer training - Sandhurst method
|}
==== Delay Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1937
*Tech ID: 6040
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Superior Firepower Doctrine|Superior Firepower Doctrine]]
*Effects:
:*Delay Chance: 2
:*Tactical Withdrawal Chance: 2
:*Counterattack Chance: 2
:*Cost infantry -5
:*Cost artillery -5
:*sce_frequency 0.1
|
10 - [[Image:infantry_focus.png|infantry_focus]] - Mid Echelon Fire Support
10 - [[Image:small_unit_tactics.png|small_unit_tactics]] - Enemy Contact and Delay
10 - [[Image:centralized_execution.png|centralized_execution]] - Object Control Focus
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic fire direction center
10 - [[Image:training.png|training]] - Limited NCO initiative
|}
==== Mobile Defense Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1938
*Tech ID: 6050
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Delay Doctrine|Delay Doctrine]]
*Effects:
:*Morale land 10
:*max_organization land 10
:*Tactical Withdrawal Chance: 2
:*Counterattack Chance: 2
:*Delay Chance: 2
:*Cost infantry -5
:*Cost artillery -5
:*Speed hq 1
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.2
|
10 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Pre-computed firing data
10 - [[Image:small_unit_tactics.png|small_unit_tactics]] - Enemy Contact and Lock Down
10 - [[Image:decentralized_execution.png|decentralized_execution]] - Area Control Focus
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved fire direction center
10 - [[Image:training.png|training]] - Tactical unit - Platoon
|}
==== Stand Off Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1939
*Tech ID: 6060
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Superior Firepower Doctrine|Superior Firepower Doctrine]]
*Effects:
:*Morale land 10
:*Assault Chance: 2
:*Ambush Chance: 2
:*Cost infantry -5
:*Cost artillery -5
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.1
|
10 - [[Image:infantry_focus.png|infantry_focus]] - Mid Echelon Fire Support
10 - [[Image:small_unit_tactics.png|small_unit_tactics]] - Enemy Contact and Lock Down
10 - [[Image:centralized_execution.png|centralized_execution]] - Object Control Focus
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic air/land cooperation
10 - [[Image:training.png|training]] - Suppressive fire emphasis
|}
==== Integrated Support Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Tech ID: 6070
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Stand Off Doctrine|Stand Off Doctrine]]
*Effects:
:*Morale land 10
:*Counterattack Chance: 4
:*Breakthrough Chance: 1
:*Encirclement Chance: 1
:*Assault Chance: 2
:*Ambush Chance: 2
:*New Model hq 1
:*Model is now obsolete. hq 0
:*Cost infantry -5
:*Cost artillery -5
:*Speed hq 1
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.2
|
10 - [[Image:infantry_focus.png|infantry_focus]] - Low Echelon Fire Support
10 - [[Image:small_unit_tactics.png|small_unit_tactics]] - Enemy Contact and Destruction
10 - [[Image:decentralized_execution.png|decentralized_execution]] - Area Control Focus
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved fire direction center
10 - [[Image:training.png|training]] - Basic Air/Land coordination
|}
==== Regimental Combat Teams ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1942
*Tech ID: 6080
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Integrated Support Doctrine|Integrated Support Doctrine]]
:*[[Land_Doctrine_Tech_Tree#Mobile Defense Doctrine|Mobile Defense Doctrine]]
*Effects:
:*Tactical Withdrawal Chance: 4
:*max_organization land 10
:*Delay Chance: 2
:*Breakthrough Chance: 2
:*Encirclement Chance: 2
:*Ambush Chance: 1
:*New Model hq 2
:*Model is now obsolete. hq 1
:*Cost infantry 10
:*Cost artillery 10
:*Cost sp_artillery -10
:*Cost motorized -10
:*Speed hq 1
:*HQ Supply Efficiency Bonus: 2
:*sce_frequency 0.3
|
10 - [[Image:infantry_focus.png|infantry_focus]] - Tactical unit - Platoon
10 - [[Image:small_unit_tactics.png|small_unit_tactics]] - Organic Battalion Fire Support
10 - [[Image:decentralized_execution.png|decentralized_execution]] - Emphasis on NCO initiative
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Advanced Fire Control Center
10 - [[Image:training.png|training]] - Fire and movement platoon coordination
|}
==== Combined Arms Defense ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Tech ID: 6090
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Regimental Combat Teams|Regimental Combat Teams]]
*Effects:
:*Tactical Withdrawal Chance: 4
:*Morale land 20
:*max_organization land 20
:*Counterattack Chance: 2
:*Delay Chance: 2
:*Cost infantry 5
:*Cost artillery 5
:*Cost sp_artillery -5
:*Cost motorized -5
:*HQ Supply Efficiency Bonus: 2
:*sce_frequency 0.3
|
10 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Time on Target fire missions
10 - [[Image:small_unit_tactics.png|small_unit_tactics]] - Fire and movement
10 - [[Image:decentralized_execution.png|decentralized_execution]] - Tactical unit - Squad
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Advanced air/land coordination
10 - [[Image:training.png|training]] - Integrated operations
|}
==== Mechanized Offensive ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Tech ID: 6100
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Regimental Combat Teams|Regimental Combat Teams]]
*Effects:
:*Morale land 20
:*max_organization land 20
:*Breakthrough Chance: 2
:*Encirclement Chance: 2
:*Assault Chance: 2
:*Cost infantry 5
:*Cost artillery 5
:*Cost sp_artillery -5
:*Cost motorized -5
:*Cost mechanized -15
:*HQ Supply Efficiency Bonus: 2
:*sce_frequency 0.3
|
10 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Artillery Proximity fuses
10 - [[Image:small_unit_tactics.png|small_unit_tactics]] - Tactical unit - Squad
10 - [[Image:decentralized_execution.png|decentralized_execution]] - Air/Land mobility theory
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Advanced air/land coordination
10 - [[Image:training.png|training]] - Advanced squad level tactics
|}
==== Mass Assault Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1938
*Tech ID: 6110
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Grand Battle Plan Doctrine|Grand Battle Plan Doctrine]]
*Effects:
:*Morale land 30
:*Counterattack Chance: 4
:*Breakthrough Chance: 1
:*Encirclement Chance: 2
:*Assault Chance: 2
:*Ambush Chance: 2
:*New Model hq 1
:*Model is now obsolete. hq 0
:*Cost infantry -5
:*Speed hq 1
:*HQ Supply Efficiency Bonus: 1
|
9 - [[Image:infantry_focus.png|infantry_focus]] - Multiple pre-planned targets
9 - [[Image:large_unit_tactics.png|large_unit_tactics]] - Concentrated Attack
9 - [[Image:centralized_execution.png|centralized_execution]] - War by Timetable
9 - [[Image:individual_courage.png|individual_courage]] - Over-the-Top Mentality
9 - [[Image:training.png|training]] - Limited NCO initiative
|}
==== Trench Warfare Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
:Tech ID: 6120
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Grand Battle Plan Doctrine|Grand Battle Plan Doctrine]]
*Effects:
:*Delay Chance: 4
:*Morale land 10
:*Cost infantry -5
:*HQ Supply Efficiency Bonus: 1
|
9 - [[Image:infantry_focus.png|infantry_focus]] - Organic divisional artillery
9 - [[Image:large_unit_tactics.png|large_unit_tactics]] - Fast Trench-building
9 - [[Image:centralized_execution.png|centralized_execution]] - Stringent Hierarchy
9 - [[Image:individual_courage.png|individual_courage]] - Defend-every-inch Mentality
9 - [[Image:training.png|training]] - Static machine gun use
|}
==== Pre-planned Defense Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
:Tech ID: 6130
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Trench Warfare Doctrine|Trench Warfare Doctrine]]
*Effects:
:*Delay Chance: 4
:*Morale land 10
:*max_organization land 10
:*Tactical Withdrawal Chance: 2
:*Cost infantry -5
:*Cost anti_tank -5
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.1
|
9 - [[Image:infantry_focus.png|infantry_focus]] - Multiple Bunker lines
9 - [[Image:large_unit_tactics.png|large_unit_tactics]] - Layered minefields
9 - [[Image:centralized_execution.png|centralized_execution]] - Strongpoint Mentality
9 - [[Image:individual_courage.png|individual_courage]] - Tunnel complex
9 - [[Image:training.png|training]] - Local reserves
|}
==== Central Planning Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1942
:Tech ID: 6140
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Pre-planned Defense Doctrine|Pre-planned Defense Doctrine]]
*Effects:
:*max_organization land 10
:*Counterattack Chance: 2
:*Cost infantry -5
:*Cost anti_tank -5
:*Speed hq 1
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.1
|
9 - [[Image:infantry_focus.png|infantry_focus]] - Artillery divisions
9 - [[Image:large_unit_tactics.png|large_unit_tactics]] - Multiple attack directions
9 - [[Image:centralized_execution.png|centralized_execution]] - Advanced staff planning
9 - [[Image:individual_courage.png|individual_courage]] - Centralized artillery control
9 - [[Image:training.png|training]] - Tactical unit - Company
|}
==== Attritional Containment Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1942
:Tech ID: 6150
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Mass Assault Doctrine|Mass Assault Doctrine]]
*Effects:
:*max_organization land 5
:*Assault Chance: 3
:*Ambush Chance: 1
:*Cost artillery -5
:*Cost engineer -5
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.3
|
9 - [[Image:infantry_focus.png|infantry_focus]] - Field fortification emphasis
9 - [[Image:large_unit_tactics.png|large_unit_tactics]] - Operational reserves
9 - [[Image:centralized_execution.png|centralized_execution]] - Large unit counterattacks
9 - [[Image:individual_courage.png|individual_courage]] - Static Gun emplacements
9 - [[Image:training.png|training]] - Tactical unit - Company
|}
==== Infiltration Assault Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1942
:Tech ID: 6160
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Mass Assault Doctrine|Mass Assault Doctrine]]
*Effects:
:*Morale land 50
:*Breakthrough Chance: 2
:*Encirclement Chance: 1
:*Assault Chance: 2
:*Ambush Chance: 5
:*Night Move infantry 10
:*Night Move paratrooper 10
:*Night Move marine 10
:*Night Move bergsjaeger 10
:*Night Move artillery 10
:*Night Move anti_tank 10
:*Night Move anti_air 10
:*Night Move engineer 10
:*Night Attack infantry 10
:*Night Attack paratrooper 10
:*Night Attack marine 10
:*Night Attack bergsjaeger 10
:*Night Attack engineer 10
:*Night Defence infantry 10
:*Night Defence paratrooper 10
:*Night Defence marine 10
:*Night Defence bergsjaeger 10
:*Night Defence engineer 10
:*Cost marine -5
:*Cost militia -10
:*Cost armor 5
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.3
|
9 - [[Image:infantry_focus.png|infantry_focus]] - Night Attacks
9 - [[Image:large_unit_tactics.png|large_unit_tactics]] - Dispersed Combat Elements
9 - [[Image:centralized_execution.png|centralized_execution]] - Staff: Terrain Assessment
9 - [[Image:individual_courage.png|individual_courage]] - Hand-to-Hand combat focus
9 - [[Image:training.png|training]] - Platoon level night combat training
|}
==== Operational Stages Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1942
:Tech ID: 6170
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Mass Assault Doctrine|Mass Assault Doctrine]]
*Effects:
:*Tactical Withdrawal Chance: 2
:*Delay Chance: 2
:*max_organization land 15
:*Breakthrough Chance: 2
:*Encirclement Chance: 2
:*Assault Chance: 2
:*Ambush Chance: 2
:*Cost motorized -10
:*Cost infantry 10
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.3
|
9 - [[Image:infantry_focus.png|infantry_focus]] - Dedicated artillery
9 - [[Image:large_unit_tactics.png|large_unit_tactics]] - Dedicated air support
9 - [[Image:centralized_execution.png|centralized_execution]] - Secured Objectives Principle
9 - [[Image:technical_efficiency.png|technical_efficiency]] - Squad SOP
9 - [[Image:training.png|training]] - Tactical unit - Platoon
|}
==== Assault Breakthrough ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1944
:Tech ID: 6180
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Central Planning Doctrine|Central Planning Doctrine]]
:*[[Land_Doctrine_Tech_Tree#Attritional Containment Doctrine|Attritional Containment Doctrine]]
*Effects:
:*Morale land 25
:*Tactical Withdrawal Chance: 3
:*Breakthrough Chance: 2
:*Assault Chance: 6
:*Ambush Chance: 2
:*New Model hq 2
:*Model is now obsolete. hq 1
:*Cost artillery -5
:*Cost engineer -5
:*Speed hq 1
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.3
|
9 - [[Image:infantry_focus.png|infantry_focus]] - Low level field artillery
9 - [[Image:large_unit_tactics.png|large_unit_tactics]] - Penetration reserves
9 - [[Image:centralized_execution.png|centralized_execution]] - Areas of responsibility
9 - [[Image:individual_courage.png|individual_courage]] - Squad-level light machine guns
9 - [[Image:training.png|training]] - Squad SOP
|}
==== Infiltration in Depth ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
:Tech ID: 6190
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Central Planning Doctrine|Central Planning Doctrine]]
:*[[Land_Doctrine_Tech_Tree#Infiltration Assault Doctrine|Infiltration Assault Doctrine]]
*Effects:
:*Breakthrough Chance: 2
:*Encirclement Chance: 2
:*Ambush Chance: 6
:*New Model hq 2
:*Model is now obsolete. hq 1
:*Night Move infantry 40
:*Night Move paratrooper 40
:*Night Move marine 40
:*Night Move bergsjaeger 40
:*Night Move artillery 40
:*Night Move anti_tank 40
:*Night Move anti_air 40
:*Night Move engineer 40
:*Night Attack infantry 40
:*Night Attack paratrooper 40
:*Night Attack marine 40
:*Night Attack bergsjaeger 40
:*Night Attack engineer 40
:*Night Defence infantry 40
:*Night Defence paratrooper 40
:*Night Defence marine 40
:*Night Defence bergsjaeger 40
:*Night Defence engineer 40
:*Cost marine -5
:*Cost militia -10
:*Cost armor 5
:*Speed hq 1
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.3
|
9 - [[Image:infantry_focus.png|infantry_focus]] - Self-sustaining units
9 - [[Image:small_unit_tactics.png|small_unit_tactics]] - Isolated Combat Elements
9 - [[Image:decentralized_execution.png|decentralized_execution]] - Mobile command posts
9 - [[Image:individual_courage.png|individual_courage]] - Do-or-die Mentality
9 - [[Image:training.png|training]] - Infantry assault tactics
|}
==== Branch Interoperability ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1944
:Tech ID: 6200
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Central Planning Doctrine|Central Planning Doctrine]]
:*[[Land_Doctrine_Tech_Tree#Operational Stages Doctrine|Operational Stages Doctrine]]
*Effects:
:*Tactical Withdrawal Chance: 4
:*Breakthrough Chance: 2
:*Encirclement Chance: 4
:*Ambush Chance: 1
:*New Model hq 2
:*Model is now obsolete. hq 1
:*Cost mechanized -10
:*Cost armor -10
:*Speed hq 1
:*HQ Supply Efficiency Bonus: 2
:*sce_frequency 0.3
|
9 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Combined arms operations
9 - [[Image:small_unit_tactics.png|small_unit_tactics]] - Long-Range Reconnaissance
9 - [[Image:centralized_execution.png|centralized_execution]] - Forward command posts
9 - [[Image:technical_efficiency.png|technical_efficiency]] - Fire direction centers
9 - [[Image:training.png|training]] - Tactical unit - squad
|}
=== Mobility Focus ===
==== Mobility Focus Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
:*Tech ID 6210
*Prerequisites: None
*Effects:
:*max_organization land 20
:*Activate Unit Type hq
:*New Model hq 0
:*Speed hq 1
:*Artillery Speedcap hq 1
:*Antitank Speedcap hq 1
:*AntiAir Speedcap hq 1
:*sce_frequency 0.1
|
10 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Motorized Reconnaissance
10 - [[Image:training.png|training]] - Basic infiltration tactics
10 - [[Image:training.png|training]] - Shock tactics
10 - [[Image:training.png|training]] - NCO responsibility
10 - [[Image:training.png|training]] - Maneuver discipline
|}
==== Spearhead Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1937
:*Tech ID 6220
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Mobility Focus Doctrine|Mobility Focus Doctrine]]
*Effects:
:*Morale land 10
:*max_organization land 5
:*Counterattack Chance: 2
:*Breakthrough Chance: 2
:*Encirclement Chance: 4
:*Assault Chance: 2
:*Ambush Chance: 1
:*New Model hq 1
:*Model is now obsolete. hq 0
:*Cost light_armor -10
:*Speed hq 1
:*Artillery Speedcap hq 1
:*Antitank Speedcap hq 1
:*AntiAir Speedcap hq 1
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.2
|
10 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Assault detachments
10 - [[Image:small_unit_tactics.png|small_unit_tactics]] - Tactical Reconnassaince
10 - [[Image:decentralized_execution.png|decentralized_execution]] - Tactical unit - Platoon
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Infiltration to line of departure
10 - [[Image:training.png|training]] - Officer training - Bad Toelz method
|}
==== Delay Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1939
:*Tech ID 6230
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Spearhead Doctrine|Spearhead Doctrine]]
*Effects:
:*max_organization land 5
:*Delay Chance: 4
:*Ambush Chance: 1
:*Cost infantry -5
:*Cost artillery -5
:*sce_frequency 0.1
|
10 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Mobile Operational Deployments
10 - [[Image:small_unit_tactics.png|small_unit_tactics]] - Local Reserves
10 - [[Image:decentralized_execution.png|decentralized_execution]] - Reverse-slope defence emphasis
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Multiple pre-planned artillery targets
10 - [[Image:training.png|training]] - Emphasis on NCO initiative
|}
==== Elastic Defense Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
:*Tech ID 6240
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Delay Doctrine|Delay Doctrine]]
*Effects:
:*Tactical Withdrawal Chance: 4
:*max_organization land 5
:*Counterattack Chance: 2
:*Delay Chance: 2
:*Cost infantry -5
:*Cost artillery -5
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.1
|
10 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Mobile reserves
10 - [[Image:small_unit_tactics.png|small_unit_tactics]] - Local counterattacks
10 - [[Image:decentralized_execution.png|decentralized_execution]] - Local commands
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Nuisance minefields
10 - [[Image:training.png|training]] - Infantry anti-tank tactics
|}
==== Schwerpunkt Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1937
:*Tech ID 6250
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Spearhead Doctrine|Spearhead Doctrine]]
*Effects:
:*Morale land 20
:*max_organization land 5
:*Breakthrough Chance: 2
:*Encirclement Chance: 2
:*Assault Chance: 2
:*Cost light_armor -5
:*Cost light_armor_brigade -5
:*Cost armor -10
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.3
|
10 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Decentralized field artillery
10 - [[Image:small_unit_tactics.png|small_unit_tactics]] - Mobile Forward Elements
10 - [[Image:decentralized_execution.png|decentralized_execution]] - Tactical unit - Squad
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Screening Minefields
10 - [[Image:training.png|training]] - Squad-level light machine guns
|}
==== Blitzkrieg Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1938
:*Tech ID 6260
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Schwerpunkt Doctrine|Schwerpunkt Doctrine]]
*Effects:
:*Morale land 20
:*max_organization land 10
:*Breakthrough Chance: 4
:*Encirclement Chance: 4
:*Cost light_armor -5
:*Cost armor -10
:*Speed hq 1
:*Artillery Speedcap hq 1
:*Antitank Speedcap hq 1
:*AntiAir Speedcap hq 1
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.3
:*Efficiency: airborne_assault 0.2
|
10 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Concentrated combined arms employment
10 - [[Image:small_unit_tactics.png|small_unit_tactics]] - Gefechtsaufklaerung (fighting recon.)
10 - [[Image:decentralized_execution.png|decentralized_execution]] - Low level independent commands
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Forward air controllers
10 - [[Image:training.png|training]] - Advanced Infantry - Armor cooperation
|}
==== Kampfgruppe Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
:*Tech 6270
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Blitzkrieg Doctrine|Blitzkrieg Doctrine]]
:*[[Land_Doctrine_Tech_Tree#Elastic Defense Doctrine|Elastic Defense Doctrine]]
*Effects:
:*max_organization land 10
:*Ambush Chance: 3
:*New Model hq 2
:*Model is now obsolete. hq 1
:*Cost mechanized -5
:*Cost tank_destroyer -5
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.4
|
10 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Self propelled support elements
10 - [[Image:small_unit_tactics.png|small_unit_tactics]] - Operational Reconnaissance Tactics
10 - [[Image:decentralized_execution.png|decentralized_execution]] - Low level attachments
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Self-sufficient combat elements
10 - [[Image:training.png|training]] - Infantry mounted combat tactics
|}
==== Firebrigade Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
:*Tech 6280
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Kampfgruppe Doctrine|Kampfgruppe Doctrine]]
*Effects:
:*max_organization land 5
:*Tactical Withdrawal Chance: 4
:*Counterattack Chance: 4
:*Delay Chance: 2
:*Cost infantry 10
:*Cost artillery 10
:*Cost motorized -10
:*Cost sp_artillery -10
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.2
|
10 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Fluid battle mentality
10 - [[Image:small_unit_tactics.png|small_unit_tactics]] - Flexible combat formations
10 - [[Image:decentralized_execution.png|decentralized_execution]] - Attack from march formation
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Advanced C3 capability
10 - [[Image:training.png|training]] - Deploying subunits
|}
==== Spearhead HQs ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
:*Tech Id 6290
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Kampfgruppe Doctrine|Kampfgruppe Doctrine]]
*Effects:
:*max_organization land 5
:*Breakthrough Chance: 4
:*Encirclement Chance: 2
:*Assault Chance: 1
:*Cost mechanized -10
:*Cost tank_destroyer -10
:*Speed hq 1
:*Artillery Speedcap hq 1
:*Antitank Speedcap hq 1
:*AntiAir Speedcap hq 1
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.3
|
10 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Deep Reconnaissance Focus
10 - [[Image:small_unit_tactics.png|small_unit_tactics]] - Advanced sub-unit SOP
10 - [[Image:decentralized_execution.png|decentralized_execution]] - Territorial zones of responsibility
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Enemy Disorganization Focus
10 - [[Image:training.png|training]] - Self-sustaining units
|}
==== Human Wave Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
:*Tech Id 6300
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Mobility Focus Doctrine|Mobility Focus Doctrine]]
*Effects:
:*Morale land 50
:*max_organization land -10
:*Counterattack Chance: 2
:*Assault Chance: 2
:*Cost infantry -5
:*Cost cavalry -10
:*sce_frequency 0.1
|
10 - [[Image:infantry_focus.png|infantry_focus]] - High Echelon Fire Support
10 - [[Image:large_unit_tactics.png|large_unit_tactics]] - Advance under fire
10 - [[Image:centralized_execution.png|centralized_execution]] - General staff planning
10 - [[Image:individual_courage.png|individual_courage]] - Blocking detachments
10 - [[Image:training.png|training]] - Officer training - Frunze method
|}
==== Large Front Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1937
:*Tech Id 6310
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Human Wave Doctrine|Human Wave Doctrine]]
*Effects:
:*max_organization land 10
:*Tactical Withdrawal Chance: 2
:*Breakthrough Chance: 2
:*Encirclement Chance: 1
:*Assault Chance: 2
:*Cost infantry -5
:*Cost cavalry -10
:*sce_frequency 0.1
|
10 - [[Image:infantry_focus.png|infantry_focus]] - Artillery divisions
10 - [[Image:large_unit_tactics.png|large_unit_tactics]] - Wide attack area
10 - [[Image:centralized_execution.png|centralized_execution]] - Tactical unit - Battalion
10 - [[Image:individual_courage.png|individual_courage]] - Multiple blocking detachments
10 - [[Image:training.png|training]] - Discourage NCO initiative
|}
==== Pocket Defense Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1939
:*Tech Id 6320
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Human Wave Doctrine|Human Wave Doctrine]]
*Effects:
:*Counterattack Chance: 2
:*Delay Chance: 2
:*Cost infantry -5
:*Cost militia -10
:*sce_frequency 0.1
|
10 - [[Image:infantry_focus.png|infantry_focus]] - Artillery groups
10 - [[Image:large_unit_tactics.png|large_unit_tactics]] - All-around defence
10 - [[Image:centralized_execution.png|centralized_execution]] - Detailed army command planning
10 - [[Image:individual_courage.png|individual_courage]] - Collective responsibility Mentality
10 - [[Image:training.png|training]] - Static machine guns
|}
==== Deep Operations Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
:*Tech Id 6330
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Large Front Doctrine|Large Front Doctrine]]
*Effects:
:*Morale land 20
:*Breakthrough Chance: 2
:*Encirclement Chance: 2
:*Ambush Chance: 2
:*New Model hq 1
:*Model is now obsolete. hq 0
:*Cost infantry -5
:*Cost militia -10
:*Speed hq 1
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.2
:*Efficiency: airborne_assault 0.2
|
10 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Mechanized forward elements
10 - [[Image:large_unit_tactics.png|large_unit_tactics]] - Self-sufficient commands
10 - [[Image:centralized_execution.png|centralized_execution]] - Forward command posts
10 - [[Image:individual_courage.png|individual_courage]] - Long-Range reconnaissance
10 - [[Image:training.png|training]] - Tactical unit - Company
|}
==== Defense in Depth ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
:*Tech Id 6340
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Pocket Defense Doctrine|Pocket Defense Doctrine]]
*Effects:
:*max_organization land 10
:*Tactical Withdrawal Chance: 3
:*Counterattack Chance: 2
:*Delay Chance: 3
:*Cost infantry -5
:*Cost anti_tank -5
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.2
|
10 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Counterpreparating artillery fire
10 - [[Image:large_unit_tactics.png|large_unit_tactics]] - Anti-tank gun fronts
10 - [[Image:centralized_execution.png|centralized_execution]] - Army reserves
10 - [[Image:individual_courage.png|individual_courage]] - Layered minefields
10 - [[Image:training.png|training]] - Large formation camouflage
|}
==== Large Formation SOP Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
:*Tech Id 6350
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Deep Operations Doctrine|Deep Operations Doctrine]]
:*[[Land_Doctrine_Tech_Tree#Defense in Depth|Defense in Depth]]
*Effects:
:*max_organization land 10
:*Counterattack Chance: 2
:*Assault Chance: 2
:*New Model hq 2
:*Model is now obsolete. hq 1
:*Cost infantry 5
:*Cost militia 5
:*Cost cavalry 5
:*Cost motorized -5
:*Cost mechanized -5
:*Speed hq 1
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.2
|
10 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Operational deception
10 - [[Image:large_unit_tactics.png|large_unit_tactics]] - Maskirovka
10 - [[Image:centralized_execution.png|centralized_execution]] - Mobile command posts
10 - [[Image:individual_courage.png|individual_courage]] - Counter-reconnaissance
10 - [[Image:training.png|training]] - Organic tank battalions
|}
==== Breakthrough Priority Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
:*Tech Id 6360
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Large Formation SOP Doctrine|Large Formation SOP Doctrine]]
*Effects:
:*Morale land 20
:*Breakthrough Chance: 4
:*Assault Chance: 2
:*Cost infantry 5
:*Cost militia 5
:*Cost cavalry 5
:*Cost motorized -5
:*Cost mechanized -5
:*Cost armor -5
:*HQ Supply Efficiency Bonus: 2
:*sce_frequency 0.25
|
8 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Bind enemy in depth operations
8 - [[Image:large_unit_tactics.png|large_unit_tactics]] - Counterattack disruption priority
8 - [[Image:centralized_execution.png|centralized_execution]] - Staff - Enemy assessment
8 - [[Image:individual_courage.png|individual_courage]] - Strict formation coordination
8 - [[Image:training.png|training]] - Prolonged endurance
|}
==== Movement Speed Offensive Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
:*Tech Id 6370
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Large Formation SOP Doctrine|Large Formation SOP Doctrine]]
*Effects:
:*Morale land 20
:*Encirclement Chance: 2
:*Cost infantry 5
:*Cost militia 5
:*Cost cavalry 5
:*Cost motorized -5
:*Cost mechanized -5
:*Cost armor -5
:*HQ Supply Efficiency Bonus: 2
:*sce_frequency 0.25
|
8 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Airmobile combined-arms formations
8 - [[Image:large_unit_tactics.png|large_unit_tactics]] - Deep penetration raids
8 - [[Image:centralized_execution.png|centralized_execution]] - Multi-dimensional offensives
8 - [[Image:individual_courage.png|individual_courage]] - Specialized anti-recon detachments
8 - [[Image:training.png|training]] - Camouflaged lines of departure
|}
[[Category:Reference]] [[Category:Tech Tree]]
64cf804f94c99c6923bf552366b2214de1170ee7
Combat Events
0
389
609
2007-10-02T19:29:22Z
C.N.
11032
/* Land Doctrine and Combat Events */ Removed false statements about grand battle plan.
wikitext
text/x-wiki
When your forces are engaged in combat, they may trigger a '''Combat Event'''. The effects of these events last for eight hours of game time. You will have an increased chance for a favorable event if you have a [[HQ Division]] involved or in a province adjacent to the battle. In version 1.3, the likelihood of getting an event was also enhanced for fast moving units:
- The chance for a Encirclement or Breakthrough will now happen 10% more often for every 1 km/h over 3 km/h. There is a cap on 40%.
- Units retreating to enemy-controlled territory with enemy units in both target and source province will now be eliminated.
Four events benefit the attacker and three help the defender. They usually affect the strength and/or organisation damage a unit suffers. Some reduce damage for one side. Some give a tradeoff between the Strength damage inflicted on your units and the Organisation inflicted on the enemy. This is beneficial for the battle in question, because units retreat based on their organisation level.
Combat events add flavour to the game and help it model some aspects of doctrine that otherwise wouldn't. However, you have very little control of them.
==Land Doctrine and Combat Events==
The events that occur are determined by your [[Land Doctrine FAQ|doctrine]] - which tree you are on and how far you ave researched.
The German tree is exceptionally strong on the events that aid the offensive, particularly Breakthrough and Encirclement. Stronger defensive events turn up later on. On the whole the German tree gets the most events. The German tree also gets the most effect from HQs.
The US tree is slightly balanced towards defensive events, particularly Counterattacks. The main offensive event is the Assault. The US tree is very strong overall.
The Russian tree focuses on events that sap enemy organisation at the expense of its own units strength. On the offensive this means Assaults and on the defensive Counterattacks. Until 1941 it is very weak of defense, and thereafter moderate on the defensive. It gets later on strong breakthrough chance.
The Grand Battle Plan tree starts off the strongest tree, with a high number of Counterattack and Delay defensive events. However, it is totally eclipsed on attack by 1940 and a very poor offensive performer until 1942, when it splits.
From that point, the Japanese (Infiltration Assault) tree develops many Ambush events; the French (Attritional Containment) tree develops many Assaults; and the British (Operational Stages) tree is well-balanced.
=== Superior Firepower ===
{| border="1" cellpadding="2"
!Doctrine||Year||Assault||Encirclement||Ambush||Breakthrough||Counterattack||Delay||Tactical Withdrawal||HQ||Off||Def
|-
|Type||-||Off||Off||Off||Off||Def||Def||Def||-||Total||Total
|-
|Start||1936||1||1||1||1||1||1||1||1.0||4||3
|-
|6010 Firepower Focus||1936||1||1||1||1||3||1||1||1.0||4||5
|-
|6020 Superior Firepower||1936||3||1||1||1||3||1||1||1.0||6||5
|-
|6040 Delay||1937||3||1||1||1||5||3||3||1.1||6||11
|-
|6050 Mobile Defense||1938||3||1||1||1||7||5||5||1.3||6||17
|-
|6060 Stand Off||1939||5||1||3||1||7||5||5||1.4||10||17
|-
|6070 Integrated Support||1940||7||2||5||2||11||5||5||1.6||16||21
|-
|6080 Regimental Combat Teams||1942||7||4||6||4||11||7||9||1.9||21||27
|}
==== Combined Arms Defense ====
{| border="1" cellpadding="2"
!Doctrine||Year||Assault||Encirclement||Ambush||Breakthrough||Counterattack||Delay||Tactical Withdrawal||HQ||Off||Def
|-
|Type||-||Off||Off||Off||Off||Def||Def||Def||-||Total||Total
|-
|Start||1942||7||4||6||4||11||7||9||1.9||21||27
|-
|6090 Combined Arms Defense||1943||7||4||6||4||13||9||13||2.2||21||35
|-
|14050 Air Land Battle||1946||7||4||6||4||13||9||13||2.2||21||35
|}
==== Mechanized Offense ====
{| border="1" cellpadding="2"
!Doctrine||Year||Assault||Encirclement||Ambush||Breakthrough||Counterattack||Delay||Tactical Withdrawal||HQ||Off||Def
|-
|Type||-||Off||Off||Off||Off||Def||Def||Def||-||Total||Total
|-
|Start||1942||7||4||6||4||11||7||9||1.9||21||27
|-
|6100 Mechanized Offense||1943||9||6||6||6||11||7||9||2.2||27||27
|-
|14050 Air Land Battle||1946||9||6||6||6||11||7||9||2.2||27||27
|}
=== Grand Battle Plan ===
{| border="1" cellpadding="2"
!Doctrine||Year||Assault||Encirclement||Ambush||Breakthrough||Counterattack||Delay||Tactical Withdrawal||HQ||Off||Def
|-
|Type||-||Off||Off||Off||Off||Def||Def||Def||-||Total||Total
|-
|Start||1936||1||1||1||1||1||1||1||1.0||4||3
|-
|6010 Firepower Focus||1936||1||1||1||1||3||1||1||1.0||4||5
|-
|6030 Grand Battle Plan||1936||2||1||1||1||3||3||1||1.2||5||7
|-
|6120 Trench Warfare||1936||2||1||1||1||3||7||1||1.2||5||11
|-
|6110 Mass Assault||1938||4||3||3||2||7||7||1||1.2||12||15
|-
|6130 Preplanned Defense||1940||4||3||3||2||7||11||3||1.3||12||21
|-
|6140 Central Planning||1942||4||3||3||2||9||11||3||1.4||12||23
|}
==== Attritional Containment ====
{| border="1" cellpadding="2"
!Doctrine||Year||Assault||Encirclement||Ambush||Breakthrough||Counterattack||Delay||Tactical Withdrawal||HQ||Off||Def
|-
|Type||-||Off||Off||Off||Off||Def||Def||Def||-||Total||Total
|-
|Start||1942||4||3||3||2||9||11||3||1.4||12||23
|-
|6150 Attritional Containment||1942||7||4||3||2||9||11||3||1.7||16||23
|-
|6180 Assault Breakthrough||1944||13||4||5||4||9||11||6||2.0||26||26
|-
|14070 Assault Concentration||1946||13||4||5||4||9||11||6||2.0||26||26
|}
==== Infiltration Assault ====
{| border="1" cellpadding="2"
!Doctrine||Year||Assault||Encirclement||Ambush||Breakthrough||Counterattack||Delay||Tactical Withdrawal||HQ||Off||Def
|-
|Type||-||Off||Off||Off||Off||Def||Def||Def||-||Total||Total
|-
|Start||1942||4||3||3||2||9||11||3||1.4||12||23
|-
|6160 Infiltration Assault||1942||6||4||8||4||9||11||3||1.7||22||23
|-
|6190 Infiltration in Depth||1943||6||6||14||6||9||11||3||2.0||32||23
|-
|14070 Assault Concentration||1946||6||6||14||6||9||11||3||2.0||32||23
|}
==== Operational Stages ====
{| border="1" cellpadding="2"
!Doctrine||Year||Assault||Encirclement||Ambush||Breakthrough||Counterattack||Delay||Tactical Withdrawal||HQ||Off||Def
|-
|Type||-||Off||Off||Off||Off||Def||Def||Def||-||Total||Total
|-
|Start||1942||4||3||3||2||9||11||3||1.4||12||23
|-
|6170 Operational Stages||1942||6||5||5||4||9||13||5||1.7||20||27
|-
|6200 Branch Interoperability||1944||6||9||6||6||9||13||9||2.0||27||31
|-
|14070 Assault Concentration||1946||6||9||6||6||9||13||9||2.0||27||31
|}
=== Spearhead ===
{| border="1" cellpadding="2"
!Doctrine||Year||Assault||Encirclement||Ambush||Breakthrough||Counterattack||Delay||Tactical Withdrawal||HQ||Off||Def
|-
|Type||-||Off||Off||Off||Off||Def||Def||Def||-||Total||Total
|-
|Start||1936||1||1||1||1||1||1||1||1.0||4||3
|-
|6210 Mobility Focus||1936||1||1||1||1||1||1||1||1.1||4||3
|-
|6220 Spearhead||1937||3||5||2||3||3||1||1||1.3||13||5
|-
|6250 Schwerpunkt||1937||3||7||3||5||5||1||1||1.6||18||7
|-
|6260 Blitzkrieg||1938||3||11||3||9||5||1||1||1.9||26||7
|-
|6230 Delay||1939||3||11||4||9||5||5||1||2.0||27||11
|-
|6240 Elastic Defense||1940||3||11||4||9||7||7||5||2.1||27||19
|-
|6270 Kampfgruppe||1941||3||11||7||9||7||7||5||2.5||30||19
|-
|6280 Firebrigade||1943||3||11||7||9||11||9||9||2.7||30||29
|-
|6290 Spearhead HQs||1943||4||13||7||13||11||9||9||3.0||37||29
|}
==== Volksturm ====
{| border="1" cellpadding="2"
!Doctrine||Year||Assault||Encirclement||Ambush||Breakthrough||Counterattack||Delay||Tactical Withdrawal||HQ||Off||Def
|-
|Type||-||Off||Off||Off||Off||Def||Def||Def||-||Total||Total
|-
|Start||1943||4||13||7||13||11||9||9||3.0||37||29
|-
|14090 Volksturm||1944||4||13||7||13||11||9||9||3.0||37||29
|}
==== Modern Blitzkrieg ====
{| border="1" cellpadding="2"
!Doctrine||Year||Assault||Encirclement||Ambush||Breakthrough||Counterattack||Delay||Tactical Withdrawal||HQ||Off||Def
|-
|Type||-||Off||Off||Off||Off||Def||Def||Def||-||Total||Total
|-
|Start||1943||4||13||7||13||11||9||9||3.0||37||29
|-
|14100 Modern Blitzkrieg||1947||4||13||7||18||11||9||9||3.0||42||29
|}
=== Human Wave ===
{| border="1" cellpadding="2"
!Doctrine||Year||Assault||Encirclement||Ambush||Breakthrough||Counterattack||Delay||Tactical Withdrawal||HQ||Off||Def
|-
|Type||-||Off||Off||Off||Off||Def||Def||Def||-||Total||Total
|-
|Start||1936||1||1||1||1||1||1||1||1.0||4||3
|-
|6210 Mobility Focus||1936||1||1||1||1||1||1||1||1.1||4||3
|-
|6300 Human Wave||1936||3||1||1||1||3||1||1||1.2||6||5
|-
|6310 Large Front||1937||5||2||1||3||3||1||3||1.3||11||7
|-
|6330 Deep Operations||1940||5||4||3||5||3||1||3||1.5||17||7
|-
|6320 Pocket Defense||1941||5||4||3||5||5||3||3||1.6||17||11
|-
|6340 Defense in Depth||1941||5||4||3||5||7||6||6||1.8||17||19
|-
|6350 Large Formation SOP||1941||7||4||3||5||9||6||6||2.0||19||21
|-
|6360 Breakthrough Priority||1943||9||4||3||9||9||6||6||2.25||25||21
|-
|6370 Movement Speed Offensive||1943||9||6||3||9||9||6||6||2.5||27||21
|-
|14080 Guerilla Warfare||1944||9||6||7||9||9||8||6||2.5||31||23
|-
|14060 Mechanized Wave||1946||9||6||7||9||9||8||6||2.5||31||23
|}
==Combat Event In-game Text==
===For the attacker:===
==== Assault ====
''"This represents a particularly forceful sustained attack where the attackers will suffer higher strength losses than normal but will inflict much higher organisation damage to the defenders"''
Assaults are most common from nations high up the Russian and French Land Doctrine tree. It also fits well with a "Russian" play style with plentiful units and manpower.
==== Encirclement ====
''"This indicates that the attacking force has briefly managed to pin down and encircle the defenders in a small area of the province. While this effect lasts the defenders will suffer much higher strength losses and the attacker will rarely suffer very much loss of organisation (although they may sustain the normal strength losses"''
==== Ambush ====
''"The attacker has managed to ambush the enemy forces inflicting much higher rates of strength and morale damage to the defenders while at the same time greatly reducing the amount of those same types of losses that they sustain themselves"''
==== Breakthrough ====
''"The attacker has managed to overrun an enemy's defences in part of the province. This will seriously disrupt the defender's organisation and reduce the strength losses sustained by the attacker"''
===For the defender:===
==== Counterattack ====
''"This is a concerted attempt by the defending side to launch a minor counter-offensive to disrupt the enemy's plans. While the defenders will suffer somewhat higher strength losses during this period they will inflict significant organisation losses on the attacker"''
==== Delay ====
''"The defending side is employing a delaying action that greatly reduces the amount of strength loss it sustains during this time"''
==== Tactical Withdrawal ====
''"During this period the defender is making a careful tactical withdrawal to a preferred combat location in the province. Both sides will sustain reduced levels of strength and organisation loss but the defender will sustain even lower organisation losses than the attacker"''
== See Also ==
* A table with full details is also available at [http://forum.paradoxplaza.com/forum/showthread.php?p=3918463#post3918463]
[[Category:Reference]]
2d7bf51ff42196267e833b3e162e10e939f12feb
1914
0
301
433
2008-08-11T06:20:23Z
C.N.
11032
Category Modding->Mods
wikitext
text/x-wiki
[[Image:1914-logo.jpg|right|thumb|300px|1914 Logo]]
[[Image:Screenie1.jpg|right|thumb||Tech Screenshot]]
[[Image:screenie2.jpg|right|thumb||In-Game Screenshot]]
'''''1914: The First World War''''' is a modification focusing on the years 1897 - 1925, and the events leading up to and including WWI, also known as "The Great War" and "The War to End all Wars". Other scenarios remain available.
'''A brief history...'''
Version 0.1 was released on 25th April 2006, and Version 0.4, was released on 30th June 2007, making the mod available for the official expansion of HoI II, ''Doomsday'', as well. Things and pace began to pick up once again in the waining months of '07, with a 0.41 release in late January on the 21st of that month and 0.42 out officially as of 22/03/2008.
'''Synopsis:'''
Extensive work and progress have been made towards the 1911 and especially 1897 scenarios during this time, including balancing tweaks, new events and overall accuracy. '''''1914''''' includes extensive modding of events, graphics, AI and country data from the original HoI2 and HoI2:Doomsday, which is based on WWII, into a WWI atmosphere.
=== '''Campaign Scenarios''' ===
* January 1897: Imperial Zenith
* January 1911: Panthersprung
* January 1914: The Great War
* October 1917: In The Balance <concept>
=== '''Battle Scenarios''' ===
* Sick Man of Europe: The Balkan Wars
* The Brusilov Offensive
* Forty Days in the West
* 'Joe's War' - South Africa: 1899
* Kaiserschlacht, 1918
* Dawn of the Rising Sun: East Asia, 1904
* Spanish-American War: 1898
* Svea and the Maiden
* The Great Game: Central Asia
=== External link ===
* [http://1914mod.wordpress.com/ ''1914'' Website]
* [http://www.europa-universalis.com/forum/forumdisplay.php?f=290 '''''1914''''' forum at Paradox Plaza]
[[Category:Mods]]
16f2f725b8c107bfd61eaeee8ca37e326c32e724
Germany AI Exploits
0
471
773
2008-08-13T12:28:05Z
C.N.
11032
Added template GermanyStrategyGuides
wikitext
text/x-wiki
{{GermanyStrategyGuides}}
== AI Exploits ==
=== French AI Exploitation ===
In most games France has more than 70 divisions at the start of the war. There is an easy way to remove around half of them. After the fall of Poland, put most of your armies in Nuremberg or Frankfurt. Put 6 divisions in Stuttgart, 6 in Saarbrücken and only 3 in Freiburg. Most of the time, the AI will attack Freiburg and makes a breakthrough to southern German provinces. In the event that they don't attack, removing the garrisons in Freiburg alltogether will stimulate the AI into an attack. The French AI will rush in and try to capture as many Southern German provinces as possible. When you are ready to cut them off, attack and capture Freiburg. By doing this, all the French troops that are behind your lines quickly become out of supply. This will allow you to destroy a large portion of the French army.
=== USSR AI Exploitation ===
The French supply cut-off trick also applies in many other similar situations, such as during the invasion of the USSR. The USSR front is huge and the numbers of divisions in play are very large. It is possible that you could lose control of the situation if you are not careful. Note that the AI in 1.3 and above is much better about garrisoning provinces that it has captured in order to maintain supply to its troops. Use this strategy with caution, as it could easily backfire.
=== The Amphibious Option: Spain ===
An easy conquest of Spain can be accomplished by building transports and convoys from the start of 1936. With only 3 to 6 transports by April 1, you can launch a successful invasion of Spain. As Republican Spain has no guarantees or alliances to protect itself from foreign aggression, you will not have to worry about the Allies at this time. By shuttling 9 - 18 divisions to Spain using your brand new transports, you should be able to annex Republican Spain by the end of the summer or even as early as July. This gives you an ideal launching point for invading Gibraltar and France when war with the Allies occurs. This will also give you the needed transports to launch an invasion of the UK as well. If you plan for the UK, make sure to research marines to create the bridgehead. Invading France from Spain exploits the AI weakness as it does not reinforce that border in sufficient numbers. You could potentially be in Paris within two weeks of the outbreak of war and have most of western and southern France at the same time. If you release Nationalist Spain, you lose the belligerence. You also get a puppet-base for attacking France later.
=== Aggressive Amphibious Assault on USSR ===
# Attack Poland as early as possible, destroy the Polish army and capture all territories, BUT NOT the border territories to Soviet Union! These territories are your buffer to the Soviet Union. DO NOT annex Poland, or you will lose your buffer.
# Declare war on the Soviets and invade Leningrad directly or through the province southwest of it. Then bring about 10 Inf + 1 HQ to Leningrad and wait. The Soviets will bring 50-60 (or more) units to the surrounding provinces. But with 10 Inf and 5 Fortification in Leningrad they don´t attack you (or they don´t succeed in attacking).
# The West Front of the Soviet Union is now open; very few troops there. Go through the last Polish territories to attack the SU. Use cavalry or tanks to go quickly to the east and capture as much territory as possible. Sometimes, you can walk to Stalingrad without fighting.
# You must close the trap for the big Soviet armies with your small forces. The goal is to cut supply to the Soviet armies.
## Invade Murmansk with a small force. Use it as a new base and then invade Archangelsk.
## At the same time, go with tanks, cavalry and HQs directly to Moscow. Your slow infantry follows.
# Until now there shouldn´t be much resistance from the Soviet armies; They wait near Leningrad. Now the tricky part begins.
## You must go from Archangelsk to Moscow and from Moscow to Stalingrad to close the east side of the trap. No supply for the Soviet armies from land.
## After a short time the AI will supply via the coastal territories. So the next goal is to conquer the coastal territoris to finally shut the Soviet armies off from any supply.
##* Perhaps you can alternatively destroy all Soviet convoys - I didn´t try.
# Without supply you can go battle to battle to tear the bear down.
Finally: It is not easy to hold the Soviet armies in the trap and to get the trap closed. But the price is it worth. About 75 Soviet armies could be destroyed in a few months.
=== Poland as an Ally ===
This is to be used if you have a large amount of IC. If you build factories (you always should anyway), say around 15 x 2 starting in May-June 1936 (after expending first months overstocking supplies) you will have an IC of around 300 by Sept 1939. Increasing the Central Planning slider will help as well.
#If you influence Poland enough, up to +200, they will join you after 2 or 3 attempts. The advantage of this is that you can take France, Denmark, Holland and Belgium before the fall of 1939 (if you play historically).
#Once Poland is your ally, you can asume military control over them along with your other allies (Hungary, Slovakia, etc). These forces can be used to protect your rear from attack, for example protecting France while you invade the USSR in 1941.
#A weak point of this strategy is that Russia will be annexed by Poland (if you are attacking it from Polish territories) so you won't gain anything IC-wise by invading Russia. However, with Russia down, that is not be a problem.
== Event Avoidance/Exploitation ==
=== Czechoslovakia ===
If you annexed Hungary via the above strategy, then wait for the Treaty of Munich and The End of Czechoslovakia fire. In The End of Czechoslovakia, choose the second option (partition Czechoslovakia between Germany and Hungary). Since Hungary does not exist anymore, you gain the whole Czechoslovakia! [1.2!]
In 1.3, this has changed. A Germany that occupies Hungary is forced to found Slovakia through this event. Therefore, a strong Hungary might be a better way to go since it has three tech teams when it gets Slovakia.
=== Annexing Denmark with Greenland and Iceland ===
It is very easy to annex Denmark due to an event that simulates Denmark surrendering once Germany occupies Kolding (The province located directly north of Kiel). However this event gives away Iceland and Greenland to the UK and United States, respecively. This is not a good idea if you want to stack armies in Canada in preparation to attack USA before it declares war on you.
There are two options to annex all of Denmark, Iceland and Greenland:
* Bypass Kolding by using either amphibious or airborn attacks against Arhus, Odense, and Copenhagen.
* Attack and annex Denmark prior to annexing Poland (in this case, you can capture Kolding without having the event fire. Doing this makes an Allied DoW against you probable, due to the increase in your belligerence)
Note that Greenland & Iceland is not the only, or arguably even the best, route to North America. Bermuda may be the better choice. Evaluate your options carefully before going out of your way to grab Greenland & Iceland.
==Central Asia==
Inviting Central Asian Nations to the Axis is a very risky proposition during your war with the USSR. Gaining countries such as Persia and Afghanistan will probably hurt Germany more than it helps during war as the USSR will be able to quickly conquer these countries and creating a larger front for Germany to fight on.
[[Category:Guides]] [[Category:National Strategy]] [[Category:Germany Strategy]]
23ae2dfeaaeff23a9453f898cbba658d6b3db1fb
Domination of the Draka
0
422
675
2008-08-13T12:40:35Z
C.N.
11032
Added category
wikitext
text/x-wiki
A WWII alternate history mod based on the Draka books by S.M. Stirling.
* Mod Forum: [http://forum.paradoxplaza.com/forum/showthread.php?t=258324 Domination of the Draka]
[[Category:Mods]]
3b8d8a07e5a2491b17d62c380d8525b5e586187a
Fatherland
0
447
725
2008-08-13T12:40:56Z
C.N.
11032
Added category
wikitext
text/x-wiki
A Cold War mod with a twist. What if Hitler won WW2? Doomsday and Armageddon only.
*Mod Forum: [http://forum.paradoxplaza.com/forum/showthread.php?t=294848 Fatherland- Alternate history Cold War]
[[Category:Mods]]
5b84eb18cfcbc1d000aaf6650393324eb8b282f8
Modding Palettes
0
575
983
2008-08-16T17:27:23Z
C.N.
11032
Added category
wikitext
text/x-wiki
This file is accurate as of version 1.2
Just a quick table for which palette files are attached to which graphics. This is a work-in-progress; it is not complete.
In order for changes to take effect, the game must be quit and restarted. Note that only 8-bit BMPs use the palette files. As a result of this, there may be palette files that are associated with a graphic file, but because the graphic file is 24-bit, the palette file is not used.
{| border="1" cellspacing="0"
|+ Palette File Associations
! Palette Filename !! Affected Files !! Description
|-
| Armypalette 3.bmp ||
*GFX\Interface\illegalmoveorder.bmp
*GFX\Interface\moveorderanim.bmp
|| Move order and Illegal Move Order feedback on map
|-
| attack_dark.bmp || || Attack arrow colour (the one that gets smaller as the army progresses along the arrow)
|-
| attack_light.bmp || || Attack arrow progress colour (the one that gets larger as the army progresses along the arrow)
|-
| beach_palette.bmp || GFX\map\beach.bmp || Beaches on the map
|-
| bg_diplomacy.bmp || GFX\Interface\bg_diplomacy.bmp || Background overlay of diplomacy screen
|-
| bg_production.bmp || GFX\Interface\bg_production.bmp || Background overlay of production screen
|-
| bg_technology.bmp || GFX\Interface\bg_technology.bmp || Background overlay of technology screen
|-
| buildings_palette.bmp ||
* GFX\map\airfield.bmp
* GFX\map\antiair.bmp
* GFX\map\city.bmp
* GFX\map\coastal_fortification.bmp
* GFX\map\flak.bmp (?)
* GFX\map\fortification.bmp
* GFX\map\harbour.bmp
* GFX\map\victory_point.bmp
|| Palette for on-map icons (also for the icons in the province overview)
|-
| oil_no_oil_palette.bmp || GFX\Interface\oil_no_oil.bmp || Oil icon for the plate display of divisions
|-
| map_circle_palette.bmp || GFX\Interface\map_circle.bmp || Map circles used in the Diplomatic mode to indicate national provinces.
|-
| points.bmp || GFX\Interface\points.bmp || Victory Point Circles for the provinces.
|-
| tile.bmp || map\tiles.bmp || rivers for the main map.
|}
[[Category:Modding]]
ffa1f5e48550ec7b13cd76109c635ec8ed83d612
Siam
0
690
1213
2008-08-16T17:28:20Z
C.N.
11032
Added category
wikitext
text/x-wiki
===Possible list of Armed Forces of Siam at the outbreak of World War II===
:Navy
::4 Sinsamudar class submarines (all manufactured by Japan (Mitsubishi) and delivered 1937-1938) (Comparable to the German Type II submarines in size and ability)
::Various small craft
::2 Taskin class Crusiers were ordered from Italy but were taken over before delivery
:Army
::8 inf Divs
::1 armd Batt (30 Vickers Mk.E Type B)
:Airforce
::Ki-27's
[[Category:Countries]]
b873ac4cba0fdd87a0c4c2697661355827a50dd2
Anti-Tank Brigade
0
320
471
2008-08-16T17:29:48Z
C.N.
11032
Added category
wikitext
text/x-wiki
{| WIDTH=95%
|- VALIGN=top
|
Anti-Tank weapons will increase the 'Hard Attack' capability of your units, making them more effective against Armoured and Mechanized units.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_5.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left |I. Early Anti–Tank || || || || || || 2 || || 1 ||
| width=20 | || 4 || 60 || 2 || -1 || 0.3 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |II. Basic Anti–Tank || || || || || || 3 || || 2 ||
| width=20 | || 5 || 60 || 2 || -1 || 0.35 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |III. Improved Anti–Tank || || || || || || 5 || || 3 ||
| width=20 | || 5 || 60 || 2 || -1 || 0.4 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |IV. Advanced Anti–Tank || || || || || || 6 || || 4 ||
| width=20 | || 5 || 60 || 2 || -1 || 0.45 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |V. Semi–Modern Anti–Tank || || || || || || 7 || || 5 ||
| width=20 | || 5 || 60 || 2 || -1 || 0.5 || || || || 0.5 || 1.0 || || || ||
|}
[[Category:Units]]
ae70572b2b729b665b21e5c40c038c5436238d4f
Anti-aircraft Brigade
0
321
473
2008-08-16T17:31:25Z
C.N.
11032
Added category
wikitext
text/x-wiki
{| WIDTH=95%
|- VALIGN=top
|
Anti-Aircraft weapons will increase the 'Air Attack' capability of your units, so that they inflict more damage on Aircraft.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_11.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left |I. Basic Anti–Air || || || 1 || 2 || || 1 || || 1 ||
| width=20 | || 5 || 40 || 2 || -1 || 0.3 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |II. Improved Anti–Air || || || 2 || 3 || || 1 || || 1 ||
| width=20 | || 5 || 40 || 2 || || 0.35 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |III. Advanced Anti–Air || || || 3 || 3 || || 2 || || 1 ||
| width=20 | || 5 || 40 || 2 || || 0.4 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |IV. Semi–Modern Anti–Air || || || 4 || 4 || || 3 || || 2 ||
| width=20 | || 5 || 40 || 2 || || 0.45 || || || || 0.5 || 1.0 || || || ||
|}
[[Category:Units]]
695434c691e3452412c1ada76850eebd2f3bea83
Armored Car Brigade
0
328
487
2008-08-16T17:31:56Z
C.N.
11032
Added category
wikitext
text/x-wiki
{| WIDTH=95%
|- VALIGN=top
|
=== [[Armored Car Brigade]] ===
Armored Cars are wheeled vehicles, typically with light armour and modest weaponry. They give your units an added capability against soft targets, being most effective against supply trucks and rear area troops.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_10.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Basic Armored Car || 3 || || || || 2 || || 1 || 1 || -5
| width=20 | || 3 || 60 || 2 || || 1 || 0.4 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Improved Armored Car || 6 || || || || 3 || 1 || 2 || 2 || -5
| width=20 | || 3 || 60 || 2 || || 1 || 0.45 || || || 0.5 || 1.0 || || || ||
|}
[[Category:Units]]
7e229d19d1131e91dec421df4bb0a8495bd242a6
Artillery Brigade (HOI2)
0
331
493
2008-08-16T17:33:00Z
C.N.
11032
Added category
wikitext
text/x-wiki
{| WIDTH=95%
|- VALIGN=top
|
Artillery pieces will increase the 'Soft Attack' capability of your units, inflicting more damage on Infantry and Motorized units.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_1.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left |I. Great War Light Artillery || || || || || 2 || 1 || || 2 ||
| width=20 | || 5 || 45 || 2 || -1 || 0.6 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |II. Great War Medium Artillery || || || || || 3 || 1 || || 2 ||
| width=20 | || 5 || 60 || 2 || -1 || 0.8 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |III. Great War Heavy Artillery || || || || || 4 || 1 || || 2 ||
| width=20 | || 6 || 80 || 2 || -2 || 1.1 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |IV. Early Artillery || || || || || 4 || 2 || || 3 ||
| width=20 | || 5 || 60 || 2 || -1 || 1.0 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |V. Basic Artillery || || || || || 5 || 2 || || 4 ||
| width=20 | || 5 || 60 || 2 || -1 || 1.1 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |VI. Improved Artillery || || || || || 6 || 2 || || 4 ||
| width=20 | || 6 || 60 || 2 || -1 || 1.2 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |VII. Advanced Artillery || || || || || 7 || 2 || || 5 ||
| width=20 | || 7 || 60 || 2 || -1 || 1.3 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |VIII. Semi–Modern Artillery || || || || || 8 || 3 || || 5 ||
| width=20 | || 7 || 60 || 2 || -1 || 1.4 || || || || 0.5 || 1.0 || || || ||
|}
[[Category:Units]]
fabaf8657478628d92edb6f125a34e4291d5a18e
Escort Fighters (HOI2)
0
436
703
2008-08-16T17:42:31Z
C.N.
11032
Added category
wikitext
text/x-wiki
{| WIDTH=95%
|- VALIGN=top
|
=== [[Escort Fighters]] ===
Escort Fighters are long-range fighters, designed to escort bombers and keep enemy interceptors from the bombers. They are drilled in tactics to achieve this mission and receive a bonus when escorting bombers. In Air Superiority missions, they are less effective.
| WIDTH=20 |
| ALIGN=right |
[[Image:Div_12.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Basic Escort Fighter || 30 || 30 || 5 || 8 || 0 || 0 || 0 || 0 || 8 || 2 || 3
| width=20 | || 15 || 150 || 1 || 500 || 1 || 2 || 800 || || 0.5 || 1.0
|- align=center
| align=left | Improved Escort Fighter || 30 || 30 || 6 || 12 || 0 || 0 || 0 || 0 || 12 || 3 || 3
| width=20 | || 18 || 150 || 1 || 600 || 1.2 || 2 || 1000 || || 0.5 || 1.0
|- align=center
| align=left | Advanced Escort Fighter || 30 || 30 || 8 || 16 || 0 || 0 || 0 || 0 || 18 || 5 || 5
| width=20 | || 21 || 150 || 1 || 650 || 1.4 || 2 || 1300 || || 0.5 || 1.0
|}
<pre>
Hearts of Iron 2: Doomsday
A major change in HOI2:DD is that [[Escort fighters]] are brigade type units attached to bombers.
This results in better values for the bomber when intercepted by enemy planes, but also a lower range.
</pre>
[[Category:Units]]
f216ecaa0fcf29c9a76c2217103b4b8d0aeed194
Engineer Brigade (HOI2)
0
431
693
2008-08-16T17:43:22Z
C.N.
11032
Added category
wikitext
text/x-wiki
This artical refers to Engineer Brigades in Hearts of Iron 2 and not the expansions. [[Engineer Brigade]] information for the Expansions is here.
{| WIDTH=95%
|- VALIGN=top
|
Engineer Brigades help crossing rivers, making the process quicker and reducing disorganisation. The combat bonus is a +20 combat modifier for the engineering brigade.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_13.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Engineer || || || || || || || 3 || 5 ||
| width=20 | || 4 || 45 || 2 || 1 || 0.3 || || || || 0.5 || 1.0 || || || ||
|}
[[Category:Units]]
825bfc56c17c672f92a14252b2b3605c71e2c8d8
Laos
0
536
903
2008-08-16T17:48:57Z
C.N.
11032
Added category
wikitext
text/x-wiki
=Provinces=
{|
|Country
|
|[[Required Province]]s
|
|
|Extra Provinces
|
|----
|Tag
|Name
|Id
|Name
|Capital
|Id
|name
|----
|LAO
|Laos
|1329
|[[Vientiane]]
|C
|----
|
|
|1332
|[[Nhommarath]]
|
|----
|
|
|1336
|[[Pakse]]
|
|----
|
|
|1306
|[[Luang Prabang]]
|
|----
|}
=Tech Teams=
{| border="1" cellpadding="2"
|+LAO - Laos
|-
|11800||T11800||National University of Laos||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|}
=Technical Details=
* TAG => [[LAO]]
=Events=
=Scenerios=
==1936==
Possession of [[France]]
==1938==
Possession of [[France]]
==1941==
Possession of [[Japan]]
==1944==
Possession of [[Japan]]
[[Category:Countries]]
6571b1b0e462c1c5625b2d42281daad698e6ec6b
Heavy Armored Brigade
0
494
819
2008-08-16T17:50:04Z
C.N.
11032
Added category
wikitext
text/x-wiki
{| WIDTH=95%
|- VALIGN=top
|
Heavy Armor gives your units a considerable boost in both hard and soft attack. Heavy Tanks are used when breaking enemy lines, being extremely hard to kill. But they slow your units down and require considerable amounts of supplies and fuel.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_8.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Basic Heavy Tank || || || || || 2 || 2 || 2 || 2 || -10
| width=20 | || 8 || 80 || 2 || -1 || 0.7 || 2.5 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Improved Heavy Tank || || || || || 4 || 4 || 4 || 4 || -12
| width=20 | || 9 || 80 || 2 || -1 || 0.8 || 3.0 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Advanced Heavy Tank || || || || || 5 || 6 || 6 || 6 || -15
| width=20 | || 9 || 80 || 2 || -2 || 1 || 3.5 || || || 0.5 || 1.0 || || || ||
|}
[[Category:Units]]
b9db65573aaefc31a94a0091401ec092c7631c13
Manchukuo
0
554
941
2008-08-16T17:51:34Z
C.N.
11032
Added category
wikitext
text/x-wiki
=Provinces=
{|
|Country
|
|Required Provinces
|
|
|Extra Provinces
|
|----
|Tag
|Name
|Id
|Name
|Capital
|Id
|name
|----
|MAN
|Manchukuo
|1389
|Mukden
|C
|----
|
|
|1390
|Xinjing
|
|----
|
|
|1377
|Liaoyuan
|
|----
|
|
|1378
|Jilin
|
|----
|
|
|1375
|Mudanjiang
|
|----
|
|
|1374
|Jiamusi
|
|----
|
|
|1379
|Harbin
|
|----
|
|
|1530
|Heihe
|
|----
|
|
|1380
|Qiqihar
|
|
|
|----
|
|
|1387
|Ulan Hot
|
|
|
|----
|
|
|1382
|Hailar
|
|
|
|----
|
|
|1381
|Mohe
|
|
|
|----
|
|
|1394
|Andong
|
|
|
|----
|
|
|1395
|Yingkou
|
|
|
|----
|
|
|1396
|Jinxi
|
|
|
|----
|
|
|1388
|Chifeng
|
|
|
|----
|
|
|1397
|Changde
|
|
|
|----
|}
=Tech Teams=
=Technical Details=
* TAG => [[MAN]]
=Events=
=Scenerios=
[[Manchukuo strategy]]
==1936==
Possession of ??
==1938==
Possession of ??
==1941==
Possession of ??
==1944==
Possession of ??
[[Category:Countries]]
21e7480285e3d69174d6fe1f944c923072a771a3
Light Armored Brigade
0
542
915
2008-08-16T17:52:59Z
C.N.
11032
Added category
wikitext
text/x-wiki
{| WIDTH=95%
|- VALIGN=top
|
Armoured units allow real projection of power on the battlefield. Their speed and firepower make them lethal against all but the best entrenched Infantry. However, as tanks become heavier, their speeds will reduce accordingly. They also require a constant supply of fuel to remain in the field and if this vital supply is severed, the armoured unit will be almost useless.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_7.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Light Tank || 8 || || || || 2 || 3 || 3 || 3 || -8
| width=20 | || 5 || 60 || 2 || || 0.7 || 1.5 || || || 0.5 || 1.0 || || || ||
|}
[[Category:Units]]
6b7355f0ab468b7e4b0c0b049adde9b99eac1714
Mengkukuo
0
563
959
2008-08-16T17:53:40Z
C.N.
11032
Added category
wikitext
text/x-wiki
{| cellpadding=1
|- valign=bottom
!Country<BR>Tag!!Country<BR>Name!!Province<BR>ID !!Name !!Captital!!Required
|-
|MEN||Mengkukuo ||1208 ||[[Hohhot]] ||C ||Y
|-
|| || ||1385 ||[[Bayan Tumen]] || ||N
|-
|| || ||1398 ||[[Erenhot]] || ||N
|-
|| || ||1207 ||[[Jining]] || ||N
|-
|| || ||1386 ||[[Xilinhot]] || ||N
|}
[[Category:Countries]]
b6fade31dc4ee6b50a66ed1d95d9fa3ec2e585ac
Modding in-game music
0
584
1001
2008-08-16T17:58:10Z
C.N.
11032
Added category
wikitext
text/x-wiki
'''Like all modding, please backup all files before modifying anything'''
Modifying the playlist for the in-game music played for HoI2 is not only easy, but very quick.
After opening the music subfolder, there are a dozen or so mp3 files along with three .txt files: looby.txt; peace.txt; and war.txt. These are you "playlists" for lack of a better term. Without editing these files, no matter what mp3s you add to the music subfolder, HoI2 will not play them.
So, lets say we want to add Tchaikovsky's War of 1812 to the soundtrack. Take that mp3 and copy/move it into the mp3 folder. Now, for ease of use, rename it to something like "1812.mp3" or "tchaikovsky1812.mp3." Why? Remember those three playlists I mentioned? They are text files. And since HoI2 reads whitespace (read: spaces and tabs) as an indication to mvoe forward, having it named "Tchaisovsky 1812.mp3" won't work. Why? Let me explain in the next step.
Now, we want to HoI2 to load this song up when we are loading the game instead of the normal start-up music. Yes, you can do this. Open up lobby.txt. You should see only one line of text "hoi2-overture". This is the playlist for music while loading before the title screen and for the main menu. Now add "1812" on the next line. Now, if you save this file and load up HoI2, and wait for the Overture to stop, you'll notice that the War of 1812 is playing. The order of which the tracks list in the text document is the order that they are played in. Makes sense, right?
So now, lets look at the war.txt and peace.txt. Wonder when those get played? (Please tell me you do).
But, you want to add a song that is you just think is the epidomy of war songs- Carmina Burana. So we move it into the music folder, rename it "carmina.mp3" for good measure, and open up war.txt. Add it to the top line (so it is first in the queue). Now, any time you go to war, this will be the first song played in the playlist.
So that's adding music to the playlist. Removing things is just as easy. Simply remove the files's name from the playlist.
[[Category:Modding]]
40f76f0affc73125414b4c25ecc376482e64e4d7
Modding misc.txt
0
588
1009
2008-08-16T17:58:43Z
C.N.
11032
Added category
wikitext
text/x-wiki
== Economy ==
'''IC to TC ratio''' - how much TC you get for every point of IC; Paradox default is 1.5
'''IC to Supplies ratio''' - how many supplies are made per IC allocated to supply production; Paradox default is 4
'''IC to Consumer Goods Ratio''' - assumedly how many consumer goods are produced per IC allocated; Paradox default is 1
'''IC to Money Ratio''' - how much money is generated for every IC allocated to CG production
'''Max Gearing Bonus''' - The lowest percentage of build time that a unit may have due to gearing bonus. Example: if this value is 0.60 then at maximum gearing bonus each unit only takes 60% of the normal build time to produce. Lowering this value makes producing serial runs cheaper. Raising this value enough makes serial runs pointless.
'''Gearing Bonus Increment''' - the amount of discount per unit of gearing. Example: if this value is 0.08 then your second unit produced serially will take 8% less time.
'''IC Non-National Province Multiplier''' - Paradox default is 0.2; This is the percentage of actual IC you get from a province that you own (i.e. after annexing) without being one of your national provinces. Example: a Province has 10 IC in it but it isn't considered "national" for your nation thus you only get 2 IC.
'''IC Non-Owned Province Multiplier''' - Paradox default is 0.2; This is the percentage of actual IC you get from a conquered province you control but not own (i.e. before annexing).
'''TC Undeployed Division Load''' - the amount of TC load per division waiting to be deployed. Think of this as trains allocated to transport the unit to the desired location.
'''TC Occupied Province Load''' - the TC load per conquered province.
'''TC Land Division Load Multiplier''' - multiplier of the normal TC load for each land division.
'''TC Air Division Load Multiplier''' - same as for land divisions
'''TC Naval Division Load Multiplier''' - Paradox default for this is 0.333; i.e. each naval unit only uses one third of a TC point per supply and fuel point it uses.
'''TC Load from partisans''' - how bad to partisans hurt your TC
'''TC load factor from offensives''' - Paradox default is 1.5; not sure exactly what this does.
'''TC Load from province dev''' - the TC load from a province improvement that hasn't been deployed.
'''TC Load from bases in queue''' - TC load for air or naval bases built but not deployed. (Radar too???)
'''National Province Manpower Multiplier''' - how many manpower points per day you receive per province manpower point (in National Provinces).
'''Non-National Province Manpower Multiplier''' - how many manpower points per day you receive per province manpower point (in non-national provinces) (i.e. how much manpower you can recruit from foreign lands).
'''Colonial Province Manpower Multiplier''' - believed to be like the other manpower multipliers but this applies to "colonies" (aka provinces not land connected to your capital).
'''Requirement for "Influence Nation" to affect domestic sliders''' - at default value your IC/2 must be greater than the target nation's IC to have a slider moved.
'''Trickle-back factor for manpower from losses in battle''' - at default half of your manpower losses are added back into your manpower pool.
'''Upgrade cost''' - default value is 0.5; Note: the resulting value for a unit can never be less than 1.0 (above 1.0 fractional build costs are used).
== Combat ==
'''Base chance to avoid hit if defences left.''' - this is unused (as of v1.1)
== Research ==
[[Category:Modding]]
87bbd05c3f3b25fb2cec0da17951a2af1ef69671
Portugal
0
645
1123
2008-08-16T18:04:07Z
C.N.
11032
Added category
wikitext
text/x-wiki
{{Country guides}}
==Overview==
As a minor power, Portugal is fairly weak. Yet, Portugal is quite unique in that it can be friends with the world: it is able to join any alliance in the game.
==Technology==
Portugal has very limited Technology options. The first priority is to achieve the second technology slot, possible with Basic Machine Tools, early annexations, and some IC building. Infantry technology should also be an early focus.
==Diplomacy==
===Alliances===
Portugal has a large amount of options in terms of Alliances:
* Portugal can join the Axis as early as the start of the game. Too early an alliance with Germany may complicate early adventurism in annexations. An Axis alliance can provide opportunities for resource gains in Central and South Africa, though very difficult to manage.
* Portugal can also join Japan. This is possible during the war with China, and could provide Portugal with an opportunity to make gains.
* Portugal can work very hard, with influence actions, to be able to join the Allies. This is not entirely easy due to Portugal's inability to generate cash. With relations of +200 with the UK, Portugal's chances of being accepted into the Allies is 95%. When in the Allies, adventures in Ethiopia or Thailand are possible.
===Sliders===
If Portugal will expand early in the game, slider moves to hawk are best. If going the isolationist route, moving to Central Planning is more appropriate.
===Ministers===
Portugal's starting Ministers are better than average for a minor power. Depending on the player's strategy (expansionist versus isolationist), Minister of Security Mario Pais Sousa (-3% IC) should be replaced with Lucas (-5% consumer goods need) or Melo (Foreign IC +10%). Chief of Staff Bastos provides a much needed +25% manpower growth bonus.
==Economy==
===Trading===
Portugal begins the game with Energy and Metal shortages, thus trading with supplies is a necessity.
===Industrial Production===
Building a limited amount of IC can help Portugal to attain a second research slot. IC building beyond this is not helpful, since Portugal needs to devote all of its meagre resources to building a military.
==Military==
A general key to Portugal's military campaigns is the use of convoy transports: Portugal needs a relatively large convoy fleet in order to project its military power overseas.
===Army===
Nearly the entire officer corps of Portugal is old guard. Portugal will have to rely on Infantry and Militia in order to field a decent army.
===Navy===
Portugal's navy is quite weak, and only very minor expansion is possible to defend against other Minor power's navies.
===Air Force===
Portugal begins the game with a single TAC bomber. Expansion is generally unthinkable.
==War==
As a very weak starting country, Portugal has very few options:
* Ireland: Beginning with just a single division, Ireland's weakness and proximity makes it a good target for early war.
* Spanish Civil War: Portugal is nowhere near powerful enough to face the main combatants of the Spanish Civil War. Opportunism, however, is a possibility. Portutgal can prey on the loosing side, and attempt to grab one of their IC rich territories (La Corona, for example) before they are annexed. Capturing an enemy capital province will be a relative boon for Portugal's anemic stockpiles.
* Thailand: A very tough opponent, but a possible target from the Macao naval base.
[[Category:National Strategy]]
a049c0a136bccf1ab2b363e789816ee424816997
Italy 1941 Strategy Guide
0
519
869
2008-08-16T18:04:59Z
C.N.
11032
Added category
wikitext
text/x-wiki
One of my favorite scenarios as it starts you off as set piece almost.
You can defeat the [[British]] in [[Africa]] - you just need speed and a sense of urgency (building an [[airforce]] is good but long term, you need to defeat the British with what you have.)
I - Destroy the British pocket behind your lines and consolidate your forces in Africa into two provinces facing the British (keep a division or two back to garrison your major port/airfield provinces.
II - Reorganize your airforce and have focus it on the African front, with your [[Fighters]] covering, your [[bombers]] interdicting, and your [[Naval]] regiments patroling/bombing the seas around Sicily (to look for British fleets).
III - Strategically deploy/march as much of your Army on the continent as possible to [[Taranto]] , keeping forces only to garrison beaches until they can be replaced by [[Garrison]]/[[Militia]] corps properly
IV - Form your Navy into two branches : one large Fleet of Surface Ships and Transports, and secondly some smaller fleets of [[Submarines]]. The Submarines you can use not for convoy but as pickets around the Med to trip up and trigger combat with enemy navies to find out their location.
V- The Surface Fleet you use ONLY to load up Army Divisions and the Sea Transport mission to the closest port possible in Africa, as fast as possible. You may even want to leave your old [[BB]]-Is behind to gain the 3kph of speed. Keep Sea Transporting forces to Africa as possible. If you get into combat with a large RN Battle Fleet then retreat and try again later.
VI- The bulk of your army and air force should now be in Africa, frontally assault the enemy (which you should by now outnumber) and send him reeling back across the middle east, use your Bombers (now) to Ground attack his formations.
VII - With [[Suez]] secure you can hold a line in Southern Egypt of 2/3 provinces and push into [[Iraq]] for it's oil, or you can amphibious operations against Allied Islands in the Med (or both). [[Gibraltar]] is nearly impossible without Spain so your options there are limited.
-You don't have the [[IC]] to use [[Offensive supply]]
-As for builds, I'd concentrate on [[Tactical Bombers]]/[[Escorts]] to destroy enemy forces as they move in [[Africa]]/[[Middle East]]; infantry divsions, and garrisons.
You can lay down some Cruisers/DDs/Submarines and Naval aviation regiments. You can destroy isolated enemy transports and small fleets by using a fast fleet of Italy's Cruisers/Destroyers to engage in combat, kill, and then retreat before any large Battleship/Carrier fleet.
VIII - With a line held in [[Egypt]], the Middle East Secure - you should have some time to build up before the US or British can again field a strong force in the area,,so you can send air support to [[Germany]] ,,etc.
=[http://forum.paradoxplaza.com/forum/showthread.php?t=358160 Taken from this thread]=
[[Category:National Strategy]]
b99272d54b6f35a857db682f173154ae00b864c3
Police Brigade
0
640
1113
2008-08-16T18:06:53Z
C.N.
11032
Added category
wikitext
text/x-wiki
{| WIDTH=95%
|- VALIGN=top
|
Police Brigades are good at suppressing partisans and rebels.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_12.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Police || 3 || || || || || || || ||
| width=20 | || 2 || 35 || 2 || || 0.1 || || 3 || || 0.5 || 1.0 || || || ||
|}
[[Category:Units]]
3efa480492a343dce47724e438f0242f15c9b030
Tank Destroyer Brigade
0
732
1297
2008-08-16T18:15:17Z
C.N.
11032
Added category
wikitext
text/x-wiki
{| WIDTH=95%
|- VALIGN=top
|
Tank Destroyers are similar to normal Tanks. The difference is that they don't have a rotating turret, and mount most of their armor to the front. They give your units an added capability against hard targets such as enemy armor.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_6.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Early Tank Destroyer || || || || || || 2 || 1 || 1 || -5
| width=20 | || 7 || 70 || 2 || || 0.5 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Basic Tank Destroyer || || || || || || 3 || 2 || 2 || -6
| width=20 | || 7 || 70 || 2 || || 0.6 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Improved Tank Destroyer || || || || || || 5 || 3 || 3 || -7
| width=20 | || 7 || 70 || 2 || || 0.7 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Advanced Tank Destroyer || || || || || 1 || 6 || 4 || 4 || -8
| width=20 | || 8 || 70 || 2 || || 0.75 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Semi–Modern Tank Destroyer || || || || || 1 || 7 || 5 || 5 || -9
| width=20 | || 8 || 70 || 2 || || 0.8 || 1 || || || 0.5 || 1.0 || || || ||
|}
[[Category:Units]]
b986a89e03d5dc58074c4e1d1ba7d22c7d8d705e
Tannu Tuva
0
733
1299
2008-08-16T18:15:49Z
C.N.
11032
Added category
wikitext
text/x-wiki
=Provinces=
{|
|Country
|
|Required Provinces
|
|
|Extra Provinces
|
|----
|Tag
|Name
|Id
|Name
|Capital
|Id
|Name
|----
|TAN
|Tannu Tuva
|1418
|[[Kyzyl]]
|C
|
|
|----
|}
=Tech Teams=
{| border="1" cellpadding="2"
|+TAN - Tannu Tuva
|-
|11300||Tannu Tuva Mining Company||tan_001||2||1930||1960||[[Image:Industrial_engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:electronics.png|ELE]]||[[Image:General_equipment.png|EQP]]||[[Image:technical_efficiency.png|TEC]]
|}
=Technical Details=
* TAG => [[TAN]]
=Events=
=Scenerios=
==1936==
* Puppet of the [[USSR]]
===Strategy Guides===
*[[Tannu Tuva strategy]] (Requires the player to first play as [[USSR]] and release Tannu Tuva.)
==1938==
==1941==
==1944==
[[Category:Countries]]
a3c6d1a23f4e4bee0e44f62ae93da9efcf992496
Super Heavy Armored Brigade
0
722
1277
2008-08-16T18:17:04Z
C.N.
11032
Added category
wikitext
text/x-wiki
{| WIDTH=95%
|- VALIGN=top
|
Super Heavy Armor is the ultimate shock weapon. Nearly impossible to kill, they give horrendous bonuses to your units' hard and soft attack values. They also consume enormous amounts of supplies and fuel, and slow your units to a crawl.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_9.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Super–Heavy Tank || || || || || 7 || 8 || 2 || 8 || -20
| width=20 | || 10 || 120 || 2 || -4 || 1.5 || 5 || || || 0.5 || 1.0 || || || ||
|}
[[Category:Units]]
61f9e70f96d9145b9ec26941662d249d6f7ce9b1
Self-Propelled Artillery Brigade
0
686
1205
2008-08-16T18:17:26Z
C.N.
11032
Added category
wikitext
text/x-wiki
{| WIDTH=95%
|- VALIGN=top
|
SP, or Self-Propelled, Artillery gives your armored and mechanized units an additional punch against enemy infantry while not reducing the speed of those units as much as normal artillery.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_2.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Early SP Artillery || || || || || 4 || 2 || 3 || 3 || -5
| width=20 | || 6 || 70 || 2 || || 1.3 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Basic SP Artillery || || || || || 5 || 2 || 4 || 4 || -6
| width=20 | || 7 || 70 || 2 || || 1.4 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Improved SP Artillery || || || || || 6 || 2 || 4 || 4 || -7
| width=20 | || 7 || 70 || 2 || || 1.5 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Advanced SP Artillery || || || || || 7 || 3 || 5 || 5 || -8
| width=20 | || 8 || 70 || 2 || || 1.6 || 1 || || || 0.5 || 1.0 || || || ||
|}
[[Category:Units]]
9dfe63f71e160be98a4c623e22b798c90be80bba
Rocket Artillery Brigade
0
674
1181
2008-08-16T18:17:51Z
C.N.
11032
Added category
wikitext
text/x-wiki
{| WIDTH=95%
|- VALIGN=top
|
Rocket Artillery gives your units an added capability against soft units. Rockets are an area weapon, saturating an area with explosions, and are thus most effective against Infantry concentrations.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_3.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Basic Rocket Artillery || || || || || 5 || 1 || || 2 ||
| width=20 | || 4 || 45 || 2 || -1 || 1.5 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Improved Rocket Artillery || || || || || 6 || 1 || || 3 ||
| width=20 | || 5 || 45 || 2 || -1 || 1.5 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Advanced Rocket Artillery || || || || || 7 || 3 || || 4 ||
| width=20 | || 6 || 45 || 2 || -1 || 1.5 || || || || 0.5 || 1.0 || || || ||
|}
[[Category:Units]]
9637d8d5133163f2b9edc6abafa84df674480942
Self-Propelled Rocket Artillery Brigade
0
687
1207
2008-08-16T18:18:13Z
C.N.
11032
Added category
wikitext
text/x-wiki
{| WIDTH=95%
|- VALIGN=top
|
SP, or Self-Propelled, Rocket Artillery gives your armored and mechanized units added capability against soft units such as infantry. They are very effective against enemy infantry, and do not reduce the speed of your fast units like normal rocket artillery.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_4.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Basic SP Rct Artillery || || || || || 5 || 1 || 4 || 4 || -6
| width=20 | || 6 || 60 || 2 || || 1.5 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Improved SP Rct Artillery || || || || || 6 || 1 || 4 || 4 || -7
| width=20 | || 7 || 60 || 2 || || 1.5 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Advanced SP Rct Artillery || || || || || 7 || 3 || 5 || 5 || -8
| width=20 | || 8 || 60 || 2 || || 1.5 || 1 || || || 0.5 || 1.0 || || || ||
|}
[[Category:Units]]
17ddfa44fcdd60ffc420a1c8778144d9442de4a6
Repair modifier
0
668
1169
2008-08-16T18:22:54Z
C.N.
11032
Added category
wikitext
text/x-wiki
The '''Repair modifier''' increases the rate at which your damaged units repair (or increase their strength).
Please note that the repair rate of damaged province structures (e.g. infrastructure, industry, resource gathering) are '''not''' affected by this modifier, nor are they intended for it to be.
This information is correct as of the HoI2 1.3b patch.
Discussion of the testing done to establish this can be found on the last pages of this thread:
http://forum.paradoxplaza.com/forum/showthread.php?t=247779&page=3&pp=25
[[Category:Terminology]]
faf30989f7770853e4b1429f3b1bfbc213eee4e9
Strategic Redeployment
0
704
1241
2008-08-16T18:24:25Z
C.N.
11032
Added categories
wikitext
text/x-wiki
==== How do I strategically redeploy units? ====
The following requirements must be satisfied for Strategic Redeployment (SR):
* Rear Area Supply Dumps (an Infantry tech) is researched.
* There is a land connection between the current location of division and the target.
Select the unit(s). Hold ctrl + right click in the destination province. For garrisons, a simple right click will do.
* NOTE: you can not SR thru an ally's territory unless you are at war.
* NOTE: As a general rule it is longer, in time, to SR one provience distance but shorter, in time, to SR 2 or more proviences away.
[[Category:FAQ]] [[Category:Terminology]]
063857af9ed3475c0bbdc2d410bbe99f1cb8d4d8
Required Province
0
670
1173
2008-08-16T18:24:51Z
C.N.
11032
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wikitext
text/x-wiki
A '''Required Province''' is a province that is required for the [[Liberation]] (or formation) of a nation.
[[Category:Terminology]]
4073d831b476a21076084b200a700a7327591719
Colonial Empire An Alternative Strategy for Japan
0
388
607
2008-08-16T18:26:04Z
C.N.
11032
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wikitext
text/x-wiki
==Colonial Empire An Alternative Strategy for Japan==
Why go to war against those hapless Chinese? After all, they are the same mankind as you. Although they are hoaxed by those Western imperilists and learn to hate you without any reason, you can show them you are not their rival. And they are not yours, either. Those western colonial powers are.
This article will describe an ahistorical route Japan can choose in the 1936 GC. This is called "colonial empire" pathway. The strategy is simple: take all the weakling European countries' belongings while avoid going to war against the British too early.
[NOTE: After playtesting this strategy it is not clear that it is at all viable, due to certain key points. The UK seems to be hardcoded to declare war on Japan if Japan attacks the Dutch, regardless of how good relations are, negating a major point of this plan. It also does not seem possible to put a Naval Base on Curacao, as it is too far from any other Japanese base.]
=== Important Points ===
You need to keep good relationship with all the superpowers, a.k.a, UK, France, USSR, USA, and Germany. Except for the last one, all of the rest are in bad relationship with you from the beginning. Do a lot of trade with them and they will grow liking you. Also pour some IC in consumer goods. That'll give you money for research and support your diplomatic moves. In this strategy diplomacy is crucial for you.
Also you need to keep your belligerence down. Specifically, avoid getting 80 too early. 80 is the magic number USA will gear up for war. You don't want to awake a sleeping giant too early, do you? Unless you do not want to fight USA, the answer should be no.
=== Start ===
Start from 1936 GC, put your production slider heavily on supplies and consumer goods. Trade supplies with every major power to get everything else you need. Don't worry about the steep price, these investments will reward you handily. The most important countries in this strategy are France and UK. Try to boost relationship with them as high as possible. When necessary, use influence country (you need a lot of money to do this, for sure). You don't need to produce a lot of units, BTW. A long series of light cruisers may be nice for the gearing bonus. Ditto for infantry divisions and engineers (you will need it a lot later).
Release your puppet Manchukuo. They are a liability as your puppet and some bigots in their government will cause you a lot of trouble. You can even pull off your force there to put them into some place more worthy. DON'T get entangled by them. You can always attack and annex them later, but now just leave them as they are.
=== Intervene into Chinese Civil War ===
From the start you have the option to invade Guangxi Clique when they DOW at Nationalist China. That will boost your IC a little bit by grabbing Guangzhou and some resource-rich area from them. Also Hainan as a nice springboard for further conquest.
=== Invasion of Dutch East Indies ===
You can do it either before or after Marco Polo Bridge Incidents. Doing it before is preferable but you may need some luck here. Normally your relationship with France and UK should be good enough to keep them from intervening. Strike quickly and snap up all VP provinces in Dutch East Indies. They won't put up even token resistance. In the meantime still keep good relationships with the UK and France. They may cancel trade agreements, but you just bribe them and negotiate with them again. Sue for peace with the Netherlands. You don't need a lot of provinces: just ask for those resource-rich ones, like East Java, Banka Island, South Sumatra and South Borneo. ''Don't forget'' to ask for Curacao, you need it for the next phase. ''don't'' ask for Batavia. You may have to try this several times before a deal is agreed
Note that there is a disadvantage to attacking the Dutch East Indies before Germany has conquered the Netherlands' European provinces. Germany's conquest of the Netherlands leaves the Netherlands East Indies the only remaining territory in Dutch posession. If you attack the Dutch East Indies after the Dutch have lost their European holding, you can annex the Netherlands and seize their sizeable stockpile of resources -- thus making up for Japan's limited ability to produce the same.
=== Invasion of Portuguese Africa ===
Build a naval base in Curacao. Wait your belligerence to drop (Hirohito will drop your belligerence in peace time) a little bit. Build up good relationship with UK and France, and virtually every one else.
By mid-1938, bring some army units to Curacao and DOW Portugal. If you cannot figure out how to send armies in Curacao : select the REBASE mission in the transport unit's detail (right-clicking on the province does not work).
Grab Cape Verdes from Curacao (be sure you have the range, so make up your fleet with your most advanced CAs, BCs and BBs, although actually it does not matter anyway since Portuguese Navy is pitiful). Attack the Azores and from there, hop into Portugal's home territory. Grab everything they have there and then sue for peace. Ask for every thing other than their 5 national provinces. If they do not accept, grab Bissao, Cabinda and normally they will cave in. Now you will have two firm naval bases in the Atlantic Ocean (the Azores and Cape Verdes), also Portugal's Africa belongings (Angola and Mozambique). As a bonus you will also have Macao and East Timor.
=== Invasion of Belgian Congo ===
Now await the development of Europe while building up your navy. Wait well into 1939, maybe early 1940, after Poland has fallen, to DOW Belgium. Attack Belgian Congo from Angola, using infantry with engineers. This will take some weeks but once you grab the two VP provinces close to the coast Belgium will normally cave in. (Having German troops along their border may be a reason.) You will have all the Belgian Congo which is very rich in metals.
=== Watch the Great Show in Europe ===
Now you again wait for developments in Europe. France and UK may start to influence you, which is sweet. Just wait patiently. France and UK may build up troops along the border of your African possessions, but with Germany at their gate they won't be able to attack you. When Germany initiates its attack on the west front, France often falls quicker than in history, because a good chunk of its troops will be garrisoned in French Equatorial Africa. Ditto for UK. With most of their African Legion in Rhodesia and South Africa, Italy can steamroll Egypt and Sudan.
=== Annexation of French [[Indochina]] ===
When France falls the vichy event will be triggered. After Vichy France forms, you will receive an event to request [[Indochina]]. Choose ask for [[Indochina]] and Vichy will usually accept. Don't ask for [[Madagascar]] since the chance of suceeding is very small.
=== Allies or Axis, that's the Problem ===
Now you are in a situation virtually to choose between the two major alliance. I would say choose the Axis, simply because they can offer you more than the Allies. Once you join the Axis, be quick to take out South Africa. They've got 5 VP provinces, and 4 can be reached immediately by your troop from Mozambique and your marines from the sea. Marching into the last one takes some time, though. In the meantime send a troop North into British East Africa and cut into Lake Victoria and eventually Kigali. Use infantry with engineers. After you annex South Africa, the British troops in Rhodesia and Nyassaland will be trapped and out of supply. Don't worry about them now, just use garrisons and a few divisions to keep them encircled. You can grab them bit by bit later.
Assuming Germany did its homework in occupying Netherland's European provinces, attack Netherlands's holding in Indonesia and annex it. After Amsterdam falls, the capital will move to Batavia and you will end up with all of the rest of Netherlands' territory. That's the reason why you do not take Batavia in your previous campaign, because in that case you need to grab every small island piece by piece or Germany will get the lion's share of them. Also attack and take Malaya. Don't bother to lean on Siam, they will be a good buffer state between Burma and your [[Indochina]] possession. Don't bother to attack Burma either. Just move your troops quickly into India and occupy it. By this time most of the Indian army should be in the Middle East so this will not be hard.
What to do next depends on your preference. You can try fighting the Royal Navy in the North Atlantic Ocean, where your carriers and superheavy BBs (Yamato and Musashi) will come in handy. You can also try helping Italy to invade the Middle East. In the Pacific theater, you can annex Australia and New Zealand, then the rest of VP islands in the Pacific.
You may be able to annex France by the middle of 1941. After defeating the Royal Navy, Britain is yours to take. Then you can try to play with your armies to help Germany to conquer Soviet Union.
=== Invasion of the USA ===
This should be relatively simple. You can use either Canada or Carribean islands as a staging point. The USA AI is coded to deal with a Pacific campaign, so often you can catch them by surprise from the Atlantic Ocean. However, if you really go into war against the USA, strike quickly into their home territory and take out most of the east coast provinces to severely cramp its war economy. If the war goes into attrition you will find yourself overstretched.
=== Invasion of China ===
Why bother? They don't have much to offer anyway. You can try if you want a tough fight. Especially if you are in war with Soviet Union. Invading China in 1941 will be much harder than early date because the quality of their army will be much better.
[[Category:National Strategy]]
d7eee85a6367b4ca6cf9a1d92bac1938dd0b17f9
Combined Arms
0
393
617
2008-08-16T18:26:39Z
C.N.
11032
Added category
wikitext
text/x-wiki
'''Combined Arms''' is a [[combat modifier]] that can be acheaved via mixed formations (refer [[Land Combat Efficiency FAQ]])
* when units number <= [[Command Penalty Capacity]]([[CPC]])(not double),
* To get the Combined Arms bonus, the mix of hard vs soft divisions has to be within a range of 1/3 to 2/3. Typically that would be 1:2 or 2:1
* The hard divisions are armor, light armor, and mech. Soft divisions are everything else including HQ. Brigades are not a factor in the ratio.
**attacker: Eff+5%
**defender: Eff+15%
**The CA bonus is set in the \db\misc.txt file and can be modified. The designation of which div are hard and which are soft, however, is set up in the executable file and is not modifiable.
**To qualify for the combined arms bonus, it is not sufficient for hard and soft divisions to just be in the same province. The divisions must be in the same formation under one leader. Mech and armor in the same formation do not get the combined arms bonus since both are hard targets. Motor and armor, or infantry and armor, would qualify for the bonus.
** [http://www.europa-universalis.com/forum/showthread.php?t=196932 This thread] discusses some testing done about this.
[[Category:Terminology]]
b4ff9af7a46fb01f446e4d111fe6ac1abc3453d2
Blueprints
0
353
537
2008-08-16T18:27:42Z
C.N.
11032
Added category
wikitext
text/x-wiki
Blueprints reduce the time taken to research a technology by half.
''For more information on blueprints and research, read the article on [[research]].''
[[Category:Terminology]]
db8f37df85cb4794ab20eac01e296ed6a3e02e0c
Command Penalty Capacity
0
395
621
2008-08-16T18:39:47Z
C.N.
11032
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wikitext
text/x-wiki
==[[Command Penalty Capacity]] (i.e. the -75% penalty)==
#When you group your armies its essential that you understand that each leader has a Command Penalty Capacity (CPC).
#This is a parameter for each stack. It is worked out separately for each stack. Stack is defined above as the number of units/divisions in a province.
#If the total number of units in the stack exceeds the Command Penalty Capacity when attacking, then the excess units in that stack receive a -75% penalty.
#For each attacking stack, it is the capacity of the most senior leader in the stack.
#*if the most senior leader is an FM, then it is 12
#*if the most senior leader is an GEN, then it is 9
#*if the most senior leader is an LT, then it is 3
#*if the most senior leader is an MJ, then it is 1
#For a defending stack it is the sum of all the leaders present in the stack. (Unless you are being attacked by aircraft- according to the manual defence from aircraft is handled as per attack- each stack is assessed individually)
#Thus if we have 13 units in an attacking formation commanded by a FM (display of 13/12), one unit will have a -75% penalty. If the units were defending the display would also read 13/12. If we have 13 units units in a territory, but 12 of them will be under a FM and the 13th will be under a LT and the stack was attacking (from one territory) then the display would read 13/12 - the 13th unit would be at -75%. If the same units were defending then the CPC will be 15 (FM 12 + LT 3 = display 13/15) thus no unit will get a -75% penalty, but ONLY if they are defending.
#The stack capacity for all the formations in a province may be doubled by an HQ adjacent or in the same province. The HQ does not have to be present at the start of the combat - as soon as the HQ becomes adjacent to or present at an existing combat, the combat efficiency values alter accordingly.
#*if the most senior leader is an FM, stack capacity is doubled to 24
#*if the most senior leader is an GEN, stack capacity is doubled to 18
#*if the most senior leader is an LT, stack capacity doubled to 6
#*if the most senior leader is an MJ, stack capacity is doubled to 2
##Note that stack capacity and formation capacity are different things as explained below in the HQ, skills, and traits section.
#Thus in the same situation, but with a HQ present as one of those 13 units, we would have a CPC of 24 if one formation was commanded by a FM, and a CPC of 30, if a second formation was commanded by a LT. No unit will get the -75% penalty command capacity penalty.
#The units receiving the penalty are the lowest ones in the formation list for a stack.
#There is a limit to the number of ATTACKERS in one stack - 24 per territory (under an FM with a HQ present - 18 if the highest is a general with HQ and so on). If there is no HQ in the area then the CPC will be max 12/FM, 9/G, 3LT & 1MJ. So in the above example if 13 units (12 for FM and 1 LT) attacked from one province with a HQ the display will read 13/24.
#This means that if you attack with an FM+23 units from one direction, and an FM+25 units from another direction, the combat screen will show 48/48 (if a HQ is present/nearby province), but in fact one of your units will get a -75% penalty.
#There is no limit to the amount of DEFENDERS in the stack as long as you have enough command capacity to cover all the units.
#There is no extra benefit for NOT using the full CPC - i.e. placing 9 units under a FM (9/12).
[[Category:Terminology]]
6e866decb7d33ec841d6af0626ebe0b6aa6fab53
Production Slider
0
649
1131
2008-08-16T18:40:12Z
C.N.
11032
Added category
wikitext
text/x-wiki
== Production Slider ==
The Production slider allocates how much [[Industrial Capacity]] to be used on the production que. When you start the production of anything, an amount of IC is needed. For some things more than other things. This slider allocates how much to use on this production. If youre production slider settings does not meet youre needs, the production will go down in %, until it reaches 0 and stops completely.
[[Category:Terminology]]
084310a14a0f3f2d1b284748c686e826c1b391e8
Map (Utilities)
0
558
949
2008-08-16T18:49:29Z
C.N.
11032
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====These are [[Utilities]] that enable you to view with the Map====
=Online Map=
====Interactive Online Map for Hearts of Iron 2 and subsiquent expansions====
:World map based on five scenarios (1936, 1938, 1939, 1941 and 1944)
:Eight zoom levels (1:1, 1:2, 1:4, 1:8, 1:16, 1:32, 1:64 and 1:96)
:Five map display modes (terrain, political, victory point, industry and infrastructure)
:Option to display province IDs and locate province by name
:Different styles of grid and coordinates (including having them turned off)
*[http://www.ederon.net/hoi2iom.aspx The Online Map can be found here. '''WARNING: This will take you to an external site''']
:[http://forum.paradoxplaza.com/forum/showthread.php?t=199294 A discussion about this on the Paradox forum]
:[http://www.europa-universalis.com/forum/showthread.php?t=180972 A discussion about this on the Paradox forum]
=Printable Map Sections=
====Printable Hearts of Iron 2 maps====
Maps of different locations prepared for printing. They can be used as reference or planning tool for armchair generals.
*[http://www.ederon.net/HeartsofIron2/Downloads/PrintableMaps/tabid/81/Default.aspx The printable maps can be found here. '''WARNING: This will take you to an external site''']
:[http://forum.paradoxplaza.com/forum/showthread.php?t=193673 A discussion about this on the Paradox forum]
=Believed to be no longer availiable=
[[Category:Utilities]]
72ffa7b854571f721c172107ca10042bdee82b8b
FOW
0
445
721
2008-08-16T18:49:53Z
C.N.
11032
Added category
wikitext
text/x-wiki
'''Fog of War''' (FOW) is the term used to describe the inability to see certain [[areas]] on the [[map]] and what is present in them,
usually due to a lack of your own units or territories nearby to provide "reconnaissance".
[[Category:Terminology]]
f4d28b75d9890aa70533cd9cbabe10c35e93d2f1
Consumer Goods Slider
0
402
635
2008-08-16T18:55:18Z
C.N.
11032
Added category, improved spelling and grammar
wikitext
text/x-wiki
== Consumer Goods Slider ==
The consumer goods slider allocates how much [[Industrial Capacity]] you will use for the subject. With certain slider settings, you may get big bonuses of money from this slider. If you have [[dissent]] in your country, you can reduce it with high enough Consumer Goods settings.
[[Category:Terminology]]
2592326319b8453d76b5f5aad235f3005ed42600
Morale
0
601
1035
2008-08-16T19:00:48Z
C.N.
11032
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wikitext
text/x-wiki
Morale is a unit attribute that determines how fast a unit recovers organization. [[Human Wave]] doctrine gives the most morale.
[[Category:Terminology]]
034b771404542211d525dd18df5e6e0c56a0e63d
HSR Nationalist China Strategy
0
490
811
2008-08-17T04:39:56Z
C.N.
11032
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wikitext
text/x-wiki
If you're playing with a mod such as Historical Stony Road (which I personally recommend), you will experience a slightly different and much more challenging gameplay as Nationalist China. Although the idea remains the same - building loads of infantry units and trying to upgrade most divisions to 1936 before Japs attack, you will also need to think and act quick about warlords that surround you.
Here are basic steps and warnings on how to play:
# Move most forces to the South and take Guanxi and Yunnan as soon as possible, try to just rush them with your huge forces. If you do it quick, you might have time to take Communist China as well. This is a bit trickier and requires you to surround their province one by one. The last province (the one with all the IC in it) will give you hell and will most likely hold for very long, so generally speaking, I wouldn't recommend attacking Com CHI until later on.
# Move most of your forces to the North and declare on Sinkiang, take them fast and annex. If Japan declares on you while you're still fighting, you might end up losing some provinces, but try to take the ones with most IC.
# When Japan declares, they will most likely whoop your forces to shred if you're not careful. Try to hold major provinces and if needed, retreat to your old provinces behind the Yellow river, holding each with at least 9 divisions. When winter starts, you should be fine since most of them will be frozen and Japs won't be able to cross the river, but don't try to attack them either or al hell will break lose.
#Build, build, build your infantry divisions while researching land doctrines with Von Faklenhauser. The other research slots should be used for industry stuff.
#Hold Jap advance as long as you can and when you have made enough divisions for a counter attack, push them back to Manchuria.
#Around April 1939 or no later than 1940 you should send or deploy about 9-12 divisions in the south, covering the border with French Vietnam. I made a mistake of not putting anything there and after Vichy France, Japan gets all those provinces and pretty much rushes into your major IC center in Yunnan, taking everything in their path. So don't make the mistake I did.
#Always cover every beach landing with at least 2 units. If you don't, japs will land and create another front quickly. Their units are more mobile than yours, so you won't even catch up with them.
#When South is secure and North is advancing toward Manchuria, you might think about starting to research some naval doctrines.
#You won't catch up with japs in their doctrines, but you sure could try.
#Remember, Carriers are the key to success, but take time to build. Building Super Heavy Battleships will guarantee your triumph over anything but carriers and are accessible early in the game, but take a lot IC to build. Don't bother with subs since in HSR they're only used as convoy destroyers and well you won't be needing that. If you like to take chance, you can build 50 or so transporters and try to invade mainland Japan using just them without defence. It's quite possible if USA DOWed Japan or if Japan is busy fighting UK somewhere else. Their fleet will be absent and you might land 20-30 units before Japan annihilated your TP fleet. If you do decide to land, remember to use marine divisions or the stacking penalty will negate every attack power you have (i.e. don't land with 50 divisions at once, stacking penalty will be -99.9 to attack and you'll just end up wasting time, attack with 3 marines instead).
#If Japan surrenders/you manage to annex them. You can get back to solving the internal problems - i.e. taking Com CHI and the rest. It's possible that by that time the events have turned your nations into democracy and you might not be able to DOW anyone, in which case you have officially created a very successful Nationalist China state and should be proud of yourself:)
#With Japan gone, your potentials are limitless, USSR is there for grabs, but England with its Indian abbundance is probably easier and quicker to take.
#Good luck, commander!
[[Category:National Strategy]]
7b9f854edb16ece11a76accc306e0309b8aff176
Spanish Civil War
0
700
1233
2008-08-17T04:52:29Z
C.N.
11032
Turned double redirect into single redirect.
wikitext
text/x-wiki
#REDIRECT [[Strategy for Spanish Civil War]]
17b664d0f89b313bc307a3bd9e24796a27c5e694
Moddir
0
595
1023
2008-08-17T04:55:15Z
C.N.
11032
Added categories
wikitext
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== Introduction ==
Moddir is a function where HOI2 will load information from a user specified folder in the Hearts of Iron 2 directory. This can be very usefull when trying out new modifications for HOI2 as you can store the mod in a seperate folder instead of overwriting Vanilla HOI2 files.
== To use the MODDIR function ==
To use the moddir function create a new folder in your Hearts of Iron 2 directory. Install or unzip your mod in this folder then create a shortcut to the HOI2.EXE file in the main directory of Hearts of Iron 2. Right click the shortcut and select "Properties", then navigate to "Shortcut". In the "Target" command line add the name of the folder containing the modification you wish to load at the end of the command line then press "Apply" then "OK". Doubble click the shortcut you created and the modification will load. Enjoy the game.
[[Image:Moddir.JPG]]
--[[User:Kruz|Kruz]] 13:16, 22 September 2007 (CEST)
[[Category:Terminology]] [[Category:Modding]]
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Weather
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There are six types of '''weather''' in Hearts of Iron 2. They are listed below with appropriate notes
=Long Term Weather=
The first two weather states are long term and apply to specific provences at specific times on the year
==Frozen==
Winter
* Refered to in the movement files as MOV_FROZEN
==Muddy==
* Refered to in the movement files as MOV_MUDDY
=Short Term Weather=
The remaining four weather states are tempory and will exist in proviences for a short period of time.
==Blizzard==
* Refered to in the movement files as MOV_BLIZZARD
==Raining==
* Refered to in the movement files as MOV_RAIN
==Snowing==
* Refered to in the movement files as MOV_SNOW
==Storm==
* Refered to in the movement files as MOV_STORM
[[Category:Terminology]]
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Japan Conquering the world - in Very Hard difficulty level
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= [[Japan]] Conquering the world - in [[Very Hard]] difficulty level=
== The conquest of the [[USA]] ==
Have you noticed that poor USA has just 4+1 non-garrison divisions at 1936, while Japan has more than 40? This means that you can gain about 100 IC within a year.
Simply carry all your land forces to Kwajalein, and carry out a surprise attack on Hawaii... From there, you can reach San Diego. Don't bother with California: it is a very rough terrain and no IC at all. If you have 2 spare divisions, you can take San Francisco and L. A., but your main aim must be the Eastern Shore. Just take Colon (2,500 kms from San Diego). Here there is a slight chance you may lose some precious ships (the most severe blow being the possible loss of some full transports) - probably during the whole campaign, you will have to save the most now.
From Colon, it's just 2 small jumps to New York. By the time you reach New York, your navy must have defeated US Navy several times (just stay together with your main force, and use your 2 Naval Bombers). From there, conquering the US is quite easy, just have some 6-10 divisions in reserve for the time when USA deploys some 3-6 militias and infantry. By 1937 summer, you can annex the USA.
== Next step: [[America]] ==
This is an easy task: just follow the coast, and use your navy wisely. You will conquer America (except [[Canada]]) by the end of 1938.
== A tough fight: [[China]] ==
When the [[Marco Polo bridge incident]] triggers, choose fight. That 1 Interventionism level worths the loss of [[Manchukuo]] and [[Korea]]. As soon as you have researched Armor type III, build as much as you can. With your victorious army, and your newly deployed >10 Armor divisions, you can defeat the Chinese by around early 1941.
== [[Allies]] or [[Comintern]] ==
Now you must make a severe decision: either attack the Allies or Soviet Union. When I first tried this strategy, it was mid-1942 when I finished with China, and first I attacked SU to help the Germans. But it was a long fight, and after all, the Germans took the fruit in the shape of Moscow...
== Attacking the allies ==
This is an easy task, just don't rush for England, for it is filled with divisions now. Instead, initiate operations in India and in the Middle East. There you can destroy the major part of UK army, and easily annex UK.
== [[Germany]] - or the [[Soviet Union]] ==
Here comes the biggest fight: if the Soviet Union conquered Germany, she must have more than 600 divisions by now. Not a big problem though, for by this time you must have about 50-70 armored divisions, and with the oil resources of the whole world to call on, you can beat them. Just use your superior navy, and encircle as many divisions as you can. After the fall of the Soviet Union, nothing stands between you - and a whole nice yellow world map!
[[Category:National Strategy]]
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Knowledge Base
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/* Historical Information and Reference */ Added link to orphaned National Security page
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{{needwiki}}
This page contains links to information and research that may be useful to those wishing to mod the game, develop new scenarios and battle scenarios, or are otherwise curious about all things World War 2.
Please refrain from copying information from other sources and creating wiki articles that are not HoI2 specific. Instead, link to that external source. This will avoid cluttering the wiki with non-game related info and potential copyright infringement.
= Historical Information and Reference=
* [[Tech Teams Historical Reference]]
* [[National Security]] - lists Spheres of Interest and etc.
= Historical Data and Statistics =
* [[Population counts 1936 by country]]
* [[Population average 1936-1948 by country]]
* [[Casualty Statistics for WW2 by country]]
* [[Coal Production per country 1936-1948]]
* [[Other Coal Statistics]]
* [[Oil Production per country 1936-1948]]
* [[Other Oil Statistics]]
* [[Iron Production per country 1936-1948 (Fe content of ore)]]
* [[Bauxite Production per country 1936-1948 (Al content of ore)]]
* [[Tin Production per country 1936-1948 (Sn content of ore)]]
* [[Copper Production per country 1936-1948 (Cu content of ore)]]
* [[Zinc Production per country 1936-1948 (Zn content of ore)]]
* [[Natural Rubber Production per country 1936-1948]]
* [[Potash Production per country 1936-1948]]
* [[Phosphates Production per country 1936-1948]]
* [[Sulphur Production per country 1936-1948]]
* [[Heavy aircraft models 1939-1950]]
* [[Light aircraft models 1939-1950]]
* [[Assorted information on Soviet RKKA]]
* [[Food]]
* [[Other mineral production by country]]
* [http://en.wikipedia.org/wiki/Italian_aircraft_production_1935_to_1945 Italian Aircraft Production 1935-1945]
* [http://www.angelfire.com/ct/ww2europe/stats.html Assorted WW2 statistics]
* [http://members.aol.com/forcountry/ww2/ww2menu.htm Assorted WW2 statistics part deux]
* [http://www.nber.org/databases/jones-obstfeld/ GDP numbers]
* [http://www.imf.org/external/pubs/ft/weo/2002/01/pdf/chapter3.pdf GDP numbers for 1931]
* [[GDP statistics]]
* [http://www.ssb.no/emner/historisk_statistikk/tabeller/24-24-28.txt Exchange Rates 1915-]
* [[CBI Theatre Statistics]] - Statistics on the China-Burma-India Theatre
* [[PTO Theatre Statistics]] - Statistics on the Pacific Theatre of Operations
= Links to Historical Reference Material =
== Maps==
* [http://www.historylink101.com/1/world_war_II/maps_2.htm History Link 101]
* [http://www.dean.usma.edu/history/web03/atlases/atlas%20home.htm West Point]
* [http://users.erols.com/mwhite28/20centry.htm Historical Atlas of the 20th Century]
* [http://history.acusd.edu/gen/WW2Index/picindexmapsi.html WW2 Maps by Date]
== Air Force Pages ==
* [http://www.worldairforces.com/Countries/countriesindex.html Exhaustive listing of World Air Forces of in History]
* [http://users.senet.com.au/~mhyde/ww2_aircraft_title.htm WW2 Aircraft Types around the World] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.csd.uwo.ca/~pettypi/elevon/gustin_military/db/index.html Military Aircraft Database] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.simviation.com/gryphon/misc/IMPACT_Interdiction.htm Battlefield Interdiction - How Air Power can isolate a battlefield]
* [http://spot.colorado.edu/~dziadeck/airship.html Airship: Home Page for Lighter-than-Air Craft] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.wpafb.af.mil/museum/air_power/ap.htm USAAF Airforce Hangar] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.geocities.com/gambit_166/thach The Thach Weave - An effective Fighter Tactic]
* [http://www.swamphen.net/aviation/fighters/ Directory of Fighter Aircraft]
* [http://wp.scn.ru/en/ww1__f/1135/59 A site on pictures of various aircraft from various periods]
== Navy Pages ==
* [http://www.warships1.com/ Battleships, Carriers and All Other Warships] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.btinternet.com/~philipr/Strantac.html Notes on Naval Strategy and Tactics]
* [http://www.navweaps.com/index_oob/index_oob.htm The Order of Battle Page] - A Comprehensive Listings Of The Ships That Fought In The Major Naval Battles Of The 20th Century
* [http://www.voodoo.cz/ww2car/ Carriers of WW2]
* [http://www.nvr.navy.mil/nvrships/ U.S. Navy Naval Vessel Register]
== Army Pages ==
* [http://www.panzerlexikon.de/ Panzerlexikon.de - Armoured Forces of the major and semi-major powers] (in German)
* [http://mailer.fsu.edu/~akirk/tanks/ Tanks! - Armoured Forces of Various Nations]
* [http://www.consimworld.com/newsroom/archives/morenews/inftactics/infreport.html Evolution of Infantry Assault Tactics (1850-1918)]
* [http://www.spartacus.schoolnet.co.uk/FWWinfantry.htm First World War Infantry Tactics]
* [http://www.stormpages.com/garyjkennedy/index.htm Battalion Organisation during the Second World War]
* [http://www.wtj.com/nosworthy/ La Tactique - Tactics in the Age of Musket]
* [http://www.military.cz/panzer/ Tanks and armoured veichles of WWII (In English, German and Slovakian]
== General World War 2 Information ==
* [http://www.angelfire.com/ct/ww2europe/index.html WW2 in Europe]
* [http://www.teacheroz.com/WWIIEurope.htm WW2 in Europe] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.onwar.com/ OnWar.com Military History Data Analyses]
* [http://www.wwiidaybyday.com/ WW2 Day-by-day] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://cgsc.leavenworth.army.mil/carl/resources/csi/csi.asp#reports Combat Studies Institute Reports]
* [http://cgsc.leavenworth.army.mil/carl/gateway/military_history.asp Combined Arms Research Library Military History Links]
* [http://www.wargaming.net/tanks/totallist.htm AFV Portal]
* [http://members.tripod.com/33rdscb/id60.htm WW2 Map Symbols]
* [http://www.mtholyoke.edu/acad/intrel/ww2.htm WW2 Documents] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.yale.edu/lawweb/avalon/wwii/wwii.htm WW2 Documents]
* [http://www.yale.edu/lawweb/avalon/wwii/trimenu.htm WW2 Documents: The Tripartite Pact] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.fdrlibrary.marist.edu/psf/box1/ WW2 Documents - FDR Library]
* [http://reference.allrefer.com/country-guide-study/ AllRefer: Country Study & Country Guide] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.army.mil/cmh-pg/ US Army Center of Military History]
* [http://www.bibl.u-szeged.hu/bibl/mil/ww2/who/ Bibliographies of Personalities in WW2] (in Hungarian) - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.indiana.edu/~league/index.htm League of Nations] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.geocities.com/CapitolHill/Rotunda/2209/index.html Regents of the world]
* [http://www.rulers.org Rulers of the world]
* [http://www.worldstatesmen.org World Statesmen] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.terra.es/personal2/monolith/00index.htm World Political Leaders (1945-2005)] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.library.uu.nl/wesp/populstat/populhome.html Historic Population Statistics]
* [http://users.erols.com/mwhite28/ww2stats.htm National Death Tolls for the Second World War] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.airpower.maxwell.af.mil/airchronicles/apj/apj88/smith.html "Soviet Maskirovko" (Tactics on the Art of Deception)]
* [http://www.the-blueprints.com/ www.the-blueprints.com, a webpage outlining blueprints for a vast amount of tanks and planes. Good as a reference for 3d modelling.]
== Economics ==
* [http://geopubs.wr.usgs.gov/fact-sheet/fs087-02/ Rarity of various elements in the Earth's Crust]
== General Orders of Battle and Tables of Equipment ==
* [http://www.orbat.com/ Orders of Battle - Orbat.com]
* [http://home.fuse.net/nafziger/index.html The Nafgizer Collection (order OOBs)]
* [http://niehorster.orbat.com/index.htm WW2 Armed Forces OOBs]
* [http://en.wikipedia.org/wiki/List_of_orders_of_battle Wikipedia Orders of Battle]
* [http://www.panzer-war.com/TOE/page1.htm Tables of Equipment for Various Countries based on the Panzer-War Board Game]
== Alliance-Specific ==
* [http://www.army.mil/cmh-pg/reference/code.htm Allied Codenames during WW2]
* [http://homepages.force9.net/rothwell/index.htm British & Commonwealth OOBs]
* [http://www.geocities.com/~orion47/ Axis Biographical Research] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://forum.axishistory.com/ WW2 axis history forum]
== Nation-Specific ==
=== China ===
* [http://mailer.fsu.edu/~akirk/tanks/Stories/emagazine-3/tanks/Chinese_Tank_Forces_and_Battles_before_1945_ed.htm Chinese WW2 Tank Battles]
* [http://orbat.com/site/history/historical/china/china1941.html 1941 OOB]
* [http://www.orbat.com/site/ww2/drleo/018_china/41_cha-00-000.htm 1941 OOB]
* [http://web.genealogie.free.fr/Les_militaires/2GM/Autres/Chine.htm Chine] - in French
* [http://www-cgsc.army.mil/csi/research/ComWar/comwarbjorge.asp Huai Hai Campaign (November 1948—January 1949)]
* [http://www.army.mil/cmh-pg/brochures/72-38/72-38.htm China Defensive (1942-1945)]
=== Commonwealth ===
==== Canada ====
* [http://www.canadiansoldiers.com/ The Canadian Soldier in the 20th Century]
==== South Africa ====
* [http://homepages.force9.net/rothwell/SouthAfrica.htm South African Formations]
=== Croatia ===
* [http://www.vojska.net/ww2/ndh/ NDH - Independent State of Croatia]
=== Finland ===
*[http://hkkk.fi/~yrjola/war/finland/ Finland in World War II]
*[http://virtual.finland.fi/netcomm/news/showarticle.asp?intNWSAID=25937 Lessons of the Winter War]
*[http://www.saunalahti.fi/~fta/FAFhist.htm Finnish Air Force History]
*[http://www.kevos4.com/ Finnish wartime photos and uniforms used during WWII]
=== France ===
* [http://www.charles-de-gaulle.org/article.php3?id_article=91 Free French OOBs in Dec 1940 and Dec 1941] (in French)
=== Germany ===
* [http://worldatwar.net/article/germancode/ German codenames during WW2]
* [http://www.geocities.com/Pentagon/6931/ Panzer Grenadier]
* [http://www.feldgrau.com/ Feldgrau (1919-1945)]
** [http://www.feldgrau.net/ Feldgrau Research Forums]
* [http://www.lexikon-der-wehrmacht.de/inhaltsverzeichnis1.htm Lexikon der Wehrmacht] (in German)
* [http://www.panzerworld.net/ Panzerworld - Germany's WW2 Panzers]
** [http://www.panzerworld.net/blitzkrieg.html Blitzkrieg]
* [http://www.ww2.dk/ Luftwaffe 1933-45]
* [http://www.vojska.net/ww2/germany/ Wehrmacht in Yugoslavia]
* [http://www.achtungpanzer.com/ Achtung Panzer]
=== Greece ===
* [http://www.geocities.com/ww2greece/ The Defence of Greece 1940-1941] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
=== Italy ===
* [http://www.geocities.com/CapeCanaveral/2072/ra.html Regia Aeronautica]
* [http://www.comandosupremo.com/ Comando Supremo - Italy at war]
* [http://www.regiamarina.net/ Regia Marina.net - The Italian Navy in World War 2]
=== Iran / Persia ===
* [http://www.army.mil/cmh-pg/books/wwii/persian/index.htm The Persian Corridor and Aid to Russia] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
=== Japan ===
* [http://www1.odn.ne.jp/tobu7757/J_wsd/armydate/division/D-L1-01.htm Japanese OOB (in Japanese)]
* [http://homepage1.nifty.com/kitabatake/index.html Japanese historical military website (in Japanese)]
* [http://orbat.com/site/history/historical/japan/administrativearmy1941.html 1941 December 8 Administrative Army OOB]
* [http://www-cgsc.army.mil/carl/download/csipubs/augustst/augst_appen.pdf 1945 July 30 Kwantung Army OOB]
* [http://orbat.com/site/history/historical/japan/manchukuo.html Manchukuo OOB]
* [http://www3.plala.or.jp/takihome/artillery_history.html Battles of Japanese Artillery Forces]
* [http://cgsc.leavenworth.army.mil/carl/resources/csi/glantz3/maps.html Manchurian Army Dispositions]
* [http://www.combinedfleet.com/ Japanese Navy Page]
* [http://maisov.oops.jp/e/ Organization of the Japanese Army & Navy]
* [http://www3.plala.or.jp/takihome/ Japanese Army (especially armored forces)]
* [http://ajrp.awm.gov.au/ajrp/ajrp2.nsf/Web-Pages/GlossaryPage?OpenDocument&Start=1&Count=1000&ExpandView Glossary of Japanese military terms]
* [http://www.imes.boj.or.jp/cm/english_htmls/feature_gra3-6.htm Modern Japanese Financial History as Seen Through Its Currency] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.tecom.usmc.mil/utm/kogun.txt The Japanese Army in the Pacific War]
* [http://www.fischer-tropsch.org/primary_documents/presentations/AIChE%202003%20Spring%20National%20Meeting/Paper%2080d%20Stranges%20Japan.pdf Economic Statistics for Japan]
=== Latin America ===
* [http://www.fas.org/man/dod-101/army/unit/docs/xxi/appxa.htm Oxford Latin American Economic History Database] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
=== Mongolia ===
* [http://reference.allrefer.com/country-guide-study/mongolia/mongolia155.html Mongolia Army]
=== Netherlands ===
* [http://www.netcomuk.co.uk/~dpohara/dutch1940.htm Dutch Armed Forces (1940)] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.geocities.com/Pentagon/Barracks/1247/ Royal Dutch Army OOB (May 1940)] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.netherlandsnavy.nl/ Royal Netherlands Navy Warships of WW2] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.dutchsubmarines.com/ Dutch Submarines] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.bhummel.dds.nl/index2.html De Nederlandse luchtmacht in mei 1940] (in Dutch) - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.netcomuk.co.uk/~dpohara/nei.htm The Netherlands East Indies (1940-1941)] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
===Poland===
* [http://www.elknet.pl/acestory/poland.htm Polish aces of WW2]
* [http://www.achtungpanzer.com/pol.htm Polish armoured vehicles (part of Achtung Panzer! website)]
=== Serbia ===
* [http://www.vojska.net/ww2/serbia/ Serbia in World War 2]
=== Soviet Union ===
* [http://www.battlefield.ru/index.html The Russian Battlefield]
* [http://rkkaww2.armchairgeneral.com/index.htm RKKA - The Red Army in WW2] - See the formations page for more information.
* [http://mechcorps.rkka.ru/ Механизированные корпуса РККА] (in Russian) - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
=== Spain ===
* [http://www.iespana.es/orden-de-batalla-gce/index.htm Orden de Batalla]
* [http://www.guerracivil1936.galeon.com/guerracivil.htm La Guerra Civil Espanola 1936-1939]
=== United Kingdom ===
* [http://www.raf.mod.uk/history/ Royal Air Force History]
* [http://www.simviation.com/gryphon/misc/jabos.htm Achtung Jabos! History of IX Air Command]
* [http://www.bbc.co.uk/history/lj/warslj/preview.shtml History of Britain's army]
* [http://homepages.force9.net/rothwell/ British & Commonwealth Orders of Battle] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.naval-history.net/ Naval-History.net: Naval History of the British Royal Navy]
* [http://www.regiments.org/ Land Forces of Britain, the Empire and Commonwealth]
* [http://www.jaapteeuwen.com/ww2aircraft/index.htm British Aircraft of World War II: Data and photographs of every British and Commonwealth WWII Airplane]
=== United States ===
* [http://www.100thww2.org 100ID Association]
* [http://www.armyairforces.com/default.asp USAAF in WW2]
* [http://www.microworks.net/pacific/ The Pacific War: The US Navy]
* [http://www.army.mil/CMH-PG/books/AMH/amh-toc.htm American Military History]
* [http://www.army.mil/cmh-pg/books/wwii/11-9/11-9c.htm U.S. Army in WW2] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.army.mil/cmh-pg/collections/USAWW2/WesHem.htm U.S. Army in WW2: the Western Hemisphere] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.army.mil/cmh-pg/books/70-7_15.htm the 90-Division Gamble] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.fas.org/man/dod-101/army/unit/docs/xxi/appxa.htm U.S. Army Force Structure 1936-1995] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.airforcehistory.hq.af.mil/Publications/titleindex.htm U.S. Air Force History] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.state.gov/www/about_state/history/intel/summary.html Emergence of the Intelligence Establishment (1945-1950)] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
=== Yugoslavia ===
* [http://www.vojska.net/ww2/kingdom/ Kingdom of Serbs, Croats and Slovens / Yugoslavia]
* [http://www.vojska.net/ww2/yugoslavia/ Democratic Federal Yugoslavia (Tito's communists)]
== Theatre-Specific ==
===The September Campaign===
* [http://www.worldwar2database.com/html/poland.htm Polish Defence War 1939]
===The Winter War===
* [http://www.winterwar.com/ The Battles of the Winter War, 30 Nov 1939-13 Mar 1940]
===Italian Front===
* [http://cgsc.cdm.oclc.org/coll8/image/40.PDF OOB, Operation Husky]
* [http://members.aol.com/Custermen85/Units/AlliesOrg.htm OOB Italian Campaign]
===PTO Theatre (Pacific Theatre of Operations)===
* [http://www.geocities.com/dutcheastindies/ Dutch East Indies Campaign, 1941-1942]
===CBI Theatre (China-Burma-India)===
* [http://www.rothwell.force9.co.uk/burmaweb/index.htm The Burma Campaign]
* [http://www.ibiblio.org/hyperwar/USA/USA-C-Burma/index.html Burma, 1942]
* [http://www.ibiblio.org/hyperwar/USA/USA-C-India/index.html India-Burma]
* [http://www.ibiblio.org/hyperwar/USA/USA-C-Burma45/index.html Central Burma]
* [http://www.sonic.net/~bstone/history/siam.shtml Siam Goes to War]
===Africa===
* [http://homepages.force9.net/rothwell/east_africa_force.htm OOB East Africa 1940]
* [http://homepages.force9.net/rothwell/east_africa_command.htm OOB East Africa 1941]
===The Balkans===
* [http://www.vojska.net/ww2/battles/ Battles & Campaigns during World War 2 in Yugoslavia]
===The Atlantic===
* [http://uboat.net/ uboat.net: The War of the Atlantic (1939-1945)]
== Battle-Specific ==
=== Battle of Arnhem ===
* [http://back.to/arnhem Arnhem Battle Research Group]
* [http://www.airbornemuseum.org/ Airborne Hartenstein Museum, Battle of Arnhem]
=== Battle of Normandy ===
* [http://web.telia.com/~u18313395/normandy/ German Divisions in the Battle of Normandy]
*[http://www.normandiememoire.com/NM60Anglais/historique/index_content.php The Allied Forces in Normandy]
=== Battle of Stalingrad ===
* [http://www.stalingrad.net The Battle for Stalingrad]
== Libraries ==
* [http://www.fdrlibrary.marist.edu/ Franklin D. Roosevelt Presidential Library and Museum] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
== Portals ==
Eventually, the goal will be to take the contents of the portals and integrate them seamlessly into the Knowledge Base.
* [http://members.aol.com/TeacherNet/WWII.html World War II] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.historylink101.com/1/world_war_II/world_war_II.htm History Link 101] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www-personal.umich.edu/~amnornes/WarLinks.html World War 2 Links] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.teacheroz.com/wwii.htm Large WW2 link collection]
* [http://history.acusd.edu/gen/ww2_links.html World War II Links on the Internet]
* [http://www.ibiblio.org/hyperwar/index.html HyperWar: World War 2 on the World Wide Web]
= WW2 Photograph Links =
* [http://www.indiana.edu/~league/intro.htm League of Nations Photo Collection]
* [http://www.threeworldwars.com/pics/index.php?cat=3 TheeeWorldWars Photo Gallery]
* [http://www.archives.gov/research_room/research_topics/world_war_2_photos/world_war_2_photos.html NARA Research Room Photos]
* [http://www.navsource.org/ NAVSOURCE Photo Archives] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.nombliz.se/stuff/images/ww2/ Nombliz WW2 Color Image Archive]
* [http://www.nombliz.se/stuff/images/ww2bw/ Nombliz WW2 Black&White Image Archive]
= Print Sources =
The following material was taken from the CORE Forums, thanks to their permissions. To see the actual page, please register on the CORE Forums and go to [http://hoi.coremod.org/forum/viewtopic.php?t=620 the Development -> Sources Thread]. Consider it to be a sort of "recommended reading list" for World War II.
Numbers, Predictions and War by T. N. Dupuy<BR>
Supplying War by Martin van Creveld<BR>
Jane's Fighting Aircraft of World War II<BR>
The Bomber Command War Diaries by M Middlebrook and C Everitt<BR>
The Penguin History of the Second World War by Peter Calvocoressi, Guy Wint, John Pritchard<BR>
Submarines of the Imperial Navy by Dorr Carpenter and Norman Polmar<BR>
Japanese Army Handbook by George Forty <BR>
The Second World War by J Keegan <BR>
Berlin 1945: The Downfall by A Beevor<BR>
Stalingrad by Anthony Beevor <BR>
Feeding Mars by John A. Lynn <BR>
Luftwaffe <BR>
Infantry Weapons <BR>
Trench Fighting 1914-1918 <BR>
Defence of Moscow <BR>
Bomber Offensive <BR>
Battle for Monte Cassino <BR>
New Guinea <BR>
Siege of Leningrad <BR>
World War II
World War II: Extra (The Front Pages of WWII News Papers)<BR>
Target: Switzerland <BR>
Mussolini <BR>
Band of Brothers <BR>
Uniforms of the Armed Services of World War II<BR>
Blood, Tears, and Folly <BR>
Romand and World War II <BR>
Afghan Foreign Policy on the mid 20th Century <BR>
PT-109 <BR>
The US Army in World War II (1) Pacific <BR>
The US Army in World War II (2) The Mediterranean <BR>
The US Army in World War II (3) Northwest Europe <BR>
Axis Forces in Yugoslavia 1941-45 <BR>
The French Army (1) 1939-1945 <BR>
The French Army (2) 1939-1945 <BR>
Germany's Eastern front Allies (1 - Balkans/Finland) 1941-1945 <BR>
Germany's Eastern front Allies (2 - Baltic States) 1941-1945 <BR>
The Polish Army 1939-1945 <BR>
The Romanian Army of World War II <BR>
The Italian Army 1940-1945 (1) Europe 1940-43 <BR>
The Italian Army 1940-1945 (2) Africa 1940-43 <BR>
The Italian Army 1940-1945 (3) RIS 1943-1945 <BR>
Germany's Spanish Volunteers <BR>
German Colonial Yearbook 1941 <BR>
Conway's All of the World's Fighting Ships 1860-1905 <BR>
Conway's All of the World's Fighting Ships 1906-1921 <BR>
Conway's All of the World's Fighting Ships 1922-1947 <BR>
Battleships and Battlecruisers 1905-1970 by Siegfried Breyer <BR>
U.S. Battleships by Friedman <BR>
U.S. Cruisers by Friedman <BR>
Invasion: The Alternate History of the German Invasion of England by Kenneth Macksey <BR>
Clash of the Titans by Walter Boyne <BR>
Clash of Wings by Walter Boyne <BR>
War at Sea by Nathan Miller <BR>
The Illustrated Dictionary of Tanks of the World by David Miller <BR>
Armored Fighting Vehicles by Phillip Trewhill <BR>
"25 Secoli di battaglie navali" ("25 centuries of naval battles") <BR>
"Guerra aerea 1939-1945" ("Air war 1939-1945") <BR>
"Carri Armati, gli scontri decisivi" ("Tanks, decisive battles") <BR>
"Solo Coraggio" ("Courage Alone", History of Regia Areonautica 1940 to 1943) <BR>
"WW2, Cronologia illustrata di 2194 giorni di guerra" ("WW2, illustred chronology of 2194 days of war") <BR>
"Forze Armate della seconda guerra mondiale" ("Armed Forces of WW2" by Andrew Mollo) <BR>
20th Century Time Line (George Beal) <BR>
Conway's All the World's Fighting ships 1922-1947 <BR>
Oxford History of the 20th Century <BR>
Europe: A History (Norman Davies) <BR>
Knights Cross (David Fraser) <BR>
Infantry Attacks (erwin Rommel, ed BH Lidell-Hart) <BR>
Rommell papers (ed Liddell-hart) <BR>
A Bridge Too Far <BR>
The Longest Day <BR>
Citizen Soldiers <BR>
Hitler's Commanders <BR>
Guadalcanal <BR>
War, Technology, and Society 1939-1947 <BR>
Encyclopedia of 20th Century warfare (1989 edition) <BR>
Grand Admiral <BR>
Luftwaffe <BR>
Stilwell and the American Experience in China <BR>
A History of the Irish Army <BR>
Numerous Osprey titles <BR>
The Savage Wars of Peace (Max Boot) <BR>
The Dark Valley (Piers Brendon) <BR>
The Ninety Days (Thomas N. Carmichael) <BR>
The Rape of Nanking (Iris Chang) <BR>
History of the Second World War (all volumes) (Winston Churchill) <BR>
The German Army 1933-1945 (Matthew Cooper) <BR>
Germany 1866-1945 (Gordon Craig) <BR>
Politics of the Prussian Army 1640-1945 (Gordon Craig) <BR>
Command in War (Martin van Crevald) <BR>
Conversations with Stalin (Milovan Djilas) <BR>
The Imperial Japanese Navy (Paul S. Dull) <BR>
Genius for War (Trevor Dupuy) <BR>
Understanding War (Trevor Dupuy) <BR>
The Cash Nexus (Niall Ferguson) <BR>
Downfall: The End of Imperial Japanese Empire (Richard B. Frank) <BR>
History of the 20th Century, Vol. 2 (Martin Gilbert) <BR>
The Roots of Appeasement (Martin Gilbert) <BR>
History of the German General Staff (Gorlitz) <BR>
To Lose a Battle (Alistair Horne) <BR>
Modern Times (Paul Johnson) <BR>
A History of the American People (Paul Johnson) <BR>
The Origins of War (Donald Kagan) <BR>
The Hitler of History (John Lukacs) <BR>
Wind Over Sand: The Diplomacy of Franklin Delano Roosevelt (Frederick W. Marks III) <BR>
War Plan Orange: The U.S. Strategy to Defeat Japan 1897-1945 (Edward Miller) <BR>
A War to be Won (Williamson Murray and Allan Millett) <BR>
Dynamics of Military Revolution (edited by MacGregor Knox & Williamson Murray) <BR>
Military Innovation in the Interwar Period (Williamson Murray and Allan Millett) <BR>
The Change in the European Balance of Power 1938-1939 (Williamson Murray) <BR>
Why the Allies Won (Richard Overy) <BR>
War as I Knew It (George S. Patton) <BR>
The Rise and Fall of the Third Reich (William L. Shirer) <BR>
The Collapse of the Third Republic (William L. Shirer) <BR>
Black Lamb and Grey Falcon (Rebecca West) <BR>
The New Meaning of Treason (Rebecca West) <BR>
Jane's Fighting Ships of World War 2 <BR>
Wojna Obronna (Leszek Moczulski) <BR>
Kampania 1939 roku (P.P. Wieczorkiewicz) <BR>
Generał Sikorski (Jerzy Terlecki) <BR>
Polskie eskadry w latach 1918-1939 (Jerzy Pawlak) <BR>
Kurier z Warszawy (Jan Nowak-Jeziorański) <BR>
Wrzesień 1939 (biblioteka Więzi) <BR>
Powstanie warszawskie (Jerzy Kirchmayer) <BR>
Katyn' list (Joseph Stalin) <BR>
Bez ostatniego rozdziału (Władysław Anders) <BR>
Od podwody do czolga (Stanislaw Maczek) <BR>
Najkrotsza droga (Stanislaw Sosabowski) <BR>
Tablice historyczne (wyd. Adamantan) <BR>
Encyklopedia szkolna PWN- historia <BR>
Wspomnienia i przyczynki hist. (Jan Rzepecki) <BR>
My life (Erich Maria Raeder) <BR>
10 years and 20 days (Karl Doenitz) <BR>
Zycie niewlasciwie urozmaicone (Kazimierz Leski) <BR>
Wachlarz <BR>
Jodla <BR>
Burza <BR>
Berlin the Downfall 1945 - Antony Beevor <BR>
Stalingrad - Antony Beevor <BR>
From Leningrad to Berlin ( Dutch volunteers in the Waffen SS 1941-1945) - Perry Pierik <BR>
Hitler's Killers (The history of the SS) - Guido Knopp <BR>
A different view on the battle of Arnhem (The quick German reaction) - Peter Berends <BR>
Verdreven och niet verslagen (Driven away but not defeated, book regarding the Dutch navy) - K.W.L. Bezemer <BR>
Dutch versions of Ballentine's Illustrated History of WWII: <BR>
Okinawa<BR>
The Last days Of Berlin <BR>
Hitler <BR>
The Fall of Singapore <BR>
Bombs on Europe <BR>
Patton <BR>
Fire in the Reichstagg <BR>
Allied invasion of Sicilie <BR>
London during the Blitz <BR>
Operation Torch <BR>
Operation Avalanche <BR>
Emperor ad Interm<BR>
Mountbatten <BR>
Jamasjita <BR>
MacArthur <BR>
Beda Fomm <BR>
Monte Cassino<BR>
Tanks <BR>
Warschau Uprising <BR>
Arnhem <BR>
Kriegsmarine <BR>
The Defence of Moscow<BR>
Churchill <BR>
Kamikaze <BR>
Burma Railroad <BR>
Normandy <BR>
Zjoekov <BR>
Ardennes Battle <BR>
Messerschmitt 109 <BR>
Operation Barbarossa <BR>
The drama of the Philipines <BR>
Merril's Marauders <BR>
Nuremberg Trials <BR>
The Siege of Tobruk <BR>
German Secret Weapons<BR>
Stalin <BR>
Holocaust <BR>
Montgomery <BR>
Eisenhower <BR>
Panzer Commander - Hans von Luck <BR>
German army 1939 - 1945 (1), The - Nigel Thomas <BR>
German combat equipments 1939 - 1945 - Gordon Rottman <BR>
Conway's All the World's Fighting ships 1922- 1946 <BR>
WWII Day by Day - Antony Shaw <BR>
Zij vochten op de zeven zeeen (They fought on the seven seas) - K.W.L. Bezemer <BR>
Hitler - Hess Conspiracy, The - Martin Allen<BR>
Weapons of WWII (1500 weapon systems) - Chris Bishop<BR>
Armoured Fighting Vehicles of the World - Christopher F. Foss <BR>
Warplanes of the Luftwaffe - David Donald <BR>
Fighters of World War II - David Donald <BR>
Bombers of World War II - David Donald <BR>
Fighting Planes of the World - Eric Sargent<BR>
Luftwaffe Airfield Equipment by Joachim Dressel / Manfred Griehl <BR>
The Dutch Marines by Bosscher<BR>
The Illustrated Directory of Fighters - Prospero Books <BR>
The Encyclopedia of Tanks and Armoured Fighting Vehicles - Spellmount Books <BR>
The Encyclopedia of Ships - Silverdale Books <BR>
The Encyclopedia of World Aircraft - Silverdale Books <BR>
Jane's Aircraft of World War II <BR>
Jane's Tanks of World War II <BR>
The Encyclopedia of of Ships - Prospero Books <BR>
Tanks and Armoured Fighting Vehicles of WWII - Silverdale Books <BR>
Aircraft of WWII - Silverdale Books <BR>
Chronicle of the 20th Century (UK Edition) - Longman-Chronicle <BR>
The Second World War in the West - Cassel & Co <BR>
The Second World War in the East - Cassel & Co <BR>
The First World War - Cassel & Co. <BR>
The Gatefold Book of World War II Warplanes - Brown Books <BR>
La Batalla del Ebro (The Battle of The Ebro River) - Jorge M. reverte <BR>
La Batalla de Madrid (The Battle of Madrid) - Jorge M. Reverte <BR>
Maquis: History of the Antifascist Guerrilla - Secundino Serrano <BR>
Operation Torch - Vincent Jones <BR>
Salerno - David Mason <BR>
Afrika Korps - K.J. Macksey <BR>
Commando - Peter Young <BR>
Inursions - Arthur Swinson <BR>
Tobruk - James W. Stock <BR>
War in the Pacific - Jerry Scutts <BR>
Red Devils in Normandy - Georges Bernage <BR>
JANE's Fighting Aircraft of World War II <BR>
El Alamein - Jon Latimer <BR>
D-Day - Stephen E. Ambrose <BR>
Berlin - Anthony Beevor <BR>
Stalingrad - Anthony Beevor <BR>
Crete - Anthony Beevor <BR>
Panzerkampfwagen III Medium Tank - Bryan Perret/Mike Badrocke <BR>
Matilda Infantry Tank - David Fletcher/Peter Sarson <BR>
Sherman Medium Tank - Steve Zaolga/Peter Sarson <BR>
The US Army 1941-1945 - Philip Katcher/Chris Collingwood <BR>
The Sherman Tank in British Service - John Sandars/Michael Roffe/Mike Chappel <BR>
Flammpanzer German Flamethrowers - Tom Jentz/Hilary Doyle/Peter Sarson <BR>
Allied Tank Destroyers - Bryan Perret/Mike Chapell <BR>
Tiger I Heavy Tank - Tom Jentz/Hilary Doyle/Peter Sarson <BR>
KingTiger Heavy Tank - Tom Jentz/Hilary Doyle/Peter Sarson <BR>
The Renault FT Light Tank - Steven Zaloga/Peter Sarson <BR>
Tito - P. Auty <BR>
Okinawa 1945: The last Battle - Gordon Rottman/Howard Gerrard <BR>
Bf 109 D/E Aces 1939-41 - John Weal<BR>
Panzer Leader - General Hienz Guderian<BR>
World War II Day by Day - Donald Sommerville<BR>
[[Category:Knowledge Base]]
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=Transport Capacity=
'''Transport Capacity''' (TC) is described in the TC tooltip rollover as ''trucks trains and river barges which are used to supply your armed forces with fuel and supply.'' TC is an abstract number as it is primarily based upon Industrial Capacity. The various modifiers that affect TC are shown in the tooltip:
''TC is a direct function of IC – each point of IC gives you 1.5 TC''
Note that IC for the TC calcuation is overall IC - it is not base IC. Multiply your overall IC by the two modifiers (technology and minister) and then by your infantry supply techs to get your Transport Capacity number. Ex.: multiply overall modified IC of 349 by 1.5 and then by 1.3 if you have the three infantry supply techs to get 681 TC.
The tooltip then repeats the overall TC status by displaying Used TC and Available TC. That line is followed by a list of modifiers that affect the TC calculation:
* ''Technology Modifier on IC -> TC''
* ''Minister Modifier on IC ->TC''
* ''Fuel and Supply Transportation''
* ''Occupied Territory Maintenance''
* ''Redeployment Load''
* ''Partisan Activity''
* ''Undeployed Bases''
The net effect of these modifiers are calculated and shown as:
'' == Current supply efficiency:'' 100.00%
Also note that convoys used for oversea resources and units are NOT part of the TC calculation. TC is very abstract as it is primarily based upon Industrial capacity. If convoys were used for countries like [[Japan]], [[UK]], and [[USA]] as part of the TC calculation, that would also severely handicap those countries that have to operate overseas and make a difficult situation almost impossible to handle within the game.
==Technologies==
Each of the following technology's has a positive +10% TC modifier:
* [[Infantry_Tech_Tree#Rear_Area_Supply_Dumps|Rear Area Supply Dumps]] (1936) ''note; some contries have this at the beginning of the 1936 scenerio''
* [[Infantry_Tech_Tree#Deep_Logistic_Organization|Deep Logistic Organization]] (1940)
* [[Infantry_Tech_Tree#Frontline_Supply_Service|Frontline Supply Service]] (1942)
* [[Advanced Logistic Organization]] (1945) -Armageddon-
== What happen if my TC is overloaded (displayed in red)? ==
Your troops will have lower [[supply efficiency]], they gain [[org]] slower and thier [[speed]] will be reduced.
==Further Information==
Refer to the [[Transport Capacity and Supply Efficiency FAQ]] for more information.
===Transport Capacity in HOI2 v1.3===
*Partisan Activity greatly increased by a factor of 4x. You need to actively suppress partisans in order to improve your TC. [# TC Load from partisans changed from 3.0 to 12.]
*Base Partisan levels no longer decrease in annexed territory. Partisan levels slowly rise in all non national territory. [controlled by Nationalism settings in \db\misc.txt. # Monthly Nationalism reduction was 0.2 and is changed to -0.002 for version 1.3]
*Building garrison div and MP bde is the best way to suppress partisan activity. The more that partisans are suppressed, the better that your TC will be when you are conquering territory.
*Occupied Territory Maintenance (OTM) decreases by 1/3. Less OTM but much higher Partisan Activity.
**[These OTM and partisan factors are controlled by the \db\misc.txt file.]
*Accepting events like Vichy becomes even more important. Provinces acquired in events have only a 2% partisan activity base while in annexed territory the partisan activity base is much higher (24% for Germany). Partisan base level is 32% for Germany in occupied territory.
*Both liberation and releasing colonies get dissent penalties in 1.3 Dissent from liberation ranges from 0.5 for democracies to 5 for authoritarian governments (puppet part of the government slider). Note that only in Doomsday, the dissent hit for liberation is cut in half for smaller countries which have around 5 or fewer total Victory Points.
*Releasing colonies gets a even larger dissent hit; this is controlled by the new \db\events\colonial_release file in 1.3
*Dissent is about a 1.5x multiplier for partisans. Get rid of dissent immediately in order to reduce partisan effects on your TC.
[[Category:Guides]] [[Category:Terminology]]
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= [[Production FAQ|Production]] =
=== Why doesn't the build time/cost change when I change ministers or research a new tech?===
Any modifier that affects build time and IC cost, such as a minister change, an assembly-line tech, or event, has no effect on what is already in the build queue. New production orders created after the change will take into account any sort of time/cost modifiers. As of the 1.2 patch in the HoI2:Doomsday expansion, build times and costs do change.
=== Why do I have a red number in my factory information display? ===
A red number indicates you have some [[Wasted IC|wasted industrial capacity]].
[[Category:Guides]] [[Category:FAQ]]
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{{needwiki}}
=From Meltyukhov's "Stalin's Missed Chance"=
Meltyuhov is generally a "second-level" source. This means he is quoting original documents, and I'm quoting him. So far no objections have been raised against the authencity or accuracy of his information. There are however some inavoidable mistakes in OCR'ing, translation and re-typing. All the documents come from various Russian state archives (RGVA, RGAE, RGASPI), some additional information has been taken from other books.
==Development of infantery during 1939-1940 yrs==
<table cellspacing=0 border=1 bordercolor=#000000 cellpadding=2>
<tr><td valign=center>Staffing</td>
<td valign=center>2.09.39*</td>
<td valign=center>23.10.39</td>
<td valign=center>15.11.39</td>
<td valign=center>21.11.39*</td>
<td valign=center>28.12.39*</td>
<td valign=center>1.02.40</td>
<td valign=center>4.04.40</td>
<td valign=center>9.05.40</td>
<td valign=center>21.05.40*</td>
<td valign=center>4.07.40*</td>
<td valign=center>1.12.40</td>
</tr>
<tr><td valign=center>17000</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>37</td>
<td valign=center>52 [63]</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>14000</td>
<td valign=center>17</td>
<td valign=center>43</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>-</td>
<td valign=center>3 [3]</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>13100 moto</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>12550</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>11 [-]</td>
<td valign=center>-</td>
<td valign=center>15</td>
<td valign=center>15</td>
<td valign=center>15</td>
<td valign=center>97</td>
</tr>
<tr><td valign=center>12000</td>
<td valign=center>1</td>
<td valign=center>3</td>
<td valign=center>31</td>
<td valign=center>31</td>
<td valign=center>61</td>
<td valign=center>41 [41]</td>
<td valign=center>93</td>
<td valign=center>83</td>
<td valign=center>S3</td>
<td valign=center>83</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>12000 moto</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>11 [11]</td>
<td valign=center>4</td>
<td valign=center>4</td>
<td valign=center>6</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>11000 moto</td>
<td valign=center>-</td>
<td valign=center>-:</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>8</td>
<td valign=center>9</td>
</tr>
<tr><td valign=center>10500</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>6</td>
<td valign=center>- [-]</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>10500 mtn</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>2</td>
<td valign=center>- [-]</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>9000 moto</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>10</td>
<td valign=center>15</td>
<td valign=center>-</td>
<td valign=center>- [-]</td>
<td valign=center>6</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>9000 mtn</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>- [-]</td>
<td valign=center>-</td>
<td valign=center>10</td>
<td valign=center>10</td>
<td valign=center>10</td>
<td valign=center>10</td>
</tr>
<tr><td valign=center>9000</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>- [-]</td>
<td valign=center>-</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>8900</td>
<td valign=center>33</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>- [-]</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>7500 mtn</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>3</td>
<td valign=center>-</td>
<td valign=center>2 [2]</td>
<td valign=center>2</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>6000 mtn</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>11 [11]</td>
<td valign=center>2</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>6000</td>
<td valign=center>76</td>
<td valign=center>54</td>
<td valign=center>44</td>
<td valign=center>41</td>
<td valign=center>54</td>
<td valign=center>29 [29]</td>
<td valign=center>50</td>
<td valign=center>43</td>
<td valign=center>43</td>
<td valign=center>43</td>
<td valign=center>49</td>
</tr>
<tr><td valign=center>4000 mtn</td>
<td valign=center>13</td>
<td valign=center>13</td>
<td valign=center>16</td>
<td valign=center>13</td>
<td valign=center>-</td>
<td valign=center>- [-]</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>3000</td>
<td valign=center>33</td>
<td valign=center>60</td>
<td valign=center>66</td>
<td valign=center>64</td>
<td valign=center>-</td>
<td valign=center>- [-]</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>23</td>
<td valign=center>23</td>
</tr>
<tr><td valign=center>Total</td>
<td valign=center>173</td>
<td valign=center>173</td>
<td valign=center>170</td>
<td valign=center>170</td>
<td valign=center>160</td>
<td valign=center>160 [160]</td>
<td valign=center>160</td>
<td valign=center>161</td>
<td valign=center>163</td>
<td valign=center>182</td>
<td valign=center>188</td>
</tr>
<tr><td valign=center>6100 brigade</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>3 [3]</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>5</td>
</tr>
<tr><td valign=center>para brigade</td>
<td valign=center>6</td>
<td valign=center>6</td>
<td valign=center>6</td>
<td valign=center>6</td>
<td valign=center>6</td>
<td valign=center>6 [61]</td>
<td valign=center>6</td>
<td valign=center>6</td>
<td valign=center>6</td>
<td valign=center>6</td>
<td valign=center>6</td>
</tr>
<tr><td valign=center>Staffing</td>
<td valign=center>?</td>
<td valign=center>1,271,050</td>
<td valign=center>1,143,550</td>
<td valign=center>1,144,050</td>
<td valign=center>?</td>
<td valign=center>?</td>
<td valign=center>'?</td>
<td valign=center>1,736,164</td>
<td valign=center>1,760,164</td>
<td valign=center>?</td>
<td valign=center>?</td>
</tr></table>
1. The numbers listed are People's Comissariat for Defence (NKO) suggestions.
<br>2. Asterisk (*) indicates the NKO suggestions approved by the government.
<br>3. Columns for 1.02.40 and 1.12.40 list real situation of the RKKA, NKO suggestions are in square brackets.
==Development of armoured forced during 1939-1940 yrs.==
<table cellspacing=0 border=1 bordercolor=#000000 cellpadding=2>
<tr><td valign=center>Units</td>
<td valign=center>23.10.39</td>
<td valign=center>15.11.39</td>
<td valign=center>1.02.40</td>
<td valign=center>4.04.40</td>
<td valign=center>9.05.40</td>
<td valign=center>21.05.40*</td>
<td valign=center>27.05.40</td>
<td valign=center>2.06.40*</td>
<td valign=center>4.07.40*</td>
<td valign=center>1.12.40</td>
</tr>
<tr><td valign=center>Armour Corps</td>
<td valign=center>4</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>Mech Corps</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>6</td>
<td valign=center>8</td>
<td valign=center>8</td>
<td valign=center>9</td>
</tr>
<tr><td valign=center>Armoured Divs</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>12</td>
<td valign=center>18</td>
<td valign=center>18</td>
<td valign=center>20</td>
</tr>
<tr><td valign=center>T-35 Brigades</td>
<td valign=center>1</td>
<td valign=center>1</td>
<td valign=center>1</td>
<td valign=center>1</td>
<td valign=center>1</td>
<td valign=center>1</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>T-28 Brigades</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>BT Brigades</td>
<td valign=center>16</td>
<td valign=center>16</td>
<td valign=center>16</td>
<td valign=center>17</td>
<td valign=center>16</td>
<td valign=center>16</td>
<td valign=center>12</td>
<td valign=center>6</td>
<td valign=center>6</td>
<td valign=center>5</td>
</tr>
<tr><td valign=center>T-26 Brigades</td>
<td valign=center>16</td>
<td valign=center>16</td>
<td valign=center>12</td>
<td valign=center>18</td>
<td valign=center>18</td>
<td valign=center>22</td>
<td valign=center>22</td>
<td valign=center>17</td>
<td valign=center>20</td>
<td valign=center>40</td>
</tr>
<tr><td valign=center>Lgt Armour Regiments</td>
<td valign=center>10</td>
<td valign=center>10</td>
<td valign=center>10</td>
<td valign=center>7</td>
<td valign=center>7</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>1</td>
<td valign=center>1</td>
</tr>
<tr><td valign=center>Motorcycle Battallions</td>
<td valign=center>4</td>
<td valign=center>4</td>
<td valign=center>4</td>
<td valign=center>4</td>
<td valign=center>4</td>
<td valign=center>4</td>
<td valign=center>4</td>
<td valign=center>4</td>
<td valign=center>4</td>
<td valign=center>4</td>
</tr>
<tr><td valign=center>Staffing</td>
<td valign=center>105,086</td>
<td valign=center>104,975</td>
<td valign=center>97,568</td>
<td valign=center>?</td>
<td valign=center>96,785</td>
<td valign=center>111,228</td>
<td valign=center>?</td>
<td valign=center>?</td>
<td valign=center>?</td>
<td valign=center>?</td>
</tr></table>
1. The numbers listed are NKO suggestions.
<br>2. Asterisk (*) indicates NKO suggestions approved by the government.
<br>3. Columns for 1.02.40 and 1.12.40 list real situation of the RKKA.
==USSR tank production during 1930-1944 yrs.==
<table cellspacing=0 border=1 bordercolor=#000000 cellpadding=2>
<tr><td valign=center><B>Model</B></td>
<td valign=center><B>1930</B></td>
<td valign=center><B>1931</B></td>
<td valign=center><B>1932</B></td>
<td valign=center><B>1933</B></td>
<td valign=center><B>1934</B></td>
<td valign=center><B>1935</B></td>
<td valign=center><B>1936</B></td>
<td valign=center><B>1937</B></td>
<td valign=center><B>1938</B></td>
<td valign=center><B>1939</B></td>
<td valign=center><B>1940</B></td>
<td valign=center><B>1941</B></td>
<td valign=center><B>1942</B></td>
<td valign=center><B>1943</B></td>
<td valign=center><B>1944</B></td>
</tr>
<tr><td valign=center>T-18</td>
<td valign=center>78</td>
<td valign=center>435</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>T-24</td>
<td valign=center>1</td>
<td valign=center>25</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>T-26</td>
<td valign=center>-</td>
<td valign=center>19</td>
<td valign=center>1032</td>
<td valign=center>1405</td>
<td valign=center>1449</td>
<td valign=center>1378</td>
<td valign=center>1313</td>
<td valign=center>550</td>
<td valign=center>1054</td>
<td valign=center>1399</td>
<td valign=center>1601</td>
<td valign=center>102</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>T-27</td>
<td valign=center>-</td>
<td valign=center>365</td>
<td valign=center>1593</td>
<td valign=center>919</td>
<td valign=center>14</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>T-28</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>41</td>
<td valign=center>51</td>
<td valign=center>32</td>
<td valign=center>101</td>
<td valign=center>46</td>
<td valign=center>100</td>
<td valign=center>140</td>
<td valign=center>13</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>T-34</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>2</td>
<td valign=center>115</td>
<td valign=center>3014</td>
<td valign=center>12527</td>
<td valign=center>15821</td>
<td valign=center>14648</td>
</tr>
<tr><td valign=center>T-35</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>1</td>
<td valign=center>10</td>
<td valign=center>7</td>
<td valign=center>15</td>
<td valign=center>10</td>
<td valign=center>11</td>
<td valign=center>6</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>T-37</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>138</td>
<td valign=center>953</td>
<td valign=center>1140</td>
<td valign=center>410</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>T-38</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>1046</td>
<td valign=center>216</td>
<td valign=center>-</td>
<td valign=center>158</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>T-40-60</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>41</td>
<td valign=center>2068</td>
<td valign=center>4660</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>T-41</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>14</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>T-44</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>25</td>
</tr>
<tr><td valign=center>T-46</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>3</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>T-50</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>48</td>
<td valign=center>15</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>T-70</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>4913</td>
<td valign=center>3402</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>T-80</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>81</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>BT-2</td>
<td valign=center>-</td>
<td valign=center>3</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>BT-5</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>393</td>
<td valign=center>1005</td>
<td valign=center>1103</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>BT-7</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>2</td>
<td valign=center>500</td>
<td valign=center>1061</td>
<td valign=center>788</td>
<td valign=center>1217</td>
<td valign=center>1397</td>
<td valign=center>1</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>BT-7M</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>2</td>
<td valign=center>-</td>
<td valign=center>4</td>
<td valign=center>5</td>
<td valign=center>779</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>KV</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>243</td>
<td valign=center>1358</td>
<td valign=center>2553</td>
<td valign=center>617</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>IS-2</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>102</td>
<td valign=center>2250</td>
</tr>
<tr><td valign=center>SU-5</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>4</td>
<td valign=center>30</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>SU-76</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>26</td>
<td valign=center>1908</td>
<td valign=center>7155</td>
</tr>
<tr><td valign=center>SU-85</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>. -</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>760</td>
<td valign=center>1893</td>
</tr>
<tr><td valign=center>SU-100</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>500</td>
</tr>
<tr><td valign=center>SU-122</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>25</td>
<td valign=center>611</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>SU-152</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>669</td>
<td valign=center>2</td>
</tr>
<tr><td valign=center>ISU-122-152</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>35</td>
<td valign=center>2510</td>
</tr>
<tr><td valign=center><B>Total</B></td>
<td valign=center><B>79</B></td>
<td valign=center><B>847</B></td>
<td valign=center><B>3032</B></td>
<td valign=center><B>3509</B></td>
<td valign=center><B>3582</B></td>
<td valign=center><B>.3061</B></td>
<td valign=center><B>3981</B></td>
<td valign=center><B>1610</B></td>
<td valign=center><B>2386</B></td>
<td valign=center><B>3107</B></td>
<td valign=center><B>2793</B></td>
<td valign=center><B>6590</B></td>
<td valign=center><B>24719</B></td>
<td valign=center><B>24006</B></td>
<td valign=center><B>28983</B></td>
</tr></table>
==Number of tanks and armoured cars in the RKKA==
<table cellspacing=0 border=1 bordercolor=#000000 cellpadding=2>
<tr><td valign=center>Model</td>
<td valign=center>1.01.1934</td>
<td valign=center>1.01.1935</td>
<td valign=center>1.01.1936</td>
<td valign=center>1.01.1937</td>
<td valign=center>1.01.1938</td>
<td valign=center>1.01.1939</td>
<td valign=center>1.05.1940</td>
<td valign=center>15.09.1940</td>
<td valign=center>1.01.1941</td>
<td valign=center>1.06.1941</td>
</tr>
<tr><td valign=center>KV</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>9</td>
<td valign=center>27</td>
<td valign=center>1% (???)</td>
<td valign=center>504</td>
</tr>
<tr><td valign=center>T-35</td>
<td valign=center>-</td>
<td valign=center>10</td>
<td valign=center>17</td>
<td valign=center>32</td>
<td valign=center>42</td>
<td valign=center>53</td>
<td valign=center>60</td>
<td valign=center>59</td>
<td valign=center>56</td>
<td valign=center>59</td>
</tr>
<tr><td valign=center>T-28</td>
<td valign=center>41</td>
<td valign=center>91</td>
<td valign=center>123</td>
<td valign=center>224</td>
<td valign=center>263</td>
<td valign=center>359</td>
<td valign=center>470</td>
<td valign=center>443</td>
<td valign=center>411</td>
<td valign=center>481</td>
</tr>
<tr><td valign=center>T-34</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>3</td>
<td valign=center>97</td>
<td valign=center>892</td>
</tr>
<tr><td valign=center><B>Sub-Total</B></td>
<td valign=center>41</td>
<td valign=center>101</td>
<td valign=center>140</td>
<td valign=center>256</td>
<td valign=center>305</td>
<td valign=center>412</td>
<td valign=center>539</td>
<td valign=center>532</td>
<td valign=center>760</td>
<td valign=center>1936</td>
</tr>
<tr><td valign=center>BT-2</td>
<td valign=center>620</td>
<td valign=center>620</td>
<td valign=center>620</td>
<td valign=center>620</td>
<td valign=center>620</td>
<td valign=center>620</td>
<td valign=center>515</td>
<td valign=center>543</td>
<td valign=center>567</td>
<td valign=center>580</td>
</tr>
<tr><td valign=center>BT-5</td>
<td valign=center>781</td>
<td valign=center>1884</td>
<td valign=center>1884</td>
<td valign=center>1884</td>
<td valign=center>1884</td>
<td valign=center>1884</td>
<TD VALIGN=center ROWSPAN=4 align=center>6785</td>
<td valign=center>1734</td>
<td valign=center>1743</td>
<td valign=center>1688</td>
</tr>
<tr><td valign=center>BT-7</td>
<td valign=center>-</td>
<td valign=center>2</td>
<td valign=center>502</td>
<td valign=center>1471</td>
<td valign=center>2249</td>
<td valign=center>3351</td>
<td valign=center>4907</td>
<td valign=center>4425</td>
<td valign=center>4563</td>
</tr>
<tr><td valign=center>BT-7M</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>569</td>
<td valign=center>731</td>
<td valign=center>704</td>
</tr>
<tr><td valign=center>BT (chem)</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>80</td>
<td valign=center>80</td>
<td valign=center>80</td>
<td valign=center>?</td>
<td valign=center>15</td>
<td valign=center>15</td>
</tr>
<tr><td valign=center><B>Sub-Total</B></td>
<td valign=center>1401</td>
<td valign=center>2506</td>
<td valign=center>3006</td>
<td valign=center>4005</td>
<td valign=center>4833</td>
<td valign=center>5935</td>
<td valign=center>7300</td>
<td valign=center>7750</td>
<td valign=center>7466</td>
<td valign=center>7549</td>
</tr>
<tr><td valign=center>MS-1</td>
<td valign=center>953</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>T-26 (2-twr)</td>
<td valign=center>1626</td>
<td valign=center>1627</td>
<td valign=center>1627</td>
<td valign=center>1627</td>
<td valign=center>1627</td>
<td valign=center>1627</td>
<td valign=center>?</td>
<td valign=center>1164</td>
<td valign=center>1190</td>
<td valign=center>1261</td>
</tr>
<tr><td valign=center>T-26 (1-twr)</td>
<td valign=center>712</td>
<td valign=center>1680</td>
<td valign=center>2969</td>
<td valign=center>4277</td>
<td valign=center>4827</td>
<td valign=center>5544</td>
<td valign=center>?</td>
<td valign=center>7186</td>
<td valign=center>7212</td>
<td valign=center>7486</td>
</tr>
<tr><td valign=center>T-26 (chem)</td>
<td valign=center>168</td>
<td valign=center>598</td>
<td valign=center>605</td>
<td valign=center>616</td>
<td valign=center>616</td>
<td valign=center>906</td>
<td valign=center>1027</td>
<td valign=center>972</td>
<td valign=center>1101</td>
<td valign=center>1137</td>
</tr>
<tr><td valign=center>T-26 (eng)</td>
<td valign=center>1</td>
<td valign=center>45</td>
<td valign=center>65</td>
<td valign=center>65</td>
<td valign=center>65</td>
<td valign=center>65</td>
<td valign=center>?</td>
<td valign=center>21</td>
<td valign=center>49</td>
<td valign=center>57</td>
</tr>
<tr><td valign=center>T-26 (tele)</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>55</td>
<td valign=center>?</td>
<td valign=center>123</td>
<td valign=center>108</td>
<td valign=center>114</td>
</tr>
<tr><td valign=center><B>Sub-Total</B></td>
<td valign=center>3460</td>
<td valign=center>3950</td>
<td valign=center>5266</td>
<td valign=center>6585</td>
<td valign=center>7135</td>
<td valign=center>8197</td>
<td valign=center>9012</td>
<td valign=center>9466</td>
<td valign=center>9660</td>
<td valign=center>10055</td>
</tr>
<tr><td valign=center>T-37</td>
<td valign=center>125</td>
<td valign=center>1076</td>
<td valign=center>2216</td>
<td valign=center>3673</td>
<td valign=center>3855</td>
<td valign=center>3855</td>
<td valign=center>?</td>
<td valign=center>2391</td>
<td valign=center>2219</td>
<td valign=center>2321</td>
</tr>
<tr><td valign=center>T-37 (chem)</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>34</td>
<td valign=center>75</td>
<td valign=center>75</td>
<td valign=center>75</td>
<td valign=center>?</td>
<td valign=center>10</td>
<td valign=center>6</td>
<td valign=center>10</td>
</tr>
<tr><td valign=center>T-38</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>1046</td>
<td valign=center>1228</td>
<td valign=center>1228</td>
<td valign=center>?</td>
<td valign=center>1185</td>
<td valign=center>1090</td>
<td valign=center>1129</td>
</tr>
<tr><td valign=center>T-40</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>5</td>
<td valign=center>132</td>
</tr>
<tr><td valign=center><B>Sub-Total</B></td>
<td valign=center>125</td>
<td valign=center>1076</td>
<td valign=center>2216</td>
<td valign=center>3673</td>
<td valign=center>3855</td>
<td valign=center>3855</td>
<td valign=center>3223</td>
<td valign=center>3586</td>
<td valign=center>3320</td>
<td valign=center>3592</td>
</tr>
<tr><td valign=center>T-27</td>
<td valign=center>2547</td>
<td valign=center>2547</td>
<td valign=center>2547</td>
<td valign=center>2547</td>
<td valign=center>2547</td>
<td valign=center>2547</td>
<td valign=center>?</td>
<td valign=center>?</td>
<td valign=center>?</td>
<td valign=center>2343</td>
</tr>
<tr><td valign=center>T-27 (chem)</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>164</td>
<td valign=center>164</td>
<td valign=center>164</td>
<td valign=center>164</td>
<td valign=center>?</td>
<td valign=center>?</td>
<td valign=center>?</td>
<td valign=center>33</td>
</tr>
<tr><td valign=center><B>Sub-Total</B></td>
<td valign=center>2547</td>
<td valign=center>2547</td>
<td valign=center>2711</td>
<td valign=center>2711</td>
<td valign=center>2711</td>
<td valign=center>2711</td>
<td valign=center>1908</td>
<td valign=center>2219</td>
<td valign=center>2101</td>
<td valign=center>2376</td>
</tr>
<tr><td valign=center><B>Total Tanks</B></td>
<td valign=center>7574</td>
<td valign=center>10180</td>
<td valign=center>13339</td>
<td valign=center>17280</td>
<td valign=center>18839</td>
<td valign=center>21110</td>
<td valign=center>21982</td>
<td valign=center>23545</td>
<td valign=center>23307</td>
<td valign=center>25508</td>
</tr>
<tr><td valign=center>AC (lgt)</td>
<td valign=center>60</td>
<td valign=center>162</td>
<td valign=center>663</td>
<td valign=center>713</td>
<td valign=center>967</td>
<td valign=center>1268</td>
<td valign=center>?</td>
<td valign=center>1533</td>
<td valign=center>1569</td>
<td valign=center>1899</td>
</tr>
<tr><td valign=center>AC (med)</td>
<td valign=center>266</td>
<td valign=center>302</td>
<td valign=center>370</td>
<td valign=center>715</td>
<td valign=center>834</td>
<td valign=center>1326</td>
<td valign=center>?</td>
<td valign=center>2477</td>
<td valign=center>2806</td>
<td valign=center>3258</td>
</tr>
<tr><td valign=center><B>Total ACs</B></td>
<td valign=center>326</td>
<td valign=center>464</td>
<td valign=center>973</td>
<td valign=center>1428</td>
<td valign=center>1801</td>
<td valign=center>2594</td>
<td valign=center>3362</td>
<td valign=center>4010</td>
<td valign=center>4375</td>
<td valign=center>5197</td>
</tr></table>
==Number of airplanes in VVS RKKA by June 1, 1940.==
<table cellspacing=0 border=1 bordercolor=#000000 cellpadding=2>
<tr><TD VALIGN=center align=center ROWSPAN=2 ><b>Type</b></td>
<TD VALIGN="TOP" COLSPAN=3 align=center><B>Document 1</B></td>
<TD VALIGN="TOP" COLSPAN=4 align=center><B>Document 2</B></td>
</tr>
<tr><td valign=center>In Working Order</td>
<td valign=center>Need Repairs</td>
<td valign=center>Total</td>
<td valign=center>In Working Order</td>
<td valign=center>Need Repairs</td>
<td valign=center>Reserve</td>
<td valign=center>Total</td>
</tr>
<tr><td valign=top colspan=8>
<B>Heavy Bombers</B></td>
</tr>
<tr><td valign=center>TB-3</td>
<td valign=center>330</td>
<td valign=center>197</td>
<td valign=center>527</td>
<td valign=center>330</td>
<td valign=center>197</td>
<td valign=center>-</td>
<td valign=center>527</td>
</tr>
<tr><td valign=center>DB-3</td>
<td valign=center>897</td>
<td valign=center>84</td>
<td valign=center>981</td>
<td valign=center>871</td>
<td valign=center>84</td>
<td valign=center>26</td>
<td valign=center>981</td>
</tr>
<tr><td valign=center>Total</td>
<td valign=center>1227</td>
<td valign=center>281</td>
<td valign=center>1508</td>
<td valign=center>1701</td>
<td valign=center>281</td>
<td valign=center>26</td>
<td valign=center>1508</td>
</tr>
<tr><td valign=top colspan=8>
<B>Light and medium bombers</B></td>
</tr>
<tr><td valign=center>SB</td>
<td valign=center>3371</td>
<td valign=center>332</td>
<td valign=center>3703</td>
<td valign=center>3291</td>
<td valign=center>332</td>
<td valign=center>80</td>
<td valign=center>3703</td>
</tr>
<tr><td valign=center>BB-22</td>
<td valign=center>11</td>
<td valign=center>-</td>
<td valign=center>11</td>
<td valign=center>11</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>11</td>
</tr>
<tr><td valign=center>BB-1</td>
<td valign=center>12</td>
<td valign=center>-</td>
<td valign=center>12</td>
<td valign=center>12</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>12</td>
</tr>
<tr><td valign=center>Total</td>
<td valign=center>3394</td>
<td valign=center>332</td>
<td valign=center>3726</td>
<td valign=center>3314</td>
<td valign=center>332</td>
<td valign=center>80</td>
<td valign=center>3726</td>
</tr>
<tr><TD VALIGN="TOP" COLSPAN=8 HEIGHT=13>
<B>Ground Attack Planes</B></td>
</tr>
<tr><td valign=center>I-15bis</td>
<td valign=center>972</td>
<td valign=center>133</td>
<td valign=center>1105</td>
<td valign=center>972</td>
<td valign=center>133</td>
<td valign=center>-</td>
<td valign=center>1105</td>
</tr>
<tr><td valign=center>DI-6</td>
<td valign=center>180</td>
<td valign=center>-</td>
<td valign=center>180</td>
<td valign=center>138</td>
<td valign=center>42</td>
<td valign=center>-</td>
<td valign=center>180</td>
</tr>
<tr><td valign=center>Total</td>
<td valign=center>1152</td>
<td valign=center>133</td>
<td valign=center>1285</td>
<td valign=center>1110</td>
<td valign=center>175</td>
<td valign=center>-</td>
<td valign=center>1285</td>
</tr>
<tr><td valign=top colspan=8>
<B>Fighters</B></td>
</tr>
<tr><td valign=center>I-15bis</td>
<td valign=center>514</td>
<td valign=center>85</td>
<td valign=center>599</td>
<td valign=center>491</td>
<td valign=center>85</td>
<td valign=center>23</td>
<td valign=center>599</td>
</tr>
<tr><td valign=center>I-16</td>
<td valign=center>3341</td>
<td valign=center>565</td>
<td valign=center>3906</td>
<td valign=center>3272</td>
<td valign=center>565</td>
<td valign=center>54</td>
<td valign=center>3891</td>
</tr>
<tr><td valign=center>I-153</td>
<td valign=center>1251</td>
<td valign=center>85</td>
<td valign=center>1336</td>
<td valign=center>1251</td>
<td valign=center>85</td>
<td valign=center>-</td>
<td valign=center>1336</td>
</tr>
<tr><td valign=center>Total</td>
<td valign=center>5106</td>
<td valign=center>735</td>
<td valign=center>5841</td>
<td valign=center>5014</td>
<td valign=center>735</td>
<td valign=center>77</td>
<td valign=center>5826</td>
</tr>
<tr><TD VALIGN="TOP" COLSPAN=8 HEIGHT=13>
<B>Recond and arty fire correctors</B></td>
</tr>
<tr><td valign=center>SB</td>
<td valign=center>14</td>
<td valign=center>-</td>
<td valign=center>14</td>
<td valign=center>14</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>14</td>
</tr>
<tr><td valign=center>R-5, R-6, R-Zet, R-10, SSS</td>
<td valign=center>2554</td>
<td valign=center>780</td>
<td valign=center>3334</td>
<td valign=center>2554</td>
<td valign=center>780</td>
<td valign=center>-</td>
<td valign=center>3334</td>
</tr>
<tr><td valign=center>Total</td>
<td valign=center>2568</td>
<td valign=center>780</td>
<td valign=center>3348</td>
<td valign=center>2568</td>
<td valign=center>780</td>
<td valign=center>-</td>
<td valign=center>3348</td>
</tr>
<tr><td valign=center>Total Combat Planes</td>
<td valign=center>13447</td>
<td valign=center>2261</td>
<td valign=center>15708</td>
<td valign=center>13207</td>
<td valign=center>2303</td>
<td valign=center>183</td>
<td valign=center>15693</td>
</tr>
<tr><td valign=top colspan=8><B>Trainers and Transports</B></td>
</tr>
<tr><td valign=center>U-2</td>
<td valign=center>2654</td>
<td valign=center>791</td>
<td valign=center>3445</td>
<td valign=center>2637</td>
<td valign=center>791</td>
<td valign=center>-</td>
<td valign=center>3428</td>
</tr>
<tr><td valign=center>UT-1</td>
<td valign=center>7П</td>
<td valign=center>55</td>
<td valign=center>766</td>
<td valign=center>711</td>
<td valign=center>55</td>
<td valign=center>-</td>
<td valign=center>766</td>
</tr>
<tr><td valign=center>UT-2</td>
<td valign=center>414</td>
<td valign=center>20</td>
<td valign=center>434</td>
<td valign=center>414</td>
<td valign=center>20</td>
<td valign=center>-</td>
<td valign=center>434</td>
</tr>
<tr><td valign=center>UT-3</td>
<td valign=center>10</td>
<td valign=center>-</td>
<td valign=center>10</td>
<td valign=center>10</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>10</td>
</tr>
<tr><td valign=center>UTI-4</td>
<td valign=center>584</td>
<td valign=center>139</td>
<td valign=center>723</td>
<td valign=center>584</td>
<td valign=center>139</td>
<td valign=center>-</td>
<td valign=center>723</td>
</tr>
<tr><td valign=center>I-5</td>
<td valign=center>238</td>
<td valign=center>94</td>
<td valign=center>332</td>
<td valign=center>238</td>
<td valign=center>94</td>
<td valign=center>-</td>
<td valign=center>332</td>
</tr>
<tr><td valign=center>PS-84 (Douglas DC-3)</td>
<td valign=center>11</td>
<td valign=center>-</td>
<td valign=center>11</td>
<td valign=center>11</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>11</td>
</tr>
<tr><td valign=center>Total</td>
<td valign=center>4662</td>
<td valign=center>1099</td>
<td valign=center>5721</td>
<td valign=center>4605</td>
<td valign=center>1099</td>
<td valign=center>-</td>
<td valign=center>5704</td>
</tr>
<tr><td valign=center>Grand Total</td>
<td valign=center>18069</td>
<td valign=center>3360</td>
<td valign=center>21429</td>
<td valign=center>17812</td>
<td valign=center>3402</td>
<td valign=center>183</td>
<td valign=center>21397</td>
</tr>
</table>
Note. Table contains information from two different documents.
==Number of tanks in the mechanized corps==
<table cellspacing=0 border=1 bordercolor=#000000 cellpadding=2>
<tr><td valign=center><B>Military District</B></td>
<td valign=center><B>Corps</B></td>
<td valign=center><B>25.08.40</B></td>
<td valign=center><B>1.10.40</B></td>
<td valign=center><B>20.02.41</B></td>
<td valign=center><B>22.06.41</B></td>
</tr>
<tr><td valign=top rowspan=2>LVO (Leningrad)</td>
<td valign=center>1 mk</td>
<td valign=center>924</td>
<td valign=center>926</td>
<td valign=center>1011</td>
<td valign=center>1039</td>
</tr>
<tr><td valign=center>10 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>540</td>
<td valign=center>469</td>
</tr>
<tr><td valign=top rowspan=2>PribOVO (Baltic)</td>
<td valign=center>3 mk</td>
<td valign=center>547</td>
<td valign=center>635</td>
<td valign=center>640</td>
<td valign=center>672</td>
</tr>
<tr><td valign=center>12 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>589</td>
<td valign=center>730</td>
</tr>
<tr><td valign=top rowspan=6>ZapOVO (Byelorussia)</td>
<td valign=center>6 mk</td>
<td valign=center>276</td>
<td valign=center>682</td>
<td valign=center>707</td>
<td valign=center>1131</td>
</tr>
<tr><td valign=center>11 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>241</td>
<td valign=center>414</td>
</tr>
<tr><td valign=center>13 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>32</td>
<td valign=center>282</td>
</tr>
<tr><td valign=center>14 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>513</td>
<td valign=center>518</td>
</tr>
<tr><td valign=center>17 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>182</td>
<td valign=center>63</td>
</tr>
<tr><td valign=center>20 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>16</td>
<td valign=center>94</td>
</tr>
<tr><td valign=top rowspan=8>KOVO (Kiev)</td>
<td valign=center>4 mk</td>
<td valign=center>797</td>
<td valign=center>856</td>
<td valign=center>632</td>
<td valign=center>979</td>
</tr>
<tr><td valign=center>8 mk</td>
<td valign=center>768</td>
<td valign=center>623</td>
<td valign=center>818</td>
<td valign=center>899</td>
</tr>
<tr><td valign=center>9 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>94</td>
<td valign=center>316</td>
</tr>
<tr><td valign=center>15 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>707</td>
<td valign=center>749</td>
</tr>
<tr><td valign=center>16 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>372</td>
<td valign=center>478</td>
</tr>
<tr><td valign=center>19 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>274</td>
<td valign=center>453</td>
</tr>
<tr><td valign=center>22 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>527</td>
<td valign=center>712</td>
</tr>
<tr><td valign=center>24 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>56</td>
<td valign=center>222</td>
</tr>
<tr><td valign=top rowspan=2>OdVO (Odessa)</td>
<td valign=center>2 mk</td>
<td valign=center>414</td>
<td valign=center>435</td>
<td valign=center>456</td>
<td valign=center>527</td>
</tr>
<tr><td valign=center>18 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>235</td>
<td valign=center>282</td>
</tr>
<tr><td valign=top rowspan=2>MVO (Moscow)</td>
<td valign=center>7 mk</td>
<td valign=center>305</td>
<td valign=center>743</td>
<td valign=center>792</td>
<td valign=center>959</td>
</tr>
<tr><td valign=center>21 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>120</td>
<td valign=center>175</td>
</tr>
<tr><td valign=top rowspan=2>ZakVO (Caucasus-Caspian Sea)</td>
<td valign=center>6 td</td>
<td valign=center>359</td>
<td valign=center>369</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>28 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>710</td>
<td valign=center>869</td>
</tr>
<tr><td valign=top rowspan=2>SAVO (Central Asia)</td>
<td valign=center>9 td</td>
<td valign=center>234</td>
<td valign=center>234</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>27 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>308</td>
<td valign=center>356</td>
</tr>
<tr><td valign=center>KhVO (Kharkov)</td>
<td valign=center>25 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>163</td>
<td valign=center>300</td>
</tr>
<tr><td valign=center>OrVO (Orel)</td>
<td valign=center>23 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>161</td>
<td valign=center>413</td>
</tr>
<tr><td valign=center>SKVO (North Caucasus)</td>
<td valign=center>26 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>125</td>
<td valign=center>184</td>
</tr>
<tr><td valign=top rowspan=2>ZabVO (Siberia)</td>
<td valign=center>5 mk</td>
<td valign=center>823</td>
<td valign=center>889</td>
<td valign=center>1011</td>
<td valign=center>1070</td>
</tr>
<tr><td valign=center>29 mk*</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>1011</td>
<td valign=center>-</td>
</tr>
<tr><td valign=top rowspan=3>DVF (Far East)</td>
<td valign=center>30 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center align=center rowspan=3>1641</td>
<td valign=center align=center rowspan=3>2969**</td>
</tr>
<tr><td valign=center>59 td</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>69 md</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr></table>
(*) Corps was disbanded in spring 1941.
<BR>(**) Total number of tanks on the Far East.
<BR>Acronyms: mk - mekhanizirovanniy korpus (mech corps), td - tankovaya diviziya (armour division), md - mekhanizirovannaya diviziya (mech division).
==Development of RKKA Infantery==
<table cellspacing=0 border=1 bordercolor=#000000 cellpadding=2>
<tr><td valign=center><B>Types</B></td>
<td valign=center><B>1934</B></td>
<td valign=center><B>1935</B></td>
<td valign=center><B>1936</B></td>
<td valign=center><B>1937</B></td>
<td valign=center><B>1938</B></td>
</tr>
<tr><td valign=center>Regular Rifle Divisions</td>
<td valign=center>18</td>
<td valign=center>17</td>
<td valign=center>38</td>
<td valign=center>48</td>
<td valign=center>87</td>
</tr>
<tr><td valign=center>Mixed Rifle Divisions</td>
<td valign=center>16</td>
<td valign=center>16</td>
<td valign=center>4</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>Territorial Rifle Divisions</td>
<td valign=center>42</td>
<td valign=center>38</td>
<td valign=center>35</td>
<td valign=center>25</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>Regular Mountain Infantery</td>
<td valign=center>5</td>
<td valign=center>5</td>
<td valign=center>5</td>
<td valign=center>10</td>
<td valign=center>11</td>
</tr>
<tr><td valign=center>Mixed Mountain Infantery</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>4</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>Peasant Militia Divisions</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>-</td>
<td valign=center>3</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>Garrison Rifle Divisions</td>
<td valign=center>-</td>
<td valign=center>1</td>
<td valign=center>11</td>
<td valign=center>12</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>Territorial "B" Rifle Divisions</td>
<td valign=center>-</td>
<td valign=center>4</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>Total</td>
<td valign=center>87</td>
<td valign=center>87</td>
<td valign=center>97</td>
<td valign=center>98</td>
<td valign=center>98</td>
</tr>
<tr><td valign=center>Separate Rifle Brigades</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>5</td>
</tr>
<tr><td valign=center>Separate Rifle Regiments</td>
<td valign=center>-</td>
<td valign=center>2</td>
<td valign=center>2</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr></table>
==Development of RKKA Armoured Forces==
<table cellspacing=0 border=1 bordercolor=#000000 cellpadding=2>
<tr><td valign=center><B>Units</B></td>
<td valign=center><B>1934</B></td>
<td valign=center><B>1935</B></td>
<td valign=center><B>1936</B></td>
<td valign=center><B>1937</B></td>
<td valign=center><B>1938</B></td>
<td valign=center><B>1939</B></td>
</tr>
<tr><td valign=center>Armour Brigades</td>
<td valign=center>12</td>
<td valign=center>18</td>
<td valign=center>30</td>
<td valign=center>30</td>
<td valign=center>29</td>
<td valign=center>31</td>
</tr>
<tr><td valign=center>Motorized Armour Brigades</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>1</td>
<td valign=center>2</td>
<td valign=center>3</td>
</tr>
<tr><td valign=center>MG Infantery Brigades</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>4</td>
</tr>
<tr><td valign=center>Armoured Regiments</td>
<td valign=center>5</td>
<td valign=center>2</td>
<td valign=center>2</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>10</td>
</tr>
<tr><td valign=center>Motorized Armour Regiments</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>1</td>
<td valign=center>1</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>HQ Reserve Armour Battallions</td>
<td valign=center>9</td>
<td valign=center>4</td>
<td valign=center>6</td>
<td valign=center>6</td>
<td valign=center>6</td>
<td valign=center>-</td>
</tr></table>
==Development of RKKA Cavalry==
<table cellspacing=0 border=1 bordercolor=#000000 cellpadding=2>
<tr><td valign=center><B>Units</B></td>
<td valign=center><B>1934</B></td>
<td valign=center><B>1935</B></td>
<td valign=center><B>1938</B></td>
</tr>
<tr><td valign=center>Regular Cavalry Divisions</td>
<td valign=center>17</td>
<td valign=center>24</td>
<td valign=center>18</td>
</tr>
<tr><td valign=center>Regular Mountain Cavalry Divisions</td>
<td valign=center>5</td>
<td valign=center>5</td>
<td valign=center>5</td>
</tr>
<tr><td valign=center>Territorial Cavalry Divisions</td>
<td valign=center>-</td>
<td valign=center>3</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>Cossack Cavalry Divisions</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>2</td>
</tr>
<tr><td valign=center>Cavalry Brigades</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>2</td>
</tr></table>
=From "1941 - Lessons and Conclusions"=
Book "1941" was written by a group of authors from the General HQ of United Military Forces of CIS and was published in 1992 by Voenizdat (Military Publishing), Moscow.
==Military supplies for army and fleet during 1938-1941 yrs.==
<TABLE border=1 bordercolor=#000000 cellspacing=0 cellpadding=2>
<tr><td valign="top" rowspan=2><B>Weapons Category</b></td>
<td valign="top" colspan=4 align="center"><B>Total Number Sent to Army and Fleet</b></td>
</tr><tr><td valign=top><i>1938</i></td>
<td valign=top><i>1939</i></td>
<td valign=top><i>1940</i></td>
<td valign=top><i>By June 1941</i></td>
</tr><tr><td valign=top>Artillery Guns</td>
<td valign=top>12 340</td>
<td valign=top>17 066</td>
<td valign=top>15 096</td>
<td valign=top>7 913</td>
</tr><tr><td valign=top>Mortars</td>
<td valign=top>1 188</td>
<td valign=top>4 070</td>
<td valign=top>37 867</td>
<td valign=top>10 480</td>
</tr><tr><td valign=top>Rifles</td>
<td valign=top>1 124 700</td>
<td valign=top>1 396 700</td>
<td valign=top>1 395 000</td>
<td valign=top>792 000</td>
</tr><tr><td valign=top>Machine Guns</td>
<td valign=top>52 600</td>
<td valign=top>73 600</td>
<td valign=top>52 200</td>
<td valign=top> - </td>
</tr><tr><td valign=top>Airplanes</td>
<td valign=top>5 469</td>
<td valign=top>10 362</td>
<td valign=top>10 565</td>
<td valign=top>5 958 </td>
</tr><tr><td valign=top>Tanks</td>
<td valign=top>2 271</td>
<td valign=top>2 986</td>
<td valign=top>2 790</td>
<td valign=top>1 672</td>
</tr></table>
==Staffing of Mechanized Corps of Western Military Districts By June 22, 1941==
<TABLE border=1 bordercolor=#000000 cellPadding=2 cellspacing=0>
<TR>
<TD rowSpan=2 vAlign=center>District</td>
<TD rowSpan=2 vAlign=center>Corps #</td>
<TD colSpan=2 vAlign=center Align=center><B>Men</B></td>
<TD colSpan=2 vAlign=center Align=center><B>Tanks</B></td>
</TR><TR>
<TD vAlign=center>Number</td>
<TD vAlign=center>% of Regular</td>
<TD vAlign=center>Number</td>
<TD vAlign=center>% of Regular</td></TR>
<TR>
<TD rowSpan=2 vAlign=top>LenVO (Leningrad)</td>
<TD vAlign=top>1</td>
<TD vAlign=top>31 348</td>
<TD vAlign=top>87</td>
<TD vAlign=top>1 039 (15)</td>
<TD vAlign=top>100</td></TR>
<TR>
<TD vAlign=top>10</td>
<TD vAlign=top>26 065</td>
<TD vAlign=top>72</td>
<TD vAlign=top>469</td>
<TD vAlign=top>46</td></TR>
<TR>
<TD rowSpan=2 vAlign=top>PribOVO (Baltics)</td>
<TD vAlign=top>3</td>
<TD vAlign=top>31 975</td>
<TD vAlign=top>87</td>
<TD vAlign=top>672 (110)</td>
<TD vAlign=top>65</td></TR>
<TR>
<TD vAlign=top>12</td>
<TD vAlign=top>29 998</td>
<TD vAlign=top>83</td>
<TD vAlign=top>730</td>
<TD vAlign=top>71</td></TR>
<TR>
<TD rowSpan=6 vAlign=top>ZapOVO (Byelorussia)</td>
<TD vAlign=top>6</td>
<TD vAlign=top>24 005</td>
<TD vAlign=top>67</td>
<TD vAlign=top>1 131 (452)</td>
<TD vAlign=top>110</td></TR>
<TR>
<TD vAlign=top>11</td>
<TD vAlign=top>21 605</td>
<TD vAlign=top>60</td>
<TD vAlign=top>414(20)</td>
<TD vAlign=top>40</td></TR>
<TR>
<TD vAlign=top>13</td>
<TD vAlign=top>17 809</td>
<TD vAlign=top>49</td>
<TD vAlign=top>282</td>
<TD vAlign=top>27</td></TR>
<TR>
<TD vAlign=top>14</td>
<TD vAlign=top>15 550</td>
<TD vAlign=top>43</td>
<TD vAlign=top>518</td>
<TD vAlign=top>50</td></TR>
<TR>
<TD vAlign=top>17</td>
<TD vAlign=top>16 578</td>
<TD vAlign=top>46</td>
<TD vAlign=top>63</td>
<TD vAlign=top>6</td></TR>
<TR>
<TD vAlign=top>20</td>
<TD vAlign=top>20 389</td>
<TD vAlign=top>57</td>
<TD vAlign=top>94</td>
<TD vAlign=top>9</td></TR>
<TR>
<TD rowSpan=8 vAlign=top>KOVO (Kiev)</td>
<TD vAlign=top>4</td>
<TD vAlign=top>28 097</td>
<TD vAlign=top>78</td>
<TD vAlign=top>979(414)</td>
<TD vAlign=top>95</td></TR>
<TR>
<TD vAlign=top>8</td>
<TD vAlign=top>31 927</td>
<TD vAlign=top>89</td>
<TD vAlign=top>899 (171)</td>
<TD vAlign=top>87</td></TR>
<TR>
<TD vAlign=top>9</td>
<TD vAlign=top>26 833</td>
<TD vAlign=top>74</td>
<TD vAlign=top>316</td>
<TD vAlign=top>31</td></TR>
<TR>
<TD vAlign=top>15</td>
<TD vAlign=top>33 935</td>
<TD vAlign=top>94</td>
<TD vAlign=top>749 (136)</td>
<TD vAlign=top>73</td></TR>
<TR>
<TD vAlign=top>16</td>
<TD vAlign=top>26 383</td>
<TD vAlign=top>73</td>
<TD vAlign=top>478 (76)</td>
<TD vAlign=top>46</td></TR>
<TR>
<TD vAlign=top>19</td>
<TD vAlign=top>22 654</td>
<TD vAlign=top>63</td>
<TD vAlign=top>453 (5)</td>
<TD vAlign=top>44</td></TR>
<TR>
<TD vAlign=top>22</td>
<TD vAlign=top>24 087</td>
<TD vAlign=top>67</td>
<TD vAlign=top>712 (31)</td>
<TD vAlign=top>69</td></TR>
<TR>
<TD vAlign=top>24</td>
<TD vAlign=top>21 556</td>
<TD vAlign=top>60</td>
<TD vAlign=top>222</td>
<TD vAlign=top>22</td></TR>
<TR>
<TD vAlign=top rowspan=2 >OdVO (Odessa)</td>
<TD vAlign=top>2</td>
<TD vAlign=top>32 396</td>
<TD vAlign=top>90</td>
<TD vAlign=top>527 (60)</td>
<TD vAlign=top>51</td></TR>
<TR>
<TD vAlign=top>18</td>
<TD vAlign=top>26 879</td>
<TD vAlign=top>75</td>
<TD vAlign=top>282</td>
<TD vAlign=top>27</td></TR>
<TR>
<TD vAlign=top>Total</td>
<TD vAlign=top> </TD>
<TD vAlign=top>510 066</td>
<TD vAlign=top>- </td>
<TD vAlign=top>11 029 (1306)</td>
<TD vAlign=top>- </td>
</tr></table>
1. Number of new tanks (KV and T-34) is mentioned in brackets.
2. Average staffing with cars, trucks and tractors is no more than 35%.
3. Average staffing with specialty machines is no more than 15-20%.
==Garrison Troops and Fortification Lines==
In 1927-37 on the old border and in the operative depth 13 fortified regions were constructed. Each was 48-140 km wide and 1-2 km deep. However the machine-gun weaponry was prevailing, artillery guns were only about 10% of all systems.
During 1938-39 additional 8 fortified regions are being constructed on the old border. A total of 1028 buildings were made. To keep them in working order, 25 MG battallions were deployed in them on June 1, 1941, with total staffing of 17080 men. Seven fortified regions of 1938-39 construction time did not have any garrisons.
During 1940-41 another 20 fortified regions are being constructed on the new border. These were of new system and were supposed to be more reliable. About 46% of fortifications had artillery weapons. Each fortified region was expected to have two lines instead of one, thus increasing depth to 30-50 km. Each fortified region width was about 100 km. Gaps up to 20 km between the regions were allowed, and were supposed to be covered by defensive positions and flanking artillery fire. Weak side of these new regions was unsufficient distance from the enemy - they were build almost directly at the border.
Despite the efforts, only those fortified regions which construction had been started in 1940 were completed by June 22, 1941, and even they were only partially armed. This was the result of poor planning without taking industrial abilities into consideration.
At the beginning of the war fortified regions were kept on reduced staffing: 28-30% on the new border and up to 15% on the old border. On May 21, 1941 it was decided to form additional 13 fortification region HQs, 110 artillery-MG battallions, 16 artillery-MG companies, 6 artillery squadrons, 16 artillery batteries and other units with total staffing of 120,695 men. It was planned to finish the staffing of new border FR's by July 1st, and on the old border by October 1st.
==Changes of VVS RKKA Staffing During First Half of 1941==
<TABLE border=1 bordercolor=#000000 cellspacing=0 cellpadding=2>
<TR><TD VALIGN="TOP" ROWSPAN=3><b>VVS Arm</b></td>
<TD VALIGN="TOP" COLSPAN=6 ALIGN="CENTER"><B>Quantity</b></td>
</tr><tr><TD VALIGN="TOP" COLSPAN=2 ALIGN="CENTER"><I>By 1.01.1941.</I></td>
<TD VALIGN="TOP" COLSPAN=2 ALIGN="CENTER"><I>By 1.03.1941.</I></td>
<TD VALIGN="TOP" COLSPAN=2 ALIGN="CENTER"><I>By 1.06.1941.</I></td>
</tr><tr><td valign=top>air regiments</td>
<td valign=top>airplanes</td>
<td valign=top>air regiments</td>
<td valign=top>airplanes</td>
<td valign=top>air regiments</td>
<td valign=top>airplanes</td>
</tr><tr><td valign=top>HQ Reserve LR Bombers</td>
<td valign=top>40</td>
<td valign=top>1 780</td>
<td valign=top>43</td>
<td valign=top>2 008</td>
<td valign=top>44</td>
<td valign=top>2 311</td>
</tr><tr><td valign=top>VVS of Military Districts</td>
<td valign=top>209</td>
<td valign=top>12 315</td>
<td valign=top>213</td>
<td valign=top>12 721</td>
<td valign=top>222</td>
<td valign=top>13 288</td>
</tr><tr><td valign=top>Total</td>
<td valign=top>249</td>
<td valign=top>14 095</td>
<td valign=top>256</td>
<td valign=top>14 729</td>
<td valign=top>266</td>
<td valign=top>15 599</td>
</tr><tr><td valign=top>VVS Training Schools</td>
<td valign=top> - </td>
<td valign=top>3 751</td>
<td valign=top> - </td>
<td valign=top>3 751</td>
<td valign=top> - </td>
<td valign=top>3 984</td>
</tr><tr><td valign=top>Total</td>
<td valign=top>249</td>
<td valign=top>17 846</td>
<td valign=top>256</td>
<td valign=top>18 450</td>
<td valign=top>266</td>
<td valign=top>19 583</td>
</tr></table>
Out of 15595 combat aircrafts, 8472 were located in the western military districts. Kiev MD had 1913 aircrafts, Western MD had 1789. Fighters were 59% of total number of aircrafts.
Number of ground attack planes was very low - only 317 airplanes. By June 22, 1941, only one regiment out of five is equipped with Il-2, the rest have I-15 and I-153.
378 recon aircrafts were present, mostly of obsolete types: R-5, R-Zet, R-10, SB and sometimes Yak-4.
Number of aircrafts does not represent real strength of VVS, as there were more planes than pilots. This happened because the air regiments have received the new aircraft models and were re-training. As the result, many planes were lost at the airfields because they didn't have a pilot to take them off.
==Airfields of Western Military Districts==
<TABLE border=1 bordercolor=#000000 cellspacing=0 cellpadding=2>
<TR><TD VALIGN="TOP" ROWSPAN=2>Military District</td>
<TD VALIGN="TOP" ROWSPAN=2>Air Regiments</td>
<TD VALIGN="TOP" COLSPAN=4 ALIGN="CENTER">Airfields on 1.01 1941 г.</td>
<TD VALIGN="TOP" ROWSPAN=2>Airfields in construction</td>
<TD VALIGN="TOP" ROWSPAN=2>Planned for end of 1941 г.</td>
</tr><tr><td valign=top>Permanent</td>
<td valign=top>Operative</td>
<td valign=top>Reconstructing</td>
<td valign=top>Total</td>
</tr><tr><td valign=top>LenVO (Leningrad)</td>
<td valign=top>24</td>
<td valign=top>21</td>
<td valign=top>68</td>
<td valign=top>1</td>
<td valign=top>90</td>
<td valign=top>11</td>
<td valign=top>101</td>
</tr><tr><td valign=top>PrivOVO (Baltics)</td>
<td valign=top>18</td>
<td valign=top>17</td>
<td valign=top> - </td>
<td valign=top>49</td>
<td valign=top>66</td>
<td valign=top>-</td>
<td valign=top>66</td>
</tr><tr><td valign=top>ZapOVO (Byelorussia)</td>
<td valign=top>29</td>
<td valign=top>29</td>
<td valign=top>141</td>
<td valign=top>16</td>
<td valign=top>186</td>
<td valign=top>39</td>
<td valign=top>225</td>
</tr><tr><td valign=top>KOVO (Kiev)</td>
<td valign=top>30</td>
<td valign=top>19</td>
<td valign=top>81</td>
<td valign=top>56</td>
<td valign=top>156</td>
<td valign=top>88</td>
<td valign=top>244</td>
</tr><tr><td valign=top>OdVO (Odessa)</td>
<td valign=top>15</td>
<td valign=top>9</td>
<td valign=top>92</td>
<td valign=top>13</td>
<td valign=top>114</td>
<td valign=top>5</td>
<td valign=top>119</td>
</tr><tr><td valign=top>Total</td>
<td valign=top>116</td>
<td valign=top>95</td>
<td valign=top>382</td>
<td valign=top>135</td>
<td valign=top>612</td>
<td valign=top>143</td>
<td valign=top>755</td>
</tr></table>
==Units Planned for USSR Border Cover by May-June 1941==
<TABLE border=1 bordercolor=#000000 cellspacing=0 cellpadding=2>
<TR><td>Location</td>
<td>LenOVO<br>(3 armies)</td>
<td>PribOVO<br>(3 armies)</td>
<td>ZapOVO<BR>(4 armies)</td>
<td>KOVO<BR>(4 armies)</td>
<td>OdVO<BR>(1 armies)</td>
<td>Total<BR>(15 armies)</td>
</tr><tr><td valign=top>1st Echelon</td>
<td valign=top>12 inf,<br>1 arm,<br>1 inf br.</td>
<td valign=top>10 inf,<br>1 inf br.</td>
<td valign=top>14 inf</td>
<td valign=top>17 inf</td>
<td valign=top>7 inf,<br>2 cav</td>
<td valign=top>63 divisions</td>
</tr><tr><td valign=top>2nd Echelon</td>
<td valign=top>2 inf,<br>2 arm,<br>1 moto</td>
<td valign=top>7 inf,<br>4 arm,<br>2 moto</td>
<td valign=top>8 arm,<br>4 moto,<br>2 cav</td>
<td valign=top>8 arm,<br>4 moto,<br>1 cav</td>
<td valign=top>2 inf,<br>1 cav,<br>2 arm,<br>1 moto</td>
<td valign=top>51 division</td>
</tr><tr><td valign=top>District Reserves</td>
<td valign=top>3 inf,<br>1 arm,<br>1 moto</td>
<td valign=top>-</td>
<td valign=top>5 inf,<br>4 arm,<br>2 moto</td>
<td valign=top>15 inf,<br>8 arm,<br>4 moto,<br>1 cav</td>
<td valign=top>1 inf</td>
<td valign=top>45 divisions</td>
</tr><tr><td valign=top>High Command Reserve</td>
<td valign=top> - </td>
<td valign=top> - </td>
<td valign=top>5 inf</td>
<td valign=top>3 inf</td>
<td valign=top>2 arm,<br>1 moto</td>
<td valign=top>11 divisions</td>
</tr><tr><td valign=top>Total</td>
<td valign=top>23 divisions,<br>1 brigade,<br>8 air divisions</td>
<td valign=top>23 divisions,<br>1 brigade<br>4 air divisions</td>
<td valign=top>44 divisions,<br>11 air divisions</td>
<td valign=top>61 divisions,<br>21 air division</td>
<td valign=top>19 divisions,<br>6 air divisions</td>
<td valign=top>170 divisions,<br>2 brigades,<br>50 air divisions</td>
</tr></table>
[[Category:Knowledge Base]]
860a35d957d86f888fc538b5a9f6e21dd40c3f68
China 1927-1937
0
379
589
2008-08-17T15:36:20Z
C.N.
11032
Category Reference -> Knowledge Base
wikitext
text/x-wiki
=The Northern Expedition (1927)=
(1.110)
==Kuomintang Army==
===1st Army Corps===
* consists of Chiang's loyal Zhejiang and Guangdong troops
===2nd Army Corps===
* Hunan armies
===3rd Army Corps===
* Yunnan armies
===4th Army Corps===
* Cantonese forces in the Xi Jiang area (who fought in Wuhan during the Northern Expedition and sustained the greatest losses)
===7th Army Corps===
* Guangxi Army, led by Li Zongren and Bai Chongxi
After the Northern Expedition, Feng Yuxiang's Army of the Northwest, and Yan Xishan's Shanxi army joined Chiang, and he then commanded a total strength of 179 divisions and 30 independent brigades in what is known as the National Revolutionary Army (NRA). Here are the Group Armies:
===1st Group Army===
Guomindang Army Corps
===2nd Group Army===
Guominjun (Feng Yuxiang's) army corps
===3rd Group Army===
Shanxi Army
===4th Group Army===
Guangxi army
==Communists==
30 000 man force which broke away on August 1, 1927
==Manchurian Army==
* led by Zhang Zuolin
=After the Northern Expedition (1928-1936)=
In 1928, the Chinese Army had approximately 2.25 million men under arms. (Source: http://www.feldgrau.com/articles.php?ID=11)
In an effort to put the majority of the armed forces under his control, Chiang Kai-shek engaged a program of troop disbandment which was bitterly opposed by the other warlords. The 4th Group Army of Guangxi, the 2nd Group Army of Shanxi, and the 2nd Group Army of the Northwest all rebelled against Chiang. Through Chiang's swift diplomatic maneuvering, all these rebellions came to be crushed, and their troops were incorporated into the government forces.
* the First Army was one of the better equipped of the 8 National Revolutionary Armies (NRA)
** however, it was not very well equipped
** Chiang personally controlled only 3 armies, or about 5-10% of the nation's total force
* in contrast, some other NRA took full advantage of the fighting and expanded their forces to impressive size
=1929=
==March==
* The Guangxi Clique, as a result of a crisis seemingly provoked by Chiang (3.11) revolted against Nanjing
** Guangxi leaders were skilled tacticians and commanded about 230 000 troops
** Feng Yuxiang, commanding 220 00 men would join forces
** Chiang bought Feng off with Y2 million and a promise of control over Shandong province
** Chiang then defeated the Guangxi armies in less than 2 months
** Empire of Li Zongrena and Bai Chongxi in Hebei and Hunan-Hubei thereupon collapse.
** they retreated to their home province of Guangxi
==April==
* Feng was going to go to war with Chiang over the disbandment issue, but Han Fuqu and Shi Yousan (and 100 000 of Feng's troops) defected to the nationalist side.
** also, Chiang reneged on his pledge to hand over Shandong (3.11-12)
** Feng pushed out of Shandong and Henan (3.12)
=1930=
* In April 1930, Feng and Yan Xishan organized an Anti-Chiang coalition which included the Reorganization faction (led by Wang Jingwei (3.12)) and the Western Hill faction (an extreme right faction (3.12)) as well.
** February and March, Feng Yuxiang and Yan Xishan formed the Anti-Chiang coalition, which posed the most serious challenge to Chiang's power. (3.12)
** Li Zongren and Bai Chongxi of the Guangxi clique promised to coordinate their attack from South China
** in 4 months, the two sides incurred some 250 000 casualties (3.12)
** In September, the rebel government against Chiang fled from Beiping to Taiyuan, Yan's capital (3.12)
** Both sides wooed Zhang Xueliang to join them (3.12)
** However, Zhang Xueliang threw his support behind Chiang, and the rebel cause was doomed
*** the leader was bribed with 10 million yuan and joined the central government in mid-september(3.12)
*** he was promised that he might administer all of China north of the Yellow River (3.12)
*** he sent 100 000 troops into the Beiping-Tianjin area and took control o the major railroads and the rich revenues from the Tianjin customs
** by October, the Central Plains War was over and both sides suffered heavy casualties
** the 1930 war broke up the Guominjun of Feng Yuxiang, greatly weakened Yan Xishan, and left the Manchurian Army as the only respectable military power in northern China
=1929-1931=
(Source: [http://www.uglychinese.org/War.html UglyChinese.org])
* Guangxi – 4th Juntuan
* Guangdong – 1st Juntuan : Chen Jitang
* Japan had 3 relief divisions from the Korea military garrison
* They attack Zhang Xueliang’s army in Shenyang
* 1st Bubing Shi : Hu Zongnan
==December 1930==
{| border="1" cellspacing="0"
|+ '''Force Deployment during the Extermination Campaigns'''
|-
! Sequence of Campaigns !! Government Troops !! Regional/Chiang Ratio (in divisions) !! Communist Troops
|-
|1||44 000||11/1||42 000
|-
|2||113 000||10/1||66 000
|-
|3||130 000||8/6||53 000
|-
|4||153 000||7/5||64 000
|-
|5||300 000(?)||21/17||100 000(?)
|+ Source: Source: Ch'i, Hsi-Sheng. ''Nationalist China at War: Military Defeats and Political Collapse, 1937-45'', University of Michigan Press: Michigan, 1982, ISBN 0472100181, p. 246
|}
* Chiang launches his first Extermination Campaign against the Communists (2.20)
** Using only a small number of Hunan forces against the Communist base in Jiangxi
==January 1931==
* Chiang's first Extermination force gets thrashed by the Communists (2.20)
==April==
* Chiang launches his second extermination campaign against the Communists
** this is a larger force, and the government now has a 2:1 advantage over the Red Army
==May==
* Chiang's second extermination campaign ends in defeat
* In protest against Hu Hanmin's arrest, the provincial militarists of Guangdong and Guangxi establish a separatist regime in Guangzhou (3.13)
** also included Wang Jingwei, the Western Hills partisans, and San Yat-sen's son, Sun Fo
** they created a new government in 1 June.
** Real power rested with the provincial militarists, notably Chen Jitang, chairman of the Guangdong province
==June==
* Chiang launches his third extermination campaign against the Communists (2.20)
** commanded by Chen Cheng, who is described as able, and whose quality is admitted by Mao (3.90)
** crack units under Chiang are thrown into the battle
** Chiang is tightening the noose around the Communist base area
** Guangdong rebels and moves its troops against southern Hunan and Jiangxi
==September==
*Sept 18: The Japanese invaded Manchuria
** Sept 1931, Zhang Xueliang lost his base and fled to Chiang's protection. (2.18)
** Chiang has to call off his third extermination campaign (2.20)
** An agreement is worked out between the Nanjing regime and the Guangzhou regime because of the japanese invasion (3.14)
** 15 Dec, Chiang resigns his posts and retires to his native village of Xikou in Zhejiang (3.14)
=1932=
* without Chiang's support of the Sun Fo government, it does not have the backing of the Shanghai financiers and so cannot meet its financial responsibilities (3.14)
** central army remains loyal to Chiang
** Chiang came back on 29 of January
''Jan 6''
* 19th Lujun : Jiang Guangnai
* 19th Corps and 5th Corps valiantly fought the Japanese
* 5th Corps (relocated from Nanjing) – Feb 1932: entered battle of Shanghai
** 87th Bubing Shi : Zhang Zhizhong
** 88th Bubing Shi : Yu Jishi
** 1st Bubing Shi : Hu Zongnan – Hu Zongnan took charge of forgifying at Jiangyin City on Yangtze bank
* After, Jiang Guangnai’s 19th Lujun relocated to Fujian Province to fight communists
* 7th Juntuan and 35th Jun - Fu Zuoyi
''Mar 4''
* 32nd Corps recovered Lengkou
''Mar 7''
* 67th Corps beats Japanese 8th division-conglomerate and 16th brigade conglomerate at Gubeikou Pass
* Guan Linzheng’s relief forces also arrive
''Mar 21''
* 29th Corps : Song Zheyuan - Northwestern Army Soldiers
** 37th Bubing Shi
* evacuated from Xifenkou Pass on Apr 8
* 25th Bubing Shi : Guan Linzheng
* NORTHEASTERN ARMY
** 57th Corps : Miao Zhengliu
==May==
The Oyuwan Soviet destroyed by Chiang's forces, forcing Zhang Guotao and Xi Xiangqian to go on their long march to north Sichuan.
** in North Sichuan, fighting between the 24th and 29th armies allows the Communist 4th Front Army to set up a new soviet
''Oct 11''
* Defection of 37th Lujun commander Wang Yongcheng
=1933=
* In 1933, the Chinese Army consisted of (according to German sources) 134 Infantry Divisions 9 Cavalry Divisions, 17 Cavalry Brigades, 36 Infantry Brigades, 5 Artillery Brigades, 20 Artillery Regiments, 600 aircraft (approximately), some railway artillery, limited armored forces, a small navy, for a total of 37 million main line troops and 600,000 provincial troops. (Source: http://www.feldgrau.com/articles.php?ID=11)
* In January, Chiang organizes his 4th extermination campaign against the Communists. (2.20)
** loyal government units assigned the crucial role
** In April, The Japanese attack jehol and the Great Wall, forcing Chiang to accept the Tanggu agreement in May, which force the central gov't to withdraw it's forces from northern China (2.18)
** Chiang is also forced to call off the 4th extermination campaign against the Communists because of this incursion
* In October, Chiang begins the 5th extermination campaign against the Communists (2.21)
** Chiang initiated a militia system and a strict blockade system where all essential commodities were forbidden near the rebel zones
** Chiang established pillboxes to put pressure on the Communists from all sides and tighten the ring of encirclement
** On 26 october, the 19th Route Army (Nationalist) commanded by Cai Tingkai, entered into an agreement and set up a "People's Revlutionary Government" in Fuzhou in Nov 1933. The CCP and the 19th Route Army didn't cooperate further, and Chiang quickly defeated the new Fuzhou government. (3.97)
=1934=
* Chiang's 5th extermination campaign against the Communists is going very well
** by October 1934, 80% of Red forces were killed, wounded or captured
** Mao escapes and starts the Long March
=1934-1935=
* Guizhou "remained aloof" from the central govenrment until 1934-1935
* all Sichuan generals had defected to the GMD byt he end of 1926, but they maintained the basic pattern of confrontation with eachother that had existed since the Beiyang days (2.18-19)
** had their own defense districts, within which they exerscised exclusive control over the civil government, taxation, transportation, economy and the opium trade
** between 1928-1934, civil wars broke out every year among the Sichuan warlords
* in late 1934, the Communists started the Long March and went into Sichuan and Guizhou (2.19)
** responding to Liu Xiang's call for help, Nanjing dispatched the staff corps and organized 2 armies to pursue the Communists
** GMD used this opportunity to gain control of Sichuan province
** Xue Yue and Zhou Hungyuan chased the CCP into Sichuan (3.96)
=1935=
* June: Nationalist Party activities are banned under Japanese pressure (2.18)
* eastern Chahar is invaded by the Japanese Kwantung Army
* Japan sets up the Eastern Hebei Anti-Communist Special Regime at the end of 1935 (3.110)
** Diplomats between China and Japan are Zhang Qun (China) and Kawagoe (Japan)
[[China OOB]]
[[Category:Knowledge Base]]
e78b5b3a11f39e50f96baf8bf73a09d9b50c4fd8
China Leaders
0
381
593
2008-08-17T15:36:53Z
C.N.
11032
Category Reference -> Knowledge Base
wikitext
text/x-wiki
=[[Image:chi.gif]]Nationalist China=
==unplaced as of yet==
====Fan Zuxian====
* a regioalist but also a member of the GMD's Shandong provincial committee (2.119)
** received arms and other supplies from the Chongqing government
** powerful guerilla force
** because of him, the central government was able to restore the provincial government in March 1938
** however, upon his death in November 1938, his forces defected to the Communists
====Admiral Shen Hunglie====
* new governor of Shandong in March 1938
* regional militarist (2.119)
* represented the GMD party and government int he occupied areas (2.119)
* had little appreciation of the intracacies of guerilla warfare and little inclination to learn about them (2.119)
====Zhang Yinwu====
* Baoding Military Academy graduate (2.119)
** former mayor of Beiping unde regional militarists
** minjun (militia), organized in December 1937, expanded to a force of 30 000 men in 1939
====Lu Zhonglin, Yu Xuezhong====
* regional militarists (2.119)
* represented the GMD party and government int he occupied areas (2.119)
* these generals had little appreciation of the intracacies of guerilla warfare and little inclination to learn about them (2.119)
====Liao Ang====
([http://www.marx2mao.com/Mao/CO47.html Source])
* Commander of the Reorganized 76th Division of the Kuomintang forces under Hu Tsung-nan, was later captured in a battle at Chingchien on October 11, 1947
====Deng Yenda====
Source ([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* possible 3rd party founder? assassinated by Chiang
* One of the GMD's more radical but non-Communist generals
* complained in March 1927 that the party and the whole future of the Chinese revolution were endangered because military influences had outpaced the developement of the party, the government, and everything else during the course of the Northern Expedition. (2.8)
====Wang Jingwei====
* left leaning
* would later defect to the Japanese
====Ai Ai====
[http://www.generals.dk/general/Ai_Ai/_/China.html Generals.dk]
* commanded 92 Div, 1945
====Jiang Guangnai====
* led the 19th Route Army on Jan 6, 1932
====Zhang Zhizhong and Yu Jishi====
* organized into 5th corps in 1932
====Zhang Zhizhong====
* (1891-May 16, 1940)
* commanded 87th div in 1932
* commanded the 38th division in 1937
* in July 1945, was Minister of the Political Department
====Yu Jishi====
* commanded 88th div in 1932
* commanded the 74th corps during the civil war
** this became the "Reinforced 74th Division" ([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
====An Chunshan/Zhunshan?====
[http://www.generals.dk/general/An_Chun-shan/_/China.html Generals.dk]
* commanded 31st Div, 1944
====An Enbu/Enpu?====
[http://www.generals.dk/general/An_En-pu/_/China.html Generals.dk]
====An Huading/Huating?====
[http://www.generals.dk/general/An_Hua-ting/_/China.html Generals.dk]
====An Yongzhang/Yongchang?====
[http://www.generals.dk/general/An_Yung-chang/_/China.html Generals.dk]
====General Tai Yung-kwan====
* Gu Zhutong's protégé
* defected to the communists, allowing them to cross the Yangtze during the civil war
====General Gui Yongqing====
====Commodore Lin Zun====
* admiral, defected to communists at Nanjing
====General Xia Wei====
* under Bai Chongxi's command
====General Zhang Zizhong====
(1.151)
* his portrait hung in Chiang's study
* old-fashioned field commander
* as mayor of Tianjin, he bargained with the Japanese
* had a brilliant victory at Taierzhuang and fell in defense of his country
====General Fang Xianjue====
(1.151, [http://www.uglychinese.org/war.htm uglychinese.org])
* conducted a gallant defense of Hengyang for 40 days against overwhelming odds with his 10th corps (2. "10th Army"), which lost most of its forces in that defence
====Feng Zhian====
* commanded the 37th division in 1937
====Zhao Dengru====
* commanded the 132nd division in 1937
====Guan Linzheng====
* commanded the 25th division in mar 21 1937
====Wang Yongcheng====
Source: [http://www.uglychinese.org/war.htm uglychinese.org]
* commander of the 37th Route Army in 1932
* defected in oct 11, 1932 to the japanese in manchuria
====Zhang Zhen====
* 66th Corps Commander during the First Burma Campaign
====Tang Shouzi====
* commanded the New 30th Division in the 2nd Burma Campaign after the capture of Myitkyina
====Hu Su====
* commanded the New 30th Division in the 2nd Burma Campaign
====Li Hong====
* commanded the New 38th Division in the 2nd Burma Campaign
====General <Chieu Ching-Chun> (Jiu Jingzhuan?)====
(Source: [http://www.generals.dk/general/Chiu_Ching-chuan/_/China.html Generals.dk])
* briefly commanded the new 1st army in feb 1943
** if it's jiu jingzhuan, then it's a Whampoa commander who didn't render full cooperation to his fellow generals during the huai-hai campaign (1.262)
====Han Fuqu====
(-Jan 1938)
* originally part of Feng Yuxiang's army but defected to the Nationalists in April 1929 (2.17)
* Shandong warlord who colluded with the Japanese and gave Shandong to them without resistance
* was summarily executed because of this
* his territories had a noticeable control over communist activity (Source [http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
====Shi Yousan====
* originaly part of Feng Yuxiang's army but defected to the Nationalists in April 1929 (2.17)
====Lai Shihuang====
(Source [http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* 13th Corps Chief
====Wang Tianpei====
(Source [http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* 10th Corps Chief
====Sun Dianying====
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* in the Sino-Japanese war, he was given command of the new 5th Army, and he manoeuvred between the communists and the central government, even giong over to the japanese for a time (3.218)
* he had contacts everywhere and even bought goods from Shanghai (3.218)
* during Civil War, commanded the newly organized 4th Army
====Hao Pengju====
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* surrendered to the Japanese in 1941
* became governor of Huaihai Province in the Japanese Puppet Government of China
* became sympathetic to the communists
* during the civil war, Chiang gave him the command of the 6th Route Army, unaware that he was colluding with the Communists
====Li Zefen====
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* commanded the 5th Div which was under the control of the 94th Corps
====Zhang Chong====
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* corps commander
* sent to Jilin province during the civil war
====Liang Huashen====
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* commanded 71st Corps during the civil war
====Chen Xinda====
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* commanded New 5th Corps in oct 1947, which was destroyed by the communists
====Zhou Fucheng====
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* commanded 8th corps conglomerate during the civil war
====Xiang Fengwu====
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* commanded the 71st Corps during the civil war
====Liu Anqi====
* commanded 7th corps conglomerate during the civil war
====Zheng Dongguo====
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* commanded an army in the 2nd Burma Campaign
* commanded 1st corps conglomerate, consisting of:
** 6 divisions, or 100 000 men
====Zeng Zesheng====
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* during the siege of Jinzhou, commanded the 60th Corps
====Liu Yuezhang====
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* during the siege of Jinzhou, commanded the 52nd Corps
====Qin Qirong====
(-August 1942)
([http://www.angelfire.com/my/rememberww2/1942/08/12.htm Source])
* militant anti-communist in central Shandong
* commited suicide rather than be capture by the Communists.
* also mentioned (3.230)
==Hunan==
==== Tang Shengzhi ====
* Hunanese warlord (3.16)
====Cheng Qian====
* appointed as vice-chief of supreme staff based on the numerically impressive Hunan forces he commanded
* transferred from Chief of the gneral staff to the command of the First War Area in North China
* regarded by Chiang's close friends as a fan-tung, a ne'er-do-well (1. p.124)
* did nothing of significance until he defected to the communists in 1949
====He Jian====
* Hunanese warlord
* his territories noticeably had communist activity under control (Source [http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
== Guominjun ==
The Guominjun (Feng's army,) had a reputation of being one of the better trained and equipped armies of the pre-Nationalist era.
====Feng Yuxiang "Christian General"====
* used to be warlord of Northwestern region of china
* Knew a lot of the armies around Shandong
* But complained a lot that neither his armies nor the KMT armies trusted one another
* not particularly loyal to chiang
* NOT part of whampoa clique
====Song Xinian====
* commanded part of Chiang's forces stationed in Chongqing which collapsed during the civil war (1 p.269)
====Zhang Ningfu====
* (-Mar 1947)
* got killed by Communists in southern Shandong
* was leading the 74th (US equipped) of the Zhongyang Army
====General Wu Jiwei====
* Capable and famous fighting general
====General Chen Mingren====
* commanded a crack American-trained army during the Civil War
* defeated Lin Biao's communist forces at Sipingjie ([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* dismissed Chen Mingren on the pretext of embezzlement
====Sun Lianzhong====
* NOT in whampoa
* great leader, served valiantly
* suiyuan general? (1.246)
* ([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org]) in 1943, commanded the 2nd Army Group, which consisted of:
** 31st Corps - these were handed over to Hu Zongnan in 1945
** 68th Corps
* described as one of "China's best senior field commanders" (1.248)
====Liao Yaoxiang====
* commanded the New 22nd Division
* one of the heroes of the Northern Burma Campaign
* commanded New Sixth Army, part of the X-Force in the 2nd Burma Campaign
* one of the best-educated and most battle-experienced younger Chinese generals (184)
====General Yang Jie====
* for a while stationed in Moscow as Chinese ambassador (169)
====Lt. Gen Sun Liren====
(November 19, 1899–November 19, 1990)
Source: [http://en.wikipedia.org/wiki/Sun_Li-jen Wikipedia: Sun Liren], [http://www.science.uwaterloo.ca/~cchieh/sun/response.html Some responses to a book on Sun Liren]
* NOT in whampoa
* commander of New 38th Division (which was assigned to the 66th corps)
* participated in First Burma Campaign
* allowed the force to conduct an excellent retreat to British India
* commanded New First Army, part of the X-Force
* one of the best-educated and most battle-experienced younger Chinese generals (1.184)
* I would make him skill 4 as well.
[http://www.chinese-forums.com/viewtopic.php?p=15636]
* turned back an offensive in Manchuria, but shortly after, was relieved of command and sent to a training program at Nanjing (1.256)
====General Dai Anlan====
* commander of 200th div (GMD's only mechanized formation)
* participated in First Burma Campaign
* recognized by Americans as man of "ability and force and considerable courage"
*5th and 6th armies were "lost" in first Burma Campaign
** the divisions in them were the 22nd and 36th divs (correction, 38th, NOT 36th), among others
====Lt. Gen Gan Lichu====
* commanded a few divs in the First Burma Campaign
====Hu Zongnan and Tang Enbo====
* commanded 300 000 men (16 armies) in the NW
====Gen. Wei Lihuang====
* commanded 100 000 (Y-Force) in the Second Burma Campaign
* May 11, '44 crossed Salween
* in civil war, in Manchuria, was overly cautious
* in civil war, commanded 150 000 men (12 divs and 3 cav brigades)
* IMHO, average talent
* had a crony: General Chen Tie
====Gen Huang Wei====
* commanded 12th army group during civil war
====Gen Li Yannian====
* commanded 6th army
====Gen Liu Ruming====
* commanded the 143rd Division in 1937
* commanded 8th army
====Wang Jun, Hu Zhongnan, Li Jilan, Shen Jiucheng====
* all assigned to fight the communists in '36.
==United States of America==
====Joseph W. "Vinegar Joe" Stilwell====
* served in China [Jan 1942-Oct 44]
* good leadership ability
* sound tactics and strategy
* can speak chinese
* poor fit for Chiang tho, because he hated corruption and inefficiency and he wanted to just slash and trash it, and Chiang would have none of it
* also had difficulty working with the british
====Liu Zhi====
* a man "of no particular ability" (skill 1)
* one of the most senior members of the Whampoa group (2.105)
==Whampoa Clique==
====Generalissimo Chiang Kai-shek====
- micromanages everything
- places loyalty above proficiency when assigning tasks
- an average leader (i'd put him at skill 3)
- excellent diplomat (at least compared to his contemporaries)
====Lt. Gen Du Yuming====
* commanded afew divs in the First Burma Campaign
* blech, not very talented (skill 1)
* tows the party line, usually gets awesome commands
* famous for "leading his regiment from behind", heh (1.261)
* during the civil war, led 100 000 men ([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
====Xiong Shihui====
(commanded a division/army/army corps?)
- arrogant
- directory of generalissimo's HQ in Manchuria, in Chinese Civil War
====Qian Dajun====
*one of the most senior members of the Whampoa group (2.105)
====Jiang Dingwen====
*one of the most senior members of the Whampoa group (2.105)
====Gen. Chen Cheng====
* man of great personal integrity
* severe field commander
* commanded the 14th and 18th armies during the 1930s
* when he became manchurian commander, he was hardhanded and fired a lot of corrupt officers, which quickly fled to the communists
* described as "capable" (1.256) and an "able commander", even by Mao (3.90)
* failed in pacifying Manchuria during the Civil War
* briefly commander of the 9th war zone
* also commander of the defense of Hankou and, later, the 6th War area
* commanded the 14th and 18th armies, which he led in the '30s
*((Chen Cheng had his own faction, with the following well known Nationalist Generals)) (2.105)
** Luo Zhuoying
** Fang Tian
** Jue Hanqian
** Li Jilan
** Hu Lian
====Hu Zongnan====
(1896-1962)
Source: ([http://www.uglychinese.org/war.htm uglychinese.org])
* being in (2.105) implicitly puts him in the Whampoa group
* commanded the 1st division in 1932 (source: uglychinese.org)
* commanded the 1st Army, which was decimated in the Shanghai campaign
* operated out of Xi'an
* at height of his power, controlled ~27 divs
* stationed in Shanxi for a majority of the war for two purposes -- to blockade the communists and to block the Japanese
*((Hu Zongnan had a faction, whose supporters were the following generals. he built it from scratch during the war:)) (2.105)
** Li Wen
** Li Tiejun
** Luo Lie
** Sheng Wen
** Yuan Pu
* during the Civil War, he commanded at least: ([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
** 27th Corps
** 1st Corps
** 53rd Div
** 61st Div
** 15th Corps
** 4th Army, commanded by Sun Dianying
** 85th Corps, consisting of
*** 110th Div
* Born in Zhejiang ([http://english.people.com.cn/dengxp/vol3/note/C1480.htm Source])
====Gen. Gu Zhutong====
* replaced Chen Cheng as leader of Manchurian theatre during the Civil War
* not particularly talented
* staunch supporter of Chiang
* commander of the 3rd War Zone (south of the Yangtze) (3.210)
* close and trusted associate of Chiang kai-shek (3.210)
====Gen. Yu Hanmou====
* not particularly talented
* staunch supporter of Chiang
* commanded 7th War Zone
====Gen. Fan Hanjie====
* one of Whampoa's ablest commanders (1. 259)
* commanded 6th corps conglomerate in civil war ([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org]), consisting of:
** 14 divisions, or about 150 000 men
* caught by the communists at the siege of Jinzhou
====Gens. Li Mi, Jiu Jingzhuan, Huang Bodao====
* all did not trust each other
====Gen Huang Bodao====
- commanded 10 divs in the Battle of Xuzhou
- died at end of battle
====General Tang Enbo (as above)====
Sources: ([http://www.generals.dk/general/Tang_En-po/_/China.html Generals.dk], [http://www.uglychinese.org/war.htm uglychinese.org])
* Born 1900 in Wuyi, Zhejiang
* died 1954
* deputy commander of 1st War Zone from '42-'44
* based in Henan until kicked out (prolly via Ichigo)
* CiC of GMT troops sometime
* commanded 13th Army, which expanded to 8 armies (2.105)
* commanded 30 divs during Ichigo
* has a bit of a reputation for being a butcher
((Tang Enbo also had his own faction followers who were generals, who are listed below:)) (2.105)
** Chen Daqing
** Shi Jue
** Wang Zhonglian
** Zhang Yaoming
====Guan Lingwei, Wang Jun, Mao Bingwen====
* central army, fought against the communists with the Northeastern (Fengtian) army in '36
====Guan Lingwei====
* fought against communists in '36 in battle of Jingyuan
====Kang Ze====
* commanded new 28th division during the First Burma Campaign
==Fengtian faction==
* the Northeastern Army had a reputation of being one of the better trained and equipped armies of the pre-Nationalist era.
====Zhang Xueliang "Young Marshal"====
[http://en.wikipedia.org/wiki/Zhang_Xueliang Wikipedia]
* kidnapped Chiang in the Xi'an incident
====Zhang Xuesi====
* Zhang Xueliang's brother
* defected to the communists after Zhang Xueliang's house arrest ([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
====Lü Zhengcao====
* defected to the communists after Zhang Xueliang's house arrest ([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
====Wan Yi====
* defected to the communists after Zhang Xueliang's house arrest ([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
====Ma Zhanshan====
* commanded 1st Cavalry Brigade
* Did it in Qiqihar, Heilongjiang (his home province)
====Yang Hucheng====
* second in command
* a warlord in northwest China (3.100)
====Yu Xuezhong====
[http://www.generals.dk/general/Yu_Hsueh-chung/_/China.html Generals.dk]
* army commander
* mentioned in (3.138, 3.230)
* in central Shandong([http://www.angelfire.com/my/rememberww2/1942/08/12.htm Source])
** disguised himself as a shepherd among the Communists as they overrun his base in 1942
====Miao Zhengliu====
* commanded the 57th corps
==Suiyuan Faction==
====Fu Zuoyi====
[http://en.wikipedia.org/wiki/Fu_Zuoyi Wikipedia]
* pretty good
* during the civil war, communist purposefully avoided him because of his reputation
* "hard-fighting"
* i suppose we should make him good defensively.
* commanded the 7th army group and the 35th army in jan 6 1932
==Sichuan/Xikang Faction==
* In Sichuan, the central gov't only had 40 000-50 000 men
====Liu Wenhui====
* mostly inactive, since his warlord domain was so far away from the front line
* commanded 2 divisions on the Sichuan Xikang borders. Described by an American military attache as "the best armed soldiers I have seen in China" (2.116)
* mostly didn't bother with KMT, and KMT left him alone
* wanted KMT to go after Japanese than Chinese communists tho
* commanded the 24th corps ([http://www.uglychinese.org/campaign.htm uglyChinese.org]) in 1935
====Pan Wenhua====
* had 100 000 men in Sichuan
* wanted KMT to go after Japanese than Chinese communists
* commanded the 23rd corps ([http://www.uglychinese.org/campaign.htm uglyChinese.org]) in 1935
====Deng Xihou====
* wanted KMT to go after Japanese than Chinese communists
* commanded the 45th corps ([http://www.uglychinese.org/campaign.htm uglyChinese.org]) in 1935
====Liu Xiang====
* Dominant warlord in Sichuan
* died in 1938 (2.87)
====Wang Zanxu====
* 1938: governor of Sichuan (2.87-88)
* commanded the 44th corps ([http://www.uglychinese.org/campaign.htm uglyChinese.org]) in 1935
====Yang Sen====
* commanded the 20th corps ([http://www.uglychinese.org/campaign.htm uglyChinese.org]) in 1935
====Tang Shizun====
* Ah Xiang's placement in the "Sichuan Prov armies" paragraphs suggests that he was a Sichuan commander
* commanded the 21st corps ([http://www.uglychinese.org/campaign.htm uglyChinese.org]) in 1935
====Sun Zhen====
* Ah Xiang's placement in the "Sichuan Prov armies" paragraphs suggests that he was a Sichuan commander
* commanded the 41st corps ([http://www.uglychinese.org/campaign.htm uglyChinese.org]) in 1935
====Li Jiayu====
* commanded the 104th div ([http://www.uglychinese.org/campaign.htm uglyChinese.org]) in 1935 with about 9 regiments
=Guangxi Clique=
* 4th Army of Guangdong was really good.
====Xue Yue====
* Cantonese General
* wary of loyalty to Chiang
* commanded the 9th War Area
* called the Tiger of Changsha, because he defeated three Japanese attacks on the city
====Li Zongren====
* during the northern expedition, commanded the 7th Army Corps "Flying Army" (1. p 39)
* commanded the 5th War Area (north of the Yangtze) (3.210)
* won victory against Japanese at Taierzhuang
* other victories include Tsao-yang (Zaoyang, Hubei Province, May 1939), northern Hebei, and southern Henan
* accomplished strategist (i'd put him at skill 4)
* not loyal to Chiang at all, but loyal to China
* reform-minded
* very wary of the Communists, urged Chiang to eliminate Communist menace way back in 1928-9
====Bai Chongxi====
* also one of the best leaders in China
* very very experienced general (skill 4)
* not loyal to chiang
* reform-minded
* deputy to Cheng Qian
* during the civil war, was "pigeon-holed in an office without power (1. 244)
** this office was probably minister of defense (1.247)
** threatened to withdraw his support of Li when Li Zongren ran for vice president (1.247)
** Chiang then dismissed him as defense minister (1.247)
* was then given command of troops in the central China area (by VP Li Zongren?) (1.247)
* he was disgusted at the disunity of command and resigned from the position
* Later, at President Chiang's request, he was reappointed the commander-in-chief of Central China command (1.248)
====General Li Jishen====
* early Nov '43, Li arranging for possible coordinated action in case of collapse of Chongqing gov't
* Chiang saw this as a coup and so removed Li's office.
* Only then did Li get really mad at central gov't
====General Huang Shaoxiong====
* Pledged support of Chiang's efforts to cleanse the GMT of communist elements(1. p41)
* possibly AKA Huang Shaohung? (2.16)
====Gen Zhang Fakui====
* August 1926 - with Li Zongren, brilliantly defeats Wu Peifu's forces around Dingsijaio and Heshenjiao
* commanded 4th war zone
* In the Guangxi-Guandong military group (1. p51)
* pro-Communists (3.70)
=Shanxi=
- the Shanxi army had a reputation of being one of the better trained and equipped armies of the pre-Nationalist era.
====Yan Xishan====
[http://en.wikipedia.org/wiki/Yen_Hsi-shan Wikipedia]<BR>
* micromanaged like Chiang
* thought of worst enemies as Commies first, then Nationalists, then Japanese, IIRC
* noted for his experience in artillery
* also noted that in battles where he was in command caused lots of casualties for both sides
* in civil war, commanded 13 divisions (38 000 men) ([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
** at the end of august, some 35 000 of these were killed in communist attacks by Deng Xiaoping and Liu Bocheng
====Li Fuying====
* one of Yan's most trusted commanders
* had to be executed to pacify public opinion, because Yan did really crappy defending his land from the Japanese.
====Xu Yongchang (1889-1959)====
[http://www.generals.dk/general/Hsu_Yung-Chang/_/China.html Generals.dk]
* Commanded 12th Route Army
* "had neither conspicuous talent nor personality" (1. p124)
====Hu Sanyu====
* captured by the CCP in the civil war ([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
====Shi Zebo====
* captured by the CCP in the civil war ([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
====Peng Shubin?====
* captured by the CCP int he civil war ([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
=Xibei San Ma=
* In Qinghai & Gansu provinces, Ma Bufang & Ma Buqing brothers possessed 30,000 troops and 100000 militia.
====Ma Bufang====
* father of Ma Jiyuan
* based in Qinghai
====General Ma Jiyuan====
* Muslim
* commanded 20 000 cavalrymen during the civil war
====Ma Hongkui====
* based in Gansu/Ningxia? (115)
====Ma Hongbin====
* based in Ningxia
====Ma Fuxiang====
* more loyal to Chiang than the others
=Yunnan=
60th army is yunnanese
* "Dian-jun", the Yunnanese army, designated the 184th Division, of the 50th corps, defected to the Communists in Haiching, Liaoning Province on May 29th ([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* an army under the command of his son (Long Shengwu) actually clashed with KMT 5th army in Dec'44
====Long Yun====
*Warlord of all Yunnan
* had ambitions in Vietnam and Burma
====Long Shengwu====
====Sun Du====
* during civil war, led the 60th and 92nd corps (both Yunnanese corps) to Manchuria
* group army commander of Lu Han's army
====Lu Han====
* army which was shipped from Haiphong of Vietnam during civil war
=[[Image:chc.gif]] Communist China=
====Zhang Guotao====
[http://en.wikipedia.org/wiki/Zhang_Guotao Wikipedia]
* Joined the party in 1921
* Wanted to take the army to Xinjiang, where it would join with the Soviet Union
* Mao said this would marginalize the party and so opposed it
* Zhang went ahead with it anyway and was brutually defeated in early 1936 at the hands of the Xibei San Ma
* Zhang went tail between legs to Mao where he was ridiculed and accused of acts of betrayal
* frustrated, he defected to the GMD in 1938
* after the defeat of the GMD in 1949, he fled to Hong Kong
====Lü Zhengcao====
(3.198)
* Manchurian born
* A regimental commander separated from his nationalist 53rd Army during its retreat south
* After hisdetachment suffered considerable losses to the Japanese, Lü made contact with Communists and rose in the Communist ranks.
=Xinjiang=
=Tibet=
=Sources=
1. Liu, F. F. (1956). ''A Military History of Modern China: 1924-1949'', brown book with golden horse, Princeton University: New Jersey, ISBN: 0313230129<BR>
2. Ch’I, H. S. (1982). ''Nationalist China at War: Military Defeats and Political Collapse, 1937-1945''. University of Michigan: Michigan<BR>
3. Eastman, L. E. et. al. (1991). The Nationalist Era in China: 1927-1949. Cambridge University: Cambridge<BR>
4. Sih, P. K.T. (1977). Nationalist China during the Sino-Japanese War, 1937-1945. Exposition: New York<BR>
5. Whitson, W. W. (1973). The Chinese High Command: A History of Communist Military Politics, 1927-71. Praeger: New York<BR>
6. Yellow China Year Book 1936<BR>
7. Red China Year Book 1936<BR>
8. Yellow China Year Book 1939<BR>
9. Ah Xiang. [http://www.uglychinese.org/War.html uglyChinese.org]
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=Other parts of 1945=
* according to official CPC stats, at the end of the war against japan, the communists had a regular army of 930 000 men and an organized militia of some 2 200 000 (1.253)
Above statistics lacked substantiation as a result of the defeat of the Nationalist Regime in 1949. At the time Japan surrendered, the Chinese communist party was entrenched in Rectification Movement 1942-1945 as well as a party congress for power consolidation. Only American planes from Dixie Mission saved the communist cause by flying out commanders. The exact number, which was also recorded by Russians, did not exceed 300,000-400,000 troops for the communist New Fourth Army and Eight Route Army combined. Even after the expansion of troops in Manchuria, the total headcount did not exceed 500,000 by Nov 1945 when the Nationalist Army began the deployment toward the northeastern territory.
Complete reorganization of the army (1.195)
Alpha Program
* 39 divisions would be trained and equipped
** train 500 000 Chinese troops
** 300 000 will be armed soldiers
* if completed, this plan would have affected approximately 1/6th of the entire Chinese regular army as reorganized
* the plan was fully realized for only 12 as far as equipment was concerned
(Source: [http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* Militarily, Mao Tse-tung agreed to compress to 48 and consecutively 43 divisions, so that communist forces would be amounting to 1/6th and consecutively 1/7th the size of 263 KMT divisions. Chiang Kai-shek stated that they intended to compress the army to 120 divisions, but communists refused to lower to 20 divisions.
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
*94th Corps
** 5th Div commanded by Li Zefen
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
In Manchuria, the forces were:
* New 1st Corps commanded by Zheng Dongguo
* New 6th Corps
* 52nd Corps
* 71st Corps commanded by Liang Huashen
Also the Yunnanese 60th and 92nd corps were coming to Manchuria
== Nov-Dec 1945 ==
On 27 November 1945 General George Marshall began his efforts to mediate a solution to the Chinese civil war. General Marshall arrived in China in December 1945 with the hope of brokering a cease-fire between the KMT and the CCP, and of building a coalition government that would include all of the contending political/military groups in China.
(Source: http://www.globalsecurity.org/military/ops/chinese-civil-war.htm)
=1946=
* Two major campaigns occurred in early 1946 in east and west Manchuria. To the east, government troops recovered the territories of Western Liaoning Province and Jehol [excluding Chifeng and Chengde]; and to the east, government troops routed Lin Biao's communist troops at the Battle of Shaling. A respite ensued till Russians suddenly pulled out of Manchuria beginning from March 1946 when George Marshal took off for America, which was very much a calculated event. Government troops then hastily marched north to recover Shenyang, Changchun and Harbin, but encountered stiff communist resistance along the China Eastern Railway. Fightings centered around the railway nexus of Sipingjie for one and half a month.
* "Dian-jun", the Yunnanese army, designated the 184th Division, of the 50th corps, defected to the Communists in Haiching, Liaoning Province on May 29th. The defection included only one regiment and the division command center. The majority of the defector troops, on a later occasion, fled a north-bound train and re-joined the Nationalist Army to be Re-organized 184th Division.
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* In June 6 1946 a truce was imposed by the Americans in Manchuria, which allowed the Communists to recovered (1.244)
* Natioanlists build their fighting power around a core of 31 divisions equipped with American assistance during the latter part of the war, though not all of them were trained to cmobat readiness (1.246) other fine units were:
** crack Guangxi Armies
** northern troops under Generals Fu Zuoyi and Sun Lianzhong
** hard fighting Xibei San Ma Cavalry
** northwestern armies
* mid 1946, the Nationalists had 3 000 000 men (1.253)
* late Oct, 25th Div of 52nd Corps encircled and destroyed
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* at the end of 1946, the American military estimated that the Red army numbered some 1 150 000 (1.253)
* at the end of 1946, the Nationalists had 2 600 000 men (1.253)
=1947=
* On March 13, Hu Zongnan led a 140 000 strong army against Yan'an and took over the empty city as popular history textbooks claimed. The historical truth, however, shows that Hu Zongnan's actual fighting force consisted of two re-organized Corps or about six re-organized divisions, with a fighting force of about 18 re-organized brigades at varying size of 5000-7000 per brigade. On the cmmunist side, the army at Yenan consisted of about 120,000-150,000 regular troops and military district troops.
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* Also in march, Communist forces under Chen Yi, after suffering a serious defeat at the hands of a Guangxi army column (consisting of the 7th and 48th corps),, seized the opportunity to destroy one of the best US equipped army corps (74th) of the central army at Mengliangkan , killing the commander, Zhang Ningfu (1.252)
* On May 14th, Su Yu forced Zhang Lingfu onto Mt Menglianggu, Shandong Province by encircling KMT Reinforced 74th Division (i.e., originally Yu Jishi's 74th Corps) with 5 echelons and cutting off KMT relief armies with another 4 echelons. On May 16th, 100,000 communist forces totally destroyed 32,000 KMT forces, with a casualty of 12,000 on the communist side
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* Also, Communists in Manchuria launch an offensive
** KMT's 88th Division of 71st Corps was destroyed while en route to the relief of Huaide.
* In mid-June, communist forces, numbering 200,000, surrounded Sipingjie in a surprise move. KMT dispatched 53rd Corps to Shenyang from northern China. In the ensuing months, KMT lost 40 counties and 80,000 soldiers in the fightings with communists.
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* in the 50 day summer offensive in may 1947, communists made extensive use of artillery power against best-equipped gov't units and claimed 89 000 government losses
* in August, Chen Cheng replaces Xiong Shihui as director for Northeast Military District
** Chen Cheng relocates 49th corps to Manchuria from Northern Jiangsu
** shortly after, 105 division of 49th corps destroyed
* Chen Cheng re-organized Du Yuming's local security forces into New 3rd Corps, New 5th Corps, New 7th Corps and New 8th Corps.
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* By mid-Oct, communists, totalling 500,000 in Manchuria area, mounted an "autumn campaign" and destroyed about 100,000 KMT forces, including Chen Xinda's New 5th Corps in Gongzhuling.
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* at the end of 1947, the Red army numbered some 1 622 000 (1.253)
* late 1947, the Nationalists had 2 700 000 men (1.253)
=1948=
* throughout 1948, the Nationalists had about 2 730 000 men (1.253)
* early in the year, several military commands were set up (1.246):
** north China Command led by Fu Zuoyi
** central China command led by Bai Chongxi
** northwest China command led by Ma Bufang
** although they were honored with major commands, none was entrusted with important authority in the central military establishment
* under Bai Chongxi, the central China command did pretty well against the communists(1.248)
* Fu Zuoyi raised and partially trained a 100 000 man militia, but government refused to arm it (1.248)
Forces in Manchuria ([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* New 7th Corps @ Changchun
* 60th Corps @ Changchun
* 9th Corps Conglomerate @ Central Liaoning Province, consisting of:
** New 1st Corps
** New 3rd Corps
** New 6th Corps
** 49th Corps
* 52nd Corps
* 1 Corps of Zhou Fucheng's 8th Corps Conglomerate @ Southern Liaoning Province and Shenyang
* Dian-jun (Yunnanese) 93rd Corps @ Jinzhou
* 71st Corps commanded by (Xiang Fengwu)
Wei Lihuang regrouped 4 corps-conglomerates of 14 corps or 44 divisions, making Zheng Dongguo's 1st corps-conglomerate (about 6 divisions or 100,000 men) in charge of Changchun in the north, Fan Hanjie's 6th corps-conglomerate (about 14 divisions or 150,000 men) in charge of Jinzhou in the west, and 8th & 9th corps-conglomerates etc (about 300,000 men) in charge of Shenyang, Benxi, Fushun, Tieling and Xinmin in the middle.
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
===Sept===
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
On the evening of Sept 17th 1948 (Oct 1st per Jung Chang's "Wild Swans"), CCP forces sacked Yixian county, to the north of Jinzhou, and destroyed KMT 93rd Corps plus one cavalry column, totalling 10,000 men. Fan Hanjie's forces in Jinzhou city were hence surrounded by CCP forces on all sides. [...] Meantime, Chiang Kai-shek air-lifted 49th Corps to Jinzhou for assistance with city defence. Jinzhou was said to have been cut off from outside world by Sept 26th.
===October===
:"despite the basic soundness of his order for simultaneous attacks from Mukden and Changchun in order to effectuate the breakout of government force from Changchun, his commands were not obeyed in full. General Wei Lihuang's force did not lash out from Mukden in full strength. In despair, one of the garrison units, the 60th Army (Yunnanese) revolted and turned its guns on the loyal New 7th Army. The latter, a parly American trained force, was the backbone of the city's defense forces. On the 20th of the month, Changchun and its starving defenders fell into communist hands." (1.259)
* Jinzhou, a supply base for Manchuria between Mukden and Beiping was surrounded (1.259)
** held some 70 000 nationalist troops, including crack units of the recently arrived 8th Army under General Fan Hanjie, reputedly one of Whampoa's ables commanders
** wei lihuang was in Mukden, and was ordered to bring his 150 000 man force (composed of 12 divisions and 3 cavalry brigades) to the relief of the Jinzhou siege, but delayed and then moved out hesitantly with only a fraction of his strength
** meanwhile, strong gov't reinforcements (9 divisions) were landed at the port of Hulutao, but only a portion of them moved to the aid of besieged Jinzhou
* certain gov't units within the city deserted to the communists and the city fell
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
After receivng the breakout order, Zheng Dongguo ordered that New 38th Division push to the position. On the night of Oct 17th, Zeng Zesheng's 60th Corps declared an uprising for the communist camp, and cut Changchun city into two parts.
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
On Oct 20th, Du Yuming and Wei Lihuang flew back to Shenyang, with order that Liao Yaoxiang's Army Group, with an addition of 207th Division of 6th Corps, attack Heishan and that Liu Yuezhang's 52nd Corps attack Yingkou for securing the withdrawal route of Liao Yaoxiang. Secretly, Wei Lihuang instructed Shenyang garrison division chief Wang Lihuan in guaranteeing the peaceful transfer of Shenyang and its 2 million citizens to CCP.
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
Liao Yaoxiang's army group, the heroes of Burma, were destroyed by the Communists by October 28th
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
Du Yuming was dispatched to Shenyang for assisting Wei Lihuang & Zhou Fucheng in city defence. Shenyang still possessed 53rd Corps, 6th Corps and 207th Division.
*loss of manchuria and some 300 000 of its best troops spelled the beginning of the end for the natioanlists. Nearly 360 000 communist troops from manchuria were now free to move against china proper. (p.260)
** 550 000 men of the communist 3rd and 2nd field armies, commmanded by Chen Yi and Liu Bocheng, marched on Xuzhou, where the gov't had initially maintained 20-odd divisions, later increased to 7 army groups
** Government intended to defend Xuzhou with 66 divisions
** Liu Zhi, assisted by Du Yuming ordered to command the defense of Xuzhou
** air force was hoarded by the incompetent air commanders and was ineffectively employed
* nationalist commanders Generals Li Mi, Jiu Jingzhuan, Huang Bodao
** Jiu Jingzhuan commanded strong gov't forces
* at the end of the first stage of the campaign, communists claimed 178 000 nationalist casualties
* second phase began on Nov 23 1948
** Liu Bocheng impeded General Huang Wei's 12th Army group marching eastward
** gov'ts position in and around Xuzhou was untenable
** Huang Bodao's army group on east flank was destroyed
** Chiang was about to withdraw, when he found out that 4 of the 9 nationalist armies were not being employed
** under command of Du Yuming, 3 army groups moved westward in a desparate effort both to rescue Huang Wei's army group and retreat to a more defensible position
** Huang's army, ordered by Generalissimo Chiang to converge upon Xuzhou, and consisting of 5 army corps, 1 divisions and a mechanized column, was taken away from bai Chongxi's central China command
** it ran into a communist encirclement SW of <Suhsien>
** Du Yuming's 3 army groups were repulsed and fled to the SW, trapped by the communists, and were surrounded
** 6th and 8th armies under Generals Li Yannian and Liu Ruming attempted to relieve Huang Wei from Pengpu but were driven back.
* under Du Yuming's incompotent generalship, 4 army groups were destroyed and General Huang Bodao was killed
* Xuzhou forces and intended reinforcements met with the same fate (destroyed)
* November to December 1948, the Nationalist lost 400 000 men, including most of Chiang's mechanized forces in the Huai Hai campaign
* now the only remaining forces of the once powerful Central Army were those commanded by General Hu Zongnan in the NW and by Gneeral Tang Enbo in the SE
=1949=
:"Fu Zuoyi, commander of North China, concentrated his main force int he Beiping-Tianjin area for a decisive battle, counting upon a communist regrouping period of at least one and a half months before Red general Lin Biao could move his army into the Great Wall. To his surprise, Lin Biao's force appeared in his area barely twenty days after the fall of Mukden and, unfortunately, Fu's war plans and his troop dispositions became known to the communists through internal treachery." (1.264)
* Lin Biao's force and teh Red Army commanded by Nie Rongzheng converged on Fu's left flank, knocking out 2 nationalist army corps at Xinbaoan and Huailai along the strategic Beiping-Suiyuan railway.
* Red force captured Kalgan and decimated 40 000 of Fu's forces around that strategic base
* Tianjin fell on Jan 15, 1949 and strategic gateway of Juyongguan also taken
* Beiping surrounded by Red forces
* Fu Zuoyi, only recently appointed commander of northern forces designated to defend Tianjin and Beiping, surrendered Beiping and 100 000 men to Red general Ye Jianying.
* all of China north of the Yangzi River was int he hands of the communists
* by February, the Nationalists had about 1 500 000 men (1.253)
* the largest single force that president Li Zongren could now rely on were the 350 000 troops under Bai Chongxi, whose HQ was in central China Command at Hankou
* Chiang retained firm control of 2 major army groupings under Tang Ebo and HU Zongnan (1.265)
* instead of defending the Yangtze back from communists, Chiang withdrew Tang Enbo's army to Shanghai in the hope that the main Red forces could be brought to fight around that strongly defnded city where the Chinese might possibly be able to defeat them. The communists occupied Nanjing on april 24. Tang Enbo spoke of making Shanghai a "ssecond Stalingrad" but lost Shanghai a month later
* Tang's forces were not out of battle
* general Xia Wei's army group, under Bai Chongxi's command, chalked up the only nationalist victory in Anqing while General Lin Biao moved down from the north to meet the main body of Bai's troops (1.267)
* in June, 125 000 man communist force under Peng Dehuai was driving General Hu Zongnan's gov't force toward Sichuan. 20 000 cavalry men commanded by Xibei San Ma Moslem general Ma Jiyuan daringly assailed Peng's flank. (1.269)
** Hu's force then counterattacked to squeeze Pen's forces
** Ma Bufang was appointed CiC of China's NW as a measure of the gov'ts gratitude for his son's victory
** however, supplies didn't get to Ma Jiyuan, and Ma Jiyuan ran out of ammunition as reinforcements came to Peng Dehuai's aid.
* Guangzhou falls to the Communists on October 16 (1.269)
* Chongqing and Chengdu fall to the Communists in November
* Chiang's forces under Hu Zongnan and Song Xinian collapse in a week
* Yunnan goes communist
{| border="1" cellspacing="0"
|+ Nationalist Government's estimates on the Chinese Forces during the Civil War
|-
||
! colspan="2" | September 1945
! colspan="2" | June 1948
|-
||| Government<br>Forces || Communist<br>Forces || Government<br>Forces || Communist<br>Forces
|-
| Men || 3 700 000 || 320 000 || 2 180 000 || 2 600 000
|-
| Rifles || 1 600 000 || 160 000 || 980 000 || 970 000
|-
| Artillery || 6 000 || 600 || 2 100 || 2 280
|+ Source: Source: Liu, F.F. ''A Military History of Modern China'': 1924-1949, Princeton University Press: New Jersey, 1956, ISBN 0313230129
|}
{| border="1" cellspacing="0"
|+ Communist estimates on the Chinese Forces during the Civil War
|-
! !! Government Forces !! Communist Forces !! Ratio
|-
| July 1946 || 4 300 000 || 1 200 000 || 3.58:1
|-
| June 1947 || 3 730 000 || 1 950 000 || 1.9:1
|-
| June 1948 || 3 650 000 || 2 800 000 || 1.3:1
|-
| June 1949 || 1 490 000 || 4 000 000 || 0.3:1
|+ Source: Source: Liu, F.F. ''A Military History of Modern China'': 1924-1949, Princeton University Press: New Jersey, 1956, ISBN 0313230129
|}
[[Category:Knowledge Base]]
92cd6e681c54c75ce2196aba82872b4b405c28df
PTO Theatre Statistics
0
630
1093
2008-08-17T15:41:11Z
C.N.
11032
Category Reference -> Knowledge Base
wikitext
text/x-wiki
[http://www.fischer-tropsch.org/primary_documents/presentations/AIChE%202003%20Spring%20National%20Meeting/Paper%2080d%20Stranges%20Japan.pdf Japan economic statistics]
==Supply==
* According to Japanese projections at the outbreak of war, about 1.8 million tons of shipping would be lost to Allied attack in the first 24 months of the war (2.71)
** Yet in 21 months, 3.8 million tons ahd actually been lost
** Allied aerial attacks accounted for only 24% of the loss, while submarine attacks accounted for 55% of the loss
* At the outbreak of war, Japan had a transport capability of about 5.5 million tons. By the end of 1943, even after herculean efforts to build new ships, the capability was reduced to about 77% percent of prewar level (2.71-72)
** In 1943 alone, the reduction was 16%, with the worst obviously yet to come
** At the Imperial Conference in November 1941, it was estimated that the petroleum imports from Southeast Asia would rise steadily and that by 1944 they should supply 84% of her needs.
** In 1943, Japan was already forced to turn to synthetic fuel in the volume of 760 000 litres to make up for the shortfall
** By Feb 1944, the total oil tanker loss reached 111 000 tons
** The fuel shortage in turn severely affected the production of such critical items as steel, airplanes, general ornance, warships, merchant ships, and motor vehicles which all began to decline sharply after mid-1944.
==Troop Deployment==
* Japan maintained 600 000 troops in China proper and 500 000 troops in Southeast Asia at around 1943 (2.72)
=References=
2. Ch'i, Hsi-Sheng. Nationalist China at War: Military Defeats and Political Collapse, 1937-45, University of Michigan Press: Michigan, 1982, ISBN 0472100181
[[Category:Knowledge Base]]
43694b25a1bde198739079c877ef41de29d39aea
Casualty Statistics for WW2 by country
0
375
581
2008-08-17T15:42:13Z
C.N.
11032
Really change category.
wikitext
text/x-wiki
''Data Collected by [[User:Finbar|Finbar]]''
{| border="1" cellspacing="0"
|+ Total Military Casualties Lost in the Second World War, by Country (in thousands)
|-
! Country !! Alliance !! Dead !! Wounded !! Total Casualties !! Percent Returned
|-
| [[Image:ast.gif]] Australia || Allies || 23.3 || 39.8 || 63.1 || 63.07%
|-
| [[Image:aus.gif]] Austria || Axis || 380 || 350.1 || 730.1 || 47.95%
|-
| [[Image:bel.gif]] Belgium || Allies || 7.7 || 14.5 || 22.2 || 65.31%
|-
| [[Image:bul.gif]] Bulgaria || Axis || 10 || 21.8 || 31.8 || 68.55%
|-
| [[Image:can.gif]] Canada || Allies || 37.4 || 53.1 || 90.5 || 58.67%
|-
| [[Image:china.gif]] China* || Allies || 2200 || 1762 || 3962 || 39.62%
|-
| [[Image:fin.gif]] Finland || Axis || 89.8 || 234.5 || 324.3 || 72.30%
|-
| [[Image:fra.gif]] France || Allies || 210.6 || 390 || 600.6 || 64.93%
|-
| [[Image:ger.gif]] Germany || Axis || 3500 || 7250 || 10750 || 67.44%
|-
| [[Image:eng.gif]] Great Britain (''includes colonials'')|| Allies || 329.2 || 348.4 || 677.6 || 51.41%
|-
| [[Image:hun.gif]] Hungary || Axis || 140 || 89.3 || 229.3 || 38.94%
|-
| [[Image:ita.gif]] Italy || Axis || 77.4 || 120 || 197.4 || 60.79%
|-
| [[Image:jap.gif]] Japan || Axis || 1219 || 295.2 || 1514.2 || 19.49%
|-
| [[Image:pol.gif]] Poland || Allies || 320 || 530 || 850 || 62.35%
|-
| [[Image:rom.gif]] Romania || Axis || 300 || colspan="3" | Unavailable
|-
| [[Image:sov.gif]] Soviet Union || Allies || 7500 || 5000 || 12500 || 40.00%
|-
| [[Image:usa.gif]] United States || Allies || 405.3 || 671.2 || 1076.5 || 62.35%
|}
Average Percentage of Casualties Returned to Combat: 55.20%
This is the total military casualties of dead and wounded, not including civilians. ‘Returned’ means the manpower that is returned to the manpower pool (wounded).
<nowiki>*</nowiki> It is unknown whether these figures include both Communist and Nationalist Chinese casualties, or just the Nationalist Chinese casualties.
==References==
*''Encyclopaedia Britannica'', Volume 23, Encyclopaedia Britannica Inc., [[1970]], pp. 729-808
*''The World War 2 Fact Book'', by Christy Campbell, Macdonald & Co. (Publishers) Ltd., London, [[1985]].
*''World War 2 Almanac: 1931-1945'', by Robert Goralski, G.P. Putnam’s Sons, New York, [[1981]]
*''The Second World War'', by John Keegan, Century Hutchinson Ltd., London, [[1989]].
*''Forgotten Allies'', by Ready, J. Lee, Volumes 1-2, McFarland & Company, Inc, Jefferson, [[1985]].
*''Louis L. Snyder's Historical Guide to World War II', by Louis L. Snyder, Greenwood Press, Westwood, [[1982]].
*''The War: A Concise History 1939-1945'', by Louis L. Snyder, Julian Messner Inc., New York, [[1960]].
*''A Short History of World War 2'', by James L. Stokesbury, William Morrow and Company, Inc., New York, [[1980]].
*''World War 2'', by C. L. Sulzberger, American Heritage, New York, [[1966]].
*''World Book Encyclopaedia'', Volume 21, World Book Inc., [[1989]], pp. 470-501
*''The World Almanac of World War 2'', by Brigadier Peter Young (ed.), Pharos Books, New York, [[1981]].
[[Category:Knowledge Base]]
1b2291454d7e79471f56743629744b2020f87fd8
Tech Team (Australia)
0
736
1305
2008-08-17T15:43:21Z
C.N.
11032
Added category
wikitext
text/x-wiki
==[[Australia]] Tech Teams==
This is correct for version 1.3, refer [[Tech Teams by Country]]
{| border="1" cellpadding="2"
|+AST - Australia
|-
|Team ID||Picture ID||Team Name||Skill||Start Year||End Year||Specialties
|-
|500||T500||Army Inventions Directorate||5||1930||1970||[[Image:General_equipment.png|EQP]].[[Image:mechanics.png|MCH]].[[Image:technical_efficiency.png|TEC]].[[Image:Training.png|TRA]]
|-
|501||T501||Challona Tank Assembly Shops||4||1930||1970||[[Image:artillery.png|ART]].[[Image:chemistry.png|CHE]].[[Image:electronics.png|ELE]].[[Image:mechanics.png|MCH]].[[Image:technical_efficiency.png|TEC]]
|-
|502||T502||de Havilland||7||1930||1970||[[Image:aeronautics.png|AER]].[[Image:chemistry.png|CHE]].[[Image:electronics.png|ELE]].[[Image:technical_efficiency.png|TEC]]
|-
|503||T503||Ford Motors||8||1930||1970||[[Image:Industrial_engineering.png|IND]].[[Image:Management.png|MGT]].[[Image:mechanics.png|MCH]].[[Image:technical_efficiency.png|TEC]]
|-
|504||T504||New South Wales State Railways||6||1930||1970||[[Image:General_equipment.png|EQP]].[[Image:Industrial_engineering.png|IND]].[[Image:Management.png|MGT]].[[Image:mechanics.png|MCH]]
|-
|505||T505||Vickers-Armstrong Ltd.||8||1930||1970||[[Image:aeronautics.png|AER]].[[Image:artillery.png|ART]].[[Image:mechanics.png|MCH]].[[Image:Naval_engineering.png|NVE]].[[Image:technical_efficiency.png|TEC]]
|-
|506||T506||Dudley Lavarack||6||1930||1970||[[Image:Combined_arms_focus.png|CAF]].[[Image:Decentralized_execution.png|DEX]].[[Image:Individual_courage.png|CRG]].[[Image:Small_unit_tactics.png|SMT]].[[Image:Training.png|TRA]]
|-
|507||T507||Guy Royle||5||1930||1945||[[Image:Centralized_execution.png|CEX]].[[Image:Naval_training.png|NVT]].[[Image:Seamanship.png|SEA]].[[Image:Submarine_tactics.png|SUB]]
|-
|508||T508||John Collins||6||1930||1970||[[Image:Carrier_tactics.png|CAR]].[[Image:Centralized_execution.png|CEX]].[[Image:Large_taskforce_tactics.png|LTF]].[[Image:Naval_training.png|NVT]].[[Image:Seamanship.png|SEA]]
|-
|509||T509||Ragnar Colvin||4||1930||1970||[[Image:Centralized_execution.png|CEX]].[[Image:Naval_training.png|NVT]].[[Image:Small_taskforce_tactics.png|STF]]
|-
|510||T510||Richard Williams||6||1930||1970||[[Image:Aircraft_testing.png|AIR]].[[Image:Decentralized_execution.png|DEX]].[[Image:Fighter_tactics.png|FTR]].[[Image:Piloting.png|PIL]]
|-
|511||T511||Thomas Blamey||4||1938||1970||[[Image:Centralized_execution.png|CEX]].[[Image:Combined_arms_focus.png|CAF]].[[Image:Individual_courage.png|CRG]].[[Image:Large_unit_tactics.png|LGT]]
|-
|512||T512||William Bostock||5||1930||1946||[[Image:Aircraft_testing.png|AIR]].[[Image:Bomber_tactics.png|BOM]].[[Image:Centralized_execution.png|CEX]].[[Image:Combined_arms_focus.png|CAF]].[[Image:Piloting.png|PIL]]
|-
|513||T513||Cockatoo Island Shipyard||4||1930||1970||[[Image:electronics.png|ELE]].[[Image:Naval_artillery.png|NVA]].[[Image:Naval_engineering.png|NVE]].[[Image:technical_efficiency.png|TEC]]
|}
==Strategy Notes on Tech Teams==
Also consider changing your [[Land Doctrine]]. Have you noticed that '''Dudley Lavarck''' shares ALL four crucial specialties with '''Heinz Guderian''' and is level 6 skilled? Blitzkrieg Doctrine is a viable option.
Don't be afraid to abandon all those old techs: you're getting better ones. You may want to hold off on this, however, until you've got 9-18 infantry Divisions, thereby utilizing the slight discounts already available from your current doctrines.
==References==
[[Tech Tree]]
[[Category:Reference]]
f9f1fb8df82f8e2fa9c99772ba375fb83ba10618
Japan Tech Team List
0
523
877
2008-08-17T15:43:50Z
C.N.
11032
Added category
wikitext
text/x-wiki
This is a list of tech teams for [[Japan]] as of HoI 2 version 1.1. The specialty abbreviations are listed at the bottom of this document.
{| border="1" cellpadding="2"
|+JAP - Japan
|-
!Team #!!Team Name!!Picture #!!Skill!!Start Year!!End Year!!Specialties
|-
|1900||Aichi||T1900||7||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|1901||Hino Automobile||T1901||5||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]
|-
|1902||Kawasaki Heavy Industry||T1902||8||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:aeronautics.png|AER]]||[[Image:mechanics.png|MCH]]||[[Image:Management.png|MGT]]
|-
|1903||Kure Naval Yard||T1903||7||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:electronics.png|ELE]]||[[Image:Naval_artillery.png|NVA]]||[[Image:technical_efficiency.png|TEC]]
|-
|1904||Mitsubishi Hikoki||T1904||7||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:technical_efficiency.png|TEC]]
|-
|1905||Mitsubishi Jukogyo||T1905||6||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:General_equipment.png|EQP]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|1906||Mitsubishi Zousensho||T1906||7||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:Naval_artillery.png|NVA]]||[[Image:technical_efficiency.png|TEC]]
|-
|1907||Mitsui||T1907||7||1930||1970||[[Image:electronics.png|ELE]]||[[Image:chemistry.png|CHE]]||[[Image:General_equipment.png|EQP]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Naval_engineering.png|NVE]]
|-
|1908||Nakajima||T1908||7||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical_efficiency.png|TEC]]||[[Image:artillery.png|ART]]
|-
|1909||Nissan||T1909||6||1930||1970||[[Image:electronics.png|ELE]]||[[Image:chemistry.png|CHE]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]||[[Image:technical_efficiency.png|TEC]]
|-
|1910||Sumimoto||T1910||6||1930||1970||[[Image:electronics.png|ELE]]||[[Image:chemistry.png|CHE]]||[[Image:General_equipment.png|EQP]]||[[Image:Industrial_engineering.png|IND]]
|-
|1911||Teiji Takagi||T1911||6||1930||1970||[[Image:Mathematics.png|MTH]]
|-
|1912||Tokyo Arsenal||T1912||6||1930||1970||[[Image:electronics.png|ELE]]||[[Image:artillery.png|ART]]||[[Image:Training.png|TRA]]||[[Image:General_equipment.png|EQP]]
|-
|1913||Yoshio Nishina||T1913||4||1930||1970||[[Image:Nuclear_physics.png|PHY]]||[[Image:Mathematics.png|MTH]]||[[Image:chemistry.png|CHE]]||[[Image:Nuclear_engineering.png|NUC]]
|-
|1914||Hideki Tojo||T1914||5||1930||1970||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Individual_courage.png|CRG]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Bomber_tactics.png|BOM]]
|-
|1915||Hisaichi Terauchi||T1915||6||1930||1970||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Training.png|TRA]]||[[Image:Individual_courage.png|CRG]]
|-
|1916||Isoruko Yamamoto||T1916||9||1930||1970||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Carrier_tactics.png|CAR]]||[[Image:Naval_training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|1917||Osami Nagano||T1917||4||1930||1970||[[Image:Naval_training.png|NVT]]||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Centralized_execution.png|CEX]]
|-
|1918||Shunroku Hata||T1918||6||1930||1970||[[Image:Bomber_tactics.png|BOM]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Piloting.png|PIL]]||[[Image:Aircraft_testing.png|AIR]]
|-
|1919||Tomoyoki Yamashita||T1919||7||1930||1970||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Bomber_tactics.png|BOM]]
|}
{| border="1" cellpadding="2"
|+Specialty Key
|-
|ICON||SPECIALTY
|-
|[[Image:aeronautics.png|AER]]||aeronautics
|-
|[[Image:Aircraft_testing.png|AIR]]||aircraft_testing
|-
|[[Image:artillery.png|ART]]||artillery
|-
|[[Image:Bomber_tactics.png|BOM]]||bomber_tactics
|-
|[[Image:Combined_arms_focus.png|CAF]]||combined_arms_focus
|-
|[[Image:Carrier_tactics.png|CAR]]||carrier_tactics
|-
|[[Image:Centralized_execution.png|CEX]]||centralized_execution
|-
|[[Image:chemistry.png|CHE]]||chemistry
|-
|[[Image:Individual_courage.png|CRG]]||individual_courage
|-
|[[Image:Decentralized_execution.png|DEX]]||decentralized_execution
|-
|[[Image:electronics.png|ELE]]||electronics
|-
|[[Image:General_equipment.png|EQP]]||general_equipment
|-
|[[Image:Fighter_tactics.png|FTR]]||fighter_tactics
|-
|[[Image:Industrial_engineering.png|IND]]||industrial_engineering
|-
|[[Image:Infantry_focus.png|INF]]||infantry_focus
|-
|[[Image:Large_unit_tactics.png|LGT]]||large_unit_tactics
|-
|[[Image:Large_taskforce_tactics.png|LTF]]||large_taskforce_tactics
|-
|[[Image:mechanics.png|MCH]]||mechanics
|-
|[[Image:Management.png|MGT]]||management
|-
|[[Image:Mathematics.png|MTH]]||mathematics
|-
|[[Image:Nuclear_engineering.png|NUC]]||nuclear_engineering
|-
|[[Image:Naval_artillery.png|NVA]]||naval_artillery
|-
|[[Image:Naval_engineering.png|NVE]]||naval_engineering
|-
|[[Image:Naval_training.png|NVT]]||naval_training
|-
|[[Image:Nuclear_physics.png|PHY]]||nuclear_physics
|-
|[[Image:Piloting.png|PIL]]||piloting
|-
|[[Image:Rocketry.png|RKT]]||rocketry
|-
|[[Image:Seamanship.png|SEA]]||seamanship
|-
|[[Image:Small_unit_tactics.png|SMT]]||small_unit_tactics
|-
|[[Image:Small_taskforce_tactics.png|STF]]||small_taskforce_tactics
|-
|[[Image:Submarine_tactics.png|SUB]]||submarine_tactics
|-
|[[Image:technical_efficiency.png|TEC]]||technical_efficiency
|-
|[[Image:Training.png|TRA]]||training
|}
[[Category:Reference]]
32585966fda0f2f9d959f15a4ecc9ed0e3a63c28
Madagascar
0
551
933
2008-08-17T15:44:41Z
C.N.
11032
Added category
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'''Madagascar''' is both an island off the east coast of southern africa and a potential country in the 1936 scenerio.
It can be created by the Vichy France event.
[[Category:Countries]]
da7872676aa975ae89e12d6bad3d4e14785f93d4
Erwin Rommel
0
432
695
2008-08-17T15:49:15Z
C.N.
11032
Added category.
wikitext
text/x-wiki
Before being promoted to the rank of Major General in September, 1939, [http://en.wikipedia.org/wiki/Erwin_Rommel Erwin Rommel] was first an instructor and then commander of the War Academy in Wiener Neustadt. He is not in the game before 1939 because Major General is the lowest rank the game engine acknowledges.
[[Category:People]]
45944a1f207bb9596f3145ea9808da80e9ee7d73
Leader FAQ
0
538
907
2008-08-17T17:49:07Z
C.N.
11032
Fix header link.
wikitext
text/x-wiki
=[[Leader FAQ|Leaders]]=
=== Why isn't [[Rommel]] in the game in 1936? ===
Before being promoted to the rank of Major General in September, 1939, [http://en.wikipedia.org/wiki/Erwin_Rommel Erwin Rommel] was first an instructor and then commander of the War Academy in Wiener Neustadt. He is not in the game before 1939 because Major General is the lowest rank the game engine acknowledges.
=== How come I lose a lot of leaders? ===
A leader can be killed if he is involved in a battle and the current year is his death year. A leader's death year is contained in the leader files. There are a few tools in [[utilities]] section that can remove the death date, but they will only affect future games, not any saved games you may be playing.
=== I have some leaders left but why they are not assigned to armies with no leaders? ===
Make sure you turn on auto-assign and wait for one day. If it does not work, then one of these scenarios is true:
* Your remaining leaders have higher leadership capacity than the number of divisions in the army. For example: if you have many generals and no mj. general left, your 1 division armies will not get an auto assigned leader.
* Your remaining leaders have lower leadership capacity than the number of divisions in the army. For example: if you have many mj. generals but no general left, your 9 division armies will not get an auto assigned leader.
=== Why the leader's experience becomes 0 when I promote him? ===
It is reset to 0 every time you promote the leader. Also note that the leader's skill is reduced by one point as well with a promotion.
=== Does the historical promotion date in leader file allow my leader to be auto-promoted at that year? ===
No, it only determines the starting rank of leaders when the scenario starts.
[[Category:Guides]] [[Category:FAQ]]
5aebf3577977fee0580d96cbc71a512a1f190cc8
Diplomacy FAQ
0
417
665
2008-08-17T17:55:03Z
C.N.
11032
Fixed link in heading.
wikitext
text/x-wiki
=[[Diplomacy FAQ|Diplomacy]]=
=== Where is the option to puppet a nation? ===
Unlike in previous Paradox games, puppeting is no longer an explicit option in the diplomacy menu. You now have to go to "Sue for Peace", then "Insist on Demands", and puppeting is available as a checkbox option.
=== Why can't I trade blueprints? ===
You may only trade blueprints with allied nations, your puppets or your puppet master (as the case may be) that have not researched the technology yet.
=== Why can't I trade provinces? ===
You may only trade provinces with allied nations.
=== Playing as Germany, how to increase Italy's chance to join my alliance? ===
It is necessary to conquer Belgium's European provinces as well as Paris to encourage Italy joining Axis.
=== Playing as Germany, how to increase Hungary's chance to join my alliance? ===
Hungary is not at war and at least one of these conditions must be true:
* Germany is at war with Yugoslavia
* Germany is at war with Soviet
=== Playing as Germany, how to increase Romania's chance to join my alliance? ===
Romania is not at war and at least one of these conditions must be true:
* Germany is at war with Hungary
* Germany is at war with Soviet
* Soviet claimed Bessarabia
* Vienna Diktat is denied by Germany
=== Playing as Germany, how to increase Finland's chance to join my alliance? ===
Finland is not at war and at least one of these conditions must be true:
* Germany is at war with Soviet
* Winter war occurred
=== Playing as Germany, how to increase Bulgaria's chance to join my alliance? ===
Bulgaria is not at war and at least one of these conditions must be true:
* Germany is at war with Yugoslavia
* Germany is at war with Romania and Romania is not in Soviet's alliance
=== Playing as Germany, what nations may join my alliance via event? ===
As Germany the nations you can get alliances with via events are : Croatia, Austria, Hungary, Czechoslovakia, Slovakia, USSR.
* Following the annexation of Yugoslavia an event will fire giving you the option to free Croatia in return for some free infantry divisions and they will join your alliance.
* The Austrian anschluss event allows you to ally with Austria rather than annexing them, if you so desire.
* The Molotov Ribbentrop pact event gives the USSR an opportunity to offer Germany an alliance. (The "Unholy Alliance") This is very rare to happen though and the AI tends to perform poorly under this arrangement.
* Slovakia and Czechoslovakia can both be brought to the axis also through different paths in the End of Czechoslovakia event chain.
* Hungary can be got through the Czechoslovakian event chain, if the Czechs decide to fight against Germany then Hungary will side with Germany.
[[Category:Guides]] [[Category:FAQ]]
23e26a03154c00107c476be85cf1ff9bad4717d7
Ireland Strategy
0
515
861
2008-08-18T04:35:51Z
C.N.
11032
[[Ireland Strategy]] moved to [[Ireland strategy]]: My bad, strategy should be lower case.
wikitext
text/x-wiki
#REDIRECT [[Ireland strategy]]
d7831c10adee918b3dfbaecf4a6f3b83366d5552
Ireland Strategy Guide
0
516
863
2008-08-18T04:36:52Z
C.N.
11032
Fix redirect, from double to single.
wikitext
text/x-wiki
#REDIRECT [[Ireland strategy]]
d7831c10adee918b3dfbaecf4a6f3b83366d5552
Infantry
0
509
849
2008-08-19T05:47:45Z
C.N.
11032
Improved the page a bit.
wikitext
text/x-wiki
'''Infantry''' are soldiers who fight on foot.
Generally, all land divisions except [[HQ]], [[Cavalry]] and [[Armor]] in the game is classed as infantry, more specifically see: [[Infantry Division]].
[[Category:Units]]
63b1e39343c32042a7ff6e38b22491246291551b
Game Play
0
460
751
2008-08-22T06:46:45Z
C.N.
11032
[[Game Play]] moved to [[Game Play FAQ]]: Is a FAQ
wikitext
text/x-wiki
#REDIRECT [[Game Play FAQ]]
58817e622105339a24452e66048694fa68b3be61
Partisan and Dissent
0
633
1099
2008-08-22T06:47:21Z
C.N.
11032
[[Partisan and Dissent]] moved to [[Partisan and Dissent FAQ]]: Is a FAQ
wikitext
text/x-wiki
#REDIRECT [[Partisan and Dissent FAQ]]
8baac7a6739518efac334afa6fadf4403a7003e9
Province Improvement
0
651
1135
2008-08-22T06:48:59Z
C.N.
11032
[[Province Improvement]] moved to [[Province Improvement FAQ]]: Is a FAQ
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text/x-wiki
#REDIRECT [[Province Improvement FAQ]]
21c7eab46e14874e4dcb2db5f2415405e33e9ba5
Technology and Research
0
768
1369
2008-08-22T06:49:19Z
C.N.
11032
[[Technology and Research]] moved to [[Technology and Research FAQ]]: Is a FAQ
wikitext
text/x-wiki
#REDIRECT [[Technology and Research FAQ]]
aaca67beae8b6cc07059d5de1a1d2891c28a6ab2
Partisan and Dissent FAQ
0
634
1101
2008-08-22T06:51:12Z
C.N.
11032
Fix link to self.
wikitext
text/x-wiki
=[[Partisan and Dissent FAQ|Partisan and Dissent]]=
=== Why do I have a high dissent level? ===
Some of the causes:
* Not enough consumer goods allocated
* Event effect
* Change of minister
* Not enough supply
=== How to reduce dissent? ===
Dissent can be reduced by increasing the production of consumer goods. Certain events also reduce dissent level.
=== How to reduce partisan level? ===
Reduce any dissent and put garrisons with MP brigades in high partisan activity provinces. Make sure to set the garrison's mission to 'anti-partisan duty'.
=== Will occupied/annexed non national provinces have 0% partisan level? ===
No.
=== Will occupied/annexed provinces ever reach 0% partisan level?, and stay there without any units nearby? ===
No. In 1.3 base partisan levels do not decrease but instead will slightly increase over time. You get the lowest base partisan level when accepting events like Vichy (2%). Annexed territory has a much higher base partisan level (25% for Germany) while occupied territory has the highest base (33% for Germany).
Garrison divisions or garrison divisions with military police (MP) brigades on antipartisan missions are the best way to reduce partisan levels.
In previous versions of the game (1 thru 1.2), partisan levels in annexed territory would gradually reduce to 2%.
[[Category:Guides]] [[Category:FAQ]]
83e1118050145b5bbf31f4efa2b23f3c07755233
Province Improvement FAQ
0
652
1137
2008-08-22T06:51:43Z
C.N.
11032
Fix link to self.
wikitext
text/x-wiki
=[[Province Improvement FAQ|Province Improvement]]=
=== Where is the best place to build a new factory? ===
In provinces with high infrastructure factories will be completed faster than in lower ones.
If you are playing DD this does not apply. A factory built in a 40% infra province will be built in exactly same time as in a 100% infra province.
=== Does increasing infrastructure also increase the resource output of the province? ===
No.
Some players have claimed that in a handful of low-infrastructure (eg. 20), high resource-yield provinces, you can increase resource yield by increasing infrastructure, but this has never been verified. Note that the machine tool techs increase both IC and resource production, so when players see resource increases, it would more likely be due to the machine tool tech rather than to increasing infrastructure.
There is very little you can do to increase resource extraction except to liberate puppets since puppets are limited to 1000 of each resource and give their master the excess. A formula explaining the resource extraction parameters is given in this thread:
[http://forum.paradoxplaza.com/forum/showthread.php?t=209413 Formula for resources from non-national provinces]. Resource extraction can go down due to strategic bombing and to battle damage; pause over one of the resource icons to see the current and maximum %.
=== What is the difference between size 1 and size 10 airbase/navalbase? ===
All bases can hold as many divisions/ships as you care to put there. The size of the base determines how fast those units regain organization and strength. Units based in a facility above its size capacity will regain organization and strength at a much lower rate.
=== What is the purpose of [[radar]] station? ===
The functions are:
* Reduces enemy air units' combat efficiency by 2.5% for each level of radar you have in the territory.
* The effectiveness of this factor can be increased by research. A 30% radar efficiency would mean 1.3*2.5.
* Coastal radar stations have a combat air battle factor in adjacent seazones. On land, however, each province's radar is used only for that province without any adjacency effects.
* Radar stations [http://forum.paradoxplaza.com/forum/showthread.php?t=218736 do not detect naval units].
* Radar is [http://forum.paradoxplaza.com/forum/showthread.php?t=218736 absolutely vital for a good air-defence] in HOI2 and HOI2 DD versions 1.0 and 1.1:
** Without it the airunits on air-superiority missions will just move towards random provinces within the area.
** With it, the airunit will know about any planes nearby that is heading to/through the province with the radar.
* Radar [http://forum.paradoxplaza.com/forum/showpost.php?p=8204611&postcount=27 does not provide detection] after HOI2DD 1.2 through ARMA 1.2. Two comments by Johan on pg 2 of a long thread:[http://forum.paradoxplaza.com/forum/showthread.php?t=346220&page=2 Johan mentions but does not explain the change]
* In ARMA, Radar improves naval engagement range
* Since radar is intelligence related, it's always us vs them comparisons for spotting purposes. Slider (open vs closed society), relative tech levels for encryption and decryption, and difficulty levels influence how well radar detects the enemy.
=== What do Rocket Test Facilities and Nuclear Reactors do? ===
Both of these techs reduce the amount of time needed to research Rocketry and Nuclear Research respectively. The more test facilities/reactors you have, the less time it takes to complete research in those fields. In addition, a nuclear reactor of sufficient size is needed to build an atomic bomb.
More information on the effects (including a statistical breakdown) these facilities can be found in the [[Research]] guide.
[[Category:Guides]] [[Category:FAQ]]
723425ff3d783005632cc036323b46489741299c
User guide to Consumer Goods
0
801
1435
2008-08-22T07:06:04Z
C.N.
11032
Not a FAQ
wikitext
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{{Anthology}}
Assuming normal difficulty, the CG need for your country is determined as a fraction of your total net IC, modified by all production bonuses. Generally it can be seen as the middle number in the IC indicator in the upper right corner of the screen. The formula to compute Consumer goods need CGN is following:
CGN = CGF * IC * WT * ME * DPE
where
* Consumer goods fraction (CGF) - is equal to 0.2
* War Time Modifier (WT) - is equal to 1 when your nation is in peace and 0.5 if you are at war.
* Minister Effect (ME) - is (100% + sum of minister modifiers to CG need)/100% - I have seen it as low as 0.65 and as high as 1.1, but it depends on what ministers you ave available.
* Domestic Policy Effect (DPE) - comes from your slider settings. It is computed as (100% + sum of all DP sliders modifiers to CG need)/100%. Available sliders that give such modifiers are Democracy (+20;-20), Free Trade (-20;+20), Interventionist (+10;+100). Thus the value of DPE is 0.7-2.4
== What the numbers mean ==
The modifiers gained from ministers and DP sliders are added separately and then multiplied. Thus the relative effect from ministers lowering the CG needs is greater if you are in peace, and have high Democracy, Free Trade and Isolationist. In an extreme case the net effect of minister - 20 % CG can be greater than that of + 10 % IC.
[[Category:Guides]]
0d12d3e45918dfd51146868204042d3b8821224a
Major Power
0
552
937
2008-08-22T07:08:03Z
C.N.
11032
HoI, not HOI
wikitext
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The term, '''Major Power''' is used to define a [[nation]] in [[HoI2]] that has more than 40 [[IC]] at the beginning of the [[scenario]]. Standard major powers include [[Great Britain]], [[Germany]] and [[Russia]] as the heads of the major alliances, [[Allied]], [[Axis]] and [[Comintern]] respectively. [[Japan]] and the [[USA]] are also major powers in most scenarios although usually not attached to any alliance at that point.
[[Category:Terminology]]
aeb9635f3296286b36a8cb1d14d92ec2c390d64d
Arma
0
325
481
2008-08-22T07:11:10Z
C.N.
11032
Redirect directly to Armageddon
wikitext
text/x-wiki
#REDIRECT [[Armageddon]]
b7fed46d0d58dc1d297b3144839dec9c04f06a7f
Minor Power
0
571
975
2008-08-22T07:12:34Z
C.N.
11032
HoI, not HOI
wikitext
text/x-wiki
A '''Minor Power''' is used to define a [[nation]] in [[HoI2]] that has between 10 and 39 [[IC]] at the beginning of the [[scenario]].
==List of Minor Powers, by Scenario==
===1936 Scenario===
* [[Australia]], 26 [[IC]]
[[Category:Terminology]]
c8cbca16e3e56b09279a7e639d9b8520c35174ae
Micro Power
0
565
963
2008-08-22T07:12:51Z
C.N.
11032
HoI, not HOI
wikitext
text/x-wiki
A '''Micro Power''' is used to define a [[nation]] in [[HoI2]] that has less than 10 [[IC]] at the beginning of the [[scenario]].
[[Category:Terminology]]
caec4f00f142b495b24b59895790e44f37d1e57c
User's guide to versions 1.1, 1.2 and 1.3 consolidated
0
800
1433
2008-08-22T13:01:58Z
C.N.
11032
Flagged up-to-date for vanilla 1.3
wikitext
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{{Template:HoI2 v1.3}}
==A User’s Guide to the 1.1 Update==
Anyone who has taken the trouble to read through the enormous “readme” that comes with this update may well come away wondering what it’s all about. As one player’s contribution to highlighting the more significant changes among this thicket, here is a user’s guide to the most significant changes you can expect to see in-game from it.
===Land Combat===
A great deal of attention has been paid to slowing land combat down and making it more difficult. “[[Fortress Buster]]” generals are now less powerful, which translates into making fortresses more effective. Attacking in poor weather will now prove more harmful for the attacker, and both sides will find attacking (or counterattacking) at night more difficult. The bonus awarded to dug-in defenders now has a maximum of 20%, doubling the old bonus of 10%. A number of factors affecting land combat have been exported to the misc.txt file, where they can be modified according to your priorities. In particular, the effect of experience on combat have been halved in this patch and exported to misc.txt, where it can be adjusted further. Note too that the delay for units to recover from combat has been extended to 24 hours and also exported for further tweaking. A lot of comment in the general forum has already focused on the centrality of this factor in gameplay, so its availability for adjustment is particularly noteworthy. Another change, which Johan signaled would be forthcoming after discussion about it in the general forum, was to make it possible to arrange for units from more than one province to arrive at their destination simultaneously. So now, when you give the order to a unit to attack, you will see a button on the pop-up allowing you to designate simultaneous arrival. Note, however, that ordering the units to arrive simultaneously doesn't actually make them all pop into place at the same moment. But it will get them there closer together.
===Convoys and submarines===
If I had to pick the most significant group of changes in the entire update, these would be my choice. The intent of these changes has been three-fold: 1) To make submarine attacks on convoys less lethal, both by reducing the number of attacks the subs can make and by increasing the convoys’ protection by escorts. 2) To make convoying less susceptible to sub attacks by directing the convoy a.i. to choose sea zones that are not currently being attacked by submarines. Of course, this places a greater burden on a nation’s convoy pool, but the advantage for convoy survivability should be noticeable. 3) To make submarines less vulnerable to detection and destruction by aircraft carriers or sub-hunting surface ships. The overall effect, therefore, should be to keep submarines at sea for longer periods without being destroyed and to reduce their effect on convoys. You should note that the presence of the submarines will also have an effect on the efficiency of your trade agreements. More subs at sea translates into lower trade efficiency, which is handled separately from convoys.
===Air combat===
In an attempt to avoid the creation of huge stacks of air units locked in seemingly eternal combat, a limit of 4 units has been placed on the size of any one single air stack. The command limits of commanders have been defined as 2 units for a major general, 4 for a lt. general, 8 for an air general and 16 for an air marshal. In principle, this means an air marshal still could assemble and command a 16-unit “stack” (4 x 4-unit stacks) for a major “Battle of Britain,” but given the randomness built into the air mission routine this should not be too frequent. Noteworthy too here is the attempt to better coordinate the air and naval portions of the game. The a.i. will provide better air cover for naval units and the effectiveness of naval bombers has been raised slightly.
===Diplomacy and political considerations===
One of the most important changes in this part of the game has been made with respect to guarantees of independence. When countries are a.i.-controlled, those guarantees should now be honored more often, making it more difficult for would-be world conquerors to go rampaging around without consequences. Some effort has been paid to keeping an a.i.-controlled US from entering the game too early. Isolationist countries (read “USA”) will no longer provide guarantees of independence or form alliances. The effects of breaking non-aggression pacts are now more severe in terms of a country’s belligerence rating, which again should slow down WC (World Conquest). One of the most important changes is a small one: dissent now affects your IC total, just as it did in HOI. Dissent had lost much of its meaning in this game – this change makes it something you once again have to pay attention to. It now should be easier to create puppets from your conquered territories, a must for countries hoping to reduce their belligerence levels. And on the subject of puppets, veterans of HOI will want to know that now you can attack from a puppet's territory, and, when a province is taken, the province falls to the puppet master, not the puppet.
===Production and research===
A number of miscellaneous changes have been made in the production of particular units. Air transports are now less expensive, as are rockets and atomic bombs. When you deploy province installations such as radar sites or air bases, what you are “deploying” is only an increased capacity for those installations. Only over time will they grow to be the size specified. The effects of tech advances on the rate of airbase construction has been reduced, which should slow a player’s ability to continually hop forward with new bases (again, slowing WC). One of the more interesting and easily overlooked changes has been the placement of an upgrade and reinforcement cap (a limit on the sliders, actually) on a.i.-controlled countries. The aim here has been to get the a.i. to produce a more varied military force. These caps have been exported to misc.txt for further tweaking. A considerable number of tech blocks (i.e., instructions not to research given techs) have been inserted for a.i.-controlled countries.
There you have it. Along with many, many other miscellaneous changes, I hope this provides a satisfactory overview of the 1.1 update. And by the way -- I have been playing with the beta version of this update as Japan on hard/aggressive and having one hell of a hard time. I hope you will have similar fun!
==A User’s Guide to the 1.2 Update==
There are three main elements to this patch. The first is a comprehensive upgrading of the AI. Now that the humans have learnt how to play HOI 2 well, the AI has been given the benefit of their understanding.
The second element is a large number of bug fixes and tweaks for gameplay, balance and historicity. Some important examples are:
* The Soviet Union has a combat penalty in the early years to reflect the chaos, incompetence and paranoia of the purge era. It will find it more difficult to bully its neighbours and so the debacle of the Winter War against Finland may be reproduced. It only becomes more effective after the Great Patriotic War is declared and the country is fighting for survival.
* You can no longer retreat immediately from naval combat. This means that you have to take your lumps before you can run away and so weak naval forces should be more cautious.
* Fuel-consuming units like armoured divisions no longer suffer from such severe movement penalties in badlands like the desert. They will now outpace infantry in such terrain and so can more effectively be used for deep thrusts, flanking moves and encirclements. To help fuel these units, the effectiveness of the oil conversion technologies has been improved so that the output of converted oil increases as the technology is developed.
* The technology teams have been reviewed and rebalanced. You will need to check the skills of your favourite teams to see if they have changed and maybe look for new choices for your research. Many technologies have an especially difficult prototype stage and the importance of this can now be seen more clearly.
* The countries which have large peacetime penalties like the USA now get corresponding decreases in their raw material output too. This means that the balance between output and consumption of raw materials is more closely matched at a global level and so you will need to trade harder in the early years to build up large stockpiles.
The third element of the patch is the new features. There are interface improvements like the display of the techs that your allies are researching. There are new modding features like the improved support for the custom sprites that we'd all like to see. And there are new scenarios including a complete new campaign starting in 1938. This starts just before the Munich crisis - one year before the historical outbreak of the war between the Allies and Germany over Poland. This is intended to get you into the action sooner while still giving you some time to prepare for it. Germany has yet to develop its full strength but the Allies are still not ready for war and the Soviets are wracked by the purges. Who will make the first move ... ?
==A User’s Guide to the 1.3 Update==
There are basically three elements to this patch. First of all, we've worked on eliminated the reminaing bugs and complaints, as well as removing exploits. Secondly, we've finetuned and balanced the game, to provide a richer experience. Thirdly, we've severly improved the AI to provide more challeging and rewarding gameplay.
Features include the following
* The Front AI has been vastly improved. Expect to see much more of a challenge in attacking or defending. You want to make sure that your units org is high and use the principles of combined arms.
* The production AI will now do a better job of fielding the latest technology units.
* The Production Queue AI has been revamped for many countries to produce a better mix of units. In particular national asset units like transport planes and paratroopers are now built in moderation.
*The AI now knows better how to concentrate and use its Naval Power creating more effective Task Forces.
*Polished MP game experience by getting rid of some annoying MP-only bugs, like the well known mismatch on serial production of province developments.
* Revamped the cost and supply/oil usage of nearly every brigade to make them more worthwhile to build. You'll find that it's a good sport to build a mixed army more, instead of just plain infantry armies.
* A bunch of new events were included as a feature: Vichy has a complete new event chain, there's surrender events for China & Japan towards eachother, Bulgaria can claim Constanta,... and more.
* Beware of partisans now! They will be there. The partisans parameters were reworked and you'll actively have to suppress them in a number of areas.
* King Winter is back in town and carries a big stick! Think twice before fighting long fights and carrying through big offensives in the heart of winter. You'll find your troops in a bit more trouble if you do, especially those nifty panzers, cool trucks and halftracks with their frozen engines.
* Close Air Support and Tactical Bombing can now cause alot more mayhem amongst the enemy units. Use your bombers wisely though. They'll be more effective in a number of roles, ranging from bombing stationary units in defence to retreating units and units in a fight.
[[Category:Guides]] [[Category:General Guides]]
42be5a2be02064605c93134ca3a3439ebbb29764
Effective Use of Airpower
0
428
687
2008-08-23T05:28:48Z
C.N.
11032
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wikitext
text/x-wiki
{{Anthology}}
==Overview==
Aircraft in Hearts of Iron 2 are extremely powerful when used effectively: they can decimate enemy Navies ''and'' destroy enemy Armies. An '''effective use of airpower''' requires a considerable amount of research and aircraft construction: half-hearted attempts to create an air force will not be effective.
There are four types of bombers in HOI2:
* [[Tactical Bomber]]s (TAC)
* [[Strategic Bomber]]s (STR)
* [[Naval Bomber]]s (NAV)
* [[Close Air Support]] (CAS)
There are three types of fighters in HOI2:
* [[Fighter]]s (FTR)
* [[Escort Fighter]]s (ESC)
* [[Interceptor]]s (INT)
Finally, in a category of its own, there is the [[Transport Plane]]s (TRA). For technology requirements for these, see the [[Aircraft_Tech_Tree]].
=== Version Changes ===
* HOI2: Air combat in the original HOI2 game was considerably flawed. The AI would send aircraft on suicide missions, and literally waste its most valuable aircraft for no tactical nor strategic gain. Meanwhile, Naval Bombers were ridiculously overpowered and could single handedly wipe out entire navies.
* DD: Air combat AI was significantly improved. Escort fighters became brigades. Naval Bombers were weakened.
* ARMA: Air combat AI was again improved. Aircraft take much more damage by enemy fire than in previous versions of the game. That means more micromanagement as you really don´t want your planes to attack larger enemy stacks.
== Strategy ==
This diversity of options makes it nearly impossible for any nation to master all aircraft technologies, or build sufficient quantities of aircraft in all fields. Therefore, it is necessary to choose areas of specialization, contingent on your overall war strategy. Two sets of aircraft share technology doctrines, making them popular choices: Fighters and Interceptors; and Tactical and Naval Bombers.
For major nations, the choice in Bombers is divided three ways, and ''only two options'' can effectively be pursued. Most players choose TAC/NAV & CAS, and ignore STR:
* Tactical & Naval Bombers
* Close Air Support Bombers
* Strategic Bombers
=== Airfields ===
Building CAS, TRA, or FTR aircraft is typically best served by building new airfields near expected fronts for the aircraft to be useful beyond the initial front early in the war. Germany, for example, must build up the Polish border provinces to house CAS aircraft prior to Fall Weiss. Building up along the frontier of the Low Countries and France will allow Germany to use CAS as an integral part of the attack, shortening battles, speeding up conquests, and in the end reserving manpower and organization for more rapid movement around the end of the Maginot line. The Soviet Union has a severe lack of airbases, and requires considerable construction efforts to create an effective infrastructure for air power.
===Air Defense===
A total of five factors can be used to provide an extremely strong air defense:
* Interceptor "umbrella": Interceptors on Air Superiority missions covering each major interior region of your nation.
* Fighter "barrier": Fighters on Air Superiority missions that provide a defensive "front-line".
* Anti-Aircraft: To assist fighters and interceptors, anti-aircraft installations are very effective
* Air Bases: Any air engagement over an airbase provides your aircraft with combat bonuses
* Radar: Any air engagement over an airbase provides your aircraft with combat bonuses
===Air Superiority===
Air Superiority is not merely a defensive tactic. While extreme defensive measures can be successful in achieving air superiority, offensive measures can produce the same or better results. Considering that the intent of Air Superiority is to remove your enemy's ability to put aircraft in the air at all, offensive operations are necessary. This requires a coordinated effort by your air forces to not only repel enemy aircraft, but also damage the enemy's infrastructure for those aircraft. This is important because most air combat (in DD & ARMA) will only reduce the org and cause slight damage to attacking aircraft. Those aircraft will then retreat in order to repair. Actual destruction of aircraft is quite difficult and rare (in DD & ARMA).
Strategic bombers are the best weapon for attacking enemy infrastructure, and perform three vital missions:
* Installation strikes to reduce the effect of AA;
* Runway cratering to reduce the strength of airfields;
* Logistical strikes to reduce province infrastructure -- which means airfields and AA will take longer to come back to normal.
Once air superiority has been achieved, periodic Strategic Bombing runs are necessary to maintain supremacy. This method, though expensive, can be used to achieve complete air dominance over an enemy.
=== Strategic Examples ===
Germany: As a nation, Germany relies upon the strength of their ground forces, very specifically their armor and fast attacks, to conquer territory and integrate it quickly into their war machine to fuel further conquests. A large STR force is absolutely antithetical to this approach. Reducing infrastructure and IC of provinces you're going to conquer slows your advance and lengthens the amount of time it takes to integrate the province into your empire's production machine. The clear choice for Germany is CAS/TAC.
Great Britain: Having the sea as a wall, Great Britain is in a position that massive land combats are not to be expected. Until the aid of the United States comes into the war, the UK will not be able to win an extended land campaign against a Germany set to defend against it. The best defense of the Home Islands is making certain that Germany cannot mount an attack. Being dependent upon overseas sources for your industrial materials means that you will be vulnerable if the Germans should cut your supply lines. Large land forces garrisoning all the possible landing beaches in Great Britain can be hard on your TC, leaving your overseas holdings vulnerable to conquest. Shutting down the immediate threat of Germany is your number one goal. TAC/STR is clearly the choice for Great Britain.
== Tactics ==
Ultimately, the Air Force is only useful to the extent that it assists in the broader war effort, which generally means capturing provinces. In the land war, a complete/ideal use of the air force would be conducted like this:
* An Interceptor wing flies over your own forces, protecting them from enemy bombers
* A fighter wing flies over enemy territory, attacking enemy interceptors to clear the air for your own aircraft
* Strategic Bombardment attacks behind enemy lines, weakening IC and province infrastructure of the soon to be retreating forces
* Tactical Bombers conduct interdiction missions on the enemy lines as your main army attacks, helping to rapidly reduce enemy organisation
* As the retreating enemy falls back into a province with greatly reduced infrastructure, your Close Air Support bombers perform ground attack missions, tearing the enemy army to shreds.
=== Night Flying ===
Night operations have a penalty to attack of -80% and a penalty of -50% on defense. This effectively makes it safer for bombers to conduct nighttime bombing runs, and it makes INT and FTR less effective in combating them during the night. Air Doctrine research gives greater advantage to the bombers, eventually with the elimination of the defense penalty entirely. This is essential for effective use of STR in particular.
==Aircraft In-depth==
===Interceptor vs. Fighter===
[[Image:Yakolev9.jpg|right|Yakolev9: the most common Soviet aircraft of WW2]]
Interceptors are designed to defeat bombers (STR, TAC, CAS, NAV), while Fighters are designed to achieve air superiority. For this reason, fighters will defeat interceptors in an "even" fight, and will perform decently against enemy bombers. Interceptors, on the other hand, will severely punish enemy bombers, causing heavy damage and forcing enemy bombers to abort their mission.
Fighter Overview:
* Superior Range (necessary in the Pacific)
* High cost to build
* High cost and time to repair
* High supply/fuel needs
* Technology comes later
* Decent at non-conventional uses (ground attack, etc)
* Excellent for JAP and USA due to range issues
Interceptor Overview:
* +25% combat bonus when fighting bombers
* Inferior Range (not needed due to defensive role)
* Low cost to build
* Low cost and time to repair
* Low supply/fuel needs
* Technology comes earlier
* Very poor at non-conventional uses (ground attack, etc)
* Rocket interceptors are very poor and need two more aircraft techs to be researched before interceptors can upgrade to turbojet models
* Excellent for GER, USSR, ITA, UK
For these reasons, many players exclusively build Interceptors. A combined force of Fighters and Interceptors is the most potent combination possible.
===Escort Fighters===
Escort Fighters (ESC) are always a necessity for TAC, STR, and NAV since they significantly reduce the org and strength damage taken by bombers, which results in improved bomber effectiveness. In HOI2, NAV were extremely dominant, and did not technically need escort fighters. In HOI2 DD and ARMA, NAV must have ESC. CAS cannot have escort fighters, and as a result are more likely to receive more damage in combat. Historically, it was determined that the most effective bomber/escort ratio was 1:1, and this remains true in the game. In HOI2, escort fighters are distinct aircraft units, and thus should be grouped with bombers. In HOI2 DD and ARMA, escort fighters are aircraft "brigades", and can be directly attached to bombers.
Carrier Attack Groups (CAG) are the other type of escort fighter in the game, and function as a naval brigade. A carrier (CV) without a CAG is a carrier without any aircraft, which of course is a worthless Carrier. Naturally, all Carriers must use a CAG to be effective. As an added benefit, as technology upgrades occur in escort fighters, naval CAGs in port will automatically be upgraded. This effectively serves as a carrier upgrade, making carriers the only ships in the game that can be effectively retrofitted.
===Strategic Bombers===
Strategic Bombers (STR) are only truly effective with Air Superiority established for a certain region, or when flying at night. STR are very vulnerable targets and are also expensive and time consuming to repair. At the same time, STR are generally the only way to achieve air superiority over enemy territory, with the obvious exception of capturing enemy provinces. In game terms, capturing provinces is almost always easier that achieving air superiority.
When STR performs logistical strikes, enemy IC is reduced in the province. That in turn lowers the target's ability to supply, reinforce, produce, and upgrade his military. It also lowers his TC, which may lower the ESE of his troops in the field.
On a naval note, Port Strikes with Strategic aircraft have much the same effect on enemy naval forces as Runway Cratering missions do with his air forces. You don't need to sink his ships if they can't be repaired, refueled, and rearmed. As Great Britain, hitting German ports can be a major boon to keeping your supply lines open. Your convoys don't have to worry about submarines that are undersupplied and spending months longer in port to repair.
===Tactical & Close Air Support Bombers===
Once you have established air superiority, it is time to use your Tactical and CAS aircraft to effect. Your use of air is meant for one thing, and one thing only, winning on the ground.
Ground Attack and Interdiction are your bread and butter in this case. Use a combination of these attacks for greatest efficiency. TACs are best at Interdiction and Ground Attacks are best for CAS. Technically, both are very good at both missions. The increased attack values of CAS above Basic level combines with shorter flight times and increased ground attack efficiency to make for truly staggering numbers. And once an enemy unit breaks and is on the move, Ground Attack missions from CAS aircraft will severly tear them up. Additionally, the CAS is much more effective as the war goes on and enemy Softness factors begin to drop.
===Naval Bombers===
Naval Bombers are highly capable in Naval Strike missions. In fact, NAV was so powerful in the original HOI2 that many players refused to build any naval ships, and instead solely built NAV! NAV could utterly decimate any fleet in the water, without taking any serious damage. As a result of this extreme imbalance, NAV were weakened in DD and ARMA, though still quite capable. In addition to Naval Strike, NAV are capable of convoy bombing. They are not as good as submarines at convoy bombing, but they are still effective in this dual role.
Naval Bombers (NAV) are fairly unique among other air units, in that air superiority is considerably less important. This is partly because there is no AA over sea zones, and ships generally have much weaker AA than land units, which is historically accurate. Also, it is far more important for nations to use their air power over their own land units, rather than patrolling sea zones. Thus, NAV are generally quite free to roam about the oceans with little interference.
==AirPower Efficiency==
Airpower can be extremely effective, but it is not necessarily the most efficient use of resources, which is often a focus for veteran HOI2 players. HOI2 has been modeled in such a way that *the most efficient* use of military resources is an Infantry-only army. The IC, time, supply, and repair costs associated with Infantry beat out any other type of unit by a large margin, including air units. Also, mastery of air power is challenging in terms of time, cost, and research. While many nations can find a particular, effective use of airpower, extremely few nations can manage to have a presence across the spectrum of air options.
This being true, Airpower does have specific, unique advantages:
# Constancy of Attack - Air power can apply pressure and damage to an enemy continuously, while land force must advance. The ability to continue to damage the enemy and keep him on his heels when he's been knocked back can mean a difference of a lot of IC and manpower spent on reinforcement.
# Wide Ranging Effect - This applies to the Strategic strategy more so than the Tactical strategy, however it is applicable to both. The wide ranging effects of damage to IC can be devastating. 8 air divisions (4 bombers with 4 escorting fighters) hitting a province like Dresden, Cologne, or Berlin with maximum ToT can translate to big TC and production losses. TC dropping down reduces ESE of ALL of his armies. When a unit hits supply problems, they start getting a -.5% combat efficiency loss for each 1% of ESE below 100%. This can be very damaging. What other investment of IC can get a combat efficiency penalty across all units in an enemy army, navy, and air force, REGARDLESS of the size of their army (you might say "easier with a bigger army")?
# Speed of Response - CAS and TAC aircraft can move across a continent faster than any other unit. If the enemy is making an unexpected attack, or gaining an unexpected advantage, air power is flexible enough to move to the other front and blunt the enemy assault. An armored attack can grind to a halt under heavy attack from CAS aircraft. Sending an infantry division to reinforce a defense can take some time, especially in lower infrastructure areas (can we say Russian Steppe, or Africa). Sending in aircraft for the same purpose can take an hour or two. An hour can be all the difference in winning an losing.
==Miscellaneous Tips for Using Air Power==
A few other tips before I wrap it up:
# Make sure to mark any air unit messages as Show Message Popup and Pause. If you do this, you won't forget the aircraft, and once one mission is complete, you can go and examine your forces, determine their readiness, and get them back up again without missing a beat.
# Produce early, produce often - Air divisions are rarely destroyed (unless you let them get overrun). Produce them early and upgrade them. You can pump out infantry much faster than you can aircraft. Get your air forces up to fighting trim before you go to war.
# Continue to expand your air force as you go, planning ahead for future operations. If you want to keep England out of the war while you work on Barbarossa, keep your Luftwaffe expanding so that you can maintain the pressure on a crunched England while you deal with Stalin on the East Front.
# Change your focus as the need becomes apparent. If you've managed to achieve air superiority as Great Britain, when D-Day is getting closer, go ahead and start working on some CAS aircraft or increase your TAC ratio in your air force. Certainly, the CAS won't be as effective as the TAC, but they're cheap and they can make a difference on the battlefield when your enemy's advantage in technology is nullified (An ME 262 on the ground isn't going to do much against your older, slower CAS aircraft in the air).
# Once You Go Up, There's No Coming Down - Realize that once you commit to air power, you're going to have to intentionally lag in one area. If you're Germany or the USSR, you won't have the resources/time for effective naval investment.
# Getting aircraft where you want them - Ground Attack and Interdiction missions will be most telling in battle. The targeting AI DOES prioritize active combats as targets. However, if your air units are in the air when combat starts, they may already be targeted, or in the middle of a mission, and won't go where you need them. By the time they've returned to base and head back out again, chances are the ground combat is nearly over. Use the planning boxes to launch your aircraft one to two hours AFTER you begin a ground attack. If you win before they arrive, then the enemy will get hit on the move for big time results. If the arrive before you win, watch the little green bar shrink.
# Too Much of a Good Thing? - Yes, there is too much of a good thing. Use your air power in moderation. Each division above 2 in one combat gives a -2% effectiveness to ALL aircraft in the combat. If you have 30 CAS all attacking one target, you're not going to get results. Any over your command limit (minimum of 14) are going to be fighting immediately at a -25% penalty. Then everyone is going to get a -56% penalty for all those aircraft.
# Be Mindful of Mother Nature - Weather can be detrimental to all military missions, but it is the one thing other than free ranging enemy bombers that can GROUND your air forces. While not paying attention to the weather with land forces means that you can expect a harder time of things, not paying attention with aircraft means MAJOR penalties. If you have storms or blizzards in the target area, aircraft cannot attack. If you have storms or blizzards over your airfield, they can't even take off. Rain and Snow can have a detrimental effect, but you can reduce this effect by researching the appropriate doctrines for the aircraft type. Attacking at night in the rain is pointless. Ground your aircraft and save the oil.
[[Category:Guides]] [[Category:General Guides]]
fe141b7dcee053b2fb5e81738926ac776b0a61bd
Land Combat Efficiency
0
530
891
2008-08-23T05:41:21Z
C.N.
11032
Removed FAQ category.
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{{Anthology}}
==Definitions==
*Unit - The smallest element - a tank, infantry, motorized, mech.. etc.
*Formation - All the units grouped under a single leader. If the number of div is in red, you have a formation capacity problem which results in several kinds of penalties (loss of skills, loss of traits, and some divisions/units may get an additional -75 overstacking penalty).
*Stack - One or more formations located in the SAME province (zone). In battle, a stack of formations is commanded by their most senior leader. There are diffent capacities for attacking than for defending.
*Div list - The list of divisons that appears in the combat window.
==[[Command Penalty Capacity]] (i.e. the -75% penalty)==
#When you group your armies its essential that you understand that each leader has a Command Penalty Capacity (CPC).
#This is a parameter for each stack. It is worked out separately for each stack. Stack is defined above as the number of units/divisions in a province.
#If the total number of units in the stack exceeds the Command Penalty Capacity when attacking, then the excess units in that stack receive a -75% penalty.
#For each attacking stack, it is the capacity of the most senior leader in the stack.
#*if the most senior leader is an FM, then it is 12
#*if the most senior leader is an GEN, then it is 9
#*if the most senior leader is an LT, then it is 3
#*if the most senior leader is an MJ, then it is 1
#For a defending stack it is the sum of all the leaders present in the stack. (Unless you are being attacked by aircraft- according to the manual defence from aircraft is handled as per attack- each stack is assessed individually)
#Thus if we have 13 units in an attacking formation commanded by a FM (display of 13/12), one unit will have a -75% penalty. If the units were defending the display would also read 13/12. If we have 13 units units in a territory, but 12 of them will be under a FM and the 13th will be under a LT and the stack was attacking (from one territory) then the display would read 13/12 - the 13th unit would be at -75%. If the same units were defending then the CPC will be 15 (FM 12 + LT 3 = display 13/15) thus no unit will get a -75% penalty, but ONLY if they are defending.
#The stack capacity for all the formations in a province may be doubled by an HQ adjacent or in the same province. The HQ does not have to be present at the start of the combat - as soon as the HQ becomes adjacent to or present at an existing combat, the combat efficiency values alter accordingly.
#*if the most senior leader is an FM, stack capacity is doubled to 24
#*if the most senior leader is an GEN, stack capacity is doubled to 18
#*if the most senior leader is an LT, stack capacity doubled to 6
#*if the most senior leader is an MJ, stack capacity is doubled to 2
##Note that stack capacity and formation capacity are different things as explained below in the HQ, skills, and traits section.
#Thus in the same situation, but with a HQ present as one of those 13 units, we would have a CPC of 24 if one formation was commanded by a FM, and a CPC of 30, if a second formation was commanded by a LT. No unit will get the -75% penalty command capacity penalty.
#The units receiving the penalty are the lowest ones in the formation list for a stack.
#There is a limit to the number of ATTACKERS in one stack - 24 per territory (under an FM with a HQ present - 18 if the highest is a general with HQ and so on). If there is no HQ in the area then the CPC will be max 12/FM, 9/G, 3LT & 1MJ. So in the above example if 13 units (12 for FM and 1 LT) attacked from one province with a HQ the display will read 13/24.
#This means that if you attack with an FM+23 units from one direction, and an FM+25 units from another direction, the combat screen will show 48/48 (if a HQ is present/nearby province), but in fact one of your units will get a -75% penalty.
#There is no limit to the amount of DEFENDERS in the stack as long as you have enough command capacity to cover all the units.
#There is no extra benefit for NOT using the full CPC - i.e. placing 9 units under a FM (9/12).
==Div list sequence==
#For attacks with a stack, which formation is on top (i.e. listed first thus is not eligible for the -75% if stack is overstacked) depends ONLY on which formation was "on top" of the stack when command to attack was issued.
#For a given formation, the sequence of units is the same as seen in the tooltip when the cursor is rested over the units. This is also the same as the sequence seen in the formation summary window by clicking on the formation (only viewable prior to combat).
#It is therefore perfectly possible for a unit in the middle of the div list to get a -75% penalty if:
#*Its stack is over capacity.
#*Its stack happens to be towards the top of the div list. Then the lowest units (i.e the ones in the lowest formationS) for that stack will get the penalty, but other divs for other stacks will be below it.
==Who commands?==
#The highest ranking leader commands.
#Where there is more than one equal highest ranking leader, the leader shown in command is the one whose divs are randomly highest (of the equal ranking leaders) in the div list. See below for more detail on sequence.
#It doesn't make any difference which of equal ranking leaders is in command:
#*Command Capacity Penalty (the -75% one) is set by rank only, and separately for each stack.
#*Traits are passed by all leaders to units in their formation whose formations are smaller than their capacity, regardless of who commands the battle.
#*Skills are passed by all leaders to units in their formation whose formations are smaller than their capacity, regardless of who commands the battle.
==Leader and division experience==
#Rank & skill also influence rate of accumulation of experience.
#*Normally leaders add 1 exp point for every x hours elapsed.
#*You get the 1st point after x/2 hours, the 2nd and thereafter after every x hours.
#*FM's earn experience at the slowest rate, MJ at the fastest rate. However this is also dependant on the current number of skill points. A GEN with a skill of 2 will earn exp faster than a GEN with a skill of 4.
#Other Notes:
#*EXP gain depends on the intensity of combat, leaders with the same characteristics can gain different amount of EXP in parallel combats.
#*EXP is not affected by traits save the good Old Guard
#*The promotion dates or the ideal rank in the leaderfiles also have no effect
#*The only parameters effecting the rate of EXP growth are rank, skill and max skill level
#*The rate of XP growth is in arbitraty units
#**''Rate of EXP gain = (MaxSkill-Currentskill+1)^2/max(Currentskill,1)*RankFactor''
#Division experience:
#* Each division also gains experience in battle. When reinforced, however, this experience drops. Division experience is calculated for each division in battle as 1/2 of the division's experience. The divisional stats page in the statistics folders shows each unit's experience.
==HQ bonus / effects==
#HQ units act the same as FM's in HOI1. Leaders in the same province or in an adjacent one have a doubled Command Penalty Capacity (CPC) (as in par 1.5).
#All units that have a HQ unit next to them or in the stack can get a bigger ESE bonus.
#HQ do not have to be attached to formations to give bonuses. Their presence in the province or in an adjacent province is enough.
#HQ need to be commanded by an FM or a GEN to double the CPC of neighbouring units and to get other benefits such as ESE.
#It does not matter what leader (in terms of skills and traits) you put in charge of the HQ - there are no extra bonuses to any of the other formations from the traits or skills of the leader in charge of the HQ.
#Multiple HQ's do not cause any extra bonuses.
#HQ increase the CPC of the stack, but they do not increase the rank command capacity of the formation's leader. Example: You can give a Lt General 6 div with an HQ adjacent and you do not get the -75 over command capacity penalty; you lose, however, both the skills and traits of that leader when you do this. You would be better off to just assign 3 div to a Lt Gen and then have 3 separate single div formations. Note also that as soon as the HQ effect is not available, you would get the -75 over command penalty for 3 of the 6 div under a Lt General.
==Skill bonuses==
#These may be granted by a leader to, and ONLY TO, the units in HIS formation.
#For skill purposes, the formation capacity of a leader is NOT doubled by the presence of HQs, in the same stack, in the same province, or adjacent.
#If the number of units in a formation is <= capacity (undoubled) of the formation leader, then all the units in that formation receive the skill bonus.
#If the number of units in a formation > capacity (undoubled) of the formation leader, NO units in that formation receive the skill bonus.
#If the number of divisions is in red, you lose the skills of the leader.
#Where granted, the bonus is 5% for each skill level
#It does not matter if the CPC of the STACK is exceeded as long as the CPC of the leader for his formation is not exceeded. In such a case the last units in the display box will get the -75% (however they will still get the skill and the trait bonus).
==Traits==
#These are granted by each leader to, and ONLY TO, the units in HIS formation.
#If that leader has multiple traits, then all these traits are applied.
#All the units in the formation receive the leader trait unless the formation goes over the leaders UNDOUBLED CPC. If the number of divisions is in red, you lose the leader's traits.
#Trait bonuses (See [[Leader Traits]] for complete list):
#*Defensive Doctrine
#**Eff + 10% for defender.
#*Offensive Doctrine
#**Eff +10% for attacker.
#*Panzer Leader
#**Eff +10% for Armour/Mech,as both attacker and defender.
#*Logistic Wizard
#**Oil and supplies consumption are each reduced by 25% when stationary. When moving, however, oil consumption is not reduced by this trait though supply consumption stays reduced. Previously the Logistics Wizards trait worked even when that leader was over his command capacity, but this exploit was removed in later patches. This trait also saves on Transport Capacity (fuel and supplies for your units).
#*Commando
#**Eff +10% for Mountain, Marine and Paratroopers.
#**Eff -5% for all other divisions when led by a Commando leader.
#** When a non Commando leader has mountain, marine, or paratroopers in his formation, those div do not get a penalty.
#*Engineer
#**Removes all river crossing combat Eff effects (only). Changed in version 1.2 to - Engineer leader trait now gives 20% when crossing a river instead of 30%. So it makes sense to additionally equip your units with an engineer brigade to get an additionally 20% bonus.
#*Trickster
#**Increases the chance of surprise. If the enemy unit is suprised it gets a -20% efficiency modifier. This is seldom or never seen in battle and is essentially replaced by the frequency of getting combat events. Trickster trait increases the chance of getting a combat event.
#*Fortress Buster
#**Reduces the efficiency of forts by 25%. Each full level of fort (land or sea)gives the attacker a - 9 % efficiency modifier.
#*Old Guard reduces experience gain down to about 1/3 of the normal experience gain.
#*Winter Specialist reduces attrition in winter conditions. Pause over the skull icon on a formation and review the tooltip which gives further details.
==Examples of how efficiency is calculated for traits and skill==
#If we have:
#*stack 1, attacking from Province 1 in Direction 1
#**FM, skill 3, with Offensive Doctrine and Panzer Leader, + 23 divs
#**LG, skill 2, with Offensive Doctrine, + 2 divs
#*stack 2, attacking fom province 2 in Direction 2
#**G, skill 4, no Traits, + 5 divs
#**MG, skill 1, no Traits, + 10 divs
#*Then there are 40 divs. No HQ penalties apply, as there is an HQ present.
#*stack 1:
#**Command Penalty:
#***Capacity set by FM at 24 for this stack (with HQ).
#***There are 25 units so 1 unit receives a -75% penalty.
#***This will randomly be either the lowest of the FM divs, or the lowest of the LG divs.
#**Skill:
#***No FM divs get a skill bonus as he has 23 divs and an undoubled capacity of 12.
#***Both the LG divs get a skill bonus 2x5 = 10%, because an LG has a capacity of 3.
#**Traits:
#***None of the 23 of FM's divs get applicable bonuses for both his traits.
#****+10% for Offensive Doctrine.
#****+10% for any armoured/mech divs in his 23, for Panzer Leader.
#***All 2 of LG's divs get bonuses for his one Trait.
#*stack 2:
#**Command Penalty:
#***Capacity set by G at 18 (9 for a General, doubled by a HQ in the same province).
#***There are 15 divs in the stack, so no divs get the -75% penalty.
#**Skill:
#***All 5 of G's divs get a skill bonus of 4x5 = 20%, as his capacity is 9.
#***None of MG's divs get a skill bonus, as his capacity is 1.
#**Traits:
#***None apply
#To calculate the efficiency we always start from the base of 100. We then multiply by all the modifiers in the following way:<center>[[Image:Effexample.jpg]]</center>
#In the above example we have
#*100% base attack efficiency:
#**1.1 - offensive leader
#**1.0005 - exp
#**1.04 - ESE
#**0.9 - forest
#**0.75 - frozen
#**1.1 - leadership
#*= 84.9844 %
#*100% base defence efficiency
#**1.1 - offensive leader
#**1.0005 - exp
#**1.04 - ESE
#**0.9 - forest
#**1.1 - leadership
#*= 113.82 %
#*So it seems with defence efficiency some modifiers do not have any effect. These are:
#**frozen
#**night
==Other modifiers==
#[[Combined Arms]]
#* when units number <= CPC(not double),
#* To get the Combined Arms bonus, the mix of hard vs soft divisions has to be within a range of 1/3 to 2/3. Typically that would be 1:2 or 2:1
#* The hard divisions are armor, light armor, and mech. Soft divisions are everything else including HQ. Brigades are not a factor in the ratio.
#**attacker: Eff+5%
#**defender: Eff+15%
#**The CA bonus is set in the \db\misc.txt file and can be modified. The designation of which div are hard and which are soft, however, is set up in the executable file and is not modifiable.
#**To qualify for the combined arms bonus, it is not sufficient for hard and soft divisions to just be in the same province. The divisions must be in the same formation under one leader. Mech and armor in the same formation do not get the combined arms bonus since both are hard targets. Motor and armor, or infantry and armor, would qualify for the bonus.
#** [http://www.europa-universalis.com/forum/showthread.php?t=196932 This thread] discusses some testing done about this.
#Enveloped
#*Eff-10% when simultaneously attacked from three directions. Furthermore, it is
#*Eff-10% for every extra direction added.
#No Retreat Possible
#*Eff-10% when attacked in a province that is surrounded. Only applicable to the defender.
#Lack of Supply
#*Eff-20%, when lack of Supply.
#**Fuel is not related to this Eff.
#River crossing, weather and terrain modifiers.
#*These can be found on the 6th page of the statistics screen. Engineering brigades reduce the river crossing penalty by 20 so that for inf this becomes (-50+20) = -30. For pz motor and mech it's -66 without an eng bde and -46 with an eng bde. Marines improve their river crossing when each new model is researched. The best that river crossing can be is no effect but it is usually a large negative number.
#Landing troops (shore)
#*-10% for each unit above the 3rd
#Multiple combat modifier (flanked - attacked when attacking)
#*-50% Multiple Combat
#Paradropping
#*Eff-15% if the formation is paradropping to enemy province.
#Dissent
#*-dissent */2 %
#Experience
#*+ experience of unit * /2 %
==Appendix==
When trying to understand the Combat Eff you see, there are a variety of factors you need to consider in addition to leaders:
#Weather and Terrain effects are summarized in your statistics folder in the modifiers section.
#Research can improve some of these combat modifiers. Ex.: each new mountain division model increases several combat and speed modifiers in some terrains. Marine division research increases amphibious assault effectiveness for all types of land units.
#Ministers
#*Several minister types affect Eff.
#*In general effects are shown on the minister screen.
#*However 'Armoured Spearhead Doctrine' (which is a Chief of Army type):
#*Gives +10% eff to armour/mech (whether as attacker or defender)
#*The screen text does not mention this.
#Difficulty
#*Human player eff is adjusted:
#**Very easy +10
#**Easy +5
#**Normal 0
#**Hard -5
#**Very Hard -10
#**The enemy AI gets penalties or bonus depending upon difficulty levels. On very hard, the AI gets +20 difficulty combat modifier.
#[[Digging-in|Dug-in]]
#*Stationary troops dig in automatically when their country is at war. They do not dig in when at peace.
#*Level increases by 1 per day, to a max of 20.
#*Defending troops will NOT dig in during a battle.
#*Each level gives eff +1%
==Note==
*Combat begins after the first hr. You can stop combat at any time. After the 1st hr of combat breaking off an attack the formation will not be able to engage / move for the next 24hrs.
*If a unit is able to defend itself it has a 80% chance to avoid each hit. If no defences are left it has a 60% chance to avoid each hit.
[[Category:Guides]]
10d8636c3c185f6054a02c844495c537014b2fc0
HOI2 Patch1.1
0
482
795
2008-08-23T05:46:04Z
C.N.
11032
Orphaned, flagged for deletion.
wikitext
text/x-wiki
{{RFD}}
{{needwiki}}
{{HOI2 Patch}}
== Interface Enhancements ==
- The maximum organisation can now always be seen. In the detail screen, in tooltips, and as small graphical markers.
- Added an indicator to show the current speed of a corps in the interface.
- Improved several tooltips with even further information and/or clarifications.
- Added information in colorcoding to the convoy interface.
- Added a small indicator to the combatlist interface to show which have a combat event.
- Added the option to switch between sprites/counters when rightclicking on the pause-button.
- Added an option to set a synchronized arrival time for landunit stacks when moving/attacking.
- Due to popular demand, detect numbers are now shown instead of "fieldmarshal" names on counters.
- Improved the shown "detected sizes" for stacks. Seperate values for air/surface stacks.
- Colorcoded unitsizes on screens to be red if over command-limit.
- Added support for national names for armies, fleets and airfleets.
- "goto" on a combat-started popupbox now actually selects that combat, instead of just centering on that province.
- Added the "mission finished" message after a sea transport mission is done.
- Added a message for "Leader has died".
- There is now information in the cancelled trade agreement message, about which was cancelled.
== Gameplay Changes ==
- Changed logics of when its possible to attach brigades, to reduce some exploits.
- Rewrote combat algoritms to not always give guaranteed hits when dogpiling.
- Weather and Night affects in landcombat now only affects attacking efficiency for both sides.
- Envelopment in landcombat now requires 3 provinces rather than 2.
- Fortressbuster trait now only reduces fort penalty by 25%.
- Org regain is now significantly higher when low. (<25% of max x3, < 50% x2, > 75% /2 )
- Convoy paths will now attempt to avoid seazones with subs on convoy raiding missions.
- Convoy paths now get reevaluated everytime they get attacked.
- Airplanes should now attempt to move immediately after a combat.
- Added some terrain penalties to bomb-missions for planes.
- Province buildings now only increases max-capacity when they are deployed, and slowly grow to the new one.
- Modified HQ unit speeds and fuelconsumptions, and removed cap on engineers attached.
- The "repair/construct" speed from infrastructure is now never lower than 10%.
- A carrier now always have at least 1 in subattack to avoid endless battles.
- Halved the belligerence impact from annexing countries.
- Improved the efficiency at night for submarines.
- Its now possible to rebase ships with troops on them, if within sea-transport range.
- There is now a hard-cap on how big an airforce taskforce can be. Maximum 4 airwings in it.
- Tweaked air command limits to be 2, 4, 8, 16 to fit the new stack rules.
- Increased penalties for attacking in bad weather and through mud.
- Puppets can no longer invite someone to an alliance.
- Tweaked transport planes to be cheaper and better at later techs to simulate the need of lesser amount of planes.
- Severly decreased the techeffects on airbase building speed.
- Based and other undeployed provincial developments now cause a severe drain on TC.
- Halved the speed of landcombat & air v land bombs.
- Average speed of fleets now modify closing speed in naval combats.
- Tweaked weathercode for battlescenarios to make sure weather patterns are started in the active map.
- Winters are now longer.
- Anyone with a guarantee will get +1 on interventionism whenever anyone else declares war on it, if on the same continent.
- Creating a puppet nolonger gives it a large part of your manpower.
- Isolationists that can not ally with anyone can neither guarantee another nations independence.
- Dissent now affects IC.
- Tweaked effects from strategic bombing missions.
- Increased strategic attack of SBs, TACs, Flying bombs and rockets significantly.
- Decreased cost of rockets and bombs siginifcantly.
- Decreased visibility of submarines.
- Tweaked up effect of submarines versus convoys.
- Moved 5 org from Elastic Defence & Spearhead and added them to Fire Brigade & Spearhead HQs.
- Autoconvoy creation now takes blocked seazones into account if possible.
- Experience is now applied in bombruns as well.
- Infra is now damaged when a province is taken over.
- Increase the range of transports to 3000.
- A unit out of supply can no longer strat-redeploy.
- Units loaded on ships will now clear their orders properly whenever the ship moves.
- Airunits now fight with lesser effectivity if they lack supplies.
- No missions are valid except for rebase for an airunit without oil.
- You can only trade provinces between allies now.
- 0 infra provinces surrounded by only enemy territory with any infra now automatically change control to the enemies.
- Carriers doing port-strike are now slightly less lethal.
- Tactical bombers are now slightly more lethal.
- Reduced IC from non-national even further.
- It is no longer a linear return on bombing infrastructure. The less there is left the less can be damaged now.
- Rebasing now works with multiple airunits selected.
- Newly built units can now only be deployed in owned provinces (on the same continent as the capital).
- Conquering territory out from a puppets territory will now give the occupation to the puppetmaster if the puppetmaster is conquering.
- Puppetstatus now override ai-prefs for ignores in tech/resource trades.
- Provinceimprovements in progress are now cancelled when a province becomes occupied.
- Units now only go to pool when owners change if they are enemies with the new owners.
- Techteams are now properly removed at the end of a project if they are no longer active.
- Rockets can no longer rebase, but instead they can be strategically redeployed.
- Units retreating to something that is cut-off should no longer automatically be deleted if they got at least 50% of their maximum org.
- Neutrals can no longer spot other neutral ships automatically at sea.
- Its no longer possible to attack, then break off the attack after 1 hour and attack again.
- There is now a 5% dissent hit for cancelling a non-agression pact.
- Units in enemy territory when peace is signed is now strat-redeployed back to the capital (using civilian ships if needed.)
- Relations no longer drop if an alliance partner or puppet/master cancels an agreement between them.
== AI Improvements ==
- Worked alot on the front AI to teach it to evaluate attack and defend odds better, also improved its
- Improved the AI's evaluation of when to break off attacks.
- Improved the AI's understanding of establishing reserves.
- AI now tries to group motorized infantry with mechs and armor if possible.
- The AI now synchronizes attacks smarter.
- Now the front AI reacts quicker to the players and other nations actions.
- Air AI taskforce composition has been improved.
- Air AI is now better att evaluating when to evacuate bases.
- Wolfpack AI now spreads out attacks more.
- Convoy AI now adapts better to hostilities, and also attempts to bring home stockpiles more efficiently.
- Improved the cooperation between AIR and Naval AI.
- The AI is now a lot smarter about using its serial runs.
- Improved the AI for researching technologies.
- Pathfing AI is now much smarter and tries to avoid danger if possible.
- The AI for accpeting nations asking to join their alliance was rewritten.
- Diplomatic AI now cancels non-agression pacts in attempts to honor guarantees, and is also more likely to honor guarantees they have given.
- Loads and loads more of AI code and scripts written for various cases of when circumstances change.
== Modding Support ==
- A lot more factors have been exported to the db\misc.txt file, so that modders can tweak.
- Enchanced the scripting capabilites for the AI, see the docs/ai_file_doc.txt for details.
- Fixed a few problems with eventcommands that manipulate the weather.
== Multiplayer Specific ==
- Added a little indicator to show who has not yet pressed "startgame" in the chat listing.
- Added support for up to 20 different countries in the lobby now.
- Fixed a problem with people timing out in the lobby.
== Bugfixes ==
- Ships are now properly flagged as retreating when they are given the order even while moving.
- Oil status is now properly reset for ships in port.
- Ships will no longer target subs if they lack subattack.
- Bases constructed from events now always arrive, even if target country lacks the tech.
- Ships will no longer have the target indicator in the interface if too disorganised to shoot.
- Fixed a problem with asking to join alliance led by a player.
- Fixed a miscalculation to determine valid distance in a navalcombat.
- Fixed so terrain names are properly localised as well.
- Fixed the inversed gearing bonus. Its now capped at 35% bonus.
- Fixed a major problem with the weather system which left loads of "static weather blocks" all over the map.
- Weather is now cleared properly when a scenario is restarted.
- Fixed a problem which caused airplanes to hover indefinitely retreating.
- Fixed a major problem with allied area for supply checking not working if there are oilpools around.
- Time should now be cleared entirely between scenarios.
- Fixed a bug where oil was not shipped home from areas if auto convoy options where not on.
- Fixed a problem with the Warsaw Uprising and the Soviet support option not working.
- Fixed the "dissappearing plane" bug.
- Fixed a problem with being out supply when a supplydepot lacked oil.
- Fixed the case where developments from aborted serial runs did not get a name shown.
- Fixed a problem with convoys not being displayed properly if blocked.
== Events ==
- New Eventseries:
* "Soviet-Romanian War" (over Bessarabia with a limited peace offer)
* "Lin Sen" (death event)
* "Alternative US Elections" (if US is Paternal Authocratic)
* "Democracy Defended" (Republican boost if Franco get no foreign help)
* "Great War Demonstration" (might happen if GER doesn't occupy Rhineland)
* "Independent Croatia" (Croatia become German puppet)
* "Germany Surrender" (if the Soviets can take a bath in the Eng Channel)
- Modified triggers for the following events:
* "The Undeclared War"
* "US Lend-Lease Events"
* "Oil Embargo against Japan"
* "Vichy France"
* "Marco Polo Bridge"
* "Molotov-Ribbentrop Pact"
* "Bitter Peace"
* "Destroyers for bases"
* "Denmark folds"
* "US Elections"
* "Jose Antonio"
* "Victory events for Coral Sea"
* "Victory events for Desert Fox"
* "Vichy leader defection"
* "Hess' flight to Scotland"
* "US Gearing Up events"
- Modified effects in the following events:
* "Destroyers for bases" (USA get access to UK)
* "Lean on Siam"/"Pressure on Siam" (many effects in all events in the serie)
* "ROM/HUN switches side" (will ally the USSR)
* "Bitter Peace-2nd Version" (seccedes Romanian provinces)
* "Spanish Civil War" (supply costs decreased)
* "Wilkie"
* "US Lendlease to USSR"
* "Creation of Vichy"
* "Treaty of Munich/End of Czech"
* "Warsaw Uprising"
- New event commands:
* new trigger "attack" which lets the event check if the country is attacked by another given country.
* command reformulated to allow partisan-controlled provinces to secede.
== Scenario Setup ==
- Modifications to the 1936 campaign
* Switched Manchurian for Korean provinces as nationals for Japan.
* Added missing static anti-air guns in Southern Part of Maginot line for France.
* Decreased Manchurian supply at start from 10000 to 100.
* Added Southern Sakhalin as nationalprovinces for Japan.
* US force at Philippines is now locked in position.
* Added some Australian bases.
* Modifications to Communist and Nationalist unit setups.
* Added Home defense units to the UK and removed all the extra IC.
* Lowered Italian belligerence to 0.
- Modifications to the 1939 campaign
* Switched Manchurian for Korean provinces as nationals for Japan.
* Removed Italian navalbase from inland Turin.
* Added missing static anti-air guns in Southern Part of Maginot line for France.
* Communist China is now allied with Nationalist China.
* US force at Philippines is now locked in position.
* Added some Australian bases.
* Added an airbase for Nationalist China.
* Switched a province from Siam to France.
- Modifications to the 1941 campaign
* Switched Manchurian for Korean provinces as nationals for Japan.
* Communist China is now allied with Nationalist China.
* Switched ownership of a few provinces between Japan and Nationalist China.
* Added Southern Sakhalin as nationalprovinces for Japan.
* Added some Australian bases.
* Modifications to German unit names.
* Moved a Turkish unit from Tblisi to Turkish territory.
- Modifications to the 1944 campaign
* Switched Manchurian for Korean provinces as nationals for Japan.
* Switched ownership of a few provinces between Japan and Nationalist China.
* Modifications to German unit names.
* Moved some German V-rockets from Ghent to Lille, and gave Lille an airbase for them.
* Three provinces added as nationalprovinces for Siam.
- Modifications to Ardennes:
* Modifications to event triggers, dates and effects.
* Tweaked down the offmap supplies/oil to make the supply events more useful.
* Removed static weather, snowstorms will now come and go in the scenario.
* Modifications to German unit names.
* Added a supplypool in Dunkirk and added a German technology.
* Added offensives to many German units.
* Reduced allied oil/supply pool significantly and doubled effect of oil/supply events.
* Changed many artillery brigades to self-propelled artillery.
- Modifications to D-Day:
* Two GER divs will be activated properly in D-Day.
* Panzer Reserve is unlocked if Allies launches Operation Dragoon.
- Terrain Modifications:
* Rearranged some areas in Far East Russia.
* Added two Chinese beaches.
* Modifications to climate for seazones, lakes and provinces.
* Modifications to terrain for provinces.
* Åmål no longer has a port nor a beach.
- Added river connections
* Lille - Mons
* Amsterdam - Leeuwarden
- Modifications to setup technologies
* Added Adv Machine Tools to British setup in GC41.
* Added Air Superiority Doctrine to Nationalist Chinese setup in GC36, GC39 and GC41.
* Added Mobility Focus doctrine to Nationalist Chinese setup in GC39.
* Communist China can now dig-in in GC36.
* Removed the two oil refinery techs from, and added Basic Naval Bomber to the USA in GC36.
* Added air superiority doctrine to Yugoslavia in GC36 and GC39, and to Bulgaria in GC39.
* Modified Finnish land techs in GC39,GC41 and GC44.
- Modifications to Ministers and Leaders.
* RSI now defaults to Fascist state ideology.
* Sweden starts with a Socialdemocratic government in GC36.
* Added Dutch, New Zeelander and Australian leaders to Southern Conquest scenario.
* Modified traits for a number of leaders.
* California,Texas, and Scotland will be fascist if the are released.
* Added US Ministers.
* British land leader "Bourne of Atherstone" should now be Commando + Logistics Wizard.
* Changed death date for a German leader/tech team used by Germany and Nationalist China.
[[Category:Technical_Issues]]
1973b2fcb2df6a76c5095a485a25a4729610b026
HOI2 Patch1.2
0
483
797
2008-08-23T05:47:48Z
C.N.
11032
Orphaned, flagged for deletion.
wikitext
text/x-wiki
{{RFD}}
{{needwiki}}
{{HOI2 Patch}}
== New Features ==
* Implemented a new battlescenario for the 'Fall Blau' campaign.
* Added a new campaign, starting in 1938 before the Munich agreement.
* Added a large amount of more pictures to the game.
* Added ministers, leaders & techteams to almost every nation.
== Interface Enhancements ==
=== Enhanced Interface ===
* Shift & ctrl-clicking now works fine on the negotiation screen as well.
* Shift & ctrl-clicking now works fine on the production sliders as well.
* You now get the option to "select" the unit of a leader that has just died.
=== Increased Information ===
* You can now always see what your allies and puppets are researching when clicking on one of their provinces.
* It is now possible to see chances of couping, inviting to alliances and other such thing in the interface.
* The current gearing bonus and max is now shown as a tooltip of a production run.
* Added some fun little tooltips to the country-listing on the diplomatic screen.
* Clarified the merge tooltip for airunits.
* Added a screens/capitals tooltip to the naval unit selected interface.
* Game now keeps tracks of which nations aircrafts have sunk a certain ship.
* Separated the invasion beach penalty and the invasion stacking limit tooltip.
* You can now see available and base IC of another nation.
* You can now see brigades at the combat details screen.
* Double-difficulty is now shown on tech-projects.
* Divisions in strategic-redeploy now show up in the ledger screens.
* You can now only see radar, rocket and nuclear sites in provinces that are not covered by FoW.
* Changed the order of ships to be in the same order in tooltips and the ledger as when they are selected.
=== Cheats===
* Added a "viewtech" cheatcode.
* Changed some cheatcodes "rubber"->"rare", "robespierre"->"freedom", "neville"->"acceptall"
== Gameplay Balancing ==
=== Diplomatic ===
* Removed the hard-coded end of the game whenever two major alliances are gone.
* The peacetime alliance leader is now always the alliance leader in a war, no matter who is attacked.
* Ideology now affects trade-agreements/negotiations a bit more.
* Favored stats now affects negotiations the same as trade agreements.
* The probability to influence another nations sliders affects BASE ic instead of current modified one now.
* Puppets will now leave their alliances if their master does automatically.
* All on the attacking side should now get belligerence according when they declare war.
* A puppet now have exactly the same beliggerence as its master.
* Relations now affect trade-agreements much more.
=== Common Military===
* Only leaders actually in combat or getting bombed will now have a chance to die.
* Air and naval units now take 1% of regular fuel consumption when at bases and port to simulate practices and maintenance.
* Autopromoted leaders no longer lose skill.
* Tweaked org loss from lack of supplies.
=== Land===
* Units will no longer auto-redeploy out of territory you just puppeted.
* Airplanes over neutrally-occupied territory will no longer automatically redeploy back to capital.
* A division after finishing a naval transport, arrives with 1/2 its organization.
* An unloading unit can no longer move out that province immediately. They get the same delay as from an attack.
* Removed the duplicate penalty on fuel-based units in bad terrain.
* Tweaked landcombat to be slightly slower now.
* Digged-in units now take a LOT less damage from ground-attacks.
* Only landunits get affected by HQ's for ESE purposes now.
* Engineer leader trait now gives 20% when crossing a river instead of 30%.
* Limited the synching option for attacks scheduled to start later as that is not supported.
* Manpower lost through attrition now trickles back in same ratio as manpower lost to combat.
* Fuelcosts for offensives are now the same, no longer depending on the unit moving or not.
=== Naval===
* Navalcombat now have a minimum length of 4 hours again.
* Ships now only repair in navalbases.
* Navalunits more likely to retreat towards navalbases now.
* Changed default from 20% to 50% for stop for naval-missions.
* It is now possible to give flee orders to ships out of range.
* Reduced a probability for submarines to evade being hit if out of range in a navalcombat.
=== Air===
* Tweaked airplane targettting code in bombing missions, more likely to focus damage now.
* Changed default from 20% to 50% for stop for air-missions.
=== Economical===
* Peacetime modifier now affects resource gain.
* Moved around some minister modifiers for Chief of Air.
* Reinforcements now only use fractions of IC if they only need a fraction.
* The Professional Army slider now affects upgrade cost. Drafted armies cost alot more to upgrade now.
* Upgrade IC needed is now reduced immediately the day a unit has finished upgrading.
* Reinforcement IC needed is now reduced immediately the day a unit has finished reinforcing.
* Techteams lost cause of losing territory can now be used for other things and are not permanently stuck.
* Tweaked the techresearch formula to allow greater impacts from research modifiers.
* Researchcosts are now always recalculated immediately whenever a team is changed or a project started.
* Increased effect from energy to oil conversion.
* Conversion cap for oil-conversion can now be above 100% and still use all IC.
* Fixed a loophole that allowed you to exploit a 0-supplies production.
=== Convoys===
* Fleets on convoy raiding missions will no longer join other combats unless spotted.
* Convoys are now automatically rerouted when attacked.
* Changed the huge ASW spotting bonus on convoy raiders to only be when a raider has spotted a convoy.. Not when they had TRIED to spot a convoy.
* Increased likelihood of submarines spotting convoys by 20%.
* Slightly reduced the chance to detect convoy raiders immedialtely after hitting.
* Trade Efficiency attempts to go through allies over land if possible now.
* Revise TA efficiency calculations to focus more on blockades than actual wartime status.
* Convoy raiders are now much better at escaping from ASW'ers the bigger the ASW'er's TF is compared to the convoyraiders.
* Convoy paths are now reset if path is no longer accessible.
* Technology & Units.
* Rebalanced all techteams to create more choices.
* For consistency reasons Basic Cav is now a prereq for researching SM Cav
* Changed historical dates for certain naval secret weapons.
* Upgraded Armored-Cars a tad bit.
* Imp SP Art now scraps Early SP Art not Light Tank
* Added missing fuelconsumption to Armored Cavalry model
* Fixed problem that surface defense values had been switched between NAV and STR.
== AI Improvements ==
=== Misc===
* Added more AI files for various countries and situations, including quite a bit more reactive systems.
* Improved AI's management of leaders.
=== Diplomatic AI===
* AI embargo settings now pretty much makes them demand a 20-1 cost for trading with you if you are on their embargo list.
* Improved AI for trade-agreement negotiations.
* AI is now more acceptable to giving blueprints to its allies when asked.
* Vichy will now become non-neutral if somone attacks them.
* Sweden is now much more neutral, and that only changes if they get involved in the winter war.
* A large set of AI files and events now kick in if Soviets are the agressors instead of the Germans.
* Revised Chinese theater diplomatic preferences-AI.
* Rewrote AI logics of determening to go to war with a puppet to use evaluation for a puppets master instead of the puppet itself.
* The USA, UK and France will be less interventionistic once Germany surrenders.
* Improved trade preferences.
* Revised neutrality ratings for several european nations.
* Added more AI-logics for when to send expeditionary forces to help other AI's when in the same war.
* Japan learned that declaring wars directly on Philippines is a bad idea.
* Germany may now dislike potential enemies with fleets in the baltic.
=== Construction AI===
* Recoded logics for supply-sliders to estimate need better.
* The AI learned to not build bigger than max-batches of a building type.
* AI will no longer consider to build AA in a province with 10 aa already.
* Revised every AI preference for which brigades to build
* Improved port-building AI.
* Improved general building AI priorities severely for most nations.
* Improved the absolute buildscheme to work more as desired by scripters.
=== Land AI===
-Severe tweaks of the german/soviet land AI for the eastern-front war, with enhanced ai files and switches. Germany will avoid going on offensives in winter, while soviet tries to stall during german spring offensives the first years. There are also soviet counter offensives.
* Soviet will protect the following cities more if the front hits them Leningrad, Kiev, Dnepropetrovsk, Stalingrad, Kharkov, Bryansk, Vladivostock, Murmansk, Sevastopool, Rostov, Smolensk, Moscow and Kursk
* ALL Front AI Terrain and Weather modifier changed to 1.0 (AI Pulls it from the terrain itself to calculate exact odds making them obsolete).
* Front odds-calculations now take proper values for rivers into account.
* Improved AI's handling of determening whether a unit goes to garrison or front duty.
* Helped the front odds evaluation AI to understand that a unit with ONE bad division is not an entirely crappy army.
* Improved the management of the Maginot line for French and German AI's.
* Both Japan and the Chinese nations have had lots of improvements to their AI's in their main war.
* Improved AI's handling of garrisons.
* Lots of tweaks to all combat sections of the AI's.
=== Naval AI===
* The AI learned how to move fleets out of occupied ports even when at peace
* Japan now attemps invasions at longer distances if possible.
* Improved US D-day Ai.
* UK may attack Norway if Germany does not garrison it.
* GER Sealion AI should now be better at launching invasions into England.
* Enhanced UK's targetting for invasions to adopt to various postures better.
* Tweaked invasion staging and targetting algoritms.
=== Research AI===
* Commonwealth nations will no longer focus on advanced research for special forces, improving the quality of the forces they use.
* Originally landlocked nations will no longer spend anything on researching naval technologies.
* Tweaked almost every nations technology research preferences.
==Modding Support ==
* Fixed a mod-dir bug with saving games.
* Added an event-command to change the offmap IC. 'free_ic'.
* Expanded the divison-type triggers to allow this syntax as well.
[div type] = { country = TAG value = X } # country TAG has X or more of that type of division
* Expanded the technology trigger to allow this syntax as well.
technology = { country = TAG value = x } # True if a certain tech is known by the given country.
* Implemented support for model-based sprites.
* Enabled the wakeleader command.
* Added a system for scripted trade-deals that will not be cancelled if both nations are AI and not at war with each other.
== Multiplayer Specific ==
* Expanded checksum checks to make sure more files are properly synced.
* Revised logics for checksum on files for MP.
* Password for vnet games are no longer case-sensitive.
* Fixed a multiplayer sync problem with trade agreements and non-agression pacts.
* The (!) indicator now works for clients as well.
* Fixed a few bugs with the network protocol and joining the game.
== Bugfixes ==
* All currently reported crashbugs have been tracked down and fixed.
* Fixed a problem where serial production in provinces get all deployed at once.
* Dormant divisions under military control are no longer automatically deployed.
* Nukes are now properly saved.
* Amphibious assaults will now cancel properly when the attackers retreat.
* Militarycontrol is now cleared when you leave an alliance.
* Fixed a major miscalculation when using multiple stacks to amphibious assault.
* Fixed a problem with organisation being set to 0 when in occuppied territory and a new war is declared.
* Fixed a problem which created multiple wars between the same nations.
* Fixed a problem where leaving alliance and joining another would make a country return all occupied territories.
* Fractional changes to unit buildcosts from techs now actually work.
* Fixed a few problems with the offmap production stuff in non-battlescenarios.
* Fixed a fun problem which made it possible to have a ship at multiple places.
* Fixed a problem where strategically redeploying expeditionary forces lost track of who they belonged to.
* Allied player nations in minor alliances will no longer auto-refuse when asked to another alliance in MP.
* Fixed the sync of arrival estimation when having a garrison unit selected as well.
* Infra is now also hurt when taking over provinces with less than 100 infra.
* Fixed the fun little exploit-loophole with convoys and puppets.
* Fixed some reported speling errorrs and badd enlighs.
* Fixed some calculation errors in the tooltips for effects on IC.
* Fixed a mismatch in display of series end of a serial production due to low precision of floats.
* Fixed a "*100" display error in reinforcement tooltips.
* Fixed a calculation display error on manpower needed for reinforcement.
* Fixed a mismatch on manpower needs for reinforcements.
* Fixed a disrepancy between detect count on map and in tooltip.
* Correct modelnumber is now shown in statistics for brigades.
* Fixed a broken connection in Siberia.
* Fixed some seazone coordinate definitions in the Pacific.
* Fuel-consuming units like armoured divisions no longer suffer from such severe movement penalties in badlands like the desert. They will now outpace infantry in such terrain and so can more effectively be used for deep thrusts, flanking moves and encirclements. To help fuel these units, the effectiveness of the oil conversion technologies has been improved so that the output of converted oil increases as the technology is developed.
== Events ==
* Fixed missed ai chance for the USSR claim Bessarabia event
* Fixed a few date errors in the GPW events.
* USSR now leaves the Comintern in case of the Unholy Alliance so that it doesn't get reverted back to Comintern after reload
* Fixed minister bug in event that installs Tiso in Slovakia
* Fixed two missing SOV prov that should go to JAP and one FIN prov in the Bitter Peace event.
* Failure to assassinate Hitler event now sleep Franz Halder
* Fixed UK Defense Lobby in all GCs and for two important events
* Fixed event error which made CRO become a puppet of itself.
* Revised Fall of England event and added some US interventionism events.
* The DDs for bases event tweaked
* The DDs for bases event now give Britain some DDs
* Added triggers to Soviet Moving of Industry events
* US Lend-lease to UK events have been modified so that German occupation of parts of Britain does not benefit Germany.
* Made some tweaks to SCW events
* Changed a wrong command in the Treaty of Munich event
* The Guarantee of Polish Independance will not trigger anymore if Germany does not exist or if POL is at war with (potential) Allies
* Added a logical trigger to the BEL & HOL capital move events
* Corrected two province ID triggers in the "Hess flees to UK" event
* Event for West Germany added to grant good relations and access to the Western Powers.
* Vichy events should make Marseilles Vichy owned correctly and GER will now guarentee VIC
* Removed HUN,ROM,FIN from the event creating SOV satellites.
* Fixed trigger problems regarding JAP involvement in Bitter Peace events
* Fixed wrong ids in triggers for US event Oil Embargo against Japan
* Japanese surprise is now doubled in duration
* Implemented two events to simulate the peace between China and Guangxi
* Removed two commands from japanese_fascist event
* Operation Zet will no longer occur if Soviet and China is at war
* Province Chiang Rai is now correctly ceded in the Japanese Pressure on Siam events
* The extra USA IC in the Gearing Up event series is now properly added to a USA province, not an Asian one
* Fixed US Defense Lobby in all GCs and for five important events
* The dissent (-5) effect in US Election events has been changed to dissent (-2) effect.
* US will not get Greenland/Iceland if allied with GER or SOV
* Fixed Vice-President posistion in FDR dies event
* Removed a double command from USA "Gearing up for War"
* USA "Gearing up for War" event choice b no longer sleeps later "Gearing up for War" events
* Removed a bunch of deathdates from leaders and exported them to random death events.
* Revised, removed and edited some death events.
* New election events for minor and major countries
* New Reactive AI files
== Scenario Setup ==
=== General===
* Made a complete revision of the possible revolters database.
* Added event-files for revolters that gives some off-map resources & IC to revolter nations.
* Added single-supply depots on US islands in all scenarios.
* Corrected several unitnames that was wrong in various databases.
* Added missing prerequisite techs in several battlescenarios.
* Corrected CSA country colour.
* Fixed CAN,AST,NZL,SAF Defense Lobby in all GCs
* Corrected the land tech inconsistencies between YUG setups GC36 and GC39
* Japanese resource deals are now set to non-cancel in 36/38/39/41.
* The Liberian DD unit have been removed from GC36,GC39,GC41, and GC44.
* Added a missing period in the Liberian Description Text.
* Adjustment to CAG Costs in Build Queues for all GCs
* Changed national provinces for CSX in GC36,C39,GC41
* Tweaked Portuguese Convoy Pool in GC39 and GC44
* Changed Professional Army bar for SOV in all GCs.
* Changed BEL and HOL defense_lobby and interventionism sliders to more realistic levels in 36-39-41-44 (38 left to Hort)
* Upgraded TUR and EIR when come to ICs and resources
* Implemented the new setup and event series for Soviet military weaknesses before early 40's.
* Italian Land Doctrine Path changed in all scenarios
* Corrected missed techs in GC39, GC41
* Purged Soviet generals are now dormant in all scenarios from 1938 on, same for French Vichy-ists after 1940
* Fixed tech inconsistencies for Yugoslavia in GC36 & GC39.
* Fixed escort/convoy inconsistencies for Turkey in GC39 & GC44.
* Soerabaia not Batavia is the largest NEI naval base in all relevant scenarios.
* Added a few new ministers to a number of countries
=== Areas===
* There are now two seperate Georgia areas
* Attu Island is now considered a US national province in all GCs.
* Fixed Santa Fe VP issue for all GCs
* Turned Bahia Blanca into a major Argentine naval base in GC36,GC39,GC41,GC44, and Platinean War.
=== Terrains===
* Moved glasgow port to the correct seazone.
* Gave Kiska (Alaska) Hills terrain
* Province 2357 changed to subtropical
=== Manpower===
* There is no longer any manpower in the Dutch East Indies to simulate the incapability of recruitment there for the Dutch.
* Toned down the provincial MP for capital provinces of Bhutan, Nepal,Yemen, and Oman.
* Yemens manpower has been cut down to reasonable figures in all GCs.
* Removed a bunch of US manpower from their 1936/1939/1941 pool and added it to events (gearing up, undeclared war, ...)
=== Connections===
* Removed a land-connection between japan and soviet.
* The connection between Copenhagen and Lübeck is now a river.
=== Resources===
* Added some Rare ressources to Germany and Italy.
=== Misc.===
* Brazil now have Great War Cavalry tech in Platinean War scenario
* Modifications done to the tech setups of 15 battlescenarios
=== 1936:===
* UK starting MP in GC36 toned down considerable. Manpower is added with the gearing up event.
* Removed two CHC national provinces in GC36
* Removed two naval divisioons for Guangxi Clique (CGX) in GC 36.
* Changed Australian Naval Bomber to tactical bomber in GC36, also removed nav bomber tech.
* France more isolationist in GC36
* Changed the name of a Austrian HQ div in GC36.
* Removed redundant German convoy from GC36
* More corrections to Aussie bomber unit in GC36.
* Toned down the starting MP for CAN,AST,SAF,IRQ in GC36.
* Fixed air-missions for China and Italy in 36.
* Made two leaders dormant for CHI in GC36.
* Revised Chinese OOB setup to strengthen warlords, and weaken central authority.
* Fixed all 0 relations to 1 relations to init properly.
* Fixed spelling errors in Italian shipnames in GC36/GC39.
=== 1939:===
* Changed the finish date form dec40 to dec39 for the GER Para in dev pool in GC39
* Added Imp Nav Bomber (4200) and removed a navbomber from devpool for GER in GC39
* Removed doublebooked Swedish cruiser in GC39.
* Changed model on a stray escort fighter for Germany in GC39
* Removed Early Airborne (1070) from ENG 1939
* Fixed error with Kuwait belonging to Saudi-arabia in GC39.
=== 1941:===
* Tweaks to Swedish navy in GC41
* Modified SOV/GER national provinces in GC41
* Fixed a scripterror in Swedish OOB in GC41
=== 1944:===
* 1944 USA Armaments Minister is now correctly Henry Morgenthau
* USA in GC44 got may of their illegal artillery brigades upgraded to sp_artillery.
* Tech setup correction in GC44
* Changes to Japanese Secret Weapons in GC44
* Changes made to US Nuclear Program in GC44
* Corrected a Brazilian unit in Italy in GC44
* V1/V2 Pool for Germany tweaked in GC44
'''Special Note: The minister research bonus was not implemented with this patch.'''
[[Category:Technical Issues]]
4c20c0def74d40f90db0b0eaa0acc12fc1cdd86c
HOI2 Patch1.3
0
484
799
2008-08-23T05:48:56Z
C.N.
11032
Orphaned, flagged for deletion.
wikitext
text/x-wiki
{{RFD}}
{{needwiki}}
{{HOI2 Patch}}
== Gameplay Balancing==
; Diplomatic
# Coups now have a much bigger chance to actually succeed.
# Now a puppet can't invite his master to an alliance.
# Now you will get a dissent hit when liberating a puppet.
# You now recieve a boost of 2 steps on interventonism instead of 1 whenever someone atacks someone you guarantee.
; Common Military
# Larger nations in the same alliance will now take control over provinces as they invade allies occupied overseas territories, to maintain coherent supplied fronts.
# Fixed so that when you liberate a province occupied by your enemy, while you not have access with the original owner, then you take control over it directly.
# Fixed a loophole that allowed someone to immediately deploy divisions that are in delayed strat-redeploy.
# Rebalanced settings for partisans and transport capacity.
# Whenever a new model is researched, the older models are automatically scrapped, this is of course not valid for fleets.
# Minister research modifiers for technology is now applied.
# Its no longer possible to scout radar/rocket/nuke sites by just clicking on an enemy province.
; Land
# Due to fun exploits units in strat redeployment are now deployed back to where they came from if possible, or the closest controlled province from that position. These units also drop out to the closest possible place as soon as the target is overrun.
# Brigades can now be assigned to units in provinces that have the same owner as the owner of the unit.
# The chance for a Encirclement or Breakthrough will now be happen 10% more often for every 1 km/h over 3 km/h. There is a cap on 40%.
# Units retreating to enemy-controlled territory with enemy units in both target and source province will now be eliminated.
# Reduced the toughness of more advanced infantry models somewhat.
# Raised the toughness values of the earlier MOT divisions to generally be 2 points above their equivalent regular INF counterparts.
# Softness of MOT & MEC divisions now decreases when models get more advanced.
# Doubled the movement & attack penalties in frozen & mud conditions.
# Supply & fuel usage of brigades is now 40% of the old values.
# Heavy Armor and Super Heavy Armor brigades are now allowed to be attached to INF (if you're stupid enough :p)
# Manpower requirement for Mountaineers and Marines changed from 10 to 15, like Paras already had (-> elite troops)
# Buildtime for Mountaineers, Marines and Paratroopers increased by 30 days
# Tech difficulty of Mountaineer, Marines and Paratrooper techs increased by 1 (5 to 6)
# Edited the Engineer brigade as follows: MP need from 2.0 to 2.5, lowered their speed bonus from 1 to 0.5 and added a small fuelconsumption of 0.2 to them. This keeps them a very strong brigade but less of a no-brainer.
# Edited the tech tree of mtn, par & mar a bit and fixed a bug there
# Lowered the MP requirement for garrisons
; Naval
# Made a full overhaul of CV & CAG balance.
# Tweaked the CL subattack values to 1-1-2-2-3-4 in that order of appearance
# Tweaked the DD ranges to be the same as the various CL ranges
# Fixed a bug in the range for Nuclear Battlecruisers
# Lowered air defence of submarines somewhat
# Lowered speed for 36 & 39 infantry by one point (5->4).
# Research difficulty of legged division types raised by 1 across the board.
# Research difficulty for most brigades dropped by 2 across the board.
; Air
# Only airunits on air-superiority mission will now attempt to engage other airunits in the same province.
# Increased effect from interdiction by 66%.
# Starting efficiency of AA is now 10%.
# Reduced the effcts of Static AA improvements
# Rewrote targeting algoritms for ground attack and interdiction, to focus on combats as much as possible.
# Air battle XP gain lowered from 2.25 to 2
# Reduced the cost of transport_planes a tiny bit.
# Lowered the naval attack ratings of naval bombers by 3 for each model.
# Gave CAS the same naval attack value as their equivalent naval bomber models, with a correction of -2. So if a NAV has a NA of 9, the equivalent CAS has 7.
# Gave TAC a +2 boost to their strategic attack rating.
# Raised the cost for flying bombs and flying rockets (2 IC for bomb, 3 for the first two rockets, 4 for the ICBM)
# Tweaked the starting efficiency of AA batteries downward, their efficiency now increases exponentially when more advanced AA batteries become available.
# Raised Soft and Hard Attack values on CAS by 2,2,3,3 over the various levels. CAS gets an additional 1 point in Hard Attack at Improved and Advanced models.
# Naval stacking penalty is now applied properly versus air-units bombing them as well.
; Economical
# A puppet now has a max-pool of 1000 instead of 100 in resources.
# Now it is possible to build coastal fort, land fort, anti air, infrastructure, airbase, naval base, radar station, nuclear reactor, rocket test site, and factory in occupied territories.
# Tweaked a lot of techteams, leaders & ministers.
# Lowered cost of Radar Stations from 3 to 2
== Interface Enhancements ==
# Interface: Armies are now sorted by division type.
# Current capital is now shown on the capital button in a province instead of 'set capital'.
# Added amounts to tooltips for metal energy etc in province list.
== AI Improvements ==
; Misc
# Rewrote trade AI to look at last 30 days of income instead of current situation only.
# The AI will no longer attempt to retreat if under military control.
# Added preferred doctrines to lots of different countries.
# All countries had infantry techs added to prefered research list
; Construction AI
# Added some inertia to the AI's slider management.
# Improved the ai building logics, fixing several bugs which caused it to ignore preferences set in scripts.
# Rewrote some aspects of the "relative=no buildscheme" to make it spread even between land/naval/air depending on script.
# Improved AI to make it better at always building the latest stuff it has technology for.
; Land AI
# AI learned to analyse fortress effects on odds properly. Old scripted evals are no longer supported.
# Improved the ai troop deployment algoritms to make them use troops at more theaters if they have more.
# Improved AI reaction for garrison and reserves.
# Passivity is now ignored versus any nation controlled by a human.
# The AI learned to consider allied player-units in the combat together with it when determening if to retreat or not.
# Changed alot of global odds calculations.
# All AI Files updated to have several more front AI parms use the settings right from the exe
# Garrison AI now ignores bombers bombing the ground when considering combats it must garrison against.
; Naval AI
# AI's ASW units will no longer move into areas where they are scripted to ignore.
# Rewrote AI fleet composition logics to use carriers almost exclusively in battle fleets instead of in small ASW fleets.
# The AI learned to not let its transport fleets sit around on the ocean waiting.
# The Naval AI will no longer let his ASW fleets sit on the ocean waiting, when going to peace.
# Wolfpack AI are now more likely to actually go out and sink enemy shipping.
# Rewrote logics for invasion, and the AI will now actually do lots of them.
# The transportation/invasion AI now reacts a fair bit quicker.
# Fixed a problem with the transport AI that made it refuse to transport troops to some types of territories.
# All minors have naval specifc areas where their fleets will stay in.
# The AI now knows how to reinforce overseas territories it conquers from an enemy.
# Changed naval ai to concentrate it's attack fleets more.
; Air AI
# The AI now runs its air-missions at a minimum of 50% org and strength.
# Made some improvements to logics that would cause the air-AI to sleep sometimes after a rebase.
; Commonwealth AI (ENG+SAF+CAN+AST+NZL)
# ENG should do a better garrison of the UK
# ENG had his prefered ports changed slightly so its harder for GER to get to them
# ENG had a change in his Battle for Britain AI so he does not shift his troops in the UK around so much
# ENG added Glasgow to coastal fort list in 36
# ENG added SAF to his preferd trading list
# ENG builds adjusted in 1936, he will build less garrison and more destroyers
# ENG had a bug fixed in his construction AI
# ENG had a few beaches in Africa and the Middle East put on ignore for garrison purposes
# ENG had his builds adjusted slightly
# ENG had his Naval AI enhanced to ignore the pacific if Japan is at war with them and the USA
# ENG had his research prios adjusted a little
# ENG had some fixes in his Naval AI when ignoring the Med if Italy is atwar with them
# ENG has a minsiter AI
# ENG has a new Air AI that adjust to enemy fleets moving near its home country and when he invades Europe
# ENG has a new construction AI that will fluctuate with his main enemies builds
# ENG has a new Italian invasion AI
# ENG has a new naval AI (should make it harder for GER to trick him to port strike and counter with nav bombers)
# ENG Naval AI learned how to monitor his naval combat ability to fight in the med.
# ENG no longer has a target list for the admiral section
# ENG should do a better job protecting his beaches
# ENG should no longer offer white peace to Axis
# ENG will build coastal forts on most of their mainland beaches
# ENG will fortify Alexandria
# ENG will no longer build coastal forts in Gibraltar (he will build regular forts)
# ENG will put more troops in ENG than overseas while at peace in the 36GC
# ENG will rotate his naval AI if he detects USA launching D-Day and send EXP forces
# ENG will try and keep his transport fleet up
# ENG will turn his Norway invasion on and off as needed
# ENG will no longer send their fleets near the coast of Norway or Germany
# AST had his builds adjusted
# AST had his EXP force ration lowered from 0.25 to 0.15
# AST has a minister AI
# AST raised neutrality from 50 to 80
# SAF has a minister AI
# SAF raised neutrality from 50 to 80
# CAN has a minister AI
# CAN no longer has a target list for the admiral section
# CAN raised neutrality from 50 to 80
; French AI (FRA+VIC)
# FRA bug fixed were French kepted sending his fleet off Norway coast
# FRA had some beaches around the world put on ignore list
# FRA has a homeland defense AI (He will try and pull forces back to France
# FRA has a minister AI
# FRA has a new building AI that switches depending on what his main enemies are doing
# FRA no longer has a target list for the admiral section
# FRA should no longer try an invasion of Denmark while waitting for Germany to attack
# FRA will defend SPA/SPR border if ITA DOW either SPR/SPA them
# FRA will guard the Spanish border if SPR or SPA allies with GER or SOV
# FRA will ignore borders with CYN and CGX plus his overseas garrison has been adjusted
# FRA will no longer send their fleets near the coast of Norway or Germany
# VIC had adjustments made to garrison AI so he keeps most of his army in Vichy Main-
# VIC will now garrison his home country as well as overseas
; German AI (GER)
# GER AI has 3 sub patrol patern AIs which he will select one every 2 months
# GER Air AI completely re-written with new event codding. Germany will now adjust his air missions depending on circumstances in game. He will also refresh his Air AI every single month to fix the sleeping air ai bug
# GER allied with SPA/SPR he will not wait till the spring to attack FRA
# GER and ITA will replace their lost paratroopers if they have transport planes
# GER attack on YUG AI tweaked to be more aggressive
# GER DOWing of Russia enhanced: starting in July he does a daily check on how many forces he has on the front before DOW
# GER Fixed and issue where German subs where going through areas and virtually commiting suicide
# GER fixed the Stuggart empty province when attacking POL bug
# GER Garrisoning of the Baltic beaches updated with the new flag event design it will now fire as many time as need be no matter how back and forth the allies do to get access to the baltic
# GER had a bug fix in his Russian invasion buildup AI
# GER had a fix in his YUG buildup AI that would cause French beaches not to be covered
# GER had another bug fix in his buildup on the Russian front AI
# GER had another change to his minister AI
# GER had his monitoring of the Baltic for enemy ships tweeked
# GER had Lomza (486) added to his buildup for Russian invasion
# GER had some tweeks to his minister AI
# GER had the entire Baltic added to CORE list in admiral section
# GER has a new build AI
# GER has an improved Sea Lion AI
# GER Hoepner will become Chief of Staff if not atwar
# GER invading norway will concentrate his fleets better for this
# GER invasion of France AI improved a little
# GER invasion of NOR, SWE or FIN AI has been changed to now execute under certain conditions and no longer dependent on the Atmark event.
# GER invasion of Norway AI tweaked
# GER invasion of Yugoslavia will happen if Germany plans to invade Russia
# GER Jodl will become Chief of Staff if atwar with SOV
# GER Learned how to attack Poland due to an early war with France if he is planning on attacking Russia
# GER learned how to build up and invade Yugoslavia
# GER Learned how to buildup prior to his invasion of Spain
# GER learned how to change some of his ministers around for better performance
# GER Learned how to mass at the low countries before he invades (if early war starts)
# GER Minister AI changed a little due to changes in minister traits
# GER minor tweek to minister AI
# GER should no longer build Strategic Bombers
# GER should not really DOW anyone if it has been puppeted
# GER switches to a standard front AI on occasion to save supply usage (more like camp up for the winter and wait)
# GER updated for Armament minister changes
# GER Von Bock will become Chief of Army if atwar with SOV
# GER will attack YUG in February instead of March
# GER will build a few more garrison units
# GER Will build a few more transports in the 36GC early on (Help with Norway)
# GER will build less transport planes (changed to reactive AI file)
# GER will build max 2 air transports and try and always keep it at 2
# GER will build some strategic bombers
# GER will cancel Sea Lion and go after Russia if he has no transports to invade with
# GER will garrison some of the ports on the French and German coast
# GER will keep a solid presence of submarines
# GER will keep his cap at about 10 subs during peace and when atwar he will go up to 20
# GER will keep his fleets in the Atlantic, Med and Northesea area
# GER will no longer give FIN exp forces if atwar with SOV
# GER will no longer send EXP forces to anyone (this solved the ships in the channel problem and trying to go to Ethiopia)
# GER will no longer send EXP forces to FIN (was causing to many probs in Norway)
# GER will no longer send his fleet out into the Atlantic if a historical game is going on till he starts his low countries invasion
# GER will send ITA allot of troops to defend Italy under certain conditions
# GER wont DOW SOV unless he has about 4/5th the size army of the soviets or better
# GER Yugoslavia invasion AI tweaked
# GER Paratrooper Reactive events are turned back on
# Fixed GER winter war (attacking SOV) trigger events
; Italian AI (ITA)
# ITA Bug keeping 10 divisions in Ethiopia has been fixed
# ITA builds changed slightly
# ITA fixed a bug in his invasion of Greece where if he lost territory to France he would not invade Greece
# ITA had his early years garrison AI adjusted
# ITA has a build AI
# ITA has a minister AI
# ITA has a new Air AI that decides prios between Naval and Ground support
# ITA Home garrison multiplier lowered to 0.5 unless threatened
# ITA Invasion AI to switches around with Naval AI beach prios
# ITA invasion of Greece AI improved
# ITA neutrality lowered when certain conditions are met (was 95 now goes down to 50)
# ITA switching between his Russian, Greece and Homeland AIs have been improved and updated to new style so they can switch around as much as needed
# ITA will build a paratrooper(AI_Reactive.txt)
# ITA will no longer send EXP forces to GER, ROM, HUN, BUL, FIN this is to keep his nav bombers in the Med
# ITA will release more troops for combat once Greece Falls
# ITA Will research Multi Role Fighters
# ITA will tighten his homeland defenses under certain conditions
# ITA Paratrooper Reactive events are turned back on
# ITA has a new Naval AI that will shift it's forces around the Med (including subs in the Altantic)
; Japanese AI (JAP)
# JAP 36GC Build AI adjusted to build destroyers and not just ground troops
# JAP fixed a problem with backoff AI that was causing JAP to sleep a little on the front
# JAP had a bug in build prios missing 4 points in 1936 AI
# JAP had a major bug fix in his Pacific War AI that was causing him to stop after conquering PHI
# JAP had Carrier techs added to his prefer research list
# JAP had his attack on China AI improved a bit more
# JAP had his backoff AI not fire if CHI is human controlled
# JAP had minor change to his minister AI
# JAP had some changes to his build AI weights and front distribution
# JAP has a build transport AI and will always try and keep at least a level of 10 transports
# JAP has a homeland defense AI now
# JAP has a new Air AI that prios and shifts when need be
# JAP has a new construction AI that fluctuates depending on what his enemies do
# JAP has a new passive AI if he gets control of Indo-China and Siam allies with him he will be passive against CGX and CYN
# JAP has an entire new Pacific War AI that shifts prios around in the Pacific as need be
# JAP invasion of PHI AI had his Naval AI tightened up to be more focused
# JAP learned how to switch his ministers around depending on in-game circumstances
# JAP minor changes to production prios
# JAP no longer has any passitivity for most of the warlords
# JAP should loose less ground to CHI if he taks Hainan
# JAP should no longer accept white peace from Warlords
# JAP should no longer DOW the allies in 1940
# JAP should not DOW the USA if it has been puppeted
# JAP some changes to his backoff garrison AI to help with Pacific War
# JAP updated with new beaches
# JAP will adjust himself in attacking China and increase the amount of territory he wants on an anual basis if he looses territory he will go back on the attack if he is below his quota (AI vs AI only)
# JAP will always keep his fleets in the Pacific area
# JAP will have more diplomatic resistance to USA, ENG, FRA and SOV
# JAP will invade central or south China if the Chinese are not garrisoning those areas well
# JAP will monitor Chinas politics and get involved if it feels threatened
# JAP will no longer launch invasions in Chinese central area if it is AI vs AI
# JAP will use his Prince of Terror minister under certain circumstances
; Soviet Union AI (SOV)
# SOV bug where he DOWed GER for no reason fixed
# SOV does a better buildup for the Winter War
# SOV DOWing of Baltic states event broken into 3 events (one for each baltic state)
# SOV fix to garrison buildup in response to GER border buildup when trying to invade FIN
# SOV fixed a bug that caused SOV to get a quick jump on FIN
# SOV fixed a Murmansk garrison bug
# SOV had a bug fix in his new Finland AI
# SOV had a minor bug fix in his build AI
# SOV had some tweeks to his minister AI
# SOV has a new build prio AI
# SOV is more intelligent with his builds if GER is human controled
# SOV learned how to counter attack the Fins if they advance while at war with Germany
# SOV learned how to monitor their border with German (if historical) and to try and match buildup
# SOV learned how to use his ministers
# SOV should no longer charge into ROM when GER DOWs them
# SOV should not cave into demands very easily
# SOV Upgrade cap to 0.15 whilte at war
# SOV Upgrade cap to 0.25 while at peace
# SOV will concentrate more on upgrading of units while at peace
# SOV will load a handicap AI against GER to give them a chance on invasion
# SOV will now monitor GER aggression against the Baltics and Turkey
# SOV will now react to an aggressive Germany better he may push into the baltics and poland early to get to Germany
# SOV will take advantage of the 36GC and mass build IC
# Fixed SOV winter war (being attacked by GER) trigger events
; United Staes AI (USA)
# USA DDay AI Greatly inproved
# USA DDay AI will reload if he gets pushed out of France
# USA had a bug fix to his invade UK AI
# USA had a bug fixed in his construction AI
# USA had Carrier techs added to his prefer research list
# USA had more changes done to his DDay
# USA has a homeland defense AI were he will mass build ground forces to defend the USA. This is a new AI flag event design that will fire no matter how many times you invade the USA.
# USA has a minister AI
# USA has a much more complicated Embargo AI against ITA, GER and JAP
# USA has a new construction AI that will fluctuate with his main enemies builds
# USA has a new Italian invasion AI
# USA may invade the UK if it is taken over by an enemy
# USA may invade the UK if they are atwar
# USA should no longer offer white peace to Axis
# USA will take advantage of the 36GC and mass build IC
# USA will try and keep his transport fleet up
; European Minors AI
# AUS raised neutrality from 30 to 90
# BEL has a DDay AI
# BUL has a minister AI
# BUL will send EXP forces to Germany
# FIN had some bug fixes to various AI events
# FIN has a minister AI
# FIN has a new Winter War AI (not so aggressive) he tries to protect his home country mainly
# FIN raised neutrality from 30 to 70
# FIN will no longer auto join a German AI if he has hardly any army left from the winter war
# GRE raised neutrality from 80 to 90
# HOL has a DDay AI
# HOL has a much more complicated Embargo AI against ITA, GER and JAP
# HUN has a minister AI
# HUN should cover the SOV border if he goes aggressive
# HUN will go on the offensive and invade other countries if CZE caves in to his territorial demands
# HUN will go up to 95% of his forces as EXP to GER when atwar with SOV
# IRE has a minister AI
# IRE raised neutrality from 80 to 90
# NOR raised neutrality from 30 to 90
# POL will defend his entire border until he views GER as a large threat then he will switch everything against GER
# POR raised neutrality from 95 to 110
# ROM has a minister AI
# ROM will go up to 90% of his forces as EXP to GER when atwar with SOV
# ROM, BUL, HUN events for handing YUG territory to GER (AI Controlled) had a bug fix
# SLO should not cave into HUN demands so easily anymore
# SLO will no longer send EXP forces to Finland
# SPA (44 scenario) raised neutrality from 80 to 120
# SPA has a minister AI
# SPA/SPR should no longer DOW Slovakia
# SPR has a minister AI
# SPR/SPA had neutrality increased once the civil war starts
# SWE has a minister AI
# SCH has a minister AI
# TUR has a minister AI
# YUG has a minister AI
; American Minors AI
# ARG has a minister AI
# ARG raised neutrality from 80 to 95
# BOL raised neutrality from 80 to 95
# BRA has a minister AI
# CHL has a minister AI
# CHL raised neutrality from 80 to 95
# COL has a minister AI
# COL raised neutrality from 80 to 95
# COS has a minister AI
# CUB has a minister AI
# DOM has a minister AI
# ECU has a minister AI
# ECU raised neutrality from 80 to 90
# GUA has a minister AI
# HAI has a minister AI
# HON has a minister AI
# MEX has a DDay AI
# MEX has a minister AI
# MEX raised neutrality from 80 to 95
# NIC has a minister AI
# PAN has a minister AI
# VEN has a minister AI
# VEN raised neutrality from 80 to 95
# URU has a minister AI
; Asian Theatre AI
# CHC had a change to his inherit CHI event to make it harder for them to be inherited
# SIA will send 50% of his troops as EXP forces to JAP if they are allied and not atwar with ENG
# CGX had bug fixes done to his ChinaFeeder event chain
# CGX will attack JAP if he looses some home territory
# CGX will put all his forces under Chinese control for certain circumstances
# CHC fixed a bug that made CHC to aggressive
# CHC had a 120 day handicapp added against CXB and CHI
# CHC had his passitivity removed agains CHI
# CHC has a more defensive AI against JAP but will go on the attack if they loose territory or SOV DOW Japan
# CHC will leave the United front if CHI is AI controled and give military access to CHI and should not accept peace with anyone
# CHI EXP Force feeder from Warlords will adjust up and down to keep a 0.8 ratio with AI JAP or 1.2 ratio with Human JAP
# CHI fixed a problem wich caused them to be more aggressive than they should be.
# CHI had bug fixes done to his ChinaFeeder event chain
# CHI had his passitivity and handicap removed when atwar with JAP
# CHI had his passitivity removed against CHC
# CHI had some changes done to his garrison settings for war with JAP
# CHI learned how to use his ministers
# CHI will adjust himself along side with JAP in regards to territory lost quotas if he looses more than he should he will go back on the attack ferociously (AI vs AI only)
# CHI will concentrate more on upgrading units than building new ones
# CHI will launch less counter attacks against JAP (AI Controled)... CHI was wearing himself out slowly
# CXB had a bug fix to his border Garrison force shifting AI
# CXB had bug fixes done to his ChinaFeeder event chain
# CXB will now give a 0.4 exp ration in the 36GC
# CXB Will put his entire army under Chinese control under certain circumstances
# CYN had bug fixes done to his ChinaFeeder event chain
# CYN will attack JAP if he looses some home territory
# CZE resistant to claims has been raised a little
# MEN has an AI file
# MON will only release EXP forces to SOV under certain conditions
# NEP has a minister AI
# NZL has a minister AI
# SIK had bug fixes done to his ChinaFeeder event chain
# TAN will only release EXP forces to SOV under certain conditions
# Warlord events all moved out of AI_CHI.txt file into their appropriate files
# Warlords have a new EXP force feeder AI that will try and keep JAP and CHI at a 0.8 military ratio instead of sending everything in one shot
# Warlords should not longer accept white peace with JA
; Misc National AI.
# LIB has a minister AI
# PHI had his builds adjusted to build more ships
# SAL has a minister AI
# SAU has a minister AI
== Modding Support ==
# Added an 'army = X' trigger which returns true if that country has at least that many land-divisions.
# Added a 'day = x' trigger.
# Added a 'land_percentage = { country = XXX value = 1.2 }' trigger that returns true if the target has at least 120% of the number of land-divisions the desired opponent has.
# Added "manpower = X" to the free-resources field.
# Global flags now work the same way as local flags.
# Added a "free_manpower" event command.
== Bugfixes ==
# Tracked down and fixed a bug which gave fleets perfect positioning after 1 hour.
# Fixed a crashbug with aircombat.
# Divisiontype-triggers now work properly.
# Fixed a bug with actual manpower used for reinforcement being bigger than it should be.
# Fixed the problem where a convoy from puppet's would never ship the resources.
# Fixed several event commands which caused crashes if they referred to countries not existing anymore.
# Fixed a crashbug which happened when a large navalcombat occurred with hundreds of ships got sunk.
# Divisions in strategic redeployment and under construction are now considered for the division-types trigger.
# Fixed the minister trigger so that it will not return true if the ministers startdate has not arrived OR the minister is dormant.
# Fixed the Vichy crashbug.
# Liberating a puppet now doesn't unlock all secret techs for the puppet.
# Removed crash on MAKE_PUPPET command when the new puppet was allied with the new puppeteer.
# Units Loaded onto transports now leaves combat.
# Leaders no longer lost upon annexation.
# Friendly troops aboard alliance transports no longer become citizens of the nation's ships upon reload.
# Tracked down and fixed reason for mismatch on serial production of province developments in MP.
# Fixed pathfinding for aircrafts and other units, used an inadmissible heuristic for a* before.
# Fixed puppets leaving masters alliance.
== Events ==
; Misc
# Fixed a bunch of scripting errors in various event files
# The 'Major Worker Strike' random event won't happen anymore in a national socialist or fascist country.
# Edited the Lend-Lease events a bit more to make them trigger every 9 months (no random trigger) but with higher chance of rejection by the USA to counter this.
# Edited the USA Lend-Lease to Nationalist China event, it should now actually trigger more often.
# Reworked the amount of offmap goodies the various revolters get.
# The 'Cold War gets hot' events can now hit as early as 1936.
# Cold War Gets Hot event now checks for more stuff
; Europe
# Completely reworked the way Vichy is handled. Vichy now has a ton of events to handle various colonies seceding, Operation Torch, the Vichy surrender and more...
# Germany, Italy, USSR, UK & France now get some blueprints should they intervene in the Spanish Civil War and their side wins.
# Reworked the triggers to the Hitler Assassination events extensively. The event will now have a chance of occuring when the war goes bad, and not necessarily when you have alot of dissent.
# The following ministers/leaders will no longer be slept when Hitler is assassinated: Heinz Guderian, Walther von Brauchitsch, Eberhard Milch
# German government should now be properly made PA when Hitler has been assassinated (Beck-Goerdeler government)
# Edited the trigger of the German 'Easter Poland to the USSR' event to make it trigger properly
# Removed the intervenionist slider moves for Germany in the Spanish Civil War, Rheinland and Anschluss events. Extra moves added to Sudetenland Events
# Edited the 'German annexation of Czechoslovakia' event trigger a bit
# Tweaked the trigger of the Anschluss event somewhat
# Added some forgotten province ID's to Bitter Peace events
# Reworked the Molotov-Ribbentrop sequence severely.
# Smaller German allies now have an event to return provinces when Molotov-Ribbentrop triggers
# Amended an event in the Molotov-Ribbentrop chain a bit as to not always cause a DOW from SOV upon GER
# If Molotov-Ribbentrop choice b or c is taken, the Winter War event won't happen anymore (anachronistic).
# Amended the USSR 'Moving Industry to Siberia' events so the USSR does not *gain* IC anymore.
# The various USSR ground_def_eff tweaking events (2651 to 2659) now properly sleep the 'cheated' event 2660 to prevent exploits
# There now is an AI_Event to make sure the USSR AI doesn't get *too* high ground_def_eff
# Added in three AI_Events for the USSR to release and puppetize BUL, CZE and POL after the war.
# If Molotov-Ribbentrop choice b or c is taken, the Winter War event won't happen anymore (anachronistic)
# The End of the Winter War got its trigger reworked
# Action_b of the End of the Winter War now drops relations alot more and end possible SOV non_aggression pacts with Allies & Germany
# Fixed a problem with the Soviet Claims on Bessarabia event
# Tweaked splitting of czech army after the Munich event-series.
# The 'End of Czechoslovakia' was tweaked a bit so that most of the territory doesn't go to HUN anymore
# Added new event The End of Czechoslovakia (2041) an ahistorical case that HUN does not exist
# The The End of Czechoslovakia (2040) will not happen if CZE is a puppet
# Enchanced the triggers for Great Patriotic War so that it does not trigger multiple times.
# Yugoslavia should now also sign peace with the Allies and (possibly) the USSR when they withdraw from the Axis
# Deleted the puppet commands for POL, BUL & CZE from event 35.
# Denmark, Norway and Luxembourg should now be set free by the Allies when Germany surrenders
# Allies should now also correctly cede Greek, Czech, Italian and Hungarian provinces when Germany surrenders
# Croatia now gets a tiny bit of free_ic and stuff to be at least viable when they are released by GER
# There now is a French variant of the Liberation of Europe event
# Amended the Surrender of Italy trigger a bit
# The events concerning the Creation of Slovakia have been reworked
# Moved the alliance command in the Croatian Independance events from the CRO event to the GER event so that Croatia now actually ''joins'' the Axis upon creation
# Edited the 'UK Guarantee of Polish Independance' trigger a bit
# Churchill can now also come to power if ENG ends up at war with SOV (anti-commie role)
# The Spanish Civil War Intervention events for FRA, ENG and SOV now checks for those countries *not* being in an alliance with Republican Spain
# Extensively reworked the way Slovakia is established
# Added a death event for Finnish PM Kyösti Kallio
# The End of Germany event series now make Niels Bohr return to Denmark (slept in USA)
# There's now an event that removes the Maginot line when its flanked.
# There's now an event series that makes Bulgaria claim the Constanta region from Romania. If the claims are refused, this might lead to a Third Balkan War.
# Tweaked some AI_chances in Anschluss and Leadership of Free France events
# Reduced '36 GC FRA MP by 100 and added +15MP to the FRA Gearing up for War event (52)
# Germany now gets allied to Hungary if they chose to partition Czechoslovakia with them instead of installing Tiso.
# Fixed a few problems with the Annexation of Czechoslovakia events
# There's now an event that removes the Maginot line when its flanked
# Thoroughly reworked the Italian surrender chain's triggers and effects.
# Reworked the various events that tweaked the GDE of the USSR. At long last, all scenarios should now be corresponding correctly.
# When the Netherlands and Belgium are overrun, their European provinces become owned by Germany now. NOTE: Their troops will keep on fighting since they 'continue the fight from the colonies'.
# If Poland declines an alliance with the United Kingdom or the United Kingdom does not offer an alliance at all, Poland has a higher chance of caving in to Germany demanding Danzig.
# Croatia now properly gets less free_ic when liberated (3 <-> 7).
;USA
# Fixed the three 'US Gearing up for War' triggers so that they don't return true in the first few days of the game anymore
# Tweaked and reworked the 'USA Gearing up for War' event chain.
# Tweaked the triggers for the Undeclared War and the Arsenal for Democracy events.
# Added some logical Monroe Doctrine triggers to events 56, 57 & 58
# The USA gearing up for war will now also happen as a reaction to premature Soviet aggression
# Event action_b in event 57 no longer sleeps event 58
# If Japan puppets PHI, the American Phillipine leaders & tech teams (i.e. MacArthur etc.) are slept
# USA now moves a bit more towards interventionism if 'Pearl Harbour' hits
# USA now gets claims on Iceland & Greenland when they get it offered (to counter nationalism there).
# US Oil Embargo now needs 40 JAP belligerence instead of 35.
# Chinese Tech Team Claire Chennault will only be there if USA offers assistance to CHI (as it is with leader Chennault).
# Should USA lose California/Texas, it is weakened by losing some CAL/TEX based tech teams
# Destroyer Transfer (30 & 31) tweaked with changes to USA'S '36, '38, '39 GC scenario files
*Asia-Pacific and Africa
# The surprise effect events around Pearl Harbour can now occur till 1947 instead of 1943
# Japan now annexes the Phillipines if the USA yields for peace
# Japan now allies with Manchukwo and Mengkukwo should it chose action_b in the Khalkin Gol incident (small chance)
# The 'Panay Incident' no longer gives Japan belligerence. Also corrected a province ID there.
# Added in two events for the case where MAD becomes a JAP puppet in the Vichy chain.
# Cut the manpower values in japanmanpower.txt by a factor 30 since they should represent daily MP gain.
# The 'Japan surrenders to China' event now cedes previously warlord owned territory as well.
# The Japanese side of the 'US Oil Embargo' event now kills alot of trades instead of reducing their oil stockpile
# Nomonhan Incident (event 22) now has a small chance the Japanese AI will delcare war on the USSR
# Reworked the Surrender of Japan events a tiny bit. They should now properly cede [[Indochina]] to France again.
# Edited the badly used add_corps and add_division commands in the Operation Zet event(s).
# There now is a nice event series concerning peace between China and Japan. Various options are available to both sides like installing a puppet regime, balkanizing the opponent,...
# When the Chinese Industry Move to the interior happens, industry will now also be moved away from Nanjing and Hangzhou to the interior. 50% of the resources there will now also appear inland.
# The Chinese Industry Move to the Interior now also triggers a Burma Road event that hands a small portion of free resources and stuff to China. The Burma Road can be closed (and China weakened) by capturing Burma. It can be re-opened if ENG takes it back.
# Reworked the 'Burma Road' triggers to account for a bit more possible outcomes. If the Southern China warlords are at war with China for example, the Burma Road can't open anymore.
# Persian Coup (936) tweaked
# Included a new event file (colonial_release.txt) that gives dissent to nations setting their colonial revolters free. We want to discourage ahistorical mass-liberating
# There's now some new events surrounding the Iraqi coup and counter-coup
# There's now an event that establishes the Japanese puppet in Mengkukuo
# Added in three 'death events' for SAF politicians
# There's now events that might establish the People's Republic of Korea and South Korea.
# There's now an event that potentially transfers Soviet conquered parts of China to the Chinese Communists.
# Included a small chance for Persia going to war with USSR & UK in the Persian Coup event
# Removed 1272 from the 'Mengkukuo established' event trigger
# Persian Coup (236) deleted, it was replaced by Persian Coup (936) in hoi2.txt file
# There now is an event to simulate the establishment of the Persian Corridor if Persia leans towards Germany
# Added Death of King Ghazi of Iraq (393)
# Edited the Iraqi Coup events in HOI2.txt a bit to trigger properly
# Expanded the trigger for the 'Siam Gives Up' event.
# There now is a 'South Africa at the Crossroads' event where SAF can choose to stay with the Allies, or side more with the Axis.
== Scenario Setup==
; Common
# Properly included event_picture references in the new 'Experience from Spanish Civil War' events
# Edited some sprite coordinates to make stuff better visible
# Added a big number of propaganda pics for revolter nations
# Added some model pictures for ARG & CHI
# Added model photos for all Canadian air divisions
# Removed some forbidden symbols in four propaganda posters
# Fixed some French translation errors in text.csv
# Fixed an error in revolt.txt where Abadan (in Persia) was required instead of Kuwait City
# The revolt.txt entry should now properly make Bratislava the Slovakian capital
# OTT now has a revolter entry
# Removed an erroneous province for KAZ in revolt.txt
# Lowered MP levels of small minors across the map
# Gave MAN a bit of offmap stuff to keep on running
# When the Netherlands & Belgium surrender, their army is now properly deleted as well
# Denmark now secedes its provinces to Germany when it stands down (no partisans)
# Fixed an error in the adj-defs.csv file that made some Pacific chain connect to *whistle* North Africa.
# Andaman Islands are no longer needed to liberate India
# Reduced philippine manpower.
# CSA got intrinsic_gov_type = fascist removed
# BEL: +4 IC (2 tech teams)
# SWE: +3 IC (1 tech team ##> 2 tech teams)
# Moved all 'ruling cabinets' in minister files to 'replacements' since liberated nations would else always get the ruling cabinet, instead of a cabinet suited for their puppetmaster
# Fixed an ID error in German ministers
# Some Finnish minister tweaks
# IDC got some new tech teams (copied from LAO, CMB, VIE)
# Tweaked a Swiss tech team, a Nigerian one, removed Millikan from USA, tweaked Canadian Avro
# Trivial tweaks to some USA tech team dates
# Pocket Defence Doctrine historical year changed to 1941
# Most of all the names in various Chinese ministers & leader files are now in Pinyin
# Added a few forts to the Franco-Italian border
# Added rares to New Caledonia
# DFR & DDR generals now available a bit earlier just in case they're liberated earlier
# German relations with FRA/ENG should now get a much larger hit when the 'End of Czechoslovakia' happens
# Tweaked the belligerence requirement for US Oil Embargo to 40.
# Weather in provinces 1643 & 1645 changed to subtropical
# Made Gibraltar mountain again
# added some better and more historical supply & oil pools
# Mengkukuo now has some offmap IC to keep on running
# Raised INFRA in Gorkij from 50 to 60
# Suez region is now extra for Egypt
# Cyprus is now an extra for OTT
# Province 1049 got its infra upped a bit
# Added a beach in Manilla & removed a fort there in 1936
# The Istanbul port now exits in the Sea of Marmara insead of the Aegean Sea.
# Removed the land connection between China and Hong Kong for AI purposes and made Hong Kong hills.
# Added sea connections between some of the Philippine islands, so they can be crossed by troops but ships can still block them.
; Battlescenarios
# Added and removed some logical and illogical techs:
# Coral Sea: added techs 8310 and 8130 to AST
# D-Day: removed 8130 from GER
# Fall Weiss: removed 5360 from POL
# Platinean War: removed 5380 and added 5310 and 5320 to BRA
# Southern Conquests: removed 8310 and added 5310 and 5320 to JAP
# Husky: enhanced a trigger
; 1936:
# fixed a bug in the SWE slider setup: free_market twice instead of one freedom
# Germany's isolationism slider moved to step 5
# Republican Spain's relations with the United Kingdom, France & the Soviet Union lowered
# Japan moved 3 steps towards professional army for gameplay purposes.
# Set up the 1936 minister cabinets to correspond with the new setup of the minister files
# BEL is now Market Liberal at start (Van Zeeland government)
# Canadian interventionism slider moved to 4- 1936: Added a level 3 air_base to Chengdu in CHI in anticipation of a possible Operation Zet
# Oman now has the correct capital
# USSR now has blueprints for tech 1070
# CGX naval unit now correctly has a naval base
# CHI naval unit now correctly has a naval base
# Deleted two invalid brigades in ENG OOB
# German 'Baltische Flotte' moved to a correct naval base
# Italian '4a Squadra di Marina' now correctly has a naval base
# Italian '19a Squadra di Marine' moved to a correct naval base
# Polish 'III/1 Dyon Brygady Poscigowej' moved to a correct air base
# USA '2nd USN Submarine Fleet' moved to a correct naval base
# USA '7th USAAF Bombardment Wing' moved to a correct air base
# Added 'Improved Light Cruiser' (3100) to ENG (accidentally omitted)
# An American airfield is now correctly in Phoenix instead of Dublin :)
# Expanded the naval base in Dublin
# Added naval bases to Rotterdam and Dunkirk
# added some better and more historical supply & oil pools
# fixed alot of incoherent and one-side-defined relations settings
# added some missing prerequisite techs
# Upped the amount of Belgian transports
# 1936/1939: Removed mutual Military Access between Commonwealth countries to remedy the currently broken end_access command. Their access is automatic anyway, since they're Allies.
# edited SAF sliders a bit to make them slightly less democratic
# added a locked garrison to Panama in all scenarios
# made Cyprus UK national to ensure they don't give it away under any circumstance
# Cyprus also made Turkish national
# Added Algeria as French national
# Added some more airfields to the Eastern Front area and along the Transsiberian Railway.
# Moved the British professional_army slider to position 7.
# Removed the Land Fort in Hong Kong and changed it to a Coastal Fort (lvl 3 in 36/39, lvl 5 in 41/44).
# Added an 'ahistorically early' alliance between Japan & Manchukwo
# MP pool of PHI to 0
# Fixed some control over provinces between Xibei San Mai and Sinkiang
# Moved FRA two steps towards drafted_army
# Set a few gameplay-important trades to cancel = no
# Moved GER two steps more towards professional_army
# Reduced the MP pools of most Central & South American states by 60-66%
# German ArmMin Hjalmar Schacht made available in 1936.
; 1938:
# Tweaked German and Czech techs.
# Tweaked UK garrisons.
# Further balancing tweaks done
# Fixed the Czech forts.
# Increased partisan levels in China.
# Reduced the quality of the Chinese army.
# Tweaked base sizes, techs and AA to sensible levels for 1938
# Added Japanese naval build program
# Iraq is now a playable nation
# 1938: adding airfields to the Soviet Union
# 1938: adding the Vallo Alpino fortifcations to Italy
# 1938: the GDE/GPW events
# 1938: Reduced UK manpower
# 1938: increase Soviet isolationism
# 1938: weaken Spanish economic techs
# 1938: correcting the membership of the British Empire and Allies (removing YEM and IRQ)
# 1938: lowering the quality of the Italian army
# 1938: resolving incompatibility with the Soviet gearing/GPW events
# 1938: sundry minor tweaks to diplomacy, tech and other details
; 1939:
# Japan moved 3 steps towards professional army for gameplay purposes.
# Added a level 3 air_base to Chengdu in CHI
# Fixed a minister fluke in TIB
# Oman and CSC now have their correct capitals set
# Argentinian 'Aviación del Ejército' and 'Aviación Naval' now correctly have air bases
# Australian 'HMAS Perth' now correctly has a naval base
# Finnish 'Lentorykmentti 1' and 'Lentorykmentti 4' now correctly have air bases
# French 'Zone d'Opérations Aériennes Est' moved to a correct air base
# French 'Zone d'Opérations Afrique Ouest' moved to a correct air base
# Added an airbase to PROV528 Lyon
# French 'Zone d'Opérations Aériennes des Alpes' now correctly has an air base
# German 'Erkundungsflotte' now correctly has a naval base
# Dutch '1e Luchtvloot' moved to a correct airbase
# Iraqi 'Royal Army Air Force' moved to a correct airbase
# Japanese '2. Hikoutai', '8. Kaigun' and '3. Hikoutai' now correctly have airbases and navalbases
# Japanese '1 Zerosen no Hikodan' and '1. Hikoutai' moved to correct airbases
# Soviet 'Arctic Fleet' moved to a correct navalbase
# Spanish 'Región Estrecho' and 'Región Pirineos' moved to correct airbases
# An American Dublin is now correctly in Phoenix instead of Ireland :)
# Expanded the naval base in Dublin
# Added naval bases to Rotterdam and Dunkirk
# added some better and more historical supply & oil pools
# fixed alot of incoherent and one-side-defined relations settings
# added some missing prerequisite techs
# Upped the amount of Belgian transports
# Iraq is now a playable nation
# Removed mutual Military Access between Commonwealth countries to remedy the currently broken end_access command. Their access is automatic anyway, since they're Allies.
# edited SAF sliders a bit to make them slightly less democratic
# added a locked garrison to Panama in all scenarios
# made Cyprus UK national to ensure they don't give it away under any circumstance
# Cyprus also made Turkish national
# Added Algeria as French national
# Added some more airfields to the Eastern Front area and along the Transsiberian Railway.
# Moved the British professional_army slider to position 7.
# Removed the Land Fort in Hong Kong and changed it to a Coastal Fort (lvl 3 in 36/39, lvl 5 in 41/44).
# Germany now has Mil.Acc to Uruguay
# Mengkukuo now has some offmap IC to keep on running
# Significantly cut down the PHI OOB
# MP pool of PHI to 0
# Moved FRA two steps towards drafted_army
# Set a few gameplay-important trades to cancel = no
# Moved GER two steps more towards professional_army
# Reduced the MP pools of most Central & South American states by 60-66%
; 1941:
# Tweaked US tech setup.
# Japan moved 3 steps towards professional army for gameplay purposes.
# Added a level 3 air_base to Chengdu in CHI
# Oman now has the correct capital
# Fixed some minister flukes in SOV and TAN
# Deleted Advanced Interceptor (Ki-84) & Improved Interceptor (Ki-61) techs from JAP but added Basic Escort Fighter (Ki-38)
# Fixed some bases for Australia
# Specified base province for the Guangxi Clicque naval unit
# Moved a Chinese air unit to a correct airbase
# Moved two British naval units to a correct naval base
# Edited two forbidden German brigades
# Added two Italian airbases (Sardinia & Rome)
# Added bases to a few Japanese air units
# Edited some forbidden Japanese brigades
# Added a base for the Romanian fleet
# Edited some forbidden Soviet brigades
# Moved the Soviet Pacific Fleet to a correct naval base
# Added a naval base to Karlskrona in Sweden
# Moved an American air unit to a correct airbase
# French government changed to SC
# Expanded the naval base in Dublin
# added some better and more historical supply & oil pools
# fixed alot of incoherent and one-side-defined relations settings
# added some missing prerequisite techs
# Upped the amount of Belgian transports
# 1941: SOV GDE set to 0.6
# edited SAF sliders a bit to make them slightly less democratic
# added a locked garrison to Panama in all scenarios
# made Cyprus UK national to ensure they don't give it away under any circumstance
# Cyprus also made Turkish national
# Added Algeria as French national
# Added some more airfields to the Eastern Front area and along the Transsiberian Railway.
# Moved the British professional_army slider to position 7.
# Removed the Land Fort in Hong Kong and changed it to a Coastal Fort (lvl 3 in 36/39, lvl 5 in 41/44).
# Fixed some ID errors.
# Mengkukuo now has some offmap IC to keep on running
# Significantly cut down the PHI OOB
# Moved FRA one step towards drafted_army
# Set a few gameplay-important trades to cancel = no
# Moved GER two steps more towards professional_army
# Reduced the MP pools of most Central & South American states by 60-66%
; 1944:
# Added naval bases to Rotterdam and Dunkirk
# Japan moved 3 steps towards professional army for gameplay purposes.
# Corrected a tech id type in SOV
# Corrected some minister flukes in ARG, CUB and POR
# Oman now has the correct capital
# Corrected alot of base errors in a big number of files
# Corrected alot of unallowed brigades in a number of OOB's
# French government changed to SC
# Expanded the naval base in Dublin
# added some better and more historical supply & oil pools
# fixed alot of incoherent and one-side-defined relations settings
# added some missing prerequisite techs
# Argentina now has a claim on the Falklands
# Iraq is now a playable nation
# edited SAF sliders a bit to make them slightly less democratic
# added a locked garrison to Panama in all scenarios
# made Cyprus UK national to ensure they don't give it away under any circumstance
# Cyprus also made Turkish national
# Added Algeria as French national
# Added some more airfields to the Eastern Front area and along the Transsiberian Railway.
# Moved the British professional_army slider to position 7.
# Removed the Land Fort in Hong Kong and changed it to a Coastal Fort (lvl 3 in 36/39, lvl 5 in 41/44).
# Switzerland now properly uses the Superior Firepower Doctrine path
# Germany has a bit more historical static AA
# Significantly cut down the PHI OOB
# Set a few gameplay-important trades to cancel = no
# Moved GER two steps more towards professional_army
# Reduced the MP pools of most Central & South American states by 60-66%
[[Category:Technical_Issues]]
aa78af95415c9400237ca7fda2a2511ab02f353e
HOI2 Patch1.3A
0
485
801
2008-08-23T05:49:54Z
C.N.
11032
Orphaned, flagged for deletion.
wikitext
text/x-wiki
{{RFD}}
{{HOI2 Patch}}
Hearts of Iron 2 patch 1.3A was released on November 18, 2005, and has a filesize of 30.4 MB. The checksum with a clean install is '''JLQA'''.
==Bugfixes==
# Fixed the crashbug with viewing navalunits stats when at sea.
# Fixed the exploit which allowed unlimited resource convoys from puppets.
# Puppets will no longer take control over their masters territory.
# Fixed a problem where control of provinces sometimes was taken from a neutral.
# The Soviet GDE problem has been fixed.
# Improved AI for production slightly.
# Nations liberated from events no longer gives you dissent hits.
# Added a few pics that went missing.
# Fixed the danish stand down ctd.
[[Category:Technical_Issues]]
54cdcd35772480c910eb23c29dfd09faf9d2cae2
HOI2 Patch1.3B
0
486
803
2008-08-23T05:50:34Z
C.N.
11032
Orphaned, flagged for deletion.
wikitext
text/x-wiki
{{RFD}}
{{needwiki}}
{{HOI2 Patch}}
Hearts of Iron 2 patch 1.3B is different from other patches: It's a main focus was to improve the AI and did not support e new hoi2.exe file.
== AI improvements==
# USA rewrote build loading AI to do a gradual buildup of land units rather than trying to build 300 divisions as soon as the war starts
# USA had a change to his building of Air Transports AI to spread the build out more
# SOV will build longer serial runs when his Land or Panic building AI are loaded to take advantage of the +10% gearing bonus
# SOV Stalin will take over as Armament Minister when atwar
# SOV Semen will take over as Chief of the Army when atwar
# ENG will now research to level 5 carriers (useto stop at level 3)
# USA Armament Minsiter will switch to a Resource Industrialist once atwar
# USA Chief of Staff AI Minister changed slightly for atpeace and atwar
# USA Chief of the Army Minister AI changed to use Marshall
# SOV Fixed a bug in his build AI where he was not loading his Panic building AI
# JAP will no longer build fatories
# JAP will no longer mass build militia early on
# JAP Armament Minister AI has been tweaked
# JAP will build airfields and forts throughout the Pacific and then stop when war starts
# JAP will no longer build HQs (the three he starts with is it)
# JAP should build longer serial runs when atwar with CHI
# JAP will no longer be in such a rush to DOW the warlords and CHC as he did before once war with CHI begins
# GER will now try and keep 3 transports up at all times
# CGX will send more forces to help CHI than the other warlords
# GER had a bug fix where the AI events would get stuck if HUN attacked YUG with aggressive AI loaded
# ITA had a bug fix where the AI events would get stuck if HUN attacked YUG with aggressive AI loaded
# HOL, MON, BEL AI File events are now included in the scenario(explains why HOL never listened to Embargo)
# GER had a bug fix where sometimes he would not DOW SOV
# BRA had a bug fix where Getulio Vargas showed up in Romania
# GER will wait to build forts till he has all the fort bonus techs
# GER will never build Marines
# GER will build more interceptors
# GER will build more flack accross his country
# GER Norway invasion improved
# GER will no longer build/research armoured cars
# Air AI mission weights reworked
# USA has an Air AI
# ENG will no longer build armoured cars and police units
# ENG will no longer build Strategic Bombers in the early years
# SOV will build some forts in their country
# SOV will no longer build Mechanized units
# SOV will no longer build Cavalry units
# SOV will no longer build armoured cars and police units
# USA will no longer build armoured cars and police units
# USA will no longer build/research subs
# ENG will no longer build/research subs
# JAP will no longer research armoured cars
# JAP will no longer build submarines
# JAP will no longer build/research Escort Fighters
# HUN\BUL\ROM sending forces to Italy if GER was human controled fixed
# USA should no longer help his allies with EXP forces (causing to many issues with no DDay being launched)
# CZE should give in less to HUN demands
# MAN should send less troops early on to help JAP if CHI is AI controled (will send when JAP/USA atwar)
# HUN should no longer research ship assembly
# ITA should no longer build police/armoured cars
# ITA will no longer research armoured cars
# HOL capital moved fixed so it could not be exploited via the pacific
# BEL capital moved fixed so it could not be exploited via Congo
# SOV has a capital move AI now
# FRA will no longer build Police
# JAP has new front rations for Pacific war with PHI, HOL and USA
# ITA garrison max lower to let more troops fight in Libya
# HUN will no longer research Ship Assembly Line
# Updated research prios for a bunch of minors
# CAN has an Air AI
# AST has an Air AI
# GER had a bug fix in minster AI that put the wrong minister in Chief of Staff
# GER had a minister AI change to his Chief of Army position
# JAP will no longer build nor research armor divisions
# JAP will no longer build nor research motorized infantry
# JAP had his tech preferences enhanced
# JAP will research and build CAS
# JAP will ignore cavalry and Mechanized techs
# TUR Neutrality raised
# JAP fixed an event that was causing JAP to build armor when he shouldn't
# SLO should not cave into HUN demands so easily anymore
# Fixed a bug where CHI and the warlords where not research the proper Land Doctrines
# ENG will no longer research Escort Fighters
# SOV fixed an issue where he would DOW even when he had a non-aggression pact
# CHC should be more defensive in nature vs JAP
# SOV will no longer research or build Escort Fighters
# CHC had changes to his Research weights
# CHI will no longer research or build TAC
# CHI will now research and build CAS
# CHI will no longer research Cavalry
# CHI will no longer research Static Anti Aircraft Guns
# CHI will no longer research Anti Aircraft Brigade
# CHI will research Artillery and Anti-Tank brigade
# CHI had changes to his Research weights
# FRA will no longer research Static Anti Aircraft Guns
# FRA will no longer research Static Tank Destroyers
# FRA will no longer research Static SP Guns
# FRA will no longer research Static SP Rockety Artillery
# FRA will no longer research Armoured Cars
# FRA will no longer research Motorized Infantry
# FRA will no longer research Cavalry
# FRA will no longer research Mechanized Infantry
# SOV will no longer research Static Anti Aircraft Guns
# CGX/SIK/CSX/CXB/CYN had a bunch of research prios and ignores added
# GER/ITA/SOV/JAP/CHI/FRA had Strategic Air Doctrines added to ignore list
# FRA will no longer build/research subs
# USA/ENG will no longer research CAS Air Doctrines
# HUN/ROM/BUL will help Germany more in invading Yugoslavia
# CAN/AST/SIA/MAN prefered techs and build weights have changed
# COL/ECU/MEX had bug fixes to their minister AI
# FRA/ENG should no longer send EXP forces to POL/DEN/CZE
# POL will no longer send EXP forces to FRA/ENG
# POL will no longer build any ships
# ENG Homeland defense improved (OOB Changes and AI Changes)
# ENG had changes to his Armament Minister AI and his Chief of the Army minister AI
# FIN Tech Research and build weights redone
# SWE Tech Research and build weights redone
# POL Tech Research and build weights redone
# ROM Tech Research and build weights redone
# HUN Tech Research and build weights redone
# BUL Tech Research and build weights redone
# YUG Tech Research and build weights redone
# GRE Tech Research and build weights redone
# TUR Tech Research and build weights redone
# BEL has a minister AI
# BEL Tech Research and build weights redone
# HOL Tech Research and build weights redone
# AUS Tech Research and build weights redone
# SCH Tech Research and build weights redone
# CZE Tech Research and build weights redone
# NOR Tech Research and build weights redone
# SPA/SPR Tech Research and build weights redone
# POR Tech Research and build weights redone
# MEX Tech Research and build weights redone
# MEX will build up some industry
# CAN will build up some industry
# BRA will build up some industry
# BRA Tech Research and build weights redone
# ARG Tech Research and build weights redone
# VEN Tech Research and build weights redone
# BHU Tech Research and build weights redone
# NEP Tech Research and build weights redone
# CHL will build up some industry
# CHL Tech Research and build weights redone
# BOL has a minister AI
# BOL will build up some industry
# BOL Tech Research and build weights redone
# PRU Tech Research and build weights redone
# ECU Tech Research and build weights redone
# COL Tech Research and build weights redone
# SAF will build up some industry
# SAF Tech Research and build weights redone
# PER has a minister AI
# PER will build up some industry
# PER Tech Research and build weights redone
# SAU Tech Research and build weights redone
# AST will build up some industry
# AST Tech Research and build weights redone
# TAN Tech Research and build weights redone
# MON Tech Research and build weights redone
# SLO Tech Research and build weights redone
# IRQ Tech Research and build weights redone
# YEM Tech Research and build weights redone
# OMN Tech Research and build weights redone
# IRQ/OMN/YEM will send EXP forces to the UK
# LIB Tech Research and build weights redone
# LIB will send EXP forces to the UK/USA
# NZL Tech Research and build weights redone
# TIB Tech Research and build weights redone
# AFG Tech Research and build weights redone
# IRE Tech Research and build weights redone
# HON Tech Research and build weights redone
# COS Tech Research and build weights redone
# GUA Tech Research and build weights redone
# HAI Tech Research and build weights redone
# PAN Tech Research and build weights redone
# SAL Tech Research and build weights redone
# CUB Tech Research and build weights redone
# DOM Tech Research and build weights redone
# NIC Tech Research and build weights redone
# PAR Tech Research and build weights redone
# CRO Tech Research and build weights redone
# VIC Tech Research and build weights redone
# MEN Tech Research and build weights redone
# URU Tech Research and build weights redone
# SOV tech teams skill increased by 2
# ENG added SIK, TIB, AFK, PER and SAU to border ignore list
# PHI Tech Research and build weights redone
# FRA Tech Research and build weights redone
# SOV will cancel his Non-Aggression pact with GER under certain conditions
# POL has a minister AI
# POL will buld some IC
# POL Tech Research and build weights redone
# FRA slight change to Chief of Army minister AI
# JAP slight change to Chief of Army/Staff minister AI
# ITA slight change to Chief of Army/Staff and Administrator minister AI
# ENG will build paratroopers and transport planes when he starts going on the attack
# USA will build paratroopers and transport planes
# ENG will no longer send EXP forces to FRA/BEL/HOL/LUX (this is to avoid his airforce being destroyed on the ground)
# JAP Pacific War event should fire less in early 41
# Minor Build and research changes to Central America Countries
# USA will build a larger carrier presences if atwar or after 1941
# SOV GDE event reworked
# SOV tech team adjustments
==Download==
*[http://forum.paradoxplaza.com/forum/showthread.php?t=226786 Announcment at Paradox Forum]
[[Category:Technical_Issues]]
18fd3449e882821ef13a5cf92169f9f82a6995c6
IC days
0
504
839
2008-08-23T16:40:55Z
C.N.
11032
[[Ic days]] moved to [[IC days]]: The C should be a capital in IC.
wikitext
text/x-wiki
{{Anthology}}
IC days is a formula for accurately determining the total cost of unit production. This formula provides data required in order to make long term production planning decisions.
IC cost * build time = IC days
For example, 1936 Infantry (assuming no slider bonuses) costs 7 IC to produce, and will require 95 days to complete. Stated another way, this means those 7 IC are being exclusively used for a period of 95 days. Thus, the ''real'' IC cost for the 1936 Infantry division is actually (7*95) 665 total IC.
[[Category:Terminology]]
b58fd00209cdb9422cb39ff666f0e8054255c627
Ic days
0
505
841
2008-08-23T16:40:55Z
C.N.
11032
[[Ic days]] moved to [[IC days]]: The C should be a capital in IC.
wikitext
text/x-wiki
#REDIRECT [[IC days]]
3e75acbe57fb92bf5dfc1d57908929adb38c4211
Simple Instructions/Examples on Event Editing
0
691
1215
2008-08-26T04:24:44Z
C.N.
11032
/* The Event Itself */ Minor fixes
wikitext
text/x-wiki
== Goal and Disclaimer ==
Editing events in HOI2 is an objective many of us have, but few of us have the knowledge or skills to actually open up the files and do this. What I intend to do here is show some very basic and simple ways to edit the files necessary to modify event files. Here’s the disclaimer:
If you choose to modify event files you absolutely need to make a backup copy of the files prior to starting to edit them. Changes to these files can keep you from playing in multiplayer games and could cause your game to not perform in the manner that you desire. Oh yeah…if you don’t know how to backup your files…'''DON’T EDIT THEM'''
If you have questions that aren't answered by this guide, you should head over to Paradox' HOI2 modding forum, where it's rarely trouble finding the help you might be needing.
== Getting Started at the Mundane ==
I'm going to use Finland's event file (finland.txt in the event folder) as the first example due to it's short nature and the fact that it has a semi-complex event in it. The first lines you'll notice in the file are the following:
Lines 1-5:
<pre>
#
# HoI - Finland Events
#
# written by Henrik Fåhraeus
#
</pre>
The first thing about these lines that you should note is the "#" character. In programming event files in almost any circumstance, if you put a "#" you are telling the program to ignore EVERYTHING that comes after the "#". There are caveats, and we'll cover them later.
So we can see that Henrik, in the first 5 lines is telling the program to ignore those 5 lines because he started the line off with the "#". So what purpose do these 5 lines serve? Well the first thing is if you start opening many event files to copy/paste/edit, it's always a good idea to be able to see which file you are working on at any time. By putting the purpose of the file <pre># HoI - Finland Events</pre> at the top of the file, we can quickly see where we are. It's just a helpful reminder. In reality, the HOI2.exe couldn't care less about these lines...but don't tell Henrik, he's probably proud of his work. ;)
Obviously you know that Henrik was the programmer of the finland.txt by the this line
<pre>
# written by Henrik Fåhraeus
</pre>
A good and easy/quick programming practice is that anytime you modify a file to put a new line under the line of the author with your name, the date you COMPLETED the modification of the file and the event number that you worked on. We haven't covered event number yet but stick with me as they'll get clear in a second. You'll also notice that I said completed. Why completed? Because quite frankly most folks don't care how many times you open and modify a file, they just want to know when it was finished and what you did.
Here is an example
<pre>
#
# HoI - Finland Events
#
# written by Henrik Fåhraeus
# modified by Chuck U. Farley - 01/14/2005 - 3200
#
</pre>
Got it? Good...one more thing before we move onward. You'll sometimes come across empty lines. An empty line is basically 2 carriage returns. Here's the finland.txt code that shows a blank line.
<pre>
#
# HoI - Finland Events
#
# written by Henrik Fåhraeus
#
#########################################################################
</pre>
Line 6:<BR>
See line 6? Notice how there is no "#". So what do you think the program does with this line? Did you guess nothing? If so you get a cookie cause this is what happens in the case of an empty line. It ignores it...looks past it...cares nothing about it...
== The Event Itself ==
So lets get started with a true event now that you understand a smidgen of the basics. We're going to jump right into event 3200. What's event 3200? Well it's lines 7-44 of the finland.txt and it looks like this:
<pre>
#########################################################################
# The Winter War
#########################################################################
event = {
id = 3200
random = no
country = FIN
# Triggered by SOV 2620
name = "EVT_3200_NAME"
desc = "EVT_3200_DESC"
style = 0
picture = "Winter_War"
action_a = {
name = "ACTIONNAME3200A" # Let them come if they dare!
ai_chance = 99
command = { type = trigger which = 2621 } #SOV
command = { type = chiefofstaff which = 29137 }
command = { type = chiefofarmy which = 29145 }
command = { type = domestic which = political_left value = -1 }
command = { type = relation which = SOV value = -10 }
command = { type = relation which = SWE value = 5 }
command = { type = relation which = NOR value = 5 }
}
action_b = {
name = "ACTIONNAME3200B" # Fold to Russian Pressure
ai_chance = 1
command = { type = secedeprovince which = SOV value = 145 }
command = { type = secedeprovince which = SOV value = 146 }
command = { type = domestic which = political_left value = 1 }
command = { type = relation which = SOV value = 25 }
command = { type = relation which = GER value = -15 }
command = { type = relation which = SWE value = -10 }
command = { type = trigger which = 2622 } #SOV
}
}
</pre>
Looks kinda complicated doesn't it? While it is definitely fairly readable and you can quickly get the idea of what Henrik is trying to do, I'm still going to step through it line by line. But before I do that we need to have a quick discussion of braces "{}" and parentheses "()".
When you were in school and taking math, one of the things they taught you early on was the algebraic order of operations. That is, 3-2*4 = 3-(2*4). It isn't (3-2)*4 right? It's the same with programming. But with programming, it's less obvious. It can be really hard to keep track of all of those "()", "{}" and "[]". And just as in math, if you put (3-2x4 with no "closing" parenthesis...you get...junk! Programming DEMANDS that you put a closing parenthesis when you open a parenthesis, or bracket, quotation-mark or other 'grouping' symbol. If you don't, then your event or program will not work. So make sure you keep up with them! :-)
Now back to the event and lines 7-9.
<BR>Lines 7-9:<BR>
<pre>
#########################################################################
# The Winter War
#########################################################################
</pre>Lines 7-9 are additional header information similar to lines 1-5 that we have already spoken about. You'll notice that lines 7 and 9 are basically lots of "#" signs. Henrik didn't put all those "#" signs out there because he really really didn't want the program to run the lines, he basically did it so that you can readily tell when the event starts. Like the first 5 lines it just gives you a marker as to where a certain event starts and it makes for easy reading.
Now for a moment of religion in programming. I personally like it when someone who modifies an event puts some details in the event header about what they changed. Some people don't like it, some do. It's kind of up to the modder.
Line 10:
Yippee for us cause we are now at the start of our event. Line 10 shows us the start of the event. <pre>event = {</pre> Gee...somehow I'm just not giddy with excitement. Anyway now that we see the "start" of the event let's move onto the meat.
Lines 11-13:
<pre>id = 3200
random = no
country = FIN</pre> Line 11 is critical....I mean absolutely critical like in breathing critical. You cannot have 2 events with the same id number. And I don't mean just in the finland.txt file. You cannot have 2 events named 3200 in ANY of the files in the events folder. If you somehow end up with the same event id twice, it's just not going to work. Period. So be very careful when making new events that you don't duplicate event id's.
Line 12 is easy to understand. <pre>random = no</pre> All you are telling the program is that this event cannot be "fired" or run randomly. By this I mean that the program will not just arbitrarily decide that it's going to run this event anytime it wants. In order for this event to fire it has to either be triggered by another event (we'll get to triggering in a minute) or it has to be fired/run during a specific timeframe. If you want to create an event or have an event fire at random times during the course of your game, just change the "no" to "yes" and it will.
Finally line 13 is a limiter on which country this particular event can be run against. <pre>country=FIN</pre> In this case this event can only be run for Finland and in the event that this event is "triggered" it will only run against Finland. So if you decide to run this via the F12 cheat (i.e. event 3200) and you are any country other than Finland, you don't get any of the benefits. I think....need to verify that tonight but I'm fairly positive.
So let's move onto the next set of lines
<BR>Lines 14, 15, 16:<BR>
Now we're down to wonderful line 14...which happens to be blank, so we'll do the big skip to line #15.
Line #15 is a thing of absolute wonder.
<pre>#Triggered by SOV 2620</pre>
Of wonder? Why yes...it's a note...which is a great thing in programming. Henrik has left us a wonderful note in his code that simply states that this particular event is only fired/triggered by event 2620 contained in the ussr.txt event file (yes he put SOV and not ussr.txt...bad Henrik...no cookie for you). By the way, in programmer-speak, such notes are called "comments".
Since this event had the "random = no" and from a quick look...no dates for when it kicked off, a casual programmer would have had no idea when or where this event got kicked off. Thanks to Henrik, we now know when this event will be used. So maybe we'll give him a cookie after all. Also he put SOV because this is the country for which USSR is identified by the game. All countries in the game have 3 letter tags which identify that country to the game script.
Note that line 16 is also blank. It is purely a matter of personal taste and style, whether and how, a programmer formats comments. But, whatever the style, it is ever so _good_ to *have* comments!
Lines 17-19:
<pre>
name = "EVT_3200_NAME"
desc = "EVT_3200_DESC"
style = 0
picture = "Winter_War"
</pre>
Next we have this
<pre>
action_a = {
name = "ACTIONNAME3200A" # Let them come if they dare!</pre>
Every single event in the game has at least one choice. Even events which only have the "OK" option still have that one choice. That means that whenever you make or modify an event you have to put at least one choice in it otherwise the event will not fire.
You start by writing what it is. If it only has one choice, then this would be the first choice: action_a. If its the second choice you write action_b of course in order to have an action_b you have to have an action_a. It's kind of like building blocks. You can have, I believe, an unlimited number of actions (although the most i have ever seen was 6). Next, you have that plain old {which tells the game that there is content it has to read coming up and to get ready to read it.
As far as spacing goes, to my knowledge, it does not matter how much spacing you put between the bracket and the "name". For the events I do for my HoI 2 modification, "the ALEXIS Project", I have action_a = {
name = ******
as compared to what we see above where there is some spacing between the bracket and the name the line below it. It does not really matter how much spacing you put. It differs from modder to modder.
Next, you have the name of the choice which is shown by name = . Then you have to put ACTIONNAME****A or ACTIONNAME****B etc.etc. after the name which is telling the game that this is a choice for that specific event denoted by the **** or in a real event the number. If you mess this up by putting a different event number you are in big trouble because your event will not fire correctly.
Next you type a # sign which tells the game that this is what the event choice should be displayed as in the game. If you goof this part up your event will come up as EVENT_3200. With the choice being ACT_NAME_3200A, or something like that. It wont be pretty, the event will still show and work in game as long as the number is correct, but it wont be "clean" and will surely not look professional.
Now you come to the last tiny bit of information you need to tell the game before you can begin telling the game what to make the event do. The ai_chance, its simple enough, when this event is fired by a country being played by the AI what chance should it have for picking this option? In this particular choice the AI will 99% of the time pick the first option and 1% of the time pick the second option. Its actually quite simple as is all of HoI 2 Programming, once you get the hang of it ;).
Next you come to the juicy stuff which tells the game what the choice should do. There are at least a hundred different commands all available on this site under commands. You merely have to type command = { Put in what you want the event to do or one of the things you want the event to do and close your bracket }Make sure you always close the bracket.
The 'type' part of the command is merely a necessity which will in a few spaces tell the game what type of command this is. For example typing 'trigger' will tell the game to trigger an event which = **** which is ironically how the script in game works. After typing the event number press space once and type a } and you're ready to go down to the next line and do another command!
The event command page will tell you what each command does and from my POV it is self explanatory although if the previous author wishes to come back, revise my work and type up what each line does i will not hold a grudge ;).
*Note
You can only do one command to a line and always must do (regardless of what the command is)
command = { type =
that is the only similar part amongst all commands.
After you're done typing the commands, just enter a brace on the next line. This tells the game that this event is finished, and that nothing after this applies to this event.
In my experience, an event will often be missing a brace, and so it will not work. So make sure you double, triple, even quadruple check your braces to make sure that they are all where they need to be and are all braces.
[[Category:Modding]]
8570940ab7ef3e3d267f87180bc98195247c8466
Balkan CF
0
343
517
2008-08-28T20:42:18Z
C.N.
11032
New page: {{ARMA v1.2}} A Balkan CF is when a series of war declarations by minor powers in the Balkan areas causes the war to go non-historical. These war declarations are caused a web of independ...
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{{ARMA v1.2}}
A Balkan CF is when a series of war declarations by minor powers in the Balkan areas causes the war to go non-historical.
These war declarations are caused a web of independence guarantees in that area.
How to avoid this:
* The guarantees will expire at new year 1940, so stay out of the area until then.
* The Italy AI will become aggressive in Balkans when Paris falls, so German players should wait with invading France until 1940.
[[Category:Terminology]] [[Category:Guides]]
b1ea74da28b1fb5bf9372d1edd009625eefe29d3
Leaders
0
540
911
2008-09-20T10:14:07Z
Fulmen
7218
Corrected grammar mistakes, typos etc.
wikitext
text/x-wiki
{{stub}}
'''Leaders''' command military units in the game, for every 1 level of experience they have they give their troops 5+ in combat. Government leaders are called [[ministers]], all who have different advantages, though some are totally useless.
See also: [[Leader FAQ]]
[[Category:Terminology]]
64566b71992430aa86776d56b31c17d121ae8ff7
Germany
0
470
771
2008-12-04T13:03:48Z
Fulmen
7218
/* Domestic */ I believe this means Hjalmar Schacht, as Robert Ley gives an IC penalty and Schacht isn't mentioned anywhere in this section.
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'''Germany''' is a [[major power]] in almost every scenario, and is the leader of the [[Axis]] powers. Germany is the most powerful of the traditional Axis countries and is also the most commonly played.
== Overview ==
For strategic guidance for playing Germany, see the [[Germany Strategy Guide]].
== Territory ==
Germany begins with a dominant territorial position in Central Europe.
* '''Capital:''' [[Berlin]]
== Resources ==
Germany is strong in most resources with a couple of notable exceptions.
=== Natural resources ===
Natural resources are plentiful, with sizeable surplus level of [[energy]] (from Germany's huge coal reserves). [[Oil]] is however almost non-existant, although during peacetime at least, Germany should be able to trade for whatever she needs and maintain growing stockpiles in all areas.
Due to Germany's hungry industrial base, [[rare material]]s are in short supply despite production. Prolonged wars will eventually starve the industry if trade can not be maintained for rares.
Germany has a large population which should be able to maintain most military building strategies well into a war, but heavy casualties will eventually drain her. Germany does well to build units which economize on manpower as main combatants, as the need for infantry and garrisons to fill in behind advances will require large amounts later.
Initial stockpiles are 1000 [[energy]], 1000 [[metal]], 500 [[rare material]], 500 [[oil]], 500 [[supplies]], 70 [[money]], and 850 [[manpower]]
=== Industry ===
Germany has a powerful industrial base, although it is concentrated in a few vulnerable areas of the country. Once Germany expands beyond her borders these will be harder for enemies to target, but will still need to be protected against strategic attack. As long as it is well fed, Germany's industry should be able to maintain healthy production of supplies and new units to support offensives, but if it falters, Germany will feel the pinch quickly. A side benefit is the large [[transportation capacity]] resulting from her [[IC]] level, although this will be necessary once Germany's empire expands and occupation of territory bleeds the [[TC]] level.
=== Infrastructure ===
Germany's basic infrastructure is superb, at 100% over nearly her entire territory (only [[Oppeln]] is at 80%). This allows rapid movement between east and west front.
Airbases are maintained throughout the country, although the number of full size airbases leaves room for growth. Besides Berlin, [[Breslau]] and [[Konigsberg]] are the only two airbases in the east, although both are level 10. [[Kassel]] and [[Munich]] are the only two other full size airbases. Six level 4 bases exist, with [[Rostock]], [[Kiel]], and [[Wilhelmshafen]] covering the north while [[Essen]], [[Frankfurt-am-Main]], and [[Stuttgart]] watch the west. Germany can look forward to peaceful acquisition of [[Vienna]], a level 10 airbase, as well as [[Innsbruck]] (level 4), [[Prague]] (level 3) and [[Memel]] (level 1).
Naval facilities are quite good for such limited coastline, with two full size ports facing the [[North Sea]] at [[Kiel]] and [[Wilhelmshaven]], and two further full size harbors at [[Rostock]] and [[Konigsberg]] on the [[Baltic Sea]].
== Military ==
Germany has a capable military in 1936. It is only of moderate size, with little advanced equipment, but all infantry are to current standard, and organization levels are very high for the period. The navy is incapable of substantial operations at this stage, but the air force is ready to begin supporting the army.
=== Static defenses ===
German static defenses are inadequate to provide much help against ground or air units. Germany should be on the offensive however, so the weak ground fortifications won't be greatly needed. The West Wall gives Germany a level one land fort in [[Aachen]], [[Cologne]], [[Saarbrucken]], [[Stuttgart]], and [[Freiburg]]. This won't stop anyone, but for the thin line left to face France while German forces mount attacks elsewhere, it is at least some help.
Antiaircraft defenses are scattered throughout the country, with more to the west. These will need to be beefed up if the Allies begin any kind of strategic air campaign. Major flak centers are [[Konigsberg]] (4), [[Essen]] (3), and [[Frankfurt-am-Main]] (3). Smaller flak nests (level 2) are stationed in [[Berlin]], [[Munich]], [[Stuttgart]], [[Saarbrucken]], [[Dortmund]], [[Kassel]], [[Magdeburg]], [[Breslau]], [[Rostock]], [[Hamburg]], and [[Wilhelmshafen]]. Level one defenses are found in [[Kiel]], [[Lubeck]], [[Leipzig]], and [[Nuremburg]].
=== Army ===
Germany's army is of moderate size (#8 in the world), but very good quality. The heart of the army is its infantry, with 36 divisions (#3 in the world) of [[Infantry 36|infantry]] divided amongst a dozen corps spread through the country. These are bolstered by a mix of brigades (4 [[artillery brigade]]s, 3 [[antitank brigade]]s, 2 [[engineer brigade]]s and an [[antiaircraft brigade]]). while Germany's industry provides a strong engine for steady growth, high organization levels give German units good capabilities early.
Germany's armored force is small but not bad compared to some competitors (#3 in the world). Its three [[light armor division I|type I light divisions]] are not very capable in 1936, but are the basis for Germany's future panzer juggernauts, and should be gaining experience, as they can be upgraded to regular armor later.
A single headquarters ([[Headquarters I|type I]]) is located in Berlin to begin with in 1936, and Germany will undoubtedly need more.
Germany has a strong stable of land commanders to begin with. See [[Generals of Germany]] for more info.
=== Air Force ===
Germany's air force is designed for tactical support of the land forces. Thus it begins 1936 with a force of 8 [[tactical bomber]] units and 3 [[interceptor]]s for the job. All of these units are type I, but both types may be upgraded immediately.
=== Navy ===
Germany's navy is of limited combat value outside of the Baltic Sea. It is led by two [[Battlecruiser|battlecruisers]], but both are Great War vintage, as are the three [[destroyer]] flotillas that accompany them in the Baltic Fleet. A more modern cruiser force is at hand, with two [[Heavy Cruiser|improved heavy cruisers]] and an [[Light Cruiser|improved light cruiser]] in the fleet as well as four basic light cruisers. One early light cruiser and a flotilla of early destroyers round out the surface fleet.
Germany also has the seeds of a [[submarine]] force, although the boats it begins with are limited. Two short-range flotillas and a single dive boat flotilla are in service to begin with.
Underway production will add another improved heavy cruiser, an early destroyer flotilla, and a short-range submarine flotilla to the fleet within the first three months of 1936.
== Technology ==
Germany has some strengths technologically, and has great research teams to give it the edge in other areas. The money to pay for the teams should be available in most circumstances as long as things don't turn to badly against Germany.
Germany's infantry tech is moderately advanced, with the [[early infantry division]] and [[semi-motorized cavalry division]] already discovered. Logistics are ahead of the game with [[rear area supply dumps]] and Germany has also the ability to build [[early mountain division]]s. Germany is poised to develop the [[basic motorized division]] and [[early marine division]].
Germany is at a basic level in armor tech, possessing the [[early tank]], but ready to develop the [[basic light tank]], [[basic heavy tank]], and [[early tank destroyer]]. [[Early field artillery]] is in service, as are [[early antitank artillery]] and [[early static antiaircraft artillery]]. Germany also has the capacity for [[basic antiaircraft brigade]]s and [[basic armored car]]s.
Germany has an advanced level of naval technology in surface combatants, already possessing improved technology for the [[light cruiser]]s, [[heavy cruiser]]s, [[battlecruiser]]s, and [[battleship]]s. She is on par with the [[medium range submarine]], but lags with only an [[early destroyer]] and [[Great War aircraft carrier]] design.
Germany has a balanced contemporary aircraft technology, with both [[early bomber]]s and [[early fighter]]s available, as well as a [[basic air transport]] design. Germany can branch out in any direction desired for aviation.
Industrial technology in Germany is well-rounded, with mechanized [[agriculture]], [[census tabulating]], basic [[oil refining]], and improved [[construction engineering]]. She lags however, needing basic [[machine tools]]. Advanced sciences are poised for development, as Germany has both a faculty for [[nuclear research]] and a [[rocket test and research facility]] capability.
German operational doctrines are very well advanced for all branches, compared to other nations, giving Germany a strong early advantage. German [[land doctrine]] is well advanced along the [[spearhead doctrine]], with [[delay doctrine]], [[elastic defense doctrine]], and [[schwerpunkt doctrine]] all developed. [[Naval doctrine]] is also well advanced along the lines of [[sealane interdiction doctrine]], with [[raider patrol doctrine]] and [[unrestricted submarine warfare doctrine]] developed. [[Air doctrine]] has been developed along the lines of [[battlefield destruction]] and [[operational destruction]], with [[dive bombing doctrine]] developed as well.
For information of research teams, see [[research teams of Germany]]
== Diplomacy ==
Germany is not in a strong position diplomatically. As leader of the [[Axis]], she is currently alone, with even like-minded nations such as [[Italy]] not wanting to ally. Meanwhile, most of her actions will sour relations with the western powers and possibly the Soviets as well if she is not careful. Germany has only minor diplomatic agreements in place in 1936:
* '''[[Non-agression pact]]s''': [[Soviet Union]], [[Poland]], [[Austria]], [[Turkey]]
* '''[[Independence guarantee]]s to''': [[Italy]], [[Sweden]], [[Turkey]], [[Poland]], [[Denmark]], [[Switzerland]], [[Bulgaria]], [[Yugoslavia]], [[Romania]], [[Austria]], [[Czechoslovakia]], [[Finland]]
* '''[[Territorial claim]]s on''': [[France]], [[Luxembourg]]
* '''[[Trade agreement]]s''':
** [[Soviet Union]]: 3 [[supplies]] for 10 [[oil]], 2 [[metal]], 4 rare; 5 supplies for 13 oil
** [[Netherlands]]: 1 supplies and 12 energy for 3 metal and 4 rare
** [[Italy]]: 20 energy for 2 supplies
** [[Sweden]]: 8 energy for 4 metal
== Domestic ==
Germany begins with a mixed bag of leaders, but with its political sliders set for hawkish authoritarian rule.
The [[head of state]] is [[Adolf Hitler]], a [[power-hungry demagogue]]. He is able to assuage the western powers as long as all out war doesn't break out, and will help gather the likes of Italy and Hungary into the Axis alliance. [[Head of government]] [[Rudolf Hess]], a [[silent workhorse]], is nice for the IC bonus, but makes diplomacy a good bit more expensive.
[[Foreign minister]] [[Constantin von Neurath]], a [[great compromiser]], is not very helpful early on, as Germany will have few allies to cajole, and has little need for independence guarantees. [[Armaments minister]] [[Werner von Blomberg]] is an infantry proponent, and good to have while advancing infantry tech. [[Rudolf Hess]] will only help if building a strategic bomber force, so is unlikely to be a good choice. [[Administrative genius]] [[Hjalmar Schacht]] will give a big IC bonus, but three [[resource industrialist]]s are also available ([[Johann Schwerin von Krosigk]], [[Franz Xavier-Schwarz]], and [[Konstantin Hierl]]), which will give an IC bonus as well as assist industrial research. [[Military entrepreneur]] [[Franz Seldte]] may help later when supply demands grow excessive. [[Laissez-faire capitalist]] [[Fritz Thyssen]] can keep [[consumer good]]s demand down, but this is usually not a great problem for Germany. Finally, [[Franz Xavier Ritter von Epp]] is a carbon copy of von Blomberg.
Security is in the hands of [[Wilhelm Frick]], a [[prince of terror]] which will help extract increased IC from foreign lands. The similar [[Kurt Daluege]] is also available for the [[Minister of Security]] job, as is the [[silent lawyer]] [[Franz Gurtner]], who will alleviate [[consumer good]]s demand. [[Head of intelligence]] is [[Wilhelm Canaris]], a [[dismal enigma]], who will help on intelligence across the board, but has no specialty. [[Carl von Schubert]], a [[logistics specialist]], will boost army intelligence, while [[political specialist]] [[Oskar von Hindenburg]] offers improved diplomatic chances during peacetime.
The military is led by [[chief of staff]] [[Ludwig Beck]], a believer in [[strategic manoeuvre]], allowing German units to move faster. [[Fritz Bayerlein]], of the school of [[small-unit leadership]], giving units great ability to regain organization losses. Finally, with a vision for [[strategic depth]], is [[Wilhelm Gruner]], able to give all units a bonus when defending. [[Chief of the army]] is [[Werner von Fritsch]], who employs the [[armored spearhead doctrine]]. [[Walter von Luttwitz]], with his [[decisive battle doctrine]], and [[Erich Ludendorff]], with an [[elastic defense doctrine]] are available replacements.
The navy is under the command of [[Erich Raeder]], employing [[decisive naval battle doctrine]] as [[chief of the navy]]. Potential replacement [[Ludwig Fulda]] is of similar doctrine, but [[Alfred Saalwachter]] instead offers an [[open seas doctrine]]. [[Chief of the air force]] is [[Hermann Goring]], who employs the air force as [[army aviation doctrine|army support]]. Replacement [[Karl Koller]] employs similar doctrine, but [[Carl Friedrich von Siemens]] and [[Ulrich Grauert]] would instead employ an [[air superiority doctrine]].
[[Category:Countries]]
50e32376e3c3cc0a0ca080bee6a40f2d4e7c0cac
Iraq
0
514
859
2008-12-25T22:06:10Z
Fulmen
7218
Missed one, lol.
wikitext
text/x-wiki
{{Country guides}}
== 1938 Scenario ==
This is the only scenario in vanilla when you have any chance of success as Iraq. For you are not a puppet of the United Kingdom. As Iraq you have the terrible shadow of the soviet union above you, and depending on your aggressiveness level, will be happy to put you down. Firstly, you must build a small militia army and move sliders to a more authoritarian stance. This will cause less dissent when you declare war on your first enemy - Iran. Without full IC take over this is harder than it seems. Iran (also known as Persia in vanilla) has a small army but has VPs all over the place. It's best to rush and cut off Tehran and watch the rest of its armies fall. Then annex.
There are now 2 possible routes. One is the very risky route. Declare war on Afghanistan and defeat them (easier said than done, the terrain is just awful). Then head through Sinkiang and try to get as far into China with your now brothers, the Japanese. Getting a large portion of China is nice to see on the map. The second route, can also be done if you finished the first route fast enough. When Vichy is created, Syria and Lebanon form. These are weak states, easily gobbled up the quicker you are able to. Take them of course. Now it's leading into 1941, your army should be nicely experienced and sized and you're ready to strike through Turkey and into the Balkans. Join the Allies if you like, but you may run the risk of the Soviets then declaring war on you, along with the Allies... leading to a very tricky position indeed.
[[Category:National Strategy]]
7b41dcdf49e19a80e37a9e117c9d3b2b1ee3010e
Total IC and resources
0
775
1383
2009-01-06T13:52:58Z
Pal
7246
wikitext
text/x-wiki
Because the strategic aim of warfare in Hoi2 is to secure your own country's place in the world by conquering provinces with high IC and resources, it might be interesting to know how many of them are out there to claim. The following data is collected from the db/province.csv file and shows the raw numbers on the 1936 campaign start. Note that you will not gain the full value if the respective province is not a core of your country and also note that the raw values can be modified by a variety of factors ranging from research to events.
Thanks to the Paradox forum user BritishImperial, for it was his question which initiated this endeavour!
==Hearts of Iron 2 Doomsday Armageddon 1.2==
<table border="1" cellpadding="3" cellspacing="0">
<tr><td>Total IC</td><td>1855</td><td>in 637 provinces</td></tr>
<tr><td>Total manpower</td><td>1524</td><td>in 634 provinces</td></tr>
<tr><td>Total oil</td><td>1031</td><td>in 57 provinces</td></tr>
<tr><td>Total metal</td><td>3420</td><td>in 493 provinces</td></tr>
<tr><td>Total energy</td><td>6969</td><td>in 653 provinces</td></tr>
<tr><td>Total rares</td><td>1505</td><td>in 362 provinces</td></tr>
</table>
==MOD: World in Flames Platinum (HoI2 DD Arma)==
Note that manpower is computed differently in this mod, so while the raw values are much higher than in the standard game, the effective values are quite similar (even somewhat lower).
<table border="1" cellpadding="3" cellspacing="0">
<tr><td>Total IC</td><td>1991</td><td>in 653 provinces</td></tr>
<tr><td>Total manpower</td><td>10654</td><td>in 1452 provinces</td></tr>
<tr><td>Total oil</td><td>1064</td><td>in 68 provinces</td></tr>
<tr><td>Total metal</td><td>3470</td><td>in 498 provinces</td></tr>
<tr><td>Total energy</td><td>7044</td><td>in 660 provinces</td></tr>
<tr><td>Total rares</td><td>1529</td><td>in 373 provinces</td></tr>
</table>
1250e1ed64a8dd86e6e609a748b7369a73b7f369
Germany Early Annexations
0
472
775
2009-06-23T01:21:41Z
Witizer
7570
wikitext
text/x-wiki
{{GermanyStrategyGuides}}
=== Easy Pre-War Annexations ===
Several nations around Germany can be annexed without provoking a DOW from the major powers in the [[Germany_Strategy-_1936_Scenario | 1936 Scenario]] unless you are playing on the highest difficulty/aggression settings.
* Luxembourg is by far the easiest nation to annex early. It is a single national province (no dissent) with relatively high IC (5) and virtually no defenses at all. However, annexing Luxembourg does open up another province on the French front that must be fortified while Poland is conquered. This may or may not be worth it to you. Further, the French gain a free +2 interventionism for this because they guarantee Luxembourg.
* Denmark is also easy to annex. Unlike Luxembourg there is no additional front line to defend. It is worth relatively the same IC as Luxembourg but spread over more provinces. Also Denmark is more heavily defended and negotiating straits is more painful than invading by land.
* Switzerland can also be annexed early on for more IC but it opens up three provinces on the French front that must be defended. Dissent is more of a problem in Switzerland as well and if you dont garrison it for too long it could revolt.
==== Debate on Paradox Forms ====
There is a [http://forum.paradoxplaza.com/forum/showthread.php?t=279334 Debate on the Paradox Forums] about whether or not the IC you gain from these annexations pays for the cost of acquiring them.
===== Anti-Annexation Arguments =====
* The dissent gained by DOWing these nations so early is 5.6% assuming the player doesnt move a slider that affects DOW dissent. The cost of reducing that dissent to 0% is 32 days of committed production according to Blue Emu. This diversion of IC is measured in Blue Emu by the unit IC-Days where 1 IC Day = the application of 1 IC to a project for 1 day. Blue Emu concludes that the diversion of IC for this purpose is greater than the potential long-term benefits of such an annexation. If you are building factories, the delay from reducing dissent is also lost production from incomplete factories.
* France guarantees the independence of Luxembourg and Switzerland. The UK guarantees the independence of Denmark and Switzerland. Declaring war on these nations therefore shifts the Interventionism slider for these nations, granting them extra capabilities for the next three years in the lead-up to the war. It reduces their Consumer Goods demand and in effect gives them more disposable ICs with which to prepare for the coming war. It also reduces their Belligerence DoW threshold (by 41%, from 49 points to 29), reduces their DoW Dissent cost (by the same margin, from 5.6% to 3.3%) and reduces the costs of their Diplomatic activities.
* The extra belligerence from the DoW and annexation will compromise trade agreements (as will the resulting Relations hit on annexation).
* A risk exists that the extra belligerence, combined with the 2-point French slider shift to Interventionism and the free French casus belli will result in an early French DoW against Germany, preventing them from gaining all of their scripted cores. This would cost Germany far more ICs in lost cores than they gained by taking Luxembourg. After annexing Luxembourg, the German belligerence will already be 16 points. The Anschluss of Austria may well push them over the DoW line.
* Both Luxembourg and Denmark can be annexed almost for free later in the game anyway.
* Without national provinces, the IC return from Denmark and Switzerland is lowered.
* The Luxembourg and Switzerland provinces must be garrisoned against France. The cost of producing units to protect these points must be taken into account as well.
===== Pro-Annexation Arguments =====
* The use of IC-days is potentially misleading. ICs cannot be purely measured in terms of use over time, but must also be considered in terms of elasticity or flexibility to take into account the savings of gearing bonuses. Assume for example you have 20 IC in excess of minimum consumer demands. You may be able to allocate that either to interceptor construction (roughly 11 IC) or to tactical bomber construction (roughly 12 IC), but not both. If you acquire an additional 5 IC, however, you can create two long production strings of both units and exploit your gearing bonus. Even if you have to divert your 20 IC to dissent reduction for 30 days (600 IC-Days), you will have made a gain as soon as the 5 IC over time plus the gearing bonus factors exceed 600 IC-Days. In the 1936 scenario, the gearing bonus gains are huge.
* The benefits to France or the UK from the violation of their Guarantees of Independence may seem to be great when considered from the player's perspective. However, if the French or the UK AI cannot stop your invasion even with +2 interventionism, this may be of minimal consequence to you. For example, if France is able to build two extra infantry divisions due to the interventionism shift, but those two divisions dont make an impact on the battlefield because you bring overwhelming force to bear, does it matter that they gained two extra divisions in real terms?
* Even if the extra belligerence and relations hit from the DOW translate into a difference of several thousand resources accumulated over time through trade, that will not have a long term effect on a player who stockpiles 100,000+ of each resource.
* The IC cost of an early allied DOW must be counterbalanced by the gains of an early French/Low Countries annexation. Furthermore, this is not a problem on the lower difficulty levels.
* The free annexations that come later are not really free. They come at the cost of lost IC over the non-conquered period.
* Even without national provinces, the IC from Switzerland and Denmark is still substantial.
* The garrisons devoted to Luxembourg or the Netherlands must be evaluated in light of their necessity. It is possible for a good player to invade Poland and the Low Countries simultaneously in September 1939 and still put another 6-12 divisions of infantry on the front because they were going to build those divisions anyway. If those divisions were going to be built anyway and they are just sitting in Luxembourg or Switzerland waiting to be used against France, there is no loss of capability.
* In the case of Switzerland, the extension of the French front south causes the French AI to shift its forces south as well, thus making it even easier for the German player to march to Paris as fewer French units stand in the way.
=== Difficult Pre-War Annexations ===
These will significantly take you outside of the realm of history.
==== Hungary and Czechoslovakia ====
It is possible to annex Hungary without provoking Allied power’s wrath. Just after the Anschluss of Austria, declare war on Hungary. Conquering it should be very easy. However, this will make Italy declare war on you. After annexing Hungary, turn your army south and overrun Italy. It is not necessary to completely annex Italy. In fact, Italy will surrender Venice and other provinces when it sees itself completely losing the battle. If you have taken far too many provinces from Italy, however, the Allies may declare war on you due to your high belligerence. A way to avoid this is to slow down on the troops advance after you have reached the middle of Italian peninsula and accept the first peace offer from Italy.
==== Poland ====
The negative effect of the Molotov-Ribbentrop Pact is that it gives the USSR eastern Poland as well as the Baltic states for free. Aside from making it harder to attack the USSR later, it also denies some resources to Germany. However, simply refusing to sign the pact will net you quite a bit of dissent, which is not something that Germany should be dealing with at that time. To avoid the Molotov-Ribbentrop Pact completely, annex Poland before 23 August 1939. This can be accomplished by declaring war on Poland earlier than was done historically. For example, you may want to declare in 1 August 1939 and you will have 22 days to annex Poland to avoid the pact. The problem with this is that the Soviet Union will be very hostile to you. Depending on the aggressiveness level that the game is set at, you may only have from months to weeks before the USSR declares war on Germany.
Another way to keep Poland out of Soviet hands is to liberate Poland immediately after annexing it. Poland will be an enclave while Germany keeps the eastern Polish provinces.
==== USA ====
Attacking the USA in the early game is one of the easiest things any nation can do, and is widely considered a gamey exploit. Every major and medium sized nation can accomplish an annexation of the USA in the early game.
In the 1936 scenario the United States start with a small amount of outdated Divisions spread all over the country. So, lets get started. Germany starts with 3 tank units. Start to influence Portugal in order to use the Cap Verde Islands (does '''not''' work with the Azores, too far away) after they join the Axis. Build 6 transports (or less) and at least 10x2 German cavalry units (Cavalry IV, Speed 7). Do not build tanks, but you should build some Engineers and maybe some Armored Cars to pimp your tanks and cavalry. Remove all short and medium ranged ships from the Kriegsmarine (everything below 2500km).
Start to influence Poland, UK and France (this will give you additional time to deal with the European theater later on) and trade your supplies for Rare Materials, Oil and, very important, Money. Voila, less money for the other big nations to influence the smaller countries. Try to get an alliance with Poland (eastern border is now safe till 1940, SU might attack, try to influence them) and always try to have a positive relationship with the others.
If the cavalry is ready move them together with the tanks, 3x3 Infantry and additional forces (leave some at the French border and a few at the SE border, just to be sure) to the Cap Verde Islands west of Africa. Declare war on Venezuela. Invade with 3 Infantry, Venezuela is using a single outdated Infantry unit. Move in the tanks or 2 cavalry units to speed up things. Recreate Venezuela after the annexation to get rid of the Belligerence. Move all waiting units from the Cap Verdes to Maracaibo).
Sent all ships/subs from Germany to Maracaibo. Create a fleet with all medium and long range naval units you own (all ships above 2000km range. Declare war on the United States. Invade Miami with 3 Infantry units. Voila, first step. Start shipping all other units to Miami (leave 3 infantry units behind). Go immediately north and west occupying ALL coast provinces (use Blitzkrieg/extra supply). 6 units cavalry north, 6 west, cut the US in two pieces going straight north with the 3 tanks. Follow with the slow infantry. Secure Houston with 2 infantry units. Use the rest of your cavalry to go wild in the Center of the US. Conquer everything, focus on the key provinces. There is almost no resistance, deal with Rebells by using Infantry or the extra Cavalry.
Meanwhile invade Panama with the 3 units left behind in Maracaibo (Note: the fleet will take the long way around South America). The trap is closed, now only a few ports are left on the US west coast. Gather 6 units in Phoenix (the whole East is hopefully yours already), 4 in Salt Lake City and the tanks on the northern boarder. No GO WEST and crush everything in your way.
US will make several times peace offers, always decline, we do not negotiate with weak enemies. After conquering the whole land between East and West coast you can do whatever you want. Release the three new countries California, Texas and Confederate States. Or keep everything. Annex the US with Sue for peace (forget Alaska or the small Pacific Islands, no need to advance so far).
NOTE: Another invasion path could be annexing Dominican Republic. This way you can use a navy base which is closer to the US mailand for gathering the troops for the invasion. This allows to land norther in the States than from Maraicabo navy base.
[[Category:Guides]] [[Category:National Strategy]] [[Category:Germany Strategy]]
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Unit FAQ
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/* Can I upgrade ships? */ Arma introduced naval brigades which can be upgraded
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=[[Unit FAQ|Units]]=
=== General Unit Questions ===
==== My aircraft/ships never get repaired! What can I do? ====
You may prioritize units for upgrade/repair by clicking the "Prioritize" checkbox in the bottom left-hand corner of the unit's information window. Units with this option checked will be repaired and upgraded before units without this option checked. It is important to note that ships cannot be upgraded. Also bear in mind that if you prioritize most of your units, you'll still have to wait for the CPU to work through that repair/upgrade queue. Only prioritize the ones you need most. Of course you will need to allocate some IC to your "reinforcements" slider to repair all unit types, even ships.
==== How to target a specific province with air units? ====
It is not possible. You can only target an area. However, ground attack and interdiction missions will tend to target provinces where combat is occurring. This can be further encouraged by setting the air units' mission to begin an hour after land combat starts.
==== How to move garrison to another island? ====
Move transports (with enough capacity) to the province's port, select the garrison and press the load button. Send the transport to the island you wish to deploy the garrison unit.
==== Why I can not rebase my aircraft and naval units to my ally's province? ====
To rebase them, you need to make sure that the province has naval or air base. Moreover, it is not possible to do that during peace time. You must be at war to use an ally's bases.
==== How do I strategically redeploy units? ====
The following requirements must be satisfied for [[Strategic Redeployment]] (SR):
* Rear Area Supply Dumps (an Infantry tech) is researched.
* There is a land connection between the current location of division and the target.
Select the unit(s). Hold ctrl + right click in the destination province. For garrisons, a simple right click will do.
* NOTE: you can not SR thru an ally's territory unless you are at war.
==== How to perform airborne assault? ====
Airborne assault is a mission that must be completed using paratrooper division and transport plane. Each transport plane can carry one airborne division. To be able to perform the mission, the following conditions must be satisfied:
* Battlefield Interdiction Doctrine (air doctrine tech) has been researched.
* Target province is within the transport's range.
* The transport plane has to be at full organization. To make sure that the air transport is at full organization, click on the air transport formation and pause over the organization bar; if it's says daily regain is greater than zero, then the air transport is not yet back to full organization.
* The paratrooper and transport must be in the same province. Load the paratrooper just before the mission begins. Use offensive supply for the para if you can afford it.
* [[Weather]] must not be stormy (stormy weather grounds all air operations).
* Also note that flying divisions around with air transports is not allowed in the game. Historically divisions in WW2 moved around by land or sea. Gliders also were a component of every air transport fleet. Smaller units that are not represented in the game were sometimes flown in as reinforcements, but entire divisions were not air transported in WW2.
* Air supply can be done in small quantities by air transports after you have researched the 2nd 1940 air transport model.
* See also this [http://forum.paradoxplaza.com/forum/showthread.php?t=245902 Paratrooper FAQ]
==== I'm unable to rebase planes onto my carriers! What's wrong? ====
Unlike in original HoI, in Hearts of Iron 2 you cannot place aircraft squadrons on carrier vessels (CV). There is special brigade attachment called "Carrier Air Group" (CAG) that represents planes carried by carrier ships. You must build and deploy CAG's (like other brigades) to take full advantage of carriers. Note that only in Doomsday, there is a new light carrier unit which is built with it's own small air component and to which a CAG can not be attached.
==== Why doesn't my HQ double the command limit for my leaders? ====
HQ must be commanded by a General or Field Marshall in an adjacent province to have any effect. HQ allow you to have more div attacking, but they do not allow you to exceed the rank formation capacities of 1, 3, 9, and 12 div. For more information on HQ range, please refer to this [[HQ_Units_in_Action|guide]]. For a comprehensive review of land combat and HQ, review [[Land Combat Efficiency FAQ]].
==== How to select more than one air groups? ====
Select one air group and hold the shift key while drawing a box (hold left mouse button and drag it) around the air base icon.
==== Why can't I merge certain air groups together? ====
In 1.2 there is a limit of 4 divisions in an air group. This parameter can be changed in the \db\ misc.txt file.
NOTE: Currently, in 1.3a, the above limitation applies only to the human player and not the AI. If you undo "fog of war" you will see stacks ranging from five to ten, sometimes higher. To test this, try saving the game and reloading as another nation. If the nation you've selected has a large air force, then in the game log you will immediately see a list of squadrons being "reassigned" as this rule is implemented due to you taking control. It remains unclear whether this is a bug or a design decision.
==== What is the purpose of higher ranked air leaders when there is a limitation of 4 air units to a formation? ====
If more than 4 air units engage in one combat, you get an over command max penalty of -25 for each unit above the leader's rank command capacity. Two air groups of four fighting in the same air space would need either an Air General or an Air Marshall leading one of the two groups. With Lt Gen in charge of each group, four of the eight air units would get this penalty.
==== Is it better to create homogenous or mixed stacks? ====
This question can be applied to stacks of troops or their brigades, and it has everything to do with speed. Homogenous troop stacks should always be better, so they maintain the speed of the movement. Once you have a homogenous troop stack, it helps to have specialized roles sometimes, especially when it comes to engineering squads (which raise the speed of movement again), and allow the entire stack to storm across rivers, or artillery (which lowers speed of all by 1, but adds great attack bonuses). When it comes to defence, you can mix AA, and AT and even police.
"Just remember the movement speed" is the best answer here.
====Why can't my troops dig in?====
You need the 1936 basic construction engineering tech. Your troops can not dig in while you are at peace. They automatically start digging in when you are at war. If they move or attack or support attack, they lose their dug in status and then have to start digging in again.
=== Upgrades ===
==== Can I upgrade ships? ====
No, you can not. You may only upgrade land and air units as well as brigade attachments. Carrier Air Groups (CAG) attached to carriers (or in your TC pool) can be upgraded.
The Armageddon expansion introduced naval brigades which can enhance the stats of the ships they're attached to. Those - like all other brigades - can be upgraded normally.
==== Why is my light armor upgraded to medium armor? ====
After you researched basic medium armor, they will be upgraded automatically since medium armor has superior statistics compared to light armor. Even speed for medium armor divisions is better than light armor.
=== Reinforcements ===
==== Why do I suffer so much Manpower-Drain during the winter? ====
This is a bug, which was fixed in patch 1.2.
If you ever attacked the Soviet Union during the winter, you will notice this. The MP drains very fast. According to [http://forum.paradoxplaza.com/forum/showthread.php?t=181561 this thread], it is a bug that can by circumvented by stopping reinforcements during winter. The attrition damage will be much lower and the troops can survive the winter.
[[Category:Guides]] [[Category:FAQ]]
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Tactical Bombers
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[[Image:Div_16.jpg|thumb]]
Tactical Bombers are medium-sized aircraft, larger than Fighters, yet smaller than [[Strategic Bombers]], which are used primarily for delivering attacks against enemy ground units such as Armour and Infantry. Unlike close air support aircraft, it is also capable of taking up limited strategic bombardment roles, such as runway cratering or strikes against defensive installations. Although they have a limited dog-fighting capability, they can be easily outmatched by Fighters in air combat.
==Tactical Bombers Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! rans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Interwar Tactical Bomber || 30 || 30 || 1 || 1 || 4 || 0 || 1 || 3 || 3 || 0 || 1
| width=20 | || 11 || 160 || 2 || 180 || 1.5 || 3 || 400 || || 1.0 || 1.0
|- align=center
| align=left | Early Tactical Bomber || 30 || 30 || 1 || 2 || 6 || 2 || 2 || 3 || 4 || 0 || 1
| width=20 | || 13 || 180 || 2 || 200 || 1.7 || 3 || 500 || || 0.5 || 1.0
|- align=center
| align=left | Basic Tactical Bomber || 30 || 30 || 2 || 3 || 8 || 3 || 3 || 5 || 6 || 1 || 2
| width=20 | || 15 || 180 || 2 || 300 || 1.9 || 3.1 || 600 || || 0.5 || 1.0
|- align=center
| align=left | Improved Tactical Bomber || 30 || 30 || 2 || 4 || 10 || 4 || 4 || 8 || 10 || 1 || 2
| width=20 | || 18 || 180 || 3 || 350 || 2.1 || 3.2 || 700 || || 0.5 || 1.0
|- align=center
| align=left | Advanced Tactical Bomber || 30 || 30 || 3 || 4 || 12 || 6 || 5 || 12 || 14 || 1 || 2
| width=20 | || 22 || 180 || 3 || 400 || 2.3 || 3.5 || 800 || || 0.5 || 1.0
|- align=center
| align=left | Turbojet Tactical Bomber || 30 || 30 || 5 || 7 || 14 || 8 || 6 || 14 || 18 || 1 || 2
| width=20 | || 27 || 180 || 2 || 650 || 3.2 || 4 || 1100 || || 0.5 || 1.0
|}
==Brigades allowed==
* [[Escort Fighters]]
==Notes==
[[Category:Units]]
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Mods and modding
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/* Havard's HoI Hacking Haven */ link broken, linking to web archive
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== General modding guides ==
* Install your mods with JSGME ([http://www.beerymod.com/sh3_011.htm JoneSoft Generic Mod Enabler])
* [[General_Modding_FAQ|General Modding FAQ]] Can't find it elsewhere? Check here.
* [[Patches]]
* [[Reference_Material|Reference Materials]]
* [[Modding tech files]]
* [[Modding tech teams]]
* [[Modding scenarios]]
* [[Modding events]]
* [[Modding leader files]]
* [[Modding minister files]]
* [[Modding difficulty levels]]
* [[Modding unit statistics]]
* [[Modding building costs]]
* [[Modding misc.txt]]
* [[Modding province.csv]]
* [[Modding ai files]]
* [[Modding colorscales.csv]]
* [[Modding graphics]]
* [[Modding in-game music]]
* [[Modding models.csv]]
== Specific mods ==
=== WWII ===
==== [http://www.terranova.dk/ CORE] ====
* Current Version: 0.3.2
* Last Update: November, 2007
* Popularity: ''over 10,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD, ARMA]]
CORE is the Community Open Resource Exchange. CORE aims to make Hearts of Iron 2 a more historically accurate and involving game, through expanded and more detailed tech trees, corresponding units, tech teams and a large number of events, reflecting both historical actions and possibilities. Both Industrial Capacity („IC‟) and resources for the entire game have been revised to better reflect reality in the late 1930s. Other features include reserve divisions instead of militia (a reserve unit is less mobile, and has less heavy weapons - such as artillery. These units form the mainstay of the armies of the minor and semi-industrialized countries), rares scarcity, SS recruitment, 1:1 naval ship representation and negative resource production (representing civilian spoilage of energy and oil). The basic CORE installer includes generic graphics for techs, tech teams, leaders, ministers and models that have been updated to fit the latest release. There are also optional packages to download with an even greater amount of graphics available, such as country-specific model graphics.
==== [http://www.totalrealismproject.com/ Total Realism Project] ====
* Current Version: 0.9.3
* Last Update: March, 2008
* Popularity: ''over 10,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD, ARMA]]
The TRP mod has a long history a thriving community, both on the Paradox site on their own website. The primary focus of the mod is to improve historical realism.
====[http://forum.paradoxplaza.com/forum/showthread.php?t=277121&page=1 Mod34] ====
* Current Version: 0.5,2
* Last Update: June, 2008
* Popularity: ''1,000 - 5,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD, ARMA]]
This mod begins in October of 1934 and features a completely new technology tree (without historical year), improved AI, new units, events (over 6000 new events), and new countries (for example:Vatican city and League of Nations). The technology tree in particular is very unique, in that it allows players to focus on specialization, and forces choices in research such as choosing the trade-off of having faster armor with weaker guns, or better guns but slower armor. In this sense, every nation is sure to field different units.
====[http://forum.paradoxplaza.com/forum/forumdisplay.php?f=298 DAIM] ====
* Current Version: (does not use versioning)
* Last Update: April, 2007
* Popularity: ''1,000 - 5,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD, ARMA]]
DAIM stands for "Determined AI Modification" and is a mod that solely focuses on improving the AI. This is accomplished by ensuring the AI researches and builds the most effective units possible, rather than wasting time building units that the game engine/AI is not capable of using effectively. Specific focus was made to improve: Germany, Italy, Japan, Great Britain, Soviet Union, U.S.A. and Nationalist China. DAIM can be adapted to other mods, since it only changes a select few AI files. [http://www.europa-universalis.com/forum/showthread.php?t=213209 Further Reading]
====[http://forum.paradoxplaza.com/forum/showthread.php?t=335681 The World in Flames] ====
* Current Version: 1.0 Gold Version
* Last Update: May, 2008
* Popularity: ''1,000 - 5,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD, ARMA]]
The WiF mod is designed to make Hearts of Iron a more challenging, realistic and historic game with many events (+4000), a new combat system, new AI, new graphics and sounds. Will you surrender to an AI for the first time ?
==== [http://www.stonyroad.de/ Stony Road] ====
* Current Version: 2.08
* Last Update: July, 2006 (inactive)
* Popularity: ''over 10,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD]]
The Historical Stony Road (HSR) mod is designed to give experienced players a tougher, more accurate and detailed game as Germany from 1936 to 1947. The mod addresses historical accuracy, new events with alternate scenarios, changed combat balancing, a new trading system, new brigades, improved AI, and new graphics.
==== [http://www.mnstarfire.com/ww2/hoi/hoimain.html Starfire] ====
* Current Version: F3B
* Last Update: February, 2006 (inactive)
* Popularity: ''less than 1,000 posts''
* Compatibility: [[Abbreviations#H|HOI2]]
Starfire is designed for multiplayer, focusing on the 1939 scenario. It improves accuracy and realism, and uses slower paced combat.
=== Other Historical ===
==== [[1914]] ====
A modification to recreate WWI, with new leader pics, events, data and new technology. Further details can be found by clicking the link above.
====[http://modhoi.com Modern Day Scenario 2] ====
MDS2 is a modification of Hearts of Iron 2. The mod starts out with the Invasion of Iraq and the War on Terror in March 2003 and lasts through 2019. The storyline emphasize on a conflict between China, Russia, the EU and the US. It is one of the most comprehensive mods for HoI2 that has been released.
====[http://wers.eufi.org WERS] ====
WERS (White Eagle, Red Star) is a battle mod for the Hearts of Iron 2 game. The main theme is Polands fight for independence from 1919-1921. Player will be also witness a dramatic fight between White Russians loyal to the Czar and the Red Army. War theatre covers Middle-Eastern Europe.
====[http://forum.paradoxplaza.com/forum/forumdisplay.php?f=292 Cold War mod] ====
A mod that focus on the Cold War era. It spans the 1955-1995 time period and aims to be as historically accurate as possible.
=== Alternate History and Fantasy ===
==== [http://terranova.dk/viewforum.php?f=49 Fallout's Doomsday Forum] ====
==== [http://www.hoi2-fallout.com/ Fallout's Doomsday Website] ====
We would like to introduce you to: "Fallout's Doomsday Mod for Hearts of Iron 2 DD:A".
Have you been thinking about reuniting USA as a nation long after the world ended, leading your armies across radiated deserts to fight the mutated monsters and raiders out there? Or maybe you have been dreaming about conquering those weak humans while leading an army of powerful Mutant warriors to victory in their endless wars? Or perhaps you want to control the Enclave, the shadowy survivors of the pre-War US government who fled to their offshore bases before the Bombs fell, using their high tech science and sinister experiments to establish a new world order?
All those paths await you in a new mod that has been created as a tribute for two best computer role playing games ever: Fallout 1 and Fallout 2. Set in a post Apocalyptic world 167 years after the Bomb was dropped, this is complete science fiction conversion to HOI2. Completely new tech tree, units, resources, economy, and nation groups; all with unique graphics. A completely new gaming experience for the best WW2 strategy game ever made: Hearts of Iron 2.
The mod is set in the Wastelands: the radioactive and windswept remnant of what was once North America. Take control of one of the many groups rising to power on top of the ashes and ruins of pre-War civilisation. Build industries and infrastructure, research technologies, manage your resources, conduct diplomacy with other nations, build and manage your military forces to achieve dominance over the Wastelands.
==== [http://forum.paradoxplaza.com/forum/showthread.php?t=223176&page=1&pp=25/ Kaiserreich: Legacy of the Weltkrieg] ====
Kaiserreich is a Global Alternate History Mod for HOI2. It poses the question, what if the Central Powers had won the first world war.
The Mod has a [http://z11.invisionfree.com/Kaiserreich/ Forum] and a [http://editthis.info/kaiserreich/Main_Page wiki].
====[http://www.abominus.de.vu A.E.I.O.U.] ====
The end of the Great War brought with it the end of the age of monarchies. In Russia, Germany, Austria-Hungary, Turkey, and Serbia, ruling houses were overthrown and new governments installed in their place. But those new governments were not always stable and were themselves subject to opposition, and in some cases rebellion.
How might history have been different if, in the defeated Central Powers, the emperors had returned? Play A.E.I.O.U., a modification of Hearts of Iron 2, and find out. Can you lead Austria to reclaim her lost glory?.
* [http://www.planet-core.net/forum/dload.php?action=category&cat_id=2 Downloadarea] Here you find the downloadarea with the newest version of AEIOU (now also playable with Armageddon!
====[http://forum.paradoxplaza.com/forum/forumdisplay.php?f=293 Grand Battle mod] ====
Rather than being a specific mod, this is a collection of Risk like fantasy mods by Yukala. There is also a focus on improved AI. These include Risk Battle mod and Guild Imperium, which is the latest.
====[http://forum.paradoxplaza.com/forum/showthread.php?t=295697 Confederate Armageddon] ====
* Current Version: 2.1
* Last Update: July, 2008
* Popularity: ''Soon to be a published wargame!''
* Compatibility: [[Abbreviations#H|ARMA]]
A mod that allows you to play the CSA in the 1936 scenario.
====[http://forum.paradoxplaza.com/forum/showthread.php?t=213106 Settling Accounts] ====
A mod based on the Settling Accounts books by Harry Turtledove.
====[http://forum.paradoxplaza.com/forum/showthread.php?t=258324 Domination of the Draka] ====
A WWII alternate history mod based on the Draka books by S.M. Stirling.
====[http://forum.paradoxplaza.com/forum/showthread.php?t=294848 Fatherland- Alternate history Cold War] ====
A Cold War mod with a twist. What if Hitler won WW2? Doomsday and Armageddon only.
====[http://forum.paradoxplaza.com/forum/showthread.php?t=327127 Winter's Dawn - 22nd Century Warfare]====
A mod taking place in the future. Conflicts ranging from the early 21st to late 22nd centuries.
====[http://forum.paradoxplaza.com/forum/showthread.php?t=335721/ Anatolian Wars Mod]====
Developed by mehmet12 and miihkali, this mod focuses on an alternate reality in which Greece won the Greco-Turkish War of 1922 and then went on to fragment Anatolia. Greece, Pontus, Armenia, Cappadocia, Kurdistan, and Turkey are all playable with new ministers, leaders and skins. Version 1.0 released in December 2007- the next version is said to include more modded nations such as Kalmykia, Jebel Al Druze, Maronite Lebanon, Coptic Egypt, Circassia, Crimean Tatar Republic, and the Kazan and Don Cossack Hosts.
=== Graphical Mods ===
==== [http://www.heartsofiron.eu/ DMP (Design Mod Projekt)] ====
A big mod project with a lot of new sprites and graphics for a lot of countries.
* [http://www.heartsofiron.eu/forum/portal.php The DMP board] (with a lot of members who work at many other Mods)
== Off-Site Modding Guides ==
=== [http://web.archive.org/web/20060514181431/http://hearts-of-iron.com/ Havard's HoI Hacking Haven] ===
This site was made originally for the first Hearts of Iron, but most of the basics of modding that game carry on into the sequel. This site is almost an essential must-bookmark for any modder, and the tables and examples contained in the site are worth their weight in rare materials.
=== [http://web.telia.com/~u87538946/event_commands.htm Baylox' event syntax overview] ===
Overview of all event-triggers and -commands.
== How to use mod-dir ==
Create a subdirectory and place your files inside it (maintaining the exact directory structure of HoI) and then launch the game via HoI2.exe followed by the name of the directory containing your mods. For a more detailed description see the [[Moddir]] page.
== MP moddir Still Broken ==
Even with v1.2 the [[Moddir]] feature is still broken for multiplayer play. Thus if you try and play a mod in multiplayer it will fail. The only work around is to modify the main game itself.
[[Category:Modding]]
<!-- Interwiki links -->
[[vic:Mods and Modding]]
[[eu2:Mods and Modding]]
[[ck:CK Modification and Editing]]
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Transport Capacity FAQ
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Redirected page to [[Transport Capacity]]
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#redirect[[Transport Capacity]]
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Modern Day Scenario 2
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MDS is a modification of Hearts of Iron II. The mod starts out with the Invasion of Iraq and the War on Terror in March 2003 and lasts through 2019. The storyline emphasize on a conflict between China, Russia, the EU and the US. One of the most comprehensive mods for HoI2 that has been released.
* Web site: [http://modhoi.com/ LINK BROKEN Mod HOI]
http://forum.paradoxplaza.com/forum/showthread.php?t=329903
http://www.takeforum.com/mds2/
[[Category:Mods]]
329ca0cb0122a740409f13ddcb76d2d2919f9d9d
Nuclear Weapons
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Restructured and amended first part according to criticism from the general forum
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{{Anthology}}
[[Image:nuke.png|right|thumb|Nuclear Mushroom]]
Nuclear weapons have been available in HOI2 since the game was first released. In the Doomsday expansion, Nukes became very noticeable in the "Doomsday Scenario" which begins with a US nuclear strike on the Soviet Union. Being nuked is the worst thing that can happen to your nation. The only thing worse than being nuked, however, is being nuked twice. It will completely disrupt everything you do, and severely challenge your ability to wage war. Any sustained series of five or more nuclear strikes will render your nation completely helpless.
== Creation ==
Nuclear research contains 8 industrial technologies, and five secret weapon technologies. After researching the "Isotope Separation Facility" technology, it is possible to begin building nuclear reactors. In order to produce nuclear weapons, you need '''one''' province containing at least '''six reactor levels'''. To help you with that, reactors can be built in only one province: so be sure to place your first reactor in the proper place. Each successive technology allows building one additional reactor level. More advanced reactors provide [[Research#Effect_of_Nuclear_Reactors|research bonuses]]. The "Nuclear Waste Bomb" secret technology enables a reactor size of 6, which is the minimum reactor size necessary for the production of nuclear weapons. This technology also enables the strategic bombardment mission "nuke". Reaching this stage requires an investment of 54,000 IC-days in reactor building.
Once your reactor has reached level six, nuclear bombs will be produced automatically. Hover the mouse cursor over the "Atom" symbol in the middle of the top status bar to get a tooltip about when your next nuke will be ready.
== Delivery ==
Nukes can initially be delivered via strategic bombers. After research of the "Miniaturized Fission Bomb" (1948), in conjunction with all rocketry Industrial technologies, and all four rocketry secret weapons, it is possible to attach nukes to rockets. In order to attach a nuke to any of those delivery devices, select the latter and click the "attach nuke" button at the bottom of the unit's info screen. It's very similar to attaching regular brigades.
Once there is a nuke attached, the whole formation (e.g. the strategic bomber group) has a new mission available: "nuke".
== Effects ==
The damage caused by a nuclear weapon varies based on the technology level researched. The first, "Nuclear Waste Bomb" technology is the default level, while the "Semi-Fission Bomb" increases damage by 30%, the Fission bomb by an additional 50%, and the Hydrogen bomb another 50%.
Nuclear weapons act as a kind of ''permanent'' strategic bombardment, multiplied by several orders of magnitude. Several well-placed nukes can severely hamper the infrastructure of any nation and make the target nation incapable of fighting war. They have several serious effects to the province that was struck:
=== Units ===
In the original HOI2 game, nuclear weapons had one effect: complete destruction of all units in the province nuked.
Starting in HOI2 DD, nuclear weapons reduce the strength of all existing units, and wipe out organization. In addition, since the nuked province has 0% infrastructure, the soldiers are effectively trapped in that province, and will not regain organization. Therefore, strategic redeployment is necessary to properly "recover" the use of the effected units.
=== Province ===
A successful nuclear strike against a province will permanently reduce IC, infrastructure, and manpower in province. It will "temporarily" reduce AA, land forts, airbases, ports, and resources.
For example, in the Doomsday scenario, before the nuke, Moscow has: 27 IC, 4 AA, 5 Fort; 13 MP, 31 Metal, 82 energy, 17 rare, 5 airbase, 70% infrastructure. After the nuke, 0 of 9.6 IC, 0.8 of 4 AA, 0/5 Fort, 4 MP, 1.57 Airbase, 0.1% infrastructure. Meanwhile resources are all temporarily reduced: metal was reduced by 83%, energy by 78%, and rares by 83%.
The "temporary" reductions are a bit misleading. With 0.1% infrastructure, these will take '''years''' to come back at full strength. While the player can rebuild infrastructure in the affected province, each level of infrastructure takes 1 year to build. Thus, in all practical warfare terms, even the "temporary" damage is essentially permanent.
=== Economic ===
A successful nuclear strike against your nation will increase national dissent. Based on the Doomsday scenario (Fission Bomb technology), the following results were produced:
{| border="1" cellpadding=5
|- valign=bottom
! Target !! Dissent Caused !! Victory Points !! Original IC !! Original Manpower
|- align=center
| align=left | Moscow || 23.85% || 50 || 27 || 13
|- align=center
| align=left | Leningrad || 10.8% || 30 || 18 || 3
|- align=center
| align=left | Stalingrad || 8.1% || 30 || 16 || 1
|- align=center
| align=left | Kiev || 2.7% || 5 || 2 || 2
|- align=center
| align=left | Kuybyshev || 2.7% || 0 || 2 || 2
|- align=center
| align=left | Moyz || 0% || 0 || 0 || 0
|}
This means that dissent caused is a function of IC and manpower: Victory points are not involved. In order to determine dissent lost, the equation is:
D = (I * 0.45) + (M * 0.9)
Where D = Dissent; I = IC; and M = manpower. Thus, manpower has twice the weight of IC in determining dissent caused.
{| border="1" cellpadding=5
|- valign=bottom
! Technology !! Formula
|- align=center
| align=left | Nuclear Waste Bomb || D = (I * 0.25) + (M * 0.5)
|- align=center
| align=left | Semi-Fission Bomb || D = (I * 0.30) + (M * 0.7)
|- align=center
| align=left | Fission Bomb || D = (I * 0.45) + (M * 0.9)
|- align=center
| align=left | Hydrogen Bomb ||
|}
Huge dissent, together with the other effects of nuclear weapons, spells disaster during wartime. For example, in the Doomsday scenario, after the nuclear strike, the Soviet Union's transport capacity skyrockets to almost 40% over the limit, while total effective industrial capacity drops by an incredible 30%. The problems in transport capacity have a ripple effect throughout the military, with unit combat effectiveness dropping by 20%. Meanwhile, the IC reduction makes it nearly impossible to lower the massive dissent while maintaining production, supplies, and reinforcements. Since the prospects of lowering dissent are unrealistic, in practical terms, the 30% IC loss is permanent.
Calling the effects of a nuclear strike devastating are an understatement. Again, the only thing worse than one nuclear strike is a second nuclear strike.
==== Top Targets ====
The most strategically important target for a nuclear weapon are the nuclear reactors of your adversaries. Since the game only allows building a single reactor of varying levels (at tremendous cost), the first nuclear power that can launch a weapon against the opponent's reactor ensures nuclear supremacy. A reactor hit by a nuclear weapon will be "temporarily" reduced to 0. Due to the 0% infrastructure in the province hit, however, it would take years for that reactor to fully recover. Moreover, expanding that reactor will be extremely delayed. In this sense -- nations with nuclear ambitions that have not yet reached the critical threshold can be permanently prevented from attaining nukes with recurring strikes once every few years.
The following image shows the top ten nuclear targets that would cause the most dissent, based on data from the 1936 scenario. Note that this does not account for any new IC built during the course of the game. Due to the weight of manpower in determining dissent, Nationalist China is the most susceptible to the adverse effects of dissent caused by nuclear warfare. Nationalist China predictably has 4 of the top 10 targets, and in the event of a successive strike, Nationalist China would suffer 72.5% dissent from just 4 targets. No other major or minor nation would exceed 40% dissent after 4 nuclear strikes, making it exceedingly difficult to cause 100% dissent (thus triggering civil war) through nuclear strikes.
[[Image:nuke-targets.png|center|<center>Top Ten Nuclear Targets</center>]]
==== Damage ====
Nuclear Research technologies confer different damage ratings for nuclear devices. The following table was made from in-game testing with a target of Berlin (20 IC, 10 MP, 100% Infrastructure). Note that damage from nuclear devices is not consistent, and there are variances in damage rates (around 25% margin of error). Since a nuclear weapon both temporarily and permanently reduces IC and infrastructure, these values have been listed separately:
{| border="1" cellpadding=5
|- valign=bottom
! Technology Level !! Temporary IC !! Permanent IC !! Temporary Infra || Permanent Infra !! Manpower remaining
|- align=center
| align=left | Nuclear Waste Bomb || 5 || 13 || 45% || 70% || 5
|- align=center
| align=left | Semi-Fission Bomb || 2 || 10 || 20% || 55% || 5
|- align=center
| align=left | Fission Bomb || 0 || 6 || 0.1% || 33% || 1
|- align=center
| align=left | Hydrogen Bomb || 0 || 0 || 0.1% || 0.23% || 0
|}
== Defense against nuclear strikes ==
Nukes that are delivered by Strategic Bombers can be defended against with air superiority:
* Constant flights of interceptors/fighters in a perimeter around your nation
* Strong air defense installations in a perimeter around your nation, or you most valuable core provinces
* Strong infrastructure of radar and airbases to improve interceptor/fighter efficiency
* Focus on enemy airbases within range of your nation
Nukes based on rockets such as the ICBM ''cannot be defended against''.
== Game shortfalls ==
HOI2 modeling of nuclear weapons is not perfect, and it is one of several notable [[AI_Behaviour#Weaknesses|AI flaws]]. In particular, the AI reacts so poorly to the use of nuclear weapons that many consider their use gamey:
* Non-use: The AI usually will not research/build nuclear weapons. This is particularly ahistorical. The AI will only use them in the Doomsday scenario, because they are already researched/built.
* Surrender: The AI will not surrender, no matter how many times it is nuked. This defect includes the Japanese AI. The use of nuclear weapons is not a factor in peace negotiations.
* Deterrence: The AI does not fear complete nuclear devastation nor does it have any deterrence mechanism, resulting in highly irrational decisions (e.g. if the player is capable of launching a massive nuclear strike against the AI, the AI will still launch a single nuke that does little damage to the player, while retaliation from the player completely destroys the AI).
The following potential failings are debatable, but often mentioned in discussions:
* Diplomatic consequences: The game does not model negative diplomatic consequences of sustained nuclear warfare (relations with all nations dropping, raising belligerence, and even dissent at home, etc)
* Fallout: There is no nuclear fallout. This is historically reasonable with early nukes, whose most devastating effects were mostly thermal and radiation exposure was limited.
* Nuclear Winter: The game does not model the cumulative effects of massive nuclear warfare on the environment (e.g. resource drops around the world).
Finally, one error/bug in the game design is that nuclear reactors ''do not'' produce energy: this was incorrectly stated in the game manual, and is incorrectly stated in the "Nuclear Power Production" technology.
== Details ==
=== Build Time ===
{| border="1" cellpadding=5
|- valign=bottom
! Reactor Size !! Build Time
|- align=center
| align=left | 6 || 400 days
|- align=center
| align=left | 7 || 320 days
|- align=center
| align=left | 8 || 270 days
|- align=center
| align=left | 9 || 160 days
|}
=== Technology Teams ===
Only a limited number of countries have a technology team capable of researching nuclear technology:
* Austria
* Canada (past 1943)
* Communist China (past 1950)
* Nationalist China (past 1950)
* Denmark
* France
* Germany
* Holland
* Hungary
* Ireland
* Italy
* Japan
* Luxembourg
* Poland
* Switzerland
* Soviet Union
* Nationalist Spain
* Republican Spain
* Sweden
* United Kingdom
* United States
The following nations are special, break-away nations that can only exist in special circumstances, but who will have nuclear technology teams:
* California
* Congo
* Confederate States of America (past 1943)
* East Germany (past 1954)
* West Germany
* India (past 1943)
* Russia (RUS)
* Scandinavia
* Slovenia
* Transural Republic (past 1942)
* Wallonia
=== Version Changes ===
In HOI2 DD, nuclear weapons underwent a complete change: there role was modified to have several strategic consequences, listed below. In the original HOI2 game, nuclear weapons only destroyed all units in a province. In DD version 1.1, minor changes were that the AI began targeting nuclear reactors for installation strike missions, where previously they had been ignored. In DD version 1.3, nuclear reactors cost an additional 5 manpower.
== Use of Nukes in Mods ==
The AI in the following mods will develop and use nuclear weapons:
* TRP
* Compendium
* Confederate Armageddon
In DAIM, the AI will research and build nuclear weapons. The AI will "not", however, launch nuclear weapons. Typically this is because the AI will not build rockets or strategic aircraft which are necessary to deliver the weapons.
== Enable Nukes manually ==
Following advice from Gen.Schuermann, you can edit the game files of the vanilla game or any mod to enable nukes:
# Open up the specific savegame you want to mod.
# Look for the country to edit, by searching country = {
# Scroll down, to the part of construction.
# Look at max_factor = x. Standard is max_factor = 0.020 (this means, afaik, that Ger will use 2% of their total available IC for construction of either IC, AA, Airports, ports, rocket facilities, infra, and finally, nukes. Say, Germany has 300 effective IC. a nuke facility costs 50 IC.
# Change max_factor = 0.200 (ensure to lower all other infrastructure priorities)
# Then look for nuclear_reactor = no. Switch no to yes.
# Next, look for technology. Technology = { is the search entry.
# There should be a spot "ignore techs". Identify the nuke tech numbers in order to ensure the AI will research them.
* Industrial Tech IDs: 5470 5480 5490 5500 5510 5520 5530 5540
* Secret Tech IDs: 7170 7180 7190 16010 16020
[[Category:Terminology]] [[Category:Units]]
13ff794a3c6cbd2185c66f7b07483887deb03c95
SMEP
0
680
1193
2009-11-01T13:52:45Z
Thevaliant
10239
Removed references to 'I'
wikitext
text/x-wiki
SMEP leaves the core gameplay of Hearts of Iron II intact. However, some things were not up to snuff. These are the things SMEP attempts to address. Here are some examples...
SMEP has many peace treaty events. Infact, SMEP's work was so stable and impressive that it was included (with typos) in later Hearts of Iron II patches (see "Faith of China", which I meant to type as "Fate of China"). Treaties include...
Soviet-Japanese War, Sino-Japanese War, Russian Civil War, Russo-German War, German-American War, Japanese-American War, Franco-German War, Romano-Hungarian War (included in later HOI patches), Romano-Bulgarian War
...and more!
Other noteworthy event chains include...
Partition of Yugoslavia, Partition of Greece, Post-War Eastern Front events, Post-War Western Front events.
SMEP includes what "capital capture" events to make the Allies and Soviets war against the Nazis competitive! Americans in Budapest? Ally Hungary after the war! Soviets in Denmark? Set up a puppet regime in Copenhagen! This creates a very worthwhile experience; you are rewarded for your actions!
SMEP now includes the Consolidated China Improvement Pack, which is altered to fit SMEP's needs and goals. Thank you to the team!
[http://forum.paradoxplaza.com/forum/showthread.php?t=415865 ] The Official SMEP for Armageddon
[[Category:Mods]]
097f8c648bd44d966867e92b0998a1cd363a30fc
Land Doctrine
0
532
895
2010-03-14T09:25:19Z
Thevaliant
10239
/* Doctrine Summaries */
wikitext
text/x-wiki
{{Anthology}}
==Doctrine Overview==
'''Land Doctrine''' effects:
*Organisation and [[Morale]] values
*[[HQ Units in Action|HQ Unit]] availability and effectiveness
*Production costs of certain units (only patch 1.2 and newer; they do not function in 1.1)
*Combat Events
*Some Night/Terrain modifiers
There are 6 Doctrine trees available in the game, depending on tech choices.
*Mobility Focus - Spearhead (finishes in Volksturm Doctrine or Modern Blitzkrieg)
*Mobility Focus - Human Wave (finishes in Mechanized Wave)
*Firepower Focus - Superior Firepower (branches on the last tech into Mechanized Offensive or Combined Arms Defence) finished at Air Land Battle.
*Firepower Focus - Grand Battle Plan, which branches in 1941 into:
**Attritional Containment
**Infiltration Assault
**Operational Stages
**Grand Battle Plan finishes at Assault Concentration Doctrine.
==Doctrine Summaries==
Each of the doctrines have their own strengths and weaknesses which are detailed out below. The choice of which one you would be best to adopt is should be determined by a number of factors such as:
1. What type of game you want to play;
2. How far at the start of a scenario you are already along a certain doctrine path (for example, in the 1944 scenario, it would be significantly counter-productive for Germany to change its doctrine path);
3. The relative 'matching' of your tech teams with you preferred doctrine path (for example, German tech teams are better matched to [[Research|research]] the Blitzkrieg path, and less so the others);
4. If playing a minor, what a major ally might be able to offer in terms of blueprints (for example, Hungary starts on the US Superior Firepower path, but if played normally, would usually ally with Germany on the Blitzkrieg path - switching to this doctrine might be worthwhile);
5. The 'difficulty' of the path undertaken. Note that Firepower path only has 9 techs to research, whilst mobility has 10. Further note that the Grand Battle Plan difficulty is only 9 per stage, compared to 10 for the other three (the other exception is the Human Wave, the last two are both 8);
6. When you are intending to enter the war.
===Spearhead===
The Spearhead doctrine tree is exceptionally strong, particularly between 1937 and 1941. It has extremely high organisation, fast headquarters units, cheap tanks, and Breakthrough and Encirclement offensive [[Combat Events|combat events]]. Most of the benefits are achieved by 1940, giving early advantages.
Between 1939 and 1942 there are also cost savings on infantry and artillery; in 1943 these are switched to motorised and mechanised troops and self-propelled guns.
Spearhead doctrine is ideally suited to nations who are seeking to conduct rapid Blitzkrieg offensives. The high Organisation levels mean that the troops are very good at winning battles and sustained operations. The only disadvantage is that some other nations have better cost reductions, and defensive combat events are scarce.
Neither of the late war techs are very good however. Volkssturm, available by 1944 (the earliest of the late/post war techs) offers discounts to milita and urban defence at the expense of a 10% organisation penalty to infantry. The Modern Blitzkrieg doctrine, whilst offering a 5% org increase, isn't available till 1947 and doesn't offer as much as the other tech trees do.
===Human Wave===
The Human Wave doctrine tree has low Organisation throughout but exceptional Morale. At every stage the Morale is higher than any other type. Higher morale allows organization to recover much faster, meaning that units can recover organization and quickly attack again.
There are significant discounts to Infantry and Cavalry throughout, biggest in 1940 and the first two of three 1941 land doctrines. Starting with the last 1941 land doctrine, there are discounts for Motorised, Mechanized and Armoured units. HQs are initially slow until the last 1941 Land Doctrine is researched and give virtually no Supply Efficiency bonus until 1943. One of the difficulties of the Human Wave land doctrine tree is that you need to research one 1940 and then three 1941 land doctrines consecutively while the German Blitzkrieg branch has only one 1941 Land Doctrine.
The combat events focus on Assaults and Counterattacks, which trade your manpower for enemy organisation.
Human Wave doctrine suits nations which have plenty of Manpower to make lots of Infantry units which throw themselves at the enemy on the offensive or the defensive. The initially slow HQ speed means an operational attack is relatively slow and needs careful planning. With the later doctrines, however, HQ speed increases significantly.
The 1946 tech 'Mechanised Wave' does offer huge bonuses (30%) to armour and mechanised unit morale.
===Superior Firepower===
Organisation and Morale are initially both very poor. Superior Firepower organisation is worse than even the Human Wave's until 1941, but almost catches up with Spearhead in 1943.
However, the Superior Firepower tech tree has discounts on Infantry that are just as big as the Human Wave tech tree. Artillery brigades are also heavily discounted. Later this switches to Motorised, Mechanised divisions and SP Guns.
The other notable feature is that this tree has the highest Supply Efficiency bonus from the presence of HQ units.
The Superior Firepower doctrine tree suits countries that are entering the war late. Early on their armed forces are very disorgansied and vulnerable. This doctrine also encourages an Artillery focus, whether static or mobile.
The 1946 tech 'Air-Land Battle' finally gives a 10% boost to both Organisation and Morale, with a cost reduction for Cavalry (presumably for the upcoming helicopter unit).
===Grand Battle Plan===
This doctrine line is superior right at the beginning, in 1936 - but is outclassed almost immediately. (Note that Germany starts the '36 scenario with many advanced techs).
These doctrines give poor organisation and morale and slight discounts to infantry and AT guns.
They improve somewhat in 1942-44 as the tech tree splits:
*Attritional Containment: Achieves relatively high morale levels and low organisation. Respectable discounts on Infantry, AT, Engineers and Artillery. Combat events are the Assault and the Counterattack. Mainly suitable for static defense or slow attack.
*Infiltration assault: Very high Morale, though both Org and Morale are always lower than the Soviet tech tree. This tree gives advantages to night combat, which generally makes your land units more effective. Plenty of Ambush combat events. Discounts on Infantry, Marines and Militia. Armour becomes more expensive. Encourages to an extent an offensive Infantry and Militia focus.
*Operational Stages: Balanced between Org and Morale and mediocre at both - ends up in 1944 equivalent to where the Germans were in 1941. Discounts end up spread over Infantry, Mechanized, Motorised, Anti-Tank and Armour. Not a strong tech tree but the only way to shift the Grand Battle Plan decision around to mechanised warfare.
The 1946 addition 'Assault Concentration' adds 20% morale and organisation to any divisions with an artillery brigade, making the addition of these brigades to units very worthwhile.
==Rankings==
While all doctrines have particular strengths and weaknesses, a general table can be constructed showing the value of doctrines relative to each other. The top three doctrines switch places, but always remain in the top three: Blitzkrieg, Human Wave, and Infiltration.
=== 1936- 1942 ===
# Blitzkrieg
# Human Wave
# Infiltration/Operational/Attritional (identical)
# Superior Firepower
=== 1942 - 1943 ===
# Infiltration
# Human Wave
# Blitzkrieg (best only if outnumbered or on the defensive)
# Superior Firepower (with tech rush)
# Operational Stages
# Attritional Containment
=== 1944+ ===
# Infiltration
# Human Wave
# Blitzkrieg
# Superior Firepower
# Attritional Containment
# Operational Stages
==Doctrine Information in Full==
Available from
[http://forum.paradoxplaza.com/forum/showthread.php?p=3918948#post3918948 this thread] at the Paradox Forums.
=== USA Firepower- Superior Firepower Tree ===
{| border="1" cellpadding="2"
!Year||Hq_Ty||HQ_ESE||Hq_Spd||Org||Morale||C_Inf||C_Art||C_ Mot||C_SPA||C_Mec||C_Cav
|-
|1936||0||1||0||50||30||0||0||0||0||0||0
|-
|1937||0||1||0||50||30||-5||-5||0||0||0||0
|-
|1938||0||2||1||60||40||-10||-10||0||0||0||0
|-
|1939||0||3||1||60||50||-15||-15||0||0||0||0
|-
|1940||1||4||1||60||60||-20||-20||0||0||0||0
|-
|1941||1||4||1||60||60||-20||-20||0||0||0||0
|-
|1942||2||6||2||70||60||-10||-10||-10||-10||0||0
|-
|1943.1||2||8||2||90||80||-5||-5||-15||-15||0||0
|-
|1943.2||2||8||2||90||80||-5||-5||-15||-15||-15||0
|-
|1946||3||8||2||100||90||-5||-5||-15||-15||0||-5
|}
=== Grand Battle Lines ===
{| border="1" cellpadding="2"
!Year||Hq_Ty||HQ_ESE||Hq_Spd||Org||Morale||C_Inf||C_Art||C_Mot||C_SPA||C_Mec||C_AT||C_Eng||C_Mar ||C_Mil||C_Arm
|-
|1936||0||2||0||50||40||-5||0||0||0||0||0||0||0||0||0
|-
|1937||0||2||0||50||40||-5||0||0||0||0||0||0||0||0||0
|-
|1938||1||3||1||50||70||-10||0||0||0||0||0||0||0||0||0
|-
|1939||1||3||1||50||70||-10||0||0||0||0||0||0||0||0||0
|-
|1940||1||4||1||60||80||-15||0||0||0||0||-5||0||0||0||0
|-
|1941||1||4||1||60||80||-15||0||0||0||0||-5||0||0||0||0
|-
|1946||3||4||1||60||80||-15||0||0||0||0||-5||0||0||0||0
|-
!France
|-
|1942||1||6||2||75||80||-20||-5||0||0||0||-10||-5||0||0||0
|-
|1943||1||6||2||75||80||-20||-5||0||0||0||-10||-5||0||0||0
|-
|1944||2||7||3||75||105||-20||-10||0||0||0||-10||-10||0||0||0
|-
!Japan
|-
|1942||1||6||2||70||130||-20||0||0||0||0||-10||0||-5||-10||5
|-
|1943||2||7||3||70||130||-20||0||0||0||0||-10||0||-10||-20||10
|-
!UK
|-
|1942||1||6||2||85||80||-10||0||-10||0||0||-10||0||0||0||0
|-
|1943||1||6||2||85||80||-10||0||-10||0||0||-10||0||0||0||0
|-
|1944||2||8||3||85||80||-10||0||-10||0||-10||-10||0||0||0||-10
|}
=== German Doctrine- Mobility-Spearhead ===
{| border="1" cellpadding="2"
!Year||Hq_Ty||HQ_ESE||Hq_Spd||Org||Morale||C_Inf||C_Art||C_Mot||C_SPA||C_Mec||C_AT||C_Eng||C_Mar||C_Mil ||C_Arm||C_TD||C_LA
|-
|1936||0||0||1||50||30||0||0||0||0||0||0||0||0||0||0||0||0
|-
|1937||1||2||2||60||60||0||0||0||0||0||0||0||0||0||-10||0||-15
|-
|1938||1||3||3||70||80||0||0||0||0||0||0||0||0||0||-20||0||-20
|-
|1939||1||3||3||75||80||-5||-5||0||0||0||0||0||0||0||-20||0||-20
|-
|1940||1||4||3||80||80||-10||-10||0||0||0||0||0||0||0||-20||0||-20
|-
|1941||2||5||3||90||80||-10||-10||0||0||-5||0||0||0||0||-20||-5||-20
|-
|1942||2||5||3||90||80||-10||-10||0||0||-5||0||0||0||0||-20||-5||-20
|-
|1943||2||6||4||100||80||0||0||-10||-10||-15||0||0||0||0||-20||-15||-20
|-
|1947||2||6||4||105||80||0||0||-10||-10||-15||0||0||0||0||-20||-15||-20
|}
=== Soviet Doctrine- Mobility-Human wave ===
{| border="1" cellpadding="2"
!Year||Hq_Ty||HQ_ESE||Hq_Spd||Org||Morale||C_Inf||C_Art||C_Mot||C_SPA||C_Mec||C_AT||C_Eng||C_Mar||C_Mil ||C_Arm||C_TD||C_Cav
|-
|1936||0||0||1||40||80||-5||0||0||0||0||0||0||0||0||0||0||-10
|-
|1937||0||0||1||50||80||-10||0||0||0||0||0||0||0||0||0||0||-20
|-
|1938||0||0||1||50||80||-10||0||0||0||0||0||0||0||0||0||0||-20
|-
|1939||0||0||1||50||80||-15||0||0||0||0||0||0||0||-10||0||0||-20
|-
|1940||1||1||1||50||100||-20||0||0||0||0||0||0||0||-20||0||0||-20
|-
|1941||2||2||2||70||100||-20||0||-5||0||-5||-5||0||0||-15||0||0||-15
|-
|1942||2||2||2||70||100||-20||0||-5||0||-5||-5||0||0||-15||0||0||-15
|-
|1943||2||6||2||70||140||-10||0||-15||0||-15||-5||0||0||-5||-10||0||-5
|}
=== Comparison of final results ===
Doctrine: (Org)/(Morale)
Superior Firepower: 70/50
Human Wave: 40/110
Blitzkrieg: 75/50
Operational Stages: 55/50
Infiltration Assault: 40/100
Attritional Containment: 45/75
Note - The maximum organisation can actually vary from unit to unit, even within the same doctrine path, by quite some degree, due to domestic sliders (Full standing army provides 10% org bonus, whilst full drafted army has a 10% negative), brigade attachments and specialist infantry.
As an example, with all techs researched in the Infiltration Assault path, a unit could have as little as 63 Org (normal unit, full drafted slider) or as much as 110 Org (Specialist infantry with Artillery brigade attached with full standing army slider).
== See also ==
* [[Combat Events]] and the tables therein.
* A Doomsday thread has an useful alternative ranking of the various land doctrines:[http://forum.paradoxplaza.com/forum/showthread.php?t=309698 Thistletooth's posting ]
== Downloads ==
*[http://rapidshare.de/files/20735805/Land_Doctrines_1.3b.xls.html GAGA's land doctrine comparison sheet]
[[Category:Guides]]
1fe80fd43df143d04e1eef9a2d7d429e29e148f9
Secret Weapons Tech Tree
0
684
1201
2010-05-03T15:56:51Z
Thevaliant
10239
/* Intercontinental Ballistic Missile */ Updated for DD Arma
wikitext
text/x-wiki
{{TechTree}}
==== Basic Rocket Interceptor ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
*Prerequisites: None
*Effects:
:*New Model interceptor 5
|
10 - [[Image:rocketry.png|rocketry]] - Basic Rocket Engine
8 - [[Image:aeronautics.png|aeronautics]] - Basic Rocket Interceptor Airframe
5 - [[Image:artillery.png|artillery]] - 30mm Cannons
7 - [[Image:electronics.png|electronics]] - Improved Centimetric Airborne Fighter Radar
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic Rocket Interceptor Prototype Tests (D)
|}
==== Improved Rocket Interceptor ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Secret_Weapons_Tech_Tree#Basic Rocket Interceptor|Basic Rocket Interceptor]]
*Effects:
:*New Model interceptor 6
|
10 - [[Image:rocketry.png|rocketry]] - Improved Rocket Engine
8 - [[Image:aeronautics.png|aeronautics]] - Improved Rocket Interceptor Airframe
7 - [[Image:rocketry.png|rocketry]] - Air-to-Air Missile
7 - [[Image:electronics.png|electronics]] - Advanced Centimetric Airborne Fighter Radar
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved Rocket Interceptor Prototype Tests (D)
|}
==== Basic Turbojet Interceptor ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
*Prerequisites: None
*Effects:
:*New Model interceptor 7
|
10 - [[Image:rocketry.png|rocketry]] - Basic Turbojet Engine
8 - [[Image:aeronautics.png|aeronautics]] - Basic Turbojet Interceptor Airframe
5 - [[Image:artillery.png|artillery]] - 30mm Cannons
7 - [[Image:electronics.png|electronics]] - Improved Centimetric Airborne Fighter Radar
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic Turbojet Interceptor Prototype Tests (D)
|}
==== Improved Turbojet Interceptor ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Secret_Weapons_Tech_Tree#Basic Turbojet Interceptor|Basic Turbojet Interceptor]]
*Effects:
:*New Model interceptor 8
|
10 - [[Image:rocketry.png|rocketry]] - Improved Turbojet Engine
8 - [[Image:aeronautics.png|aeronautics]] - Improved Turbojet Airframe
8 - [[Image:rocketry.png|rocketry]] - Air-to-Air Missile
7 - [[Image:electronics.png|electronics]] - Advanced Centimetric Airborne Fighter Radar
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved Turbojet Interceptor Prototype Tests (D)
|}
==== Turbojet Carrier Air Wing ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1944
*Prerequisites:
:*Modern Air Carrier
*Effects:
:*New Model cag 8
|
10 - [[Image:rocketry.png|rocketry]] - Naval Turbojet Engine
8 - [[Image:aeronautics.png|aeronautics]] - Regular Composite Airframe
5 - [[Image:artillery.png|artillery]] - 30mm Cannons
7 - [[Image:electronics.png|electronics]] - Advanced Centimetric Airborne Fighter Radar
10 - [[Image:technical_efficiency.png|technical_efficiency]] - VTOL Prototype Tests (D)
|}
==== Turbojet Close Air Support Aircraft ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites: None
*Effects:
:*New Model cas 3
|
10 - [[Image:rocketry.png|rocketry]] - Short-Range Turbojet Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Light Turbojet Bomber Airframe
7 - [[Image:artillery.png|artillery]] - 120mm Cannon
7 - [[Image:electronics.png|electronics]] - Advanced Centimetric Airborne Radar Navigation
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Light Turbojet Bomber Prototype Tests (D)
|}
==== Turbojet Tactical Bomber ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites: None
*Effects:
:*New Model tactical_bomber 5
|
10 - [[Image:rocketry.png|rocketry]] - Medium-Range Turbojet Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Medium Bomber Turbojet Airframe
7 - [[Image:chemistry.png|chemistry]] - FAE Bombs
7 - [[Image:electronics.png|electronics]] - Advanced Centimetric Airborne Radar Navigation
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Medium-Range Turbojet Bomber Prototype Tests (D)
|}
==== Turbojet Naval Bomber ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1942
*Prerequisites: None
*Effects:
:*New Model naval_bomber 3
|
10 - [[Image:rocketry.png|rocketry]] - Medium-Range Turbojet Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Medium Bomber Turbojet Airframe
5 - [[Image:general_equipment.png|general_equipment]] - Multiple Weapons Platform
7 - [[Image:electronics.png|electronics]] - Advanced Centimetric Airborne Radar Navigation
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Medium-Range Turbojet Bomber Prototype Tests (D)
|}
==== Turbojet Strategic Bomber ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites: None
*Effects:
:*New Model strategic_bomber 3
|
10 - [[Image:rocketry.png|rocketry]] - Long-Range Turbojet Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Heavy Bomber Turbojet Airframe
7 - [[Image:mechanics.png|mechanics]] - Payload Racket Automatization
7 - [[Image:electronics.png|electronics]] - Advanced Centimetric Airborne Radar Navigation
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Heavy Turbojet Bomber Prototype Tests (D)
|}
==== Flying Bomb ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
*Prerequisites: None
*Effects:
:*Activate Unit Type flying_bomb
|
10 - [[Image:rocketry.png|rocketry]] - Basic Clearing Routines
7 - [[Image:aeronautics.png|aeronautics]] - Modified Steering Fens
7 - [[Image:aeronautics.png|aeronautics]] - Catapult Launch Tests
7 - [[Image:mechanics.png|mechanics]] - Mechanical Autopilot
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Flying Bomb Prototype Test (D)
|}
==== Strategic Rocket ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1942
*Prerequisites:
:*[[Secret_Weapons_Tech_Tree#Flying Bomb|Flying Bomb]]
*Effects:
:*Activate Unit Type flying_rocket
:*New Model flying_rocket 0
|
10 - [[Image:rocketry.png|rocketry]] - Improved Clearing Routines
5 - [[Image:aeronautics.png|aeronautics]] - Reinforced Ribs
8 - [[Image:aeronautics.png|aeronautics]] - Advanced All-Weather Tests
8 - [[Image:electronics.png|electronics]] - Gyroscope Autopilot
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Strategic Rocket Prototype Test (D)
|}
==== Ballistic Missile ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1944
*Prerequisites:
:*[[Secret_Weapons_Tech_Tree#Strategic Rocket|Strategic Rocket]]
*Effects:
:*New Model flying_rocket 1
|
10 - [[Image:rocketry.png|rocketry]] - Advanced Clearing Routines
8 - [[Image:aeronautics.png|aeronautics]] - Multiple Sections
8 - [[Image:aeronautics.png|aeronautics]] - Multi-stage Test Flights
9 - [[Image:electronics.png|electronics]] - Gyrostabilized Launch Computer
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Ballistic Missile Prototype Test (D)
|}
==== Intercontinental Ballistic Missile ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1951
*Prerequisites:
:*[[Secret_Weapons_Tech_Tree#Ballistic Missile|Ballistic Missile]]
*Effects:
:*New Model flying_rocket 2
|
10 - [[Image:rocketry.png|rocketry]] - Semimodern Clearing Routines
9 - [[Image:rocketry.png|rocketry]] - Section Flight Dropping
10 - [[Image:aeronautics.png|aeronautics]] - Multi-stage Ballistic Missile Test Flights
10 - [[Image:electronics.png|electronics]] - ICBM Guidance System Computer
10 - [[Image:technical_efficiency.png|technical_efficiency]] - ICBM Prototype Test (D)
|}
==== Basic Electronic Computers ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
*Prerequisites: None
*Effects:
:*Research Modifier: 5
|
8 - [[Image:mathematics.png|mathematics]] - Assembly Language
8 - [[Image:electronics.png|electronics]] - Cathode Ray Tube Primary Memory
7 - [[Image:chemistry.png|chemistry]] - Magnetic Tape Secondary Memory
6 - [[Image:mathematics.png|mathematics]] - BCD ALU
8 - [[Image:electronics.png|electronics]] - Hardwired CPU (D)
|}
==== Improved Electronic Computers ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Secret_Weapons_Tech_Tree#Basic Electronic Computers|Basic Electronic Computers]]
*Effects:
:*Research Modifier: 5
|
9 - [[Image:mathematics.png|mathematics]] - High Level Language
9 - [[Image:electronics.png|electronics]] - Mercury Delay Line Primary Memory
8 - [[Image:chemistry.png|chemistry]] - Magnetic Drum Secondary Memory
6 - [[Image:mathematics.png|mathematics]] - Binary ALU
9 - [[Image:mathematics.png|mathematics]] - Microprogramming (D)
|}
==== Advanced Electronic Computers ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1945
*Prerequisites:
:*[[Secret_Weapons_Tech_Tree#Improved Electronic Computers|Improved Electronic Computers]]
*Effects:
:*Research Modifier: 5
|
10 - [[Image:mathematics.png|mathematics]] - Functional Programming
10 - [[Image:electronics.png|electronics]] - Semiconductor Primary Memory
10 - [[Image:chemistry.png|chemistry]] - Hard Disk Secondary Memory
8 - [[Image:mathematics.png|mathematics]] - Floating Point ALU
10 - [[Image:mathematics.png|mathematics]] - Batch Processing (D)
|}
==== Nuclear Waste Bomb ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1944
*Prerequisites: None
*Effects:
:*Enable Mission Type: nuke
:*Max Reactor Size: 6
:*abomb_production
:*Subs may now launch Nukes flying_bomb
:*Subs may now launch Nukes flying_rocket
|
8 - [[Image:nuclear_engineering.png|nuclear_engineering]] - Basic Nuclear Bomb Construction
6 - [[Image:electronics.png|electronics]] - Basic Detonator
7 - [[Image:mathematics.png|mathematics]] - Basic Impact Calculations
6 - [[Image:chemistry.png|chemistry]] - Basic Uranium Handling
10 - [[Image:nuclear_physics.png|nuclear_physics]] - Basic Nuclear Detonation Tests (D)
|}
==== Semi-Fission Bomb ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1944
*Prerequisites:
:*[[Secret_Weapons_Tech_Tree#Nuclear Waste Bomb|Nuclear Waste Bomb]]
*Effects:
:*Max Reactor Size: 7
|
8 - [[Image:nuclear_engineering.png|nuclear_engineering]] - Improved Nuclear Bomb Construction
7 - [[Image:electronics.png|electronics]] - Improved Detonator
7 - [[Image:mathematics.png|mathematics]] - Improved Impact Calculations
9 - [[Image:chemistry.png|chemistry]] - Improved Uranium Handling
10 - [[Image:nuclear_physics.png|nuclear_physics]] - Improved Nuclear Detonation Tests (D)
|}
==== Fission Bomb ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1944
*Prerequisites:
:*[[Secret_Weapons_Tech_Tree#Semi-Fission Bomb|Semi-Fission Bomb]]
*Effects:
:*Max Reactor Size: 8
|
10 - [[Image:nuclear_engineering.png|nuclear_engineering]] - Advanced Nuclear Bomb Construction
8 - [[Image:electronics.png|electronics]] - Advanced Detonator
10 - [[Image:mathematics.png|mathematics]] - Advanced Impact Calculations
10 - [[Image:chemistry.png|chemistry]] - Advanced Uranium Handling
10 - [[Image:nuclear_physics.png|nuclear_physics]] - Advanced Nuclear Detonation Tests (D)
|}
==== Nuclear Battleship Propulsion ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1944
*Prerequisites: None
*Effects:
:*New Model battleship 7
|
9 - [[Image:nuclear_engineering.png|nuclear_engineering]] - BB Emergency Shut-down System
8 - [[Image:nuclear_engineering.png|nuclear_engineering]] - BB Fuel Installation and Removal
7 - [[Image:chemistry.png|chemistry]] - BB Nuclear Cooling System
7 - [[Image:naval_engineering.png|naval_engineering]] - BB Modified Hull Construction
10 - [[Image:naval_training.png|naval_training]] - BB Nuclear Vessel Procedure (D)
|}
==== Nuclear Cruiser Propulsion ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1944
*Prerequisites: None
*Effects:
:*New Model heavy_cruiser 6
:*New Model battlecruiser 6
|
9 - [[Image:nuclear_engineering.png|nuclear_engineering]] - CA Emergency Shut-down System
8 - [[Image:nuclear_engineering.png|nuclear_engineering]] - CA Fuel Installation and Removal
7 - [[Image:chemistry.png|chemistry]] - CA Nuclear Cooling System
7 - [[Image:electronics.png|electronics]] - CA Modified Hull Construction
10 - [[Image:naval_training.png|naval_training]] - CA Nuclear Vessel Procedure (D)
|}
==== Nuclear Carrier Propulsion ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1944
*Prerequisites: None
*Effects:
:*New Model carrier 8
|
9 - [[Image:nuclear_engineering.png|nuclear_engineering]] - CV Emergency Shut-down System
8 - [[Image:nuclear_engineering.png|nuclear_engineering]] - CV Fuel Installation and Removal
7 - [[Image:chemistry.png|chemistry]] - CV Nuclear Cooling System
7 - [[Image:electronics.png|electronics]] - CV Modified Hull Construction
10 - [[Image:naval_training.png|naval_training]] - CV Nuclear Vessel Procedure (D)
|}
==== Nuclear-powered Submarine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1944
*Prerequisites: None
*Effects:
:*New Model submarine 6
|
9 - [[Image:nuclear_engineering.png|nuclear_engineering]] - SS Emergency Shut-down System
8 - [[Image:nuclear_engineering.png|nuclear_engineering]] - SS Fuel Installation and Removal
7 - [[Image:chemistry.png|chemistry]] - SS Nuclear Cooling System
7 - [[Image:electronics.png|electronics]] - SS Modified Hull Construction
10 - [[Image:naval_training.png|naval_training]] - SS Nuclear Vessel Procedure (D)
|}
==== Air Cavalry Division ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1944
*Prerequisites: None
*Effects:
:*New Model cavalry 5
|
7 - [[Image:aeronautics.png|aeronautics]] - Attack Helicopters
7 - [[Image:aeronautics.png|aeronautics]] - Transport Helicopters
5 - [[Image:management.png|management]] - Aerial Support Organization
6 - [[Image:rocketry.png|rocketry]] - Modified Anti-Tank Weaponry
7 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Air Assault Tactics (D)
|}
==== Air-to-Surface Missile (ASM) ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1942
*Prerequisites:
:*[[Secret_Weapons_Tech_Tree#Turbojet Close Air Support Aircraft|Turbojet Close Air Support Aircraft]]
*Effects:
:*New Model cas 4
|
6 - [[Image:aeronautics.png|aeronautics]] - Air-launch tests
7 - [[Image:aeronautics.png|aeronautics]] - Air-to-Surface Wire Guidance
7 - [[Image:electronics.png|electronics]] - Delayed Detonation Fuse
5 - [[Image:chemistry.png|chemistry]] - HEAT payload
8 - [[Image:technical_efficiency.png|technical_efficiency]] - ASM Prototype Test (D)
|}
==== Surface-to-Air Missile (SAM) ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites: None
*Effects:
:*Flak Power 100
|
6 - [[Image:aeronautics.png|aeronautics]] - Ground Launch Tests
7 - [[Image:aeronautics.png|aeronautics]] - Surface-to-Air Wire Guidance
7 - [[Image:electronics.png|electronics]] - Radar Proximity Fuse
5 - [[Image:chemistry.png|chemistry]] - Steel Bullet Ammo
8 - [[Image:technical_efficiency.png|technical_efficiency]] - SAM Prototype Test (D)
|}
==== Basic Turbojet Fighter ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites: None
*Effects:
:*New Model multi_role 3
|
10 - [[Image:rocketry.png|rocketry]] - Basic Turbojet Engine
8 - [[Image:aeronautics.png|aeronautics]] - Basic Turbojet Fighter Airframe
5 - [[Image:artillery.png|artillery]] - 30mm Cannons
7 - [[Image:electronics.png|electronics]] - Improved Centimetric Airborne Fighter Radar
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic Turbojet Fighter Prototype Tests (D)
|}
==== Improved Turbojet Fighter ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1944
*Prerequisites:
:*[[Secret_Weapons_Tech_Tree#Basic Turbojet Fighter|Basic Turbojet Fighter]]
*Effects:
:*New Model multi_role 4
|
10 - [[Image:rocketry.png|rocketry]] - Improved Turbojet Engine
8 - [[Image:aeronautics.png|aeronautics]] - Improved Turbojet Airframe
7 - [[Image:rocketry.png|rocketry]] - Air-to-Air Missile
7 - [[Image:electronics.png|electronics]] - Advanced Centimetric Airborne Fighter Radar
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved Turbojet Fighter Prototype Tests (D)
|}
[[Category:Reference]] [[Category:Tech Tree]]
e5bed951dbbaf016f9a725cecb96a9f679c32d93
Germany Strategy Guide
0
476
783
2010-05-07T23:23:45Z
Konterfei
14511
/* Condor Legion: Spanish Civil War */
wikitext
text/x-wiki
[[Image:Ger-topbar.JPG]]
{{Country guides}}
{{GermanyStrategyGuides}}
__TOC__
==Overview==
Germany is one of the most played nations in HoI2. Using AAR production as an indication of popularity, Germany is #1 with hundreds of AARs on the Paradox boards. USA is in 2nd place, and the USSR in 3rd place, neither with more than one hundred. The reason for this is probably that Germany is a nation with great potential that was foiled historically and people enjoy ahistorical success. Success with Germany for veteran players is fairly easy, even on very hard difficulty. For beginning players, Germany can be a challenging nation.
Germany is fairly heavily event driven. With technology, production, economy and politics set up properly, the game can run more or less hands free for the first 3 years. Events will benefit Germany immensely, so wait for them to happen, largely in 1938 and 1939. Events will also lead Germany into war with the Allies, on August 31, 1939. By that date, Germany should be fully prepared for war. Note that even veteran players of HOI2, for the most part, abide by historical events at least until war with Poland.
==Technology==
Germany has the best research teams in the game which allows Germany to be considerably far ahead of all her rivals in research. For example, assuming Germany ignores Tank Destroyers and Anti-Tank Artillery (considered worthless units in game), by May, 1937, it is possible for Germany to have researched ''every'' 1936 and 1937 technology. By January 1, 1939, Germany is capable of having researched every 1938 technology as well, with the only exception being aircraft carriers, which are not commonly used as Germany. Advanced players may take different routes, such as tech rushing key technologies. Since Germany's teams are so strong, researching technologies 1 year in advance is comparatively easy. The only point of weakness in German research is in the Navy.
''' Industrial Research '''
I.G. Farben is the best manufacturing tech team in the game. Use them for all your manufacturing research except Production Planning, which only requires management so use Erich Von Manstein (level 9 and has management) while I.G. Farben researches Production Control. Every industrial field should be researched as Germany with the exception of Radar.
Three tech-teams should be put on the following Industrial Research at start:
* Basic Machine Tools
* Agrichemistry
* Basic Computing Machine
''' Infantry & Armor '''
Infantry and Supply are the most important research topics here. Mountaineers are helpful in winter fighting, and marines are helpful for Sea Lion. Paratroopers are generally not worth it. Light and Medium Tank research is important for Germany. Static Anti-Air could also be important if Germany doesn't plan on invading England.
''' Naval & Naval Doctrine'''
Germany does not require a Navy to defeat the Soviet Union, which is the most important objective. A Navy is useful, however, for invading England and even the USA. Germany's Naval tech teams are its weakest area, in addition to its naval doctrines, which are not conductive to a surface fleet. A typical German navy will focus exclusively on submarines for convoy raiding. A player that seeks to make Germany into a Naval Superpower would abandon the Sealane Interdiction doctrine, and likely go for Fleet-in-Being instead.
''' Aircraft & Air Doctrine '''
Germany's air research teams are good enough that it is possible to keep up to the latest technological level with five of the eight aircraft types, in addition to nearly up to date research on all air doctrine technologies for a player that devotes a serious effort to it. For basics, however, Germany needs to only focus on Interceptors, Close Air Support, and Tactical Bombers to be highly successful.
==Diplomacy==
===Alliances===
Germany will be able to enlist several nations into the Axis throughout the course of the game. Through events, Germany can get Hungary, Romania, and Bulgaria into the Axis. Finland, Vichy France, Japan and Italy can manually be asked to join the Axis beginning in 1940 with relatively high degrees of success. Germany can also manage to convince some nations to join the Axis before the start of war (August 31, 1939), without using coups. While the list below seems fairly large, Germany will only be able to focus on a few nations in a game due to the costs involved in influencing nations. Generally, the most strategically important allies from the below list are Nationalist Spain and Turkey.
{| CELLPADDING=10
|- VALIGN=top
|
Reasonable chance (above 10% at 200 relations):
*Nationalist Spain (during Spanish Civil War)
*Portugal
*Argentina
*Turkey (before 11/1938)
*Yugoslavia
*Japan
*Greece
*Afghanistan
|
Low chance (below 10% at 200 relations):
*Persia
*Venezuela
*Peru
*Guatemala
*Siam
|}
===Sliders===
Germany's starting sliders are below average. Fortunately, Germany will receive events that shift Germany fully to Hawk Lobby and Interventionism by 1939. Thus, adjusting those sliders is not necessary. Therefore, Germany's first slider moves should be towards Central Planning: Germany is unable to move to free market due to its Authoritarianism. This shift requires 4 moves (1936, 1937, 1938 & 1939) in order to attain the valuable 25% IC bonus. Once this is achieved, in 1940, Germany should begin the move to Standing Army in order to get the experience and organization bonuses. This can be accomplished by January, 1942.
===Ministers===
Germany's starting ministers have fairly good [[Minister Traits|traits]], but the setup can be improved. A few obvious changes should be made before occupation of the Rhineland: Minster of Security: Gurtner; and Armaments Minister: Schacht (10% IC bonus). Also Head of Intelligence to Oskar von Hindenburg is a good idea if Germany is planning on influencing countries.
In 1937, switching the Foreign Minister to Ribbentrop is a good idea if Germany plans on influencing countries.
In 1938 Germany might want to switch the Chief of Staff to Erich Hoepner (5% Armour and artillery research and artillery construction bonuses) until the war starts.
In 1939, Germany should switch to Minister of Security: Daluege in order to benefit from +15% foreign IC use. When prompted for Schacht's resignation by event, refuse due to his excellent 10% IC bonus. Chief of Staff Ludwig Beck is a decent Chief of Staff (Land Unit speed +10%), but not an obvious or necessary early pick. Germany also already has quick land forces and switching to Fritz Bayerlein (+20% organization regain) is probably the better choice here. In Armageddon, Germany should also switch to Head of Intelligence: Hans Oster in order to benefit from his 5% IC bonus.
In 1941, switching to a Guns and Butter Chief of Army, like von Blomberg, will improve the supply and TC situation.
For Naval Minister, the best pick depends on the naval policy:
* '''Decisive Naval Battle''' is best for conventional [[Surface Action Group]]s and [[Surface Action Group#Cruizergs|Cruizerg]] fleets, but hurts carriers, available at start.
* '''Open Seas''' is best for convoy defense, but makes subs more vulnerable, available at start.
* '''Indirect Approach''' makes subs and BCs hit harder, but makes transports and destroyers more expensive, available from 1939.
* '''Base Control''' makes marines, transports and destroyers cheaper, but also makes cruisers more expensive and hurts the offensive power of BBs and BCs, available from 1940.
* '''Power Projection''' is not available for Germany.
For Air Force, '''Army Aviation''' and '''Air Superiority''' are both good choices, but the NAV construction penalty with Air Superiority makes Army Aviation a better pick. Both are available at start. Access to a '''Carpet Bombing''' minister is gained in 1939 - which may be useful if a long strategic bombing campaign against UK is planned. However this requires research in relevant aircrafts and doctrines. '''Vertical Envenlopment''' and '''Naval Aviation''' ministers are gained in 1944 and 1945.
See also a complete list of [[German Ministers]].
==Intelligence==
Germany can make decent use of spies. Stealing blueprints will be only marginally helpful, since Germany is usually far ahead of all its adversaries in research. The best use of spies for Germany is simply to identify troops levels in enemy nations, and to avoid having spies within Germany. Japan, the UK, and the USA are all reasonable targets for blueprint stealing -- any other nations are sure to be far behind Germany in their research.
==Economy==
Germany has a very strong economy that can rival the USA in time.
===Trading===
Germany has a general need for rares, oil, and metal, thus trading should secure those resources, and preferably build large stockpiles. To some extent, Germany can trade excess energy for supplies, which helps redirect IC elsewhere. Germany's strongest trading partners:
* Soviet Union: trade energy, supplies, and cash for metal and rare materials
* Romania: Will trade supplies and oil for energy.
* Italy, Bulgaria, Finland, Switzerland: Will trade supplies for energy
* Brazil: get some rare materials in exchange for energy and/or some supplies.
* Venezuela: offers a lot precious oil in exchange for supplies.
===Industrial Production===
The majority of Germany's IC capacity should go into factory building. Upgrades should be ignored until 1939, since Germany will advance several technologies over the course of the first few years, and will thus benefit from the leap-frog effect. At a minimum, Germany can create a parallel run of 12 factories, with at least 2 serial runs (e.g. 24 new factories by December, 1937). Advanced players sometimes perform 3 serial runs of factories, but this requires a very rapid buildup and organization of your armed forces in 1939, which can be challenging for new players.
==Military==
===Army===
The majority of the German Army (Wehrmacht) should consist of infantry. [[Militia]] can also be helpful if used properly, since Germany has a need for defensive divisions to hold front lines (especially against the Soviet Union). An efficient Infantry/Militia mix for defensive lines is a 9 division army of 4 militia and 5 infantry. Ideally, around 75% of the German Army should consist of infantry/militia before the onset of Barbarossa, with the remaining 25% being tanks and motorized infantry. Building too many tanks is a common mistake for new players, due to high fuel/supply costs and TC load. Unless, of course, you are playing ''very'' historical and seek to emulate the failures of Germany! As a general rule, Germany may have oil shortages (exacerbated with a heavy emphasis on vehicles), and will definitely have TC problems as the invasion of the Soviet Union progresses.
[http://forum.paradoxplaza.com/forum/showthread.php?t=346656 Additional Reading]
===Navy===
The German Navy (Kriegsmarine) has two practical/realistic options:
* Limited Navy: This is the historical route of building U-boats en-mass (the 1938 submarine is a key component). Submarines can be used (in DD) for very successful convoy raiding on England. Doing this will simply hurt England's military overseas (Africa and India). In some sense, this is not a very important strategic goal for Germany, even though convoy raiding can be very successful (see Blue Emu's "Are Submarines Worthless" thread). In ARMA submarines are more powerful, and when serving in large wolf packs (30 sub stacks), they can seriously damage nearly any opposing fleet.
* Surface Fleet: Germany can abandon the [[Sealane Interdiction]] doctrine favored by submarines, and go for the [[Fleet-in-Being]] doctrine. On this route, Germany can build Battleships (SHBB & BB) and use destroyers as screens. This requires considerable time and investment, but when combined with light carriers, Germany will be a formidable Naval power.
===Air Force===
The German Air Force (Luftwaffe) has a large variety of options. Generally, an emphasis on TAC and CAS bombers is the most effective use of firepower against land forces. These will help the German Army significantly eliminate enemy divisions in mass, effectively negating the manpower advantage held by adversaries such as the Soviet Union. Meanwhile, Germany can be successful with large numbers of INT in order to defend against frequent Allied bombing attacks. Since German strategy is contingent on fast conquest of enemy land, STR bombers are not particularly useful. They are also more expensive to build, unless the Chief of Air Force is switched. Later in the game, adding FTR is recommended, since the short range and the upgrade path of INT will hurt during World conquest campaigns.
== Events ==
These events do more than what is specified below, but this is just a summary of the major effects. All events have triggers that will normally trigger unless Germany does something erratic, like starting the war ahead of schedule. Since these events are so helpful to Germany, most players play historically through events.
''' Re-occupation of the Rhineland: '''
At the very start of the scenario, you need to move at least one ground unit to Cologne. This will trigger an event called "Re-Occuptation of the Rhineland" which will give:
* +1 Hawk Lobby
If you dont trigger this event, you will recieve "Great War Manifestation" events that give you +3 dissent until you move a unit into Cologne. So dont wait! You have a unit nearby when the scenario starts, just march in there.
''' Anschluss of Austria: '''
March 1938: Assuming you make the historical choice and the AI accepts:
* Annex Austria
* +1 Authoritarianism
* +1 Hawk Lobby (occurs when Austria accepts, not in original event)
''' Treaty of Munich: '''
September 29th, 1938:
Assuming you make the historical choice and the AI accepts:
* Annex Sudetenland
* +1 Hawk Lobby
* +3 Interventionism
* +1 Hawk Lobby (occurs when Czech accepts, not in original event)
''' The End of Czechoslovakia: '''
March 14th, 1939:
Assuming you make the historical choice and the AI accepts:
* Annex Czechoslovakia
* Create puppet Slovakia OR give territory to Hungary and they join Axis
* +1 Interventionism
* +1 Hawk Lobby (occurs when Czech accepts, not in original event)
''' Claiming Memel: '''
March 23rd, 1939:
Assuming you make the historical choice and the AI accepts:
* Lithuania cedes Memel province
* +1 Interventionism
''' Total Domestic Policy Shift '''
Assuming Germany makes all the historical choices and the AI always accepts:
* +1 Authoritarianism
* +5 Interventionism
* +5 Hawk Lobby
This is sufficient to totally max out the Hawk Lobby and Interventionism Sliders
==War==
Since Germany is the most event driven nation of the game, most players (noob and veteran alike) conduct war on the basis of events. Since Germany is a major power, however, early war is a possibility, including [[Germany Early Annexations |early annexations]]. Generally, however, early war is viewed as gamey and too easy for Germany.
=== Condor Legion: Spanish Civil War ===
On 18 July 1936, the Spanish Civil War (SCW) breaks out. Nationalist Spain will likely loose without German intervention. While the intervention by event helps, Nationalist Spain will typically require direct intervention of the German Army, which means war with Republican Spain. A friendly Spain serves two strategic goals for Germany:
* Access to Gibraltar, which allows Germany to help seize control of the Mediterranean Sea for [[Italy]].
* A soft underbelly to France, making the invasion of France easier.
Historically, Nationalist Spain was neutral in the war and German intervention was limited. Involving Germany in the SCW is by no means necessary, and is generally only used by players seeking total dominance. Also it changes the french ai to a more aggressive one and thus ensures an early DOW from France.
=== Fall Grün: Czechoslovakia ===
Generally, Czechoslovakia can be annexed and made into a puppet entirely through events, as happened historically. On rare occasion, however, Czechoslovakia will refuse German annexation plans, and Germany will be forced to choose to let well enough alone or fight. The Czech army is not a concern due to its very limited size, but its forts in the Sudetenland are very powerful owing to a level 10 size, and hilly terrain. Ostrava, Brno, and Bratislava all do not have forts and border Germany. Thus, this underbelly makes victory fairly swift and relatively easy because the Sudentenland does not have any victory points.
=== Fall Weiß: Poland ===
On 1 September 1939, the war with Poland and the Allies begins by event. Germany will need enough troops (around 6 divisions each) in the three provinces bordering France to protect her Western front. Defeating Poland is possible within two weeks. The [[HQ Units in Action]] strategy guide provides an excellent guide in the effective use of HQ units, combined with armor and motorized infantry, in order to quickly annex Poland.
=== Fall Gelb: France ===
After Poland is annexed, Germany's next significant target is France. In order to get to France, an invasion of the low countries is necessary. Strictly speaking, only war with Belgium is necessary. An invasion of the Netherlands provides Germany IC and large supply stockpiles after the capture of their capital. While neither nation can be "annexed" by taking their European holdings, events fire that ensure Germany receives their European land as "national" provinces.
The invasion of the Low Countries and ultimately France can begin as soon as forces arrive from the defeat of Poland; e.g. sometime in October, 1939. Historically, Germany waited until May, 1940, when weather conditions were more favorable. This can be a problem for inexperienced players attacking too early, and make for some good, early lessons for what not to do when fighting the Soviet Union! Veteran HOI2 players are able to defeat France in less than 2 weeks, primarily through the use of around 5 - 10 tank divisions.
The primary intent of a successful Blitzkrieg is a spearhead attack that cripples the enemy. This means a direct spearhead to Paris. It is possible for the invasion route to go through the forests of France (Liege -> Reims -> Compiegne to Paris), however tanks do quite poorly in the winter in the forest. A more tank friendly route is Ghent -> Lille -> Amiens -> Paris. Once Paris is captured, German forces can branch out in all directions to make a dash for land. When France looses enough territories, it wil surrender.
The event asking for the creation of Vichy France can occur if:
* Paris is not under France's control.
* France lost 25% of its national provinces.
* Germany is at war with France.
* Germany is not at war with Soviet.
* The year is before 1942.
* France is not a puppet of Germany.
* Vichy is not a puppet of Germany.
The event has 25% chance of triggering every 3 days. If France loses at least 40% of its national provinces, the event will automatically trigger. Note that the AI France has 3% chance of rejecting the creation of Vichy. If this happens, Germany is forced to occupy the entire French territory. Accepting the creation of Vichy if the best move for Germany, since it provides Western France as national provinces and drastically lowers dissent, while also providing a reasonably powerful ally.
=== Weserübung: Denmark and Norway ===
This is completely optional.
The advantage of capturing Denmark is rendering Baltic Sea unreachable by UK’s (and later USA’s) navy as well as giving you a launching pad to the American continent (provided you do not let Denmark surrenders event to trigger, see below). However, the benefit from Norway is much more subtle. You only gain a low amount of resource and a not very feasible route to the USSR. The best reason why you want to invade Norway is probably because it is part of operation Fall Weserübung. The additional ports might also be useful if you decide to go for starving Britain with submarine warfare.
A very easy way to defeat Denmark is to capture the province Kolding. There is 99% chance that Denmark will ask for cease fire and then a few days later Denmark is annexed “peacefully” by Germany. Unfortunately if you take this path, you will lose Greenland and Iceland to USA. See the method on how to prevent it in [[Germany_Strategy_Guide#Annexing_Denmark_with_Greenland_and_Iceland|tricks]] section.
Revisiting Norway, a simple and low-risk means of capturing it is by first taking Sweden. This may be accomplished with relative ease by landings just north and South of Stockholm supplemented by an attack from the Odense or Copenhagen. With Sweden in hand, simply walk into Oslo and Narvik from the adjacent Swedish provinces. Alternatively, capture Oslo and Narvik with paratroopers, then annex Norway immediately.
=== Directive 25: Yugoslavia, and Operation Marita: Greece ===
This is completely optional, if you do not wish to invade them, skip right to USSR section.
Securing Yugoslavia and Greece is useful since it makes your allies stronger and gives you access to the Mediterranean Sea. After the annexation of Yugoslavia, you will receive an event that allows you to create Croatia. Creating it will remove some TC burden as well as gaining more manpower and three divisions, making it a good option.
Greece may provide a little harder challenge. It is relatively easy to conquer all of the VPs except the last VP in Crete. The best way to capture it is probably by sending paratroopers on airborne assault. Amphibious assault may prove to be difficult if you or Italy has not neutralized UK’s navy.
=== Operation Barbarossa: Taming the Bear ===
*''See the article [[Germany Strategy- Taming the Bear]]''
==== The Bitter Peace ====
Conditions that must be satisfied to trigger bitter peace:
* Germany controls Paris.
* Germany is not at war with Italy and Japan.
* Do not sign the Tripartite pact with Japan if you intend to attack the USSR without them. Just sign it with Italy.
* Soviet does not control these provinces:
** Leningrad (one of the northern provinces, very close to Finland)
** Moscow
** Stalingrad
** Baku (southern province, next to Persia)
** Sverdlovsk (in Trans-Siberia railway, quite far away)
If you fulfill those conditions, there is 5% chance every week that Stalin may sue for peace. When the event triggers, there is 90% chance USSR will surrender and Germany will obtain a large amount of provinces. Unfortunately if Soviet refuses, the war goes on and you may need to annex USSR to claim victory. The refusal message is:
Soviet Union went with Fight to the bitter end! in Sue for peace with the Germans
There are two Bitter Peace chains, one with Japan in the Axis and one without.
*Without the Tripartite pact being signed by Japan and without Japan in the Axis, # Sue for peace with the Germans, event 2624 SOV starts the event chain which is completed by the Germans accepting it: event 2024 GER # Stalin sues for Peace (Japan is not Axis).
* Providing Japan is in the Axis (and at war with Soviet), Sverdlovsk is not required. But Soviet must lose Vladivostok (next to Japan's Korea). Event 2645 SOV which triggers event 2046 GER
* There is a third and somewhat unusual Bitter Peace if you are not at war with the Allies (UK, France and USA), you only need to conquer 25% of the Soviet national provinces (note that Eastern Poland provinces are not Soviet's national provinces).
==== The Bitter Peace in Doomsday ====
The ideas are generally the same, but there are some significant differences in Doomsday:
1) The Tripartite Pact is now irrelevant. Offer it to both Japan and Italy since there are no Bitter Peace problems.
2) If Japan is Axis or fighting the Soviet Union, the 5th Russian province can be either Sverdlovsk or Vladivostok. The other 4 needed Russian provinces remain Baku, Leningrad, Moscow, and Stalingrad, and either Germany or Vichy France has to own Paris.
3) The AI has to accept the Bitter Peace, there's now a 100% chance of the AI accepting the Bitter Peace once it fires.
4) The % chance for the event to fire has been increased to random = 35 meaning that it should fire in 3 or 4 weeks, but there is no guarantee that it will fire, just a much increased chance that it will fire. Also the time interval between checks has been changed from every 7 days to every 10 days.
5) Other conditions such as Paris not being controlled by France are still the same. Either Germany or Vichy must control Paris.
6) When the Bitter Peace fires, you get 150 provinces at only 2% base partisan levels with a dissent reduction of 50%.
=== Gibraltar ===
There are two ways to reach Mediterranean Sea, from Gibraltar and Suez. Having these two provinces will mean the whole sea is in your control. The problem with capturing Gibraltar is that it is not possible to conduct amphibious assault there. You may try using airborne invasion, invite Spain into your alliance, ask military access to Spain (almost impossible) or invade Spain (best for practical reasons).
During the Soviet war you should try to work on Spain and getting them into your alliance. If they do join then take control of Spanish army and capture Gibraltar with them. Failing that, you need to declare war on Spain in order to obtain Gibraltar.
Alternatively, intercede on Nationalist Spain's behalf during their civil war. Do this by first guaranteeing their independence, then declaring war on Republican Spain (who has a province next to Gibraltar). This will make Nationalist Spain want to join the Axis. Now, you can either just help them win the war, or, if you're a greedy one like me, use the Nationalist Spain fleet to transport your armies (use Send Expeditionary Force to allow them to board) to the southern end of Spain and from there conquer Republican Spain for Germany.
Gibraltar is frequently unguarded, so you can alternatively capture it with paratroopers from Bordeaux, saving you the intervention in Spain.
=== Reaching Africa ===
After the fall of Gibraltar, the most important British territory in Africa is Suez. Controlling this will mean controlling Mediterranean Sea. There are a number of feasible ways to reach Suez:
* Annex Turkey or Persia and then Iraq (slow because of the poor infrastructure of these regions)
* Annex Turkey or Greece to open more ports (you can launch amphibious landings on Alexandria from Athens)
* If you have a strong navy, put him under Grand Admiral Raeder and make amphibious landing in Africa
If you manage to land in Africa with sufficient force, you can chase them out of the continent for good.
=== Operation Seelöwe: Great Britain ===
This can be done before or after gaining complete control of North Africa or even just after the creation of Vichy France. To invade UK successfully you need either a large surface navy (with two or more carriers) or a navy full of submarines. Other units that will prove useful are marines, fighters/interceptors, naval bomber and tactical bomber.
Southern and Eastern provinces of British island are the natural choices for amphibious landing. The best province depends on the province's garrison as well as its adjacent provinces' troops. If the province is lightly defended but an adjacent province has a very large army, you should think twice since that large army may obliterate your landing troops. To see the number of troops in provinces that do not have coast line, use fighters on air superiority over the areas where those provinces at.
The landing party should consist of three marine divisions. Sending more than three divisions will reduce the effectiveness of the whole invasion. Make sure to put the tactical bomber on interdiction and fighters on air superiority to get a beachhead. Since the specific province that is going to be bombed is decided by AI, you may need to follow where your bomber goes. It is not very nice but it works. Success in doing it will spell the doom of the British island.
Another effective way to gain a beachhead is to move your invasion forces next to Cardiff, land paratroopers there, and sail your forces to the now peaceful port. Why? Because Cardiff has no beach to land on, the AI does not defend it, so you can easily capture it with just 1 paratrooper. If landed at nightfall, you will have till dawn to move your transports into the port. No amphibious assaults needed! Another good province for an airborne assault is Norwich, from where you can easily strike at the heart of England.
It may be a good idea if you combine operation Sealion with invasion in Ireland and Iceland (if you did not try to [[Germany_Strategy_Guide#Annexing_Denmark_with_Greenland_and_Iceland|keep]] it). Iceland will serve as a good launch pad for further invasion on Greenland and America.
=== Made in India ===
With British island gone, African possessions ransacked, only India left for UK. The best attack route is from Persia. There is an event that can lead to UK's surrender. The conditions are:
* Paris is in German hand or Germany is not at war with France
* London is captured by Germany
* UK lost at least 75% IC
* UK lost at least 75% VPs
* Germany is not at war with Soviet
* Germany is not at war with USA
UK has 50% chance to accept it. If it does, UK will surrender a number of provinces to Germany, Italy, Canada and USA as well as liberating Lebanon, Egypt, India and Jordan. Chances are if you are able to trigger the event, you can completely annex UK very easily. Because of this reason and the fact that the benefit of accepting the peace is very small, it is a good idea to strive for total annexation of UK.
=== USA ===
It is very difficult to land directly in US coasts. An easier route is from Canada. Capture Iceland, Greenland and then proceed to Canada. If you manage to stockpile troops in Canada and invade USA's mainland, you will see that its defence is very weak. The problem with invading the North American continent via Canada is Canada's poor infrastructure. An alternative strategy that doesn't slow your forces down is to capture Newfoundland and from there parachute into Boston. Use Boston as a beachhead for landing your invasion force (which should be in the region of 100 and above divisions). Strike fast at New York and Washington - New England is the USA's industrial heartland. After an intense initial battle, the rest should be a walkover.
There is an event that allows German Player to demand USA's surrender. The conditions of USA surrender to Germany are:
* USA lost at least 75% IC
* USA lost at least 75% VPs
* Germany is not at war with Soviet
* Germany is not at war with UK
There is 50% chance that AI USA will accept the offer. If it does, Germany will receive three provinces and there will be a large change in USA’s government. Else you can always spend a few more months to annex USA.
=== What's next? ===
Conquer the world! If you need more time, use the no time limit mod in [[Utilities|utilities]] section.
== Miscellaneous ==
=== Advantages ===
''' High Quality Tech Teams '''
* I.G. Farben is the best manufacturing research tech team in the game.
* Konrad Zuse is one of the best cryptographic research tech teams in the game, ensuring further dominance in research.
* Top Tier tech teams for all other areas except Naval Doctrines.
''' Strong Stable Industrial Base '''
* Scattered industrial areas difficult to effectively bomb strategically even from England.
* Pre-War industry in top tier allowing long build up.
* Easy conquests of IC rich areas (Essentially All of Continental Europe).
''' Excellent Starting Land Doctrines '''
* Only one Land Doctrine to research between 1936 and 1939 to have best land doctrine in the world available at the time.
''' Good Consumer Goods Income '''
* Even producing the minimum consumer goods available, peacetime revenue is sufficient to support extensive espionage.
''' Excellent Leaders '''
* Start with large numbers of 3-5 skill generals of various rank.
* Top tier air generals (not better than England, but damn good).
* Top tier admirals (again, not better than England, but good).
* Including Rommel, Manstein, Guderian etc
''' Good Starting Units '''
* Larger starting army than any European power except USSR.
* Large starting airforce
''' Optimal Domestic Sliders for Warfare by 1939 '''
* Lots of free event-driven movements towards Hawk Lobby & Interventionism.
* Player can use their manual slider movements as they wish without being beholden to Hawk Lobby or Interventionism.
* Free DOWs available relatively quickly allows conquest of numerous minor nations without dissent.
''' Flexiblity to choose from a wide range of Force Compositions '''
* Flexible starting forces & solid industry enable the player to build whatever army/navy/airforce compositions they want.
''' Good Historical Events '''
* No huge dissent events.
* No events force-switching or killing your good cabinet members.
* Free annexations via event
* Free declarations of war via event, like ''Danzig or war''
=== Disadvantages ===
''' Weak Allies '''
* Poor quality expeditionary divisions from allies.
* Poor quality tech teams for allies.
* Few in number with low IC prevents good blueprint trading from occuring.
''' Enemies with far-flung possessions that are not easily annexed '''
* UK possesses tiny islands all over the world with victory point values
* USSR has enormous territorial depth. Germany must reach Pacific to annex.
* USA seperated from Germany by huge ocean and strong navy with enormous IC power.
''' Relatively Poor Starting Naval Forces '''
* Without substantial investment, no possibility of victory vs major rivals.
''' Limited access to Naval Doctrines and mediocre naval doctrine tech teams '''
* Kriegsmarinewerft is a good naval unit tech team, but Raeder is your only really good naval doctrine tech team.
* Only access to a few carrier enhancing doctrines useful in the late game naval war vs USA.
''' Must stand alone vs enemies with enormous manpower reserves '''
* Even with immediate research of manpower boosting techs, very difficult to match Soviets or USA in divisions.
* Poor planning can cause you to exhaust your manpower pool and find yourself unable to reinforce your units, much less build more.
''' Poor Raw Materials production pre-war '''
* Peacetime trading strategy must be focused on acquiring [[Rare_Materials|rare materials]], usually at the price of supplies (i.e. purchased with IC).
* After expanding throughout Europe, less of a problem. Especially after extensive stockpiling of resources during peacetime.
''' Mediocre Metal production '''
* Can be mitigated through numerous energy-for-metal trades with minor nations (Sweden makes a 1-for-1 offer every couple months).
''' Located in the center of Europe '''
* Although this makes it attacking easier, it also means Germany is surrounded by enemies.
* Multi-front situation can be managed if Operation Sealion is successful before 1941.
==Gamey Tactics==
Germany has a variety of [[gamey tactics]] possible.
=== Germanic Ireland: Totally Optional===
When the game starts, build a whole bunch of transports and create about 2 Tank divisions, 3 Militias, and about 2 infantry. (Ireland is only given one infantry division so you can easily bomb rush them). quickly board up your troops and head toward Ireland. This will create you a small navel base to attack the british mainland. It will help you attack Brest and having a 2 sided french attack.
== Germany multiplayer strategy ==
=== Prolog ===
Have you ever tried to play with Germany and for some reason lost in multiplayer game? It will change now. The main point is, that you have to build a very strong and speedy army. You can't only focus on infantry. Of course you need them, too, but what you really need (especially against Soviet Union) are motorized and armored units. If you follow my instructions, you will be very strong opponent in the future.
=== Blitzkrieg ===
At the beginning build factories. Only factories. When the war breaks out, you don't have much army but enough to invade Poland. Then, start to build 6 motorized units and 3 armored units, and airforces and some infantry. When you attack France in 1940, there is just no way you could lose, because your army is so tough. French infantry just can't do much against them. You should attack the Soviet Union in 1941. Just keep pumping more armors and mechanized/motorized units. And when the battle begins, use blitzkrieg. Use all your airforce to destroy the enemy's poor infantry, and move forward with your units. You'll see that this strategy is very simple and effective.
== Year 1939 –40 Invading Poland and France ==
Invading Poland should be easy thing to do, altough your army isn’t so great yet. Remember to leave some garrisons against France. It is always good to remember necessary defence. But the main point against Poland is your airforce. Bomb enemy units down and then you won’t lose so much manpower either. When Poland has been annexed you should immediately start to move your units against France, but don’t attack yet. Just wait. But during this ‘phony war’ you should start to build very tough army. First of all, start to pump 3 tanks and 6 motorized infantry + headquarters and some infantry (and CAS!!). With this strategy you will see that France will surrender very soon. If player who plays with United Kingdom transports all his/her allies there, they can’t fight against your tanks. This is so obvious, because tanks have so good toughness and with self propelled brigades they are almost impossible to destroy. BUT!! You have to be careful that you don’t use your tanks and motorized units wrong. Don’t try to attack through mountains or mud or you will ruin everything. With this strategy weather is very important. So when you attack to France (after you have invaded Denmark [don’t attack to Norway]) just invade Netherlands and Belgium and push forward to Reims. Just bomb enemy’s separated units and try to force him/her to move his/her units to Reims. The you have to be speedy. Attack with 8 CAS at night and 8 in morning. Then, concentrate 11 tanks+ HQ + 15 motorized + 20 infantry to Reims, and use some good panzer general. Then, you’ll see, you can’t lose. Then push forward to Paris, and try to destroy as many Britons you can.
== Year 1941 – Operation Barbarossa ==
COMING SOON
[[Category:National Strategy]] [[Category:Germany Strategy]]
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Apocalypse
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Created page with ''''''Apocalypse''''' is a set of mini-mods for Arsenal of Democracy expanding the [[Armageddon]] Scenarios with a later start date, allowing the players to jump straight into the…'
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'''''Apocalypse''''' is a set of mini-mods for Arsenal of Democracy expanding the [[Armageddon]] Scenarios with a later start date, allowing the players to jump straight into the action with the new motorized and mechanized troops and generally a greater variety of units. The start situations are more balanced and the gameplay is much faster and more aggressive (at least that's one of the developing goals).
'''Version History'''
Developing and playtesting started August 2010, Beta 1 was released on October 2, 2010.
'''Synopsis:'''
All technologies prior to the starting year (and some essential ones in the starting year) are already researched, allowing the player to build an up-to-date motorized army right from the start. The chosen doctrine paths are based on techteam specializations and the available amount of fuel and manpower. Also, every alliance contains all doctrine paths, so a player who wants to switch has someone providing him with blueprints. The secret weapons research lags somewhat behind to prevent especially the '45 Scenario to turn into a nuclear massacre right from the start. The selection of starting units (Fleets and the amount of Arm/Mec/Mot/Mil) is influenced by the doctrine path.
''Note:'' The players start at peace, but the AI is much more aggressive than in ''The Abyss''. Even on "normal" it usually takes less than a year until the wars start.
=== '''Available Scenarios''' ===
* Apocalypse '42
* Apocalypse '45
=== '''Download''' ===
[[File:Apocalypse42.zip]]
[[File:Apocalypse45.zip]]
[[Category:Mods]]
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{{Country guides}}
== Background ==
During the war, France planned to advance into Belgium to create a static, defensive front not unlike their experience in WWI. The plan failed when Germany attacked from the Ardennes forest and the French lacked the mobility and time to respond. You have the chance to avoid the mistake by making fortresses in northern France or build sufficient troops to invade Germany when it declares war. Before continuing on, let’s examine France’s weaknesses:
* Bad starting technology
* Low manpower
* Low IC
* Exposed northern front
* Weak starting army
* A navy that probably saw service with Napoleon
==Technology==
France will always be able to research more than it can effectively build with its limited IC. Navy can be entirely ignored. All research should be primarily poured into Industrial, Infantry, Land Doctrine, and Armor/Artillery. Air power is useful only for TAC, INT, and possibly CAS. For this reason, by around 1939 France can be significantly ahead of all the Allies, including even the USA, in technology research.
* Industrial: get industry research as high as possible (especially the ones which increase manpower, IC, IC efficiency, quicken production time and increase research efficiency)
* Infantry: focus on completing 1941 infantry by May, 1940.
* Armor: ART, SP-ART, and ARM are useful areas to research.
* Fighter/interceptor: Research the Interceptor tree, since France begins the game with several.
==Diplomacy==
===Alliances===
France begins the game in the Allies, with the UK as the Alliance leader. As such, France cannot do anything to alter the alliance save for leaving it. An ahistorical alternative would be to create a Fascist France by allying with Germany.
===Sliders===
France will receive "free" interventionism moves to 9, just one short of full interventionism. France is best moving to Hawk in 1936, 1937, and 1938. Afterwards, moving to Standing Army is best. Alternatively, a France that elects a right wing government should make two moves to Free market in order to gain those excellent bonuses.
===Ministers===
France begins with some decent ministers, with Social Liberal and Social Democrat ministers providing the best bonuses throughout the early years. Generally, IC bonuses are important for France, especially for a Leftist France. Chief of Staff Lattre de Tassigny (Manpower +25%; Infantry Construction Bonus -5%) is a good choice. Chief of the Army Victor Bourgeois is worth considering with his -15% supply consumption for players who intend to build a large army. As an alternative, Gamelin provides an -5% infantry construction bonus, in addition to a -10% fort construction bonus for players who intend to play defensive. Head of Intelligence Salengro provides +5% IC and +5% steal blueprint.
==Intelligence==
France can gain limited benefit through the intelligence system by stealing blueprints from Germany. Generally, however, it is not particularly valuable.
==Economy==
===Trading===
France has good resources, and for what it lacks, its Allies will readily address. For these reasons, France can stockpile all major materials with no real effort. The UK is a good source for Supplies, while the USA is a good source for money.
===Industrial Production===
Early French IC production is not practical, since France begins with large IC penalties, and requires a large army in order to defend against Germany. For players who intend a defensive strategy, IC production can begin as early as around June, 1940, assuming France has established safe defensive lines. Troop production will always be important in a defensive war in order to keep pace with Germany, however, so only limited IC production would be possible. Achieving this balance is important, since a long defensive war will eventually stretch France's limited TC, thus TC expansion is important.
==Military==
France requires complete focus on building a large Army in order to defend against Germany.
===Army===
France must focus considerable effort into building a land force of infantry and [[militia]] capable of defending France's borders against the coming German blitzkrieg. On May 1st, 1940, an Army of around 100 infantry with around 50 militia is about the minimum necessary for a sound defense. France has a number of underused troops in Morocco, Algeria, Tunisia, and Djibouti. Transport all of them to the border with Belgium to help the defence. Move all other troops to the border but leave a limited number of troops on the Italian border since Italy will likely join Axis. France also requires a mobile and preferably hard force. ARM with MOT or MEC are useful in creating holes in defensive German lines, while CAV can be useful for holes and grabbing territory. Self-propelled Artillery, and to a limited extent Artillery brigades, will be useful for the limited French forces.
===Navy===
France cannot afford and does not need Naval distractions until Germany has been successfully repulsed. The Navy is only useful for war with Italy, and the starting Navy is surprisingly sufficient to this task, thanks largely to France's sole CV.
===Air Force===
France cannot afford any serious Air Force production until a defensive posture against Germany has solidified. As a result, France's existing air force should be better utilized with research focused on TAC and INT. TAC and possibly CAS can act as very effective force multipliers, however, and are worthy of consideration especially since France will inevitably encounter TC overload with over emphasis on ground forces. TAC is especially useful in an African campaign against Italy, and in operations behind German defensive lines to clean-up straggler units.
==Events==
===Elections ===
* '''1936:''' In June, 1936, France will have elections. This provides a negative 3 dissent, and thus is a good time for changing ministers before the event fires. The ministers of the Left are generally the best option. A move to the right would make France "Paternal Autocrat" with limited minister choices.
* '''1938:''' In June elections recur. The Left remains a good option, retaining Social Democracy. The Social Liberal minister Auriol (+10% IC) should be reappointed to Armaments, while the Social Democrat Salengro (+5% IC) should be reappointed to Intelligence.
===Spanish Civil War===
A few days after the Spanish Civil War begins on July 18, 1936, France will be asked for intervention. Naturally, sending volunteers is the best option:
* Why support anarchists: +10 dissent; +1 isolationism; +1 right
* Send volunteers: +5 dissent; -200 money; -10 manpower; +2 interventionism.
==War==
France has three major strategic postures that can lead to victory:
* Maginot Defense: Extend Maginot line such that it will extend to the border with Belgium and wait.
* Infantry Defense: Build enough infantry to defend Belgium, and by extension, France.
* Polish Gambit: Invade Germany when it declares war on Poland.
=== Maginot Defense ===
This strategy is the easiest, and probably the most boring. Building and garrisoning level-10 forts across the division will stop the Germans in their tracks. Then, one can easily invade and annex Italy, bringing France's IC to a competitive level with Germany's. If a breakthrough cannot be achieved, it's simply a matter of waiting until the Soviet Union declares war on Germany. From that point on, the game is basically just a race to grab as much territory as possible.
[ It is entirely possible that the game will become bugged as the war drags on and all Germany will do is garrison more and more troops along the Line, and only attack you in Italy. In this case, it may be necessary to either force the USSR or Germany to declare war on their respective rivals to get the ball rolling. ]
=== Infantry Defense ===
[[image:France-defense.jpg|right|thumb|Example of extended French line]]
As an Allied nation with a peacetime modifier penalty, France will not enter into the war until Danzig on August 30, 1939. Assuming a reasonably defended Maignot line, however, France will not see actual combat until May 1, 1940, when Germany invades the low countries. Generally, France can create a defensive line by rushing north into Belgium when the war begins. A line can be formed from Ghent to Antwerp to Namur to Reims. The weakest point of this line is Antwerp owing to a land border with Eindhoven. Therefore, extending the line to Eindhoven can be ideal, since France will then be completely protected by rivers. However, Eindhoven is quite exposed to German envelopment, and thus requires an army large enough to sufficiently hold both an extended front and repulse massive attacks against Eindhoven. These tactics also have the effect of saving both the Netherlands and Belgium.
'''Stalemate:''' Not surprisingly, a successful defense of Belgium and the Netherlands will considerably stymy Germany. They will never progress to an invasion of Yugoslavia or Greece, nor will they ever amass troops on the Soviet border. As a result, Germany will never launch Operation Barbarrossa, and Italy will very likely never join the Axis. This can potentially result in a stalemate that lasts for several years, with Germany becoming progressively stronger over time due to its much higher IC. Players seeking this strategy should DOW Italy. Capturing the Italian peninsula won't take longer than a few months, and Northern Italy/Southern Germany offer strong defensive positions in the Alps. This will have the effect of creating a static defensive front once again with Germany. This time, however, France is a bit more powerful owing to Italian IC.
'''Breakthrough:''' Alternatively, France can attempt to bust through German lines. This must be done immediately after France has successfully created a defensive line, preferably by June, 1940. A Breakthrough will focus on a region with a relatively small German force, punching through with an ARM, MOT, and CAV force, with INF staggering behind in order to shore up captured province defenses. Once a breakthrough is completed, immediate exploitation of German rear areas is critical, including a swift drive to Berlin.
=== Polish Gambit ===
From the beginning of 1936, begin researching 1939 Infantry. Research should finish around 1938: before that time churn out any non-infantry units needed. Ignore building up an air force or a navy: your allies should provide you with air cover, and the starting French navy is good enough for its limited uses. Avoid development into expensive fields like tanks, as these will chew up France's limited IC. Instead, concentrate production in IC creation. By the time research into 1939 infantry finishes, you should have around 100 base IC. Once research into 1939 infantry is complete, immediately begin production of at least 12 serial runs of infantry. Group these infantry divisions into the two provinces on the German border, Strasbourg and Mulhouse. When the war rolls around with the German invasion of Poland you should have around 100 infantry divisions concentrated in those provinces. Attack immediately while the German army is preoccupied in Poland. You should be able to steamroll through the country with little resistance, and Berlin should fall by 1940.
==Gaming the System==
The most prominent use of [[gamey tactics]] for France is to remove the peacetime IC penalty through an early war. Attacking Nationalist Spain, as an example, would be one method to do this.
=== Japanese Ally ===
In a single player game, the main drawback of France is low IC. There is a way to gain a lot of IC in the beginning of the game: ally with Japan and use its war against China to conquer a lot of Chinese territory, then leave the alliance and fight along the Allies.
In order to do that, France needs to:
* get really friendly with Japan: use you fairly large amout of cash to influence it up to 200.
* move the entire French army to Indochina... it takes a lot of time but around 1937 it should be done. Yes mainland France is unprotected, but it is still a peaceful time in old Europe.
* move your slider toward the "interventionism" policy... it's important beacause the starting level does NOT allow you to leave alliances or to join new ones...
* when the war breaks in China, leave the alliance with the British and ask to join the Japanese aliiance. If you have a 200 relationship they will accept.
* attack from the South and, as fast as you can, move North to get the interesting provinces (your 3 cavalery division and you 2 light armored divisions are very useful for this. The Chinese army shouldn't be a real problem (use encirclement and destroy their armies).
If the things go well, by 1938 French IC could be as high as 120. In addition, wartime allows you to divert IC from consumers' good to unit building. Then a good idea is to stay in war the longer you can. But don't forget to transport your troops back home! Also it may be preferable to leave the alliance with Japan before they attack the USA (but a war against the british is what the french await since Waterloo... so why not?). If you are at war with Germany the British will propose you to join the Allied, but if it is not the case they will refuse. So if Germany never declared war at you you may have to do it in order to join the Allied (the main purpose is to get their blueprints and to get wartime bonus).
Don't forget that in the Far East you have a nearly undefended border with Japan. Sooner or later they will enter in a war with the USA (and therefore with you), and march to the south. The main weak point of the japanese is that their armies are slow (mainly infantery divisions). With relatively few motorized, armored and mechanized divisions you can beat them in China by encircling and destroying them. A few divisions in the north indochina's jungle will stop the japanese, allowing you to counter-attack when the motorized renforts arrive. But you need a decent navy to transport them there : start to build carriers early, and chose Saigon as a port to unload the troops (southern, then less vunerable than Hanoi to japanese attack). Naval bomber are also a good idea. Take every continental province of Japan : you IC should reach 200. It may be time to attack Germany with a little more chances of success...
[[Category:National Strategy]]
b306bd5baa9f6b0aa363502743178caaa4c42189
Guangxi Clique
0
479
789
2011-06-25T18:15:33Z
Thevaliant
10239
Guangxi does have more than 1 tech team.
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Guangxi Clique may not have what it takes to become a major power, but it can become a vital player in China's fight against Japan. As one of the Chinese warlords, Guangxi Clique will automatically ally with the rest of china if and when the Japanese DOW sometime in mid-1937. Your first year and a half should be devoted to preparing for this war.
== Military ==
You start out with a pretty good sized army, with a makeup of about 1/3 militia 2/3 '18 infantry. Overall, a well equiped army for such a small nation. All focus should be directed at infantry. Some mountain and cavalry troops might do some good as well, but a navy and airforce should be ignored entirely. You lack the tech teams to research these areas, and even if you do, the Imperial Japanese Navy will crush you. (not tested as of yet, but building some interceptors might help in keeping the japanese bombers out of your skies). Now you see why Guangxi Clique does not have any chance of becoming a world power.
== Diplomacy ==
This area is quite straighforward. You have +199 relations with most of the other Chinese factions. However, don't pursue an alliance with the Nationalists right off the bat; for some reason they never accept. wait until the Japanese invasion when the alliance will happen automatically. If you want, you could go for the lands of Yunnan early on, and crush them in a matter of months (the only limiting factor here is the horrible Tc you'll have). This gives your troops some extra experience while granting your industry a slight boost (around 6 IC). However, your sliders all start out very far towards the right, and due to your isolationist leanings you will get a massive dissent boost any time you delcare war. Therefore, a strategy similar top that used for Argentina will suffice. Stock up on supplies, then when the war starts, devote all IC to consumer goods. The dissent should abate quickly. It will of course be tempting to take Tibet and Sinkaing after you deal with Yunnan, but their lands have nothing of interest, and a war in the Himilayas is generally not a good idea. It will also tie up troops far from the action once the war with Japan starts.
== Economy and Tech Teams ==
Lets face it- your economy is mediocre at best and you tech teams are primarily suited for infantry research. You should have the technology for '36 infantry by mid 1936. From here on out, you want to upgrade all of your land forces; only train new units when all of the upgrades are carried out.
== The War Against Japan ==
876a778d8720cc7fe3bc063471857b1314028725
Event Commands
0
443
717
2011-11-07T22:28:12Z
Arcangelus
19380
/* AI event commands (no effect for human controlled nations) */ Finally this section is readable. I put the commands in boxes so now it can be seen how it should to be (But maybe i forgot some tabs)
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{{needwiki}}
== Triggers ==
=== Operators ===
* '''AND''' - this operator tests whether ''all'' of the trigger conditions within { }s after it are satisfied. This is the default operator used by the ''trigger'' statement, and is therefore not necessary to include.
* '''OR''' - this operator tests whether ''one or more'' of the trigger conditions within { }s after it are satisfied.
* '''NOT''' - this operator ''inverts'' the evaluation of the trigger conditions within { }s after it.
**''NOT'' with multiple trigger conditions acts as '''NOR''' (NOT OR), there is no need to place multiple conditions inside a separate OR trigger. A single of the multiple trigger conditions met would result in a ''False'', preventing an event from firing.
**''NOT'' with multiple trigger conditions inside an additional ''AND'' trigger acts as '''NAND''' (NOT AND). All of the multiple trigger conditions have to be met to prevent an event from firing.
=== Basic Event Parameters ===
* '''id = [event id]''' - this event has a unique identification number [event id], which is used by the game and which may be referred to by other events.
* '''country = [country tag]''' - this event applies to the country specified. Unless specified below, all events must have country tags.
* '''name = X / "X"''' - if X is a quoted string ("like this"), the text between the quotes will be used as the event title. Otherwise, the game will search in the file "/config/*.csv" for a match, scan for the string corresponding to the correct language, and use this string as the event title. This method allows translations to multiple languages and is recommended for finished work. Be careful not to make this string too long.
* '''desc = X / "X"''' - same rules, except that the smaller text below the title is affected. There are various text formatting commands that you may use; see the file "/db/events/event commands.txt" and usage examples in "/config/event_text.csv".
* '''date = { day = 0 month = january year = 1937 }''' - this event cannot fire before January 1st (days start at zero), 1937.
* '''deathdate = { day = 29 month = december year = 1960 }''' - This event cannot fire after December 30th, 1960.
* '''offset = X''' - the trigger conditions will be tested every X days. More precisely, the game keeps a time passed clock (which appears to be randomly reset on a reload): if the time "passed" value divided by "offset" equals one, the trigger conditions will be tested.
* '''persistent = yes [/no]''' - this event is not slept after firing. If the trigger conditions continue to be satisfied it will fire repeatedly.
* '''random = yes [/no]''' - this event uses a hard-coded randomized event system. It applies to all nations - you need not use a "country = X" line. As of HOI2 1.3b / DD 1.2, this condition is not recommended for use because it is reset every time the game is reloaded (you cannot control true frequency) and also because there is no information on how it works precisely or how frequently events using it are supposed to happen in theory.
* '''invention = yes [/no]''' - this event uses a different hard-coded randomized event system, which should (probably) not be used for anything other than inventions. It applies to all nations: you need not use a "country = X" line. Frequency is controlled by the "mean number of "invention" events occuring per year" line at the end of "/db/misc.txt". Frequency is also (probably) save-and-reload-dependent.
* '''picture = "[picture name without .bmp]"''' - include the specified picture from the "/gfx/event_pics/" directory.
* '''style = 0''' - this is used by other paradox games based on the eu2 system, but apparently makes no difference for HoI2. It is still included in most events for some reason.
=== Trigger Conditions ===
==== Generic ====
* '''event = X''' - tests whether the event with the id X has fired.
* '''random = X''' - has an X percentage chance of being satisfied each time it is tested.
* '''exists = [country tag]''' - tests if the country tag given currently exists.
* '''intel_diff = X''' - tests the relative difference between the source country's intelligence value and the target country's intelligence value. This is the value that is adjusted when the Encryption and Decryption Technologies are researched. If the actual intelligence difference is greater than the value given in X, the trigger evaluates to true.
* '''ai = [yes/no/country tag] ''' - evaluates if either the country running the trigger, or the country given in [country tag] is controlled by the AI.
* '''difficulty = X''' - tests if the difficulty level is set at level X or harder. Possible values are from 0 to 4, where 0 is "very easy".
==== Tags related to people ====
* '''leader = X''' - tests if the leader given as X exists.
* '''minister = [minister id]''' - tests whether the minister in [minister id] is alive.
* '''headofstate = [minister id]''' - tests whether the country's current Head of State is the person in [minister id].
* '''headofgovernment = [minister id]''' - tests whether the country's current Head of Government is the person in [minister id].
* '''foreignminister = [minister id]''' - tests whether the country's current Foreign Minister is the person in [minister id].
* '''armamentminister = [minister id]''' - tests whether the country's current Armament Minister is the person in [minister id].
* '''ministerofsecurity = [minister id]''' - tests whether the country's current Minister of Security is the person in [minister id].
* '''ministerofintelligence = [minister id]''' - tests whether the country's current Minister of Intelligence is the person in [minister id].
* '''chiefofstaff = [minister id]''' - tests whether the country's current Chief of Staff is the person in [minister id].
* '''chiefofarmy = [minister id]''' - tests whether the country's current Chief of Army is the person in [minister id].
* '''chiefofnavy = [minister id]''' - tests whether the country's current Chief of Navy is the person in [minister id].
* '''chiefofair = [minister id]''' - tests whether the country's current Chief of Air is the person in [minister id].
==== Tags related to governments ====
* '''government = [government]''' # tests if the country running the event has the type of government given.
:Valid government types are "communist", "fascist" or "democratic".
* '''ideology = [ideology]''' # tests if the country running the event has the ideology given.
:Valid ideologies in are "nazi", "fascist", "paternal_autocrat", "social_conservative", "market_liberal", "social_liberal", "social_democrat", "left_wing_radical", "leninist" or "stalinist".
* '''domestic = { type = [domestic policy slider] value = [value] }''' # tests whether the domestic policy slider is of the value given.
:Valid domestic policy sliders to specify include "democratic", "political_left", "free_market", "freedom", "professional_army", "defense_lobby" or "interventionism". Values can range from 1 through 10 (not 0 through 9 as stated elsewhere). A higher values means that the slider is further to the left.
* '''can_change_policy = { type = [domestic policy slider] value = [delta] }''' # true if the policy can be changed by delta
:Armageddon 1.3 Beta 2, unlike '''domestic''' checks if a domestic policy can be changed normally and not by a specific value
==== Diplomatic condition checks ====
* '''major = [yes/no]''' - is true if the country that it is tested is either the UK (ENG), France (FRA), Germany (GER), Japan (JAP), the US (USA), Italy (ITA), or the USSR (SOV).
* '''atwar = [yes/no/country tag]''' - tests if either the country that is testing the trigger is currently at war, or whether another country [country tag] is at war.
* '''war = { country = [country tag] country = [country tag] }''' - tests if both countries given in the [country tag] parameters are at war.
* '''guarantee = { country = [country tag] country = [country tag] }''' - tests if the country given in the first [country tag] is guaranteeing the independence of the country in the second [country tag].
* '''ispuppet = [country tag]''' - tests whether the country in [country tag] is the puppet of any other nation.
* '''puppet = { country = [country tag] country = [country tag] }''' - will evaluate to true if the first [country tag] given is a puppet of the second [country tag].
* '''alliance = { country = [country tag] country = [country tag] }''' - checks if both [country tag] countries are part of the same military alliance.
* '''access = { country = [country tag] country = [country tag] }''' - checks if the first [country tag] is granting military access to the second [country tag].
* '''non_aggression = { country = [country tag] country = [country tag] }''' - checks if both [country tag]'s have signed a non-aggression pact.
* '''trade = { country = [country tag] country = [country tag] }''' - checks if both [country tag]'s have at least one active trade agreement.
* '''belligerence = { country = [tag] value = X }''' - is true if [country tag]'s belligerence >= X. If no "country = [tag]" field is provided it means "this country".
==== Technology condition checks ====
* '''technology = [tech id]''' - tests if the country evaluating the trigger has researched the technology given in [tech id].
* '''is_tech_active = [tech id]''' - tests if the technology given in [tech id] is currently researchable.
==== Condition flags ====
* '''flag = [name]''' - tests if the [name] ''global flag'' has been defined and is set to true. A global flag if a flag that has been set earlier in the scenario file or as a trigger, and is visible to all nations in the game. NOTE: the [name] cannot include non-alphanumeric characters (like an exclamation mark).
* '''local_flag = [name]''' - tests if the [name] ''local flag'' has been defined and is set to true. A local flag is a flag that has been set eariler in the scenario file or as a trigger, and is visible only to the nation receiving this event. NOTE: the [name] cannot include non-alphanumeric characters (like an exclamation mark).
==== Province checks ====
* '''owned = { province = [province id] data = [country tag/-1] }''' - checks if the province given, is owned by the country given. If -1 is used as the tag parameter to data, then the condition is evaluated for whichever country is receiving the event.
* '''control = { province = a data = [country tag/-1] }''' - checks if the province given is controlled or occupied by the country given. If -1 is used as the tag parameter to data, then the condition is evaluated for whichever country is receiving the event.
==== Resource & Game values ====
* '''year = [value]''' - tests whether the game year is equal or greater than [value].
* '''month = [value]''' - tests whether the game month is equal or greater than [value].
* '''day = [value]''' - tests whether the game day is equal or greater than [value]. The first day of the month is day 0.
* '''dissent = [amount]''' - tests if the country has at least the amount of dissent in [amount].
* '''manpower = [amount]''' - tests if the country has at least the amount of manpower in [amount].
* '''energy = [amount]''' - tests if the country has at least the amount of energy in [amount].
* '''oil = [amount]''' - tests if the country has at least the amount of oil in [amount].
* '''rare_materials = [amount]''' - tests if the country has at least the amount of rare materials in [amount].
* '''metal = [amount]''' - tests if the country has at least the amount of metal in [amount].
* '''supplies = [amount]''' - tests if the country has at least the amount of supplies in [amount].
==== Victory Points ====
* '''lost_VP = { country = [country tag] value = [value] }''' - evaluates whether [country tag] no longer controls greater than [value] percent of all the victory points from the provinces that the country currently has ownership of.
* '''lost_national = { country = [country tag] value = [value] }''' - evaluates whether [country tag] has lost control of [value] percent of its national (or core) provinces.
* '''lost_IC = { country = [country tag] value = [value] }''' - evaluates whether [country tag] has lost control of [value] percent of the IC in the provinces that it currently has ownership of.
* '''axis = X''' - tests if axis powers hold at least X victory points.
* '''allies = X''' - tests if allied powers hold at least X victory points.
* '''comintern = X''' - tests if comintern powers hold at least X victory points.
* '''vp = X''' - tests if currently held key points plus extra victory points is equal to or more than X.
* '''range = { min = X max = X }''' - is true if the current victory points lies within the specified range).
==== Military unit condition checks ====
* '''under_attack = [country tag]''' - tests if [country tag] is under attack.
* '''division_exists = { type = [unit type] id = [unit id] }''' - tests whether the division [unit type], with the id [unit id] is currently active in the game.
* '''division_in_province = { id = { type = [id type] id = [id id] } province = [province id] }''' - tests whether the province [provence id] contains division [unit type] with id [unit id].
* '''[div type] = X''' ''or'' '''[div type] = { country = [country tag] value = X }''' - tests if X or more of the specified type of division exists, for [country tag]. The second formulation is preferred.
* '''garrison = { country = [country tag] province = [province id] type = [air/land/naval] size = [number of divisions] area = [yes/no] } ''' - tests if [country tag] has divisions equal or above [size] in the specified [province id]. If no type is specified, this means "all division types". "Size" is the number of divisions, and "area = yes" means that divisions in all provinces in this controlled area are counted.
**Do not use "area = yes" for sea provinces. Do not use ''size = 0'' if you are looking for non-guarded provinces, invert the command by looking for the province to be ''not'' guarded with one division (''size = 1'').
== Commands ==
; type = endgame value = [value]
: The valid values that can be used in the [value] parameter include:
:* 0 = quit
:* 1 = eliminated
:* 2 = draw
:* 3 = axis victory
:* 4 = axis total vic
:* 5 = allies-victory
:* 6 = alliestotal
:* 7 = commie
:* 8 = commietotal
; type = extra_tc value = [value]
: Adds "off map" transport capacity to the nation which the event targets.
===Diplomatic commands===
; type = alliance which = [ [[Tag List|Nation Tag]] ]
: Creates an alliance between the nation that the event targets and the nation signified in the [ [[Tag List|Nation Tag]] ] parameter. if -1 is used, an alliance will be formed with a random nation.
; type = inherit which = [ [[Tag List|Nation Tag]] ]
: Causes the nation that is triggering the event to completely take over the nation specified in the [ [[Tag List|Nation Tag]] ] parameter. if -1 is used, the nation triggering the event will inherit a random nation.
; type = country which = [ [[Tag List|Nation Tag]] ]
: Changes the tag of the country.
; type = addcore which = [province id]
: Adds the province specified to the core provinces of the nation that the event is running against.
; type = removecore which = [province id]
: Removes the claim that the country running the event has on the provence specified in [provence id].
; type = secedeprovince which = [ [[Tag List|Nation Tag]] ] value = [province id]
: The nation which is running the event secedes a province specified in the [[Provinces by ID, part 1|province id]] to the nation specified in the [[Tag List|Nation Tag]] parameter.
; type = control which = [tag] value = [province id]
; type = belligerence which = [country] value = X
: No which field means "this country".
; type = relation which = [country] value = X
: Add X to the relation
; type = set_relation which = [country] value = X
: Set relation to X
; type = peace which = [country tag] value = [0/1]
: 1 means separate peace - i.e. pull out of alliance. 0 is full peace, for the whole alliance.
; type = war which = [country tag]
: Create a war between the objective nation and the trigger one.
; type = make_puppet which = [country tag]
: Armageddon 1.3 Beta 2, changes cabinet and policy settings to match master
; type = coup_nation which = [country tag]
: The target nation suffers a coup of state
; type = access which = [country tag]
: Grant military access _to_ a country
; type = independence which = [country tag] value = [0/1] when = [0/1]
: value 0 - units in the area change allegiance, 1 - they don't. , when 0=normal, 1= force them to be democratic
; type = end_access which = [country tag]
: Revoke military access for nation
; type = leave_alliance
: The Nation that the event targets leaves the alliance.
; type = end_non_aggression which = [country] where = [country]
: End a non aggression pact between these countries
; type = non_aggression which = [country] where = [country]
: Create a non aggression pact between these countries
; type = end_trades which = [country] where = [country]
: End all trade agreements between these countries
; type = end_guarantee which = [country] where = [country]
: Country 1 no longer guarantees independence of country 2
; type = guarantee which = [country] where = [country]
: Country 1 now guarantees independence of country 2
: Armageddon 1.3 Beta 2, costs/substracts money in commands
; type = end_puppet
: End puppet status
; type = end_mastery which = [country tag]
: End puppet mastery over another nation
: Armageddon 1.3 Beta 2, does not cost/substract money in commands
===Domestic===
; type = capital which = [province id]
: Change the capital province of the nation that is running the event.
; type = regime_falls
; type = civil_war
: Civil war with any possible revolter that has shared national provinces
; type = civil_war which = [rebel country tag]
: NOTE: This MUST be a tag which has regular_id set to this country, or vice versa. This can be seen in the scenario file.
; type = dissent value = [value to add]
: Positives values adds national dissent, and negatives subtracts it.
; type = domestic which = [democratic/political_left/free_market/freedom/professional_army/defense_lobby/interventionism] value = X
: Change a domestic policy by X
; type = set_domestic which = [democratic/political_left/free_market/freedom/professional_army/defense_lobby/interventionism] value = X
: Set a domestic policy to X
; type = change_policy which = [democratic/political_left/free_market/freedom/professional_army/defense_lobby/interventionism] value = [+/- 1] : Change a domestic policy when it is possible
: Armageddon 1.3 Beta 2, only changes policy when they are not locked, also sets new cooldown
====Resources====
; type = resource which =[resource type] value = X
: % of theoretical maximum daily production added to national resource pool.
; type = supplies value = [value to add] where = [prov]
: If no "where" field is used, it goes to the national pool.
; type = [oilpool/metalpool/energypool/rarematerialspool] value = [value to add] where = [prov]
: If no "where" field is used, it goes to the national pool.
; type = money value = [value to add]
: Take care with negative value for the AI, as the AI cannot annex countries while overdrafted, possibly disturbing the AI.
: In Armageddon 1.3 Beta 2, exist a limit of 65,000 in a single command
===Tech===
; type = steal_tech which = [country tag/-1 for random non-ally]
: Steals a random tech. Results in a blueprint.
; type = gain_tech which = [tech id/-1 for random tech/-2 for a random tech currently being researched]
: Results in a blueprint, not a technology.
; type = research_sabotaged
; type = sleepteam which = [tech team id]
: Makes this team unavailable (sets "start year" to 2001. Will complete current project though.)
; type = waketeam which = [tech team id]
: Makes this team available (sets "start year" to previous year.)
===Event-connected===
; type = trigger which = [event id]
: Immediately trigger the event specified by [event id]
; type = sleepevent which = [event id]
: This event is not going to happen (again in case of the persistent ones). Still can be triggered via console and sometimes by other events.
; type = setflag which = [keyname]
: Global flag, visible for all countries. (Visible means valid in event terms)
; type = clrflag which = [keyname]
: Global flag, visible for all countries.
; type = local_setflag which = [keyname]
: Local flag, visible only for this country.
; type = local_clrflag which = [keyname]
: Local flag, visible only for this country.
===Victory commands===
; type = vp value = X
: Offmap Victory Points
; type = province_keypoints which = [province id/-1] value = [keypoints to add]
: Adds value victory points to the selected province. Negatives values reduce it.
===Warfare===
; type = ground_def_eff which = [value to add]
: Affects defense capabilities of all units. The default value is 0.80
: Armageddon 1.3 Beta 2, cannot be incremented in easy steps (+/- 0.01), has to be set as a complete value e.g. 0.97
; type = set_leader_skill which = [leader id/-1] value = [new value]
: Gives to the selected general the value skill.
; type = manpowerpool value = [value to add]
: Adds value manpower
; type = relative_manpower value = [%]
: Add a percentage of [yearly national manpower income ; 50] to the pool
; type = allow_dig_in
: Troops may now dig in
; type = sleepminister which = [minister id/-1]
; type = sleepleader which = [leader id/-1]
; type = switch_allegiance which = [unit id type/-1] value = [unit id id]where = [country tag]
: -1 is a random unit (value will be ignored).
; type = delete_unit which = [unit id type/-1/-2/-3] value = [unit id id]
: -1 is a random land unit (value will be ignored).
: -2 is a random naval unit (value will be ignored).
: -3 is a random air unit (value will be ignored).
; type = ai which = [file name]
: Switches the ai file of a country.
; type = build_division which = [division type] value = [brigade type]
; type = construct which = [building type] where = [prov id/-1/-4] value = [additional size]
: -1 is random valid province.
: -4 is random national province that already has a building of the same type of at least size 1.
; type = add_corps which = [name] value = [land/air/naval] when = [leader ID] where = [province_ID]
; type = activate_division which = [div id type] value = [div id id] [where = province] when = [0/1]
: Activates a dormant division. If "when = 0" the division will deploy to the force pool if the target province is enemy controlled. If a preceding add_corps command has been used, the division will go to that unit, ignoring the 'when' and 'where' directives.
; type = add_division which = [name] value = [div type] when = model where = [brigade type]
: Brigade model is always the latest. If a preceding add_corps command has been used, the division will go to that unit, otherwise to the force pool.
; type = remove_division which = [div id type/-1] value = [div id id]
: Remove a division from the scenario. -1 is a random division (the value field will be ignored).
; type = remove_division which = "Exact Name" value = [country tag]
: Remove a named division from the scenario (for a certain country.)
; type = damage_division which = [div id type/-1] value = [div id id] where = X
: where = Percent of Max Strength. Negative value is strength gain.
; type = disorg_division which = [div id type/-1] value = [div id id] where = X
: where = Percent of Max Strength. Negative value is org gain.
; type = allow_convoy_escorts
; type = transport_pool which = [country] value = X
: Adds/removes transports from pool
; type = escort_pool which = [country] value = X
: Adds/removes escorts from pool
; type = peacetime_ic_mod value = X(%)
: Additive, and ONLY applied when a country is at peace. Default base value is 100%.
; type = convoy which = [startprov] value = [endprov] when = [resource_bits] 1=oil, 2=metal, 4=energy, 8=rare_materials, 16=supplies
; type = deactivate which = [tech id]
: Make this technology permanently unavailable for the country.
; type = tc_mod value = X(%)
: Modify National Transport Capacity. Positive value = good.
; type = tc_occupied_mod value = X(%)
: Modify Occupied Province Transport Capacity Drain. Positive value = good.
; type = attrition_mod value = X(%)
: Modify the Attrition Penalty. Positive value = good.
; type = supply_dist_mod value = X(%)
: Modify the Supply Distance Penalty. Positive value = good.
; type = repair_mod value = X(%)
: Modify Reinforcement Efficiency. Positive value = good.
; type = research_mod value = X(%)
: Modify research efficiency. Positive value = good.
; type = scrap_model which = [div type] value = [model]
: Make a model obsolete (no longer possible to build).
; type = allow_building which = [building type]
: Allow the construction of a certain building type.
; type = building_prod_mod which = [building type] value = X%
: Bonus to production time. Additive. NOTE: Positive value = reduced time.
; type = convoy_prod_mod which = [escorts/transports] value = X%
: Bonus to production time. Additive. NOTE: Positive value = reduced time.
; type = radar_eff value = X(%)
: Modify the efficiency of radar stations (bonus to friendly aircraft in the province.) Positive value = good.
; type = info_may_cause which = [tech id]
: No effect, but informs player that this tech/event can open up new avenues of research.
; type = gas_attack
: Enable gas attacks (was in Victoria - has no effect)
; type = gas_protection
: Enable gas protection (was in Victoria - has no effect)
; type = activate which = [tech id]
: Will be used in Random events
: Made available the research of the desire tech.
; type = task_efficiency which = [task type] value = X
: Additive: 0.1 - 1.0
; type = add_prov_resource which = [prov id/-1/-4] value = X where = [energy/metal/oil/rare_materials]
: -1 is random province, -4 is province with nuclear reactor.
; type = max_positioning which = [div type] value = X
: sets the value 0.1-1.0
; type = min_positioning which = [div type] value = X
: sets the value 0.1-1.0
; type = max_reactor_size value = X
: Set the max size of nuclear reactor buildings.
; type = abomb_production
: Allow A-Bombs
; type = double_nuke_prod
: Double A-Bomb production rate.
; type = songs
; type = lock_division which = [id type] value = [id id]
: Lock this division (it may no longer move.)
; type = unlock_division which = [id type] value = [id id]
: Unlock this division (it may now move.)
; type = free_oil/free_supplies/free_money/free_metal/free_energy/free_rare_materials/free_transport/free_convoy
: Change offmap daily production
===AI event commands (no effect for human controlled nations)===
; ai_chance = x
: Show the probability of the Ai of select this option.
;
; type = ai_prepare_warwhich = [tag]
: Tells the AI to move troops to the border with a country.
[[Weather]] event commands
; type = start_pattern which = [id type] value = [id id] where = [provence id] when = [raining/snowing/storm/blizzard]
: Start a new weather pattern centered on a given province
; type = add_to_pattern which = [id type] value = [id id] where = [provence id] when = [raining/snowing/storm/blizzard]
: Add a province to an existing weather pattern.
; type = end_pattern which = [id type] value = [id id]
: This weather pattern will begin to dissipate
; type = set_ground which = [provence id] value = [clear/muddy/winter]
Commands to affect the chance of "combat events" occurring. Additive (%).
; type = counterattack value = x
; type = assault value = x
; type = encirclement value = x
; type = ambush value = x
; type = delay value = x
; type = tactical_withdrawal value = x
; type = breakthrough value = x
HQ effects
; type = hq_supply_eff value = X(%)
: Additive
; type = sce_frequency value = X
: Combat event chance multiplier. Default: 1.0
: Enable a certain type of mission
; type = enable_task which = [task type]
: New models updates the current template for a division or brigade type.
; command = { type = [new_model] which = [division or brigade type] value = [The model number] }
: Make a division or brigade type available for construction.
; command = { type = activate_unit_type which = [division or brigade type] }
: Make a division or brigade type unavailable for construction.
; command = { type = deactivate_unit_type which = [division or brigade type] }
: ACTIVATE NUCLEAR CAPABILITY OF MISSILES
; command = { type = nuclear_carrier which = [flying_bomb/flying_rocket] }
: ACTIVATE MISSILE CAPABILITY OF SUBMARINES
; command = { type = missile_carrier which = [submarine] }
UNIT VALUES
: [unit value] = soft_attack/hard_attack/ground_defense/air_attack/air_defense/build_cost/build_time/manpower/speed/max_organization/transport_weight/supply_consumption/fuel_consumption/speed_cap_art/speed_cap_eng/speed_cap_at/speed_cap_aa
: Land unit bonuses
command = { type = [unit value]
	which = [land/division type/brigade type]
	value = [additive value modifier]
}
: Air unit bonuses
command = { type = [air_attack/strategic_attack/tactical_attack/naval_attack/air_defense/build_cost/build_time/manpower/speed/surface_detection/air detection/transport_capacity/supply_consumption/fuel_consumption/range]
	which = [air/division type/brigade type]
	value = [additive value modifier]
}
: Naval unit bonuses
command = { type = [naval_attack/air_attack/shore_attack/naval_defense/air_defense/build_cost/build_time/manpower/speed/surface_detection/air detection/visibility/transport_capacity/supply_consumption/fuel_consumption/range]
	which = [naval/division type/brigade type]
	value = [additive value modifier]
}
: NOTE: For "build_time" and "build_cost", it is possible to add the field "where = relative".
: This means that the value is parsed as a relative modifier (%) instead of an absolute addition.
: When doing this, THE BASE VALUE OF MODEL 0 IS USED FOR _ALL_ MODELS. So "value = -10" means
: "-10% of the value of model 0".
UNIT COMBAT MODIFIERS (In percents : +10 = 10%)
: Terrain combat modifiers
command = { type = [jungle_defense/jungle_attack/desert_attack/desert_defense/mountain_attack/mountain_defense/hill_attack/hill_defense/forest_attack/forest_defense/swamp_attack/swamp_defense/urban_attack/urban_defense/river_attack/shore_attack/paradrop_attack]
	which = [division type/brigade type]
	value = [X]
}
: Terrain movement modifiers
command = { type = [jungle_move/desert_move/mountain_move/hill_move/forest_move/swamp_move/urban_move/river_crossing]
	which = [division type/brigade type]
	value = [X]
}
: Weather land-combat modifiers
command = { type = [frozen_attack/frozen_defense/snow_attack/snow_defense/blizzard_attack/blizzard_defense/rain_attack/rain_defense/storm_attack/storm_defense/muddy_attack/muddy_defense]
	which = [division type/brigade type]
	value = [X]
}
: Weather land-movement modifiers
command = { type = [frozen_move/snow_move/blizzard_move/rain_move/storm_move/muddy_move]
	which = [division type/brigade type]
	value = [X]
}
: Weather air-combat modifiers
command = { type = [snow_attack/rain_attack]
	which = [interceptor/escort/multi_role/strategic_bomber/tactical_bomber/torpedo_plane]
	value = [X]
}
: Weather air-movement modifiers
command = { type = [snow_move/blizzard_move/rain_move/storm_move]
	which = [interceptor/escort/multi_role/strategic_bomber/tactical_bomber/torpedo_plane/transport_plane]
	value = [X]
}
: Weather naval-combat modifiers
command = { type = [snow_attack/rain_attack]
which = [battleship/cruiser/destroyer/carrier/submarine/transports]
value = [X]
}
: Weather naval-movement modifiers
command = { type = [snow_move/blizzard_move/rain_move/storm_move]
	which = [battleship/cruiser/destroyer/carrier/submarine/transports]
	value = [X]
}
: Night modifiers
command = { type = night_move/night_attack/night_defense
	which = [division type/brigade type]
	value = [X]
}
SPECIAL UNIT BONUSES
: Minisubs (BBs and CVs attack ships in harbors with this bonus added to their sea attack value)
command = { type = minisub_bonus
	value = [X]
}
: This value is NOT INCREMENTAL, it is the new value.
GLOBAL MODIFIERS
The following modifiers are in percents:
: Surprise modifiers
command = { type = surprise
	which = [naval/land/air]
	value = [X]
}
: Intelligence Operation modifiers
command = { type = intelligence
	which = [us/them]
	value = [X]
}
: Army Detection modifiers
command = { type = army_detection
	which = [us/them]
	value = [X]
}
: Provincial AA batteries
command = { type = AA_batteries
	value = [X]
}
INDUSTRIAL MODIFIERS
Industrial multipliers
: E.g. energy_to_oil 4 means four energy are needed to produce one oil. 0.5 means 1 energy produces 2 oil.
command = { type = industrial_multiplier
	which = [energy_to_oil/oil_to_rare_materials]
	 value = [X]
}
Industrial modifiers (additive)
: 'total' is the conversion factor from every built industry point into Industrial Capacity.
: 'supplies' is a modifier for the amount of supplies produced by every reserved IC unit.
command = { type = industrial_modifier
	which = [total/supplies] # Percents
	value = [X]
}
Building Types:
; [ic, coastal_fort, land_fort, flak, infrastructure, air_base, naval_base, radar_station, nuclear_reactor, rocket_test]
: Self explanatory
Task Types:
; [attack, rebase, strat_redeploy, support_attack, support_defense, reserves, anti_partisan_duty, air_superiority, ground_attack, runway_cratering, installation_strike, interdiction, naval_strike, port_strike, logistical_strike, strategic_bombardment, air_supply, airborne_assault, convoy_raiding, asw, naval_interdiction, shore_bombardment, amphibous_assault, sea_transport, naval_combat_patrol]
Resource Types:
; [oil, metal, energy, rare_materials, supplies, money]
[[Category:Modding]]
3d58fa3b3cd310571e543096156544826450fa74
Mod34
0
573
979
2011-11-07T22:40:41Z
Arcangelus
19380
Just update the info to the last version that is avaiable in the mod forum.
wikitext
text/x-wiki
[[Image:Mod34_presen.jpg|thumb|600px|center|Mod 34 Logo]]
This mod begins in October of 1934 and features a completely new technology tree (without historical year), improved AI, new units, events (over 6000 new events), and new countries (for example:Vatican city and League of Nations). The technology tree in particular is very unique, in that it allows players to focus on specialization, and forces choices in research such as choosing the trade-off of having faster armor with weaker guns, or better guns but slower armor. In this sense, every nation is sure to field different units.
[[Image:Mod34eng.jpg|thumb|280px|right|Tech Screenshot]]
* Mod Forum: [http://forum.paradoxplaza.com/forum/showthread.php?t=277121&page=1 Mod34]
* Current Version: 1.11
* Last Update: October 27, 2009
* Popularity: ''1,000 - 5,000 posts''
* Compatibility: [[HOI2]], [[DD]], [[ARMA]]
'''Features Explained:'''
{| border="1" cellpadding=2
|- valign=bottom bgcolor="lightgrey"
! Feature !! Description
|- align=left
| Graphics & Sound || Includes [[GIP]], [[SKIF]].
|- align=left
| AI || Tweaks to AI, including invasion AI.
|- align=left
| Technology || An entirely new technology tree in all areas; removes the historical year for technologies; allows for unit specialization through tradeoffs (thicker armor for slower tanks, etc).
|- align=left
| Territory || League of Nations and Vatican City added.
|- align=left
| Events || 6,300 new events.
|- align=left
| New Units || Specialized units for the major powers.
|- align=left
| Game Mechanics || Game begins in 1934; A Beta 1933 scenario is offered as well.
|}
[[Category:Mods]]
8e659e23d45256799f65b30c286ce2a35180e806
Prussia Strategy
0
658
1149
2011-11-10T00:12:49Z
Arcangelus
19380
wikitext
text/x-wiki
If you are going to play with Prussian in either Armageddon or the Abyss, you must keep in mind 3 things:
|. You are going to be the battlefield of 5 nations.( Rome, Swedden, "France", Soviets and Russia. The cossacks don't use to DOW)
2. It going to be very frustrating. (For something no one had try to write a guide for this scenario with Prussia)
3. The "historic description" is right the opposite of what you are. You are essentially screw in middle of 5 possible enemies.
Personally I recommend the Abyss scenario, cause it give you a little more time, and low aggressive settings (But even with this, the peace isn't going to last more than a few months anyway).
== The Abyss ==
'''Research'''
You start only with the more elemental things, and your research teams left much to desire (At least in comparison with the level of the techs). The plus side: You can research whatever you want. One of the first techs that you should try to archive is Infantry '36, trankette and any land doctrine.
Keep in mind that in land doctrines the IA prefer the Firepower path, but the Mobility path gives you bigger early advantages.
Also, seems that the IA ignore all the naval aspect of the game except for the initial naval force.
'''Resources'''
You don't have enough resources to run your industry even to begin with (All are in the same position). You should immediately attempt to trade as much supplies as you can to get a bare minimum of war materials flowing in. Unfortunately everybody else is in pretty much the same position as you, so don't hold your breath.
Don't even think about building (factories, AA, coastal fortress, infraestructure): It will take a long time before you could capitalize any possible benefits, time that you don't have. Use all you IC in recruiting soldiers, cavalry and tanks(This ones in less proportion cause it huge time to produce).
'''Relationships'''
You don't really need to worry about this: Your possible allies will do it for you. And even if not, they will send you request to joint to axis (and get war with half of the word in the process). If you want, try to raise the relationships with Sweden, Italy or France and then reclaim your territories from them (Works surprisingly quick if they don't DOW you before)
I recommend move your troops immediately to the west and DOW the European Soviets. Why? The democracies don't use to DOW early, so your Cossack and Swedish frontier is safe for the time being. After that grave all the land that you can before their troops reach the coast, and crush them as they come. In my case, their left Great Britain almost unprotected: If is the case attempt a amphibious assault with a couple or two of units.
At some point, the Comintern will be formed and Rome will DOW and invade you. Don't panic. Use your planes to gain time (and make a good damage), and finish you first front before move your troops. The ottomans can help.
'''Sliders'''
In this part I use freedom to move all my sliders to the positions that I wont. Anyway, it isn't much difference cause your troops take a eternity to be ready and you can really much in the incoming troops. I recommend go for full Central Planning first, but it just an opinion.
'''Spying'''
No AI player will ever use the intelligence system, so if you want to ignore it go ahead. It can be worthwhile to build up spies to gain info about the other country's army, but unless you want to spend a lot of time and money on other operations, it's probably not worth it.
'''Armed Forces'''
Try to form the biggest and faster army that you can. The only plausible form of victory is destroy all the possible armies the faster that you can. Surround your enemy, leave it without supplies and crush them. Also, attempt to destroy their Air forces capturing their airports.
'''Miscellaneous'''
Try to keep a maximum of 2 fronts at the same time. In other words: Try to keep a friendly France while you beat the soviets and delay all what you can the entrance of Rome into war. Unfortunately, the NAPs are useless (They will attack someone of you alliance and you will take 5 of dissent for defend it).
The democracies won't work together (so you can expect some peace offerings from them), but the commies and axis will do.
Expect a concentrate of air power over you when you have the upper hand in the war, so try to capture quickly the airports with airplanes.
I didn't finish this scenario cause was to frustrating for my taste (a bug that changed my available IC day to day in the form of a variable "peace time modifier", even when I was at war almost right from the beginning; the multiples fronts; the crappy armies; etc) , but I as able to annex the Soviets, Sweden and Rome. Took it a while though.
17227274cdabe7eefced56ca55fe69cd7dfaf368
Conquering - What do I gain?
0
401
633
2012-02-20T13:34:20Z
Thevaliant
10239
/* Resources */ Updated link
wikitext
text/x-wiki
{{Anthology}}
==Importance of National Provinces==
The game makes an important distinction between national and foreign provinces. In national provinces, you get full use of the manpower, resources, and industrial capacity. In foreign non-national provinces, however, you only get fractional use of the manpower, resources, and industrial capacity, plus you often get partisan problems that affect your Transportation Capacity:
Industrial Capacity in foreign provinces: you get 20% plus any % added by a minister that increases foreign IC. So a Prince of Terror would add his 15% foreign IC to the base of 20% giving you 35% of foreign IC.
Resources in foreign provinces: you get about half the resources in a foreign province.
Manpower in foreign provinces: there is a difference between the two games. In HOI2 you get zero foreign manpower unless you have a minister who has a foreign manpower trait. In Doomsday you get 10% of the manpower plus more for a minister that has the foreign manpower trait.
==How Do You See What Your National Provinces Are==
Use the diplomatic map mode. Then click on your country or on any country. National provinces are displayed in green with a dark red filled in bullet/circle. Some countries start some scenarios with national provinces being owned by foreign countries: France owns Metz but Germany has claims on it, so Metz is a national province for both France and Germany. National provinces can also be created by events: both Germany and the Soviet Union get a lot of national claims via the historic events leading up to war.
==Industrial Capacity==
The % gain that you get (20%) is controlled by a parameter in \db\misc.txt This can be modified. Ministers with a foreign IC trait add their percentage to this base. Note that foreign IC, however, is not broken out and displayed anywhere in the game. In both the province and the statistics folder page, you will see the number of factories in a foreign province, not the actual amount of IC that you get. Foreign IC is instead bundled into your base IC number. What you see is not what is get!
==Resources==
The amount of resources that you get is NOT set in \db\misc.txt The % that you get is determined by the executable file and can not be modified. The game also makes a distinction between controlled and annexed provinces: you get 25% more resources when you own a province rather than simply controlling a province. Typically you get about 50% of resources in a normal difficulty level game from a foreign province (the exact formula is described in this thread: http://forum.paradoxplaza.com/forum/showthread.php?209413-Formula-for-resources-from-non-national-provinces) Note that resources unlike IC is WYSIWYG: what you see is what you get. Difficulty setting also affects the amount of resources that you get when you control provinces.
==Manpower==
This parameter is also set in \db\misc.txt In HOI2 you get zero manpower from foreign provinces while in Doomsday you get 10% manpower. This parameter in HOI2 is:
<nowiki># Non-National Province Manpower Multiplier (income per day.) Note: Some types of ministers can affect this value.</nowiki>
0.0
In Doomsday, however, you get 10% manpower from this parameter:
<nowiki># Non-National Province Manpower Multiplier (income per day.) Note: Some types of ministers can affect this value.</nowiki>
0.001
In both games, any foreign manpower % from a minister is added. Foreign manpower like IC is not directly shown in the game: what you see is not what you get.
In both games, there is an odd rule with capitals. When you have provinces that are not directly connected back to your capital, you lose all non connected manpower when you are at war. This would typically be a situation where your capital is on an island or on a separate continent: Japan, UK, USA, Australia, etc. are affected by this rule. For the UK, this rule overrides the national manpower rule for provinces in India: the UK loses the manpower in India when at war as does Japan with the provinces it own on mainland Asia (such as Korea). Note that if a country is somehow broken up in parts, manpower is lost from any province when at war that does not a direct connection back to the capital (allies or puppets break up a direct connection); one liberated country that is affected by this is the Arab Federation because the default liberated provinces leave Suez in control of the puppet master and this cuts off a large part of this liberated country from it's capital.
==Partisans==
When you conquer provinces, you often get partisan problems that affect your Transportation Capacity (TC)and which can have a small effect on your base IC. The base number for partisans is affected by your slider settings with open societies having fewer base partisans while closed societies have more base partisan activity. Annexed versus occupied is another parameter. Different parts of the world also have different partisan settings: most of Africa and parts of Asia and the Pacific islands have zero partisans while other areas have less than the standard number of 25% partisan levels when annexed for a dictatorship. The best ways to control partisan levels are garrison divisions on anti partisan missions or by liberation. Partisan levels are also affected by the partisan and nationalism parameters in \db\misc.txt
==Puppets==
One way that you can get rid of long term partisan activity is to liberate a puppet (diplomatic menu). Liberating a puppet usually lowers your IC, which lowers your TC, but getting rid of partisans might improve your TC when base partisan levels in conquered provinces are high. Liberating a country gives you a dissent hit which is a direct read from your democratic to authoritarian slider; note that in Doomsday only, liberating a small country gives you 1/2 of the normal dissent.
If a puppet is liberated, it becomes part of your alliance and you can military control their units via the diplomatic menu.
Countries that can be liberated are set up by the \db\revolt.txt file which can be edited. This file uses province ID numbers which can either be downloaded via Wiki or seen on screen by using the showid cheat.
Puppets get 100% use of the manpower, IC, and resources in their (national) provinces. Puppets also give their puppet master any resources greater than 1000, either automatically via a direct connection with their puppet master or via convoys. Liberated countries get all of your finished technology research, but they need to have at least one port/airfield to get all the naval/air research accordingly. This rule is most probably true for rocket and nuclear tech trees too (build of rocket test site and nuclear reactor are prerequisite here).
When you are conquering another country, instead of annexing you can sometimes try via the diplomatic menu to create a negotiated peace which sets up a puppet. Countries in the three major alliances (Allies, Axis, Cominterm) will almost never accept a peace offer, instead you must annex them. If a country is not in these major alliances, you might instead try to puppet them via a negotiated peace rather than annexing them: if a country is puppeted via a negotiated peace, it retains it's remaining military units, while an annexed country loses all of it's armed forces.
==Colonies==
There are a few tricky rules for colonies. Colonies give 10% of national manpower instead of 100%. Colonies are considered to be foreign for IC and resources unless they show up as national provinces: for the UK contrast their national provinces in India with colonies in Kenya. If the European powers want to liberate a country, they get a dissent hit; how big that dissent hit is controlled by the colonial_release file which is in your Doomsday \db\ folder or in your HOI2 \db\events\ folder (different places in different games). Note that there are sometimes events which liberate colonies such as the UK liberating India, and these events would have their own parameters for dissent or other effects.
==\db\misc.txt==
This folder has many game parameters for IC, TC, and combat. It can be edited to suit your preferences. If you want to edit it, first make a backup copy. Also by default this file and many others are write protected, so you often need to first change the properties so that you can edit it.
[[Category:Guides]] [[Category:FAQ]]
79be6c65d6b7c682792cdaf47ab60ec38f81741f
List of countries
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wikitext
text/x-wiki
This '''list of countries''' covers all countries which exist within HoI2, listed alphabetically.
{{compacttoc}}
{| class="wikitable" | cellpadding=4 border=2 cellspacing=0
|-
! style="background:#efefef;" | '''Country'''
! style="background:#efefef;" | '''Abbr'''
! style="background:#efefef;" | '''Region'''
! style="background:#efefef;" | '''Capital'''
! style="background:#efefef;" | '''1936'''
! style="background:#efefef;" | '''1939'''
! style="background:#efefef;" | '''1941'''
! style="background:#efefef;" | '''1944'''
|-
|[[Afghanistan]]
|AFG
|Central Asia
|Kabul
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Albania]]
|ALB
|South Europe
|Tirana
|Neutral
|Possession of [[Italy]]
|Possession of [[Italy]]
|Possession of [[Germany]]
|-
|[[Algeria]]
|ALG
|North Africa
|Algiers
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[Vichy France]]
|Possession of [[France]]
|-
|[[Angola]]
|ANG
|Southern Africa
|Loanda
|Possession of [[Portugal]]
|Possession of [[Portugal]]
|Possession of [[Portugal]]
|Possession of [[Portugal]]
|-
|[[Arab Federation]]
|ARA
|Middle East
|Cairo
|Possession of [[France]] and [[UK]]
|Possession of [[France]] and [[UK]]
|Possession of [[Vichy]] and [[UK]]
|Possession of [[France]] and [[UK]]
|-
|[[Argentina]]
|ARG
|South America
|Buenos Aires
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Armenia]]
|ARM
|Middle East
|Yerevan
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|-
|[[Australia]]
|AST
|Pacific
|Canberra
|Allied with [[UK]]
|Allied with [[UK]]
|Allied with [[UK]]
|Allied with [[UK]]
|-
|[[Austria]]
|AUS
|Central Europe
|Vienna
|Neutral
|Possession of [[Germany]]
|Possession of [[Germany]]
|Possession of [[Germany]]
|-
|[[Azerbaijan]]
|AZE
|Middle East
|Baku
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|-
|[[Belgium]]
|BEL
|Western Europe
|Brussels
|Neutral
|Neutral
|Ally of the [[UK]]
|Ally of the [[UK]]
|-
|[[Benin-Sahel]]
|BEN
|West Africa
|Porto-Novo
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[Vichy]]
|Possession of [[France]]
|-
|[[Bhutan]]
|BHU
|Central Asia
|Punakha
|Puppet of the [[UK]]
|Puppet of the [[UK]]
|Puppet of the [[UK]]
|Puppet of the [[UK]]
|-
|[[Bolivia]]
|BOL
|South America
|La Paz
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Bosnia]]
|BOS
|Southern Europe
|Sarajevo
|Possession of [[Yugoslavia]]
|Possession of [[Yugoslavia]]
|Possession of [[Germany]]
|Possession of [[Germany]]
|-
|[[Brazil]]
|BRA
|South America
|Goias
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Brunei]]
|BRU
|Southeast Asia
|Miri
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|-
|[[Bulgaria]]
|BUL
|Eastern Europe
|Sofia
|Neutral
|Neutral
|Neutral
|Ally of [[Germany]]
|-
|[[Burma]]
|BUR
|Southeast Asia
|Rangoon
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|-
|[[Byelorussia]]
|BLR
|Eastern Europe
|Minsk
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of [[Germany]]
|-
|[[California]]
|CAL
|North America
|Sacremento
|Possession of the [[USA]]
|Possession of the [[USA]]
|Possession of the [[USA]]
|Possession of the [[USA]]
|-
|[[Cambodia]]
|CMB
|Southeast Asia
|Phnom Penh
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[Japan]]
|Possession of [[Japan]]
|-
|[[Cameroon]]
|CAM
|Central Africa
|Yaounde
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[France]]
|-
|[[Canada]]
|CAN
|North America
|Ottawa
|Ally of the [[UK]]
|Ally of the [[UK]]
|Ally of the [[UK]]
|Ally of the [[UK]]
|-
|[[Chile]]
|CHL
|South America
|Santiago
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Colombia]]
|COL
|South America
|Barranquilla
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Communist China]]
|CHC
|China
|Yan'an
|At war with [[Nationalist China]]
|
|
|
|-
|[[Confederate States]]
|CSA
|North America
|Birmingham
|Possession of the [[USA]]
|Possession of the [[USA]]
|Possession of the [[USA]]
|Possession of the [[USA]]
|-
|[[Congo]]
|CON
|Central Africa
|Leopoldville
|Possession of [[Belgium]]
|Possession of [[Belgium]]
|Possession of [[Belgium]]
|Possession of [[Belgium]]
|-
|[[Costa Rica]]
|COS
|Central America
|San Jose
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Croatia]]
|CRO
|Southern Europe
|Zagreb
|Possession of [[Yugoslavia]]
|Possession of [[Yugoslavia]]
|Possession of [[Yugoslavia]]
|Possession of [[Germany]]
|-
|[[Cuba]]
|CUB
|Caribbean
|Havana
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Cyprus]]
|CYP
|Middle East
|Cyprus
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|-
|[[Czechoslovakia]]
|CZE
|Central Europe
|Prague
|Neutral
|Possession of [[Germany]]
|Possession of [[Germany]]
|Possession of [[Germany]]
|-
|[[DDR]]
|DDR
|Central Europe
|Berlin
|Possession of [[Germany]]
|Possession of [[Germany]]
|Possession of [[Germany]]
|Possession of [[Germany]]
|-
|[[Denmark]]
|DEN
|Central Europe
|Copenhagen
|Neutral
|Neutral
|Possession of [[Germany]]
|Possession of [[Germany]]
|-
|[[Dominican Republic]]
|DOM
|Caribbean
|Santo Domingo
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[East African Union]]
|EAU
|East Africa
|
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|-
|[[Ecuador]]
|ECU
|South America
|Quito
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Egypt]]
|EGY
|North Africa
|Cairo
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|-
|[[El Salvador]]
|SAL
|Central America
|San Salvador
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Equitorial Africa]]
|EQU
|Central Africa
|Bangui
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[France]]
|-
|[[Estonia]]
|EST
|Eastern Europe
|Tallinn
|Neutral
|Neutral
|Possession of the [[USSR]]
|Possession of [[Germany]]
|-
|[[Ethiopia]]
|ETH
|East Africa
|Addis Ababa
|At war with [[Italy]]
|Possession of [[Italy]]
|Possession of [[Italy]]
|Neutral
|-
|[[Euskadi]]
|EUS
|Western Europe
|Bilbao
|Possession of [[Republican Spain]]
|Possession of [[Nationalist Spain]]
|Possession of [[Nationalist Spain]]
|Possession of [[Nationalist Spain]]
|-
|[[Finland]]
|FIN
|Scandanavia
|Helsinki
|Neutral
|Neutral
|Neutral
|Ally of [[Germany]]
|-
|[[Flanders]]
|FLA
|Western Europe
|Brussels
|Possession of [[Belgium]]
|Possession of [[Belgium]]
|Possession of [[Germany]]
|Possession of [[Germany]]
|-
|[[France]]
|FRA
|Western Europe
|Paris
|Ally of the [[UK]]
|Ally of the [[UK]]
|Ally of the [[UK]]
|Ally of the [[UK]]
|-
|[[FRG]]
|DFR
|Central Europe
|Cologne
|Possession of [[Germany]]
|Possession of [[Germany]]
|Possession of [[Germany]]
|Possession of [[Germany]]
|-
|[[Gabon]]
|GAB
|Central Africa
|Brazzaville
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[France]]
|-
|[[Georgia]]
|GEO
|Middle East
|Tbilisi
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|-
|[[Germany]]
|GER
|Central Europe
|Berlin
|Leader of the [[Axis]]
|Leader of the [[Axis]]
|Leader of the [[Axis]]
|Leader of the [[Axis]]
|-
|[[Gold Coast]]
|GLD
|West Africa
|Accra
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|-
|[[Greece]]
|GRE
|South Europe
|Athens
|Neutral
|Neutral
|Neutral
|
|-
|[[Guangxi Clique]]
|CGX
|China
|Guangzhou
|Neutral
|
|
|
|-
|[[Guinea]]
|GUI
|West Africa
|Conakry
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[France]]
|-
|[[Guatemala]]
|GUA
|Central America
|Guatemala
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Guyana]]
|GUY
|South America
|Georgetown
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Haiti]]
|HAI
|Caribbean
|Port-au-Prince
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Honduras]]
|HON
|Central America
|Tegucigalpa
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Hungary]]
|HUN
|Eastern Europe
|Budapest
|Neutral
|Neutral
|Ally of [[Germany]]
|Ally of [[Germany]]
|-
|[[Iceland]]
|ICL
|Western Europe
|Reykjavik
|Possession of [[Denmark]]
|Possession of [[Denmark]]
|Possession of the [[USA]]
|Possession of the [[USA]]
|-
|[[India]]
|IND
|Central Asia
|Delhi
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|-
|[[Indochina]]
|IDC
|Southeast Asia
|Haiphong
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[Japan]]
|Possession of [[Japan]]
|-
|[[Indonesia]]
|INO
|Southeast Asia
|Djokjakarta
|Possession of the [[Netherlands]]
|Possession of the [[Netherlands]]
|Possession of the [[Netherlands]]
|Possession of [[Japan]]
|-
|[[Iraq]]
|IRQ
|Middle East
|Baghdad
|Puppet of the [[UK]]
|Puppet of the [[UK]]
|Puppet of the [[UK]]
|Puppet of the [[UK]]
|-
|[[Ireland]]
|IRL
|Western Europe
|Dublin
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Israel]]
|ISR
|Middle East
|Tel Aviv
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|-
|[[Italian Socialist Republic]]
|RSI
|Southern Europe
|Milan
|Possession of [[Italy]]
|Possession of [[Italy]]
|Possession of [[Italy]]
|Ally of [[Germany]]
|-
|[[Italy]]
|ITA
|Southern Europe
|Rome
|Neutral
|Neutral
|Ally of [[Germany]]
|
|-
|[[Japan]]
|JAP
|East Asia
|Tokyo
|Neutral
|Neutral
|Neutral
|Ally of [[Germany]]
|-
|[[Jordan]]
|JOR
|Middle East
|Amman
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|-
|[[Kazakhstan]]
|KAZ
|Central Asia
|Alma Ata
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|-
|[[Korea]]
|KOR
|East Asia
|Seoul
|Possession of [[Japan]]
|Possession of [[Japan]]
|Possession of [[Japan]]
|Possession of [[Japan]]
|-
|[[Kurdistan]]
|KUR
|Middle East
|Mosul
|Possession of [[Iraq]] and others
|Possession of [[Iraq]] and others
|Possession of [[Iraq]] and others
|Possession of [[Iraq]] and others
|-
|[[Kyrgyzstan]]
|KYR
|Central Asia
|Frunze
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|-
|[[Laos]]
|LAO
|Southeast Asia
|Vientiane
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[Japan]]
|Possession of [[Japan]]
|-
|[[Latvia]]
|LAT
|Eastern Europe
|Riga
|Neutral
|Neutral
|Possession of the [[USSR]]
|Possession of [[Germany]]
|-
|[[Lebanon]]
|LEB
|Middle East
|Beirut
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[Vichy]]
|Possession of [[France]]
|-
|[[Libya]]
|LBY
|North Africa
|Tripoli
|Possession of [[Italy]]
|Possession of [[Italy]]
|Possession of [[Italy]]
|Possession of the [[UK]]
|-
|[[Liberia]]
|LIB
|West Africa
|Monrovia
|Puppet of the [[USA]]
|Puppet of the [[USA]]
|Puppet of the [[USA]]
|Puppet of the [[USA]]
|-
|[[Luxembourg]]
|LUX
|Western Europe
|Luxembourg
|Neutral
|Neutral
|Possession of [[Germany]]
|Possession of [[Germany]]
|-
|[[Madagascar]]
|MAD
|Southern Africa
|Tananarive
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[Vichy]]
|Possession of [[France]]
|-
|[[Malaysia]]
|MLY
|Southeast Asia
|Kuala Lumpur
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of [[Japan]]
|-
|[[Mali]]
|MAL
|West Africa
|Dakar
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[France]]
|-
|[[Manchukuo]]
|MAN
|East Asia
|Mukden
|Puppet of [[Japan]]
|Puppet of [[Japan]]
|Puppet of [[Japan]]
|Puppet of [[Japan]]
|-
|[[Mengkukuo]]
|MEN
|China
|Hohhot
|Possession of [[Shanxi]]
|Possession of [[Japan]]
|Possession of [[Japan]]
|Possession of [[Japan]]
|-
|[[Mexico]]
|MEX
|Central America
|Mexico City
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Mongolia]]
|MON
|China
|Ulan Baator
|Puppet of the [[USSR]]
|Puppet of the [[USSR]]
|Puppet of the [[USSR]]
|Puppet of the [[USSR]]
|-
|[[Montenegro]]
|MTN
|Southern Europe
|Podgorica
|Possession of [[Yugoslavia]]
|Possession of [[Yugoslavia]]
|Possession of [[Germany]]
|Possession of [[Germany]]
|-
|[[Morocco]]
|MOR
|North Africa
|Casablanca
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[Vichy]]
|Possession of [[France]]
|-
|[[Mozambique]]
|MOZ
|Southern Africa
|Lourenco Marques
|Possession of [[Portugal]]
|Possession of [[Portugal]]
|Possession of [[Portugal]]
|Possession of [[Portugal]]
|-
|[[Namibia]]
|NAM
|Southern Africa
|Windhoek
|Possession of [[South Africa]]
|Possession of [[South Africa]]
|Possession of [[South Africa]]
|Possession of [[South Africa]]
|-
|[[Nationalist China]]
|CHN
|China
|Nanjing
|Major power
|
|
|
|-
|[[Nationalist Spain]]
|SPA
|Western Europe
|Burgos
|Possession of [[Republican Spain]]
|Neutral
|Neutral
|Neutral
|-
|[[Nepal]]
|NEP
|Central Asia
|Kathmandu
|Puppet of the [[UK]]
|Puppet of the [[UK]]
|Puppet of the [[UK]]
|Puppet of the [[UK]]
|-
|[[Netherlands]]
|HOL
|Western Europe
|Amsterdam
|Neutral
|Neutral
|Ally of the [[UK]]
|Ally of the [[UK]]
|-
|[[New Zealand]]
|NZL
|Pacific
|Wellington
|Ally of the [[UK]]
|Ally of the [[UK]]
|Ally of the [[UK]]
|Ally of the [[UK]]
|-
|[[Nicaragua]]
|NIC
|Central America
|Managua
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Nigeria]]
|NIG
|Central Africa
|Kaduna
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|-
|[[Norway]]
|NOR
|Scandinavia
|Oslo
|Neutral
|Neutral
|Possession of [[Germany]]
|Possession of [[Germany]]
|-
|[[Oman]]
|OMN
|Middle East
|Mascate
|Puppet of the [[UK]]
|Puppet of the [[UK]]
|Puppet of the [[UK]]
|Puppet of the [[UK]]
|-
|[[Ottoman Empire]]
|OTT
|Middle East
|Ankara
|Possession of [[Turkey]]
|Possession of [[Turkey]]
|Possession of [[Turkey]]
|Possession of [[Turkey]]
|-
|[[Pakistan]]
|PAK
|Central Asia
|Lahore
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|-
|[[Palestine]]
|PAL
|Middle East
|Jerusalem
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|-
|[[Panama]]
|PAN
|Central America
|Panama City|Panama
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Paraguay]]
|PAR
|South America
|Asuncion
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Peru]]
|PER
|South America
|Lima
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[People's Republic of Korea]]
|PRK
|East Asia
|Pyongyang
|Possession of [[Japan]]
|Possession of [[Japan]]
|Possession of [[Japan]]
|Possession of [[Japan]]
|-
|[[Persia]]
|PER
|Middle East
|Teheran
|Neutral
|Neutral
|Neutral
|
|-
|[[Philippines]]
|PHI
|Southeast Asia
|Manila
|Puppet of the [[USA]]
|Puppet of the [[USA]]
|Puppet of the [[USA]]
|Puppet of the [[USA]]
|-
|[[Poland]]
|POL
|Eastern Europe
|Warsaw
|Neutral
|Neutral
|Possession of [[Germany]]
|Possession of [[Germany]]
|-
|[[Portugal]]
|POR
|Western Europe
|Lissabon
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Primorsk]]
|PRI
|East Asia
|Vladivostok
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|-
|[[Quebec]]
|QUE
|North America
|Quebec City
|Possession of [[Canada]]
|Possession of [[Canada]]
|Possession of [[Canada]]
|Possession of [[Canada]]
|-
|[[Republican Spain]]
|SPR
|Western Europe
|Madrid
|Neutral
|Possession of [[Nationalist Spain]]
|Possession of [[Nationalist Spain]]
|Possession of [[Nationalist Spain]]
|-
|[[Rhodesia]]
|RHO
|Southern Africa
|Bulawayo
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|-
|[[Romania]]
|ROM
|Eastern Europe
|Bucharest
|Neutral
|Neutral
|Ally of [[Germany]]
|Ally of [[Germany]]
|-
|[[Russia]]
|RUS
|Eastern Europe
|Leningrad
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|-
|[[Sarawak]]
|SAR
|Southeast Asia
|Kuching
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of [[Japan]]
|-
|[[Saudi Arabia]]
|SAU
|Middle East
|Riyadh
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Scandinavia]]
|SCA
|Scandinavia
|Stockholm
|Possession of [[Sweden]] and others
|Possession of [[Sweden]] and others
|Possession of [[Sweden]] and others
|Possession of [[Sweden]] and others
|-
|[[Scotland]]
|SCO
|Western Europe
|Edinburgh
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|-
|[[Serbia]]
|SER
|Southern Europe
|Belgrade
|Possession of [[Yugoslavia]]
|Possession of [[Yugoslavia]]
|Possession of [[Yugoslavia]]
|Possession of [[Germany]]
|-
|[[Shanxi]]
|CSX
|China
|Taiyuan
|Neutral
|Possession of [[Japan]]
|
|
|-
|[[Siam]]
|SIA
|Southeast Asia
|Thom Buri
|Neutral
|Neutral
|Puppet of [[Japan]]
|
|-
|[[Sibiria]]
|SIB
|Central Asia
|Novosibirsk
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|-
|[[Sierra Leone]]
|SIE
|West Africa
|Freetown
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|-
|[[Sinkiang]]
|SIK
|Central Asia
|Urumqi
|Neutral
|
|
|
|-
|[[Slovakia]]
|SLO
|Eastern Europe
|Banska Bystrica
|Possession of [[Czechoslovakia]]
|Ally of [[Germany]]
|Ally of [[Germany]]
|Ally of [[Germany]]
|-
|[[Slovenia]]
|SLV
|Southern Europe
|Ljubljana
|Possession of [[Yugoslavia]]
|Possession of [[Yugoslavia]]
|Possession of [[Yugoslavia]]
|Possession of [[Germany]]
|-
|[[Somalia]]
|SOM
|East Africa
|Mogadishu
|Possession of
|Possession of
|Possession of
|Possession of
|-
|[[South Africa]]
|SAF
|Southern Africa
|Pretoria
|Allied with the [[UK]]
|Allied with the [[UK]]
|Allied with the [[UK]]
|Allied with the [[UK]]
|-
|[[Soviet Union]]
|SOV
|Eastern Europe
|Moscow
|Leader of the [[Comintern]]
|Leader of the [[Comintern]]
|Leader of the [[Comintern]]
|Leader of the [[Comintern]]
|-
|[[Sudan]]
|SUD
|East Africa
|Khartoum
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|-
|[[Switzerland]]
|SCH
|Central Europe
|Bern
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Sweden]]
|SWE
|Scandinavia
|Stockholm
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Syria]]
|SYR
|Middle East
|Damascus
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[Vichy]]
|Possession of [[France]]
|-
|[[Tajikistan]]
|TAJ
|Central Asia
|Stalinabad
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|-
|[[Tannu Tuva]]
|TAN
|Central Asia
|Kyzyl
|Puppet of the [[USSR]]
|
|
|
|-
|[[Texas]]
|TEX
|North America
|San Antonio
|Possession of the [[USA]]
|Possession of the [[USA]]
|Possession of the [[USA]]
|Possession of the [[USA]]
|-
|[[Tibet]]
|TIB
|Central Asia
|Lhasa
|Neutral
|
|
|
|-
|[[Transural Republic]]
|TRA
|Central Asia
|Sverdlovsk
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|-
|[[Tunisia]]
|TUN
|North Africa
|Tunis
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[Vichy]]
|Possession of [[France]]
|-
|[[Turkey]]
|TUR
|Middle East
|Ankara
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Turkmenistan]]
|TRK
|Central Asia
|Ashgabat
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|-
|[[Ukraine]]
|UKR
|Eastern Europe
|Kiev
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|-
|[[United Kingdom]]
|ENG
|Western Europe
|London
|Leader of the [[Allies]]
|Leader of the [[Allies]]
|Leader of the [[Allies]]
|Leader of the [[Allies]]
|-
|[[Uruguay]]
|URU
|South America
|Montevideo
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[USA]]
|USA
|North America
|Washington D.C.
|Neutral
|Neutral
|Neutral
|Ally of the [[UK]]
|-
|[[Uzbekistan]]
|UZB
|Central Asia
|Tashkent
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|-
|[[Venezuela]]
|VEN
|South America
|Caracas
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Vichy France]]
|VIC
|Western Europe
|Vichy
|Possession of [[France]]
|Possession of [[France]]
|Puppet of [[Germany]]
|Puppet of [[Germany]]
|-
|[[Vietnam]]
|VIE
|Southeast Asia
|Haiphong
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[Japan]]
|Possession of [[Japan]]
|-
|[[Wallonia]]
|WLL
|Western Europe
|Liege
|Possession of [[Belgium]]
|Possession of [[Belgium]]
|Possession of [[Germany]]
|Possession of [[Germany]]
|-
|[[Xibei San Ma]]
|CXB
|China
|Jinchang
|Allied with [[Nationalist China]]
|
|
|
|-
|[[Yemen]]
|YEM
|Middle East
|Sanaa
|Puppet of the [[UK]]
|Puppet of the [[UK]]
|Puppet of the [[UK]]
|Puppet of the [[UK]]
|-
|[[Yugoslavia]]
|YUG
|Southern Europe
|Osijek
|Neutral
|Neutral
|Neutral
|Possession of [[Germany]]
|-
|[[Yunnan]]
|CYN
|China
|Kunming
|Neutral
|
|
|
|-
|}
[[Category:Countries]]
1fd3fdf613daa52a9c41653a571eee20d98018e4
MediaWiki:Disclaimers
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2013-04-03T17:56:57Z
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MediaWiki:Privacy
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3bc15c8aae3e4124dd409035f32ea2fd6835efc9
Latvia
0
537
905
2013-04-04T20:03:33Z
Thevaliant
10239
wikitext
text/x-wiki
{{Country guides}}
Latvia's strategy is based on a defensive doctrine. Her entire military should focus on just defending Latvia against the Soviet invasion in 1940. One should also strive to ally with other Baltic countries and Finland when that becomes possible or even ally with Germany, though that may mess up her invasion of France and the Low Countries. If the former allies are chosen instead of Germany, be sure to keep good relations with Germany in order to avoid being invaded by them.
Latvia starts the game already allied with Estonia, so should try and trade blueprints with each other as often as possible to boost the chance of surviving.
It is unlikely the other two Baltic states (unless human controlled) will do anything other than bow to Soviet pressure starting September 1939, so you cannot count on them to buy you any time at all.
2a17612abee90c3ea5d314c264066049ae0f9a81
Bulgaria
0
357
545
2013-04-06T09:23:45Z
Thevaliant
10239
/* First Steps */
wikitext
text/x-wiki
{{Country guides}}
===Preamble===
There are possibly many options for Bulgaria. Other than the historical way, you can always try to seize Yugoslavia alone (in mid ´40 after the last GoI expired) and you always have the chance to take Romania. There is an event that make it likely that Hungary joins the war. The Romanian surrender event gives Bulgaria some new cores, so it sounds like a very nice way to go.
But I decided for another course of action: as an (unhistorical early) loyal Axis member. It´s another possibility to be successful as you will see.
All information based on an Armageddon 1.2 game.
===Starting Position===
Advantages:
* You sit on a nice spot , because you have no major powers as direct neighbours.
* Nice terrain if you have to defend yourself
* 20 IC, enough for a second research team.
* Slider settings allow you to DoW without dissent within three years.
* You have an OK industry tech team (level 5), and a nice Land Doctrine research team (level 3) that has the right five specializations for the Firepower-Focus -> Grand Battle Plan path (the doctrines top right).
Disadvantages:
* Few men available, although not as few as the Netherlands or Belgium.
* Low IC in the beginning
* You start without any useful techs
* No navy, no air force
* Most research teams are level 3 and have not the best specializations.
* Only two research team slots at start
* You have to trade for many resources
* Your Head of state and Head of Government give you -15 IC. Only a +10 IC Armaments minister makes this tolerable.
===In the Beginning===
Set up some trades so you don´t run low on any resources. Trade some oil, you don´t get any and a small stockpile could be helpful later. And trade some money. Do it with Switzerland, so you get +50 relations, you will need their money once you are at war. Before that you can easily trade with US, but that´s not your best trading partner.
Use the money to influence Germany and join Axis.
Don´t upgrade anything, just set up two runs of factories. With the industry increasing, due to new factories and due to new techs, you can build a third run of factories. Make it a short one. My three runs finished in May ´39, October ´39 and April ´40.
Research the usual industry techs (oh yeah, that takes time!), Land Doctrines, and the ´39 infantry. With German blueprints the mountaineers are a nice thing to have.
===First: Greece===
The war begins, and you still have only a small, outdated 1918 army? It does not matter at the moment, as nobody can reach your territory, but that will change. Better be the one who changes it :). In Mid ´39 you should start one run of 39 infantry and have upgrades running. That means you can only have two runs of factories and it should soon be only one so you can upgrade faster and replace the losses that will come. If you have upgraded, one run of new infantry and the last factory under construction you may find some IC to build a run of ´39 mountaineers. I attached engineers, as I wanted to skip artillery research and as they add some speed at this early model.
Now, the tricky part: You want Greece. You want it, before Italians might find it a good idea that they want it. In ´40 you can demand some territory with a great 50% chance, so do it! Now be quick, move most of your army to Edessa and DoW as soon as possible. Seize Larissa and cut of some Greek troops in Salonika. Make sure you destroy them before Greek troops coming from Athens force you to retreat. After you destroyed a few armies there and took Salonika you should have a few more divisions in the west. Take Larissa again, and move most of your army there. Support attacks from Edessa against Ioannina from there. Don´t take Ioannina, just force the enemy to retreat. The AI will move troops north instead of attacking you in Larissa. When Athens is empty enough, attack it and move most troops there. It does not matter, if you will be cut off, as it´s their last VP, so it´s only important you really get it. Annex Greece.
As the UK likes to land at empty beaches you don´t want to have empty beaches. But you have neither IC nor manpower to defend them adequately, so use cheap militias instead. You can´t afford more.
===Second: Yugoslavia===
In mid ´40 I found out, I had no idea, what to do with my IC. After Greece was Bulgarian, I had ~30 base IC and not enough manpower for more than the militias and the one infantry series run. So I decided to go air and started to research the Fighter-II with German blueprints, and the aircraft assembly line. As I still had much IC and I did not want to build any more factories I started to build an HQ mid ´40. My infantry army was poor 20 divisions strong, three mountaineers were all I could be proud of.
At the end of ´40, Italy, Romania and Hungary had joined Axis. France was conquered.
In early ´41, when my army was in position after I manned all beaches with militias, Bulgaria decided to take out Yugoslavia. Bulgarian troops -attacking from Sofia- seized Pristina, so that enemy troops were cut of south of it. The mountaineers+eng did what they could best in winter: Blitz from Vraca over Nis to Belgrade. With support from Hungary and Romania that was very easy and so the 9 IC - capital and all the resources there were seized by Bulgarians. When my troops from the south arrived further north Axis troops had already seized most of the country, so Bulgaria could annex it.
It was February ´41 and so all Bulgarian troops, except the beach defending militias, moved to the Romanian/SU border. All in all the 20 infantry divisions, one HQ (ready in March ´41), and the three mountaineers. At that moment, after the HQ was ready, Bulgaria had lot´s of spare IC that produced supplies then, as the fighter-II model was not yet ready.
===Third: Decide the war against the Soviet Union===
With this small 24 units army I made sure the German southern flank did a good job. Do what you can but don´t engage larger groups of the Red Army alone, you will loose too much manpower most times. Support all the time when you can. March east. Use your fast mountaineers to secure the Caucasus before it can be reinforced, try some minor encirclements. I would like to give more tips, but Barbarossa is so differently every game that most information would be plain useless.
If, after a long time, the front reaches the Ural, try a spearhead towards Sverdlovsk and wait for bitter peace. Be happy :).
===Next steps===
You did it, you helped your ally to win against the Red Army. Main goal achieved. And now? You can use your fighters against the Allied troops in the Mediterranean Sea or over the channel. You can research and build CAS and start to bomb ships and convoys. You can take out Turkey and go for the middle east. You can continue to help the Germans in Persia/India. You can do whatever you want with your shiny little >40 IC Bulgaria :)
[[Category:National Strategy]]
====Bulgaria strategy starting 1944 year:====
===First Steps===
The starting date is very difficult for this country, Germany is on the ropes and the Soviet Union and USA are very strong. You start as an ally of Germany, but to survive and make Bulgaria an empire we have 8 months to change that.
In the meantime you have all this months to group all your forces around Instanbul, concentrate all you have in army build, forget about research at this part of the game. When you have 11 armies front of Instanbul, annul the "Non-aggression pact" but DON'T ATTACK YET ! Set the attack, just the day after Berlin is down, that way u can ask the almost dead Germany for some "help" and u gonna receive 4-5 armies, which are at this momment in Greece. Now attack Turkey and take Instanbul, Bursa and Izmit, but DON'T go further. Now u have around 1 year to make peace with Turkey, yeah i know it's stupid, but gonna explain it.
1. United Kingdom will attack u if u dont make a peace with Turkey.
2. If u continue your conquest further, Syria will send forces to stop u.
3. Newly formed Greece country will try to attack u, while busy.
... so conquer those provinces and use your diplomatic skills to make a peace.
===Germany is down===
U remember i told u make peace with Soviet Union and USA ? Now they wont annihialate u, and the "dead" Germany will leave u some nice ships (in my case 60 ships) + some armies at the Balkans. If u haven't made peace with Turkey be sure to put them near Cyprus and guard there.
- U can try to get atleast one of the provinces of Iugoslavia, this will result it ownt be formed after the war and territories will stay for USA.
===Crysis comes===
Yes, your resources are very low u have many problems, u cant repair, u don't have money, u are almost broke.But don't worry we have a plan ! All set to reinforcements and move as fast as possible and attack Greece(need Turkey peace first). Greece has only 3-4 armies after the Second War and NO FRIENDS. I started to conquer and soon got a perfect piece offer, getting 3 provinces.
So how to resolve the crysis:
1. Make good relations with Canada and start buying iron.
2. Sell supply to Soviet Union
3. Buy oil from Persia
4. Sell oil for energy with Greece
===Peace with Turkey/Greece but still wars===
1. Don't forget:
- Japan is "allive" and AXIS still exist
- Still in war with Syria, no matter the peace with Turkey
- United Kingdom still in war with u, but doesn't attack for now, because of your peace with USA
- If u have done all how it must be, u know should have 40+ battle ships, 45+ armies and some territory expansion.
===Time to become empire===
Do u remember that u didn't had oil and at the same time u were in war with Syria. '''Tacticts to conquer Syria.'''
1. United Kingdom doesn't gave me peace and they were pain in the head all the time.
2. Move "your" fleet and block the entrance to Syria, cause UK will try to help them.(Smart AI)
3. You are very poor to produce a transport ships and u'll have to wait a decade for them, so it's time to convince Turkey we love them:
3.1.1 Since your last attack they have 10-12 armies !
3.1.2 The have relation with u -120-159(before the war it was -59)
3.1.3 They want their provinces back, so lets give them something and use diplomatic skill at the max again...
3.2.1 They have 10-12 armies, but u have ~20 at their border and ~20 in your other provinces.
3.2.2 But still if u attack u can win, but then Syria will finish u
3.2.3 That's why it's good we bought the oil from Persia - the enemy of Syria who will help u.
4. Conquer Turkey, they are weak, will offer u peace.
5. Ignore f*cking UK, all the time they will make u problems, but nothing serious
6. Use Persia to help u against Syria.
7. Make good relations with France so Lebanon doesn't join the war
8. Make good relations with Nationalist Spain, they may be in big help during hte later expansion.
3e7d2b19639d25800f5efe7ddacca166b040e8c2
Category:Wiki
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2013-04-19T15:13:25Z
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Category:Templates
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This category is for all templates.
[[Category:Wiki]]
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Category:Template documentation
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For all template documentation pages.
[[Category:Templates]]
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Template:Template doc
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<includeonly><div class="template-documentation">
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Template:UserInfo
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Template:Category/doc
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Poland
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639
1111
2013-06-03T21:39:03Z
Thevaliant
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/* Polish Ireland */
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{{Country guides}}
== Background ==
World War 2 is not a good period for Poland. Since it is the first to fight, it is also the first to fall. Fortunately Hearts of Iron 2 is a game that allows you to change the history and allows Poland a chance to fight back and even annex Germany. However it is not for the faint hearted and inexperienced player.
Do not bother playing Poland if:
* Germany is human controlled.
* You are new to this game.
== Tricks ==
=== Make Friends and Influence Countries ===
You generally have extra energy. While some can be traded for other important resources, make trades where you give energy away, but don't receive anything in return. This tends to increase your relations by the amount of energy per month, and is generally better than spending the 100 cash to increase relations.
=== Demand Territory ===
One thing that Poland needs a lot of is money. For the first month, do not build or research anything, but instead put all but the minimum for supplies into consumer goods to increase your cash. Demand Territory from the Soviet Union. Even on Very Hard/Furious they are likely to cave, and you now have extra resources and the extra factories to get that third tech slot.
Note: Because the Molotov-Ribbentrop Pact events were never written for this, this turns out to be an exploit as eastern Poland is seceded to the Soviet Union, but not the provinces the Soviet Union seceded to Poland. The Polish capital moves to Minsk, and this causes all sorts of problems for Germany and the Soviet Union later on.
=== Early Alliance and an Overseas Haven ===
Make trade deals to accumulate a huge surplus in all resources as well as cash.
To get in the allies early, use your cash sparingly to influence the United Kingdom and France. They will also influence you, adjusting your social sliders and increasing your relations with them. An early alliance means a large pool of blueprints and good trade deals.
Your new ally France has a useless province in South America called Cayenne. It has no industry or resources, but has two victory points. They may sell it to you for 5,000 each of energy, metal, rares, oil, and cash. Your priority would be to industrialize this as much as you can before war breaks out.
You now have a place for a government-in-exile.
Since Poland never truly falls, the Finnish Winter War never fires, and the Soviets never demand the Baltics.
This can lead to a dull game. The German AI is not programmed to properly fight on until Poland has fallen. Likewise, the Soviet Union will often be unable to advance on for the same reason.
=== Fortress Warsaw ===
Due to AI's inability to calculate the likely result for battles in urban provinces, it almost never attack an urban province with enough troops in it. You can exploit this weakness and easily stay alive with Poland virtually forever, even if you start in 1939 scenario.
When the game starts, move all of your air and land divisions to Warsaw. Make sure to adjust your production slider since you will lose a lot of territory. After all of the armies arrived in Warsaw, you only need to watch as the absent minded AI stacks a lot of troops around Warsaw but never try to invade it.
=== The Polish Congo ===
In 1936 scenario, it is relatively easy for the Polish to win a war against a minor European nation with a colonial empire (e.g. Belgium).
Moving your [[Domestic Policy FAQ|domestic policy]] sliders to Political Right will make you a Fascist nation in two years, meaning you are able to launch unprovoked attacks with much greater ease. Produce a [[transport fleet]] and load up with troops.
In 1937, Declare War on Belgium. You can relatively easily conquer mainland Belgium. As part of the peace settlement, insist on some provinces in Africa that have victory-point value. When Germany eventually conquers Polish mainland, they will be unable to annex you because of your holdings in Congo.
The main disadvantage with this approach is that it is likely that anyone guaranteeing Belgium will DOW on Poland. This is likely to be BOTH France and Germany, virtually assuring Polish defeat. The key to this strategy is therefore speed. Conquer Belgium before the non-aggression treaties expire.
=== Polish Ireland ===
When beginning the Road To War, quickly build up transports and base about 2 infantry units and 5 militias. Quickly declare war on the irish. Land in and push the enemy away from Dublin.
Once the enemy is separated you push inward and control the poor little nation. As your new colony, Ireland has points of attack toward Brest. It is a great base if Belgium joins the allies and your troops are getting beat out in the mother land.
Once Ireland is captured, you have a base in Dublin to defend from being annexed. (once captured, build up a navy and base them in Dublin. Try to created militias and garrisons from left over production.
Likewise, the United Kingdom is highly likely to DOW over Ireland. Again, speed is essential.
== Walkthrough for 1936 Scenario ==
=== Peace Time ===
In the first year it is very important to build three factories. Build one each in Torun, Danzig and Warsaw. After they are built, you will get the third [[Research_Slot|research slot]].
After the factories are completed, you may build a few additional factories or proceed with military build up. Produce normal infantry units with engineer brigades. Engineer brigades are cheap and will allow your troops to defend better, which is important as Poland. The only other unit that you may want to build later in war time are garrisons with MP brigade.
'''Social Engineering '''
Maximise hawk and then standing army. Every little org bonus is necessary.
'''Important Research'''
Since Poland has a very limited [[Research|research]] capacity, it is very important to prioritize. Always try to research in the year that the tech is supposed to be researched. Do not even think of researching Armor & Artillery, Naval, Naval Doctrine and Secret Weapon. Think twice before researching anything in aircraft and air doctrine.
* Industrial: manufacturing, agriculture and cryptography.
* Infantry: standard infantry, cavalry and supply.
* Air: you may consider researching interceptor although it is difficult to produce enough of them to make a difference.
'''Trades'''
Your main trade partners are UK and France since they have enormous amount of resources and will give you the best deals.
'''Ministers'''
* Armaments Minister: use the person who gives +10% IC
* Head of Intelligence: during peace time, you may want the person with +30% intelligence. However make sure before war to replace him with minister that gives bonus of +30% army intelligence.
=== Troop Placement ===
A good strategy when the war starts is to capture the whole East Prussia then turn to Slovakia and finally to Germany. The German AI only put a few garrisons in East Prussia so it will fall quickly. Put one division in Suwalki and 10 or more divisions in Torun. This is overkill but we need to conquer Prussia as fast as possible.
Important provinces that you need to put a lot of garrisons are: Bydgoszcz, Poznan and Cracow. Put at least 15 divisions each. For other territories that are adjacent to Germany and Slovakia, put at least 6 divisions on each of them. Don’t bother putting any troops in other provinces.
=== Danzig or War! ===
By August 1939 your TC will most probably be overloaded and your troops require a lot of supply. It means that Poland is ready for war! When Germany announced its ultimatum, choose war.
Make sure you advance quickly to East Prussia. Troops in Suwalki and 9 divisions from Torun should advance to Konigsberg. After they reached Konigsberg, use support attack to help the one division in Torun advance to Elbing. Then crush the troops in Memel.
If Germany attacks a province, try to attack the provinces where they are attacking from using your other troops. This will provide flanking bonus, which reduces the attack efficiency. As a bonus, you can even win territories with it.
You may lose battles and provinces. If you do, do not panic! Panicking does not help, and prevents you from thinking clearly. Try to recapture lost territories by using attacks from multiple directions.
=== Slovakia ===
After you capture Prussia, turn the troops there south. Try to recapture any lost provinces if there is any and then turn to Slovakia. Always attack from multiple provinces at once or else it can be difficult to win. Keep advancing and you will soon be able to annex Slovakia.
=== Germany ===
Always try to keep as many troops in one province as possible when facing Germany. Germany has a number of very large provinces such as Kustrin and Cottbus that can serve as good chokepoints.
In the beginning, don’t bother trying to pocket the Germans. It is quite difficult and may jeopardize your own position. Try to advance steadily and slowly instead. Later, when you see the enemy number is decreasing (check the ledger page), you may want to encircle them.
Advance slowly and attack from multiple direction. For example to capture Stettin, attack from Danzig and support attack from Bydgoszcz. Look where the enemy is the weakest at and attack that province (this is one of the reasons why cryptography tech is useful). You may also try to attack two provinces at once to confuse enemy on where to send reinforcements.
It takes months, a lot of patience and skill but if you do it properly, Germany will be gone.
=== Soviet Union ===
Thinking of attacking the Soviet Union? By the time you annex Germany, you will be very low on manpower. That reason alone is quite enough to hold any invasion plan on USSR for a while. However, you may want to demand territory from the Soviets. If you are lucky, you will gain free territories where you have claim.
== Walkthrough for 1936: Option 2 ==
This requires to attack from the word Go. It is easier to implement than the walkthrough above as Germany does not have time for military development.
This is a strategy to play Poland in the 1936 campaign and survive. Once the survival goal has been achieved (about June 1937), what do to next is an open question for which I would appreciate input.
Note: This strategy has been successfully tested against the computer on Furious AI with difficulty level with set to Normal on Version 1.0 of the game. Need to check it against 1.2 of the game. Will appreciate you if you can add your comments for 1.2 to this note. (Please note that this is as of now a work in progress, so if you edit this, your work might get lost on further additions by me.)
I have been fascinated in working out the ideal strategy for Poland. My first attempt was to gear up Poland for war using the three year interval. While I have been moderately successful, I did not complete the game to see whether what the end was. However, I then decided on the strategy below, which works wonderfully.
What do you do:
=== Jan 1 1936 ===
Start Poland on the 1936 campaign. Disband aircraft and naval troops. Separate cavalry troops and group them together. You will use them for anti-partisian duty. Start researching Basic Machine Tools, and Trench Warfare. Set your entire production to upgrading. For this prioritize all other troops other than the reserves that you have (which have very low strength), your cavalry troops, and your brigaded troops. Use diplomacy settings to set Hawk Lobby one step to the right. I did it this way, but I now think it would have been better to be more Interventionist.
=== Jan 2 1936 ===
Get into a trade agreement with France for metals and rare materials by giving away energy and oil.
=== End of Feb 1936 ===
You should be in a position where your 1918 troops (excepting reserves) have been upgraded to 1936. Move them close to Czechoslovakia. Declare war on it. Ouch, your dissent just increased by 10%. The key to winning here is to arrange your troops so that you are able to penetrate hard and fast. Identification of generals is important. Find ones with skill and Offensive Doctrine. Find a commando leader for your mountain troops. I put my reserves against Presov, and did not attack from there. I attacked with 9 divisions into Kocise and won very easily. There are anti-tank divisions which you can use to attack from Cracow where the computer will put its tank divisions. Strike into the heart of the country and within 15 days it is annexed.
Controlling partisian activity is a nuisance then. Set your troops systematically to control it. A unit set on antipartisian activity will do so, in its and neighbouring provinces as well. Use the cavalry units as they are not good for much else. Also use the rest of your units till the time that they are free so as to reduce partisan activity. Change your foreign minister to the one who adds 10% to Foreign IC Use.
Your IC will now go up to 51. As such, this is a much faster way of increasing your IC, then you would by building factories. You will also one more research slot, which I put to researching agriculture.
Comment: playing with 1.3 the Allies declared war on Poland after the attack on Czechoslovakia. Shortly Germany declared war on the Allies and the whole circus began. The only alliance open to Poland is - the Axis! Just make sure to annex Czechoslovakia before joining the Axis, or you may lose some provinces to Hungary. If Hungary has not joined the Axis yet, it makes for easy picking...
Comment: pursuing this path has proven a disaster so far, with the Soviet Union declaring war by late '36 and Germany unable to even hold the Western Front against France. (the original author is welcome to delete or incorporate these observations)
=== Apr to July 1936 ===
Upgrade the rest of your troops, reinforce them, and create one set of 1936 troops by producing them. I created 7.
You are now ready to attack Germany. Your dissent will go still higher to approx 27%. The troop placement is as below:
Put only enough troops in the heavily fortified districts of the Czechoslovakia-German border so that you can defend. You will attack from the Poland border. I put 6 troops in Strakonice, since there are two districts adjoining to it. At the time of attacking the computer had put three troops uniformly in every district in the border with Poland. I attacked from Liberac into Breslau, and from Crecstowa into Oppen. I also attacked all the Polish border provinces (Sttetin, Kustrin). It is easy to win and gain access. The only annoying factor was that I had put one troop unit each in Suwalki, Torun, Danzig, and Bydo to protect against the troops in Elbing, and Konisberg. They were not enough. I lost Torun first, and then Warsaw too. I had to send a six unit troop back from the main war to polish up.
Control partisian activity as you go along. The hardest part came at the end, where I had to defeat the German troops at the Franco-German border, which is heavily fortified. This was done one province at a time, and after a few heart stopping moments, I annexed Germany in Dec 1936.
=== Post Dec 1936 ===
Now I had Base IC of 113, but Actual IC was lower than Base IC. The partisan effect had shot up to 30%. First I put all my troops on antipartisan duty. This did not help much, so I identified the provinces with high IC, and focused on that. This gave slightly better results. However, the basic problem was the very high dissent. This was solved over the next six months by setting all IC to consumer goods. I also discovered that I had mistakenly taken the minister for supplies 20%+, rather than IC 10%.
I now have a situation where I have Poland in June 1937 with 113 Base IC, 131 Actual IC, 260 Transport Capacity, 45 1936 divisions, and approximately 300 MP. What should be the course for Poland to follow. The main threat from Germany has been nullified. The Soviet Union? Attack France? Attack Italy?
This is a work in progress, and I would definitely appreciate comments. Also any improvements.
[[Category:National Strategy]]
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Beginner's guide to army management
0
349
529
2013-07-21T09:50:57Z
Thevaliant
10239
/* Anti-Partisan Duty */
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{{Anthology}}
=='''Beginner's guide to army management'''==
=== Overview ===
Don't panic! HoI2 is a complex game but it follows quite simple rules which can be learned in quite a short time. That being said, even veterans will eventually find something they didn't know about yet, which makes HoI2 such a great game! This guide has been written for HoI2 Doomsday: Armageddon version 1.3(beta) but it should in essence be valid for all game versions. Where obvious changes have occurred, there will be a short note referring to what has changed.
If you feel something has been left out, feel free to edit this page and add it (if you know the game).
== Unit organization ==
When examining your troops, you will notice that your army consists of a number of divisions which are organized into "groups" (which will be called ''formations'' from here). Each formation has a ''leader'', is located in one province and can perform one ''mission''.
=== Setting up formations ===
In HoI2 each formation acts as a monolithic structure in that it shares the same leader and will perform each mission as a single unit. Since "movement" is also considered a mission, the entire formation will move at the speed of the slowest division in it. That means that you should not mix totally different unit types (like tanks and foot infantry) within the same formation.
As a general rule of thumb, each formation should consist of divisions of the same type, like all foot infantry or all mountaineers. Some brigades (artillery, anti-tank, anti-aircraft, heavy armor, super-heavy armor) will slow your units down by a large percentage and should not be used in formations which also include faster units. On the other hand, engineer brigade increase the maximum movement speed of (most) divisions, but will only result in a real speed increase if all of the "slowest" divisions in the same formation are equipped with them.
==== Splitting, merging and moving divisions between formations ====
If you have a lot of small formations in the same province, it can be easier to just merge them and then reorganize that large formation into several smaller ones than going through all the existing formations individually. To merge two or more formations which are located in the same province, select them and then click the ''merge'' button in the unit info panel.
If you want to select only some of the formations located in a province, first select them all (by holding down the left mouse button and then moving the mouse diagonally, thus drawing a selection box; when you release the mouse button, all formations within the selection box will be selected). Then hold down the SHIFT key and left-click all formations you don't want to have selected. Those will be removed from the selection.
In order to throw unwanted divisions out of your formation, just select the formation and then click the ''reorganize'' button in the unit info panel. This will create a new formation which you can then assign all the unwanted divisions from your original formation by clicking the "+" and "-" buttons in the window popping up.
<table>
<tr><td width=160px>
[[Image:HoI2_Ger1941_ReorganizeUnits_small.jpg|left|Rommel has slow foot infantry in his formation which needs to be thrown out. Click the ''reorganize'' button.]]
</td><td width=200px>
[[Image:HoI2_Ger1941_ReorganizeUnits2_small.jpg|right|Click the plus and minus icons to transfer units between two formations.]]
</td></tr></table>
Now if you want to move divisions between two formations which already exist, just select both formations at once and click the ''reorganize'' button. This will bring up the same window as above but won't create a new formation, instead using the two existing ones.
==== Deploying troops from the redeployment pool ====
When you have finished the production of a new unit, bought one via diplomacy or messed up with strategic redeployment, those divisions will be placed in the redeployment pool (the right-most button at the top left screen). Since it is bad for your transport capacity to leave them there, you should deploy them as soon as feasible on the map.
If you click a division in the redeployment pool, a list of all reachable formations will appear at the left side of the screen and the map will show valid deployment locations in green. Units can only be deployed to provinces in the same "theatre", for the lack of a better word. Since the exact logics of the theatre definition are too complicated to be explained in a beginner's guide, a general rule of thumb will have to do: All owned (not merely controlled) provinces which can trace a direct land connection to your capital are valid deployment locations.
If you chose a formation on the list and confirm the selection via the button at the bottom of that list, the division will be added to the specified formation. Beware of command limits, though (see leader section below)! Should you instead click on one of the provinces shown in green, a new formation will be created in the specified province and the division will be added as that formation's first division. Thus it is sometimes a good idea to deploy the first of a row of new units directly on the map (creating a new formation) and then adding the subsequent units to that formation using the formation list at the left side.
==== Advice on formation setup ====
Most players go with formations of three divisions for the bulk of their army, while keeping specialist unit types (garrisons, paratroopers, maybe even marines, mountaineers and armored divisions) in small formations of just one division. This has two major advantages:
* You will have many more leaders involved in combat compared to large formations of 9 or 12 divisions, all of them gaining experience and thus increasing in skill.
* You can easily assign different missions to the units in the same province, like pre-planning advance several provinces deep with some of your units securing the conquered territory on their way. If you had only a few large formations, you would need to wait for the formation to arrive at the first province, wait until the attack delay wears off, then create a new formation using some divisions of the large one, assign a leader, possibly rename it and only then you could advance one province further with the large stack.
*Also having all standard formations at size three and all special formations at a different size, you can quickly see what is what and are less likely to issue wrong orders to the wrong formations in the heat of battle.
Since there is a bonus for mixing hard and soft units within one formation, and since only motorized infantry operate at a similar speed as the armored divisions do, it is a common practise to set up [[Combined_Arms|combined arms formations]] of 1 Arm and 2 Mot or vice versa.
Commando units (mountaineers, paratroopers and marines) are used differently than infantry or tanks, so they should be kept in separate formations for each type, preferably commanded by a [[Leader_Traits|commando trait]] leader.
Headquarters (HQ) play an important role in command limits on attack, so it's important to have some near the active front lines. You can either keep them in small (single division) formations behind the front or you can create large "armies" by adding several other divisions to the HQ. The latter method has the advantage that the HQ's leader (who should always be a general or field marshal) can be used in the combat directly without fearing to leave the HQ exposed, which is especially useful for the major countries which have several highly-skilled top-rank leaders. In order to recognize those important assets quickly (and for them to be pleasant to the eye) it is a common method to set up "armies" of 1 HQ and 5 Infantry divisions (or even 1 HQ, 2 armored and 2 motorized divisions as fast combined arms armies). When using only six divisions, all of them are shown at the same time in the formation info section at the left side of the screen (no ugly scrollbar), plus it fits nicely into the "dividable by three"-scheme which is important for avoiding command limit penalties (see section about leaders below).
==== Naming your units ====
When having a lot of formations, it can be confusing to have them called "XIV. Armeekorps" or something similar. In order to rename a formation (or division, or ship, or air wing), just select it and then left-click on its name in the unit info panel on the left side. A cursor will appear and you can type a new name. Be warned, though, using characters like "-" or "+" won't work as those are keys which have a hardcoded meaning for the game (like zooming the map).
It is recommended to use names which allow you to recognize the units quickly, for example "Panzergruppe Rommel" for an armored formation led by Rommel or "Inf (AT) / Hodges" for a formation consisting of Infantry with anti-tank-brigades led by Hodges. Since garrisons cannot move or attack, they should always be deployed in separate formations named something like "GAR / [province name]" or even just "GAR", so you can de-select them easily when issuing orders to multiple formations at once.
== Choosing brigades ==
In HoI2 and its expansions, a brigade is an optional attachment to a regular division (or air wing, or ship) which offers an additional boost in some unit stats. It is common knowledge that - strictly mathematically spoken - it is always more efficient to invest in more divisions instead of brigades for existing divisions. This is because of the game's combat system, which essentially operates at the formula "total org * total attack value = combat power". A standard division adds about 50 org and 10+ attack, while no mix of brigades (at that very same cost) can compete with that.
Yet, it can be beneficial to boost some of your divisions with brigades in certain circumstances:
* Special Forces, like marines or paratroopers, are usually operating in small numbers, so they will appreciate any additional "bang". Since both of these units are not supposed to travel longer distances over land (and thus they are not that dependant on high speed), it is usually advised to equip them with artillery brigades.
* Expensive divisions, like armored or mechanized, are also good candidates for brigades. They form the centre of your spearhead attacks and will thus be able to make good use of additional firepower. Also, as they are so expensive, the brigades appear much more efficient in comparison. Last (but certainly not least), both division types have a very low softness rating to start with. Lower softness means less vulnerability to soft attack, which is the most abundant attack type in the (early) game. Further reducing that low softness by 6 points, as the self-propelled artillery brigade does, is - percentage wise - offering a much larger advantage here (30->24 equals a reduction of 20%) compared to the same point reduction on infantry divisions (100->94 equals a reduction of only 6%).
* Vulnerable divisions, like motorized infantry, absolutely need brigades in order to keep up with the advance of the sturdier tanks. For motorized divisions it is advised to use either armored car brigades (as those provide org, which is depleted quickly in movement-combat-movement situations) or self-propelled artillery (for its better attack and hardness).
A few notes on popular "newbie"-mistakes regarding brigades:
* Engineers increase the maximum speed of the division, but not its speed cap. Some divisions (like Mountaineers starting from the '39 model and all cavalry and HQ divisions) already are at their speed cap and will thus NOT get additional speed from Engineer brigades. Also, each division in the formation needs to have the engineer brigade in order to increase ACTUAL speed.
* Defensiveness and toughness are surprisingly unimportant stats (one of the weaknesses of the combat system), so choosing brigades solely for the increase in those stats is a poor choice from a gameplay point of view.
* Against the computer-controlled countries, you will never face a lot of "hard" divisions. Since hard attack is only used when enemy softness is quite low, the anti-tank and tank-destroyer brigades are considered utterly inefficient investments. Get artillery or self-propelled artillery instead. Those also offer some hard attack but, more importantly, they increase the much more widely used soft attack stat.
For further information, see the [[Brigade_Strategy_Guide|brigade strategy guide]].
== Leader management ==
=== Leader command limits ===
The most devastating newbie-mistake (yet very common on the forums) is to not understand leader management. If you look at the tooltips in combat, you will notice that attacker and defender use a certain percentage rating which is applied on their raw stats. Ingenious commanders can give a bonus of 10% if they are commanding units according to their personal specialities, and envelopment manoeuvers can invoke another bonus of 10% upwards. Now I tell you that units over the command limit of their leader will receive a penalty of -75% on that very same percentage, plus they lose the positive effects of the commander. Maybe you will now realize that understanding command limits is quite important - I'd even call it essential - to waging war successfully.
==== Ranks and command limits ====
Each leader has a rank which determines his (or her, in rare cases) command capacity, i.e. the number of divisions he (or she) can command directly without penalties. The ranks and their capacities can be seen in game by reading the mouse-over-tooltip of the leader picture:
*''Mj.Gen.'': can command '''1 division'''
*''Lt.Gen.'': can command '''3 divisions'''
*''General'': can command '''9 divisions'''
*''Field Marshal'': can command '''12 divisions'''
You must always respect those command limits, or else all divisions in that formation will lose the leader's bonuses plus the divisions above the leader's command limit will additionally suffer from the OCL (over command limit) penalty of -75%.
Note that you can promote leaders at will. They will increase in rank by one level, while they will lose one skill point plus all experience they have accumulated. To do this, click on the leader picture and then click the button ''promote''. By turning on auto-promotion, some of your leaders will be promoted without the skill/experience loss when the algorithm finds that you have too few leaders of sufficient rank for the number of divisions you possess.
<table>
<tr><td width=320px>
[[Image:HoI2_Ger1941_ChangeLeader.jpg|left|Click on Rommel's picture to promote (or replace) him.]]
</td><td width=410px>
[[Image:HoI2_Ger1941_Promote_Leader.jpg|right|Click the ''promote'' button to increase Rommel's rank to Field Marshal. also note the ''Auto-promote leaders'' checkbox at the bottom.]]
</td></tr></table>
==== Command capacity in attacks ====
When on the defence, it is sufficient to have all of your formations led by leaders of the appropriate rank. When on the offence, however, there is another concept concerning leadership which you need to understand.
Imagine you have 24 infantry divisions ready to attack. Those divisions are organized neatly into 8 formations consisting of three divisions each. If all of them were located in the same province and ordered to attack the same enemy province, you would get a '''huge penalty on at least half of your divisions''' (provided there was no HQ nearby)!!! Did you know that? The reason for that is simple in concept yet difficult to see in the game:
For each battle, all divisions attacking from the same province are considered to be led by the highest ranking commander in that province (who is participating in that combat). That commander, however, still has the standard command capacity explained above. So the highest possible rank is the Field Marshal, but even he has a command capacity of 12 which would be vastly exceeded by the 24 divisions in our example. A more thorough discussion on that subject can be found in the [[Command_Penalty_Capacity|article about command penalty]], which is also highlighting the usefulness of HQ divisions in regard to this issue, which will be explained in the paragraph below.
This is where three important lessons are to be learned:
* Always attack from more than one province if possible. This will not only help avoiding the OCL penalty mentioned here, but it will also invoke the ''envelopement penalty'' for the enemy if you attack from three or more provinces.
* Always have at least one high-ranking leader in each province. Also, that high-ranking leader should ideally ''not'' lead the maximum allowed number of divisions directly, so that he can safely assume command of the whole province's contingent in case of an attack.
* Always have a properly manned headquarter around. This is explained below.
==== Use of headquarters ====
The headquarter unit itself is useless, apart from the later models' high speed and its near invulnerability in ground combat. As soon as it is being assigned to a General or Field Marshal, however, that very same headquarter will instantly become a battlefield magician! It miraculously '''doubles the command limit of all adjacent leaders''' on the offense! In the example given in the paragraph above, a single HQ division nearby led by a General or Field Marshal would have increased the command limit of the Field Marshal (who is commanding the entire stack of the province) to 24, enough to lead all of the infantry divisions without penalty. Assuming that you were also attacking from two other provinces (all of them also adjacent to the HQ) with the same number of divisions and all featuring a field marshal to lead the stacks, you would now be able to field a staggering 72 divisions against the enemy without invoking any penalties. Isn't that great?
See [[HQ_Units_in_Action|HQ units in action]] for a picture-rich illustration of the usage of HQ.
=== Choosing the right traits ===
The wiki page on [[Leader_Traits|leader traits]] will provide a detailed overview over the exact benefits of all the different specialities your leaders can feature. Here you will be given a short, neat rule of thumb as a starting point:
As long as you're at peace, your units will not need to fight and thus it is a good idea to assign them leaders with the ''logistics wizard'' trait. This will reduce their supply and oil consumption and will thus free some industrial capacity for more pressing matters (like building more industrial capacity, or more supply and oil hungry troops).
When the time for war approaches, you should assign leaders who match both the unit type and the intended role of the formations, as each "match" will yield a 10% bonus in combat. In general, leaders with ''offensive doctrine'' or ''defensive doctrine'' are always good to have, while ''old guard'' traits will only provide a penalty (slower experience gain for the leader) and is thus considered useless (if not harmful).
Much more important, however, is the unit type speciality: Mountaineers, marines and paratroopers a considered elite units and will thus need special leadership which can only be provided by leaders with the ''commando'' trait. Those leaders, however, will provide a penalty to each unit which is no elite unit under their command, that's why you should always keep them separate from your standard infantry.
Hard units, which are '''only light armored, armored, and mechanized divisions''', will require leaders with the ''panzer leader'' trait in order to get a bonus. Panzer leaders will however not penalize non-hard units, which is why the combined arms corps mentioned a few paragraphs above are very effective.
Finally, when you think you'll fight in cold weather, a ''winter specialist'' is also great to have. The ''fortress buster'' and ''engineer'' traits have only very limited uses and should thus be considered a bonus to other traits instead of being valuable assets themselves.
== Missions ==
Although this guide is not meant to be a combat guide, a few hints at mission assignment shall be given nonetheless, as knowing about those concepts is very important for a proper setup of your forces.
While you will probably know that there are the ''movement'' and ''attack'' missions which will transport your divisions to another provinces (either friendly or not), there is also the all important ''support attack'' order (and a few more). You will come to love that one in particular, as it allows you to multiply the number of troops involved in battles without risking to create a gap in your defensive lines.
=== Support Attack ===
Formations ordered to support the attack into one specific province will automatically join any battle of friendly troops against enemy forces in that said province. They will participate just like the original attacker, but when the battle is won, they will simply stay where they are, thus not creating a gap in your defenses. This has the huge advantage of allowing many more troops to break the defenders than the number of units actually advancing towards the enemy. You can thus open additional vectors of attack without moving your troops, which will in turn provide a penalty to the defender for being enveloped.
There are two disadvantages, however: First, your supporting units will have to wait the 24 hours before they can receive new orders (although support attack missions can be ordered anyway at any time), plus they will lose the ''dug in'' bonus, if they had any. Also, Since they took part in a battle, it is possible that they have suffered org or even strength damage. Still, since support attack allows you to bring a huge number of troops into battle, you will shorten the duration of the battle and thus the damage received a lot by it. Use it as often as you can!
=== Synchronize Arrival ===
In order to prevent your formations from arriving peacemeal at their destination, being torn apart by the viciously counter-attacking enemy, always synchronize the arrival of your forces if you can! Select all troops you want to arrive at the same time (by using the method described in ''Splitting, merging and moving divisions between formations''), hold CTRL and right-click the enemy province. Then check the ''synchronize arrival'' checkbox. Be warned though that this checkbox prevents the choice of the starting time of the attack, so it can only be used directly prior to the assault.
=== Support Defence / Reserves ===
Support Defence is an order given to a unit which will allow it to support the defence of a named directly connecting province. When a neighbouring province is attacked, or under attack, the unit performing the support defence mission will immediately move at triple speed to the attacked province, often arriving just in time to prevent the battle being lost.
Reserves is a similar command but applies to any adjacent province but the speed boost is only doubled.
=== Anti-Partisan Duty ===
All units that are in a province will naturally suppress partisans to their suppression statistic. Units specifically marked as being on Anti-Partisan Duty do so at double effectiveness. Additionally, they will also engage partisans who happen to spring up in a neighbouring province and (if they are capable of movement) will after defeating them, move into that province to recapture it, before moving back again.
=== Strategic Redeployment ===
== Other concepts ==
Now that your army is prepared for war, you should learn how to use your assets in order to win battles, and how to use battles in order to win the war. For that, have a look at the following guides and reference articles:
*[[Land_Combat_Efficiency|Land Combat Efficiency]] - A very in-depth explanation of what effects combat performance and how the exact numbers are derived.
*[[Transport_Capacity_and_Supply_Efficiency_FAQ|Transport Capacity and Supply Efficiency FAQ]] - A very good source of information about these important concepts. Especially the smaller countries have to watch out for TC, although it can also be a problem for Germany during Barbarossa.
*[[Country_guides|Country Guides]] - A huge list of country-specific strategy guides. Not all of them are up to date, but for beginners they will still provide useful orientation.
*[[Conducting_Blitzkrieg_offensives|Conducting Blitzkrieg Offensives]] - A good article about Blitzkrieg warfare in the game, although it is a bit biased towards pure armored corps.
[[Category:Guides]]
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Technical issues
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Thevaliant
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/* Updates */
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== Updates ==
The following updates are the most recent updates released for the Hearts of Iron II series (as of September 30, 2009):
* Original Hearts of Iron 2 (HoI2): [http://forum.paradoxplaza.com/forum/showthread.php?t=226786 Update 1.3b (Apr, 2006)] Checksum: JLQC
* Hearts of Iron 2, Doomsday (HoI2:DD): [http://forum.paradoxplaza.com/forum/showthread.php?t=293247 Update 1.3a (March, 2007)] Checksum: JCJS
* Hearts of Iron 2, Armageddon (HoI2:ARMA): [http://forum.paradoxplaza.com/forum/showthread.php?t=402220 Update 1.3 beta2 (April, 2009)] Checksum: PHVR
Note that Paradox has officially confirmed that HOI2 and HOI2:DD updates are the final updates for those games. The last one for Arma was not officially confirmed but given the time that has now passed, it can be taken as final.
== Bugs and Bug Reporting ==
There are no further updates being made to any version of HoI2. Any found bugs will need to be corrected yourself using the modding tools if possible.
== Configuring Routers for Multiplayer Games ==
The first suggestion is to check the [http://www.europa-universalis.com/forum/showthread.php?t=163998 Router Configuration Library], hosted at the Paradox forums. It covers all of Paradox's games, and is a repository for '''successful''' router configurations.
If you are unsuccessful there, ask your questions in [http://forum.paradoxplaza.com/forum/showthread.php?187623-Step-By-Step-Router-Setup this forum thread]. Many experts that lurk about the forums subscribe to the threads above, so your questions will be seen.
Even with v1.2 the "moddir" feature is still '''broken''' for multiplayer play. Thus if you try and play a mod in multiplayer it will fail. The only work around is to modify the main game itself.
== Screen Issues ==
=== Screen Flicker ===
If you are experiencing screen flicker at seemingly random intervals while playing the came, the following steps may be of use, as prescribed by Castellon:
1) Rename the AVI folder to AVI_back<br>
2) Set the color depth to 16BIT<br>
3) If you're using the auto-hide feature of the task bar, disable it.<br>
4) If you have an Explorer window searching for a file or displaying search results, close it.<br>
5) Turn off everything in the background like E-mail/ICQ/Messenger, Virus protection and everything in the system tray beside the clock.<br>
6) Update your Windows, update your Video card drivers and audio card drivers. Then repeat steps 1-3.<br>
'''98% of flicker problems are caused by other programs running in the background.'''
Also, alt+tabbing tends to increase screen flicker.
[http://support.microsoft.com/?scid=kb;en-us;331796 How to run Windows with minimal load of background services]
=== Screen Resolution ===
According to developer Johan, the screen resolution for the game is locked at 1024x768.
There is [http://www.geocities.jp/soukan_n/f/index.html an unofficial patch] that can alter the value, though. You can also take a look at [http://www.paradoxian.org/hoi2wiki/index.php/Utilities#Screen_Related Screen Related Utilities]. If you have difficulty playing HoI2 with the "offical" resolution, it might help you solve the problem.
=== Windowed Mode ===
If you want to play Hearts of Iron 2 in window, you must apply some unofficial "patch" first. Look at [http://www.paradoxian.org/hoi2wiki/index.php/Utilities#Screen_Related Screen Related Utilities] for concrete one. For Doomsday, there is new command line parameter WINDOWED, which activated windowed mode without need of any hacking. You must also set your screen color depth to 16bit (applies to both Hearts of Iron 2 and Doomsday) prior to running game in a window. If you don't do that, you'll get error message and game won't run.
== Game Slow downs ==
The game gradually slows down as time progresses. This is especially true of a 1936 campaign, and generally starts around 1942 or later, depending on your CPU speed. Generally, this occurs due to the large number of units that have been created, and the amount of work the AI must perform every game hour to determine what should be done with units. [http://forum.paradoxplaza.com/forum/showthread.php?p=8576604 Testing this issue] has led to the conclusion that CPU speed has a significant effect on game speed.
The Doomsday scenario is a good test for these slowdowns due to the large number of units. Each test was conducted by choosing the nation of Tibet, setting game speed to maximum, and timing how long it takes for one month of game time to elapse. Testing produced the following results:
{| border="1" cellpadding=5
|- valign=bottom
! User !! Brand !! Type !! Speed !! Cache !! RAM !! Scenario time
|- align=center
| align=left | Lennartos || Intel || Quad Core || 3.7 Ghz || 12MB || 4 GB || 1 min, 25 s.
|- align=center
| align=left | SBR || Intel || Core 2 Duo || 2.4 Ghz || 8MB || 2 GB || 2 min, 26 s.
|- align=center
| align=left | Bholstege|| Intel || Core 2 || 3.0 Ghz || 1 MB || 4 GB || 2 min, 30 s.
|- align=center
| align=left | BBasgen || AMD || Athlon 64 || 2.2 Ghz || 0.5 MB || 2 GB || 3 min, 28 s.
|- align=center
| align=left | forlath || Intel || Pentium M || 2.0 Ghz || 0.5 MB || 1 GB || 3 min, 30 s.
|- align=center
| align=left | The RC || Intel || Pentium 4 || 2.6 Ghz || 0.5 MB || 1.5 GB || 5 min, 50 s.
|- align=center
| align=left | MacLeod || Intel || Pentium 4 || 2.4 Ghz || 0.5 MB || 1 GB || 8 min, 18 s.
|- align=center
| align=left | forlath || Intel || Pentium 4 || 3.4 Ghz || 0.5 MB || 1 GB || 9 min, 30 s.
|}
===Helpful Fixes===
====Sprites====
This change will allow you to both load and play the game much faster, but it only works if you use counters instead of sprite.
Note that the file to be left alone in those folders do not have to be the one mentioned. Any of the other files will do as long as their file name match.
# Open HoI 2 directory\GFX\map\units.
# Backup this folder and its subfolder just in case you want to play with sprite again later or if anything wrong happens.
# Delete all files in HoI 2 directory\GFX\map\units except "T-BATTLESHIP A-WALK C-MIN L-1 D-NW.spr".
# Open HoI 2 directory\GFX\map\units\bmp.
# Delete all files in HoI 2 directory\GFX\map\units\bmp except "T-BATTLESHIP A-WALK C-MIN L-1 D-NW.bmp".
# Start the game and feel the speed.
====Ghost Fleets====
Ghost fleets began as a problem in the HOI2 DD expansion pack and continued until ARMA version 1.3, when the problem was finally fixed. The net result of a Ghost fleet can be tens of thousands of non-existent ships in a port. The sheer number of units involved creates enormous lag on the game engine: the main symptom being a delay at a certain hour of the day for seconds or even minutes.
* [http://www.modhoi.com/index.php?option=com_content&task=view&id=54&Itemid=37 Download the Ghost Fleet save game fixer]
====Event History====
Save games grow very large over time, depending on your event logging settings. In a default installation, the size of the game file will double in less than 10 years. Minor speed improvements can be made by deleting the event history.
====Delete all units====
While late game slow down is not really caused by a large number of units, deleting all units does help. Lord Finnish created this event:
* [http://forum.paradoxplaza.com/forum/showpost.php?p=8560061&postcount=9 Kill all AI units]
====Movies====
If you find the movies annoying, and prefer to open the game and go somewhere else while it loads (thus not being there to skip over the movies), there's a simple way to get rid of them. The only movies in the game are the ones at the start. Just rename (or delete) the avi directory where you installed HoI2 and the game will just skip over them.
== General problem Solving ==
It is difficult to track problems effectively in current jungle of software products and their versions. When problem pups up, it is best to go from simple to more complex solutions. Here is recommended procedure for solving problems (it may work with problems related to other games/programs too):
# Refer to [http://forum.paradoxplaza.com/forum/forumdisplay.php?f=255 forum] first. Your problem may have been addressed already. If you don't succeed there, try following procedure.
# If problem showed up recently and you were able to play before without problems (in same conditions), try to remember what has changed since then and focus on it.
# End all programs and tasks which are not really necessary. Use CTRL+ALT+DEL and 'Task Manager' to end tasks.
# In Windows 2000 or XP Professional you may also want to stop unnecessary 'Services' running on backgound. Type 'services.msc /s' in 'Run' (Start -> Run) to run console to view and manage services on your system. You require administrator's right to do so. It may help improve performace and limit possible problems. List of services you must have running may vary from system to system. Be careful when stopping services! ([http://support.microsoft.com/?scid=kb;en-us;331796 How to run Windows with minimal load of background services])
# Installing other games with different (and sometimes problematic) version of DirectX may be cause of problems. In this case uninstalling DirectX ([http://fileforum.betanews.com/detail/DirectX_Uninstaller/978209241/1 DirectX Uninstaller]) first. Then download latest version of DirectX (if you don't have it already, [http://www.microsoft.com/downloads/results.aspx?sortCriteria=date&OSID=&productID=&CategoryID=&freetext=directX+runtime&DisplayLang=en&DisplayEnglishAlso= here]) and install it.
# Reinstall game. If you want to preserve your data (savegames), archive them first (by copying/moving them to non game folder). Saves are stored in '\scenarios\save games' subfolder of directory where you installed HoI2. Then uninstall game by using uninstaller and delete remaining data manually (delete your HoI2 installation directory). Then install game with all patches and restore your archived savegames.
# If problem is still there, post in [http://forum.paradoxplaza.com/forum/forumdisplay.php?f=255 forum] and/or [http://forum.paradoxplaza.com/forum/showthread.php?t=179636 report bug].
# In-game speed increasing trough message logging : Whenever possible disable evens from game log : for example another nation trade with third nation, another nation influenced/failed to influence third nation, another nation diplomatic deal with third nation, any logging of player aggreeing/refusing trade or diplomatic action suggested by AI is by default also written to game log. One has to be careful what is doing and if one needs any log evidence. It is always useful to go carefuly trough message settings in game menu and select what should be logged an how (4 levels of notification - none - log - window - pause game with window). Consider events that are not necessary for your gameplay and set them not to be displayed at all. Exclude all duplicate messages pointing to one occasion for example do not log demand territory but log give-in/refuse of demand territory.
[[Category:Technical_Issues]]
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* 3 = number of columns (optional; default)
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* 10px = gap between columns (optional; default)
''{{red|NB: Utilises CSS3; will only work on relatively new browsers.}}''
[[Category:Templates]]</noinclude>
edbe5664cb862c70de9c10a955dc570eceb622b9
Category:Verification needed
14
30
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2013-11-05T22:15:31Z
Meneth
2
Created cat
wikitext
text/x-wiki
Pages in this category have one or more statements that need to be verified or otherwise clarified.
[[Category:Need editing]]
521a124326d0628a7915987229ef639f66bda14b
Template:Sup
10
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2013-11-11T01:21:17Z
Meneth
2
Protected "[[Template:Sup]]": High traffic page ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
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<includeonly>{{#if:{{{2|}}}|<span class="inline-sup" style="background-color:{{#ifeq:{{{cat|Verification needed}}}|0|#f9f9f9|#fff9f9}}; color:DarkSlateGray;border:1px solid {{#ifeq:{{{cat|Verification needed}}}|0|#dcdcdc|#ffdcdc}}">{{{2|}}}</span> }}<sup class="inline-sup" style="white-space:nowrap;">[<i>{{{1}}}</i>]</sup>{{#ifeq:{{{cat|Verification needed}}}|0||[[Category:{{{cat|Verification needed}}}]]}}</includeonly><noinclude>
==Usage==
For wiki editors' inline critical notes <sup class="inline-sup" style="white-space:nowrap;">[<i>Such as this?</i>]</sup>
===OPTIONAL: Categorisation <nowiki>{{{cat|}}}</nowiki>===
<code><nowiki>{{sup|...|cat=...}}</nowiki></code> overrides the default injected [[:Category:Verification needed]].
cat=0 disables categorisation.
===OPTIONAL: Referencing {{{2}}}===
<code><nowiki>{{Sup|... superscript note ...|... text to interrogate ...}}</nowiki></code>
E.g:
<nowiki>Whilst milk is almost always white, {{sup|Bollocks|cheese is universally black}}</nowiki>"
... renders...
Whilst milk is almost always white, <span class="inline-sup" style="background-color:#fff9f9; color:DarkSlateGray; border:1px solid #ffdcdc">cheese is universally black</span> <sup class="inline-sup" style="white-space:nowrap;">[<i>Bollocks</i>]</sup>
[[Category:Templates]]
</noinclude>
ae573d7a0304458f212ad0e8a09447dfef9d13cc
MediaWiki:Webchat-header
8
45
88
2013-12-07T00:46:06Z
Meneth
2
Updated
wikitext
text/x-wiki
<div class="toccolours mw-collapsible mw-collapsed" style="width:800px">
'''Instructions'''
<div class="mw-collapsible-content">This special page allows you to collaborate in real time with other users of the wiki, and members of the general Paradox community.
To connect simply press the "Connect" button.
If you are logged in your nickname will have been prefilled.
Anonymous users are given an automatically generated one, but it can be changed.
If you want to ensure that your nickname cannot be stolen, refer to [http://wiki.rizon.net/index.php?title=Register_your_nickname this] page.
You can access the unofficial Paradox channel at '''#paradox''' at '''irc.rizon.net''' if you've got an IRC client, instead of using this page.</div>
</div>
2a79ccc46396e38025ad041f881318a348f6acf6
Template:Quote
10
99
196
2014-02-26T22:29:37Z
KaTiON
35
Fixing template. Quotation to Quote
wikitext
text/x-wiki
<table style="border-collapse:collapse; margin: 0em 2em 1em;" border="0" cellspacing="0" cellpadding="0">
<tr>
<td style="margin-left: -0.2em;padding-right: 0em; text-align: right;font: bold 4em Times New Roman, Times, Georgie, serif; color: #3C5A6E;">“</td>
<td><div style="font-style: italic; border-left: 1px solid #C5C6CE; border-right: 1px solid #C5C6CE; padding-left: 1em;padding-right: 1em;">{{{1|Insert quote}}} <br /><div style="font-style:italic;" class="plainlinks"></div>
<div style="text-align: left; font-size: 0.9em;">— {{ #switch: {{ lc: {{{1|}}} }}
\
| #default = {{{2|Quote author}}}
}}</div>
</div>
</td>
<td style="margin-left: -0.2em; text-align: left;font: bold 4em Times New Roman, Times, Georgie, serif; color: #3C5A6E;">”</td>
</tr></table><noinclude>
==Usage==
To use, simply place <code><nowiki>{{Quote|<Insert quote here>|<Quote author>}}</nowiki></code> on the desired page.
[[Category:Templates]]</noinclude>
23862c03dd83ec25ac67c11f38978a2f40495b85
Template:Under construction/doc
10
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2014-05-05T06:15:14Z
Lillebror
871
Lillebror moved page [[Template:Under Construction/doc]] to [[Template:Under construction/doc]] without leaving a redirect: Naming convention
wikitext
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<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
'''''Under construction''''' can be used to highlight articles that are under going a major revision. See [[Template: InUse]] for articles that are currently being worked on.
== Usage ==
This table may be added by copy-pasting the template as shown below into an article.
<div style="background:#ddd; border:1px solid black; padding:0.5em 1em 0.5em 1em;">
<pre>
{{Under construction}}
</pre>
</div>
== Parameters ==
There are none.
== Values ==
There are none.
== Effects ==
Puts a table onto the page concerning revision status.
== Updating This Template ==
You shouldn't have to.
== Example ==
<pre>{{Under construction}}</pre>
Will display this:
{{Under construction|}}
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Template:Protect/doc
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2014-05-07T08:07:21Z
Lillebror
871
Deleted superfluous
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<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
'''''Protect''''' can be used to highlight articles' protection level. This template is for fully protected articles.
== Usage ==
This table may be added by copy-pasting the template as shown below into an article.
<div style="background:#ddd; border:1px solid black; padding:0.5em 1em 0.5em 1em;">
<pre>
{{Protect}}
</pre>
</div>
== Parameters ==
There are none.
== Values ==
There are none.
== Effects ==
Puts a table onto the page concerning its protection level.
== Updating This Template ==
You shouldn't have to.
== Example ==
<pre>{{Protect}}</pre>
Will display this:
{{Protect|}}
6a1fa451d6b14d3e5a6f013a674446fbc0369854
Template:HeaderTemplate
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2014-06-02T19:57:15Z
Meneth
2
Bleh
wikitext
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<div class="header">
<!-- Beginning of header section -->
{|style="width:100%;background-color:#3c5a6e;border:1px solid #cccccc;-moz-border-radius:20px"
|style="width:45%;color:#000"|
{|style="width:100%;border:solid 0px;background:none"
|-
|style="width:100%px;text-align:center;white-space:nowrap;color:#fff" |
<div style="font-size:195%;border:none;margin: 0;padding:.1em;color:#fff">{{{welcome}}}</div>
|}<!-- Blurb & useful links -->
|style="width:100%px;font-size:125%;text-align:center;color:#fff" |
{{{blurb}}}
|}<!-- End of blurb & useful links -->
</div>
<noinclude>[[Category:Templates]]
a32fef893c5268970d989820de97134bdeb72b51
Category:Articles by version
14
3
4
2014-06-09T14:06:56Z
Meneth
2
Created page with "This category is for categories indicating what version pages are up to date for. [[Category:Wiki]]"
wikitext
text/x-wiki
This category is for categories indicating what version pages are up to date for.
[[Category:Wiki]]
cdf4b9709e9348d56774c5f768fe045dba053181
Template:Duplicate/doc
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2014-06-12T09:00:29Z
Lillebror
871
wikitext
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<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
'''Duplicate''' can be used to highlight duplicate or scaled-down versions of files.
== Parameters ==
{| class="wikitable"
|-
! Parameter
! Description
! Default
! Status
|-
| 1
| File name of the preferred version
| empty
| '''required'''
|}
== Usage ==
Please insert the template at the top of the page!
<div style="background:#ddd; border:1px solid black; padding:0.5em 1em 0.5em 1em;">
<pre>
{{Delete|<--insert here the file name of the preferred version-->}}
</pre>
</div>
== Updating this template ==
You shouldn’t have to.
886b25152e9267b9d5a3225782b48d01b44e7fa8
Category:Duplicates
14
6
10
2014-06-16T07:31:32Z
Lillebror
871
Created page with "Images tagged with {{template|Duplicate}} [[Category:Candidates for deletion]]"
wikitext
text/x-wiki
Images tagged with {{template|Duplicate}}
[[Category:Candidates for deletion]]
387e2e58232f8976718413e900af07819b879a96
Category:User avatars
14
28
54
2014-06-20T09:18:15Z
Lillebror
871
added category
wikitext
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This category contain images used on [[:Category:Users|user pages]] as avatar.
[[Category:Images]]
2980713d1e47813eb2b93e770dc281b3c4a3c6b7
Template:See also
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2014-07-14T09:42:00Z
Meneth
2
Reverted edits by [[Special:Contributions/Harry3325|Harry3325]] ([[User talk:Harry3325|talk]]) to last revision by [[User:General Baker|General Baker]]
wikitext
text/x-wiki
<onlyinclude>{{hatnote|See also: [[{{{1}}}]]}}</onlyinclude>
[[Category:Hatnotes]]
65ae7e83ff97272a169d54b784dea15200feab09
Template:Clear
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2014-07-14T10:15:47Z
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2
Protected "[[Template:Clear]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
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<div style="clear: both;"></div><noinclude>This template is used to prevent the collapsing/overlapping of boxes/tables through forcing a return down to the line.
[[Category:Templates]]</noinclude>
9290db7cb87f689e1bf16afec9b999e3d94c413b
Template:C-PD-self
10
54
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2014-07-14T10:16:05Z
Meneth
2
Protected "[[Template:C-PD-self]]": High traffic page ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
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{{Ambox
| type = other
| image = [[File:PD-icon.png|40 px|link= ]]
| text = ''I, the copyright holder of this work, hereby release it into the public domain.''<br>
<small>I do this via the [http://creativecommons.org/publicdomain/zero/1.0/ CC0 1.0] public domain dedication.</small>
}}<includeonly>[[Category:Public domain images]]</includeonly>
<noinclude>[[Category:Copyright templates]]</noinclude>
54ad812eeaa58eabff585b59dc916c0acb3b9257
Template:Collapse
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2014-07-14T10:16:12Z
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2
Protected "[[Template:Collapse]]": High traffic page ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
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<div class="collapse-template mw-collapsible mw-collapsed">
{{{1}}}
</div><noinclude>
Template to auto-collapse longform game data in articles, so you click Expand to display the things you need to read
==Usage==
<pre>
{{Collapse|
<!-- content here -->
}}
</pre>
[[Category:Templates]]
</noinclude>
5fd87e6d647783418f0462c2c298eb489d1194d0
Template:Main
10
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2014-07-14T10:17:44Z
Meneth
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: {{hatnote|Main article{{#if:{{{2|}}}|s}}: [[{{{1}}}]]{{#if:{{{2|}}}|, [[{{{2|}}}]]}}}}<noinclude>
[[Category:Hatnotes]]</noinclude>
bf2833eda4a221f0c1566a11bb80ba2a1961f300
Yunnan
0
814
1463
2014-08-07T15:29:20Z
Thevaliant
10239
/* Yunnan Clique */
wikitext
text/x-wiki
== Yunnan Clique ==
'''Advantages:'''
Far from the Japanese advance
Reasonable sized starting army
Relatively good defensive terrain
Access to blueprints assuming you ally with the other Chinese factions
'''Disadvantages:'''
Very poor IC, especially compared to Guangxi and Shanxi clique
Poor leaders
Poor ministers with no alternatives
Very poor tech teams
No access to water
No airforce
Limited manpower
Poor resources
No cores on any other Chinese territory
5e095ae02d19bd06b8c392344c1e139b543c4dd2
Links
0
546
923
2014-08-07T15:53:49Z
Thevaliant
10239
/* Mac HoI2 Forum @ VPLtd. */
wikitext
text/x-wiki
== Official pages ==
{| width=95%
|-
|
=== [http://www.paradoxplaza.com/index.php?option=com_content&task=view&id=58&Itemid=144 Official pages @ Paradox] ===
General information about the game and releated material.
== Forums ==
=== [http://forum.paradoxplaza.com/forum/forumdisplay.php?forumid=255 HoI2 forums] ===
The official Paradox forums is ''the'' place to go for discussing HoI2 and getting answers to any questions you might have that HOI2Wiki leaves unanswered.
Also useful for finding out what's happening in the modding community.
=== [http://forum.paradoxplaza.com/forum/forumdisplay.php?f=327 HoI2 Doomsday forums] ===
The official Paradox forums for HoI2 Doomsday and Armageddon.
=== [http://elitemod.informe.com/forum/ Foro Élite] ===
Forum in Spanish about HoI2 .... and HoI, Crusader King, Victoria and Europa Universalis 2.
=== French Forums on HoI ===
[http://forum.jeux-strategie.com/index.php?showforum=115 Strategium - Hearts of Iron I, II & III]
[http://eu2libre.free.fr/phpBB2/index.php?c=16 Le QG - French]
=== Italian Forums on HoI ===
[http://www.netwargamingitalia.net/forum/forumdisplay.php?f=26 Netwargamingitalia Hearts of Iron 2]
[http://bopitalia.altervista.org/forum/index.php?f=3 Battlegrounds of Paradox - Hearts of Iron 1 e 2]
=== Chinese Forums on HoI ===
[http://bbs.52pcgame.com/ 52pcgame-one of the most active Paradox fan's fortress]
=== Lord Ederon's Forums ===
[http://forums.ederon.net/ Forum with multiple active multiplayer groups playing HoI2, EU3 and other Paradox games.]
== Press ==
=== Reviews ===
* [http://www.metacritic.com/games/platforms/pc/heartsofiron2/ Metacritic] - 85/100 (''meta'')
* [http://www.gamerankings.com/htmlpages2/920609.asp?q=hearts%20of%20iron Gamerankings] - 89% (''meta'')
* [http://www.strategyinformer.com/reviews/heartsofiron2.shtml Strategy Informer] - 8.8/10
* [http://pc.gamezone.com/gzreviews/r24923.htm Gamezone] - 8.7/10
* [http://www.wargamer.com/reviews/heartsofiron2/Default.asp Wargamer] - Award for Excellence
* [http://pc.ign.com/articles/577/577912p1.html IGN] - 8.7/10
* [http://pc.boomtown.net/en_uk/articles/art.view.php?id=7090 Boomtown] - 9/10
* [http://www.gaming-age.com/cgi-bin/reviews/review.pl?sys=pc&game=heartsofiron2 Gaming Age] - B+
* [http://www.gamespot.com/pc/strategy/heartsofiron2/review.html Gamespot] - 8.3/10
* [http://www.gameindustry.com/review/item.asp?id=499 Game Industry News] - 5/5
* [http://www.firingsquad.com/games/hearts_of_iron_2_review/ Firing Squad] - 91% Editor's Choice
* [http://www.gamerzalliance.com/indyreview.php?action=getreview&rid=98 GamerzAlliance] - 95/100 GA Elite Award
* [http://www.nordicgamers.se/sektion/nordicgamers/recen/index.php?rec_id=469 Nordic Gamers] - 84% (in Swedish)
* [http://www.fz.se/artiklar/article.php?id=753 Fragzone] - 4,5/5 - Fragzone Silver Award (in Swedish)
* [http://www.jeuxvideo.com/articles/0000/00005061_test.htm JeuxVideo.com] - 16/20 (in French)
* [http://www.clubic.com/article-18930-1-hearts-of-iron-2.html Clubic.com] - Bon (in French)
=== Previews ===
* [http://www.strategy-gaming.com/previews/hearts_of_iron_2/ Strategy Gaming Online]
* [http://www.strategium-alliance.com/Preview-Hearts-of-Iron-2.1221.0.html Strategium]
* [http://www.wargamer.com/reviews/heartsofiron2_firstimpressions/Default.asp Wargamer]
* [http://pc.boomtown.net/en_uk/articles/art.view.php?id=6414 Boomtown]
* [http://pc.ign.com/articles/555/555586p1.html IGN]
* [http://www.gamespot.com/pc/strategy/heartsofiron2/preview_6110446.html Gamespot]
* [http://www.avault.com/previews/preview_temp.asp?game=hoi2&page=1 Adrenaline vault]
* [http://www.firingsquad.com/games/hearts_of_iron_2_preview/ Firing Squad]
* [http://articles.filefront.com/Hearts_of_Iron_2_Comparative_Preview/;200;;;/article.html Filefront]
* [http://www.gameindustry.com/review/item.asp?id=479 Game Industry News]
* [http://www.nordicgamers.se/sektion/nordicgamers/artiklar/index.php?art_id=151 Nordic Gamers] (in Swedish)
* [http://www.boomtown.net/se_se/articles/art.view.php?id=9331 Boomtown] (in Swedish)
* [http://gamer.no/art.php?artikkelid=11536 Gamer.no] (in Norwegian)
* [http://www.level7.nu/texter/read.php?id=45408 Level 7] (in Swedish)
=== Interviews and other stuff ===
* [http://www.happypuppy.com/games/editorial.jsp?game_id=1544&oeid=18736 HappyPuppy interview with Fredrik Lindgren] (from Paradox marketing)
* [http://www.fz.se/artiklar/article.php?id=723 Fragzone interview with Joakim Bergqwist] (game designer)
* [http://gamer.no/art.php?artikkelid=12473 Gamer.no interview with assorted Paradox staff] (in Norwegian)
* [http://www.gamespot.com/pc/strategy/heartsofiron2/media.html?gcst=hoi2_tr1006.asx Trailer at Gamespot]
== Fansites ==
{{CORE link}}
=== [http://www.stonyroad.de/ The Stony Road] ===
N!ghty's site with graphical mod tutorials, downloads, and other goodies.
=== [http://www.strategium-alliance.com/ Strategium Alliance] ===
French site with forum (there's an english subsection)
===[http://bopitalia.altervista.org/forum/index.php?f=3 Battlegrounds of Paradox] ===
Italian site with forum
===[http://www.ederon.net Domain of Lord Ederon] ===
Lord Ederon's site dedicated to Paradox games. Contains original programs, useful downloads on-line maps, printable maps and other goodies. Also active forum with emphasis on multiplayer.
=== [http://eufi.org/ Eufi.org] ===
Biggest Polish fansite and forum dedicated to Paradox games
=== [http://www.heartsofiron.fi Heartsofiron.fi] ===
Finnish Hearts of Iron site. News, Downloads, Discussion, Multiplayer games, AAR's, Screenshot galleries (all users can post their screenshots), Links and much more.
=== [http://www.heartsofiron2.de/ Heartsofiron2.de] ===
German site with forum, chat and other stuff.
=== [http://heartsofiron.eu/ DMP-Site] ===
Home of the Design-Mod-Project, German and English forum
=== [http://www.planet-core.net/Abominus/forum/portal.php A.E.I.O.U. Forum] ===
Website for A.E.IO.U., Germania, Phantasia and other Mods
=== [http://www.quintelosky.com/portal/ HoI2 Mods Portal] ===
Spanish site with all necessary for enjoy with HoI2
== Custom Music ==
=== [http://www.gridcogames.com/HOI%20Stuff/military_music.htm Military Music] ===
Here is a good link of military marching tunes that you may like to use for playing HoI2
== Other Wikis ==
=== [http://heartsofiron.eu/wiki/ German HoI-Wiki] ===
German language wiki
=== [http://paradoxian.org.ua/ Ukrainian wiki] ===
RU language wiki
== Linking to HOI2Wiki ==
If you wish to link to this site, feel free to use one of these images:
{| BORDER=1 CELLPADDING=10
| [[Image:Wiki2.gif]]
| [[Image:Wiki370_90.jpg]]
| [[Image:Wiki93_33.gif]]
|}
[[Category:Links]]
00b6314c9ff8bf6a70ff2948bfe6b7e0ca6ba6f2
Soviet Union strategy for Cold War Tech Tree Extension Mod
0
697
1227
2014-08-07T20:07:11Z
Thevaliant
10239
wikitext
text/x-wiki
{{delete| Page was pointless - added nothing and not updated for 4 years }}
18d0a847ec741425cd028683225c73059b851ce2
Cold War
0
385
601
2014-08-07T20:25:27Z
Thevaliant
10239
wikitext
text/x-wiki
A mod that was intended to focus on the Cold War era. It was intended to span the 1955-1995 time period and aims to be as historically accurate as possible. It was never released publicly though an alpha copy was banded around between some forum members for a short while.
All activity was ceased around 2008 and the mod can be realistically considered dead. It was not released and stands no chance of being released now.
*Mod Forum: [http://forum.paradoxplaza.com/forum/forumdisplay.php?f=292 Cold War mod]
[[Category:Mods]]
0c155812c2473f2be4c3a2947d209f2e1500ba87
WERS
0
806
1447
2014-08-11T12:53:55Z
Thevaliant
10239
wikitext
text/x-wiki
WERS (White Eagle, Red Star) is a battle mod for the Hearts of Iron 2 game. The main theme is Polands fight for independence from 1919-1921. Player will be also witness a dramatic fight between White Russians loyal to the Czar and the Red Army. War theatre covers Middle-Eastern Europe.
The Mod download sites have all now expired - there is no known location to download this mod from anymore.
[[Category:Mods]]
0f752fdf7ad9ecceb3da7e572aa12952ac513c10
Vietnam War
0
805
1445
2014-08-11T12:58:08Z
Thevaliant
10239
wikitext
text/x-wiki
'''The Vietnam War version 5.0 by FRVP with Map, Final Version'''<br>
compatable with all versions! new map ~ new units ~ new music ~ new sprites
Great historical full-function scenario of the American war in Vietnam 1963 - 1975, with other possible outcomes to certain events. Many rivers, monsoons, jungles and VC guerrilla atacks.
Start out in 1963 with the Diem and Kennedy assasinations and proceed though the many Vietnam era events from the Gulf of Tonkin incident to past the S.A.L.T. treaty in 1975. Nuclear tensions are high with USA, Soviets and China while Laos, Cambodia, Taiwan, and Korea battle with communism. Besides the Vietnam War, Vietnam offers other possible regional conflicts such as another Korean war (technically they are still at war today), the Soviet-China conflict, Malaysia-Indonisian conflict and a China-Taiwan conflict. It also has civil wars for the shaping of government in countries such as Cambodia and Laos which could allow attacks within their neutral territories.
Playable countries: North or South Vietnam, Viet Cong, USA, USSR, China, Thailand, North
or South Korea. Also included are Laos, Cambodia, Taiwan, Phillipines, Indonisia, Malaysia and Singapore. Hmong, Australian and New Zealand are represented. Best played with agressive AI settings.
New units: Green Beret, AH-1 Cobra, Advanced Supersonic Fighter, Nuclear Sub, M41 Light-Tank, Titan ICBM, ABM, Paladin, Missile Launcher, Attack Helicopters, Advanced Air Cavalry.
New brigades: M42 Duster, M113 armored car, Mobile rocket launcher, Improved transport.
New sprites: M-41 complete sprite other basic 'stand' sprites for both Vietnams and USA.
New music: Awesome optional sound track for the era in two zips: pre 68 and post 67, use one or both. To get the whole effect you really need both. Sound track rated PG!
Major map files change: 29 textured new territories added. Back up your originals? (see below)
There are some minor changes or additions to some config, db, minister, leader and tech files.
New graphics were added for a few new units, ministers, leaders and events.
A couple counters, flags and shields were modified. A helicopter sprite was added.
New AI files for all countries involved were added. Jungle warfare is enhanced.
Made vanilla friendly for Armageddon v1.1 but will work for all with the correct patch. Unzip files to Armaggedon, Doomsday or HOI2 top-level directory. No patch needed for Armageddon.
Files Amended: (you may want to back these up)
Config: world_names.csv, tech_names.csv, unit_names.csv, models.csv, province_names.csv
DB: country.csv, revolt.txt, province.csv
/Ministers: all playable countries
/Leaders: all playable countries
/Tech: special_weapons_tech.txt, infantry_tech.txt, armor_tech.txt, aircraft_tech.txt
/Units/divisions: flying_rocket.txt, light_armor.txt, paratrooper.txt, cavalry.txt, multirole.txt
GFX/map/shields: shield_u72.bmp, shield_idc.bmp
GFX/map/flags: flag_u72.bmp, flag_idc.bmp
GFX/palete: counter_idc.bmp, counter_U72.bmp
GFX/skins/default: fullscreen.bmp, sidebar_A.bmp, topbar.bmp
MAP: all map files
Requirements: <br>
Vietnam5.zip, 9MB. Version 5.2 is the latest.
VNMAP.zip, 33 MB. Version 5.0 is the latest.
You will need a no-time-limit fix for your version to go beyond 1964!
For DD users only: You will need to unzip the VN_DD patch to your DD directory.
For HOI2 users only: You will need to unzip the VN_HOI2 patch to your HOI2 directory.
''Thanks to Jamie for his Map Maker and Hilsdorf and Strits1945 for their contributions!''
FRVP ~ Creator of Vietnam War Scenario
'''Download here, Enjoy!:'''
[http://forum.paradoxplaza.com/forum/showthread.php?t=394839 Forum link]
[http://vietafghan.frvp.com/ Download link here (Versions after Version 4 are paid for)]
[[Category:Mods]]
90e8b485770f37251b72e1e7fcb142425e775109
China Improvement Pack
0
380
591
2014-08-11T13:00:45Z
Thevaliant
10239
wikitext
text/x-wiki
[[Image:Ccipbanner.jpg|center|CCIP Logo]]
All download links are now dead, but the Forum site is still up albeit inactive.
[http://forum.paradoxplaza.com/forum/showthread.php?t=308597&page=1&pp=20 Paradox Forum]
[[Category:Mods]]
206c2714f0616e5a0493fb7b060def3045181f74
Anatolian Wars
0
318
467
2014-08-11T18:17:38Z
Thevaliant
10239
wikitext
text/x-wiki
Developed by mehmet12 and miihkali, this mod focuses on an alternate reality in which Greece won the Greco-Turkish War of 1922 and then went on to fragment Anatolia. Greece, Pontus, Armenia, Cappadocia, Kurdistan, and Turkey are all playable with new ministers, leaders and skins. Version 1.0 released in December 2007- the next version is said to include more modded nations such as Kalmykia, Jebel Al Druze, Maronite Lebanon, Coptic Egypt, Circassia, Crimean Tatar Republic, and the Kazan and Don Cossack Hosts.
*Mod Forum: [http://forum.paradoxplaza.com/forum/showthread.php?t=335721/ Anatolian Wars Mod]
The Forum website is still up, but the download links are dead.
[[Category:Mods]]
1834d9956bd21f68c12e3379c3e7c598d6382b6d
Afghan Wars
0
306
443
2014-08-11T18:19:15Z
Thevaliant
10239
wikitext
text/x-wiki
== '''Afghan Wars v1.0 and the Vietnam War v6.0 by FRVP''' ==
Compatable with Armagedon and Doomsday.
A total of 3 scenarios packaged together with new map, new units, new music, new sprites!
'''Afghan Wars: '''Start out in 1988 and proceed though the Soviet withdrawl from Afghanistan, PDPA collapse, tribal warloards anarchy, Taliban period events and September 11th attacks to past the 2003 USA invation of Iraq. Includes all 3 Iraq wars, conflicts in Chechnya, Kurdistan, Somalia, Kashmir and Yemen. Rated 70% historically accurate.
Playable countries: Afghanistan, USSR, PDPA, USA, UK, Saudi Arabia, Pashtun mujahiddin, Pakistan, Iraq, Iran, Hezbe, Jamiet and Al Qaeda. NATO troops are represented.
Also included are Azerbaijan, Kazakhstan, Kyrgyzstan, Georgia, Turkmenistan, Uzbekistan, Tajikistan, Armenia, China, India, Turkey, Syria, Jordan, Yemen, Kawait, Kashmir, Kurdistan, Somalia and Sudan.
The PDPA (Peoples Democaratic Party of Afghanistan) later becomes the Northern Alliance and the Pashtun mujahiddin later becomes the Taliban in 1994. This way, you can play the whole scenario as one of these countries.
'''Vietnam War:'''
Great historical full-function scenario of the American war in Vietnam 1963 - 1975, with other possible outcomes to certain events. Many rivers, monsoons, jungles and VC guerrilla attacks. Rated 90% historically accurate.
Start out in 1963 with the Diem and Kennedy assasinations and proceed though the many Vietnam era events from the Gulf of Tonkin incident to past the S.A.L.T. treaty in 1975. Nuclear tensions are high with USA, Soviets and China while Laos, Cambodia, Taiwan, and Korea battle with communism. Besides the Vietnam War, Vietnam offers other possible regional conflicts such as another Korean war (technically they are still at war today), the Soviet-China conflict, Malaysia-Indonisian conflict and a China-Taiwan conflict. It also has civil wars for the shaping of government in countries such as Cambodia and Laos which could allow attacks within their neutral territories.
Playable countries: North or South Vietnam, Viet Cong, USA, USSR, China, Thailand, North
or South Korea. Also included are Laos, Cambodia, Taiwan, Phillipines, Malaysia and Singapore. Hmong, Australian and New Zealand are represented.
'''Indian War:'''
A war involving India, Burma, North Vietnam, Thailand, Afghanistan and Pakistan to showcase the 2 modified counties.
'''Major map change:''' A total of 60 textured new territories added. The Caspian Sea is now navagatable with ports in Iran and Soviet Union.
'''25 New Units:''' Cold-war and post cold-war units including infantry, marine, mountain, HQ, militia, garrison, tanks, aircraft, gunships, subs, drones, missiles, advanced transports and sea mines.
Also 25 units included from the Vietnam Sceanario: Green Beret, AH-1 Cobra, Advanced Supersonic Fighter, Nuclear Sub, M41 Light-Tank, Titan ICBM, ABM, Paladin, Missile Launcher, Attack Helicopters, Advanced Air Cavalry. A grand total of 50 new units!
'''Technolgies:''' stealth, night vision, super semiconductors and computers, satellites, jungle warfare and lazer. Basic tech tree perfect for post WW2 scenarios.
'''Brigades:''' modern artillery, elite engineers, M42 Duster, M113, rocket launcher, and land mines.
'''Optional Sprites:''' M-41 complete sprite, Helicopter movement sprite and other basic 'stand' sprites for Afghanistan, Iraq, Vietnam and USA. (Helicopter cavalry sprite not for WW2)
'''Optional Music:''' 85MB, Awesome optional sound track from the Vietnam era ...rated PG!
There are changes or additions to some config, db, minister, leader and tech files. New graphics were added for new units, ministers, leaders and events. A few counters, flags and shields were added. New AI files for all countries involved were added. Mountain and jungle warfare is enhanced. Best played with agressive AI settings.
Made vanilla friendly for Armageddon v1.1 but will work for all with the correct patch. Unzip files to Armaggedon, Doomsday top-level directory. No patch needed for Armageddon.
'''Requirements:''' (Not compatable with previous versions)
Vietnam6.zip is required, 28 MB. Version 6.0 is the latest.
VN6MAP.zip is required, 35 MB (60 additional provinces). Version 6.0 is the latest.
DD6patch.zip is required for Doomsday, 100 KB. Version 6.0 is the latest.
You will need a no-time-limit fix for your version to go beyond 1964!
(Unfortunatley the only time patch I found for ARMG 1.2 and ARMG 1.3 won't let the AI build after 1964. So get version ARMG 1.1 or DD 1.3 for full function play, otherwise there are enough events to still make the game rather enjoyable.)
''Thanks to Jamie for his Map Maker, Digoo for his TNW ideas and BeBro, Hilsdorf and Strits1945 for their contributions!''
'''FRVP ~ Creator of Vietnam and Afghan War Scenarios'''
Enjoy!
http://forum.paradoxplaza.com/forum/showthread.php?t=472931
[http://vietafghan.frvp.com/ Download link here (Versions after Version 4 are paid for)]
1a0fc7073904370fc63b58e1515c4f562e5f3aa3
DAIM
0
409
649
2014-08-11T18:20:48Z
Thevaliant
10239
wikitext
text/x-wiki
DAIM stands for "Determined AI Modification" and is a mod that solely focuses on improving the AI. This is accomplished by ensuring the AI researches and builds the most effective units possible, rather than wasting time building units that the game engine/AI is not capable of using effectively. Specific focus was made to improve: Germany, Italy, Japan, Great Britain, Soviet Union, U.S.A. and Nationalist China. DAIM can be adapted to other mods, since it only changes a select few AI files.
* Mod Forum: [http://forum.paradoxplaza.com/forum/forumdisplay.php?f=298 DAIM]
* Current Version: (does not use versioning)
* Last Update: April, 2007
* Popularity: ''1,000 - 5,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD, ARMA]]
[[Category:Mods]]
6423cc115bd518dca25dd398bd20948cc4c23de5
Japanese Graphic Pack
0
525
881
2014-08-11T21:20:04Z
Thevaliant
10239
wikitext
text/x-wiki
[[image:JGP poster.png|right|thumb|Japanese propaganda poster]]The primary aim of this graphic pack was to provide a player with refurbished or totally new graphics for Japanese unit models, techteams, photos of leaders and ministers. Since version 0.8 Chinese leaders and ministers were included as well. As an extra, propaganda posters for major nations are added.
Japanese Graphic Pack contains:
*136 division models + 38 brigades:
full coverage of land troops: Infantry, Marines, Mountaineers, Paratroopers, Militia, Garrison, HQ, Motorized Infantry, Mechanized Infantry, Cavalry, Armour, Light Armour, Medium Armour
full coverage of capital ships: CV, CVL, BB, BC, CA
full coverage of airplanes
*260 leaders (mostly Japanese and Chinese)
*95 ministers (mostly Japanese and Chinese)
*5 combat event pics (battle, ambush, breakthrough, counterattack and encirclement)
*26 pictures for Japanese tech teams (fully covered), 12 for Manchurian tech teams and 2 for tech teams for Mengkukuo
*19 propaganda posters: Australia, Canada, Finland, France (both), Germany, Israel, Italy (both), Japan, Korea (PRK), Manchukuo, Russia, Spain (both), UK, Ukraine, USA, and USSR
[[image:Events_JGP.jpg|center|thumb|Example of JGP combat events pictures]]
* Forum: [http://forum.paradoxplaza.com/forum/showthread.php?t=319767 Japanese Graphic Pack]
* Download: Presently down - See the forum user for help
* Current Version: 0.81
* Last Update: June, 2008
* Compatibility: [[Doomsday]], [[ARMA]]
[[Category:Mods]]
448b8ea8e40026d64ff39feea0f6023472678103
CDCP
0
362
555
2014-08-11T21:22:56Z
Thevaliant
10239
wikitext
text/x-wiki
== Introduction ==
The Community Database Cleanup Project (CDCP) is a mod which sole purpose is to fix all the mistakes, typoes, errors and other such "small" issues in HOI2-DDA which are solvable by modding files. This is the closest thing the HOI2 community has to an "unofficial" patch. This mod has since incorporated into the 1.3 patch so there is no need to download it.
* Mod Forum: [http://forum.paradoxplaza.com/forum/showthread.php?t=313755&page=1&pp=20 Paradox Forum]
* Current Version: 1.0 ("absolutely final version")
* Last Update: October, 2008
* Popularity: ''1,000 - 5,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD, ARMA]]
== Features ==
CDCP is a specialized mod intended to simply fix minor game errors. As such, the mod should be fully compatible with all other mods as long as you install CDCP before anything else. Installing CDCP before installing major mods like TRP or CORE, will however be waste of time. These mods changes more or less everything, in doing so they remove all changes made by CDCP.
* [http://files.filefront.com/Changelog+v10txt/;12091985;/fileinfo.html Complete Change Log]
[[Category:Mods]]
9c50dbec76e6a90a57926b23f05d7d83552d2d5d
DMP
0
411
653
2014-08-11T21:45:32Z
Thevaliant
10239
wikitext
text/x-wiki
{{delete|both links dead}}
b9e335da728161d9cdb69b572d98555994a66190
Turtledove
0
784
1401
2014-08-11T21:50:33Z
Thevaliant
10239
/* Introduction */
wikitext
text/x-wiki
== Introduction ==
Based on the Harry Turtledove novels, players unfamiliar with those novels may well enjoy this mod anyway. Consider a world where the Confederate States of America still exists and with their British and French allies lost WW1 to the powers of the German Empire and the United States. It is now 1936 and war looms again. The Entente powers have swung towards extremist governments, the USA and Germany have become complacent and the Communist forces never took power in Russia; in the pacific the Japanese are still hungry for more territory...
* Mod Forum: [http://forum.paradoxplaza.com/forum/showthread.php?t=213106 Settling Accounts]
* Download: None - The links on the Forum website are dead
* Current Version: 3.0
* Last Update: August, 2008
* Popularity: ''1,000 - 5,000 posts''
* Compatibility: [[HOI2]], [[DD]], [[ARMA]]
==Features==
{| border="1" cellpadding=2
|- valign=bottom bgcolor="lightgrey"
! Feature !! Description
|- align=left
| Graphics & Sound ||
|- align=left
| AI ||
|- align=left
| Technology ||
|- align=left
| Territory || Confederacy, A UK and France with much of their empires broken up, an occupied Canada, an Austro-Hungarian Empire that never fell, plus much more.
Many new puppet states.
|- align=left
| Events ||
|- align=left
| New Units || Take command of 'specific to this timeline' units... The CS 'Stalwart' Infantry Division, the British 'Silvershirts' Armoured Division plus many others.
|- align=left
| Game Mechanics ||
|}
[[Category:Mods]]
f87472bab6ac9cc6b4dc63cd45791e2e14d81a89
CORE
0
364
559
2014-08-15T12:57:25Z
Thevaliant
10239
wikitext
text/x-wiki
CORE is the Community Open Resource Exchange. CORE aims to make Hearts of Iron 2 a more historically accurate and involving game, through expanded and more detailed tech trees, corresponding units, tech teams and a large number of events, reflecting both historical actions and possibilities. Both Industrial Capacity („IC‟) and resources for the entire game have been revised to better reflect reality in the late 1930s.
Other features include reserve divisions instead of militia (a reserve unit is less mobile, and has less heavy weapons - such as artillery. These units form the mainstay of the armies of the minor and semi-industrialized countries), rares scarcity, SS recruitment, 1:1 naval ship representation and negative resource production (representing civilian spoilage of energy and oil). The basic CORE installer includes generic graphics for techs, tech teams, leaders, ministers and generic models that have been updated to fit the latest release. There are also optional packages to download with an even greater amount of graphics available, such as country-specific model graphics and tech imagery.
* Mod Website: Is now permanently down
* Download: None known - Try the forums at: http://forum.paradoxplaza.com/forum/forumdisplay.php?289-C.O.R.E.
* Current Version: 0.4.9, available for Arsenal of Democracy 1.02 (up to 1.04 with Tweaks)
* Current Version: 0.4.1, available for Armageddon 1.3b2
* Current Version: 0.3.2.3, available for Doomsday 1.3A and Armageddon 1.2
* Last Update: July, 2009
* Popularity: ''over 10,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD, ARMA]]
[[Category:Mods]]
b092e94c4163a0ff2ca39303fa75094eb90072fe
TRP
0
728
1289
2014-08-15T12:58:55Z
Thevaliant
10239
wikitext
text/x-wiki
The TRP mod has a long history and thriving community, both on the Paradox site on their own website. The primary focus of the mod is to improve historical realism. The mod includes changes to the AI, technology tree, tech teams, and ministers, in addition to a new interface.
[[Image:Trp-germany.jpg|thumb|280px|right|Screenshot of Germany]]
[[Image:Trp-tech-tree.png|thumb|280px|right|Tech Screenshot]]
* Mod Forum: [http://www.totalrealismproject.com/ Total Realism Project]
* Current Version: 0.9.3
* Last Update: March, 2008
* Popularity: ''over 10,000 posts''
* Compatibility: [[HOI2]], [[DD]], [[ARMA]]
[[Category:Mods]]
b2ca783b551e07a907fd0cb4b5f84a1acdc32116
Peace to end all Peace
0
636
1105
2014-08-17T19:37:28Z
Thevaliant
10239
wikitext
text/x-wiki
[[Image:Peaceworld.jpg|right|thumb|World Map]]
This mod will give you the possibility to play as Imperial Germany, Austria-Hungary, Russian Empire, Ottoman Empire, etc in 1936, with the main idea than WWI never happened. The turning point? Here again Serbia is in the scenario- the Habsburg friendly Alexander I of Serbia was never assasinated, thus empeaching the more radical Peter I to rise to power, preventing terrorist movements to gain power, and by a domino effect, the assasination of Franz-Ferdinand, the Great War, and all the following crisis and events.
You may wonder: 'What is the point of playing with the 1914 borders? There is already a WWI mod for HoI2.' This mod will offer you something different. It will be a mix of the (excellent) 1914 mod, and the original 1936 campain. Alliances won't be the same cliché France-Britain-Russia against Germany & Co. But i won't tell you much now, I don't want to spoil your fun.
No major wars occured in Europe since the Franco Prussian war of 1871. The old continent is dominating the world even more than in 1914, and its economy is still ahead of America's, as no Great War or economical crisis occured. But the massive industrial build-up of Europe came at a cost, and the colonial empires are dependent of their colonies regarding resources.
* Mod Forum: [http://forum.paradoxplaza.com/forum/showthread.php?t=324972]
* Download: None known presently exists
* Current Version: 0.6.1
* Last Update: July, 2008
* Popularity: ''1,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD, ARMA]]
'''Features Explained:'''
{| border="1" cellpadding=2
|- valign=bottom bgcolor="lightgrey"
! Feature !! Description
|- align=left
| Graphics & Sound || Some color improvements
|- align=left
| AI || Geared to scenario
|- align=left
| Technology || No changes.
|- align=left
| Territory || Complete changes to the map based on pre-World War I borders.
|- align=left
| Events || Some events to drive the scenario.
|- align=left
| New Units || No changes.
|- align=left
| Game Mechanics || No changes.
|}
[[Category:Mods]]
3f0a610269e720b9ee2b06c2aa97918e2008ced2
Mods
0
597
1027
2014-08-17T21:16:02Z
Thevaliant
10239
wikitext
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Visit the '''[[Mod Matrix]]''' for a comparison of mods.
Note - none of the mods listed below are being updated anymore (many have not been updated for years) and for a majority of these mods, the download location is a dead link. Your only way to obtain the mod would be to contact the person who made the mod via the forums, if they are still active.
{|
|- VALIGN=top
|
== WW2 Mods ==
* [[CORE]]
* [[TRP|Total Realism Project]]
* [[Mod34]]
* [[WIF|The World in Flames]]
* [[EIR|The East is Red]]
| WIDTH=100 |
|
== Specialized Mods ==
* [[DAIM|Determined AI Modification]] AI improvement
* [[GIP|Graphic Improvement Project]] All graphics except for unit icons
* [[SKIF]] Unit Icon Graphics
* [[Japanese Graphic Pack]] Many graphics for Japan
* [[SMEP]] Added events
* [[CDCP]] "Unofficial patch" to cleanup minor errors
* [[Cold War Tech Tree Extension Project]] extends the vanilla tech tree to include the early cold war era
|- VALIGN=top
|
== Alternative WW2 ==
* [[Kaiserreich]]: The Central Powers won WWI
* [[Confederate Armageddon]]: Adds the Confederacy to the standard game
* [[Peace to end all Peace]]: WWI never occured
* [[A.E.I.O.U.]]: The Central Powers lost WWI, but the nations remained
* [[Turtledove]]: The Central Powers won WWI, Confederacy exists
| WIDTH=100 |
|
== Specific Historical Mods ==
* [[Afghan Wars]]: Afghanistan 1988-2003
* [[Anatolian Wars]]: Greek-Turkey war of 1922 (scenario)
* [[China Improvement Pack]]: Significant improvements to Chinese events
* [[Vietnam War]]: The American war in Vietnam 1963-1975
* [[WERS]] Polish-Soviet War of 1920 (scenario)
|- VALIGN=top
|
== Grand Historical Mods ==
* [[1914]]: Play WW1
* [[Modern Day Scenario 2]]
* [[Fatherland]]- Alternate history Cold War
* [[Fallout]]: Sci-Fi 167 years after nuclear war
* [[Domination of the Draka]]: based on the Stirling books
* [[Napoleon]]
* [[Yugoslav Wars]] for Doomsday Amragedon Mod
| WIDTH=100 |
|
== Obsolete Mods ==
* [[Historical Improvement]] WW2 Mod: New tech tree with historical focus
* [[Stony Road]] WW2 Mod: Historical realism & tougher AI
* [[Starfire]] Specialized Mod: Longer combat
* [[Cold War]] WW3 Mod: Never properly released
|}
== Miscellaneous Resources ==
* [http://web.telia.com/~u87538946/event_commands.htm Baylox' event syntax overview]
* [[Mod-howto|Instructions for using mods]]
* [[Mod Matrix]]: A matrix comparison of features between mods
* Historical References [[Knowledge Base]]
* [[Links]] to mod forums and sites
== General modding guides ==
* Install your mods with JSGME ([http://www.mediafire.com/?fjfkayyniyy| JoneSoft Generic Mod Enabler])
* [[General_Modding_FAQ|General Modding FAQ]] Can't find it elsewhere? Check here.
* [[Patches]]
* [[Reference_Material|Reference Materials]]
* [[Modding tech files]]
* [[Modding tech teams]]
* [[Modding scenarios]]
* [[Modding events]]
* [[Modding leader files]]
* [[Modding minister files]]
* [[Modding difficulty levels]]
* [[Modding unit statistics]]
* [[Modding building costs]]
* [[Modding misc.txt]]
* [[Modding province.csv]]
* [[Modding ai files]]
* [[Modding colorscales.csv]]
* [[Modding graphics]]
* [[Modding in-game music]]
* [[Modding models.csv]]
[[Category:Modding]]
7b91a650aa460d8fb3de85d0eddf50bdb3a8646c
Historical Improvement
0
497
825
2014-08-17T21:20:44Z
Thevaliant
10239
wikitext
text/x-wiki
This MOD is designed to make HOI2 more historical and provide a better simulation. Not for early conquer the world strategies. Many events are designed to use the treaty of Munich as the earliest start of the war.
[[image:Hip-usa.jpg|right|thumb|A map showing the USA. Note the airfields, etc.]]
[[image:Hip-techtree.jpg|right|thumb|The Naval Tech Tree]]
* Forum Website: [http://forum.paradoxplaza.com/forum/showthread.php?t=193527]
* Download Site: None - Mod discontinued
* Current Version: 0.83
* Last Update: March, 2007 (inactive)
* Popularity: ''between 1,000 and 5,000 posts''
* Compatibility: [[Versioning|HOI2, DD, ARMA]]
'''Features Explained:'''
{| border="1" cellpadding=2
|- valign=bottom bgcolor="lightgrey"
! Feature !! Description
|- align=left
| Graphics & Sound || Specific unit icons were added according to WW2 symbol designations.
|- align=left
| AI || Yes.
|- align=left
| Technology || Expanded technology trees.
|- align=left
| Territory || Egypt added, historical symbols for airfields, etc, added on the map.
|- align=left
| Events || Yes.
|- align=left
| New Units || Yes.
|- align=left
| Combat System || Not included.
|}
[[Category:Mods]]
11465e9f2ead3091df8ddb237de9b4bf2312b417
Utilities
0
803
1439
2014-08-17T22:06:32Z
Thevaliant
10239
/* Multi Editor */
wikitext
text/x-wiki
== Multi Editor ==
=== HoiEditor ===
Tool for editing various gamefiles. Currently able to edit ministers, tech teams, leaders, units, techs, and more.
[http://forum.paradoxplaza.com/forum/showthread.php?t=334347 Information/Download/Discussion]
=== Hallsten's Unified HOI2/DD Generator Utility ===
This tool contains all of Hallsten's three generator-utilities for leaders, ministers and tech-teams in one program, now with a new user-friendly Windows-frontend.
[http://forum.paradoxplaza.com/forum/showthread.php?t=272399 Discussion at forums] - All download locations now dead
=== Lord Ederon's Web site ===
has a lot of Paradox related utilities which include screen resolution changers for HOI2 and for Doomsday.
[http://www.ederon.net/default.aspx Lord Ederon web site]
== Tech Team ==
=== Complete list of HoI2 Research Teams ===
Compiled Excel sheet(table) of Hearts of Iron 2 and Doomsday research teams of all countries. All in form that is easy to filter, sort and print.
[http://forum.paradoxplaza.com/forum/showthread.php?t=217451 Discussion at forums] - All download links now dead
== Minister ==
=== Complete List of HoI2 Ministers ===
Compiled Excel sheet(table) of Hearts of Iron 2 and Doomsday ministers of all countries. All in form that is easy to filter and print.
[http://forum.paradoxplaza.com/forum/showthread.php?t=217256 Discussion at forums]- All download links are now dead
== Leader ==
=== Kucing's leader editor, death date remover/randomizer and random leader generator ===
Kucing has made an editor for changing leader files and generating new leaders automatically.
You need to have [http://www.microsoft.com/downloads/details.aspx?FamilyID=262d25e3-f589-4842-8157-034d1e7cf3a3&displaylang=en the .NET framework] for this to work, and as with all modding, ''make sure you back up your files before changing them''.
[http://www.europa-universalis.com/forum/showthread.php?t=180945 Download and discussion at forums]
=== Leader deathdate changer ===
Packman has made this easy to use leader deathdate changer
* Easy graphic gui
* Built in backup feature
* Allows you to set the deathdate yourself
* Allows you to set the directory in which the leader file(s) are
[http://www.modhoi.com/download/ldc.zip Download]
[http://forum.paradoxplaza.com/forum/showthread.php?t=247364 Discussion at forums]
=== Leader deathdate remover ===
Stonewall has made a utility that sets all leader deathdates to 1960.
Currently works for the following nations:
{|
|- VALIGN=top
|
* Australia
* Canada
* Finland
* France
* Germany
* Holland
* Italy
* Japan
| WIDTH=50 |
|
* Nationalist China
* Nationalist Spain
* Poland
* Russia
* United Kingdom
* United States
* USSR
|}
To use, download the zip and unpack it into you db/leader-folder
[http://forum.paradoxplaza.com/forum/attachment.php?attachmentid=4706 Download]
[http://forum.paradoxplaza.com/forum/showthread.php?t=180922 Discussion at forums]
=== Leader deathdate remover/randomizer ===
This is a small utility created by Pmanlig that can remove or randomize
the death dates for all leaders very easily. To use, download the zip and
run the .exe file. This utility does not require any runtime package.
Updated version now supports variable death rate and tech team death dates.
[http://hoi2.nsen.ch/wiki/images/4/40/DeathDate.zip Deathdate utility]
=== Full List of HoI2 Leaders ===
Compiled Excel sheet(table) of Hearts of Iron 2 and Doomsday leaders with all information you need. Rank, skill, single traits, etc. All in form that is easy to filter and print. When you enable macros, you'll have ability to quickly readjust layout or update some information according year you are curretly in (leader's rank, active service status).
[http://forum.paradoxplaza.com/forum/showthread.php?p=3760340#post3760340 Discussion at forums] - All download links are now dead
=== Trait names patcher ===
This tool allows you to update leader names to include a prefix with their leader traits. For example "Rommel" becomes "[lw,tr,pz] Rommel". This makes it easier to sort out the leaders with the traits you want by using the alphabetical sort rather than having to go via the ledger pages. Address any comments to Kanitatlan on the Paradox forums.
[http://hoi2.nsen.ch/wiki/images/0/0c/Leaders.zip Try it now]
=== Hallsten's Old Guard Purge Event generator ===
This creates an event that gets rid of the Old Guard Leaders for Germany. It can be adapted for other countries. [http://forum.paradoxplaza.com/forum/showthread.php?p=4679908 Hallsten's posting] in this thread shows you what it looks like while another poster did his version for Japan.
=== klas_a's Old Guard Purge Event generator ===
This package include events that retires the Old Guard Leaders of '''all''' nations. Source code and programs for generating the events are included. Download it from [http://www.lysator.liu.se/~klas/OldGuardEvents http://www.lysator.liu.se/~klas/OldGuardEvents].
==[[Map (Utilities)]]==
The [[Map (Utilities)]] section contains both online maps and printable maps.
== Graphics ==
=== Flag/Shield Generator ===
A simple tool for creating shield and waving flag bitmaps.
Download it [http://www.geocities.com/veylon_ii/FlagMakerV01.zip Here].
== Screen Related ==
=== Generalized Screen Switch ===
One of unknown's tool which enables you to play HoI2 in either windowed or full screen mode.
[http://www.geocities.jp/soukan_n/f/index.html Download] [http://forum.paradoxplaza.com/forum/showthread.php?t=181757 Discussion at forums]
=== Resolution Changer ===
One of unknown's tool which enables you to play HoI2 in resolution other than 1024x768. (eg. 1280x768, 1280x1024) Unfortunately, it seems it won't work well with aspect ratio of 8:5.
[http://www.geocities.jp/soukan_n/f/index.html Download] Discussion at forums [http://forum.paradoxplaza.com/forum/showthread.php?t=197139 1] [http://forum.paradoxplaza.com/forum/showthread.php?t=197130 2]
=== Ever Running Patcher ===
One of unknown's tool which makes your HoI2 keeps running while inactive.
[http://www.geocities.jp/soukan_n/f/index.html Download]
=== Lord Ederon's Web site ===
has a lot of Paradox related utilities which include screen resolution changers for HOI2 and for Doomsday.
[http://www.ederon.net/default.aspx Lord Ederon web site]
== Misc. ==
=== No Time Limit Mod Tool ===
A tool to remove the 1948 time limit can be found at [http://www.stonyroad.de/dload.php?action=file&file_id=15 Stony Road]
or in the old HOI I section of the [http://www.europa-universalis.com/forum/showthread.php?t=91395 Paradox Forum]
Another one can be found at [http://future_world_studio.tripod.com/index.html The Regent's Patch Page]
=== Research Assistant Time Calculator ===
Executor made an excellent program to calculate research times, best team for tech etc. A [http://forum.paradoxplaza.com/forum/showthread.php?t=355277 new version for Doomsday]was released in May 2008.
Updated version for Hearts of Iron II 1.3 is discussed in
[http://forum.paradoxplaza.com/forum/showthread.php?t=231054 this thread]
This is the official download link for version 1.3
[http://site.voila.fr/hoifiles42/hoi2ra.zip for the Research Assistant], but it is dead right now. As an alternative, use [http://www.totalrealismproject.com/dload.php?action=file&file_id=8 this link].
=== Manpower Losses Sheet ===
An Excel sheet made by "rugged defense" wich calculates manpower losses for every year for HoI2. Does not work for DD. [[Media:MP1.zip|Download sheet]].
=== Simplified Manpower Losses Sheet ===
Works Doomsday. Easy to use. Use it if you have Excel.
[[Media:MPS.zip|Download Sheet]]
=== KeyMapper ===
A tool that allows you to remap the pause/break key to another key
[http://www.hemweb.se/mds/keymapper.exe Download]
=== Pegasus Hexa Wizard ===
A tool for one-click editing of executable. It can be used to enable you to play in higher resolution or windowed mode. And mybe even more...
[http://www.ederon.net/program.aspx?id=40004 Read more/Download] [http://www.ederon.net/images/misc/phw01.gif Screenshot]
=== GAGA's land doctrine data sheets ===
Excel file for land doctrine overview and comparison from 1936-1944. Features cost, combat modification and chance of combat events.
[http://rapidshare.de/files/20735805/Land_Doctrines_1.3b.xls.html Download]
=== Stopping Expeditionary Force Spamming ===
If you are getting frustrated with getting lots and lots of exp. forces that hurt your TC, some solutions are:<br>
1) Editing the saved game<br>
2) Using G'Kar's event to stop the spamming:
[http://forum.paradoxplaza.com/forum/showthread.php?t=271140 How to disable expeditionary force spamming]<br>
3) Using this utility:
[http://forum.paradoxplaza.com/forum/showthread.php?t=280910 New version of NoExpForces 1.1b to DD 1.2 is out]<br>
Please note, that the official "booster-pack" Armageddon adds a diplomatic option, where you can chose not to receive Expeditionary forces from an ally.
=== Bitter Peace modified event allowing Axis allies to keep conquered territory ===
[http://ramet.elte.hu/~kunadam/ussr-event-BP-fixed.txt Note that this replaces the USSR file in \db\events]
[[Category:Utilities]]
[[vic:Utilities]]
[[ck:Third Party Utilities]]
[[eu2:Utilities]]
=== EventMaker===
:With this program you can create events quickly, the use is very simple and with a little practice you can do any thing
:[http://rs15.rapidshare.com/files/104325119/eventmakereng.zip Alternative Link]
8093d1edadc18c6697060b711bbd841e2e340a3f
Slovakia
0
693
1219
2014-09-01T12:32:43Z
Thevaliant
10239
Created page with "== Slovakia == Slovakia only exists in the 1939 and 1941 scenarios (It doesn't in the 1944 standard scenario despite it historically still being in existence then). '''Advantag..."
wikitext
text/x-wiki
== Slovakia ==
Slovakia only exists in the 1939 and 1941 scenarios (It doesn't in the 1944 standard scenario despite it historically still being in existence then).
'''Advantages:'''
Lots of German support
'''Disadvantages:'''
A puppet
Poor leaders
No access to water
Very poor starting army
Limited manpower
Poor resources
No cores on any other useful territory
8e1fd24df362fb9c3190ffe2ede3137ce3d88049
Category:Under construction
14
27
52
2014-09-09T07:03:49Z
Lillebror
871
copy from EU3Wiki
wikitext
text/x-wiki
These articles have been labeled with the {{Template|Under construction}} tag. Please assist!
[[Category:Need editing]]
7efefd7673c2076afd92fd3f67a78d391b316bb9
Category:Navboxes
14
14
26
2014-09-22T12:59:48Z
Meneth
2
Removed protection from "[[Category:Navboxes]]": No idea why I protected this
wikitext
text/x-wiki
This category is for all navboxes.
[[Category:Templates]]
b3e2345c821616327c494482b589cc9d89ee9b64
Versioning
0
132
262
2014-10-23T05:56:54Z
Lillebror
871
Redirected page to [[Europa Universalis 4 Wiki:Versioning]]
wikitext
text/x-wiki
#REDIRECT [[Europa Universalis 4 Wiki:Versioning]]
47713ebc11580086c2a8346b332a0d9d8678b259
MediaWiki:Copyrightpage
8
33
64
2014-12-03T13:08:14Z
Meneth
2
Created page with "Central:Central:Copyrights"
wikitext
text/x-wiki
Central:Central:Copyrights
9716e8760ccce9374c957db131ae91434bb48f63
MediaWiki:Aboutpage
8
32
62
2014-12-03T13:19:13Z
Meneth
2
Created page with "Central:Central:About"
wikitext
text/x-wiki
Central:Central:About
c8a06b17f437abcc1fe5f7943619da8092b8a9ad
Template:Category
10
55
108
2014-12-04T07:20:48Z
Lillebror
871
re-categorisation, replaced: Category:Ambox → Category:Amboxes
wikitext
text/x-wiki
{{Ambox
| image = [[Image:List-50x50.gif|40px]]
| text = It is suggested that this page does not belong in some of its categories. [{{fullurl:{{FULLPAGENAME}}|action=edit}}'''You can help'''].
| type = style
}}
<includeonly>{{#if: {{{1}}} | [[Category:Recategorize]]}}</includeonly>
<noinclude>[[Category:Amboxes]]{{template doc}}</noinclude>
9929eee1a744e02511593fb0b3ac0adf4dc520bc
Template:Current
10
64
126
2014-12-04T07:21:05Z
Lillebror
871
re-categorisation
wikitext
text/x-wiki
{{Ambox
| image = [[Image:Globe current.png]]
| text = '''{{FULLPAGENAME}} documents a current event.''' Information may change rapidly as the event progresses.
| type = notice
}}
<noinclude>[[Category:Amboxes]]{{template doc}}</noinclude>
42750488888844145852237d9228e9daa72d7e6b
Template:InUse
10
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152
2014-12-04T07:21:24Z
Lillebror
871
re-categorisation
wikitext
text/x-wiki
<includeonly>{{Ambox
| type = notice
| image = [[Image:Edit-inprogress.png]]
| text = This article or section is '''actively undergoing major edits''' for a short while. To help avoid edit conflicts, please do not edit this page while this message is displayed.
}}</includeonly>
<noinclude>[[Category:Amboxes]]{{template doc}}</noinclude>
a83d00d148244f4544ca9d7d616e5b2c30fd9332
Template:Links
10
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158
2014-12-04T07:21:26Z
Lillebror
871
re-categorisation, replaced: Category:Ambox → Category:Amboxes
wikitext
text/x-wiki
{{Ambox
| image = [[Image:Out links.png]]
| type = style
| text = Some of the internal links on this page may not be written correctly. [{{fullurl:{{FULLPAGENAME}}|action=edit}} '''You can help'''].
}}
<includeonly>{{#if: {{{1}}} | [[Category:Links]]}}</includeonly>
<noinclude>[[Category:Amboxes]]{{template doc}}</noinclude>
598d61f6c569cf40a393aca0c07752fa4a0b5d97
Template:POV
10
95
188
2014-12-04T07:21:43Z
Lillebror
871
re-categorisation
wikitext
text/x-wiki
{{Ambox
| type = content
| image = [[Image:Unbalanced scales.png]]
| text = The '''[http://en.wikipedia.org/wiki/Wikipedia:Neutral_point_of_view neutrality] of this article or section is disputed'''. Please see the discussion on the [[{{TALKSPACE}}:{{PAGENAME}}|talk page]].
}}
<noinclude>[[Category:Amboxes]]{{template doc}}</noinclude>
df6c9c20293d57b97174f6fd75ff9bcc64edebc0
Template:Protect
10
97
192
2014-12-04T07:21:46Z
Lillebror
871
re-categorisation, replaced: Category:Ambox → Category:Amboxes
wikitext
text/x-wiki
{{Ambox
| Color = Gray
| Image= [[Image:Padlock.png|50px]]
| Type={{FULLPAGENAME}} is '''fully protected''' from editing.
| Info = *This protection is '''not''' an endorsement of the current version.
*Please discuss any changes on the '''[[{{TALKSPACE}}:{{PAGENAME}}|talk page]]'''.
*You may also request that this page be unprotected.
}}<noinclude>For a list of protected articles, see [[:Special:ProtectedPages]] [[Category:Amboxes]]{{template doc}}</noinclude>
a8c67770478a82908c8b9117219786dc41b1ae0a
Template:Stub
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110
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2014-12-04T07:21:57Z
Lillebror
871
re-categorisation, replaced: Category:Ambox → Category:Amboxes
wikitext
text/x-wiki
{{Ambox
| image = [[Image:Ambox stub.png|50px]]
| type = notice
| text = '''This article is a [[Template:Stub|Stub]], which means that it does not sufficiently cover its subject matter.'''<br/> <small>Please help expand [{{fullurl:{{FULLPAGENAME}}|action=edit}} this] article if you can.</small>
}}
<includeonly>{{#if: {{{1}}} | [[Category:Stubs]]}}</includeonly>
<noinclude>[[Category:Amboxes]]{{Template doc}}</noinclude>
7d5630b8a24673931fde89a8dd1d151218a6a3ee
Category:Amboxes
14
2
2
2014-12-04T07:25:44Z
Lillebror
871
Created page with "These are all article message box templates, used for marking the status of an article. [[Category:Templates]]"
wikitext
text/x-wiki
These are all article message box templates, used for marking the status of an article.
[[Category:Templates]]
fd3fb879280111f4dec08c63560dd0d014dd8467
User:Meneth
2
133
264
2014-12-08T22:22:04Z
Meneth
2
Raw transclusion
wikitext
text/x-wiki
{{raw:Central::User:Meneth}}
Meneth is the creator of [[Project:Parser|the Parser]] used for turning game files into natural language for the wiki.
90288f0a4202ebf449ef38abaf6d12f9a4d33902
Template:Ambox/doc
10
49
96
2014-12-10T07:42:50Z
Lillebror
871
added type other
wikitext
text/x-wiki
<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
{| class="wikitable" align="right" style="margin: 0px 0px 5px 5px; background: #fbfbfb;"
|-
! style="background: #000000;" |
! style="padding: 0.25em 0.5em;" | Code
! Name
! Description
|- style="background: #FEE;"
| style="background: #b22222;" |
| style="padding: 0.25em 0.5em;" | #b22222
| '''Speedy'''
| Immediate deletion
|-
| style="background: #b22222;" |
| style="padding: 0.25em 0.5em;" | #b22222
| '''Deletion'''
| Full-discussion deletion; proposed deletion
|-
| style="background: #f28500;" |
| style="padding: 0.25em 0.5em;" | #f28500
| '''Content'''
| Problems with the content of an article, i.e., what the article actually says
|-
| style="background: #f4c430;" |
| style="padding: 0.25em 0.5em;" | #f4c430
| '''Style'''
| Problems not with the content, but how it is formatted/presented
|-
| style="background: #1e90ff;" |
| style="padding: 0.25em 0.5em;" | #1e90ff
| '''Notice'''
| Information readers/editors should be aware of
|-
| style="background: #9932cc;" |
| style="padding: 0.25em 0.5em;" | #9932cc
| '''Move'''
| Merge, split and transwiki proposals
|-
| style="background: #bbbbaa;" |
| style="padding: 0.25em 0.5em;" | #bba
| '''Protection'''
| Page is locked against edits
|-
! style="background: #000000;" |
| style="padding: 0.25em 0.5em;" | #000000
| '''Other'''
| Archives and other things
|}
'''''Ambox''''', short for article message box, is a message box management template.
[[:Category:Amboxes]] contains Ambox and Ambox information.
== Parameters ==
List of all parameters:
<pre>
{{ambox
| type = speedy / delete / content / style / notice / move / protection / other
| image = none / [[File:...|40px|...]]
| imageright = [[File:...|40px|...]]
| style = CSS values
| textstyle = CSS values
| text = The message body text.
| small = {{{small|}}} / left
| smallimage = none / [[File:...|20px|...]]
| smallimageright = none / [[File:...|20px|...]]
| smalltext = A shorter message body text.
}}
</pre>
'''type'''
:If no '''type''' parameter is given the template defaults to type '''notice'''. That means it gets a blue side bar. The eight available types and their default images are shown below.
{{ambox
| type = speedy
| text = type = speedy
}}
{{ambox
| type = delete
| text = type = delete
}}
{{ambox
| type = content
| text = type = content
}}
{{ambox
| type = style
| text = type = style
}}
{{ambox
| type = notice
| text = type = notice
}}
{{ambox
| type = move
| text = type = move
}}
{{ambox
| type = protection
| text = type = protection
}}
{{ambox
| type = other
| text = type = other
}}
'''image'''
:'''No parameter''' = If no '''image''' parameter is given the template uses a default image. Which default image it uses depends on the '''type''' parameter.
:'''An image''' = Should be an image with usual wiki notation. Widths of 40px - 50px are usually about right. (Images over 52 pixels wide will cause padding problems.)
:'''none''' = Means that no image is used.
'''imageright'''
:'''No parameter''' = If no '''imageright''' parameter is given then no image is shown on the right side.
:'''An image''' = Should be an image with usual wiki notation. 40px - 50px width are usually about right depending on the image height to width ratio. (Images over 52 pixels width will cause padding problems.)
:'''Anything''' = Any other object that you want to show on the right side.
'''style'''
:Optional CSS values used by the entire message box table. Without quotation marks <code>" "</code> but with the ending semicolons <code>;</code>. For example:
::<code>style = margin-bottom: 0.5em;</code>
'''textstyle'''
:Optional CSS values used by the text cell. For example:
::<code>textstyle = text-align: center;</code>
'''text'''
:The message body text.
==== The Small Parameters ====
The small article message boxes are meant for the top of sections. Normally they should only contain one or two lines of text.
'''small'''
:'''left''' = Makes it a smaller left aligned message box. This also makes the default images smaller. Note that any data fed to the '''smallimage''', '''smallimageright''' and '''smalltext''' parameters is only used if "small=left". To make it so your template also understands the small parameter you can use this code:
::<code><nowiki>small = {{{small|}}}</nowiki></code>
{{ambox
| small = left
| text = small = left
}}
{{ambox
| type = style
| small = left
| text = type = style <br> small = left
}}
'''smallimage'''
:'''No parameter''' = If no '''smallimage''' parameter is given then this template falls back to use the '''image''' parameter. If the '''image''' parameter also is empty then a small default image is used.
:'''An image''' = Should be an image with usual wiki notation. 20px width is usually about right for boxes with one line of text, while 25px width is usually about right for boxes with two lines of text. For example:
::<code><nowiki>smallimage = [[File:Gnome globe current event.svg|20px|alt=Clock over a larger globe]]</nowiki></code>
:'''none''' = Means that no image is used. This overrides any image fed to '''image''', when "small=left".
'''smallimageright'''
:'''No parameter''' = If no '''smallimageright''' parameter is given then this template falls back to use the '''imageright''' parameter. If the '''imageright''' parameter also is empty then no image is shown on the right side.
:'''An image''' = Should be an image with usual wiki notation. 20px - 25px width is usually about right.
:'''Anything''' = Any other object that you want to show on the right side.
:'''none''' = Means that no right side image is used. This overrides any image fed to '''imageright''', when "small=left".
'''smalltext'''
:A shorter version of the message body text. If no '''smalltext''' parameter is given then this template falls back to use the '''text''' parameter.
== Examples ==
=== Usage ===
Simple usage example:
<pre>
{{ambox | text = Some text.}}
</pre>
{{ambox | text = Some text.}}
3bbd7292759344ba0231df3622c56e6c29e77e56
Category:Need copy editing
14
16
30
2014-12-13T09:31:27Z
Lillebror
871
Created page with "These articles need copy editing. The reason for this should be specified in the Ambox. [[Category:Need editing]]"
wikitext
text/x-wiki
These articles need copy editing. The reason for this should be specified in the Ambox.
[[Category:Need editing]]
162a265625b19969208e7266970480377f418549
Template:Under construction
10
122
242
2014-12-16T08:28:57Z
Lillebror
871
exchanged icon
wikitext
text/x-wiki
<includeonly>{{Ambox
| type = notice
| image = [[Image:Ambox warning blue construction.png|link=]]
| text = '''This article is undergoing a major [[Template:Under construction|reconstruction]].'''<br/> <small>You are welcome to assist in its overhaul.</small>
}}
{{#if: {{{1}}} | [[Category:Under construction]]}}</includeonly>
<noinclude>[[Category:Amboxes]]{{template doc}}</noinclude>
43343ce9262e86e3af83e96bd2c5533eefc9e0a9
Template:Cleanup/doc
10
58
114
2014-12-16T19:30:45Z
Lillebror
871
wikitext
text/x-wiki
<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
'''''Cleanup''''' can be used to highlight articles that need rewriting into a style suited to the wiki.
== Usage ==
This table may be added by copy-pasting the template as shown below into an article.
<div style="background:#ddd; border:1px solid black; padding:0.5em 1em 0.5em 1em;">
<pre>
{{Cleanup}}
</pre>
</div>
== Parameters ==
There are none.
== Effects ==
Puts a table onto the page reorganization.
== Updating this template ==
You shouldn't have to.
== Example ==
<pre>{{Cleanup}}</pre>
Will display this:
{{Cleanup|}}
eb4f3a6a23ea4bc59fc71f9bee903ec2f77ca244
Template:Merge
10
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166
2014-12-27T08:31:43Z
Lillebror
871
wikitext
text/x-wiki
<includeonly>{{Ambox
| image = [[Image:Merge-arrows.gif|link=]]
| text = '''[{{fullurl:{{FULLPAGENAME}}|action=edit}} This] article is a candidate to be [[Template:Merge|merged]] with [[{{{Merger}}}]].'''<br/> <small>Please help to improve the wiki by taking part in the [[{{TALKSPACE}}:{{PAGENAME}}|discussion]] of the proposed merger.</small>
| type = move
}}
{{#if: {{{1}}} | [[Category:To be merged]]}}</includeonly>
<noinclude>[[Category:Amboxes]]{{template doc}}</noinclude>
6a90d9616263aa219cd9548d90ce61e2a2e82b72
Template:Merge/doc
10
85
168
2014-12-27T08:32:47Z
Lillebror
871
wikitext
text/x-wiki
<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
'''''Merge''''' can be used to highlight articles that are candidates for merging with other articles.
== Usage ==
This table may be added by copy-pasting the template as shown below into an article.
<div style="background:#ddd; border:1px solid black; padding:0.5em 1em 0.5em 1em;">
<pre>
{{Merge
| Merger = }}
</pre>
</div>
== Parameters ==
{| class="wikitable"
|-
! Parameter
! Description
! Default
! Status
|-
| Merger
| The article it can merge into.
| align="center" | –
| '''required'''
|}
== Effects ==
Puts a hint onto the page concerning article merging and adds it to the [[:Category:To be merged]].
== Example ==
<pre>{{Merge
| Merger = Europa Universalis 4 Wiki}}</pre>
Will display this:
{{Merge|
| Merger = Europa Universalis 4 Wiki}}
8f82227eeaf69f2afee95c928efc9eefd7c8045b
Category:To be merged
14
25
48
2014-12-27T08:33:54Z
Lillebror
871
Created page with "Articles tagged with {{template|merge}} are automatically added to this category. [[Category:Need editing]]"
wikitext
text/x-wiki
Articles tagged with {{template|merge}} are automatically added to this category.
[[Category:Need editing]]
15fdfce32884d51e4e3b218976fd599dd06f1ac5
Category:Candidates for deletion
14
4
6
2014-12-29T07:55:29Z
Lillebror
871
wikitext
text/x-wiki
This category contains pages which have been marked with {{template|Delete}}. Please review these articles and discuss the pros and cons of deleting them on their talk pages.
[[Category:Need editing]]
f28de5dce0e1bcdfde2de3c95ac8fc10af5642c1
Template:Delete
10
66
130
2014-12-29T09:29:23Z
Lillebror
871
added category suppression
wikitext
text/x-wiki
<includeonly>{{Ambox
| type = delete
| text = '''This article is a [[:Category:Candidates for deletion|candidate for deletion]].'''<br/>
*Discuss if it should or should not be deleted on this page’s '''[[{{TALKSPACE}}:{{PAGENAME}}|talk page]]'''.
*{{#if:{{{1|}}}|'''Reason''': {{{1}}}|
'''Remember:''' explain why you marked this page for deletion on the [[{{TALKSPACE}}:{{PAGENAME}}|talk page]]
*'''To anyone:''' if there is no explanation why this is a candidate for deletion on the [[{{TALKSPACE}}:{{PAGENAME}}|talk page]] or on the template itself, feel free to delete the template.}}}}
{{#ifeq: {{lc:{{{nocat|false}}}}} | false |[[Category:Candidates for deletion|{{PAGENAME}}]]}}
</includeonly><noinclude>[[Category:Amboxes]]{{template doc}}</noinclude>
ba381825731342228b6c897ea129422aa1735838
Template:Move
10
86
170
2015-01-02T10:05:32Z
Lillebror
871
Matching with central Wiki
wikitext
text/x-wiki
<includeonly>{{Ambox
| type = move
| text = '''It has been proposed below that {{FULLPAGENAME}} be renamed and moved to [[{{{1}}}]].''' <br>
Please participate in the discussion to support or oppose the move on this [[{{TALKSPACE}}:{{PAGENAME}}|talk page]], usually under the heading “Requested move”.<br> If, after a few days, a clear consensus for the page move is reached, please move the article and remove this notice, or request further assistance.
}}
{{#ifeq: {{lc:{{{nocat|false}}}}} | false |[[Category:To be moved]]}}
</includeonly><noinclude>{{template doc}}[[Category:Amboxes]]</noinclude>
a210f4df60cc76d3ad30dcc1f3d626277933fe91
Template:Move/doc
10
87
172
2015-01-02T10:06:08Z
Lillebror
871
copy from HoI3 Wiki
wikitext
text/x-wiki
<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
'''Move''' can be used to highlight articles with a request for a name change. The template calls for discussion.
== Parameters ==
{| class="wikitable"
|-
! Parameter
! Description
! Default
! Status
|-
| 1
| Proposed new pagename
| empty
| '''required'''
|}
== Usage ==
This table may be added by copy-pasting the template as shown below into an article.
<div style="background:#ddd; border:1px solid black; padding:0.5em 1em 0.5em 1em;">
<pre>
{{Move| <--insert here the proposed new pagename--> }}
</pre>
</div>
== Updating this template ==
You shouldn't have to.
== Example ==
<pre>{{Move|Template:Move}}</pre>
Will display this:
{{Move|Template:Move|nocat=true}}
87848e2cab2ccdf6e0a036d87a5a864ed8f323a3
Template:Update/doc
10
127
252
2015-02-12T07:30:19Z
Lillebror
871
wikitext
text/x-wiki
<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
'''Update''' can be used to highlight articles with minor out of date content issues.
== Usage ==
This table may be added by copy-pasting the template as shown below into an article.
<div style="background:#ddd; border:1px solid black; padding:0.5em 1em 0.5em 1em;">
<pre>
{{Update}}
</pre>
</div>
== Parameters ==
There are none.
== Values ==
There are none.
== Effects ==
Puts a table onto the page concerning out of date content.
== Updating this template ==
You shouldn't have to.
== Example ==
<pre>{{Update}}</pre>
Will display this:
{{Update|}}
1cfe15736a2a5501ce4808a5b22164358b2abf7a
Assorted guides
0
334
499
2015-02-25T11:29:25Z
Thevaliant
10239
/* Minor Powers */
wikitext
text/x-wiki
__NOTOC__
{| CELLPADDING=10
|- VALIGN=top
|
== General guides & FAQ ==
* [[The Complete Newbie Guide]]
* [[General Gameplay FAQ]]
* [[Brigade Strategy Guide]]
* [[Nuclear Weapons]]
* [http://forum.paradoxplaza.com/forum/forumdisplay.php?f=287 Paradox Plaza FAQ subforum]
* [[Battle mechanics and formulas]]
|
== Domestic Policy & Economy ==
* [[Domestic Policy]]
* [[Upgrading calculations|Upgrades]]
* [[Research]]
* [[Do I build Factories?|Expanding Industrial Capacity]]
|- VALIGN=top
|
== Land Guides ==
* [[Beginner's_guide_to_army_management|Beginner's guide to army management]]
* [[Transport Capacity and Supply Efficiency FAQ|Transport Capacity and Supply Efficiency]]
* [[HQ Units in Action|HQ Units]]
* [[Land Combat Efficiency]]
* [[Land Doctrine]]
* [[Conquering - What do I gain?|Conquered Territories]]
* [[Poor man's army|Small nation armies]]
* [[On the subject of ground troop investments|Comparison: Infantry, Motorized, or Mechanized?]]
* [[Militia Strategy Guide]]
* [[Conducting Blitzkrieg offensives]]
|
== Naval & Air Guides ==
* [[Naval Primer]]
* [[Submarine Guide|Submarines]]
* [[Naval Doctrine]]
* [[Effective Use of Airpower]]
|- VALIGN=top
|}
== [[Country guides|Country Guides]] ==
<!-- If you add a strategy page here, please also add it to [[Template:Country guides]]. Thanks! -->
{| CELLPADDING=10
|- VALIGN=top
|width="25%"|
===Major Powers===<!-- 60 Base IC and higher = 4-5 tech teams-->
60 and above Base IC.
*[[image:fra.gif]] [[France strategy]]
*[[image:ger.gif]] [[Germany Strategy Guide|Germany strategy]]
*[[image:ita.gif]] [[Italy strategy]]
*[[image:jap.gif]] [[Japan strategy]]
*[[image:eng.gif]] [[UK strategy|United Kingdom strategy]]
*[[image:usa.gif]] [[US Strategy|USA strategy]]
*[[image:sov.gif]] [[USSR strategy|Soviet Union strategy]]
|width="25%"|
===Regional Powers===<!-- Between 20 and 59 Base IC = 2-3 tech teams -->
Between 20 and 59 Base IC.
*[[image:arg.gif]] [[Argentina strategy]]
*[[image:ast.gif]] [[Australia strategy]]
*[[image:bel.gif]] [[Belgium strategy]]
*[[image:bra.gif]] [[Brazil strategy]]
*[[image:bul.gif]] [[Bulgaria strategy]]
*[[image:can.gif]] [[Canada strategy]]
*[[image:cze.gif]] [[Czechoslovakia Strategy]]
*[[image:cgx.gif]] [[Guangxi Clique Strategy]]
*[[image:hun.gif]] [[Hungary strategy]]
*[[image:man.gif]] [[Manchukuo strategy]]
*[[image:chi.gif]] [[Nationalist China strategy]]
*[[image:spa.gif]] [[Nationalist Spain strategy]] <!-- Not in 1936 scenario, assume same as Rep. Spain -->
*[[image:hol.gif]] [[Netherlands strategy]]
*[[image:pol.gif]] [[Poland strategy]]
*[[image:spr.gif]] [[Republican Spain strategy]]
*[[image:rom.gif]] [[Romania strategy]]
*[[image:swe.gif]] [[Sweden strategy]]
*[[image:tur.gif]] [[Turkey strategy]]
*[[image:vic.gif]] [[Vichy France strategy]]
*[[image:yug.gif]] [[Yugoslavia strategy]]
|width="25%"|
===Minor Powers===<!--- Between 10 and 19 Base IC = 1 tech team -->
Between 10 and 19 Base IC.
*[[image:aus.gif]] [[Austria strategy]]
*[[image:chl.gif]] [[Chile Strategy]]
*[[image:col.gif]] [[Colombia Strategy]]
*[[image:den.gif]] [[Denmark Strategy]]
*[[image:fin.gif]] [[Finland strategy]]
*[[image:gre.gif]] [[Greece strategy]]
*[[image:ire.gif]] [[Ireland strategy]]
*[[image:mex.gif]] [[Mexico Strategy]]
*[[image:nor.gif]] [[Norway Strategy]]
*[[image:pru.gif]] [[Peru Strategy]]
*[[image:por.gif]] [[Portugal strategy]]
*[[image:csx.gif]] [[Shanxi Strategy]]
*[[image:saf.gif]] [[South Africa Strategy]]
*[[Slovakia Strategy]]
*[[image:sch.gif]] [[Switzerland Strategy]]
|width="25%"|
===Micro Powers===<!--- Below 10 Base IC = 1 tech team -->
Below 10 Base IC.
*[[image:afg.gif]] [[Afghanistan strategy]]
*[[image:alb.gif]] [[Albania Strategy]]
*[[image:bhu.gif]] [[Bhutan Strategy]]
*[[image:bol.gif]] [[Bolivia Strategy]]
*[[image:chc.gif]] [[Communist China strategy]]
*[[image:cos.gif]] [[Costa Rica Strategy]]
*[[image:cub.gif]] [[Cuba Strategy]]
*[[image:dom.gif]] [[Dominican Republic strategy]]
*[[image:ecu.gif]] [[Ecuador Strategy]]
*[[image:sal.gif]] [[El Salvador Strategy]]
*[[image:est.gif]] [[Estonia Strategy]]
*[[image:eth.gif]] [[Ethiopia strategy]]
*[[image:gua.gif]] [[Guatemala strategy]]
*[[image:hai.gif]] [[Haiti Strategy]]
*[[image:hon.gif]] [[Honduras Strategy]]
*[[image:irq.gif]] [[Iraq Strategy]]
*[[image:lat.gif]] [[Latvia Strategy]]
*[[image:lib.gif]] [[Liberia Strategy]]
*[[image:lit.gif]] [[Lithuania Strategy]]
*[[image:lux.gif]] [[Luxemburg strategy]]
*[[image:mon.gif]] [[Mongolia Strategy]]
*[[image:nep.gif]] [[Nepal Strategy]]
*[[image:nzl.gif]] [[New Zealand strategy]]
*[[image:nic.gif]] [[Nicaragua Strategy]]
*[[image:omn.gif]] [[Oman Strategy]]
*[[image:pan.gif]] [[Panama Strategy]]
*[[image:par.gif]] [[Paraguay Strategy]]
*[[image:per.gif]] [[Persia Strategy]]
*[[image:phi.gif]] [[Philippines Strategy]]
*[[image:sau.gif]] [[Saudi Arabia Strategy]]
*[[image:sia.gif]] [[Siam Strategy]]
*[[image:sik.gif]] [[Sinkiang Strategy]]
*[[image:tan.gif]] [[Tannu Tuva strategy]]
*[[image:tib.gif]] [[Tibet Strategy]]
*[[image:uru.gif]] [[Uruguay Strategy]]
*[[image:ven.gif]] [[Venezuela Strategy]]
*[[image:cxb.gif]] [[Xibei San Ma Strategy]]
*[[image:yem.gif]] [[Yemen Strategy]]
*[[image:cyn.gif]] [[Yunnan Strategy]]
|- VALIGN=top
|colspan="4"|
== Guides to battlescenarios ==
* [[Strategy for Ardennes Offensive]]
* [[Strategy for Battle of the Coral Sea]]
* [[Strategy for D-Day]]
* [[Strategy for Desert Fox]]
* [[Strategy for Fall Barbarossa]]
* [[Strategy for Fall Blau]]
* [[Strategy for Fall Gelb]]
* [[Strategy for Fall Grün]]
* [[Strategy for Fall Weiß]]
* [[Strategy for Operation Downfall: Invasion of Japan]]
* [[Strategy for Operation Husky]]
* [[Strategy for Platinean War]]
* [[Strategy for Southern Conquests]]
* [[Strategy for Spanish Civil War]]
* [[Strategy for Operation Watchtower]]
* [[Strategy for Winter War]]
== Armageddon and The Abyss Scenarios Guides ==
{| CELLPADDING=10
|- VALIGN=top
|width="33%"|
===Democratic Powers===
*[[image:uau.gif]] [[Australasia Strategy]]
*[[image:ubo.gif]] [[Bourbon Strategy]]
*[[image:uch.gif]] [[Republic of China Strategy]]
*[[image:ugs.gif]] [[Armageddon Sweden Strategy|Sweden Strategy]]
*[[image:utc.gif]] [[The Cossacks Strategy]]
*[[image:usn.gif]] [[USNA Strategy]]
|width="33%"|
===Fascist Powers===
*[[image:uer.gif]] [[Empire of Russia Strategy]]
*[[image:uir.gif]] [[Indian Republic Strategy]]
*[[image:uic.gif]] [[Indo China Strategy]]
*[[image:upr.gif]] [[Prussia Strategy]]
*[[image:ucs.gif]] [[The Confederates Strategy]]
*[[image:uto.gif]] [[The Ottomans Strategy]]
|width="33%"|
===Communist Powers===
*[[image:uap.gif]] [[APR Strategy]]
*[[image:ues.gif]] [[European Soviets Strategy]]
*[[image:ups.gif]] [[PRRS Strategy]]
*[[image:upe.gif]] [[Republic of Persia Strategy]]
*[[image:uro.gif]] [[Roma Strategy]]
*[[image:utl.gif]] [[The Libertadores strategy]]
|- VALIGN=top
|colspan="3"|
[[Category:Guides]]
1b6f34943bf7326a4b2bdc85c1be254b3c16df74
Template:Infobox/row
10
76
150
2015-02-27T14:24:51Z
Meneth
2
Compacted
wikitext
text/x-wiki
<div class="infobox-row" style="text-align: center;">
{{#switch:{{{1|1}}}
|heading=<div class="infobox-row-heading" style="font-weight: bold; border-top: 1px solid rgb(119, 160, 192);">{{{2}}}</div>
|2=<div class="infobox-row-left" style="border-top: 1px solid #426983; float: left; width: 45%;"><small>'''{{{2}}}'''</small></div><div class="infobox-row-right" style="float: right; width: 45%;"><small>{{{3}}}</small></div>
|1=<div class="infobox-row-single" style="border-top: 1px solid #426983;">{{{2}}}</div>
|#default=<div class="infobox-row-single" style="border-top: 1px solid #426983;>{{{2}}}</div>
}}</div><noinclude>
[[Category:Templates]]</noinclude>
5f5a878b4b8d913d03bb1716f4e1b97217bd69fb
Template:Unsigned
10
124
246
2015-03-21T17:18:56Z
Lillebror
871
based on the unsigned template of the German Wikipedia
wikitext
text/x-wiki
<includeonly><small>''— Preceding [[Wikipedia:Wikipedia:Signatures|unsigned]] comment added by'' {{safesubst:#switch:{{safesubst:#iferror:{{safesubst:#expr:{{{1}}}}}|Benutzer|{{safesubst:#ifeq:{{safesubst:#expr:{{{1}}}}}|{{{1}}}|Benutzer|IP}}}}|Benutzer=[[{{safesubst:ns:2}}:{{{1}}}|{{{1}}}]] ([[{{safesubst:ns:3}}:{{{1}}}|{{safesubst:MediaWiki:Talkpagelinktext}}]])|IP=[[{{safesubst:#special:contributions}}/{{{1}}}|{{{1}}}]] ([[{{safesubst:ns:3}}:{{{1}}}|{{safesubst:MediaWiki:Talkpagelinktext}}]])}} {{{2|}}}</small></includeonly><noinclude>{{template doc}}[[Category:Templates]]</noinclude>
1e0b8a7a58f98115028d4c56aaafb5bd056c9954
Template:Unsigned/doc
10
125
248
2015-03-21T17:19:36Z
Lillebror
871
Lillebror moved page [[User:Lillebror/sandbox/unsigned/doc]] to [[Template:Unsigned/doc]] without leaving a redirect
wikitext
text/x-wiki
<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
{| style="margin: 0px 5%; border: 1px solid #aaa; border-left: 10px solid #1e90ff; background: #fbfbfb;"
|[[File:Templates_Information_icon.png|40px]] '''This template should always be [[Wikipedia:Help:Substitution|substituted]]''', i.e. use {{[[Wikipedia:Wikipedia:Substitution|subst]]:Unsigned}}.
|}
This template can be used to label unsigned comments on talk pages.
== Parameter ==
{| class="wikitable"
|-
! Parameter
! Description
! Default
! Status
|-
| 1
| User name or IP address of the user
| empty
| '''required'''
|-
| 2
| Timestamp from the edit history
| empty
| optional
|}
Please add the correct time zone to the time stamp.
== Example ==
: <code><nowiki>{{subst:Unsigned|Meneth|16:52, 16 March 2015 (CET)}}</nowiki></code>
yields
: <small>''— Preceding [[Wikipedia:Wikipedia:Signatures|unsigned]] comment added by'' [[User:Meneth|Meneth]] ([[User talk:Meneth|Talk]]) 16:52, 16 March 2015 (CET)</small>
90094404b41e67cbb765a3fde17b850f05966b4d
Template:Key press
10
79
156
2015-03-22T11:04:50Z
Meneth
2
/* Special keys */ Updated
wikitext
text/x-wiki
<kbd style="border: 1px solid #aaa; border-radius: 2px; box-shadow: 1px 2px 2px #ddd; background-color: #f9f9f9; background-image: linear-gradient(top, #eee, #f9f9f9, #eee); padding: 1px 3px; font-family: inherit; font-size: 0.85em;">{{#switch:{{{1}}}
|Enter|enter|ent|Ent=↵ Enter
|Ctrl|ctrl|control=^Ctrl
|space|Space=␣ Space
|Home|home=🏠 Home
|Esc|Escape|esc|escape=←Esc
|Tab|tab=⇆Tab
|LockMaj|maj|Maj=🔒Maj
|Shift|shift=⇧Shift
|suppr|Suppr|Delete|delete|del|Del=Delete
|back|Back=←
|1|2|3|4|5|6|7|8|9|0={{#ifeq:{{{2|}}}|numpad|NumPad {{{1}}}|{{{1}}}}}
|#default={{{1}}}
}}</kbd><noinclude>
Used for keyboard shortcuts.
<u>Example:</u>
<pre>{{key press|A}}</pre>
{{key press|A}}
== Special keys ==
{| class ="wikitable"
! Key press !! Usage !! Render !! Notes
|-
| Enter || <tt>Enter</tt>, <tt>enter</tt>, <tt>Ent</tt>, <tt>ent</tt> || {{key press|ent}} ||
|-
| Ctrl || <tt>Ctrl</tt>, <tt>ctrl</tt>, <tt>control</tt> || {{key press|ctrl}} ||
|-
| Space Bar || <tt>Space</tt>, <tt>space</tt> || {{key press|space}} ||
|-
| Home || <tt>home</tt>, <tt>Home</tt> || {{key press|home}} || Does not always render correctly, depending on the browser and installed fonts
|-
| Escape || <tt>Esc</tt>, <tt>esc</tt>, <tt>Escape</tt>, <tt>escape</tt> || {{key press|esc}} ||
|-
| Tab || <tt>tab</tt>, <tt>Tab</tt> || {{key press|tab}} ||
|-
| Maj || <tt>LockMaj</tt>, <tt>Maj</tt>, <tt>maj</tt> || {{key press|maj}} || Does not always render correctly, depending on the browser and installed fonts
|-
| Shift || <tt>shift</tt>, <tt>Shift</tt> || {{key press|Shift}} ||
|-
| Delete || <tt>del</tt>, <tt>Del</tt>, <tt>suppr</tt>, <tt>Suppr</tt>, <tt>delete</tt>, <tt>Delete</tt> || {{key press|del}}
|-
| Back || <tt>back</tt>, <tt>Back</tt> || {{key press|back}} ||
|-
| Numpad || 1, 2, 3, 4, 5, 6, 7, 8, 9, 0 and second parameter <tt>numpad</tt> or <tt>NumPad</tt> || {{key press|1|numpad}} || needs both parameters. If only first, renders normaly
|}
[[Category:Templates]]
</noinclude>
94cf61368ca279aef57cc18b517f9f9e535005e1
Category:Links
14
13
24
2015-04-27T14:52:22Z
Dauth
338
Added cat to give template somewhere to put articles
wikitext
text/x-wiki
Pages in this category have been marked as being in need of additional links.
[[Category:Need editing]]
5e6354db58a0218db329c4713690186064c2852d
Template:Navbox
10
89
176
2015-05-19T05:48:37Z
Lillebror
871
simplified code
wikitext
text/x-wiki
{{Clear}}
<div style="padding: 2px; border: 1px solid #aaa; text-align: center; border-collapse: collapse; font-size: 100%;">
<div style="height: 1.6em; font-weight: bold; font-size: 105%; background-color: {{{color|#efefef}}};">'''{{{header|{{{title|Title}}}}}}'''</div>
<div style="font-size:0.9em;">
{{{body|Body}}}
</div></div>
{{{cat|{{{category|}}}}}}<noinclude>
The Navigation Box meta-template.
<pre>
{{Navbox
|header=
|body=
|category=
}}
</pre>
[[Category:Navboxes|+]]
</noinclude>
facbe6fe774a4df7c4311a66493e5912aff8793b
Template:Expand/doc
10
71
140
2015-05-23T18:25:34Z
Lillebror
871
explanation of new parameter
wikitext
text/x-wiki
<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
'''Expand''' can be used to highlight articles that need expansion.
== Usage ==
This table may be added by copy-pasting the template as shown below into an article.
<div style="background:#ddd; border:1px solid black; padding:0.5em 1em 0.5em 1em;">
<pre>
{{Expand}}
</pre>
</div>
== Parameters ==
{| class="wikitable"
|-
! Parameter
! Description
! Default
! Status
|-
| with
| explain what issues need to be addressed
| –
| '''optional'''
|-
| talksection
| section heading in the talk page where the issue is discussed
| –
| '''optional'''
|}
Please use one of these options.
== Effects ==
Puts a table onto the page that needs expansion and auto-categorizes tagged articles into [[:Category:Expand]].
== Updating this template ==
You shouldn't have to.
== Examples ==
<pre>{{Expand}}</pre>
Will display this:
{{Expand|}}
<pre>{{Expand|with=an example}}</pre>
Will display this:
{{Expand|
|with=an example}}
<pre>{{Expand|with=<nowiki />
*calculation formula
*example calculation}}</pre>
Will display this:
{{Expand|
|with=<nowiki />
*calculation formula
*example calculation}}
02f90c62a2b5c3d26b2d810a6a1f650be0d09198
Category:To be split
14
26
50
2015-05-29T17:20:52Z
Meneth
2
Meneth moved page [[Category:To be splitted]] to [[Category:To be split]] without leaving a redirect: "Splitted" is highly archaic
wikitext
text/x-wiki
This page lists all articles which are tagged with {{template|Split}} template.
[[Category:Need editing]]
e425a106c23a3ee8a9ee0796b45e8e2ba4341fc7
Template:Split
10
107
212
2015-05-29T17:35:56Z
Meneth
2
Correct category
wikitext
text/x-wiki
<includeonly>{{Ambox
| type = move
| image = [[Image:Split-arrows.gif|48px|link=]]
| text = '''[{{fullurl:{{FULLPAGENAME}}|action=edit}} This] article is a candidate for [[Template:Split|splitting]] into multiple pages.'''<br/> <small>Please help to improve the wiki by taking part in the [[{{TALKSPACE}}:{{PAGENAME}}|discussion]] of the proposed splitting.</small>
}}
{{#if: {{{1}}} | [[Category:To be split]]}}</includeonly>
<noinclude>[[Category:Amboxes]]{{template doc}}</noinclude>
5ae3936570edb3f16f72b484eeebf6e84f4ab329
Template:Split/doc
10
108
214
2015-06-09T06:21:20Z
Lillebror
871
according to category renaming
wikitext
text/x-wiki
<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
'''''Split''''' can be used to highlight articles that need division.
== Usage ==
This table may be added by copy-pasting the template as shown below into an article.
<div style="background:#ddd; border:1px solid black; padding:0.5em 1em 0.5em 1em;">
<pre>
{{Split}}
</pre>
</div>
== Parameters ==
There are none.
== Values ==
There are none.
== Effects ==
Puts a hint onto the page concerning division and adds it to the category: [[:Category:To be split|To be split]].
== Updating this template ==
You shouldn't have to.
== Example ==
<pre>{{Split}}</pre>
Will display this:
{{Split|}}
6bc0b9379e261aeb01bd9ffaf1722af2a9d710b6
Template:Delete/doc
10
67
132
2015-06-09T17:32:22Z
Dauth
338
wikitext
text/x-wiki
<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
'''Delete''' can be used to highlight [[:Category:Candidates for deletion|candidates for deletion]]. This template calls for discussion. Tagged articles are added to the category: [[:Category:Candidates for deletion|Candidates for deletion]].
== Parameters ==
{| class="wikitable"
|-
! Parameter
! Description
! Default
! Status
|-
| 1
| Reason for the deletion request and signature <nowiki>(~~~~)</nowiki>
| empty
| '''required'''
|}
== Usage ==
Please insert the template at the top of the page!
<div style="background:#ddd; border:1px solid black; padding:0.5em 1em 0.5em 1em;">
<pre>
{{Delete|<--insert here the reason for the deletion request--> -- ~~~~}}
</pre>
</div>
== Updating this template ==
You shouldn’t have to.
== Examples ==
<pre>{{Delete|obsolete with patch 10.0 - ~~~~}}</pre>
will display:
{{delete|obsolete with patch 10.0 [[User:Lillebror|– Lillebror]] ([[User talk:Lillebror|talk]]) 09:30, 29 December 2014 (CET)|nocat=true}}
<pre>{{Delete}}</pre>
will display:
{{delete|nocat=true}}
695401eb4f8dffdcde19613b041b7c819f4c3cc3
Template:Update
10
126
250
2015-07-02T17:21:10Z
Meneth
2
Category changed
wikitext
text/x-wiki
<includeonly>{{Ambox
| image = [[Image:Ambox outdated content.png]]
| type = content
| text = '''{{FULLPAGENAME}}''' may need to be updated. [{{fullurl:{{FULLPAGENAME}}|action=edit}} '''Please update this article'''] to reflect recent events or newly available information, and remove this template when finished. Please [[{{TALKSPACE}}:{{PAGENAME}}|see the talk page]] for more information.
}}
{{#if: {{{1}}} | [[Category:Potentially outdated]]}}</includeonly>
<noinclude>{{template doc}}[[Category:Amboxes]]</noinclude>
47d7ab733552d08776a801d0fb87f488435a5832
Aliens
0
315
461
2015-07-09T09:41:38Z
Thevaliant
10239
wikitext
text/x-wiki
The Aliens are a bit of a hidden feature of HoI. They are unleashed through a "cheat' that is activated by typing in "alienattack[province ID number]". An example would be "alienattack722". This would make them attack Roswell...Remember that they will get their sliders from the nation they attack. So, they will be democratic and isolationist attack Roswell. A better spot is Siberia (who knows, maybe there are aliens there).
So, you're ready for the challenge. Well, once you give them the attack code, you have to load up as them and DoW the world because they only DoW who they attack. You may also notice that they lack ministers. Several mods have ministers (SMEP has Star Wars characters for example). You have just completed your 36 GC as Germany and painted the world gray but you're not done. You have the aliens attack the Rockies in America. You probably won't get to them until they start expanding but it is important that you do. At first they'll just have some infantry '36. No worry for elite panzers right? Wrong. They won't stop spawning it. Soon tanks appear and better models. Suddenly your infantry 45 are duking it out with aircav. And a lot of it. Your fighters will pick off their ww1 biplanes at first but jets will appear and tear you apart. Then come the nukes. The AI aliens are given a lot of free units and free technology plus what they build themselves. You will find that they will soon be uncrushable.
In reality, ignoring a lot of what was posted above, the 'Aliens' aren't as difficult as first seem. Under standard rules the Aliens will:
Adopt the sliders of the country they 'invade'.
If those sliders allow them to, they will DOW that country. They will DOW no other country and no other country will usually DOW them. Therefore landing in Albania is pointless, they won't go anywhere.
They have no ministers.
They have spawning units, and all the latest tech is given to them over a period of a few months.
They have no leaders however, meaning they will always be fighting at -75% overcommand penalty.
The province they attack is boosted to 10 airbase and (if a port province) 10 naval base.
They WON'T conduct naval invasions, even if they are given a port province (so landing them in Britain means they'll take that country but no more).
Critically, they do not engage in any diplomacy, not even ANNEX, so they can 'take' a country but won't annex it. They therefore never own any provinces except the first.
In reality, without significant ai files, events, leaders and ministers to deal with the above they are actually very very tame and can be easily defeated.
[[Category:Terminology]]
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This template has three parameters:
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An example of this template being called is
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This gives the following:
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The exact same occurs if it is called like this, with an unnamed parameter for the text:
<code><nowiki>{{Spoiler|Header=This is an example|Lorem ipsum dolor sit amet, consectetur adipiscing elit. Vestibulum pellentesque sapien eros. Suspendisse potenti. Vivamus ut nunc sed nulla scelerisque varius. Aenean porta laoreet pretium. Fusce dapibus fringilla interdum. Curabitur eget magna vel mauris sollicitudin rutrum. Praesent magna ligula, ornare vel placerat at, vestibulum eget mi. Suspendisse ornare eros et mauris bibendum tincidunt. Donec sit amet tellus a neque cursus faucibus. Sed eu nisl id nisi lacinia pulvinar eu in ipsum. Nam varius pharetra tincidunt. Mauris dictum orci eget enim interdum quis fringilla felis vulputate. Maecenas eget blandit magna. Fusce eget purus felis. Pellentesque lacinia commodo nisi, eu ultricies enim rhoncus ac.}}</nowiki></code>
Which gives:
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<noinclude>[[Category:Templates]]</noinclude>
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53cbb5a95499e23b6a3f60376024d6497cdd7616
Dominican Republic
0
423
677
2015-07-24T09:05:41Z
Thevaliant
10239
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{{Country guides}}
'''The Dominican Republic''' is a nation located in the Central Caribbean. The IC is 6. The first thing I noticed was the total lack of IC, capable leaders, and the small army. You start off with a outdated army, that needs reinforcements.
== Tips ==
Fix up the army, upgrade to Infantry '36, and build 3 militia divisions at the least by the time '36 ends (be sure to start off the new year with 1936 Infantry Research, as it is vital to compete with other powers). Also, put the slider towards standing army as far as possible. It's the only way to compete with the South American 'Giants' in war.
== The country ==
It first appears as though the Republic is a total waste of time. Don't be fooled. This country has the ability to become one of the greatest countries of Central America/Central Caribbean. You may have noticed you share the island of Hispaniola with a not so friendly neighbor, Haiti. Haiti has claims on the only 2 provinces you own, Santiago and Santo Domingo. You are relatively well liked by your neighbors, however, which includes Great Britain, The U.S. France, Northern South America (Venezuela, and Columbia). These relationships are vital to Imperialistic ideas.
== Expansion Westward! ==
Well, as you may have expected, Haiti will be your first target. Haiti must be attacked from your two provinces. Once Haiti is annexed, it is not wise to recreate them, as they take up the entire island. Your IC increases from 6 to 11 and this is a huge jump for your expansion. You may have noticed the United States canceled their Non-Aggression pact with you. This is not to fear, just something to remember. Haiti needs all four of your divisions to quell the possible partisan activity. This is the time to begin building convoys, a transport fleet, and a larger army. Your next target is very close to home. Once all is built up (you should have at least 2 transports, 30 convoy ships, and 3 regular infantry divisions), you pretty much have to rely on luck. Save the game before the invasion. I calculated a 50% chance that the United States will declare war on you once you attack Cuba. If luck is on your side, you can land at Guantanamo and march through the island until you reach Havana. The Cubans have a navy, so be sure to have your troops on the ship off the coast of Guantanamo, ready to launch the attack. The navy generally stays around the north of the island, focusing around the Santa Clara area, so you should be OK with transferring troops and goods to Guantanamo. Always keep a mobile force on the island, 4 divisions strong. If the United States declares war, they will ALWAYS land at Santiago. They land one division at a time, so defending the shores isn't a huge problem. Defeating the U.S. is. Eventually, you will either win or lose, depending on if the United States ever joins the Allies, or if Landon is elected. Depending on Germany's situation, it is a smart idea to join them, as they have a surplus of energy, metal, and some good oil. If Germany is a failing country, don't join them. You'll go down fast. Remember: The Non-Aggression pact between you and the States is gone, so don't trick yourself into thinking you're invincible. Cuba and Haiti were the easy part. Now we expand Southward!
== Expansion Southward! ==
South America is more difficult. Venezuela, Columbia, and Great Britain may come into play this time around. This isn't an easy task. Hopefully, with proper military buildup, transport fleets, and more convoys, you will be able to combat some serious firepower. The important thing is to not get ahead of yourself. Too many invasions can lead to a country like France or Great Britain to declare war, and strike swiftly. Britain doesn't play games with you. They send their slave nation, Canada, to do their bidding. If you declare war on Columbia in 1939, the U.S. declares war on you, and lands all over your new empire. If it is declared in 1940, not much action is taken against you. The U.S. AI is fairly neutral until '42 or '43, and The British don't want their lands taken over. Timing is crucial in the Southern Expansion. Venezuela is a good first target, because of the oil-rich province Maracaibo. The Venezuelan Army is fairly well put together, with cavalry units, and an armored unit by '43, stationed at Caracas. Fortunately, we're not attacking in '43, are we? If you maintain good relations with Columbia, and Central America, you may be able to have a flowing alliance. If you join Germany, they will send 1-2 Air divisions just to patrol your skies, and bomb Belize. If you make an alliance with Columbia, and Central America, you have many more troops committed to your cause. It's your choice what you want. There is a 25% chance the U.S. will declare war during WW2, although if Landon is elected, if you have an alliance with Columbia and another Central American country, or if you and Germany are allied, they never declare war(on you at least. There is always a risk of war between Germany and the United States). With the Alliance secured (or not secured, depending on your timing), it is time. Before landing, scope the beaches for the least fortified province, and load up. Use your most able commander with the most experience, and establish a strong beachhead. If you capture Maracaibo, the Venezuelans will sue for peace. Do not accept it, because if your troop level reaches two divisions in the occupied area, they will invade these taken lands. Also: be conscious. If you join Germany, the British and the Canadians will be around the Caribbean a LOT, and the French will begin making incursions once they are defeated in Europe. Once Venezuela is defeated (it is best to corner them in a jungle of your choice), gear up for an invasion of Columbia. If you are allied with Columbia, get ready for war against Central America. Columbia's Army is relatively small (5 divisions, 3 infantry and 2 cavalry in '40, and '41), and you should have no problem with them. Once the Colombians are dealt with, the United States problem will no longer haunt you. They risk losing their pride and joy: The Canal. Now Britain will begin influencing you by trying to turn you democratic. They don't want their interests in the Caribbean to go down. But we won't worry about them for now. We need to focus on some Relations with Bolivia. That's right. Bolivia has a very large military by '43 (close to 10 divisions, and a respectable Air Force). If you have an independent alliance, Bolivia may become a great ally. They provide rare materials to a small extent, and their military is invaluable. Your next target will be Ecuador. These guys are a joke. 2 Divisions, and one province of victory points aren't a match to you. Once Ecuador is down, you need to prepare for the worst. Brazil has become aware of your expansion, and they fear you, yes. If you declare war on Peru, Brazil will overrun you with the massive amounts of Military they have amassed at your borders. Brazil is no doubt the power of South America, with 41 total IC. If you begin expanding at a seemingly alarming rate, the Brazilians will increase their army drastically. We will cover them more soon, though.
== Fighting Superpowers ==
Let's face it. If Landon doesn't win, and the Brits hate you, we have a problem. The thing to remember is that you have many islands to defend, with very little IC. By creating resource convoys, you may increase your IC dramatically, and, unfortunately, this is a point not lost on other countries. They know you get power from other lands, so don't rely on these provinces to get you an empire while an increasingly angered U.S. and U.K. stand there doing nothing. Every time war is declared, the other countries of the world calculate your risk against them. France usually keeps their image, and they stay away from you. The British are definitely one of the countries to fear. With an impenetrable Navy, a well regarded Army, and a large Air Force, they don't fear a small country like you. The United States always poses a threat, as they have all countries of the Americas guaranteed with Independence. Brazil is a superpower in the fact that it has the ability to completely destroy you in South America. They stack 4 Divisions per province along your borders, and once you hit too close to home (by attacking Chile or Peru) they unleash some serious whooping on you. With that said, defense must be taken. When not in any war, it is absolutely crucial to increase the military. Without a sizable army, you can be defeated by the smallest of nations (El Salvador, Costa Rica, etc.).
When combating the U.K. and France, the U.K. sends its Navy and Army to you with some scattered Air Force units, while France sends most of its' Air Force. Do not fear. Once The Brits lose France and The Soviet Union is pushed back, the majority of your trouble is over. France and Britain lose interest and only attempt very rare beach incursions. This is your chance to shine! Take all Caribbean Provinces owned by these countries, but watch for Canada's navy (Although much of it's navy is in the Mediterranean fighting the Italians). Now that these countries' provinces are lost, they lack military strong points, naval bases, and air bases. You have the Caribbean. The only way to beat the Caribbean forces is to be patient.
When combating the U.S., you are in for one hell of a ride. They can be held off at best. Any landing in Florida, Louisiana, or along the Eastern Seaboard will result in total annihilation. Luckily, if the U.S. DOES declare war, they are in a sluggish position to do so, and usually it takes a fairly long time (anywhere from 2-12 months) to get an army to attack. They attack with one division of Infantry every time(although if you do not destroy the one division, more divisions will land). I have never been attacked by Mountain, Marine, or any other type of Infantry (or anything else, for that matter!). You can keep destroying their divisions, and sooner or later, they will just leave the war by either never landing again (although they will land if they notice lack of troop presence), or asking for a white peace (which I would recommend accepting promptly). This solves the U.S. problem. Occasionally, they will influence you as well, which I found amusing.
Brazil is a South American superpower. The largest IC is located in the easternmost part of the country, and you must fight a large war with them. You cannot beat the Brazilian Army by yourself unless you have increased ''your'' IC to 41 or higher. This is why alliances with local countries are crucial. Bolivia can defeat many of the Brazilian divisions, and this will cause them to fight a two front war, which, as we all know, is a terrible thing to fight. With enough divisions from both countries, and proper encirclement, Brazil can be defeated within a year of their declaration of war. Once Brazil is defeated, you will feel more empowered than ever. Believe me, defeating Brazil is no easy task. Now you have secured South American expansion and can have a field day with Peru, Chile, Paraguay, and Argentina(and Argentina isn't all too difficult because of the vertical shape of the country).
== Central America ==
Your first Central American country is the hardest. Granted, it's one province for every Central American country, so you may be tricked. Central America is rich with resource, and rich with victory points. It is best to land at a country that has a port facing the Caribbean (like Guatemala) so you can be supplied with less convoys used up, as well as the always possible threat of war with the United States. You can then advance in whichever direction you need to invade. You will have a rare material resource base, and a lot of the supplies you need to keep your country running.
== In conclusion ==
When you control all this land, just build military and technology up. Always use your slider points for a standing army. For technology, you can create that Navy you've always wanted. You should have completed all this by late '43 to mid '44. Then you can have some fun with invasions of Mexico, a very far landing (such as Hawaii, or Australia) and just be sure to enjoy your newly founded empire.
--[[User:UberBenny|UberBenny]] 00:57, 21 January 2008 (CET)
[[Category:National Strategy]]
122b08f2107978a4e5e10e95cb0e6eea805688c5
Xibei San Ma
0
811
1457
2015-07-25T13:40:21Z
Thevaliant
10239
/* Xibei San Ma */
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== Xibei San Ma ==
'''Advantages:'''
Access to blueprints from Nationalist China
Allied with Nationalist China at the start
'''Disadvantages:'''
Very poor IC, especially compared to Guangxi and Shanxi clique
Poor leaders
Poor ministers with no alternatives
Very poor tech teams
No access to water
No airforce
Limited manpower
Poor resources
Few cores on any other Chinese territory
Starts as a puppet of Nationalist China
Starts at war with Communist China
Will be attacked by Japan
32e32eb0102fdde254fa2c04ff339c4f1b681641
Brigade Strategy Guide
0
355
541
2015-07-25T13:44:00Z
Thevaliant
10239
/* Useful Brigades */
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{{Anthology}}
Brigades are generally considered the biggest flaw of HoI2. There are a few Brigades that make sense to use, a few more that are slightly inefficient, and others that serve almost no useful purpose.
= What is the problem with Brigades? =
The general view is that Brigades are largely useless because:
* Stats: Improvement in fighting ability is typically minor or of limited practical utility.
* IC cost: The IC cost is too high when compared to the improvements offered: the player is better served building additional units, rather than brigades.
* TC load: Brigades use a relatively high amount of supplies and fuel, thus disproportionately increasing your TC load.
* Mechanics: Some brigades have absolutely no practical value in-game under any reasonable circumstances.
= Land Brigades =
The general rule would be to brigade expensive land divisions such as armor and motor and mech because brigades are comparatively more cost effective than expensive divisions are while not brigading cheap units like infantry divisions. Use either SPA or AC brigade for your mobile formations; in a combined arms formation of armor and motor, the AC brigade on motor infantry divisions helps them to keep enough organization. Infantry + arty is good for defense but makes these divisions too slow for attacking through several provinces.
== Useful Brigades ==
These brigades have some utility:
* [[Artillery Brigade]]:
** [[Marines]]: since you are limited to three marine stacks in the early game, every extra bit of firepower helps.
** Defending: the movement penalty doesn't hurt when using a static defense (e.g. particularly when using fortifications)
** Fortress Busting: against extremely hard targets, every bit of extra firepower helps
* [[Self-Propelled Artillery Brigade]]:
** Fortress Busting: against extremely hard targets, every bit of extra firepower helps
** Mobile formations: Any mobile units are well augmented by SP-ART.
* [[Armored Car Brigade]]:
** Mobile formations: A useful addition similar to SP-ART in effectiveness. Lack of upgrades after 1941 render the unit less effective over the long term
* [[Police Brigade]]
** Anti-Partisan Duty: Where you'd need quite some army to get partisan activity down, a simple garrison with a police brigade does the same work.
== Late Brigades ==
These brigades are generally not worth the research time, come too late in game, but they are good units:
* [[Rocket Artillery Brigade]]
* [[Self-Propelled Rocket Artillery Brigade]]
* [[Light Armored Brigade]]
== Worthless Brigades ==
These brigades are usually worthless ''in any context!'' That said, some players still enjoy using them for role playing reasons.
* [[Anti-aircraft Brigade]]: In HOI2 and DD these simply couldn't inflict any meaningful damage on air units. In ARMA, it is possible for AA brigades to do damage to AI bombers when attached to HQ units, which the AI will target.
* [[Engineer Brigade]]: The speed benefit won't help units with a capped speed, and the defensiveness is essentially useless in any meaningful game context. (See [http://forum.paradoxplaza.com/forum/showpost.php?p=9586012&postcount=32 Blue Emu's explanation])
* [[Heavy Armored Brigade]] & [[Super Heavy Armored Brigade]]: Ironically, if the enemy tank has an anti-tank brigade attached, heavy armor actually makes a tank more vulnerable. SH-ARM is extremely immobile and robs armor of one of their most important attributes: speed. The 1941 H-ARM brigade has good characteristics so long as speed, oil/supply consumption, and TC load are not concerns. For example, H-Arm is sometimes useful for Arm-Mot formations, as the Motorised Infantry are 1 speed point slower than the Armour as it is, so the speed penalty of the H-Arm is not so much of an issue.
* [[Anti-tank Brigade]] & [[Tank Destroyer Brigade]]: In almost all practical scenerios against the AI, ART and SP-ART is more effective. "SP-AT(sic) is more effective than SP-ART if over 88% of your opponents will be Armored Divisions. That fact alone should tell you that it's a basically useless brigade." -- Blue Emu
== Further Reading ==
[http://www.europa-universalis.com/forum/showthread.php?t=215028 Kanitatlan's analysis ]
[http://forum.paradoxplaza.com/forum/showthread.php?t=226256 Kanitatlan's second analysis]
= Air Brigades =
According mld0806: "Escort Fighters are ALWAYS a necessity, as you will have at least some TAC in your air force either way you go, and for these you need Escorts. STR are as much, if not more, in need of Escorts to truly do their worst against the enemy. The Escorts will draw fire, both from enemy aircraft and enemy AA emplacements. Escorts are much hardier against these forms of attack than your bombers are. And the longer you can stay over the target, the more time you have to do the damage you wish to do."
= Naval Brigades =
There are 6 new brigades for ships introduced in Armageddon. Depending on ship you can add a certain amount of brigades.
* CV - 1 (only CAG)
* CVL - None
* BB - 5 (All available)
* BC - 4
* CA - 3
* CL -2
* DD - 1 (A ship specific ASW is available along with the others)
* SS - None
* TP - None
The 6 brigades/improvements are :
* Anti-Air: Increase in Air Defense, Air Attack & Air Detection Capabilities
* Radar: Increase Sea Detection Capability & Air Detection Capability (capital variant only)
* Fire Control: Increase Sea Attack, Shore Bombardment & Max Firing Distance
* Improved Hull: Increase Air Defense & Sea Defense
* Torpedoes: Increase Convoy Raiding
* ASW: Increase Sub Detection & Sub Attack (Destroyer only)
Brigade costs differ depending on if it is attached to a capital ship or a screen. For example:
* Screen Fire Control Brigade costs 2 IC over 140 Days (280ICD) for the Early model and 2.5 IC over 140 Days (350ICD) for the Late model
* Capital Fire Control Brigade costs 2 IC over 190 Days for the Early model and 2.5 IC over 190 Days for the Late model
Generally, the Fire Control brigade is considered the only worthwhile naval brigade.
=Brigade List=
==Land Brigades==
* [[Anti-aircraft Brigade]]
* [[Anti-Tank Brigade]]
* [[Armored Car Brigade]]
* [[Artillery Brigade]]
* [[Engineer Brigade]]
* [[Heavy Armored Brigade]]
* [[Light Armored Brigade]]
* [[Police Brigade]]
* [[Rocket Artillery Brigade]]
* [[Self-Propelled Artillery Brigade]]
* [[Self-Propelled Rocket Artillery Brigade]]
* [[Super Heavy Armored Brigade]]
* [[Tank Destroyer Brigade]]
==Naval Brigades==
There are five types of Naval vehicles, they are listed below. Brigades can only be built for one type of naval vehicles.
===[[Carrier]] Only Brigades===
: Note; Light Carriers (CVL's or also called CVE's) are a [[Capital Ship]] not a [[Carrier]] for Brigade purposes. You need not / cannot attach a CAG brigade to a CVL.
* [[Carrier Air Group Brigade]]
===[[Capital Ship]] Only Brigades===
* [[Anti-Air Capital Brigade]]
* [[Fire Control Capital Brigade]]
* [[Improved Hull Capital Brigade]]
* [[Radar Capital Brigade]]
* [[Torpedoes Capital Brigade]]
===[[Screen Ship]] Only Brigades===
* [[Anti-Air Screen Brigade]]
* [[Anti-Submarine Warfare Screen Brigade]]
* [[Fire Control Screen Brigade]]
* [[Improved Hull Screen Brigade]]
* [[Radar Screen Brigade]]
* [[Torpedoes Screen Brigade]]
===[[Submarine]] Only Brigades===
* There are NO Submarine specific brigades
===[[Transport]] Only Brigades===
* There are NO Transport specific brigades
==Air Brigades==
* [[Escort Fighter Brigade]] (Only found in Doomsday and Armageddon)
[[Category:Guides]] [[Category:General Guides]]
572346cac5d1ddd2fe2e13ca2803646ac7a6240c
A.E.I.O.U.
0
302
435
2015-07-25T13:49:25Z
Thevaliant
10239
wikitext
text/x-wiki
The end of the Great War brought with it the end of the age of monarchies. In Russia, Germany, Austria-Hungary, Turkey, and Serbia, ruling houses were overthrown and new governments installed in their place. But those new governments were not always stable and were themselves subject to opposition, and in some cases rebellion.
How might history have been different if, in the defeated Central Powers, the emperors had returned? Play A.E.I.O.U., a modification of Hearts of Iron 2, and find out. Can you lead Austria to reclaim her lost glory?.
* Mod site: Is now down
* Mirror:[http://www.si-games.com/forums/local_links.php?catid=23] - Leads to a German website - it may be located here somewhere.
[[Category:Mods]]
34ea8362b49e0e09e87426bef9d98ac956fbbff9
Reference material
0
663
1159
2015-07-27T07:54:33Z
Thevaliant
10239
/* Leader Traits */
wikitext
text/x-wiki
__NOTOC__
{|
|- VALIGN=top
|
== Gameplay ==
* [[Cheat Codes]]
* [[AI Behaviour]]
** [[Balkan CF]]
* [[Combat Events]]
* [[Hotkeys]]
* [[Reinforcements, Reorganization and Bases]]
== Leader Traits ==
* [[Leader Traits|Commander Traits]]
* [[Minister Traits]]
* [http://forum.paradoxplaza.com/forum/showthread.php?t=394572 Indepth analysis of German generals]
== Miscellaneous ==
* [[:Category:Terminology|Game Terminology]]
* [[Abbreviations|Abbreviations used by HoI geeks]]
* [[Manual index|Alphabetized index of the game manual]]
* [[Building costs]]
* [[List of countries]]
* [[Total IC and resources|IC and resource distribution on the game map]]
* [[Media:terrain_modifiers.pdf|Overview of terrain modifiers (Arma 1.3b)]]
* [[Games Exported from Victoria]]
| WIDTH=175 |
|
== Unit statistics ==
* [[Land units|Ground Units]]
** [[Land Doctrine]]
** [[Ground unit statistics|Hearts of Iron 2]]
**[[Media:UnitStats_DD12_Land.pdf|Doomsday 1.2]]
* [[Air units]]
** [[Air unit statistics|Hearts of Iron 2]]
**[[Media:UnitStats_DD12_Air.pdf|Doomsday 1.2]]
* [[Naval units]]
** [[Naval Doctrine]]
** [[Naval unit statistics|Hearts of Iron 2]]
**[[Media:UnitStats_DD12_Sea.pdf|Doomsday 1.2]]
== Technology ==
* [[Tech Tree]]
* [[Doomsday Tech ID List with prerequisites]]
* [[Tech Teams by Country]]
* [[Tech Teams by Country 1.1]]
* [[Technology Formula]]
== Nations & Maps ==
* [http://maps.ederon.net/hoi2iom.aspx Interactive Online Map]
* [[Releasing Countries|Complete Nation List]]
* [[Tag List|List of tags used for nations]]
* Province IDs: [[Provinces by ID, part 1|1 - 849]]; [[Provinces by ID, part 2|850 - 1699]]; [[Provinces by ID, part 3|1700+]]
[[Category:Reference]]
11341c29a099e5436e2c013624c703138225bb59
Template:Hatnote
10
74
146
2015-07-28T21:49:33Z
Meneth
2
We don't have a "TL" template
wikitext
text/x-wiki
<onlyinclude>:''{{{1}}}''<br></onlyinclude>
This is the main hatnote template, off of which individual hatnotes, are based. Editing the formatting here will change the format of ''all'' hatnotes, ensuring consistency and making it easy to apply desired formatting changes. Hatnotes are short notes placed at the top of an article or section (hence the name) for various reasons, e.g. to point people to a main article in a summary section.
[[Category:Hatnotes]]
a47c2fe2ea5ab197d3790deb560d52e99b7f315f
Template:InUse/doc
10
78
154
2015-07-31T14:04:08Z
Meneth
2
Correct capitalization
wikitext
text/x-wiki
<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
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'''''InUse''''' can be used to highlight articles that are actively undergoing a major edit. See [[Template:Under construction]] for articles that are undergoing a series of revisions.
== Usage ==
This table may be added by copy-pasting the template as shown below into an article.
<div style="background:#ddd; border:1px solid black; padding:0.5em 1em 0.5em 1em;">
<pre>
{{InUse}}
</pre>
</div>
== Parameters ==
There are none.
== Values ==
There are none.
== Effects ==
Puts a table onto the page concerning editing.
== Updating This Template ==
You shouldn't have to.
== Example ==
<pre>{{InUse}}</pre>
Will display this:
{{InUse|}}
4314c679312622fcfe4fd79c79c0b489293f4ad9
Category:Potentially outdated
14
18
34
2015-07-31T14:11:10Z
Meneth
2
Game neutral language
wikitext
text/x-wiki
Pages in this category were current as of a previous version of the game, but changes in a recent patch may necessitate updating them. Please review these pages and if they are now outdated please update them. If they need no changes to be up to date, please change the template to the current expansion. They are assigned to this category via the [[Template:Version|version template]].
[[Category:Need editing]]
a516c8aedf9d717f5573589c11f5fdbffcff3464
Category:Timeless
14
24
46
2015-07-31T14:11:47Z
Meneth
2
Game neutral language
wikitext
text/x-wiki
This category covers articles which are considered timeless and unlikely to need significant updates for future DLC. These articles can be considered as always being current. Generally they cover core game concepts central to the game.
[[Category:Articles by version]]
37b24ad30f58f0eab5aff1afd4f1cac688fc1cca
Template:Community Figure
10
63
124
2015-08-08T09:00:37Z
Dauth
338
wikitext
text/x-wiki
{| class="wikitable" style="float: {{{align|right}}}; width: 20em; font-size: 90%; text-align: left;" cellpadding="4"
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-->
|-
! colspan="2" | {{{Avatar|<noinclude><div style="text-align: center;">Avatar</div></noinclude>}}}
|-
! | <div style="text-align: center;">Status</div>
| {{{Status|<noinclude><div style="text-align: center;">Status (modder, developer, etc)</div></noinclude>}}}
|-
! | <div style="text-align: center;">Forum account</div>
| {{{Forum|<noinclude><div style="text-align: center;">Link to forum account</div></noinclude>}}}
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Use this template for all community figures.
The syntax for the avatar is <nowiki>[[AvatarName.png|center]]</nowiki>. Upload the avatar in [[Special:Upload]]. When uploading an avatar the filename should be prefixed by Avatar.
[[Category:Templates]]
</noinclude>
36689993511e352e9120739553d128ccdd63cef7
MediaWiki:Forum
8
35
68
2015-09-02T17:17:30Z
Meneth
2
Created page with "Paradox Forums"
wikitext
text/x-wiki
Paradox Forums
060f2c6750d65a7cca58dbf0ebe664ac59ccce3e
MediaWiki:Forumlocation
8
36
70
2015-09-02T17:19:42Z
Meneth
2
Created page with "forumdirect:"
wikitext
text/x-wiki
forumdirect:
e0f21f327044b53362cacb1309a95a32cafa7a14
Template:Version/doc
10
131
260
2015-09-06T15:05:05Z
Meneth
2
Game neutral
wikitext
text/x-wiki
<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
'''''Version''''' can be used to indicate if information in an article applies to specific versions of the game.
== Usage ==
This infobox may be added by copy-pasting the template as shown below into an article.
<div style="width:320px; background:#ddd; border:1px solid black; padding:0.5em 1em 0.5em 1em;">
<pre>
{{Version|X}}
</pre>
</div>
Substitute the value for X.
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The template has currently been set up to handle the following versions:
{| class="wikitable"
!style="width:160px; text-align:left;"| Parameter
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|-
| '''''Patch'''''
| Which major patch has it been updated for
|}
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The above parameters can have the following values:
{| class="wikitable"
!style="width:160px; text-align:left;"| Parameter
!style="text-align:left;"| Explanation
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| The major patch for which this article has been written (for example 1.2 or 1.6)
|-
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| For timeless articles.
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== Effects ==
* Puts the including page into [[:Category:Timeless]] for articles that don't have time sensitive content or puts it into [[:Category:Potentially outdated]] if it is not up to date.
== Updating This Template ==
Message [[Meneth]].
4b790c75763754c54ab97f7b4328efab9b49c8c4
Template:Rewrite
10
102
202
2015-10-24T15:52:03Z
Dauth
338
Added link to talkpage for all rewrites ready for listing information
wikitext
text/x-wiki
{{Ambox
| image = [[Image:Box write review.gif|45px]]
| type = style
| text = '''This article or section does not follow the wiki's [[Project:Style|style guidelines]] and may need to be rewritten in part or entirely.'''<br/> <small>Please help us [{{fullurl:{{FULLPAGENAME}}|action=edit}} improve this] article. See the [[{{TALKSPACE}}:{{PAGENAME}}|talk page]] for a summary of required changes</small>
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<includeonly>{{#if: {{{1}}} | [[Category:Rewrite]]}}</includeonly>
<noinclude>[[Category:Amboxes]]{{template doc}}</noinclude>
dd87946af1cf2fe3a2a688671cf28d30c595ef83
Template:Plainlist
10
93
184
2015-10-31T15:56:25Z
Lillebror
871
copy from [[wikipedia:Template:Plainlist|Wikipedia]]
wikitext
text/x-wiki
<includeonly><div class="plainlist {{{class|}}}" {{#if:{{{style|}}}{{{indent|}}}|style="{{#if:{{{indent|}}}|margin-left: {{#expr:{{{indent}}}*1.6}}em;}} {{{style|}}}"}}>{{#if:{{{1|}}}|{{{1}}}}}
</div></includeonly><noinclude>
{{template doc}}
[[Category:Templates]]
</noinclude>
12bbfc010a09971a371cdb9d9c9f2e8eb9cd2cb0
MediaWiki:Sidebar
8
43
84
2015-11-01T13:41:39Z
Meneth
2
Test
wikitext
text/x-wiki
* navigation
** mainpage|mainpage-description
** paradoxwikilocation|paradoxwiki
** forumlocation|forum
** recentchanges-url|recentchanges
** randompage-url|randompage
* SEARCH
* TOOLBOX
feef2224151af7e19b4804ce1753d3e78c9c1813
Template:Plainlist/doc
10
94
186
2015-11-02T12:00:04Z
Lillebror
871
wikitext
text/x-wiki
<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
'''Plainlist''' creates a plain (i.e. unbulleted) list.
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! Status
|-
! 1
| The ‘normal’ list.
| ''empty''
| '''required'''
|-
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| Adds a CSS class to the containing div.
| ''empty''
| '''optional'''
|-
! style
| Adds CSS style options.
| ''empty''
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|-
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| ''empty''
| '''optional'''
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The following code
<pre><nowiki>
{{Plainlist|
* dog
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* budgerigar
* hamster
* canary
* guinea pig
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}}
</nowiki></pre>
will display:
{{Plainlist|
* dog
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* mouse
* budgerigar
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}}
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Template:Expand
10
70
138
2015-11-25T06:50:10Z
Lillebror
871
wikitext
text/x-wiki
<includeonly>{{Ambox
| type = notice
| image = [[Image:Wiki letter w.png|link=]]
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{{#if:{{{talksection|}}}| {{#ifexist: {{TALKPAGENAME}}|<br/>Further information might be found on the [[{{TALKPAGENAME}}#{{{talksection}}}|talk page]].}} }}
}}{{#if: {{{1}}} | [[Category:Expand]]}}</includeonly>
<noinclude>[[Category:Amboxes]]{{template doc}}</noinclude>
4707aef5c203fdd6e652a704088bcbb7a2755179
Template:Template doc page transcluded/doc
10
119
236
2016-01-08T08:15:52Z
Stigni
3720
Remove unused category
wikitext
text/x-wiki
<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
== Use ==
: <code><nowiki><includeonly>{{Template doc page transcluded}}</includeonly></nowiki></code>
: or <code><nowiki> <includeonly>{{Template doc page transcluded|</nowiki>''pagename''}}</includeonly> </code>
Place at the top of a [[Wikipedia:template documentation|template documentation]] page (usually a "Template:''Template name''/doc" page) that is [[Wikipedia:Transclusion|transcluded]] on the template's own page (Template:''Template name''). If the documentation page is not named "doc" and/or its transclusion is via another subpage (e.g. "Template:''Template name''/example"), use the second form of syntax above and replace ''pagename'' accordingly (i. e. with "example"; it is always supposed that the documentation is on a subpage of the template page.
* Note: All four add tagged pages properly to [[:Category:Template documentation]]
<includeonly>
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7cc8ed3274985acdf130061a6f7804700cfc3c17
MediaWiki:Vector.css
8
44
86
2016-01-09T13:12:45Z
Meneth
2
Topicon obsolete
css
text/css
/* CSS placed here will affect users of the Vector skin */
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/* Reducing the distance between the page content and the user-bar */
#mw-head-base {
margin-top: -6.5em; /* From 5em */
}
/* Making the top bar more compact */
#left-navigation {
margin-top: 1em; /* From 2.5em. Height from top of elements to the top */
}
#right-navigation {
margin-top: 1em; /* From 2.5em. Height from top of elements to the top */
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Template:Ambox/core
10
48
94
2016-01-11T06:20:13Z
Lillebror
871
Undo revision 64630 by [[Special:Contributions/Lillebror|Lillebror]] ([[User talk:Lillebror|talk]])
wikitext
text/x-wiki
<table class="metadata plainlinks ambox {{#switch:{{{small|}}}
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02349dd086eceaff4616e73f1184f6e39bc2de07
Template:Ambox
10
47
92
2016-01-11T06:22:09Z
Lillebror
871
Undo revision 64631 by [[Special:Contributions/Lillebror|Lillebror]] ([[User talk:Lillebror|talk]])
wikitext
text/x-wiki
{{#switch:{{{small|}}}
| left =
{{Ambox/core
| small = left
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| image = {{#if:{{{smallimage|}}}
| {{{smallimage}}}
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<noinclude>{{Template doc}}[[Category:Amboxes]]</noinclude>
0eba6b89aff775283aa2af4316a732b9194cdb4d
Template:Cleanup
10
57
112
2016-01-12T09:55:05Z
Lillebror
871
wikitext
text/x-wiki
{{Ambox
| image = [[Image:Broom icon.png]]
| text = '''This article or section requires cleanup to meet the wiki's [[Project:Style|style guidelines]]'''<br>{{#if:{{{1|}}}|{{{1|}}}<br>}}<small>Please help improve [{{fullurl:{{FULLPAGENAME}}|action=edit}} this] article if you can.</small>
| type = style
}}<includeonly>{{#if: {{{1}}} | [[Category:Need editing]]}}</includeonly><noinclude>
[[Category:Amboxes]]{{Template doc}}</noinclude>
c5637753566687ffa365e7a0c30ca458ae0bdded
Template:Copy edit
10
61
120
2016-01-12T09:55:21Z
Lillebror
871
added category supression
wikitext
text/x-wiki
<includeonly>{{Ambox
| type = style
| image = [[File:Correct.png|link=]]
| text = This article may require '''copy editing''' for ''{{{reason|grammar, style, cohesion, tone, or spelling}}}'' in order to fit the [[Project:Style|style guidelines]]. You can assist by [{{fullurl:{{FULLPAGENAME}}|action=edit}} editing it].
}}{{#ifeq: {{lc:{{{nocat|false}}}}} | false |[[Category:Need copy editing]]}}</includeonly><noinclude>
[[Category:Amboxes]]{{template doc}}</noinclude>
88d713185def2467b3e0a690e18375220ea9c7af
Template:Copy edit/doc
10
62
122
2016-01-12T09:56:20Z
Lillebror
871
/* Examples */ correct example
wikitext
text/x-wiki
<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
'''''Copy edit''''' can be used to highlight pages that needs copy editing.
== Usage ==
This table may be added by copy-pasting the template as shown below at the top of the article page.
<div style="background:#ddd; border:1px solid black; padding:0.5em 1em 0.5em 1em;">
<pre>
{{Copy edit|reason=}}
</pre>
</div>
== Parameters ==
{| class="wikitable"
|-
! Parameter
! Description
! Default
! Status
|-
| reason
| explain what issues need to be addressed
| grammar, style, cohesion, tone, or spelling
| '''optional'''
|}
== Effects ==
Puts a table onto the page concerning the need of copy editing and auto-categorizes tagged articles into [[:Category:Need copy editing]].
== Updating this template ==
You shouldn't have to.
== Examples ==
<pre>{{Copy edit}}</pre>
Will display this:
{{Copy edit|nocat=yes}}
<pre>{{Copy edit|reason=spelling}}</pre>
Will display this:
{{Copy edit|reason=spelling|nocat=yes}}
d93bb5ece5ad51972a12e1f4f00f8f9fe7430d00
Template:Navboxgroup
10
90
178
2016-02-11T15:32:32Z
Lillebror
871
width of 'heading' column with percentage value
wikitext
text/x-wiki
{| style="font-size: 11px; margin: 0px 0px -2px -2px; width: 100%;"
|-
| style="width: 15%; background: #EDEDED; font-weight: bold; text-align: right; padding: 2px 5px;" | {{{1}}}
| style="text-align: left; padding: 2px 5px;" | {{{2}}}
|}<noinclude>
==Usage==
Used alongside Template:Navbox:
<pre>
{{Navbox
|header=
|body=
{{Navboxgroup| <!-- heading --> | <!-- Content... --> }}
|category=
}}
</pre>
[[Category:Navboxes]]</noinclude>
33f60e05420a16b0147dedc77966f921011cffd5
Template:SVersion/doc
10
114
226
2016-03-03T08:42:02Z
Lillebror
871
wikitext
text/x-wiki
<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
'''SVersion''' should be used to indicate for which major version of Europa Universalis 4 a section was written or updated. The template adds a disclaimer '''''only if''''' the specified version does ''not'' match with the most recent of the game.
== Usage ==
This infobox may be added by copy-pasting the template as shown below at the beginning of a section.
<div style="width:320px; background:#ddd; border:1px solid black; padding:0.5em 1em 0.5em 1em;">
<pre>
{{SVersion|X}}
</pre>
</div>
Substitute the value for X.
== Parameters ==
{| class="wikitable"
! Parameter
! Explanation
! Default
! Status
|-
| '''1'''
| To specify for which major patch a section was written or updated
| an unknown version
| '''required'''
|-
| '''2'''
| To specify the scope
| section
| '''optional'''
|}
== Values ==
The above parameters can have the following values:
{| class="wikitable"
! Parameter
! style="width:150px;" | Values
! Explanation
|-
| rowspan="2" | '''1'''
| Major patch number
| The major patch for which this section has been written (for example 1.2 or 1.6)
|-
| Time ''or'' Timeless
| For timeless articles.
|}
{| class="wikitable"
! Parameter
! style="width:150px;" | Values
! Explanation
|-
| rowspan="4" | '''2'''
| section
| This is the default setting.
|-
| table
|
|-
| infobox
| The width is limited to 475 px.
|-
| image
| To be used in captions.
|}
== Updating this template ==
Message [[Meneth]].
== Examples ==
{|
|- valign="top"
| width="50%" | The following:
<pre>
=== Important centers of trade ===
{{SVersion|Timeless}}
Important centers of trade provide:
* {{icon|trade power}} {{green|+20}} Trade power
* {{icon|naval forcelimit}} {{green|+2}} Naval force limit (not for inland centers)
</pre>
will display:
=== Important centers of trade ===
{{SVersion|Timeless}}
Important centers of trade provide:
* {{icon|trade power}} {{green|+20}} Trade power
* {{icon|naval forcelimit}} {{green|+2}} Naval force limit (not for inland centers)
| width="50%" | The following:
<pre>
=== Important centers of trade ===
{{SVersion|1.6}}
Important centers of trade provide:
* {{icon|trade power}} {{green|+10}} Trade power
* {{icon|naval forcelimit}} {{green|+1}} Naval force limit
</pre>
will display:
=== Important centers of trade ===
{{SVersion|1.6|nocat=true}}
Important centers of trade provide:
* {{icon|trade power}} {{green|+10}} Trade power
* {{icon|naval forcelimit}} {{green|+1}} Naval force limit
|}
8321086a28310554191ca0677c58b650df8190fb
Template:Nowrap
10
92
182
2016-05-28T12:36:02Z
Meneth
2
Reverted edits by [[Special:Contributions/Meneth|Meneth]] ([[User talk:Meneth|talk]]) to last revision by [[User:Dauth|Dauth]]
wikitext
text/x-wiki
<span style="white-space:nowrap">{{{1}}}</span><noinclude>
Use this template to prevent line breaks, e.g. inside table columns.
[[Category:Templates]]
</noinclude>
c2013043b15942efad81d8548c2b561d838bc3c9
Template:Rewrite/doc
10
103
204
2016-05-29T08:26:57Z
Dauth
338
wikitext
text/x-wiki
<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
'''''Rewrite''''' can be used to highlight articles or sections that need revision.
== Usage ==
This table may be added by copy-pasting the template as shown below into an article.
<div style="background:#ddd; border:1px solid black; padding:0.5em 1em 0.5em 1em;">
<pre>
{{Rewrite}}
</pre>
</div>
== Parameters ==
There are none.
== Values ==
There are none.
== Effects ==
Puts a table onto the page concerning revision.
== Updating This Template ==
You shouldn't have to.
== Example ==
<pre>{{Rewrite}}</pre>
Will display this:
{{Rewrite|}}
On the talk page, please select the items from the list below that apply to the page. In addition copy the title to allow easy linking. Below is a description of rewrites, where the page has been tagged delete the comments not needed and add in any special instructions.
== Rewrite ==
This page has been tagged as a {{Template|Rewrite}}, the below issues have been found when the page is compared to the [[Project:Style|style guidelines]]
# Use of first person: Please change to third person
# Use of you/your: Please change to third person
# Use of gender: Please use gender neutral language
# Use of slang/ internet speak: Please correct to full English sentences
# Bad grammar/spelling: Please correct it
# Prescriptive instructions: Make more generic
# Excessive use of bold/capitals: Use italics instead for emphasis, if emphasis is not needed then remove is
# Links in section names: Use the {{template|main}} template instead
# List: Reformat into prose (a listed ideas section is acceptable)
# Repetitive strategy sections: Merge into relevant up to date strategy
# Absence of links: Links missing or replaced by bold or italics which do not function
# Poor sectioning: Article should be broken up into easy to understand sections
# Version specific strategy: Update to fit current version or delete
# References to the player outside strategy sections: Please refer to agents rather than the player
97f42e4f1769c0792f6df499b442d5c7b397a335
Template:MainTemplate
10
83
164
2016-06-22T21:31:45Z
SolSys
3664
for better mobile
wikitext
text/x-wiki
{{HeaderTemplate|welcome={{{welcome}}}|blurb={{{blurb}}}}}
<!-- LEFT COLUMN -->
{| width="100%" cellspacing="0" cellpadding="0" style="background:transparent;"
|-
| width="320px" style="vertical-align:top; padding-right:0.5em; float:left;" |
<!-- Sections -->
{{SectionTemplate|title={{{sections_title}}}|content={{{sections_content}}}}}
| width="100%" style="vertical-align:top;" |
<!-- Info about this site -->
{{SectionTemplate|title={{{about_title}}}|content={{{about_content}}}}}
{{SectionTemplate|title={{{featured_title}}}|content={{{featured_content}}}}}
{{SectionTemplate|title={{{news_title}}}|content={{{news_content}}}}}
| style="vertical-align:top;" |
{{{image_content}}}
|}
__NOTOC__
__NOEDITSECTION__
<noinclude>[[Category:Templates]]</noinclude>
080f29fbf1f3b3b08541b85a563aa3930abec4a8
Template:Green
10
72
142
2016-10-31T08:31:19Z
Lillebror
871
wikitext
text/x-wiki
<includeonly><span class="effect-green {{#if:{{{2|}}}|effect-background-green}}">'''{{{1}}}'''</span></includeonly><noinclude>
{{template doc}}
[[Category:Templates]]
</noinclude>
47fccf8d359146b6057cbaf2cd544f726f507cbf
Template:Red
10
100
198
2016-10-31T08:31:37Z
Lillebror
871
wikitext
text/x-wiki
<includeonly><span class="effect-red {{#if:{{{2|}}}|effect-background-red}}">'''{{{1}}}'''</span></includeonly><noinclude>
{{template doc}}
[[Category:Templates]]
</noinclude>
55925bcee6a0de67894660976f6d136ef76ded83
Template:C-Paradox
10
52
102
2016-11-03T19:55:18Z
Meneth
2
More general
wikitext
text/x-wiki
{{Ambox
| type = other
| image = [[Image:Paradox logo black square.png|40 px|link= ]]
| text = '''Copyright to this image is held by Paradox Interactive or its subsidiaries.'''<br>
<small>The Paradox Wikis have [[project:copyrights#Content by Paradox|permission]] to use such images. Use elsewhere may be copyright infringement.</small>
}}<includeonly>[[Category:Images © Paradox]]</includeonly>
<noinclude>[[Category:Copyright templates]]</noinclude>
e520704a0f7b14587f39b0232ea2a15958df73f7
Template:Version
10
130
258
2016-11-24T12:01:00Z
Dauth
338
Version template update
wikitext
text/x-wiki
<div class="eu4box metadata ambox ambox-content mbox-text" style="float:right; clear:right; width:330px; font-size:80%;">
{{#Switch: "{{{1}}}"
| "Timeless" = This article is [[:Category:Timeless|timeless]] and should be accurate for any version of the game.
| "1.19" = This article is considered [[Project:Versioning|accurate]] for the current version ({{{1}}}) of the game.<br />
| #Default = This article may contain outdated information that is inaccurate for the current [[Project:Versioning|version]] of the game. It was last updated for
{{{1|an unknown version}}}.<includeonly>[[Category:Potentially outdated]]</includeonly>
}}
</div><includeonly>[[Category:{{{1|Unknown version}}}]]</includeonly><noinclude>
{{Template doc}}
<!-- Add metadata to the /doc subpage, not here - thanks! -->
[[Category:Versioning templates]]
</noinclude>
b46b0479d96713a072e4ba1b72feb57f7c7ae37d
Template:SVersion
10
113
224
2016-11-24T12:01:12Z
Dauth
338
Version template update
wikitext
text/x-wiki
{{#Switch: "{{{1|{{{version}}}}}}"
| "Time"
| "Timeless"
| "1.19" =
| #Default = {{ambox|type=notice
|small=left
|image=[[File:Ambox outdated info.png|22px|link=]]
|text=<div style="font-size:85%;">{{#Switch: {{{2|{{{scope|}}}}}}
| table = The following table
| infobox = This infobox
| image = This image
| link = The linked article
| section
| #Default = This section
}} may contain outdated information that is inaccurate for the current [[Project:Versioning|version]] of the game. The last version it was verified as up to date for was {{{1|{{{version|an unknown version}}}}}}.</div>
}}{{#ifeq: {{{2|{{{scope|}}}}}} | infobox |
----
}}
<includeonly>{{#if: {{{nocat|}}}| |{{#Switch: {{{2|{{{scope|}}}}}}
| table = [[Category:Articles with potentially outdated tables]]
| infobox = [[Category:Articles with potentially outdated infoboxes]]
| image = [[Category:Articles with potentially outdated images]]
| link = [[Category:Articles with potentially outdated links]]
| section
| #Default = [[Category:Articles with potentially outdated sections]]
}}
}}</includeonly>
}}<noinclude>
{{Template doc}}
<!-- Add metadata to the /doc subpage, not here - thanks! -->
[[Category:Versioning templates]]
</noinclude>
da095da9379773262525e026ff662df0efc968e1
Main Page
0
1
1
2017-03-18T11:26:01Z
MediaWiki default
0
wikitext
text/x-wiki
<strong>MediaWiki has been installed.</strong>
Consult the [//meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.
== Getting started ==
* [//www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]
* [//www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]
* [//www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]
* [//www.mediawiki.org/wiki/Special:MyLanguage/Manual:Combating_spam Learn how to combat spam on your wiki]
71692120f6b6a147f9d3ce9d8e7cafc7e797f8c5
Category:Amboxes
14
2
3
2
2017-03-18T11:32:46Z
Meneth
2
1 revision imported: Import from EU4 Wiki
wikitext
text/x-wiki
These are all article message box templates, used for marking the status of an article.
[[Category:Templates]]
fd3fb879280111f4dec08c63560dd0d014dd8467
Category:Articles by version
14
3
5
4
2017-03-18T11:32:46Z
Meneth
2
1 revision imported: Import from EU4 Wiki
wikitext
text/x-wiki
This category is for categories indicating what version pages are up to date for.
[[Category:Wiki]]
cdf4b9709e9348d56774c5f768fe045dba053181
Category:Candidates for deletion
14
4
7
6
2017-03-18T11:32:46Z
Meneth
2
1 revision imported: Import from EU4 Wiki
wikitext
text/x-wiki
This category contains pages which have been marked with {{template|Delete}}. Please review these articles and discuss the pros and cons of deleting them on their talk pages.
[[Category:Need editing]]
f28de5dce0e1bcdfde2de3c95ac8fc10af5642c1
Category:Copyright templates
14
5
9
8
2017-03-18T11:32:46Z
Meneth
2
1 revision imported: Import from EU4 Wiki
wikitext
text/x-wiki
This category is for templates that may be used place images into their proper copyright category.
[[Category:Templates]]
671724cf952d66c5e1d2becc1d54a24c6f791a97
Category:Duplicates
14
6
11
10
2017-03-18T11:32:46Z
Meneth
2
1 revision imported: Import from EU4 Wiki
wikitext
text/x-wiki
Images tagged with {{template|Duplicate}}
[[Category:Candidates for deletion]]
387e2e58232f8976718413e900af07819b879a96
Category:Expand
14
7
13
12
2017-03-18T11:32:47Z
Meneth
2
1 revision imported: Import from EU4 Wiki
wikitext
text/x-wiki
This category is for any pages that do have significant content, but still need to be expanded.
[[Category:Need editing]]
7f2a63029ae2f8153052a92ee4fef88273592112
Category:Hatnotes
14
8
15
14
2017-03-18T11:32:47Z
Meneth
2
1 revision imported: Import from EU4 Wiki
wikitext
text/x-wiki
[[Category:Templates]]
06eecdec29f6cb215c99cf216d1e3bdc8c30a95e
Category:Images
14
9
17
16
2017-03-18T11:32:47Z
Meneth
2
1 revision imported: Import from EU4 Wiki
wikitext
text/x-wiki
[[Category:Wiki]]
bb7320e96ec48001053c5a9d673cab0b73942523
Category:Images © Paradox
14
10
19
18
2017-03-18T11:32:47Z
Meneth
2
1 revision imported: Import from EU4 Wiki
wikitext
text/x-wiki
This category is for images for which the copyright is held by Paradox Interactive. EUIV Wiki has [[project:copyrights|permission]] to use such images. Please use {{template|C-Paradox}} to add images to this category.
[[Category:Images by copyright status]]
3f2e4dcca6c6db8a1c94b1aa85e4de5ebd6c9b8b
Category:Images by copyright status
14
11
21
20
2017-03-18T11:32:47Z
Meneth
2
1 revision imported: Import from EU4 Wiki
wikitext
text/x-wiki
[[Category:Images]]
8820b63e35aedd9d2666fe40b965d4e91ce0a106
Category:Infoboxes
14
12
23
22
2017-03-18T11:32:47Z
Meneth
2
1 revision imported: Import from EU4 Wiki
wikitext
text/x-wiki
This category is for all infoboxes.
[[Category:Templates]]
d0dd46cc5bbfa43db1c861995fe3d863b26ac0e9
Category:Links
14
13
25
24
2017-03-18T11:32:47Z
Meneth
2
1 revision imported: Import from EU4 Wiki
wikitext
text/x-wiki
Pages in this category have been marked as being in need of additional links.
[[Category:Need editing]]
5e6354db58a0218db329c4713690186064c2852d
Category:Navboxes
14
14
27
26
2017-03-18T11:32:47Z
Meneth
2
1 revision imported: Import from EU4 Wiki
wikitext
text/x-wiki
This category is for all navboxes.
[[Category:Templates]]
b3e2345c821616327c494482b589cc9d89ee9b64
Category:Need editing
14
15
29
28
2017-03-18T11:32:47Z
Meneth
2
1 revision imported: Import from EU4 Wiki
wikitext
text/x-wiki
These article need to be edited in order to improve them.
[[Category:Wiki]]
45578d75274bebb14874193f236553c2055b79bf
Category:Need copy editing
14
16
31
30
2017-03-18T11:32:47Z
Meneth
2
1 revision imported: Import from EU4 Wiki
wikitext
text/x-wiki
These articles need copy editing. The reason for this should be specified in the Ambox.
[[Category:Need editing]]
162a265625b19969208e7266970480377f418549
Category:Pages with broken file links
14
17
33
32
2017-03-18T11:32:47Z
Meneth
2
1 revision imported: Import from EU4 Wiki
wikitext
text/x-wiki
These articles require files that are either un-uploaded, or reference mis-spelt files.
[[Category:Need editing]]
7c3d813c07d20d7227f8cfd3251fde11c2ab2833
Category:Potentially outdated
14
18
35
34
2017-03-18T11:32:47Z
Meneth
2
1 revision imported: Import from EU4 Wiki
wikitext
text/x-wiki
Pages in this category were current as of a previous version of the game, but changes in a recent patch may necessitate updating them. Please review these pages and if they are now outdated please update them. If they need no changes to be up to date, please change the template to the current expansion. They are assigned to this category via the [[Template:Version|version template]].
[[Category:Need editing]]
a516c8aedf9d717f5573589c11f5fdbffcff3464
Category:Public domain images
14
19
37
36
2017-03-18T11:32:47Z
Meneth
2
1 revision imported: Import from EU4 Wiki
wikitext
text/x-wiki
This category is for images that are in the public domain. Add images to these category by using the proper [[:Category:Copyright templates|copyright template]].
[[Category:Images by copyright status]]
ab0225dbdd28e1bba3444a6e194964798a0e34bf
Category:Rewrite
14
20
39
38
2017-03-18T11:32:47Z
Meneth
2
1 revision imported: Import from EU4 Wiki
wikitext
text/x-wiki
Pages in this category have been marked as being in need of major overhaul or possibly a complete rewrite.
[[Category:Need editing]]
0e27f4f23290e23271e512977d7874663712dadc
Category:Stubs
14
21
41
40
2017-03-18T11:32:48Z
Meneth
2
1 revision imported: Import from EU4 Wiki
wikitext
text/x-wiki
These articles need to be expanded and improved upon. Assigned via the [[Template:Stub|Stub template]].
[[Category:Need editing]]
d298990c2e1168eb8835a7ab889c19eda6d95269
Category:Template documentation
14
22
43
42
2017-03-18T11:32:48Z
Meneth
2
1 revision imported: Import from EU4 Wiki
wikitext
text/x-wiki
For all template documentation pages.
[[Category:Templates]]
68318ae517a36a2bdfd63fdeed384caf596ffbcc
Category:Templates
14
23
45
44
2017-03-18T11:32:48Z
Meneth
2
1 revision imported: Import from EU4 Wiki
wikitext
text/x-wiki
This category is for all templates.
[[Category:Wiki]]
12b53030d640f464241d702a18f0e4ea9dc5d9f2
Category:Timeless
14
24
47
46
2017-03-18T11:32:48Z
Meneth
2
1 revision imported: Import from EU4 Wiki
wikitext
text/x-wiki
This category covers articles which are considered timeless and unlikely to need significant updates for future DLC. These articles can be considered as always being current. Generally they cover core game concepts central to the game.
[[Category:Articles by version]]
37b24ad30f58f0eab5aff1afd4f1cac688fc1cca
Category:To be merged
14
25
49
48
2017-03-18T11:32:48Z
Meneth
2
1 revision imported: Import from EU4 Wiki
wikitext
text/x-wiki
Articles tagged with {{template|merge}} are automatically added to this category.
[[Category:Need editing]]
15fdfce32884d51e4e3b218976fd599dd06f1ac5
Category:To be split
14
26
51
50
2017-03-18T11:32:48Z
Meneth
2
1 revision imported: Import from EU4 Wiki
wikitext
text/x-wiki
This page lists all articles which are tagged with {{template|Split}} template.
[[Category:Need editing]]
e425a106c23a3ee8a9ee0796b45e8e2ba4341fc7
Category:Under construction
14
27
53
52
2017-03-18T11:32:48Z
Meneth
2
1 revision imported: Import from EU4 Wiki
wikitext
text/x-wiki
These articles have been labeled with the {{Template|Under construction}} tag. Please assist!
[[Category:Need editing]]
7efefd7673c2076afd92fd3f67a78d391b316bb9
Category:User avatars
14
28
55
54
2017-03-18T11:32:48Z
Meneth
2
1 revision imported: Import from EU4 Wiki
wikitext
text/x-wiki
This category contain images used on [[:Category:Users|user pages]] as avatar.
[[Category:Images]]
2980713d1e47813eb2b93e770dc281b3c4a3c6b7
Category:Users
14
29
57
56
2017-03-18T11:32:48Z
Meneth
2
1 revision imported: Import from EU4 Wiki
wikitext
text/x-wiki
[[Category:Wiki]]
bb7320e96ec48001053c5a9d673cab0b73942523
Category:Verification needed
14
30
59
58
2017-03-18T11:32:48Z
Meneth
2
1 revision imported: Import from EU4 Wiki
wikitext
text/x-wiki
Pages in this category have one or more statements that need to be verified or otherwise clarified.
[[Category:Need editing]]
521a124326d0628a7915987229ef639f66bda14b
Category:Wiki
14
31
61
60
2017-03-18T11:32:48Z
Meneth
2
1 revision imported: Import from EU4 Wiki
wikitext
text/x-wiki
This is the top-level category of the wiki. From here the entire category tree can be seen.
00e02b12dbd505cd69cf1098ba9c034d1b2edec1
MediaWiki:Aboutpage
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wikitext
text/x-wiki
Central:Central:About
c8a06b17f437abcc1fe5f7943619da8092b8a9ad
MediaWiki:Copyrightpage
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wikitext
text/x-wiki
Central:Central:Copyrights
9716e8760ccce9374c957db131ae91434bb48f63
MediaWiki:Disclaimers
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Meneth
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wikitext
text/x-wiki
-
3bc15c8aae3e4124dd409035f32ea2fd6835efc9
MediaWiki:Forum
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Meneth
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wikitext
text/x-wiki
Paradox Forums
060f2c6750d65a7cca58dbf0ebe664ac59ccce3e
MediaWiki:Forumlocation
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Meneth
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wikitext
text/x-wiki
forumdirect:
e0f21f327044b53362cacb1309a95a32cafa7a14
MediaWiki:Gotaccount
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Meneth
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1 revision imported: Import from EU4 Wiki
wikitext
text/x-wiki
Already have an account? $1. Do note that if you've registered on one of the other wikis in the Paradox Wikis network, you already have an account and don't need to register again.
9a694c89ee403579e11198313217fae7a1cd9583
MediaWiki:Licenses
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wikitext
text/x-wiki
*C-PD-self|I made it myself
*C-Paradox|Copyrighted by Paradox
f005ffffcd20c6e44444600b25b3db72a9e3fcc2
MediaWiki:Nologin
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Meneth
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wikitext
text/x-wiki
Don't have an account? $1. Do note that if you've registered on one of the other wikis in the [[paradoxwiki:|Paradox Wikis]] network, you already have an account and don't need to register again.
232fea9e063584b33bd9e6c152042f5207bc1613
MediaWiki:Paradoxwiki
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Meneth
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wikitext
text/x-wiki
Paradox Wikis
f1647083242e99a3dfb3e732a747b69cfeef0c11
MediaWiki:Paradoxwikilocation
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Meneth
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wikitext
text/x-wiki
paradoxwiki:
a0c3d252dcbf5e39016aa2f910a5c2b6d3b2279d
MediaWiki:Privacy
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Meneth
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1 revision imported: Import from EU4 Wiki
wikitext
text/x-wiki
-
3bc15c8aae3e4124dd409035f32ea2fd6835efc9
MediaWiki:Sidebar
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Meneth
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wikitext
text/x-wiki
* navigation
** mainpage|mainpage-description
** paradoxwikilocation|paradoxwiki
** forumlocation|forum
** recentchanges-url|recentchanges
** randompage-url|randompage
* SEARCH
* TOOLBOX
feef2224151af7e19b4804ce1753d3e78c9c1813
MediaWiki:Vector.css
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Meneth
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1 revision imported: Import from EU4 Wiki
css
text/css
/* CSS placed here will affect users of the Vector skin */
/* Hiding the main page's title (using an image instead */
body.page-Europa_Universalis_4_Wiki h1.firstHeading { display:none; }
/* Reducing the distance between the page content and the user-bar */
#mw-head-base {
margin-top: -6.5em; /* From 5em */
}
/* Making the top bar more compact */
#left-navigation {
margin-top: 1em; /* From 2.5em. Height from top of elements to the top */
}
#right-navigation {
margin-top: 1em; /* From 2.5em. Height from top of elements to the top */
}
/* Making the sidebar more compact */
div#mw-panel {
top: 236px; /* From 160px. Height from bottom of logo to the top */
padding-top: 0; /* From 1em. ~Distance between navigation and logo */
}
div#mw-panel div.portal {
padding-bottom: 0.1em; /* From 1.5em. Unknown purpose */
}
div#mw-panel div.portal h5 {
padding: 0.1em; /* From 2.5em. Unknown purpose */
}
div#mw-panel div.portal div.body {
padding-top: 0.1em; /* From 5em. Unknown purpose */
}
div#mw-panel div.portal div.body ul li {
padding-bottom: 0.225em; /* From 0.25em. Distance between links. Overwritten by Vector extension */
}
#mw-panel.collapsible-nav .portal .body ul li {
padding: 0.2em 0; /* From 0.25em. Distance between links. Vector extension */
}
#mw-panel.collapsible-nav .portal {
margin-bottom: 6px; /* From 10px. Distance between bottom of list and ad. Vector extension */
}
/* Logo */
#p-logo {
top: -233px; /* From -160px. Distance from the top */
height: 236px; /* From 160px. Height of logo */
}
#p-logo a {
height: 236px; /* From 160px. Height of logo */
}
/* Hide footer bits*/
#footer-info-viewcount { display: none; }
#footer-info-lastmod { display: none; }
#footer-info-copyright { display: none; }
div#footer { padding-top:5px; }
div#content { padding:10px 15px; }
div#list p, dl { margin-bottom:0.2em; }
#contentSub { margin:0; }
.effect-green { color: green; }
.effect-background-green { background: #E9E9E9; padding: 0px 2px; border-radius: 2px; }
.effect-red { color: red; }
.effect-background-red { background: #E9E9E9; padding: 0px 2px; border-radius: 2px; }
.toclimit-2 .toclevel-1 ul, .toclimit-3 .toclevel-2 ul, .toclimit-4 .toclevel-3 ul, .toclimit-5 .toclevel-4 ul, .toclimit-6 .toclevel-5 ul, .toclimit-7 .toclevel-6 ul { display: none; }
/* Infoboxes */
.eu4box {
border: 2px solid #20303B;
border-radius: 6px;
background: #3c5a6e;
color: white !important;
padding: 5px;
margin-bottom: 3px;
margin-left: 3px;
}
.eu4box .heading {
background: #20303B;
border-radius: 6px;
padding: 0px 6px 0px;
color: white !important;
}
.eu4box a { color: lightblue !important; }
.eu4box * { list-style-image: none; }
.eu4box .heading .mw-headline { color: white; }
/* EU4Box master styles */
.eu4box .subheading {
color: #FFCD51;
font-weight: bold;
}
/* EU4box-inline overrides */
.eu4box-inline {
background: #FDFDFD;
color: #0E0E0E !important;
border: 2px solid #92A4B6;
border-radius: 4px;
}
.eu4box-inline .heading {
background: #6D98B9;
border-radius: 3px;
}
.eu4box-inline hr {
background: #CCC !important;
margin: 5px 0px 5px;
}
.eu4box-inline .heading .mw-headline { color: white; }
.eu4box-inline .heading .mw-headline img { margin-right: 5px; }
.eu4box-inline .subheading, span[style="color: #FFCD51"] { color: #273442 !important; }
.eu4box-inline a { color: darkblue !important; }
.eu4box .mw-collapsible-toggle { float:none; }
.eu4box h2 { margin-top: 0 !important; }
.eu4box h3 { margin-top: 0 !important; }
.header a { color: lightblue !important; }
/* show link of icon after the image */
.game_property_show a:after {
content: attr(title);
text-transform: lowercase;
}
/* to negate paragraph line-height distortion */
.game_property img { margin: -7px -0px -6px -1px; }
/* Better collapsing content */
.collapse-template .mw-collapsible-toggle {
float: none;
}
.collapse-template .mw-collapsible-content[style="display: block;"] {
padding: 15px 0px 0px 0px;
border: 1px dashed #EEE;
}
/* Mildtable class */
.mildtable th {
text-align: left;
background: #F5F5F5;
padding: 5px;
font-size: 90%;
}
.mildtable td + td { padding-left: 5px; }
.mildtable td { border-top: 2px solid #DDD; }
.toclimit-2 .toclevel-1 ul, .toclimit-3 .toclevel-2 ul, .toclimit-4 .toclevel-3 ul, .toclimit-5 .toclevel-4 ul, .toclimit-6 .toclevel-5 ul, .toclimit-7 .toclevel-6 ul { display: none; }
/* Unbulleted lists */
.plainlist ol,
.plainlist ul {
line-height: inherit;
list-style: none none;
margin: 0;
}
.plainlist ol li,
.plainlist ul li {
margin-bottom: 0;
}
bb1a3eaf5aa7a079f30df8c7d46d07b90adbe275
MediaWiki:Webchat-header
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wikitext
text/x-wiki
<div class="toccolours mw-collapsible mw-collapsed" style="width:800px">
'''Instructions'''
<div class="mw-collapsible-content">This special page allows you to collaborate in real time with other users of the wiki, and members of the general Paradox community.
To connect simply press the "Connect" button.
If you are logged in your nickname will have been prefilled.
Anonymous users are given an automatically generated one, but it can be changed.
If you want to ensure that your nickname cannot be stolen, refer to [http://wiki.rizon.net/index.php?title=Register_your_nickname this] page.
You can access the unofficial Paradox channel at '''#paradox''' at '''irc.rizon.net''' if you've got an IRC client, instead of using this page.</div>
</div>
2a79ccc46396e38025ad041f881318a348f6acf6
Meneth
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Meneth
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wikitext
text/x-wiki
#REDIRECT [[User:Meneth]]
ad32591958c25a3500a898b64c7a9a2bfbee28de
Template:Ambox
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wikitext
text/x-wiki
{{#switch:{{{small|}}}
| left =
{{Ambox/core
| small = left
| type = {{{type|}}}
| image = {{#if:{{{smallimage|}}}
| {{{smallimage}}}
| {{{image|}}}
}}
| imageright = {{#if:{{{smallimageright|}}}
| {{{smallimageright}}}
| {{{imageright|}}}
}}
| style = {{{style|}}}
| textstyle = {{{textstyle|}}}
| text = {{#if:{{{smalltext|}}}
| {{{smalltext}}}
| {{{text}}}
}}
}}
| #default =
{{Ambox/core
| type = {{{type|}}}
| image = {{{image|}}}
| imageright = {{{imageright|}}}
| style = {{{style|}}}
| textstyle = {{{textstyle|}}}
| text = {{{text}}}
}}
}}
<noinclude>{{Template doc}}[[Category:Amboxes]]</noinclude>
0eba6b89aff775283aa2af4316a732b9194cdb4d
Template:Ambox/core
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Meneth
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wikitext
text/x-wiki
<table class="metadata plainlinks ambox {{#switch:{{{small|}}}
| left = mbox-small-left
}} {{#switch:{{{type|}}}
| speedy = ambox-speedy
| delete = ambox-delete
| content = ambox-content
| style = ambox-style
| move = ambox-move
| protection = ambox-protection
| other = ambox-other
| notice <!-- notice = default -->
| #default = ambox-notice
}}" style="{{{style|}}}">
<tr>
{{#switch:{{{image|}}}
| blank <!-- Fall back to "none", since deprecated. -->
| none = <td class="mbox-empty-cell"></td> <!-- No image. Cell with some width or padding necessary for text cell to have 100% width. -->
| #default =
<td class="mbox-image">{{
#switch:{{{small|}}}
| left = <!-- Don't use the DIV -->
| #default = <div style="width: 52px;">
}}
{{#if:{{{image|}}}
| {{{image}}}
| [[Image:{{#switch:{{{type|}}}
| speedy = Ambox warning pn.png
| delete = Ambox warning pn.png
| content = Ambox content.png
| style = Edit-clear.png
| move = Ambox move.png
| protection = Ambox protection.png
| other = Ambox warning blue.png
| notice <!-- notice = default -->
| #default = Templates Information icon.png
}} | {{#switch:{{{small|}}}
| left = 20x20px
| #default = 40x40px
}} |link=|alt=]]
}}{{#switch:{{{small|}}}
| left = <!-- Don't use the /DIV -->
| #default = </div>
}}</td>
}}
<td class="mbox-text" style="{{{textstyle|}}}"> {{{text}}} </td>
{{#if:{{{imageright|}}}
| {{#ifeq:{{{imageright|}}}|none
| <!-- No image. -->
| <td class="mbox-imageright">{{#switch:{{{small|}}}
| left = {{{imageright}}}
| #default = <div style="width: 52px;"> {{{imageright}}} </div>
}}</td>
}}
}}
</tr>
</table><!--
Detect and report usage with faulty "type" parameter:
-->{{#switch:{{{type|}}}
| <!-- No type fed, is also valid input -->
| speedy
| delete
| content
| style
| move
| protection
| other
| notice = <!-- Do nothing, valid "type" -->
| #default = <div style="text-align: center;">This message box is using an invalid "type={{{type|}}}" parameter and needs fixing.</div>[[Category:Wikipedia message box parameter needs fixing|{{main other|Main:}}{{FULLPAGENAME}}]]<!-- Sort on namespace -->
}}<!--
Detect and report usage of deprecated "image=blank":
-->{{#switch:{{{image|}}}
| blank = [[Category:Wikipedia message box parameter needs fixing|{{main other|Main:}}{{FULLPAGENAME}}]]<!-- Sort on namespace -->
}}
<noinclude>[[Category:Amboxes]]{{Template doc}}</noinclude>
02349dd086eceaff4616e73f1184f6e39bc2de07
Template:Ambox/doc
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wikitext
text/x-wiki
<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
{| class="wikitable" align="right" style="margin: 0px 0px 5px 5px; background: #fbfbfb;"
|-
! style="background: #000000;" |
! style="padding: 0.25em 0.5em;" | Code
! Name
! Description
|- style="background: #FEE;"
| style="background: #b22222;" |
| style="padding: 0.25em 0.5em;" | #b22222
| '''Speedy'''
| Immediate deletion
|-
| style="background: #b22222;" |
| style="padding: 0.25em 0.5em;" | #b22222
| '''Deletion'''
| Full-discussion deletion; proposed deletion
|-
| style="background: #f28500;" |
| style="padding: 0.25em 0.5em;" | #f28500
| '''Content'''
| Problems with the content of an article, i.e., what the article actually says
|-
| style="background: #f4c430;" |
| style="padding: 0.25em 0.5em;" | #f4c430
| '''Style'''
| Problems not with the content, but how it is formatted/presented
|-
| style="background: #1e90ff;" |
| style="padding: 0.25em 0.5em;" | #1e90ff
| '''Notice'''
| Information readers/editors should be aware of
|-
| style="background: #9932cc;" |
| style="padding: 0.25em 0.5em;" | #9932cc
| '''Move'''
| Merge, split and transwiki proposals
|-
| style="background: #bbbbaa;" |
| style="padding: 0.25em 0.5em;" | #bba
| '''Protection'''
| Page is locked against edits
|-
! style="background: #000000;" |
| style="padding: 0.25em 0.5em;" | #000000
| '''Other'''
| Archives and other things
|}
'''''Ambox''''', short for article message box, is a message box management template.
[[:Category:Amboxes]] contains Ambox and Ambox information.
== Parameters ==
List of all parameters:
<pre>
{{ambox
| type = speedy / delete / content / style / notice / move / protection / other
| image = none / [[File:...|40px|...]]
| imageright = [[File:...|40px|...]]
| style = CSS values
| textstyle = CSS values
| text = The message body text.
| small = {{{small|}}} / left
| smallimage = none / [[File:...|20px|...]]
| smallimageright = none / [[File:...|20px|...]]
| smalltext = A shorter message body text.
}}
</pre>
'''type'''
:If no '''type''' parameter is given the template defaults to type '''notice'''. That means it gets a blue side bar. The eight available types and their default images are shown below.
{{ambox
| type = speedy
| text = type = speedy
}}
{{ambox
| type = delete
| text = type = delete
}}
{{ambox
| type = content
| text = type = content
}}
{{ambox
| type = style
| text = type = style
}}
{{ambox
| type = notice
| text = type = notice
}}
{{ambox
| type = move
| text = type = move
}}
{{ambox
| type = protection
| text = type = protection
}}
{{ambox
| type = other
| text = type = other
}}
'''image'''
:'''No parameter''' = If no '''image''' parameter is given the template uses a default image. Which default image it uses depends on the '''type''' parameter.
:'''An image''' = Should be an image with usual wiki notation. Widths of 40px - 50px are usually about right. (Images over 52 pixels wide will cause padding problems.)
:'''none''' = Means that no image is used.
'''imageright'''
:'''No parameter''' = If no '''imageright''' parameter is given then no image is shown on the right side.
:'''An image''' = Should be an image with usual wiki notation. 40px - 50px width are usually about right depending on the image height to width ratio. (Images over 52 pixels width will cause padding problems.)
:'''Anything''' = Any other object that you want to show on the right side.
'''style'''
:Optional CSS values used by the entire message box table. Without quotation marks <code>" "</code> but with the ending semicolons <code>;</code>. For example:
::<code>style = margin-bottom: 0.5em;</code>
'''textstyle'''
:Optional CSS values used by the text cell. For example:
::<code>textstyle = text-align: center;</code>
'''text'''
:The message body text.
==== The Small Parameters ====
The small article message boxes are meant for the top of sections. Normally they should only contain one or two lines of text.
'''small'''
:'''left''' = Makes it a smaller left aligned message box. This also makes the default images smaller. Note that any data fed to the '''smallimage''', '''smallimageright''' and '''smalltext''' parameters is only used if "small=left". To make it so your template also understands the small parameter you can use this code:
::<code><nowiki>small = {{{small|}}}</nowiki></code>
{{ambox
| small = left
| text = small = left
}}
{{ambox
| type = style
| small = left
| text = type = style <br> small = left
}}
'''smallimage'''
:'''No parameter''' = If no '''smallimage''' parameter is given then this template falls back to use the '''image''' parameter. If the '''image''' parameter also is empty then a small default image is used.
:'''An image''' = Should be an image with usual wiki notation. 20px width is usually about right for boxes with one line of text, while 25px width is usually about right for boxes with two lines of text. For example:
::<code><nowiki>smallimage = [[File:Gnome globe current event.svg|20px|alt=Clock over a larger globe]]</nowiki></code>
:'''none''' = Means that no image is used. This overrides any image fed to '''image''', when "small=left".
'''smallimageright'''
:'''No parameter''' = If no '''smallimageright''' parameter is given then this template falls back to use the '''imageright''' parameter. If the '''imageright''' parameter also is empty then no image is shown on the right side.
:'''An image''' = Should be an image with usual wiki notation. 20px - 25px width is usually about right.
:'''Anything''' = Any other object that you want to show on the right side.
:'''none''' = Means that no right side image is used. This overrides any image fed to '''imageright''', when "small=left".
'''smalltext'''
:A shorter version of the message body text. If no '''smalltext''' parameter is given then this template falls back to use the '''text''' parameter.
== Examples ==
=== Usage ===
Simple usage example:
<pre>
{{ambox | text = Some text.}}
</pre>
{{ambox | text = Some text.}}
3bbd7292759344ba0231df3622c56e6c29e77e56
Template:Anchor
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wikitext
text/x-wiki
<!--
-->{{#if:{{{ 1|}}}|<span id="{{anchorencode:{{{ 1|}}}}}"></span><!--
-->{{#if:{{{ 2|}}}|<span id="{{anchorencode:{{{ 2|}}}}}"></span><!--
-->{{#if:{{{ 3|}}}|<span id="{{anchorencode:{{{ 3|}}}}}"></span><!--
-->{{#if:{{{ 4|}}}|<span id="{{anchorencode:{{{ 4|}}}}}"></span><!--
-->{{#if:{{{ 5|}}}|<span id="{{anchorencode:{{{ 5|}}}}}"></span><!--
-->{{#if:{{{ 6|}}}|<span id="{{anchorencode:{{{ 6|}}}}}"></span><!--
-->{{#if:{{{ 7|}}}|<span id="{{anchorencode:{{{ 7|}}}}}"></span><!--
-->{{#if:{{{ 8|}}}|<span id="{{anchorencode:{{{ 8|}}}}}"></span><!--
-->{{#if:{{{ 9|}}}|<span id="{{anchorencode:{{{ 9|}}}}}"></span><!--
-->{{#if:{{{10|}}}|<span id="{{anchorencode:{{{10|}}}}}"></span><!--
-->{{#if:{{{11|}}}
|<span class="error">[[Template:Anchor]] (or Anchors): too many anchors, maximum is ten</span><!--
-->}}<!--
-->}} }} }} }} }} }} }} }} }} }}<noinclude>
{{template doc}}
[[Category:Templates]]</noinclude>
91afc9a8481d89d272466650ee363f9046ec7fce
Template:Anchor/doc
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wikitext
text/x-wiki
<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
The {{template|anchor}} template can be used to manually create an anchor on a page out of any given text. For example, using <code><nowiki>{{anchor|AAR}}</nowiki></code> on the [[jargon]] page will allow other pages to link to <code><nowiki>[[jargon#AAR|AAR]]</nowiki></code>; the link will immediately jump to the definition of "AAR".
53cbb5a95499e23b6a3f60376024d6497cdd7616
Template:C-Paradox
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wikitext
text/x-wiki
{{Ambox
| type = other
| image = [[Image:Paradox logo black square.png|40 px|link= ]]
| text = '''Copyright to this image is held by Paradox Interactive or its subsidiaries.'''<br>
<small>The Paradox Wikis have [[project:copyrights#Content by Paradox|permission]] to use such images. Use elsewhere may be copyright infringement.</small>
}}<includeonly>[[Category:Images © Paradox]]</includeonly>
<noinclude>[[Category:Copyright templates]]</noinclude>
e520704a0f7b14587f39b0232ea2a15958df73f7
Template:C-PD-because
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Meneth
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wikitext
text/x-wiki
{{Ambox
| type = other
| image = [[File:PD-icon.png|40 px|link= ]]
| text = This work is in the public domain because '''{{{1}}}'''<hr>
<small>Please verify the reason given above is valid!</small>
}}<includeonly>[[Category:Public domain images]]</includeonly>
<noinclude>[[Category:Copyright templates]]</noinclude>
86b80a7a119f03900769f2ff7abc4faa296705d4
Template:C-PD-self
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wikitext
text/x-wiki
{{Ambox
| type = other
| image = [[File:PD-icon.png|40 px|link= ]]
| text = ''I, the copyright holder of this work, hereby release it into the public domain.''<br>
<small>I do this via the [http://creativecommons.org/publicdomain/zero/1.0/ CC0 1.0] public domain dedication.</small>
}}<includeonly>[[Category:Public domain images]]</includeonly>
<noinclude>[[Category:Copyright templates]]</noinclude>
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Template:Category
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{{Ambox
| image = [[Image:List-50x50.gif|40px]]
| text = It is suggested that this page does not belong in some of its categories. [{{fullurl:{{FULLPAGENAME}}|action=edit}}'''You can help'''].
| type = style
}}
<includeonly>{{#if: {{{1}}} | [[Category:Recategorize]]}}</includeonly>
<noinclude>[[Category:Amboxes]]{{template doc}}</noinclude>
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Template:Category/doc
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<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
'''''Category''''' can be used to highlight poorly categorized articles.
== Usage ==
This table may be added by copy-pasting the template as shown below into an article.
<div style="background:#ddd; border:1px solid black; padding:0.5em 1em 0.5em 1em;">
<pre>
{{Category}}
</pre>
</div>
== Parameters ==
There are none.
== Values ==
There are none.
== Effects ==
Puts a table onto the page concerning poor categorization.
== Updating This Template ==
You shouldn't have to.
== Example ==
<pre>{{Category}}</pre>
Will display this:
{{Category|}}
30ece16d9b08014a29f52d132e0acb2e11995a36
Template:Cleanup
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{{Ambox
| image = [[Image:Broom icon.png]]
| text = '''This article or section requires cleanup to meet the wiki's [[Project:Style|style guidelines]]'''<br>{{#if:{{{1|}}}|{{{1|}}}<br>}}<small>Please help improve [{{fullurl:{{FULLPAGENAME}}|action=edit}} this] article if you can.</small>
| type = style
}}<includeonly>{{#if: {{{1}}} | [[Category:Need editing]]}}</includeonly><noinclude>
[[Category:Amboxes]]{{Template doc}}</noinclude>
c5637753566687ffa365e7a0c30ca458ae0bdded
Template:Cleanup/doc
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<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
'''''Cleanup''''' can be used to highlight articles that need rewriting into a style suited to the wiki.
== Usage ==
This table may be added by copy-pasting the template as shown below into an article.
<div style="background:#ddd; border:1px solid black; padding:0.5em 1em 0.5em 1em;">
<pre>
{{Cleanup}}
</pre>
</div>
== Parameters ==
There are none.
== Effects ==
Puts a table onto the page reorganization.
== Updating this template ==
You shouldn't have to.
== Example ==
<pre>{{Cleanup}}</pre>
Will display this:
{{Cleanup|}}
eb4f3a6a23ea4bc59fc71f9bee903ec2f77ca244
Template:Clear
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<div style="clear: both;"></div><noinclude>This template is used to prevent the collapsing/overlapping of boxes/tables through forcing a return down to the line.
[[Category:Templates]]</noinclude>
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Template:Collapse
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<div class="collapse-template mw-collapsible mw-collapsed">
{{{1}}}
</div><noinclude>
Template to auto-collapse longform game data in articles, so you click Expand to display the things you need to read
==Usage==
<pre>
{{Collapse|
<!-- content here -->
}}
</pre>
[[Category:Templates]]
</noinclude>
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Template:Copy edit
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<includeonly>{{Ambox
| type = style
| image = [[File:Correct.png|link=]]
| text = This article may require '''copy editing''' for ''{{{reason|grammar, style, cohesion, tone, or spelling}}}'' in order to fit the [[Project:Style|style guidelines]]. You can assist by [{{fullurl:{{FULLPAGENAME}}|action=edit}} editing it].
}}{{#ifeq: {{lc:{{{nocat|false}}}}} | false |[[Category:Need copy editing]]}}</includeonly><noinclude>
[[Category:Amboxes]]{{template doc}}</noinclude>
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Template:Copy edit/doc
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<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
'''''Copy edit''''' can be used to highlight pages that needs copy editing.
== Usage ==
This table may be added by copy-pasting the template as shown below at the top of the article page.
<div style="background:#ddd; border:1px solid black; padding:0.5em 1em 0.5em 1em;">
<pre>
{{Copy edit|reason=}}
</pre>
</div>
== Parameters ==
{| class="wikitable"
|-
! Parameter
! Description
! Default
! Status
|-
| reason
| explain what issues need to be addressed
| grammar, style, cohesion, tone, or spelling
| '''optional'''
|}
== Effects ==
Puts a table onto the page concerning the need of copy editing and auto-categorizes tagged articles into [[:Category:Need copy editing]].
== Updating this template ==
You shouldn't have to.
== Examples ==
<pre>{{Copy edit}}</pre>
Will display this:
{{Copy edit|nocat=yes}}
<pre>{{Copy edit|reason=spelling}}</pre>
Will display this:
{{Copy edit|reason=spelling|nocat=yes}}
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Template:Community Figure
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{| class="wikitable" style="float: {{{align|right}}}; width: 20em; font-size: 90%; text-align: left;" cellpadding="4"
! colspan="2" style="font-size:110%; text-align: center; background-color: #e6e6e6;" class="summary" | ''{{{title|{{PAGENAME}}}}}''<!--
-->
|-
! colspan="2" | {{{Avatar|<noinclude><div style="text-align: center;">Avatar</div></noinclude>}}}
|-
! | <div style="text-align: center;">Status</div>
| {{{Status|<noinclude><div style="text-align: center;">Status (modder, developer, etc)</div></noinclude>}}}
|-
! | <div style="text-align: center;">Forum account</div>
| {{{Forum|<noinclude><div style="text-align: center;">Link to forum account</div></noinclude>}}}
|}<includeonly>[[Category:Users]]</includeonly><noinclude>
Use this template for all community figures.
The syntax for the avatar is <nowiki>[[AvatarName.png|center]]</nowiki>. Upload the avatar in [[Special:Upload]]. When uploading an avatar the filename should be prefixed by Avatar.
[[Category:Templates]]
</noinclude>
36689993511e352e9120739553d128ccdd63cef7
Template:Current
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{{Ambox
| image = [[Image:Globe current.png]]
| text = '''{{FULLPAGENAME}} documents a current event.''' Information may change rapidly as the event progresses.
| type = notice
}}
<noinclude>[[Category:Amboxes]]{{template doc}}</noinclude>
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Template:Current/doc
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<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
'''''Current''''' can be used to highlight current event related articles.
== Usage ==
This table may be added by copy-pasting the template as shown below into an article.
<div style="background:#ddd; border:1px solid black; padding:0.5em 1em 0.5em 1em;">
<pre>
{{Current}}
</pre>
</div>
== Parameters ==
There are none.
== Values ==
There are none.
== Effects ==
Puts a table onto the page concerning current events.
== Updating This Template ==
You shouldn't have to.
== Example ==
<pre>{{Current}}</pre>
Will display this:
{{Current|}}
93b06e50ab92bb74260f65909ab9190b8c80074d
Template:Delete
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<includeonly>{{Ambox
| type = delete
| text = '''This article is a [[:Category:Candidates for deletion|candidate for deletion]].'''<br/>
*Discuss if it should or should not be deleted on this page’s '''[[{{TALKSPACE}}:{{PAGENAME}}|talk page]]'''.
*{{#if:{{{1|}}}|'''Reason''': {{{1}}}|
'''Remember:''' explain why you marked this page for deletion on the [[{{TALKSPACE}}:{{PAGENAME}}|talk page]]
*'''To anyone:''' if there is no explanation why this is a candidate for deletion on the [[{{TALKSPACE}}:{{PAGENAME}}|talk page]] or on the template itself, feel free to delete the template.}}}}
{{#ifeq: {{lc:{{{nocat|false}}}}} | false |[[Category:Candidates for deletion|{{PAGENAME}}]]}}
</includeonly><noinclude>[[Category:Amboxes]]{{template doc}}</noinclude>
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Template:Delete/doc
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<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
'''Delete''' can be used to highlight [[:Category:Candidates for deletion|candidates for deletion]]. This template calls for discussion. Tagged articles are added to the category: [[:Category:Candidates for deletion|Candidates for deletion]].
== Parameters ==
{| class="wikitable"
|-
! Parameter
! Description
! Default
! Status
|-
| 1
| Reason for the deletion request and signature <nowiki>(~~~~)</nowiki>
| empty
| '''required'''
|}
== Usage ==
Please insert the template at the top of the page!
<div style="background:#ddd; border:1px solid black; padding:0.5em 1em 0.5em 1em;">
<pre>
{{Delete|<--insert here the reason for the deletion request--> -- ~~~~}}
</pre>
</div>
== Updating this template ==
You shouldn’t have to.
== Examples ==
<pre>{{Delete|obsolete with patch 10.0 - ~~~~}}</pre>
will display:
{{delete|obsolete with patch 10.0 [[User:Lillebror|– Lillebror]] ([[User talk:Lillebror|talk]]) 09:30, 29 December 2014 (CET)|nocat=true}}
<pre>{{Delete}}</pre>
will display:
{{delete|nocat=true}}
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Template:Duplicate
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<includeonly>{{Ambox
| image = [[Image:Copy_Business_Stamp_1.png|50px|link=]]
| text = This file is '''a duplicate or scaled-down version of [[:File:{{{1}}}]]'''.<br> There should be no exact copies of an image. After replacing all instances with the preferred file, the file should be deleted immediately.
----
<small>'''Admins:''' Do not delete the file until all uses have been replaced!</small>
| type = delete
}}
[[Category:Duplicates]]</includeonly>
<noinclude>[[Category:Amboxes]]{{template doc}}</noinclude>
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Template:Duplicate/doc
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<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
'''Duplicate''' can be used to highlight duplicate or scaled-down versions of files.
== Parameters ==
{| class="wikitable"
|-
! Parameter
! Description
! Default
! Status
|-
| 1
| File name of the preferred version
| empty
| '''required'''
|}
== Usage ==
Please insert the template at the top of the page!
<div style="background:#ddd; border:1px solid black; padding:0.5em 1em 0.5em 1em;">
<pre>
{{Delete|<--insert here the file name of the preferred version-->}}
</pre>
</div>
== Updating this template ==
You shouldn’t have to.
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Template:Expand
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<includeonly>{{Ambox
| type = notice
| image = [[Image:Wiki letter w.png|link=]]
| text = Please help improve this article or section by [{{fullurl:{{FULLPAGENAME}}|action=edit}} '''expanding it''']{{#if:{{{with|}}} |  with: {{{with|}}}}}.
{{#if:{{{talksection|}}}| {{#ifexist: {{TALKPAGENAME}}|<br/>Further information might be found on the [[{{TALKPAGENAME}}#{{{talksection}}}|talk page]].}} }}
}}{{#if: {{{1}}} | [[Category:Expand]]}}</includeonly>
<noinclude>[[Category:Amboxes]]{{template doc}}</noinclude>
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Template:Expand/doc
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<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
'''Expand''' can be used to highlight articles that need expansion.
== Usage ==
This table may be added by copy-pasting the template as shown below into an article.
<div style="background:#ddd; border:1px solid black; padding:0.5em 1em 0.5em 1em;">
<pre>
{{Expand}}
</pre>
</div>
== Parameters ==
{| class="wikitable"
|-
! Parameter
! Description
! Default
! Status
|-
| with
| explain what issues need to be addressed
| –
| '''optional'''
|-
| talksection
| section heading in the talk page where the issue is discussed
| –
| '''optional'''
|}
Please use one of these options.
== Effects ==
Puts a table onto the page that needs expansion and auto-categorizes tagged articles into [[:Category:Expand]].
== Updating this template ==
You shouldn't have to.
== Examples ==
<pre>{{Expand}}</pre>
Will display this:
{{Expand|}}
<pre>{{Expand|with=an example}}</pre>
Will display this:
{{Expand|
|with=an example}}
<pre>{{Expand|with=<nowiki />
*calculation formula
*example calculation}}</pre>
Will display this:
{{Expand|
|with=<nowiki />
*calculation formula
*example calculation}}
02f90c62a2b5c3d26b2d810a6a1f650be0d09198
Template:Green
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<includeonly><span class="effect-green {{#if:{{{2|}}}|effect-background-green}}">'''{{{1}}}'''</span></includeonly><noinclude>
{{template doc}}
[[Category:Templates]]
</noinclude>
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Template:Green/doc
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Makes text bold and green, as the game uses for positive effects.
==Usage==
<nowiki> {{green|text you want green}}</nowiki> gives
{{green|text you want green}}
<nowiki> {{green|text you want green|back}}</nowiki> gives
{{green|text you want green|back}}
<noinclude>
[[Category:Template documentation]]
</noinclude>
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Template:Hatnote
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<onlyinclude>:''{{{1}}}''<br></onlyinclude>
This is the main hatnote template, off of which individual hatnotes, are based. Editing the formatting here will change the format of ''all'' hatnotes, ensuring consistency and making it easy to apply desired formatting changes. Hatnotes are short notes placed at the top of an article or section (hence the name) for various reasons, e.g. to point people to a main article in a summary section.
[[Category:Hatnotes]]
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Template:HeaderTemplate
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<div class="header">
<!-- Beginning of header section -->
{|style="width:100%;background-color:#3c5a6e;border:1px solid #cccccc;-moz-border-radius:20px"
|style="width:45%;color:#000"|
{|style="width:100%;border:solid 0px;background:none"
|-
|style="width:100%px;text-align:center;white-space:nowrap;color:#fff" |
<div style="font-size:195%;border:none;margin: 0;padding:.1em;color:#fff">{{{welcome}}}</div>
|}<!-- Blurb & useful links -->
|style="width:100%px;font-size:125%;text-align:center;color:#fff" |
{{{blurb}}}
|}<!-- End of blurb & useful links -->
</div>
<noinclude>[[Category:Templates]]
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Template:Infobox/row
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<div class="infobox-row" style="text-align: center;">
{{#switch:{{{1|1}}}
|heading=<div class="infobox-row-heading" style="font-weight: bold; border-top: 1px solid rgb(119, 160, 192);">{{{2}}}</div>
|2=<div class="infobox-row-left" style="border-top: 1px solid #426983; float: left; width: 45%;"><small>'''{{{2}}}'''</small></div><div class="infobox-row-right" style="float: right; width: 45%;"><small>{{{3}}}</small></div>
|1=<div class="infobox-row-single" style="border-top: 1px solid #426983;">{{{2}}}</div>
|#default=<div class="infobox-row-single" style="border-top: 1px solid #426983;>{{{2}}}</div>
}}</div><noinclude>
[[Category:Templates]]</noinclude>
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Template:InUse
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<includeonly>{{Ambox
| type = notice
| image = [[Image:Edit-inprogress.png]]
| text = This article or section is '''actively undergoing major edits''' for a short while. To help avoid edit conflicts, please do not edit this page while this message is displayed.
}}</includeonly>
<noinclude>[[Category:Amboxes]]{{template doc}}</noinclude>
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Template:InUse/doc
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<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
'''''InUse''''' can be used to highlight articles that are actively undergoing a major edit. See [[Template:Under construction]] for articles that are undergoing a series of revisions.
== Usage ==
This table may be added by copy-pasting the template as shown below into an article.
<div style="background:#ddd; border:1px solid black; padding:0.5em 1em 0.5em 1em;">
<pre>
{{InUse}}
</pre>
</div>
== Parameters ==
There are none.
== Values ==
There are none.
== Effects ==
Puts a table onto the page concerning editing.
== Updating This Template ==
You shouldn't have to.
== Example ==
<pre>{{InUse}}</pre>
Will display this:
{{InUse|}}
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Template:Key press
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<kbd style="border: 1px solid #aaa; border-radius: 2px; box-shadow: 1px 2px 2px #ddd; background-color: #f9f9f9; background-image: linear-gradient(top, #eee, #f9f9f9, #eee); padding: 1px 3px; font-family: inherit; font-size: 0.85em;">{{#switch:{{{1}}}
|Enter|enter|ent|Ent=↵ Enter
|Ctrl|ctrl|control=^Ctrl
|space|Space=␣ Space
|Home|home=🏠 Home
|Esc|Escape|esc|escape=←Esc
|Tab|tab=⇆Tab
|LockMaj|maj|Maj=🔒Maj
|Shift|shift=⇧Shift
|suppr|Suppr|Delete|delete|del|Del=Delete
|back|Back=←
|1|2|3|4|5|6|7|8|9|0={{#ifeq:{{{2|}}}|numpad|NumPad {{{1}}}|{{{1}}}}}
|#default={{{1}}}
}}</kbd><noinclude>
Used for keyboard shortcuts.
<u>Example:</u>
<pre>{{key press|A}}</pre>
{{key press|A}}
== Special keys ==
{| class ="wikitable"
! Key press !! Usage !! Render !! Notes
|-
| Enter || <tt>Enter</tt>, <tt>enter</tt>, <tt>Ent</tt>, <tt>ent</tt> || {{key press|ent}} ||
|-
| Ctrl || <tt>Ctrl</tt>, <tt>ctrl</tt>, <tt>control</tt> || {{key press|ctrl}} ||
|-
| Space Bar || <tt>Space</tt>, <tt>space</tt> || {{key press|space}} ||
|-
| Home || <tt>home</tt>, <tt>Home</tt> || {{key press|home}} || Does not always render correctly, depending on the browser and installed fonts
|-
| Escape || <tt>Esc</tt>, <tt>esc</tt>, <tt>Escape</tt>, <tt>escape</tt> || {{key press|esc}} ||
|-
| Tab || <tt>tab</tt>, <tt>Tab</tt> || {{key press|tab}} ||
|-
| Maj || <tt>LockMaj</tt>, <tt>Maj</tt>, <tt>maj</tt> || {{key press|maj}} || Does not always render correctly, depending on the browser and installed fonts
|-
| Shift || <tt>shift</tt>, <tt>Shift</tt> || {{key press|Shift}} ||
|-
| Delete || <tt>del</tt>, <tt>Del</tt>, <tt>suppr</tt>, <tt>Suppr</tt>, <tt>delete</tt>, <tt>Delete</tt> || {{key press|del}}
|-
| Back || <tt>back</tt>, <tt>Back</tt> || {{key press|back}} ||
|-
| Numpad || 1, 2, 3, 4, 5, 6, 7, 8, 9, 0 and second parameter <tt>numpad</tt> or <tt>NumPad</tt> || {{key press|1|numpad}} || needs both parameters. If only first, renders normaly
|}
[[Category:Templates]]
</noinclude>
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Template:Links
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{{Ambox
| image = [[Image:Out links.png]]
| type = style
| text = Some of the internal links on this page may not be written correctly. [{{fullurl:{{FULLPAGENAME}}|action=edit}} '''You can help'''].
}}
<includeonly>{{#if: {{{1}}} | [[Category:Links]]}}</includeonly>
<noinclude>[[Category:Amboxes]]{{template doc}}</noinclude>
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Template:Links/doc
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<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
'''''Links''''' can be used to highlight articles with poor hyperlinks.
== Usage ==
This table may be added by copy-pasting the template as shown below into an article.
<div style="background:#ddd; border:1px solid black; padding:0.5em 1em 0.5em 1em;">
<pre>
{{Links}}
</pre>
</div>
== Parameters ==
There are none.
== Values ==
There are none.
== Effects ==
Puts a table onto the page concerning hyperlinks.
== Updating This Template ==
You shouldn't have to.
== Example ==
<pre>{{Links}}</pre>
Will display this:
{{Links|}}
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Template:Main
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: {{hatnote|Main article{{#if:{{{2|}}}|s}}: [[{{{1}}}]]{{#if:{{{2|}}}|, [[{{{2|}}}]]}}}}<noinclude>
[[Category:Hatnotes]]</noinclude>
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Template:MainTemplate
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{{HeaderTemplate|welcome={{{welcome}}}|blurb={{{blurb}}}}}
<!-- LEFT COLUMN -->
{| width="100%" cellspacing="0" cellpadding="0" style="background:transparent;"
|-
| width="320px" style="vertical-align:top; padding-right:0.5em; float:left;" |
<!-- Sections -->
{{SectionTemplate|title={{{sections_title}}}|content={{{sections_content}}}}}
| width="100%" style="vertical-align:top;" |
<!-- Info about this site -->
{{SectionTemplate|title={{{about_title}}}|content={{{about_content}}}}}
{{SectionTemplate|title={{{featured_title}}}|content={{{featured_content}}}}}
{{SectionTemplate|title={{{news_title}}}|content={{{news_content}}}}}
| style="vertical-align:top;" |
{{{image_content}}}
|}
__NOTOC__
__NOEDITSECTION__
<noinclude>[[Category:Templates]]</noinclude>
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Template:Merge
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<includeonly>{{Ambox
| image = [[Image:Merge-arrows.gif|link=]]
| text = '''[{{fullurl:{{FULLPAGENAME}}|action=edit}} This] article is a candidate to be [[Template:Merge|merged]] with [[{{{Merger}}}]].'''<br/> <small>Please help to improve the wiki by taking part in the [[{{TALKSPACE}}:{{PAGENAME}}|discussion]] of the proposed merger.</small>
| type = move
}}
{{#if: {{{1}}} | [[Category:To be merged]]}}</includeonly>
<noinclude>[[Category:Amboxes]]{{template doc}}</noinclude>
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Template:Merge/doc
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<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
'''''Merge''''' can be used to highlight articles that are candidates for merging with other articles.
== Usage ==
This table may be added by copy-pasting the template as shown below into an article.
<div style="background:#ddd; border:1px solid black; padding:0.5em 1em 0.5em 1em;">
<pre>
{{Merge
| Merger = }}
</pre>
</div>
== Parameters ==
{| class="wikitable"
|-
! Parameter
! Description
! Default
! Status
|-
| Merger
| The article it can merge into.
| align="center" | –
| '''required'''
|}
== Effects ==
Puts a hint onto the page concerning article merging and adds it to the [[:Category:To be merged]].
== Example ==
<pre>{{Merge
| Merger = Europa Universalis 4 Wiki}}</pre>
Will display this:
{{Merge|
| Merger = Europa Universalis 4 Wiki}}
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Template:Move
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<includeonly>{{Ambox
| type = move
| text = '''It has been proposed below that {{FULLPAGENAME}} be renamed and moved to [[{{{1}}}]].''' <br>
Please participate in the discussion to support or oppose the move on this [[{{TALKSPACE}}:{{PAGENAME}}|talk page]], usually under the heading “Requested move”.<br> If, after a few days, a clear consensus for the page move is reached, please move the article and remove this notice, or request further assistance.
}}
{{#ifeq: {{lc:{{{nocat|false}}}}} | false |[[Category:To be moved]]}}
</includeonly><noinclude>{{template doc}}[[Category:Amboxes]]</noinclude>
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Template:Move/doc
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<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
'''Move''' can be used to highlight articles with a request for a name change. The template calls for discussion.
== Parameters ==
{| class="wikitable"
|-
! Parameter
! Description
! Default
! Status
|-
| 1
| Proposed new pagename
| empty
| '''required'''
|}
== Usage ==
This table may be added by copy-pasting the template as shown below into an article.
<div style="background:#ddd; border:1px solid black; padding:0.5em 1em 0.5em 1em;">
<pre>
{{Move| <--insert here the proposed new pagename--> }}
</pre>
</div>
== Updating this template ==
You shouldn't have to.
== Example ==
<pre>{{Move|Template:Move}}</pre>
Will display this:
{{Move|Template:Move|nocat=true}}
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Template:MultiColumn
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<includeonly><div style="{{#if:{{{w|}}}|width:{{{w|}}};}} columns:{{{3|100px}}} {{{2|3}}}; column-gap: {{{4|10px}}};-webkit-columns:{{{3|100px}}} {{{2|3}}}; -webkit-column-gap: {{{4|10px}}};-moz-columns:{{{3|100px}}} {{{2|3}}}; -moz-column-gap: {{{4|10px}}};">{{{1}}}</div></includeonly><noinclude>
==Usage==
<pre>
{{MultiColumn|
<!-- content here-->
|3|100px|10px}}
</pre>
'''Where:'''
* 3 = number of columns (optional; default)
* 100px = width of columns (optional; default)
* 10px = gap between columns (optional; default)
''{{red|NB: Utilises CSS3; will only work on relatively new browsers.}}''
[[Category:Templates]]</noinclude>
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Template:Navbox
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{{Clear}}
<div style="padding: 2px; border: 1px solid #aaa; text-align: center; border-collapse: collapse; font-size: 100%;">
<div style="height: 1.6em; font-weight: bold; font-size: 105%; background-color: {{{color|#efefef}}};">'''{{{header|{{{title|Title}}}}}}'''</div>
<div style="font-size:0.9em;">
{{{body|Body}}}
</div></div>
{{{cat|{{{category|}}}}}}<noinclude>
The Navigation Box meta-template.
<pre>
{{Navbox
|header=
|body=
|category=
}}
</pre>
[[Category:Navboxes|+]]
</noinclude>
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Template:Navboxgroup
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{| style="font-size: 11px; margin: 0px 0px -2px -2px; width: 100%;"
|-
| style="width: 15%; background: #EDEDED; font-weight: bold; text-align: right; padding: 2px 5px;" | {{{1}}}
| style="text-align: left; padding: 2px 5px;" | {{{2}}}
|}<noinclude>
==Usage==
Used alongside Template:Navbox:
<pre>
{{Navbox
|header=
|body=
{{Navboxgroup| <!-- heading --> | <!-- Content... --> }}
|category=
}}
</pre>
[[Category:Navboxes]]</noinclude>
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Template:Nowrap
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<span style="white-space:nowrap">{{{1}}}</span><noinclude>
Use this template to prevent line breaks, e.g. inside table columns.
[[Category:Templates]]
</noinclude>
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Template:Plainlist
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<includeonly><div class="plainlist {{{class|}}}" {{#if:{{{style|}}}{{{indent|}}}|style="{{#if:{{{indent|}}}|margin-left: {{#expr:{{{indent}}}*1.6}}em;}} {{{style|}}}"}}>{{#if:{{{1|}}}|{{{1}}}}}
</div></includeonly><noinclude>
{{template doc}}
[[Category:Templates]]
</noinclude>
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Template:Plainlist/doc
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<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
'''Plainlist''' creates a plain (i.e. unbulleted) list.
== Parameters ==
{| class="wikitable"
|-
! Parameter
! Description
! Default
! Status
|-
! 1
| The ‘normal’ list.
| ''empty''
| '''required'''
|-
! class
| Adds a CSS class to the containing div.
| ''empty''
| '''optional'''
|-
! style
| Adds CSS style options.
| ''empty''
| '''optional'''
|-
! indent
| Indents the list by a number of standard indents (one indent being 1.6em)
| ''empty''
| '''optional'''
|}
== Example ==
The following code
<pre><nowiki>
{{Plainlist|
* dog
* cat
* mouse
* budgerigar
* hamster
* canary
* guinea pig
* parrot
* goldfish
}}
</nowiki></pre>
will display:
{{Plainlist|
* dog
* cat
* mouse
* budgerigar
* hamster
* canary
* guinea pig
* parrot
* goldfish
}}
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Template:POV
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{{Ambox
| type = content
| image = [[Image:Unbalanced scales.png]]
| text = The '''[http://en.wikipedia.org/wiki/Wikipedia:Neutral_point_of_view neutrality] of this article or section is disputed'''. Please see the discussion on the [[{{TALKSPACE}}:{{PAGENAME}}|talk page]].
}}
<noinclude>[[Category:Amboxes]]{{template doc}}</noinclude>
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Template:POV/doc
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<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
'''''POV''''' can be used to highlight articles with neutrality issues.
== Usage ==
This table may be added by copy-pasting the template as shown below into an article.
<div style="background:#ddd; border:1px solid black; padding:0.5em 1em 0.5em 1em;">
<pre>
{{POV}}
</pre>
</div>
== Parameters ==
There are none.
== Values ==
There are none.
== Effects ==
Puts a table onto the page concerning neutrality.
== Updating This Template ==
You shouldn't have to.
== Example ==
<pre>{{POV}}</pre>
Will display this:
{{POV|}}
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Template:Protect
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{{Ambox
| Color = Gray
| Image= [[Image:Padlock.png|50px]]
| Type={{FULLPAGENAME}} is '''fully protected''' from editing.
| Info = *This protection is '''not''' an endorsement of the current version.
*Please discuss any changes on the '''[[{{TALKSPACE}}:{{PAGENAME}}|talk page]]'''.
*You may also request that this page be unprotected.
}}<noinclude>For a list of protected articles, see [[:Special:ProtectedPages]] [[Category:Amboxes]]{{template doc}}</noinclude>
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Template:Protect/doc
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<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
'''''Protect''''' can be used to highlight articles' protection level. This template is for fully protected articles.
== Usage ==
This table may be added by copy-pasting the template as shown below into an article.
<div style="background:#ddd; border:1px solid black; padding:0.5em 1em 0.5em 1em;">
<pre>
{{Protect}}
</pre>
</div>
== Parameters ==
There are none.
== Values ==
There are none.
== Effects ==
Puts a table onto the page concerning its protection level.
== Updating This Template ==
You shouldn't have to.
== Example ==
<pre>{{Protect}}</pre>
Will display this:
{{Protect|}}
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Template:Quote
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<table style="border-collapse:collapse; margin: 0em 2em 1em;" border="0" cellspacing="0" cellpadding="0">
<tr>
<td style="margin-left: -0.2em;padding-right: 0em; text-align: right;font: bold 4em Times New Roman, Times, Georgie, serif; color: #3C5A6E;">“</td>
<td><div style="font-style: italic; border-left: 1px solid #C5C6CE; border-right: 1px solid #C5C6CE; padding-left: 1em;padding-right: 1em;">{{{1|Insert quote}}} <br /><div style="font-style:italic;" class="plainlinks"></div>
<div style="text-align: left; font-size: 0.9em;">— {{ #switch: {{ lc: {{{1|}}} }}
\
| #default = {{{2|Quote author}}}
}}</div>
</div>
</td>
<td style="margin-left: -0.2em; text-align: left;font: bold 4em Times New Roman, Times, Georgie, serif; color: #3C5A6E;">”</td>
</tr></table><noinclude>
==Usage==
To use, simply place <code><nowiki>{{Quote|<Insert quote here>|<Quote author>}}</nowiki></code> on the desired page.
[[Category:Templates]]</noinclude>
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Template:Red
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<includeonly><span class="effect-red {{#if:{{{2|}}}|effect-background-red}}">'''{{{1}}}'''</span></includeonly><noinclude>
{{template doc}}
[[Category:Templates]]
</noinclude>
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Template:Red/doc
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Makes text bold and red, as the game uses for negative effects.
==Usage==
<nowiki> {{red|text you want red}}</nowiki> gives
{{red|text you want red}}
<nowiki> {{red|text you want red|back}}</nowiki> gives
{{red|text you want red|back}}
<noinclude>
[[Category:Template documentation]]
</noinclude>
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Template:Rewrite
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{{Ambox
| image = [[Image:Box write review.gif|45px]]
| type = style
| text = '''This article or section does not follow the wiki's [[Project:Style|style guidelines]] and may need to be rewritten in part or entirely.'''<br/> <small>Please help us [{{fullurl:{{FULLPAGENAME}}|action=edit}} improve this] article. See the [[{{TALKSPACE}}:{{PAGENAME}}|talk page]] for a summary of required changes</small>
}}
<includeonly>{{#if: {{{1}}} | [[Category:Rewrite]]}}</includeonly>
<noinclude>[[Category:Amboxes]]{{template doc}}</noinclude>
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Template:Rewrite/doc
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<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
'''''Rewrite''''' can be used to highlight articles or sections that need revision.
== Usage ==
This table may be added by copy-pasting the template as shown below into an article.
<div style="background:#ddd; border:1px solid black; padding:0.5em 1em 0.5em 1em;">
<pre>
{{Rewrite}}
</pre>
</div>
== Parameters ==
There are none.
== Values ==
There are none.
== Effects ==
Puts a table onto the page concerning revision.
== Updating This Template ==
You shouldn't have to.
== Example ==
<pre>{{Rewrite}}</pre>
Will display this:
{{Rewrite|}}
On the talk page, please select the items from the list below that apply to the page. In addition copy the title to allow easy linking. Below is a description of rewrites, where the page has been tagged delete the comments not needed and add in any special instructions.
== Rewrite ==
This page has been tagged as a {{Template|Rewrite}}, the below issues have been found when the page is compared to the [[Project:Style|style guidelines]]
# Use of first person: Please change to third person
# Use of you/your: Please change to third person
# Use of gender: Please use gender neutral language
# Use of slang/ internet speak: Please correct to full English sentences
# Bad grammar/spelling: Please correct it
# Prescriptive instructions: Make more generic
# Excessive use of bold/capitals: Use italics instead for emphasis, if emphasis is not needed then remove is
# Links in section names: Use the {{template|main}} template instead
# List: Reformat into prose (a listed ideas section is acceptable)
# Repetitive strategy sections: Merge into relevant up to date strategy
# Absence of links: Links missing or replaced by bold or italics which do not function
# Poor sectioning: Article should be broken up into easy to understand sections
# Version specific strategy: Update to fit current version or delete
# References to the player outside strategy sections: Please refer to agents rather than the player
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Template:SectionTemplate
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<h2 id="mf-content" style="border:none; background:#3c5a6e; padding:0.2em 0; margin:0; color:#fff; font-size:125%; font-weight:bold; text-indent:0.5em; font-variant:small-caps;border:1px solid #cccccc;">{{{title}}}</h2>
<div id="mf-content" style="margin-bottom:1em; padding:0.25em 0.4em 0.25em 0.4em;">
{{{content}}}
</div>
<noinclude>[[Category:Templates]]</noinclude>
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Template:See also
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<onlyinclude>{{hatnote|See also: [[{{{1}}}]]}}</onlyinclude>
[[Category:Hatnotes]]
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Template:Small
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<includeonly><small class="{{{class|{{{2|}}} }}}">{{{1}}}</small></includeonly><noinclude>
==Usage==
To make text smaller without having to pace <nowiki><small></nowiki> tags either side of it use the code <nowiki>{{small|smaller text}}</nowiki>
to create <small>smaller text</small>, however if the text contains '''=''' then you must use the code <nowiki>{{small|1=small text}}</nowiki>.
{{DEFAULTSORT:{{PAGENAME}}}}
[[Category:Templates]]</noinclude>
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Template:Split
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<includeonly>{{Ambox
| type = move
| image = [[Image:Split-arrows.gif|48px|link=]]
| text = '''[{{fullurl:{{FULLPAGENAME}}|action=edit}} This] article is a candidate for [[Template:Split|splitting]] into multiple pages.'''<br/> <small>Please help to improve the wiki by taking part in the [[{{TALKSPACE}}:{{PAGENAME}}|discussion]] of the proposed splitting.</small>
}}
{{#if: {{{1}}} | [[Category:To be split]]}}</includeonly>
<noinclude>[[Category:Amboxes]]{{template doc}}</noinclude>
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Template:Split/doc
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<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
'''''Split''''' can be used to highlight articles that need division.
== Usage ==
This table may be added by copy-pasting the template as shown below into an article.
<div style="background:#ddd; border:1px solid black; padding:0.5em 1em 0.5em 1em;">
<pre>
{{Split}}
</pre>
</div>
== Parameters ==
There are none.
== Values ==
There are none.
== Effects ==
Puts a hint onto the page concerning division and adds it to the category: [[:Category:To be split|To be split]].
== Updating this template ==
You shouldn't have to.
== Example ==
<pre>{{Split}}</pre>
Will display this:
{{Split|}}
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Template:Spoiler
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<div class="toccolours mw-collapsible mw-collapsed" style="width:{{{Width|800}}}px">
'''{{{Header|Hidden content}}}'''
<div class="mw-collapsible-content">{{{1|}}}{{{Text|}}}</div></div><noinclude>
This template has three parameters:
<code>Header=</code> Sets the header, otherwise it defaults to "Hidden content"
<code>Text=</code> Sets the text, there is no default content, this can also be achieved with an unnamed parameter
<code>Width=</code> Overrides the default width of 800px it should be entered as a number only.
An example of this template being called is
<code><nowiki>{{Spoiler|Header=This is an example|Text=Lorem ipsum dolor sit amet, consectetur adipiscing elit. Vestibulum pellentesque sapien eros. Suspendisse potenti. Vivamus ut nunc sed nulla scelerisque varius. Aenean porta laoreet pretium. Fusce dapibus fringilla interdum. Curabitur eget magna vel mauris sollicitudin rutrum. Praesent magna ligula, ornare vel placerat at, vestibulum eget mi. Suspendisse ornare eros et mauris bibendum tincidunt. Donec sit amet tellus a neque cursus faucibus. Sed eu nisl id nisi lacinia pulvinar eu in ipsum. Nam varius pharetra tincidunt. Mauris dictum orci eget enim interdum quis fringilla felis vulputate. Maecenas eget blandit magna. Fusce eget purus felis. Pellentesque lacinia commodo nisi, eu ultricies enim rhoncus ac.}}</nowiki></code>
This gives the following:
{{Spoiler|Header=This is an example|Text=Lorem ipsum dolor sit amet, consectetur adipiscing elit. Vestibulum pellentesque sapien eros. Suspendisse potenti. Vivamus ut nunc sed nulla scelerisque varius. Aenean porta laoreet pretium. Fusce dapibus fringilla interdum. Curabitur eget magna vel mauris sollicitudin rutrum. Praesent magna ligula, ornare vel placerat at, vestibulum eget mi. Suspendisse ornare eros et mauris bibendum tincidunt. Donec sit amet tellus a neque cursus faucibus. Sed eu nisl id nisi lacinia pulvinar eu in ipsum. Nam varius pharetra tincidunt. Mauris dictum orci eget enim interdum quis fringilla felis vulputate. Maecenas eget blandit magna. Fusce eget purus felis. Pellentesque lacinia commodo nisi, eu ultricies enim rhoncus ac.}}
The exact same occurs if it is called like this, with an unnamed parameter for the text:
<code><nowiki>{{Spoiler|Header=This is an example|Lorem ipsum dolor sit amet, consectetur adipiscing elit. Vestibulum pellentesque sapien eros. Suspendisse potenti. Vivamus ut nunc sed nulla scelerisque varius. Aenean porta laoreet pretium. Fusce dapibus fringilla interdum. Curabitur eget magna vel mauris sollicitudin rutrum. Praesent magna ligula, ornare vel placerat at, vestibulum eget mi. Suspendisse ornare eros et mauris bibendum tincidunt. Donec sit amet tellus a neque cursus faucibus. Sed eu nisl id nisi lacinia pulvinar eu in ipsum. Nam varius pharetra tincidunt. Mauris dictum orci eget enim interdum quis fringilla felis vulputate. Maecenas eget blandit magna. Fusce eget purus felis. Pellentesque lacinia commodo nisi, eu ultricies enim rhoncus ac.}}</nowiki></code>
Which gives:
{{Spoiler|Header=This is an example|Lorem ipsum dolor sit amet, consectetur adipiscing elit. Vestibulum pellentesque sapien eros. Suspendisse potenti. Vivamus ut nunc sed nulla scelerisque varius. Aenean porta laoreet pretium. Fusce dapibus fringilla interdum. Curabitur eget magna vel mauris sollicitudin rutrum. Praesent magna ligula, ornare vel placerat at, vestibulum eget mi. Suspendisse ornare eros et mauris bibendum tincidunt. Donec sit amet tellus a neque cursus faucibus. Sed eu nisl id nisi lacinia pulvinar eu in ipsum. Nam varius pharetra tincidunt. Mauris dictum orci eget enim interdum quis fringilla felis vulputate. Maecenas eget blandit magna. Fusce eget purus felis. Pellentesque lacinia commodo nisi, eu ultricies enim rhoncus ac.}}</noinclude>
<noinclude>[[Category:Templates]]</noinclude>
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Template:Stub
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{{Ambox
| image = [[Image:Ambox stub.png|50px]]
| type = notice
| text = '''This article is a [[Template:Stub|Stub]], which means that it does not sufficiently cover its subject matter.'''<br/> <small>Please help expand [{{fullurl:{{FULLPAGENAME}}|action=edit}} this] article if you can.</small>
}}
<includeonly>{{#if: {{{1}}} | [[Category:Stubs]]}}</includeonly>
<noinclude>[[Category:Amboxes]]{{Template doc}}</noinclude>
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Template:Stub/doc
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<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
'''''Stub''''' can be used to highlight stub articles.
== Usage ==
This table may be added by copy-pasting the template as shown below into an article.
<div style="background:#ddd; border:1px solid black; padding:0.5em 1em 0.5em 1em;">
<pre>
{{Stub}}
</pre>
</div>
== Parameters ==
There are none.
== Values ==
There are none.
== Effects ==
Puts a table onto the page concerning their length.
== Updating This Template ==
You shouldn't have to.
== Example ==
<pre>{{Stub}}</pre>
Will display this:
{{Stub|}}
0f1e609eb0879f5d21ea0781e05347c17e8e6752
Template:Sup
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<includeonly>{{#if:{{{2|}}}|<span class="inline-sup" style="background-color:{{#ifeq:{{{cat|Verification needed}}}|0|#f9f9f9|#fff9f9}}; color:DarkSlateGray;border:1px solid {{#ifeq:{{{cat|Verification needed}}}|0|#dcdcdc|#ffdcdc}}">{{{2|}}}</span> }}<sup class="inline-sup" style="white-space:nowrap;">[<i>{{{1}}}</i>]</sup>{{#ifeq:{{{cat|Verification needed}}}|0||[[Category:{{{cat|Verification needed}}}]]}}</includeonly><noinclude>
==Usage==
For wiki editors' inline critical notes <sup class="inline-sup" style="white-space:nowrap;">[<i>Such as this?</i>]</sup>
===OPTIONAL: Categorisation <nowiki>{{{cat|}}}</nowiki>===
<code><nowiki>{{sup|...|cat=...}}</nowiki></code> overrides the default injected [[:Category:Verification needed]].
cat=0 disables categorisation.
===OPTIONAL: Referencing {{{2}}}===
<code><nowiki>{{Sup|... superscript note ...|... text to interrogate ...}}</nowiki></code>
E.g:
<nowiki>Whilst milk is almost always white, {{sup|Bollocks|cheese is universally black}}</nowiki>"
... renders...
Whilst milk is almost always white, <span class="inline-sup" style="background-color:#fff9f9; color:DarkSlateGray; border:1px solid #ffdcdc">cheese is universally black</span> <sup class="inline-sup" style="white-space:nowrap;">[<i>Bollocks</i>]</sup>
[[Category:Templates]]
</noinclude>
ae573d7a0304458f212ad0e8a09447dfef9d13cc
Template:SVersion
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{{#Switch: "{{{1|{{{version}}}}}}"
| "Time"
| "Timeless"
| "1.19" =
| #Default = {{ambox|type=notice
|small=left
|image=[[File:Ambox outdated info.png|22px|link=]]
|text=<div style="font-size:85%;">{{#Switch: {{{2|{{{scope|}}}}}}
| table = The following table
| infobox = This infobox
| image = This image
| link = The linked article
| section
| #Default = This section
}} may contain outdated information that is inaccurate for the current [[Project:Versioning|version]] of the game. The last version it was verified as up to date for was {{{1|{{{version|an unknown version}}}}}}.</div>
}}{{#ifeq: {{{2|{{{scope|}}}}}} | infobox |
----
}}
<includeonly>{{#if: {{{nocat|}}}| |{{#Switch: {{{2|{{{scope|}}}}}}
| table = [[Category:Articles with potentially outdated tables]]
| infobox = [[Category:Articles with potentially outdated infoboxes]]
| image = [[Category:Articles with potentially outdated images]]
| link = [[Category:Articles with potentially outdated links]]
| section
| #Default = [[Category:Articles with potentially outdated sections]]
}}
}}</includeonly>
}}<noinclude>
{{Template doc}}
<!-- Add metadata to the /doc subpage, not here - thanks! -->
[[Category:Versioning templates]]
</noinclude>
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Template:SVersion/doc
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<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
'''SVersion''' should be used to indicate for which major version of Europa Universalis 4 a section was written or updated. The template adds a disclaimer '''''only if''''' the specified version does ''not'' match with the most recent of the game.
== Usage ==
This infobox may be added by copy-pasting the template as shown below at the beginning of a section.
<div style="width:320px; background:#ddd; border:1px solid black; padding:0.5em 1em 0.5em 1em;">
<pre>
{{SVersion|X}}
</pre>
</div>
Substitute the value for X.
== Parameters ==
{| class="wikitable"
! Parameter
! Explanation
! Default
! Status
|-
| '''1'''
| To specify for which major patch a section was written or updated
| an unknown version
| '''required'''
|-
| '''2'''
| To specify the scope
| section
| '''optional'''
|}
== Values ==
The above parameters can have the following values:
{| class="wikitable"
! Parameter
! style="width:150px;" | Values
! Explanation
|-
| rowspan="2" | '''1'''
| Major patch number
| The major patch for which this section has been written (for example 1.2 or 1.6)
|-
| Time ''or'' Timeless
| For timeless articles.
|}
{| class="wikitable"
! Parameter
! style="width:150px;" | Values
! Explanation
|-
| rowspan="4" | '''2'''
| section
| This is the default setting.
|-
| table
|
|-
| infobox
| The width is limited to 475 px.
|-
| image
| To be used in captions.
|}
== Updating this template ==
Message [[Meneth]].
== Examples ==
{|
|- valign="top"
| width="50%" | The following:
<pre>
=== Important centers of trade ===
{{SVersion|Timeless}}
Important centers of trade provide:
* {{icon|trade power}} {{green|+20}} Trade power
* {{icon|naval forcelimit}} {{green|+2}} Naval force limit (not for inland centers)
</pre>
will display:
=== Important centers of trade ===
{{SVersion|Timeless}}
Important centers of trade provide:
* {{icon|trade power}} {{green|+20}} Trade power
* {{icon|naval forcelimit}} {{green|+2}} Naval force limit (not for inland centers)
| width="50%" | The following:
<pre>
=== Important centers of trade ===
{{SVersion|1.6}}
Important centers of trade provide:
* {{icon|trade power}} {{green|+10}} Trade power
* {{icon|naval forcelimit}} {{green|+1}} Naval force limit
</pre>
will display:
=== Important centers of trade ===
{{SVersion|1.6|nocat=true}}
Important centers of trade provide:
* {{icon|trade power}} {{green|+10}} Trade power
* {{icon|naval forcelimit}} {{green|+1}} Naval force limit
|}
8321086a28310554191ca0677c58b650df8190fb
Template:Template
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<code>[[Template:{{{1}}}|<nowiki>{{</nowiki>{{{1}}}<nowiki>}}</nowiki>]]</code><noinclude>{{Template doc}}
[[Category:Templates]]</noinclude>
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Template:Template doc
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{{template doc inline|1={{ {{#ifexist:{{SUBJECTSPACEE}}:{{{1|{{PAGENAME}}/doc}}}|{{SUBJECTSPACEE}}:{{{1|{{PAGENAME}}/doc}}}|ns:0}} }}|2={{SUBJECTSPACEE}}:{{{1|{{PAGENAMEE}}/doc}}}}}
<noinclude>[[Category:Templates]]</noinclude>
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Template:Template doc inline
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<includeonly><div class="template-documentation">
<div style="font-size: 1.5em; border-bottom: 1px solid #aaa;">{{#if:{{{2|}}}|<span class="editsection" id="doc_editlinks" style="font-size: small">[<span class="plainlinks">[{{fullurl:{{{2}}}}} view]</span>] [<span class="plainlinks">[{{fullurl:{{{2}}}|action=edit&preload={{urlencode:Template:Template doc/Preload}}}} edit]</span>]</span>}}[[Image:Template-info.png|50px]] <span class="mw-headline">Template documentation</span></div>
{{{1}}}</div></includeonly><noinclude>
{{template doc}}
</noinclude>
<noinclude>[[Category:Templates]]</noinclude>
b1ac3b0c6fc278eebd0fced25ef1166caba3296d
Template:Template doc page transcluded
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<div class="notice plainlinks" id="template_doc_page_transcluded">''This [[Wikipedia:Template documentation|documentation]] is [[Wikipedia:Transclusion|transcluded]] from [[{{{1|{{FULLPAGENAME}}}}}/doc]]''. <small>([{{fullurl:{{{1|{{FULLPAGENAME}}}}}/doc|action=edit}} edit] | [{{fullurl:{{{1|{{FULLPAGENAME}}}}}/doc|action=history}} history])</small></div><noinclude>
Above is shown the template as it looks.
{{template doc}}
<!--Add categories and interwikis to the /doc subpage, rather than here-->
</noinclude>
<noinclude>[[Category:Templates]]</noinclude>
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Template:Template doc page transcluded/doc
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<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
== Use ==
: <code><nowiki><includeonly>{{Template doc page transcluded}}</includeonly></nowiki></code>
: or <code><nowiki> <includeonly>{{Template doc page transcluded|</nowiki>''pagename''}}</includeonly> </code>
Place at the top of a [[Wikipedia:template documentation|template documentation]] page (usually a "Template:''Template name''/doc" page) that is [[Wikipedia:Transclusion|transcluded]] on the template's own page (Template:''Template name''). If the documentation page is not named "doc" and/or its transclusion is via another subpage (e.g. "Template:''Template name''/example"), use the second form of syntax above and replace ''pagename'' accordingly (i. e. with "example"; it is always supposed that the documentation is on a subpage of the template page.
* Note: All four add tagged pages properly to [[:Category:Template documentation]]
<includeonly>
<!--Categories-->
[[Category:Template documentation|Template doc page transcluded]]
<!--Interwikis for the template including this /doc page-->
</includeonly>
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Template:Template doc page viewed directly
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<div class="messagebox" id="template_doc_page_viewed_directly" style="text-align: center">
This is the [[Wikipedia:Template documentation|documentation]] page for {{{1|[[{{NAMESPACE}}:{{BASEPAGENAME}}]]}}}. <div style="font-size: 90%">When it is viewed directly, links using [[Wikipedia:Help:Variable|variables]] may appear broken; do not replace these with [[Wikipedia:hard coding|hardcoded]] page names or URLs.</div>
</div><includeonly>{{#if: {{{inhib|{{{inhibit|}}}}}} |<!-- skip -->|[[Category:Template documentation|{{PAGENAME}}]]}}</includeonly><noinclude>
{{template doc}}
<!-- Add categories and interwikis to the /doc subpage, not here! -->
</noinclude>
<noinclude>[[Category:Templates]]</noinclude>
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Template:Template/doc
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<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
This template can be used to easily distinguish ''mention'' of templates from ''use'' of templates. The only parameter is the name of the template that is referred to.
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Template:Under construction
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<includeonly>{{Ambox
| type = notice
| image = [[Image:Ambox warning blue construction.png|link=]]
| text = '''This article is undergoing a major [[Template:Under construction|reconstruction]].'''<br/> <small>You are welcome to assist in its overhaul.</small>
}}
{{#if: {{{1}}} | [[Category:Under construction]]}}</includeonly>
<noinclude>[[Category:Amboxes]]{{template doc}}</noinclude>
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Template:Under construction/doc
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<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
'''''Under construction''''' can be used to highlight articles that are under going a major revision. See [[Template: InUse]] for articles that are currently being worked on.
== Usage ==
This table may be added by copy-pasting the template as shown below into an article.
<div style="background:#ddd; border:1px solid black; padding:0.5em 1em 0.5em 1em;">
<pre>
{{Under construction}}
</pre>
</div>
== Parameters ==
There are none.
== Values ==
There are none.
== Effects ==
Puts a table onto the page concerning revision status.
== Updating This Template ==
You shouldn't have to.
== Example ==
<pre>{{Under construction}}</pre>
Will display this:
{{Under construction|}}
b08e3d029a470d9ca13b0b45f9abce87857e2c6e
Template:Unsigned
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<includeonly><small>''— Preceding [[Wikipedia:Wikipedia:Signatures|unsigned]] comment added by'' {{safesubst:#switch:{{safesubst:#iferror:{{safesubst:#expr:{{{1}}}}}|Benutzer|{{safesubst:#ifeq:{{safesubst:#expr:{{{1}}}}}|{{{1}}}|Benutzer|IP}}}}|Benutzer=[[{{safesubst:ns:2}}:{{{1}}}|{{{1}}}]] ([[{{safesubst:ns:3}}:{{{1}}}|{{safesubst:MediaWiki:Talkpagelinktext}}]])|IP=[[{{safesubst:#special:contributions}}/{{{1}}}|{{{1}}}]] ([[{{safesubst:ns:3}}:{{{1}}}|{{safesubst:MediaWiki:Talkpagelinktext}}]])}} {{{2|}}}</small></includeonly><noinclude>{{template doc}}[[Category:Templates]]</noinclude>
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Template:Unsigned/doc
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<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
{| style="margin: 0px 5%; border: 1px solid #aaa; border-left: 10px solid #1e90ff; background: #fbfbfb;"
|[[File:Templates_Information_icon.png|40px]] '''This template should always be [[Wikipedia:Help:Substitution|substituted]]''', i.e. use {{[[Wikipedia:Wikipedia:Substitution|subst]]:Unsigned}}.
|}
This template can be used to label unsigned comments on talk pages.
== Parameter ==
{| class="wikitable"
|-
! Parameter
! Description
! Default
! Status
|-
| 1
| User name or IP address of the user
| empty
| '''required'''
|-
| 2
| Timestamp from the edit history
| empty
| optional
|}
Please add the correct time zone to the time stamp.
== Example ==
: <code><nowiki>{{subst:Unsigned|Meneth|16:52, 16 March 2015 (CET)}}</nowiki></code>
yields
: <small>''— Preceding [[Wikipedia:Wikipedia:Signatures|unsigned]] comment added by'' [[User:Meneth|Meneth]] ([[User talk:Meneth|Talk]]) 16:52, 16 March 2015 (CET)</small>
90094404b41e67cbb765a3fde17b850f05966b4d
Template:Update
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<includeonly>{{Ambox
| image = [[Image:Ambox outdated content.png]]
| type = content
| text = '''{{FULLPAGENAME}}''' may need to be updated. [{{fullurl:{{FULLPAGENAME}}|action=edit}} '''Please update this article'''] to reflect recent events or newly available information, and remove this template when finished. Please [[{{TALKSPACE}}:{{PAGENAME}}|see the talk page]] for more information.
}}
{{#if: {{{1}}} | [[Category:Potentially outdated]]}}</includeonly>
<noinclude>{{template doc}}[[Category:Amboxes]]</noinclude>
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Template:Update/doc
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<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
'''Update''' can be used to highlight articles with minor out of date content issues.
== Usage ==
This table may be added by copy-pasting the template as shown below into an article.
<div style="background:#ddd; border:1px solid black; padding:0.5em 1em 0.5em 1em;">
<pre>
{{Update}}
</pre>
</div>
== Parameters ==
There are none.
== Values ==
There are none.
== Effects ==
Puts a table onto the page concerning out of date content.
== Updating this template ==
You shouldn't have to.
== Example ==
<pre>{{Update}}</pre>
Will display this:
{{Update|}}
1cfe15736a2a5501ce4808a5b22164358b2abf7a
Template:UserInfo
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<includeonly>{| align="right" style="border:1px solid #C0C0C0; width:18em; font-size: 95%; margin: 0px 0px 5px 5px;"
|-
! colspan="2" style="background-color:#6699ff; text-align:center;" | User Information
|-
! colspan="2" style="font-size: larger; text-align: center;" | {{PAGENAME}}
|-
| colspan="2" style="font-size: smaller; text-align: center;" | {{#if:{{{avatar|}}}
| [[image:{{{avatar}}}|{{{image-size|{{{image_size|{{{imagesize|60px}}}}}}}}}]]<br>
}}
|-
! colspan="2" |
------
|-
| '''[http://forum.paradoxplaza.com/forum/ Forum nick]''' || {{#if:{{{forum-nick|}}} | {{{forum-nick}}} | {{PAGENAME}} }}
|-
| '''Location:''' || {{{location}}}
|-
| '''Join-date:''' || {{{join}}}
|-
| '''Wiki-role(s):''' || {{{roles}}}
|-
! colspan="2" |
------
|}[[Category:Users]]</includeonly>
<noinclude>{{Template doc}}[[Category:Templates]]</noinclude>
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Template:UserInfo/doc
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<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
'''''UserInfo''''' can be used by anyone wanting to provide some information about themselves in a straightforward manner
== Usage ==
This infobox may be added by copy-pasting the template as shown below into an article.
<div style="width:250px; background:#ddd; border:1px solid black; padding:0.5em 1em 0.5em 1em;">
<pre>
{{UserInfo
| forum-nick =
| location =
| join =
| roles =
| avatar =
| image-size =
}}
</pre>
</div>
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Template:Version
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<div class="eu4box metadata ambox ambox-content mbox-text" style="float:right; clear:right; width:330px; font-size:80%;">
{{#Switch: "{{{1}}}"
| "Timeless" = This article is [[:Category:Timeless|timeless]] and should be accurate for any version of the game.
| "1.19" = This article is considered [[Project:Versioning|accurate]] for the current version ({{{1}}}) of the game.<br />
| #Default = This article may contain outdated information that is inaccurate for the current [[Project:Versioning|version]] of the game. It was last updated for
{{{1|an unknown version}}}.<includeonly>[[Category:Potentially outdated]]</includeonly>
}}
</div><includeonly>[[Category:{{{1|Unknown version}}}]]</includeonly><noinclude>
{{Template doc}}
<!-- Add metadata to the /doc subpage, not here - thanks! -->
[[Category:Versioning templates]]
</noinclude>
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<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
'''''Version''''' can be used to indicate if information in an article applies to specific versions of the game.
== Usage ==
This infobox may be added by copy-pasting the template as shown below into an article.
<div style="width:320px; background:#ddd; border:1px solid black; padding:0.5em 1em 0.5em 1em;">
<pre>
{{Version|X}}
</pre>
</div>
Substitute the value for X.
== Parameters ==
The template has currently been set up to handle the following versions:
{| class="wikitable"
!style="width:160px; text-align:left;"| Parameter
!style="text-align:left;"| Explanation
|-
| '''''Patch'''''
| Which major patch has it been updated for
|}
== Values ==
The above parameters can have the following values:
{| class="wikitable"
!style="width:160px; text-align:left;"| Parameter
!style="text-align:left;"| Explanation
|-
| '''''(patch)'''''
| The major patch for which this article has been written (for example 1.2 or 1.6)
|-
| '''''Timeless'''''
| For timeless articles.
|}
The default value is '''''Unknown''''' if no other values have been set for a given version/parameter.
== Effects ==
* Puts the including page into [[:Category:Timeless]] for articles that don't have time sensitive content or puts it into [[:Category:Potentially outdated]] if it is not up to date.
== Updating This Template ==
Message [[Meneth]].
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#REDIRECT [[Europa Universalis 4 Wiki:Versioning]]
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{{raw:Central::User:Meneth}}
Meneth is the creator of [[Project:Parser|the Parser]] used for turning game files into natural language for the wiki.
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[[Image:1914-logo.jpg|right|thumb|300px|1914 Logo]]
[[Image:Screenie1.jpg|right|thumb||Tech Screenshot]]
[[Image:screenie2.jpg|right|thumb||In-Game Screenshot]]
'''''1914: The First World War''''' is a modification focusing on the years 1897 - 1925, and the events leading up to and including WWI, also known as "The Great War" and "The War to End all Wars". Other scenarios remain available.
'''A brief history...'''
Version 0.1 was released on 25th April 2006, and Version 0.4, was released on 30th June 2007, making the mod available for the official expansion of HoI II, ''Doomsday'', as well. Things and pace began to pick up once again in the waining months of '07, with a 0.41 release in late January on the 21st of that month and 0.42 out officially as of 22/03/2008.
'''Synopsis:'''
Extensive work and progress have been made towards the 1911 and especially 1897 scenarios during this time, including balancing tweaks, new events and overall accuracy. '''''1914''''' includes extensive modding of events, graphics, AI and country data from the original HoI2 and HoI2:Doomsday, which is based on WWII, into a WWI atmosphere.
=== '''Campaign Scenarios''' ===
* January 1897: Imperial Zenith
* January 1911: Panthersprung
* January 1914: The Great War
* October 1917: In The Balance <concept>
=== '''Battle Scenarios''' ===
* Sick Man of Europe: The Balkan Wars
* The Brusilov Offensive
* Forty Days in the West
* 'Joe's War' - South Africa: 1899
* Kaiserschlacht, 1918
* Dawn of the Rising Sun: East Asia, 1904
* Spanish-American War: 1898
* Svea and the Maiden
* The Great Game: Central Asia
=== External link ===
* [http://1914mod.wordpress.com/ ''1914'' Website]
* [http://www.europa-universalis.com/forum/forumdisplay.php?f=290 '''''1914''''' forum at Paradox Plaza]
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The end of the Great War brought with it the end of the age of monarchies. In Russia, Germany, Austria-Hungary, Turkey, and Serbia, ruling houses were overthrown and new governments installed in their place. But those new governments were not always stable and were themselves subject to opposition, and in some cases rebellion.
How might history have been different if, in the defeated Central Powers, the emperors had returned? Play A.E.I.O.U., a modification of Hearts of Iron 2, and find out. Can you lead Austria to reclaim her lost glory?.
* Mod site: Is now down
* Mirror:[http://www.si-games.com/forums/local_links.php?catid=23] - Leads to a German website - it may be located here somewhere.
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{{Anthology}}
== AI Capabilities ==
For the most part, the AI plays by the exact same rules as the player. Any exceptions to this rule are done to make it possible for the AI to have a chance to compete against a human, especially in the areas of intuition and planning. For example, the planning necessary to conduct a successful amphibious invasion is extraordinarily complex, thus it was necessary to not have range limitations on AI navies. Similarly, since the AI is certain to be incapable of anticipating tactical movements and maneuvers, the ability to see all troops is a necessary step to level the playing field. This is a way of ensuring to keep the player "honest": e.g. any unescorted transports are sure to be attacked as a result, in addition to single HQ units sure to being bombed.
=== Strengths ===
* General Tactics: No fog of war: able to see all units
* Navy: All ships have an unlimited range
* Air force: The range of aircraft are based on any allied controlled airport; as opposed to being a function of the airport that aircraft is currently based in.
* Army: Forces will regain organization as they move (for the player units lose organization while moving)
=== Weaknesses ===
# General Tactics: Only uses the intelligence system for tech team and production delays (DD & ARMA only)
# General Tactics: Very poor at executing or defending against encirclements
# General Tactics: Does not give sufficient priority to protecting supply lines
# General Tactics: Poor execution of amphibious landings
# General Tactics: Does not co-ordinate unit arrival for offensives; thus small groups of units arrive over time, making AI extremely vulnerable to counter-attacks
# General Tactics: After losing a province, the AI will continue to trickle in units so long as it still controls the province, potentially creating a [http://en.wikipedia.org/wiki/Battle_of_Verdun verdun effect]
# General Tactics: Does not use nuclear weapons, build reactors, nor respond to their use appropriately ([[Nuclear Weapons#Game_shortfalls|Further Reading]])
# Air Force: Rebases most aircraft immediately after a game is loaded
# Air Force: Does not properly defend bombers
# Air Force: Uses fighters only for perimeter defense. Does not use fighters in response to enemy bombing of land units, navies, or strategic attacks.
# Navy: Does not break away from losing naval engagements.
# Economy: Imperfect trading decisions
# Production: Does not properly utilize serial runs of units
# Production: Does not always build most effective units
== AI Houserules ==
Exploiting AI weaknesses is known as being [[gamey tactics|gamey]] or unfair to the AI. For this reason, some players use "house rules" to ensure better gameplay balance and challenge:
* Save/Reload: No matter how badly a battle unfolds, refrain from going back to a saved game.
* Slow Down: Since the AI adjusts slowly to deep penetrations, have a "cooling off" period of a few days for your units.
* No Pause: do not use the pause button during battle, do not slow down time during battle: allow yourself to have a slow response time to changing conditions, to give the AI a chance
* No Spamming: No massive infantry spamming, no massive CAS death-star, no cruizer-zerg spamming, no factory spamming
* Acceptall cheat: Often, the AI won't accept a peace deal that it truly should. Thus, use this cheat to ''save'' the AI from its own stupidity, only when not accepting peace mean certain and quick annexation.
* Unit diversity: make an army with a diversity of units, with brigades.
* Military Control: do not take military control of allies.
* Aircraft: do not use ground attack missions
* Historical: stick to historical events at least until 1939, if not until 1941.
* Research: do not research doctrines until units are at war, and no doctrine switching.
== AI File Documentation ==
the file ../ai/ai_file_doc.txt lists some very basic information on the contents of the .ai files used by the game.
; switch = [yes/no] : The default value is yes. If set to no, the AI will not automatically be changed to an AI file created for specific behavior that may be appropriate to the current game year. Changing the AI can be event scripted, which may make this command useful under appropriate conditions. Starting with Doomsday, ai_switches are no longer used, the AI_XXX.ai event files are the only ones used now.
; flags = { } : described as "Inter-Agent distribution variables". These appear to be variables that multiple AI files are aware of when they are set.
; claim_acceptance = [percentage value] : Modifies the chance that the country for which the AI is being defined will accept a "demand claim" diplomatic action.
; demand_claims = { [country tag list] } : Countries that the AI will attempt to demand claims of if they control any core provinces.
; liberate = { [country tag list] } : countries that will be liberated as puppets if the AI controls its territory.
== AI Types ==
Basically, there are several different AI definitions.
* Involved with the Placement of Ground Troops
** Garrison AI
** Invasion AI
** Front AI
* Involved with Naval and Air Forces
** Naval AI
** Air AI
* Involved with the non-tactical portion of the game
** Construction AI
** Diplomacy AI
===Garrison AI===
===Invasion AI===
The Invasion AI is in charge of invading beaches. It pulls troops from the Garrison AI always, *never* the Front AI. The invasion AI takes into account troops currently on the beach when it invades.
===Front AI===
When troops are in a province with an enemy adjacent, these troops become part of the Front AI and are used to defend the border against the enemy.
Don't confuse front ratio with combat odds. Combat Odds are calculated using forces from all hexes near the target hex. Front Ratio is what the AI tries to strive on a hex per hex basis against his opponent.
When the AI shuffles his troops around a lot is because with a 4.0 ratio, every hex on his front is SCREAMING for more troops so he keeps shuffling everything. With a 1.0 or 1.2 range he settles down and digs in. Results have been VERY promising and has made it harder on the betas to advance against the enemy.
====Front Distribution====
; Defensive : AI tries to keep an even line but will place heavier concentrations where he sees VP areas and bases
; Offensive : The AI will mass troops in mainly pocketed areas where the enemy is week to prepare for attacks. Careful AI has a tendency to leave holes in his line
; Reactive : AI will shift his forces to where the enemy is mainly concentrated at. If you use this in conjunction with the max front ratio the results are pretty decent for shoving the enemy aside.
; OP_Defensive : Just like Defensive but the AI will look at how many retreat routes he has from the hex and will put less troops into it based on the retreat routes.
; Even : Keeps a solid line front and tries to make each hex have equal amount of divisions
==== Front Odds Calculations ====
In HoI2 v1.2, the AI now evaluates the penalties of different terrains and weather automatically, so all the parameters are set to 1.0. This way, one does not have to worry about the parameters being inappropriate in different weather conditions:
strength = 1.0
organisation = 1.0
soft_attack = 1.0
hard_attack = 1.0
ground_defense = 1.0
dig_in = 1.0 # Against defender
frozen_attack = 1.0
snow_attack = 1.0
blizzard_attack = 1.0
storm_attack = 1.0
muddy_attack = 1.0
jungle_attack = 1.0
mountain_attack = 1.0
swamp_attack = 1.0
forest_attack = 1.0
hill_attack = 1.0
urban_attack = 1.0
river = 1.0
The modder can change any of these variables, and they will still work, however, it is not recommended, since the AI reads straight from the modifier files.
==== Expeditionary Forces ====
HOI2 v1.0 - 1.3: The AI doesn't give expeditionary forces to human countries, they only give to other AI countries. In addition, expeditionary forces can only go to the country that controls the front, which is normally the largest power on that front.
HOI2DD & ARMA: The AI regularly provides expeditionary forces to human controlled nations, much to the dismay of most players! :)
===Naval AI===
===Air AI===
===Construction AI===
===Diplomacy AI===
Please note that the Diplomatic AI is unable to annex a country if the money is under zero.
Lack of money seems to sleep the diplomatic AI, which could be problematic for proper triggering of the AI.
For example, Germany lacking money would be unable to annex Poland (even if it has been fully conquered) hence the next AI couldn't trigger as one of the condition for triggering is not exists = POL.
In that case, since Poland has not been annexed, the next AI won't trigger
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#REDIRECT [[Armageddon]]
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__NOTOC__
{{compactTOC}}
The following abbreviations are commonly found in the game and on the official forums.
== A ==
*AA - Anti-Air
*AAR - After Action Report
*AC - Armoured Car brigade
*AFAIK - As far as I know
*Arm - Armoured division
* ARMA - The HOI2 expansion pack: Armageddon.
*Art or Arty - Artillery brigade
*ASW - Anti-Submarine Warfare
*AT - Anti-Tank
*ATM - At the moment
== B ==
*BB - Battleship
*BC - Battlecruiser
*BP - Bitter Peace (the event when Germany controls certain Russian cities)
*Bug - Software failure or unintended strange behavior of AI or game engine (as opposed to WAD)
== C ==
*CA - Heavy Cruiser
*CAG - Carrier Air Group
*[[CAS]] - [[Close Air Support]]. ''The classic Close Air Support aircraft is the [http://en.wikipedia.org/wiki/Junkers_Ju_87 Stuka]''
*Cav - Cavalry or Semi-Motorized Cavalry
*CL - Light Cruiser
*CG - Consumer Goods
*CP - Central Planning
*CTD - Crash to desktop (usually because of a bug)
*CV - Carrier
*CVL - Light Carrier
*CVN - Nuclear-Powered Carrier
== D ==
*DD - Destroyer or the HOI2 Expansion pack: Doomsday
*DoW - Declaration of War
*Div - Division
== E ==
*Eng - [[Engineer Brigade]]
*ESE - Effective Supply Efficiency
*EscF - Escort Fighter
*ETA - Estimated Time of Arrival
*Exp - Experience level
== F ==
*FC - Fire Control brigade (in Armageddon)
*FM - Field Marshall or Free Market
*Fig - Fighter
== G ==
*Gar - [[Garrison]]
*GC - Grand Campaign (1936 Scenario)
*GDE - Ground Defence Efficiency
*GPW - Great Patriotic War
== H ==
*H Arm - Heavy Tank brigate attachment
*HA - Hard Attack value
*HoI - Hearts of Iron, version 1
*'''[[HoI2]]''' - Hearts of Iron, version 2
*'''[[Doomsday|HoI2DD]]''' - Hearts of Iron, version 2 with Doomsday expansion
*'''[[Armageddon|HoI2DD ARMA]]''' - Hearts of Iron, version 2 with Armageddon expansion
*HQ - Headquarters
== I ==
*IC - Industrial Capacity
*IIRC - If I recall correctly
*IMO/IMHO - In my opinion/In my honest (humble) opinion
*Inf - Infantry division
*IntF - Interceptor
*IRL - In real life
== L ==
*L Arm - Light Armoured division
*LBA - Land Based Air
== M ==
*Mar - Marines
*MBT - Main Battle Tank
*Major - Usually Major Power, Germany, UK, USSR, US, Japan, sometimes also includes Italy, France, China
*Mec - Mechanized Infantry
*[[Mil]] - [[Militia]]
*Minor - Minor Power, any nation that is not a Major Power
*MM - Micromanagement
*Mot - Motorized Infantry
*MP - Police brigade or manpower or multiplayer
*Mtn - Mountain Infantry
== N ==
*NAP - Non Aggression Pact
*Nav - Naval Bomber
== O ==
*Org - Organisation level of division
*OOB - Order of Battle
== P ==
*Par or Para - Airborne Infantry (Paratroopers)
*Pol - Police brigade
== R ==
*R Art - Rocket artilery brigade
*RKKA - Raboche-Krest'yanskaya Krasnaya Armiya, the Soviet Land Forces
*RL - Real Life
*RotW - the Rest of the World
*RTS - Real Time Strategy
== S ==
*SA - Soft Attack value or Sturmabteilung (also known as "Storm Troopers" and "Brownshirts")
*SCW - Spanish Civil War
*SH Arm - Super Heavy Tank brigade
*SP - Self-Propelled, usually as a prefix to another abbreviation, such as SP-A (Self-Propelled Artillery)
*SR - common abbreviation of [[Strategic Redeployment]].
*SS - Submarine
*SSBN - Nuclear-Powered Ballistic Missile Submarine ("Boomer")
*SSGN - Nuclear-Powered Guided Missile Submarine
*SSN - Nuclear-Powered Fast Attack Submarine
*Str - Strategic Bomber
== T ==
*Tac - Tactical Bomber
*TC - Transport Capacity
*TP - Transport Ship
*Tra - Transport Plane
== W ==
*WAD - Working as Designed
*WC - World Conquest
*WM - the World Market
[[Category:Terminology]]
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Afghan Wars
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== '''Afghan Wars v1.0 and the Vietnam War v6.0 by FRVP''' ==
Compatable with Armagedon and Doomsday.
A total of 3 scenarios packaged together with new map, new units, new music, new sprites!
'''Afghan Wars: '''Start out in 1988 and proceed though the Soviet withdrawl from Afghanistan, PDPA collapse, tribal warloards anarchy, Taliban period events and September 11th attacks to past the 2003 USA invation of Iraq. Includes all 3 Iraq wars, conflicts in Chechnya, Kurdistan, Somalia, Kashmir and Yemen. Rated 70% historically accurate.
Playable countries: Afghanistan, USSR, PDPA, USA, UK, Saudi Arabia, Pashtun mujahiddin, Pakistan, Iraq, Iran, Hezbe, Jamiet and Al Qaeda. NATO troops are represented.
Also included are Azerbaijan, Kazakhstan, Kyrgyzstan, Georgia, Turkmenistan, Uzbekistan, Tajikistan, Armenia, China, India, Turkey, Syria, Jordan, Yemen, Kawait, Kashmir, Kurdistan, Somalia and Sudan.
The PDPA (Peoples Democaratic Party of Afghanistan) later becomes the Northern Alliance and the Pashtun mujahiddin later becomes the Taliban in 1994. This way, you can play the whole scenario as one of these countries.
'''Vietnam War:'''
Great historical full-function scenario of the American war in Vietnam 1963 - 1975, with other possible outcomes to certain events. Many rivers, monsoons, jungles and VC guerrilla attacks. Rated 90% historically accurate.
Start out in 1963 with the Diem and Kennedy assasinations and proceed though the many Vietnam era events from the Gulf of Tonkin incident to past the S.A.L.T. treaty in 1975. Nuclear tensions are high with USA, Soviets and China while Laos, Cambodia, Taiwan, and Korea battle with communism. Besides the Vietnam War, Vietnam offers other possible regional conflicts such as another Korean war (technically they are still at war today), the Soviet-China conflict, Malaysia-Indonisian conflict and a China-Taiwan conflict. It also has civil wars for the shaping of government in countries such as Cambodia and Laos which could allow attacks within their neutral territories.
Playable countries: North or South Vietnam, Viet Cong, USA, USSR, China, Thailand, North
or South Korea. Also included are Laos, Cambodia, Taiwan, Phillipines, Malaysia and Singapore. Hmong, Australian and New Zealand are represented.
'''Indian War:'''
A war involving India, Burma, North Vietnam, Thailand, Afghanistan and Pakistan to showcase the 2 modified counties.
'''Major map change:''' A total of 60 textured new territories added. The Caspian Sea is now navagatable with ports in Iran and Soviet Union.
'''25 New Units:''' Cold-war and post cold-war units including infantry, marine, mountain, HQ, militia, garrison, tanks, aircraft, gunships, subs, drones, missiles, advanced transports and sea mines.
Also 25 units included from the Vietnam Sceanario: Green Beret, AH-1 Cobra, Advanced Supersonic Fighter, Nuclear Sub, M41 Light-Tank, Titan ICBM, ABM, Paladin, Missile Launcher, Attack Helicopters, Advanced Air Cavalry. A grand total of 50 new units!
'''Technolgies:''' stealth, night vision, super semiconductors and computers, satellites, jungle warfare and lazer. Basic tech tree perfect for post WW2 scenarios.
'''Brigades:''' modern artillery, elite engineers, M42 Duster, M113, rocket launcher, and land mines.
'''Optional Sprites:''' M-41 complete sprite, Helicopter movement sprite and other basic 'stand' sprites for Afghanistan, Iraq, Vietnam and USA. (Helicopter cavalry sprite not for WW2)
'''Optional Music:''' 85MB, Awesome optional sound track from the Vietnam era ...rated PG!
There are changes or additions to some config, db, minister, leader and tech files. New graphics were added for new units, ministers, leaders and events. A few counters, flags and shields were added. New AI files for all countries involved were added. Mountain and jungle warfare is enhanced. Best played with agressive AI settings.
Made vanilla friendly for Armageddon v1.1 but will work for all with the correct patch. Unzip files to Armaggedon, Doomsday top-level directory. No patch needed for Armageddon.
'''Requirements:''' (Not compatable with previous versions)
Vietnam6.zip is required, 28 MB. Version 6.0 is the latest.
VN6MAP.zip is required, 35 MB (60 additional provinces). Version 6.0 is the latest.
DD6patch.zip is required for Doomsday, 100 KB. Version 6.0 is the latest.
You will need a no-time-limit fix for your version to go beyond 1964!
(Unfortunatley the only time patch I found for ARMG 1.2 and ARMG 1.3 won't let the AI build after 1964. So get version ARMG 1.1 or DD 1.3 for full function play, otherwise there are enough events to still make the game rather enjoyable.)
''Thanks to Jamie for his Map Maker, Digoo for his TNW ideas and BeBro, Hilsdorf and Strits1945 for their contributions!''
'''FRVP ~ Creator of Vietnam and Afghan War Scenarios'''
Enjoy!
http://forum.paradoxplaza.com/forum/showthread.php?t=472931
[http://vietafghan.frvp.com/ Download link here (Versions after Version 4 are paid for)]
1a0fc7073904370fc63b58e1515c4f562e5f3aa3
Afghanistan
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{{Country guides}}
'''Afghanistan''' is small mountain nation in central asia. It's neighbours are [[USSR]], [[United Kingdom|British India]], [[Sinkiang]] and [[Persia]]. You have 6 IC but, because your ministers are so damned bad, you can use only 5.
== General tips ==
# Defeat your weak enemies in 1936, before they can build up their armies.
# Best doctrines for Afghanistan are Mobility Focus/Human Wave, or Firepower Focus/Grand Battle Plan.
# Build only infantry and cavalry.
# Don't join the Axis. This will lead you to a two front war.
== Preview ==
As you see, Afghanistan is not a very powerful nation. On the contrary, it's between two of the world's greatest nations. But there are a few good things. You have 7 divisions, one of them is normal infantry and another is cavalry. Their strength is low, but that's not a problem. Just reinforce them to 100 strength and you have the most powerful army in central Asia. You don't have many resources, but you get enough resources from your motherland. You have surpluses of energy and you can trade it away for supplies. Your state may be isolated by major powers, but I've played HoI2 over one year, and the AI has never attacked Afghanistan. But most things make your game hard. Your slides suck, but it's not a problem, because you never have to hurry playing Afghanistan. Your government's isolationism makes it a bit difficult to declare wars, because your dissent skyrockets in every DoW. Your ministers are also very bad: ''[http://en.wikipedia.org/wiki/Mohammed_Zahir_Shah Muhammed Zahir]'' is an ''autocratic charmer'', which means -10% IC.
== Before war ==
Preparing your nation for war!
=== Policies ===
Your government is extremely bad. Head of state removes -10% IC, security -3% IC and other ministers are useless in war policies. Your sliders also aren't very good for warmaking, because your lobby is almost full dove, and you have zero interventionism. First start moving isolationism-slider towards interventionism. You don't have any ministers you can change to in 1936, but over the next few years you get a few more ministers, and there are some good ones too. Change your minister of security to Carlo Garbasso (prince of terror). He is available in 1938. Always select ministers who increase your IC. You don't care about influencing. You need no friends. Actually, if you join to some alliance this will make you a satellite and your game will be nothing except boring waiting - or it can doom you.
=== Research and build ===
You have only one tech team, and it's really bad. Skill level is 1 and components for Human Wave or Grand Battle Plan doctrine. Start researching manufacturing. You have so much manpower that you don't need to take care about it yet. After these research doctrines, go for infantry and cavalry. Also, researching artillery is a good idea. Another good doctrine is Human Wave. It gives high morale, but synchronize publication of Human Wave to peace time, because it lowers your organization -10.
You have to build 'normal' infantry units, which forms the core of your armies. Militias are also good, because you have so little IC. Build and use cavalry as quick-movement troops, that you can use to encircle enemies, break frontlines etc. But remember, that Afghanistan lacks the IC to fight Blitzkrieg. Put your artillery on militia units, that makes them more powerful.
== First expansions ==
=== Persia ===
In 1936, you have these seven divisions. Your neigbours, Sinkiang and Persia, have 3 and 2 divisions. Move all your armies to Afghani-Persian border and same time reinforce all your divisions to 100 strength. Also, build money and when you have enough money, cancel non-agression pact and declare war. USSR and UK have guaranteed Persia, but normally they don't declare war. If they now declare war, start new game. Put your cavalry in one unit and other divisions to 3 divisions corps. Your cavalry can now quickly storm in southern Persia and take southern and western victory points. Infantry will assault to west, capture victory points and then defeat weak Persian forces what are moving to battle. Their organization is low after marching and you probably have 1:6 superiority. Don't fight frontline war in Persia, just take victory points and annex.
=== Sinkiang ===
After annexing Persia turn around and move all your troops to Sinkiang border. Your dissent is pretty high after declaration of war, so try low it building consumer goods. Don't wait that all your dissent has gone, because this time Sinkiang build divisions and defeating them will be harder. Declare war when all your divisions are 100 strength and ready to attack. Sinkiang has not very big army and you only can push your forces to Urumqi. Then annex.
=== Whats next? ===
You now have have about 10 IC, but you can use only portion of it. Now you have years of time to build up. Build enough consumer goods that your dissent is again zero. You can try to conquer Tibet and Yunnan clique (before Yunnan joins to Chinese united front). Build new divisions and prepare for war...
== Against Soviet Union ==
Germans DoW USSR in 1941. Wait that they conquer all big cities, like Leningrad, Stalingrad, Moscow, Kiev etc. Wait that Red army is almost destroyed and Germans attacking over Ural and Caucasus. Then declare war, right year would be some 1943. If you can take Baku oilfields, it's great thing, but declaring war so early will almost surely condemn you to die. But in Central Asia there's enough to conquer anyway. From Sinkiang you can push on Soviet satellites in Far East.
[[Category:National Strategy]]
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Africa
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While the strategic importance of Africa is limited, it contains several nations. Africa contains a total of around 65 IC.
== Countries & Provinces ==
{|border="1"
|Country
|
|Required Provinces
|
|
|Extra Provinces
|
|----
|Tag
|Name
|Id
|Name
|Capital
|Id
|name
|----
|ALG
|Algeria
|942
|Bône
|
|970
|Géryville
|----
|
|
|943
|Constantine
|
|1013
|El-Oued
|----
|
|
|944
|Sétif
|
|1014
|Fort Laperrine
|----
|
|
|945
|Philippeville
|
|
|
|----
|
|
|946
|Bougie
|
|
|
|----
|
|
|947
|Blida
|
|
|
|----
|
|
|948
|Mascara
|
|
|
|----
|
|
|949
|Algiers
|C
|
|
|----
|
|
|950
|Mostaganem
|
|
|
|----
|
|
|951
|Sidi-Bel-Abbès
|
|
|
|----
|
|
|952
|Tlemcen
|
|
|
|----
|
|
|953
|Oran
|
|
|
|----
|ANG
|Angola
|1096
|Loanda
|C
|1100
|Nova Lisboa
|----
|
|
|1101
|Benguella
|
|1103
|Vila Pereira d'Eça
|----
|
|
|1102
|Moçâmedes
|
|1097
|Vila Henrique de Carvalho
|----
|
|
|
|
|
|1094
|Cabinda
|----
|ARA
|Arab Federation
|915
|Sollum
|
|900
|Suez
|----
|
|
|914
|Sidi Barrani
|
|1800
|el-Arish
|----
|
|
|913
|Rabia
|
|1801
|Sharm el-Sheikh
|----
|
|
|912
|Nibeiwa
|
|907
|Qattara
|----
|
|
|911
|Mersa Matruh
|
|1021
|Ain Dalla
|----
|
|
|910
|Fuka
|
|1019
|Great Sand Sea
|----
|
|
|909
|El Alamein
|
|1022
|Western Desert
|----
|
|
|908
|Gerawla
|
|1020
|Siwa
|----
|
|
|906
|Alexandria
|
|1025
|Qusayr
|----
|
|
|905
|Fayum
|
|1795
|Golan
|----
|
|
|904
|Tanta
|
|1861
|Dair az Zawr
|----
|
|
|903
|Cairo
|C
|1802
|Akaba
|----
|
|
|1023
|Asyut
|
|407
|Ar-Ruwayshid
|----
|
|
|1024
|Luxor
|
|1803
|Bayir
|----
|
|
|1026
|Aswan
|
|1794
|Beirut
|----
|
|
|1027
|Idfu
|
|1793
|Tripoli
|----
|
|
|1862
|Aleppo
|
|1860
|Kirkuk
|----
|
|
|1863
|Hims
|
|1864
|Mosul
|----
|
|
|1792
|Damascus
|
|1865
|Samarra
|----
|
|
|1796
|Amman
|
|1866
|Baghdad
|----
|
|
|1802
|Akaba
|
|1790
|Hilla
|----
|
|
|407
|Ar-Ruwayshid
|
|1824
|Nasiriyah
|----
|
|
|1803
|Bayir
|
|1823
|Basrah
|----
|
|
|
|
|
|1806
|Najaf
|----
|
|
|
|
|
|1791
|Karbala
|----
|
|
|
|
|
|1825
|Abadan
|----
|
|
|
|
|
|1797
|Jerusalem
|----
|
|
|
|
|
|1798
|Tel Aviv
|----
|
|
|
|
|
|1799
|Gaza
|----
|
|
|
|
|
|404
|Haifa
|----
|
|
|
|
|
|406
|Eilat
|----
|
|
|
|
|
|1821
|Dammam
|----
|
|
|
|
|
|1818
|Rub al Khali
|----
|
|
|
|
|
|1809
|Abha
|----
|
|
|
|
|
|1808
|Jiddah
|----
|
|
|
|
|
|1807
|Riyadh
|----
|
|
|
|
|
|1805
|Jawf
|----
|
|
|
|
|
|1804
|Medina
|----
|
|
|
|
|
|1819
|Mascate
|----
|
|
|
|
|
|1820
|Doha
|----
|
|
|
|
|
|1504
|Dubai
|----
|
|
|
|
|
|1812
|Sanaa
|----
|
|
|
|
|
|1813
|Aden
|----
|
|
|
|
|
|1814
|Mukalla
|----
|
|
|
|
|
|1815
|Socotra
|----
|BEN
|Benin-Sahel
|1005
|Parakou
|
|993
|Abidjan
|----
|
|
|1006
|Porto-Novo
|C
|995
|Bouaké
|----
|
|
|
|
|
|1003
|Lomé
|----
|
|
|
|
|
|1004
|Bassari
|----
|
|
|
|
|
|994
|Sikasso
|----
|
|
|
|
|
|996
|Bobo-Dioulasso
|----
|
|
|
|
|
|978
|Mopti
|----
|
|
|
|
|
|997
|Ouagadougou
|----
|
|
|
|
|
|998
|Niamey
|----
|
|
|
|
|
|1084
|Zinder
|----
|
|
|
|
|
|1083
|Agadez
|----
|CAM
|Cameroon
|1089
|Douala
|
|1010
|Onitsha
|----
|
|
|1077
|Yaoundé
|C
|1011
|Port Harcourt
|----
|
|
|1088
|Nkongsamba
|
|1012
|Gashaka
|----
|
|
|1087
|Ngaoundéré
|
|
|
|----
|
|
|1086
|Maroua
|
|
|
|----
|CON
|Congo
|1063
|Kigali
|
|
|
|----
|
|
|1071
|Stanleyville
|
|
|
|----
|
|
|1072
|Buta
|
|
|
|----
|
|
|1073
|Costermanville
|
|
|
|----
|
|
|1074
|Coquihatville
|
|
|
|----
|
|
|1142
|Léopoldville
|C
|
|
|----
|
|
|1095
|Banana
|
|
|
|----
|
|
|1097
|Vila Henrique de Carvalho
|
|
|
|----
|
|
|1143
|Kindu-Port-Empain
|
|
|
|----
|
|
|1144
|Albertville
|
|
|
|----
|
|
|1127
|Élisabethville
|
|
|
|----
|
|
|1098
|Luluabourg
|
|
|
|----
|EAF
|East African Union
|1062
|Tabora
|
|1059
|Marsabit
|----
|
|
|1139
|Lindi
|
|1060
|Nairobi
|----
|
|
|1140
|Dar es Salaam
|
|1061
|Mombasa
|----
|
|
|1141
|Tanga
|
|1064
|Entebbe
|----
|EGY
|Egypt
|915
|Sollum
|
|900
|Suez
|----
|
|
|914
|Sidi Barrani
|
|1800
|el-Arish
|----
|
|
|913
|Rabia
|
|1801
|Sharm el-Sheikh
|----
|
|
|912
|Nibeiwa
|
|
|
|----
|
|
|911
|Mersa Matruh
|
|
|
|----
|
|
|910
|Fuka
|
|
|
|----
|
|
|909
|El Alamein
|
|
|
|----
|
|
|908
|Gerawla
|
|
|
|----
|
|
|907
|Qattara
|
|
|
|----
|
|
|906
|Alexandria
|
|
|
|----
|
|
|905
|Fayum
|
|
|
|----
|
|
|904
|Tanta
|
|
|
|----
|
|
|903
|Cairo
|C
|
|
|----
|
|
|902
|Zaqazig
|
|
|
|----
|
|
|901
|Port Said
|
|
|
|----
|
|
|4
|As Suwayz
|
|
|
|----
|
|
|1019
|Great Sand Sea
|
|
|
|----
|
|
|1020
|Siwa
|
|
|
|----
|
|
|1021
|Ain Dalla
|
|
|
|----
|
|
|1022
|Western Desert
|
|
|
|----
|
|
|1023
|Asyut
|
|
|
|----
|
|
|1024
|Luxor
|
|
|
|----
|
|
|1025
|Qusayr
|
|
|
|----
|
|
|1026
|Aswan
|
|
|
|----
|
|
|1027
|Idfu
|
|
|
|----
|EQA
|Equatorial Africa
|1082
|Tibesti
|
|
|
|----
|
|
|1081
|Largeau
|
|
|
|----
|
|
|1080
|Fort-Lamy
|
|
|
|----
|
|
|1079
|Fort-Archambault
|
|
|
|----
|
|
|1078
|Bangui
|C
|
|
|----
|
|
|1070
|Bangassou
|
|
|
|----
|ETH
|Ethiopia
|1042
|Gonder
|
|1033
|Massaua
|----
|
|
|1043
|Desê
|
|1038
|Assab
|----
|
|
|1044
|Debre Mark'os
|
|1039
|Asmara
|----
|
|
|1045
|Gambêla
|
|
|
|----
|
|
|1046
|Addis Ababa
|C
|
|
|----
|
|
|1047
|Jima
|
|
|
|----
|
|
|1048
|Âdwa
|
|
|
|----
|
|
|1049
|Denakil
|
|
|
|----
|
|
|1050
|Dirê Dawa
|
|
|
|----
|
|
|1051
|Harar
|
|
|
|----
|
|
|1052
|Ginir
|
|
|
|----
|
|
|1053
|Moyale
|
|
|
|----
|
|
|1054
|Ogaden
|
|
|
|----
|GAB
|Gabon
|1092
|Libreville
|
|1090
|São Tomé
|----
|
|
|1093
|Pointe-Noire
|
|1091
|Bata
|----
|
|
|1075
|Brazzaville
|C
|1094
|Cabinda
|----
|
|
|1076
|Impfondo
|
|
|
|----
|GLD
|Gold Coast
|1000
|Tamale
|
|
|
|----
|
|
|1001
|Kumasi
|
|
|
|----
|
|
|1002
|Accra
|C
|
|
|----
|GUI
|Guinea
|987
|Conakry
|C
|983
|Bissão
|----
|
|
|989
|Labé
|
|
|
|----
|
|
|990
|Siguiri
|
|
|
|----
|
|
|991
|Kankan
|
|
|
|----
|LBY
|Libya
|916
|Bardia
|
|
|
|----
|
|
|917
|Forte Capuzzo
|
|
|
|----
|
|
|918
|Forte Maddalena
|
|
|
|----
|
|
|919
|Tobruk
|
|
|
|----
|
|
|920
|Derna
|
|
|
|----
|
|
|921
|Mechili
|
|
|
|----
|
|
|922
|Msus
|
|
|
|----
|
|
|923
|Barca
|
|
|
|----
|
|
|924
|Bengazi
|
|
|
|----
|
|
|925
|Agedabia
|
|
|
|----
|
|
|926
|Al Jaghbub
|
|
|
|----
|
|
|927
|Aujila
|
|
|
|----
|
|
|928
|Socna
|
|
|
|----
|
|
|929
|Sirte
|
|
|
|----
|
|
|930
|Homs
|
|
|
|----
|
|
|931
|Ghadames
|
|
|
|----
|
|
|932
|Tripoli
|C
|
|
|----
|
|
|933
|Zuara
|
|
|
|----
|
|
|1015
|Ghat
|
|
|
|----
|
|
|1016
|Murzuk
|
|
|
|----
|
|
|1017
|Calansho Sand Sea
|
|
|
|----
|
|
|1018
|Kufra
|
|
|
|----
|LIB
|Liberia
|992
|Monrovia
|C
|
|
|----
|MAD
|[[Madagascar]]
|1134
|Fianarantsoa
|
|
|
|----
|
|
|1137
|Tananarive
|C
|
|
|----
|MAL
|Union of Mali
|981
|Dakar
|C
|972
|Villa Cisneros
|----
|
|
|984
|Tambacounda
|
|982
|Bathurst
|----
|
|
|985
|Kayes
|
|974
|Fort-Gouraud
|----
|
|
|986
|Bamako
|
|973
|Port-Étienne
|----
|
|
|980
|Nioro du Sahel
|
|971
|El Aaiún
|----
|
|
|979
|Ségou
|
|975
|Taoudenni
|----
|
|
|977
|Timbuktu
|
|976
|Gao
|----
|MOR
|Morocco
|959
|Marrakech
|
|967
|Ifni
|----
|
|
|958
|Casablanca
|C
|971
|El Aaiún
|----
|
|
|956
|Oujda
|
|955
|Villa Sanjuro
|----
|
|
|960
|Mogador
|
|972
|Villa Cisneros
|----
|
|
|966
|Agadir
|
|954
|Melilla
|----
|
|
|968
|Ouezzane
|
|957
|Ceuta
|----
|
|
|969
|Bouarfa
|
|
|
|----
|MOZ
|Mozambique
|1138
|Vila Cabral
|
|
|
|----
|
|
|1133
|Quelimane
|
|
|
|----
|
|
|1130
|Beira
|
|
|
|----
|
|
|1131
|Tete
|
|
|
|----
|
|
|1123
|Inhambane
|
|
|
|----
|
|
|1122
|Lourenço Marques
|C
|
|
|----
|NAM
|Namibia
|1106
|Grootfontein
|
|
|
|----
|
|
|1107
|Odangwa
|
|
|
|----
|
|
|1108
|Walvis Bay
|
|
|
|----
|
|
|1109
|Lüderitz
|
|
|
|----
|
|
|1110
|Windhoek
|C
|
|
|----
|NIG
|Nigeria
|1007
|Ibadan
|
|1010
|Onitsha
|----
|
|
|1008
|Lagos
|
|1011
|Port Harcourt
|----
|
|
|1009
|Kaduna
|C
|1012
|Gashaka
|----
|
|
|1085
|Maiduguri
|
|
|
|----
|
|
|1145
|Kano
|
|
|
|----
|
|
|999
|Sokoto
|
|
|
|----
|RHO
|Rhodesia
|1125
|Harare
|
|1104
|Kalabo
|----
|
|
|1105
|Maun
|
|1099
|Mongu
|----
|
|
|1111
|Francistown
|
|1129
|Ndola
|----
|
|
|1112
|Gaberones
|
|1126
|Lusaka
|----
|
|
|1124
|Bulawayo
|C
|1128
|Mpika
|----
|
|
|
|
|
|1132
|Zomba
|----
|SAF
|South Africa
|1115
|Springbok
|
|
|
|----
|
|
|1116
|Cape Town
|
|
|
|----
|
|
|1114
|Kimberley
|
|
|
|----
|
|
|1117
|Port Elisabeth
|
|
|
|----
|
|
|1118
|East London
|
|
|
|----
|
|
|1120
|Johannesburg
|
|
|
|----
|
|
|1113
|Mafeking
|
|
|
|----
|
|
|1121
|Pretoria
|C
|
|
|----
|
|
|1119
|Durban
|
|
|
|----
|SIE
|Sierra Leone
|988
|Freetown
|C
|
|
|----
|SOM
|Somalia
|1034
|Obbia
|
|1036
|Zeila
|----
|
|
|1055
|Bardera
|
|1035
|Berbera
|----
|
|
|1056
|Mogadishu
|C
|1037
|Djibouti
|----
|
|
|1058
|Kismayo
|
|
|
|----
|SUD
|Sudan
|1028
|Wadi Halfa
|
|
|
|----
|
|
|1029
|Dongola
|
|
|
|----
|
|
|1067
|El Atrun
|
|
|
|----
|
|
|1068
|El Obeid
|
|
|
|----
|
|
|1069
|Waw
|
|
|
|----
|
|
|1030
|Port Sudan
|
|
|
|----
|
|
|1031
|Berber
|
|
|
|----
|
|
|1040
|Kassala
|
|
|
|----
|
|
|1041
|Gallabat
|
|
|
|----
|
|
|1066
|Khartoum
|C
|
|
|----
|
|
|1065
|Malakal
|
|
|
|----
|
|
|1032
|Omdurman
|
|
|
|----
|TUN
|Tunisia
|934
|Gafsa
|
|
|
|----
|
|
|935
|Gabès
|
|
|
|----
|
|
|936
|Sfax
|
|----
|
|
|937
|Kassarine
|
|----
|
|
|938
|Sousse
|
|----
|
|
|939
|Tunis
|C
|----
|
|
|940
|Bizerte
|
|----
|
|
|941
|Tabarka
|
|----
|}
==Superstate==
It is possible to manually create an "African Superstate", as described in [http://forum.paradoxplaza.com/forum/showthread.php?t=330990 this thread].
[[Category:Reference]]
9c91b0b25aa8b276b09f0975a26a75bfe50a2318
Air Doctrine Tech Tree
0
309
450
449
2017-03-18T11:50:57Z
Meneth
2
1 revision imported: Import from HoI2 Wiki
wikitext
text/x-wiki
{{TechTree}}
== Air Superiority ==
=== Air Superiority Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites: None
*Effects:
:*max_organization interceptor 2
:*Morale interceptor 2
:*max_organization multi_role 2
:*Morale multi_role 2
:*max_organization escort 2
:*Morale escort 2
:*max_organization cag 2
:*Morale cag 2
:*Enable Mission Type: ground_attack
:*Enable Mission Type: interdiction
:*Enable Mission Type: naval_strike
:*Enable Mission Type: logistical_strike
:*Enable Mission Type: strategic_bombardment
:*Enable Mission Type: port_strike
:*Enable Mission Type: installation_strike
:*Enable Mission Type: runway_cratering
:*Enable Mission Type: convoy_air_raiding
|
5 - [[Image:aircraft_testing.png|aircraft_testing]] - Tactical Unit - Wing
5 - [[Image:aircraft_testing.png|aircraft_testing]] - Combat Air Patrol Testing
5 - [[Image:aircraft_testing.png|aircraft_testing]] - Bomb Run Testing
5 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Army Air Support
5 - [[Image:aircraft_testing.png|aircraft_testing]] - Counter-Air Tactics
|}
=== Flying Circus Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#Air Superiority Doctrine|Air Superiority Doctrine]]
*Effects:
:*max_organization interceptor 2
:*Morale interceptor 2
:*max_organization multi_role 2
:*Morale multi_role 2
:*max_organization escort 2
:*Morale escort 2
:*max_organization cag 2
:*Morale cag 2
|
5 - [[Image:aeronautics.png|aeronautics]] - All-metal Airframes
5 - [[Image:aircraft_testing.png|aircraft_testing]] - Peacetime Training
5 - [[Image:aircraft_testing.png|aircraft_testing]] - Extensive Performance Testing
5 - [[Image:fighter_tactics.png|fighter_tactics]] - Small Unit Training
5 - [[Image:piloting.png|piloting]] - Basic Flying Experience
|}
=== Force Substitution Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#Air Superiority Doctrine|Air Superiority Doctrine]]
*Effects:
:*max_organization interceptor 2
:*Morale interceptor 2
:*max_organization multi_role 2
:*Morale multi_role 2
:*max_organization escort 2
:*Morale escort 2
:*max_organization cag 2
:*Morale cag 2
|
5 - [[Image:aircraft_testing.png|aircraft_testing]] - Tactical Unit - Flight
5 - [[Image:fighter_tactics.png|fighter_tactics]] - Fighter Tactics
5 - [[Image:mechanics.png|mechanics]] - Specialized Gunsights
5 - [[Image:piloting.png|piloting]] - Air Superiority Spirit
5 - [[Image:aircraft_testing.png|aircraft_testing]] - Fighter Unit Specialization
|}
=== Battlefield Destruction Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#Flying Circus Doctrine|Flying Circus Doctrine]]
:*[[Air_Doctrine_Tech_Tree#Force Substitution Doctrine|Force Substitution Doctrine]]
*Effects:
:*max_organization cas 10
:*Morale cas 10
:*Efficiency: ground_attack 0.5
|
3 - [[Image:aeronautics.png|aeronautics]] - Small Bomb Bays
3 - [[Image:general_equipment.png|general_equipment]] - Tank-Buster Bombs
3 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Basic Forward Air Controllers
3 - [[Image:aircraft_testing.png|aircraft_testing]] - Battlefield Air Support
3 - [[Image:piloting.png|piloting]] - Fire-Brigade Spirit
|}
=== Dive Bombing Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1937
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#Battlefield Destruction Doctrine|Battlefield Destruction Doctrine]]
*Effects:
:*max_organization cas 5
:*Morale cas 5
|
3 - [[Image:aircraft_testing.png|aircraft_testing]] - Early Precision Bomb Runs
3 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Offensive Air Support
3 - [[Image:aeronautics.png|aeronautics]] - Diving Ability
3 - [[Image:aircraft_testing.png|aircraft_testing]] - Diving Training
3 - [[Image:piloting.png|piloting]] - Close Air Support Spirit
|}
=== Direct Ground Support Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1938
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#Battlefield Destruction Doctrine|Battlefield Destruction Doctrine]]
*Effects:
:*max_organization cas 5
:*Morale cas 5
|
3 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Early Frontline Air Controllers
3 - [[Image:bomber_tactics.png|bomber_tactics]] - Combat Support Patrols
3 - [[Image:piloting.png|piloting]] - Emergency Service Spirit
3 - [[Image:mechanics.png|mechanics]] - Early Specialized Bombsights
3 - [[Image:general_equipment.png|general_equipment]] - Basic Ground Attack Ordnance
|}
=== Bomber Veteran Initiative ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1938
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#Battlefield Destruction Doctrine|Battlefield Destruction Doctrine]]
*Effects:
:*max_organization cas 5
:*Morale cas 5
:*Snow Attack cas 10
:*Rain Attack cas 10
:*Snow Attack cag 10
:*Rain Attack cag 10
|
3 - [[Image:piloting.png|piloting]] - Moral Superiority Spirit
3 - [[Image:aeronautics.png|aeronautics]] - Bad Weather Adaptation
3 - [[Image:aircraft_testing.png|aircraft_testing]] - Specialized Bombing Training
3 - [[Image:aircraft_testing.png|aircraft_testing]] - Individual Aircraft Adaptation
3 - [[Image:aircraft_testing.png|aircraft_testing]] - Ground Attack Tactics
|}
=== Night Strikes Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1939
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#Dive Bombing Doctrine|Dive Bombing Doctrine]]
:*[[Air_Doctrine_Tech_Tree#Direct Ground Support Doctrine|Direct Ground Support Doctrine]]
:*[[Air_Doctrine_Tech_Tree#Bomber Veteran Initiative|Bomber Veteran Initiative]]
*Effects:
:*Night Attack cas 10
:*Night Defence cas 50
:*max_organization cas 5
:*Morale cas 5
|
3 - [[Image:chemistry.png|chemistry]] - Very Early Bomb Illuminators
3 - [[Image:mechanics.png|mechanics]] - Basic Night Bombsights
3 - [[Image:aircraft_testing.png|aircraft_testing]] - Basic Night Flying Training
3 - [[Image:piloting.png|piloting]] - Night Flying Experience
3 - [[Image:bomber_tactics.png|bomber_tactics]] - Small Air Unit Tactics
|}
=== Operational Destruction Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1937
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#Flying Circus Doctrine|Flying Circus Doctrine]]
:*[[Air_Doctrine_Tech_Tree#Force Substitution Doctrine|Force Substitution Doctrine]]
*Effects:
:*max_organization tactical_bomber 10
:*Morale tactical_bomber 10
:*max_organization naval_bomber 10
:*Morale naval_bomber 10
|
3 - [[Image:general_equipment.png|general_equipment]] - Armor-penetration Bombs
3 - [[Image:bomber_tactics.png|bomber_tactics]] - Carpet Bombing
3 - [[Image:aircraft_testing.png|aircraft_testing]] - Bombing Practise
3 - [[Image:centralized_execution.png|centralized_execution]] - Early Air Campaign Management
3 - [[Image:aeronautics.png|aeronautics]] - Medium Bomb Bays
|}
=== Battlefield Interdiction Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1938
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#Operational Destruction Doctrine|Operational Destruction Doctrine]]
*Effects:
:*max_organization tactical_bomber 5
:*Morale tactical_bomber 5
:*max_organization naval_bomber 5
:*Morale naval_bomber 5
:*Enable Mission Type: airborne_assault
:*Efficiency: airborne_assault 0.3
|
3 - [[Image:decentralized_execution.png|decentralized_execution]] - Opportunity Strike Co-ordination
3 - [[Image:aircraft_testing.png|aircraft_testing]] - Interdiction Patrols
3 - [[Image:aircraft_testing.png|aircraft_testing]] - Airborne Assault Tactics
3 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Airborne Landing Techniques
3 - [[Image:bomber_tactics.png|bomber_tactics]] - Logistical Strike Tactics
|}
=== Strafing Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1938
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#Operational Destruction Doctrine|Operational Destruction Doctrine]]
*Effects:
:*max_organization tactical_bomber 5
:*Morale tactical_bomber 5
:*max_organization naval_bomber 5
:*Morale naval_bomber 5
:*Efficiency: interdiction 0.5
:*Efficiency: naval_strike 0.5
:*Efficiency: convoy_air_raiding 0.5
|
3 - [[Image:general_equipment.png|general_equipment]] - Armor-penetration Ammunition
3 - [[Image:aeronautics.png|aeronautics]] - Large Ammunition Storage
3 - [[Image:aircraft_testing.png|aircraft_testing]] - Strafing Training
3 - [[Image:aeronautics.png|aeronautics]] - Armored Fuselage
3 - [[Image:piloting.png|piloting]] - Multiple Bomb Runs
|}
=== Logistical Strike Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1938
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#Operational Destruction Doctrine|Operational Destruction Doctrine]]
*Effects:
:*max_organization tactical_bomber 5
:*Morale tactical_bomber 5
:*max_organization naval_bomber 5
:*Morale naval_bomber 5
:*Efficiency: logistical_strike 0.5
|
3 - [[Image:bomber_tactics.png|bomber_tactics]] - Logistical Hub Bombing
3 - [[Image:centralized_execution.png|centralized_execution]] - Line of Communication Interdiction
3 - [[Image:aircraft_testing.png|aircraft_testing]] - Basic Precision Bombing Training
3 - [[Image:general_equipment.png|general_equipment]] - Early Airdropped Mines
3 - [[Image:piloting.png|piloting]] - Area Interdiction
|}
=== Night Strafing Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1939
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#Battlefield Interdiction Doctrine|Battlefield Interdiction Doctrine]]
:*[[Air_Doctrine_Tech_Tree#Strafing Doctrine|Strafing Doctrine]]
:*[[Air_Doctrine_Tech_Tree#Logistical Strike Doctrine|Logistical Strike Doctrine]]
*Effects:
:*Night Attack tactical_bomber 10
:*Night Defence tactical_bomber 50
:*Night Attack naval_bomber 10
:*Night Defence naval_bomber 50
:*max_organization tactical_bomber 5
:*Morale tactical_bomber 5
:*max_organization naval_bomber 5
:*Morale naval_bomber 5
|
3 - [[Image:mechanics.png|mechanics]] - Early Night Gunsight
3 - [[Image:chemistry.png|chemistry]] - Basic Ground Illumination
3 - [[Image:aircraft_testing.png|aircraft_testing]] - Night Strafing Training
3 - [[Image:general_equipment.png|general_equipment]] - Tracer Ammunition
3 - [[Image:piloting.png|piloting]] - Night Air Superiority Spirit
|}
=== Strategic Destruction Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1937
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#Flying Circus Doctrine|Flying Circus Doctrine]]
:*[[Air_Doctrine_Tech_Tree#Force Substitution Doctrine|Force Substitution Doctrine]]
*Effects:
:*max_organization strategic_bomber 10
:*Morale strategic_bomber 10
:*max_organization transport_plane 10
:*Morale transport_plane 10
:*Efficiency: strategic_bombardment 0.5
|
3 - [[Image:bomber_tactics.png|bomber_tactics]] - Early Massed Bomb Run Tactics
3 - [[Image:aircraft_testing.png|aircraft_testing]] - Defensive Bomber Formations
3 - [[Image:mechanics.png|mechanics]] - High-altitude Bombsights
3 - [[Image:aeronautics.png|aeronautics]] - Large Bomb Bays
3 - [[Image:aircraft_testing.png|aircraft_testing]] - Area Target Bombing
|}
=== Escort Box System Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1938
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#Strategic Destruction Doctrine|Strategic Destruction Doctrine]]
*Effects:
:*max_organization strategic_bomber 5
:*Morale strategic_bomber 5
:*max_organization transport_plane 5
:*Morale transport_plane 5
:*Cost escort -2
|
3 - [[Image:bomber_tactics.png|bomber_tactics]] - Bomber Escort Tactics
3 - [[Image:fighter_tactics.png|fighter_tactics]] - Escort Tactics Training
3 - [[Image:aeronautics.png|aeronautics]] - External Fuel Tanks
3 - [[Image:piloting.png|piloting]] - Early Fighter Suppression Spirit
3 - [[Image:centralized_execution.png|centralized_execution]] - Bomber-Escort Coordination
|}
=== Combat-Bombardment Groups Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1939
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#Strategic Destruction Doctrine|Strategic Destruction Doctrine]]
*Effects:
:*max_organization strategic_bomber 5
:*Morale strategic_bomber 5
:*max_organization transport_plane 5
:*Morale transport_plane 5
|
3 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Combined Command Net
3 - [[Image:bomber_tactics.png|bomber_tactics]] - Basic Carpet Bombing Tactics
3 - [[Image:mechanics.png|mechanics]] - Low-altitude Bombsights
3 - [[Image:aircraft_testing.png|aircraft_testing]] - Early AA Suppression
3 - [[Image:piloting.png|piloting]] - Combat Bombing Spirit
|}
=== Dead Reckoning Bombardment Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1939
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#Strategic Destruction Doctrine|Strategic Destruction Doctrine]]
*Effects:
:*max_organization strategic_bomber 5
:*Morale strategic_bomber 5
:*max_organization transport_plane 5
:*Morale transport_plane 5
|
3 - [[Image:electronics.png|electronics]] - Precise Navigation Instruments
3 - [[Image:aircraft_testing.png|aircraft_testing]] - Navigator Training
3 - [[Image:centralized_execution.png|centralized_execution]] - Preset Coordinate Bombing
3 - [[Image:aircraft_testing.png|aircraft_testing]] - Early AA Evasion
3 - [[Image:bomber_tactics.png|bomber_tactics]] - Tactical Unit - Bomber Flight
|}
=== Night Bombardment Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1939
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#Escort Box System Doctrine|Escort Box System Doctrine]]
:*[[Air_Doctrine_Tech_Tree#Combat-Bombardment Groups Doctrine|Combat-Bombardment Groups Doctrine]]
:*[[Air_Doctrine_Tech_Tree#Dead Reckoning Bombardment Doctrine|Dead Reckoning Bombardment Doctrine]]
*Effects:
:*Night Attack strategic_bomber 10
:*Night Defence strategic_bomber 50
:*max_organization strategic_bomber 5
:*Morale strategic_bomber 5
:*max_organization transport_plane 5
:*Morale transport_plane 5
|
3 - [[Image:mechanics.png|mechanics]] - Night Bombsights
3 - [[Image:aeronautics.png|aeronautics]] - Pathfinder Planes
3 - [[Image:chemistry.png|chemistry]] - Improved Ground Illuminators
3 - [[Image:aircraft_testing.png|aircraft_testing]] - Night Bombing Training
3 - [[Image:centralized_execution.png|centralized_execution]] - Pre-planned Bomb Runs
|}
== First Strike ==
=== First Strike Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1939
*Prerequisites: None
*Effects:
:*Night Attack interceptor 10
:*Night Attack multi_role 5
:*max_organization interceptor 3
:*Morale interceptor 3
:*max_organization multi_role 3
:*Morale multi_role 3
:*max_organization escort 3
:*Morale escort 3
:*max_organization cag 3
:*Morale cag 3
|
4 - [[Image:centralized_execution.png|centralized_execution]] - Enemy Air Force Suppression Tactics
4 - [[Image:centralized_execution.png|centralized_execution]] - Frontline Airspace Domination
4 - [[Image:electronics.png|electronics]] - Early Fighter Radar Guidance
4 - [[Image:fighter_tactics.png|fighter_tactics]] - Fighter Patrol Tactics
4 - [[Image:piloting.png|piloting]] - Unimpeded Air Superiority Spirit
|}
=== Dispersed Fighting Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1939
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#First Strike Doctrine|First Strike Doctrine]]
*Effects:
:*max_organization interceptor 3
:*Morale interceptor 3
:*max_organization multi_role 3
:*Morale multi_role 3
:*max_organization escort 3
:*Morale escort 3
:*max_organization cag 3
:*Morale cag 3
|
4 - [[Image:decentralized_execution.png|decentralized_execution]] - Forward Air Commands
4 - [[Image:fighter_tactics.png|fighter_tactics]] - Individual Fighter Sweeps
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Frontline Field Airbase Use
4 - [[Image:aeronautics.png|aeronautics]] - Rough Landing and Take-off Capability
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Dispersed Fighting Training
|}
=== Frontal Missions Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1939
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#First Strike Doctrine|First Strike Doctrine]]
*Effects:
:*max_organization interceptor 3
:*Morale interceptor 3
:*max_organization multi_role 3
:*Morale multi_role 3
:*max_organization escort 3
:*Morale escort 3
:*max_organization cag 3
:*Morale cag 3
|
4 - [[Image:fighter_tactics.png|fighter_tactics]] - Frontline Air Patrols
4 - [[Image:electronics.png|electronics]] - Army-Airforce Radio-net
4 - [[Image:aircraft_testing.png|aircraft_testing]] - On-call Fighter Flights
4 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Close Fighter Cover
4 - [[Image:fighter_tactics.png|fighter_tactics]] - Fighter Sweep Training
|}
=== Fighter Veteran Initiative ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1939
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#First Strike Doctrine|First Strike Doctrine]]
*Effects:
:*max_organization interceptor 3
:*Morale interceptor 3
:*max_organization multi_role 3
:*Morale multi_role 3
:*max_organization escort 3
:*Morale escort 3
:*max_organization cag 3
:*Morale cag 3
:*Snow Attack interceptor 5
:*Rain Attack interceptor 5
:*Snow Attack multi_role 10
:*Rain Attack multi_role 10
:*Snow Attack cag 10
:*Rain Attack cag 10
|
4 - [[Image:aeronautics.png|aeronautics]] - Rough Weather Capability
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Rough Weather Training
4 - [[Image:piloting.png|piloting]] - Individual Training Spirit
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Fighter Unit Specialization
4 - [[Image:mechanics.png|mechanics]] - All-weather Gunsights
|}
== Perimeter Defence ==
=== Perimeter Defence Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1939
*Prerequisites: None
*Effects:
:*Night Defence escort 50
:*Night Defence multi_role 25
:*max_organization interceptor 3
:*Morale interceptor 3
:*max_organization multi_role 3
:*Morale multi_role 3
:*max_organization escort 3
:*Morale escort 3
:*max_organization cag 3
:*Morale cag 3
|
4 - [[Image:electronics.png|electronics]] - Pre-set Radar Fighter Guidance
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Forward Air Controller Training
4 - [[Image:fighter_tactics.png|fighter_tactics]] - Individual Fighter Guidance
4 - [[Image:decentralized_execution.png|decentralized_execution]] - Specialized Area Defense Tactics
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Fighter Unit Coordination Training
|}
=== Formation Fighting Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1939
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#Perimeter Defence Doctrine|Perimeter Defence Doctrine]]
*Effects:
:*max_organization interceptor 3
:*Morale interceptor 3
:*max_organization multi_role 3
:*Morale multi_role 3
:*max_organization escort 3
:*Morale escort 3
:*max_organization cag 3
:*Morale cag 3
:*Cost escort -10
|
4 - [[Image:large_unit_tactics.png|large_unit_tactics]] - Close Escort Tactics
4 - [[Image:fighter_tactics.png|fighter_tactics]] - Multiple Wing Coordination
4 - [[Image:centralized_execution.png|centralized_execution]] - Pre-planned Air Missions
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Formation Flying
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Extensive Flying Testing
|}
=== Home Defence Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#Perimeter Defence Doctrine|Perimeter Defence Doctrine]]
*Effects:
:*max_organization interceptor 3
:*Morale interceptor 3
:*max_organization multi_role 3
:*Morale multi_role 3
:*max_organization escort 3
:*Morale escort 3
:*max_organization cag 3
:*Morale cag 3
|
4 - [[Image:centralized_execution.png|centralized_execution]] - Centralized Fighter Coordination
4 - [[Image:fighter_tactics.png|fighter_tactics]] - Basic Fighter Concentration
4 - [[Image:electronics.png|electronics]] - Basic Radar-guided Interception
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Coordinated Interception Training
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Area Defense Training
|}
=== Recon Skirmisher Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#Perimeter Defence Doctrine|Perimeter Defence Doctrine]]
*Effects:
:*max_organization interceptor 3
:*Morale interceptor 3
:*max_organization multi_role 3
:*Morale multi_role 3
:*max_organization escort 3
:*Morale escort 3
:*max_organization cag 3
:*Morale cag 3
|
4 - [[Image:fighter_tactics.png|fighter_tactics]] - Combat Reconnaisance Tactics
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Opportunity Strike Tactics
4 - [[Image:centralized_execution.png|centralized_execution]] - Large Area Fighter Coordination
4 - [[Image:aeronautics.png|aeronautics]] - Combat Reconnaisance Planes
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Chance Encounter Training
|}
=== Combat Unit Destruction Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#Night Strikes Doctrine|Night Strikes Doctrine]]
*Effects:
:*max_organization cas 10
:*Morale cas 10
|
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Troop Concentration Bombing
4 - [[Image:bomber_tactics.png|bomber_tactics]] - HQ Destruction Attacks
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Basic AA Evasion
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Combat Unit Suppression
4 - [[Image:decentralized_execution.png|decentralized_execution]] - Regional Airstrike Command
|}
=== Hunt & Destroy Groups Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#Combat Unit Destruction Doctrine|Combat Unit Destruction Doctrine]]
*Effects:
:*max_organization cas 10
:*Morale cas 10
:*Cost cas -10
|
4 - [[Image:bomber_tactics.png|bomber_tactics]] - Frontline Combat Air Patrol
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Opportunity Strikes Doctrine
4 - [[Image:centralized_execution.png|centralized_execution]] - Area Bombing Campaigns
4 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Coordinated Offensive Bombing
4 - [[Image:piloting.png|piloting]] - Extreme-range Artillery Spirit
|}
=== Low Echelon CAS Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1942
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#Combat Unit Destruction Doctrine|Combat Unit Destruction Doctrine]]
*Effects:
:*max_organization cas 10
:*Morale cas 10
:*Cost cas -10
|
4 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Division-attached Air Support
4 - [[Image:decentralized_execution.png|decentralized_execution]] - Local Air Operations
4 - [[Image:bomber_tactics.png|bomber_tactics]] - Basic Small-scale Bombruns
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Coordinated Air-Land Operations
4 - [[Image:aircraft_testing.png|aircraft_testing]] - CAS Training
|}
=== Bomber Ace Initiative ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1942
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#Combat Unit Destruction Doctrine|Combat Unit Destruction Doctrine]]
*Effects:
:*max_organization cas 10
:*Morale cas 10
:*Cost cas -10
:*Snow Attack cas 10
:*Rain Attack cas 10
:*Snow Attack cag 10
:*Rain Attack cag 10
|
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Individual Training
4 - [[Image:piloting.png|piloting]] - Individual Morale Superiority
4 - [[Image:bomber_tactics.png|bomber_tactics]] - Long-time Unit Cohesion
4 - [[Image:aeronautics.png|aeronautics]] - Specialized Bombers
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Tutor Replacement Integration
|}
=== Offensive Fighter Box doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1942
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#Dispersed Fighting Doctrine|Dispersed Fighting Doctrine]]
:*[[Air_Doctrine_Tech_Tree#Frontal Missions Doctrine|Frontal Missions Doctrine]]
:*[[Air_Doctrine_Tech_Tree#Fighter Veteran Initiative|Fighter Veteran Initiative]]
*Effects:
:*max_organization interceptor 5
:*Morale interceptor 5
:*max_organization multi_role 5
:*Morale multi_role 5
:*max_organization escort 5
:*Morale escort 5
:*max_organization cag 5
:*Morale cag 5
|
4 - [[Image:fighter_tactics.png|fighter_tactics]] - Offensive Fighter Tactics
4 - [[Image:fighter_tactics.png|fighter_tactics]] - Basic Fighter Concentration
4 - [[Image:decentralized_execution.png|decentralized_execution]] - Forward Air Controlling Facilities
4 - [[Image:aeronautics.png|aeronautics]] - External Fuel Tanks
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Fighter Suppression Training
|}
=== Fighter Baiting Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#Offensive Fighter Box doctrine|Offensive Fighter Box doctrine]]
*Effects:
:*max_organization interceptor 5
:*Morale interceptor 5
:*max_organization multi_role 5
:*Morale multi_role 5
:*max_organization escort 5
:*Morale escort 5
:*max_organization cag 5
:*Morale cag 5
:*Cost interceptor -10
|
4 - [[Image:fighter_tactics.png|fighter_tactics]] - Flying Ambush Tactic
4 - [[Image:fighter_tactics.png|fighter_tactics]] - Bait Execution
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Enemy Intelligence Suppression
4 - [[Image:electronics.png|electronics]] - Long-range Radar Detection
4 - [[Image:centralized_execution.png|centralized_execution]] - Preplanned Missions
|}
=== Dogfight Experiment Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#Offensive Fighter Box doctrine|Offensive Fighter Box doctrine]]
*Effects:
:*max_organization interceptor 5
:*Morale interceptor 5
:*max_organization multi_role 5
:*Morale multi_role 5
:*max_organization escort 5
:*Morale escort 5
:*max_organization cag 5
:*Morale cag 5
:*Cost interceptor -10
|
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Improved Dogfighting Training
4 - [[Image:fighter_tactics.png|fighter_tactics]] - Improved Anti-Fighter Combat
4 - [[Image:aeronautics.png|aeronautics]] - Wind Tunnel Testing
4 - [[Image:mechanics.png|mechanics]] - Dogfight Gunsights
4 - [[Image:fighter_tactics.png|fighter_tactics]] - Dogfight Preparation Tactics
|}
=== Fighter Ace Initiative ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#Offensive Fighter Box doctrine|Offensive Fighter Box doctrine]]
*Effects:
:*max_organization interceptor 5
:*Morale interceptor 5
:*max_organization multi_role 5
:*Morale multi_role 5
:*max_organization escort 5
:*Morale escort 5
:*max_organization cag 5
:*Morale cag 5
:*Cost interceptor -10
:*Snow Attack interceptor 5
:*Rain Attack interceptor 5
:*Snow Attack multi_role 10
:*Rain Attack multi_role 10
:*Snow Attack cag 10
:*Rain Attack cag 10
|
4 - [[Image:piloting.png|piloting]] - Ace Fighting Experience
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Specialized Units
4 - [[Image:aeronautics.png|aeronautics]] - Individual Fighters
4 - [[Image:fighter_tactics.png|fighter_tactics]] - Long-time Unit Cohesion
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Tutor Replacement Integration
|}
=== Infrastructure Destruction Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#Night Strafing Doctrine|Night Strafing Doctrine]]
*Effects:
:*max_organization tactical_bomber 10
:*Morale tactical_bomber 10
:*max_organization naval_bomber 10
:*Morale naval_bomber 10
:*Efficiency: port_strike 0.5
:*Efficiency: installation_strike 0.5
:*Efficiency: runway_cratering 0.5
|
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Refined Precision Bombing
4 - [[Image:bomber_tactics.png|bomber_tactics]] - Transport Hub Strikes
4 - [[Image:general_equipment.png|general_equipment]] - Airdropped Mines
4 - [[Image:centralized_execution.png|centralized_execution]] - Large-scale Bombing Campaigns
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Low-altitude Bomb Runs
|}
=== Infiltration Bombardment Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1942
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#Infrastructure Destruction Doctrine|Infrastructure Destruction Doctrine]]
*Effects:
:*max_organization tactical_bomber 10
:*Morale tactical_bomber 10
:*max_organization naval_bomber 10
:*Morale naval_bomber 10
:*Cost tactical_bomber -10
:*Cost naval_bomber -5
:*Efficiency: airborne_assault 0.1
|
4 - [[Image:bomber_tactics.png|bomber_tactics]] - Lightning Strikes
4 - [[Image:electronics.png|electronics]] - Precision Navigation Instruments
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Sophisticated Navigator Training
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Exact Mission Execution
4 - [[Image:aeronautics.png|aeronautics]] - Low-altitude Radar Evasion
|}
=== Carousel Bombardment Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1942
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#Infrastructure Destruction Doctrine|Infrastructure Destruction Doctrine]]
*Effects:
:*max_organization tactical_bomber 10
:*Morale tactical_bomber 10
:*max_organization naval_bomber 10
:*Morale naval_bomber 10
:*Cost tactical_bomber -10
:*Cost naval_bomber -5
:*Efficiency: airborne_assault 0.1
|
4 - [[Image:centralized_execution.png|centralized_execution]] - Large-scale Mission Planning
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Permanent Occupation Bombing Campaign
4 - [[Image:bomber_tactics.png|bomber_tactics]] - Small Bomber Strikes
4 - [[Image:piloting.png|piloting]] - Round-the-clock Bombing Spirit
4 - [[Image:aircraft_testing.png|aircraft_testing]] - AA Suppression
|}
=== Keypoint Bombardment Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#Infrastructure Destruction Doctrine|Infrastructure Destruction Doctrine]]
*Effects:
:*max_organization tactical_bomber 10
:*Morale tactical_bomber 10
:*max_organization naval_bomber 10
:*Morale naval_bomber 10
:*Cost tactical_bomber -10
:*Cost naval_bomber -5
:*Efficiency: airborne_assault 0.1
|
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Precision Bomb Runs
4 - [[Image:mechanics.png|mechanics]] - Precision Bombsights
4 - [[Image:general_equipment.png|general_equipment]] - Deep-penetration Bombs
4 - [[Image:piloting.png|piloting]] - Hit-and-run Spirit
4 - [[Image:bomber_tactics.png|bomber_tactics]] - Small-scale Bomb Runs
|}
=== Defensive Fighter Box Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1942
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#Formation Fighting Doctrine|Formation Fighting Doctrine]]
:*[[Air_Doctrine_Tech_Tree#Home Defence Doctrine|Home Defence Doctrine]]
:*[[Air_Doctrine_Tech_Tree#Recon Skirmisher Doctrine|Recon Skirmisher Doctrine]]
*Effects:
:*max_organization interceptor 5
:*Morale interceptor 5
:*max_organization multi_role 5
:*Morale multi_role 5
:*max_organization escort 5
:*Morale escort 5
:*max_organization cag 5
:*Morale cag 5
|
4 - [[Image:centralized_execution.png|centralized_execution]] - Area Fighter Coordination
4 - [[Image:fighter_tactics.png|fighter_tactics]] - Defensive Fighter Tactics
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Fighter-AA Coordination
4 - [[Image:fighter_tactics.png|fighter_tactics]] - Fighter Concentration
4 - [[Image:electronics.png|electronics]] - IFF System
|}
=== Multi-altitude Group Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1942
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#Defensive Fighter Box Doctrine|Defensive Fighter Box Doctrine]]
*Effects:
:*max_organization interceptor 5
:*Morale interceptor 5
:*max_organization multi_role 5
:*Morale multi_role 5
:*max_organization escort 5
:*Morale escort 5
:*max_organization cag 5
:*Morale cag 5
:*Cost multi_role -10
:*Cost escort -5
|
4 - [[Image:fighter_tactics.png|fighter_tactics]] - Multi-layered Fighter Defense
4 - [[Image:fighter_tactics.png|fighter_tactics]] - Massed Fighter Sweeps
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Large Group Tactics
4 - [[Image:piloting.png|piloting]] - No Penetration Spirit
4 - [[Image:aeronautics.png|aeronautics]] - Altitude-adapted Fighters
|}
=== Filter Room System Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#Defensive Fighter Box Doctrine|Defensive Fighter Box Doctrine]]
*Effects:
:*max_organization interceptor 5
:*Morale interceptor 5
:*max_organization multi_role 5
:*Morale multi_role 5
:*max_organization escort 5
:*Morale escort 5
:*max_organization cag 5
:*Morale cag 5
:*Cost multi_role -10
:*Cost escort -5
|
4 - [[Image:electronics.png|electronics]] - Multi-layer Radar Coverage
4 - [[Image:centralized_execution.png|centralized_execution]] - Fighter Command HQ
4 - [[Image:fighter_tactics.png|fighter_tactics]] - Multi-stage Fighter Defense
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Unit Coordination Training
4 - [[Image:electronics.png|electronics]] - Filter Room Radio-net
|}
=== Air Reserve Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#Defensive Fighter Box Doctrine|Defensive Fighter Box Doctrine]]
*Effects:
:*max_organization interceptor 5
:*Morale interceptor 5
:*max_organization multi_role 5
:*Morale multi_role 5
:*max_organization escort 5
:*Morale escort 5
:*max_organization cag 5
:*Morale cag 5
:*Cost multi_role -10
:*Cost escort -5
|
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Alert Fighter Wings
4 - [[Image:piloting.png|piloting]] - Last-defense Spirit
4 - [[Image:aeronautics.png|aeronautics]] - Accelerated Take-off Capability
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Interception Training
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Fighter Wing Coordination
|}
=== Mass Destruction Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1942
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#Night Bombardment Doctrine|Night Bombardment Doctrine]]
*Effects:
:*max_organization strategic_bomber 10
:*Morale strategic_bomber 10
:*max_organization transport_plane 10
:*Morale transport_plane 10
|
4 - [[Image:bomber_tactics.png|bomber_tactics]] - Troop Concentration Bombing
4 - [[Image:bomber_tactics.png|bomber_tactics]] - Massed Bomb Run Coordination
4 - [[Image:aeronautics.png|aeronautics]] - Enhanced Bomber Payload
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Frontline Bombing
4 - [[Image:centralized_execution.png|centralized_execution]] - Centralized Bomber Co-ordination
|}
=== Escort Relay System Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1942
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#Mass Destruction Doctrine|Mass Destruction Doctrine]]
*Effects:
:*max_organization strategic_bomber 10
:*Morale strategic_bomber 10
:*max_organization transport_plane 10
:*Morale transport_plane 10
:*Cost strategic_bomber -10
:*Cost escort -10
|
4 - [[Image:electronics.png|electronics]] - Bomber-Escort Radio-net
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Escort-handover Training
4 - [[Image:piloting.png|piloting]] - Superior Tactics Spirit
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Bomber Stream Practise
4 - [[Image:bomber_tactics.png|bomber_tactics]] - Massed Bomber Tactics
|}
=== Carpet Bombing Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1942
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#Mass Destruction Doctrine|Mass Destruction Doctrine]]
*Effects:
:*max_organization strategic_bomber 10
:*Morale strategic_bomber 10
:*max_organization transport_plane 10
:*Morale transport_plane 10
:*Cost strategic_bomber -10
|
4 - [[Image:bomber_tactics.png|bomber_tactics]] - Bomber Stream Tactics
4 - [[Image:bomber_tactics.png|bomber_tactics]] - Massed Bomb Runs
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Area Carpet Bombing
4 - [[Image:aircraft_testing.png|aircraft_testing]] - Large Unit Training
4 - [[Image:piloting.png|piloting]] - Refined Defensive Bomber Coordination
|}
=== Flying Armada Doctrine ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Air_Doctrine_Tech_Tree#Mass Destruction Doctrine|Mass Destruction Doctrine]]
*Effects:
:*max_organization strategic_bomber 10
:*Morale strategic_bomber 10
:*max_organization transport_plane 10
:*Morale transport_plane 10
:*Cost strategic_bomber -10
|
4 - [[Image:piloting.png|piloting]] - Invincible Superiority Spirit
4 - [[Image:artillery.png|artillery]] - Massed Defensive Armaments
4 - [[Image:bomber_tactics.png|bomber_tactics]] - Massed Bomber Campaigns
4 - [[Image:bomber_tactics.png|bomber_tactics]] - Refined Bomber Stream Tactics
4 - [[Image:centralized_execution.png|centralized_execution]] - Bomber Command HQ
|}
[[Category:Reference]] [[Category:Tech Tree]]
484a3de929eef321326e5d0c7b930dfb8c0b1ab2
Air unit statistics
0
310
452
451
2017-03-18T11:50:57Z
Meneth
2
1 revision imported: Import from HoI2 Wiki
wikitext
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= HOI v 1.0 - 1.3 =
== Air Units ==
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=== [[Close Air Support]] ===
Close Air Support is the key to the blitzkrieg tactic. These planes have the ability to strike precisely at enemy units, enabling your ground forces to achieve a rapid breakthrough. They are slow, sturdy planes and this makes them an easy target for enemy fighters.
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[[Image:Div_18.jpg]]
|}
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! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Basic CAS || 30 || 30 || 1 || 1 || 8 || 4 || 1 || || 3 || ||
| width=20 | || 6 || 180 || 2 || 200 || 0.8 || 4 || 200 || || 0.5 || 1.0
|- align=center
| align=left | Improved CAS || 30 || 30 || 2 || 1 || 12 || 6 || 2 || || 4 || ||
| width=20 | || 7 || 180 || 2 || 200 || 1.0 || 4 || 250 || || 0.5 || 1.0
|- align=center
| align=left | Advanced CAS || 30 || 30 || 3 || 2 || 14 || 8 || 3 || || 5 || ||
| width=20 | || 8 || 180 || 2 || 200 || 1.2 || 4 || 300 || || 0.5 || 1.0
|- align=center
| align=left | Turbojet CAS || 30 || 30 || 4 || 3 || 16 || 10 || 4 || || 6 || ||
| width=20 | || 12 || 180 || 2 || 250 || 1.4 || 4 || 300 || || 0.5 || 1.0
|- align=center
| align=left | ASM equip CAS || 30 || 30 || 4 || 3 || 16 || 10 || 10 || || 6 || ||
| width=20 | || 14 || 180 || 2 || 300 || 1.6 || 4 || 300 || || 0.5 || 1.0
|}
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=== [[Escort Fighters]] ===
Escort Fighters are long-range fighters, designed to escort bombers and keep enemy interceptors from the bombers. They are drilled in tactics to achieve this mission and receive a bonus when escorting bombers. In Air Superiority missions, they are less effective.
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[[Image:Div_12.jpg]]
|}
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! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Basic Escort Fighter || 30 || 30 || 5 || 8 || 0 || 0 || 0 || 0 || 8 || 2 || 3
| width=20 | || 15 || 150 || 1 || 500 || 1 || 2 || 800 || || 0.5 || 1.0
|- align=center
| align=left | Improved Escort Fighter || 30 || 30 || 6 || 12 || 0 || 0 || 0 || 0 || 12 || 3 || 3
| width=20 | || 18 || 150 || 1 || 600 || 1.2 || 2 || 1000 || || 0.5 || 1.0
|- align=center
| align=left | Advanced Escort Fighter || 30 || 30 || 8 || 16 || 0 || 0 || 0 || 0 || 18 || 5 || 5
| width=20 | || 21 || 150 || 1 || 650 || 1.4 || 2 || 1300 || || 0.5 || 1.0
|}
<pre>
Hearts of Iron 2: Doomsday
A major change in HOI2:DD is that Escort fighters are brigade type units attached to bombers.
This results in better values for the bomber when intercepted by enemy planes, but also a lower range.
</pre>
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=== [[Fighters]] ===
Fighters are the backbone of any air force. The have moderate range, have the best air attack capability (without bonuses), and can be effective against ground targets. Their primary role is achieving air superiority: destroying enemy fighters and denying airspace to enemy bombers.
While a specialized air force is ideal, these craft are all-rounders. Interceptors are superior at bomber interception (due to a bonus) and escorts can reach far into enemy territory. If research or production choices are tight, develop the fighter first.
In a ground attack role, note that the hard attack capability of fighters is particularly high, comparable to that of CAS and TAC bombers. After air superiority has been achieved, fighters are ideal for giving bombing runs an extra punch against armoured targets. These units can also be effective against soft targets, but to a lesser extent.
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[[Image:Div_13.jpg]]
|}
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! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Basic Fighter || 30 || 30 || 9 || 4 || 1 || 2 || 0 || 0 || 6 || 3 || 4
| width=20 | || 14 || 150 || 1 || 500 || 1.1 || 2 || 350 || || 0.5 || 1.0
|- align=center
| align=left | Improved Fighter || 30 || 30 || 12 || 5 || 2 || 3 || 1 || 0 || 8 || 6 || 6
| width=20 | || 18 || 150 || 1 || 600 || 1.2 || 2.2 || 400 || || 0.5 || 1.0
|- align=center
| align=left | Advanced Fighter || 30 || 30 || 15 || 9 || 4 || 6 || 2 || 0 || 10 || 8 || 8
| width=20 | || 20 || 150 || 1 || 650 || 1.4 || 2.1 || 500 || || 0.5 || 1.0
|- align=center
| align=left | Basic Turbojet Fighter || 30 || 30 || 18 || 11 || 5 || 6 || 3 || 0 || 16 || 7 || 7
| width=20 | || 25 || 150 || 1 || 900 || 2.4 || 3 || 550 || || 0.5 || 1.0
|- align=center
| align=left | Improved Turbojet Fighter || 30 || 30 || 22 || 13 || 5 || 7 || 4 || 0 || 18 || 10 || 8
| width=20 | || 29 || 150 || 1 || 1100 || 2.6 || 3 || 600 || || 0.5 || 1.0
|}
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=== [[Flying Bomb]] ===
The Flying Bomb (e.g. the German V1) is a pilotless aircraft powered by an early jet engine, designed to deliver a payload of explosives to an area target. It is slower than a rocket or missile, which means that it can be intercepted and shot down by enemy fighters.
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[[Image:Div_20.jpg]]
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! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Flying Bomb || 100 || 100 || || 15 || 0 || 0 || || 90 || 30 || ||
| width=20 | || 1 || 30 || 0 || 650 || 0.5 || 1.5 || 300 || || ||
|}
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=== [[Interceptors]] ===
Interceptors are short-range fighters designed to destroy enemy bombers. They have high speed and good manouverability to make them agile enough to evade the machine guns of the bombers, while having the firepower needed to disable a heavy, armoured bomber. Against enemy fighters, they are less effective yet they still put up a good fight.
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[[Image:Div_14.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Interwar Fighter || 30 || 30 || 3 || 1 || 0 || 0 || 0 || 0 || 4 || 1 || 2
| width=20 | || 10 || 140 || 1 || 300 || 0.7 || 1.5 || 200 || || 1.0 || 1.0
|- align=center
| align=left | Early Fighter || 30 || 30 || 4 || 2 || 0 || 0 || 0 || 0 || 6 || 1 || 3
| width=20 | || 12 || 150 || 1 || 350 || 0.9 || 2 || 200 || || 0.5 || 1.0
|- align=center
| align=left | Basic Interceptor || 30 || 30 || 7 || 5 || 0 || 0 || 0 || 0 || 4 || 2 || 3
| width=20 | || 13 || 150 || 1 || 500 || 1.0 || 2 || 200 || || 0.5 || 1.0
|- align=center
| align=left | Improved Interceptor || 30 || 30 || 9 || 7 || 0 || 0 || 0 || 0 || 6 || 4 || 4
| width=20 | || 16 || 150 || 1 || 600 || 1.1 || 2.3 || 250 || || 0.5 || 1.0
|- align=center
| align=left | Advanced Interceptor || 30 || 30 || 11 || 9 || 0 || 0 || 0 || 0 || 10 || 6 || 6
| width=20 | || 19 || 150 || 1 || 650 || 1.2 || 2.3 || 300 || || 0.5 || 1.0
|- align=center
| align=left | Basic Rocket Interceptor || 30 || 30 || 14 || 10 || 0 || 0 || 0 || 0 || 16 || 6 || 5
| width=20 | || 22 || 150 || 1 || 1000 || 2.0 || 2.6 || 200 || || 0.5 || 1.0
|- align=center
| align=left | Improved Rocket Interceptor || 30 || 30 || 16 || 12 || 0 || 0 || 0 || 0 || 16 || 8 || 7
| width=20 | || 27 || 150 || 1 || 1200 || 2.1 || 3 || 200 || || 0.5 || 1.0
|- align=center
| align=left | Basic Turbojet Interceptor || 30 || 30 || 14 || 12 || 0 || 0 || 0 || 0 || 16 || 7 || 7
| width=20 | || 25 || 150 || 1 || 900 || 2.2 || 3 || 300 || || 0.5 || 1.0
|- align=center
| align=left | Advanced Turbojet Interceptor || 30 || 30 || 19 || 15 || 0 || 0 || 0 || 0 || 20 || 10 || 8
| width=20 | || 29 || 150 || 1 || 1100 || 2.3 || 3 || 400 || || 0.5 || 1.0
|}
*'''Note: Interceptors receive a bonus to their air attack rating vs. enemy bomber units.
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=== [[Naval Bomber]] ===
The Naval Bomber is designed for use over water and make accurate tactical strikes against enemy surface vessels using torpedoes or armour-piercing bombs. They have a limited dog-fighting capability, which makes them vulnerable if intercepted by fighters.
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[[Image:Div_17.jpg]]
|}
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! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Basic Naval Bomber || 30 || 30 || 1 || 2 || 1 || 1 || 7 || 0 || 8 || 0 || 1
| width=20 | || 13 || 180 || 2 || 200 || 1.0 || 3 || 800 || || 0.5 || 1.0
|- align=center
| align=left | Improved Naval Bomber || 30 || 30 || 2 || 3 || 1 || 2 || 10 || 0 || 12 || 1 || 2
| width=20 | || 16 || 180 || 2 || 300 || 1.2 || 3 || 1000 || || 0.5 || 1.0
|- align=center
| align=left | Advanced Naval Bomber || 30 || 30 || 2 || 4 || 2 || 3 || 12 || 0 || 16 || 1 || 2
| width=20 | || 18 || 180 || 3 || 350 || 1.4 || 3.2 || 1300 || || 0.5 || 1.0
|- align=center
| align=left | Turbojet Naval Bomber || 30 || 30 || 3 || 4 || 2 || 4 || 14 || 2 || 20 || 1 || 2
| width=20 | || 21 || 180 || 3 || 400 || 2.0 || 3.5 || 1300 || || 0.5 || 1.0
|}
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=== [[Strategic Bombers]] ===
Strategic Bombers are the heaviest type of aircraft, designed to deliver a large payload of bombs to enemy provinces, with the aim of crippling his industry, infrastructure, and defensive installations. However, the Strategic Bomber is slow despite its long range, which can make it vulnerable to attack by fighters.
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[[Image:Div_15.jpg]]
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! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Basic Strategic Bomber || 30 || 30 || 1 || 8 || 2 || 1 || 2 || 10 || 5 || 2 || 3
| width=20 | || 22 || 208 || 2 || 250 || 3 || 4 || 800 || || 0.5 || 1.0
|- align=center
| align=left | Improved Strategic Bomber || 30 || 30 || 2 || 12 || 3 || 2 || 3 || 15 || 6 || 3 || 4
| width=20 | || 22 || 220 || 2 || 300 || 3.3 || 4.5 || 1000 || || 0.5 || 1.0
|- align=center
| align=left | Advanced Strategic Bomber || 30 || 30 || 2 || 16 || 5 || 3 || 5 || 22 || 8 || 3 || 4
| width=20 | || 24 || 228 || 2 || 350 || 3.6 || 4.6 || 1300 || || 0.5 || 1.0
|- align=center
| align=left | Turbojet Strategic Bomber || 30 || 30 || 2 || 22 || 6 || 4 || 6 || 35 || 12 || 3 || 4
| width=20 | || 30 || 234 || 2 || 650 || 5 || 5 || 1300 || || 0.5 || 1.0
|}
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=== [[Strategic Rocket]] ===
The Rocket or Ballistic Missile (e.g. the German V2) is designed to deliver a payload of explosives to a distant target. Its high speed makes it almost impossible to intercept but it is an expensive way of destroying the enemy with conventional explosives. Nuclear weapons are needed to give it more than psychological effect.
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[[Image:Div_21.jpg]]
|}
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! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Strategic Rocket || 100 || 100 || || 100 || 0 || 0 || || 126 || 100 || ||
| width=20 | || 1 || 40 || 0 || 5000 || 0.5 || 2 || 380 || || 0.5 || 1.0
|- align=center
| align=left | Ballistic Missile || 100 || 100 || || 100 || 0 || 0 || || 180 || 100 || ||
| width=20 | || 1 || 60 || 0 || 6000 || 1 || 2.5 || 2400 || || 0.5 || 1.0
|- align=center
| align=left | ICBM || 100 || 100 || || 100 || 0 || 0 || || 360 || 100 || ||
| width=20 | || 1 || 90 || 0 || 8000 || 2 || 5 || 6000 || || 0.5 || 1.0
|}
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=== [[Tactical Bombers]] ===
Tactical Bombers are medium-sized aircraft, larger than Fighters, yet smaller than Strategic Bombers, which are used primarily for delivering attacks against enemy ground units such as Armour and Infantry. Unlike close air support aircraft, it is also capable of taking up limited strategic bombardment roles, such as runway cratering or strikes against defensive installations. Although they have a limited dog-fighting capability, they can be easily outmatched by Fighters in air combat.
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[[Image:Div_16.jpg]]
|}
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! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! rans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Interwar Tactical Bomber || 30 || 30 || 1 || 1 || 4 || 0 || 1 || 3 || 3 || 0 || 1
| width=20 | || 11 || 160 || 2 || 180 || 1.5 || 3 || 400 || || 1.0 || 1.0
|- align=center
| align=left | Early Tactical Bomber || 30 || 30 || 1 || 2 || 6 || 2 || 2 || 3 || 4 || 0 || 1
| width=20 | || 13 || 180 || 2 || 200 || 1.7 || 3 || 500 || || 0.5 || 1.0
|- align=center
| align=left | Basic Tactical Bomber || 30 || 30 || 2 || 3 || 8 || 3 || 3 || 5 || 6 || 1 || 2
| width=20 | || 15 || 180 || 2 || 300 || 1.9 || 3.1 || 600 || || 0.5 || 1.0
|- align=center
| align=left | Improved Tactical Bomber || 30 || 30 || 2 || 4 || 10 || 4 || 4 || 8 || 10 || 1 || 2
| width=20 | || 18 || 180 || 3 || 350 || 2.1 || 3.2 || 700 || || 0.5 || 1.0
|- align=center
| align=left | Advanced Tactical Bomber || 30 || 30 || 3 || 4 || 12 || 6 || 5 || 12 || 14 || 1 || 2
| width=20 | || 22 || 180 || 3 || 400 || 2.3 || 3.5 || 800 || || 0.5 || 1.0
|- align=center
| align=left | Turbojet Tactical Bomber || 30 || 30 || 5 || 7 || 14 || 8 || 6 || 14 || 18 || 1 || 2
| width=20 | || 27 || 180 || 2 || 650 || 3.2 || 4 || 1100 || || 0.5 || 1.0
|}
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=== [[Transport Planes]] ===
Transport Planes are designed to ferry men and materials over long distances quickly. Paratroops need Transport Planes in order to make a paradrop.
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| ALIGN=right |
[[Image:Div_19.jpg]]
|}
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! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Basic Transport Plane || 20 || 30 || 0 || 1 || 0 || 0 || 0 || 0 || 4 || 1 || 3
| width=20 | || 40 || 150 || 4 || 250 || 1 || 2 || 800 || 1 || 0.5 || 1.0
|- align=center
| align=left | Improved Transport Plane || 20 || 30 || 0 || 1 || 0 || 0 || 0 || 0 || 6 || 1 || 3
| width=20 | || 32 || 150 || 4 || 300 || 0.8 || 1.6 || 1000 || 1 || 0.5 || 1.0
|- align=center
| align=left | Advanced Transport Plane || 20 || 30 || 0 || 2 || 0 || 0 || 0 || 0 || 8 || 1 || 3
| width=20 | || 24 || 150 || 4 || 350 || 0.6 || 1.2 || 1300 || 1 || 0.5 || 1.0
|}
= Doomsday 1.0 - 1.3 =
Available as a PDF file: [[Media:UnitStats_DD12_Air.pdf|Air Unit Statistics]]. Also, a complete Excel file is available: [http://joe-s.home.insightbb.com/hoi2dd.htm DD UnitStats v1.2 Excel File]
[[Category:Reference]]
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Air units represent aeroplane divisions. They need to be based in an [[airbase]]. A number of different types are represented in the game.
====Fighter====
* [[Fighter]] (Ftr)
* [[Interceptor]] (Int)
* [[Escort Fighter]] (Brigade) (Esc)
====Bomber====
* [[Close Air Support]] (CAS)
* [[Tactical Bombers]] (Tac)
* [[Naval Bombers]] (Nav)
* [[Strategic Bombers]] (Str)
====Other====
* [[Transport Planes]] (Tra)
* [[Flying Bomb]]
* [[Strategic Rocket]]
[[Category:Units]]
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#REDIRECT [[Paratroopers]]
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Aircraft Tech Tree
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{{TechTree}}
== Aircraft ==
=== Early Fighter ===
==== Interwar Fighter ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites: None
*Effects:
:*Activate Unit Type interceptor
:*New Model interceptor 0
|
8 - [[Image:aeronautics.png|aeronautics]] - Interwar Short Range Engine
8 - [[Image:aeronautics.png|aeronautics]] - Interwar Fighter Airframe
6 - [[Image:artillery.png|artillery]] - 6.5mm MGs
8 - [[Image:electronics.png|electronics]] - Optical Signaling
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Interwar Fighter Prototype Tests (D)
|}
==== Early Fighter ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites:
:*[[Aircraft_Tech_Tree#Interwar Fighter|Interwar Fighter]]
*Effects:
:*New Model interceptor 1
|
8 - [[Image:aeronautics.png|aeronautics]] - Early Short Range Engine
8 - [[Image:aeronautics.png|aeronautics]] - Early Fighter Airframe
6 - [[Image:artillery.png|artillery]] - 6.5mm MGs
8 - [[Image:electronics.png|electronics]] - Optical Signaling
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Early Fighter Prototype Tests (D)
|}
=== Interceptor ===
==== Basic Interceptor ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1937
*Prerequisites:
:*[[Aircraft_Tech_Tree#Early Fighter|Early Fighter]]
*Effects:
:*New Model interceptor 2
:*Model is now obsolete. interceptor 0
|
8 - [[Image:aeronautics.png|aeronautics]] - Basic Short Range Engine
8 - [[Image:aeronautics.png|aeronautics]] - Basic Interceptor Airframe
6 - [[Image:artillery.png|artillery]] - 7.62mm MGs
8 - [[Image:electronics.png|electronics]] - Basic Decimetric Airborne Interceptor Radar
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic Interceptor Prototype Tests (D)
|}
==== Improved Interceptor ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Prerequisites:
:*[[Aircraft_Tech_Tree#Basic Interceptor|Basic Interceptor]]
*Effects:
:*New Model interceptor 3
:*Model is now obsolete. interceptor 1
|
8 - [[Image:aeronautics.png|aeronautics]] - Improved Short Range Engine
8 - [[Image:aeronautics.png|aeronautics]] - Improved Interceptor Airframe
7 - [[Image:artillery.png|artillery]] - 12.7mm MGs
8 - [[Image:electronics.png|electronics]] - Improved Decimetric Airborne Interceptor Radar
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved Interceptor Prototype Tests (D)
|}
==== Advanced Interceptor ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Aircraft_Tech_Tree#Improved Interceptor|Improved Interceptor]]
*Effects:
:*New Model interceptor 4
:*Model is now obsolete. interceptor 2
|
8 - [[Image:aeronautics.png|aeronautics]] - Advanced Short Range Engine
8 - [[Image:aeronautics.png|aeronautics]] - Advanced Interceptor Airframe
8 - [[Image:artillery.png|artillery]] - 20mm Cannons
8 - [[Image:electronics.png|electronics]] - Basic Centimetric Airborne Interceptor Radar
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Advanced Interceptor Prototype Tests (D)
|}
=== Fighter ===
==== Basic Fighter ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1938
*Prerequisites:
:*[[Aircraft_Tech_Tree#Early Fighter|Early Fighter]]
*Effects:
:*Activate Unit Type multi_role
:*New Model multi_role 0
|
8 - [[Image:aeronautics.png|aeronautics]] - Basic Medium Range Engine
8 - [[Image:aeronautics.png|aeronautics]] - Basic Fighter Airframe
6 - [[Image:artillery.png|artillery]] - 7.62mm MGs
8 - [[Image:electronics.png|electronics]] - Basic Decimetric Airborne Interceptor Radar
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic Fighter Prototype Tests (D)
|}
==== Improved Fighter ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Prerequisites:
:*[[Aircraft_Tech_Tree#Basic Fighter|Basic Fighter]]
*Effects:
:*New Model multi_role 1
|
8 - [[Image:aeronautics.png|aeronautics]] - Improved Medium Range Engine
8 - [[Image:aeronautics.png|aeronautics]] - Improved Fighter Airframe
7 - [[Image:artillery.png|artillery]] - 12.7mm MGs
8 - [[Image:electronics.png|electronics]] - Improved Decimetric Airborne Interceptor Radar
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved Fighter Prototype Tests (D)
|}
==== Advanced Fighter ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Aircraft_Tech_Tree#Improved Fighter|Improved Fighter]]
*Effects:
:*New Model multi_role 2
:*Model is now obsolete. multi_role 0
|
8 - [[Image:aeronautics.png|aeronautics]] - Advanced Medium Range Engine
8 - [[Image:aeronautics.png|aeronautics]] - Advanced Fighter Airframe
8 - [[Image:artillery.png|artillery]] - 20mm Cannons
8 - [[Image:electronics.png|electronics]] - Basic Centimetric Airborne Interceptor Radar
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Advanced Fighter Prototype Tests (D)
|}
=== Escort Fighter ===
==== Basic Escort Fighter ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1937
*Prerequisites:
:*[[Aircraft_Tech_Tree#Early Fighter|Early Fighter]]
*Effects:
:*Activate Unit Type escort
:*New Model escort 0
|
8 - [[Image:aeronautics.png|aeronautics]] - Basic Long Range Engine
8 - [[Image:aeronautics.png|aeronautics]] - Basic Escort Fighter Airframe
6 - [[Image:artillery.png|artillery]] - 7.62mm MGs
8 - [[Image:electronics.png|electronics]] - Basic Decimetric Airborne Interceptor Radar
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic Escort Fighter Prototype Tests (D)
|}
==== Improved Escort Fighter ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Prerequisites:
:*[[Aircraft_Tech_Tree#Basic Escort Fighter|Basic Escort Fighter]]
*Effects:
:*New Model escort 1
|
8 - [[Image:aeronautics.png|aeronautics]] - Improved Long Range Engine
8 - [[Image:aeronautics.png|aeronautics]] - Improved Escort Fighter Airframe
7 - [[Image:artillery.png|artillery]] - 12.7mm MGs
8 - [[Image:electronics.png|electronics]] - Improved Decimetric Airborne Interceptor Radar
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved Escort Fighter Prototype Tests (D)
|}
==== Advanced Escort Fighter ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Aircraft_Tech_Tree#Improved Escort Fighter|Improved Escort Fighter]]
*Effects:
:*New Model escort 2
:*Model is now obsolete. escort 0
|
8 - [[Image:aeronautics.png|aeronautics]] - Advanced Long Range Engine
8 - [[Image:aeronautics.png|aeronautics]] - Advanced Escort Fighter Airframe
8 - [[Image:artillery.png|artillery]] - 20mm Cannons
8 - [[Image:electronics.png|electronics]] - Basic Centimetric Airborne Interceptor Radar
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Advanced Escort Fighter Prototype Tests (D)
|}
=== Early Bomber ===
==== Interwar Bomber ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites: None
*Effects:
:*Activate Unit Type tactical_bomber
:*New Model tactical_bomber 0
|
8 - [[Image:aeronautics.png|aeronautics]] - Interwar Short-Range Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Interwar Medium Bomber Airframe
8 - [[Image:mechanics.png|mechanics]] - External Bomb Loads
8 - [[Image:electronics.png|electronics]] - Basic Radio Navigation
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Interwar Bomber Prototype Tests (D)
|}
==== Early Bomber ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites:
:*[[Aircraft_Tech_Tree#Interwar Bomber|Interwar Bomber]]
*Effects:
:*New Model tactical_bomber 1
|
8 - [[Image:aeronautics.png|aeronautics]] - Early Short-Range Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Early Bomber Airframe
8 - [[Image:mechanics.png|mechanics]] - Internal Bomb Loads
8 - [[Image:electronics.png|electronics]] - Improved Radio Navigation
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Early Bomber Prototype Tests (D)
|}
=== Tactical Bomber ===
==== Basic Tactical Bomber ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1938
*Prerequisites:
:*[[Aircraft_Tech_Tree#Early Bomber|Early Bomber]]
*Effects:
:*New Model tactical_bomber 2
:*Model is now obsolete. tactical_bomber 0
|
8 - [[Image:aeronautics.png|aeronautics]] - Basic Medium-Range Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Basic Medium Bomber Airframe
8 - [[Image:chemistry.png|chemistry]] - 1 ton Freefall Bombs
8 - [[Image:electronics.png|electronics]] - Advanced Radio Navigation
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic Medium-Range Bomber Prototype Tests (D)
|}
==== Improved Tactical Bomber ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Prerequisites:
:*[[Aircraft_Tech_Tree#Basic Tactical Bomber|Basic Tactical Bomber]]
*Effects:
:*New Model tactical_bomber 3
:*Model is now obsolete. tactical_bomber 1
|
8 - [[Image:aeronautics.png|aeronautics]] - Improved Medium-Range Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Improved Medium Bomber Airframe
8 - [[Image:chemistry.png|chemistry]] - 2 ton Freefall Bombs
8 - [[Image:electronics.png|electronics]] - Basic Centimetric Airborne Radar Navigation
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved Medium-Range Bomber Prototype Tests (D)
|}
==== Advanced Tactical Bomber ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Aircraft_Tech_Tree#Improved Tactical Bomber|Improved Tactical Bomber]]
*Effects:
:*New Model tactical_bomber 4
:*Model is now obsolete. tactical_bomber 2
|
8 - [[Image:aeronautics.png|aeronautics]] - Advanced Medium-Range Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Advanced Medium Bomber Airframe
8 - [[Image:chemistry.png|chemistry]] - 5 ton Freefall Bombs
8 - [[Image:electronics.png|electronics]] - Improved Centimetric Airborne Radar Navigation
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Advanced Medium-Range Bomber Prototype Tests (D)
|}
=== Close Air Support ===
==== Basic Close Air Support Aircraft ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1937
*Prerequisites:
:*[[Aircraft_Tech_Tree#Early Bomber|Early Bomber]]
*Effects:
:*Activate Unit Type cas
:*New Model cas 0
|
8 - [[Image:aeronautics.png|aeronautics]] - Basic Short-Range Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Basic Light Bomber Airframe
8 - [[Image:chemistry.png|chemistry]] - Dive-Drop Bomb Shells
8 - [[Image:electronics.png|electronics]] - Advanced Radio Navigation
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic Light Bomber Prototype Tests (D)
|}
==== Improved Close Air Support Aircraft ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Prerequisites:
:*[[Aircraft_Tech_Tree#Basic Close Air Support Aircraft|Basic Close Air Support Aircraft]]
*Effects:
:*New Model cas 1
|
8 - [[Image:aeronautics.png|aeronautics]] - Improved Short-Range Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Improved Light Bomber Airframe
8 - [[Image:chemistry.png|chemistry]] - Dive-Drop AP Bomb Shells
8 - [[Image:electronics.png|electronics]] - Basic Centimetric Airborne Radar Navigation
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved Light Bomber Prototype Tests (D)
|}
==== Advanced Close Air Support Aircraft ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Aircraft_Tech_Tree#Improved Close Air Support Aircraft|Improved Close Air Support Aircraft]]
*Effects:
:*New Model cas 2
:*Model is now obsolete. cas 0
|
8 - [[Image:aeronautics.png|aeronautics]] - Advanced Short-Range Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Advanced Light Bomber Airframe
8 - [[Image:chemistry.png|chemistry]] - Napalm Bombs
8 - [[Image:electronics.png|electronics]] - Improved Centimetric Airborne Radar Navigation
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Advanced Light Bomber Prototype Tests (D)
|}
=== Naval Bomber ===
==== Basic Naval Bomber ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1938
*Prerequisites:
:*[[Aircraft_Tech_Tree#Early Bomber|Early Bomber]]
*Effects:
:*Activate Unit Type naval_bomber
:*New Model naval_bomber 0
|
8 - [[Image:aeronautics.png|aeronautics]] - Basic Medium-Range Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Basic Medium Bomber Airframe
8 - [[Image:chemistry.png|chemistry]] - Naval Bomb Shells
8 - [[Image:electronics.png|electronics]] - Advanced Radio Navigation
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic Medium-Range Bomber Prototype Tests (D)
|}
==== Improved Naval Bomber ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
*Prerequisites:
:*[[Aircraft_Tech_Tree#Basic Naval Bomber|Basic Naval Bomber]]
*Effects:
:*New Model naval_bomber 1
|
8 - [[Image:aeronautics.png|aeronautics]] - Improved Medium-Range Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Improved Medium Bomber Airframe
8 - [[Image:chemistry.png|chemistry]] - Airborne Torpedos
8 - [[Image:electronics.png|electronics]] - Basic Centimetric Airborne Radar Navigation
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved Medium-Range Bomber Prototype Tests (D)
|}
==== Advanced Naval Bomber ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Aircraft_Tech_Tree#Improved Naval Bomber|Improved Naval Bomber]]
*Effects:
:*New Model naval_bomber 2
:*Model is now obsolete. naval_bomber 0
|
8 - [[Image:aeronautics.png|aeronautics]] - Advanced Medium-Range Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Advanced Medium Bomber Airframe
8 - [[Image:chemistry.png|chemistry]] - Airborne Homing Torpedos
8 - [[Image:electronics.png|electronics]] - Improved Centimetric Airborne Radar Navigation
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Advanced Medium-Range Bomber Prototype Tests (D)
|}
=== Strategic Bomber ===
==== Basic Strategic Bomber ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1937
*Prerequisites:
:*[[Aircraft_Tech_Tree#Early Bomber|Early Bomber]]
*Effects:
:*Activate Unit Type strategic_bomber
:*New Model strategic_bomber 0
|
8 - [[Image:aeronautics.png|aeronautics]] - Basic Long-Range Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Basic Heavy Bomber Airframe
8 - [[Image:artillery.png|artillery]] - Gyrostabilized Bombing Sights
8 - [[Image:electronics.png|electronics]] - Advanced Radio Navigation
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic Heavy Bomber Prototype Tests (D)
|}
==== Improved Strategic Bomber ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Prerequisites:
:*[[Aircraft_Tech_Tree#Basic Strategic Bomber|Basic Strategic Bomber]]
*Effects:
:*New Model strategic_bomber 1
|
8 - [[Image:aeronautics.png|aeronautics]] - Improved Long-Range Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Improved Heavy Bomber Airframe
8 - [[Image:artillery.png|artillery]] - Multiple Gun Towers
8 - [[Image:electronics.png|electronics]] - Basic Centimetric Airborne Radar Navigation
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved Heavy Bomber Prototype Tests (D)
|}
==== Advanced Strategic Bomber ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Aircraft_Tech_Tree#Improved Strategic Bomber|Improved Strategic Bomber]]
*Effects:
:*New Model strategic_bomber 2
:*Model is now obsolete. strategic_bomber 0
|
8 - [[Image:aeronautics.png|aeronautics]] - Advanced Long-Range Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Advanced Heavy Bomber Airframe
8 - [[Image:artillery.png|artillery]] - Payload Drop Computers
8 - [[Image:electronics.png|electronics]] - Improved Centimetric Airborne Radar Navigation
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Advanced Heavy Bomber Prototype Tests (D)
|}
=== Air Transport ===
==== Basic Air Transport ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites:
:*[[Aircraft_Tech_Tree#Early Bomber|Early Bomber]]
*Effects:
:*Activate Unit Type transport_plane
:*New Model transport_plane 0
|
8 - [[Image:aeronautics.png|aeronautics]] - Basic Long-Range Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Basic Heavy Bomber Airframe
6 - [[Image:aeronautics.png|aeronautics]] - Small Cargo Capacity
8 - [[Image:electronics.png|electronics]] - Advanced Radio Navigation
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic Heavy Bomber Prototype Tests (D)
|}
==== Improved Air Transport ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Prerequisites:
:*[[Aircraft_Tech_Tree#Basic Air Transport|Basic Air Transport]]
*Effects:
:*New Model transport_plane 1
:*Enable Mission Type: air_supply
|
8 - [[Image:aeronautics.png|aeronautics]] - Improved Long-Range Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Improved Heavy Bomber Airframe
6 - [[Image:aeronautics.png|aeronautics]] - Medium Cargo Capacity
8 - [[Image:electronics.png|electronics]] - Basic Centimetric Airborne Radar Navigation
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved Heavy Bomber Prototype Tests (D)
|}
==== Advanced Air Transport ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1942
*Prerequisites:
:*[[Aircraft_Tech_Tree#Improved Air Transport|Improved Air Transport]]
*Effects:
:*New Model transport_plane 2
:*Model is now obsolete. transport_plane 0
:*Efficiency: air_supply 0.5
|
8 - [[Image:aeronautics.png|aeronautics]] - Advanced Long-Range Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Advanced Heavy Bomber Airframe
6 - [[Image:aeronautics.png|aeronautics]] - Large Cargo Capacity
8 - [[Image:electronics.png|electronics]] - Improved Centimetric Airborne Radar Navigation
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Advanced Heavy Bomber Prototype Tests (D)
|}
[[Category:Reference]] [[Category:Tech Tree]]
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Albania
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{{Country guides}}
== Background ==
'''Albania''' is a small country, 2 provinces, no army at all, no ability to produce one, and of course -30 manpower. They have about 15 leaders for their army, 5 for their airforce, and 4 for their navy.
You are also definitely gonna get attacked by Italy.
== 1936-1939 ==
'''Technology'''
You should focus on manpower. Agriculture and so on. '36 INF divisions are good too.
I suggest you get to the third agri technology as fast as possible. This should be done by 1938, so you will gain ~0.06 manpower a day. Good progress, as you had 0.03 a day.
'''Politics'''
Your moves should be:
1936: 1 step to Free Market
1937: 1 step to Hawk Lobby
1938: One step Authoritian (less dissent after declaring war, will help later)
1939: Standing Army
Also, it is important to get relations with Yugoslavia as up as humanly possible. Then demand Pristina and Skopje.
'''Ministers'''
1936: Replace armaments minister to Haxhi Lleshi(Consumer Goods need: -20%), and Foreign Minister to Llazar Fundua(Great Compromiser)
'''Army'''
By 1939 you should have about 13 MP.
If you have succeded with getting Pristina and Skopje, you are going well. 3 militias in a serial build, then put them in Tirana. Should be enough for the Italians.
[[Category:National Strategy]]
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Aliens
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The Aliens are a bit of a hidden feature of HoI. They are unleashed through a "cheat' that is activated by typing in "alienattack[province ID number]". An example would be "alienattack722". This would make them attack Roswell...Remember that they will get their sliders from the nation they attack. So, they will be democratic and isolationist attack Roswell. A better spot is Siberia (who knows, maybe there are aliens there).
So, you're ready for the challenge. Well, once you give them the attack code, you have to load up as them and DoW the world because they only DoW who they attack. You may also notice that they lack ministers. Several mods have ministers (SMEP has Star Wars characters for example). You have just completed your 36 GC as Germany and painted the world gray but you're not done. You have the aliens attack the Rockies in America. You probably won't get to them until they start expanding but it is important that you do. At first they'll just have some infantry '36. No worry for elite panzers right? Wrong. They won't stop spawning it. Soon tanks appear and better models. Suddenly your infantry 45 are duking it out with aircav. And a lot of it. Your fighters will pick off their ww1 biplanes at first but jets will appear and tear you apart. Then come the nukes. The AI aliens are given a lot of free units and free technology plus what they build themselves. You will find that they will soon be uncrushable.
In reality, ignoring a lot of what was posted above, the 'Aliens' aren't as difficult as first seem. Under standard rules the Aliens will:
Adopt the sliders of the country they 'invade'.
If those sliders allow them to, they will DOW that country. They will DOW no other country and no other country will usually DOW them. Therefore landing in Albania is pointless, they won't go anywhere.
They have no ministers.
They have spawning units, and all the latest tech is given to them over a period of a few months.
They have no leaders however, meaning they will always be fighting at -75% overcommand penalty.
The province they attack is boosted to 10 airbase and (if a port province) 10 naval base.
They WON'T conduct naval invasions, even if they are given a port province (so landing them in Britain means they'll take that country but no more).
Critically, they do not engage in any diplomacy, not even ANNEX, so they can 'take' a country but won't annex it. They therefore never own any provinces except the first.
In reality, without significant ai files, events, leaders and ministers to deal with the above they are actually very very tame and can be easily defeated.
[[Category:Terminology]]
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Allies
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'''The Allies''' is one of the three major [[alliance]]s in HoI. The Allies is led by [[United Kingdom]], and it's generally built by democratic states, however, it includes also some right-wing totalitarian nations, and also it includes Brazil who's left-wing radical. Allies is most industrialized alliance in game, and it has most members of alliances. Normally Allies have good relations with [[The Comintern|Comintern]] and they have same enemies ([[the Axis]]).
== Members ==
Starter members of allies in 1936
* '''[[United Kingdom]]''': the leader of Allies in all scenarios (in HoI2)
* '''[[France]]''': second largest allied nation, after UK. Normally France is overrun by Germans in 1940
* '''[[Australia]]''': Oceanian nation in Asia. Quite big industry and most important enemy is [[Japan]]
* '''[[New Zealand]]''': same as Australia, but it's much weaker
* '''[[South Africa]]''': mid-industrialized nation in southern Africa. Normally South Africa do nothing during the game
* '''[[Canada]]''': nation north to [[USA]]. Quite big industry and normally helps UK when she lands somewhere
* '''[[Iraq]]''': puppet of UK
* '''[[Oman]]''': puppet of UK
* '''[[Yemen]]''': puppet of UK
* '''[[Nepal]]''': puppet of UK
* '''[[Bhutan]]''': puppet of UK
Most important members who ofter joins to Allies when playing 1936 scenario
* '''[[Poland]]''': joins after Danzig or War event, if UK have guaranteed her
* '''[[USA]]''': maybe most powerful nation in HoI2. Joins the Allies after Pearl Harbor strike in December [[1941]]. Huge industry and large navy
* '''[[Brazil]]''': left-wing radical government in south America. In real life Brazil took part in Italian campaign [[1943]]-[[1945]], but in HoI AI doesn't do this
Also nations, who have joined war against Axis often joins the Allies
[[Category:Alliances]]
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Amphibious assault
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{{Anthology}}
[[image:landing-beaches.png|right|thumb|Beaches]]
An amphibious assault is an attack by units borded on [[transport|transport ships]] on a coastal province. To be able to start an amphibious assault, the coastal province attacked needs to have a beach suitable for a landing party -- this can be checked by looking at the terrain map in the game. A province will have a small beach line if this is the case. Consult the image to the right. Tokyo has a beach, as indicated by the beach symbol on the terrain map. Additionally, if you click on the province a small beach symbol will be shown in the overview.
=== Amphibious Assault Efficiency ===
Often, a newer player will throw lots of units into the attack, including tanks and HQs. Then, they wonder why the attack fails miserably. An amphibious landing requires much preparation and coordination. This is why, in-game, an additional amphibious landing stacking limit exists. For Doomsday, the limit is 3 divisions, for Armageddon, the limit depends on your naval doctrines and can be between 3 and 8 (for the [[Base Strike]] 1952 tech). Every unit over this limit will decrease the combat effectiveness of ''all units'' by 10%, cumulatively. For example, let's say the command limit is 3. If you attack with 3 divisions, all attack with 100% efficiency. If you attack with 4, all four will attack at 90% efficiency. If you should chose to attack with 12 divisions, all units will have a penalty of (12-3)x10 = 90 percent!
This doesn't mean that one should never attack with more divisions than the limit. In fact, every additional division will add Org and draw fire from the other divisions. The marginal benefits of an additional unit's Org will have to be compared to the marginal loss of combat efficiency (10%, for each division over the stacking limit). The following table will demonstrate this for a stacking limit of 3.
<code>
Units Eff/unit Total Eff
1 100 100
2 100 200
3 100 300
4 90 360
5 80 400
6 70 420*
7 60 420*
8 50 400
9 40 360
</code>
Committing 6 or 7 divisions to the attack will yield the highest amount of total combat effectiveness deployed.
=== Best units for a landing ===
Obviously, [[marines]] are the best divisions for an amphibious landing. They get the lowest combat penalty in an attack. Second best are [[mountaineers]]. These are also very well suited for an amphibious landing and can clear a beach that is not so heavily defended and are more versatile as well as cheaper to build. [[Paratroopers]] also have less difficulty participating in a landing. But consider, if you have paratroopers, these would be better used to stage a simultaneous drop-off over the beachhead for extra efficiency. Plain vanilla leg infantry will also be capable of an amphibious invasion. Do ''not'' use Mechs, Mots, Arms or HQs, as these divisions have excessive amphibious landing penalties.
The amphibious landing penalties are reduced for each Marines tech researched. Even if you never plan to build marines and want to use Mnt or pure Inf in your landings, you should research the Marines techs, as the increased amphibious assault efficiency will make landings easier for ''all'' unit types.
As you would want to have as much firepower as possible during the attack, all units should be brigaded if you expect stiff resistance. Artillery for marines is a good idea, leg infantry can also field SP-Art. Putting all divisions on offensive supply can also help to tip the scales in your favour. Flying interdiction and logistical strike missions with your bombers will also help "soften up" your opponents.
Should you encounter a particularly well defended beach, try attacking in waves. Immediately after the first attack fails, have the next group of marines attack again, until the defences wear out. It's very costly, but taking land by amphibious assault always was.
Lastly, remember that having a capable [[surface action group]] (or [[Marine Amphibious Force|MAF]]) in the sea zone adjacent to the province attacked. Not only will these ships protect your transports, but the [[shore bombardment]] they can provide is another (max) 25% combat penalty for the defender of the province. Also note that the shore bombardment will help your marines once they have occupied the province, giving the same penalty to the counter-attacker!
=== Planning the landing ===
Put together your landing force -- preferably marines with artillery and load them onto your transports. An ''Amphibious Assault'' mission is now active for the transports -- do ''not'' use it! It is bugged and can lead to lots of headaches. Instead, move the transports to a sea zone next to the province you want to attack. Click on the "unload" button of the transport fleet. Chose the units you want to use in the attack and right-click on the province you would like attacked. The attack will now function just as a normal land-based attack. Do not move your transports, as the attack will break off. Do not forget to put your fighting ships on Shore Bombardment mission.
=== Changes with Armageddon 1.3 Beta ===
For the Armageddon 1.3beta patch, the above does not hold. One can no longer disembark units into enemy territory. If you use the 1.3beta patch, you will have to use the amphibious assault mission. On the plus side, all remaining bugs with this mission type have been squashed and it should work exactly as intended. If you wish to attack in waves, this means that you will have to make a separate fleet for each wave, as the amphibious assault mission is fleet-dependent.
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Anatolian Wars
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Developed by mehmet12 and miihkali, this mod focuses on an alternate reality in which Greece won the Greco-Turkish War of 1922 and then went on to fragment Anatolia. Greece, Pontus, Armenia, Cappadocia, Kurdistan, and Turkey are all playable with new ministers, leaders and skins. Version 1.0 released in December 2007- the next version is said to include more modded nations such as Kalmykia, Jebel Al Druze, Maronite Lebanon, Coptic Egypt, Circassia, Crimean Tatar Republic, and the Kazan and Don Cossack Hosts.
*Mod Forum: [http://forum.paradoxplaza.com/forum/showthread.php?t=335721/ Anatolian Wars Mod]
The Forum website is still up, but the download links are dead.
[[Category:Mods]]
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Anti-Submarine Warfare Group
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===[[Anti-Submarine Warfare Group]] (ASW Group)===
An '''Anti-Submarine Warfare Group''' is a group of ships whose role is to hunt and sink enemy [[submarine|subs]]. Since the primary anti-sub vessel is the DD, this is the core of any ASW group. An escort carrier is also very deadly for subs. In HoI2 and ARMA, ASW fleets are quite useful, while in Doomsday, the ASW fleet was largely ineffective. The Armageddon 1.3beta patch has solved all remaining bugs with the ASW mission order, and it will now work as intended. Especially late-game, it is very deadly.
====ASW Fleet Composition====
Best is smaller numbers for increased range:
* 2 CVLs
* 2 CLs
* 4 DDs (possibly with ASW naval brigade)
[[Category:Guides]] [[Category:General Guides]]
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Anti-Tank Brigade
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{| WIDTH=95%
|- VALIGN=top
|
Anti-Tank weapons will increase the 'Hard Attack' capability of your units, making them more effective against Armoured and Mechanized units.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_5.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left |I. Early Anti–Tank || || || || || || 2 || || 1 ||
| width=20 | || 4 || 60 || 2 || -1 || 0.3 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |II. Basic Anti–Tank || || || || || || 3 || || 2 ||
| width=20 | || 5 || 60 || 2 || -1 || 0.35 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |III. Improved Anti–Tank || || || || || || 5 || || 3 ||
| width=20 | || 5 || 60 || 2 || -1 || 0.4 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |IV. Advanced Anti–Tank || || || || || || 6 || || 4 ||
| width=20 | || 5 || 60 || 2 || -1 || 0.45 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |V. Semi–Modern Anti–Tank || || || || || || 7 || || 5 ||
| width=20 | || 5 || 60 || 2 || -1 || 0.5 || || || || 0.5 || 1.0 || || || ||
|}
[[Category:Units]]
ae70572b2b729b665b21e5c40c038c5436238d4f
Anti-aircraft Brigade
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{| WIDTH=95%
|- VALIGN=top
|
Anti-Aircraft weapons will increase the 'Air Attack' capability of your units, so that they inflict more damage on Aircraft.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_11.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left |I. Basic Anti–Air || || || 1 || 2 || || 1 || || 1 ||
| width=20 | || 5 || 40 || 2 || -1 || 0.3 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |II. Improved Anti–Air || || || 2 || 3 || || 1 || || 1 ||
| width=20 | || 5 || 40 || 2 || || 0.35 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |III. Advanced Anti–Air || || || 3 || 3 || || 2 || || 1 ||
| width=20 | || 5 || 40 || 2 || || 0.4 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |IV. Semi–Modern Anti–Air || || || 4 || 4 || || 3 || || 2 ||
| width=20 | || 5 || 40 || 2 || || 0.45 || || || || 0.5 || 1.0 || || || ||
|}
[[Category:Units]]
695434c691e3452412c1ada76850eebd2f3bea83
Anti-tank Brigade
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#REDIRECT [[Anti-Tank Brigade]]
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Apocalypse
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'''''Apocalypse''''' is a set of mini-mods for Arsenal of Democracy expanding the [[Armageddon]] Scenarios with a later start date, allowing the players to jump straight into the action with the new motorized and mechanized troops and generally a greater variety of units. The start situations are more balanced and the gameplay is much faster and more aggressive (at least that's one of the developing goals).
'''Version History'''
Developing and playtesting started August 2010, Beta 1 was released on October 2, 2010.
'''Synopsis:'''
All technologies prior to the starting year (and some essential ones in the starting year) are already researched, allowing the player to build an up-to-date motorized army right from the start. The chosen doctrine paths are based on techteam specializations and the available amount of fuel and manpower. Also, every alliance contains all doctrine paths, so a player who wants to switch has someone providing him with blueprints. The secret weapons research lags somewhat behind to prevent especially the '45 Scenario to turn into a nuclear massacre right from the start. The selection of starting units (Fleets and the amount of Arm/Mec/Mot/Mil) is influenced by the doctrine path.
''Note:'' The players start at peace, but the AI is much more aggressive than in ''The Abyss''. Even on "normal" it usually takes less than a year until the wars start.
=== '''Available Scenarios''' ===
* Apocalypse '42
* Apocalypse '45
=== '''Download''' ===
[[File:Apocalypse42.zip]]
[[File:Apocalypse45.zip]]
[[Category:Mods]]
b3c84ec428dd82ef2f7135de98bd356907ef055c
Argentina
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{{Country guides}}
==Axis Argentina==
This a 1936 GC guide, playing HoI2 v1.3b.1 (Mac). Work in progress, please bear with me. :)
===Focus===
The idea here is not to score World Conquest, but to turn Argentina into a credible Axis junior partner and play a major role in the Southern hemisphere. Or die trying...
===Startup===
Argentina starts with a few obsolete and underpowered divisions, one mountain division and, most important, a HQ. You also have an obsolete interceptor and a naval bomber, plus a bunch of ancient ships. That's not too bad: true, you're nowhere near major powers level, but compared to your neighbours, you're a tiger. or, more appropriately, a jaguar. Well, something nasty, anyway... Your only true rival is Brazil.
The first thing you need to decide is, what to do with the bunch of obsolete units that is pompously known as "Argentinian Navy". One the one hand, they eat up a lot of supplies; on the other, even obsolete battleships bear a formidable amount of firepower and can be very useful later, if used wisely. Plus, you can't really afford the research and IC to build newer types. My advice is thus to keep them, for the moment.
Spend some IC on reinforcements, to bring your infantry up to strength; set aside one or two points to upgrade, but don't sweat it: you have time.
Lastly, move the political slider towards Interventionism; you'll go to war, sooner or later, and this means taking a huge dissent hit (we're talking 10-12% here). In prevision for that, start stocking on supplies. Trade what's necessary to cover your needs and also try to trade for money. The US is a very good partner for this. You will need the money to influence Germany.
Your goal is to join the Axis as soon as possible: the earlier you join, the more blueprints you get. Which leads us to...
===Research===
Face it: you don't have the best tech teams in the world. On the other hand, you have some of the best in the southern hemisphere and quite likely the best in Latin America. The biggest problem you face is that you only have two tech slots: you will have to make choices.
Your first two research should be Machine Tools and Census Tabulating Machine. For your next moves, I would recommend:
* Industrial techs: Manufacturing (for the IC) and Computers (for the research bonus). As often said, don't go into nuclear research, you're not up to par, anyway. Rockets can be useful later, for rocket- and turbojet-propelled aircraft, but don't rush it, either. Agriculture has its use for increased manpower, as does the oil techs. Radar are more likely lower priority.
* Infantry: get Infantry 1936 soon; it's not that urgent, but by the end of 1936, go for it! If you have the resources, check Mountain troops, maybe Marines, too. Also, don't underestimate the Supply techs.
* Armor and Artillery: if you must research something there, focus on artillery, possibly static AA. Don't bother with tanks: South America is not the best-suited terrain for these.
* Aircraft: don't sweat it, for the time being. Your Naval Bombers (which will be your main air force) won't be upgradable until 1940. Look into Interceptor techs, maybe CAS, which are nice all-around ground- and sea-attack planes.
* Naval: decisions, decisions... You cannot research everything, you cannot build everything, so I would advise you to focus on Submarines. Research up until Long-Range and then let it rest. Later on, you may wish to build a larger surface fleet, but limit it to smaller ships (CL and CA may be the best value here).
* Doctrines: land and sea doctrines take a lot of research time, but are vital for your combat efficiency. They are not that important early in the game, but don't forget them after 1938. Try to bargain for blueprints -- except, of course, Germany has a different Land Doctrine path... Air doctrines are usually faster.
Whenever you can do so, start building a small quantity of industries (such as 2x4 or even 2x3). This will be important in getting to the 40 IC holy grail. Also have a couple transport ships ready for 1939; get some Marines, too, if you can.
===The road to war (1936-1939)===
This is the time when you go wild in South America. Attack, annex, recover; rinse, repeat. Have a few garrison in the construction queue (with Police if you already have Infantry 1936 tech).
Your biggest problem will most likely be the dissent hit due to low Interventionism, which is why supplies stockpiles are important. Right after you declare war, move all your sliders (except construction) to Consumer Goods and hope you have enough supplies to last until it's down to reasonable levels. You most likely won't have large production queues, but make sure your IC allocation to construction is always 100%.
Your first targets should be '''Uruguay''' and '''Paraguay'''. For each one it's fairly simple: move all your armies to a province adjacent to the capital province (Asunción holds the only VP for Paraguay, Montevideo the only VP for Uruguay), attack with your mountain division (which is fastest), possibly with air support (although it will be quick and you might wish to save your oil supplies) and all your other unit in Support Attack. Annex and garrison.
Next in line should be '''Chile'''. This is a bit trickier, as they have a bigger army and the front will be very wide. Also, they have the nasty habit of attacking you when you attack them... Put the bulk of your army near Santiago; the mountain division near the Chilean VP at Punta Arenas and another infantry division next to that one.
On day one, attack Santiago with all your strength and move your mountain division in the southern VP province. Remember to keep a division guarding your VP at San Miguel de Tucumán and also watch for invasion on industrial provinces; you don't have a lot of IC, don't lose them to the enemy. Here, air support might help. Once Santiago is taken, immediately attack Antofagasta with all your strength. It will take a while to get there, but, in the mean time, continue to attach Chilean troops: it keeps them busy and weak and it gives your leaders and troops some experience. Once Antofagasta is gone, annex and garrison.
For Chile, I would recommend to garrison every province: it will be useful later as early warning systems, when the Allies will come knocking on your door with massive transport fleets.
Next in line is '''Bolivia'''. The trick here is not to attack the capital directly: by the time you can do so, they will have close to six divisions in an mountain province -- got a good plan! First, have you main attack forces (with Moutain divisions) in Antofagasta; then move three infantry divisions to Sucre (which should be unoccupied), with the rest of the forces supporting the attack. Once Sucre has fallen, you can attack with your main forces and with support from your Sucre divisions. Hold off on air support: Bolivia has an Interceptor that can put serious amounts of hurt into your NAV... Annex and garrison.
You can try and attack '''Peru''', but only do so if you're certain you can annex it before the war starts in Europe. Because, when it does, Peru will almost automatically join the Allies -- and you can expect a fair deal of Allied troops joining the tango... Should you choose to attack, Peru is a nasty customer: its VPs are in mountainous areas and the Peruvian army is marginally better than its neighbour's; yours is most likely better, but still. Your best chance for a quick victory is to first launch an attack on Arequipa with your mountain troops, and then, when victory is achieved, double up with an amphibious assault on Lima. Taking Cuzco first will help, of course.
The gist of it is, '''as soon as the war starts, conclude any ongoing conquest activity, as soon as possible'''. Now, by the time you're there, you should be well into 1939. By that time, you should be allied with the Axis power(s) (that can be done by late 1937) and have 40 IC -- and the third tech team.
===Alternate strategy===
Attept to build a axis Alliance in South America, with Bolivia, and Peru, which will allow you to have a much easier fight against Brazil, and Chile. Also those two countries are ripe for fascism to take them.
===Argentina in the War (1940-?)===
Now is the time for defense and construction.
The good news is, you have a priviledged position: you're deep south, far from the main zone of conflict. The bad news is, this only means the Allies will take longer to get at you -- but they will! This is why it is very important to grab the Falklands from the UK as soon as the war starts: first of all, because it's a major air and naval base next to your home turf, second because the Malvinas are yours by right, those Brits be damned!
From now on, you have three priorities:
# Safeguarding your land, by garrisoning the coastline;
# Safeguarding your waters, by building submarines and naval bombers;
# Planning your future conquests.
Build a few more infantry, possibly one fairly long queue. These will be your garrison troops for Argentina proper. One per province should be enough (maybe a reserve three-division force, for reinforcenments), as you will be mostly counting on them to sound the alarm for subs and NAVs to intervene.
One nasty trick is to leave Tierra del Fuego open and to wait and see Allies placing themselves in the "prison camp" island. They won't be able to attack if there are hostile fleets in the surrounding waters, so keep a couple subs cruising around. It's dangerous, but attrition might do much larger damage to those troops that your army can ever hope to do...
Your main builds, however, will be subs. Try to get 4-6 series running for a long time. They build fast and you should get a nice gearing bonus there. You will, however, lose a lot of them. With any luck, you will also do a good deal of damage to the Allied fleets. Also have 1, possibly 2 NAV series. Try to upgrade to Improved NAV as soon as possible and push those Sea and Air Doctrines to the maximum. Encryption/Decryption techniques are also good for detection and surprise.
Have your old fleet (remember them?) set up near the most frequent Allied landing point (it's usually Santiago, but your mileage may vary) and bring them out as a backup force when the US tries something. They may be old, but they can still turn a good deal of transports and their escorts into artificial reef. And if they are sunk, at least they went in a blaze of glory...
''Coming Soon: Back to the offensive''
[[Category:National Strategy]]
==Argentina as a major power==
===AIM===
It is possible to conquer any nation (possibly Germany and Soviet Union?) with Argentina in the 1936 GC.
===Technology and ministers===
Since the biggest problem for all minor powers is manpower, swap the ministers to give the most manpower bonus (you need them to fight USA later). The intel and armament ministers should give +5% IC bonus. However, some ministers don't come until 1938 so check after every year to get maximum effect on manpower.
Boosting manpower sacrifices valuable IC, thus less tech slot avalible. Trim your research to the following (* means priority):
Food production*
The assembly lines (SM*, vehicle* and aircraft)
Land doctrines*
Infantry*
Artillery*
Supply efficiency
Mot
CAS
CAS doctrines
You will only have 3 free slots most of your time so don't research anything else.
===Diplomacy===
Use all your spare metal and oil to trade with the USA for food. Keep influencing the USA and the allies because they are annoying pests who will attack you prematurely and end your game. You must sign NAPs before a war with USA when your belliengerance is too high.
Just push for interventionsm. Going Hawk and/or standing army is useless, USA will influence you to screw up your sliders anyway. However, they don't seem to do anything to my intervention and authorian slider. You can exploit this later on. Since USA has full open society and free market, you will recive free slides and have less partisans and get your free market slider maxed(the only way you can get it because you are too authorian anyway). Later events will make USA full intervention and probably 8 points in Hawk, you will get your Hawk slider back so don't worry if you became Dove early in the game.
===Bang on to War in South America===
Do not worry about dissent at all, you are going to have it for a few years, so attack when your army's ready. Set your production automatic. Trade all your oil and metal with USA for food. Disband your interceptor and NAV. Disband all brigades. March your Mtn to the southern part(the province next to the chile VP). The others attack Montevideo and do not annex yet. Striaght after that march everything to paraguay, attack and annex. Build one convoy now, after it is completed, do a series of 3 transports.
Move everything to Chile and attack their 3 VPs at once. They have minimal resistance so its fairly easy to take down. Move all your army to the south of Bolivia. Do the same old attack and annex trick. You may experience problems when attacking their army of 5. Simply lure some of their troops into the moutainous province before taking their capital.
Your first transport probably has arrived. Load up one division and do an Amphabious landing in Peru. The trick is having your main army to support attack at the adjacent province. You should have annexed them in no time. Build 3 inf divisions and one naval port(without the naval port you are screwed). Place one division in Ascioun to defend it. If your dissent is leveled already, build some artillery for your inf to give extra punch. When the port is nearly done, declare war on Brazil and use the amph+support attack to take all the coastal VPs. There is one VP province you have to march in to take it. Have 1 division walk there and 4-5 supporting attack with HQ. Keep taking coastline VPs with your remaining army. After you have taken Recife. You realised you need a port there to take the last VP. Place the Port in Recife and finish the Job. Remember to annex Uruaguay now. Or else the USA will come down and kill you.
I HAVE TO STRESS THIS: DO NOT GO TO WAR WITH ANOTHER COUNTRY WITHOUT A NAP WITH THE USA AFTER THIS POINT. They hate you, they want to kill you so get a NAP before doing any conquests. Build 2x3 transports. In the meantime, finish off the remaining South American Countries. When you have 9 transports, attack Panama with everything. If you do this too late, these tiny countries will probably have 2-3 divisions, which is hard to get in. You should have completed this by late 1938.
===Central America and Carrabian===
It must be so attempting to switch to a Prince of Terror by now since you have 200+ manpower, and get another tech slot. However, 200+ manpower only equals 20 divisions. Not even enough to cover all your coastal provinces. Disband your mountain division because we are not getting up that tech tree, and recive some extra manpower. All you should build is inf with art. Don't even lay a finger on garrisons. You don't have the manpower to do it. At this point, some majors like France would probably declare war on you, so get your relations better with them. (The following is not tested: I have -200 relations with France by early 1939, they always declare war on me. However, I spent a few months improving relations and have neutral relations with them, they don't seem to do anything to me. Thus you can probably carry on conquering central America and the carribian earlier if you get good relations with them.) If my theory isn't right. Wait till mid 1940 because our pal Germany is punishing them for their pesty behaviour. Then you can take all the minor powers in America. You should get your 4th tech team slot by now. (However, its base IC is 61 so a few stratigic bombing will finish you off. before you go to war with USA, make sure your 4th team finished researching).
===Total dominance in America===
Before you go to war, garrision ALL beach heads with inf with artillery. You don't want a cock up after you went this far. Your army should be consisting Mot and Inf-art. Mot because it is cheap and quick. Build as many CAS as you can. When you go to war, remember to take the four allied province in South america by amph landing, colon, falklands and Belize City. You should be able to defeat the USA and its minion Canada.
===After you rule America===
I allied with Germany and got only a few blueprints, its probably not worth joining the Axis if you want to fight them later ((From Emperor Gumby IV- Buy the blueprints from them with Oil and Metal. It's not like you can use everything you have))
==Emperor Gumby's Argentina Strategy (Axis Junior-into-Senior Member)==
HOI2 DD v1.2, 1936 GC
The objective to this strategy is to turn Argentina into a credible world threat. This isn't for inexperienced players as I set some pretty tough early goals. They can all be achieved however.
===Phase 1: Initial Growth===
There's no way we can help the Axis or anyone else by staying within the borders of Argentina. We must expand. Ignore the tiny countries on your border; we're taking on Brazil first. And we're going to win by the end of July '36.
====Before unpausing:====
Move your intervention slider toward intervention. Dissent will be through the roof until we get this bumped back a little.
Begin construction of 2x2 Milita and 2x1 Transports
For research, I usually pick Census Tabulating Machine and start with the Machine Tools line, and then Rear Area Dumps, and the Agricultural line. In that order.
Also, don't rush to join the Axis. Strictly speaking, the game will probably never register that we're even in the axis because we're siding with Japan, not Germany, but it's all the same in the end. The Axis will rule the world... or there will be the Argentine World Order.
Last, make sure your advisers give IC bonuses if you have a minister for that type that would.
====After unpausing:====
Sell oil to the Americans for cash. We don't need it and it will free up IC from consumer goods so our militia and transports will finish on schedule. Divide up your troops so that you have a bunch of one-division armies. Make sure you have a General or Field Marshal in charge of the HQ. Leave them all in Buenos Aires.
Now take a look at the “Argentine Navy” . . . Pretty pathetic, right? Anywhere else in the world, yeah, it would be the laughing stock of the seas. We're in South America though, and it's the most powerful fleet around. Combine all the heavy cruisers and battleships into one group, and everything else into another. Rebase both fleets to Buenos Aires. We're going to need these later.
When the first batch of militia are ready to go in February, put one in Concordia and the other in Buenos Aries. Group both transports when they finish in March (on the 10th) and base them out of Buenos Aires. Move your battle fleets to block the escape of wherever the Brazilian fleet is hiding... usually Porto Alegre. They only have 3 ports, so it's not that hard to find them. Also, check to make certain Curitiba is undefended, if not, find another nearby province that is.
As soon as the second batch of militia are ready on the 19th, deploy them to Buenos Aires and declare war on Brazil. Don't start building anything new. Let the consumer goods bring down our dissent.
===War with Brazil===
Load your mountaineer division and the HQ into the transports and do an amphibious assault on Curitiba if it was undefended earlier. You'll take the province and ensure this is an entirely defensive war for Brazil. March that militia group from Concordia to Porto Alegre. Start using the transports to quickly move your divisions from Buenos Aires to the next point up the coast. Don't do amphibious assaults onto defended positions. This wastes valuable readiness. Use the troops from the province you just captured to attack. They will seldom have more than one or two divisions to defend each province. If they put up a fight, land more divisions, then attack again. Use your battle fleets to ensure the Brazilian navy stays in port and doesn't harass our transports. Use Coastal Bombardment when you're certain there is no threat to the transports.
Don't advance inland yet. All but one IC and VPs are located along the coast. Recife might pose a small problem. There's a river between it and Salvador, but Fortaleza is never defended and you can land troops there and attack from both directions. Your last amphibious assault should be on Belem. Use a militia for this as it won't be a defended province and there's no harbor there to pick up the unit, so it will have to march to another province. Advance a unit from Vitoria to Golias, support the attack from all directions that can, or they might get defeated due to poor infrastructure and losing lots of organization while moving. As soon as you control Golias, annex Brazil, dissent or no dissent. We don't have time to keep fighting them.
===Post-Brazil===
As I said, we don't have time to keep messing with Brazil. We have to finish taking over South America before the USA starts raising their intervention to the point where we can't sneeze without Patton showing up in our capital. Try not to worry about Partisans unless it actually spawns a unit.
There are three real gems in South America as countries go: Argentina, Brazil, and Venezuela. You can guess where we're going next, can't you? Use your transports to start moving troops to Macapa. You'll probably have to rebase the transports to Rio de Janeiro. With your first three or four divisions that arrive there, march to Boa Vista. Don't use your HQ for this, it moves very slow through the jungle.
As soon as dissent is back to 0%, invade Venezuela. Send those guys in the jungle to Cuidad Guyana. As soon as the garrison there is defeated, load the transports again and move them to Bocas del Dragon (the water in front of the province we just attacked). The game will tell you they cant get close enough to do an amphibious assault on the province, but this is rubbish. Click the button to see the troops loaded on the transports and manually move them to the land. Do this with the rest of your forces as well since we won't be able to do another invasion like Brazil. This one will require grunt work.
Annex Venezuela as soon as they're boot-heeled. If you have a prince of terror, you should be at the magical 40 IC to start another tech team. Sometimes there's a weird glitch and I only get 39 IC, but that just means we need to kill another neighbor. You can do what you like with the new research team, but I strongly recommend abandoning the firepower doctrine and starting toward the infiltration doctrines while we still have a team that can do this efficiently. You will lose Justo as a research team whether you have the sudden change of government event or not in 1938, so use him while you've got him. Also note, you won't lose him until after whatever he is researching finishes, so if it is December 1937, by all means, start another doctrine.
After Venezuela, Colombia is the obvious choice since all of our troops are right next to their victory points anyway. Start selling the oil we just acquired to the Germans, we'll need the cash to influence our way into an alliance with Japan, and the Germans will need the oil. When dissent hits 0%, invade Colombia.
Keep kicking in the neighbors. The Americans might hate us, but they won't usually do anything until they raise their intervention, guarantee of independence or no. So we've got a deadline to keep, after Colombia and Ecuador fall, strat-deploy where you have to in order to get troops in position on time. Tick-tock.
As you start nearing the last two countries, start building 2x2 more transports and start influencing Japan. You might consider switching foreign ministers to the Apologetic Clerk for cheaper influence. You're not really going to have a cash shortage, but it can't hurt.
===Alliance with Japan===
Once you are lord and master of South America, join Japan's alliance. If you have done all this right, it should be mid 1938. If you try joining Japan while still conquering your home continent, Japan will carry out Pearl Harbor on the USA and you'll be stuck fighting them. You'll need more troops for the next part, so you might as well start building 6x2 or 7x2 infantry as soon as you have the spare IC. Once these are finished and your dissent is at 0, start building more IC. Buy whatever blueprints you can from Japan. You won't have any lack of resources so don't get stingy with the oil and metal. Their land doctrines are good, and their aircraft carriers are way more useful than the submarines you'd have gotten from Germany.
Also, a change in ministers from prince of terror to man of the people is in order. Also, the chief of staff that gives 25% more manpower too. Otherwise you're going to run out of troops while fighting some of the bigger nations later. You might be able to get away with not doing this, but I don't recommend it. You'll lose quite a bit of IC, but you'll double your manpower. Be careful about switching too early with Prince of Terror or you'll lose the third tech team and anything they were doing until you're back to 40 IC. Be warned that the sudden change of government event might make this change for you and there's not anything you can do... so don't mess around with the dissent and make sure you've been moving your intervention slider all this time.
Joining Japan's alliance will automatically put you at war with China, but with no penalty to dissent. Rebase your transports to Quito and begin moving troops across the pacific. You won't be able to use Sea Transport missions, but you can tell your transports to rebase to allied ports in Asia via the dropdown menu. Shanghai is usually a good spot, if not, just use Dalian. Once your troops are in Asia, rebase back to Quito and restart the process. Until you have 16-ish divisions in Asia, loan them to Japan as expeditionary forces. Once the bulk of your army has arrived, start trying to take key points like Guangzhou, Guilin, and Chongqing. This normally leads to Japan achieving victory over China around the time things start to heat up in Europe.
===Post-China===
Once China is defeated, Japan will still be at war with Sinkiang, but they won't need any help with that. Communist China, might be good for some free XP for your generals if Japan is still fighting them.
Now is the time to start thinking more long term. I'm not making a detailed guide on what to do next, because there are lots of guides that already tell how to take down the Americans, Russians, or British with a minor nation. I usually go after the Russians because if you don't, Japan will attack the Americans in late 1941 or early 1942 and you'll be pulled into fighting your much more powerful neighbor. With Japan, Argentina, and whatever happened to China attacking on one side, and the Germans attacking from the other, the Commitern is doomed and then you only have to fight the Allies (Brits and Americans). You might have to edit your save file, but sometimes when I attack Russia, the non-aggression pact between Japan and the Russians doesn't go away and its me and China vs the Russians, which is winable, but Japanese troops will unrealistically do nothing.
Something else to consider, drop the Alliance with Japan in late 1941 and build industry and infrastructure in your 3 home provinces that have 20% infrastructure (need 40% to build IC). Attack the other industrial minors, Spain like and Portugal (and later Vichy when Germany starts losing) and you can establish your own worldwide empire. Or do something crazy like join the allies and lead an attack on the red menace. I mean, seriously. This is very open ended. Good luck.
b0fadbd3e1218d53422a24ee7d5395f46037a87a
Arma
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#REDIRECT [[Armageddon]]
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Armageddon
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[[Image:Armageddon_pack.jpg|thumb]]
Hearts of Iron 2 Armageddon (HOI2 ARMA), is a booster pack for the HOI2 Doomsday game.
== New Features ==
* New [[Brigade_Strategy_Guide#Naval_Brigades|brigades for Naval units]]
* Land units can now be built with brigades already attached
* An Air Naval combat system that radically alters the combat balance
* New damage algorithms for the Air combat system, making organization more important and allowing air units to fight longer.
* New color scheme system allowing player to differentiate between air, armor and infantry units
* The ability to see all your moving units (the arrows on the top left)
* Two new fantasy scenarios called Abyss and Armageddon
* The ability to choose what country can and cannot send expeditionary forces
* Now able to give orders to units, even before 24 hours have passed
* Modable values in CV combat modifiers
* Improved air combat system
* Improved amphibious landing AI
* AI now is more effective and retreating
* Button to auto-deploy attachments to ships. its in the auto-control page.
== New Options ==
* Extended end date to 1964
* The option to absorb tech teams from annexed countries
* The option to get full amount of IC from occupied provinces (still only half resources)
* Democracies can now declare war
== Abyss and Armageddon Explained ==
Both these scenarios are in a fantasy setting of which each of the 18 countries have a base IC of 200, although various modifiers change from country to country, all have similar IC except for the 19th country, Tannu Tavu which is put in for a hefty challenge for anyone willing. In terms of ministers and tech teams, and AI, it seems to revolve around the respective countries in normal HoI. For instance Prussia has predominantly German ministers tech teams and AI. It is worth assuming that this scenario was made for a balanced fun multiplayer games.
Although both scenarios are very similar, they are different in that Abyss starts with all countries at peace and in no sort of alliance while Armageddon throws the players into an all out brawl between 3 ideological alliances. Here are the alliances :
'''Axis - Nationalist Socialist'''
* Empire of Russia
* Indian Republic
* Indo China
* Prussia
* Confederates
* The Ottomans
'''Allies - Market Liberal'''
* Australasia
* Bourbon
* Republic of China
* Sweden
* Cossacks
* USNA
'''Comintern - Stalinist'''
* APR (African People's Republic)
* European Soviets
* PRRS (People's Republic of the Rising Sun)
* Republic of Persia
* Roma
* Libertadores (South America)
[[Category:Reference]]
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Armor and Artillery Tech Tree
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{{TechTree}}
== Armor ==
=== Light Tank === are divisions thru the Improved Light Armor division which then upgrades to a basic Medium armor division. The Advanced Light Tank unit is a brigade.
==== Great War Tank ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites: None
*Effects:
:*Activate Unit Type armor
:*New Model armor 0
|
5 - [[Image:mechanics.png|mechanics]] - Great War Armor
5 - [[Image:artillery.png|artillery]] - 37mmS Tank Gun
5 - [[Image:mechanics.png|mechanics]] - Great War Engine
5 - [[Image:electronics.png|electronics]] - Binoculars
5 - [[Image:technical_efficiency.png|technical_efficiency]] - Great War Tank Prototype Tests (D)
|}
==== Tankette ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Great War Tank|Great War Tank]]
*Effects:
:*Activate Unit Type light_armor
:*New Model light_armor 0
|
5 - [[Image:mechanics.png|mechanics]] - Tankette Armor
5 - [[Image:artillery.png|artillery]] - 0.30 Caliber HMG
5 - [[Image:mechanics.png|mechanics]] - Tankette Engine
5 - [[Image:electronics.png|electronics]] - Binoculars
5 - [[Image:technical_efficiency.png|technical_efficiency]] - Tankette Prototype Tests (D)
|}
==== Early Tank ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Tankette|Tankette]]
*Effects:
:*New Model armor 1
|
6 - [[Image:mechanics.png|mechanics]] - Riveted Armor
6 - [[Image:artillery.png|artillery]] - 0.50 Caliber HMG
6 - [[Image:mechanics.png|mechanics]] - Early Engine
6 - [[Image:electronics.png|electronics]] - Early Optical Sights
6 - [[Image:technical_efficiency.png|technical_efficiency]] - Early Tank Prototype Tests (D)
|}
==== Basic Light Tank ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1938
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Early Tank|Early Tank]]
*Effects:
:*New Model light_armor 1
|
5 - [[Image:mechanics.png|mechanics]] - Light Welded Armor
5 - [[Image:artillery.png|artillery]] - 20mm Tank Gun
5 - [[Image:mechanics.png|mechanics]] - Basic Light Engine
5 - [[Image:electronics.png|electronics]] - Basic Optical Sights
5 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic Light Tank Prototype Tests (D)
|}
==== Improved Light Tank ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1939
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Basic Light Tank|Basic Light Tank]]
*Effects:
:*New Model light_armor 2
:*Model is now obsolete. light_armor 0
|
6 - [[Image:mechanics.png|mechanics]] - Light Sloped Armor
6 - [[Image:artillery.png|artillery]] - 37mm Tank Gun
6 - [[Image:mechanics.png|mechanics]] - Improved Light Engine
6 - [[Image:electronics.png|electronics]] - Improved Optical Sights
6 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved Light Tank Prototype Tests (D)
|}
==== Advanced Light Tank ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Improved Light Tank|Improved Light Tank]]
*Effects:
:*Activate Unit Type light_armor_brigade
:*New Model light_armor_brigade 0
|
4 - [[Image:mechanics.png|mechanics]] - Light Advanced Sloped Armor
4 - [[Image:artillery.png|artillery]] - 50mm Tank Gun
4 - [[Image:mechanics.png|mechanics]] - Advanced Light Engine
4 - [[Image:electronics.png|electronics]] - Advanced Optical Sights
4 - [[Image:technical_efficiency.png|technical_efficiency]] - Advanced Light Tank Prototype Tests (D)
|}
=== Medium Tank ===
==== Basic Medium Tank ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1939
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Improved Light Tank|Improved Light Tank]]
*Effects:
:*New Model armor 2
:*Model is now obsolete. armor 0
|
7 - [[Image:mechanics.png|mechanics]] - Medium Welded Armor
7 - [[Image:artillery.png|artillery]] - 50mm Tank Gun
7 - [[Image:mechanics.png|mechanics]] - Basic Medium Engine
7 - [[Image:electronics.png|electronics]] - Basic Optical Sights
7 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic Medium Tank Prototype Tests (D)
|}
==== Improved Medium Tank ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Basic Medium Tank|Basic Medium Tank]]
*Effects:
:*New Model armor 3
:*Model is now obsolete. armor 1
|
8 - [[Image:mechanics.png|mechanics]] - Medium Sloped Armor
7 - [[Image:artillery.png|artillery]] - 75mm Tank Gun
8 - [[Image:mechanics.png|mechanics]] - Improved Medium Engine
7 - [[Image:electronics.png|electronics]] - Improved Optical Sights
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved Medium Tank Prototype Tests (D)
|}
==== Advanced Medium Tank ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Improved Medium Tank|Improved Medium Tank]]
*Effects:
:*New Model armor 4
:*Model is now obsolete. armor 2
|
8 - [[Image:mechanics.png|mechanics]] - Medium Advanced Sloped Armor
8 - [[Image:artillery.png|artillery]] - 88mm Tank Gun
8 - [[Image:mechanics.png|mechanics]] - Advanced Medium Engine
8 - [[Image:electronics.png|electronics]] - Advanced Optical Sights
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Advanced Medium Tank Prototype Tests (D)
|}
=== Heavy Tank === is a brigade, not a division.
==== Basic Heavy Tank ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1938
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Early Tank|Early Tank]]
*Effects:
:*Activate Unit Type heavy_armor
:*New Model heavy_armor 0
|
6 - [[Image:mechanics.png|mechanics]] - Basic Armor Skirts
6 - [[Image:artillery.png|artillery]] - 75mm Tank Gun
6 - [[Image:mechanics.png|mechanics]] - Basic Heavy Engine
6 - [[Image:electronics.png|electronics]] - Basic Optical Sights
6 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic Heavy Tank Prototype Tests (D)
|}
==== Improved Heavy Tank ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Basic Heavy Tank|Basic Heavy Tank]]
:*[[Armor_and_Artillery_Tech_Tree#Improved Medium Tank|Improved Medium Tank]]
*Effects:
:*New Model heavy_armor 1
|
7 - [[Image:mechanics.png|mechanics]] - Improved Armor Skirts
7 - [[Image:artillery.png|artillery]] - 88mmL56 Tank Gun
7 - [[Image:mechanics.png|mechanics]] - Improved Heavy Engine
7 - [[Image:electronics.png|electronics]] - Improved Optical Sights
7 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved Heavy Tank Prototype Tests (D)
|}
==== Advanced Heavy Tank ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Improved Heavy Tank|Improved Heavy Tank]]
:*[[Armor_and_Artillery_Tech_Tree#Advanced Medium Tank|Advanced Medium Tank]]
*Effects:
:*New Model heavy_armor 2
:*Model is now obsolete. heavy_armor 0
|
9 - [[Image:mechanics.png|mechanics]] - Advanced Armor Skirts
8 - [[Image:artillery.png|artillery]] - 88mmL71 Tank Gun
8 - [[Image:mechanics.png|mechanics]] - Advanced Heavy Engine
8 - [[Image:electronics.png|electronics]] - Advanced Optical Sights
9 - [[Image:technical_efficiency.png|technical_efficiency]] - Advanced Heavy Tank Prototype Tests (D)
|}
==== Super Heavy Tank ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1944
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Advanced Heavy Tank|Advanced Heavy Tank]]
*Effects:
:*Activate Unit Type super_heavy_armor
:*New Model super_heavy_armor 0
|
8 - [[Image:mechanics.png|mechanics]] - Super Heavy Tank Armor
8 - [[Image:artillery.png|artillery]] - 128mm Tank Gun
8 - [[Image:mechanics.png|mechanics]] - Super Heavy Engine
9 - [[Image:electronics.png|electronics]] - Infrared Optical Sights
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Super Heavy Tank Prototype Tests (D)
|}
==== Semi-Modern Tank ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1945
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Advanced Heavy Tank|Advanced Heavy Tank]]
:*[[Armor_and_Artillery_Tech_Tree#Advanced Medium Tank|Advanced Medium Tank]]
*Effects:
:*New Model armor 5
:*Model is now obsolete. armor 3
|
10 - [[Image:mechanics.png|mechanics]] - Reactive Armor Plates
10 - [[Image:artillery.png|artillery]] - 120mm Tank Gun
10 - [[Image:mechanics.png|mechanics]] - Semi-Modern Engine
10 - [[Image:electronics.png|electronics]] - Infrared Optical Sights
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Semi-Modern Tank Prototype Tests (D)
|}
=== Armoured Car ===
==== Basic Armoured Car ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1937
*Prerequisites: None
*Effects:
:*Activate Unit Type armored_car
:*New Model armored_car 0
|
3 - [[Image:mechanics.png|mechanics]] - Light Armor Plating
3 - [[Image:artillery.png|artillery]] - Light Machine Gun
3 - [[Image:mechanics.png|mechanics]] - Medium Tractor Engine
3 - [[Image:electronics.png|electronics]] - Mounted Field Glasses
3 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic Armoured Car Prototype Tests
|}
==== Improved Armored Car ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Basic Armoured Car|Basic Armoured Car]]
*Effects:
:*New Model armored_car 1
|
3 - [[Image:mechanics.png|mechanics]] - Light Armor Plating
3 - [[Image:artillery.png|artillery]] - Medium Machine Gun
3 - [[Image:mechanics.png|mechanics]] - Heavy Tractor Engine
3 - [[Image:electronics.png|electronics]] - Mounted Field Glasses
3 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved Armored Car Prototype Tests
|}
=== Tank Destroyer ===
==== Early Tank Destroyer ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1938
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Early Tank|Early Tank]]
*Effects:
:*Activate Unit Type tank_destroyer
:*New Model tank_destroyer 0
|
3 - [[Image:artillery.png|artillery]] - Anti-Tank Gun 50mm
3 - [[Image:mechanics.png|mechanics]] - Early Tank Chassis
3 - [[Image:chemistry.png|chemistry]] - Solid Shell AP Ammo
3 - [[Image:electronics.png|electronics]] - Early Optical Sights
3 - [[Image:technical_efficiency.png|technical_efficiency]] - Early Tank Destroyer Prototype Tests
|}
==== Basic Tank Destroyer ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Basic Light Tank|Basic Light Tank]]
:*[[Armor_and_Artillery_Tech_Tree#Early Tank Destroyer|Early Tank Destroyer]]
*Effects:
:*New Model tank_destroyer 1
|
4 - [[Image:artillery.png|artillery]] - Anti-Tank Gun 75mm
4 - [[Image:mechanics.png|mechanics]] - Basic Light Tank Chassis
4 - [[Image:chemistry.png|chemistry]] - Shaped Charge Shell HEAT Ammo
4 - [[Image:electronics.png|electronics]] - Basic Optical Sights
4 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic Tank Destroyer Prototype Tests
|}
==== Improved Tank Destroyer ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Improved Light Tank|Improved Light Tank]]
:*[[Armor_and_Artillery_Tech_Tree#Basic Tank Destroyer|Basic Tank Destroyer]]
*Effects:
:*New Model tank_destroyer 2
|
5 - [[Image:artillery.png|artillery]] - Anti-Tank Gun 88mm
5 - [[Image:mechanics.png|mechanics]] - Improved Light Tank Chassis
5 - [[Image:chemistry.png|chemistry]] - Core Shell HEAT Ammo
5 - [[Image:electronics.png|electronics]] - Improved Optical Sights
5 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved Tank Destroyer Prototype Tests
|}
==== Advanced Tank Destroyer ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Basic Medium Tank|Basic Medium Tank]]
:*[[Armor_and_Artillery_Tech_Tree#Improved Tank Destroyer|Improved Tank Destroyer]]
*Effects:
:*New Model tank_destroyer 3
:*Model is now obsolete. tank_destroyer 0
|
6 - [[Image:artillery.png|artillery]] - Anti-Tank Gun 105mm
6 - [[Image:mechanics.png|mechanics]] - Basic Medium Tank Chassis
6 - [[Image:chemistry.png|chemistry]] - Sabot Shell HEAT Ammo
6 - [[Image:electronics.png|electronics]] - Advanced Optical Sights
6 - [[Image:technical_efficiency.png|technical_efficiency]] - Advanced Tank Destroyer Prototype Tests
|}
==== Semi-Modern Tank Destroyer ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1945
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Improved Medium Tank|Improved Medium Tank]]
:*[[Armor_and_Artillery_Tech_Tree#Advanced Tank Destroyer|Advanced Tank Destroyer]]
*Effects:
:*New Model tank_destroyer 4
:*Model is now obsolete. tank_destroyer 1
|
7 - [[Image:artillery.png|artillery]] - Anti-Tank Gun 120mm
7 - [[Image:mechanics.png|mechanics]] - Improved Medium Tank Chassis
7 - [[Image:chemistry.png|chemistry]] - Capped Shell AP Ammo
7 - [[Image:electronics.png|electronics]] - Infrared Optical Sights
7 - [[Image:technical_efficiency.png|technical_efficiency]] - Semi-Modern Tank Destroyer Prototype Tests
|}
=== Self-Propelled Artillery ===
==== Early Self-Propelled Artillery ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1939
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Early Tank|Early Tank]]
*Effects:
:*Activate Unit Type sp_artillery
:*New Model sp_artillery 0
|
5 - [[Image:artillery.png|artillery]] - Light Assault Gun 50mm
5 - [[Image:mechanics.png|mechanics]] - Early Tank Chassis
5 - [[Image:chemistry.png|chemistry]] - Fragmentation Shells
5 - [[Image:electronics.png|electronics]] - Basic Fire Control
5 - [[Image:technical_efficiency.png|technical_efficiency]] - Early Assault Gun Prototype Tests
|}
==== Basic Self-Propelled Artillery ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Basic Light Tank|Basic Light Tank]]
:*[[Armor_and_Artillery_Tech_Tree#Early Self-Propelled Artillery|Early Self-Propelled Artillery]]
*Effects:
:*New Model sp_artillery 1
|
5 - [[Image:artillery.png|artillery]] - Medium Assault Gun 75mm
5 - [[Image:mechanics.png|mechanics]] - Basic Light Tank Chassis
6 - [[Image:chemistry.png|chemistry]] - High Explosive Squash-Head (HESH) Shells
5 - [[Image:electronics.png|electronics]] - Improved Fire Control
6 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic Assault Gun Prototype Tests
|}
==== Improved Self-Propelled Artillery ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Improved Light Tank|Improved Light Tank]]
:*[[Armor_and_Artillery_Tech_Tree#Basic Self-Propelled Artillery|Basic Self-Propelled Artillery]]
*Effects:
:*New Model sp_artillery 2
:*Model is now obsolete. light_armor 0
|
6 - [[Image:artillery.png|artillery]] - Heavy Assault Gun 105mm
6 - [[Image:mechanics.png|mechanics]] - Improved Light Tank Chassis
6 - [[Image:chemistry.png|chemistry]] - High Explosive Fragmentation (HEF) Shells
6 - [[Image:electronics.png|electronics]] - Basic Counter-Battery Radar
6 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved Assault Gun Prototype Tests
|}
==== Advanced Self-Propelled Artillery ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1945
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Advanced Light Tank|Advanced Light Tank]]
:*[[Armor_and_Artillery_Tech_Tree#Improved Self-Propelled Artillery|Improved Self-Propelled Artillery]]
*Effects:
:*New Model sp_artillery 3
:*Model is now obsolete. sp_artillery 1
|
7 - [[Image:artillery.png|artillery]] - Heavy Assault Gun 150mm
7 - [[Image:mechanics.png|mechanics]] - Basic Medium Tank Chassis
7 - [[Image:chemistry.png|chemistry]] - High Explosive Anti-Tank (HEAT) Shells
7 - [[Image:electronics.png|electronics]] - Improved Counter-Battery Radar
7 - [[Image:technical_efficiency.png|technical_efficiency]] - Advanced Assault Gun Prototype Tests
|}
=== Self-Propelled Rocket Artillery ===
==== Basic SP Rocket Artillery ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Basic Medium Tank|Basic Medium Tank]]
*Effects:
:*Activate Unit Type sp_rct_artillery
:*New Model sp_rct_artillery 0
|
5 - [[Image:artillery.png|artillery]] - Self-Propelled Rocket Artillery 100mm
5 - [[Image:mechanics.png|mechanics]] - Basic Medium Tank Chassis
5 - [[Image:chemistry.png|chemistry]] - High Explosive (HE) Shells
5 - [[Image:electronics.png|electronics]] - Velocity Control System
5 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic SP Rocket Art Prototype Tests
|}
==== Improved SP Rocket Artillery ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1942
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Improved Medium Tank|Improved Medium Tank]]
:*[[Armor_and_Artillery_Tech_Tree#Basic SP Rocket Artillery|Basic SP Rocket Artillery]]
*Effects:
:*New Model sp_rct_artillery 1
|
6 - [[Image:artillery.png|artillery]] - Self-Propelled Rocket Artillery 200mm
6 - [[Image:mechanics.png|mechanics]] - Improved Medium Tank Chassis
6 - [[Image:chemistry.png|chemistry]] - High Explosive Fragmentation (HEF) Shells
6 - [[Image:electronics.png|electronics]] - Trajectory Control System
6 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved SP Rocket Art Prototype Tests
|}
==== Advanced SP Rocket Artillery ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1944
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Improved Medium Tank|Improved Medium Tank]]
:*[[Armor_and_Artillery_Tech_Tree#Improved SP Rocket Artillery|Improved SP Rocket Artillery]]
*Effects:
:*New Model sp_rct_artillery 2
:*Model is now obsolete. sp_rct_artillery 0
|
7 - [[Image:artillery.png|artillery]] - Self-Propelled Rocket Artillery 300mm
7 - [[Image:mechanics.png|mechanics]] - Improved Medium Tank Chassis
7 - [[Image:chemistry.png|chemistry]] - High Explosive Incendiary (HEI) Shells
7 - [[Image:electronics.png|electronics]] - Humidity Control System
7 - [[Image:technical_efficiency.png|technical_efficiency]] - Advanced SP Rocket Art Prototype Tests
|}
=== Field Artillery ===
==== Great War Light Field Artillery ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites: None
*Effects:
:*Activate Unit Type artillery
:*New Model artillery 0
|
5 - [[Image:artillery.png|artillery]] - Great War Field Artillery Gun 75mm
5 - [[Image:mechanics.png|mechanics]] - Great War Gun Carriage
5 - [[Image:chemistry.png|chemistry]] - Old High Explosive (HE) Shells
5 - [[Image:electronics.png|electronics]] - Frontline Observers
5 - [[Image:training.png|training]] - Sheaf Fire Training (D)
|}
==== Great War Medium Field Artillery ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Great War Light Field Artillery|Great War Light Field Artillery]]
*Effects:
:*New Model artillery 1
|
5 - [[Image:artillery.png|artillery]] - Great War Field Artillery Gun 150mm
5 - [[Image:mechanics.png|mechanics]] - Great War Gun Carriage
5 - [[Image:chemistry.png|chemistry]] - Old High Explosive (HE) Shells
5 - [[Image:electronics.png|electronics]] - Forward Observer Group
5 - [[Image:training.png|training]] - Concentrated Fire Training (D)
|}
==== Great War Heavy Field Artillery ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Great War Medium Field Artillery|Great War Medium Field Artillery]]
*Effects:
:*New Model artillery 2
:*Model is now obsolete. artillery 0
|
5 - [[Image:artillery.png|artillery]] - Great War Heavy Artillery Gun 240mm
5 - [[Image:mechanics.png|mechanics]] - High-Elevation Gun Carriage
5 - [[Image:chemistry.png|chemistry]] - Old High Explosive (HE) Shells
5 - [[Image:electronics.png|electronics]] - Optical Rangefinder
5 - [[Image:training.png|training]] - Multilevel Fire Concert Training (D)
|}
==== Early Field Artillery ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Great War Heavy Field Artillery|Great War Heavy Field Artillery]]
*Effects:
:*New Model artillery 3
:*Model is now obsolete. artillery 1
|
5 - [[Image:artillery.png|artillery]] - Field Artillery Gun 75mm
5 - [[Image:mechanics.png|mechanics]] - Early Gun Carriage
5 - [[Image:chemistry.png|chemistry]] - High Explosive (HE) Shells
5 - [[Image:electronics.png|electronics]] - Rangefinder Radar
5 - [[Image:training.png|training]] - Basic Crawling Fire Training
|}
==== Basic Field Artillery ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1938
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Early Field Artillery|Early Field Artillery]]
*Effects:
:*New Model artillery 4
:*Model is now obsolete. artillery 2
|
5 - [[Image:artillery.png|artillery]] - Field Artillery Gun 105mm
5 - [[Image:mechanics.png|mechanics]] - Basic Gun Carriage
5 - [[Image:chemistry.png|chemistry]] - Fragmentation Shells
5 - [[Image:electronics.png|electronics]] - Basic Fire Control
5 - [[Image:training.png|training]] - Rapid Crawling Fire Training
|}
==== Improved Field Artillery ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Basic Field Artillery|Basic Field Artillery]]
*Effects:
:*New Model artillery 5
:*Model is now obsolete. artillery 3
|
5 - [[Image:artillery.png|artillery]] - Field Artillery Gun 120mm
5 - [[Image:mechanics.png|mechanics]] - Improved Gun Carriage
5 - [[Image:chemistry.png|chemistry]] - High Explosive Squash-Head (HESH) Shells
5 - [[Image:electronics.png|electronics]] - Improved Fire Control
5 - [[Image:training.png|training]] - Rapid Target Switch Training
|}
==== Advanced Field Artillery ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Improved Field Artillery|Improved Field Artillery]]
*Effects:
:*New Model artillery 6
:*Model is now obsolete. artillery 4
|
6 - [[Image:artillery.png|artillery]] - Field Artillery Gun 150mm
6 - [[Image:mechanics.png|mechanics]] - Advanced Gun Carriage
6 - [[Image:chemistry.png|chemistry]] - High Explosive Fragmentation (HEF) Shells
6 - [[Image:electronics.png|electronics]] - Basic Counter-Battery Radar
6 - [[Image:training.png|training]] - Moving Target Training
|}
==== Semi-Modern Field Artillery ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1945
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Advanced Field Artillery|Advanced Field Artillery]]
*Effects:
:*New Model artillery 7
:*Model is now obsolete. artillery 5
|
7 - [[Image:artillery.png|artillery]] - Field Artillery Gun 170mm
7 - [[Image:mechanics.png|mechanics]] - Semi-Modern Gun Carriage
7 - [[Image:chemistry.png|chemistry]] - High Explosive Anti-Tank (HEAT) Shells
7 - [[Image:electronics.png|electronics]] - Improved Counter-Battery Radar
5 - [[Image:training.png|training]] - Land-Air Combined Barrage Training
|}
=== Rocket Artillery ===
==== Basic Rocket Artillery ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Improved Field Artillery|Improved Field Artillery]]
*Effects:
:*Activate Unit Type rocket_artillery
:*New Model rocket_artillery 0
|
5 - [[Image:artillery.png|artillery]] - Rocket Artillery 100mm
5 - [[Image:mechanics.png|mechanics]] - Basic Broadbased Carriage
5 - [[Image:chemistry.png|chemistry]] - High Explosive (HE) Shells
5 - [[Image:electronics.png|electronics]] - Velocity Control System
5 - [[Image:training.png|training]] - Concentrated Barrage Training
|}
==== Improved Rocket Artillery ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Basic Rocket Artillery|Basic Rocket Artillery]]
*Effects:
:*New Model rocket_artillery 1
|
5 - [[Image:artillery.png|artillery]] - Rocket Artillery 200mm
5 - [[Image:mechanics.png|mechanics]] - Improved Broadbased Carriage
5 - [[Image:chemistry.png|chemistry]] - High Explosive Fragmentation (HEF) Shells
5 - [[Image:electronics.png|electronics]] - Trajectory Control System
5 - [[Image:training.png|training]] - Surgical Strike Training
|}
==== Advanced Rocket Artillery ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Improved Rocket Artillery|Improved Rocket Artillery]]
*Effects:
:*New Model rocket_artillery 2
:*Model is now obsolete. rocket_artillery 0
|
6 - [[Image:artillery.png|artillery]] - Rocket Artillery 300mm
6 - [[Image:mechanics.png|mechanics]] - Advanced Broadbased Carriage
6 - [[Image:chemistry.png|chemistry]] - High Explosive Incendiary (HEI) Shells
6 - [[Image:electronics.png|electronics]] - Humidity Control System
6 - [[Image:training.png|training]] - Rapid Regroup Training
|}
=== Anti-Tank Artillery ===
==== Early Anti-Tank Artillery ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Great War Heavy Field Artillery|Great War Heavy Field Artillery]]
*Effects:
:*Activate Unit Type anti_tank
:*New Model anti_tank 0
|
4 - [[Image:artillery.png|artillery]] - Anti-Tank Gun 50mm
4 - [[Image:mechanics.png|mechanics]] - Early Gun Carriage
4 - [[Image:chemistry.png|chemistry]] - Solid Shell AP Ammo
4 - [[Image:electronics.png|electronics]] - Early Optical Sights
4 - [[Image:training.png|training]] - Static Target Training
|}
==== Basic Anti-Tank Artillery ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1938
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Early Anti-Tank Artillery|Early Anti-Tank Artillery]]
*Effects:
:*New Model anti_tank 1
|
5 - [[Image:artillery.png|artillery]] - Anti-Tank Gun 75mm
5 - [[Image:mechanics.png|mechanics]] - Basic Gun Carriage
5 - [[Image:chemistry.png|chemistry]] - Shaped Charge Shell HEAT Ammo
5 - [[Image:electronics.png|electronics]] - Basic Optical Sights
5 - [[Image:training.png|training]] - Moving Target Training
|}
==== Improved Anti-Tank Artillery ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Basic Anti-Tank Artillery|Basic Anti-Tank Artillery]]
*Effects:
:*New Model anti_tank 2
|
5 - [[Image:artillery.png|artillery]] - Anti-Tank Gun 88mm
5 - [[Image:mechanics.png|mechanics]] - Improved Gun Carriage
5 - [[Image:chemistry.png|chemistry]] - Core Shell HEAT Ammo
5 - [[Image:electronics.png|electronics]] - Improved Optical Sights
5 - [[Image:training.png|training]] - Multiple Targets Training
|}
==== Advanced Anti-Tank Artillery ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Improved Anti-Tank Artillery|Improved Anti-Tank Artillery]]
*Effects:
:*New Model anti_tank 3
:*Model is now obsolete. anti_tank 0
|
6 - [[Image:artillery.png|artillery]] - Anti-Tank Gun 105mm
6 - [[Image:mechanics.png|mechanics]] - Advanced Gun Carriage
6 - [[Image:chemistry.png|chemistry]] - Sabot Shell HEAT Ammo
6 - [[Image:electronics.png|electronics]] - Advanced Optical Sights
6 - [[Image:training.png|training]] - Rapid Moving Target Training
|}
==== Semi-Modern Anti-Tank Artillery ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1945
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Advanced Anti-Tank Artillery|Advanced Anti-Tank Artillery]]
*Effects:
:*New Model anti_tank 4
:*Model is now obsolete. anti_tank 0
|
7 - [[Image:artillery.png|artillery]] - Anti-Tank Gun 120mm
7 - [[Image:mechanics.png|mechanics]] - Semi-Modern Gun Carriage
7 - [[Image:chemistry.png|chemistry]] - Capped Shell AP Ammo
7 - [[Image:electronics.png|electronics]] - Infrared Optical Sights
7 - [[Image:training.png|training]] - Multiple Moving Targets Training
|}
=== Static Anti-Air ===
==== Great War Static Anti-Air Artillery ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites: None
*Effects:
:*New Building Allowed: flak
|
2 - [[Image:artillery.png|artillery]] - Old Anti-Air Gun 75mm
2 - [[Image:mechanics.png|mechanics]] - Great War Gun Carriage
2 - [[Image:chemistry.png|chemistry]] - Old High Explosive (HE) Shells
2 - [[Image:electronics.png|electronics]] - Rangefinder Radar
2 - [[Image:training.png|training]] - Searchlight Training
|}
==== Early Static Anti-Air Artillery ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Great War Static Anti-Air Artillery|Great War Static Anti-Air Artillery]]
*Effects:
:*Flak Power 50
|
3 - [[Image:artillery.png|artillery]] - Anti-Air Gun 75mm
3 - [[Image:mechanics.png|mechanics]] - Early Gun Carriage
3 - [[Image:chemistry.png|chemistry]] - High Explosive (HE) Shells
3 - [[Image:electronics.png|electronics]] - Basic Decimetric Anti-Air Artillery Radar
3 - [[Image:training.png|training]] - Rapid Fire Training
|}
==== Basic Static Anti-Air Artillery ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1938
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Early Static Anti-Air Artillery|Early Static Anti-Air Artillery]]
*Effects:
:*Flak Power 50
|
4 - [[Image:artillery.png|artillery]] - Anti-Air Gun 88mm
4 - [[Image:mechanics.png|mechanics]] - Basic Gun Carriage
4 - [[Image:chemistry.png|chemistry]] - Fragmentation Shells
4 - [[Image:electronics.png|electronics]] - Improved Decimetric Anti-Air Artillery Radar
4 - [[Image:training.png|training]] - Rapid Readiness Training
|}
==== Improved Static Anti-Air Artillery ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Basic Static Anti-Air Artillery|Basic Static Anti-Air Artillery]]
*Effects:
:*Flak Power 50
|
5 - [[Image:artillery.png|artillery]] - Anti-Air Gun 105mm
5 - [[Image:mechanics.png|mechanics]] - Improved Gun Carriage
5 - [[Image:chemistry.png|chemistry]] - Variable Time Fuse
5 - [[Image:electronics.png|electronics]] - Basic Centimetric Anti-Air Artillery Radar
5 - [[Image:training.png|training]] - Box Barrage Training
|}
==== Advanced Static Anti-Air Artillery ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Improved Static Anti-Air Artillery|Improved Static Anti-Air Artillery]]
*Effects:
:*Flak Power 50
|
6 - [[Image:artillery.png|artillery]] - Anti-Air Gun 120mm
6 - [[Image:mechanics.png|mechanics]] - Advanced Gun Carriage
6 - [[Image:chemistry.png|chemistry]] - Radar Proximity Fuse
6 - [[Image:electronics.png|electronics]] - Improved Centimetric Anti-Air Artillery Radar
6 - [[Image:training.png|training]] - C3I Coordination Training
|}
==== Semi-Modern Static Anti-Air Artillery ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1945
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Advanced Static Anti-Air Artillery|Advanced Static Anti-Air Artillery]]
*Effects:
:*Flak Power 50
|
7 - [[Image:artillery.png|artillery]] - Anti-Air Gun 120mm Quick-Fire
7 - [[Image:mechanics.png|mechanics]] - Semi-Modern Gun Carriage
7 - [[Image:chemistry.png|chemistry]] - Radar Proximity Fuse
7 - [[Image:electronics.png|electronics]] - Advanced Centimetric Anti-Air Radar
7 - [[Image:training.png|training]] - Radar Target Plotting Training
|}
=== Anti-Air Brigade ===
==== Basic Anti-Air Artillery Brigade ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1938
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Early Static Anti-Air Artillery|Early Static Anti-Air Artillery]]
*Effects:
:*Activate Unit Type anti_air
:*New Model anti_air 0
|
4 - [[Image:artillery.png|artillery]] - Anti-Air Gun 20mm
4 - [[Image:artillery.png|artillery]] - Anti-Air Gun 75mm
4 - [[Image:chemistry.png|chemistry]] - Fragmentation Shells
4 - [[Image:electronics.png|electronics]] - Improved Decimetric Anti-Air Artillery Radar
4 - [[Image:training.png|training]] - Rapid Readiness Training
|}
==== Improved Anti-Air Artillery Brigade ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Basic Anti-Air Artillery Brigade|Basic Anti-Air Artillery Brigade]]
*Effects:
:*New Model anti_air 1
|
5 - [[Image:artillery.png|artillery]] - Anti-Air Gun 40mm
5 - [[Image:artillery.png|artillery]] - Anti-Air Gun 88mm
7 - [[Image:chemistry.png|chemistry]] - Variable Time Fuse
5 - [[Image:electronics.png|electronics]] - Basic Centimetric Anti-Air Artillery Radar
5 - [[Image:training.png|training]] - Box Barrage Training
|}
==== Advanced Anti-Air Artillery Brigade ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Improved Anti-Air Artillery Brigade|Improved Anti-Air Artillery Brigade]]
*Effects:
:*New Model anti_air 2
:*Model is now obsolete. anti_air 0
|
6 - [[Image:artillery.png|artillery]] - Anti-Air Gun 20mm Quad
6 - [[Image:artillery.png|artillery]] - Anti-Air Gun 105mm
8 - [[Image:chemistry.png|chemistry]] - Radar Proximity Fuse
6 - [[Image:electronics.png|electronics]] - Improved Centimetric Anti-Air Artillery Radar
6 - [[Image:training.png|training]] - C3I Coordination Training
|}
==== Semi-Modern Anti-Air Artillery Brigade ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1945
*Prerequisites:
:*[[Armor_and_Artillery_Tech_Tree#Advanced Anti-Air Artillery Brigade|Advanced Anti-Air Artillery Brigade]]
*Effects:
:*New Model anti_air 3
:*Model is now obsolete. anti_air 1
|
7 - [[Image:artillery.png|artillery]] - Anti-Air Gun 40mm Quad
7 - [[Image:artillery.png|artillery]] - Anti-Air Gun 128mm
5 - [[Image:chemistry.png|chemistry]] - Radar Proximity Fuse
7 - [[Image:electronics.png|electronics]] - Advanced Centimetric Anti-Air Radar
7 - [[Image:training.png|training]] - Radar Target Plotting Training
|}
[[Category:Reference]] [[Category:Tech Tree]]
a751a9073cbcb4f50171e2c7ed747409abdd60a6
Armored Car Brigade
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{| WIDTH=95%
|- VALIGN=top
|
=== [[Armored Car Brigade]] ===
Armored Cars are wheeled vehicles, typically with light armour and modest weaponry. They give your units an added capability against soft targets, being most effective against supply trucks and rear area troops.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_10.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Basic Armored Car || 3 || || || || 2 || || 1 || 1 || -5
| width=20 | || 3 || 60 || 2 || || 1 || 0.4 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Improved Armored Car || 6 || || || || 3 || 1 || 2 || 2 || -5
| width=20 | || 3 || 60 || 2 || || 1 || 0.45 || || || 0.5 || 1.0 || || || ||
|}
[[Category:Units]]
7e229d19d1131e91dec421df4bb0a8495bd242a6
Armored Division
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[[Image:Div_5.jpg|thumb]]
Armoured units allow real projection of power on the battlefield. Their speed and firepower make them lethal against all but the best entrenched Infantry. However, as tanks became heaver, their speeds would reduce accordingly. They also required a constant supply of fuel to remain in the field, and if this vital supply was severed, the armoured unit would be next to useless.
==Armored Division Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Great War Tank || 30 || 30 || 1 || 1 || 8 || 2 || 7 || 5 || 30
| width=20 | || 16 || 180 || 7 || 4 || 2 || 4 || 1 || 30 || 1.0 || 1.0 || 5 || 5 || 5 || 5
|- align=center
| align=left | Early Tank || 30 || 30 || 2 || 1 || 8 || 3 || 12 || 8 || 30
| width=20 | || 20 || 185 || 7 || 8 || 2.2 || 5 || 1 || 30 || 0.5 || 1.0 || 9 || 9 || 9 || 9
|- align=center
| align=left | Basic Medium Tank || 30 || 30 || 2 || 2 || 12 || 11 || 20 || 12 || 30
| width=20 | || 24 || 185 || 7 || 10 || 2.4 || 7 || 1 || 40 || 0.5 || 1.0 || 11 || 11 || 11 || 11
|- align=center
| align=left | Improved Medium Tank || 30 || 30 || 3 || 3 || 14 || 13 || 25 || 16 || 30
| width=20 | || 26 || 185 || 7 || 10 || 2.6 || 7 || 1 || 40 || 0.5 || 1.0 || 11 || 11 || 11 || 11
|- align=center
| align=left | Advanced Medium Tank || 30 || 30 || 4 || 4 || 14 || 14 || 30 || 20 || 30
| width=20 | || 27 || 185 || 7 || 10 || 2.8 || 7 || 1 || 40 || 0.5 || 1.0 || 11 || 11 || 11 || 11
|- align=center
| align=left | Semi–Modern Tank || 30 || 30 || 4 || 5 || 16 || 16 || 35 || 24 || 30
| width=20 | || 29 || 185 || 7 || 11 || 3.0 || 7 || 1 || 45 || 0.5 || 1.0 || 12 || 12 || 12 || 12
|}
==Brigades allowed==
* [[Anti-aircraft Brigade]]
* [[Armored Car Brigade]]
* [[Engineer Brigade]]
* [[Heavy Armored Brigade]]
* [[Light Armored Brigade]]
* [[Self-Propelled Artillery Brigade]]
* [[Self-Propelled Rocket Artillery Brigade]]
* [[Super Heavy Armored Brigade]]
* [[Tank Destroyer Brigade]]
==Notes==
* Armored divisions are considered hard units
[[Category:Units]]
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Artillery Brigade
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This artical refers to Artillary Brigades in the HOI2 expansions Doomsday and Armageddon. Refer to the end of the artical for other versions of HOI2
=Artillary Brigade=
{| WIDTH=95%
|- VALIGN=top
|
Artillery pieces will increase the 'Soft Attack' capability of your units, inflicting more damage on Infantry and Motorized units.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_1.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left |I. Great War Light Artillery || || || || || 2 || 1 || || 2 ||
| width=20 | || 5 || 45 || 2 || -1 || 0.6 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |II. Great War Medium Artillery || || || || || 3 || 1 || || 2 ||
| width=20 | || 5 || 60 || 2 || -1 || 0.8 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |III. Great War Heavy Artillery || || || || || 4 || 1 || || 2 ||
| width=20 | || 6 || 80 || 2 || -2 || 1.1 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |IV. Early Artillery || || || || || 4 || 2 || || 3 ||
| width=20 | || 5 || 60 || 2 || -1 || 1.0 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |V. Basic Artillery || || || || || 5 || 2 || || 4 ||
| width=20 | || 5 || 60 || 2 || -1 || 1.1 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |VI. Improved Artillery || || || || || 6 || 2 || || 4 ||
| width=20 | || 6 || 60 || 2 || -1 || 1.2 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |VII. Advanced Artillery || || || || || 7 || 2 || || 5 ||
| width=20 | || 7 || 60 || 2 || -1 || 1.3 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |VIII. Semi–Modern Artillery || || || || || 8 || 3 || || 5 ||
| width=20 | || 7 || 60 || 2 || -1 || 1.4 || || || || 0.5 || 1.0 || || || ||
|}
==Effects==
*All Artillery Brigades reduce the movement of the Division they are attached to.
==Technology==
===[[Armour and Artillery]]===
[[Great War Light Field Artillery]] (1936)
:Activates Artillery I.
[[Great War Medium Field Artillery]] (1936)
:Activates Artillery II.
[[Great War Heavy Field Artillery]] (1936)
:Activates Artillery III.
:Deactivates Artillery I.
[[Early Field Artillery]] (1936)
:Activates Artillery IV.
:Deactivates Artillery II.
[[Basic Field Artillery]] (1938)
:Activates Artillery V.
:Deactivates Artillery III.
[[Improved Field Artillery]] (1940)
:Activates Artillery VI.
:Deactivates Artillery IV.
[[Advanced Field Artillery]] (1943)
:Activates Artillery VII.
:Deactivates Artillery V.
[[Semi-Modern Field Artillery]] (1945)
:Activates Artillery VIII.
:Deactivates Artillery VI.
===[[Firepower Focus]] ([[Land Doctrine]])===
[[Delay Doctrine]] (1937)
:Reduces the cost of building Artillery (-5)
[[Mobile Defense Doctrine]] (1938)
:Reduces the cost of building Artillery (-5)
[[Stand Off Doctrine]] (1939)
:Reduces the cost of building Artillery (-5)
[[Integrated Support Doctrine]] (1940)
:Reduces the cost of building Artillery (-5)
[[Regimental Combat Teams]] (1942)
:Increases the cost of building Artillery (+10)
[[Combined Arms Defense]] (1943)
:Increases the cost of building Artillery (+5)
[[Mechanized Offensive]] (1943)
:Increases the cost of building Artillery (+5)
[[Attritional Containment Doctrine]] (1942)
:Reduces the cost of building Artillery (-5)
[[Infiltration Assault Doctrine]] (1942)
:Increases the night move of a Artillery (+10)
[[Assault Breakthrough]] (1944)
:Reduces the cost of building Artillery (-5)
[[Infiltration in Depth]] (1943)
:Increases the night move of a Artillery (+40)
===[[Mobility Focus]] ([[Land Doctrine]])===
[[Delay Doctrine]] (1939)
:Reduces the cost of building Artillery (-5)
[[Elastic Defense Doctrine]] (1940)
:Reduces the cost of building Artillery (-5)
[[Firebrigade Doctrine]]
:Increases the cost of building Artillery (+10)
===[[Industry]]===
[[Small Arms Assembly Line]] (1940)
:Reduces the time of building Artillery (-20)
==Division==
The following are the list of Divisions that can have Artillery Brigades attached, and some notes on thier effects.
* [[Cavalry Division]]
* [[HQ Division]]
* [[Infantry Division]]
* [[Motorized Division]]
* [[Garrison Division]]
* [[Mountain Division]]
* [[Marine Division]]
*PAR
* [[Militia Division]]
==Artillery Brigade Strategy Guide==
*Artillery Brigades are generally seen as good brigades to attach to Divisions.
* Further information '''may''' be found in the [[Brigade Strategy Guide]].
==[[Artillery Brigade (HOI2)]]==
[[Category:Units]]
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Artillery Brigade (HOI2)
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{| WIDTH=95%
|- VALIGN=top
|
Artillery pieces will increase the 'Soft Attack' capability of your units, inflicting more damage on Infantry and Motorized units.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_1.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left |I. Great War Light Artillery || || || || || 2 || 1 || || 2 ||
| width=20 | || 5 || 45 || 2 || -1 || 0.6 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |II. Great War Medium Artillery || || || || || 3 || 1 || || 2 ||
| width=20 | || 5 || 60 || 2 || -1 || 0.8 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |III. Great War Heavy Artillery || || || || || 4 || 1 || || 2 ||
| width=20 | || 6 || 80 || 2 || -2 || 1.1 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |IV. Early Artillery || || || || || 4 || 2 || || 3 ||
| width=20 | || 5 || 60 || 2 || -1 || 1.0 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |V. Basic Artillery || || || || || 5 || 2 || || 4 ||
| width=20 | || 5 || 60 || 2 || -1 || 1.1 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |VI. Improved Artillery || || || || || 6 || 2 || || 4 ||
| width=20 | || 6 || 60 || 2 || -1 || 1.2 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |VII. Advanced Artillery || || || || || 7 || 2 || || 5 ||
| width=20 | || 7 || 60 || 2 || -1 || 1.3 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |VIII. Semi–Modern Artillery || || || || || 8 || 3 || || 5 ||
| width=20 | || 7 || 60 || 2 || -1 || 1.4 || || || || 0.5 || 1.0 || || || ||
|}
[[Category:Units]]
fabaf8657478628d92edb6f125a34e4291d5a18e
Artillery brigade
0
332
496
495
2017-03-18T11:51:01Z
Meneth
2
1 revision imported: Import from HoI2 Wiki
wikitext
text/x-wiki
#REDIRECT [[Artillery Brigade]]
90bfb91460359451e17733b2fd24da217e3e08cf
Asia
0
333
498
497
2017-03-18T11:51:02Z
Meneth
2
1 revision imported: Import from HoI2 Wiki
wikitext
text/x-wiki
{{needwiki}}
{|
|Country
|
|Required Provinces
|
|
|Extra Provinces
|
|----
|Tag
|Name
|Id
|Name
|Capital
|Id
|name
|----
|AFG
|Afghanistan
|1486
|Kabul
|C
|1493
|Kandahar
|----
|
|
|
|
|
|1492
|Herat
|----
|
|
|
|
|
|1484
|Feyzabad
|----
|AST
|Australia
|1703
|Darwin
|
|
|
|----
|
|
|1704
|Katherine
|
|
|
|----
|
|
|1705
|Barrow Creek
|
|
|
|----
|
|
|1706
|Wyndham
|
|
|
|----
|
|
|1707
|Wave Hill
|
|
|
|----
|
|
|1708
|Broome
|
|
|
|----
|
|
|1709
|Goldsworthy
|
|
|
|----
|
|
|1710
|Carnarvon
|
|
|
|----
|
|
|1711
|Geraldton
|
|
|
|----
|
|
|1712
|Perth
|
|
|
|----
|
|
|1713
|Esperance
|
|
|
|----
|
|
|1714
|Laverton
|
|----
|
|
|1715
|Gibson Desert
|
|----
|
|
|1716
|Penong
|
|----
|
|
|1717
|Port Lincoln
|
|----
|
|
|1718
|Port Augusta
|
|----
|
|
|1719
|Birdsville
|
|----
|
|
|1720
|Quilpie
|
|----
|
|
|1721
|Mitchell
|
|----
|
|
|1722
|Brisbane
|
|----
|
|
|1723
|Coff's Harbour
|
|----
|
|
|1724
|Newcastle
|
|----
|
|
|1725
|Wentworth
|
|----
|
|
|1726
|Cobar
|
|----
|
|
|1727
|Sydney
|
|----
|
|
|1728
|Canberra
|C
|----
|
|
|1729
|Tasmania
|
|----
|
|
|1730
|Melbourne
|
|----
|
|
|1731
|Hay
|
|----
|
|
|1732
|Mount Gambier
|
|----
|
|
|1733
|Adelaide
|
|----
|
|
|1693
|Cairns
|
|----
|
|
|1694
|Weipa
|
|----
|
|
|1695
|Normanton
|
|----
|
|
|1696
|Townsville
|
|----
|
|
|1697
|Hughenden
|
|----
|
|
|1698
|Rockhampton
|
|----
|
|
|1699
|Blackall
|
|----
|
|
|1700
|Mount Isa
|
|----
|
|
|1701
|Borroloola
|
|----
|
|
|1702
|Nhulunbuy
|
|----
|
|
|1734
|Broken Hill
|
|----
|BHU
|Bhutan
|1455
|Punakha
|C
|----
|BRU
|Brunei
|1646
|Miri
|C
|
|
|----
|BUR
|Burma
|
|
|
|1304
|Shan States
|----
|
|
|
|
|
|1292
|Kunchaung
|----
|
|
|
|
|
|1295
|Lashio
|----
|
|
|
|
|
|1291
|Myitkyina
|----
|
|
|
|
|
|1877
|Fort Hertz
|----
|
|
|
|
|
|1898
|Nai Ga
|----
|CGX
|Guangxi Clique
|1313
|Guangzhou
|C
|1258
|Guilin
|----
|
|
|
|
|
|1310
|Liuzhou
|----
|
|
|
|
|
|1311
|Wuzhou
|----
|
|
|
|
|
|1309
|Bose
|----
|
|
|
|
|
|1319
|Nanning
|----
|
|
|
|
|
|1325
|Qinzhou
|----
|
|
|
|
|
|1312
|Shaoguan
|----
|
|
|
|
|
|1313
|Guangzhou
|----
|
|
|
|
|
|1249
|Chao'an
|----
|
|
|
|
|
|1248
|Shantou
|----
|
|
|
|
|
|1317
|Jiangmen
|----
|
|
|
|
|
|1318
|Maoming
|----
|
|
|
|
|
|1320
|Zhanjiang
|----
|
|
|
|
|
|1262
|Zunyi
|----
|
|
|
|
|
|1363
|Anshun
|----
|
|
|
|
|
|1364
|Guiyang
|----
|
|
|
|
|
|1365
|Kaili
|----
|
|
|
|
|
|1255
|Changsha
|----
|
|
|
|
|
|1256
|Zhuzhou
|----
|
|
|
|
|
|1257
|Hengyang
|----
|
|
|
|
|
|1259
|Shaoyang
|----
|
|
|
|
|
|1260
|Changde
|----
|
|
|
|
|
|1261
|Huaihua
|----
|
|
|
|
|
|1242
|Shangrao
|----
|
|
|
|
|
|1250
|Ganzhou
|----
|
|
|
|
|
|1251
|Nanchang
|----
|
|
|
|
|
|1252
|Jiujiang
|----
|
|
|
|
|
|1254
|Pingxiang
|----
|CHC
|Communist China
|1271
|Yan'an
|C
|1270
|Xianyang
|----
|
|
|
|
|
|1326
|Haiphong
|----
|
|
|
|
|
|1306
|Luang Prabang
|----
|
|
|
|
|
|1305
|Jinghong
|----
|
|
|
|
|
|1293
|Xiaguan
|----
|
|
|
|
|
|1282
|Kangding
|----
|
|
|
|
|
|1281
|Ya'an
|----
|
|
|
|
|
|1327
|Wenshan
|----
|
|
|
|
|
|1307
|Kunming
|----
|
|
|
|
|
|1308
|Qujing
|----
|
|
|
|
|
|1309
|Bose
|----
|
|
|
|
|
|1325
|Qinzhou
|----
|
|
|
|
|
|1320
|Zhanjiang
|----
|
|
|
|
|
|1321
|Hainan
|----
|
|
|
|
|
|1319
|Nanning
|----
|
|
|
|
|
|1310
|Liuzhou
|----
|
|
|
|
|
|1318
|Maoming
|----
|
|
|
|
|
|1312
|Shaoguan
|----
|
|
|
|
|
|1311
|Wuzhou
|----
|
|
|
|
|
|1313
|Guangzhou
|----
|
|
|
|
|
|1317
|Jiangmen
|----
|
|
|
|
|
|1314
|Bao'an
|----
|
|
|
|
|
|1360
|Chengdu
|----
|
|
|
|
|
|1361
|Zigong
|----
|
|
|
|
|
|1362
|Zhaotung
|----
|
|
|
|
|
|1363
|Anshun
|----
|
|
|
|
|
|1364
|Guiyang
|----
|
|
|
|
|
|1365
|Kaili
|----
|
|
|
|
|
|1277
|Tianshui
|----
|
|
|
|
|
|1275
|Pingliang
|----
|
|
|
|
|
|1269
|Xi'an
|----
|
|
|
|
|
|1268
|Nancheng
|----
|
|
|
|
|
|1269
|Xi'an
|----
|
|
|
|
|
|1267
|Ankang
|----
|
|
|
|
|
|1266
|Yichang
|----
|
|
|
|
|
|1279
|Nanchong
|----
|
|
|
|
|
|1280
|Chongqing
|----
|
|
|
|
|
|1265
|Wanxian
|----
|
|
|
|
|
|1264
|Enshi
|----
|
|
|
|
|
|1263
|Fuling
|----
|
|
|
|
|
|1262
|Zunyi
|----
|
|
|
|
|
|1261
|Huaihua
|----
|
|
|
|
|
|1260
|Changde
|----
|
|
|
|
|
|1259
|Shaoyang
|----
|
|
|
|
|
|1258
|Guilin
|----
|
|
|
|
|
|1257
|Hengyang
|----
|
|
|
|
|
|1256
|Zhuzhou
|----
|
|
|
|
|
|1255
|Changsha
|----
|
|
|
|
|
|1254
|Pingxiang
|----
|
|
|
|
|
|1253
|Wuchang
|----
|
|
|
|
|
|1252
|Jiujiang
|----
|
|
|
|
|
|1251
|Nanchang
|----
|
|
|
|
|
|1250
|Ganzhou
|----
|
|
|
|
|
|1249
|Chao'an
|----
|
|
|
|
|
|1248
|Shantou
|----
|
|
|
|
|
|1247
|Xiamen
|----
|
|
|
|
|
|1246
|Longyan
|----
|
|
|
|
|
|1245
|Quanzhou
|----
|
|
|
|
|
|1244
|Fuzhou
|----
|
|
|
|
|
|1243
|Nanping
|----
|
|
|
|
|
|1242
|Shangrao
|----
|
|
|
|
|
|1241
|Quzhou
|----
|
|
|
|
|
|1240
|Wenzhou
|----
|
|
|
|
|
|1239
|Ningbo
|----
|
|
|
|
|
|1238
|Hangzhou
|----
|
|
|
|
|
|1237
|Shanghai
|----
|
|
|
|
|
|1236
|Suzhou
|----
|
|
|
|
|
|1235
|Nanjing
|----
|
|
|
|
|
|1234
|Wuhu
|----
|
|
|
|
|
|1233
|Anqing
|----
|
|
|
|
|
|1232
|Hankou
|----
|
|
|
|
|
|1231
|Xiangfan
|----
|
|
|
|
|
|1230
|Xinyang
|----
|
|
|
|
|
|1229
|Nanyang
|----
|
|
|
|
|
|1228
|Zhengzhou
|----
|
|
|
|
|
|1227
|Luoyang
|----
|
|
|
|
|
|1226
|Changzhi
|----
|
|
|
|
|
|1225
|Taiyuan
|----
|
|
|
|
|
|1224
|Anyang
|----
|
|
|
|
|
|1223
|Kaifeng
|----
|
|
|
|
|
|1222
|Fuyang
|----
|
|
|
|
|
|1221
|Hefei
|----
|
|
|
|
|
|1220
|Yangzhou
|----
|
|
|
|
|
|1219
|Nantong
|----
|
|
|
|
|
|1218
|Xuzhou
|----
|
|
|
|
|
|1217
|Lianyungang
|----
|
|
|
|
|
|1216
|Jinan
|----
|
|
|
|
|
|1215
|Qingdao
|----
|
|
|
|
|
|1214
|Yantai
|----
|
|
|
|
|
|1213
|Yucheng
|----
|
|
|
|
|
|1212
|Handan
|----
|
|
|
|
|
|1211
|Shijiazhuang
|----
|
|
|
|
|
|1210
|Baoding
|----
|
|
|
|
|
|1209
|Datong
|----
|
|
|
|
|
|1208
|Hohhot
|----
|
|
|
|
|
|1207
|Jining
|----
|
|
|
|
|
|1206
|Kalgan
|----
|
|
|
|
|
|1205
|Beiping
|----
|
|
|
|
|
|1273
|Yinchuan
|----
|CHI
|Nationalist China
|1217
|Lianyungang
|
|1282
|Kangding
|----
|
|
|1219
|Nantong
|
|1281
|Ya'an
|----
|
|
|1220
|Yangzhou
|
|1206
|Kalgan
|----
|
|
|1235
|Nanjing
|C
|1360
|Chengdu
|----
|
|
|1236
|Suzhou
|
|1361
|Zigong
|----
|
|
|
|
|
|1363
|Anshun
|----
|
|
|
|
|
|1364
|Guiyang
|----
|
|
|
|
|
|1365
|Kaili
|----
|
|
|
|
|
|1277
|Tianshui
|----
|
|
|
|
|
|1269
|Xi'an
|----
|
|
|
|
|
|1268
|Nancheng
|----
|
|
|
|
|
|1267
|Ankang
|----
|
|
|
|
|
|1266
|Yichang
|----
|
|
|
|
|
|1279
|Nanchong
|----
|
|
|
|
|
|1280
|Chongqing
|----
|
|
|
|
|
|1265
|Wanxian
|----
|
|
|
|
|
|1264
|Enshi
|----
|
|
|
|
|
|1263
|Fuling
|----
|
|
|
|
|
|1262
|Zunyi
|----
|
|
|
|
|
|1261
|Huaihua
|----
|
|
|
|
|
|1260
|Changde
|----
|
|
|
|
|
|1259
|Shaoyang
|----
|
|
|
|
|
|1257
|Hengyang
|----
|
|
|
|
|
|1256
|Zhuzhou
|----
|
|
|
|
|
|1255
|Changsha
|----
|
|
|
|
|
|1254
|Pingxiang
|----
|
|
|
|
|
|1253
|Wuchang
|----
|
|
|
|
|
|1252
|Jiujiang
|----
|
|
|
|
|
|1251
|Nanchang
|----
|
|
|
|
|
|1250
|Ganzhou
|----
|
|
|
|
|
|1247
|Xiamen
|----
|
|
|
|
|
|1246
|Longyan
|----
|
|
|
|
|
|1245
|Quanzhou
|----
|
|
|
|
|
|1244
|Fuzhou
|----
|
|
|
|
|
|1243
|Nanping
|----
|
|
|
|
|
|1242
|Shangrao
|----
|
|
|
|
|
|1241
|Quzhou
|----
|
|
|
|
|
|1240
|Wenzhou
|----
|
|
|
|
|
|1238
|Hangzhou
|----
|
|
|
|
|
|1234
|Wuhu
|----
|
|
|
|
|
|1233
|Anqing
|----
|
|
|
|
|
|1232
|Hankou
|----
|
|
|
|
|
|1231
|Xiangfan
|----
|
|
|
|
|
|1230
|Xinyang
|----
|
|
|
|
|
|1229
|Nanyang
|----
|
|
|
|
|
|1228
|Zhengzhou
|----
|
|
|
|
|
|1227
|Luoyang
|----
|
|
|
|
|
|1224
|Anyang
|----
|
|
|
|
|
|1223
|Kaifeng
|----
|
|
|
|
|
|1222
|Fuyang
|----
|
|
|
|
|
|1221
|Hefei
|----
|
|
|
|
|
|1218
|Xuzhou
|----
|
|
|
|
|
|1216
|Jinan
|----
|
|
|
|
|
|1215
|Qingdao
|----
|
|
|
|
|
|1214
|Yantai
|----
|
|
|
|
|
|1213
|Yucheng
|----
|
|
|
|
|
|1212
|Handan
|----
|
|
|
|
|
|1211
|Shijiazhuang
|----
|
|
|
|
|
|1210
|Baoding
|----
|
|
|
|
|
|1208
|Hohhot
|----
|
|
|
|
|
|1207
|Jining
|----
|
|
|
|
|
|1205
|Beiping
|----
|
|
|
|
|
|1203
|Tangshan
|----
|
|
|
|
|
|1204
|Tianjin
|----
|
|
|
|
|
|1272
|Yuling
|----
|
|
|
|
|
|1278
|Baoji
|----
|
|
|
|
|
|1305
|Jinghong
|----
|
|
|
|
|
|1293
|Xiaguan
|----
|
|
|
|
|
|1282
|Kangding
|----
|
|
|
|
|
|1281
|Ya'an
|----
|
|
|
|
|
|1327
|Wenshan
|----
|
|
|
|
|
|1307
|Kunming
|----
|
|
|
|
|
|1308
|Qujing
|----
|
|
|
|
|
|1309
|Bose
|----
|
|
|
|
|
|1325
|Qinzhou
|----
|
|
|
|
|
|1320
|Zhanjiang
|----
|
|
|
|
|
|1319
|Nanning
|----
|
|
|
|
|
|1310
|Liuzhou
|----
|
|
|
|
|
|1318
|Maoming
|----
|
|
|
|
|
|1312
|Shaoguan
|----
|
|
|
|
|
|1311
|Wuzhou
|----
|
|
|
|
|
|1313
|Guangzhou
|----
|
|
|
|
|
|1317
|Jiangmen
|----
|
|
|
|
|
|1360
|Chengdu
|----
|
|
|
|
|
|1361
|Zigong
|----
|
|
|
|
|
|1362
|Zhaotung
|----
|
|
|
|
|
|1363
|Anshun
|----
|
|
|
|
|
|1364
|Guiyang
|----
|
|
|
|
|
|1365
|Kaili
|----
|
|
|
|
|
|1277
|Tianshui
|----
|
|
|
|
|
|1275
|Pingliang
|----
|
|
|
|
|
|1269
|Xi'an
|----
|
|
|
|
|
|1268
|Nancheng
|----
|
|
|
|
|
|1267
|Ankang
|----
|
|
|
|
|
|1266
|Yichang
|----
|
|
|
|
|
|1279
|Nanchong
|----
|
|
|
|
|
|1280
|Chongqing
|----
|
|
|
|
|
|1265
|Wanxian
|----
|
|
|
|
|
|1264
|Enshi
|----
|
|
|
|
|
|1263
|Fuling
|----
|
|
|
|
|
|1262
|Zunyi
|----
|
|
|
|
|
|1261
|Huaihua
|----
|
|
|
|
|
|1260
|Changde
|----
|
|
|
|
|
|1259
|Shaoyang
|----
|
|
|
|
|
|1258
|Guilin
|----
|
|
|
|
|
|1257
|Hengyang
|----
|
|
|
|
|
|1256
|Zhuzhou
|----
|
|
|
|
|
|1255
|Changsha
|----
|
|
|
|
|
|1254
|Pingxiang
|----
|
|
|
|
|
|1253
|Wuchang
|----
|
|
|
|
|
|1252
|Jiujiang
|----
|
|
|
|
|
|1251
|Nanchang
|----
|
|
|
|
|
|1250
|Ganzhou
|----
|
|
|
|
|
|1249
|Chao'an
|----
|
|
|
|
|
|1248
|Shantou
|----
|
|
|
|
|
|1247
|Xiamen
|----
|
|
|
|
|
|1246
|Longyan
|----
|
|
|
|
|
|1245
|Quanzhou
|----
|
|
|
|
|
|1244
|Fuzhou
|----
|
|
|
|
|
|1243
|Nanping
|----
|
|
|
|
|
|1242
|Shangrao
|----
|
|
|
|
|
|1241
|Quzhou
|----
|
|
|
|
|
|1240
|Wenzhou
|----
|
|
|
|
|
|1239
|Ningbo
|----
|
|
|
|
|
|1238
|Hangzhou
|----
|
|
|
|
|
|1236
|Suzhou
|----
|
|
|
|
|
|1235
|Nanjing
|----
|
|
|
|
|
|1234
|Wuhu
|----
|
|
|
|
|
|1233
|Anqing
|----
|
|
|
|
|
|1232
|Hankou
|----
|
|
|
|
|
|1231
|Xiangfan
|----
|
|
|
|
|
|1230
|Xinyang
|----
|
|
|
|
|
|1229
|Nanyang
|----
|
|
|
|
|
|1228
|Zhengzhou
|----
|
|
|
|
|
|1227
|Luoyang
|----
|
|
|
|
|
|1226
|Changzhi
|----
|
|
|
|
|
|1225
|Taiyuan
|----
|
|
|
|
|
|1224
|Anyang
|----
|
|
|
|
|
|1223
|Kaifeng
|----
|
|
|
|
|
|1222
|Fuyang
|----
|
|
|
|
|
|1221
|Hefei
|----
|
|
|
|
|
|1220
|Yangzhou
|----
|
|
|
|
|
|1219
|Nantong
|----
|
|
|
|
|
|1218
|Xuzhou
|----
|
|
|
|
|
|1217
|Lianyungang
|----
|
|
|
|
|
|1216
|Jinan
|----
|
|
|
|
|
|1215
|Qingdao
|----
|
|
|
|
|
|1213
|Yucheng
|----
|
|
|
|
|
|1212
|Handan
|----
|
|
|
|
|
|1211
|Shijiazhuang
|----
|
|
|
|
|
|1210
|Baoding
|----
|
|
|
|
|
|1209
|Datong
|----
|
|
|
|
|
|1208
|Hohhot
|----
|
|
|
|
|
|1207
|Jining
|----
|
|
|
|
|
|1206
|Kalgan
|----
|
|
|
|
|
|1205
|Beiping
|----
|
|
|
|
|
|1270
|Xianyang
|----
|
|
|
|
|
|1271
|Yan'an
|----
|
|
|
|
|
|1273
|Yinchuan
|----
|
|
|
|
|
|1203
|Tangshan
|----
|
|
|
|
|
|1204
|Tianjin
|----
|
|
|
|
|
|1272
|Yuling
|----
|
|
|
|
|
|1274
|Guyuan
|----
|
|
|
|
|
|1276
|Lanzhou
|----
|
|
|
|
|
|1278
|Baoji
|----
|
|
|
|
|
|1398
|Erenhot
|----
|CMB
|Cambodia
|1339
|Battambang
|
|
|
|----
|
|
|1340
|Phnom Penh
|C
|
|
|----
|
|
|1341
|Ubon Ratchthani
|
|
|
|----
|CSX
|Shanxi
|1225
|Taiyuan
|C
|1209
|Datong
|----
|
|
|
|
|
|1226
|Changzhi
|----
|
|
|
|
|
|1206
|Kalgan
|----
|
|
|
|
|
|1205
|Beiping
|----
|
|
|
|
|
|1204
|Tianjin
|----
|
|
|
|
|
|1203
|Tangshan
|----
|
|
|
|
|
|1210
|Baoding
|----
|
|
|
|
|
|1211
|Shijiazhuang
|----
|
|
|
|
|
|1212
|Handan
|----
|
|
|
|
|
|1213
|Yucheng
|----
|
|
|
|
|
|1224
|Anyang
|----
|CXB
|Xibei San Ma
|1440
|Jinchang
|C
|1270
|Xianyang
|----
|
|
|
|
|
|1447
|Hotan
|----
|
|
|
|
|
|1445
|Korla
|----
|
|
|
|
|
|1442
|Golmud
|----
|
|
|
|
|
|1441
|Dunhuang
|----
|
|
|
|
|
|1439
|Bayan Nur
|----
|
|
|
|
|
|1444
|Yushu
|----
|
|
|
|
|
|1443
|Xining
|----
|
|
|
|
|
|1276
|Lanzhou
|----
|
|
|
|
|
|1273
|Yinchuan
|----
|
|
|
|
|
|1275
|Pingliang
|----
|
|
|
|
|
|1276
|Lanzhou
|----
|
|
|
|
|
|1271
|Yan'an
|----
|
|
|
|
|
|1272
|Yuling
|----
|
|
|
|
|
|1274
|Guyuan
|----
|CYN
|Yunnan
|1307
|Kunming
|C
|1263
|Fuling
|----
|
|
|
|
|
|1327
|Wenshan
|----
|
|
|
|
|
|1308
|Qujing
|----
|
|
|
|
|
|1362
|Zhaotung
|----
|
|
|
|
|
|1293
|Xiaguan
|----
|
|
|
|
|
|1294
|Baoshan
|----
|
|
|
|
|
|1305
|Jinghong
|----
|
|
|
|
|
|1263
|Fuling
|----
|
|
|
|
|
|1265
|Wanxian
|----
|
|
|
|
|
|1279
|Nanchong
|----
|
|
|
|
|
|1280
|Chongqing
|----
|
|
|
|
|
|1360
|Chengdu
|----
|
|
|
|
|
|1361
|Zigong
|----
|
|
|
|
|
|1282
|Kangding
|----
|
|
|
|
|
|1281
|Ya'an
|----
|
|
|
|
|
|1277
|Tianshui
|----
|
|
|
|
|
|1363
|Anshun
|----
|IDC
|Indochina
|1326
|Haiphong
|C
|
|
|----
|
|
|1328
|Hanoi
|
|
|
|----
|
|
|1333
|Da Nang
|
|
|
|----
|
|
|1334
|Qui Non
|
|
|
|----
|
|
|1335
|Nha Trang
|
|
|
|----
|
|
|1337
|Saigon
|
|
|
|----
|
|
|1338
|Rach Gia
|
|
|
|----
|
|
|1339
|Battambang
|
|
|
|----
|
|
|1340
|Phnom Penh
|
|
|
|----
|
|
|1341
|Ubon Ratchthani
|
|
|
|----
|
|
|1329
|Vientiane
|
|
|
|----
|
|
|1332
|Nhommarath
|
|
|
|----
|
|
|1336
|Pakse
|
|
|
|----
|
|
|1306
|Luang Prabang
|
|
|
|----
|IND
|India
|1465
|Rajkot
|
|1516
|Trincomalee
|----
|
|
|1466
|Ahmadabad
|
|1517
|Colombo
|----
|
|
|1479
|Jodhpur
|
|
|
|----
|
|
|1476
|Ludhiana
|
|
|
|----
|
|
|1478
|Bikaner
|
|
|
|----
|
|
|1477
|Meerut
|
|
|
|----
|
|
|1469
|Delhi
|C
|
|
|----
|
|
|1470
|Kanpur
|
|
|
|----
|
|
|1471
|Lucknow
|----
|
|
|1472
|Darbhanga
|----
|
|
|1456
|Rangpur
|----
|
|
|1468
|Jaipur
|----
|
|
|1467
|Indore
|----
|
|
|1464
|Surat
|----
|
|
|1463
|Satpura Mountains
|----
|
|
|1474
|Srinagar
|----
|
|
|1460
|Jabalpur
|----
|
|
|1459
|Ranchi
|----
|
|
|1457
|Calcutta
|----
|
|
|1458
|Cuttack
|----
|
|
|1461
|Vishakhapatnam
|----
|
|
|1508
|Vijayawada
|----
|
|
|1462
|Nagpur
|----
|
|
|1505
|Bombay
|----
|
|
|1506
|Pune
|----
|
|
|1507
|Hyderabad
|----
|
|
|1509
|Madras
|----
|
|
|1510
|Salem
|----
|
|
|1511
|Bangalore
|----
|
|
|1512
|Kolhapur
|----
|
|
|1513
|Mangalore
|----
|
|
|1514
|Cochin
|----
|
|
|1515
|Madurai
|----
|
|
|1518
|Andaman Islands
|----
|
|
|1519
|Nicobar Islands
|----
|
|
|1284
|Dimapur
|----
|
|
|1285
|Dhaka
|----
|
|
|1286
|Comilla
|----
|
|
|1287
|Imphal
|----
|
|
|1288
|Chittagong
|----
|
|
|1294
|Baoshan
|
|
|
|----
|
|
|1454
|Riang
|
|
|
|----
|
|
|1878
|Ledo
|
|
|
|----
|INO
|Indonesia
|1628
|Batavia
|
|1354
|Bangka Island
|----
|
|
|1629
|Tjilatjap
|
|1355
|Medan
|----
|
|
|1630
|Semarang
|
|1356
|Dumai
|----
|
|
|1631
|Djokjakarta
|C
|1357
|Padang
|----
|
|
|1632
|Soerabaja
|
|1358
|Palembang
|----
|
|
|1633
|Malang
|
|1359
|Oosthaven
|----
|
|
|1634
|Madura
|
|1635
|Bali
|----
|
|
|
|
|
|1636
|Lombok
|----
|
|
|
|
|
|1637
|Sumbawa
|----
|
|
|
|
|
|1638
|Sumba
|----
|
|
|
|
|
|1639
|Flores
|----
|
|
|
|
|
|1640
|Makassar
|----
|
|
|
|
|
|1641
|Bandjermasin
|----
|
|
|
|
|
|1642
|Pontianak
|----
|
|
|
|
|
|1643
|Semitau
|----
|
|
|
|
|
|1645
|Mahakam
|----
|
|
|
|
|
|1648
|Tarakan
|----
|
|
|
|
|
|1649
|Samarinda
|----
|
|
|
|
|
|1650
|Balikpapan
|----
|
|
|
|
|
|1651
|Palu
|----
|
|
|
|
|
|1652
|Kendari
|----
|
|
|
|
|
|1653
|Menado
|----
|
|
|
|
|
|1654
|Helmahera
|----
|
|
|
|
|
|1655
|Buru
|----
|
|
|
|
|
|1656
|Ceram
|----
|
|
|
|
|
|1657
|West Timor
|----
|
|
|
|
|
|1659
|Sorong
|----
|
|
|
|
|
|1660
|Babo
|----
|
|
|
|
|
|1661
|Biak Island
|----
|
|
|
|
|
|1662
|Kokonau
|----
|
|
|
|
|
|1663
|Arare
|----
|
|
|
|
|
|1664
|Sarmi
|----
|
|
|
|
|
|1665
|Hollandia
|----
|
|
|
|
|
|1673
|Agats
|----
|
|
|
|
|
|1674
|Merauke
|----
|
|
|
|
|
|666
|Eleuthera
|----
|
|
|
|
|
|1667
|Wewak
|----
|
|
|
|
|
|1672
|Lae
|----
|
|
|
|
|
|1675
|Kerema
|----
|
|
|
|
|
|1676
|Bismarck Range
|----
|
|
|
|
|
|1677
|Buna
|----
|
|
|
|
|
|1678
|Owen Stanley Mountains
|----
|
|
|
|
|
|1679
|Port Moresby
|----
|
|
|
|
|
|1680
|Milne Bay
|----
|IRQ
|Iraq
|1860
|Kirkuk
|
|1825
|Abadan
|----
|
|
|1864
|Mosul
|
|
|
|----
|
|
|1865
|Samarra
|
|
|
|----
|
|
|1866
|Baghdad
|C
|
|
|----
|
|
|1790
|Hilla
|
|
|
|----
|
|
|1824
|Nasiriyah
|
|
|
|----
|
|
|1823
|Basrah
|
|
|
|----
|
|
|1806
|Najaf
|
|
|
|----
|
|
|1791
|Karbala
|
|
|
|----
|ISR
|Israel
|1798
|Tel Aviv
|C
|404
|Haifa
|----
|
|
|
|
|
|406
|Eilat
|----
|JAP
|Japan
|1178
|Asahikawa
|
|1192
|Amami
|----
|
|
|1179
|Sapporo
|
|1193
|Okinawa
|----
|
|
|1180
|Sendai
|
|1784
|Bonin Islands
|----
|
|
|1181
|Akita
|
|1599
|Iwo Jima
|----
|
|
|1182
|Fukushima
|
|
|
|----
|
|
|1183
|Niigata
|
|
|
|----
|
|
|1184
|Tokyo
|C
|
|
|----
|
|
|1185
|Nagoya
|
|
|
|----
|
|
|1186
|Kanazawa
|
|
|
|----
|
|
|1187
|Osaka
|
|
|
|----
|
|
|1188
|Hiroshima
|
|
|
|----
|
|
|1189
|Shikoku
|
|
|
|----
|
|
|1190
|Fukuoka
|
|
|
|----
|
|
|1191
|Kagoshima
|
|
|
|----
|JOR
|Jordan
|1796
|Amman
|C
|
|
|----
|
|
|1802
|Akaba
|
|
|
|----
|
|
|407
|Ar-Ruwayshid
|
|
|
|----
|
|
|1803
|Bayir
|
|
|
|----
|KAZ
|Kazakhstan
|1422
|Alma-Ata
|C
|1569
|Guriev
|----
|
|
|1423
|Ziryanovsk
|
|1579
|Kulsary
|----
|
|
|1556
|Ust-Kamenogorsk
|
|1583
|Fort Shevchenko
|----
|
|
|1555
|Balkhash
|
|1580
|Chelkar
|----
|
|
|1550
|Semipalatinsk
|
|1582
|Aralsk
|----
|
|
|1424
|Zhambyl
|
|1587
|Baikonur
|----
|
|
|
|
|
|1425
|Chimkent
|----
|
|
|
|
|
|1568
|Uralsk
|----
|
|
|
|
|
|1578
|Aktyubinsk
|----
|
|
|
|
|
|1588
|Zhezkazgan
|----
|
|
|
|
|
|1276
|Lanzhou
|----
|
|
|
|
|
|1589
|Samarkandskij
|----
|
|
|
|
|
|1590
|Akmolinsk
|----
|
|
|
|
|
|1591
|Kokchetav
|----
|
|
|
|
|
|1581
|Turgai
|----
|
|
|
|
|
|1592
|Petropavlovsk
|----
|
|
|
|
|
|1551
|Pavlodar
|----
|
|
|
|
|
|1557
|Bijsk
|----
|
|
|
|
|
|1553
|Ekibastuz
|----
|
|
|
|
|
|1554
|Karaganda
|----
|
|
|
|
|
|1426
|Kzyl-Orda
|----
|
|
|
|
|
|1586
|Kazalinsk
|----
|
|
|
|
|
|1576
|Kostanai
|----
|KOR
|Korea
|1194
|Jeju
|
|1393
|Sinuiju
|----
|
|
|1195
|Gwangju
|
|1391
|Hyesan
|----
|
|
|1196
|Busan
|
|1376
|Chongyin
|----
|
|
|1197
|Daegu
|
|1392
|Hamhung
|----
|
|
|1198
|Chunchon
|
|1200
|Wonsan
|----
|
|
|1199
|Seoul
|C
|1201
|Pyongyang
|----
|KUR
|Kurdistan
|1864
|Mosul
|C
|1861
|Dair az Zawr
|----
|
|
|1860
|Kirkuk
|
|1789
|Bakhtaran
|----
|
|
|
|
|
|1859
|Tabriz
|----
|
|
|
|
|
|1852
|Erzurum
|----
|
|
|
|
|
|1853
|Elazig
|----
|
|
|
|
|
|1854
|Batman
|----
|
|
|
|
|
|1855
|Van
|----
|KYG
|Kyrgyzstan
|1429
|Frunze
|C
|----
|
|
|1428
|Osh
|
|----
|LAO
|Laos
|1329
|Vientiane
|C
|----
|
|
|1332
|Nhommarath
|
|----
|
|
|1336
|Pakse
|
|----
|
|
|1306
|Luang Prabang
|
|----
|LEB
|Lebanon
|1793
|Tripoli
|
|----
|
|
|1794
|Beirut
|C
|----
|MAN
|Manchukuo
|1389
|Mukden
|C
|----
|
|
|1390
|Xinjing
|
|----
|
|
|1377
|Liaoyuan
|
|----
|
|
|1378
|Jilin
|
|----
|
|
|1375
|Mudanjiang
|
|----
|
|
|1374
|Jiamusi
|
|----
|
|
|1379
|Harbin
|
|----
|
|
|1530
|Heihe
|
|----
|
|
|1380
|Qiqihar
|
|
|
|----
|
|
|1387
|Ulan Hot
|
|
|
|----
|
|
|1382
|Hailar
|
|
|
|----
|
|
|1381
|Mohe
|
|
|
|----
|
|
|1394
|Andong
|
|
|
|----
|
|
|1395
|Yingkou
|
|
|
|----
|
|
|1396
|Jinxi
|
|
|
|----
|
|
|1388
|Chifeng
|
|
|
|----
|
|
|1397
|Changde
|
|
|
|----
|MEN
|Mengkukuo
|1208
|Hohhot
|C
|1385
|Bayan Tumen
|----
|
|
|
|
|
|1398
|Erenhot
|----
|
|
|
|
|
|1207
|Jining
|----
|
|
|
|
|
|1386
|Xilinhot
|----
|MLY
|Malaysia
|1349
|Alor Star
|
|1647
|Jesselton
|----
|
|
|1350
|Kota Bahru
|
|1644
|Kuching
|----
|
|
|1351
|Kuantan
|
|1353
|Singapore
|----
|
|
|1352
|Kuala Lumpur
|C
|----
|MON
|Mongolia
|1420
|Khobdo
|
|----
|
|
|1419
|Muren
|
|----
|
|
|1434
|Yusun Bulag
|
|----
|
|
|1436
|Bayan Hongor
|
|----
|
|
|1437
|Arvayheer
|
|----
|
|
|1438
|Dalan Dzadagad
|
|----
|
|
|1399
|Saynshand
|
|----
|
|
|1404
|Ulan Bator
|C
|----
|
|
|1385
|Bayan Tumen
|
|----
|NEP
|Nepal
|1473
|Kathmandu
|C
|----
|NZL
|New Zealand
|1868
|Auckland
|
|----
|
|
|1869
|Napier
|
|----
|
|
|1870
|New Plymouth
|
|----
|
|
|1871
|Wellington
|C
|----
|
|
|1872
|Christchurch
|
|----
|
|
|1873
|Dunedin
|
|
|
|----
|OMN
|Oman
|1819
|Mascate
|C
|
|
|----
|PAK
|Pakistan
|1494
|Karachi
|
|1474
|Srinagar
|----
|
|
|1481
|Sukkur
|
|
|
|----
|
|
|1480
|Hyderabad
|
|
|
|----
|
|
|1482
|Multan
|
|
|
|----
|
|
|1483
|Peshawar
|
|
|
|----
|
|
|1475
|Lahore
|C
|
|
|----
|PAL
|Palestine
|1797
|Jerusalem
|C
|1798
|Tel Aviv
|----
|
|
|
|
|
|1799
|Gaza
|----
|
|
|
|
|
|404
|Haifa
|----
|
|
|
|
|
|406
|Eilat
|----
|PER
|Persia
|1787
|Rasht
|
|1859
|Tabriz
|----
|
|
|1503
|Babol
|
|1789
|Bakhtaran
|----
|
|
|1502
|Teheran
|C
|
|
|----
|
|
|1788
|Hamadan
|
|
|
|----
|
|
|1825
|Abadan
|
|----
|
|
|1498
|Babolsar
|
|----
|
|
|1497
|Bandar Abbas
|
|----
|
|
|1499
|Yazd
|
|----
|
|
|1826
|Esfahan
|
|----
|
|
|1501
|Dasht-i-Kavir
|
|----
|
|
|1500
|Mashhad
|
|----
|
|
|1496
|Birjand
|
|----
|
|
|1495
|Chah Bahar
|
|----
|PHI
|Philippines
|1735
|Palawan
|
|----
|
|
|1736
|Mindoro
|
|----
|
|
|1737
|Manila
|C
|----
|
|
|1738
|Bataan
|
|----
|
|
|1739
|Clark Field
|
|----
|
|
|1740
|Lingayen Gulf
|
|----
|
|
|1741
|Aparri
|
|----
|
|
|1742
|Lamon Bay
|
|
|
|----
|
|
|1743
|Legaspi
|
|
|
|----
|
|
|1744
|Samar
|
|
|
|----
|
|
|1745
|Leyte
|
|
|
|----
|
|
|1746
|Panay
|
|
|
|----
|
|
|1747
|Negros
|
|
|
|----
|
|
|1748
|Zamboanga
|
|
|
|----
|
|
|1749
|Cagayan
|
|
|
|----
|
|
|1750
|Davao
|
|
|
|----
|PRI
|Primorsk
|1371
|Tetyukhe
|
|1366
|Bogorodskoe
|----
|
|
|1372
|Vladivostok
|C
|1526
|Chumikan
|----
|
|
|1373
|Spassk-Dalnij
|
|1527
|Nikolayevsk-na-Amure
|----
|
|
|1369
|Ternei
|
|1528
|Blagoveshchensk
|----
|
|
|1368
|Komsomolsk-na-Amure
|
|1529
|Birobidzhan
|----
|
|
|1367
|Khabarovsk
|
|1523
|Tynda
|----
|
|
|1370
|Iman
|
|1410
|Aldan
|----
|
|
|
|
|
|1409
|Maya
|----
|
|
|
|
|
|1164
|Khandyga
|----
|
|
|
|
|
|1524
|Magadan
|----
|
|
|
|
|
|1525
|Okhotsk
|----
|
|
|
|
|
|1164
|Khandyga
|----
|
|
|
|
|
|1165
|Verkhoyansk
|----
|
|
|
|
|
|1166
|Pevek
|----
|
|
|
|
|
|1167
|Evensk
|----
|
|
|
|
|
|1170
|Anadyr
|----
|
|
|
|
|
|1171
|Palana
|----
|
|
|
|
|
|1172
|Petropavlovsk-Kamchatskij
|----
|
|
|
|
|
|1405
|Komanderskiye Island
|----
|
|
|
|
|
|1175
|Ocha
|----
|
|
|
|
|
|1176
|Toyohara
|----
|
|
|
|
|
|1177
|Etorofu
|----
|
|
|
|
|
|1411
|Olekminsk
|----
|PRK
|People's Republic of Korea
|1200
|Wonsan
|
|1199
|Seoul
|----
|
|
|1201
|Pyongyang
|C
|1198
|Chunchon
|----
|
|
|1391
|Hyesan
|
|1197
|Daegu
|----
|
|
|1392
|Hamhung
|
|1196
|Busan
|----
|
|
|1393
|Sinuiju
|
|1195
|Gwangju
|----
|
|
|1376
|Chongyin
|
|1194
|Jeju
|----
|SAU
|Saudi Arabia
|1821
|Dammam
|
|
|
|----
|
|
|1818
|Rub al Khali
|
|
|
|----
|
|
|1809
|Abha
|
|
|
|----
|
|
|1808
|Jiddah
|
|
|
|----
|
|
|1807
|Riyadh
|C
|
|
|----
|
|
|1805
|Jawf
|
|
|
|----
|
|
|1804
|Medina
|
|
|
|----
|SAR
|Sarawak
|1644
|Kuching
|
|1642
|Pontianak
|----
|
|
|1647
|Jesselton
|
|1643
|Semitau
|----
|
|
|
|
|
|1645
|Mahakam
|----
|
|
|
|
|
|1646
|Miri
|----
|
|
|
|
|
|1648
|Tarakan
|----
|
|
|
|
|
|1649
|Samarinda
|----
|
|
|
|
|
|1650
|Balikpapan
|----
|
|
|
|
|
|1641
|Bandjermasin
|----
|SIA
|Siam
|1348
|Singora
|
|
|
|----
|
|
|1347
|Kra
|
|
|
|----
|
|
|1345
|Thom Buri
|C
|
|
|----
|
|
|1343
|Bangkok
|
|
|
|----
|
|
|1342
|Nakhon Ratchthani
|
|
|
|----
|
|
|1331
|Khon Kaen
|
|
|
|----
|
|
|1330
|Phitsanulok
|
|
|
|----
|
|
|1344
|Nakhon Sawan
|
|
|
|----
|
|
|1303
|Chiang Rai
|
|
|
|----
|SIB
|Siberia
|1548
|Novosibirsk
|C
|1531
|Norilsk
|----
|
|
|
|
|
|1532
|Tura
|----
|
|
|
|
|
|1533
|Igarka
|----
|
|
|
|
|
|1534
|Poloi
|----
|
|
|
|
|
|1535
|Angutikha
|----
|
|
|
|
|
|1536
|Turukhansk
|----
|
|
|
|
|
|1537
|Baikit
|----
|
|
|
|
|
|1538
|Severo-Yenisejsk
|----
|
|
|
|
|
|1539
|Yenisejsk
|----
|
|
|
|
|
|1540
|Kolpachevo
|----
|
|
|
|
|
|1543
|Kargasok
|----
|
|
|
|
|
|1544
|Tomsk
|----
|
|
|
|
|
|1545
|Asino
|----
|
|
|
|
|
|1546
|Kemerovo
|----
|
|
|
|
|
|1547
|Barnaul
|----
|
|
|
|
|
|1549
|Rubcovsk
|----
|
|
|
|
|
|1558
|Ojrot-Tura
|----
|
|
|
|
|
|1559
|Abakan
|----
|
|
|
|
|
|1560
|Krasnoyarsk
|----
|
|
|
|
|
|1561
|Achinsk
|----
|
|
|
|
|
|1412
|Bodaibo
|----
|
|
|
|
|
|1413
|Kachug
|----
|
|
|
|
|
|1414
|Ust-Kut
|----
|
|
|
|
|
|1415
|Taishet
|----
|
|
|
|
|
|1416
|Irkutsk
|----
|
|
|
|
|
|1417
|Shushenskoye
|----
|
|
|
|
|
|1520
|Ulan-Ude
|----
|
|
|
|
|
|1522
|Mogocha
|----
|
|
|
|
|
|1521
|Barguzin
|----
|
|
|
|
|
|1383
|Borzya
|----
|
|
|
|
|
|1384
|Chita
|----
|
|
|
|
|
|1156
|Dudinka
|----
|
|
|
|
|
|1157
|Khatanga
|----
|
|
|
|
|
|1158
|Saskylakh
|----
|
|
|
|
|
|1159
|Srednekolymsk
|----
|
|
|
|
|
|1160
|Zhigansk
|----
|
|
|
|
|
|1161
|Nyurba
|----
|
|
|
|
|
|1162
|Erbogachen
|----
|
|
|
|
|
|1163
|Yakutsk
|----
|
|
|
|
|
|1562
|Kezhma
|----
|
|
|
|
|
|1563
|Vanavara
|----
|
|
|
|
|
|1409
|Maya
|----
|
|
|
|
|
|1410
|Aldan
|----
|
|
|
|
|
|1411
|Olekminsk
|----
|
|
|
|
|
|1523
|Tynda
|----
|
|
|
|
|
|1164
|Khandyga
|----
|
|
|
|
|
|1165
|Verkhoyansk
|----
|
|
|
|
|
|1594
|Tobolsk
|----
|
|
|
|
|
|1596
|Surgut
|----
|
|
|
|
|
|1598
|Tarko-Sale
|----
|
|
|
|
|
|1155
|Tazov
|----
|
|
|
|
|
|1541
|Nizhnevartovsk
|----
|
|
|
|
|
|1542
|Aleksandrovskoye
|----
|
|
|
|
|
|1593
|Tyumen
|----
|
|
|
|
|
|1552
|Omsk
|----
|SIK
|Sinkiang
|1433
|Urumqi
|C
|1421
|Altay
|----
|
|
|
|
|
|1432
|Gulja
|----
|
|
|
|
|
|1446
|Taklimakan Desert
|----
|
|
|
|
|
|1430
|Kashgar
|----
|
|
|
|
|
|1431
|Aksu
|----
|SYR
|Syria
|1862
|Aleppo
|
|1795
|Golan
|----
|
|
|1863
|Hims
|
|1861
|Dair az Zawr
|----
|
|
|1792
|Damascus
|C
|
|
|----
|TAJ
|Tajikistan
|1485
|Stalinabad
|C
|1484
|Feyzabad
|----
|TAN
|Tannu Tuva
|1418
|Kyzyl
|C
|
|
|----
|TIB
|Tibet
|1448
|Gar
|
|1283
|Qamdo
|----
|
|
|1450
|Nagqu
|
|
|
|----
|
|
|1451
|Kagar
|
|
|
|----
|
|
|1452
|Xigaze
|
|
|
|----
|
|
|1453
|Lhasa
|C
|
|
|----
|TRA
|Transural Republic
|1572
|Sverdlovsk
|C
|1567
|Ufa
|----
|
|
|1573
|Nizhnij Tagil
|
|1151
|Molotov
|----
|
|
|
|
|
|1574
|Chelyabinsk
|----
|
|
|
|
|
|1827
|Naberezhnye Chelny
|----
|
|
|
|
|
|1828
|Kuybyshev
|----
|
|
|
|
|
|1150
|Osa
|----
|
|
|
|
|
|1566
|Berezniki
|----
|
|
|
|
|
|1152
|Storozhevsk
|----
|
|
|
|
|
|1153
|Troitsko-Pechorsk
|----
|
|
|
|
|
|1149
|Vorkuta
|----
|
|
|
|
|
|1154
|Salekhard
|----
|
|
|
|
|
|1155
|Tazov
|----
|
|
|
|
|
|1564
|Muzhi
|----
|
|
|
|
|
|1565
|Saranpaul
|----
|
|
|
|
|
|1571
|Serov
|----
|
|
|
|
|
|1575
|Kurgan
|----
|
|
|
|
|
|1570
|Chkalov
|----
|
|
|
|
|
|1577
|Orsk
|----
|
|
|
|
|
|1593
|Tyumen
|----
|
|
|
|
|
|1594
|Tobolsk
|----
|
|
|
|
|
|1596
|Surgut
|----
|
|
|
|
|
|1597
|Khanty-Mansijsk
|----
|
|
|
|
|
|1598
|Tarko-Sale
|----
|
|
|
|
|
|1541
|Nizhnevartovsk
|----
|
|
|
|
|
|1542
|Aleksandrovskoye
|----
|
|
|
|
|
|1552
|Omsk
|----
|
|
|
|
|
|1772
|Ukhta
|----
|
|
|
|
|
|1773
|Syktyvkar
|----
|
|
|
|
|
|1782
|Izhevsk
|----
|TRK
|Turkmenistan
|1490
|Ashgabat
|C
|
|
|----
|
|
|1491
|Chardzhou
|
|
|
|----
|TUR
|Turkey
|409
|Istanbul
|
|1851
|Kars
|----
|
|
|408
|Bursa
|
|1852
|Erzurum
|----
|
|
|437
|Izmir
|
|1853
|Elazig
|----
|
|
|438
|Antalya
|
|1854
|Batman
|----
|
|
|439
|Izmit
|
|1855
|Van
|----
|
|
|441
|Afyonkarahisar
|
|
|
|----
|
|
|442
|Konya
|
|
|
|----
|
|
|443
|Mersin
|
|
|
|----
|
|
|448
|Ankara
|C
|
|
|----
|
|
|440
|Karabük
|
|
|
|----
|
|
|449
|Samsun
|
|
|
|----
|
|
|447
|Sivas
|
|
|
|----
|
|
|446
|Kayseri
|
|
|
|----
|
|
|445
|Gaziantep
|
|----
|
|
|450
|Trebizond
|
|----
|UZB
|Uzbekistan
|1584
|Kungrad
|
|----
|
|
|1585
|Nukus
|
|----
|
|
|1489
|Bukhara
|
|----
|
|
|1487
|Samarkand
|
|----
|
|
|1427
|Tashkent
|C
|----
|
|
|1488
|Navoi
|
|----
|VIE
|Vietnam
|1326
|Haiphong
|C
|----
|
|
|1328
|Hanoi
|
|----
|
|
|1333
|Da Nang
|
|----
|
|
|1334
|Qui Non
|
|----
|
|
|1335
|Nha Trang
|
|----
|
|
|1337
|Saigon
|
|----
|
|
|1338
|Rach Gia
|
|----
|YEM
|Yemen
|1812
|Sanaa
|C
|----
|}
[[Category:Reference]]
ca964b4ce341e50227a57a02306d22910b566321
Assorted guides
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__NOTOC__
{| CELLPADDING=10
|- VALIGN=top
|
== General guides & FAQ ==
* [[The Complete Newbie Guide]]
* [[General Gameplay FAQ]]
* [[Brigade Strategy Guide]]
* [[Nuclear Weapons]]
* [http://forum.paradoxplaza.com/forum/forumdisplay.php?f=287 Paradox Plaza FAQ subforum]
* [[Battle mechanics and formulas]]
|
== Domestic Policy & Economy ==
* [[Domestic Policy]]
* [[Upgrading calculations|Upgrades]]
* [[Research]]
* [[Do I build Factories?|Expanding Industrial Capacity]]
|- VALIGN=top
|
== Land Guides ==
* [[Beginner's_guide_to_army_management|Beginner's guide to army management]]
* [[Transport Capacity and Supply Efficiency FAQ|Transport Capacity and Supply Efficiency]]
* [[HQ Units in Action|HQ Units]]
* [[Land Combat Efficiency]]
* [[Land Doctrine]]
* [[Conquering - What do I gain?|Conquered Territories]]
* [[Poor man's army|Small nation armies]]
* [[On the subject of ground troop investments|Comparison: Infantry, Motorized, or Mechanized?]]
* [[Militia Strategy Guide]]
* [[Conducting Blitzkrieg offensives]]
|
== Naval & Air Guides ==
* [[Naval Primer]]
* [[Submarine Guide|Submarines]]
* [[Naval Doctrine]]
* [[Effective Use of Airpower]]
|- VALIGN=top
|}
== [[Country guides|Country Guides]] ==
<!-- If you add a strategy page here, please also add it to [[Template:Country guides]]. Thanks! -->
{| CELLPADDING=10
|- VALIGN=top
|width="25%"|
===Major Powers===<!-- 60 Base IC and higher = 4-5 tech teams-->
60 and above Base IC.
*[[image:fra.gif]] [[France strategy]]
*[[image:ger.gif]] [[Germany Strategy Guide|Germany strategy]]
*[[image:ita.gif]] [[Italy strategy]]
*[[image:jap.gif]] [[Japan strategy]]
*[[image:eng.gif]] [[UK strategy|United Kingdom strategy]]
*[[image:usa.gif]] [[US Strategy|USA strategy]]
*[[image:sov.gif]] [[USSR strategy|Soviet Union strategy]]
|width="25%"|
===Regional Powers===<!-- Between 20 and 59 Base IC = 2-3 tech teams -->
Between 20 and 59 Base IC.
*[[image:arg.gif]] [[Argentina strategy]]
*[[image:ast.gif]] [[Australia strategy]]
*[[image:bel.gif]] [[Belgium strategy]]
*[[image:bra.gif]] [[Brazil strategy]]
*[[image:bul.gif]] [[Bulgaria strategy]]
*[[image:can.gif]] [[Canada strategy]]
*[[image:cze.gif]] [[Czechoslovakia Strategy]]
*[[image:cgx.gif]] [[Guangxi Clique Strategy]]
*[[image:hun.gif]] [[Hungary strategy]]
*[[image:man.gif]] [[Manchukuo strategy]]
*[[image:chi.gif]] [[Nationalist China strategy]]
*[[image:spa.gif]] [[Nationalist Spain strategy]] <!-- Not in 1936 scenario, assume same as Rep. Spain -->
*[[image:hol.gif]] [[Netherlands strategy]]
*[[image:pol.gif]] [[Poland strategy]]
*[[image:spr.gif]] [[Republican Spain strategy]]
*[[image:rom.gif]] [[Romania strategy]]
*[[image:swe.gif]] [[Sweden strategy]]
*[[image:tur.gif]] [[Turkey strategy]]
*[[image:vic.gif]] [[Vichy France strategy]]
*[[image:yug.gif]] [[Yugoslavia strategy]]
|width="25%"|
===Minor Powers===<!--- Between 10 and 19 Base IC = 1 tech team -->
Between 10 and 19 Base IC.
*[[image:aus.gif]] [[Austria strategy]]
*[[image:chl.gif]] [[Chile Strategy]]
*[[image:col.gif]] [[Colombia Strategy]]
*[[image:den.gif]] [[Denmark Strategy]]
*[[image:fin.gif]] [[Finland strategy]]
*[[image:gre.gif]] [[Greece strategy]]
*[[image:ire.gif]] [[Ireland strategy]]
*[[image:mex.gif]] [[Mexico Strategy]]
*[[image:nor.gif]] [[Norway Strategy]]
*[[image:pru.gif]] [[Peru Strategy]]
*[[image:por.gif]] [[Portugal strategy]]
*[[image:csx.gif]] [[Shanxi Strategy]]
*[[image:saf.gif]] [[South Africa Strategy]]
*[[Slovakia Strategy]]
*[[image:sch.gif]] [[Switzerland Strategy]]
|width="25%"|
===Micro Powers===<!--- Below 10 Base IC = 1 tech team -->
Below 10 Base IC.
*[[image:afg.gif]] [[Afghanistan strategy]]
*[[image:alb.gif]] [[Albania Strategy]]
*[[image:bhu.gif]] [[Bhutan Strategy]]
*[[image:bol.gif]] [[Bolivia Strategy]]
*[[image:chc.gif]] [[Communist China strategy]]
*[[image:cos.gif]] [[Costa Rica Strategy]]
*[[image:cub.gif]] [[Cuba Strategy]]
*[[image:dom.gif]] [[Dominican Republic strategy]]
*[[image:ecu.gif]] [[Ecuador Strategy]]
*[[image:sal.gif]] [[El Salvador Strategy]]
*[[image:est.gif]] [[Estonia Strategy]]
*[[image:eth.gif]] [[Ethiopia strategy]]
*[[image:gua.gif]] [[Guatemala strategy]]
*[[image:hai.gif]] [[Haiti Strategy]]
*[[image:hon.gif]] [[Honduras Strategy]]
*[[image:irq.gif]] [[Iraq Strategy]]
*[[image:lat.gif]] [[Latvia Strategy]]
*[[image:lib.gif]] [[Liberia Strategy]]
*[[image:lit.gif]] [[Lithuania Strategy]]
*[[image:lux.gif]] [[Luxemburg strategy]]
*[[image:mon.gif]] [[Mongolia Strategy]]
*[[image:nep.gif]] [[Nepal Strategy]]
*[[image:nzl.gif]] [[New Zealand strategy]]
*[[image:nic.gif]] [[Nicaragua Strategy]]
*[[image:omn.gif]] [[Oman Strategy]]
*[[image:pan.gif]] [[Panama Strategy]]
*[[image:par.gif]] [[Paraguay Strategy]]
*[[image:per.gif]] [[Persia Strategy]]
*[[image:phi.gif]] [[Philippines Strategy]]
*[[image:sau.gif]] [[Saudi Arabia Strategy]]
*[[image:sia.gif]] [[Siam Strategy]]
*[[image:sik.gif]] [[Sinkiang Strategy]]
*[[image:tan.gif]] [[Tannu Tuva strategy]]
*[[image:tib.gif]] [[Tibet Strategy]]
*[[image:uru.gif]] [[Uruguay Strategy]]
*[[image:ven.gif]] [[Venezuela Strategy]]
*[[image:cxb.gif]] [[Xibei San Ma Strategy]]
*[[image:yem.gif]] [[Yemen Strategy]]
*[[image:cyn.gif]] [[Yunnan Strategy]]
|- VALIGN=top
|colspan="4"|
== Guides to battlescenarios ==
* [[Strategy for Ardennes Offensive]]
* [[Strategy for Battle of the Coral Sea]]
* [[Strategy for D-Day]]
* [[Strategy for Desert Fox]]
* [[Strategy for Fall Barbarossa]]
* [[Strategy for Fall Blau]]
* [[Strategy for Fall Gelb]]
* [[Strategy for Fall Grün]]
* [[Strategy for Fall Weiß]]
* [[Strategy for Operation Downfall: Invasion of Japan]]
* [[Strategy for Operation Husky]]
* [[Strategy for Platinean War]]
* [[Strategy for Southern Conquests]]
* [[Strategy for Spanish Civil War]]
* [[Strategy for Operation Watchtower]]
* [[Strategy for Winter War]]
== Armageddon and The Abyss Scenarios Guides ==
{| CELLPADDING=10
|- VALIGN=top
|width="33%"|
===Democratic Powers===
*[[image:uau.gif]] [[Australasia Strategy]]
*[[image:ubo.gif]] [[Bourbon Strategy]]
*[[image:uch.gif]] [[Republic of China Strategy]]
*[[image:ugs.gif]] [[Armageddon Sweden Strategy|Sweden Strategy]]
*[[image:utc.gif]] [[The Cossacks Strategy]]
*[[image:usn.gif]] [[USNA Strategy]]
|width="33%"|
===Fascist Powers===
*[[image:uer.gif]] [[Empire of Russia Strategy]]
*[[image:uir.gif]] [[Indian Republic Strategy]]
*[[image:uic.gif]] [[Indo China Strategy]]
*[[image:upr.gif]] [[Prussia Strategy]]
*[[image:ucs.gif]] [[The Confederates Strategy]]
*[[image:uto.gif]] [[The Ottomans Strategy]]
|width="33%"|
===Communist Powers===
*[[image:uap.gif]] [[APR Strategy]]
*[[image:ues.gif]] [[European Soviets Strategy]]
*[[image:ups.gif]] [[PRRS Strategy]]
*[[image:upe.gif]] [[Republic of Persia Strategy]]
*[[image:uro.gif]] [[Roma Strategy]]
*[[image:utl.gif]] [[The Libertadores strategy]]
|- VALIGN=top
|colspan="3"|
[[Category:Guides]]
1b6f34943bf7326a4b2bdc85c1be254b3c16df74
Assorted information on Soviet RKKA
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wikitext
text/x-wiki
{{needwiki}}
=From Meltyukhov's "Stalin's Missed Chance"=
Meltyuhov is generally a "second-level" source. This means he is quoting original documents, and I'm quoting him. So far no objections have been raised against the authencity or accuracy of his information. There are however some inavoidable mistakes in OCR'ing, translation and re-typing. All the documents come from various Russian state archives (RGVA, RGAE, RGASPI), some additional information has been taken from other books.
==Development of infantery during 1939-1940 yrs==
<table cellspacing=0 border=1 bordercolor=#000000 cellpadding=2>
<tr><td valign=center>Staffing</td>
<td valign=center>2.09.39*</td>
<td valign=center>23.10.39</td>
<td valign=center>15.11.39</td>
<td valign=center>21.11.39*</td>
<td valign=center>28.12.39*</td>
<td valign=center>1.02.40</td>
<td valign=center>4.04.40</td>
<td valign=center>9.05.40</td>
<td valign=center>21.05.40*</td>
<td valign=center>4.07.40*</td>
<td valign=center>1.12.40</td>
</tr>
<tr><td valign=center>17000</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>37</td>
<td valign=center>52 [63]</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>14000</td>
<td valign=center>17</td>
<td valign=center>43</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>-</td>
<td valign=center>3 [3]</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>13100 moto</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>12550</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>11 [-]</td>
<td valign=center>-</td>
<td valign=center>15</td>
<td valign=center>15</td>
<td valign=center>15</td>
<td valign=center>97</td>
</tr>
<tr><td valign=center>12000</td>
<td valign=center>1</td>
<td valign=center>3</td>
<td valign=center>31</td>
<td valign=center>31</td>
<td valign=center>61</td>
<td valign=center>41 [41]</td>
<td valign=center>93</td>
<td valign=center>83</td>
<td valign=center>S3</td>
<td valign=center>83</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>12000 moto</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>11 [11]</td>
<td valign=center>4</td>
<td valign=center>4</td>
<td valign=center>6</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>11000 moto</td>
<td valign=center>-</td>
<td valign=center>-:</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>8</td>
<td valign=center>9</td>
</tr>
<tr><td valign=center>10500</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>6</td>
<td valign=center>- [-]</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>10500 mtn</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>2</td>
<td valign=center>- [-]</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>9000 moto</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>10</td>
<td valign=center>15</td>
<td valign=center>-</td>
<td valign=center>- [-]</td>
<td valign=center>6</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>9000 mtn</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>- [-]</td>
<td valign=center>-</td>
<td valign=center>10</td>
<td valign=center>10</td>
<td valign=center>10</td>
<td valign=center>10</td>
</tr>
<tr><td valign=center>9000</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>- [-]</td>
<td valign=center>-</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>8900</td>
<td valign=center>33</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>- [-]</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>7500 mtn</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>3</td>
<td valign=center>-</td>
<td valign=center>2 [2]</td>
<td valign=center>2</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>6000 mtn</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>11 [11]</td>
<td valign=center>2</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>6000</td>
<td valign=center>76</td>
<td valign=center>54</td>
<td valign=center>44</td>
<td valign=center>41</td>
<td valign=center>54</td>
<td valign=center>29 [29]</td>
<td valign=center>50</td>
<td valign=center>43</td>
<td valign=center>43</td>
<td valign=center>43</td>
<td valign=center>49</td>
</tr>
<tr><td valign=center>4000 mtn</td>
<td valign=center>13</td>
<td valign=center>13</td>
<td valign=center>16</td>
<td valign=center>13</td>
<td valign=center>-</td>
<td valign=center>- [-]</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>3000</td>
<td valign=center>33</td>
<td valign=center>60</td>
<td valign=center>66</td>
<td valign=center>64</td>
<td valign=center>-</td>
<td valign=center>- [-]</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>23</td>
<td valign=center>23</td>
</tr>
<tr><td valign=center>Total</td>
<td valign=center>173</td>
<td valign=center>173</td>
<td valign=center>170</td>
<td valign=center>170</td>
<td valign=center>160</td>
<td valign=center>160 [160]</td>
<td valign=center>160</td>
<td valign=center>161</td>
<td valign=center>163</td>
<td valign=center>182</td>
<td valign=center>188</td>
</tr>
<tr><td valign=center>6100 brigade</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>3 [3]</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>5</td>
</tr>
<tr><td valign=center>para brigade</td>
<td valign=center>6</td>
<td valign=center>6</td>
<td valign=center>6</td>
<td valign=center>6</td>
<td valign=center>6</td>
<td valign=center>6 [61]</td>
<td valign=center>6</td>
<td valign=center>6</td>
<td valign=center>6</td>
<td valign=center>6</td>
<td valign=center>6</td>
</tr>
<tr><td valign=center>Staffing</td>
<td valign=center>?</td>
<td valign=center>1,271,050</td>
<td valign=center>1,143,550</td>
<td valign=center>1,144,050</td>
<td valign=center>?</td>
<td valign=center>?</td>
<td valign=center>'?</td>
<td valign=center>1,736,164</td>
<td valign=center>1,760,164</td>
<td valign=center>?</td>
<td valign=center>?</td>
</tr></table>
1. The numbers listed are People's Comissariat for Defence (NKO) suggestions.
<br>2. Asterisk (*) indicates the NKO suggestions approved by the government.
<br>3. Columns for 1.02.40 and 1.12.40 list real situation of the RKKA, NKO suggestions are in square brackets.
==Development of armoured forced during 1939-1940 yrs.==
<table cellspacing=0 border=1 bordercolor=#000000 cellpadding=2>
<tr><td valign=center>Units</td>
<td valign=center>23.10.39</td>
<td valign=center>15.11.39</td>
<td valign=center>1.02.40</td>
<td valign=center>4.04.40</td>
<td valign=center>9.05.40</td>
<td valign=center>21.05.40*</td>
<td valign=center>27.05.40</td>
<td valign=center>2.06.40*</td>
<td valign=center>4.07.40*</td>
<td valign=center>1.12.40</td>
</tr>
<tr><td valign=center>Armour Corps</td>
<td valign=center>4</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>Mech Corps</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>6</td>
<td valign=center>8</td>
<td valign=center>8</td>
<td valign=center>9</td>
</tr>
<tr><td valign=center>Armoured Divs</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>12</td>
<td valign=center>18</td>
<td valign=center>18</td>
<td valign=center>20</td>
</tr>
<tr><td valign=center>T-35 Brigades</td>
<td valign=center>1</td>
<td valign=center>1</td>
<td valign=center>1</td>
<td valign=center>1</td>
<td valign=center>1</td>
<td valign=center>1</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>T-28 Brigades</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>BT Brigades</td>
<td valign=center>16</td>
<td valign=center>16</td>
<td valign=center>16</td>
<td valign=center>17</td>
<td valign=center>16</td>
<td valign=center>16</td>
<td valign=center>12</td>
<td valign=center>6</td>
<td valign=center>6</td>
<td valign=center>5</td>
</tr>
<tr><td valign=center>T-26 Brigades</td>
<td valign=center>16</td>
<td valign=center>16</td>
<td valign=center>12</td>
<td valign=center>18</td>
<td valign=center>18</td>
<td valign=center>22</td>
<td valign=center>22</td>
<td valign=center>17</td>
<td valign=center>20</td>
<td valign=center>40</td>
</tr>
<tr><td valign=center>Lgt Armour Regiments</td>
<td valign=center>10</td>
<td valign=center>10</td>
<td valign=center>10</td>
<td valign=center>7</td>
<td valign=center>7</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>1</td>
<td valign=center>1</td>
</tr>
<tr><td valign=center>Motorcycle Battallions</td>
<td valign=center>4</td>
<td valign=center>4</td>
<td valign=center>4</td>
<td valign=center>4</td>
<td valign=center>4</td>
<td valign=center>4</td>
<td valign=center>4</td>
<td valign=center>4</td>
<td valign=center>4</td>
<td valign=center>4</td>
</tr>
<tr><td valign=center>Staffing</td>
<td valign=center>105,086</td>
<td valign=center>104,975</td>
<td valign=center>97,568</td>
<td valign=center>?</td>
<td valign=center>96,785</td>
<td valign=center>111,228</td>
<td valign=center>?</td>
<td valign=center>?</td>
<td valign=center>?</td>
<td valign=center>?</td>
</tr></table>
1. The numbers listed are NKO suggestions.
<br>2. Asterisk (*) indicates NKO suggestions approved by the government.
<br>3. Columns for 1.02.40 and 1.12.40 list real situation of the RKKA.
==USSR tank production during 1930-1944 yrs.==
<table cellspacing=0 border=1 bordercolor=#000000 cellpadding=2>
<tr><td valign=center><B>Model</B></td>
<td valign=center><B>1930</B></td>
<td valign=center><B>1931</B></td>
<td valign=center><B>1932</B></td>
<td valign=center><B>1933</B></td>
<td valign=center><B>1934</B></td>
<td valign=center><B>1935</B></td>
<td valign=center><B>1936</B></td>
<td valign=center><B>1937</B></td>
<td valign=center><B>1938</B></td>
<td valign=center><B>1939</B></td>
<td valign=center><B>1940</B></td>
<td valign=center><B>1941</B></td>
<td valign=center><B>1942</B></td>
<td valign=center><B>1943</B></td>
<td valign=center><B>1944</B></td>
</tr>
<tr><td valign=center>T-18</td>
<td valign=center>78</td>
<td valign=center>435</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>T-24</td>
<td valign=center>1</td>
<td valign=center>25</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>T-26</td>
<td valign=center>-</td>
<td valign=center>19</td>
<td valign=center>1032</td>
<td valign=center>1405</td>
<td valign=center>1449</td>
<td valign=center>1378</td>
<td valign=center>1313</td>
<td valign=center>550</td>
<td valign=center>1054</td>
<td valign=center>1399</td>
<td valign=center>1601</td>
<td valign=center>102</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>T-27</td>
<td valign=center>-</td>
<td valign=center>365</td>
<td valign=center>1593</td>
<td valign=center>919</td>
<td valign=center>14</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>T-28</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>41</td>
<td valign=center>51</td>
<td valign=center>32</td>
<td valign=center>101</td>
<td valign=center>46</td>
<td valign=center>100</td>
<td valign=center>140</td>
<td valign=center>13</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>T-34</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>2</td>
<td valign=center>115</td>
<td valign=center>3014</td>
<td valign=center>12527</td>
<td valign=center>15821</td>
<td valign=center>14648</td>
</tr>
<tr><td valign=center>T-35</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>1</td>
<td valign=center>10</td>
<td valign=center>7</td>
<td valign=center>15</td>
<td valign=center>10</td>
<td valign=center>11</td>
<td valign=center>6</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>T-37</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>138</td>
<td valign=center>953</td>
<td valign=center>1140</td>
<td valign=center>410</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>T-38</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>1046</td>
<td valign=center>216</td>
<td valign=center>-</td>
<td valign=center>158</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>T-40-60</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>41</td>
<td valign=center>2068</td>
<td valign=center>4660</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>T-41</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>14</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>T-44</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>25</td>
</tr>
<tr><td valign=center>T-46</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>3</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>T-50</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>48</td>
<td valign=center>15</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>T-70</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>4913</td>
<td valign=center>3402</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>T-80</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>81</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>BT-2</td>
<td valign=center>-</td>
<td valign=center>3</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>BT-5</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>393</td>
<td valign=center>1005</td>
<td valign=center>1103</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>BT-7</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>2</td>
<td valign=center>500</td>
<td valign=center>1061</td>
<td valign=center>788</td>
<td valign=center>1217</td>
<td valign=center>1397</td>
<td valign=center>1</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>BT-7M</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>2</td>
<td valign=center>-</td>
<td valign=center>4</td>
<td valign=center>5</td>
<td valign=center>779</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>KV</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>243</td>
<td valign=center>1358</td>
<td valign=center>2553</td>
<td valign=center>617</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>IS-2</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>102</td>
<td valign=center>2250</td>
</tr>
<tr><td valign=center>SU-5</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>4</td>
<td valign=center>30</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>SU-76</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>26</td>
<td valign=center>1908</td>
<td valign=center>7155</td>
</tr>
<tr><td valign=center>SU-85</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>. -</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>760</td>
<td valign=center>1893</td>
</tr>
<tr><td valign=center>SU-100</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>500</td>
</tr>
<tr><td valign=center>SU-122</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>25</td>
<td valign=center>611</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>SU-152</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>669</td>
<td valign=center>2</td>
</tr>
<tr><td valign=center>ISU-122-152</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>35</td>
<td valign=center>2510</td>
</tr>
<tr><td valign=center><B>Total</B></td>
<td valign=center><B>79</B></td>
<td valign=center><B>847</B></td>
<td valign=center><B>3032</B></td>
<td valign=center><B>3509</B></td>
<td valign=center><B>3582</B></td>
<td valign=center><B>.3061</B></td>
<td valign=center><B>3981</B></td>
<td valign=center><B>1610</B></td>
<td valign=center><B>2386</B></td>
<td valign=center><B>3107</B></td>
<td valign=center><B>2793</B></td>
<td valign=center><B>6590</B></td>
<td valign=center><B>24719</B></td>
<td valign=center><B>24006</B></td>
<td valign=center><B>28983</B></td>
</tr></table>
==Number of tanks and armoured cars in the RKKA==
<table cellspacing=0 border=1 bordercolor=#000000 cellpadding=2>
<tr><td valign=center>Model</td>
<td valign=center>1.01.1934</td>
<td valign=center>1.01.1935</td>
<td valign=center>1.01.1936</td>
<td valign=center>1.01.1937</td>
<td valign=center>1.01.1938</td>
<td valign=center>1.01.1939</td>
<td valign=center>1.05.1940</td>
<td valign=center>15.09.1940</td>
<td valign=center>1.01.1941</td>
<td valign=center>1.06.1941</td>
</tr>
<tr><td valign=center>KV</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>9</td>
<td valign=center>27</td>
<td valign=center>1% (???)</td>
<td valign=center>504</td>
</tr>
<tr><td valign=center>T-35</td>
<td valign=center>-</td>
<td valign=center>10</td>
<td valign=center>17</td>
<td valign=center>32</td>
<td valign=center>42</td>
<td valign=center>53</td>
<td valign=center>60</td>
<td valign=center>59</td>
<td valign=center>56</td>
<td valign=center>59</td>
</tr>
<tr><td valign=center>T-28</td>
<td valign=center>41</td>
<td valign=center>91</td>
<td valign=center>123</td>
<td valign=center>224</td>
<td valign=center>263</td>
<td valign=center>359</td>
<td valign=center>470</td>
<td valign=center>443</td>
<td valign=center>411</td>
<td valign=center>481</td>
</tr>
<tr><td valign=center>T-34</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>3</td>
<td valign=center>97</td>
<td valign=center>892</td>
</tr>
<tr><td valign=center><B>Sub-Total</B></td>
<td valign=center>41</td>
<td valign=center>101</td>
<td valign=center>140</td>
<td valign=center>256</td>
<td valign=center>305</td>
<td valign=center>412</td>
<td valign=center>539</td>
<td valign=center>532</td>
<td valign=center>760</td>
<td valign=center>1936</td>
</tr>
<tr><td valign=center>BT-2</td>
<td valign=center>620</td>
<td valign=center>620</td>
<td valign=center>620</td>
<td valign=center>620</td>
<td valign=center>620</td>
<td valign=center>620</td>
<td valign=center>515</td>
<td valign=center>543</td>
<td valign=center>567</td>
<td valign=center>580</td>
</tr>
<tr><td valign=center>BT-5</td>
<td valign=center>781</td>
<td valign=center>1884</td>
<td valign=center>1884</td>
<td valign=center>1884</td>
<td valign=center>1884</td>
<td valign=center>1884</td>
<TD VALIGN=center ROWSPAN=4 align=center>6785</td>
<td valign=center>1734</td>
<td valign=center>1743</td>
<td valign=center>1688</td>
</tr>
<tr><td valign=center>BT-7</td>
<td valign=center>-</td>
<td valign=center>2</td>
<td valign=center>502</td>
<td valign=center>1471</td>
<td valign=center>2249</td>
<td valign=center>3351</td>
<td valign=center>4907</td>
<td valign=center>4425</td>
<td valign=center>4563</td>
</tr>
<tr><td valign=center>BT-7M</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>569</td>
<td valign=center>731</td>
<td valign=center>704</td>
</tr>
<tr><td valign=center>BT (chem)</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>80</td>
<td valign=center>80</td>
<td valign=center>80</td>
<td valign=center>?</td>
<td valign=center>15</td>
<td valign=center>15</td>
</tr>
<tr><td valign=center><B>Sub-Total</B></td>
<td valign=center>1401</td>
<td valign=center>2506</td>
<td valign=center>3006</td>
<td valign=center>4005</td>
<td valign=center>4833</td>
<td valign=center>5935</td>
<td valign=center>7300</td>
<td valign=center>7750</td>
<td valign=center>7466</td>
<td valign=center>7549</td>
</tr>
<tr><td valign=center>MS-1</td>
<td valign=center>953</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>T-26 (2-twr)</td>
<td valign=center>1626</td>
<td valign=center>1627</td>
<td valign=center>1627</td>
<td valign=center>1627</td>
<td valign=center>1627</td>
<td valign=center>1627</td>
<td valign=center>?</td>
<td valign=center>1164</td>
<td valign=center>1190</td>
<td valign=center>1261</td>
</tr>
<tr><td valign=center>T-26 (1-twr)</td>
<td valign=center>712</td>
<td valign=center>1680</td>
<td valign=center>2969</td>
<td valign=center>4277</td>
<td valign=center>4827</td>
<td valign=center>5544</td>
<td valign=center>?</td>
<td valign=center>7186</td>
<td valign=center>7212</td>
<td valign=center>7486</td>
</tr>
<tr><td valign=center>T-26 (chem)</td>
<td valign=center>168</td>
<td valign=center>598</td>
<td valign=center>605</td>
<td valign=center>616</td>
<td valign=center>616</td>
<td valign=center>906</td>
<td valign=center>1027</td>
<td valign=center>972</td>
<td valign=center>1101</td>
<td valign=center>1137</td>
</tr>
<tr><td valign=center>T-26 (eng)</td>
<td valign=center>1</td>
<td valign=center>45</td>
<td valign=center>65</td>
<td valign=center>65</td>
<td valign=center>65</td>
<td valign=center>65</td>
<td valign=center>?</td>
<td valign=center>21</td>
<td valign=center>49</td>
<td valign=center>57</td>
</tr>
<tr><td valign=center>T-26 (tele)</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>55</td>
<td valign=center>?</td>
<td valign=center>123</td>
<td valign=center>108</td>
<td valign=center>114</td>
</tr>
<tr><td valign=center><B>Sub-Total</B></td>
<td valign=center>3460</td>
<td valign=center>3950</td>
<td valign=center>5266</td>
<td valign=center>6585</td>
<td valign=center>7135</td>
<td valign=center>8197</td>
<td valign=center>9012</td>
<td valign=center>9466</td>
<td valign=center>9660</td>
<td valign=center>10055</td>
</tr>
<tr><td valign=center>T-37</td>
<td valign=center>125</td>
<td valign=center>1076</td>
<td valign=center>2216</td>
<td valign=center>3673</td>
<td valign=center>3855</td>
<td valign=center>3855</td>
<td valign=center>?</td>
<td valign=center>2391</td>
<td valign=center>2219</td>
<td valign=center>2321</td>
</tr>
<tr><td valign=center>T-37 (chem)</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>34</td>
<td valign=center>75</td>
<td valign=center>75</td>
<td valign=center>75</td>
<td valign=center>?</td>
<td valign=center>10</td>
<td valign=center>6</td>
<td valign=center>10</td>
</tr>
<tr><td valign=center>T-38</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>1046</td>
<td valign=center>1228</td>
<td valign=center>1228</td>
<td valign=center>?</td>
<td valign=center>1185</td>
<td valign=center>1090</td>
<td valign=center>1129</td>
</tr>
<tr><td valign=center>T-40</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>5</td>
<td valign=center>132</td>
</tr>
<tr><td valign=center><B>Sub-Total</B></td>
<td valign=center>125</td>
<td valign=center>1076</td>
<td valign=center>2216</td>
<td valign=center>3673</td>
<td valign=center>3855</td>
<td valign=center>3855</td>
<td valign=center>3223</td>
<td valign=center>3586</td>
<td valign=center>3320</td>
<td valign=center>3592</td>
</tr>
<tr><td valign=center>T-27</td>
<td valign=center>2547</td>
<td valign=center>2547</td>
<td valign=center>2547</td>
<td valign=center>2547</td>
<td valign=center>2547</td>
<td valign=center>2547</td>
<td valign=center>?</td>
<td valign=center>?</td>
<td valign=center>?</td>
<td valign=center>2343</td>
</tr>
<tr><td valign=center>T-27 (chem)</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>164</td>
<td valign=center>164</td>
<td valign=center>164</td>
<td valign=center>164</td>
<td valign=center>?</td>
<td valign=center>?</td>
<td valign=center>?</td>
<td valign=center>33</td>
</tr>
<tr><td valign=center><B>Sub-Total</B></td>
<td valign=center>2547</td>
<td valign=center>2547</td>
<td valign=center>2711</td>
<td valign=center>2711</td>
<td valign=center>2711</td>
<td valign=center>2711</td>
<td valign=center>1908</td>
<td valign=center>2219</td>
<td valign=center>2101</td>
<td valign=center>2376</td>
</tr>
<tr><td valign=center><B>Total Tanks</B></td>
<td valign=center>7574</td>
<td valign=center>10180</td>
<td valign=center>13339</td>
<td valign=center>17280</td>
<td valign=center>18839</td>
<td valign=center>21110</td>
<td valign=center>21982</td>
<td valign=center>23545</td>
<td valign=center>23307</td>
<td valign=center>25508</td>
</tr>
<tr><td valign=center>AC (lgt)</td>
<td valign=center>60</td>
<td valign=center>162</td>
<td valign=center>663</td>
<td valign=center>713</td>
<td valign=center>967</td>
<td valign=center>1268</td>
<td valign=center>?</td>
<td valign=center>1533</td>
<td valign=center>1569</td>
<td valign=center>1899</td>
</tr>
<tr><td valign=center>AC (med)</td>
<td valign=center>266</td>
<td valign=center>302</td>
<td valign=center>370</td>
<td valign=center>715</td>
<td valign=center>834</td>
<td valign=center>1326</td>
<td valign=center>?</td>
<td valign=center>2477</td>
<td valign=center>2806</td>
<td valign=center>3258</td>
</tr>
<tr><td valign=center><B>Total ACs</B></td>
<td valign=center>326</td>
<td valign=center>464</td>
<td valign=center>973</td>
<td valign=center>1428</td>
<td valign=center>1801</td>
<td valign=center>2594</td>
<td valign=center>3362</td>
<td valign=center>4010</td>
<td valign=center>4375</td>
<td valign=center>5197</td>
</tr></table>
==Number of airplanes in VVS RKKA by June 1, 1940.==
<table cellspacing=0 border=1 bordercolor=#000000 cellpadding=2>
<tr><TD VALIGN=center align=center ROWSPAN=2 ><b>Type</b></td>
<TD VALIGN="TOP" COLSPAN=3 align=center><B>Document 1</B></td>
<TD VALIGN="TOP" COLSPAN=4 align=center><B>Document 2</B></td>
</tr>
<tr><td valign=center>In Working Order</td>
<td valign=center>Need Repairs</td>
<td valign=center>Total</td>
<td valign=center>In Working Order</td>
<td valign=center>Need Repairs</td>
<td valign=center>Reserve</td>
<td valign=center>Total</td>
</tr>
<tr><td valign=top colspan=8>
<B>Heavy Bombers</B></td>
</tr>
<tr><td valign=center>TB-3</td>
<td valign=center>330</td>
<td valign=center>197</td>
<td valign=center>527</td>
<td valign=center>330</td>
<td valign=center>197</td>
<td valign=center>-</td>
<td valign=center>527</td>
</tr>
<tr><td valign=center>DB-3</td>
<td valign=center>897</td>
<td valign=center>84</td>
<td valign=center>981</td>
<td valign=center>871</td>
<td valign=center>84</td>
<td valign=center>26</td>
<td valign=center>981</td>
</tr>
<tr><td valign=center>Total</td>
<td valign=center>1227</td>
<td valign=center>281</td>
<td valign=center>1508</td>
<td valign=center>1701</td>
<td valign=center>281</td>
<td valign=center>26</td>
<td valign=center>1508</td>
</tr>
<tr><td valign=top colspan=8>
<B>Light and medium bombers</B></td>
</tr>
<tr><td valign=center>SB</td>
<td valign=center>3371</td>
<td valign=center>332</td>
<td valign=center>3703</td>
<td valign=center>3291</td>
<td valign=center>332</td>
<td valign=center>80</td>
<td valign=center>3703</td>
</tr>
<tr><td valign=center>BB-22</td>
<td valign=center>11</td>
<td valign=center>-</td>
<td valign=center>11</td>
<td valign=center>11</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>11</td>
</tr>
<tr><td valign=center>BB-1</td>
<td valign=center>12</td>
<td valign=center>-</td>
<td valign=center>12</td>
<td valign=center>12</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>12</td>
</tr>
<tr><td valign=center>Total</td>
<td valign=center>3394</td>
<td valign=center>332</td>
<td valign=center>3726</td>
<td valign=center>3314</td>
<td valign=center>332</td>
<td valign=center>80</td>
<td valign=center>3726</td>
</tr>
<tr><TD VALIGN="TOP" COLSPAN=8 HEIGHT=13>
<B>Ground Attack Planes</B></td>
</tr>
<tr><td valign=center>I-15bis</td>
<td valign=center>972</td>
<td valign=center>133</td>
<td valign=center>1105</td>
<td valign=center>972</td>
<td valign=center>133</td>
<td valign=center>-</td>
<td valign=center>1105</td>
</tr>
<tr><td valign=center>DI-6</td>
<td valign=center>180</td>
<td valign=center>-</td>
<td valign=center>180</td>
<td valign=center>138</td>
<td valign=center>42</td>
<td valign=center>-</td>
<td valign=center>180</td>
</tr>
<tr><td valign=center>Total</td>
<td valign=center>1152</td>
<td valign=center>133</td>
<td valign=center>1285</td>
<td valign=center>1110</td>
<td valign=center>175</td>
<td valign=center>-</td>
<td valign=center>1285</td>
</tr>
<tr><td valign=top colspan=8>
<B>Fighters</B></td>
</tr>
<tr><td valign=center>I-15bis</td>
<td valign=center>514</td>
<td valign=center>85</td>
<td valign=center>599</td>
<td valign=center>491</td>
<td valign=center>85</td>
<td valign=center>23</td>
<td valign=center>599</td>
</tr>
<tr><td valign=center>I-16</td>
<td valign=center>3341</td>
<td valign=center>565</td>
<td valign=center>3906</td>
<td valign=center>3272</td>
<td valign=center>565</td>
<td valign=center>54</td>
<td valign=center>3891</td>
</tr>
<tr><td valign=center>I-153</td>
<td valign=center>1251</td>
<td valign=center>85</td>
<td valign=center>1336</td>
<td valign=center>1251</td>
<td valign=center>85</td>
<td valign=center>-</td>
<td valign=center>1336</td>
</tr>
<tr><td valign=center>Total</td>
<td valign=center>5106</td>
<td valign=center>735</td>
<td valign=center>5841</td>
<td valign=center>5014</td>
<td valign=center>735</td>
<td valign=center>77</td>
<td valign=center>5826</td>
</tr>
<tr><TD VALIGN="TOP" COLSPAN=8 HEIGHT=13>
<B>Recond and arty fire correctors</B></td>
</tr>
<tr><td valign=center>SB</td>
<td valign=center>14</td>
<td valign=center>-</td>
<td valign=center>14</td>
<td valign=center>14</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>14</td>
</tr>
<tr><td valign=center>R-5, R-6, R-Zet, R-10, SSS</td>
<td valign=center>2554</td>
<td valign=center>780</td>
<td valign=center>3334</td>
<td valign=center>2554</td>
<td valign=center>780</td>
<td valign=center>-</td>
<td valign=center>3334</td>
</tr>
<tr><td valign=center>Total</td>
<td valign=center>2568</td>
<td valign=center>780</td>
<td valign=center>3348</td>
<td valign=center>2568</td>
<td valign=center>780</td>
<td valign=center>-</td>
<td valign=center>3348</td>
</tr>
<tr><td valign=center>Total Combat Planes</td>
<td valign=center>13447</td>
<td valign=center>2261</td>
<td valign=center>15708</td>
<td valign=center>13207</td>
<td valign=center>2303</td>
<td valign=center>183</td>
<td valign=center>15693</td>
</tr>
<tr><td valign=top colspan=8><B>Trainers and Transports</B></td>
</tr>
<tr><td valign=center>U-2</td>
<td valign=center>2654</td>
<td valign=center>791</td>
<td valign=center>3445</td>
<td valign=center>2637</td>
<td valign=center>791</td>
<td valign=center>-</td>
<td valign=center>3428</td>
</tr>
<tr><td valign=center>UT-1</td>
<td valign=center>7П</td>
<td valign=center>55</td>
<td valign=center>766</td>
<td valign=center>711</td>
<td valign=center>55</td>
<td valign=center>-</td>
<td valign=center>766</td>
</tr>
<tr><td valign=center>UT-2</td>
<td valign=center>414</td>
<td valign=center>20</td>
<td valign=center>434</td>
<td valign=center>414</td>
<td valign=center>20</td>
<td valign=center>-</td>
<td valign=center>434</td>
</tr>
<tr><td valign=center>UT-3</td>
<td valign=center>10</td>
<td valign=center>-</td>
<td valign=center>10</td>
<td valign=center>10</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>10</td>
</tr>
<tr><td valign=center>UTI-4</td>
<td valign=center>584</td>
<td valign=center>139</td>
<td valign=center>723</td>
<td valign=center>584</td>
<td valign=center>139</td>
<td valign=center>-</td>
<td valign=center>723</td>
</tr>
<tr><td valign=center>I-5</td>
<td valign=center>238</td>
<td valign=center>94</td>
<td valign=center>332</td>
<td valign=center>238</td>
<td valign=center>94</td>
<td valign=center>-</td>
<td valign=center>332</td>
</tr>
<tr><td valign=center>PS-84 (Douglas DC-3)</td>
<td valign=center>11</td>
<td valign=center>-</td>
<td valign=center>11</td>
<td valign=center>11</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>11</td>
</tr>
<tr><td valign=center>Total</td>
<td valign=center>4662</td>
<td valign=center>1099</td>
<td valign=center>5721</td>
<td valign=center>4605</td>
<td valign=center>1099</td>
<td valign=center>-</td>
<td valign=center>5704</td>
</tr>
<tr><td valign=center>Grand Total</td>
<td valign=center>18069</td>
<td valign=center>3360</td>
<td valign=center>21429</td>
<td valign=center>17812</td>
<td valign=center>3402</td>
<td valign=center>183</td>
<td valign=center>21397</td>
</tr>
</table>
Note. Table contains information from two different documents.
==Number of tanks in the mechanized corps==
<table cellspacing=0 border=1 bordercolor=#000000 cellpadding=2>
<tr><td valign=center><B>Military District</B></td>
<td valign=center><B>Corps</B></td>
<td valign=center><B>25.08.40</B></td>
<td valign=center><B>1.10.40</B></td>
<td valign=center><B>20.02.41</B></td>
<td valign=center><B>22.06.41</B></td>
</tr>
<tr><td valign=top rowspan=2>LVO (Leningrad)</td>
<td valign=center>1 mk</td>
<td valign=center>924</td>
<td valign=center>926</td>
<td valign=center>1011</td>
<td valign=center>1039</td>
</tr>
<tr><td valign=center>10 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>540</td>
<td valign=center>469</td>
</tr>
<tr><td valign=top rowspan=2>PribOVO (Baltic)</td>
<td valign=center>3 mk</td>
<td valign=center>547</td>
<td valign=center>635</td>
<td valign=center>640</td>
<td valign=center>672</td>
</tr>
<tr><td valign=center>12 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>589</td>
<td valign=center>730</td>
</tr>
<tr><td valign=top rowspan=6>ZapOVO (Byelorussia)</td>
<td valign=center>6 mk</td>
<td valign=center>276</td>
<td valign=center>682</td>
<td valign=center>707</td>
<td valign=center>1131</td>
</tr>
<tr><td valign=center>11 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>241</td>
<td valign=center>414</td>
</tr>
<tr><td valign=center>13 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>32</td>
<td valign=center>282</td>
</tr>
<tr><td valign=center>14 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>513</td>
<td valign=center>518</td>
</tr>
<tr><td valign=center>17 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>182</td>
<td valign=center>63</td>
</tr>
<tr><td valign=center>20 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>16</td>
<td valign=center>94</td>
</tr>
<tr><td valign=top rowspan=8>KOVO (Kiev)</td>
<td valign=center>4 mk</td>
<td valign=center>797</td>
<td valign=center>856</td>
<td valign=center>632</td>
<td valign=center>979</td>
</tr>
<tr><td valign=center>8 mk</td>
<td valign=center>768</td>
<td valign=center>623</td>
<td valign=center>818</td>
<td valign=center>899</td>
</tr>
<tr><td valign=center>9 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>94</td>
<td valign=center>316</td>
</tr>
<tr><td valign=center>15 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>707</td>
<td valign=center>749</td>
</tr>
<tr><td valign=center>16 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>372</td>
<td valign=center>478</td>
</tr>
<tr><td valign=center>19 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>274</td>
<td valign=center>453</td>
</tr>
<tr><td valign=center>22 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>527</td>
<td valign=center>712</td>
</tr>
<tr><td valign=center>24 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>56</td>
<td valign=center>222</td>
</tr>
<tr><td valign=top rowspan=2>OdVO (Odessa)</td>
<td valign=center>2 mk</td>
<td valign=center>414</td>
<td valign=center>435</td>
<td valign=center>456</td>
<td valign=center>527</td>
</tr>
<tr><td valign=center>18 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>235</td>
<td valign=center>282</td>
</tr>
<tr><td valign=top rowspan=2>MVO (Moscow)</td>
<td valign=center>7 mk</td>
<td valign=center>305</td>
<td valign=center>743</td>
<td valign=center>792</td>
<td valign=center>959</td>
</tr>
<tr><td valign=center>21 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>120</td>
<td valign=center>175</td>
</tr>
<tr><td valign=top rowspan=2>ZakVO (Caucasus-Caspian Sea)</td>
<td valign=center>6 td</td>
<td valign=center>359</td>
<td valign=center>369</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>28 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>710</td>
<td valign=center>869</td>
</tr>
<tr><td valign=top rowspan=2>SAVO (Central Asia)</td>
<td valign=center>9 td</td>
<td valign=center>234</td>
<td valign=center>234</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>27 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>308</td>
<td valign=center>356</td>
</tr>
<tr><td valign=center>KhVO (Kharkov)</td>
<td valign=center>25 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>163</td>
<td valign=center>300</td>
</tr>
<tr><td valign=center>OrVO (Orel)</td>
<td valign=center>23 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>161</td>
<td valign=center>413</td>
</tr>
<tr><td valign=center>SKVO (North Caucasus)</td>
<td valign=center>26 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>125</td>
<td valign=center>184</td>
</tr>
<tr><td valign=top rowspan=2>ZabVO (Siberia)</td>
<td valign=center>5 mk</td>
<td valign=center>823</td>
<td valign=center>889</td>
<td valign=center>1011</td>
<td valign=center>1070</td>
</tr>
<tr><td valign=center>29 mk*</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>1011</td>
<td valign=center>-</td>
</tr>
<tr><td valign=top rowspan=3>DVF (Far East)</td>
<td valign=center>30 mk</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center align=center rowspan=3>1641</td>
<td valign=center align=center rowspan=3>2969**</td>
</tr>
<tr><td valign=center>59 td</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>69 md</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr></table>
(*) Corps was disbanded in spring 1941.
<BR>(**) Total number of tanks on the Far East.
<BR>Acronyms: mk - mekhanizirovanniy korpus (mech corps), td - tankovaya diviziya (armour division), md - mekhanizirovannaya diviziya (mech division).
==Development of RKKA Infantery==
<table cellspacing=0 border=1 bordercolor=#000000 cellpadding=2>
<tr><td valign=center><B>Types</B></td>
<td valign=center><B>1934</B></td>
<td valign=center><B>1935</B></td>
<td valign=center><B>1936</B></td>
<td valign=center><B>1937</B></td>
<td valign=center><B>1938</B></td>
</tr>
<tr><td valign=center>Regular Rifle Divisions</td>
<td valign=center>18</td>
<td valign=center>17</td>
<td valign=center>38</td>
<td valign=center>48</td>
<td valign=center>87</td>
</tr>
<tr><td valign=center>Mixed Rifle Divisions</td>
<td valign=center>16</td>
<td valign=center>16</td>
<td valign=center>4</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>Territorial Rifle Divisions</td>
<td valign=center>42</td>
<td valign=center>38</td>
<td valign=center>35</td>
<td valign=center>25</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>Regular Mountain Infantery</td>
<td valign=center>5</td>
<td valign=center>5</td>
<td valign=center>5</td>
<td valign=center>10</td>
<td valign=center>11</td>
</tr>
<tr><td valign=center>Mixed Mountain Infantery</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>4</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>Peasant Militia Divisions</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>-</td>
<td valign=center>3</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>Garrison Rifle Divisions</td>
<td valign=center>-</td>
<td valign=center>1</td>
<td valign=center>11</td>
<td valign=center>12</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>Territorial "B" Rifle Divisions</td>
<td valign=center>-</td>
<td valign=center>4</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>Total</td>
<td valign=center>87</td>
<td valign=center>87</td>
<td valign=center>97</td>
<td valign=center>98</td>
<td valign=center>98</td>
</tr>
<tr><td valign=center>Separate Rifle Brigades</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>5</td>
</tr>
<tr><td valign=center>Separate Rifle Regiments</td>
<td valign=center>-</td>
<td valign=center>2</td>
<td valign=center>2</td>
<td valign=center>-</td>
<td valign=center>-</td>
</tr></table>
==Development of RKKA Armoured Forces==
<table cellspacing=0 border=1 bordercolor=#000000 cellpadding=2>
<tr><td valign=center><B>Units</B></td>
<td valign=center><B>1934</B></td>
<td valign=center><B>1935</B></td>
<td valign=center><B>1936</B></td>
<td valign=center><B>1937</B></td>
<td valign=center><B>1938</B></td>
<td valign=center><B>1939</B></td>
</tr>
<tr><td valign=center>Armour Brigades</td>
<td valign=center>12</td>
<td valign=center>18</td>
<td valign=center>30</td>
<td valign=center>30</td>
<td valign=center>29</td>
<td valign=center>31</td>
</tr>
<tr><td valign=center>Motorized Armour Brigades</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>1</td>
<td valign=center>2</td>
<td valign=center>3</td>
</tr>
<tr><td valign=center>MG Infantery Brigades</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>3</td>
<td valign=center>4</td>
</tr>
<tr><td valign=center>Armoured Regiments</td>
<td valign=center>5</td>
<td valign=center>2</td>
<td valign=center>2</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>10</td>
</tr>
<tr><td valign=center>Motorized Armour Regiments</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>1</td>
<td valign=center>1</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>HQ Reserve Armour Battallions</td>
<td valign=center>9</td>
<td valign=center>4</td>
<td valign=center>6</td>
<td valign=center>6</td>
<td valign=center>6</td>
<td valign=center>-</td>
</tr></table>
==Development of RKKA Cavalry==
<table cellspacing=0 border=1 bordercolor=#000000 cellpadding=2>
<tr><td valign=center><B>Units</B></td>
<td valign=center><B>1934</B></td>
<td valign=center><B>1935</B></td>
<td valign=center><B>1938</B></td>
</tr>
<tr><td valign=center>Regular Cavalry Divisions</td>
<td valign=center>17</td>
<td valign=center>24</td>
<td valign=center>18</td>
</tr>
<tr><td valign=center>Regular Mountain Cavalry Divisions</td>
<td valign=center>5</td>
<td valign=center>5</td>
<td valign=center>5</td>
</tr>
<tr><td valign=center>Territorial Cavalry Divisions</td>
<td valign=center>-</td>
<td valign=center>3</td>
<td valign=center>-</td>
</tr>
<tr><td valign=center>Cossack Cavalry Divisions</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>2</td>
</tr>
<tr><td valign=center>Cavalry Brigades</td>
<td valign=center>-</td>
<td valign=center>-</td>
<td valign=center>2</td>
</tr></table>
=From "1941 - Lessons and Conclusions"=
Book "1941" was written by a group of authors from the General HQ of United Military Forces of CIS and was published in 1992 by Voenizdat (Military Publishing), Moscow.
==Military supplies for army and fleet during 1938-1941 yrs.==
<TABLE border=1 bordercolor=#000000 cellspacing=0 cellpadding=2>
<tr><td valign="top" rowspan=2><B>Weapons Category</b></td>
<td valign="top" colspan=4 align="center"><B>Total Number Sent to Army and Fleet</b></td>
</tr><tr><td valign=top><i>1938</i></td>
<td valign=top><i>1939</i></td>
<td valign=top><i>1940</i></td>
<td valign=top><i>By June 1941</i></td>
</tr><tr><td valign=top>Artillery Guns</td>
<td valign=top>12 340</td>
<td valign=top>17 066</td>
<td valign=top>15 096</td>
<td valign=top>7 913</td>
</tr><tr><td valign=top>Mortars</td>
<td valign=top>1 188</td>
<td valign=top>4 070</td>
<td valign=top>37 867</td>
<td valign=top>10 480</td>
</tr><tr><td valign=top>Rifles</td>
<td valign=top>1 124 700</td>
<td valign=top>1 396 700</td>
<td valign=top>1 395 000</td>
<td valign=top>792 000</td>
</tr><tr><td valign=top>Machine Guns</td>
<td valign=top>52 600</td>
<td valign=top>73 600</td>
<td valign=top>52 200</td>
<td valign=top> - </td>
</tr><tr><td valign=top>Airplanes</td>
<td valign=top>5 469</td>
<td valign=top>10 362</td>
<td valign=top>10 565</td>
<td valign=top>5 958 </td>
</tr><tr><td valign=top>Tanks</td>
<td valign=top>2 271</td>
<td valign=top>2 986</td>
<td valign=top>2 790</td>
<td valign=top>1 672</td>
</tr></table>
==Staffing of Mechanized Corps of Western Military Districts By June 22, 1941==
<TABLE border=1 bordercolor=#000000 cellPadding=2 cellspacing=0>
<TR>
<TD rowSpan=2 vAlign=center>District</td>
<TD rowSpan=2 vAlign=center>Corps #</td>
<TD colSpan=2 vAlign=center Align=center><B>Men</B></td>
<TD colSpan=2 vAlign=center Align=center><B>Tanks</B></td>
</TR><TR>
<TD vAlign=center>Number</td>
<TD vAlign=center>% of Regular</td>
<TD vAlign=center>Number</td>
<TD vAlign=center>% of Regular</td></TR>
<TR>
<TD rowSpan=2 vAlign=top>LenVO (Leningrad)</td>
<TD vAlign=top>1</td>
<TD vAlign=top>31 348</td>
<TD vAlign=top>87</td>
<TD vAlign=top>1 039 (15)</td>
<TD vAlign=top>100</td></TR>
<TR>
<TD vAlign=top>10</td>
<TD vAlign=top>26 065</td>
<TD vAlign=top>72</td>
<TD vAlign=top>469</td>
<TD vAlign=top>46</td></TR>
<TR>
<TD rowSpan=2 vAlign=top>PribOVO (Baltics)</td>
<TD vAlign=top>3</td>
<TD vAlign=top>31 975</td>
<TD vAlign=top>87</td>
<TD vAlign=top>672 (110)</td>
<TD vAlign=top>65</td></TR>
<TR>
<TD vAlign=top>12</td>
<TD vAlign=top>29 998</td>
<TD vAlign=top>83</td>
<TD vAlign=top>730</td>
<TD vAlign=top>71</td></TR>
<TR>
<TD rowSpan=6 vAlign=top>ZapOVO (Byelorussia)</td>
<TD vAlign=top>6</td>
<TD vAlign=top>24 005</td>
<TD vAlign=top>67</td>
<TD vAlign=top>1 131 (452)</td>
<TD vAlign=top>110</td></TR>
<TR>
<TD vAlign=top>11</td>
<TD vAlign=top>21 605</td>
<TD vAlign=top>60</td>
<TD vAlign=top>414(20)</td>
<TD vAlign=top>40</td></TR>
<TR>
<TD vAlign=top>13</td>
<TD vAlign=top>17 809</td>
<TD vAlign=top>49</td>
<TD vAlign=top>282</td>
<TD vAlign=top>27</td></TR>
<TR>
<TD vAlign=top>14</td>
<TD vAlign=top>15 550</td>
<TD vAlign=top>43</td>
<TD vAlign=top>518</td>
<TD vAlign=top>50</td></TR>
<TR>
<TD vAlign=top>17</td>
<TD vAlign=top>16 578</td>
<TD vAlign=top>46</td>
<TD vAlign=top>63</td>
<TD vAlign=top>6</td></TR>
<TR>
<TD vAlign=top>20</td>
<TD vAlign=top>20 389</td>
<TD vAlign=top>57</td>
<TD vAlign=top>94</td>
<TD vAlign=top>9</td></TR>
<TR>
<TD rowSpan=8 vAlign=top>KOVO (Kiev)</td>
<TD vAlign=top>4</td>
<TD vAlign=top>28 097</td>
<TD vAlign=top>78</td>
<TD vAlign=top>979(414)</td>
<TD vAlign=top>95</td></TR>
<TR>
<TD vAlign=top>8</td>
<TD vAlign=top>31 927</td>
<TD vAlign=top>89</td>
<TD vAlign=top>899 (171)</td>
<TD vAlign=top>87</td></TR>
<TR>
<TD vAlign=top>9</td>
<TD vAlign=top>26 833</td>
<TD vAlign=top>74</td>
<TD vAlign=top>316</td>
<TD vAlign=top>31</td></TR>
<TR>
<TD vAlign=top>15</td>
<TD vAlign=top>33 935</td>
<TD vAlign=top>94</td>
<TD vAlign=top>749 (136)</td>
<TD vAlign=top>73</td></TR>
<TR>
<TD vAlign=top>16</td>
<TD vAlign=top>26 383</td>
<TD vAlign=top>73</td>
<TD vAlign=top>478 (76)</td>
<TD vAlign=top>46</td></TR>
<TR>
<TD vAlign=top>19</td>
<TD vAlign=top>22 654</td>
<TD vAlign=top>63</td>
<TD vAlign=top>453 (5)</td>
<TD vAlign=top>44</td></TR>
<TR>
<TD vAlign=top>22</td>
<TD vAlign=top>24 087</td>
<TD vAlign=top>67</td>
<TD vAlign=top>712 (31)</td>
<TD vAlign=top>69</td></TR>
<TR>
<TD vAlign=top>24</td>
<TD vAlign=top>21 556</td>
<TD vAlign=top>60</td>
<TD vAlign=top>222</td>
<TD vAlign=top>22</td></TR>
<TR>
<TD vAlign=top rowspan=2 >OdVO (Odessa)</td>
<TD vAlign=top>2</td>
<TD vAlign=top>32 396</td>
<TD vAlign=top>90</td>
<TD vAlign=top>527 (60)</td>
<TD vAlign=top>51</td></TR>
<TR>
<TD vAlign=top>18</td>
<TD vAlign=top>26 879</td>
<TD vAlign=top>75</td>
<TD vAlign=top>282</td>
<TD vAlign=top>27</td></TR>
<TR>
<TD vAlign=top>Total</td>
<TD vAlign=top> </TD>
<TD vAlign=top>510 066</td>
<TD vAlign=top>- </td>
<TD vAlign=top>11 029 (1306)</td>
<TD vAlign=top>- </td>
</tr></table>
1. Number of new tanks (KV and T-34) is mentioned in brackets.
2. Average staffing with cars, trucks and tractors is no more than 35%.
3. Average staffing with specialty machines is no more than 15-20%.
==Garrison Troops and Fortification Lines==
In 1927-37 on the old border and in the operative depth 13 fortified regions were constructed. Each was 48-140 km wide and 1-2 km deep. However the machine-gun weaponry was prevailing, artillery guns were only about 10% of all systems.
During 1938-39 additional 8 fortified regions are being constructed on the old border. A total of 1028 buildings were made. To keep them in working order, 25 MG battallions were deployed in them on June 1, 1941, with total staffing of 17080 men. Seven fortified regions of 1938-39 construction time did not have any garrisons.
During 1940-41 another 20 fortified regions are being constructed on the new border. These were of new system and were supposed to be more reliable. About 46% of fortifications had artillery weapons. Each fortified region was expected to have two lines instead of one, thus increasing depth to 30-50 km. Each fortified region width was about 100 km. Gaps up to 20 km between the regions were allowed, and were supposed to be covered by defensive positions and flanking artillery fire. Weak side of these new regions was unsufficient distance from the enemy - they were build almost directly at the border.
Despite the efforts, only those fortified regions which construction had been started in 1940 were completed by June 22, 1941, and even they were only partially armed. This was the result of poor planning without taking industrial abilities into consideration.
At the beginning of the war fortified regions were kept on reduced staffing: 28-30% on the new border and up to 15% on the old border. On May 21, 1941 it was decided to form additional 13 fortification region HQs, 110 artillery-MG battallions, 16 artillery-MG companies, 6 artillery squadrons, 16 artillery batteries and other units with total staffing of 120,695 men. It was planned to finish the staffing of new border FR's by July 1st, and on the old border by October 1st.
==Changes of VVS RKKA Staffing During First Half of 1941==
<TABLE border=1 bordercolor=#000000 cellspacing=0 cellpadding=2>
<TR><TD VALIGN="TOP" ROWSPAN=3><b>VVS Arm</b></td>
<TD VALIGN="TOP" COLSPAN=6 ALIGN="CENTER"><B>Quantity</b></td>
</tr><tr><TD VALIGN="TOP" COLSPAN=2 ALIGN="CENTER"><I>By 1.01.1941.</I></td>
<TD VALIGN="TOP" COLSPAN=2 ALIGN="CENTER"><I>By 1.03.1941.</I></td>
<TD VALIGN="TOP" COLSPAN=2 ALIGN="CENTER"><I>By 1.06.1941.</I></td>
</tr><tr><td valign=top>air regiments</td>
<td valign=top>airplanes</td>
<td valign=top>air regiments</td>
<td valign=top>airplanes</td>
<td valign=top>air regiments</td>
<td valign=top>airplanes</td>
</tr><tr><td valign=top>HQ Reserve LR Bombers</td>
<td valign=top>40</td>
<td valign=top>1 780</td>
<td valign=top>43</td>
<td valign=top>2 008</td>
<td valign=top>44</td>
<td valign=top>2 311</td>
</tr><tr><td valign=top>VVS of Military Districts</td>
<td valign=top>209</td>
<td valign=top>12 315</td>
<td valign=top>213</td>
<td valign=top>12 721</td>
<td valign=top>222</td>
<td valign=top>13 288</td>
</tr><tr><td valign=top>Total</td>
<td valign=top>249</td>
<td valign=top>14 095</td>
<td valign=top>256</td>
<td valign=top>14 729</td>
<td valign=top>266</td>
<td valign=top>15 599</td>
</tr><tr><td valign=top>VVS Training Schools</td>
<td valign=top> - </td>
<td valign=top>3 751</td>
<td valign=top> - </td>
<td valign=top>3 751</td>
<td valign=top> - </td>
<td valign=top>3 984</td>
</tr><tr><td valign=top>Total</td>
<td valign=top>249</td>
<td valign=top>17 846</td>
<td valign=top>256</td>
<td valign=top>18 450</td>
<td valign=top>266</td>
<td valign=top>19 583</td>
</tr></table>
Out of 15595 combat aircrafts, 8472 were located in the western military districts. Kiev MD had 1913 aircrafts, Western MD had 1789. Fighters were 59% of total number of aircrafts.
Number of ground attack planes was very low - only 317 airplanes. By June 22, 1941, only one regiment out of five is equipped with Il-2, the rest have I-15 and I-153.
378 recon aircrafts were present, mostly of obsolete types: R-5, R-Zet, R-10, SB and sometimes Yak-4.
Number of aircrafts does not represent real strength of VVS, as there were more planes than pilots. This happened because the air regiments have received the new aircraft models and were re-training. As the result, many planes were lost at the airfields because they didn't have a pilot to take them off.
==Airfields of Western Military Districts==
<TABLE border=1 bordercolor=#000000 cellspacing=0 cellpadding=2>
<TR><TD VALIGN="TOP" ROWSPAN=2>Military District</td>
<TD VALIGN="TOP" ROWSPAN=2>Air Regiments</td>
<TD VALIGN="TOP" COLSPAN=4 ALIGN="CENTER">Airfields on 1.01 1941 г.</td>
<TD VALIGN="TOP" ROWSPAN=2>Airfields in construction</td>
<TD VALIGN="TOP" ROWSPAN=2>Planned for end of 1941 г.</td>
</tr><tr><td valign=top>Permanent</td>
<td valign=top>Operative</td>
<td valign=top>Reconstructing</td>
<td valign=top>Total</td>
</tr><tr><td valign=top>LenVO (Leningrad)</td>
<td valign=top>24</td>
<td valign=top>21</td>
<td valign=top>68</td>
<td valign=top>1</td>
<td valign=top>90</td>
<td valign=top>11</td>
<td valign=top>101</td>
</tr><tr><td valign=top>PrivOVO (Baltics)</td>
<td valign=top>18</td>
<td valign=top>17</td>
<td valign=top> - </td>
<td valign=top>49</td>
<td valign=top>66</td>
<td valign=top>-</td>
<td valign=top>66</td>
</tr><tr><td valign=top>ZapOVO (Byelorussia)</td>
<td valign=top>29</td>
<td valign=top>29</td>
<td valign=top>141</td>
<td valign=top>16</td>
<td valign=top>186</td>
<td valign=top>39</td>
<td valign=top>225</td>
</tr><tr><td valign=top>KOVO (Kiev)</td>
<td valign=top>30</td>
<td valign=top>19</td>
<td valign=top>81</td>
<td valign=top>56</td>
<td valign=top>156</td>
<td valign=top>88</td>
<td valign=top>244</td>
</tr><tr><td valign=top>OdVO (Odessa)</td>
<td valign=top>15</td>
<td valign=top>9</td>
<td valign=top>92</td>
<td valign=top>13</td>
<td valign=top>114</td>
<td valign=top>5</td>
<td valign=top>119</td>
</tr><tr><td valign=top>Total</td>
<td valign=top>116</td>
<td valign=top>95</td>
<td valign=top>382</td>
<td valign=top>135</td>
<td valign=top>612</td>
<td valign=top>143</td>
<td valign=top>755</td>
</tr></table>
==Units Planned for USSR Border Cover by May-June 1941==
<TABLE border=1 bordercolor=#000000 cellspacing=0 cellpadding=2>
<TR><td>Location</td>
<td>LenOVO<br>(3 armies)</td>
<td>PribOVO<br>(3 armies)</td>
<td>ZapOVO<BR>(4 armies)</td>
<td>KOVO<BR>(4 armies)</td>
<td>OdVO<BR>(1 armies)</td>
<td>Total<BR>(15 armies)</td>
</tr><tr><td valign=top>1st Echelon</td>
<td valign=top>12 inf,<br>1 arm,<br>1 inf br.</td>
<td valign=top>10 inf,<br>1 inf br.</td>
<td valign=top>14 inf</td>
<td valign=top>17 inf</td>
<td valign=top>7 inf,<br>2 cav</td>
<td valign=top>63 divisions</td>
</tr><tr><td valign=top>2nd Echelon</td>
<td valign=top>2 inf,<br>2 arm,<br>1 moto</td>
<td valign=top>7 inf,<br>4 arm,<br>2 moto</td>
<td valign=top>8 arm,<br>4 moto,<br>2 cav</td>
<td valign=top>8 arm,<br>4 moto,<br>1 cav</td>
<td valign=top>2 inf,<br>1 cav,<br>2 arm,<br>1 moto</td>
<td valign=top>51 division</td>
</tr><tr><td valign=top>District Reserves</td>
<td valign=top>3 inf,<br>1 arm,<br>1 moto</td>
<td valign=top>-</td>
<td valign=top>5 inf,<br>4 arm,<br>2 moto</td>
<td valign=top>15 inf,<br>8 arm,<br>4 moto,<br>1 cav</td>
<td valign=top>1 inf</td>
<td valign=top>45 divisions</td>
</tr><tr><td valign=top>High Command Reserve</td>
<td valign=top> - </td>
<td valign=top> - </td>
<td valign=top>5 inf</td>
<td valign=top>3 inf</td>
<td valign=top>2 arm,<br>1 moto</td>
<td valign=top>11 divisions</td>
</tr><tr><td valign=top>Total</td>
<td valign=top>23 divisions,<br>1 brigade,<br>8 air divisions</td>
<td valign=top>23 divisions,<br>1 brigade<br>4 air divisions</td>
<td valign=top>44 divisions,<br>11 air divisions</td>
<td valign=top>61 divisions,<br>21 air division</td>
<td valign=top>19 divisions,<br>6 air divisions</td>
<td valign=top>170 divisions,<br>2 brigades,<br>50 air divisions</td>
</tr></table>
[[Category:Knowledge Base]]
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Australia
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{{Country guides}}
==Overview==
Australia ([[Tag List#A (13 tags)|AST]]) can be a fun and challenging country to play. Historically, like Canada it has held subordinate role, first to the United Kingdom and later to the USA, but playing that way is rather dull. As with any scenario and country, the goal is usually to conquer vast tracts of territory, and this guide is written with that in mind, particularly for a 1936 scenario.
Advantages:
* Geographical isolation (AI is almost never interested in you)
* Lots of allies that give you blueprints and resources
* Low infrastructure, large home provinces (advantageous because you can give ground in a defensive war, e.g. the famous Brisbane line)
* OK tech teams (not as hot as Germany but certainly much better than Nationalist China)
Disadvantages:
* Low [[manpower]]
* Low [[IC]]
* Low [[infrastructure]] (this renders mobile-reserves near-useless unless you upgrade your infrastructure)
* Only two research slots in the beginning
* Difficult conquests
* Relatively mediocre [[leaders]]
===General Tips===
* Disband the garrisons. You won't be policing territories and their manpower is useful.
* Disband at least the old destroyer and light cruiser, even if you want to keep the two CAs and modern CLs.
* Trade some supplies to the USA for money. You can then research, conduct intelligence, and diplomacy, while not using IC for overproducing goods.
* Try to have at least 100 convoy transports. A beachhead in the Balkans requires around 70 transports to support several Corps.
===Manpower===
Australia's biggest problem is manpower. Resources and blueprints can be traded for, IC captured, but manpower can only be slowly grown. Annexed territory yields just 10% of the indicated manpower, and non-contiguous territory yields no manpower at all during wartime. This limits growth of every kind by capping military power and so slowing conquest. To maximize manpower you ''must'' take every step possible to increase growth. You will start with 25 manpower stockpiled with an increase of 0.10 manpower per day. To increase your manpower growth research the two agriculture technologies, install Sir Cyril Bingham-White, and a Man of the People Security Minister. This greatly benefits manpower growth.
If you're not interested in the reasoning, skip this section. I'm not sure precisely how manpower works as even when factoring in all known modifiers I find a serious discrepancy between expected and calculated values; 13 manpower assuming no modifiers would yield 0.04 manpower per day, not 0.10. All the same, anyone can see the value of the manpower modifiers when the maths is done. Australia begins with -8% growth due to a [[Dove Lobby]], and +10% due to two techs, thus 36.5 is 98% of your base growth. If the player researches the next two Agricultural technologies, which are 5% each, installs Sir Cyril and a Man of the People, we reach 55% additional manpower growth. Once the [[Hawk Lobby]] is maximized (which takes years, but is well worth it) we reach a whopping 65% additional manpower. As far as I'm aware this is the maximum until the later Agricultural technologies. Now if we do the maths, our base manpower growth is 37.3 per year. This leaps to an amazing 61.5 manpower per year when all effects are active, or 0.16 manpower per day. Thus it is obviously apparent we can build another pair of infantry Divisions per year with extra left over for other projects. If we average this 1936-9 we see that another six Divisions is nothing to sniff at.
==[[Research]]==
Australia has some excellent [[Tech Team (Australia)|Tech teams]], but with only two slots to begin with you're limited to whatever you get via blueprints. You can, however, research independently for various reasons. I highly recommend the [[Industry Tech Tree#Agriculture|Agricultural]] researches as they're easily accomplished, boost your manpower, and you can trade them to France for resources. Any blueprints you complete can be traded around the Allies for some extra change. It's worth the money cost.
Also consider changing your Land Doctrine. Have you noticed that Dudley Lavarck shares four crucial specialties with Heinz Guderian and is level 6 skilled? Blitzkrieg Doctrine is a viable option. Don't be afraid to abandon all those old techs: you're getting better ones. You may want to hold off on this, however, until you've got 9-18 infantry Divisions, thereby utilizing the slight discounts already available from your current doctrines.
==Diplomacy==
===Alliances===
Australia as Commonwealth nation starts as member of the Allies. You may want to join Japan and leave the petty Commonwealth. Simply influence and attack all! :D
===Sliders===
Australia's initial domestic policy is not suited to conquest, and you'll be wanting to maximize the interventionism, hawk lobby, and probably standing army. All three are pretty far to the right, and it would take you several decades to bring them left manually. Maximizing interventionism is simple however: guarantee the independence of a country you expect to be attacked, such as Nationalist China and Albania. This will kick your interventionism up a lot, which helps equalize the fact that Germany, UK, France, USSR, and even USA have gearing up for war events that Australia doesn't get.
Moving the [[Domestic_Policy_FAQ#Hawk Lobby - Dove Lobby|hawk lobby]] and standing army isn't as easy, but given that you don't have to fix your interventionism it's a lot quicker. When both your interventionism and hawk lobby reach 5, as a Social Conservative government you have a chance of Defense Policy Initiatives or Attacks. Because your interventionism is boosted by guarantees, you're sure to get the events, and a lot quicker than manually dragging the sliders once per year. Whichever you get, you're given the option of increasing some sliders at the cost of others and a penalty in dissent. If you get the chance to exchange interventionism for hawk lobby or standing army then do it: interventionism is fairly easily gained by guaranteeing countries in the line of fire, but the others can't be moved except by policy challenges and once-per-year shifts. Dissent is easily burned away by brief overproduction of consumer goods.
You may wish to move towards authoritarianism to allow easier DoW on your targets, but as a member of the Allies you should have enough potential targets without needing that. Unfortunately, as a social-conservative government you can't maximize Free Market, which is superior to Controlled Economy, and much easier to attain as Australia, but you may consider going Social-Liberal to make the change to Market Liberal.
===Ministers===
Your starting pool of ministers is pretty good, choose those who suit you and stick with them. Unfortunately your conservative HoG will die in '40 or '41 and be replaced by a -5% one. If you choose elect left the next election you get a +5% one, but have to replace nearly your complete cabinet and loose the +10% manpower minister you had before. So consider carefully.
==Intelligence==
As you get most blueprints you need from your allies there is only one target that may be worth the effort: Japan. They start with a few more naval doctrines and research some very early due to blueprints they have. Maybe that's a reason good enough for you to steal blueprints from them.
==Economy==
===Trading===
Most of the needed resources are delivered for free from your allies, especially after the USA joined. But you will need some extra money to keep your research running, trade that with USA or any South American country you want. Choose democratic ones so relations get up to +200, then you can renegotiate the deal to much better conditions.
===Industrial Production===
Of course, what strategy you use is up to you, but this is Australia and not Germany or the USA - you can't afford profligacy in this austere land. And after all, you're reading this guide for tips on the best management of Australia.
It is my sincere recommendation that anyone playing as Australia avoids spending manpower on additional IC, AA, Radar Stations, rocket test sites, or nuclear reactors. Don't scoff: when you've got 250 IC to your name through conquest you'll be looking for things to build, especially as without any manpower you can't build anything except infrastructure.
==Military==
=== Army ===
Read the [[Poor man's army]] guide. It will explain somethings quite well
Airborne, Marines, and Mountain infantry are fools' gold for Australia. The additional abilities, especially Marines, are tempting, but ultimately they're mitigated by the cost. You're on a shoestring budget and for every 2 special Divisions you could have 3 infantry Divisions, or more than four armoured Divisions. I recommend a large armoured Corps for Australia: it's 3 less manpower per Division, it will decrease your manpower losses, and with the Blitzkrieg doctrine they're cheaper. The increased pace of offensives also reduces casualties. Consider armoured cars for your units: they increase the hard value and hence reduce manpower losses. Personally I've always added artillery to my infantry, but in this case I believe it's worth considering any options to reduce manpower losses. I have also read that militia with artillery is exceptional for purely defensive use, as they cost far less, take fewer casualties, and with artillery are nearly as powerful as infantry when in defense.
=== Navy ===
The Royal Australian Navy starts with [[Fleet-in-Being]], read the [[Naval Doctrine FAQ]] for more information.
The Royal Australian Navy will have to be royally shafted. You start with seven transports, and by adding two you can move three optimal sized Corps at a time. However, in terms of warships there's not much you can do: Japan is a true naval power, you cannot possibly defeat them directly. Even Italy and Germany, far from first-rate navies, are above Australia's weight class. Australia can stamp out heavy cruisers and destroyers, using British blueprints to save time, but even if Australia musters a full nine CAs and nine DDs against the Italians without Royal Navy support you'll be torn to shreds by their motley collection of battleships supported by a score of their own Heavy Cruisers. From observation, in a standard 1936 scenario the RN can be relied upon to bottle up the Italians and Germans, but Japan is the USN's responsibility. Armageddon may have affected the AI, however, as in the last scenario as Australia I found the RN scattering half the capital ships into ASW packets and the rest patrolling the North Sea, thereby making it all blockade runs against the Italians. If this is an AI change then unfortunately you cannot rely on the AI to assist you in the Med anymore. All the same, unless you intend to strike it out alone against medium powers, forget the Navy. Read the [[Naval Doctrine FAQ]] for more information
=== Air Force ===
I highly recommend a tactical air force. If you're not an airpower type, read [[Effective Use of Airpower]] and prepare to change your view. I suggest a TAF over a SAF for severals reasons: cost of strategic bombing is higher, Australia can't realistically amass a large enough SAF to cripple a large nation, while a TAF will reduce attrition. Four CAS can easily maul your enemies' Divisions, but costs a mere 8 manpower - less than one infantry Division. For 12 manpower you can assemble four CAS and four fighters. Usually I work with both interceptors and fighters, but Australia can't afford it, and regardless the interceptor's eponymous abilities are irrelevant in this situation. Fighters' usefulness in CAS as a secondary ability makes it far better pound-for-pound. The true value of a TAF is in interdicting the enemy in combat to quickly defeat them, then switching to ground attack to tear them up while they're horribly vulnerable. This greatly reduces your own manpower losses as it's a compounding effect: you speed up combat, reducing losses, then wear the enemy's effectiveness down, further reducing time-in-combat, further reducing losses.
==Events==
There are only election events.
==War==
There are many possible expansionist strategies for Australia, varying from leaving turning on the Allies to make easy killings among their weaker members and their colonies while they're distracted, to blitzing Japan. The only proven strategy I have used, however, is the Balkan route, and I will not cover the other strategies.
The Balkan route has many advantages. When launched in 1941 it provides a five year build up period, which may be too long for some, but is not necessary inactive. You may attempt to stall the invasions of Poland, Denmark, Norway, France and the Benelux, Yugoslavia, and Greece, but even if successful it just means you'll have less prizes after the shooting stops. You can also assist in the conquest of North Africa, but like stalling Axis assaults it's a needless sacrifice of precious manpower that you'll need later on.
It is possible to indefinitely hold Narvik and therefore Norway against the Germans, tying down a handful of Divisions, but I found attempts to stop the other invasions futile. The invasion of France can be seriously slowed by the presence of Australian Corps, in fact as a novice I held out until September. Eventually, though, even with military control of the Netherlands and Belgium, the Allies break. It makes sense to attempt to rescue as many Belgian and Dutch Divisions from the Fall of France to assist your later liberation campaigns. Other armies are unsalvageable (Polish, Danish, Norwegian, Luxembourger, Yugoslav, Greek) because they disappear when their nation is annexed.
I found holding Greece quite easy until Yugoslavia fell; then my handful of Australian and Greek Divisions were overwhelmed by vast numbers of Panzers, German allies, and air superiority. Since that campaign I've learned a lot about combat, and I assume an experienced player could hold Greece against the Axis. However, I don't recommend it.
In 1941, just prior to Operation Barbarossa, the entire Balkan region is in the Axis camp. The Balkans aren't exactly the jewels of Europe, but they're a decent breadbasket for an ambitious Australia. Hopefully the Royal Navy clears the Mediterranean for you, allowing unimpeded landings in Greece. As the Axis will be heavily engaged on the Eastern Front you should have an even chance against the thin but steadily increasing defenders in the Balkans. If you follow my suggestions on army doctrines and composition you should have a highly mobile force capable of repeatedly encircling small packets of enemy Divisions and grinding them down piecemeal. Annexing Hitler's satellites will rapidly deplete the Axis forces against you. You will probably find though, that Australia's small army alone can't face the overwhelming Wehrmacht alone, and require assistance. The New Zealanders, South Africans, and Canadians are largely dormant, allowing you to dragoon them into supporting or spearheading your operations. If you rescued the Dutch and Belgian armies then you can add them to your armies as well.
There's not a lot to be said about strategy after you've landed in the Balkans. In some situations the bulk of Italian Divisions are stuck in Africa, allowing you to lance north along the Dalmatian coast to Trento, isolating the Italians for a handful of units to clear and annex. Alternately a broad front may allow you to prevent the enemy amassing a serious threat on any one flank, and there aren't really any landmarks to aim for; there's no industrial heartland or particular region suited to encirclements. It's probably worth liberating some puppet states, as their manpower is not transferred to you (see below for details) and without additional manpower you can't expand your army, navy, or air force. Puppets, however, can churn out new Divisions to do your bidding via military control. By now you're probably into the early part of 1942, holding a line from the Black Sea to Switzerland. The world is your oyster - go after Germany, or hold the line while they collapse under the weight of the USSR, focusing on the Pacific instead. Once your puppets have build enough forces you can leave the Allies (if the war is over) and strike against them with the Australasian allies.
==Alternative Route==
You don´t want to conquer the Balkans because it´s a long way away from Australia? You want to face and tame the immediate threat in the Pacific? You like naval warfare more than tanks? Then you may want to choose a different first conquest: Japan. Compared to the above strategy you end with a less powerful Australia, but nevertheless you have a fun and challenging game. And you won´t have to fight an excessive land war against the Red Army in World War Three.
===The time before the war against Japan===
Build some IC to get the third tech team in the first years. To be able to face the IJN you can´t rely on cruisers or destroyers only, the true ruler of the Pacific waves are carriers. Never built carriers as such a small country? Me neither ;), but it works. It will cost you much research time as you have to research the [[Base Strike]] doctrine. You won´t have time to research Blitzkrieg or IC to build tanks, so you should stick to your starting land doctrine path. It fits pretty well to your small infantry army.
It is a a very good idea to do an excessive spy campaign against Japan to steal some blueprints. As you are equal or ahead in many research areas and share the same land doctrine path it is *relatively* likely that you steal some of their naval doctrines. Relatively means: you really have to spend some money and time to achieve that goal, but I would say it is definitely worth the effort.
OK, you build up industry, start to build a small infantry force in late ´38 and lay down your first serial run of CV IV´s in late ´38 or early ´39. Oh, and squeeze in some militia. You want to have your air fields secured or be at least warned when enemy troops are approaching your air fields, nothing would ruin your game more effectively than enemy troops capturing your air force. All these "early" production requests mean that you have to build IC a little bit longer but it also means you can do something earlier.
As soon as you researched the ´40 TAC you should start a serial run, you need some air power that can hit the ground and the sea. Move your small army to Egypt to help Britain. In June ´40 I had nine infantry and six militia divisions there and was able to help the Brits significantly without too much manpower losses. As Australia you really want strong Brits, so they can defend India by themselves. In late ´40 all except one last factory was ready and I had built ~15 infantry so I started a series of fighters (of course the ´40 model). To provide a good carrier escort research DD-V in mid ´40 already so you can start to build them early. The next months were relatively easy: The TAC´s started to destroy Italian convoys and ships and as soon as the first four fighters were ready they were sent to Libya.
With air cover in the Med, my second carrier ready in ´41 and enough DD´s for them and a competent Vice Admiral in charge (use the spotter/superior tactician - he gains experience fast and minimizes the risk that an enemy fleet closes the distance) you can send your CV fleet against the Italians. In a long campaign I sunk only very few ships as early carrier warfare is not the most effective way to sink enemy ships, but the Vice Admiral got much experience (very important), many Italian ships were always in port and French and British ships could use the Med nearly freely. Bring your land troops home in ´41, except two or three militia divisions to secure the air fields you use.
From ´40 on I started to buy some transport fleets from allies. With a blueprint and some supplies from you they are really cheap. Oh, and a second carrier serial started after the eighth and last TAC was built.
Finally, in late ´42 Japan started their war.
===The war against Japan===
So, you have two carriers, eight TAC´s, a growing air force of fighters and a tiny army. What to do with them?!? You still have to wait one or two years until you can hope to challenge the remaining IJN with a larger Australian carrier fleet, but that does not mean you can do nothing. Send your army to Burma and help the Brits to defend it until they have enough troops of their own there. Use your bombers and fighters there.
After the Japs are stalled in Burma start to remove your armies from there and retake Indonesia that is most likely lost to Japan. Use the air field(s) and start to use you air power against the IJN. Use your CTF very carefully and defensively, but you have a good chance to sink many small fleets around Indonesia which try to bring new troops and that´s an opportunity you should not miss, so don´t let your carriers miss this time of the war because you are afraid to loose them.
Reinforce or retake the Philippines if you feel that Indonesia is save for the moment. Do that after you found out where the enemy carriers are by watching the map and/or bombing some ports. Yeah, that´s a boring job, but is essential as you can´t afford to loose your CTF and transports.
Use your fighters and bombers to harass Japanese convoys and to bomb some ships. If you are patient you can starve the troops in Taiwan and Okinawa, your next logical conquests that bring you closer to your goal, mainland Japan. From now it is (active) waiting for the IJN to be weak enough so your carriers (should be five or six by now) are strong enough to defend your transport ships against every resistance. Taking Japan when you finally managed to land there is the easy part :).
With Japan secured the ultimate goal of this alternative route is achieved and Australia now has a very good industrial base to do whatever they want as long as it does not cost manpower ;). Maybe Siam and Indochina are your next targets or maybe Italy is now a more tempting target.
==References==
[[Tech Team (Australia)]]
{{anthology}}
[[Category:National Strategy]]
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{{Country guides}}
== Background ==
Austria is small, poor and underdeveloped. Furthermore it is seen as little more than a pawn by Italy and Germany, two of your neighbours. You need to plan each step wisely if you want to survive.
== Walkthrough for 1936 Scenario ==
I have played several games with Austria, and each one has played out very similarly.
=== Modding Activity to Consider ===
You may (as I have done) consider modding the HoI2 files a little to give Austria more options later in the game. One thing you can do is to make Austria the "true owner" of Hungary, which means you will inherit all Hungarian units when you annex Hungary. It is also not a bad idea to make all provinces of the defunct Austro-Hungarian Empire "national" provinces. You should add at least two tech teams - a naval academy and a naval arsenal. I made them to appear in 1937, as by this time you will have access to water again.
You could also consider giving Austria some basic naval technologies and doctrines. They had a navy until 1918, so this is not ahistorical by any means.
=== War From the Beginning ===
As soon as the game starts, become more interventionist. Research better infantry, and whatever else you see fit.
Move all your troops to the east, and declare war on Hungary. You should be able to reach the Danube and occpy everything up to it easily.
At some point in this campaign, Italy will most likely declare war on you. Germany then usually declares war on Italy, since they guarantee your independance. This is your chance for Austrian world dominance - enter the Axis and try to assume full military control of Germany. This has always worked for me.
=== Turning the Tide in the Alps ===
Now, you govern tiny little Austria, but command the entire German Wehrmacht. This means that for your frustrated field commanders in Hungary and your panicking civilians in western Austria (who are probably being overrun by the Italians) a dream has come true - a real army can save Austria.
Move the entire German army into Austria except for 8-10 divisions to guard the French border (this will be important later!). Split off maybe 6 German divisions and send them to Hungary to help cross the Danube and annex Hungary. The rest should enter the Alps, and begin the offensive into Italy.
Since the conquest of Italy begins from Austria, all of Italy will fall under Austrian control. The conquest of mainland Italy should not prove too difficult, as the Germans are enormously strong, and can be supported by the Austrian army and the German expeditionary force from Hungary if you run into difficulties.
=== Balkans ===
Once Italy is under your control, you need to build some sort of navy, especially [[transport ships]]. This is where modding the game comes in useful, as Austria otherwise has grave difficulties doing this. Well, you can get [[transport]]s anyway.
The snag so far is that Italy is merely Austrian-controlled, it is not part of your territory and you can't deploy any ships there. So you need a port, and quickly. Array your combined Austro-German army around Yugoslavia and attack. Leave enough troops as a garrison on the Franco-Italian border in case the Allies declare war on you. This can happen.
Annexing Yugoslavia should not take long, or be difficult. Greece and Turkey (or other Balkan states) may declare war on you, if they do, onwards with your conquest of the Balkans.
=== The Austrian Navy ===
Sooner or later, your first transports and destroyers will be ready, and for the first time in twenty years an Austrian ship will sail to sea! Use the navy to invade Crete, Libya, and if necessary also Ethiopia, to annex Greece and Italy.
By now it should be early 1937 or so, and Austria rules the Balkans and has access to numerous naval bases in the Mediterranean.
=== The Great War ===
You should keep checking whether the Germans are building new units (they are, obviously!). They will invariably deploy them in Berlin. Send them to the French border (north and south of the Alps). It is only a matter of time now, before the Allies declare war.
When they do, it should be common sense to attack south of the Alps, so France becomes Austrian territory as well. This fight will be incredibly hard. You may suffer some setbacks in the beginning, but persevere and all will be well.
After that, you can try attacking Czechoslovakia, Bulgaria and Romania, although once again some modding will be useful unless you want to see the entire "Sudetenland" in German hands after a bloody war in which primarily Austrian blood was spillt.
=== Beyond This ===
Now everything is up to you. You have a powerful European base from which to launch further campaigns of your own, or with which to support the Germans (especially against the Soviet Union, even more so if you happen to be in control of Turkey).
An option to consider is releasing Ethiopia, Somalia and Libya as independant states, as they can raise hell in Africa and provide at least some research or units. The colonies as they are are merely sand, when they are released they get 5 IC from "Heaven".
[[Category:National Strategy]]
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#REDIRECT [[Austria strategy]]
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'''The Axis''' is one of the three major [[alliance]]s in HoI. The Axis is led by [[Germany]] and generally built amongst right-wing authoritarian governments.
== Members ==
* '''[[Germany]]''': The leader of the Axis in all scenarios is Germany. Her large size, strong economy, advanced technology, and impressive military is the backbone of the alliance, and she will generally bear the brunt of the heavy combat, as well as providing economic aid as needed to keep her allies in the fight. Germany begins the [[1936 scenario|1936]] and [[1938 scenario]]s as the sole member of the Axis.
* '''[[Slovakia]]''': A satellite state created with the breakup of [[Czechoslovakia]] by Germany in 1939, Slovakia is a small but useful contributor to Germany. When Slovakia is formed, she is a puppet of Germany, and this is how she begins the [[1939 scenario]], in which she is also Germany's only ally. In the 1941 scenario, Slovakia is absorbed by Germany.
* '''[[Bulgaria]]''': Allied in the [[1941 scenario]].
* '''[[Hungary]]''': Allied in the [[1941 scenario]].
* '''[[Italy]]''': Allied in the [[1941 scenario]].
* '''[[Croatia]]''': Allied in the [[1941 scenario]].
* '''[[Finland]]''': Allied in the [[1944 scenario]].
[[Category:Alliances]]
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#redirect [[Battleship]]
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#redirect [[Battlecruiser]]
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Balkan CF
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{{ARMA v1.2}}
A Balkan CF is when a series of war declarations by minor powers in the Balkan areas causes the war to go non-historical.
These war declarations are caused a web of independence guarantees in that area.
How to avoid this:
* The guarantees will expire at new year 1940, so stay out of the area until then.
* The Italy AI will become aggressive in Balkans when Paris falls, so German players should wait with invading France until 1940.
[[Category:Terminology]] [[Category:Guides]]
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Base Strike
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===[[Base Strike]]===
Base Strike is the longest and most powerful of the three tech trees. It focuses on winning naval battles with the help of Carriers. It offers the best CV and DD positioning by far, and the best CV strike efficiency. It also has a convoy raiding bonus (although weaker than SLI), and the convoy escort + ASW bonus (although slightly weaker than FIB). The tree ends in 1947 (or 1952 of you consider the semi unrelated amphibious bonus). It will always have the best CV and DD positioning bonus. CVs are the key to naval victory, and therefore this doctrine tree is the key to naval supremacy.
Note that even though Carriers receive snow, rain and misc bonuses, this will not make them effective in bad weather. They are still sitting ducks when it's snowing.
[[Category:Terminology]]
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Battle mechanics and formulas
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== Evaluation of battle ==
The description how battle is evaluated step by step ''(NOTE: not finished)''
*Army A (composed of units A1,A2...) attacks army D (of D1, D2..)
*all modifiers (ground, weather, river crossing, encirclement, ESE, command ..) are evaluated
*combat events such as Surprise and Breakthrough are evaluated where applicable
*Every unit of army A randomly chooses a unit to target from B and ''vice versa''
*All units targeting unit D1 sum their attack values (see softness)
if the attack_sum = Attack_1+Attack_2... > Defence_1 than D1 gets 2*attack_sum - defence_1 hits
else (i.e attack_sum < Defence_1 ) D1 gets just attack_sum of hits
*In each round of the battle the organisation of the unit is decreased by the number of hits it takes
*If organisation of a unit reaches zero ( 0 ), the unit stops attacking
*The army loses the battle as soon as no units can fight ''(? - or below 5 org maybe)''
== Probability of events ==
* Breakthrough
* Surprise
== Softness ==
attack = (hard_attack * (1-softness) + softattack * (softness))
== Battle winning ability ==
In the approximation that attack affect just morale, the battle value of soldiers could be evaluated as:
BWA = attack * organisation
attack affects the rate in which unit will lower the organisation of enemy
organisation determines the time the unit can withstand a given attack (time under constant attack deceasing its ORG)
more info: http://www.europa-universalis.com/forum/blog.php?b=184
== External links ==
*Theokrat's: general expressions
for computing combat efectivness of units, it's specialised to Infantry vs. Militia discussion
http://forum.paradoxplaza.com/forum/showpost.php?p=7239838&postcount=86
*Theokrat's: On statistical fluctuations and Defensiveness/Toughness
discussion of importaince of Defensiveness/Toughness based on Multiple targeting effects.
http://forum.paradoxplaza.com/forum/showthread.php?t=312784
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Battlecruiser
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{{ARMA v1.2}}[[Image:Div_25.jpg|thumb]]
Battlecruisers are very heavy cruisers that combine large main guns and good armor with reasonable speed and a good range. They are mainly used against enemy shipping lanes, able to outrun enemy battleships and able to outfight convoy escorts.
==Battlecruiser Statistics==
{| cellpadding=1
|- valign=bottom
! align=left | Model !! Year !! Air Attack !! Air Def. !! Sea Attack !! Sub Attack !! Sea Def !! Shore Bombard !! Distance !! Visi-<br />bility !! Surface Detect !! Sub Detect !! Air Detect !! Cost !! Build-<br />time !! Man-<br />power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range
|- align=center
| align=left | Great War Battlecruiser ||1936||1||1||12||0||8||5||0.30||80||1||2||1||6.0||615||1.0||18||0.40||0.80||2500
|- align=center
| align=left | Early Battlecruiser ||1936||1||2||14||0||9||6||0.31||80||1||2||1||7.0||615||1.0||21||0.50||0.80||2700
|- align=center
| align=left | Basic Battlecruiser ||1936||1||3||16||0||10||7||0.32||80||1||2||1||8.0||615||1.0||23||0.50||0.80||3000
|- align=center
| align=left | Improved Battlecruiser ||1938||3||3||17||0||12||8||0.34||80||1||2||1||9.0||615||1.0||26||0.60||0.80||3500
|- align=center
| align=left | Advanced Battlecruiser ||1941||4||4||18||0||14||9||0.36||80||1||2||1||10.0||630||2.0||28||0.70||0.80||4000
|- align=center
| align=left | Semi-Modern Battlecruiser ||1945||5||5||20||1||16||10||0.36||80||1||3||1||12.0||630||2.0||30||0.80||0.80||4000
|- align=center
| align=left | Nuclear Battlecruiser ||1945||6||6||22||1||18||10||0.36||80||1||4||2||14.0||640||2.0||30||2.00||0.00||8000
|- align=center
| align=left | Modern Battlecruiser ||1948||6||6||22||1||18||10||0.36||80||1||4||2||14.0||640||2.0||30||0.80||0.80||4000
|}
==Brigades allowed==
* [[Anti-Air (naval brigade)|Anti-Air]]
* [[Fire Control (naval brigade)|Fire Control]]
* [[Improved Hull (naval brigade)|Improved Hull]]
* [[Radar (naval brigade)|Radar]]
* [[Torpedoes (naval brigade)|Torpedoes]]
==Notes==
* A battlecruiser is considered a capital ship.
* Battlecruisers can hold up to 4 brigades.
* All battlecruiser have a base org and morale of 30.
[[Category:Units]]
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{{ARMA v1.2}}[[Image:Div_22.jpg|thumb]]
The Battleship is the Queen of the Sea. It is a massive floating gun platform, designed primarily to engage enemy capital ships at long range and send them to the bottom of the ocean. However, they are now vulnerable to air or submarine torpedo attacks, and the advent of the Aircraft Carrier has started to number their days.
==Battleship Statistics==
{| cellpadding=1
|- valign=bottom
! align=left | Model !! Year !! Air Attack !! Air Def. !! Sea Attack !! Sub Attack !! Sea Def !! Shore Bombard !! Distance !! Visi-<br />bility !! Surface Detect !! Sub Detect !! Air Detect !! Cost !! Build-<br />time !! Man-<br />power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range
|- align=center
| align=left | Great War Battleship || 1936 || 1 || 1 || 14 || 0 || 12 || 6 || 0.32 || 90 || 1 || 1 || 1 || 7.0 || 730 || 1.0 || 15 || 0.70 || 1.00 ||2500
|- align=center
|align=left | Early Battleship||1936||1||1||16||0||14||8||0.34||90||1||2||1||8.0||730||1.0||20||0.70||1.00||2800
|- align=center
|align=left | Basic Battleship||1936||2||2||18||0||16||10||0.34||90||1||2||1||9.0||730||1.0||20||0.80||1.00||3000
|- align=center
|align=left | Improved Battleship||1936||3||4||21||0||19||11||0.36||90||1||2||2||10.0||730||2.0||25||0.80||1.00||3500
|- align=center
|align=left | Advanced Battleship||1941||4||6||24||0||22||12||0.38||90||1||2||2||12.0||730||2.0||27||0.90||1.00||4000
|- align=center
|align=left | Semi-Modern Battleship||1945||5||8||26||1||24||14||0.38||90||1||2||2||14.0||740||2.0||28||1.00||1.00||4000
|- align=center
|align=left | Super-Heavy Battleship||1938||3||5||28||0||27||14||0.38||95||1||2||2||16.0||760||2.0||24||1.00||1.50||3500
|- align=center
|align=left | Nuclear Battleship||1945||6||9||28||1||26||14||0.38||90||1||3||2||16.0||790||2.0||30||2.50||0.00||8000
|- align=center
|align=left | Adv Super-Heavy Battleship||1945||4||6||38||0||32||18||0.40||95||1||2||2||16.0||760||2.0||24||1.20||1.50||4500
|- align=center
|align=left | Modern Battleship||1948||6||9||28||1||26||14||0.38||90||1||3||2||15.0||760||2.0||30||1.00||1.00||4500
|}
==Brigades allowed==
* [[Anti-Air (naval brigade)|Anti-Air]]
* [[Fire Control (naval brigade)|Fire Control]]
* [[Improved Hull (naval brigade)|Improved Hull]]
* [[Radar (naval brigade)|Radar]]
* [[Torpedoes (naval brigade)|Torpedoes]]
==Notes==
* A battleship is considered a capital ship.
* Battleships can hold up to 5 brigades.
* All battleships have a base org and morale of 30.
[[Category:units]]
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Bauxite Production per country 1936-1948 (Al content of ore)
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Source: BR Mitchell.
Numbers are 1000s of metric tons, note the US production spike
<table border="1">
<tr><td><td>1936<td>1937<td>1938<td>1939<td>1940<td>1941<td>1942<td>1943<td>1944<td>1945<td>1946<td>1947<td>1948</tr>
<tr><td>Australia<td>1<td>7<td>2<td>3<td>4<td>5<td>3<td>3<td>3<td>3<td>4<td>5<td>6</tr>
<tr><td>Brazil<td>0<td>0<td>0<td>0<td>6<td>13<td>30<td>69<td>15<td>20<td>4<td>7<td>15</tr>
<tr><td>France<td>650<td>691<td>684<td>709<td>489<td>587<td>640<td>946<td>666<td>258<td>449<td>680<td>804</tr>
<tr><td>Ghana<td>0<td>0<td>0<td>0<td>0<td>2<td>49<td>107<td>109<td>149<td>116<td>97<td>142</tr>
<tr><td>Guyana<td>213<td>367<td>455<td>478<td>614<td>1112<td>1178<td>1973<td>928<td>680<td>1134<td>1381<td>1996</tr>
<tr><td>Hungary<td>329<td>533<td>540<td>496<td>558<td>781<td>889<td>998<td>?<td>44<td>101<td>340<td>446</tr>
<tr><td>India<td>4<td>15<td>15<td>9<td>8<td>13<td>19<td>25<td>12<td>14<td>17<td>19<td>21</tr>
<tr><td>Indonesia<td>134<td>199<td>245<td>231<td>275<td>172<td>298<td>650<td>275<td>164<td>?<td>25<td>438</tr>
<tr><td>Malaya<td>0<td>19<td>56<td>94<td>64<td>52<td>?<td>?<td>?<td>?<td>?<td>?<td>?</tr>
<tr><td>Surinam<td>235<td>392<td>377<td>512<td>614<td>1116<td>1230<td>1694<td>762<td>747<td>1020<td>1742<td>1983</tr>
<tr><td>USA<td>386<td>432<td>316<td>381<td>446<td>952<td>2644<td>6333<td>2869<td>997<td>1122<td>1221<td>1480</tr>
<tr><td>Yugoslavia<td>292<td>354<td>406<td>319<td>283<td>?<td>?<td>?<td>?<td>?<td>71<td>88<td>144</tr>
</table>
[[Category:Knowledge Base]]
<H5>Aluminium production in the USSR.</H5>
<table border="1">
<tr><td><td>1936<td>1937<td>1938<td>1939<td>1940<td>1941<td>1942<td>1943<td>1944<td>1945<td>1946<td>1947<td>1948</tr>
<tr><td>Soviet Union<td>?<td>?<td>?<td>?<td>257+<td>280+<td>670<td>707+<td>830+<td>830+<td>?<td>?<td>?</tr>
</table>
<P>All data below is compiled from a lot of online and offline sources. Some numbers are approximations and are denoted as such. Note the numbers provided are not for bauxite, but for pure aluminium and for alumina. Bauxite amount can be calculated using coefficients 3 for alumina and 6 for aluminium. All numbers are in thousands of metric tons.
<UL><LI>1940. Uralsky Aluminievy Zavod (UAZ): 12.3 to 13.3 aluminium, 31.2 alumina. It's aluminium production was about 45% of whole country production, so Tikhvinsky and Dneprovsky plants have produced approx. 15 to 16 aluminium. So far I have not found data for alumina.
<LI>1941. UAZ - 31.1 aluminium, no data for alumina. Other two plants are evacuated. No data for their production in the first half of the year.
<LI>1942. From this year on, UAZ (Sverdlovskaya oblast) is the only factory in USSR producing aluminium. 51.7 aluminium, approx. 120 alumina.
<LI>1943. 57.9 aluminium.
<LI>1944. 72.4 aluminium, 111% alumina compared to 1943. Unfortunately, no data for 1943. :-)
<LI>1945. 71.5 aluminium (less amount, but of higher quality), in this year some other plants have started producing aluminium.</UL>
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Beginner's guide to army management
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{{Anthology}}
=='''Beginner's guide to army management'''==
=== Overview ===
Don't panic! HoI2 is a complex game but it follows quite simple rules which can be learned in quite a short time. That being said, even veterans will eventually find something they didn't know about yet, which makes HoI2 such a great game! This guide has been written for HoI2 Doomsday: Armageddon version 1.3(beta) but it should in essence be valid for all game versions. Where obvious changes have occurred, there will be a short note referring to what has changed.
If you feel something has been left out, feel free to edit this page and add it (if you know the game).
== Unit organization ==
When examining your troops, you will notice that your army consists of a number of divisions which are organized into "groups" (which will be called ''formations'' from here). Each formation has a ''leader'', is located in one province and can perform one ''mission''.
=== Setting up formations ===
In HoI2 each formation acts as a monolithic structure in that it shares the same leader and will perform each mission as a single unit. Since "movement" is also considered a mission, the entire formation will move at the speed of the slowest division in it. That means that you should not mix totally different unit types (like tanks and foot infantry) within the same formation.
As a general rule of thumb, each formation should consist of divisions of the same type, like all foot infantry or all mountaineers. Some brigades (artillery, anti-tank, anti-aircraft, heavy armor, super-heavy armor) will slow your units down by a large percentage and should not be used in formations which also include faster units. On the other hand, engineer brigade increase the maximum movement speed of (most) divisions, but will only result in a real speed increase if all of the "slowest" divisions in the same formation are equipped with them.
==== Splitting, merging and moving divisions between formations ====
If you have a lot of small formations in the same province, it can be easier to just merge them and then reorganize that large formation into several smaller ones than going through all the existing formations individually. To merge two or more formations which are located in the same province, select them and then click the ''merge'' button in the unit info panel.
If you want to select only some of the formations located in a province, first select them all (by holding down the left mouse button and then moving the mouse diagonally, thus drawing a selection box; when you release the mouse button, all formations within the selection box will be selected). Then hold down the SHIFT key and left-click all formations you don't want to have selected. Those will be removed from the selection.
In order to throw unwanted divisions out of your formation, just select the formation and then click the ''reorganize'' button in the unit info panel. This will create a new formation which you can then assign all the unwanted divisions from your original formation by clicking the "+" and "-" buttons in the window popping up.
<table>
<tr><td width=160px>
[[Image:HoI2_Ger1941_ReorganizeUnits_small.jpg|left|Rommel has slow foot infantry in his formation which needs to be thrown out. Click the ''reorganize'' button.]]
</td><td width=200px>
[[Image:HoI2_Ger1941_ReorganizeUnits2_small.jpg|right|Click the plus and minus icons to transfer units between two formations.]]
</td></tr></table>
Now if you want to move divisions between two formations which already exist, just select both formations at once and click the ''reorganize'' button. This will bring up the same window as above but won't create a new formation, instead using the two existing ones.
==== Deploying troops from the redeployment pool ====
When you have finished the production of a new unit, bought one via diplomacy or messed up with strategic redeployment, those divisions will be placed in the redeployment pool (the right-most button at the top left screen). Since it is bad for your transport capacity to leave them there, you should deploy them as soon as feasible on the map.
If you click a division in the redeployment pool, a list of all reachable formations will appear at the left side of the screen and the map will show valid deployment locations in green. Units can only be deployed to provinces in the same "theatre", for the lack of a better word. Since the exact logics of the theatre definition are too complicated to be explained in a beginner's guide, a general rule of thumb will have to do: All owned (not merely controlled) provinces which can trace a direct land connection to your capital are valid deployment locations.
If you chose a formation on the list and confirm the selection via the button at the bottom of that list, the division will be added to the specified formation. Beware of command limits, though (see leader section below)! Should you instead click on one of the provinces shown in green, a new formation will be created in the specified province and the division will be added as that formation's first division. Thus it is sometimes a good idea to deploy the first of a row of new units directly on the map (creating a new formation) and then adding the subsequent units to that formation using the formation list at the left side.
==== Advice on formation setup ====
Most players go with formations of three divisions for the bulk of their army, while keeping specialist unit types (garrisons, paratroopers, maybe even marines, mountaineers and armored divisions) in small formations of just one division. This has two major advantages:
* You will have many more leaders involved in combat compared to large formations of 9 or 12 divisions, all of them gaining experience and thus increasing in skill.
* You can easily assign different missions to the units in the same province, like pre-planning advance several provinces deep with some of your units securing the conquered territory on their way. If you had only a few large formations, you would need to wait for the formation to arrive at the first province, wait until the attack delay wears off, then create a new formation using some divisions of the large one, assign a leader, possibly rename it and only then you could advance one province further with the large stack.
*Also having all standard formations at size three and all special formations at a different size, you can quickly see what is what and are less likely to issue wrong orders to the wrong formations in the heat of battle.
Since there is a bonus for mixing hard and soft units within one formation, and since only motorized infantry operate at a similar speed as the armored divisions do, it is a common practise to set up [[Combined_Arms|combined arms formations]] of 1 Arm and 2 Mot or vice versa.
Commando units (mountaineers, paratroopers and marines) are used differently than infantry or tanks, so they should be kept in separate formations for each type, preferably commanded by a [[Leader_Traits|commando trait]] leader.
Headquarters (HQ) play an important role in command limits on attack, so it's important to have some near the active front lines. You can either keep them in small (single division) formations behind the front or you can create large "armies" by adding several other divisions to the HQ. The latter method has the advantage that the HQ's leader (who should always be a general or field marshal) can be used in the combat directly without fearing to leave the HQ exposed, which is especially useful for the major countries which have several highly-skilled top-rank leaders. In order to recognize those important assets quickly (and for them to be pleasant to the eye) it is a common method to set up "armies" of 1 HQ and 5 Infantry divisions (or even 1 HQ, 2 armored and 2 motorized divisions as fast combined arms armies). When using only six divisions, all of them are shown at the same time in the formation info section at the left side of the screen (no ugly scrollbar), plus it fits nicely into the "dividable by three"-scheme which is important for avoiding command limit penalties (see section about leaders below).
==== Naming your units ====
When having a lot of formations, it can be confusing to have them called "XIV. Armeekorps" or something similar. In order to rename a formation (or division, or ship, or air wing), just select it and then left-click on its name in the unit info panel on the left side. A cursor will appear and you can type a new name. Be warned, though, using characters like "-" or "+" won't work as those are keys which have a hardcoded meaning for the game (like zooming the map).
It is recommended to use names which allow you to recognize the units quickly, for example "Panzergruppe Rommel" for an armored formation led by Rommel or "Inf (AT) / Hodges" for a formation consisting of Infantry with anti-tank-brigades led by Hodges. Since garrisons cannot move or attack, they should always be deployed in separate formations named something like "GAR / [province name]" or even just "GAR", so you can de-select them easily when issuing orders to multiple formations at once.
== Choosing brigades ==
In HoI2 and its expansions, a brigade is an optional attachment to a regular division (or air wing, or ship) which offers an additional boost in some unit stats. It is common knowledge that - strictly mathematically spoken - it is always more efficient to invest in more divisions instead of brigades for existing divisions. This is because of the game's combat system, which essentially operates at the formula "total org * total attack value = combat power". A standard division adds about 50 org and 10+ attack, while no mix of brigades (at that very same cost) can compete with that.
Yet, it can be beneficial to boost some of your divisions with brigades in certain circumstances:
* Special Forces, like marines or paratroopers, are usually operating in small numbers, so they will appreciate any additional "bang". Since both of these units are not supposed to travel longer distances over land (and thus they are not that dependant on high speed), it is usually advised to equip them with artillery brigades.
* Expensive divisions, like armored or mechanized, are also good candidates for brigades. They form the centre of your spearhead attacks and will thus be able to make good use of additional firepower. Also, as they are so expensive, the brigades appear much more efficient in comparison. Last (but certainly not least), both division types have a very low softness rating to start with. Lower softness means less vulnerability to soft attack, which is the most abundant attack type in the (early) game. Further reducing that low softness by 6 points, as the self-propelled artillery brigade does, is - percentage wise - offering a much larger advantage here (30->24 equals a reduction of 20%) compared to the same point reduction on infantry divisions (100->94 equals a reduction of only 6%).
* Vulnerable divisions, like motorized infantry, absolutely need brigades in order to keep up with the advance of the sturdier tanks. For motorized divisions it is advised to use either armored car brigades (as those provide org, which is depleted quickly in movement-combat-movement situations) or self-propelled artillery (for its better attack and hardness).
A few notes on popular "newbie"-mistakes regarding brigades:
* Engineers increase the maximum speed of the division, but not its speed cap. Some divisions (like Mountaineers starting from the '39 model and all cavalry and HQ divisions) already are at their speed cap and will thus NOT get additional speed from Engineer brigades. Also, each division in the formation needs to have the engineer brigade in order to increase ACTUAL speed.
* Defensiveness and toughness are surprisingly unimportant stats (one of the weaknesses of the combat system), so choosing brigades solely for the increase in those stats is a poor choice from a gameplay point of view.
* Against the computer-controlled countries, you will never face a lot of "hard" divisions. Since hard attack is only used when enemy softness is quite low, the anti-tank and tank-destroyer brigades are considered utterly inefficient investments. Get artillery or self-propelled artillery instead. Those also offer some hard attack but, more importantly, they increase the much more widely used soft attack stat.
For further information, see the [[Brigade_Strategy_Guide|brigade strategy guide]].
== Leader management ==
=== Leader command limits ===
The most devastating newbie-mistake (yet very common on the forums) is to not understand leader management. If you look at the tooltips in combat, you will notice that attacker and defender use a certain percentage rating which is applied on their raw stats. Ingenious commanders can give a bonus of 10% if they are commanding units according to their personal specialities, and envelopment manoeuvers can invoke another bonus of 10% upwards. Now I tell you that units over the command limit of their leader will receive a penalty of -75% on that very same percentage, plus they lose the positive effects of the commander. Maybe you will now realize that understanding command limits is quite important - I'd even call it essential - to waging war successfully.
==== Ranks and command limits ====
Each leader has a rank which determines his (or her, in rare cases) command capacity, i.e. the number of divisions he (or she) can command directly without penalties. The ranks and their capacities can be seen in game by reading the mouse-over-tooltip of the leader picture:
*''Mj.Gen.'': can command '''1 division'''
*''Lt.Gen.'': can command '''3 divisions'''
*''General'': can command '''9 divisions'''
*''Field Marshal'': can command '''12 divisions'''
You must always respect those command limits, or else all divisions in that formation will lose the leader's bonuses plus the divisions above the leader's command limit will additionally suffer from the OCL (over command limit) penalty of -75%.
Note that you can promote leaders at will. They will increase in rank by one level, while they will lose one skill point plus all experience they have accumulated. To do this, click on the leader picture and then click the button ''promote''. By turning on auto-promotion, some of your leaders will be promoted without the skill/experience loss when the algorithm finds that you have too few leaders of sufficient rank for the number of divisions you possess.
<table>
<tr><td width=320px>
[[Image:HoI2_Ger1941_ChangeLeader.jpg|left|Click on Rommel's picture to promote (or replace) him.]]
</td><td width=410px>
[[Image:HoI2_Ger1941_Promote_Leader.jpg|right|Click the ''promote'' button to increase Rommel's rank to Field Marshal. also note the ''Auto-promote leaders'' checkbox at the bottom.]]
</td></tr></table>
==== Command capacity in attacks ====
When on the defence, it is sufficient to have all of your formations led by leaders of the appropriate rank. When on the offence, however, there is another concept concerning leadership which you need to understand.
Imagine you have 24 infantry divisions ready to attack. Those divisions are organized neatly into 8 formations consisting of three divisions each. If all of them were located in the same province and ordered to attack the same enemy province, you would get a '''huge penalty on at least half of your divisions''' (provided there was no HQ nearby)!!! Did you know that? The reason for that is simple in concept yet difficult to see in the game:
For each battle, all divisions attacking from the same province are considered to be led by the highest ranking commander in that province (who is participating in that combat). That commander, however, still has the standard command capacity explained above. So the highest possible rank is the Field Marshal, but even he has a command capacity of 12 which would be vastly exceeded by the 24 divisions in our example. A more thorough discussion on that subject can be found in the [[Command_Penalty_Capacity|article about command penalty]], which is also highlighting the usefulness of HQ divisions in regard to this issue, which will be explained in the paragraph below.
This is where three important lessons are to be learned:
* Always attack from more than one province if possible. This will not only help avoiding the OCL penalty mentioned here, but it will also invoke the ''envelopement penalty'' for the enemy if you attack from three or more provinces.
* Always have at least one high-ranking leader in each province. Also, that high-ranking leader should ideally ''not'' lead the maximum allowed number of divisions directly, so that he can safely assume command of the whole province's contingent in case of an attack.
* Always have a properly manned headquarter around. This is explained below.
==== Use of headquarters ====
The headquarter unit itself is useless, apart from the later models' high speed and its near invulnerability in ground combat. As soon as it is being assigned to a General or Field Marshal, however, that very same headquarter will instantly become a battlefield magician! It miraculously '''doubles the command limit of all adjacent leaders''' on the offense! In the example given in the paragraph above, a single HQ division nearby led by a General or Field Marshal would have increased the command limit of the Field Marshal (who is commanding the entire stack of the province) to 24, enough to lead all of the infantry divisions without penalty. Assuming that you were also attacking from two other provinces (all of them also adjacent to the HQ) with the same number of divisions and all featuring a field marshal to lead the stacks, you would now be able to field a staggering 72 divisions against the enemy without invoking any penalties. Isn't that great?
See [[HQ_Units_in_Action|HQ units in action]] for a picture-rich illustration of the usage of HQ.
=== Choosing the right traits ===
The wiki page on [[Leader_Traits|leader traits]] will provide a detailed overview over the exact benefits of all the different specialities your leaders can feature. Here you will be given a short, neat rule of thumb as a starting point:
As long as you're at peace, your units will not need to fight and thus it is a good idea to assign them leaders with the ''logistics wizard'' trait. This will reduce their supply and oil consumption and will thus free some industrial capacity for more pressing matters (like building more industrial capacity, or more supply and oil hungry troops).
When the time for war approaches, you should assign leaders who match both the unit type and the intended role of the formations, as each "match" will yield a 10% bonus in combat. In general, leaders with ''offensive doctrine'' or ''defensive doctrine'' are always good to have, while ''old guard'' traits will only provide a penalty (slower experience gain for the leader) and is thus considered useless (if not harmful).
Much more important, however, is the unit type speciality: Mountaineers, marines and paratroopers a considered elite units and will thus need special leadership which can only be provided by leaders with the ''commando'' trait. Those leaders, however, will provide a penalty to each unit which is no elite unit under their command, that's why you should always keep them separate from your standard infantry.
Hard units, which are '''only light armored, armored, and mechanized divisions''', will require leaders with the ''panzer leader'' trait in order to get a bonus. Panzer leaders will however not penalize non-hard units, which is why the combined arms corps mentioned a few paragraphs above are very effective.
Finally, when you think you'll fight in cold weather, a ''winter specialist'' is also great to have. The ''fortress buster'' and ''engineer'' traits have only very limited uses and should thus be considered a bonus to other traits instead of being valuable assets themselves.
== Missions ==
Although this guide is not meant to be a combat guide, a few hints at mission assignment shall be given nonetheless, as knowing about those concepts is very important for a proper setup of your forces.
While you will probably know that there are the ''movement'' and ''attack'' missions which will transport your divisions to another provinces (either friendly or not), there is also the all important ''support attack'' order (and a few more). You will come to love that one in particular, as it allows you to multiply the number of troops involved in battles without risking to create a gap in your defensive lines.
=== Support Attack ===
Formations ordered to support the attack into one specific province will automatically join any battle of friendly troops against enemy forces in that said province. They will participate just like the original attacker, but when the battle is won, they will simply stay where they are, thus not creating a gap in your defenses. This has the huge advantage of allowing many more troops to break the defenders than the number of units actually advancing towards the enemy. You can thus open additional vectors of attack without moving your troops, which will in turn provide a penalty to the defender for being enveloped.
There are two disadvantages, however: First, your supporting units will have to wait the 24 hours before they can receive new orders (although support attack missions can be ordered anyway at any time), plus they will lose the ''dug in'' bonus, if they had any. Also, Since they took part in a battle, it is possible that they have suffered org or even strength damage. Still, since support attack allows you to bring a huge number of troops into battle, you will shorten the duration of the battle and thus the damage received a lot by it. Use it as often as you can!
=== Synchronize Arrival ===
In order to prevent your formations from arriving peacemeal at their destination, being torn apart by the viciously counter-attacking enemy, always synchronize the arrival of your forces if you can! Select all troops you want to arrive at the same time (by using the method described in ''Splitting, merging and moving divisions between formations''), hold CTRL and right-click the enemy province. Then check the ''synchronize arrival'' checkbox. Be warned though that this checkbox prevents the choice of the starting time of the attack, so it can only be used directly prior to the assault.
=== Support Defence / Reserves ===
Support Defence is an order given to a unit which will allow it to support the defence of a named directly connecting province. When a neighbouring province is attacked, or under attack, the unit performing the support defence mission will immediately move at triple speed to the attacked province, often arriving just in time to prevent the battle being lost.
Reserves is a similar command but applies to any adjacent province but the speed boost is only doubled.
=== Anti-Partisan Duty ===
All units that are in a province will naturally suppress partisans to their suppression statistic. Units specifically marked as being on Anti-Partisan Duty do so at double effectiveness. Additionally, they will also engage partisans who happen to spring up in a neighbouring province and (if they are capable of movement) will after defeating them, move into that province to recapture it, before moving back again.
=== Strategic Redeployment ===
== Other concepts ==
Now that your army is prepared for war, you should learn how to use your assets in order to win battles, and how to use battles in order to win the war. For that, have a look at the following guides and reference articles:
*[[Land_Combat_Efficiency|Land Combat Efficiency]] - A very in-depth explanation of what effects combat performance and how the exact numbers are derived.
*[[Transport_Capacity_and_Supply_Efficiency_FAQ|Transport Capacity and Supply Efficiency FAQ]] - A very good source of information about these important concepts. Especially the smaller countries have to watch out for TC, although it can also be a problem for Germany during Barbarossa.
*[[Country_guides|Country Guides]] - A huge list of country-specific strategy guides. Not all of them are up to date, but for beginners they will still provide useful orientation.
*[[Conducting_Blitzkrieg_offensives|Conducting Blitzkrieg Offensives]] - A good article about Blitzkrieg warfare in the game, although it is a bit biased towards pure armored corps.
[[Category:Guides]]
2b14b9b61654edfcaa508396e0227947ea9ba28d
Belgium
0
350
532
531
2017-03-18T11:51:07Z
Meneth
2
1 revision imported: Import from HoI2 Wiki
wikitext
text/x-wiki
{{Country guides}}
== Historical introduction ==
In 1936, the Kingdom of Belgium still controlled a part of Central-Africa roughly the size of Western Europe packed with natural wealth and cheap labor. Furthermore, the area's around Liège and Charleroi made Belgium into an industrial powerhouse, at least when one considers we're talking about a small nation. All in all, Belgium had quite a lot of influence in those days.
=== Translation into HOI ===
Belgium is slightly underpowered in HOI 2, as it's 30 ic don't actually reflect the industrial grandeur of the pre- WW2 era. However, we see some kind of compensation for what concerns the tech teams, which are quite strong. As with other colonies, the makers of the game have also taken some liberty as to the makeup of the Congo - awkward manpower and resource distribution and such.
=== A warning for the handyman - modding and this guide ===
This guide was written without using any mods, or without doing some tweaks by myself (think upping the manpower production for some provinces, adjusting some sliders, ...). Aslo, no free-slider mod was installed (so you'll actually have to make policy decisions). If you modded the files, you'll might want to use other tactics, obviously.
== Strengths and Weaknesses ==
=== Strengths ===
1. Strong teach teams
You have few teach teams with a skill lower than five. As such, you average team skill is higher than that of nations like France and the Soviet Union. You also have a large number of teams, all with skills matching closely to the technologies you'll be needing (Belgium is especially strong in industrial technologies, and the "Union Minière"-team could even land you an A-bomb, given a spare slot). As a matter of fact, you have a decent tech team for almost any technology. You can literally go anywhere qua technology; your limitations will be in other fields.
2. A (relatively) high industrial capacity
You start with 30 base ic. That's not a bad deal for a minor power, you know: most have to make do with 20. If you weren't positioned in between France and Germany, you could have even called yourself an upper-minor power. And 30 is only ten away from the magical 40 - and a third research slot (which will pay dividends, as you are heavy on technology thanks to your strong teams).
3. A solid resource base
You have an incredibly wealthy colony to exploit, full of rare materials for the trading - minors seldom have that advantage (only Belgium and Holland, actually). It also means you can expand the industrial base without having to fear for shortages or trade away hard-earned supplies.
4. A large army to start with
Well, it's true: you start with a decent amount of (outdated) infantry divisions. But, as you're caught in between France and Germany, not to mention the combo democracy - dove - isolationist, you won't have any fun with them.
=== Weaknesses ===
1. Low manpower
This problem is typical for minor-powers, and especially hard on those which have a good ic base: you don't have the manpower to spend all that ic. This is a problem you can't really fix, as no national provinces can be added to the Kingdom. However, it also means you can afford to disband some "vanilla" units to create more exotic ones, like mechanized infantry. As such, your nation can make the jump to a small but high-tech army a-historically fast.
2. Awkward positioning
Tough luck - you're in between Germany and France. And because of the Maginot-line, the only way for those powers to meet in a land war is by going through your country. This means you'll have to pick sides, because you'll end up in the war sooner rather than later: the deadline usually is the first of may 1940 - that's when Germany invades.
This also means, also taking into account how peace loving, democratic and isolationist you actually are, you won't be able to go out on any serious conquests. This will be a defensive game.
3. Policy
Democratic, Isolationist and Dove. Those aren't the best of slider settings. And since you won't be getting a lot of scripted events, these are not prone to change. You might, of course, get lucky and land some policy events, but those are random and usually come at a hight dissent cost.
On the upside, you're only one step away from a totally Free Market, and you're not too Draft-prone either
== Walkthroughs from 1936 onward ==
If you play Belgium, you can of course go a number of ways, and choices early on will determine where you'll end up. So heed this warning: play straight. You can't afford to change strategy half-way. Pick an objective, clearly defined, and don't stray. You can't afford to wait and see how things play out - remember the 1940 deadline.
=== The bastion of democracy ===
The first guide will detail a game wherein Belgium holds it ground in Europe, thus keeping France from falling, and in effect stopping the German war-machine before it even starts rolling.
===== Slow ride - 1936 through 1938 =====
At first, you won't be doing a lot of fun things - I suggest getting a book to read through the waiting periods.
The first thing you do, is optimize your cabinet - put Hendrik De Man on armament and Philip van Isacker on Security. The added ic will compensate for the dissent. Next, optimize you leaders of the army: make 'm all Logistics Wizards. This will cut your supply consumption, allowing you to squeeze out extra ic for production.Use your policy point for this year to slide towards free market.
Put about 15 ic on production (it should about work out). Now, start building factories - you'll want to produce 10 of them to gain a new research slot. For research, focus on industry first, infantry and land doctrine second.
As time progresses, you'll want to save and load a lot, avoiding things like 'major worker strike', a-historical events or negative policy slides because of foreign influence. It's gamey, but it's needed.
Hints: in 1939, you'll receive a new land-doctrine tech team. Hold of any 1938 research in that area until that time. Research the Advanced Construction Engineering before mid 1938 to speed up the fortress building later on.
===== Fortress Belgium =====
If you played it out well, you should have ten extra base ic by mid 1938. Now use all your newfound ic to build 10 land forts in Ghent, Antwerp, Liège (already has two) and Arlon. They will be completed one month befor the German invasion, if you are able to funnel enough ic into it. Also, put some of your extra ic into new infantry units. Spread out your armies over the before mentioned provinces.
===== What now? =====
If all the forts, and the infantry is in place, you'll be able to stop the German advance into Belgium and France. You'll lose Holland, though. From here on, a lot will depend on what the others do. France will be able to hold the line, but don't expect them to do a breakout. The UK is usually not too happy to donate troops for the land war in Europe, so you'll have to wait for a counter offensive until the US joins in on the fun.
As their armies will be tied down in Western Europe, the Germans will usually not attempt Barbarossa. The Russians, however, often attack Germany around 1942 if Barbarossa doesn't occur, so that'll be a major distraction for Germany - basically, It means Germany gets crushed between you, France and the Soviet Union. If you play the counter offensive carefully, you'll be able to grab a decent portion of Germany, along with France and the Soviet Union. You'll probably end up with a base ic of around 60 (you'll probably build some factories yourself too, as you don't have enough manpower to seriously expand your army as you wait behind your forts).
So this way, at the start of the Cold War, you'll have made the Kingdom of Belgium a medium player in Europe. It's not exactly the world, but...
What happens after that, however, is up to Stalin. If he tries anything, you can always withdraw behind your forts again.
===== Spare IC =====
As you might have noticed, Belgium (if not occupied after 1940) usually has a lot of ic and no manpower to spend it on. You can invest this in either more ic (why not a fourth research slot?), or in expensive military hardware with a low manpower demand: planes, a fleet, tanks, ... But these are more of a fancy luxury than actually useful, as you'll spend most your time behind concrete walls. If you're really desperate, go ahead and build a nuclear reactor - Union Minière is capable of doing about half of all research in that area with ease.
=== A fascist henchman ===
Coming soon!
=== Dietsland ===
This one is pretty straightforward: invade, occupy and annex the Netherlands. It goes without say you could just as well turn this around and make Holland annex Belgium (the former was more likely after WWI though, so I'll be describing that scenario). Either one would be equally historically possible.
===== Policies =====
You can't invade another country if you're a democracy. You'll have to put as much effort as possible in going dictatorship, preferably right-leaning. This will be hard without some lucky policy-events, but it can be done without them. Just make a move towards "authoritarian" with every slider-point you get. If you get events, choose those that make you more right-leaning and authoritarian. If you want to become a leftist dictatorship, you'd best wait 'till the first elections (put your starting slider-point in "free-market"), then vote "left" and start moving "authoritarian" from there. The sooner you become a dictatorship, the better. Time is of the essence.
===== Production =====
You of course have to keep a decent army if you want to defeat the Dutch, but don't waste too much ic on it: Holland has an awfully puny army, even for a minor. Their focus is on a strong navy, but their land army (and research teams that go with it) is simply awful. If you just upgrade your starting units, you'll be well upon your way to winning the war for the Low Countries. Also, resist the temptation of building a navy; you'll be relying on others for that.
Building ic is somehow what optional here, as you'll get those extra 10 ic for the third teach-team slot from conquest. Note that you'll still be needing between three and five homemade ic, though. And don't put them in the Congo if you go Axis.
Whether you'll be building forts, is a matter of who you'll be siding with. If you go Allies, this'll be mandatory. However, chances are you won't manage building enough forts in time: you have a war to think about, remember? Also, you'll have to beat Holland before the Germans invade Poland, as you'll be in the Allies while conquering Holland. This means you'll have less time to build up your defenses (as you shouldn't count on France beating Germany as it is occupied with Poland). See the "Gameplay" section for this.
===== Gameplay =====
You'll be doing some creative diplomacy here, which shouldn't be a problem: for a minor power, you're relatively good at generating wealth (especially when taking into account you'll be working down a lot of dissent from your policy-events and DoW).
First of, become a dictatorship and build some transports. Once that is done, invade and occupy the Dutch mainland. This won't be too hard, their ground army is weak. The only possible problem is the Germans defending Holland, so make sure you're close with them: influence Germany until the relation is 200+. do the same with the Allies too.
After that, you'll notice you won't be able to annex Holland yet; they have some oversea colonies. To get them, you'll have to join the Allies (which will work even if you are a dictatorship). As soon as you join the Allies, load some of your troops in the transports and sail off to the enemy colonies (Indonesia etc.). Your newfound Allies will probably grab some land too, but the oversea areas aren't your primary concern (if you go Axis, you'll even lose them). The Allis will also deal with any Dutch fleets; now how nice is that? After grabbing all their land, simply annex them.
Now, you leave the alliance. Just like that! This, you'll do either because you want more time to build up defenses in Europe, or because you'll be joining the Axis. This is why you'll want to wrap up the dutch before 1939. If you go Allies, follow the "Bastion of Democracy" from here (but with a bigger empire) - but do remember you might not be able to do this because of having to little time/ic to build up your defenses, not to mention a longer border with Germany.
If you play Axis, you join Germany just before they invade you (so the Germans will rush through your country to France, in stead of the French going towards Germany and crushing you on the way). Now, you might try to grab northern France (historically a part of Belgium's forerunners in the medieval times), making your European base larger. However, you will lose Congo and the Dutch colonies (Japan might take Indonesia back if it turns Axis, but that's a different story), so you'll have terrible resource shortages (just like all other Axis players). From here, you'll play an Axis support game, probably spending most your time getting annihilated by the Soviets. Or maybe not; Belgium should be a powerful ally for Germany at this point (thirty fully upgraded divisions, possibly some armor and aircraft, great research team, ...; stronger than the typical Central and Eastern European Axis at any length) and might just tip the balance in Germany's favor.
=== Le Congo ===
This isn't so much a guide as it is a simple suggestion, since there really isn't much to tell about this one. In short, the aim here would be to transfer you base of operations from Western-Europe to the Congo.
===== Policies =====
You're free to go as you please for what concerns policy and ministers, although you will get the optimum effect when following the "Bastion of Democracy" road. Also, it goes without say that you should avoid siding with the Axis since you'd be surrounded by enemies, cut-off from Europe and usually outnumbered. Of course, if you're a tactical genius, you could always try to conquer the whole of Africa with 20 divisions. Are you feeling lucky? I'd advise against it, though, as the infrastructure is simply to low for any fancy tricks; the side who has the most divisions usually wins in this slow, grinding war of attrition.
===== Production =====
Depending on what side you'll be going for, you'll need to focus entirely on moving you industrial base to the Congo (building factories, and possibly infrastructure) or balance factory-building with keeping up a decent army (if you're going Axis).
If you decide to play along with the Allies, disband all of your units when you start. They only eat away your supplies (and thus ic), and they will automatically be destroyed as soon as the "Belgian Capitulation" event triggers. Any army you'll be using after 1940 will be one you built from the ground, in the Congo. Also note that keeping your units alive to stall the German advance in Europe is not a good idea, since that means you'll have fewer manpower to use on your new army. The goal for ic in Congo should be about 20, never less (as you'll lose a research slot). What you'll be building after the capitulation (playing an Allies-support game in Africa) is entirely up to you. Keep in mind that you'll be short on research slots and ic, though.
If you go Axis, ship all your units to Africa, then build ic there. You'll be building a bit less ic in Africa because your units will need supplies, which take up ic you'd otherwise use for building more ic. If you're wondering why you'd want ic in Africa (if you go Axis, you get to keep your provinces in Europe), it's because you'll need to provide your troops there with supplies. As the Allies usually control the seas, any supplies will have to be produced locally. Also keep in mind that any resources to keep the factories running will have to come from Africa as well (this might mean you'll be making a push for the energy-rich south Africa early in the war).
===== Gameplay =====
Boring as hell if you go Allies: you'll play a support role in Africa, and you wont be reaping any serious rewards. Not much to say here, really.
If you play Axis, you'll be in for an impossible assignment. Literally impossible. Your pain strategic objectives will be getting a hold of South Africa's energy to the south, and linking up with the Italians to the north. The main problems for this are a lack of infrastructure, which rules out any swift victory, and the arrival of the British. Remember, you lack serious manpower; you'll have 30 devisions tops. This is simply not enough to guard the coasts, make a push south, defend the border to the north and defeat the British Empire and all of it's minions. One positive aspect, though: France usually isn't that big a problem, as they get their ass handed to them by Germany (and thus focus their attention on Europe, as opposed to the British). The only way this can succeed is if it is coordinated with a strong Germany that controls the seas and keeps Britain occupied by executing operation Sea Lion. Feeling lucky?
[[Category:National Strategy]]
e5a8660a10ee19e325f77fdc4257e3f27e2da9eb
Bhutan
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351
534
533
2017-03-18T11:51:07Z
Meneth
2
1 revision imported: Import from HoI2 Wiki
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{{country guides}}
==Overview==
For a micro power, Bhutan is as good as any. An outdated army, not much IC or resources, little room to expand. But being a puppet of the UK has its perks, and there are some options to go for if you're looking to expand.
==Technology==
One research slot, one tech team. Even worse, it's terrible at industrial techs and not exactly top notch at infantry either. However it does do land doctrines well (as well as you can expect from a skill level 1 team, at least), and if you plan to stick with the UK (or ally with Japan later on) then it's best to go for Grand Battle Plan. You start with no industrial or doctrine techs at all, and great war equipment for your troops.
==Diplomacy==
Bhutan starts as a puppet to the UK, and thus is a part of the allies. Interesting options later on include going with Japan (if you want to grab parts of India) or even try to get something going with the USSR. Being a paternal autocrat could help if you want to ally with Germany, but they won't be sending you any help and it generally is a terrible idea. Overall, you won't be having the kind of money to turn bad relations good, so sticking with the UK is a good, albeit boring, plan.
==Economy==
You start with 5 IC, and a surplus of energy and metal barely worth mentioning. If you want to trade, you'll have to use the little money gained from being locked into a high consumer goods production or use IC to make supplies.
==Intelligence==
You might have a little extra cash, but nowhere near the amount you need to get useful results out of spying. Get your blueprints from the UK instead.
==Armed forces==
You start with two 1918 infantry divisions, and with a manpower growth of 6.4 per year there's not much you can do about that. After a couple years of IC and manpower techs you'll be able to field an army of a few infantry divisions and some milita. A navy and an air force is pretty much out of the question. You don't have any coast, no air field, and not the means to produce anything capable of hurting anyone. World conquest material, it ain't.
==Strategy==
Build up, go for Tibet (which is as weak as you, but without any allies) and prepare to fight the Japs, or wait for the Japanese to make a push for India, ally with them and start grabbing provinces. There's plenty of resources to the south, and IC to the west and east. Annexing Nepal is a must, and the manpower in Lucknow would certainly be welcome. All in all, a successful alliance with Japan could triple your IC, manpower and resources.
4d79c034ea199cb033979a6dd9d297de472a7602
Bismarck class
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text/x-wiki
The ''Bismarck Class'' battleships are a class of German Kreigsmarine surface ship, known as the largest, most powerful and most heavily armoured capital ships ever created in Europe. Historically, they were approximately 50,000 tonnes and had a top speed of 30 knots. In comparison, the next closest class German battleships were the ''Scharnhorst'' at approximately 31,000 tonnes and top speed 31 knots.
38eef5c4c526829e812c4cded154c9136e7b7c43
Blueprints
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Blueprints reduce the time taken to research a technology by half.
''For more information on blueprints and research, read the article on [[research]].''
[[Category:Terminology]]
db8f37df85cb4794ab20eac01e296ed6a3e02e0c
Brazil
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{{country guides}}
THIS GUIDE IS UNDER CONSTRUCTION!
==Brazil==
This guide is about how Brazil can become a leading role in HoI.
Tip: Try also the Argentina strategy infos, some things are same with Argentina.
===Focus===
In early game (1936) you have to go fast on expansion. Concentrate mainly on all Infantry Types.
Conquer South America as fast as it can be done (with no war coming from USA).
USA has guarantees to all american continent countries! So, this is one (maybe the only?) tricky part.
===Key Data / Timeline ===
Key Facts at a glance:
* Feb. '36 - Annex Uruguay
* Mar. '36 - Annex Paraguay
* Mar. '36 - IC 40, Tech-Slot #3
* Sep. '36 - Annex Venezuela
* Oct. '37 - 11: Election-Event
* Winter'37 - IC 60, Tech-Slot #4
* Summer'39 - Annex Bolivia
* Oct. '39 - 11: Election-Event
* Winter'39 - IC 80, Tech-Slot #5
* Summer'40 - Annex Argentina
* Summer'41 - Annex Peru & Ecuador
* Dec. '41 - Policy Initiative Event
* Summer'42 - Annex Columbia
* ...
...i have to prove some dates etc. - don't believe everything but you can take it as benchmark.
===Startup===
First: Kill your fleet (except the transporters). Produce 3 Militias (the should be ready by Feb.15).
Check your research (industry & research).
* With your bigger army travel to São Paulo - where your transporters will wait for traveling to conquer Uruguay.
* Your smaller army send directly to the Border to Asunción(Paraguay).
Try do this as fast and without timeloss as you can. '''Conquer Uruguay''' before the 10th of Febr. - for some reasons USA will less likely break the non aggression pact with you. '''Next is Paraguay''', wait for the additional forces(3 militias) on Febr. 14/15 let them join your smaller army, choose a leader with engineering because of river (Valgas Neves) and attack Paraquay, maybe you have to attack a second time (snow, frozen, river...).
When finished with building militias immediately build a naval base in the top north region (Macapá) (we'll get to it later).
I tried these two 'Blitzkrieg' several times, and if you're fast enough and a little bit lucky, you still have the non aggression pact with USA.
(since this actions are in the very beginning fast to play, you maybe want to try this several times too ....to get the perfect timing ;))
===The road to war (1936-1938)===
About the 15th of March '36 you should have annexed the both countries - watch out the techtree, you should now have an additional Techslot.
I chose Rear Area Supply Dumps next, that gives you the Engineers addon, witch you really need most - because of this big 'rivercontinent'.
Split your army in Paraguay, you'll need it for 'anti partisan' order. Now build 1 Mountain Inf & 1 normal Inf for the next target!
The next target on your list is Venezuela, this is a big advantage compared to Argentina, if you have Venezuela you control the oilmarket ;) you need these resources and the additional IC for Techslot #4 and Trade!!! In the beginning mainly with USA.
'''Conquering Venezuela''' is easy with the preparations done: End of July/Beginning of August the Naval Base in the north is ready, before that, split your army in Montevideo(Uruguay) just leave the militia for 'anti partisan'. Put everything else in your transportships and rebase to Macapá. Join your forces with the 2 units, its possible to have 2 armies with 3 divisions this time. Put your transporters to the sea square between the 2 key regions - land your troops (Barquisimeto), take the regions, annex. Again split, and 'anti-partisan'.
Now it's about end of 1936 and you did a great job. USA now for sure canceled the NAP - time to build up your regions, advance your research and increase your standings with USA. Build Industry! By the end of 1937, latest Febr. 38 you should have 80 IC = 4 Techslots!
Until this point perfect handling of resources and supply/production sliders is necessary, don't make it automatic, watch your self over it - remember - right click on a slider to fix the position for easier use. Also it's essential to handle all the partisans - to reduce all malus. you should have enough manpower and ressources to build about 4 garrisons with MP thats normally enough to handle the 3 annexed countries.
Don't build to much now! Update some Infrastructure, and build factories, but look forward to get as much money as you can until the end of 1938 - you have to use this for influencing and trading. Trade manually! Make some little presents to instantly increase the relations, you have enough resources.
With your growing masses of res you'll get a role like soviets! Especially the oil-increase is never-ending! Trade for money!
Now you're feeling good right now, everything is flourishing... ok, some workers are striking... but you don't sense that really do you?
You want more... !
===Brazil as a Major Player (1939-1942)===
The next Targets are: Bolivia and Argentina.
'''Bolivia:'''
Early '39 advance from Asunción to Sucre to La Paz (No need to stress, let your army Reorg. in Sucre (you should have some HQ's now by the way).
Annex Bolivia, don't librate, because you'll lose Asunción else - because of claims.
Position your Garrison MP and Circle your troups around North Argentina.
'''Argentina:'''
If you want to stress things up, you can try to take Argentina late '39, i waited until spring '40 (because of some minor mistakes).
Best way to get the key regions is from 3 sides. North (there is your 'old' elite army), and from sea and Montevideo. To do that - i have built 3 more armies (mot. inf!, and some cheaper). Get ready with your Transport @ Mar del Plata, and directly from Montevideo - as back up& support -> river! marines come in handy with a engi leader and engi upgrade - you rock! But you maybe don't really need that, however - building these units is never wrong for later game. Attack! with your' superiour research and 2 or 3 HQ's you will totally own Argentina (maybe it's harder if you try it late '39. in '40 it was very simple).
WOW, you'll say - what's that! - i'fe got about 100 IC Points now??? 5 Techslots and NEVER-ENDING RESOURCES! I'm really a major player now right?.
Yes, and no. You have anything a major player had 4 years ago but you have no tank, no planes, no ships - but a hell of a infantry! You should rest again, just one year - reduce your dissidents - upgrade your army, build maybe some factories more.
Late 1941 '''run for Peru''', if you have enough good Mountain Inf. you can also '''get Ecuador right after it'''.
It's now early 1942 the world is in a great war, USA will declare war to Germany. You have a dangerous high belligerence, maybe you should think about liberating Peru and Ecuador to decrease it.
You can risk '''taking Columbia'''. However you should now really think about defending your big continent (except Chile, yes you don't want them, besides, they love you ;), best west coast defense btw. ). Try to build some Fortresspoints with broad access to shores and much connections eg.: Maracaibo, Boa Vista, Goias, Rosario, San Carlos de Bariloche. Put fast Armies there with about 5 Divisions, the more the better - time is short, manpower will be enough, res you have plenty!
Usually you don't have to fear the west side - concentrate on the east shores.
EDIT:
* Maybe you should choose to attack Columbia first (have to try that) - maybe even before bolivia.
Whenever you're think you're ready let the great war begin...
===Brazil in the Great War (~1942-?)===
If you did it until here. Relax. You can fight now ALL non-Allied Forces. Take everything in Amerika, (except Canada & USA, other allied islands)
If you accomplished that you probably have a higher beligerence than germany... i ended up about 180...
Don't be silly and try to attack Allies or Germany - you'll have no chance winning here... - except USA & Germany had a good fight in europe...
pitty me, usa stayed @ home. so all of their armies are @ home.
You have a tiny little techno. advantage... but that's nothing if you fight with an army of 40 division against 80+ ;)
...however...
There are more Regions out there waiting for you - like Portugal - most of the time they have no alliance. Or Vichy France... and so on.
I stopped the game about 1948 - because Germany had an big advantage - and you had no chance to do anything about it.
This fast game in the beginning is a bad end later in the game - because of your high beligerence no one wants to ally with you. and fighting alone against soviets, germans and allies... no thanks.
===Fazit===
Maybe it's better to relax in the beginning, just taking Venezuela (because of the oil), and then try to get into an alliance, after that follow the path of conquering south & middle america. Use the Fortress strategy with the positions described above, this works very well.
===Research===
Infantry, Land Doctrine, Industry - nothing else.
===Politics & Events===
You have several events where you can switch from radical-left to democratic right, so you don't need to advance here.
USA is influencing a lot, so check the us politics for what you don't like and advance that.
in the beginning: hawk & intervention are your best choices (like most of the campaigns).
[[Category:National Strategy]]
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Brigade Strategy Guide
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{{Anthology}}
Brigades are generally considered the biggest flaw of HoI2. There are a few Brigades that make sense to use, a few more that are slightly inefficient, and others that serve almost no useful purpose.
= What is the problem with Brigades? =
The general view is that Brigades are largely useless because:
* Stats: Improvement in fighting ability is typically minor or of limited practical utility.
* IC cost: The IC cost is too high when compared to the improvements offered: the player is better served building additional units, rather than brigades.
* TC load: Brigades use a relatively high amount of supplies and fuel, thus disproportionately increasing your TC load.
* Mechanics: Some brigades have absolutely no practical value in-game under any reasonable circumstances.
= Land Brigades =
The general rule would be to brigade expensive land divisions such as armor and motor and mech because brigades are comparatively more cost effective than expensive divisions are while not brigading cheap units like infantry divisions. Use either SPA or AC brigade for your mobile formations; in a combined arms formation of armor and motor, the AC brigade on motor infantry divisions helps them to keep enough organization. Infantry + arty is good for defense but makes these divisions too slow for attacking through several provinces.
== Useful Brigades ==
These brigades have some utility:
* [[Artillery Brigade]]:
** [[Marines]]: since you are limited to three marine stacks in the early game, every extra bit of firepower helps.
** Defending: the movement penalty doesn't hurt when using a static defense (e.g. particularly when using fortifications)
** Fortress Busting: against extremely hard targets, every bit of extra firepower helps
* [[Self-Propelled Artillery Brigade]]:
** Fortress Busting: against extremely hard targets, every bit of extra firepower helps
** Mobile formations: Any mobile units are well augmented by SP-ART.
* [[Armored Car Brigade]]:
** Mobile formations: A useful addition similar to SP-ART in effectiveness. Lack of upgrades after 1941 render the unit less effective over the long term
* [[Police Brigade]]
** Anti-Partisan Duty: Where you'd need quite some army to get partisan activity down, a simple garrison with a police brigade does the same work.
== Late Brigades ==
These brigades are generally not worth the research time, come too late in game, but they are good units:
* [[Rocket Artillery Brigade]]
* [[Self-Propelled Rocket Artillery Brigade]]
* [[Light Armored Brigade]]
== Worthless Brigades ==
These brigades are usually worthless ''in any context!'' That said, some players still enjoy using them for role playing reasons.
* [[Anti-aircraft Brigade]]: In HOI2 and DD these simply couldn't inflict any meaningful damage on air units. In ARMA, it is possible for AA brigades to do damage to AI bombers when attached to HQ units, which the AI will target.
* [[Engineer Brigade]]: The speed benefit won't help units with a capped speed, and the defensiveness is essentially useless in any meaningful game context. (See [http://forum.paradoxplaza.com/forum/showpost.php?p=9586012&postcount=32 Blue Emu's explanation])
* [[Heavy Armored Brigade]] & [[Super Heavy Armored Brigade]]: Ironically, if the enemy tank has an anti-tank brigade attached, heavy armor actually makes a tank more vulnerable. SH-ARM is extremely immobile and robs armor of one of their most important attributes: speed. The 1941 H-ARM brigade has good characteristics so long as speed, oil/supply consumption, and TC load are not concerns. For example, H-Arm is sometimes useful for Arm-Mot formations, as the Motorised Infantry are 1 speed point slower than the Armour as it is, so the speed penalty of the H-Arm is not so much of an issue.
* [[Anti-tank Brigade]] & [[Tank Destroyer Brigade]]: In almost all practical scenerios against the AI, ART and SP-ART is more effective. "SP-AT(sic) is more effective than SP-ART if over 88% of your opponents will be Armored Divisions. That fact alone should tell you that it's a basically useless brigade." -- Blue Emu
== Further Reading ==
[http://www.europa-universalis.com/forum/showthread.php?t=215028 Kanitatlan's analysis ]
[http://forum.paradoxplaza.com/forum/showthread.php?t=226256 Kanitatlan's second analysis]
= Air Brigades =
According mld0806: "Escort Fighters are ALWAYS a necessity, as you will have at least some TAC in your air force either way you go, and for these you need Escorts. STR are as much, if not more, in need of Escorts to truly do their worst against the enemy. The Escorts will draw fire, both from enemy aircraft and enemy AA emplacements. Escorts are much hardier against these forms of attack than your bombers are. And the longer you can stay over the target, the more time you have to do the damage you wish to do."
= Naval Brigades =
There are 6 new brigades for ships introduced in Armageddon. Depending on ship you can add a certain amount of brigades.
* CV - 1 (only CAG)
* CVL - None
* BB - 5 (All available)
* BC - 4
* CA - 3
* CL -2
* DD - 1 (A ship specific ASW is available along with the others)
* SS - None
* TP - None
The 6 brigades/improvements are :
* Anti-Air: Increase in Air Defense, Air Attack & Air Detection Capabilities
* Radar: Increase Sea Detection Capability & Air Detection Capability (capital variant only)
* Fire Control: Increase Sea Attack, Shore Bombardment & Max Firing Distance
* Improved Hull: Increase Air Defense & Sea Defense
* Torpedoes: Increase Convoy Raiding
* ASW: Increase Sub Detection & Sub Attack (Destroyer only)
Brigade costs differ depending on if it is attached to a capital ship or a screen. For example:
* Screen Fire Control Brigade costs 2 IC over 140 Days (280ICD) for the Early model and 2.5 IC over 140 Days (350ICD) for the Late model
* Capital Fire Control Brigade costs 2 IC over 190 Days for the Early model and 2.5 IC over 190 Days for the Late model
Generally, the Fire Control brigade is considered the only worthwhile naval brigade.
=Brigade List=
==Land Brigades==
* [[Anti-aircraft Brigade]]
* [[Anti-Tank Brigade]]
* [[Armored Car Brigade]]
* [[Artillery Brigade]]
* [[Engineer Brigade]]
* [[Heavy Armored Brigade]]
* [[Light Armored Brigade]]
* [[Police Brigade]]
* [[Rocket Artillery Brigade]]
* [[Self-Propelled Artillery Brigade]]
* [[Self-Propelled Rocket Artillery Brigade]]
* [[Super Heavy Armored Brigade]]
* [[Tank Destroyer Brigade]]
==Naval Brigades==
There are five types of Naval vehicles, they are listed below. Brigades can only be built for one type of naval vehicles.
===[[Carrier]] Only Brigades===
: Note; Light Carriers (CVL's or also called CVE's) are a [[Capital Ship]] not a [[Carrier]] for Brigade purposes. You need not / cannot attach a CAG brigade to a CVL.
* [[Carrier Air Group Brigade]]
===[[Capital Ship]] Only Brigades===
* [[Anti-Air Capital Brigade]]
* [[Fire Control Capital Brigade]]
* [[Improved Hull Capital Brigade]]
* [[Radar Capital Brigade]]
* [[Torpedoes Capital Brigade]]
===[[Screen Ship]] Only Brigades===
* [[Anti-Air Screen Brigade]]
* [[Anti-Submarine Warfare Screen Brigade]]
* [[Fire Control Screen Brigade]]
* [[Improved Hull Screen Brigade]]
* [[Radar Screen Brigade]]
* [[Torpedoes Screen Brigade]]
===[[Submarine]] Only Brigades===
* There are NO Submarine specific brigades
===[[Transport]] Only Brigades===
* There are NO Transport specific brigades
==Air Brigades==
* [[Escort Fighter Brigade]] (Only found in Doomsday and Armageddon)
[[Category:Guides]] [[Category:General Guides]]
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These are the basic costs of all province improvements you can build. The [[Gearing Bonus]] does not apply to buildings.
This overview has been updated for version '''1.1'''.
{| CELLPADDING=5
|-
! !! Building type !! Cost !! Build time !! Manpower !! Size
|- ALIGN=center
| [[Image:Air Base.jpg]]|| ALIGN=left | Air Base || 1 || 180 || 0 || 1
|- ALIGN=center
| [[Image:Anti-Air.jpg]]|| ALIGN=left | Anti-Air || 3 || 60 || 1 || 1
|- ALIGN=center
| [[Image:Coastal Fortifications.jpg]]|| ALIGN=left | Coastal Fortifications || 4 || 100 || 0 || 1
|- ALIGN=center
| [[Image:Industrial Capacity.jpg]]|| ALIGN=left | Industrial Capacity || 5 || 360 || 0 || 1
|- ALIGN=center
| [[Image:Infrastructure.jpg]]|| ALIGN=left | Infrastructure || 1 || 360 || 0 || 0.1
|- ALIGN=center
| [[Image:Land Fortifications.jpg]]|| ALIGN=left | Land Fortifications || 5 || 120 || 0 || 1
|- ALIGN=center
| [[Image:Naval Base.jpg]]|| ALIGN=left | Naval Base || 5 || 180 || 0 || 1
|- ALIGN=center
| [[Image:Nuclear Reactor.jpg]]|| ALIGN=left | Nuclear Reactor || 50 || 180 || 0 || 1
|- ALIGN=center
| [[Image:Radar Station.jpg]]|| ALIGN=left | Radar Station || 3 || 180 || 0 || 1
|- ALIGN=center
| [[Image:Rocket Test Site.jpg]]|| ALIGN=left | Rocket Test Site || 40 || 180 || 0 || 1
|}
This overview has been updated for HOI2:Doomsday version '''1.3a'''.
{| CELLPADDING=5
|-
! !! Building type !! Cost !! Build time !! Manpower !! Size
|- ALIGN=center
| [[Image:Air Base.jpg]]|| ALIGN=left | Air Base || 1 || 180 || 0 || 1
|- ALIGN=center
| [[Image:Anti-Air.jpg]]|| ALIGN=left | Anti-Air || 3 || 60 || 0.5 || 1
|- ALIGN=center
| [[Image:Coastal Fortifications.jpg]]|| ALIGN=left | Coastal Fortifications || 4 || 1000 || 0 || 1
|- ALIGN=center
| [[Image:Industrial Capacity.jpg]]|| ALIGN=left | Industrial Capacity || 5 || 360 || 1 || 1
|- ALIGN=center
| [[Image:Infrastructure.jpg]]|| ALIGN=left | Infrastructure || 1 || 360 || 0 || 0.1
|- ALIGN=center
| [[Image:Land Fortifications.jpg]]|| ALIGN=left | Land Fortifications || 5 || 1200 || 0 || 1
|- ALIGN=center
| [[Image:Naval Base.jpg]]|| ALIGN=left | Naval Base || 5 || 180 || 0 || 1
|- ALIGN=center
| [[Image:Nuclear Reactor.jpg]]|| ALIGN=left | Nuclear Reactor || 50 || 180 || 5 || 1
|- ALIGN=center
| [[Image:Radar Station.jpg]]|| ALIGN=left | Radar Station || 2 || 180 || 0.5 || 1
|- ALIGN=center
| [[Image:Rocket Test Site.jpg]]|| ALIGN=left | Rocket Test Site || 20 || 180 || 1 || 1
|}
[[Category:Reference]]
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{{Country guides}}
===Preamble===
There are possibly many options for Bulgaria. Other than the historical way, you can always try to seize Yugoslavia alone (in mid ´40 after the last GoI expired) and you always have the chance to take Romania. There is an event that make it likely that Hungary joins the war. The Romanian surrender event gives Bulgaria some new cores, so it sounds like a very nice way to go.
But I decided for another course of action: as an (unhistorical early) loyal Axis member. It´s another possibility to be successful as you will see.
All information based on an Armageddon 1.2 game.
===Starting Position===
Advantages:
* You sit on a nice spot , because you have no major powers as direct neighbours.
* Nice terrain if you have to defend yourself
* 20 IC, enough for a second research team.
* Slider settings allow you to DoW without dissent within three years.
* You have an OK industry tech team (level 5), and a nice Land Doctrine research team (level 3) that has the right five specializations for the Firepower-Focus -> Grand Battle Plan path (the doctrines top right).
Disadvantages:
* Few men available, although not as few as the Netherlands or Belgium.
* Low IC in the beginning
* You start without any useful techs
* No navy, no air force
* Most research teams are level 3 and have not the best specializations.
* Only two research team slots at start
* You have to trade for many resources
* Your Head of state and Head of Government give you -15 IC. Only a +10 IC Armaments minister makes this tolerable.
===In the Beginning===
Set up some trades so you don´t run low on any resources. Trade some oil, you don´t get any and a small stockpile could be helpful later. And trade some money. Do it with Switzerland, so you get +50 relations, you will need their money once you are at war. Before that you can easily trade with US, but that´s not your best trading partner.
Use the money to influence Germany and join Axis.
Don´t upgrade anything, just set up two runs of factories. With the industry increasing, due to new factories and due to new techs, you can build a third run of factories. Make it a short one. My three runs finished in May ´39, October ´39 and April ´40.
Research the usual industry techs (oh yeah, that takes time!), Land Doctrines, and the ´39 infantry. With German blueprints the mountaineers are a nice thing to have.
===First: Greece===
The war begins, and you still have only a small, outdated 1918 army? It does not matter at the moment, as nobody can reach your territory, but that will change. Better be the one who changes it :). In Mid ´39 you should start one run of 39 infantry and have upgrades running. That means you can only have two runs of factories and it should soon be only one so you can upgrade faster and replace the losses that will come. If you have upgraded, one run of new infantry and the last factory under construction you may find some IC to build a run of ´39 mountaineers. I attached engineers, as I wanted to skip artillery research and as they add some speed at this early model.
Now, the tricky part: You want Greece. You want it, before Italians might find it a good idea that they want it. In ´40 you can demand some territory with a great 50% chance, so do it! Now be quick, move most of your army to Edessa and DoW as soon as possible. Seize Larissa and cut of some Greek troops in Salonika. Make sure you destroy them before Greek troops coming from Athens force you to retreat. After you destroyed a few armies there and took Salonika you should have a few more divisions in the west. Take Larissa again, and move most of your army there. Support attacks from Edessa against Ioannina from there. Don´t take Ioannina, just force the enemy to retreat. The AI will move troops north instead of attacking you in Larissa. When Athens is empty enough, attack it and move most troops there. It does not matter, if you will be cut off, as it´s their last VP, so it´s only important you really get it. Annex Greece.
As the UK likes to land at empty beaches you don´t want to have empty beaches. But you have neither IC nor manpower to defend them adequately, so use cheap militias instead. You can´t afford more.
===Second: Yugoslavia===
In mid ´40 I found out, I had no idea, what to do with my IC. After Greece was Bulgarian, I had ~30 base IC and not enough manpower for more than the militias and the one infantry series run. So I decided to go air and started to research the Fighter-II with German blueprints, and the aircraft assembly line. As I still had much IC and I did not want to build any more factories I started to build an HQ mid ´40. My infantry army was poor 20 divisions strong, three mountaineers were all I could be proud of.
At the end of ´40, Italy, Romania and Hungary had joined Axis. France was conquered.
In early ´41, when my army was in position after I manned all beaches with militias, Bulgaria decided to take out Yugoslavia. Bulgarian troops -attacking from Sofia- seized Pristina, so that enemy troops were cut of south of it. The mountaineers+eng did what they could best in winter: Blitz from Vraca over Nis to Belgrade. With support from Hungary and Romania that was very easy and so the 9 IC - capital and all the resources there were seized by Bulgarians. When my troops from the south arrived further north Axis troops had already seized most of the country, so Bulgaria could annex it.
It was February ´41 and so all Bulgarian troops, except the beach defending militias, moved to the Romanian/SU border. All in all the 20 infantry divisions, one HQ (ready in March ´41), and the three mountaineers. At that moment, after the HQ was ready, Bulgaria had lot´s of spare IC that produced supplies then, as the fighter-II model was not yet ready.
===Third: Decide the war against the Soviet Union===
With this small 24 units army I made sure the German southern flank did a good job. Do what you can but don´t engage larger groups of the Red Army alone, you will loose too much manpower most times. Support all the time when you can. March east. Use your fast mountaineers to secure the Caucasus before it can be reinforced, try some minor encirclements. I would like to give more tips, but Barbarossa is so differently every game that most information would be plain useless.
If, after a long time, the front reaches the Ural, try a spearhead towards Sverdlovsk and wait for bitter peace. Be happy :).
===Next steps===
You did it, you helped your ally to win against the Red Army. Main goal achieved. And now? You can use your fighters against the Allied troops in the Mediterranean Sea or over the channel. You can research and build CAS and start to bomb ships and convoys. You can take out Turkey and go for the middle east. You can continue to help the Germans in Persia/India. You can do whatever you want with your shiny little >40 IC Bulgaria :)
[[Category:National Strategy]]
====Bulgaria strategy starting 1944 year:====
===First Steps===
The starting date is very difficult for this country, Germany is on the ropes and the Soviet Union and USA are very strong. You start as an ally of Germany, but to survive and make Bulgaria an empire we have 8 months to change that.
In the meantime you have all this months to group all your forces around Instanbul, concentrate all you have in army build, forget about research at this part of the game. When you have 11 armies front of Instanbul, annul the "Non-aggression pact" but DON'T ATTACK YET ! Set the attack, just the day after Berlin is down, that way u can ask the almost dead Germany for some "help" and u gonna receive 4-5 armies, which are at this momment in Greece. Now attack Turkey and take Instanbul, Bursa and Izmit, but DON'T go further. Now u have around 1 year to make peace with Turkey, yeah i know it's stupid, but gonna explain it.
1. United Kingdom will attack u if u dont make a peace with Turkey.
2. If u continue your conquest further, Syria will send forces to stop u.
3. Newly formed Greece country will try to attack u, while busy.
... so conquer those provinces and use your diplomatic skills to make a peace.
===Germany is down===
U remember i told u make peace with Soviet Union and USA ? Now they wont annihialate u, and the "dead" Germany will leave u some nice ships (in my case 60 ships) + some armies at the Balkans. If u haven't made peace with Turkey be sure to put them near Cyprus and guard there.
- U can try to get atleast one of the provinces of Iugoslavia, this will result it ownt be formed after the war and territories will stay for USA.
===Crysis comes===
Yes, your resources are very low u have many problems, u cant repair, u don't have money, u are almost broke.But don't worry we have a plan ! All set to reinforcements and move as fast as possible and attack Greece(need Turkey peace first). Greece has only 3-4 armies after the Second War and NO FRIENDS. I started to conquer and soon got a perfect piece offer, getting 3 provinces.
So how to resolve the crysis:
1. Make good relations with Canada and start buying iron.
2. Sell supply to Soviet Union
3. Buy oil from Persia
4. Sell oil for energy with Greece
===Peace with Turkey/Greece but still wars===
1. Don't forget:
- Japan is "allive" and AXIS still exist
- Still in war with Syria, no matter the peace with Turkey
- United Kingdom still in war with u, but doesn't attack for now, because of your peace with USA
- If u have done all how it must be, u know should have 40+ battle ships, 45+ armies and some territory expansion.
===Time to become empire===
Do u remember that u didn't had oil and at the same time u were in war with Syria. '''Tacticts to conquer Syria.'''
1. United Kingdom doesn't gave me peace and they were pain in the head all the time.
2. Move "your" fleet and block the entrance to Syria, cause UK will try to help them.(Smart AI)
3. You are very poor to produce a transport ships and u'll have to wait a decade for them, so it's time to convince Turkey we love them:
3.1.1 Since your last attack they have 10-12 armies !
3.1.2 The have relation with u -120-159(before the war it was -59)
3.1.3 They want their provinces back, so lets give them something and use diplomatic skill at the max again...
3.2.1 They have 10-12 armies, but u have ~20 at their border and ~20 in your other provinces.
3.2.2 But still if u attack u can win, but then Syria will finish u
3.2.3 That's why it's good we bought the oil from Persia - the enemy of Syria who will help u.
4. Conquer Turkey, they are weak, will offer u peace.
5. Ignore f*cking UK, all the time they will make u problems, but nothing serious
6. Use Persia to help u against Syria.
7. Make good relations with France so Lebanon doesn't join the war
8. Make good relations with Nationalist Spain, they may be in big help during hte later expansion.
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Bulgarian leaders
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===Full List of Bulgarian leaders===
All leaders are taken form the buglarian Wikipedia and are hsitorycal, even soem dates are not.
----
Download [http://ifile.it/3jwcl6s bulgaria.csv]
----
Save to: ..\..\db\leaders\
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#redirect [[Heavy Cruiser]]
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CAS
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#redirect [[Close Air Support]]
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CBI Theatre Statistics
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== Manpower ==
{| border="1" cellspacing="0"
|+ '''The Disposition of Japanese Army Forces in Various War Theatres between 1937 and 1941 (in number of divisions)'''
|-
! rowspan="2" | Year
! colspan="4" | War Theatres
! rowspan="2" | Total Strength of the Japanese Army
|-
! China !! Japan and Korea !! Manchuria !! Total
|-
|1937||16||3||5||24||950 000
|-
|1938||24||2||8||34||1 130 000
|-
|1939||25||7||9||41||1 240 000
|-
|1940||27||11||12||50||1 350 000
|-
|1941||27||11||13||51||2 110 500
|+ Source: Liu, F.F. ''A Military History of Modern China: 1924-1949'', Princeton University Press: New Jersey, 1956, ISBN 0313230129
|}
{| border="1" cellspacing="0"
|+ '''The Disposition of the Japanese Army Forces in December 1941'''
|-
! Type !! China !! Pacific and Southeast Asia !! Manchuria !! Japan || Korea and Formosa
|-
|Army division || 21 (1) || 10 (2) || 13 || 4 || 2
|-
|Mixed brigade or equivalent || 20 (1) || 3 || 24 || 11
|-
|Army air squadron || 16 || 70 || 56 || 9
|+ Source: Liu, F.F. ''A Military History of Modern China: 1924-1949'', Princeton University Press: New Jersey, 1956, ISBN 0313230129, p.209
|}
(1) Plus one cavalry group army and one army division at Shanghai under the direct command of the Imperial General Headquarters<BR>
(2) Plus one special column. Of these ten divisions two were shipped from the China theatre.
{| border="1" cellspacing="0"
|+ '''Japanese Mobilization for Operation Ichigo, 1944'''
|-
! Items !! Henan Campaign !! Hunan-Guangxi Campaign !! Total
|-
|Manpower || 148 000 || 362 000 || 510 000
|-
|Horses || 33 000 || 67 000 || 100 000
|-
|Artillery || 269 || 1 282 || 1 551
|-
|Tanks || 691 || 103 || 794
|-
|Motor Vehicles|| 6 100 || 9 450 || 15 550
|+ Source: Ch'i, Hsi-Sheng. ''Nationalist China at War: Military Defeats and Political Collapse, 1937-45'', University of Michigan Press: Michigan, 1982, ISBN 0472100181, p. 78
|}
{| border="1" cellspacing="0"
|+ ''' Defection of Chinese to the Japanese puppet in China (1941-1943)'''
|-
! Type !! 1941 !! 1942 !! 1943
|-
| Generals || 12 || 15 || 42
|-
| Troops || colspan="3" | 500 000
|+ Source: Eastman, L. E. et. al. (1991). The Nationalist Era in China: 1927-1949. Cambridge University: Cambridge, ISBN 0521385911, p. 137
|}
* Puppet armies numbered close to 1 000 000 att he end of the war(3.139)
===Casualties===
{| border="1" cellspacing="0"
|+ ''' Chinese Army Casualties (1940-1943)'''
|-
! Type !! 1940 !! 1941 !! 1942 !! 1943 !! 1944
|-
| Death || 340 000 || 145 000 || 88 000 || 43 000 || 311 276 (1)
|+ Source: Eastman, L. E. et. al. (1991). The Nationalist Era in China: 1927-1949. Cambridge University: Cambridge, ISBN 0521385911, p. 137
|}
(1) Source: (2.81)
* Total wartime casualties is 3 211 419 including 1 319 958 dead (3.137)
==Infrastructure==
* The Chinese government constructed some 2 300 miles of railway track - an increase of 47% over the 1927 trackage (3.41)
==Industrial Production==
* The Chinese economy was overwhelmingly agrarian and traditional. In 1933, for example the modern sectore of manufacturing, mining and utilities accounted for only about 3.4% of the net domestic product. 4 out of every 5 Chinese, on the other hand, were employed in agriculture, and produce about 65% of the net domestic product. The farmers lived in appalling poverty, a year of sickness or poor weather. In 1930, China's death rate was about the highest in the world, 2.5 times higher than that of the US and markedly higher than that of India (3.36)
** however, 1936-37 were bumper harvests, the best in nearly 20 years.
* Industry grew at an impressive rate during the period 1927-1936. (3.40)
** industry of China (ex Manchuria) grew at an annual rate of 6.7% from 1931-1936
** Electric power doubled during the decade
** this compares quite favorably compared to other countries
** however, the base upon which production increases were calculated was exceedingly small
** China's electric-opwer output in 1928 was 880 000 MWH, compared to 5 000 000 in the USSR and 88 000 000 in the USA.
* Due to limited military production capacity, the damage of war, and the general shortage of nonferrous metals and explosives, the total Chinese production in the war years amounted to 800 0000 rifles, 87 000 machine guns and 12 000 light mortars. (2.63)
* The area that was to become unoccupied China (three-fourths of the nation's territory), had: (3.160)
** 6% of the nation's factories
** 7% of the industrial workers
** 4% of the total capital invested in industry
** 4% of the electrical capacity
* By 1944, the entire government controlled area produced anually only 40 134 metric tons of iron, 13 361 metric tons of steel, 40 655 barrels of cement, 4 677 lathes and 14 487 horsepower of motors (2.167)
** the output of some minerals including tungsten and tin actually declined drastically
** the capacity of China's arsenals was reduced to 50% of its prewar level
** also in 1944 was Operation Ichigo
*** hardest hit were factories located in Henan, Hunan and Guangxi, where over 90% of the capacity in some industries was destroyed
* Direct taxes constituted only 12% of the gov'ts cash budgetary receipts in 1943, and barely 5% in 1944
** From 1937-1944, public borrowing (i.e. the public buying bonds from the gov't) amounted to only CHI$15 522 million.
{| border="1" cellspacing="0"
|+ '''Factories (1) in unoccupied China'''
|-
! !!1936 and before!!1937!!1938!!1939!!1940!!1941!!1942!!1943!!1944!!Uncertain date of origin!!Total
|-
|Number of plants established||300||63||209||419||571||866||1 138||1 049||549||102||5 266
|-
|Capitalization of new plants in 1937 currency (thousands of yuan)||117 950||22 166||86 583||120 914||59 031||45 719|9 896||14 486||3 419||7 317||487 481
|-
|factories actually in operation||-||-||-||-||1 354||-||2 123||-||928||-||-
|-
|+ Source: Eastman, L. E. et. al. (1991). ''The Nationalist Era in China: 1927-1949''. Cambridge University: Cambridge, ISBN 0521385911, p. 137
|}
(1) By official definition, a factory used power machinery and employed at least 30 workers.
===Retreat into the Interior===
* equipment of 146 factories, weighting 15 000 tons and accompanied by over 2500 workers was removed from Shanghai as bullets were flying. The destination of most of these factories during the early stage of the war was Wuhan (3.130)
** the flight to the interior was resumed after Wuhan was threatened by the Japanese advance
** Some factories were shipped by boat across Dongting Lake to Guangxi or western Hunan, others went by rail to Xi'an and Baoji in Shaanxi
** many put on junks and towed up the Yangtze.
** Altogether, 639 private factories were removed to the unoccupied areas (abnout three fourthers ultimately resumed production)
** equipment from the two large but antiquated iron-and-steel plants at Wuhan, including the Hanyang Steel Works represented a major part of this transshipment (37 000 tons)
** In addition, there was the machinery of 115 textile factories weighing 32 000 tons and of 230 machine-making plants weighing nearly 19 000 tons
** Joining these factories in flight were 42 000 skilled workmen, 12 000 of whom came with the financial assistance of the government.
** the amount of machinery removed, totalling some 120 000 tons was insignificant relative to both the existing industrial plant and nationalist China's wartime needs
* Frantic efforts by the central government succeeded in salvaging some 600 factories, 120 000 tons of industrial equipment and about 10 000 industrial workers (2.166)
** between 1937-1945, the nominal number of industrial plants in the interior increased to 4 400 in 1945, the overwhelming majority of them were very small, had insufficient capital, obsolete machines and their output was both crude and insignificant
==Supply and Foreign Aid==
* In late 1939, the Chinese army of close to 4.5 million had only 1.6 million rifles, 68 782 LMGs, 17 700 HMGs, 5 885 morars, 2 650 pieces of artillery of all description. At end of 1939, China had only 1 532 military vehicles (2.60)
* By late 1943, the Chinese army of 3 million men was equipped with only 1 million rifles, 83 000 machine guns, 7 800 trench mortars, and 1 300 pieces of artillery of diverse description (2.64)
* During the first 16 months of the war, an estimated 60 000 tons of [munitions] were brought in each month through Hong Kong
* 700 000 tons reached [Hankou] before that city fell into Japanese hands
* 2 000 tons a month came in though French [[Indochina]]
* Burma Road supplied about 7 500 tons of American lend-lease goods per month
** before this, Germany provided about 60% of Chinese imports and Denmark, Sweden, the USSR and the USA the rest
* between May 1941 and April 1942, some 110 864 tons were earmarked for China, and most of it reached its destination
* during the next three years, the United States delivered 736 374 tons of material over the "Hump" into China, much of it for the support of Chinese-based American Forces.
* with an army of 1.5 million fighting on a modest infantry scale, China needed a continuous flow of at least 100 000 tons per month to sustain optimum efficiency.
* At full strength, a division's monthly ration of provisions was about 270 tons (2.64)
{| border="1" cellspacing="0"
|+ '''Estimates on Monthly Tonnage Reaching Unoccupied Wartime China'''
|-
! Period !! Estimated Monthly Tonnage !! Notes
|-
|July 1937 to Nov 1938||62 000
|-
|Nov 1938 to Nov 1939||6 800
|-
|1937 to 1939||60 000||From Soviet Russia by way of Odessa
|-
|Nov 1939 to July 1940||7 800
|-
|July 1940 to Oct 1940||3 800
|-
|Oct 1940 to Dec 1940||5 000
|-
|Early 1941 to Jan 1942||7 500-10 000
|-
|May 1945 to June 1945||28 000||Over the Stilwell Road, including the weight of trucks
|-
|July 1945 to Sept 1945||15 900-23 000||Over the Stilwell Road, including the weight of trucks
|+ Source: Liu, F.F. ''A Military History of Modern China: 1924-1949'', Princeton University Press: New Jersey, 1956, ISBN 0313230129, p. 157
|}
* Pre-1941 Loans to China from other countries: (3.144)
** French loaned USD$5 000 000 to China for the construction of a railway from the [[Indochina]] border to Nanning in Guangxi
** US purchased Chinese silver to increase China's purchasing power on the domestic market valued at USD$ 157 000 000
** In Dec 1938, US and Britain granted loans of US $25 000 000 and 500 000 pounds (USD$ 2 000 000) respectively
** 1940, US promised credits of $45 000 000 in 1940 and $100 000 000 in 1941
** in late 1941, the US began sending armaments and other materiel to China under the terms of the Lend-Lease act (see Lend-Lease)
* Pre Pacific war, total foreign credits authorized to China amounted to $500 million (2.168)
** half of it coming from the USSR, mostly in military supplies and services
** Nov 1940, the US (for the first time) extends a credit of $50 million to China for monetary protection and management
** American lend-lease to China up to 1941 was only $26 million compared to the $1.5 billion sent to her European allies
** before the Pacific war, American authorized credits amounted to $170 million, and UK's amounted to $78 million
* of the $500 million, however, onlt about 4330 million were utilized
* by 1942, Soviet aid had dried up (2.168)
** However, $500 million of credits were extended by the US, which became the only important souce of foreign aid for the rest of the war
===From the Soviets===
* During 1937-1939, the USSR supplied a total of about 1 000 planes, 2 000 'volunteer' pilots, 500 military advisers, and substantial stores of artillery, munitions and petrol (3.144)
** these were provided on the basis of three medium-term, low-interest (3%) credits, totalling USD$ 250 000 000
** Soviet aid continued until Hitler's forced marched into Russia in 1941
** virtually none of the Russian aid was channelled to the Chinese communists.
* Between 1937 and 1939, Soviet loans amounted to about $300 million, Soviet military advisors soon numbered 500, and Soviet delivery of military hardware totalled about 60 000 tons
===Lend-Lease===
{| border="1" cellspacing="0"
|+ '''American Lend-Lease to China, Monetary Equivalent (millions of dollars)'''
|-
! Period !! Lend-lease Aid !! %age of Global American Lend-Lease !! Notes
|-
|1941||26||1.7
|-
|1942||100||1.5
|-
|1943||49||0.4
|-
|1944||53||0.4
|-
|1945||1 107||8.0
|+ Source: Ch'i, Hsi-Sheng. ''Nationalist China at War: Military Defeats and Political Collapse, 1937-45'', University of Michigan Press: Michigan, 1982, ISBN 0472100181, p. 64
|}
Some facts on the Burma road and the Hump:
===The Hump===
{| border="1" cellspacing="0"
|+ '''Estimates on Monthly Tonnage Travelling Over the Hump'''
|-
! Period !! Estimated Monthly Tonnage !! Notes
|-
|May 1942||80
|-
|June 1942||106
|-
|Sept 1942||1 986 (2 000 (3.145))
|-
|Feb 1943||3 200||(3.145)
|-
|Apr 1943||2 500||(3.145)
|-
|June 1943||3 000
|-
|July 1943||5 000
|-
|Jan 1944||13 500 (14 500 (3.145))
|-
|June 1944||18 200||(3.145)
|-
|Oct 1944||>30 000|| (2.64)
|-
|Dec 1944||34 800||(3.145)
|-
|Jan 1945||46 000 (46 500 (3.145))
|-
|June 1945||58 300
|-
|July 1945||73 700
|-
|Aug 1945||63 100
|-
|Sept 1945||49 200
|+ Source: Unless otherwise marked, Liu, F.F. ''A Military History of Modern China: 1924-1949'', Princeton University Press: New Jersey, 1956, ISBN 0313230129, p. 157
|}
* For the entire year of 1943, only 61 151 tons were flown into China by the ATC [Air Transport Command], an amount that would have kept a single American infantry division in operation for only 68 days ''after'' it had been fully equipped. (2.63-64)
* The total tonnage airlifted into China was anbout 650 000 tons, or the equivalent of the cargo capacity of 70 Liberty ships (2.64)
** this was about 3.0% of total American lend-lease aid for 1941-1946 inclusive
http://warren421.home.comcast.net/humproute.jpg
"There were 167,285 trips that moved 740,000 tons of material to support Chinese troops and other Allied forces."
http://warren421.home.comcast.net/history.html
"Yet, air supply to China increased from three thousand seven hundred tons in 1942 to nearly thirty five thousand tons in October 1944 alone. While that was substantial, still it was insufficient to maintain China's army, let alone its population."
http://www.coa-hs.org/tribute/part_seven/part6.htm
===The Burma Road===
"The Allied supply lines were improving by October 1944 capacity on the North-east Indian Railways had been raised to 4,400 tons a day from the 600 tons a day at the start of the war."
"The Allies were forced to increase the tonnage carried by the Northeast Indian Railways to three times their peace time levels. This was only made possible with the use of specialised American railroad units using American and Canadian locomotives."
http://en.wikipedia.org/wiki/Burma_Campaign
"a. In February: Movement of supplies over the Burma Road totaled just over 13,700 tons or an average of 490 tons a day."
http://www.fdrlibrary.marist.edu/psf/box2/t16s02.html
"Chiang also questioned the level of lend-lease supplies and their transportation to China itself. U.S. and Chinese leaders had agreed that the Thirty Division plan, approved in 1941, and aid for building a 500-plane Chinese air force, would require delivery of at least 7,500 tons of supplies per month. Because of production problems in the United States, however, the War Department was able to forward only 3,500 tons per month to China through most of the rest of 1942. Although it approved an additional 1,500 tons per month to U.S. air units in China, for a monthly goal of 5,000 tons, even this supplement was unrealized."
http://www.ranger95.com/military_history/asiatic_pacific_theatre/china_defensive.html
* up to the spring of 1942, the Burma road was moving about 15 000 tons of materials into Kunming every month (2.166)
*8 when the road was lost, China's imports of machinery and industrial raw materials came to a complete halt.
===The Stilwell Road===
http://outside.away.com/outside/features/200310/200310_burma_2.html
===Hanoi===
* The Chinese were obtaining fully a third of their critically needed imports (in 1940) from the Hanoi-Nanning Railway line until it became occupied by the Japanese.
* There was another railway line from Hanoi to Kunmin which also became occupied by the Japanese in the late 1940s.
[[China Leaders]]
[[Category:Knowledge Base]]
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== Introduction ==
The Community Database Cleanup Project (CDCP) is a mod which sole purpose is to fix all the mistakes, typoes, errors and other such "small" issues in HOI2-DDA which are solvable by modding files. This is the closest thing the HOI2 community has to an "unofficial" patch. This mod has since incorporated into the 1.3 patch so there is no need to download it.
* Mod Forum: [http://forum.paradoxplaza.com/forum/showthread.php?t=313755&page=1&pp=20 Paradox Forum]
* Current Version: 1.0 ("absolutely final version")
* Last Update: October, 2008
* Popularity: ''1,000 - 5,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD, ARMA]]
== Features ==
CDCP is a specialized mod intended to simply fix minor game errors. As such, the mod should be fully compatible with all other mods as long as you install CDCP before anything else. Installing CDCP before installing major mods like TRP or CORE, will however be waste of time. These mods changes more or less everything, in doing so they remove all changes made by CDCP.
* [http://files.filefront.com/Changelog+v10txt/;12091985;/fileinfo.html Complete Change Log]
[[Category:Mods]]
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#redirect [[Light Cruiser]]
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CORE is the Community Open Resource Exchange. CORE aims to make Hearts of Iron 2 a more historically accurate and involving game, through expanded and more detailed tech trees, corresponding units, tech teams and a large number of events, reflecting both historical actions and possibilities. Both Industrial Capacity („IC‟) and resources for the entire game have been revised to better reflect reality in the late 1930s.
Other features include reserve divisions instead of militia (a reserve unit is less mobile, and has less heavy weapons - such as artillery. These units form the mainstay of the armies of the minor and semi-industrialized countries), rares scarcity, SS recruitment, 1:1 naval ship representation and negative resource production (representing civilian spoilage of energy and oil). The basic CORE installer includes generic graphics for techs, tech teams, leaders, ministers and generic models that have been updated to fit the latest release. There are also optional packages to download with an even greater amount of graphics available, such as country-specific model graphics and tech imagery.
* Mod Website: Is now permanently down
* Download: None known - Try the forums at: http://forum.paradoxplaza.com/forum/forumdisplay.php?289-C.O.R.E.
* Current Version: 0.4.9, available for Arsenal of Democracy 1.02 (up to 1.04 with Tweaks)
* Current Version: 0.4.1, available for Armageddon 1.3b2
* Current Version: 0.3.2.3, available for Doomsday 1.3A and Armageddon 1.2
* Last Update: July, 2009
* Popularity: ''over 10,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD, ARMA]]
[[Category:Mods]]
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#REDIRECT [[Carrier Task Force]]
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#redirect [[Carrier]]
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#redirect [[Escort Carrier]]
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{{Country guides}}
==Background==
[[Image:C_rec_poster.jpg|center|Canadian Recruitment Poster]]
Canadian role in the WW2 is often underappreciated by such military power houses as USA and Russia. Historically, Canada played an important role in many military operations during the war and were along with the United Kingdom part of the biggest military operation in history - Operation Overlord (the D-Day).
Hearts of Iron 2 allows you to play as Canada in a very uninhibited way. You can either pursue a historical Santa's little helper strategy and assist the UK/US invasions or become a military power house on your own. This guide will explain how to achieve the latter.
Canada has many disadvantages, but it also has some obvious advantages in the game.
Advantages:
* Isolation from the actual war, separated by an ocean.
* Huge number of allies.
* Virtually no way of running out of resources.
* Freedom of action
Disadvantages:
* Very few men available
* Low IC in the beginning
* No army
* No NAVY
* Nothing to fight with in general
* Only two research team slots at start
You will most of the time depend on the UK to do the NAVY fighting for you as well as giving you basic land support, but everything else, such as taking enemy provinces, is up to you.
The idea here is to make Canada a new world aggressor. Unrealistic, but fun.
The final goal is: conquest of the USA. This can and has been done (in my case by late 1945).
==Tips==
Use all your menpower to make new divisions, never reinforce old ones (unless you feel very generous)
===In the Beginning===
You start your game slowly. Nothing is happening or will happen for a LONG while, so stock up on coke and pizza pockets. With proper managing, you should have about 45 or so ICs available in total. You start with one single division and six transports, each with a fancy name. Reinforce your single division and transfer it to Halifax, this is going to be your main port. Start making one infantry division. Make it two if you can. For the next 3 or so years, you should be making 1-2 divisions constantly, so by about 1938 or so you should have at least 10 divisions ready. Play around with your minister to make the most output. Don't bother with manpower ministry, they add almost nothing. One of the ministers add +15% from foreign ICs. Remember him because you will use him after your first successful conquest. It also helps to make some basic armor. I usually stick with light armor at first, it's fast and costs cheap. Make two or preferably 3 tanks (once again by 1938).
===Research===
Infantry and armor and industry are your key research areas.
Start with 1 infantry research and 1 industry. Increase your manpower and ICs in industry and make your infatry more advanced. You will also need marines, so as soon as you can, research that area as well.
Don't bother with any of the artilleries, they only waste time/money in the beginning. Do research tanks however. Tanks are your key assault weaponry and almost never need reinforcement due to their low softness.
Later on you will also need mountain divisions, but don't bother with these before early 1940s.
Navy/air are completely useless.
All your research will depend on the blueprints you receive from UK allies. As a matter of fact, always check the UK for what they have. Normally they give you blueprints for free, but if they don't, buy it off them before researching. This way you will have a very up to date and advanced infantry by the time the war starts.
===Canadian Invasion===
You are not going to be a nice guy here. We are making a Canadian empire, so it requires a lot of bloodshed. Here's a little thing about Canada, when you declare war on anyone, nobody gives a damn and you get instant support from the UK and everyone in the allies. Isn't that fun? You get to be a spoiled child and be supported by powerful parents, in a sense.
The only thing is you can only declare war when your democracy goes down quite a few points (2 I believe). So by 1938 you should have enough authoritarianism to be able to declare war with about 9% dissent growth. Dissent won't matter much though since you only have few IC anyway.
So now who do you attack?
I went with Spain as soon as the civil war was finished just because they were weak and had no allies.
To attack Spain, transfer all the division you made to the south of France (Bordeaux I believe) and from there, as soon as you ready, declare war.
Now here's an important part: advance quickly before they can secure their borders and try to take Madrid fast. As soon as you take Madrid and some other key provinces, hold your positions because technically speaking, Spain has about 2x more divisions than you do and you'll need that French/English support that is about to come and help you. UK/France normally finishes off the rest of Spanish resistance and you can then safely annex the country. This is a good time to change your ministers to get as much foreign IC bonus as possible.
Don't worry about lacking resources that you might now have. UK will most likely provide you with all you need.
When this is done, congratulations, you now have Spain as your new province. Let's call it Spaingary.
Edit: This strategy does not work in 1.3, as all of the territories you seize will be taken by France or Britain when you near Gibraltar, and as such you are unable to annex Spain. It is also nigh-impossible to make an amphibious landing since the only provinces in range of your transports are Seville and the other coastal province next to Portugal, and both or these are heavily defended, including by a naval force which can tear your fleet to shreds before Britain or France gets involved.
The only successful route I've found is to try and make an amphibious landing on one of the Portuguese coasts with everything you have, and hope that the British navy will be able to keep your supply convoys and transports safe against the rather formidable Portuguese fleet. However, Portugal's home defences are, quite frankly, pushovers, as long as you've kept up-to-date with your infantry research. You may have to reload a few times to succeed in this. However, once you have succeeded, you have a solid base to assault Spain and take many of its VP provinces and major ports very quickly.
===Portugec===
But why stop now? What's this to your left? Yes, Portugal...and oh, look at that. They have almost no army. TAKE THEM! Extra 15 or so ICs won't hurt. Let's call this Portugec. Bring your family for vacation, see Lissabon, nice place.
By now you should be about 55 or so in your ICs and can start making more divisions/do more research (extra team should be available).
I would do as follows:
* Team for research in industry
* Team for infatry/marines/land doctrines
* Team for armor
What's next? Let's go South!
===South Canada===
Look at South America. You see those green lushes filled with riches and industry? Well, let's get them and turn them into bilingual(or trilingual) empire of Canada!
Start with Mexico. Why Mexico?
* It gives an extra entrance to USA
* It has a UK province next to it, so you can either retreat there if something goes bad or you can wait for UK support.
Land in Belize and strike from there. It helps a lot if you have marines by then. Marines will definitely cut through most mexicans like hot knife through mexican butter.
Even though Mexico might have about 10 divisions by then, you shouldn't have much trouble taking it since they're easy to trap and lack that quality your troops have thanks to the UK blueprints.
Annex Mexico and wait. USA will probably cancel non-aggression pact with you, but won't do anything else. They can't declare war on you and do anythign else for that matter. Try to get rid of that annoying dissent and strike the next country to the south (forgot what it is, but there's about 5 countries between Mexico and Panama, each with a lot of IC, total of about 35).
The idea here is to slowly advance South, taking those Central American provinces and increasing your IC. As your IC increases, you can make more divisions. If you never bothered to reinforce your divisions, you should have enough manpower to produce about 3-4 divisions at once, one of which should be armor.
When you're down to Panama (which should be around 1939 or so). Germany will most likely DOW everyone and start cutting down into France. It is imperative that you reinforce your Spangary position in the North with at least 9 divisions so that they don't get through. Put them in some mountain region where their armor won't harm you and you'll be fine. With 9 divisions gone, you might have trouble advancing further in the South, but when you've got about 10-15 divisions extra, 3 of which are armor, strike futher, preferably at Brazil. Brazil may cause a problem since it's huge and has a lot of army, but it's only fun to have such a challenge. I won't spoil how to fight them best, there are different strategies, but let me stress this: marines kick ass.
===The Rest===
You should now reach a point where you have more ICs than you need. Your manpower doesn't grow fast enough for you to make troops and you have 5 research teams, most doing worthless air or navy research because everything else is either done or in progress.
This would be time to consider the main purpose of all thise conquest: become powerful enough to take USA. Alternatively, you can continue taking South America, but that requires a lot of patience and is frankly, a waste of time.
===US of C===
Conquest of the States.
This is a hard task and I had to reload several times and I am still to find the best working strategy. But what works without failure is a sudden and quick strike on US from both sides, Mexico and Canada, with about 30 or so divisions you might have formed by then. The more the better. Basically, if you don't care enough about your Spanish provinces, you can remove the forces from there and prepare for the main attack. If you do care, you can later on help the Soviets by cutting through France and taking a lot of provinces there as well, but that only becomes possible if Soviets destroyed most German divisions and are quickly advancing toward Berlin.
I'd rather talk about the US invasion though.
HOW TO:
* Put several divisions in every province in Canada and Mexico
* Anticipate your advance, but in general 30 divisions can take about half of USA before US starts reacting. It thus becomes imperative to take important provinces such as New York and Philadelphia first, crippling their production and eliminating a possible counter attack.
* Mexican strike force will advance slowly, but you should have a tank division going NW so that you can take most oil stations fast and possibly secure the ports, getting rid of the pesky US NAVY.
* Don't expect much UK help. Their NAVY has a big chance of collapsing under the US pressure and it's most likely that US will join the axis, but in any case, you should not stop no matter what.
* US normally keeps only garrisoned troops on its soil and those troops tend to be lower quality than your strike forces, so that should cause a problem.
* The problem arises from the troops that USA might be making and so if you're not fast enough in capturing their land, you might be faced with a huge army force.
* You have about 3-4 months before the first new US divisions are made
* Normally, US also keeps a bunch of divisions in the pacific and even in the Hawaii, so you might have some trouble after all, but it seems that AI tends not to move those divisions. It seems to be a random event in a sense.
* You won't be able to annex the US unless you take most key points such as Hawaii, so make sure you secure the western coast, should you be successful in your conquest.
* If you ever manage to get any Navy going, try to take Hawaii and maybe annex the states, otherwise just sit tight and let the Japs do your job.
* Whatever happens, keep your transports intact, don't move them anywhere, they'll get slaughtered instantly.
* Don't forget to take Alaska...
* If you've succeeded, congratulations, this indeed was probably one of the most difficult conquests possible during the WW2.
[[Image:Pp_can_66.jpg|center|Canadian War Poster]]
==Variation of War Against the States==
*Note: Hoi2 Armageddon 1.2
In 1936, you should begin to focus on mainly Light Tank & Infantry research. The manpower techs will come later, once the US is occupied. By 1938, I had most of the Light Tank tree done, and had about 3 Tank Divisions, as well as a few infantry divisions.
'''General Strategy & Goals'''
'''Goals'''
• Taking New England
• Ensuring majority of American territory is yours
'''Strategy'''
Once you have around 7 or so Infantry Divisions, and 2-5 Light Tank Divisions (entirely possible in 1937, even 1936), position your tanks on the New England border. Put your infantry divisions spread out across the Western & Mid-Western part of the USA. Do not put any of them in Army Corps, just keep them single divisions.
Declare war on the USA. What I found best was, land grabbing as much as possible while penetrating as deep as I could into the States. There will be little to no resistance, and by the time that The American Army begins getting more divisions on the field, 40-60% of the United States will be under Canadian control.
The Allies, mainly France, will help you a lot. The French will land in usually California, from French Indochina, and near Washington D.C. from the homeland. They will keep the capital encircled, 70% of the time, allowing you to continue your massive land grab.
By 1938, most of the United States should be Canadian. In 1937, you should have begun Aircraft Carrier & Marine research. The Canadian navy will be no match for the United States Navy, until the Canadians begin to modernize their navy. Until then, proceed through Central America once the US is under your control (not annexed, hard to without any transports, marines, and or navy). Central America, alone, gives you 46 IC, as well as if you take Colon, a valuable route to and from the Pacific & Atlantic oceans.
By that time, you should have somewhere around 500 IC and about 60 manpower, per year. I hope you enjoyed your time, because this usually ignites Allies v Comintern v Axis, which puts you in a difficult position. :P
Cheers!
[[Category:National Strategy]]
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Any surface combat ship of heavy cruiser or heavier type. This includes CAs, BCs, BBs, CVs and CVLs. This term is only important as it applies to [[positioning]].
[[Category:Terminology]]
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#REDIRECT [[Capital Ship]]
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Carrier
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{{ARMA v1.2}}[[Image:Div_27.jpg|thumb]]
The Aircraft Carrier is rapidly becoming the most important naval vessel. Its ability to project power through the aircraft it carries makes it dangerous to other capital ships and land forces. However, the ship itself is only lightly armed and must rely on other naval units, as well as its own aircraft, to afford it protection.
==Carrier Statistics==
{| cellpadding=1
|- valign=bottom
! align=left | Model !! Year !! Air Attack !! Air Def. !! Sea Attack !! Sub Attack !! Sea Def !! Shore Bombard !! Distance !! Visi-<br />bility !! Surface Detect !! Sub Detect !! Air Detect !! Cost !! Build-<br />time !! Man-<br />power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range
|- align=center
| align=left | Great War Carrier ||1936||0||0||0||1||8||0||0.05||100||1||1||2||5.0||547||1.0||18||0.90||1.00||2000
|- align=center
| align=left | Early Carrier ||1936||1||0||0||1||9||0||0.05||100||1||1||2||5.0||650||1.0||18||1.10||1.00||2500
|- align=center
| align=left | Basic Carrier ||1936||1||2||1||1||10||0||0.05||100||1||1||2||6.0||730||2.0||22||1.30||1.00||3000
|- align=center
| align=left | Improved Carrier ||1938||3||4||2||2||12||1||0.05||100||1||1||2||7.0||730||2.0||28||1.50||1.00||3500
|- align=center
| align=left | Advanced Carrier ||1941||4||5||3||2||15||1||0.05||100||1||1||3||8.0||730||2.0||30||1.70||1.00||4000
|- align=center
| align=left | Adv Heavy Carrier ||1943||5||6||4||2||18||1||0.05||100||1||1||4||10.0||810||3.0||30||2.00||1.50||4000
|- align=center
| align=left | Adv S-Heavy Carrier ||1944||5||7||5||2||22||1||0.05||100||1||1||4||11.0||920||3.0||30||2.30||2.00||4000
|- align=center
| align=left | Semi-Modern Carrier ||1945||6||7||5||3||24||2||0.05||100||1||1||5||12.0||920||3.0||32||2.50||2.00||4500
|- align=center
| align=left | Nuclear Carrier ||1945||6||9||6||3||26||2||0.05||100||1||1||5||14.0||950||3.0||34||3.50||0.00||8000
|- align=center
| align=left | Modern Carrier ||1948||6||9||6||3||26||2||0.05||100||1||1||5||13.0||930||3.0||34||2.50||2.00||4500
|}
==Brigades allowed==
* [[Carrier Air Group]]
==Notes==
* A carrier is considered a capital ship.
* The base org and morale is 20 for Great War and Early carriers, 25 for Basic carriers and 30 for all others.
* A carrier without a carrier air group is just a giant, expensive floating piece of metal.
[[Category:units]]
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Carrier Air Group
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{{ARMA v1.2}}[[Image:Bri_14.jpg|thumb]]Carrier Air Groups represent the complement of planes stationed on carriers. They are usually a mix of fighters, torpedo and dive bombers which provide both protection for the carrier and allow it to strike
==Carrier Air Group Statistics==
{| cellpadding=1
|- valign=bottom
! align=left | Model !! Year !! Air Attack !! Air Def. !! Sea Attack !! Sub Attack !! Sea Def !! Shore Bombard !! Distance !! Visi-<br />bility !! Surface Detect !! Sub Detect !! Air Detect !! Cost !! Build-<br />time !! Man-<br />power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range
|- align=center
| align=left | Great War Carrier Air Group ||1936||3||3||2||0||||5||1.00||||7||1||3||2.0||190||0.2||||0.40||1.00||0.5
|- align=center
| align=left | Early Carrier Air Group ||1936||6||5||4||0||||7||1.20||||9||1||4||2.5||190||0.2||||0.40||1.00||0.5
|- align=center
| align=left | Basic Carrier Air Group ||1936||7||6||5||0||||10||1.40||||10||1||5||3.0||190||0.2||||0.50||1.00||0.5
|- align=center
| align=left | Improved Carrier Air Group ||1938||7||6||6||0||||11||1.60||||13||6||6||3.5||190||0.2||||0.50||1.00||0.5
|- align=center
| align=left | Advanced Carrier Air Group ||1941||8||8||8||1||||13||1.80||||14||7||7||4.0||190||0.2||||0.60||1.00||0.5
|- align=center
| align=left | Adv Heavy Carrier Air Group ||1943||11||11||10||3||||15||2.00||||15||7||7||4.5||190||0.2||||0.60||1.00||0.5
|- align=center
| align=left | Super-Heavy Carrier Air Group ||1944||14||12||11||3||||17||2.20||||16||7||7||5.0||190||0.2||||0.70||1.00||0.5
|- align=center
| align=left | Semi-Modern Carrier Air Group ||1945||15||14||12||5||||17||2.40||||17||8||8||5.5||190||0.2||||0.70||1.00||0.5
|- align=center
| align=left | Turbojet Carrier AIr Group ||1945||19||17||15||8||||21||2.50||||20||10||10||6.0||190||0.2||||1.00||1.50||0.5
|- align=center
| align=left | Impr Turbojet Carrier AIr Group ||1948||20||19||17||8||||23||2.50||||22||12||12||6.5||190||0.2||||1.00||1.50||0.5
|}
[[Category:Units]]
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Carrier Task Force
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===[[Carrier Task Force]] (CTF)===
The '''Carrier Task Force''' (CTF) is quite different to the [[Surface Action Group]] (SAG). The CTF relies on driving its enemy from the area rather than killing its enemy. When properly used, a CTF is the most potent surface combatant group in the game.
====CTF Composition====
A strong composition for a CTF, considering a fleet size of 18, is as follows:
* 6 CVs depending on the level of enemy resistance expected
* 2 CVLs as damage soaks against surface ships in bad weather
* 10 DDs to provide screens for the capitals, defence against subs and enemy air
Some players advocate using CAs instead of CVLs as damage soaks. For HoI2, this was the ideal soaking ship, as the CVL didn't exist. For Doomsday and Armageddon, however, a CVL is better suited, as it has a far better detection/visibility ratio than a CA.
[[Category:Terminology]] [[Category:Units]]
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Carrier task force
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#REDIRECT [[Carrier Task Force]]
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Casualty Statistics for WW2 by country
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''Data Collected by [[User:Finbar|Finbar]]''
{| border="1" cellspacing="0"
|+ Total Military Casualties Lost in the Second World War, by Country (in thousands)
|-
! Country !! Alliance !! Dead !! Wounded !! Total Casualties !! Percent Returned
|-
| [[Image:ast.gif]] Australia || Allies || 23.3 || 39.8 || 63.1 || 63.07%
|-
| [[Image:aus.gif]] Austria || Axis || 380 || 350.1 || 730.1 || 47.95%
|-
| [[Image:bel.gif]] Belgium || Allies || 7.7 || 14.5 || 22.2 || 65.31%
|-
| [[Image:bul.gif]] Bulgaria || Axis || 10 || 21.8 || 31.8 || 68.55%
|-
| [[Image:can.gif]] Canada || Allies || 37.4 || 53.1 || 90.5 || 58.67%
|-
| [[Image:china.gif]] China* || Allies || 2200 || 1762 || 3962 || 39.62%
|-
| [[Image:fin.gif]] Finland || Axis || 89.8 || 234.5 || 324.3 || 72.30%
|-
| [[Image:fra.gif]] France || Allies || 210.6 || 390 || 600.6 || 64.93%
|-
| [[Image:ger.gif]] Germany || Axis || 3500 || 7250 || 10750 || 67.44%
|-
| [[Image:eng.gif]] Great Britain (''includes colonials'')|| Allies || 329.2 || 348.4 || 677.6 || 51.41%
|-
| [[Image:hun.gif]] Hungary || Axis || 140 || 89.3 || 229.3 || 38.94%
|-
| [[Image:ita.gif]] Italy || Axis || 77.4 || 120 || 197.4 || 60.79%
|-
| [[Image:jap.gif]] Japan || Axis || 1219 || 295.2 || 1514.2 || 19.49%
|-
| [[Image:pol.gif]] Poland || Allies || 320 || 530 || 850 || 62.35%
|-
| [[Image:rom.gif]] Romania || Axis || 300 || colspan="3" | Unavailable
|-
| [[Image:sov.gif]] Soviet Union || Allies || 7500 || 5000 || 12500 || 40.00%
|-
| [[Image:usa.gif]] United States || Allies || 405.3 || 671.2 || 1076.5 || 62.35%
|}
Average Percentage of Casualties Returned to Combat: 55.20%
This is the total military casualties of dead and wounded, not including civilians. ‘Returned’ means the manpower that is returned to the manpower pool (wounded).
<nowiki>*</nowiki> It is unknown whether these figures include both Communist and Nationalist Chinese casualties, or just the Nationalist Chinese casualties.
==References==
*''Encyclopaedia Britannica'', Volume 23, Encyclopaedia Britannica Inc., [[1970]], pp. 729-808
*''The World War 2 Fact Book'', by Christy Campbell, Macdonald & Co. (Publishers) Ltd., London, [[1985]].
*''World War 2 Almanac: 1931-1945'', by Robert Goralski, G.P. Putnam’s Sons, New York, [[1981]]
*''The Second World War'', by John Keegan, Century Hutchinson Ltd., London, [[1989]].
*''Forgotten Allies'', by Ready, J. Lee, Volumes 1-2, McFarland & Company, Inc, Jefferson, [[1985]].
*''Louis L. Snyder's Historical Guide to World War II', by Louis L. Snyder, Greenwood Press, Westwood, [[1982]].
*''The War: A Concise History 1939-1945'', by Louis L. Snyder, Julian Messner Inc., New York, [[1960]].
*''A Short History of World War 2'', by James L. Stokesbury, William Morrow and Company, Inc., New York, [[1980]].
*''World War 2'', by C. L. Sulzberger, American Heritage, New York, [[1966]].
*''World Book Encyclopaedia'', Volume 21, World Book Inc., [[1989]], pp. 470-501
*''The World Almanac of World War 2'', by Brigadier Peter Young (ed.), Pharos Books, New York, [[1981]].
[[Category:Knowledge Base]]
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Cavalry
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#REDIRECT [[Cavalry Division]]
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Cavalry Division
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[[Image:Div_1.jpg|thumb]]
Cavalry Divisions (Cav) are able to move fairly rapidly over most types of terrain and do not require a supply of fuel to operate, but they are lightly armed when compared with Armoured units, and the automatic weapons of the time can inflict devastating casualties to both men and horses. That is not to say that Cavalry can't prove useful in some instances as a mobile reserve.
==Cavalry Division Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | I. Great War Cavalry|| 30 || 30 || 1 || 2 || 4 || 0 || 10 || 10 || 100
| width=20 | || 8 || 95 || 9 || 7 || 1.2 || 0 || 4 || 30 || 1.0 || 1.0 || 7 || 7 || 7 || 7
|- align=center
| align=left | II. Early Cavalry|| 30 || 30 || 2 || 3 || 8 || 1 || 10 || 10 || 100
| width=20 | || 8 || 95 || 9 || 7 || 1.2 || 0 || 4 || 30 || 0.5 || 1.0 || 7 || 7 || 7 || 7
|- align=center
| align=left | III. Basic Cavalry || 30 || 30 || 3 || 4 || 10 || 2 || 12 || 12 || 100
| width=20 | || 8 || 95 || 9 || 7 || 1.3 || 0 || 4 || 30 || 0.5 || 1.0 || 7 || 7 || 7 || 7
|- align=center
| align=left | IV. Semi-Motorized<BR>Cavalry|| 30 || 30 || 4 || 4 || 12 || 2 || 14 || 14 || 95
| width=20 | || 9 || 95 || 9 || 7 || 1.5 || 1.5 || 4 || 30 || 0.5 || 1.0 || 7 || 7 || 7 || 7
|- align=center
| align=left | V. Armored Cavalry|| 30 || 30 || 7 || 6 || 16 || 10 || 20 || 20 || 60
| width=20 | || 14 || 135 || 9 || 10 || 2.2 || 3.0 || 4 || 30 || 0.5 || 1.0 || 10 || 10 || 10 || 10
|- align=center
| align=left | VI. Air Cavalry|| 40 || 40 || 7 || 6 || 16 || 10 || 20 || 18 || 80
| width=20 | || 25 || 155 || 9 || 14 || 2.8 || 7.0 || 4 || 30 || 0.5 || 1.0 || 14 || 14 || 14 || 14
|}
==Brigades allowed==
* [[Anti-aircraft Brigade]]
* [[Anti-Tank Brigade]]
* [[Armored Car Brigade]]
* [[Artillery Brigade]]
* [[Engineer Brigade]]
* [[Light Armored Brigade]]
* [[Self-Propelled Artillery Brigade]]
* [[Tank Destroyer Brigade]]
==Notes==
* Cavalry divisions are considered a soft unit.
* It is often considered that ''Basic Cavalry'' are a good place to stop for upgrading of units. Reasons include, cost effectiveness, Lack of Oil Consumption and the combat differences between ''Basic Cavalry'' and ''Semi-Motorised Cavalry'' being quite small.
* Cavalry are often useful as disposable ''raiders''. When an enemy front has been ''holed'' the Cav race through to attempt to either encircle the enemy troops or race to capture/deny resources, IC or Victory Points
* Cavalry are classified in the category of [[TECH_CAT_CAVALRY]] and thus are affected by [[Terrain]] and [[Weather]] differently to other land types
[[Category:Units]]
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Cheat Codes
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The following is an ''incomplete'' listing of the cheat codes available within the game.
To use a cheat code, press the F12 key and a console window will be brought up. Enter a code from the following lists and press enter. If the code was entered correctly, you will see a confirmation message in the console. The cheats are not case-sensitive. To get out of the console mode, hold ctrl and hit F12 (or press F12 and move the mouse). Several cheats like showid, acceptall, freedom and others can be toggled on and off, i.e. they stay active until they are disabled or you exit the game. To disable these cheats enter the console (via F12) and type the same command again.
== Cheat Codes ==
=== Resource Cheats ===
* '''energy''' - adds 5000 energy to the stockpile.
* '''metal''' - adds 5000 steel to the stockpile.
* '''oil''' - adds 5000 oil to the stockpile.
* '''rare''' - adds 5000 rare materials to the stockpile. '''Note:''' before v1.2, this cheat code was * ''"rubber"''.
* '''money''' - adds 500 money to the stockpile.
* '''supplies''' - adds 5000 supplies to the stockpile.
* '''nuke ''[country id]'' ''' - gives the specified country 1 atomic bomb. If no ''[country id]'' is given, the player will be the reciever.
* '''manpower''' - gives the player 5000 manpower points.
* '''transports''' - gives the player 100 transports.
* '''escorts''' - gives the player 100 escorts.
=== Scenario creation cheats ===
* '''showid''' - shows the id of the province currently highlighted by the mouse in the bottom right corner of the screen.
* '''showxy''' - shows the coordinates in the lower right corner of the screen.
* '''savestats''' - creates a file in the HoI2 main directory called ''statistics.csv'' with statistics (tag, name, total ic, coal, oil, steel and rare materials stockpiles) of all countries currently active.
* '''handsoff''' - events that would normally pause the game will no longer do so. This cheat is useful when playing as a small country to run AI vs AI testgames.
* '''save [filename]''' - quicksaves the game to the HoI2\scenarios subdirectory.
* '''load [filename]''' - quickloads the file in the HoI2\scenarios subdirectory. '''Attention:''' typing in an incorrect file name will cause the game to crash!
=== Other Cheats ===
* '''event [event ID] ''[country tag]'' ''' - triggers an event for a specified country. '''Note:''' see below (event cheats) for more information.
* '''dissent''' - increases dissent with 25%.
* '''acceptall''' - the AI will accept any diplomatic or spying action proposed. '''Note:''' before v1.2, this cheat code was ''"neville"''.
* '''alienattack [province ID]''' - will create a new country called ''"Alien Invaders"'' which will declare war on whichever country formally controlled the province with the ''[province ID]''. For more info see [[Aliens]].
* '''fullcontrol''' - toggles full control of all armies, allowing the player to control other countries' armies.
* '''nofog''' - toggles the fog of war on/off.
* '''freedom''' - allows you to move your domestic policy sliders freely within the bounds set by the first two sliders. '''Note:''' before HoI2 v1.2, this cheat code was ''"robespierre"''.
* '''viewtech''' - shows the research of other nations in the province-info screen. '''Note:''' only added in v1.2.
* '''tech [tech id] ''[country tag]'' ''' - gives the technology with ''[tech id]'' to the specified country.
* '''revolt [province id]''' - triggers a revolt in the specified province.
* '''teleport [province id]''' - teleports a selected unit to the specified province.
* '''norevolts''' - revolts won't fire in occupied territories.
== Event cheats ==
''usage:''<br>
* '''event [event ID]''' - fires event ''[event ID]''.
* '''event [event ID] ''[country tag]'' ''' - fire event ''[event ID]'' for a specific country.
''examples of event cheats: (you can trigger any event id that has been loaded)''
* '''event 1002''' - adds 200% of max daily income supplies from random event ''"Womens organisations donates material to the Army"''.
* '''event 1003''' - adds 100 conscripts from random event ''"Youth Movement provides more volunteers"''.
* '''event 1004''' - adds 100 conscripts from random event ''"Women labour force tapped for factories"''.
* '''event 1005''' - reduces dissent with 5% at the cost of 100% of max daily income supplies from random event ''"Great Military Parade held in Capital"''.
* '''event 1007''' - adds 30 conscripts from random event ''"Massflight of War Refugees"''.
* '''event 1009''' - reduces dissent by 3% from random event ''"Artist reflects popular emotions and records epic song"''.
* '''event 1011''' - technology stolen from enemy from random event ''"Leading scientist defects to your country"''.
* '''event 1012''' - grants blueprint for one of the technology currently researched from random event ''"Accidental discovery: miracular breaktrough in research"''.
* '''event 1013''' - gains 1% industrial efficiency from random event ''"Private initiative boost production"''.
* '''event 1040''' - steals a technology from a random enemy or neighbour from random event ''"Technology stolen from enemy"''.
* '''event 6''' - The Yugoslavia event, what ever country you are using at the time you fire it will leave it's alliance (Like Germany leaving the Axis)
[[Event Cheats]], if you don't mind creating your own events for an even greater effect.
== Unexplained cheats ==
* '''difrules''' - says ''"playing like a god"'' but seems to have no further effect.
* '''dump [country tag]''' - makes a statistics dump for the specified country. Not really sure how this works.
* '''ai [AI file]''' - loads an AI file from the HoI2\ai subfolder. Not sure how this works precisely.
* '''info [country tag]''' - lists the country's name and a number of statistics. Not sure how this works precisely.
* '''nowar''' - seems to have no effect?
* '''nolimit''' - no troop limits?
* '''jstop''' - no apparent effect.
* '''jstart''' - no apparent effect.
* '''goto''' - no apparent effect; seems to have something to do with teleporting.
* '''at''' - no apparent effect; seems to have something to do with teleporting.
[[Category:Reference]]
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China 1927-1937
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=The Northern Expedition (1927)=
(1.110)
==Kuomintang Army==
===1st Army Corps===
* consists of Chiang's loyal Zhejiang and Guangdong troops
===2nd Army Corps===
* Hunan armies
===3rd Army Corps===
* Yunnan armies
===4th Army Corps===
* Cantonese forces in the Xi Jiang area (who fought in Wuhan during the Northern Expedition and sustained the greatest losses)
===7th Army Corps===
* Guangxi Army, led by Li Zongren and Bai Chongxi
After the Northern Expedition, Feng Yuxiang's Army of the Northwest, and Yan Xishan's Shanxi army joined Chiang, and he then commanded a total strength of 179 divisions and 30 independent brigades in what is known as the National Revolutionary Army (NRA). Here are the Group Armies:
===1st Group Army===
Guomindang Army Corps
===2nd Group Army===
Guominjun (Feng Yuxiang's) army corps
===3rd Group Army===
Shanxi Army
===4th Group Army===
Guangxi army
==Communists==
30 000 man force which broke away on August 1, 1927
==Manchurian Army==
* led by Zhang Zuolin
=After the Northern Expedition (1928-1936)=
In 1928, the Chinese Army had approximately 2.25 million men under arms. (Source: http://www.feldgrau.com/articles.php?ID=11)
In an effort to put the majority of the armed forces under his control, Chiang Kai-shek engaged a program of troop disbandment which was bitterly opposed by the other warlords. The 4th Group Army of Guangxi, the 2nd Group Army of Shanxi, and the 2nd Group Army of the Northwest all rebelled against Chiang. Through Chiang's swift diplomatic maneuvering, all these rebellions came to be crushed, and their troops were incorporated into the government forces.
* the First Army was one of the better equipped of the 8 National Revolutionary Armies (NRA)
** however, it was not very well equipped
** Chiang personally controlled only 3 armies, or about 5-10% of the nation's total force
* in contrast, some other NRA took full advantage of the fighting and expanded their forces to impressive size
=1929=
==March==
* The Guangxi Clique, as a result of a crisis seemingly provoked by Chiang (3.11) revolted against Nanjing
** Guangxi leaders were skilled tacticians and commanded about 230 000 troops
** Feng Yuxiang, commanding 220 00 men would join forces
** Chiang bought Feng off with Y2 million and a promise of control over Shandong province
** Chiang then defeated the Guangxi armies in less than 2 months
** Empire of Li Zongrena and Bai Chongxi in Hebei and Hunan-Hubei thereupon collapse.
** they retreated to their home province of Guangxi
==April==
* Feng was going to go to war with Chiang over the disbandment issue, but Han Fuqu and Shi Yousan (and 100 000 of Feng's troops) defected to the nationalist side.
** also, Chiang reneged on his pledge to hand over Shandong (3.11-12)
** Feng pushed out of Shandong and Henan (3.12)
=1930=
* In April 1930, Feng and Yan Xishan organized an Anti-Chiang coalition which included the Reorganization faction (led by Wang Jingwei (3.12)) and the Western Hill faction (an extreme right faction (3.12)) as well.
** February and March, Feng Yuxiang and Yan Xishan formed the Anti-Chiang coalition, which posed the most serious challenge to Chiang's power. (3.12)
** Li Zongren and Bai Chongxi of the Guangxi clique promised to coordinate their attack from South China
** in 4 months, the two sides incurred some 250 000 casualties (3.12)
** In September, the rebel government against Chiang fled from Beiping to Taiyuan, Yan's capital (3.12)
** Both sides wooed Zhang Xueliang to join them (3.12)
** However, Zhang Xueliang threw his support behind Chiang, and the rebel cause was doomed
*** the leader was bribed with 10 million yuan and joined the central government in mid-september(3.12)
*** he was promised that he might administer all of China north of the Yellow River (3.12)
*** he sent 100 000 troops into the Beiping-Tianjin area and took control o the major railroads and the rich revenues from the Tianjin customs
** by October, the Central Plains War was over and both sides suffered heavy casualties
** the 1930 war broke up the Guominjun of Feng Yuxiang, greatly weakened Yan Xishan, and left the Manchurian Army as the only respectable military power in northern China
=1929-1931=
(Source: [http://www.uglychinese.org/War.html UglyChinese.org])
* Guangxi – 4th Juntuan
* Guangdong – 1st Juntuan : Chen Jitang
* Japan had 3 relief divisions from the Korea military garrison
* They attack Zhang Xueliang’s army in Shenyang
* 1st Bubing Shi : Hu Zongnan
==December 1930==
{| border="1" cellspacing="0"
|+ '''Force Deployment during the Extermination Campaigns'''
|-
! Sequence of Campaigns !! Government Troops !! Regional/Chiang Ratio (in divisions) !! Communist Troops
|-
|1||44 000||11/1||42 000
|-
|2||113 000||10/1||66 000
|-
|3||130 000||8/6||53 000
|-
|4||153 000||7/5||64 000
|-
|5||300 000(?)||21/17||100 000(?)
|+ Source: Source: Ch'i, Hsi-Sheng. ''Nationalist China at War: Military Defeats and Political Collapse, 1937-45'', University of Michigan Press: Michigan, 1982, ISBN 0472100181, p. 246
|}
* Chiang launches his first Extermination Campaign against the Communists (2.20)
** Using only a small number of Hunan forces against the Communist base in Jiangxi
==January 1931==
* Chiang's first Extermination force gets thrashed by the Communists (2.20)
==April==
* Chiang launches his second extermination campaign against the Communists
** this is a larger force, and the government now has a 2:1 advantage over the Red Army
==May==
* Chiang's second extermination campaign ends in defeat
* In protest against Hu Hanmin's arrest, the provincial militarists of Guangdong and Guangxi establish a separatist regime in Guangzhou (3.13)
** also included Wang Jingwei, the Western Hills partisans, and San Yat-sen's son, Sun Fo
** they created a new government in 1 June.
** Real power rested with the provincial militarists, notably Chen Jitang, chairman of the Guangdong province
==June==
* Chiang launches his third extermination campaign against the Communists (2.20)
** commanded by Chen Cheng, who is described as able, and whose quality is admitted by Mao (3.90)
** crack units under Chiang are thrown into the battle
** Chiang is tightening the noose around the Communist base area
** Guangdong rebels and moves its troops against southern Hunan and Jiangxi
==September==
*Sept 18: The Japanese invaded Manchuria
** Sept 1931, Zhang Xueliang lost his base and fled to Chiang's protection. (2.18)
** Chiang has to call off his third extermination campaign (2.20)
** An agreement is worked out between the Nanjing regime and the Guangzhou regime because of the japanese invasion (3.14)
** 15 Dec, Chiang resigns his posts and retires to his native village of Xikou in Zhejiang (3.14)
=1932=
* without Chiang's support of the Sun Fo government, it does not have the backing of the Shanghai financiers and so cannot meet its financial responsibilities (3.14)
** central army remains loyal to Chiang
** Chiang came back on 29 of January
''Jan 6''
* 19th Lujun : Jiang Guangnai
* 19th Corps and 5th Corps valiantly fought the Japanese
* 5th Corps (relocated from Nanjing) – Feb 1932: entered battle of Shanghai
** 87th Bubing Shi : Zhang Zhizhong
** 88th Bubing Shi : Yu Jishi
** 1st Bubing Shi : Hu Zongnan – Hu Zongnan took charge of forgifying at Jiangyin City on Yangtze bank
* After, Jiang Guangnai’s 19th Lujun relocated to Fujian Province to fight communists
* 7th Juntuan and 35th Jun - Fu Zuoyi
''Mar 4''
* 32nd Corps recovered Lengkou
''Mar 7''
* 67th Corps beats Japanese 8th division-conglomerate and 16th brigade conglomerate at Gubeikou Pass
* Guan Linzheng’s relief forces also arrive
''Mar 21''
* 29th Corps : Song Zheyuan - Northwestern Army Soldiers
** 37th Bubing Shi
* evacuated from Xifenkou Pass on Apr 8
* 25th Bubing Shi : Guan Linzheng
* NORTHEASTERN ARMY
** 57th Corps : Miao Zhengliu
==May==
The Oyuwan Soviet destroyed by Chiang's forces, forcing Zhang Guotao and Xi Xiangqian to go on their long march to north Sichuan.
** in North Sichuan, fighting between the 24th and 29th armies allows the Communist 4th Front Army to set up a new soviet
''Oct 11''
* Defection of 37th Lujun commander Wang Yongcheng
=1933=
* In 1933, the Chinese Army consisted of (according to German sources) 134 Infantry Divisions 9 Cavalry Divisions, 17 Cavalry Brigades, 36 Infantry Brigades, 5 Artillery Brigades, 20 Artillery Regiments, 600 aircraft (approximately), some railway artillery, limited armored forces, a small navy, for a total of 37 million main line troops and 600,000 provincial troops. (Source: http://www.feldgrau.com/articles.php?ID=11)
* In January, Chiang organizes his 4th extermination campaign against the Communists. (2.20)
** loyal government units assigned the crucial role
** In April, The Japanese attack jehol and the Great Wall, forcing Chiang to accept the Tanggu agreement in May, which force the central gov't to withdraw it's forces from northern China (2.18)
** Chiang is also forced to call off the 4th extermination campaign against the Communists because of this incursion
* In October, Chiang begins the 5th extermination campaign against the Communists (2.21)
** Chiang initiated a militia system and a strict blockade system where all essential commodities were forbidden near the rebel zones
** Chiang established pillboxes to put pressure on the Communists from all sides and tighten the ring of encirclement
** On 26 october, the 19th Route Army (Nationalist) commanded by Cai Tingkai, entered into an agreement and set up a "People's Revlutionary Government" in Fuzhou in Nov 1933. The CCP and the 19th Route Army didn't cooperate further, and Chiang quickly defeated the new Fuzhou government. (3.97)
=1934=
* Chiang's 5th extermination campaign against the Communists is going very well
** by October 1934, 80% of Red forces were killed, wounded or captured
** Mao escapes and starts the Long March
=1934-1935=
* Guizhou "remained aloof" from the central govenrment until 1934-1935
* all Sichuan generals had defected to the GMD byt he end of 1926, but they maintained the basic pattern of confrontation with eachother that had existed since the Beiyang days (2.18-19)
** had their own defense districts, within which they exerscised exclusive control over the civil government, taxation, transportation, economy and the opium trade
** between 1928-1934, civil wars broke out every year among the Sichuan warlords
* in late 1934, the Communists started the Long March and went into Sichuan and Guizhou (2.19)
** responding to Liu Xiang's call for help, Nanjing dispatched the staff corps and organized 2 armies to pursue the Communists
** GMD used this opportunity to gain control of Sichuan province
** Xue Yue and Zhou Hungyuan chased the CCP into Sichuan (3.96)
=1935=
* June: Nationalist Party activities are banned under Japanese pressure (2.18)
* eastern Chahar is invaded by the Japanese Kwantung Army
* Japan sets up the Eastern Hebei Anti-Communist Special Regime at the end of 1935 (3.110)
** Diplomats between China and Japan are Zhang Qun (China) and Kawagoe (Japan)
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=[[Image:chi.gif]]Nationalist China=
==unplaced as of yet==
====Fan Zuxian====
* a regioalist but also a member of the GMD's Shandong provincial committee (2.119)
** received arms and other supplies from the Chongqing government
** powerful guerilla force
** because of him, the central government was able to restore the provincial government in March 1938
** however, upon his death in November 1938, his forces defected to the Communists
====Admiral Shen Hunglie====
* new governor of Shandong in March 1938
* regional militarist (2.119)
* represented the GMD party and government int he occupied areas (2.119)
* had little appreciation of the intracacies of guerilla warfare and little inclination to learn about them (2.119)
====Zhang Yinwu====
* Baoding Military Academy graduate (2.119)
** former mayor of Beiping unde regional militarists
** minjun (militia), organized in December 1937, expanded to a force of 30 000 men in 1939
====Lu Zhonglin, Yu Xuezhong====
* regional militarists (2.119)
* represented the GMD party and government int he occupied areas (2.119)
* these generals had little appreciation of the intracacies of guerilla warfare and little inclination to learn about them (2.119)
====Liao Ang====
([http://www.marx2mao.com/Mao/CO47.html Source])
* Commander of the Reorganized 76th Division of the Kuomintang forces under Hu Tsung-nan, was later captured in a battle at Chingchien on October 11, 1947
====Deng Yenda====
Source ([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* possible 3rd party founder? assassinated by Chiang
* One of the GMD's more radical but non-Communist generals
* complained in March 1927 that the party and the whole future of the Chinese revolution were endangered because military influences had outpaced the developement of the party, the government, and everything else during the course of the Northern Expedition. (2.8)
====Wang Jingwei====
* left leaning
* would later defect to the Japanese
====Ai Ai====
[http://www.generals.dk/general/Ai_Ai/_/China.html Generals.dk]
* commanded 92 Div, 1945
====Jiang Guangnai====
* led the 19th Route Army on Jan 6, 1932
====Zhang Zhizhong and Yu Jishi====
* organized into 5th corps in 1932
====Zhang Zhizhong====
* (1891-May 16, 1940)
* commanded 87th div in 1932
* commanded the 38th division in 1937
* in July 1945, was Minister of the Political Department
====Yu Jishi====
* commanded 88th div in 1932
* commanded the 74th corps during the civil war
** this became the "Reinforced 74th Division" ([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
====An Chunshan/Zhunshan?====
[http://www.generals.dk/general/An_Chun-shan/_/China.html Generals.dk]
* commanded 31st Div, 1944
====An Enbu/Enpu?====
[http://www.generals.dk/general/An_En-pu/_/China.html Generals.dk]
====An Huading/Huating?====
[http://www.generals.dk/general/An_Hua-ting/_/China.html Generals.dk]
====An Yongzhang/Yongchang?====
[http://www.generals.dk/general/An_Yung-chang/_/China.html Generals.dk]
====General Tai Yung-kwan====
* Gu Zhutong's protégé
* defected to the communists, allowing them to cross the Yangtze during the civil war
====General Gui Yongqing====
====Commodore Lin Zun====
* admiral, defected to communists at Nanjing
====General Xia Wei====
* under Bai Chongxi's command
====General Zhang Zizhong====
(1.151)
* his portrait hung in Chiang's study
* old-fashioned field commander
* as mayor of Tianjin, he bargained with the Japanese
* had a brilliant victory at Taierzhuang and fell in defense of his country
====General Fang Xianjue====
(1.151, [http://www.uglychinese.org/war.htm uglychinese.org])
* conducted a gallant defense of Hengyang for 40 days against overwhelming odds with his 10th corps (2. "10th Army"), which lost most of its forces in that defence
====Feng Zhian====
* commanded the 37th division in 1937
====Zhao Dengru====
* commanded the 132nd division in 1937
====Guan Linzheng====
* commanded the 25th division in mar 21 1937
====Wang Yongcheng====
Source: [http://www.uglychinese.org/war.htm uglychinese.org]
* commander of the 37th Route Army in 1932
* defected in oct 11, 1932 to the japanese in manchuria
====Zhang Zhen====
* 66th Corps Commander during the First Burma Campaign
====Tang Shouzi====
* commanded the New 30th Division in the 2nd Burma Campaign after the capture of Myitkyina
====Hu Su====
* commanded the New 30th Division in the 2nd Burma Campaign
====Li Hong====
* commanded the New 38th Division in the 2nd Burma Campaign
====General <Chieu Ching-Chun> (Jiu Jingzhuan?)====
(Source: [http://www.generals.dk/general/Chiu_Ching-chuan/_/China.html Generals.dk])
* briefly commanded the new 1st army in feb 1943
** if it's jiu jingzhuan, then it's a Whampoa commander who didn't render full cooperation to his fellow generals during the huai-hai campaign (1.262)
====Han Fuqu====
(-Jan 1938)
* originally part of Feng Yuxiang's army but defected to the Nationalists in April 1929 (2.17)
* Shandong warlord who colluded with the Japanese and gave Shandong to them without resistance
* was summarily executed because of this
* his territories had a noticeable control over communist activity (Source [http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
====Shi Yousan====
* originaly part of Feng Yuxiang's army but defected to the Nationalists in April 1929 (2.17)
====Lai Shihuang====
(Source [http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* 13th Corps Chief
====Wang Tianpei====
(Source [http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* 10th Corps Chief
====Sun Dianying====
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* in the Sino-Japanese war, he was given command of the new 5th Army, and he manoeuvred between the communists and the central government, even giong over to the japanese for a time (3.218)
* he had contacts everywhere and even bought goods from Shanghai (3.218)
* during Civil War, commanded the newly organized 4th Army
====Hao Pengju====
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* surrendered to the Japanese in 1941
* became governor of Huaihai Province in the Japanese Puppet Government of China
* became sympathetic to the communists
* during the civil war, Chiang gave him the command of the 6th Route Army, unaware that he was colluding with the Communists
====Li Zefen====
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* commanded the 5th Div which was under the control of the 94th Corps
====Zhang Chong====
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* corps commander
* sent to Jilin province during the civil war
====Liang Huashen====
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* commanded 71st Corps during the civil war
====Chen Xinda====
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* commanded New 5th Corps in oct 1947, which was destroyed by the communists
====Zhou Fucheng====
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* commanded 8th corps conglomerate during the civil war
====Xiang Fengwu====
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* commanded the 71st Corps during the civil war
====Liu Anqi====
* commanded 7th corps conglomerate during the civil war
====Zheng Dongguo====
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* commanded an army in the 2nd Burma Campaign
* commanded 1st corps conglomerate, consisting of:
** 6 divisions, or 100 000 men
====Zeng Zesheng====
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* during the siege of Jinzhou, commanded the 60th Corps
====Liu Yuezhang====
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* during the siege of Jinzhou, commanded the 52nd Corps
====Qin Qirong====
(-August 1942)
([http://www.angelfire.com/my/rememberww2/1942/08/12.htm Source])
* militant anti-communist in central Shandong
* commited suicide rather than be capture by the Communists.
* also mentioned (3.230)
==Hunan==
==== Tang Shengzhi ====
* Hunanese warlord (3.16)
====Cheng Qian====
* appointed as vice-chief of supreme staff based on the numerically impressive Hunan forces he commanded
* transferred from Chief of the gneral staff to the command of the First War Area in North China
* regarded by Chiang's close friends as a fan-tung, a ne'er-do-well (1. p.124)
* did nothing of significance until he defected to the communists in 1949
====He Jian====
* Hunanese warlord
* his territories noticeably had communist activity under control (Source [http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
== Guominjun ==
The Guominjun (Feng's army,) had a reputation of being one of the better trained and equipped armies of the pre-Nationalist era.
====Feng Yuxiang "Christian General"====
* used to be warlord of Northwestern region of china
* Knew a lot of the armies around Shandong
* But complained a lot that neither his armies nor the KMT armies trusted one another
* not particularly loyal to chiang
* NOT part of whampoa clique
====Song Xinian====
* commanded part of Chiang's forces stationed in Chongqing which collapsed during the civil war (1 p.269)
====Zhang Ningfu====
* (-Mar 1947)
* got killed by Communists in southern Shandong
* was leading the 74th (US equipped) of the Zhongyang Army
====General Wu Jiwei====
* Capable and famous fighting general
====General Chen Mingren====
* commanded a crack American-trained army during the Civil War
* defeated Lin Biao's communist forces at Sipingjie ([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* dismissed Chen Mingren on the pretext of embezzlement
====Sun Lianzhong====
* NOT in whampoa
* great leader, served valiantly
* suiyuan general? (1.246)
* ([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org]) in 1943, commanded the 2nd Army Group, which consisted of:
** 31st Corps - these were handed over to Hu Zongnan in 1945
** 68th Corps
* described as one of "China's best senior field commanders" (1.248)
====Liao Yaoxiang====
* commanded the New 22nd Division
* one of the heroes of the Northern Burma Campaign
* commanded New Sixth Army, part of the X-Force in the 2nd Burma Campaign
* one of the best-educated and most battle-experienced younger Chinese generals (184)
====General Yang Jie====
* for a while stationed in Moscow as Chinese ambassador (169)
====Lt. Gen Sun Liren====
(November 19, 1899–November 19, 1990)
Source: [http://en.wikipedia.org/wiki/Sun_Li-jen Wikipedia: Sun Liren], [http://www.science.uwaterloo.ca/~cchieh/sun/response.html Some responses to a book on Sun Liren]
* NOT in whampoa
* commander of New 38th Division (which was assigned to the 66th corps)
* participated in First Burma Campaign
* allowed the force to conduct an excellent retreat to British India
* commanded New First Army, part of the X-Force
* one of the best-educated and most battle-experienced younger Chinese generals (1.184)
* I would make him skill 4 as well.
[http://www.chinese-forums.com/viewtopic.php?p=15636]
* turned back an offensive in Manchuria, but shortly after, was relieved of command and sent to a training program at Nanjing (1.256)
====General Dai Anlan====
* commander of 200th div (GMD's only mechanized formation)
* participated in First Burma Campaign
* recognized by Americans as man of "ability and force and considerable courage"
*5th and 6th armies were "lost" in first Burma Campaign
** the divisions in them were the 22nd and 36th divs (correction, 38th, NOT 36th), among others
====Lt. Gen Gan Lichu====
* commanded a few divs in the First Burma Campaign
====Hu Zongnan and Tang Enbo====
* commanded 300 000 men (16 armies) in the NW
====Gen. Wei Lihuang====
* commanded 100 000 (Y-Force) in the Second Burma Campaign
* May 11, '44 crossed Salween
* in civil war, in Manchuria, was overly cautious
* in civil war, commanded 150 000 men (12 divs and 3 cav brigades)
* IMHO, average talent
* had a crony: General Chen Tie
====Gen Huang Wei====
* commanded 12th army group during civil war
====Gen Li Yannian====
* commanded 6th army
====Gen Liu Ruming====
* commanded the 143rd Division in 1937
* commanded 8th army
====Wang Jun, Hu Zhongnan, Li Jilan, Shen Jiucheng====
* all assigned to fight the communists in '36.
==United States of America==
====Joseph W. "Vinegar Joe" Stilwell====
* served in China [Jan 1942-Oct 44]
* good leadership ability
* sound tactics and strategy
* can speak chinese
* poor fit for Chiang tho, because he hated corruption and inefficiency and he wanted to just slash and trash it, and Chiang would have none of it
* also had difficulty working with the british
====Liu Zhi====
* a man "of no particular ability" (skill 1)
* one of the most senior members of the Whampoa group (2.105)
==Whampoa Clique==
====Generalissimo Chiang Kai-shek====
- micromanages everything
- places loyalty above proficiency when assigning tasks
- an average leader (i'd put him at skill 3)
- excellent diplomat (at least compared to his contemporaries)
====Lt. Gen Du Yuming====
* commanded afew divs in the First Burma Campaign
* blech, not very talented (skill 1)
* tows the party line, usually gets awesome commands
* famous for "leading his regiment from behind", heh (1.261)
* during the civil war, led 100 000 men ([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
====Xiong Shihui====
(commanded a division/army/army corps?)
- arrogant
- directory of generalissimo's HQ in Manchuria, in Chinese Civil War
====Qian Dajun====
*one of the most senior members of the Whampoa group (2.105)
====Jiang Dingwen====
*one of the most senior members of the Whampoa group (2.105)
====Gen. Chen Cheng====
* man of great personal integrity
* severe field commander
* commanded the 14th and 18th armies during the 1930s
* when he became manchurian commander, he was hardhanded and fired a lot of corrupt officers, which quickly fled to the communists
* described as "capable" (1.256) and an "able commander", even by Mao (3.90)
* failed in pacifying Manchuria during the Civil War
* briefly commander of the 9th war zone
* also commander of the defense of Hankou and, later, the 6th War area
* commanded the 14th and 18th armies, which he led in the '30s
*((Chen Cheng had his own faction, with the following well known Nationalist Generals)) (2.105)
** Luo Zhuoying
** Fang Tian
** Jue Hanqian
** Li Jilan
** Hu Lian
====Hu Zongnan====
(1896-1962)
Source: ([http://www.uglychinese.org/war.htm uglychinese.org])
* being in (2.105) implicitly puts him in the Whampoa group
* commanded the 1st division in 1932 (source: uglychinese.org)
* commanded the 1st Army, which was decimated in the Shanghai campaign
* operated out of Xi'an
* at height of his power, controlled ~27 divs
* stationed in Shanxi for a majority of the war for two purposes -- to blockade the communists and to block the Japanese
*((Hu Zongnan had a faction, whose supporters were the following generals. he built it from scratch during the war:)) (2.105)
** Li Wen
** Li Tiejun
** Luo Lie
** Sheng Wen
** Yuan Pu
* during the Civil War, he commanded at least: ([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
** 27th Corps
** 1st Corps
** 53rd Div
** 61st Div
** 15th Corps
** 4th Army, commanded by Sun Dianying
** 85th Corps, consisting of
*** 110th Div
* Born in Zhejiang ([http://english.people.com.cn/dengxp/vol3/note/C1480.htm Source])
====Gen. Gu Zhutong====
* replaced Chen Cheng as leader of Manchurian theatre during the Civil War
* not particularly talented
* staunch supporter of Chiang
* commander of the 3rd War Zone (south of the Yangtze) (3.210)
* close and trusted associate of Chiang kai-shek (3.210)
====Gen. Yu Hanmou====
* not particularly talented
* staunch supporter of Chiang
* commanded 7th War Zone
====Gen. Fan Hanjie====
* one of Whampoa's ablest commanders (1. 259)
* commanded 6th corps conglomerate in civil war ([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org]), consisting of:
** 14 divisions, or about 150 000 men
* caught by the communists at the siege of Jinzhou
====Gens. Li Mi, Jiu Jingzhuan, Huang Bodao====
* all did not trust each other
====Gen Huang Bodao====
- commanded 10 divs in the Battle of Xuzhou
- died at end of battle
====General Tang Enbo (as above)====
Sources: ([http://www.generals.dk/general/Tang_En-po/_/China.html Generals.dk], [http://www.uglychinese.org/war.htm uglychinese.org])
* Born 1900 in Wuyi, Zhejiang
* died 1954
* deputy commander of 1st War Zone from '42-'44
* based in Henan until kicked out (prolly via Ichigo)
* CiC of GMT troops sometime
* commanded 13th Army, which expanded to 8 armies (2.105)
* commanded 30 divs during Ichigo
* has a bit of a reputation for being a butcher
((Tang Enbo also had his own faction followers who were generals, who are listed below:)) (2.105)
** Chen Daqing
** Shi Jue
** Wang Zhonglian
** Zhang Yaoming
====Guan Lingwei, Wang Jun, Mao Bingwen====
* central army, fought against the communists with the Northeastern (Fengtian) army in '36
====Guan Lingwei====
* fought against communists in '36 in battle of Jingyuan
====Kang Ze====
* commanded new 28th division during the First Burma Campaign
==Fengtian faction==
* the Northeastern Army had a reputation of being one of the better trained and equipped armies of the pre-Nationalist era.
====Zhang Xueliang "Young Marshal"====
[http://en.wikipedia.org/wiki/Zhang_Xueliang Wikipedia]
* kidnapped Chiang in the Xi'an incident
====Zhang Xuesi====
* Zhang Xueliang's brother
* defected to the communists after Zhang Xueliang's house arrest ([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
====Lü Zhengcao====
* defected to the communists after Zhang Xueliang's house arrest ([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
====Wan Yi====
* defected to the communists after Zhang Xueliang's house arrest ([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
====Ma Zhanshan====
* commanded 1st Cavalry Brigade
* Did it in Qiqihar, Heilongjiang (his home province)
====Yang Hucheng====
* second in command
* a warlord in northwest China (3.100)
====Yu Xuezhong====
[http://www.generals.dk/general/Yu_Hsueh-chung/_/China.html Generals.dk]
* army commander
* mentioned in (3.138, 3.230)
* in central Shandong([http://www.angelfire.com/my/rememberww2/1942/08/12.htm Source])
** disguised himself as a shepherd among the Communists as they overrun his base in 1942
====Miao Zhengliu====
* commanded the 57th corps
==Suiyuan Faction==
====Fu Zuoyi====
[http://en.wikipedia.org/wiki/Fu_Zuoyi Wikipedia]
* pretty good
* during the civil war, communist purposefully avoided him because of his reputation
* "hard-fighting"
* i suppose we should make him good defensively.
* commanded the 7th army group and the 35th army in jan 6 1932
==Sichuan/Xikang Faction==
* In Sichuan, the central gov't only had 40 000-50 000 men
====Liu Wenhui====
* mostly inactive, since his warlord domain was so far away from the front line
* commanded 2 divisions on the Sichuan Xikang borders. Described by an American military attache as "the best armed soldiers I have seen in China" (2.116)
* mostly didn't bother with KMT, and KMT left him alone
* wanted KMT to go after Japanese than Chinese communists tho
* commanded the 24th corps ([http://www.uglychinese.org/campaign.htm uglyChinese.org]) in 1935
====Pan Wenhua====
* had 100 000 men in Sichuan
* wanted KMT to go after Japanese than Chinese communists
* commanded the 23rd corps ([http://www.uglychinese.org/campaign.htm uglyChinese.org]) in 1935
====Deng Xihou====
* wanted KMT to go after Japanese than Chinese communists
* commanded the 45th corps ([http://www.uglychinese.org/campaign.htm uglyChinese.org]) in 1935
====Liu Xiang====
* Dominant warlord in Sichuan
* died in 1938 (2.87)
====Wang Zanxu====
* 1938: governor of Sichuan (2.87-88)
* commanded the 44th corps ([http://www.uglychinese.org/campaign.htm uglyChinese.org]) in 1935
====Yang Sen====
* commanded the 20th corps ([http://www.uglychinese.org/campaign.htm uglyChinese.org]) in 1935
====Tang Shizun====
* Ah Xiang's placement in the "Sichuan Prov armies" paragraphs suggests that he was a Sichuan commander
* commanded the 21st corps ([http://www.uglychinese.org/campaign.htm uglyChinese.org]) in 1935
====Sun Zhen====
* Ah Xiang's placement in the "Sichuan Prov armies" paragraphs suggests that he was a Sichuan commander
* commanded the 41st corps ([http://www.uglychinese.org/campaign.htm uglyChinese.org]) in 1935
====Li Jiayu====
* commanded the 104th div ([http://www.uglychinese.org/campaign.htm uglyChinese.org]) in 1935 with about 9 regiments
=Guangxi Clique=
* 4th Army of Guangdong was really good.
====Xue Yue====
* Cantonese General
* wary of loyalty to Chiang
* commanded the 9th War Area
* called the Tiger of Changsha, because he defeated three Japanese attacks on the city
====Li Zongren====
* during the northern expedition, commanded the 7th Army Corps "Flying Army" (1. p 39)
* commanded the 5th War Area (north of the Yangtze) (3.210)
* won victory against Japanese at Taierzhuang
* other victories include Tsao-yang (Zaoyang, Hubei Province, May 1939), northern Hebei, and southern Henan
* accomplished strategist (i'd put him at skill 4)
* not loyal to Chiang at all, but loyal to China
* reform-minded
* very wary of the Communists, urged Chiang to eliminate Communist menace way back in 1928-9
====Bai Chongxi====
* also one of the best leaders in China
* very very experienced general (skill 4)
* not loyal to chiang
* reform-minded
* deputy to Cheng Qian
* during the civil war, was "pigeon-holed in an office without power (1. 244)
** this office was probably minister of defense (1.247)
** threatened to withdraw his support of Li when Li Zongren ran for vice president (1.247)
** Chiang then dismissed him as defense minister (1.247)
* was then given command of troops in the central China area (by VP Li Zongren?) (1.247)
* he was disgusted at the disunity of command and resigned from the position
* Later, at President Chiang's request, he was reappointed the commander-in-chief of Central China command (1.248)
====General Li Jishen====
* early Nov '43, Li arranging for possible coordinated action in case of collapse of Chongqing gov't
* Chiang saw this as a coup and so removed Li's office.
* Only then did Li get really mad at central gov't
====General Huang Shaoxiong====
* Pledged support of Chiang's efforts to cleanse the GMT of communist elements(1. p41)
* possibly AKA Huang Shaohung? (2.16)
====Gen Zhang Fakui====
* August 1926 - with Li Zongren, brilliantly defeats Wu Peifu's forces around Dingsijaio and Heshenjiao
* commanded 4th war zone
* In the Guangxi-Guandong military group (1. p51)
* pro-Communists (3.70)
=Shanxi=
- the Shanxi army had a reputation of being one of the better trained and equipped armies of the pre-Nationalist era.
====Yan Xishan====
[http://en.wikipedia.org/wiki/Yen_Hsi-shan Wikipedia]<BR>
* micromanaged like Chiang
* thought of worst enemies as Commies first, then Nationalists, then Japanese, IIRC
* noted for his experience in artillery
* also noted that in battles where he was in command caused lots of casualties for both sides
* in civil war, commanded 13 divisions (38 000 men) ([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
** at the end of august, some 35 000 of these were killed in communist attacks by Deng Xiaoping and Liu Bocheng
====Li Fuying====
* one of Yan's most trusted commanders
* had to be executed to pacify public opinion, because Yan did really crappy defending his land from the Japanese.
====Xu Yongchang (1889-1959)====
[http://www.generals.dk/general/Hsu_Yung-Chang/_/China.html Generals.dk]
* Commanded 12th Route Army
* "had neither conspicuous talent nor personality" (1. p124)
====Hu Sanyu====
* captured by the CCP in the civil war ([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
====Shi Zebo====
* captured by the CCP in the civil war ([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
====Peng Shubin?====
* captured by the CCP int he civil war ([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
=Xibei San Ma=
* In Qinghai & Gansu provinces, Ma Bufang & Ma Buqing brothers possessed 30,000 troops and 100000 militia.
====Ma Bufang====
* father of Ma Jiyuan
* based in Qinghai
====General Ma Jiyuan====
* Muslim
* commanded 20 000 cavalrymen during the civil war
====Ma Hongkui====
* based in Gansu/Ningxia? (115)
====Ma Hongbin====
* based in Ningxia
====Ma Fuxiang====
* more loyal to Chiang than the others
=Yunnan=
60th army is yunnanese
* "Dian-jun", the Yunnanese army, designated the 184th Division, of the 50th corps, defected to the Communists in Haiching, Liaoning Province on May 29th ([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* an army under the command of his son (Long Shengwu) actually clashed with KMT 5th army in Dec'44
====Long Yun====
*Warlord of all Yunnan
* had ambitions in Vietnam and Burma
====Long Shengwu====
====Sun Du====
* during civil war, led the 60th and 92nd corps (both Yunnanese corps) to Manchuria
* group army commander of Lu Han's army
====Lu Han====
* army which was shipped from Haiphong of Vietnam during civil war
=[[Image:chc.gif]] Communist China=
====Zhang Guotao====
[http://en.wikipedia.org/wiki/Zhang_Guotao Wikipedia]
* Joined the party in 1921
* Wanted to take the army to Xinjiang, where it would join with the Soviet Union
* Mao said this would marginalize the party and so opposed it
* Zhang went ahead with it anyway and was brutually defeated in early 1936 at the hands of the Xibei San Ma
* Zhang went tail between legs to Mao where he was ridiculed and accused of acts of betrayal
* frustrated, he defected to the GMD in 1938
* after the defeat of the GMD in 1949, he fled to Hong Kong
====Lü Zhengcao====
(3.198)
* Manchurian born
* A regimental commander separated from his nationalist 53rd Army during its retreat south
* After hisdetachment suffered considerable losses to the Japanese, Lü made contact with Communists and rose in the Communist ranks.
=Xinjiang=
=Tibet=
=Sources=
1. Liu, F. F. (1956). ''A Military History of Modern China: 1924-1949'', brown book with golden horse, Princeton University: New Jersey, ISBN: 0313230129<BR>
2. Ch’I, H. S. (1982). ''Nationalist China at War: Military Defeats and Political Collapse, 1937-1945''. University of Michigan: Michigan<BR>
3. Eastman, L. E. et. al. (1991). The Nationalist Era in China: 1927-1949. Cambridge University: Cambridge<BR>
4. Sih, P. K.T. (1977). Nationalist China during the Sino-Japanese War, 1937-1945. Exposition: New York<BR>
5. Whitson, W. W. (1973). The Chinese High Command: A History of Communist Military Politics, 1927-71. Praeger: New York<BR>
6. Yellow China Year Book 1936<BR>
7. Red China Year Book 1936<BR>
8. Yellow China Year Book 1939<BR>
9. Ah Xiang. [http://www.uglychinese.org/War.html uglyChinese.org]
[[Category:Knowledge Base]]
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[http://forum.paradoxplaza.com/forum/showthread.php?t=410861 Communist China Military Organization]
[http://samhou.com/cgi-bin/hou_ru_yong.cgi Hou Ru Yong]
[http://www.tecom.usmc.mil/utm/kogun.txt Japanese Army in China]
[http://www.sinorama.com.tw/en/show_issue.php3?id=1997128612137E.TXT&page=1 Interview with Zhang Xueliang]
[[China 1927-1937]]
=1936=
* Sichuan had close to 300 000 regular troops and 600 000 militia (2.19)
** the central government only had 1 army and 1 division in the province
Organization
The National forces are divided into:
* 13 route armies
* 49 armies
of varying strength. Some of the route armies contain as many as six divisions, in addition to independent cavalry, artillery and other units. The armies consist of one to five divisions. (6.425)
Distribution
There were a number of changes in the distribution of the National Army following the invasion of Hunan by Kwangtung and Kwangsi units in June, 1936. The table in the XLS file was the approximate distribution of China’s military forces in May-June 1936. (6.425)
Yunnan under Long Yun, Guangxi under Huang Xuchu, Guangdong under Li Hanhun, Xikang under Liu Wenhui, and Shanxi under Yan Xishan, all beyond the control of the central gov't (2.146)
==February - April==
* Feb-Apr, the Communists launched their "eastern expedition" into Shanxi, ostensibly to engage the Japanese in hebei and Rehe. As Liu Zhidan's army pushed towards Taiyuan, Yan Xishan sent a call for help to Chiang Kai-shek. In addition to demonstrating the CCP's determination to fight the Japanese, it recruited 8000 fresh troops and broke the back of Chiang's encirclement campaign which had been manned by a motley of 'mescellaneous' troops (3.109)
** also, leaders in NW China, including Zhang Xueliang were now convinced of the CCP's 'patriotic commitment'; consequently they lost their interest in fighting the Red Army.
** Zhang Xueliang and CCP concluded an unofficial non-aggression pact and called for unity against the Japanese
** Chiang assaulted the soviet area in April 1936, and Mao and Zhu De loosed a tirade of violent language against him. Chiang's assault was then called off
** As the Central government used this opportunity to try to assert its authority in the area, it scared Yan Xishan (3.205-206)
*** Yan's armies were not effective and his rule was tolerated rather than actively supported
*** He started a large "Force for the Promotion of Justice" campaign to rid his country of corruption and gain popular support
*** by late summer, he was ready to actively with leftists and communists
*** he tried to do this as a coutner to the Japanese and Chiang Kai-shek
*** when the war broke out, there was no bar to the passage of the 3 main divisional commands of the CCP 8th Route Army across Shanxi
*** organized 4 "Dare-to-die Columns" (Juesi Zongdui) each commanded by a party member who served simultaneously as a political officer in the 'New Army'
==September==
* Japanese take advantage of an incident similar to Luguojiao Incident (July 7, 1937), to take Fengtai, which is in between Beiping and Tianjin (3.116)
** later in the same year, they atempt in vain to purchase some 1000 acres of land near Wanping for a barracks and an airfield.
* late 1936, secession-minded Mongol princes establish a regional govenrment claiming sovereignty over Chahar, Suiyuan, and Ningxia, and launch an incursion into Suiyuan
** repelled by Fu Zuoyi, propelling the Chinese people into a nationalist furor
===1st Group Army (Central Army ''Zhongyang Jun'')===
* most powerful force
* German trained (and later US equipped) divisions
* led by Chiang
* July 7, '37: 300 000 strong
* eventually 350 000 men were added
* had a central core of 80 000 which were equipped and organized to pre WW2 German standard and called the "Generalissimo's Own"
** had most of China's artillery, armore and equipment
** under direct command of Chiang
===Guangxi Clique Army===
* very powerful
* 12 divisions
* highly trained regular army nucleus, and a large body of well-trained militia
* since Guangxi has a good education system, a these soldiers were more literate than average
* during the Sino-Japanese War, they expanded to 143 000 well-trained men
* bore the brunt of numerous Japanese offensives
* Zhang Xueliang’s Manchurian army in Xi’an to fight the Communists (3.105
* Red Army in Yan’an is surrounded by 17 KMT divisions (3.105)
=1937=
* A reorganization program, started in spiring of 1935, planned to create 60 modern divisions by 1938. However, by 1937, only 10 could really be adequately modern. (2.37)
* July 7 1937: only eight divisions were fully trained by the Germans. Some were: (Source: http://www.feldgrau.com/articles.php?ID=11)
** 83rd Infantry Division (Chiang's favorite division)
** 87th Infantry Division
** 88th Infantry Divisions
{| border="1" cellspacing="0"
|+ '''Feb 1937 Chinese Army (2)'''
|-
|31||Chiang Kai-shek (including 10 w/ German Training)
|-
|18||EX-Zhang Xueliang Manchurian Army
|-
|12||ex-Feng Yuxiang
|-
|8||Yan Xishan Shanxi Army
|-
|6||Guangxi Clique (Li Zongren, Pai Chongxi)
|-
|15||Guangdong
|-
|12||Hunan
|-
|9||Yunnan and Guizhou
|-
|27||Sichuan
|-
|38||miscellaneous Northern (30) and southern (8) provincial
|-
|'''176'''||'''Divisions of the Chinese Army'''
|+ (2.37)
|}
* 300 000 troops had received German-type training, but only 80 000 were fully equipped with German weapons. The remainder of the approx 1.7 million men in the nationalist Army were, by European and Japanese standards, badly trained, poorly equipped and divided into numerous virtually independent and mutually jealous commands (3.126)
==July==
* Chinese intelligence indicated that Japan had an army of 500 000 men on active duty, and additional reserves of 2 400 000 men, the world's third largest navy with over 1 200 000 tons displacement, and 3 000 aircraft (2.47)
** China's navy consisted of a dozen or so river patrol boats and no sea-worthy vessels, and her airforce had 100 planes
** China's total military strength stood at:
*** 182 infantry divisions
*** 9 cavalry divisions
*** 46 independent brigades
*** 28 artillery regiments
*** a paper strength of 2 000 000 men
*** no trained reserves of any kind
*** barely half these units could be used for front line duties
*** Nanjing had firm control over no more than 100 000 elite troops and an additional 200 000 troops of mediocre combat capability
*** even at full strength, Chinese infantry had about 1/4 of the firepower of its Japanese counterpart
** while a Japanese division had 24 tanks, 266 trucks, 555 horsedrawn vehicles, Chinese division had none.
* China had slightly less than 200 divisions in 1937 (2.101)
==July 7==
http://history.sandiego.edu/gen/USPics37/64268.jpg
Source: [http://en.wikipedia.org/wiki/Marco_Polo_Bridge_Incident Wikipedia: Marco Polo Bridge Incident]
* Song Zheyuan commanded the 29th army
** Liu Ruming commanded the 143 division
** Feng Zhian commanded the 37th Division
** Zhao Dengru commanded the 132nd Division
** Zhang Zizhong commanded the 38th division
* China has 40 "newly adjusted divisions": 300 000 men
* 80 000 of these were first-rate fighting troops with German-made weapons
* about three-fifths were deployed around Shanghai and Nanjing, the backbone of a 450 000 man force ordered to make a death stand in defense of that area
* In Shanghai/Nanjing, 60% of total strength was lost
* Japanese had a 200 000 man force land at Shanghai, heavily supported by sea and air. By the end, they took 40 000 casualties
Source : (1.147, 1.198)
* in 11 august, Chiang orders three of his finist divisions armed with German weapons and advised by Alexander von Falkenhausen to take positions inside Greater Shanghai, but outside foreign areas (3.119)
** Chinese numbere 80 000 versus Japanese 12 000
** in 3 months of fighting at Nanjing, some 270 000 Chinese troops (60% of Nationalist defenders), were killed or wounded, and Japanese casualties were over 40 000
==September==
25 Sept: Pingxing Pass (1.200)
* Japanese sent reeling back by communist force known as the chinese Red Army (now renamed the 8th Route Army), led by General Lin Biao
* described by German military journals as " a classic of mobile warfare"
* Lin Biao set up an ambush for the supply train at the rear of Itagaki's crack 5th Division. Caught by surprise in a narrow ravine, the Japanese were cut to pieces. But in a last ditch effort, the surviving Japanese soldiers destroyed their equipement and committed suicide, leaving the communists with only 100 rifles. (3.207)
==October==
* Chinese deployed about 71 divisions, 5 artillery regiments (nearly everything the Chinese had in artillery), and miscellaneous garrison units totalling half a million men (2.42)
* Japanese expeditionary Force under the command of General Matsui consisted of 6 divisions and 5-6 independent brigades, complete with air and naval suport, totalling 200 000 men.
==November==
* Nov 5: General Yanagawa's 19th Corps of 30 000 men successfully landed at Jinshanwei 30 miles south of Shanghai and
* Nov 9: Chinese government orders a retreat
==December==
[[Image:http://tamezou.tripod.com/nanking/whatreally/picture01.jpg]]
* Defense of Nanjing (2.43) commanded by Tang Shengzhi? [http://tamezou.tripod.com/nanking/whatreally/ Source]:
** 100 000 defenders lost in four days
* in the north, more armies had suffered heavy casualties (2.43)
* Chinese side had lost a total of 370 000-450 000 men, or between one third and one half of her fighting strength. (2.43)
=1938=
==Febraruary==
* Japanese mount a new offensive against Xuzhou from Shandong along the Beijing-Pukou railway (2.49)
** the Chinese army in the 5th war zone, under the command of Li Zongren totalled 200 000 soldiers
==March/April/May==
Li Zongren, CiC of the 5th War Area, has a 133 000 man force around Xuzhou which attacks two advancing Japanese columns led by Generals Itagaki and Isogai, two young generals (1.200)
* Japanese takes 30 000 men casualty (1.200)
** including heavy losses in equipment, Japanese take 16 000 dead (2.50)
* japanese then assembled ten divisions with 20 000-25 000 men to attack, but the attack fails (1.200)
* Chinese casualties are about 15 000 soldiers (2.50)
In May/June, some of the best-trained units of the Central Army are lost near Lanfeng (1.201)
* Japanese Doihara division is on the verge of defeat, but faulty coordinations allow the Japanese to escape
* Japanese strike back against General Gui Yongqin, who fights it alone even though Hu Zongnan could have supported him
These hard fights made the Japanese cautious, and they waited until they gathered at least 12 divisions before they were ready to advanced futher (1.201)
==June==
* Chinese units break the dikes of the Yellow River west of Kaifeng and flood parts of Henan, Jiangsu and Anhui (2.50)
* Japanese begin their offensive against Wuhan in early June, after having amassed several hundred pieces of heavy artillery, airplanes, a fleet of landing vessels, as well as cruisers and destroyers (2.51)
** it was not until late september that the japanese advance units entered Hubei province, after sustaining considerable casualties and equipment losses
** under General Shunroku Hata, 380 000 men are marshalled
** Chinese forces in the south are such:
*** 9th war zone: 450 000 men under Chen Cheng, reinforced with 340 000 men from the 5th war zone under Bai Chongxi, making a grand total of 800 000 men
==October==
* japanese make a surprise landing near Guangzhou, overrun the feeble regional forces, and march literally unopposed into the city Oct 21 (2.51)
** Oct 25 government orders complete evacuation of Wuhan
==November==
* Chiang Kai-shek, on a policy of scorched earth, burns Changsha
=1939=
==May==
In battle of Zaoyang (Hubei Province, May, 1939), LI Zongren, a Chinese, turns back an invading Japanese forces, and the Japanese take heavy losses, thus protecting the gateway to Chongqing (1.203)
==September==
* A Chinese force of 120 000 men try to take Changsha but are defeated (2.56)
** they lose large quantities of arms and ammunitions, and as many as 40 000 troops
==October==
* 82 of China's 308 divisions undergone at least 8 months of reorganization and training (2.56)
** Japanese has 25 divisions and 20 independent brigades and slightly over 500 planes in China
** of 1.2 million japanese soldiers involved, slightly over half are combat troops
==November==
1939 Winter Offensive
* Chinese army of close to 4.5 million had only 1.6 million rifles, 68 782 LMGs, 17 700 HMGs, 5 885 morars, 2 650 pieces of artillery of all description. At end of 1939, China had only 1 532 military vehicles (2.60)
* Directives to launch the offensive were issued on November 19, 1939 (2.57)
** Entire Chinese force was to be mobilized
** armies in 2nd, 3rd, 5th, and 9th warzones were to constitute the main attacking force, with those in the other zones would mount supplementary attacks
** the gov't released nearly all of the strategic reserve under central command to the warzones
** commanders instructed to use mobile warfare and avoid unnecessary sacrifices
** according to Japanese military intelligence, Chinese mobilized 450 000 men and mounted 960 assaults and 1 340 engagements across the board, with the fiercest attacks directed against the japanese 11th army near Hankou
** General Chen Cheng of 9th warzone mounted a series of aggressive attacks from western Jiangxi to southern Hubei
** offensive was quite costly to the Japanese army, which sustained over 8 000 dead and wounded as compared with 51 000 Chinese deaths
* Gu Zhutong, commander of 3rd war zone, gave field commanders broad powers as long as they were willing to attack the enemy aggressively (2.89)
** 3rd war zone mobilized 14 divisions with artillery support to attack 1 single Japanese division, but commanders gave up fighting after 3 days
** in 2nd war zone, Yan Xishan's troops hardly made a move against the Japanese at all
** commanders valued equipment more than soldiers, and adhered to the ultraconservative tactic of concentrating a large force to attack a fixed enemy position in explicit violation of the instruction of chinese high command
** most troops reluctant to move against the enemy unless they saw friendly units moving with them on both flanks
* a strong Japanese force, drawn from the crack army units of the Japanese Guandong Army in Manchuria, and from other units in Taiwan, land in the Qinzhou bay north of the Gulf of Tonkin.
*This surprise move routed a number of Chinese defense units and enabled the Japanese to capture Naning, the capital of Guangxi Clique. The Japanese plan was to capture Liuzhou, a railway center and from there to control the entire south and southwest of China
* at Gunlong Pass, however, an entire Japanese brigade was destryed and the advance was stopped by a defense under the overall command of Bai Chongxi
* the chinese force was 150 000 strong, with the addition of Guangxi guerrilla fighters
* Japanese retreated after 10 months of futile occupation
* later war records reveal that in 1937 the war in China engaged 16 of Japan's 24 divs and, after four years of the war, still with no end in sight, 27 Japanese divisions (out of a total of 51) were immobilized by the poorly equipped Chinese troops which often met defeat on the battlefield.
(1.204)
==December==
* the first anti-Communist upsurge during the Sino-Japanese war (3.228)
** tension in Shanxi growing, as Yan Xishan and conservative followers associated with Old Army see the Sacrifice League and the Dare-to-die corps of new army amalgamate with Communist forces
** also Communist base areas and japanese take most of his territory
*** Yan forced into exile at Qiulin across Yellow river in Shaanxi
** in Nov, Yan ordered his Old Army to disarm the Dare-to-die forces with the help of central units sent by Hu Zongnan
*** bloody fighting ensued and elements broke free of provincial control and completed link up with Communists
*** 30 000 went to Communists
** month later, in Feb-March 1940, elements of the CCP 8th Route Army beat back the upsurge
*** Chang Yinwu's forces disarmed and dispersed on the plains of north Hebei
*** Zhu Huaibing and Shi Yousan pushed out of base area, as was GMD-appointed provincial governor, Lu Zhonglin
=1940=
* after 1940, nationalists became more conservative in its use of force, it was content to hold the line and would only order limited offensives to change it (2.100)
** main Japanese policy after 1940-41 was to plant a spy ring in Chongqing, reassess peace terms to bring about China's capitualtion, and promote Japanese-Chinese racial harmony to drive Western influence out of Asia at the conclusion of the war.
** offensives that were launched were for seizing or destroying the autumn harvest, disrupting transportation, or hampering the progress of the training program of the Chinese forces.
** Nationalists, recognizing the strategy, made sure that tis own loyal units would be well-supported and assigned to strategic areas for domestic political purposes
==February==
* Japanese seize Hainan island
After spring of 1940, Yan Xishan of Shanxi was widely suspected of keeping a dialogue with his Japanese adversaries through civilian itnermediaries (2.103)
==March==
* Communists kick the GMD out of north China (2.120)
==August==
*Second Battle of Changsha, Japanese defeated (2.62)
==October==
* clashes btw CCp's new 4th army and the pro-gov't 89th army (a Jiangsu provincial army) soon forces evacuation of Jiangsu provincial gov't into neighbouring Anhui. (2.121)
==Fall==
*Japanese mount an offensive (2.62)
** Japanese initiated attacks against Hubei, henan, Anhui, and Shanxi
** Chinese fought hard and caused difficulties for the japanese but also paid dearly
** Japanese reported that they completely destroyed 24 Chinese divisions, including most of the best GMD units
** Chinese confirmed that they lost about 200 000 men
=1941=
Central Army (zhong yang jun)
* 30 divs (about 300,000 men) out of a total of 300 divs in entire nationalist army
* by the end of the war, the Central army was about 650 000 men
* The Stalin-Matsuoka agreement freed Japan's crack Guandong army from the necessity of defending the borders of Manchuria (1.214)
==January==
New Fourth Army Incident
==April==
* Chinese 1939 winter offensive grinds to a halt (2.58)
* 150 000 to 200 000 of the gov'ts best troops were diverted to blockade the communists (1.205)
* Xibei San Ma forces conduct large-scale operations against the Chinese communists actics in the Gansu and Ningxia areas (1.206)
=1942=
* 18th Army
** 18th Division - regarded as one of the better units, but during 1942 it was stationed in the rear and did not engage in comabt, 6000 of its 11 000 men disappeared due to death or desertion
* Hu Zongnan commanded elite forces.
* Japanese estimated that the Chinese army numbered some 3 000 000 men, of whom 40% (about 1 200 000) belonging to the Central Government (10)
** In turn, these Government forces comprise 650,000 troops under direct control and approximately 550,000 under subsidiary control.
** The strongest of all the local forces is the Szechwan Army, with about
320,000 soldiers.
** the AVG, or the Flying Tigers, represented the core of Chinese air strength
Jianqiao airport at Hangzhou (1238) was used as an airbase at the beginning of the war<BR>
Japan also used an airbase in Taiwan during the war, but i don't know exactly where it was.
Chinese Air Bases built in the middle of the war were:
1260 - Changde
1257 - Hengyang
1250 - Ganzhou
Chinese Air Bases as of the latter half of the war:
1280 - Chongqing
1364 - Guiyang
1307 - Kunming
1360 - Chengdu
1276 - Lanzhou
1231 - Xiangfan (Zhijiang, a strategic airbase)
Major air fields as determined by the Japanese in Central China (10)
Zhejiang Province
Zhuxian <Chuhsien>
1241/1240 Lishui
1241 Jinhua <Chinhua>
1241 Longyou <Lungyu>
Jiangxi Province
1250 Ji'an <Chian>
1250 Ganxian <Kanhsien>
1251 Nanchang
1250/1254 Suichuan
Yushan
Hunan Province
1257 Hengyang
1256 Zhuzhou <Chuchow>
1231 Zhijiang <Chihkiang>
* Determined to seize the important Central Chinese dromes at Lishui,
Kanhsien, and Yushan, IGHQ on April 21 ordered General Hata, commanding the
China Expeditionary Army (10)
** Taking part in the operation would be the bulk of the 13th Division
(HQ: Shanghai) in addition to a part of the 11th Division (HQ: Hankow).
** The Thirteenth Army, commanded by Lieutenant General Shigeru Sawada,
consisted primarily of thirty-four infantry battalions drawn from the 15th,
22d, 70th, and 116th divisions. On May 15, 1942, the bulk of this Army
launched a general attack against the Ninth and Eighty-eighth armies of the Nationalists in the East Chekiang area. After the 19th of May,
both Chinese armies, which were fleeing along the Toyo River, were shattered
and put to rout. Chinhua fell on the 29th of the same month.
** Twenty-six infantry battalions from the 3d and 34th divisions, etc.,
comprised the largest part of the Eleventh Army which, on May 81, went over to
the offensive and took Chinhsien (southeast of Nanchang) on June 2. Thus the
Thirteenth and Eleventh armies were in a position to pincer-attack the region
along the Che-kiang rail line, from east and from west. Both armies
successively captured Linchuan, Chuhsien, Chinjui, Chiangshan, and Yushan;
they joined hands on July 1.
* in March 1942, the Chinese gov't initiated a request to the American government to help equip and train 30 Chinese divisions (2.67)
** Stilwell took note of the fact that China's 300-odd divisions were prolly 40% understrength but that it would be self-defeating to try to reorganize them all at once.
** He argued that a few dependable well-equipped and well-supported divisions would be worth far more than the large number of them as presently organized
* 600 000 japanese fighting men tied up in China (1.213)
5th and 6th armies were key armies. China had called for the maintenance of about 10 army corps, to be placed under the command of the national military council and to be employed as a strategic reserve in vital campaigns (1.213)
* back bone of this force was the 5th and 6th armies, partly German-trained and German equipped
* together with the 300 000 men (16 armies) under Hu Zongnan and Tang Enbo in the NW, these were prolly the best equipped forces Chiang had at his disposal
* Japanese general HQ estimated the strength of this mobilizable force as 250 000 men
* the 5th and 6th armies, before the Burma campaign served as Reserves, plugging up the most critical breaches in Chinese defenses as they occured
=Burma Campaign=
After the Japanese DoW the USA, Chiang is prepared to protect the main line of communication through Burma by sending a Chinese expeditionary force, including the 5th (commanded by Du Yuming), 6th (commanded by Gan Lichu) and 66th (commanded by Zhang Zhen) armies. (1.210, [http://www.uglychinese.org/war.htm uglychinese.org])
Source: [http://www.science.uwaterloo.ca/~cchieh/sun/response.html Responses to Sun Liren]
* 66th corps composed of
** New 28th Division commanded by Kang Ze (Huangpu?) (?)
** New 38th Division commanded by Sun Liren
** New 29th Division commanded by a Huangpu (?) commander
Tai Anlan commands the Chinese 200th Division (1.212)
* considered by the Americans as a man of "ability and force and considerable courage"
* his division put up a 12 day defense of Toungoo against a superior Japanese force
Sun Liren commanded the Chinese 38th Division (1.212)
* had the only allied victory of the First Burma Campaign
Japanese General Shojiro Iido outmaneuvered the allied forces and scored a huge victory, sending them reeling back to India (1.2120
* The allied forces, totalling 81 000 men, consisted of
** 9 Chinese divisions under Lt. Gens Du Yuming and Gan Lichu
** 5 Indian infantry brigades
** 1 British armored brigade and 6 infantry Battalions under lt. Gen T.J. Hutton
** supportd by a Chinese-American Figher Group and several squadrons of the RAF
Stilwell wanted to reduce the Chinese army units to half the existing number, and to construct 2 field armies, each to consist of 30 divisions (1.213)
Source [http://www.uglychinese.org/war.htm uglychinese.org]
* Liao Yaoxiang's New 6th Corps was recalled to China, so he left his 50th division with Sun Liren
* Thus, at the beginning of 1943, the following armies belonged to the Burma Area Army, whose Commander was Lieutenant General Masakazu Kawabe: (10)
** Fifteenth Army: Commanded by Lieutenant General Renya Mutaguchi;
*** nucleus consisted of 15th, 31st, and 33d Divisions.
** Twenty-eighth Army: Commanded by Lieutenant General Shozo Sakurai; order of battle issued on January 15, 1944;
*** nucleus made up of 2d, 54th, and 55th Divisions.
** 18th and 56th Divisions; 24th Independent Mixed Brigade.
==Spring 1942==
training program for Chinese forces stuck in India. (1.184)
These Chinese forces were an expeditionary force consisting of the 22nd and 36th divs. commanded by Sun Liren and Liao Yaoxiang
* trained at Ramgarh
* around these divs, Stilwell planned to build 30 Chinese divs
Source: [http://www.science.uwaterloo.ca/~cchieh/sun/response.html Responses to Sun Liren]
* New 1st Army, commanded by Zheng Dongguo, whom Stilwell didn't like. In spite of the fact that Sun Liren was only the deputy commander, he in actuality commanded the army. The New 1st Army consisted of:
** the New 30th Division, which was formed during the training at Ramgarh, it was commanded by Hu Su, and after the capture of Myitkyina, was commanded by Tang Shouzi
*** the New 30th Division, because of this, was filled with new recruits, and so was used primarily as a reserve division.
** the New 38th Division, commanded now by General Li Hong
** the New 50th Division
* 6th Army consisted of
** new 14th Division
** new 22nd Division
A similar force was trained in Yunnan (1.191)
* commanded by General Wei Lihuang
* 100 000 men
=Cairo Conference (1.214)=
* Cairo Conference stated that China should put into action 30 divs initially, 30 more as soon as practicable, and 30 more eventually
=1943=
(1.214) Japanese estimated that USAAF had only 130 planes in China, and the Chinese had 200 planes
* The Chongqing gov't decided to deploy loyal troops to check on regional troops as an insurance to make sure soldiers wouldn't defect to the Nanjing government (2.103)
** By 1943, this pttern had become obvious. Although the Sino-Japanese front changed little in these years, the location of the KMT's loyal units changed considerably.
*** regional forces were spread out in all provinces
*** troops from the same regional background were kept as far apart as possible
*** whenever there were regional forces, there would be some central forces nearby
*** the deployment of both regional and central forces no longer have a close and distinct relationship to the intensity of the Japanese threat
* With the aggravation in diplomatic relations between the Chungking
Nationalist regime and the French Government, the Chinese Air Force's raids
against Indo-China grew violent, from the beginning of 1943. Since it was
feared that the intensification in air raids meant the prelude to Chinese Army
penetration of the area, the Japanese Army High Command decided to prepare
operational measures against French Indo-China itself (January 15, 1943). The
gist of the plan follows. (10)
**Have the Southern Army prepare to reinforce Japanese forces stationed in French Indo-China.
**Strengthen Franco-Japanese joint defenses.
**Proceed with preparations against the Kwangchow Wan sector.
**Have the China Expeditionary Army send about three infantry battalions to Hainan Island, and assume a wait-and-see policy
** On January 30, IGHQ ordered the China Expeditionary Army to reduce and occupy strategic points on the Luichow Peninsula, by a combined operation involving part of the army plus naval forces; and to penetrate the French Leased Territory of Kwangchow Wan.
==August==
* The defection rate of Natioanlist units to the Japanese puppet government in 1942-1943 was accelerated as Japanese troops turned their attention to pacification in the occupied area (2.101)
** by August 1943, a total of 600 000 Chinese troops, all from regional backgrounds, had defected to Wang Jingwei's government
==November==
* At Changde, Hunan, in November-December 1943, the 57th Division of the Central Army fought with extreme determination, suffing casualties of fully 90% (3.150)
* In Western Hubei in 1943, against one of Japan's "Rice-Bowl" Campaigns, the Chinese lost some 70-80 000 men against 3-4000 casualties for the Japanese
* Chinese Communists at Chongqing tell Americans that official figure of 18th Group Army and new 4th Army totalled 500 000 regulars, while guerillas counted for additional 2 million (2.128)
** number of regulars nearly doubled in next 15 months, until by spring 1945, Red army acquired military strength of 3 000 000, of which about 1 000 000 was regular force
=1944=
(1.214) Japanese estimated that the allies had 500 planes in China
(1.217) Chennault wanted to bring his air strength in China up to a total of 105 fighters plus 30 medium and 12 heavy bombers
* requested that the maximum monthly supply load to come over the Hump was only 7000 tons
* with this force he proposed to
**defeat the enemy air forces utterly in China
**cripple all Japanese rail and river communications in China
** sweep Japanese shiping off the China seas between French [[Indochina]] and Korea
**commenced bombing the Japanese islands
* although he did not even receive the minimum supplies for which he asked, he nevertheless succeeded in realizing the better part of these plans, with the exception of the bombing of Japan
* achievements of Chennault's 14th Air Force were amazing:
**3 years fighting, it had lost (only from operational causes) 500 aircraft
** destroyed 2600 Japanese aircraft, and 1500 "probables"
** sunk or damaged 2 500 000 tons of Japanese shipping, 44 naval vesels, 13 000 river boats under 100 tons
==March==
Stilwell finishes building the X and Y Forces (1.215)
* X-Force "Northern Combat Area Command" (commanded by Stilwell) Consists of
** New 1st Army (commanded by Sun Liren)
** New 6th Army (commanded by Liao Yaoxiang)
*it's objective is to attack Burma from India
*Y-Force (commanded by Wei Lihuang)
** 100 000 strong
* attacks Burma from Yunnan
* 4 divisions set to cross the Salween? ([http://www.army.mil/cmh-pg/books/wwii/sp1943-44/chapter19.htm CMH])
This is more than 200 000 troops together (1.219)
* Japanese estimate of the total strength of China's effective strategic reserve for this year is 250 000 men
The X-Force had to fight trained junglefighters as the japanese 18th division (1.215)
* Together with Frank Merrill's Marauders (a pseudo-guerrilla force), the Allies killed or wounded over 75 000 Japanese troops and took 3 023 prisoners
After much wrangling and foot-dragging, the Chinese gov't finally placed 6 elite central armies under General Stilwell's command and consented to his plan to retake Burma (2.81)
** by mid-July, 1944, when the japanese were compelled into a general retreat, their casualties had reached 85-90% for many units, and the dead numbered 72 000 out of a total force of about 100 000 men.
==April==
Source: [http://www.uglychinese.org/war.htm uglychinese.org]
* Hu Zongnan's troops were stationed in Tongguan Pass of Shanxi Province to stop the Japanese there for some 8 years
* In the Battle of Lingbao in spring 1944, Hu Zongnan's troops defeated the Japanese in Henan Province
{| border="1" cellspacing="0"
|+ '''Japanese Estimates of Damage of Operation Ichigo to Chinese Forces (divisions)'''
|-
! rowspan=2 | Damage level
! colspan=2 | Henan Campaign
! colspan=2 | Hunan Campaign
|-
! Central !! Regional !! Central !! Regional
|-
|Completely Destroyed||10||2||12||13
|-
|Seriously Damaged||4||3||9||10
|-
|Total Chinese units participating||23||19||21||26
|+ Source: Source: Ch'i, Hsi-Sheng. ''Nationalist China at War: Military Defeats and Political Collapse, 1937-45'', University of Michigan Press: Michigan, 1982, ISBN 0472100181, p. 80
|}
{| border="1" cellspacing="0"
|+ '''Chinese Estimates of Damage of Operation Ichigo to Chinese Forces'''
|-
! Total Manpower !! Henan Campaign (300 000 in 52 divisions) !! Hunan Campaign (286 000 in 43 divisions) !! Guangxi Campaign (100 000 in 32 divisions)
|-
|No. of divisions in combat || 45 || 34 || 27
|-
|:Central Government || 26 || 15 || 12
|-
|:Regional Forces || 19 || 19 || 15
|-
|Casualties (1) || "very extensive" || 108 000 || 38 500
|-
|:as %age of total|| -- || 108 000 || 38 500
|+ Source: Source: Ch'i, Hsi-Sheng. ''Nationalist China at War: Military Defeats and Political Collapse, 1937-45'', University of Michigan Press: Michigan, 1982, ISBN 0472100181, p. 81
|}
(1) Total casualties for China in 1944 were 311 276 officers and soldiers
* Japanese launch the Ichigo Offensive (1.219)
** Japanese allocated 70 000 horses, 12 000 vehicles to support a ground force of 400 000 men in the operation. (2.74)
** At this point, the Nationalists have a paper strength of 3 000 000 soldiers in combat formation of 300 divisions (2.79)
** Chinese strategy was to send inferior troops tot he front and keep the elite units in the rear in order to attract enemy forces into penetrating deep and then releasing the elite units to annihilate the enemy in one blow
** Japanese stratgiests instructed troops to seek out the Chinese elite units first and destroy them. Once the Chinese elite units were broken, the rest would melt away
===The Henan Phase===
* employed some 620 000 first-line troops (1.219)
** April 18, Japanese opened the first stage with 140 000 men and crossed the Yellow River in central Henan (2.74)
** Chinese defense along the Yellow River consisted of 21 divisions, of which only 11 were combat-worthy (2.74)
*** most of the combat-worthy divisons were under Tang Enbo (2.74), who was in Northern Hunan to stop him (1.219)
*** Faced with the need to defend a long line with such meager force, Chiang instructed that one division be assigned to defend a particular area (2.74)
*** Before the attack, Tang Enbo had 28-30 divisions of the central government's best troops
** The Japanese used the 12th Army as the main attack force against Zhengzhou while sending their 1st Army to attack Luoyang from the west to confuse the Chinese (2.74)
*** Taking advantage of the flat terrain, the Japanese relied heavily on tanks, long-range artillery, and mechanized units to spearhead their offensive
***Without air cover or sufficient ground support, the poorly trained and poorly equipped Chinese troops simply melted away
*** Japanese took Luoyang on May 26
*** between April 18 and May 26 the Japanese killed 21 463 Chinese and a large number were wounded.
*** Japanese losses were 1 061 killed and 2 866 wounded on their own
*** less well-trained Chinese units from the 1st war zone were sent in as reinforcements
*** between May 9 and May 20, some 43 490 Chinese were killed, while the japanese lost only 760 dead and 2 032 wounded
==May==
===The Hunan Phase===
* The 1st and 12th Japanese Armies were shipped to central china, the 13th Army was dispatched from Nanjing. (2.76)
** Additional units were drawn from Mongolia and Manchuria to reinforce the 11th and 23rd armies already poised in the staging area around Wuhan
** This force of 8 divisions and 1 brigade of 360 000 men represented the largest concentration of troops of the Japanese army in the entire history of the Sino-Wapanese War
* The Chinese defence in the 9th war zone under Xue Yue consisted of 48 divisions, half of which belonged to the central government (2.76)
** Chinese had less than half a million men, a numerical advantage of less than 1.4:1 to the Japanese
* Japanese CiC in China was General Shunroku Hada (1.220)
** reinforced by the Guandong army in Manchuria, he threw 400 000 troops into pincer drives from the north and south in against Changsha Operation Togo
** largest attacking armies ever assembled by the Japanese army for a single campaign during the entire Pacific war
** consisted of 25 divisions, 1 tank division, 11 mixed brigades, 1 cavalry brigade, 1 air division, 12000 motor vehicles, 70 000 horses
* Changsha fell quickly (June 18), and next was Hengyang (2.77)
** Chongqing executed the commander of the Chinese 4th Army for failing to hold Changsha
* the 16 275 Chinese defenders of Hengyang staved off three fierce attacks of 6 Japanese divisions, and assisted by the 14th air force, held the city for 47 days, but on August 8 they fell. (1.220)
** Hengyang was defended by the Nationalists' 10th Army under Fang Xianjue (2.77)
** Hengyang was not only a crucial point on the Hankou-Guangzhou railway, but also the site of the largest air base in Hunan (2.77)
** When the city finally fell, all but 1 200 of the defenders had been either killed or wounded. The Japanese also paid dearly: 19 380 men and 910 officers were killed or wounded in the campaign (2.77)
* entire Guangzhou-Hankou railway taken by beginning of 1945
==June==
* The Japanese destroy the backbone of the Chinese army with a powerful striking force of 1 tank and 3 infantry divs, together with a large number of mixed brigades (1.219)
* in the assault the Japanese killed several Chinese divisional commanders, one group army commander, and a large number of men in the 30 divs commanded by General Tang Enbo
* within 3 weeks the Japanese broke a Chinese force of 300 000 men
* At the conclusion of the Hunan campaign, Chinese casualties had reached such an alamring level, particularly among the elite units, that the government had trouble organizing for the defense of Guangxi. (2.78)
==August==
* strongest Japanese base at Myitkyina falls (1.215)
** all defenders annihilated
* In Operation Ichigo, the japanese were near exhaustion (2.78)
** 7 602 Japanese dead, 13 174 wounded, 20 183 sick, 1 804 horses dead, 31 602 horses sick or wounded.
** 500 000 Chinese soldiers dead or wounded (3.149)
** Fourth of China's factories were lost (3.149)
** In Guangxi, losses were reportedly 110 000 persons killed, 160 000 wounded, 300 000 houses destroyed, 80 000 head of ploughing oxen killed (3.149)
==September==
* When Japanese advance units crossed into Guangxi on Sept 10., the Chinese finally scraped together only 10 divisions of 60 000-70 000 men, mostly from the defeated units evacuated from Hunan, for the defense of Guilin (2.78)
* further reinforced by fresh units, the japanese pursed their drive westward along the Hunan-Guangxi railway. 16 out of 20 divisions were employed in the operations against Guilin, and the force was soon increased to a total of about 400 000 men (1.221)
** largest concentration of troops since the battle of Wuhan in 1938
Guilin fell on November 10
** in the first part of December, Japanese had taken Duyun and Guiyang
==October==
* Stilwell recalled to US in October 21, because of frictions with Chiang
** some time earlier, Stilwell categorically demanded that the Communist 18th group army be included under his yet to be created command. (2.128)
Wedemeyer orders General Fu Zuoyi to engage the Japanese in northern China in order to prevent enemy reinforcement in the Guiyang area (1.221)
* flies in 23 000 fresh Chinese troops from the NW to stem the onrushing Japanese tide near Guizhou
** a part of these soldiers is the Liu Anqi Division of Hu Zongnan's army ([http://www.uglychinese.org/war.htm uglyChinese.org])
** Wedemeyer also flew two divisions of the X-Force to Kunming as a precaution ([http://www.uglychinese.org/war.htm uglyChinese.org])
* 500 000 unfit soldiers withdrawn from the front lines and sent for medical treatment
* Chinese commanders like Long Yun, Pan Wenhua and Yu Hanmou among others, agreed to put up no further resistance to the japanese and let them destroy Chiang Kai-Shek's armies (3.176)
** This is odd, because Yu Hanmou was firmly in the Whampoa Clique.
==November==
proposal to reduce China's army from 327 divisions to 84 effective combat divisions
* wedemeyer suggested that the US train and equip 39 divisions and China the rest (1.193)
*late November, the 11th Japanese Army ignored the restraining order of the 6th Area Army and made a rapid thrust toward Guizhou
* it was stopped in early december by Chongqing's own garrison units (2.79)
* in the Ichigo Offensive, the Chinese lost over 23 000 tons of weapons and ammunition, or the equivalent of the equipment for 40 divisions (2.80)
** 750 000 troops had been put out of action through casualties or the destruction of their units
** the loss of Hunan, a rich rice-producing province, together with other areas, had deprived the Chinese gov't of the capability to support about 500 000 troops
** China's own war records reported that over 310 000 casualties had been sustained. This was nearly twice the casualties of 1943 and made 1944 the most costly year for the Chinese army in personnel loss since 1941, and possibly the most costly year in equipment loss since 1938.
** The central government and the regional units that were more enthusiastic and competent in fighting (i.e. the 4th army of Guangdong) were the most devastated.
** the only Chinese troops that escaped the wrath of Operation Ichigo were those stationed in China's northwest, including some central sdivisions under the command of Hu Zongnan.
* At the end of 1944, Japanese forces in China comprised the following
strength: (10)
** 25 infantry divisions
** 1 tank division
** 10 independent mixed brigades
** 11 independent infantry brigades, etc.
* Between the end of 1944 and the beginning of 1945, IGHQ felt that it must shift the emphasis of the China Expeditionary Army to the coastal regions of South and Central China. This constituted an epochal change: By ordering the China Expeditionary Army (which was engaged m campaigns to the west) to reverse its momentum, IGHQ was obliging that army to switch to preparations against the U. S. forces instead. (10)
** On January 22, 1945, IGHQ ordered the Commander-in-Chief of the China
Expeditionary Army (General Okamura) to: foil attempts by American forces to advance into the Chinese Continent; secure strategic areas on the Continent; and strive to eliminate the influence of Chungking.
* As the first step, it was planned (by the spring or summer of 1945) to
increase the quantity of Japanese armed strength on China to: (10)
** 20 combat divisions
** 20 security divisions
** 6 special guard divisions (for use against the Chinese Communists)
** 17 mixed brigades
** 50 battalions (to guard lines of communication)
* From the beginning of February, an immediate start was made to organize
three combat divisions (the 131st through the 133d); 12 mixed brigades; and
seven independent guard units. The setup was completed in March (10)
* Even after the commencement of operations on Okinawa, IGHQ expected that
the next landing site of the Americans would be either near Shanghai or
somewhere in the southern part of the Shantung Peninsula. On April 18 the
Commander-in-Chief of the China Expeditionary Army, General Okamura, was
ordered to transfer four divisions from southern China to the above-mentioned localities; i.e., the 3d, 13th, 27th, and 34th Divisions - the pick of the Japanese forces in China. (10)
* After the Hunan-Kweilin campaign, the U. S. Air Force proceeded to
expand the air field facilities at: (10)
Chechiang
Chingchen Hunan & Kweichow Provinces
Kweiyang
Chungking
Chaotung Szechwan Province
Chengtu
Laohokow
Liangshan
Ankang Northwestern Provinces
Sianfu
Nancheng
Kunming
Yunnani
Paoshan
Luliang Yunnan Province
Chengkun
Yangchie
Tiencha
* In order to wipe out the air base at Laohokow (northwest of Hankow), the
China Expeditionary Army commenced operations against Laohokow on March 11,
using the main force of the Twelfth Army (built around the 110th and 115th
Divisions, the 3d Tank Division, and the 4th Cavalry Brigade) plus the 39th
Division (from the Thirty-fourth Army). The campaign developed favorably, on
the whole, and the Twelfth Army was able to occupy Laohokow completely on
April 8.(10)
* On April 15 the China Expeditionary Army initiated the Chihchiang
campaign, which involved the bulk of the Twentieth Army (47th and 116th
Divisions, plus 58th Independent Mixed Brigade). The purpose of the drive was three-fold:
** To destroy the cluster of air bases around Chihchiang (west of Hengyang);
** To assume the initiative in defeating the main body of the Chungking forces in the Hunan area; and
** To facilitate battle-front readjustment operations in western and southern China (as will be discussed later).
** the Twentieth Army pushed forward and engaged powerful
American-equipped Chungking troops were checked by intense enemy fire,
however, and suffered heavy losses. Finally, on May 9, the offensive had to
be given up.
** IGHQ quickly pulled out the 39th, 59th, 63d, and 117th Divisions the
39th, 59th, 63d, and 117th Divisions plus the Thirty-fourth Army Headquarters, from Central and North China to new stations in Manchuria and Korea. To replace these forces, it was decided to evacuate occupied zones along the Hunan-Kweilin and Canton-Hankow rail lines in Hunan, Kwangsi, and Kiangsi provinces. In connection with the plans, appropriate orders went out to China Expeditionary Army Commander-in-Chief Okamura, on May 28.
{| border="1" cellspacing="0"
|+ Japanese Forces in China at the end of World War 2
! Unit !! Commander !! Composition !! Location !! Activity
|-
| 23rd Army || Lt. Gen Kyuichi Tanaka || 104th, 129th, 130th Divisions || Around Guangzhou || Securing Strategic Areas
|-
| 6th Area Army || Gen. Naosaburo Okabe || 11th, 20th Armies || Wide zone extending from Wuchang-Hankou to Hengyang areas || Portion of Area Army on move
|-
| 11th Army || Lt. Gen. Yukio Kasahara || 58th Division, etc. || Guilin area || Evacuation of Region
|-
| 20th Army || Lt. Gen. Ichiro Sakanishi || 64th, 68th, 116th divisions, etc. || Between Hengyang and Wuchang-Hankou || On station
|-
| 3rd, 13th, 34th, 132nd Divisions || || || || In transit
|-
| 13th Army || Lt. Gen. Takuro Matsui || 6th Army HQ (CG LtGen Jiro Sogawa); 60th, 61st, 65th, 69th, 70th, 133nd, 161st divisions || Lower reaches of Yangtze below Hukou (east of Xiaojikou, or Jiujiang), and along southern part of Tianjin-Pukou railline || Occupation by main force/ Occupation by portion of army
|-
| North China Area Army || Gen Sadamu Shimomura || 1st, Mongolia Garrison, 12th, 43rd Armies
|-
| 1st Army || Lt. Gen. Raishiro Sumida || 114th Division, etc. || HQ at Taiyuan in Shanxi province
|-
| Mongolia Garrison Army || Lt. Gen. Hiroshi Nemoto || 118th Division, etc. || HQ at Kalgan
|-
| 12th Army || Lt. Gen. Takashi Takamori || 110th, 115th, 3rd Tank Divisions, etc. || HQ at Zhengzhou
|-
| 43rd Army || Lt. Gen. Tadayasu Hosokawa || 47th Division, etc. || HQ at Jinan
|+ [http://www.tecom.usmc.mil/utm/kogun.txt Japanese Army in the Pacific War]
|}
Troops under the direct control of the Expeditionary Army included
the 27th, 40th, and 131st Divisions, plus the 13th Air Division. Total
strength of the Expeditionary Army amounted to about 1,050,000 officers and
men.
=1945=
=March 1945=
Li Zongren (1.222) beats back a Japanese offensive in the Henan-Hubei area, inflicting heavy casualties and regaining all American air bases capture in the "initial Japanese assault"
* also successful were the Chinese in the western Hunan campaign to recover the strategic airbase at Zhijiang.
* japanese had thrown 60 000 men into the battle along a 248 mile front, but the Chinese counter-offensive decimated their ranks
* Japanese army attacked Xixiakou in western Henan Prov, and Hu Zongnan's 31st Conglomerate Army fought against Japanese for months without letting go an inch of land. ([http://www.uglychinese.org/war.htm uglychinese.org])
* In July, Sun Liren's New 1st Corps returned to Nanning, the provincial capital of Guangxi. ([http://www.uglychinese.org/war.htm uglychinese.org])
=August 1945=
*Chinese were massing for an offensive in the Guangzhou-HK-Fujian area when V-J day came
* china had 300-350 divisions twoard the end of the war (2.101)
* When the war ended, 8 divisions were high quality, and 22 more had becun the 13 week schedule of training. The remainder oft he 300-odd Chinese divisions, however remained untouched. (3.151)
[[See China OOB Civil War]]
=References=
1. Liu, F. F. (1956). ''A Military History of Modern China: 1924-1949'', brown book with golden horse, Princeton University: New Jersey, ISBN: 0313230129<BR>
2. Ch’I, H. S. (1982). ''Nationalist China at War: Military Defeats and Political Collapse, 1937-1945''. University of Michigan: Michigan<BR>
3. Eastman, L. E. et. al. (1991). The Nationalist Era in China: 1927-1949. Cambridge University: Cambridge<BR>
4. Sih, P. K.T. (1977). Nationalist China during the Sino-Japanese War, 1937-1945. Exposition: New York<BR>
5. Whitson, W. W. (1973). The Chinese High Command: A History of Communist Military Politics, 1927-71. Praeger: New York<BR>
6. Yellow China Year Book 1936<BR>
7. Red China Year Book 1936<BR>
8. Yellow China Year Book 1939<BR>
9. Ah Xiang. [http://www.uglychinese.org/War.html uglyChinese.org]
10. Saburo Hayashi. [http://www.tecom.usmc.mil/utm/kogun.txt The Japanese Army in the Pacific War]
[[Category:Knowledge Base]]
a48aa99fe482530b3fca8fd9312be51780a60fbd
Close Air Support
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[[Image:Div_18.jpg|thumb]]
Close Air Support (CAS) is the key to the blitzkrieg tactic. These planes have the ability to strike precisely at enemy units, enabling your ground forces to achieve a rapid breakthrough. They are slow, sturdy planes and this makes them an easy target for enemy fighters.
==Close-Air Support Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left |I. Basic CAS || 30 || 30 || 1 || 1 || 8 || 4 || 1 || || 3 || ||
| width=20 | || 6 || 180 || 2 || 200 || 0.8 || 4 || 200 || || 0.5 || 1.0
|- align=center
| align=left |II. Improved CAS || 30 || 30 || 2 || 1 || 12 || 6 || 2 || || 4 || ||
| width=20 | || 7 || 180 || 2 || 200 || 1.0 || 4 || 250 || || 0.5 || 1.0
|- align=center
| align=left |III. Advanced CAS || 30 || 30 || 3 || 2 || 14 || 8 || 3 || || 5 || ||
| width=20 | || 8 || 180 || 2 || 200 || 1.2 || 4 || 300 || || 0.5 || 1.0
|- align=center
| align=left |IV. Turbojet CAS || 30 || 30 || 4 || 3 || 16 || 10 || 4 || || 6 || ||
| width=20 | || 12 || 180 || 2 || 250 || 1.4 || 4 || 300 || || 0.5 || 1.0
|- align=center
| align=left |V. ASM equip CAS || 30 || 30 || 4 || 3 || 16 || 10 || 10 || || 6 || ||
| width=20 | || 14 || 180 || 2 || 300 || 1.6 || 4 || 300 || || 0.5 || 1.0
|}
==Brigades Allowed==
* None
==Notes==
* CAS are very vulnerable to an air attack. However, putting a [[fighter]] or [[interceptor]] division in your CAS stack will not help. In this case, the fighter will only prolong the air fight, resulting in higher losses than a pure CAS stack would suffer.
[[Category:Units]]
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Coal Production per country 1936-1948
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Note that lignite has about 40% of the energy value of Hard Coal, Anthracite has about 10% more energy compared to normal Bituminous coal. Hard coal is in this case both Anthracite and Bituminous.
These numbers are from B.R. Mitchell.
<table border="1">
</tr>
<tr><td><td><td>1936<td>1937<td>1938<td>1939<td>1940<td>1941<td>1942<td>1943<td>1944<td>1945<td>1946<td>1947<td>1948</tr>
<tr><td>USSR<td>Hard Coal<td>109000<td>110000<td>115000<td>125000<td>140000<td>?<td>?<td>?<td>?<td>99400<td>114000<td>132000<td>150000</tr>
<tr><td>USSR<td>Brown Coal<td>17600<td>18100<td>18500<td>21300<td>25900<td>?<td>?<td>?<td>?<td>49900<td>49800<td>51000<td>58200</tr>
<tr><td>Spain<td>Hard Coal<td>3300<td>2100<td>5600<td>6600<td>8900<td>8800<td>9300<td>9700<td>10400<td>10600<td>10700<td>10800<td>10900</tr>
<tr><td>Spain<td>Brown Coal<td>200<td>200<td>200<td>200<td>600<td>800<td>1100<td>1200<td>1200<td>1300<td>1300<td>1300<td>1400</tr>
<tr><td>Sweden<td>Hard Coal?<td>500<td>500<td>400<td>400<td>500<td>600<td>600<td>600<td>600<td>600<td>500<td>400<td>400</tr>
<tr><td>UK<td>Hard Coal<td>232000<td>244000<td>231000<td>235000<td>228000<td>210000<td>208000<td>202000<td>196000<td>186000<td>193000<td>200000<td>211000</tr>
<tr><td>Yugoslavia<td>Hard Coal<td>400<td>400<td>400<td>400<td>400<td>?<td>?<td>?<td>?<td>200<td>800<td>1100<td>1000</tr>
<tr><td>Yugoslavia<td>Brown Coal<td>4000<td>4600<td>5300<td>5600<td>6900<td>?<td>?<td>?<td>?<td>3400<td>6000<td>8200<td>9700</tr>
<tr><td>Canada<td>Hard Coal<td>12886<td>13411<td>12039<td>13364<td>14939<td>15333<td>15933<td>14689<td>14201<td>13584<td>14776<td>12971<td>15296</tr>
<tr><td>Canada<td>Brown Coal<td>930<td>955<td>929<td>872<td>997<td>1201<td>1182<td>1512<td>1245<td>1391<td>1382<td>1425<td>1442</tr>
<tr><td>Mexico<td>Hard Coal<td>1308<td>1242<td>1093<td>877<td>816<td>856<td>914<td>1053<td>904<td>915<td>978<td>1040<td>1057</tr>
<tr><td>USA<td>Bituminous<td>395513<td>401259<td>313475<td>355446<td>415339<td>463910<td>525951<td>559953<td>521584<td>481946<td>569486<td>541075<td>394922</tr>
<tr><td>USA<td>Brown<td>2821<td>2920<td>2720<td>2720<td>2666<td>2518<td>2659<td>2494<td>2317<td>2421<td>2420<td>2807<td>2799</tr>
<tr><td>USA<td>Anthracite<td>49514<td>47043<td>41820<td>46703<td>46706<td>51136<td>54729<td>55015<td>57789<td>49835<td>54891<td>51882<td>51837</tr>
<tr><td>Argentina<td>Hard Coal<td>0<td>0<td>0<td>1<td>1<td>1<td>4<td>9<td>5<td>3<td>3<td>14<td>17</tr>
<tr><td>Brazil<td>Hard Coal<td>649<td>763<td>907<td>1047<td>1336<td>1408<td>1775<td>2078<td>1908<td>2073<td>1897<td>1999<td>2025</tr>
<tr><td>Chile<td>Hard Coal<td>1875<td>1988<td>2044<td>1850<td>1938<td>2060<td>2151<td>2265<td>2279<td>2079<td>1966<td>2067<td>1994</tr>
<tr><td>Colombia<td>Hard Coal<td>392<td>341<td>331<td>349<td>521<td>403<td>578<td>483<td>499<td>534<td>551<td>506<td>514</tr>
<tr><td>Peru<td>Hard Coal<td>90<td>99<td>75<td>108<td>113<td>117<td>149<td>187<td>173<td>201<td>230<td>215<td>189</tr>
<tr><td>Venezuela<td>Hard Coal<td>6<td>7<td>6<td>3<td>5<td>6<td>9<td>11<td>9<td>7<td>4<td>3<td>3</tr>
<tr><td>Algeria<td>Hard Coal<td>7<td>14<td>13<td>18<td>55<td>80<td>148<td>117<td>120<td>162<td>215<td>206<td>226</tr>
<tr><td>Morocco<td>Hard Coal<td>49<td>107<td>141<td>115<td>144<td>140<td>118<td>102<td>134<td>179<td>222<td>269<td>290</tr>
<tr><td>Mozambique<td>Hard Coal<td>17<td>19<td>10<td>19<td>20<td>17<td>7<td>13<td>16<td>12<td>16<td>16<td>9</tr>
<tr><td>Nigeria<td>Hard Coal<td>296<td>315<td>328<td>309<td>315<td>372<td>471<td>533<td>679<td>521<td>617<td>591<td>615</tr>
<tr><td>Zaire<td>Hard Coal<td>14<td>36<td>42<td>27<td>24<td>30<td>43<td>70<td>49<td>50<td>102<td>102<td>117</tr>
<tr><td>Zimbabwe<td>Hard Coal<td>705<td>1029<td>1044<td>1118<td>1291<td>1412<td>1561<td>1779<td>1808<td>1669<td>1613<td>1508<td>1696</tr>
<tr><td>South Africa<td>Hard Coal<td>14842<td>15491<td>16284<td>16890<td>17493<td>18679<td>20408<td>20561<td>22987<td>23554<td>23602<td>23818<td>24017</tr>
<tr><td>China<td>Hard Coal<td>39900<td>37230<td>28749<td>34688<td>44334<td>55243<td>58374<td>50459<td>51027<td>26285<td>16542<td>17538<td>12420</tr>
<tr><td>India<td>Hard Coal<td>22974<td>25438<td>28798<td>28215<td>29860<td>29937<td>29905<td>25921<td>26546<td>29635<td>30187<td>30695<td>30605</tr>
<tr><td>Indonesia<td>Hard Coal<td>1197<td>1373<td>1457<td>1781<td>2009<td>1990<td>?<td>?<td>?<td>307<td>157<td>223<td>540</tr>
<tr><td>Iran<td>Brown Coal<td>0<td>0<td>0<td>75<td>92<td>90<td>82<td>69<td>100<td>150<td>150<td>188<td>150</tr>
<tr><td>Japan<td>Hard Coal<td>41803<td>45250<td>48684<td>51109<td>56312<td>56472<td>53540<td>55500<td>52945<td>29880<td>20382<td>27234<td>33726</tr>
<tr><td>Japan<td>Brown Coal<td>110<td>121<td>142<td>195<td>275<td>334<td>1607<td>2876<td>2304<td>1643<td>2358<td>2946<td>2575</tr>
<tr><td>Korea<td>Hard Coal<td>2282<td>2431<td>3419<td>4239<td>5741<td>6158<td>6847<td>6588<td>7049<td>?<td>?<td>?<td>?</tr>
<tr><td>Malaya<td>Hard Coal<td>511<td>638<td>486<td>448<td>794<td>698<td>249<td>497<td>416<td>230<td>238<td>230<td>381</tr>
<tr><td>Philippines<td>Hard Coal<td>30<td>26<td>41<td>47<td>63<td>?<td>?<td>?<td>?<td>?<td>47<td>74<td>88</tr>
<tr><td>Taiwan<td>Hard Coal<td>1744<td>1953<td>2199<td>2619<td>2841<td>2854<td>2356<td>2238<td>1914<td>793<td>1043<td>1308<td>1650</tr>
<tr><td>Turkey<td>Hard Coal<td>2299<td>2307<td>1744<td>1881<td>2081<td>2125<td>1814<td>2212<td>2493<td>2524<td>2526<td>2623<td>2661</tr>
<tr><td>Turkey<td>Brown Coal<td>95<td>116<td>146<td>92<td>149<td>177<td>266<td>420<td>532<td>523<td>459<td>604<td>680</tr>
<tr><td>Vietnam<td>Hard Coal<td>2186<td>2308<td>2335<td>2615<td>2500<td>2329<td>1243<td>1020<td>537<td>231<td>262<td>248<td>353</tr>
<tr><td>Australia<td>Hard Coal<td>11552<td>12267<td>11867<td>13752<td>11913<td>14440<td>15704<td>14364<td>13917<td>12997<td>14104<td>15069<td>15020</tr>
<tr><td>Australia<td>Brown Coal<td>3094<td>3498<td>3734<td>3710<td>4347<td>4639<td>5013<td>5173<td>5097<td>5532<td>5799<td>6239<td>6800</tr>
<tr><td>New Zealand<td>Hard Coal<td>873<td>986<td>994<td>1061<td>1163<td>1198<td>1194<td>1157<td>1085<td>980<td>974<td>951<td>968</tr>
<tr><td>New Zealand<td>Brown Coal<td>1302<td>1329<td>1264<td>1319<td>1394<td>1483<td>1529<td>1676<td>1766<td>1899<td>1865<td>1845<td>1852</tr>
<tr><td>Austria<td>Hard Coal<td>200<td>200<td>200<td>200<td>200<td>200<td>200<td>200<td>200<td>100<td>100<td>200<td>200</tr>
<tr><td>Austria<td>Brown Coal<td>2900<td>3200<td>3300<td>3500<td>3700<td>3500<td>3500<td>3700<td>3700<td>2100<td>2400<td>2800<td>3300</tr>
<tr><td>Belgium<td>Hard Coal<td>27900<td>29900<td>29600<td>26800<td>25300<td>26900<td>25100<td>23700<td>13500<td>15800<td>22900<td>24400<td>26700</tr>
<tr><td>Bulgaria<td>Hard Coal<td>100<td>100<td>100<td>200<td>200<td>200<td>200<td>200<td>100<td>100<td>100<td>0<td>100</tr>
<tr><td>Bulgaria<td>Brown Coal<td>1600<td>1700<td>1900<td>2000<td>2600<td>2800<td>3400<td>3800<td>2900<td>3400<td>3400<td>4200<td>4100</tr>
<tr><td>Czechoslovakia<td>Hard Coal<td>12200<td>16800<td>15800<td>18800<td>21000<td>21100<td>22800<td>24600<td>23200<td>11700<td>14200<td>16200<td>16700</tr>
<tr><td>Czechoslovakia<td>Brown Coal<td>15900<td>17900<td>16000<td>19400<td>22300<td>22400<td>24100<td>27600<td>26800<td>15400<td>19500<td>22400<td>23600</tr>
<tr><td>Denmark<td>Hard Coal<td>0<td>0<td>0<td>0<td>200<td>1000<td>1800<td>2600<td>2200<td>2300<td>2300<td>2800<td>2400</tr>
<tr><td>France<td>Hard Coal<td>46200<td>45400<td>47600<td>50200<td>41000<td>43900<td>43800<td>42400<td>26600<td>35000<td>49300<td>47300<td>45400</tr>
<tr><td>Germany<td>Hard Coal<td>158000<td>185000<td>186000<td>188000<td>184000<td>187000<td>188000<td>190000<td>166000<td>35500<td>56400<td>73000<td>89800</tr>
<tr><td>Germany<td>Brown Coal<td>161000<td>185000<td>195000<td>212000<td>225000<td>236000<td>246000<td>253000<td>229000<td>24000<td>159600<td>160700<td>174900</tr>
<tr><td>Greece<td>Brown Coal<td>100<td>100<td>100<td>100<td>200<td>200<td>400<td>400<td>200<td>100<td>100<td>100<td>100</tr>
<tr><td>Hungary<td>Hard Coal<td>800<td>900<td>1000<td>1100<td>1200<td>1300<td>1200<td>1400<td>1300<td>700<td>700<td>1400<td>1200</tr>
<tr><td>Hungary<td>Brown Coal<td>7100<td>8100<td>8300<td>9400<td>10200<td>11000<td>11200<td>10800<td>8400<td>3600<td>5600<td>7700<td>9400</tr>
<tr><td>Italy<td>Hard Coal<td>800<td>1000<td>1000<td>1100<td>1000<td>1200<td>1400<td>1000<td>200<td>100<td>100<td>200<td>100</tr>
<tr><td>Italy<td>Brown Coal<td>800<td>1100<td>1300<td>2000<td>3400<td>3200<td>3500<td>2300<td>900<td>1500<td>2700<td>3100<td>1800</tr>
<tr><td>Netherlands<td>Hard Coal<td>12800<td>14300<td>13500<td>12900<td>12100<td>13400<td>12300<td>12500<td>8300<td>5100<td>8300<td>10100<td>11000</tr>
<tr><td>Netherlands<td>Brown Coal<td>100<td>100<td>200<td>200<td>200<td>200<td>300<td>400<td>200<td>100<td>500<td>500<td>300</tr>
<tr><td>Norway<td>Hard Coal<td>300<td>300<td>300<td>300<td>300<td>100<td>0<td>0<td>0<td>0<td>100<td>300<td>400</tr>
<tr><td>Poland<td>Hard Coal<td>29700<td>36200<td>38100<td>23200<td>47000<td>58000<td>65000<td>70000<td>54000<td>20200<td>47300<td>59100<td>70300</tr>
<tr><td>Portugal<td>Hard Coal<td>200<td>300<td>300<td>300<td>400<td>400<td>500<td>400<td>400<td>400<td>400<td>400<td>400</tr>
<tr><td>Portugal<td>Brown Coal<td>0<td>0<td>0<td>0<td>100<td>100<td>100<td>100<td>100<td>200<td>100<td>100<td>100</tr>
<tr><td>Romania<td>Hard Coal<td>300<td>300<td>300<td>300<td>300<td>300<td>300<td>300<td>300<td>200<td>200<td>200<td>200</tr>
<tr><td>Romania<td>Brown Coal<td>1200<td>1900<td>2500<td>2200<td>2400<td>2600<td>2100<td>1800<td>1800<td>1800<td>1800<td>2100<td>2700</tr>
<tr></table>
== See Also ==
[http://en.wikipedia.org/wiki/Coal Wikipedia:Coal]
[[Category:Knowledge Base]]
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Cold War
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A mod that was intended to focus on the Cold War era. It was intended to span the 1955-1995 time period and aims to be as historically accurate as possible. It was never released publicly though an alpha copy was banded around between some forum members for a short while.
All activity was ceased around 2008 and the mod can be realistically considered dead. It was not released and stands no chance of being released now.
*Mod Forum: [http://forum.paradoxplaza.com/forum/forumdisplay.php?f=292 Cold War mod]
[[Category:Mods]]
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Cold War Tech Tree Extension Project
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This mod extends the tech tree of the game to 1964, the official end date of Armageddon. While Paradox extended the game time in Armageddon, they did not add any events or new technologies to fill this gap. The Cold War Tech Tree Extension Projects aims to do this.
The early tech tree is left untouched, so that it is possible to play a "normal" 1936 grand campaign game with this mod installed.
[http://forum.paradoxplaza.com/forum/showthread.php?t=376965| paradoxplaza forum thread]
[[Category:Mods]]
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Cold War Vietnam
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Vietnam War Version 3.0 by FRVP
Fantastic historical scenario 1963 - 1975.
Playable countries: North and South Vietnam, USA, USSR, Thailand, China, North and South Korea.
Also included are Laos, Cambodia, Malaysia, Phillipines and Taiwan.
Made for Armageddon v1.2 but should work for all. Unzip to Armaggedon, Doomsday or Ho2 directory.
There are some minor changes and additions to some db, minister, leader and tech files (see below).
New graphics were added for a few new units, ministers and events.
New units: Nuclear Sub, M41 Light-Tank, Titan ICBM, Special Forces Green Beret.
New technology: Jungle Warfare.
New music: optional awesome sound track for the era in two zips: pre 68 and post 67, use one or both.
Requirements:
You will need a time-limit fix for your version to go beyond 1964!
For HOI2 users only (NOT AMGN OR DD): You will need to unzip the VN_HO2 patch to your HOI2 directory.
All files scanned for virises:
Vietnam 3.0 - 2mb
Pre 68 soundtrack - 35mb
Post 67 soundtrack - 37mb
VN_ho2 patch - 50k
Files Amended: (you may want to back these up)
Config: world_names.csv, tech_names.csv, unit_names.csv, models.csv
DB: country.csv, revolt.txt
Ministers: all playable countries
Leaders: usa.csv, vietnam.csv
Tech: special_weapons_tech.txt, infantry_tech.txt, armor_tech.txt
Units/Division: flying_rocket.txt, light_armor.txt, paratrooper.txt
GFX/Palete: counter_idc.bmp
Enjoy!
[[Category:Mods]]
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Colonial Empire An Alternative Strategy for Japan
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==Colonial Empire An Alternative Strategy for Japan==
Why go to war against those hapless Chinese? After all, they are the same mankind as you. Although they are hoaxed by those Western imperilists and learn to hate you without any reason, you can show them you are not their rival. And they are not yours, either. Those western colonial powers are.
This article will describe an ahistorical route Japan can choose in the 1936 GC. This is called "colonial empire" pathway. The strategy is simple: take all the weakling European countries' belongings while avoid going to war against the British too early.
[NOTE: After playtesting this strategy it is not clear that it is at all viable, due to certain key points. The UK seems to be hardcoded to declare war on Japan if Japan attacks the Dutch, regardless of how good relations are, negating a major point of this plan. It also does not seem possible to put a Naval Base on Curacao, as it is too far from any other Japanese base.]
=== Important Points ===
You need to keep good relationship with all the superpowers, a.k.a, UK, France, USSR, USA, and Germany. Except for the last one, all of the rest are in bad relationship with you from the beginning. Do a lot of trade with them and they will grow liking you. Also pour some IC in consumer goods. That'll give you money for research and support your diplomatic moves. In this strategy diplomacy is crucial for you.
Also you need to keep your belligerence down. Specifically, avoid getting 80 too early. 80 is the magic number USA will gear up for war. You don't want to awake a sleeping giant too early, do you? Unless you do not want to fight USA, the answer should be no.
=== Start ===
Start from 1936 GC, put your production slider heavily on supplies and consumer goods. Trade supplies with every major power to get everything else you need. Don't worry about the steep price, these investments will reward you handily. The most important countries in this strategy are France and UK. Try to boost relationship with them as high as possible. When necessary, use influence country (you need a lot of money to do this, for sure). You don't need to produce a lot of units, BTW. A long series of light cruisers may be nice for the gearing bonus. Ditto for infantry divisions and engineers (you will need it a lot later).
Release your puppet Manchukuo. They are a liability as your puppet and some bigots in their government will cause you a lot of trouble. You can even pull off your force there to put them into some place more worthy. DON'T get entangled by them. You can always attack and annex them later, but now just leave them as they are.
=== Intervene into Chinese Civil War ===
From the start you have the option to invade Guangxi Clique when they DOW at Nationalist China. That will boost your IC a little bit by grabbing Guangzhou and some resource-rich area from them. Also Hainan as a nice springboard for further conquest.
=== Invasion of Dutch East Indies ===
You can do it either before or after Marco Polo Bridge Incidents. Doing it before is preferable but you may need some luck here. Normally your relationship with France and UK should be good enough to keep them from intervening. Strike quickly and snap up all VP provinces in Dutch East Indies. They won't put up even token resistance. In the meantime still keep good relationships with the UK and France. They may cancel trade agreements, but you just bribe them and negotiate with them again. Sue for peace with the Netherlands. You don't need a lot of provinces: just ask for those resource-rich ones, like East Java, Banka Island, South Sumatra and South Borneo. ''Don't forget'' to ask for Curacao, you need it for the next phase. ''don't'' ask for Batavia. You may have to try this several times before a deal is agreed
Note that there is a disadvantage to attacking the Dutch East Indies before Germany has conquered the Netherlands' European provinces. Germany's conquest of the Netherlands leaves the Netherlands East Indies the only remaining territory in Dutch posession. If you attack the Dutch East Indies after the Dutch have lost their European holding, you can annex the Netherlands and seize their sizeable stockpile of resources -- thus making up for Japan's limited ability to produce the same.
=== Invasion of Portuguese Africa ===
Build a naval base in Curacao. Wait your belligerence to drop (Hirohito will drop your belligerence in peace time) a little bit. Build up good relationship with UK and France, and virtually every one else.
By mid-1938, bring some army units to Curacao and DOW Portugal. If you cannot figure out how to send armies in Curacao : select the REBASE mission in the transport unit's detail (right-clicking on the province does not work).
Grab Cape Verdes from Curacao (be sure you have the range, so make up your fleet with your most advanced CAs, BCs and BBs, although actually it does not matter anyway since Portuguese Navy is pitiful). Attack the Azores and from there, hop into Portugal's home territory. Grab everything they have there and then sue for peace. Ask for every thing other than their 5 national provinces. If they do not accept, grab Bissao, Cabinda and normally they will cave in. Now you will have two firm naval bases in the Atlantic Ocean (the Azores and Cape Verdes), also Portugal's Africa belongings (Angola and Mozambique). As a bonus you will also have Macao and East Timor.
=== Invasion of Belgian Congo ===
Now await the development of Europe while building up your navy. Wait well into 1939, maybe early 1940, after Poland has fallen, to DOW Belgium. Attack Belgian Congo from Angola, using infantry with engineers. This will take some weeks but once you grab the two VP provinces close to the coast Belgium will normally cave in. (Having German troops along their border may be a reason.) You will have all the Belgian Congo which is very rich in metals.
=== Watch the Great Show in Europe ===
Now you again wait for developments in Europe. France and UK may start to influence you, which is sweet. Just wait patiently. France and UK may build up troops along the border of your African possessions, but with Germany at their gate they won't be able to attack you. When Germany initiates its attack on the west front, France often falls quicker than in history, because a good chunk of its troops will be garrisoned in French Equatorial Africa. Ditto for UK. With most of their African Legion in Rhodesia and South Africa, Italy can steamroll Egypt and Sudan.
=== Annexation of French [[Indochina]] ===
When France falls the vichy event will be triggered. After Vichy France forms, you will receive an event to request [[Indochina]]. Choose ask for [[Indochina]] and Vichy will usually accept. Don't ask for [[Madagascar]] since the chance of suceeding is very small.
=== Allies or Axis, that's the Problem ===
Now you are in a situation virtually to choose between the two major alliance. I would say choose the Axis, simply because they can offer you more than the Allies. Once you join the Axis, be quick to take out South Africa. They've got 5 VP provinces, and 4 can be reached immediately by your troop from Mozambique and your marines from the sea. Marching into the last one takes some time, though. In the meantime send a troop North into British East Africa and cut into Lake Victoria and eventually Kigali. Use infantry with engineers. After you annex South Africa, the British troops in Rhodesia and Nyassaland will be trapped and out of supply. Don't worry about them now, just use garrisons and a few divisions to keep them encircled. You can grab them bit by bit later.
Assuming Germany did its homework in occupying Netherland's European provinces, attack Netherlands's holding in Indonesia and annex it. After Amsterdam falls, the capital will move to Batavia and you will end up with all of the rest of Netherlands' territory. That's the reason why you do not take Batavia in your previous campaign, because in that case you need to grab every small island piece by piece or Germany will get the lion's share of them. Also attack and take Malaya. Don't bother to lean on Siam, they will be a good buffer state between Burma and your [[Indochina]] possession. Don't bother to attack Burma either. Just move your troops quickly into India and occupy it. By this time most of the Indian army should be in the Middle East so this will not be hard.
What to do next depends on your preference. You can try fighting the Royal Navy in the North Atlantic Ocean, where your carriers and superheavy BBs (Yamato and Musashi) will come in handy. You can also try helping Italy to invade the Middle East. In the Pacific theater, you can annex Australia and New Zealand, then the rest of VP islands in the Pacific.
You may be able to annex France by the middle of 1941. After defeating the Royal Navy, Britain is yours to take. Then you can try to play with your armies to help Germany to conquer Soviet Union.
=== Invasion of the USA ===
This should be relatively simple. You can use either Canada or Carribean islands as a staging point. The USA AI is coded to deal with a Pacific campaign, so often you can catch them by surprise from the Atlantic Ocean. However, if you really go into war against the USA, strike quickly into their home territory and take out most of the east coast provinces to severely cramp its war economy. If the war goes into attrition you will find yourself overstretched.
=== Invasion of China ===
Why bother? They don't have much to offer anyway. You can try if you want a tough fight. Especially if you are in war with Soviet Union. Invading China in 1941 will be much harder than early date because the quality of their army will be much better.
[[Category:National Strategy]]
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When your forces are engaged in combat, they may trigger a '''Combat Event'''. The effects of these events last for eight hours of game time. You will have an increased chance for a favorable event if you have a [[HQ Division]] involved or in a province adjacent to the battle. In version 1.3, the likelihood of getting an event was also enhanced for fast moving units:
- The chance for a Encirclement or Breakthrough will now happen 10% more often for every 1 km/h over 3 km/h. There is a cap on 40%.
- Units retreating to enemy-controlled territory with enemy units in both target and source province will now be eliminated.
Four events benefit the attacker and three help the defender. They usually affect the strength and/or organisation damage a unit suffers. Some reduce damage for one side. Some give a tradeoff between the Strength damage inflicted on your units and the Organisation inflicted on the enemy. This is beneficial for the battle in question, because units retreat based on their organisation level.
Combat events add flavour to the game and help it model some aspects of doctrine that otherwise wouldn't. However, you have very little control of them.
==Land Doctrine and Combat Events==
The events that occur are determined by your [[Land Doctrine FAQ|doctrine]] - which tree you are on and how far you ave researched.
The German tree is exceptionally strong on the events that aid the offensive, particularly Breakthrough and Encirclement. Stronger defensive events turn up later on. On the whole the German tree gets the most events. The German tree also gets the most effect from HQs.
The US tree is slightly balanced towards defensive events, particularly Counterattacks. The main offensive event is the Assault. The US tree is very strong overall.
The Russian tree focuses on events that sap enemy organisation at the expense of its own units strength. On the offensive this means Assaults and on the defensive Counterattacks. Until 1941 it is very weak of defense, and thereafter moderate on the defensive. It gets later on strong breakthrough chance.
The Grand Battle Plan tree starts off the strongest tree, with a high number of Counterattack and Delay defensive events. However, it is totally eclipsed on attack by 1940 and a very poor offensive performer until 1942, when it splits.
From that point, the Japanese (Infiltration Assault) tree develops many Ambush events; the French (Attritional Containment) tree develops many Assaults; and the British (Operational Stages) tree is well-balanced.
=== Superior Firepower ===
{| border="1" cellpadding="2"
!Doctrine||Year||Assault||Encirclement||Ambush||Breakthrough||Counterattack||Delay||Tactical Withdrawal||HQ||Off||Def
|-
|Type||-||Off||Off||Off||Off||Def||Def||Def||-||Total||Total
|-
|Start||1936||1||1||1||1||1||1||1||1.0||4||3
|-
|6010 Firepower Focus||1936||1||1||1||1||3||1||1||1.0||4||5
|-
|6020 Superior Firepower||1936||3||1||1||1||3||1||1||1.0||6||5
|-
|6040 Delay||1937||3||1||1||1||5||3||3||1.1||6||11
|-
|6050 Mobile Defense||1938||3||1||1||1||7||5||5||1.3||6||17
|-
|6060 Stand Off||1939||5||1||3||1||7||5||5||1.4||10||17
|-
|6070 Integrated Support||1940||7||2||5||2||11||5||5||1.6||16||21
|-
|6080 Regimental Combat Teams||1942||7||4||6||4||11||7||9||1.9||21||27
|}
==== Combined Arms Defense ====
{| border="1" cellpadding="2"
!Doctrine||Year||Assault||Encirclement||Ambush||Breakthrough||Counterattack||Delay||Tactical Withdrawal||HQ||Off||Def
|-
|Type||-||Off||Off||Off||Off||Def||Def||Def||-||Total||Total
|-
|Start||1942||7||4||6||4||11||7||9||1.9||21||27
|-
|6090 Combined Arms Defense||1943||7||4||6||4||13||9||13||2.2||21||35
|-
|14050 Air Land Battle||1946||7||4||6||4||13||9||13||2.2||21||35
|}
==== Mechanized Offense ====
{| border="1" cellpadding="2"
!Doctrine||Year||Assault||Encirclement||Ambush||Breakthrough||Counterattack||Delay||Tactical Withdrawal||HQ||Off||Def
|-
|Type||-||Off||Off||Off||Off||Def||Def||Def||-||Total||Total
|-
|Start||1942||7||4||6||4||11||7||9||1.9||21||27
|-
|6100 Mechanized Offense||1943||9||6||6||6||11||7||9||2.2||27||27
|-
|14050 Air Land Battle||1946||9||6||6||6||11||7||9||2.2||27||27
|}
=== Grand Battle Plan ===
{| border="1" cellpadding="2"
!Doctrine||Year||Assault||Encirclement||Ambush||Breakthrough||Counterattack||Delay||Tactical Withdrawal||HQ||Off||Def
|-
|Type||-||Off||Off||Off||Off||Def||Def||Def||-||Total||Total
|-
|Start||1936||1||1||1||1||1||1||1||1.0||4||3
|-
|6010 Firepower Focus||1936||1||1||1||1||3||1||1||1.0||4||5
|-
|6030 Grand Battle Plan||1936||2||1||1||1||3||3||1||1.2||5||7
|-
|6120 Trench Warfare||1936||2||1||1||1||3||7||1||1.2||5||11
|-
|6110 Mass Assault||1938||4||3||3||2||7||7||1||1.2||12||15
|-
|6130 Preplanned Defense||1940||4||3||3||2||7||11||3||1.3||12||21
|-
|6140 Central Planning||1942||4||3||3||2||9||11||3||1.4||12||23
|}
==== Attritional Containment ====
{| border="1" cellpadding="2"
!Doctrine||Year||Assault||Encirclement||Ambush||Breakthrough||Counterattack||Delay||Tactical Withdrawal||HQ||Off||Def
|-
|Type||-||Off||Off||Off||Off||Def||Def||Def||-||Total||Total
|-
|Start||1942||4||3||3||2||9||11||3||1.4||12||23
|-
|6150 Attritional Containment||1942||7||4||3||2||9||11||3||1.7||16||23
|-
|6180 Assault Breakthrough||1944||13||4||5||4||9||11||6||2.0||26||26
|-
|14070 Assault Concentration||1946||13||4||5||4||9||11||6||2.0||26||26
|}
==== Infiltration Assault ====
{| border="1" cellpadding="2"
!Doctrine||Year||Assault||Encirclement||Ambush||Breakthrough||Counterattack||Delay||Tactical Withdrawal||HQ||Off||Def
|-
|Type||-||Off||Off||Off||Off||Def||Def||Def||-||Total||Total
|-
|Start||1942||4||3||3||2||9||11||3||1.4||12||23
|-
|6160 Infiltration Assault||1942||6||4||8||4||9||11||3||1.7||22||23
|-
|6190 Infiltration in Depth||1943||6||6||14||6||9||11||3||2.0||32||23
|-
|14070 Assault Concentration||1946||6||6||14||6||9||11||3||2.0||32||23
|}
==== Operational Stages ====
{| border="1" cellpadding="2"
!Doctrine||Year||Assault||Encirclement||Ambush||Breakthrough||Counterattack||Delay||Tactical Withdrawal||HQ||Off||Def
|-
|Type||-||Off||Off||Off||Off||Def||Def||Def||-||Total||Total
|-
|Start||1942||4||3||3||2||9||11||3||1.4||12||23
|-
|6170 Operational Stages||1942||6||5||5||4||9||13||5||1.7||20||27
|-
|6200 Branch Interoperability||1944||6||9||6||6||9||13||9||2.0||27||31
|-
|14070 Assault Concentration||1946||6||9||6||6||9||13||9||2.0||27||31
|}
=== Spearhead ===
{| border="1" cellpadding="2"
!Doctrine||Year||Assault||Encirclement||Ambush||Breakthrough||Counterattack||Delay||Tactical Withdrawal||HQ||Off||Def
|-
|Type||-||Off||Off||Off||Off||Def||Def||Def||-||Total||Total
|-
|Start||1936||1||1||1||1||1||1||1||1.0||4||3
|-
|6210 Mobility Focus||1936||1||1||1||1||1||1||1||1.1||4||3
|-
|6220 Spearhead||1937||3||5||2||3||3||1||1||1.3||13||5
|-
|6250 Schwerpunkt||1937||3||7||3||5||5||1||1||1.6||18||7
|-
|6260 Blitzkrieg||1938||3||11||3||9||5||1||1||1.9||26||7
|-
|6230 Delay||1939||3||11||4||9||5||5||1||2.0||27||11
|-
|6240 Elastic Defense||1940||3||11||4||9||7||7||5||2.1||27||19
|-
|6270 Kampfgruppe||1941||3||11||7||9||7||7||5||2.5||30||19
|-
|6280 Firebrigade||1943||3||11||7||9||11||9||9||2.7||30||29
|-
|6290 Spearhead HQs||1943||4||13||7||13||11||9||9||3.0||37||29
|}
==== Volksturm ====
{| border="1" cellpadding="2"
!Doctrine||Year||Assault||Encirclement||Ambush||Breakthrough||Counterattack||Delay||Tactical Withdrawal||HQ||Off||Def
|-
|Type||-||Off||Off||Off||Off||Def||Def||Def||-||Total||Total
|-
|Start||1943||4||13||7||13||11||9||9||3.0||37||29
|-
|14090 Volksturm||1944||4||13||7||13||11||9||9||3.0||37||29
|}
==== Modern Blitzkrieg ====
{| border="1" cellpadding="2"
!Doctrine||Year||Assault||Encirclement||Ambush||Breakthrough||Counterattack||Delay||Tactical Withdrawal||HQ||Off||Def
|-
|Type||-||Off||Off||Off||Off||Def||Def||Def||-||Total||Total
|-
|Start||1943||4||13||7||13||11||9||9||3.0||37||29
|-
|14100 Modern Blitzkrieg||1947||4||13||7||18||11||9||9||3.0||42||29
|}
=== Human Wave ===
{| border="1" cellpadding="2"
!Doctrine||Year||Assault||Encirclement||Ambush||Breakthrough||Counterattack||Delay||Tactical Withdrawal||HQ||Off||Def
|-
|Type||-||Off||Off||Off||Off||Def||Def||Def||-||Total||Total
|-
|Start||1936||1||1||1||1||1||1||1||1.0||4||3
|-
|6210 Mobility Focus||1936||1||1||1||1||1||1||1||1.1||4||3
|-
|6300 Human Wave||1936||3||1||1||1||3||1||1||1.2||6||5
|-
|6310 Large Front||1937||5||2||1||3||3||1||3||1.3||11||7
|-
|6330 Deep Operations||1940||5||4||3||5||3||1||3||1.5||17||7
|-
|6320 Pocket Defense||1941||5||4||3||5||5||3||3||1.6||17||11
|-
|6340 Defense in Depth||1941||5||4||3||5||7||6||6||1.8||17||19
|-
|6350 Large Formation SOP||1941||7||4||3||5||9||6||6||2.0||19||21
|-
|6360 Breakthrough Priority||1943||9||4||3||9||9||6||6||2.25||25||21
|-
|6370 Movement Speed Offensive||1943||9||6||3||9||9||6||6||2.5||27||21
|-
|14080 Guerilla Warfare||1944||9||6||7||9||9||8||6||2.5||31||23
|-
|14060 Mechanized Wave||1946||9||6||7||9||9||8||6||2.5||31||23
|}
==Combat Event In-game Text==
===For the attacker:===
==== Assault ====
''"This represents a particularly forceful sustained attack where the attackers will suffer higher strength losses than normal but will inflict much higher organisation damage to the defenders"''
Assaults are most common from nations high up the Russian and French Land Doctrine tree. It also fits well with a "Russian" play style with plentiful units and manpower.
==== Encirclement ====
''"This indicates that the attacking force has briefly managed to pin down and encircle the defenders in a small area of the province. While this effect lasts the defenders will suffer much higher strength losses and the attacker will rarely suffer very much loss of organisation (although they may sustain the normal strength losses"''
==== Ambush ====
''"The attacker has managed to ambush the enemy forces inflicting much higher rates of strength and morale damage to the defenders while at the same time greatly reducing the amount of those same types of losses that they sustain themselves"''
==== Breakthrough ====
''"The attacker has managed to overrun an enemy's defences in part of the province. This will seriously disrupt the defender's organisation and reduce the strength losses sustained by the attacker"''
===For the defender:===
==== Counterattack ====
''"This is a concerted attempt by the defending side to launch a minor counter-offensive to disrupt the enemy's plans. While the defenders will suffer somewhat higher strength losses during this period they will inflict significant organisation losses on the attacker"''
==== Delay ====
''"The defending side is employing a delaying action that greatly reduces the amount of strength loss it sustains during this time"''
==== Tactical Withdrawal ====
''"During this period the defender is making a careful tactical withdrawal to a preferred combat location in the province. Both sides will sustain reduced levels of strength and organisation loss but the defender will sustain even lower organisation losses than the attacker"''
== See Also ==
* A table with full details is also available at [http://forum.paradoxplaza.com/forum/showthread.php?p=3918463#post3918463]
[[Category:Reference]]
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=== Combat Range ===
Combat range is a factor in determining [[positioning]]. Each fleet has an optimum combat range it wants to achieve when entering combat, and if it achieves surprise it will have a good chance that its positioning will be high enough to start the battle at that range. For example, Transport Fleets will have their goal to escape, so their optimum range is 450 km. If this range is achieved, the transports will be able to retreat without taking damage. Meanwhile, a CTF needs to be in range for its planes to strike, and yet out of range of capital ship heavy guns. Finally, a SAG needs to close distance as much as possible in order to unleash all its firepower.
Given no surprise on either side, imagine a 15-ship CTF entering battle against a 30-ship BB SAG, with both fleets led by comparable leaders and composed of medium tech vessels. Since neither side is advantaged by surprise, the longest ranged ship on either side will tend to set the initial engagement distance. That will of course be the CVs whose combat range will likely be around 180km at medium tech. The next longest ranged ship is the Super Battleship, which has a range of approximately 40km. That means the BBs will have to close the distance by about 140km before they can even shoot back, all the while being bombed by the enemy planes. In HoI2, CVs ruled the seas for this reason, with the only exception of night battles and bad weather. Starting in Doomsday, however, balance was restored: with the introduction of light carriers, it became possible for an SAG with CVLs to close distance.
'''Combat Range''' in Naval battles has an optimal value. This value is believed to be calculated as described below
* [[CV]] is the highest class in calculating optimal range.
* [[Capital Ship]] or [[CVL]] is the second highest class in calculating optimal range.
* [[Screen Ship]] is the lowest class in calulating optimal range.
* '''Unique class's'''
** [[Submarine]] ONLY fleets will attempt to be at 90% of the maximum range of the shortest range submarine
** [[Transport]] ONLY fleets will attempt to be at 450+ km and then flee.
'''Optimal Range''' will always be '''90%''' of the '''maximum''' range of the '''shortest''' range of the '''highest''' ship class.
:i.e. If you have two [[Capital Ship]]'s in a fleet. One with a range of 30 and the other with a range of 28, the optimal range will be 90% of 28.
:''NOTE'', Range of a lower class is ignored. If you have a [[Capital Ship]] in a fleet with a range of 28 and the rest of the fleet is [[Screen Ship]]'s with ranges of 32 the optimal range will be 90% of the range of the [[Capital Ship]] (i.e. 90% of 28) The range of the [[Screen Ship]]'s is ignored.
[[Category:Terminology]]
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#REDIRECT [[Combat Events]]
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#REDIRECT [[Combat Range]]
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'''Combined Arms''' is a [[combat modifier]] that can be acheaved via mixed formations (refer [[Land Combat Efficiency FAQ]])
* when units number <= [[Command Penalty Capacity]]([[CPC]])(not double),
* To get the Combined Arms bonus, the mix of hard vs soft divisions has to be within a range of 1/3 to 2/3. Typically that would be 1:2 or 2:1
* The hard divisions are armor, light armor, and mech. Soft divisions are everything else including HQ. Brigades are not a factor in the ratio.
**attacker: Eff+5%
**defender: Eff+15%
**The CA bonus is set in the \db\misc.txt file and can be modified. The designation of which div are hard and which are soft, however, is set up in the executable file and is not modifiable.
**To qualify for the combined arms bonus, it is not sufficient for hard and soft divisions to just be in the same province. The divisions must be in the same formation under one leader. Mech and armor in the same formation do not get the combined arms bonus since both are hard targets. Motor and armor, or infantry and armor, would qualify for the bonus.
** [http://www.europa-universalis.com/forum/showthread.php?t=196932 This thread] discusses some testing done about this.
[[Category:Terminology]]
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'''The Comintern''' is one of three major [[alliance]]s in HoI. Comintern is led by [[USSR]] and generally built amongst left-wing authoritarian governments. In real life Comintern was political international of communist and socialist parties, what funded for example [[Communist China|Mao Zedong's Chinese communist rebels]]. It is also known as '''Com'''munist '''Intern'''ational or '''Third International'''.
== Members ==
* '''[[USSR]]''': The leader of Comintern in all scenarios is USSR. USSR is huge federation in Eastern Europe and Asia. USSR is only great nation in Comintern, but it's most industrialized state in HoI2. Her allies are mostly weak, and can only send small forces to help she in her battle.
* '''[[Tannu Tuva]]''': one-province nation between Mongolia and USSR near Baikal lake. Normally USSR annexes Tannu Tuva in 1944.
* '''[[Mongolia]]''': huge nation between [[Clique|Chinese cliques]] and USSR. It also has border with Tannu Tuva. Mongolia has same IC and manpower than Tannu Tuva.
* '''[[Europe|Eastern Europe]]''': When Soviet armies reaches Eastern Europe, this launch events, where fascists nations in Eastern Europe have Soviet revolution and joins to Comintern. These nations are: [[Finland]], [[Hungary]], [[Romania]] and [[Bulgaria]].
[[Category:Alliances]]
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==[[Command Penalty Capacity]] (i.e. the -75% penalty)==
#When you group your armies its essential that you understand that each leader has a Command Penalty Capacity (CPC).
#This is a parameter for each stack. It is worked out separately for each stack. Stack is defined above as the number of units/divisions in a province.
#If the total number of units in the stack exceeds the Command Penalty Capacity when attacking, then the excess units in that stack receive a -75% penalty.
#For each attacking stack, it is the capacity of the most senior leader in the stack.
#*if the most senior leader is an FM, then it is 12
#*if the most senior leader is an GEN, then it is 9
#*if the most senior leader is an LT, then it is 3
#*if the most senior leader is an MJ, then it is 1
#For a defending stack it is the sum of all the leaders present in the stack. (Unless you are being attacked by aircraft- according to the manual defence from aircraft is handled as per attack- each stack is assessed individually)
#Thus if we have 13 units in an attacking formation commanded by a FM (display of 13/12), one unit will have a -75% penalty. If the units were defending the display would also read 13/12. If we have 13 units units in a territory, but 12 of them will be under a FM and the 13th will be under a LT and the stack was attacking (from one territory) then the display would read 13/12 - the 13th unit would be at -75%. If the same units were defending then the CPC will be 15 (FM 12 + LT 3 = display 13/15) thus no unit will get a -75% penalty, but ONLY if they are defending.
#The stack capacity for all the formations in a province may be doubled by an HQ adjacent or in the same province. The HQ does not have to be present at the start of the combat - as soon as the HQ becomes adjacent to or present at an existing combat, the combat efficiency values alter accordingly.
#*if the most senior leader is an FM, stack capacity is doubled to 24
#*if the most senior leader is an GEN, stack capacity is doubled to 18
#*if the most senior leader is an LT, stack capacity doubled to 6
#*if the most senior leader is an MJ, stack capacity is doubled to 2
##Note that stack capacity and formation capacity are different things as explained below in the HQ, skills, and traits section.
#Thus in the same situation, but with a HQ present as one of those 13 units, we would have a CPC of 24 if one formation was commanded by a FM, and a CPC of 30, if a second formation was commanded by a LT. No unit will get the -75% penalty command capacity penalty.
#The units receiving the penalty are the lowest ones in the formation list for a stack.
#There is a limit to the number of ATTACKERS in one stack - 24 per territory (under an FM with a HQ present - 18 if the highest is a general with HQ and so on). If there is no HQ in the area then the CPC will be max 12/FM, 9/G, 3LT & 1MJ. So in the above example if 13 units (12 for FM and 1 LT) attacked from one province with a HQ the display will read 13/24.
#This means that if you attack with an FM+23 units from one direction, and an FM+25 units from another direction, the combat screen will show 48/48 (if a HQ is present/nearby province), but in fact one of your units will get a -75% penalty.
#There is no limit to the amount of DEFENDERS in the stack as long as you have enough command capacity to cover all the units.
#There is no extra benefit for NOT using the full CPC - i.e. placing 9 units under a FM (9/12).
[[Category:Terminology]]
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{{Country guides}}
== Introduction ==
Playing as Communist China can be very challenging, but also very rewarding at the end.
You start small, you are at war and nobody likes you. Your main opponent is Nationalist China - your neighbors with different ideology that are so desperate to get rid of you. And if you're not careful, they will do so without hesitation.
== Gameplay ==
Here are a few considerations about Communist China's general gameplay. More specific options are discussed in the "Strategies" part.
=== Research ===
As Communist China, research depends largely on what grand strategy you chose from the start (see : Strategies).
Communist China has decent tech teams for infantry, artillery and some industrial techs ; and a hardly average team for land doctrines. All other research fields are terrible : you especially have no tech team until past 1945 able to do naval or air research. Which doesn't mean that you will not need said techs : just that it will take years to complete.
Globally, if you plan to do anything else but wage a land war with infantry divisions, you will have to plan it very early.
If you're patient enough to play the game into the late 40's and 50's, a few good tech teams become available for naval, air and even nuclear research. But by that time you will probably be already annexed by Nationalist China... or already the master of the world.
=== Construction ===
Communist China starts with a rather large manpower pool, and also enjoys the blueprints for "infantry 1936", which makes infantry the most suited unit to produce from the start. Do not overlook the [[Militia Strategy Guide|usefulness of militia]] : they can be lifesavers when you need to defend a front while sending your best troops to an offensive elsewhere. Artillery brigades are also very useful, to hold the frontline or to launch offensives with reduced losses against Japanese troops.
Remeber that Communist China's manpower poll, though large, is not infinite, especially if you remain in your 3 home provinces from the start : brigaded infantry divisions can be more appropriate than swarms of militia if manpower becomes scarce, especially if your commanders reach their command limit.
Mountain units can be very useful, but they take longer and are more expensive. There are a lot of mountains in China though, so it's up to you. Don't bother building tanks or mec/mot divisions because you simply have no fuel to support them.
Since you will wage a war of large infantry armies against other large infantry armies (be it Japan or Nationalist China), you will absolutely need at least one headquarter to be able to launch large offensives.
Some possible strategies (see : Strategies) will require a navy, which basically means a very early planning, too.
=== Trade ===
Your natural trade partner from the start of the game is the Soviet Union. As long as you are not at war with Sinkiang or have some sort of access to Mongolia, you will be able to trade with them.
Nevertheless, provided you are at peace or have a free access to the sea (i.e., before the war against Japan), you can trade with virtually anyone : the UK or France will often offer you fair deals despite the poor relation.
A general HOI2 tip which is especially useful for Communist China : when trading with a partner with whom you have a poor relation, remember to make numerous small deals so that the relations raise up quickly over time : every deal where 1 or more units of raw materials is exchanged helps to improve the relation. Even with a trade partner who totally hates you (e.g. Japan), you can make a series of small, one-sided deals (e.g. one energy against nothing), and the relation will quickly raise up to +50. You can then cancel those deals without suffering any other penalty than the monetary cost of cancelling a deal (remember to group all deals with that country beforehand).
=== Diplomacy ===
Everybody except for Soviet Union pretty much hates you. Unfortunately, the USSR is quite isolationist at the beginning of the game, and will not let you enter an alliance until it's too late.
Moreover, you start with very little income : you should think carefully about whom you need to influence past +50. Nevertheless, when trying to gain the favors of another country, you can and should always use trade deals to raise the relation from -200 to +50. (see : Trade)
=== Military ===
Communist China does not have so many leaders, but enjoys a rather large manpower pool : ultimately, you want all your leaders to be field marshals, to be able to lead large armies into battle. To obtain that, split your initial army into armies of one division each, to let as many leaders as possible gain experience. Promote them before their skill level is too high, so that they keep earning experience at a fast pace. My advice : promote every leader who reaches skill 3 - or skill 2 if you really need high rank leaders quickly. But if you're a hardcore gamer, look into your leader's stats to see what max rank and max skill they have, and act accordingly...
Your initial troops enjoy high experience : do not let it drop after many casualties. Be careful to stop battles when the outcome does not look good, and make sure to reinforce to max strength after each battle so as not to dilute the experienced troops too much at once.
=== Sliders ===
You start full central planning, totally left and authoritarian. There's no use moving those sliders since it would take years to obtain the bonuses from the other end of the ladder.
But you can start switching toward "professional army" since your default land doctrine path ("human wave") does not give a very high organisation by itself. "Interventionism" is another option, but your consumer goods needs are already quite low, so the benefits are not huge : besides that, Mao has a trait that will let your belligerence diminish faster during peace time but increase during war time, adding to the "interventionism" slider effect.
== Strategies ==
=== Foreword ===
The difficulty with playing Com. China is that the global strategy that will best serve your goals depends entirely on random factors, of which you have no control. These random factors are :
* The Xi'an incident : it is twice random. First, it fires at a random date, usually in March or April 1936, but sometimes much later, or even not at all. Then, Nat. China will have a choice to force a white peace with you, to continue the war, or to forge the unified front. (in Armageddon at least)
* The Marco Polo bridge incident and the Japanese declaration of war : Japan is likely to declare war against Nat. China at the Marco Polo bridge incident ; but it may also choose to avoid the war ; or it may also declare war against Nat. China, Com. China or a warlord much earlier.
* The Unified front : after Japan is at war, Nat. China will have a choice to force Com. China and the warlords into an alliance, or not.
The different strategies exposed here are designed to deal with different risk/reward approaches regarding those random factors.
''' Important warning ! ''' The annexion of Nationalist China, mentioned in several strategies as a possible option, is at best uneasy : after Nationalist China defeats Guangxi Clique, there is a Chinese victory point in Hainan, which is separated from the mainland by a narrow body of water. The Chinese fleet, though small, can block its access to your troops. If you're lucky they will let your troops cross the strait ; but if the AI has minimal skill, they won't. On top of that, your initial provinces have no access to the sea ; Shanxi (once you annex them...) do offer shore provinces but no harbor ; and you start without the technologies needed to build an harbor and any kind of warship. If you want to have anything floating at sea before mid-1937 to land in Hainan and annex Nationalist China, you will have to plan it very carefully from the start (see below : "The Way of the Wanderer" for details).
=== The Way of Passivity ===
This is the "historical" way : do nothing from the start except defend your initial position, and later wage war against Japan along the rest of China.
You hope that Nat. China will hold against Japan, that Japan will declare war against the USA and lose, that the USSR will declare war against Japan and win, and that the "Manchuria to Mao" event will happen. Then hope for the best when the Chinese civil war reignites.
I personnaly never saw the "Manchuria to Mao" event trigger in a 1936 campaign : the game needs to play absolutely historically until the end of the war in the Pacific, and chances are that it won't.
In this Way, you will be restricted to your base 5 IC, 1 tech slot and 3 provinces until Japan is defeated, but you will be allied with Nat. China and the warlords. Raise your relation with Nat. China and trade for blueprints so you can make the maximum with your only tech slot.
=== The Way of Prudence ===
This way supposes that Nat. China will choose peace at the Xi'an incident. It differs slightly from the historical path, but with the same aim : to make sure to oust Japan out of China.
In the war against Nat. China, let your commanders gain as much experience as they can, but avoid to destroy Nat. Chinese armies. When the Xi'an incident event fire :
* if Nat. China chooses peace, rejoice and read below.
* if Nat. China chooses war, change tactics and go for the kill : see the Way of War.
* if Nat. China chooses to forge the united front, you're screwed : you're bound to follow the Way of Passivity.
As soon as your troops have redeployed in your mainland after the Xi'an incident, the next step is to attack and annex Shanxi. Since they are not yet allied with Nat. China, they will not be automatically annexed when you have more than 50% of their victory points : take your time and conquer them fully with minimal losses. You can even stay at war a little longer to spare consumer goods : in that case, remember to annex before the Unified front triggers.
Now that Shanxi has been conquered, you share a border with Japan : it's vital to raise your relation with Japan to +50 as soon as possible, even before the annexion of Shanxi (see : Trade) or they will declare war against you (and you only) long before the Marco Polo bridge incident.
You now have 21 IC, 2 tech slots, and about 1 year to prepare for the Japanese invasion.
'''PROs'''
* During the war against Japan, advancing Chinese troops in Manchuria will claim provinces for Com. China, since your provinces are the one on the border with Japan/Manchuria. Do not annex Manchuria though, because Nat. China would receive all the territory, since they are the leader of the alliance, and those provinces are national for them too.
* This Way gives the best chance that the Chinese will defeat the Japanese, and lets you prepare for the Civil war with a reasonable industrial base (Shanxi, later Manchuria and maybe Korea).
* You will have Nationalist China as a trading partner, and can obtain many blueprints from them during the war against Japan.
'''CONs'''
* If Nat. China picks "Arrest them all" (i.e. war) at the Xi'an incident, you will have less initial advantage against them than with the Way of War.
* Nat. China will still be more powerful than you after the war against Japan, and the Civil war may be tricky.
=== The Way of War ===
The goal is here to defeat Nat. China before the war against Japan.
During the first months of the game :
* try to pocket and destroy as many Nat. Chinese armies as you can.
* do not declare war against any warlord.
* advance prudently into Nat. China territory.
'''If Nat. China chooses peace (most likely option)'''
Redeployed in Yan'an : your next goal is Shanxi. As soon as your troops are ready, declare war and rush to annex.
Then mass your troops in the newly conquered Jinan (southern border with Nat. China). The war between Guangxi Clique and Nat. China should start very soon : as soon as it happens, declare war against Nat. China and rush to Nanjing and Shanghai while their troops are away, then fortify a defensive line and try to hold your gains.
Pocket and destroy as many divisions as you can. If Guangxi is doing well, use their border as an anvil to destroy nat. Chinese forces. Guangxi usually does not last long though, but you now have more IC than Nat. China, and eventually more tech teams : outproduce them and maybe you'll be able to annex before Japan enters the dance.
Note that since annexion of Nationalist China is quite difficult and largely random due to the victory point in Hainan, your best choice would probably be to puppet Nat. China : you will receive everything excepted Nanjing ('' see the "important warning" in the foreword about annexion ''). Another option is to sign a peace treaty giving you as much of China as possible, including Hainan : and then to shamelessly break it and conquer what remains (if you don't mind playing dirty and seeing your belligerance skyrocket).
If the nationalists are still too strong to let you hope a quick victory (June 1937 is your deadline here), try to obtain a favorable peace, including the province of Lanzhou. If you still have time, now that you have a land connexion to the warlords, try to conquer Yunnan and what remains of Guangxi Clique (6 IC and 8 IC respectively), then prepare to defend against Japan. It's unlikely that you'll have time to go after Tibet and Sinkyang in the far west.
If Japan declares war before you could defeat Nat. China, try to obtain a favorable peace treaty. Don't expect too much though : even if you obtain a large buffer of provinces across the Yellow River, you still won't receive that many IC or ressources.
With this strategy, it is vital to raise your relation with Japan as soon as possible : offer them a new deal of 1 something against nothing every week until you reach +50 - if you don't do that they will declare war against you, while all your troops are deep down into China, and you'll have a hard time to recover (and you'll be forced to accept any peace treaty Nat. China will be ready to take altogether).
'''If the Xi'an incident does not fire or if Nat. China chooses war'''
Continue from you positions toward Nanjing. Try to annex Nat. China, if you can. If the annexion seems too difficult to reach, try to obtain a peace treaty where you receive at least Lanzhou. Once Nat. China is annexed or once you have Lanzhou, go and conquer Yunnan, Guangxi and Shanxi. If you lack time before the Japanese aggression, conquer only Shanxi.
'''If Nat. China chooses to forge the united front'''
As usual : you're bound to follow the Way of Passivity.
'''PROs'''
* You can get rid of Nationalist China before the Unified front, or at least grab significant gains before it happens.
* If you puppet Nat. China, you can obtain a few blueprints from them.
* This strategy works also if China picks "Arrest them all" (i.e. war) at the Xi'an incident.
'''CONs'''
* Annexion of Nationalist China is difficult.
* China as a whole will be weaker against Japan during the first years of the war.
* You're very vulnerable to a Japanese early attack while you're busy in China.
* You get 20 points of belligerance after breaking the peace treaty that Nationalist China forced upon you at the Xi'an incident.
=== The Way of the Wanderer ===
This is the strategy that will give you the best possible outcome as Communist China in the 1936 campaign, but it requires a very careful micromanagement. The main goal is to annex several warlords then to ally with Nationalist China against Japan. Ultimately, you will be able to conquer Japan before the USA or USSR.
It assumes that the AI will choose the most likely option at each multiple choices event.
If you follow this way, you will need at each step to prepare the next step very carefully, even before your current goals are met : you must never, ever, overkill anything, because you can not affort any delay or waste of resources. Notably, you will need to plan the production of a navy from the very start of the game.
''' First step : before the Xi'an incident '''
Your goals here are to train your commanders (not unlike the "Way of Prudence") and to start preparing the production of your first naval taskforce.
In detail :
* army : let your troops and commanders gain experience, but without destroying any Chinese army. Keep your troops in your home provinces, so that they will not lose time to redeploy after Xi'an.
* technology : from the very start, research "Improved construction engineering" with your best tech team (Deng Xiaopin) : you'll need it to build a naval base. It's a 1937 tech but you can not afford to research anything else right now.
* production : start a series of 2 transport ships, and a series of 3 convoys. Yes, you can do that without a harbour : they will just stay in your redeployment pool.
''' Second step : after the Xi'an incident, Shanxi '''
Here we assume that Nationalist China choses "peace" at the Xi'an incident (if they chose "arrest them all", see the Way of War).
As soon as you're at peace with Nationalist China, rush into Shanxi. Your goal here is to start building a harbour as soon as possible, while securing your diplomatic position.
In detail :
* war against Shanxi : make sure to conquer Yucheng (or Tianjin) in time to start building a harbor as soon as your tech team finishes researching "Advanced construction engineering". Also, make sure not to lose troops to Shanxi : you will need your experimented troops later.
* production : absolute priority to building the harbor. Also, finish building the transport ships and convoys. If you have spare IC (with the industries captured in Shanxi), build infantry, militias or artillery.
* trade : it's vital to upgrade your relation with Japan through trade (see : Gameplay). As soon as you have a coastal province, you can also trade supplies for resources with the Allies (the UK and France are fair trade partners) : as usual, only what you really need.
* diplomacy : you should delay the proper annexion of Shanxi until Japan is somewhat more friendly toward you. It's also vital to declare war against Guangxi Clique before June 1936 : that will prevent them from DOWing Nationalist China (and thus losing more than half their territory and all their beach provinces).
* research : first Large Front Doctrine (1937 land doctrines) and 1936 infantry (you have the blueprints), then Rear Area Supply Dumps (for the "strategical deployment" mission). In you spare time, infantry and artillery techs.
''' Third step : overseas, Guangxi Clique '''
Your harbor (lvl 1) should be completed around March 1937. You should also have 2 transport ships and 30 convoys. That's enough for an amphibious assault against Guangxi Clique. You should land in Guangxi with a couple mountaineer divisions, and ferry all your army there as quickly as possible. When your beachhead is strong, try to annex Guangxi as fast as possible. When this is done, ferry your troops back to Northern China.
Your goal here is to annex Guangxi quickly and prepare to defend against the Japanese aggression.
In detail :
* war against Guangxi : concentrate your forces against victory points and annex. As usual, you can hardly afford to lose any experienced troops, but fortunately, the army of Guangxi is rather obsolete.
* diplomacy and trade : when your relation with Japan reaches +50, cancel your deals. Start to improve you relation with Nationalist China the same way.
* production : nothing but infantry, militias and artillery.
* research : as soon as your research concerning infantry, land doctrines and artillery is up to date, start to research naval doctrines, and aircraft carriers. Yes, that early.
''' Optional fourth step : Yunnan '''
Guangxi Clique being not too hard to defeat once your troops have been able to cross the Xi River, you can eventually divert your best troops to wage war against Yunnan. It's unlikely that you will have enough time to annex, but if you manage to capture the capital (Kunming), you can negociate of peace treaty where you gain many province from Yunnan, or even puppet them.
Since in any case you will not receive the capital Kunming, those provinces will not be much use (very few resources and a TC drain), but they may prove strategically useful when the Chinese civil war reignites. But until then, you'll have a war to win against Japan.
This fourth step is a high-risk, low-gain option, and is generally not advised.
''' Fifth step : defend the homeland against Japan '''
You have now 41 base IC and 3 tech teams : things are looking good, but it's about July 1937 : Japan will start WW2 about now.
You must hold the northern front along with Nationalist China, with whom you are now allied, and you'll probably have to hold it alone when Japan lands around Nanjing. You will have a couple years of heavy, defensive fighting in the Shanxi area, but then you should be able to push Japan back into Manchuria and even Korea.
Your other goal during this phase is to research what is needed to build a powerful navy.
In detail :
* war against Japan : defensive in mountain provinces or across rivers, until you have enough troops to largely outnumber them and push them back.
* production : spam infantry and artillery brigades, and militias for a defensive use. You will also absolutely need at least one headquarter for offensives.
* research : naval doctrines (remember to buy Nationalist China's early blueprints) and aircraft carriers. Infantry, land doctrines and artillery when needed. Let Nationalist China research things for you as much as you can, but do not count on them to research anything about the navy : they never do. Also, your naval research will be a lot easier if you play with "tech teams takeover" enabled.
* diplomacy : once you start to puch back the Japanese, remember NOT to annex Manchuria : all the land would go to Nationalist China since they are the leader of your alliance. But you will receive full IC from those occupied provinces since they are nationals for you too.
''' Sixth step : prepare the invasion of Japan '''
If you did well, you should occupy Manchuria around 1940, then Korea. You will then have something like 80 IC, and 4 or 5 tech teams, enough to let you hope a victory against Japan, weakened after their lost battle in China.
Your goal here is to build a navy powerful enough to protect an amphibious landing during a few days. Do not hope to sink the whole Japanese fleet though.
In detail :
* war against Japan, before you have a navy : be content to defend your beaches in China and Korea. Remember that, after France falls, Japan may receive Indochina and open a southern front, with the eventual help of Siam. That's good news since you share a border with Indochina (former Guanxi provinces), so that means more land gains for you. Moreover, Japan will further exhaust itself there.
* war against Japan, after you have a navy : prepare a landing taskforce. If Japan has not waged war on land since a long time, their coasts will be heavily garrisoned, and you will need marines. If Japan is still sending all it's forces into Burma or Indochina, expect less resistance in the home islands : mountaineers may be sufficient to land and secure a beachhead.
* navy : wait until you have decent carrier models ready (CV-4 or CV-5 in 1942 or 1943) and produce like 6 of them at the same time. Then destroyers as screens.
* research : naval doctrines, aircraft carriers and destroyers. Second priority : marines and land doctrines.
* production : build a large stock of resources in order to be able to divert your whole production into aircraft carriers and marines when the time comes. When possible, build regular troops to garrison the beaches (they will be useful later on against Nationalist China, too). Remember to build naval convoys and escorts.
''' Seventh step : the fall of Japan and the Chinese civil war '''
Be careful with your navy and try to secure a beachhead in the Japanese homeland : the rest of the conquest should be easy. Just remember to protect your navy in a harbour when it's not protecting a landing, and to build enough convoys to keep your troops supplied.
After that, you can either :
* puppet Japan : you will receive Taiwan and a couple Japanese provinces in China, but Manchuria will be freed and still at war with nationalist China.
* if your navy didn't take too much a beating, annex Japan (they may have victory points in the Pacific, depending on how the war with the USA went).
Once Japan is defeated, remember that your first and main goal is still to bring the joy of socialism to the Chinese masses : you can delay the puppeting/annexion of Japan and farm their IC until you're sure to outpower Nationalist China in the civil war to come.
'''PROs'''
* This strategy allows Communist China to become a major power and defeat Japan around year 1945.
* It gives you the best chance to defeat Nationalist China during the civil war.
* It is quite fun to play.
'''CONs'''
* Requires lots of micromanagement.
* The initial build-up is irrelevant if nationalist China chooses "war" at the Xi'an incident.
===The Way of Intrigue===
This is the most ahistorical route, and some may consider it gamey. However, it is the easiest and fastest way to win the Chinese Civil War, which will give you an advantage when finally taking on Japan. This tstrategy is best for those who are having difficulaty fighting Japan with the rest of China early on in the game.
'''Assuming that Nationalist China chooses peace at Xi'an'''
The initial goals for this strategy are very much similar to those outlined in the Way of the Wanderer, that is, you must rush to annex Shanxi and build a port at Tianjin in preparation for the invasion of Guangxi Clique. Beware- you will only have a three months at the most to annex the country before Japan DOWs nationalist China, at which point not only will the Nationalists annex all of Guangxi, but declare war on you. Timing is thus crucial- make a beeline for the four or so victory points which are pretty far inland.
This next stage is where this strategy becomes more interesting. Rather than ally with the rest of China against Japan, you actually want to declare war on the Nationalists, at which point you can join an alliance with Japan. (assuming that you have increased relations to +50 through trade). This will allow waves a Japanese troops to pour in from Manchuria, conquring land for you as they go. Allow a year or so of infantry production before you go to war, however, so around early 1939, or a few months earlier if you think you are ready. Another benefit of this alliance is the blueprints that you will recieve from Japan, and if you are lucky (I was) they will generously give you Taiwan and some territories bordering Manchuko.
In the south, where Guangxi clique once was, you must set up defensive positions with mountaineers before the war starts. Concentrate your defenses on heavy industrial areas, especially Guangzhou and Guilin, which supply a third of your industrial base. In the south, your only goal is defense, do not waste men and organization trying to make insubstantial gains. Your efforts here wil be bolstered by Japanese troops from indochina once they recieve it in 1941 as well.
Japan will make a landing in Shanghai in late 1939-early 1940 with a substantial amount of troops (30+ divisions) do not fret, however, as you will recieve the land that Japan conqured onnce you annex the nationals. Besides, durring my playthroughs, Japan took Shanghai and Nanjing and just sat there for the rest of the war.
'''The rest of China'''
You should annex the nationals sometime around 1941. Be sure to leave your alliance with Japan as soon as peace is achieved, as Japan will soon attack Pearl harbor, which will drag you into an unwanted war with the allies. This betrayal will anger teh Japanese to well under -50 relations, and they will likely declare war on you, especially once you provoke war with Yunnan and Sinkaing, if you do not improve relations through trade. Your next step was given away in the last sentence- finish the unification of China by annexing Sinkaing and Yunnan.
By now, your belligerence will be amoung the highest in the world, at around 100. The allies, and more importantly Britain, with whom you now share a border, hate you. Improving relations through trade is of the utmost importance, lest they try to take a bite of your new People's Republic.
'''China as a Superpower'''
By now, you have 135 base IC and huge manpower base. Your only formidable rivals now are the U.S., Japan, and Germany. The next steps that you take are pretty much up to you. If the Soviets are losing badly on the eastern front, you could loan them some troops to fight the Germans. 40 or so experienced Chinese divisions could tip the balance in favor of communism. If you do this, however, you are resigning your final fight against Japan until much later, perhaps even after 1945.
If, on the other hand, you are itching to reclaim Manchuria, then you must build up you ground forces considerably. contruct coastal fortifications and deploy garrisons to coastal provinces with beaches, and build up troops on the northern border. If the game has gone at least partially historically, Japan will be at war with the U.S. and its armed forces will be tied up elswhere. If you've started research on naval techs, then an amphibious assault on the home islands is plausible. If not, then hold on to your coastal provinces until either the Soviets or the U.S. end the war in the pacific.
Now that you have achieved you ultimate goal, you can turn your attential to building a massive asian superpower. Who knows? by the 1960s people from New York to Tokyo could be embracing socialism.
'''PROs'''
*this is the fastest way to become a superpower
*Gives the best opportunity to defeat Japan
'''CONs'''
*Your belligerence will skyrocket long before WW2 is over
*requires careful timing and micromanagement in the begining
*a rather gamey strategy
== Conclusion ==
Although the game can be very challenging and at times impossible, you will end up having huge benefits if you succeed.
Your IC will be at least 250 (after modifications) if not more, your manpower 3.11 or so a day, you will literally be almost twice as powerful as Nat China would have been with same amount of land.
=== PROs ===
*When all the land is taken, huge IC/manpower and no partisans since the land is already yours.
*Starting with powerful army compared to anyone else in the region (apart from Japan).
*Mao event adds morale and org to your troops in the beginning. '' (What's that?) ''
*Most fun you will have if you start kicking ass, Communist China is a rewarding faction.
=== CONs ===
*Requires careful planning and micromanagement.
*Bad luck at random events may doom your strategy.
*Other nations hate you.
*Almost constant resource shortage.
*Starting with a shrimp of a country with nothing in it and only few units.
*Almost no research to begin with.
*Average to crappy research teams.
*Not that many generals and most suck.
[[Category:National Strategy]]
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#REDIRECT [[List of Component Types]]
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Conducting Blitzkrieg offensives
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{{Anthology}}
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== Introduction ==
This guide looks at the art of Blitzkrieg, or lightning war: defeating an enemy through rapid advances of armoured spearheads in co-operation with encircling infantry and dive bombers. It’s a style of gameplay commonly associated with Germany, but while Germany is indeed particularly good at it, many countries can ‘blitzkrieg’. There are quite a few reasons why you’d want to:
# It gives the game a nice ‘historical’ feeling and makes optimal use of generals’ abilities. Some of them (like Rommel, Patton or Guderian) are only really happy when commanding tank columns.
# It allows campaigns to be concluded very fast; for instance, attacking Poland as Germany, with a good Blitzkrieg offensive the Polish military will be crushed and much of Poland occupied within five days.
# It destroys enemy forces, rather than pushing them back. Before I began to ‘blitzkrieg’ properly, for instance, I found that I was fighting largely the same Russian forces in the Caucasus that I’d fought in Poland. This is dangerous because it allows the enemy to gather experience, allows them to fight you every step of the way, and even retain a possible numerical advantage over you.
That being said, you need two things for this strategy:
# The industrial power to build largish numbers of armoured divisions and planes.
# Good terrain (preferably plains) and infrastructure (80% or above). In practice, this means Blitzkrieg is particularly suited to Europe; the infrastructure of much of Africa, the Americas and Asia is too poor to allow rapid advances.
I’ll explain Blitzkrieg by the example of Fall Weiß, the German invasion of Poland. This guide applies to version 1.3a and has not been tested for Doomsday.
== Infrastructure and installations ==
Blitzkrieg relies heavily on the ability of your forces to advance and occupy ground fast. Therefore, make sure the infrastructure in the provinces you’re attacking from is as good as possible. In the case of Germany, this means that you should increase the infrastructure in Oppeln to 100%.
You’ll also need good airbases close to the fray. I tend to build airfields up to level 10 in both Küstrin and Oppeln, but this is up to you.
== Forces needed ==
Armoured divisions are obviously key to the entire operation so you should have a good number of them. For the composition of your spearheads there are three possibilities in general.
# The first one prefers speed over everything else and uses 3 armored divisions (medium armor) with self-propelled artillery or unbrigaded armor. This one is the fastest but has often problems with outrunning their own infantry-support and getting cut off by retreating enemy units. The use of motorized infantry as following units usually solves this problem though.
# The second one still prefers speed but uses heavy armor to increase toughness and firepower. If your enemy has strong defenses in second line, they are you choice as they can solve strong enemy resistance without losing too much organization.
# The third composition mixes motorized and armored divisions in a relation of 2:1 (or 1:2) to get the "Combined Arms" bonus in combat. Unfortunately that bonus is inferior to a pure tank corps and the motorized infantry will also slow your tanks down. So you should only use it if lack of mobile forces and want to increase your number of mobile forces by mixing motorized infantry and armored divisions.
Finally, give the corps fancy names and appoint competent commanders; in our example, Guderian, Hausser, and von Manstein are excellent. Don’t miss out on Rommel; he only becomes available in 1939. Concentrate the tanks in two or three provinces. I usually create five armoured corps, three of which I deploy in Oppeln and two in Stettin.
Infantry is also best organized in three-division corps. Brigade them, too, but since speed isn’t as important for the infantry, you can give them cheaper artillery rather than self-propelled artillery, etc. It makes sense to have specialized corps for certain tasks; one might choose to keep a mountain corps, an airborne corps and a marine corps ready. There’s nothing wrong with using them as regular infantry; this way they’ll gain experience to do the stuff they actually specialize in. Keep infantry in every border province to block possible counter-attacks; don’t forget to also garrison Ostrava after gaining the Sudetenland. Motorized infantry is generally useful, but unnecessary for Fall Weiß. During later campaigns, however, motorized and especially mechanized infantry should be the backbone of your forces. Cavalry may look rubbish (and the game’s description makes it sound it, to boot), but it’s actually quite good as fast reinforcements for your tanks. HQs are essential; consult the excellent guide [[HQ Units in Action]] for their effects and deployment.
Your air force should consist of a good number of close air support (CAS) and tactical bombers (TAC). They require escort fighters (ESC)! Deploy them in formations of four, e.g. two CAS and two ESC. If you have Doomsday or Armageddon, where ESC are now a brigade to attach to aircraft, rather than a separate unit, you can simply deploy four TAC in a group and then brigade them with ESC. Note that CAS cannot accept ESC brigades! Put each formation under the command of someone capable – tank busters are good, carpet bombers not so. I tend to have three formations of CAS, one in Königsberg, one in Küstrin, and one in Oppeln. Aim to have an equivalent number of TAC in equivalent groups. Having a few fighters to gain air superiority wouldn’t hurt, either.
The task of the navy in Blitzkrieg is support; its importance is generally not great, but it can be used offensively by landing task forces of marines in undefended enemy provinces.
== Conduct of the campaign ==
Blitzkrieg is pretty counter-intuitive. Rather than advancing on a broad front (as I used to do), it is based on hurling tanks deep into enemy territory whilst leaving your infantry to mop up enemy forces caught in pockets behind your rapidly advancing front. It looks weird on the map, but achieves incredible results.
Wait for the ‘Danzig or War’ event – otherwise Danzig won’t be one of your national provinces later. When war is declared, immediately use your air force. CAS should be used for ground attack, TAC for interdiction. Use your planes in Küstrin to cover the Poznan area; those in Königsberg to attack East Prussia; and those in Oppeln to bomb the Cracow area. Runway cratering is very effective in grounding enemy aircraft as they wont be able to repair and reorganize. You do not need to worry about your troops being unable to use that airfields as any airfields/ports will suffer 100% damage when your troops enter the province. Your fighters should gain air superiority in Poznan and Warsaw. At dawn, attack. Ideally, attack Bydgoscz, Czestochowa, and Przemysl at 00:00 and the rest at 0500. The Poles often begin retreating immediately and the Panzers need to cut them off before they leave the province. Don't forget supporting attacks from OTHER adjacent provinces. It adds 10% for a flank attack. Put your armoured spearheads on an offensive supply footing (the little green arrow). Then attack the enemy with three armoured corps and whatever infantry you have available in Czestochowa from Oppeln, and with two armoured corps and infantry in Bydgoscz from Stettin. You also need to attack Przemysl from Kosice, to close the door on Cracow's defenders and get a straight shot for your armor to Lublin. These are your ''Schwerpunkte'', or focal points, where all available force is used to achieve a breakthrough along a narrowly defined sector of the front. Remember to leave each province bordering the enemy garrisoned by at least three divisions. Your spearheads should achieve a rapid breakthrough. After taking Bydgoscz, have your armoured corps take Lodz, then move on to Radom. Crossing rivers slows down the panzers; better to load troops in Elbing, take Torun with support from Königsberg, then cross into Lomza, providing another front to attack Warsaw. Danzig – now a pocket – tends not to be garrisoned by the enemy, and could be taken by an infantry division – but why not use this as practice for your marines? Carry out an amphibious assault.
In the south, after taking Czestochowa, have one of your armoured corps advance straight to Lublin via Kielce or Radom. It might be better to do this from Kosice, as there are no rivers to cross. You’ll have noticed by now that the Poles were concentrating all their forces on your common border; after achieving a breakthrough, therefore, you can pretty much advance at will. Besides the corps advancing to Lublin, have the other two armoured corps move to Kielce (a must, as its a backdoor for Cracow) from where one, supported by the other, is to attack Przemysl. Always remember to follow up the armoured offensive with infantry to hold the newly conquered province.
Once you’ve taken all these provinces, you’ll notice something. Three enemy provinces – Poznan, Cracow and Warsaw – should be encircled, and all should have substantial enemy garrisons, whose retreat you’ve cut off. It’s time for your infantry to shine. Mop up all the pockets; have just one corps attack, while all others support the attack. It doesn’t matter that your poor foot soldiers will take ages to get to those provinces. You’ll have wiped out about twenty-five Polish divisions. After that, you can advance at will; the enemy will be too weak to mount an effective resistance. There are few victory points in eastern Poland anyway. Annex them the moment you can.
Realistically speaking, of course, the encircled pockets won't happen at the same time; Poznan will likely be cut off first. It makes sense to crush a pocket the moment you can - in the case of Poznan, attack once you've taken Bydgoscz, Lodz and Czestochowa. One word of warning, though: don't get too obsessed with envelopments or you'll lose tactical flexibility and might overlook opportunities.
Overlooked is the needed attack on Cracow at 0500 hours. FIVE provinces border so use a division from the other 4 to support for the ENVELOPMENT through flanking bonus. Lastly, Warsaw can be a tough nut to crack and armor sucks in that urban terrain. I use mountain troops with engineer brigades from out of Elbing to attack from Torun and Lomza AND cavalry with engineer leaders who come thru Czestochowa-Radom-Lublin to hit Warsaw from the rear. Supporting armor/HQ's from Radom and Lublin can boost your odds then.
With certain modifications (allowing for greater distances, more enemy armour and aircraft, different terrain, etc.), this basic strategy can be used against most of Germany’s continental enemies, excluding those with a difficult geography, like Denmark and Greece.
[[Category:Guides]] [[Category:General Guides]]
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Confederate Armageddon
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Mod is now defunct, but a HoI3 version has been released.
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Confederate States
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The Confederate States is only playable if you have taken over the USA all ready. Further, if you manipulate the game play some, and jump from nation to nation while playing, you can make it so the U.S. is not able to fight back in the game, which means you can use the Confederate States in the 1930's. So long as you get any South or Central American nation to Invade the U.S., and play as the U.S. and manipulate them so that they do not have any defenses. (Which can be done by saving the game, going and choosing that save, and then choosing the U.S. as the nation to play with. (Dirty ,I know, but its fun playing as them, or whoever else you so please from the three nations you are able to create from the U.S.A. And yes, this is performed outside of the Armageddon version of the game. This can be done in the normal Hearts Of Iron II game play. Just requires some cheating.
They hold Territory from Texas, all the way to the East coast. As far south as Miami, and as North as Richmond. This is only so if you have not liberated Texas first. If you did, then a large portion of the Confederate States belong to Texas.
My strategy for the confederates consists of building the nation a military, and industry sense they start with close to nothing. Once you build them up though, they are pretty tough. If you take over Mexico, i've found that it helps with IC, which the Confeds desperately need in the game.
It's also worth noting, that after this the game dynamics change a little bit. If you leave the U.S. as a nation in the Northern part of its former land, it wont participate in any major events and will be close to useless.It also doesn't join the Allies, it just stays an isolationist. Also, for some reason Japan never invades Asia or joins the Axis. Also, if you leave California or Texas to their own devices, they have the ability to become pretty tough and a pain in the but to deal with later on.
Note: You guys can alter this however you want of course, I just added this because it is a nation in the normal game play.
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Conquering - What do I gain?
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{{Anthology}}
==Importance of National Provinces==
The game makes an important distinction between national and foreign provinces. In national provinces, you get full use of the manpower, resources, and industrial capacity. In foreign non-national provinces, however, you only get fractional use of the manpower, resources, and industrial capacity, plus you often get partisan problems that affect your Transportation Capacity:
Industrial Capacity in foreign provinces: you get 20% plus any % added by a minister that increases foreign IC. So a Prince of Terror would add his 15% foreign IC to the base of 20% giving you 35% of foreign IC.
Resources in foreign provinces: you get about half the resources in a foreign province.
Manpower in foreign provinces: there is a difference between the two games. In HOI2 you get zero foreign manpower unless you have a minister who has a foreign manpower trait. In Doomsday you get 10% of the manpower plus more for a minister that has the foreign manpower trait.
==How Do You See What Your National Provinces Are==
Use the diplomatic map mode. Then click on your country or on any country. National provinces are displayed in green with a dark red filled in bullet/circle. Some countries start some scenarios with national provinces being owned by foreign countries: France owns Metz but Germany has claims on it, so Metz is a national province for both France and Germany. National provinces can also be created by events: both Germany and the Soviet Union get a lot of national claims via the historic events leading up to war.
==Industrial Capacity==
The % gain that you get (20%) is controlled by a parameter in \db\misc.txt This can be modified. Ministers with a foreign IC trait add their percentage to this base. Note that foreign IC, however, is not broken out and displayed anywhere in the game. In both the province and the statistics folder page, you will see the number of factories in a foreign province, not the actual amount of IC that you get. Foreign IC is instead bundled into your base IC number. What you see is not what is get!
==Resources==
The amount of resources that you get is NOT set in \db\misc.txt The % that you get is determined by the executable file and can not be modified. The game also makes a distinction between controlled and annexed provinces: you get 25% more resources when you own a province rather than simply controlling a province. Typically you get about 50% of resources in a normal difficulty level game from a foreign province (the exact formula is described in this thread: http://forum.paradoxplaza.com/forum/showthread.php?209413-Formula-for-resources-from-non-national-provinces) Note that resources unlike IC is WYSIWYG: what you see is what you get. Difficulty setting also affects the amount of resources that you get when you control provinces.
==Manpower==
This parameter is also set in \db\misc.txt In HOI2 you get zero manpower from foreign provinces while in Doomsday you get 10% manpower. This parameter in HOI2 is:
<nowiki># Non-National Province Manpower Multiplier (income per day.) Note: Some types of ministers can affect this value.</nowiki>
0.0
In Doomsday, however, you get 10% manpower from this parameter:
<nowiki># Non-National Province Manpower Multiplier (income per day.) Note: Some types of ministers can affect this value.</nowiki>
0.001
In both games, any foreign manpower % from a minister is added. Foreign manpower like IC is not directly shown in the game: what you see is not what you get.
In both games, there is an odd rule with capitals. When you have provinces that are not directly connected back to your capital, you lose all non connected manpower when you are at war. This would typically be a situation where your capital is on an island or on a separate continent: Japan, UK, USA, Australia, etc. are affected by this rule. For the UK, this rule overrides the national manpower rule for provinces in India: the UK loses the manpower in India when at war as does Japan with the provinces it own on mainland Asia (such as Korea). Note that if a country is somehow broken up in parts, manpower is lost from any province when at war that does not a direct connection back to the capital (allies or puppets break up a direct connection); one liberated country that is affected by this is the Arab Federation because the default liberated provinces leave Suez in control of the puppet master and this cuts off a large part of this liberated country from it's capital.
==Partisans==
When you conquer provinces, you often get partisan problems that affect your Transportation Capacity (TC)and which can have a small effect on your base IC. The base number for partisans is affected by your slider settings with open societies having fewer base partisans while closed societies have more base partisan activity. Annexed versus occupied is another parameter. Different parts of the world also have different partisan settings: most of Africa and parts of Asia and the Pacific islands have zero partisans while other areas have less than the standard number of 25% partisan levels when annexed for a dictatorship. The best ways to control partisan levels are garrison divisions on anti partisan missions or by liberation. Partisan levels are also affected by the partisan and nationalism parameters in \db\misc.txt
==Puppets==
One way that you can get rid of long term partisan activity is to liberate a puppet (diplomatic menu). Liberating a puppet usually lowers your IC, which lowers your TC, but getting rid of partisans might improve your TC when base partisan levels in conquered provinces are high. Liberating a country gives you a dissent hit which is a direct read from your democratic to authoritarian slider; note that in Doomsday only, liberating a small country gives you 1/2 of the normal dissent.
If a puppet is liberated, it becomes part of your alliance and you can military control their units via the diplomatic menu.
Countries that can be liberated are set up by the \db\revolt.txt file which can be edited. This file uses province ID numbers which can either be downloaded via Wiki or seen on screen by using the showid cheat.
Puppets get 100% use of the manpower, IC, and resources in their (national) provinces. Puppets also give their puppet master any resources greater than 1000, either automatically via a direct connection with their puppet master or via convoys. Liberated countries get all of your finished technology research, but they need to have at least one port/airfield to get all the naval/air research accordingly. This rule is most probably true for rocket and nuclear tech trees too (build of rocket test site and nuclear reactor are prerequisite here).
When you are conquering another country, instead of annexing you can sometimes try via the diplomatic menu to create a negotiated peace which sets up a puppet. Countries in the three major alliances (Allies, Axis, Cominterm) will almost never accept a peace offer, instead you must annex them. If a country is not in these major alliances, you might instead try to puppet them via a negotiated peace rather than annexing them: if a country is puppeted via a negotiated peace, it retains it's remaining military units, while an annexed country loses all of it's armed forces.
==Colonies==
There are a few tricky rules for colonies. Colonies give 10% of national manpower instead of 100%. Colonies are considered to be foreign for IC and resources unless they show up as national provinces: for the UK contrast their national provinces in India with colonies in Kenya. If the European powers want to liberate a country, they get a dissent hit; how big that dissent hit is controlled by the colonial_release file which is in your Doomsday \db\ folder or in your HOI2 \db\events\ folder (different places in different games). Note that there are sometimes events which liberate colonies such as the UK liberating India, and these events would have their own parameters for dissent or other effects.
==\db\misc.txt==
This folder has many game parameters for IC, TC, and combat. It can be edited to suit your preferences. If you want to edit it, first make a backup copy. Also by default this file and many others are write protected, so you often need to first change the properties so that you can edit it.
[[Category:Guides]] [[Category:FAQ]]
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== Consumer Goods Slider ==
The consumer goods slider allocates how much [[Industrial Capacity]] you will use for the subject. With certain slider settings, you may get big bonuses of money from this slider. If you have [[dissent]] in your country, you can reduce it with high enough Consumer Goods settings.
[[Category:Terminology]]
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Copper Production per country 1936-1948 (Cu content of ore)
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Source: BR Mitchell.
Numbers are 1000s of metric tons
<table border="1">
<tr><td><td>1936<td>1937<td>1938<td>1939<td>1940<td>1941<td>1942<td>1943<td>1944<td>1945<td>1946<td>1947<td>1948</tr>
<tr><td>Australia<td>20<td>20<td>20<td>22<td>22<td>23<td>21<td>26<td>30<td>26<td>19<td>14<td>3</tr>
<tr><td>Bolivia<td>3<td>4<td>3<td>4<td>7<td>7<td>6<td>6<td>6<td>6<td>6<td>6<td>7</tr>
<tr><td>Canada<td>191<td>240<td>259<td>276<td>297<td>292<td>274<td>261<td>248<td>216<td>167<td>205<td>218</tr>
<tr><td>Chile<td>256<td>413<td>351<td>341<td>365<td>469<td>484<td>497<td>498<td>470<td>361<td>427<td>445</tr>
<tr><td>Cuba<td>12<td>13<td>14<td>11<td>10<td>10<td>10<td>7<td>7<td>9<td>12<td>13<td>16</tr>
<tr><td>Cyprus<td>17<td>28<td>37<td>31<td>9<td>?<td>?<td>?<td>?<td>1<td>8<td>12<td>6</tr>
<tr><td>Germany<td>29<td>30<td>30<td>24<td>25<td>24<td>24<td>24<td>25<td>?<td>3<td>4<td>6</tr>
<tr><td>India<td>8<td>7<td>6<td>8<td>8<td>7<td>7<td>7<td>7<td>7<td>9<td>8<td>8</tr>
<tr><td>Japan<td>68<td>67<td>68<td>70<td>68<td>65<td>72<td>81<td>80<td>29<td>17<td>22<td>26</tr>
<tr><td>Korea<td>1<td>1<td>1<td>2<td>3<td>1<td>1<td>1<td>1<td>?<td>?<td>?<td>?</tr>
<tr><td>Mexico<td>30<td>46<td>42<td>44<td>38<td>49<td>51<td>50<td>41<td>62<td>61<td>64<td>59</tr>
<tr><td>Namibia<td>0<td>12<td>9<td>9<td>1<td>0<td>0<td>0<td>0<td>0<td>0<td>5<td>8</tr>
<tr><td>Newfoundland<td>5<td>9<td>8<td>10<td>9<td>7<td>6<td>6<td>5<td>5<td>5<td>4<td>4</tr>
<tr><td>Peru<td>3<td>36<td>38<td>36<td>44<td>37<td>35<td>33<td>32<td>32<td>25<td>23<td>18</tr>
<tr><td>Philippines<td>0<td>2<td>4<td>8<td>9<td>10<td>3<td>?<td>?<td>?<td>0<td>3<td>2</tr>
<tr><td>South Africa<td>9<td>11<td>11<td>11<td>14<td>21<td>25<td>23<td>23<td>24<td>28<td>30<td>29</tr>
<tr><td>Spain<td>23<td>17<td>23<td>10<td>7<td>8<td>14<td>18<td>18<td>15<td>19<td>17<td>19</tr>
<tr><td>Turkey<td>0<td>1<td>2<td>7<td>9<td>11<td>8<td>10<td>11<td>10<td>10<td>10<td>4</tr>
<tr><td>USA<td>557<td>764<td>506<td>661<td>797<td>869<td>980<td>990<td>882<td>701<td>552<td>769<td>757</tr>
<tr><td>Yugoslavia<td>39<td>39<td>42<td>42<td>?<td>?<td>?<td>?<td>?<td>?<td>22<td>37<td>37</tr>
<tr><td>Zaire<td>98<td>151<td>124<td>123<td>149<td>162<td>166<td>157<td>165<td>160<td>144<td>151<td>155</tr>
<tr><td>Zambia<td>145<td>211<td>216<td>215<td>267<td>232<td>251<td>255<td>224<td>197<td>185<td>196<td>217</tr>
<tr><td>Zimbabwe<td>0<td>0<td>0<td>25<td>26<td>25<td>24<td>20<td>18<td>18<td>17<td>16<td>16</tr>
</table>
[[Category:Knowledge Base]]
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Country guides
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__NOTOC__
== Country guides ==
<!-- If you add a strategy page here, please also add it to [[Template:Country guides]]. Thanks! -->
{| CELLPADDING=10
|- VALIGN=top
|width="25%"|
===Major Powers===<!-- 60 Base IC and higher = 4-5 tech teams-->
60 and above Base IC.
*[[image:fra.gif]] [[France strategy]]
*[[image:ger.gif]] [[Germany Strategy Guide|Germany strategy]]
*[[image:ita.gif]] [[Italy strategy]]
*[[image:jap.gif]] [[Japan strategy]]
*[[image:eng.gif]] [[UK strategy|United Kingdom strategy]]
*[[image:usa.gif]] [[US Strategy|USA strategy]]
*[[image:sov.gif]] [[USSR strategy|Soviet Union strategy]]
|width="25%"|
===Regional Powers===<!-- Between 20 and 59 Base IC = 2-3 tech teams -->
Between 20 and 59 Base IC.
*[[image:arg.gif]] [[Argentina strategy]]
*[[image:ast.gif]] [[Australia strategy]]
*[[image:bel.gif]] [[Belgium strategy]]
*[[image:bra.gif]] [[Brazil strategy]]
*[[image:bul.gif]] [[Bulgaria strategy]]
*[[image:can.gif]] [[Canada strategy]]
*[[image:cze.gif]] [[Czechoslovakia Strategy]]
*[[image:cgx.gif]] [[Guangxi Clique Strategy]]
*[[image:hun.gif]] [[Hungary strategy]]
*[[image:man.gif]] [[Manchukuo strategy]]
*[[image:chi.gif]] [[Nationalist China strategy]]
*[[image:spa.gif]] [[Nationalist Spain strategy]] <!-- Not in 1936 scenario, assume same as Rep. Spain -->
*[[image:hol.gif]] [[Netherlands strategy]]
*[[image:pol.gif]] [[Poland strategy]]
*[[image:spr.gif]] [[Republican Spain strategy]]
*[[image:rom.gif]] [[Romania strategy]]
*[[image:swe.gif]] [[Sweden strategy]]
*[[image:tur.gif]] [[Turkey strategy]]
*[[image:yug.gif]] [[Yugoslavia strategy]]
|width="25%"|
===Minor Powers===<!--- Between 10 and 19 Base IC = 1 tech team -->
Between 10 and 19 Base IC.
*[[image:aus.gif]] [[Austria strategy]]
*[[image:chl.gif]] [[Chile Strategy]]
*[[image:col.gif]] [[Colombia Strategy]]
*[[image:den.gif]] [[Denmark Strategy]]
*[[image:fin.gif]] [[Finland strategy]]
*[[image:gre.gif]] [[Greece strategy]]
*[[image:ire.gif]] [[Ireland strategy]]
*[[image:mex.gif]] [[Mexico Strategy]]
*[[image:nor.gif]] [[Norway Strategy]]
*[[image:pru.gif]] [[Peru Strategy]]
*[[image:por.gif]] [[Portugal strategy]]
*[[image:csx.gif]] [[Shanxi Strategy]]
*[[image:saf.gif]] [[South Africa Strategy]]
*[[image:sch.gif]] [[Switzerland Strategy]]
|width="25%"|
===Micro Powers===<!--- Below 10 Base IC = 1 tech team -->
Below 10 Base IC.
*[[image:afg.gif]] [[Afghanistan strategy]]
*[[image:alb.gif]] [[Albania Strategy]]
*[[image:bhu.gif]] [[Bhutan Strategy]]
*[[image:bol.gif]] [[Bolivia Strategy]]
*[[image:chc.gif]] [[Communist China strategy]]
*[[image:cos.gif]] [[Costa Rica Strategy]]
*[[image:cub.gif]] [[Cuba Strategy]]
*[[image:dom.gif]] [[Dominican Republic strategy]]
*[[image:ecu.gif]] [[Ecuador Strategy]]
*[[image:sal.gif]] [[El Salvador Strategy]]
*[[image:est.gif]] [[Estonia Strategy]]
*[[image:eth.gif]] [[Ethiopia strategy]]
*[[image:gua.gif]] [[Guatemala strategy]]
*[[image:hai.gif]] [[Haiti Strategy]]
*[[image:hon.gif]] [[Honduras Strategy]]
*[[image:irq.gif]] [[Iraq Strategy]]
*[[image:lat.gif]] [[Latvia Strategy]]
*[[image:lib.gif]] [[Liberia Strategy]]
*[[image:lit.gif]] [[Lithuania Strategy]]
*[[image:lux.gif]] [[Luxemburg strategy]]
*[[image:mon.gif]] [[Mongolia Strategy]]
*[[image:nep.gif]] [[Nepal Strategy]]
*[[image:nzl.gif]] [[New Zealand strategy]]
*[[image:nic.gif]] [[Nicaragua Strategy]]
*[[image:omn.gif]] [[Oman Strategy]]
*[[image:pan.gif]] [[Panama Strategy]]
*[[image:par.gif]] [[Paraguay Strategy]]
*[[image:per.gif]] [[Persia Strategy]]
*[[image:phi.gif]] [[Philippines Strategy]]
*[[image:sau.gif]] [[Saudi Arabia Strategy]]
*[[image:sia.gif]] [[Siam Strategy]]
*[[image:sik.gif]] [[Sinkiang Strategy]]
*[[image:tan.gif]] [[Tannu Tuva strategy]]
*[[image:tib.gif]] [[Tibet Strategy]]
*[[image:uru.gif]] [[Uruguay Strategy]]
*[[image:ven.gif]] [[Venezuela Strategy]]
*[[image:cxb.gif]] [[Xibei San Ma Strategy]]
*[[image:yem.gif]] [[Yemen Strategy]]
*[[image:cyn.gif]] [[Yunnan Strategy]]
|- VALIGN=top
|colspan="4"|
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Coup
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A '''coup d'état''' or Coup as it is more commonly known, is an action available in the Intelligence slider in DD (Diplomatic for hoi2), the coup is described as "Replacing the government of the selected country with one more loyal", in other words, it changes the ideology of said country to match yours, raises relations with them to +200, in some cases makes them a puppet, and adds them to your corresponding alliance.
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Coup d'état
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#REDIRECT [[Coup]]
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Cuba
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{{Country guides}}
== Introduction ==
Cuba is small island nation low on IC and does not have much influence in the world. You can change that by expanding to the Americas and taking all of the Caribbean islands that hold something important.
== Starting off ==
At the beginning don't worry about IC. You will need up to 7 infantry divisions, 6 transports and some convoys, so quickly create them using the little IC you have. It would be smart to build some smaller boats to defend them but that is not required. When you're done you will be in a strange time period where all the wars will begin. You're going to have to conquer a lot to become a threat to Europe and the United States.
== Technology ==
Since your nation is weak, you should only concentrate on infantry. Also, don't forget to work on new artillery. In the beginning you will only have 1 tech slot but in the future you will have more.
== Influence ==
Work on influencing the Axis because your future is there and you will need about +120 to join during war time. You can change the world by joining them, even though you're tiny. In the end you will have many puppets and you'll become one of the major Axis leaders.
== Strategy ==
=== Dominican Republic ===
The Dominican Republic has 2 provinces and that will help. Declare war on them and land 6 infantry divisions in the north. Now hit the rest of the Dominican Republic. You'll have to annex the nation before the US cancels the non-aggression pact with you. If you don't have any transports, retreat your armies up to Cuba and build some. Now make 1 factory on your main island. Build some militia if you have some extra IC. It will gain experience with your infantry.
=== Haiti ===
Once you can supply troops in the Dominican Republic you can declare war on Haiti. Move all your troops to the southern province and let them take the upper province which will spread the units and then attack Port-au-Prince an take it. Then annex. You now control 2 major provinces. You have to move quickly before the US cancels their non-aggression pact with you. Continue to spam infantry.
=== Central America ===
Central American nations are rich in terms of IC which can help. Hit El Salvador and annex it. Then take Guatemala. This only takes 10 units at this stage. Quickly rush to Costa Rica and liberate Central America as a nation and let them spam troops. Once they have around 4-5 divisions, move your troops around because your next move will change the world.
=== Alliances ===
Once it is 1939 you should join the Axis and grab all of the Dutch, French and British colonies in the Americas and liberate them as puppets. Keep Jamaica though. This area isn't defended. Take military control of your allies and take over France and then London. This will end the war early but you can't rush into this. To take the main island, you'll need about 50 infantry divisions. Taking military control over Germany is also very helpful. Land in Dover and sweep around the islands. Don't liberate Scotland, England, or Wales, or the UK surrender event wont happen. Now you move all your units to Africa and conquer it. Then prepare to fight the Soviets.
=== What's next ===
The US won't declare war on you unless you declare war on them, which you can do with all the units from your puppets. You will probably need to buy a colony from Italy that is worth something, in case the US overrun you. You will use all your armies against the Soviets because you don't need to defend the French coast so you'll have extra armies to spare. You can also liberate all the British colonies and then you will be stocked with puppets.
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Czechoslovakia
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{{Country guides}}
If you enjoy playing a reasonably powerful Axis minor nation – or if you prefer a desperate, against-all-odds fight for survival on multiple fronts – then Czechoslovakia is the country for you. What many players don’t realize is that the Treaty of Munich event (1936 and 1938 scenarios) leaves Czechoslovakia in charge of its own destiny. Furthermore, intrepid players could choose to have Czechoslovakia’s armed forces seize the reins of power and remake the map of Central Europe, which could in time lead even to the Czechoslovakian capture of Berlin itself.
Unless noted elsewhere by later contributors, these strategy sections were playtested with the Armageddon v 1.3 Beta (the Jan 15 2009 build, checksum DVJN). These strategies may not be applicable with earlier and later builds of the software.
== Standard Strategy Options ==
When playing Czechoslovakia in the 1936 or 1938 scenarios, Germany will almost always press for the return of the Sudetenland (Czechoslovakia’s western hill provinces). The Treaty of Munich event (September 30, 1938) will allow Czechoslovakia to either surrender them and hope for the best (never a good option), defy Germany (and very likely go to war immediately), or instead ally with Germany outright and become an Axis minor nation (while keeping the Sudetenland). If Austria has been annexed by the Reich then Germany all but surrounds Czechoslovakia. War at this point would be difficult to say the least. But, with help from the allies and an AI-controlled Germany, there is always some measure of hope that Czechoslovakia will prevail. That is, at least until Hungary and Rumania join the Axis. In any case if Czechoslovakia defies Hitler and falls, take comfort in knowing Czechoslovakia was defeated with its honor intact.
== Eye of the Storm: A Defiant Czechoslovakian Strategy (1936 Scenario) ==
If you have no interest in becoming an Axis lapdog, the best way for Czechoslovakia to prevail is to take charge of the political situation in Europe before Germany has a chance to. Hitler will be in no position to assert the Treaty of Munich if Germany is at war (the event simply won’t take place). Since no one else is going to declare war on Germany before September 1938, Czechoslovakia will have to shoulder that burden themselves. As suicidal as that may sound, it gets worse: Hungary and Austria will have to be dealt with as well. (Both of them are likely to ally with Germany when the fighting starts, and fighting around Czechoslovakia's entire periphery will be impossible to sustain. Better to deal with the little powers first and shorten Czechoslovakia's lines before Germany joins the fray.)
This strategy was successfully played in a solo game against AI-controlled nations with the Normal Difficulty and an AI level of Furious (Armageddon v1.3 Beta DVJN). This was not tested in the HSR or any other mods. The playtester normally preferred Hard/Furious, but this scenario was challenging enough on the normal setting. Furthermore, playing with an AI setting other than Furious may not allow some of the retaliatory declarations of war to take place, which could foul this strategy and seal Czechoslovakia’s doom. Note that this strategy has only marginal chance of success against an experienced, human-controlled German player; unless France is played by an equally experienced and aggressive player as well.
Czechoslovakia begins in 1936 with a respectable land army including four armored divisions, but no aircraft. Immediately research Interwar Tactical Bombers and build them (or CAS) as soon as possible (a group of four TAC II with escorts were sufficient in playtesting), and research air doctrines as often as possible. Czechoslovakia is hamstrung by a tiny amount of manpower, so use artillery brigades to maximize unit strength while minimizing manpower drain. Don’t forget to build antiaircraft units to keep the Luftwaffe at bay, and consider building armored units when manpower is scarce and you have IC to burn. Remember also that upgrading units does not consume additional manpower, so if you have spare IC keep your troops up to date with the latest equipment. Mountain units may seem attractive to hold the Sudetenland, but remember they use up more manpower than standard divisions. It may be best to focus on military units rather than factories due to the overwhelming force Czechoslovakia will encounter from the start. (In any case the industrial base that can be captured in Hungary and Eastern Austria are enough to afford Czechoslovakia three research slots.)
As a democracy, Czechoslovakia starts the game unable to declare war on any of her neighbors thanks to her annoyingly peace-loving elected government. Watch for multiple events that allow Czechoslovakia to shift towards political right and authoritarian. Thanks to these events, by the summer of 1936 Czechoslovakia can be in the hands of the Paternal Autocrat Jan Syrovy, and the country can declare war as you see fit, although incurring a significant dissent hit.
Czechoslovakia could go to war with Germany directly (and could even make some progress since Germany’s starting army is small), but the prospects for annexing Germany outright without assistance are not good. A better strategy may be a more indirect, Machiavellian approach involving a wider conflict and more combatants that give Czechoslovakia a fighting chance.
Reviewing the diplomatic landscape, the only neighbor of Czechoslovakia whose independence is not guaranteed by Germany or one of the Allied nations is Hungary. However, declaring war on Hungary will likely lead to war with Italy and Austria as well. Since Italy is on the other side of the Alps they can be ignored for the time being, making war with Austria and Hungary in 1936 difficult but not impossible. However it won’t be long before Germany offers Austria an alliance, so war with all four powers is likely by the end of the year. Such is war.
Thinking through the political chain reaction that will follow, it is realistic that an Italian declaration of war (DoW) on Czechoslovakia will likely result in German DoW on Italy; which has the dual benefit of potentially distracting Germany from Czechoslovakia and preventing Italy from joining the Axis. This will also likely draw in Poland, setting the stage for Poland and Czechoslovakia to join the Allies – a necessity if Czechoslovakia is to survive the pandemonium. And thus Czechoslovakia strikes the match that sets off the inferno of World War II.
The first task at hand is to knock Hungary out of the conflict and take Vienna before the Germans decide to intervene. This may only be possible by withdrawing all of your troops from the German border to achieve a proper concentration, but this draw-down must be temporary. One suggestion is to blitz your armored divisions through an extended left hook around Budapest, followed closely by infantry into Miskolc and Szeged. Then attack Budapest once it is surrounded on four sides and your armor doesn’t need to perform a river crossing, as shown below.
[[Image:EOS1.jpg]]
Once the capitol is secured, finish off the rest of the defenders, annex Hungary and continue directly into Vienna (assuming Austria has declared war), while sending some troops back to the German frontier as quickly as possible. By this point the fireworks should have begun and the Allies are likely at war with Italy. This is an excellent time to join the Alliance.
However, if Austria exercises restraint and does not DoW on you, Czechoslovakia is not any better off. The Anchluss or an Austrian alliance with Germany is still possible, which would make an eventual war with Germany very difficult in 1938 and beyond. Czechoslovakia’s only hope is to seize the moment and press on to the provinces around Vienna in order to embed her left flank in the Alps. Thus, Czechoslovakia may have to incur another massive dissent hit by DoW on Austria if Austria doesn’t do it first. If the Allies and Germany were not involved this far, this second DoW is sure to get the wider war started.
And thus an Allied Czechoslovakia finds itself at the center of the storm with a (hopefully) Allied Poland holding her right flank, at war with Germany who is also forced to deal with an advancing Italian onslaught from the south and a French threat to the west. In this desperate hour Czechoslovakia’s mission is clear: it may not be possible to win – but all Czechoslovakia needs to do is ''not lose''.
At this point anything can happen so it is difficult to give specific suggestions. In general plan on using your armored divisions as a central mobile reserve, supported by your tactical bombers to repair holes blown in your front from all directions. If you marshal your troops carefully and defend tenaciously, the AI will seek out the easier adversaries of Poland and Italy as much as possible. Don’t bother to push further into Austria while still at war with Italy, allowing them to fight Germany over western Austria instead. When Poland is near collapse, extend your lines to defend Cracow, allowing it to become their last redoubt capitol city. Even though Poland may be beaten, they could fall back to Cracow with dozens of divisions that will fight on, filling out your right flank to the border of Rumania (and eventually Russia when the U.S.S.R. seizes Stryg). At that point Poland won’t have the industrial base to supply a large army, though, so you may need to donate massive amounts of supplies to keep them in the field. (The playtester did not assume military control of Poland or any other allied nation, but instead donated supplies to Poland until the change in supply value shown in the Diplomacy tab was a positive number). Trade with anyone who will let you during this dark time when Poland and Czechoslovakia are cut off from the other allies, and hope Yugoslavia and Rumania remain neutral!
With all these parties involved in messy, multisided, multi-front wars, it is likely that some of them are going to drop out quickly. If France chooses to invade Italy rather than Germany, Italy will likely cut the Allies a deal and cease hostilities with Allied Czechoslovakia, while fighting on against Germany. When France eventually breaches the Siegfried Line (1940/41 in playtesting) this gives Czechoslovakia the chance to link up with her other allies for the first time. Allied troops are likely to flood into Czechoslovakia, filling out the line and sealing the fate of Hitler’s Germany. Once the floodgates are open it will be hard for an AI-controlled Germany to put the genie back in the bottle. Watch for opportunities to advance while Germany is on the ropes, and with a little luck the Czechoslovakian army could find their way to Berlin (see graphic below).
[[Image:EOS2.jpg]]
This is a desperate strategy to be sure, but one that can be extremely satisfying if Czechoslovakia survives the maelstrom. The most gratifying elements of the playtesting was that Poland was given the unique honor of mopping up the last of the German army, and Czechoslovakia was allowed to officially Annex the Third Reich.
[[Category:National Strategy]]
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DAIM
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DAIM stands for "Determined AI Modification" and is a mod that solely focuses on improving the AI. This is accomplished by ensuring the AI researches and builds the most effective units possible, rather than wasting time building units that the game engine/AI is not capable of using effectively. Specific focus was made to improve: Germany, Italy, Japan, Great Britain, Soviet Union, U.S.A. and Nationalist China. DAIM can be adapted to other mods, since it only changes a select few AI files.
* Mod Forum: [http://forum.paradoxplaza.com/forum/forumdisplay.php?f=298 DAIM]
* Current Version: (does not use versioning)
* Last Update: April, 2007
* Popularity: ''1,000 - 5,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD, ARMA]]
[[Category:Mods]]
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DD
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'''DD''' may refer to:
* [[Doomsday]], a stand-alone expansion pack to [[Hearts of Iron 2]]
* a [[destroyer]], a naval unit type
{{disambig}}
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DMP
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{{delete|both links dead}}
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Denmark
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{{Country guides}}
===Summary===
Denmark is a small, little nation on top of the big, bad Nazi Germany. Meaning, any dreams of expanding southward's is already crushed. Starting off, Denmark is one of those ''low'' minors, the ones that have more than 10 IC but less than 15 IC, which Denmark is in the middle of it with 13 IC.
Starting off, Denmark is at the very edge of the democracy slider, meaning you won't be able to declare war anytime soon.
Also, you start off with a 1918 Infantry Division and a fleet of 2 Great War Heavy Cruisers and 2 Great War Submarines.
Denmark's terrain isn't any better. Being all of it flat lands, Germany will have no problem rolling over your provinces in less than a week. Also, starting off with only $10 won't buy you the best of things. Best thing to do is to focus onto Infantry and some important brigades like Artillery, Engineer or Anti-Tank. In the Air force, go for a CAS and Interceptor combo, or if you really want or have the IC, Tactical and Fighters. You shouldn't focus much onto the navy since all of Germany's navy will be close to you when they declare war on you.
===Pro's & Con's===
====Pro's====
* You have positive relations with the Allies and Germany
* Starting out with a fair amount of resources
* Have some great Techteam, Niels Bohr (level 7, good for Nukes), Burmeister & Wain (level 6) and F.L. Smidt (level 6) are great of Industrial techs and some level 4 doctrine teams
* Good position to attack Norway
* A large navy for a minor
====Con's====
* Everyone else either doesn't like you or has 0 relations with you
* Bad starting position since your onto of Germany
* All of the other Industral Techs would be researched slower if your are using Burmeister & Wain or F.L. Smidt
* Why would Denmark need a Nuclear Techteam
* Outdated Navy, meaning a waste of supplies
* Bad, bad terrain
[[Category:National Strategy]]
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Destroyer
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{{ARMA v1.2}}[[Image:Div_26.jpg|thumb]]
The Destroyer is the smallest and the fastest of the surface ships. It is lightly armed in comparison with the battleship, but its speed and maneuvrability allow it to provide a good first line of defence away from the main capital ships of a fleet, and its light guns are useful for engaging aircraft. Destroyers are usually combined in groups and used for convoy escort and anti-submarine duties.
==Destroyer Statistics==
{| cellpadding=1
|- valign=bottom
! align=left | Model !! Year !! Air Attack !! Air Def. !! Sea Attack !! Sub Attack !! Sea Def !! Shore Bombard !! Distance !! Visi-<br />bility !! Surface Detect !! Sub Detect !! Air Detect !! Cost !! Build-<br />time !! Man-<br />power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range
|- align=center
| align=left | Great War Destroyer ||1936||0||2||3||3||1||0||0.14||50||3||7||2||2.0||95||0.5||24||0.25||0.25||1500
|- align=center
| align=left | Early Destroyer ||1936||1||3||4||5||2||0||0.16||50||3||8||3||2.0||120||0.5||28||0.25||0.25||2000
|- align=center
| align=left | Basic Destroyer ||1936||2||3||5||7||3||1||0.17||50||3||10||4||2.0||140||0.5||28||0.27||0.25||2500
|- align=center
| align=left | Improved Destroyer ||1938||3||4||6||9||4||1||0.18||50||3||12||5||3.0||140||0.5||30||0.27||0.25||3000
|- align=center
| align=left | Advanced Destroyer ||1941||4||5||7||12||5||2||0.19||50||3||14||6||4.0||140||0.5||33||0.30||0.30||3500
|- align=center
| align=left | Semi–Modern Destroyer ||1945||6||6||8||14||6||2||0.20||50||3||14||6||5.0||140||0.5||34||0.30||0.30||4000
|- align=center
| align=left | Modern Destroyer ||1947||7||7||9||16||7||2||0.20||50||4||16||7||5.0||140||0.5||34||0.30||0.30||4300
|}
==Brigades allowed==
* [[Anti-Air (naval brigade)|Anti-Air]]
* [[Fire Control (naval brigade)|Fire Control]]
* [[Improved Hull (naval brigade)|Improved Hull]]
* [[Radar (naval brigade)|Radar]]
* [[Torpedoes (naval brigade)|Torpedoes]]
* [[ASW (naval brigade)|ASW]]
==Notes==
* Destroyers are considered screening ships.
* Destroyers may hold a single attachment.
* The base org and morale of destroyers is 30.
[[Category:units]]
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Destroyers
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#REDIRECT [[Destroyer]]
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Digging-in
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'''Digging-in''' represents the establishment of defensive structures by a stationary land unit in preparation for an attack. These preparations allow the defending army to withstand a stronger attack from an opposing force. Hearts of Iron II represents these preparations as a '''dug-in modifier'''. Units at war and without moving orders will add to their dug-in modifier daily. Digging in is automatic but only happens when you are at war.
=Combat Effects=
Units with a dug-in combat modifier will have an additional bonus to their defense effectiveness versus enemy air and land units. Dug in status can increase up to 20 and increases about 1 per day. Each dug in level is worth 1 combat modifier meaning that defenders can get a maximum +20 combat modifier in land combat. This modifier can be substantial against attacking air units, making any damage incurred by the defending units as almost negligible.
[[Category:Terminology]]
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Diplomacy
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{{stub}}
The '''Diplomacy''' screen is used to interact with other countries. Everything from influencing countries to increase relations to joining alliances and assuming military control of an ally is accessed via this menu.
Some functions are locked based on sliders and economy. For instance, you need certain amounts of money to <b>Join Alliance</b> - and if you're democratic, or too isolationist, it will not allow you.
See also: [[Diplomacy FAQ]]
[[Category:Terminology]]
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Diplomacy FAQ
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=[[Diplomacy FAQ|Diplomacy]]=
=== Where is the option to puppet a nation? ===
Unlike in previous Paradox games, puppeting is no longer an explicit option in the diplomacy menu. You now have to go to "Sue for Peace", then "Insist on Demands", and puppeting is available as a checkbox option.
=== Why can't I trade blueprints? ===
You may only trade blueprints with allied nations, your puppets or your puppet master (as the case may be) that have not researched the technology yet.
=== Why can't I trade provinces? ===
You may only trade provinces with allied nations.
=== Playing as Germany, how to increase Italy's chance to join my alliance? ===
It is necessary to conquer Belgium's European provinces as well as Paris to encourage Italy joining Axis.
=== Playing as Germany, how to increase Hungary's chance to join my alliance? ===
Hungary is not at war and at least one of these conditions must be true:
* Germany is at war with Yugoslavia
* Germany is at war with Soviet
=== Playing as Germany, how to increase Romania's chance to join my alliance? ===
Romania is not at war and at least one of these conditions must be true:
* Germany is at war with Hungary
* Germany is at war with Soviet
* Soviet claimed Bessarabia
* Vienna Diktat is denied by Germany
=== Playing as Germany, how to increase Finland's chance to join my alliance? ===
Finland is not at war and at least one of these conditions must be true:
* Germany is at war with Soviet
* Winter war occurred
=== Playing as Germany, how to increase Bulgaria's chance to join my alliance? ===
Bulgaria is not at war and at least one of these conditions must be true:
* Germany is at war with Yugoslavia
* Germany is at war with Romania and Romania is not in Soviet's alliance
=== Playing as Germany, what nations may join my alliance via event? ===
As Germany the nations you can get alliances with via events are : Croatia, Austria, Hungary, Czechoslovakia, Slovakia, USSR.
* Following the annexation of Yugoslavia an event will fire giving you the option to free Croatia in return for some free infantry divisions and they will join your alliance.
* The Austrian anschluss event allows you to ally with Austria rather than annexing them, if you so desire.
* The Molotov Ribbentrop pact event gives the USSR an opportunity to offer Germany an alliance. (The "Unholy Alliance") This is very rare to happen though and the AI tends to perform poorly under this arrangement.
* Slovakia and Czechoslovakia can both be brought to the axis also through different paths in the End of Czechoslovakia event chain.
* Hungary can be got through the Czechoslovakian event chain, if the Czechs decide to fight against Germany then Hungary will side with Germany.
[[Category:Guides]] [[Category:FAQ]]
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Dissent
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Dissent is a value to show the unrest in your population. A dissent of 0% means that you have no problems at all, while any other/higher value has negative impact on:
* Partisan activity in conquered territory (and so [[TC]])
* Effective [[IC]] (and so [[TC]])
* Combat
The value rises when
* A country does not produce enough consumer goods
* Certain events happen
* Minister changes - even if it is due to a random death event
* A country releases a minor. The amount depends on the democracy slider and ranges from 0.5% for a full democracy to 5% for a full authorian government. Very small minors only cause half the dissent hit for the releasing country. Some countries have an extra dissent hit (e.g. if you release Scandinavia as Germany you get an extra 15% dissent)
* A few events have a dissent hits to *punish* unhistorical choices by the player.
Dissent reduces when
* A country produces more consumer goods than needed
* Due to certain events (e.g. military parade, some peace deals, elections)
[[Category:Terminology]]
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{{Anthology}}
There is a wide variety of views on whether or not to build factories. It depends on which nation you are playing and how you are playing them.
The increased Industrial Capacity for building more factories is relatively less important in HOI2 than HOI1. However, increasing your Industrial Capacity can have an effect on [[Research]], and your [[Transport_Capacity_and_Supply_Efficiency_FAQ|Transport Capacity]], which can also be crucial.
== How quickly do factories pay for themselves? ==
A Factory costs 5 IC for a year and then produces a base 1 IC for the rest of the game.
If there are no modifiers, the factory will pay for itself six years after you start to build it. After those six years you will have more production that if you had not built the factory.
If you start the game in 1936 and build many factories immediately you will have higher overall production by 1941. If you are intending to go to war in 1944, this is great news. If you are intending to go to war in 1937, building factories is a bad idea.
'''''This calculation depends hugely on the IC modifier from ministers, technology, peace, and other variables'''''.
Here is a list of some of the factors that affect your effective IC level:
*The central planning policy slider
*Your Machine Tools technologies
*Ministers: Armaments Minister, Intelligence Minister, some Head of Government/Heads of States,
*For democracies, whether you are at peace
*Dissent levels
*Difficulty level
Also at least some of the increase in IC will be diverted to consumer goods.
In this thread on the Paradox forums, [http://forum.paradoxplaza.com/forum/showthread.php?t=186105], Raison D'Etat calculates that a well-played Germany on Normal difficulty building factories in 1936 will break even in August 1940.
This seems a good argument for heavy investment. However, many strong players only play against the AI on Very Hard difficulty, which reduces effective IC by 40% and makes the pure IC effect a very bad deal indeed.
== Transport Capacity effects ==
Transport Capacity is based on your effective IC with another modifier applied.
Exceeding your TC by trying to ship too many supplies and occupy too much enemy territory has serious effects. Your movement rates and Effective Supply Efficiency (hence combat performance) are reduced.
Some players find that the increased TC is a decisive factor which makes them invest in factories. It is very common to have reduced effectiveness in (say) the invasion of Russia through a lack of TC.
Other players are less disturbed by having units at reduced effectiveness by lack of Transport Capacity. Steps that can be taken to mitigate the problem include:
*giving units 'Supply for Offensive' status
*having smaller numbers of units
*granting independence to nations in conquered territory
== Technology ==
Building factories that take you over cut-off points (20, 40, 60, 80 IC) for extra Tech Teams clearly yield considerable benefits. This does not apply to most major powers on most difficulty settings.
== Readiness for War ==
Your decision on how many factories to build also depends on whether you need to start building any vital units right away. You may be able to build an Infantry division in 50 days. A Battleship will take 730 days.
If you anticipate needing numbers of battleships in 2 years time you must commence building now, rather than building any factories.
== Other Factors ==
There are also other factors that affect whether you should or should not invest in factories.
* The amount of resources which you have can alter your strategy in relation to factories. Rather than buying a factory, it may be preferable to trade resources which would otherwise be diverted to factories on supplies, thus maximizing your current IC. Instead of dumping rare minerals and the like on factories, those resources can be traded to gain supplies, meaning you can set your supply slider a bit lower. Although this may not make a big difference, it could lower the effectiveness of a factory.
* Manpower is also a factor. Obviously, if you have little or no manpower, it may not be wise to waste it on ground divisions, and it may be better to spend a bit on factories before you decide how to invest your manpower.
* The total benefits of a factory may be bigger than when the factory actually pays for itself in construction. That is because if instead of building a factory, you build infantry, they will continue to gobble supplies until the end of the game. This raises the total cost of buying anything except items that do not consume supplies, such as factories. That means factories may actually pay for themselves sooner - by increasing your overall IC capacity you can build your armies later because you can build more at once, thus also meaning less upgrades. Clearly this is a more risky strategy though.
* The infrastructure level in the province you want to build the factory in affects the time it takes to bring the factory online. Infrastructure does not effect the actual build time of the factory, only how quickly the IC produced by the factory becomes available after placement, capture, bombing, etc.
[[Category:Guides]] [[Category:General Guides]]
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{{Anthology}}
HOI2 has a very sophisticated domestic policy and politics model, which includes
*the domestic policy sliders
*the ministers available in your Government.
You can considerably affect your economic wealth and combat performance by changing your slider settings. The settings also add considerably to the flavour of each nation and the game as a whole.
=== Domestic Policy Sliders ===
They are seven sliders, the positions of which determine your domestic policy, your government type, your ability to wage offensive war, and much much more. See the manual page 40-43 for background information that is assumed in the following; this FAQ deals with the details not the overall intent.
Some of them are interdependent. Dependent on your government type, which is determined by the sliders itself, some changes may be impossible to perform. The various government types are described on page 42.
To summarise, the sliders are:
* Democratic - Authoritarian
* Political Left - Political Right
* Open Society - Closed Society
* Free Market - Central Planning
* Standing Army - Drafted Army
* Hawk Lobby - Dove Lobby
* Interventionism - Isolationism
=== Social Engineering via Slider Changes ===
Each slider has 10 discrete possible positions with the position determining the exact effect on your society. The closer towards the end of a slider, the more extreme the political position on the issue. In general, effects near the middle of each slider are very mild with positive and negative effects getting more pronounced the more extreme the position. Note that the left side of a slider will have one group of modifiers while the right side will have another; often they carry the same modifiers but that is not always the case. In this FAQ, slider positions are denoted 0 (left end of slider) - 9 (right end of slider). NOTE: in HOI2DD:A the sliders are confirmed to be from 1 to 10, and this can checked inside a saved game file.
Changing sliders can be done either through events or by deliberate manipulation by the player. From the moment the game starts (except in battle scenarios disabling this), you can perform changes to the sliders - just not very often. Choose the slider you want to change and click to move either one step left or right. Once you have changed any policy, it takes one year before you can perform your next policy change. Additionally, changing policies incurs a minor +1% [[dissent]] hit.
=== Which areas of the game are affected by the domestic policy? ===
The better question is, which area is not? Your domestic policy choices will affect any or all of the following:
'''[[User guide to Consumer Goods|Consumer Goods]]:'''
* Consumer Goods Demand (Directly affects the amount of consumer goods needed to satisfy the population)
* Consumer Goods Money (Modifies the amount of $ generated per consumer good created)
'''[[Dissent]]:'''
* Dissent in Occupied Territories (Reduces or increases the base dissent values in occupied territories)
* Dissent in National Territories (Reduces or increases the base dissent values in national territories)
* Dissent Growth (This is a modifier to the daily dissent growth from the current IC's invested in consumer goods. This is not the same as the Consumer Goods Demand modifier)
* Partisan Activity
'''Diplomacy:'''
* Democracy or Dictatorship (This is determined by the form of government)
* Diplomatic Action Cost (Increases or reduces the cost of all diplomatic actions)
* Bad Relations Normalisations Bonus (Affects how quickly other nations get over your bad actions)
* Belligerence Needed to Declare War
* Can Join Alliances (Whether the nation can join other alliances or not)
* Declaration of War Dissent (Dissent per time you DOW. Minimize this by becoming an interventionist autocracy if you want to attack everybody at your leisure.
'''Intelligence:'''
* Counter-intelligence Penalty for outsiders (What it says)
'''Manpower:'''
* Manpower growth (Reduces or increases the daily manpower growth)
'''Production and Upgrading:'''
* IC bonus (Increases IC available)
* Production Time and Cost (Reduces or increases the time of producing units and provincial enhancements. Reduces or increases the IC cost of units only. I.e. a -20% modifier reduces both cost and time of an infantry division but only production time of a naval base)
* Upgrade time and cost (Reduces or increases the time and cost divisions of upgrading divisions and brigades)
* [[Gearing Bonus]] (This changes the cap of the gearing bonus. A unit in continous production that is never short on IC will keep increasing in gearing bonus until it reaches 35%+Gearing Bonus Cap. As such, this modifier is only relevant for units you are going to be building a lot of)
'''Research:'''
* Tech Team Cost (Reduces or increases the daily cost of tech teams)
'''Unit stats:'''
* Manpower Experience (The base experience value that new units will have)
* Organisation Bonus (Increases or reduces the organisation of all units by this percentage. E.g. +10% means that 50 org becomes 55, 80 org become 88 etc)
=== Government Type & Sliders ===
Two sliders determine the type of government you have and, in turn, limit the positions you are allowed to occupy on the other sliders.
==== Democratic - Authoritarian ====
Rulership style from one extreme to the other, this is one of the factors determining goverment type.
9 8 7 6 5 4 3 2 1 0
DowDissent +10% +8.9% +7.8% +6.7% +5.6% +4.4% +3.3% +2.2% +1.1% +0%
BelToAttack yes yes yes yes yes no no no no no
Partisans -5% -4% -3% -2% -1% +1% +2% +3% +4% +5%
GoodsDemand +20% +16% +12% +8% +4% -4% -8% -12% -16% -20%
Puppet dissent 0.5% 1% 1.5% 2% 2.5% 3% 3.5% 4% 4.5% 5%
A Democratic nation needs a certain level of belligerence to attack another nation, but the interventionism-Isolationism slider determines the amount belligerence needed in such cases. This slider also determines whether the Interventionism-Isolationism slider can prevent you from joining/creating alliances or not.
==== Political Left - Political Right ====
Political extremism from one end of the spectrum to the other, this is the other factor in the the goverment type. The government type determines which ministers are available for appointment and the limits on the other sliders.
In general, you can appoint ministers who either share ideology with the government or are close (one step of distance in the ideology spectrum). E.g. if the government is Fascist, you can appoint both Paternal Autocrat, National Socialist, and Fascist ministers.
In Doomsday and Armageddon, you can also nominate "military" ministers (Head of Intelligence and the Chiefs of Staff/Army/Navy/Air Force) if they are within two steps of distance from the government's ideology (e.g. a National Socialist government can nominate a Paternal Autocrat Head of Intelligence). "Civilian" ministers (Foreign, Armaments, and Security) remain limited to one-step ideological tolerance. Once they are in charge, all kinds of ministers (as well as Heads of State and Heads of Government) have a two-step tolerance before changes of ideology force their dismissal.
LEFT RIGHT
DEMOCRATIC 9 8 7 6 5 4 3 2 1 0
9 SD SL SL SL SL ML ML ML ML SC
8 SD SD SL SL SL ML ML ML SC SC
7 SD SD SD SL SL ML ML SC SC SC
6 LWR SD SD SD SL ML SC SC SC PA
5 LWR LWR SD SD SD SC SC SC PA PA
4 LE LWR LWR SD SD SC SC PA PA FA
3 LE LE LWR LWR SD SC PA PA FA FA
2 ST LE LE LWR LWR PA PA FA FA NS
1 ST ST LE LE LWR PA FA FA NS NS
0 ST ST ST LE LE FA FA NS NS NS
AUTOCRATIC
Key to the above table, in alphabetical order:
FA = Fascist
LE = Leninist
LWR= Left-Wing Radical
ML = Market Liberal
NS = National Socialist
PA = Paternal Autocrat
SC = Social Conservative
SD = Social Democratic
SL = Social Liberal
ST = Stalinist
===Changing Governments===
Moving the Left/Right and Democratic/Authoritarian sliders changes the type of government you have.
The government determines
*allowable Society and Economy slider positions
*The Head of State and available Ministers
====Policy under different Governments====
The current government type limits freedom of movement on some policy sliders.
Only a Market Liberal government allows a full Free Market. Most authoritarian types of government allow full Central Planning, but prevent movement towards Free Markets.
These limits only apply to economy and society slider moves you make. Starting as the Free Market USA, you can not move the slider far towards Central Planning. Using the 'freedom' cheat you can (for instance) make the USA Stalinist, and the Economy slider will stay all the way over on Free Market. In uncheated gameplay the slider tends to move due to events.
====Heads of State====
There is no one-to-one correspondence between Government type and Head of State. Which Head of State you have (and hence the ministers available) depends on the path you take to get to your government type.
Each nation has several Heads of State available to it. Minsters are available based on their similarity to the Head of State's ideology.
A Head of State will resign/be ovethrown if the governemnt type is radically different from their own. It will then be replaced by the most similar available Head of State. Returning to the initial Government type need not return you to the initial Head of State!
Moving Germany left, for instance, replaces Hitler's National Socialist government with a Stalinist one under someone called Renn. Then making Germany democratic introduces a Social Liberal government under Wilhelm II (a Paternal Autocrat). Moving the Germany to the Right to a Market Liberal government retains Wilhelm II. Then moving back towards full Authoritarianism results in a National Socialist state. Because Wilhelm II is Paternal Autocrat, he remains in power even when Germany returns to Nazism.
===Other Sliders===
==== Open Society - Closed Society ====
0 1 2 3 4 5 6 7 8 9
DisGrowth +10% +8% +6% +4% +2% -2% -4% -6% -8% -10%
DisNat +40% +30% +20% +10% N/A -10% -20% -30% -40% -50%
DisOcc -40% -30% -20% -10% N/A +10% +20% +30% +40% +50%
CounterInt -40% -30% -20% -10% N/A +10% +20% +30% +40% +50%
TechCost +20% +16% +12% +8% +4% -4% -8% 12% -16% -20%
Limitations: All Authoritarian forms of government limit you to a relatively Closed society. Stalinist and National Socialist governments allow virtually no openness.
All Democratic governments require a relatively Open society. Market and Social Liberals require a very high degree of openness.
This slider is mainly of interest for those taking an extensive interest in fighting - and taking land - outside their own borders.
Fundamentally, an open society will experience internal dissent (dissent in national provinces, which is rare) much harder than a closed society will, while a closed society will experience external dissent (from conquests..) much harder than an open society will. However, the more open the society, the easier it is for dissent to grow, so there is that to consider as well.
==== Free Market - Central Planning ====
0 1 2 3 4 5 6 7 8 9
GoodsMoney +40% +30% +20% +10% N/A -10% -20% -30% -40% -50%
GoodsDemand +20% +16% +12% +8% +4% -4% -8% -12% -16% -20%
TechCost +25% +20% +15% +10% +5% -5% -10% -15% -20% -25%
UpgradeCost -25% -20% -15% -10% -5% +5% +10% +15% +20% +25%
ProdCost -20% -15% -10% N/A N/A N/A N/A N/A N/A N/A
ICBonus N/A N/A N/A N/A N/A N/A N/A +15% +20% +25%
It is in your interest to be at one extreme or the other because of the very big production or IC bonuses.
Only Market Liberalism allows you to have a full Market Economy. Many totalitarian governments insist on a high level of Central Planning. The middling governments - Social Liberal, Social Democrat and Social Conservative - prevent you from moving to one extreme or the other and therefore prevent your economic performance.
Living in a bourgeois state is bad for you - only unfettered capitalism or total state control is a good move!
The Free Market bonuses are more useful than the Central Planning bonuses.From the perspective of unit production, Free Market rules. An example: Assume a unit costs a base of 5 IC for 100 days - its total cost of production over time is 5 IC/day * 100 days = 500 IC. With a 20% discount on BOTH time and cost, it costs (0.8*5 IC/day) * (0.8*100 days) = 320 IC
Compare that to a 25% IC bonus. The cost is unchanged (500 IC) but you have 25% IC more for an effective cost relative to the baseline of 500 IC/1.25 = 400 IC. Another way to look at it is to assume that you have, say 25 IC. That allows for 5 simultaneous unit productions on the baseline. The -20% discount reduces the cost to 4 IC/day, so you can run 6 (and one quarter) simultaneous which will be finished in 80% of the baseline. The +25% IC bonus increases IC to 31.25 allowing for 6 (and one quarter) simultaneously which will be finished at the same time as the baseline. For province enhancements it is less clear since only production time is affected, not daily IC cost, though Free Market still retains a edge.
However this analysis assumes equal amount of base IC dedicated to production. In reality, Free Market has to dedicate about 40% more of its IC to consumer goods (for which it will get tons of money). On the other hand, Central Production will net you a full 25% more TC, which is vital for conquest. Central production costs far more in terms of raw materials (energy, metal, rare materials).
Conclusion: Go to whichever extreme is closest at the beginning. Both nationalizing your free market industries and having your own Perestroika will cripple your economy for many years.
==== Standing Army - Drafted Army ====
0 1 2 3 4 5 6 7 8 9
Manpower XP +20% +15% +10% +5% N/A N/A N/A N/A N/A N/A
Gearing -10% -8% -6% -4% -2% +2% +4% +6% +8% +10%
OrgBonus +10% +8% +6% +4% +2% -2% -4% -6% -8% -10%
Upgr Time/Cost +10% +20% +30% +40% +50% +60% +70% +80% +90% +100%
Unless you are going to be producing a LOT of the same type of unit, a standing army is clearly superior to a drafted one. A drafted army is most interesting when coupled with slider settings that reduce upgrading costs, as it then makes sense to start e.g. a 99 production of '36 infantry, give them highest priority, and just keep on producing them until '41 or even '43 infantry is available, as the total cost of production plus one or two upgrades will be less than producing new units without the accumulated gearing bonus. Fundamentally, parallel builds to fit the situation on hand works for everybody but long serial builds are the domain of the drafted army.
===== In DD + Arma, upgrade time/cost 1/2 =====
In DD + Arma, the upgrade time/cost part of the Army slider was cut in half. The range is from 5 to 50 in steps of 5 rather than from 10 to 100 in steps of 10.
====Hawk Lobby - Dove Lobby====
0 1 2 3 4 5 6 7 8 9
GoodsMoney N/A N/A N/A N/A N/A +10% +20% +30% +40% +50%
ProdCost -20% -15% -10% -5% N/A N/A N/A N/A N/A N/A
DisGrowth -10% -8% -6% -4% -2% +2% +4% +6% +8% +10%
ManGrowth +10% +8% +6% +4% +2% -2% -4% -6% -8% -10%
This is the choice between Guns and Butter? Given that HoI2 is a wargame, there can be only one answer: GUNS! (And the more, the merrier)
Note that many countries get 'free' moves along this slider from scripted events - particularly German's expansion events at the start of the game.
==== Interventionism - Isolationism ====
0 1 2 3 4 5 6 7 8 9
DipCost -40% -30% -20% -10% +0% +10% +20% +30% +40% +50%
BadRelBonus -80% -60% -40% -20% +0% +20% +40% +60% +80% +100%
DowDissent +0% +1.1% +2.2% +3.3% +4.4% +5.6% +6.7% +7.8% +8.9% +10%
GoodsDemand +10% +20% +30% +40% +50% +60% +70% +80% +90% +100%
BelToAttack 1 9 19 29 39 49 59 69 79 89
JoinAlliance yes yes yes yes yes no no no no no
Note: BelToAttack and JoinAlliance are only active when the leadership is very democratic (see Democratic-Authoritarian). However, under those circumstances this is one of the most important sliders in the game as too high isolationism will prevent you from acting against other nations; you will only be able to react. In some ways, this slider can be considered representative of the War Entry from Hearts of Iron 1, except that it is more generalised and not directed against any particular nation but against all aggressive nations. So long as other nations play fairly nice and only invade and conquer just a little bit, the democratic isolationist country will not be able to act because of public opinion. As a rule of thumb, if you are unsure of which dp-slider to move in your yearly dp-change (you DO try to maximize your social engineering skills, presumably), going more interventionist is almost certainly a good choice. If your nation is very democratic, you need it to be able to act rather than merely reacting; if your nation is not, then you need it to reduce the dissent cost of your next declaration of war.
Just like the Hawk or Dove lobby choice, this really is a no-brainer unless you want to play neutral Tibet or something similar: INTERVENTIONISM
=== Why do I keep getting policy initiative events? ===
Democratic nations are blessed with (somewhat) loyal oppositions. Once some sliders are brought out of balance with the sort of policy that would be expected by the government type, it is possible to receive some government-specific events. Typically, you may receive an event representing either a government initiative or the opposition's bitching, on any of the topics of defense, economy, foreign policy, law, and constitution. While some of these may indeed bring the free opportunity for slider movements that you desire, it is often at the cost of dissent and it may, occasionally, be better to back off.
Note especially that Democratic nations going Authoritarian have some pretty heavyhanded random events (constitutional policy) in an attempt to stop the slide into Dictatorship before it is too late. But who cares: If you are going Authoritarian, it is probably because you know better than the plebes already, so just accept that 10 dissent hit and continue your purge of unnecessary freedoms. After all, if the good men prefer hanging together, it is almost a civic duty to supply them with rope.
=== Big changes to policies - One Solution Revolution ===
Some players like experimenting with random changes to governments; for instance making the USA communist and allying with the Soviet Union in 1938.
There are several ways to do this:
# Gently move your democratic/authoritarian and left/right sliders using the moves you have available once per year. If you are democratic you will eventually get 'policy initiative events' that will help you on your way at the cost of some dissent.
# Raise your dissent massively (to over 60%). This will prompt a 'Coup' event (in 1.2 onward at least) changing the nature of your government.
# Use the 'Robespierre' or 'Freedom' (Depending on game version) cheat to move the sliders and have done with it.
[[Category:Guides]] [[Category:FAQ]]
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#REDIRECT [[Domestic Policy]]
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A WWII alternate history mod based on the Draka books by S.M. Stirling.
* Mod Forum: [http://forum.paradoxplaza.com/forum/showthread.php?t=258324 Domination of the Draka]
[[Category:Mods]]
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{{Country guides}}
'''The Dominican Republic''' is a nation located in the Central Caribbean. The IC is 6. The first thing I noticed was the total lack of IC, capable leaders, and the small army. You start off with a outdated army, that needs reinforcements.
== Tips ==
Fix up the army, upgrade to Infantry '36, and build 3 militia divisions at the least by the time '36 ends (be sure to start off the new year with 1936 Infantry Research, as it is vital to compete with other powers). Also, put the slider towards standing army as far as possible. It's the only way to compete with the South American 'Giants' in war.
== The country ==
It first appears as though the Republic is a total waste of time. Don't be fooled. This country has the ability to become one of the greatest countries of Central America/Central Caribbean. You may have noticed you share the island of Hispaniola with a not so friendly neighbor, Haiti. Haiti has claims on the only 2 provinces you own, Santiago and Santo Domingo. You are relatively well liked by your neighbors, however, which includes Great Britain, The U.S. France, Northern South America (Venezuela, and Columbia). These relationships are vital to Imperialistic ideas.
== Expansion Westward! ==
Well, as you may have expected, Haiti will be your first target. Haiti must be attacked from your two provinces. Once Haiti is annexed, it is not wise to recreate them, as they take up the entire island. Your IC increases from 6 to 11 and this is a huge jump for your expansion. You may have noticed the United States canceled their Non-Aggression pact with you. This is not to fear, just something to remember. Haiti needs all four of your divisions to quell the possible partisan activity. This is the time to begin building convoys, a transport fleet, and a larger army. Your next target is very close to home. Once all is built up (you should have at least 2 transports, 30 convoy ships, and 3 regular infantry divisions), you pretty much have to rely on luck. Save the game before the invasion. I calculated a 50% chance that the United States will declare war on you once you attack Cuba. If luck is on your side, you can land at Guantanamo and march through the island until you reach Havana. The Cubans have a navy, so be sure to have your troops on the ship off the coast of Guantanamo, ready to launch the attack. The navy generally stays around the north of the island, focusing around the Santa Clara area, so you should be OK with transferring troops and goods to Guantanamo. Always keep a mobile force on the island, 4 divisions strong. If the United States declares war, they will ALWAYS land at Santiago. They land one division at a time, so defending the shores isn't a huge problem. Defeating the U.S. is. Eventually, you will either win or lose, depending on if the United States ever joins the Allies, or if Landon is elected. Depending on Germany's situation, it is a smart idea to join them, as they have a surplus of energy, metal, and some good oil. If Germany is a failing country, don't join them. You'll go down fast. Remember: The Non-Aggression pact between you and the States is gone, so don't trick yourself into thinking you're invincible. Cuba and Haiti were the easy part. Now we expand Southward!
== Expansion Southward! ==
South America is more difficult. Venezuela, Columbia, and Great Britain may come into play this time around. This isn't an easy task. Hopefully, with proper military buildup, transport fleets, and more convoys, you will be able to combat some serious firepower. The important thing is to not get ahead of yourself. Too many invasions can lead to a country like France or Great Britain to declare war, and strike swiftly. Britain doesn't play games with you. They send their slave nation, Canada, to do their bidding. If you declare war on Columbia in 1939, the U.S. declares war on you, and lands all over your new empire. If it is declared in 1940, not much action is taken against you. The U.S. AI is fairly neutral until '42 or '43, and The British don't want their lands taken over. Timing is crucial in the Southern Expansion. Venezuela is a good first target, because of the oil-rich province Maracaibo. The Venezuelan Army is fairly well put together, with cavalry units, and an armored unit by '43, stationed at Caracas. Fortunately, we're not attacking in '43, are we? If you maintain good relations with Columbia, and Central America, you may be able to have a flowing alliance. If you join Germany, they will send 1-2 Air divisions just to patrol your skies, and bomb Belize. If you make an alliance with Columbia, and Central America, you have many more troops committed to your cause. It's your choice what you want. There is a 25% chance the U.S. will declare war during WW2, although if Landon is elected, if you have an alliance with Columbia and another Central American country, or if you and Germany are allied, they never declare war(on you at least. There is always a risk of war between Germany and the United States). With the Alliance secured (or not secured, depending on your timing), it is time. Before landing, scope the beaches for the least fortified province, and load up. Use your most able commander with the most experience, and establish a strong beachhead. If you capture Maracaibo, the Venezuelans will sue for peace. Do not accept it, because if your troop level reaches two divisions in the occupied area, they will invade these taken lands. Also: be conscious. If you join Germany, the British and the Canadians will be around the Caribbean a LOT, and the French will begin making incursions once they are defeated in Europe. Once Venezuela is defeated (it is best to corner them in a jungle of your choice), gear up for an invasion of Columbia. If you are allied with Columbia, get ready for war against Central America. Columbia's Army is relatively small (5 divisions, 3 infantry and 2 cavalry in '40, and '41), and you should have no problem with them. Once the Colombians are dealt with, the United States problem will no longer haunt you. They risk losing their pride and joy: The Canal. Now Britain will begin influencing you by trying to turn you democratic. They don't want their interests in the Caribbean to go down. But we won't worry about them for now. We need to focus on some Relations with Bolivia. That's right. Bolivia has a very large military by '43 (close to 10 divisions, and a respectable Air Force). If you have an independent alliance, Bolivia may become a great ally. They provide rare materials to a small extent, and their military is invaluable. Your next target will be Ecuador. These guys are a joke. 2 Divisions, and one province of victory points aren't a match to you. Once Ecuador is down, you need to prepare for the worst. Brazil has become aware of your expansion, and they fear you, yes. If you declare war on Peru, Brazil will overrun you with the massive amounts of Military they have amassed at your borders. Brazil is no doubt the power of South America, with 41 total IC. If you begin expanding at a seemingly alarming rate, the Brazilians will increase their army drastically. We will cover them more soon, though.
== Fighting Superpowers ==
Let's face it. If Landon doesn't win, and the Brits hate you, we have a problem. The thing to remember is that you have many islands to defend, with very little IC. By creating resource convoys, you may increase your IC dramatically, and, unfortunately, this is a point not lost on other countries. They know you get power from other lands, so don't rely on these provinces to get you an empire while an increasingly angered U.S. and U.K. stand there doing nothing. Every time war is declared, the other countries of the world calculate your risk against them. France usually keeps their image, and they stay away from you. The British are definitely one of the countries to fear. With an impenetrable Navy, a well regarded Army, and a large Air Force, they don't fear a small country like you. The United States always poses a threat, as they have all countries of the Americas guaranteed with Independence. Brazil is a superpower in the fact that it has the ability to completely destroy you in South America. They stack 4 Divisions per province along your borders, and once you hit too close to home (by attacking Chile or Peru) they unleash some serious whooping on you. With that said, defense must be taken. When not in any war, it is absolutely crucial to increase the military. Without a sizable army, you can be defeated by the smallest of nations (El Salvador, Costa Rica, etc.).
When combating the U.K. and France, the U.K. sends its Navy and Army to you with some scattered Air Force units, while France sends most of its' Air Force. Do not fear. Once The Brits lose France and The Soviet Union is pushed back, the majority of your trouble is over. France and Britain lose interest and only attempt very rare beach incursions. This is your chance to shine! Take all Caribbean Provinces owned by these countries, but watch for Canada's navy (Although much of it's navy is in the Mediterranean fighting the Italians). Now that these countries' provinces are lost, they lack military strong points, naval bases, and air bases. You have the Caribbean. The only way to beat the Caribbean forces is to be patient.
When combating the U.S., you are in for one hell of a ride. They can be held off at best. Any landing in Florida, Louisiana, or along the Eastern Seaboard will result in total annihilation. Luckily, if the U.S. DOES declare war, they are in a sluggish position to do so, and usually it takes a fairly long time (anywhere from 2-12 months) to get an army to attack. They attack with one division of Infantry every time(although if you do not destroy the one division, more divisions will land). I have never been attacked by Mountain, Marine, or any other type of Infantry (or anything else, for that matter!). You can keep destroying their divisions, and sooner or later, they will just leave the war by either never landing again (although they will land if they notice lack of troop presence), or asking for a white peace (which I would recommend accepting promptly). This solves the U.S. problem. Occasionally, they will influence you as well, which I found amusing.
Brazil is a South American superpower. The largest IC is located in the easternmost part of the country, and you must fight a large war with them. You cannot beat the Brazilian Army by yourself unless you have increased ''your'' IC to 41 or higher. This is why alliances with local countries are crucial. Bolivia can defeat many of the Brazilian divisions, and this will cause them to fight a two front war, which, as we all know, is a terrible thing to fight. With enough divisions from both countries, and proper encirclement, Brazil can be defeated within a year of their declaration of war. Once Brazil is defeated, you will feel more empowered than ever. Believe me, defeating Brazil is no easy task. Now you have secured South American expansion and can have a field day with Peru, Chile, Paraguay, and Argentina(and Argentina isn't all too difficult because of the vertical shape of the country).
== Central America ==
Your first Central American country is the hardest. Granted, it's one province for every Central American country, so you may be tricked. Central America is rich with resource, and rich with victory points. It is best to land at a country that has a port facing the Caribbean (like Guatemala) so you can be supplied with less convoys used up, as well as the always possible threat of war with the United States. You can then advance in whichever direction you need to invade. You will have a rare material resource base, and a lot of the supplies you need to keep your country running.
== In conclusion ==
When you control all this land, just build military and technology up. Always use your slider points for a standing army. For technology, you can create that Navy you've always wanted. You should have completed all this by late '43 to mid '44. Then you can have some fun with invasions of Mexico, a very far landing (such as Hawaii, or Australia) and just be sure to enjoy your newly founded empire.
--[[User:UberBenny|UberBenny]] 00:57, 21 January 2008 (CET)
[[Category:National Strategy]]
122b08f2107978a4e5e10e95cb0e6eea805688c5
Doomsday
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[[Image:dd-cover.jpg|thumb]]
'''''Hearts of Iron II: Doomsday''''' is a stand-alone expansion for the game of World War II strategy, ''[[HoI2|Hearts of Iron II]]'', released in April 4, 2006. It contains everything that was in the original game while highlighting and expanding the period after historical World War II, including a hypothetical [[Nuclear Weapons|nuclear war]] between the Soviet Union and the Allies.
== Intelligence folder ==
There is a new intelligence sub-game for spies. This provides information on other countries and allows operations against them such as:
* Steal Technology Blueprints
* Sabotage Production
* Assassinate ministers and leaders
* Spread propaganda
* Talk to the mass media
* Sabotage infrastructure
* Fund partisans
* Coup
== Other changes ==
Doomsday also features some other changes and additions such as:
* Additional graphics such as bomber sprites
* Escort Carriers (CVL)
* Hospital technology tree that recover manpower losses
* A "do not upgrade" button for divisions (much requested by fans)
* The option of automating the production sliders (much requested by fans)
* Submarines have separate stats for convoy raiding and naval combat
* An extended timeframe - the game end date has been changed to 1953
* New technologies to bring the game into the cold war era
* An included scenario editor
* The ability to trade divisions between nations
* Minister and tech effects such as small arms assembly apply to existing serial runs. You no longer have to restart serial runs to get the benefits.
* Factory and other province improvements [forts] production times finish on the same day regardless of any infrastructure differences.
* The upgrade portion of the Army slider was changed. Upgrade cost and time is cut in half. In HOI2 it was 10 to 100 in increments of 10 while in Doomsday it's 5 to 50 in increments of 5.
[[Category:Reference]]
f46325f630bf8b46d831576c3a196bbfea02fbd8
Doomsday Tech ID List with prerequisites
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Here are the Doomsday techs listed for convenience, modders may find this useful. Modder-friendly formatting used, usable for copy-paste operations.
'''Tech category: armor'''
<pre>
2010 # Great War Tank
# requires:
2020 # Tankette
# requires:
# 2010
2030 # Early Tank
# requires:
# 2020
2040 # Basic Light Tank
# requires:
# 2030
2050 # Improved Light Tank
# requires:
# 2040
2060 # Advanced Light Tank
# requires:
# 2050
2070 # Basic Medium Tank
# requires:
# 2050
2080 # Improved Medium Tank
# requires:
# 2070
2090 # Advanced Medium Tank
# requires:
# 2080
11000 # Main battle Tank
# requires:
# 2140
11010 # Adv Main battle Tank
# requires:
# 11000
2100 # Basic Heavy Tank
# requires:
# 2030
2110 # Improved Heavy Tank
# requires:
# 2100
# 2080
2120 # Advanced Heavy Tank
# requires:
# 2110
# 2090
2130 # Super Heavy Tank
# requires:
# 2120
2140 # Semi-Modern Tank
# requires:
# 2120
# 2090
2150 # Basic Armoured Car
# requires:
2160 # Improved Armored Car
# requires:
# 2150
11110 # Modern Armored Car
# requires:
# 2160
2170 # Early Tank Destroyer
# requires:
# 2030
# 2400
2180 # Basic Tank Destroyer
# requires:
# 2040
# 2410
# 2170
2190 # Improved Tank Destroyer
# requires:
# 2050
# 2420
# 2180
2200 # Advanced Tank Destroyer
# requires:
# 2070
# 2430
# 2190
2210 # Semi-Modern Tank Destroyer
# requires:
# 2080
# 2440
# 2200
11020 # Modern Tank Destroyer
# requires:
# 2090
# 2210
2220 # Early Self-Propelled Artillery
# requires:
# 2030
# 2330
2230 # Basic Self-Propelled Artillery
# requires:
# 2040
# 2220
2240 # Improved Self-Propelled Artillery
# requires:
# 2050
# 2230
2250 # Advanced Self-Propelled Artillery
# requires:
# 2060
# 2240
11030 # Semi modern Self-Propelled Artillery
# requires:
# 2070
# 2250
11040 # modern Self-Propelled Artillery
# requires:
# 2080
# 11030
2260 # Basic SP Rocket Artillery
# requires:
# 2070
# 2380
2270 # Improved SP Rocket Artillery
# requires:
# 2080
# 2260
2280 # Advanced SP Rocket Artillery
# requires:
# 2080
# 2270
11050 # Semi modern SP Rocket Artillery
# requires:
# 2090
# 2280
11060 # modern SP Rocket Artillery
# requires:
# 11050
2290 # Great War Light Field Artillery
# requires:
2300 # Great War Medium Field Artillery
# requires:
# 2290
2310 # Great War Heavy Field Artillery
# requires:
# 2300
2320 # Early Field Artillery
# requires:
# 2310
2330 # Basic Field Artillery
# requires:
# 2320
2340 # Improved Field Artillery
# requires:
# 2330
2350 # Advanced Field Artillery
# requires:
# 2340
2360 # Semi-Modern Field Artillery
# requires:
# 2350
2370 # Basic Rocket Artillery
# requires:
# 2340
2380 # Improved Rocket Artillery
# requires:
# 2370
2390 # Advanced Rocket Artillery
# requires:
# 2380
2400 # Early Anti-Tank Artillery
# requires:
# 2310
2410 # Basic Anti-Tank Artillery
# requires:
# 2400
2420 # Improved Anti-Tank Artillery
# requires:
# 2410
2430 # Advanced Anti-Tank Artillery
# requires:
# 2420
2440 # Semi-Modern Anti-Tank Artillery
# requires:
# 2430
11070 # Modern Anti-Tank Artillery
# requires:
# 2440
2450 # Great War Static Anti-Air Artillery
# requires:
2460 # Early Static Anti-Air Artillery
# requires:
# 2450
2470 # Basic Static Anti-Air Artillery
# requires:
# 2460
2480 # Improved Static Anti-Air Artillery
# requires:
# 2470
2490 # Advanced Static Anti-Air Artillery
# requires:
# 2480
2500 # Semi-Modern Static Anti-Air Artillery
# requires:
# 2490
11080 # Modern Static Anti-Air Artillery
# requires:
# 2500
2510 # Basic Anti-Air Artillery Brigade
# requires:
# 2460
2520 # Improved Anti-Air Artillery Brigade
# requires:
# 2510
2530 # Advanced Anti-Air Artillery Brigade
# requires:
# 2520
2540 # Semi-Modern Anti-Air Artillery Brigade
# requires:
# 2530
11090 # Modern Anti-Air Artillery Brigade
# requires:
# 2540
</pre>
'''Tech category: secret_weapons'''
<pre>
7010 # Basic Rocket Interceptor
# requires:
# 4090
# 5560
7020 # Improved Rocket Interceptor
# requires:
# 4090
# 5560
# 7010
7050 # Turbojet Carrier Air Group
# requires:
# 12060
# 5570
7280 # Imp. Turbojet Carrier Air Group
# requires:
# 7050
7100 # Flying Bomb
# requires:
# 5580
7110 # Flying Rocket
# requires:
# 7100
# 5590
7120 # Ballistic Missile
# requires:
# 7110
7130 # Intercontinental Ballistic Missile
# requires:
# 7120
7140 # Basic Electronic Computers
# requires:
# 5340
7150 # Improved Electronic Computers
# requires:
# 7140
7160 # Advanced Electronic Computers
# requires:
# 7150
16000 # Basic semiconductors
# requires:
# 7160
7170 # Nuclear Waste Bomb
# requires:
# 5540
7180 # Semi-Fission Bomb
# requires:
# 7170
7190 # Fission Bomb
# requires:
# 7180
16010 # Miniaturized Fission Bomb
# requires:
# 7190
16020 # Fusion Bomb
# requires:
# 16010
7200 # Nuclear Battleship Propulsion
# requires:
# 3300
# 5540
7210 # Nuclear Cruiser Propulsion
# requires:
# 3180
# 5540
7220 # Nuclear Carrier Propulsion
# requires:
# 3390
# 5540
7230 # Nuclear powered Submarine
# requires:
# 3450
# 5540
7240 # Air Cavalry Division
# requires:
# 1300
# 4270
7260 # Air-to-Surface Missile (ASM)
# requires:
# 15130
# 5560
7270 # Surface-to-Air Missile (SAM)
# requires:
# 11080
# 5560
16030 # Intercontinental Strategic Bomber
# requires:
# 15170
</pre>
'''Tech category: naval_doctrines
'''
<pre>
8010 # Decisive Battle Doctrine
# requires:
8020 # Naval Firepower Doctrine
# requires:
8030 # Fleet Auxiliary Carrier Doctrine
# requires:
8040 # Fleet Auxiliary Submarine Doctrine
# requires:
8050 # Convoy Sailing Doctrine
# requires:
8060 # Base Strike Doctrine
# requires:
# 8010
# 8020
# 8030
# 8040
# 8050
8070 # Fleet-in-Being Doctrine
# requires:
# 8010
# 8020
# 8030
# 8040
# 8050
8080 # Sealane Interdiction Doctrine
# requires:
# 8010
# 8020
# 8030
# 8040
# 8050
8090 # Indirect Approach Doctrine
# requires:
8100 # Subsidiary Carrier Role Doctrine
# requires:
8110 # Carrier Task Force Doctrine
# requires:
# 8100
8120 # Battlefleet Concentration Doctrine
# requires:
# 8070
8130 # Hunter-Killer Group Doctrine
# requires:
8140 # Aerial Convoy Defence Doctrine
# requires:
# 8080
8150 # Raider Patrol Doctrine
# requires:
# 8080
8160 # Trade Interdiction Submarine Doctrine
# requires:
8170 # Unrestricted Submarine Warfare Doctrine
# requires:
# 8160
8180 # Indirect Strike Doctrine
# requires:
# 8060
# 8090
# 8100
# 8110
8190 # Naval Attrition Doctrine
# requires:
# 8070
# 8120
# 8100
# 8130
# 8310
8200 # Commerce Defence Doctrine
# requires:
# 8070
# 8120
# 8100
# 8130
# 8310
8210 # Commerce Raider Doctrine
# requires:
# 8080
# 8150
# 8160
# 8170
# 8090
8220 # Decisive Interdiction Doctrine
# requires:
# 8080
# 8150
# 8160
# 8170
8230 # Deep Operations Doctrine
# requires:
# 8180
8240 # Carrier Aviation Doctrine
# requires:
# 8110
8250 # Escort Carrier Role Doctrine
# requires:
8260 # Integrated Convoy Defence Doctrine
# requires:
# 8200
# 8140
8270 # Fleet Train Doctrine
# requires:
# 8240
# 8320
8280 # Capital Ship Raider Group Doctrine
# requires:
# 8210
8290 # Wolfpack Doctrine
# requires:
# 8210
8300 # Advanced Submarine Operations Doctrine
# requires:
# 8290
8310 # Floating Fortress Doctrine
# requires:
# 8230
# 8250
# 8140
8320 # Massive Strike Doctrine
# requires:
# 8230
# 8250
# 8140
8330 # Maritime Power Projection Doctrine
# requires:
# 8190
# 8090
# 8110
# 8160
8340 # Floating Airbase Doctrine
# requires:
# 8330
8350 # Carrier Warfare Doctrine
# requires:
# 8270
18000 # Carrier group doctrine
# requires:
# 8350
18010 # Amphibious Operations Doctrine
# requires:
# 18000
</pre>
'''Tech category: industry'''
<pre>
5010 # Modern Agriculture
# requires:
5020 # Mechanized Agriculture
# requires:
# 5010
5030 # Agrichemistry
# requires:
# 5020
5040 # Agricultural Production
# requires:
# 5030
13000 # Advanced Agricultural Production
# requires:
# 5040
13010 # Modern Agricultural Production
# requires:
# 13000
5050 # Basic Machine Tools
# requires:
5060 # Improved Machine Tools
# requires:
# 5050
5070 # Advanced Machine Tools
# requires:
# 5060
5080 # Basic Construction Engineering
# requires:
5090 # Improved Construction Engineering
# requires:
# 5080
5100 # Advanced Construction Engineering
# requires:
# 5090
5110 # Production Control
# requires:
# 5070
# 5100
5120 # Production Planning
# requires:
# 5070
# 5100
5130 # Assembly Line Experimentation
# requires:
# 5110
# 5120
5140 # Aircraft Assembly Line
# requires:
# 5130
5150 # Ship Assembly Line
# requires:
# 5130
5160 # Vehicle Assembly Line
# requires:
# 5130
5170 # Rocket Assembly Line
# requires:
# 5130
# 5580
5180 # Small Arms Assembly Line
# requires:
# 5130
5190 # Basic Oil Refining
# requires:
5200 # Improved Oil Refining
# requires:
# 5190
5210 # Advanced Oil Refining
# requires:
# 5200
5220 # Basic Synthetic Oil Plant
# requires:
# 5210
5230 # Improved Synthetic Oil Plant
# requires:
# 5220
5240 # Advanced Synthetic Oil Plant
# requires:
# 5230
13020 # Modern Synthetic Oil Plant
# requires:
# 5240
13040 # Plastics
# requires:
# 5240
13050 # Advanced material sciences
# requires:
# 13040
5310 # Census Tabulating Machine
# requires:
5320 # Basic Computing Machine
# requires:
# 5310
5330 # Improved Computing Machine
# requires:
# 5320
5340 # Advanced Computing Machine
# requires:
# 5330
5350 # Basic Encryption Devices
# requires:
# 5320
5360 # Basic Decryption Devices
# requires:
# 5320
5370 # Improved Encryption Devices
# requires:
# 5330
5380 # Improved Decryption Devices
# requires:
# 5330
5390 # Advanced Encryption Devices
# requires:
# 5340
13060 # Basic information theory
# requires:
# 5390
5400 # Advanced Decryption Device
# requires:
# 5340
5410 # Basic Decimetric Radar Warning Sites
# requires:
5420 # Improved Decimetric Radar Warning Sites
# requires:
# 5410
5430 # Advanced Decimetric Radar Warning Sites
# requires:
# 5420
5440 # Basic Centimetric Radar Warning Sites
# requires:
# 5430
5450 # Improved Centimetric Radar Warning Sites
# requires:
# 5440
5460 # Advanced Centimetric Radar Warning Sites
# requires:
# 5450
13030 # Modern Centimetric Radar Warning Sites
# requires:
# 5460
5470 # Faculty of Atomic Research
# requires:
5480 # Atomic Research Laboratories
# requires:
# 5470
5490 # Faculty of Nuclear Research
# requires:
# 5480
5500 # Isotope Separation Facility
# requires:
# 5490
5510 # Nuclear Fuel Analysis
# requires:
# 5500
5520 # Experimental Reactor
# requires:
# 5510
5530 # Nuclear Reactor Operability
# requires:
# 5520
5540 # Nuclear Power Production
# requires:
# 5530
5550 # Rocket Test and Research Facility
# requires:
5560 # Rocket Engine
# requires:
# 5550
5570 # Turbojet Engine
# requires:
# 5560
5580 # Flying Bomb Development
# requires:
# 5560
5590 # Flying Rocket Development
# requires:
# 5580
</pre>
'''Tech category: land_doctrines'''
<pre>
6010 # Firepower Focus Doctrine
# requires:
6020 # Superior Firepower Doctrine
# requires:
# 6010
6030 # Grand Battleplan Doctrine
# requires:
# 6010
6040 # Delay Doctrine
# requires:
# 6020
6050 # Mobile Defense Doctrine
# requires:
# 6040
6060 # Stand Off Doctrine
# requires:
# 6020
6070 # Integrated Support Doctrine
# requires:
# 6060
6080 # Regimental Combat Teams
# requires:
# 6070
# 6050
6090 # Combined Arms Defense
# requires:
# 6080
6100 # Mechanized Offensive
# requires:
# 6080
6110 # Mass Assault Doctrine
# requires:
# 6030
6120 # Trench Warfare Doctrine
# requires:
# 6030
6130 # Preplanned Defense Doctrine
# requires:
# 6120
6140 # Central Planing Doctrine
# requires:
# 6130
6150 # Attritional Containment Doctrine
# requires:
# 6110
6160 # Infiltration Assault Doctrine
# requires:
# 6110
6170 # Operational Stages Doctrine
# requires:
# 6110
6180 # Assault Breakthrough
# requires:
# 6140
# 6150
6190 # Infiltration in Depth
# requires:
# 6140
# 6160
6200 # Branch Interoperability
# requires:
# 6140
# 6170
6210 # Mobility Focus Doctrine
# requires:
6220 # Spearhead Doctrine
# requires:
# 6210
6230 # Delay Doctrine
# requires:
# 6220
6240 # Elastic Defense Doctrine
# requires:
# 6230
6250 # Schwerpunkt Doctrine
# requires:
# 6220
6260 # Blitzkrieg Doctrine
# requires:
# 6250
6270 # Kampfgruppe Doctrine
# requires:
# 6260
# 6240
6280 # Firebrigade Doctrine
# requires:
# 6270
6290 # Spearhead HQs
# requires:
# 6270
6300 # Human Wave Doctrine
# requires:
# 6210
6310 # Large Front Doctrine
# requires:
# 6300
6320 # Pocket Defense Doctrine
# requires:
# 6300
6330 # Deep Operations Doctrine
# requires:
# 6310
6340 # Defense in Depth
# requires:
# 6320
6350 # Large Formation SOP Doctrine
# requires:
# 6330
# 6340
6360 # Breakthrough Priority Doctrine
# requires:
# 6350
6370 # Movement Speed Offensive Doctrine
# requires:
# 6350
14000 # Great War Hospital System
# requires:
14010 # Early Hospital System
# requires:
# 14000
14020 # Basic Hospital System
# requires:
# 14010
14030 # Improved Hospital System
# requires:
# 14020
14040 # Advanced Hospital System
# requires:
# 14030
14050 # Air Land Battle
# requires:
# 6360
# 6370
14060 # Mechanized Wave
# requires:
# 6360
# 6370
14070 # Assualt Concentration Doctrine
# requires:
# 6140
14080 # Guerilla Warfare Doctrine
# requires:
# 6300
14090 # Volksturm Doctrine
# requires:
# 6290
14100 # Modern Blitzkrieg
# requires:
# 6290
</pre>
'''Tech category: naval'''
<pre>
3010 # Great War Destroyer
# requires:
3020 # Early Destroyer
# requires:
# 3010
3030 # Basic Destroyer
# requires:
# 3020
3040 # Improved Destroyer
# requires:
# 3030
3050 # Advanced Destroyer
# requires:
# 3040
3060 # Semi-Modern Destroyer
# requires:
# 3050
12000 # Modern Destroyer
# requires:
# 3060
3070 # Great War Light Cruiser
# requires:
3080 # Early Light Cruiser
# requires:
# 3070
3090 # Basic Light Cruiser
# requires:
# 3080
3100 # Improved Light Cruiser
# requires:
# 3090
3110 # Advanced Light Cruiser
# requires:
# 3100
3120 # Semi-Modern Light Cruiser
# requires:
# 3110
12010 # Modern Light Cruiser
# requires:
# 3120
3130 # Great War Heavy Cruiser
# requires:
3140 # Early Heavy Cruiser
# requires:
# 3130
3150 # Basic Heavy Cruiser
# requires:
# 3140
3160 # Improved Heavy Cruiser
# requires:
# 3150
3170 # Advanced Heavy Cruiser
# requires:
# 3160
3180 # Semi-Modern Heavy Cruiser (CL)
# requires:
# 3170
12020 # Modern Heavy Cruiser (CA)
# requires:
# 3180
3190 # Great War Battlecruiser
# requires:
3200 # Early Battlecruiser
# requires:
# 3190
3210 # Basic Battlecruiser
# requires:
# 3200
3220 # Improved Battlecruiser
# requires:
# 3210
3230 # Advanced Battlecruiser
# requires:
# 3220
3240 # Semi-Modern Battlecruiser
# requires:
# 3230
12030 # Modern Battlecruiser
# requires:
# 3240
3250 # Great War Battleship
# requires:
3260 # Early Battleship
# requires:
# 3250
3270 # Basic Battleship
# requires:
# 3260
3280 # Improved Battleship
# requires:
# 3270
3290 # Advanced Battleship
# requires:
# 3280
3300 # Semi-Modern Battleship
# requires:
# 3290
12040 # Modern Battleship
# requires:
# 3300
3310 # Super Heavy Battleship
# requires:
# 3280
12050 # Improved Super Heavy Battleship
# requires:
# 3310
3320 # Great War Air Carrier
# requires:
3330 # Early Air Carrier
# requires:
# 3320
3340 # Basic Air Carrier
# requires:
# 3330
3350 # Improved Air Carrier
# requires:
# 3340
3360 # Advanced Air Carrier
# requires:
# 3350
3370 # Heavy Advanced Air Carrier
# requires:
# 3360
3380 # Super Heavy Advanced Air Carrier
# requires:
# 3370
3390 # Semi-Modern Air Carrier
# requires:
# 3380
12060 # Modern Air Carrier
# requires:
# 3390
3400 # Dive Boat
# requires:
3410 # Short Range Submarine
# requires:
# 3400
3420 # Medium Range Submarine
# requires:
# 3410
3430 # Long Range Submarine
# requires:
# 3420
3440 # Electro Submarine
# requires:
# 3430
3450 # Semi-Modern Submarine
# requires:
# 3440
12100 # Early escort carrier
# requires:
12110 # Basic escort carrier
# requires:
# 12100
12120 # Improved escort carrier
# requires:
# 12110
12130 # Advanced escort carrier
# requires:
# 12120
12140 # semi modern escort carrier
# requires:
# 12130
12150 # modern escort carrier
# requires:
# 12140
</pre>
'''Tech category: aircraft'''
<pre>
15500 # Practical Turbojet Engine
# requires:
# 5570
4010 # Interwar Fighter
# requires:
4020 # Early Fighter
# requires:
# 4010
4030 # Basic Interceptor
# requires:
# 4020
4040 # Basic Multirole Fighter
# requires:
# 4020
4050 # Basic Escort Fighter
# requires:
# 4020
4060 # Improved Interceptor
# requires:
# 4030
4070 # Improved Multirole Fighter
# requires:
# 4040
4080 # Improved Escort Fighter
# requires:
# 4050
4090 # Advanced Interceptor
# requires:
# 4060
4100 # Advanced Multirole Fighter
# requires:
# 4070
4110 # Advanced Escort Fighter
# requires:
# 4080
15000 # Turbojet Interceptor
# requires:
# 4090
# 15500
15010 # Improved Turbojet Interceptor
# requires:
# 15000
# 15500
15020 # Supersonic Interceptor
# requires:
# 15010
# 15500
15030 # Turbojet Multirole
# requires:
# 4100
# 15500
15040 # Improved Turbojet Multirole
# requires:
# 15030
# 15500
15050 # Supersonic Multirole
# requires:
# 15040
# 15500
15060 # Turbojet Escort Fighter
# requires:
# 4110
# 15500
15070 # Improved Turbojet Escort Fighter
# requires:
# 15060
# 15500
15080 # Supersonic Escort Fighter
# requires:
# 15070
# 15500
4120 # Interwar Bomber
# requires:
4130 # Early Bomber
# requires:
# 4120
4140 # Basic Tactical Bomber
# requires:
# 4130
4150 # Improved Tactical Bomber
# requires:
# 4140
4160 # Advanced Tactical Bomber
# requires:
# 4150
15100 # Turbojet Tac Bomber
# requires:
# 4160
# 15500
15110 # Imp Turbojet Tac Bomber
# requires:
# 15100
# 15500
4170 # Basic Close Air Support Aircraft
# requires:
# 4130
4280 # Improved Close Air Support Aircraft
# requires:
# 4170
4180 # Advanced Close Air Support Aircraft
# requires:
# 4280
15120 # Turbojet Close Air Support Aircraft
# requires:
# 4180
# 15500
15130 # Imp Turbojet Close Air Support Aircraft
# requires:
# 15120
4190 # Basic Naval Bomber
# requires:
# 4130
4200 # Improved Naval Bomber
# requires:
# 4190
4210 # Advanced Naval Bomber
# requires:
# 4200
15140 # Turbojet Naval Bomber
# requires:
# 4210
# 15500
15150 # Imp Turbojet Naval Bomber
# requires:
# 15140
4220 # Basic Strategic Bomber
# requires:
# 4130
4230 # Improved Strategic Bomber
# requires:
# 4220
4240 # Advanced Strategic Bomber
# requires:
# 4230
15160 # Turbojet Strategic Bomber
# requires:
# 4240
# 15500
15170 # Imp Turbojet Strategic Bomber
# requires:
# 15160
4250 # Basic Air Transport
# requires:
# 4130
4260 # Improved Air Transport
# requires:
# 4250
4270 # Advanced Air Transport
# requires:
# 4260
15180 # Turbojet Air Transport
# requires:
# 4270
15190 # Improved Turbojet Air Transport
# requires:
# 15180
</pre>
'''Tech category: air_doctrines'''
<pre>
9010 # Air Superiority Doctrine
# requires:
9020 # Flying Circus Doctrine
# requires:
# 9010
9030 # Force Substitution Doctrine
# requires:
# 9010
9040 # Battlefield Destruction Doctrine
# requires:
# 9020
# 9030
9050 # Dive Bombing Doctrine
# requires:
# 9040
9060 # Direct Ground Support Doctrine
# requires:
# 9040
9070 # Bomber Veteran Initiative
# requires:
# 9040
9080 # Night Strikes Doctrine
# requires:
# 9050
# 9060
# 9070
9090 # Operational Destruction Doctrine
# requires:
# 9020
# 9030
9100 # Battlefield Interdiction Doctrine
# requires:
# 9090
9110 # Strafing Doctrine
# requires:
# 9090
9120 # Logistical Strike Doctrine
# requires:
# 9090
9130 # Night Strafing Doctrine
# requires:
# 9100
# 9110
# 9120
9140 # Strategic Destruction Doctrine
# requires:
# 9020
# 9030
9150 # Escort Box System Doctrine
# requires:
# 9140
9160 # Combat-Bombardment Groups Doctrine
# requires:
# 9140
9170 # Dead Reckoning Bombardment Doctrine
# requires:
# 9140
9180 # Night Bombardment Doctrine
# requires:
# 9150
# 9160
# 9170
9190 # First Strike Doctrine
# requires:
9200 # Dispersed Fighting Doctrine
# requires:
# 9190
9210 # Frontal Missions Doctrine
# requires:
# 9190
9220 # Fighter Veteran Initiative
# requires:
# 9190
9230 # Perimeter Defence Doctrine
# requires:
9240 # Formation Fighting Doctrine
# requires:
# 9230
9250 # Home Defence Doctrine
# requires:
# 9230
9260 # Recon Skirmisher Doctrine
# requires:
# 9230
9270 # Combat Unit Destruction Doctrine
# requires:
# 9080
9280 # Hunt & Destroy Groups Doctrine
# requires:
# 9270
9290 # Low Echelon CAS Doctrine
# requires:
# 9270
9300 # Bomber Ace Initiative
# requires:
# 9270
9310 # Offensive Fighter Box doctrine
# requires:
# 9200
# 9210
# 9220
9320 # Fighter Baiting Doctrine
# requires:
# 9310
9330 # Dogfight Experiment Doctrine
# requires:
# 9310
9340 # Fighter Ace Initiative
# requires:
# 9310
9350 # Infrastructure Destruction Doctrine
# requires:
# 9130
9360 # Infiltration Bombardment Doctrine
# requires:
# 9350
9370 # Carousel Bombardment Doctrine
# requires:
# 9350
9380 # Keypoint Bombardment Doctrine
# requires:
# 9350
9390 # Defensive Fighter Box Doctrine
# requires:
# 9240
# 9250
# 9260
9400 # Multi-altitude Group Doctrine
# requires:
# 9390
9410 # Filter Room System Doctrine
# requires:
# 9390
9420 # Air Reserve Doctrine
# requires:
# 9390
9430 # Mass Destruction Doctrine
# requires:
# 9180
9440 # Escort Relay System Doctrine
# requires:
# 9430
9450 # Carpet Bombing Doctrine
# requires:
# 9430
9460 # Flying Armada Doctrine
# requires:
# 9430
17000 # Integrated offensive doctrine
# requires:
# 9460
17010 # Theater Organization Doctrine
# requires:
# 9380
</pre>
'''Tech category: infantry'''
<pre>
1010 # Great War Infantry Division
# requires:
1020 # Early Infantry Division
# requires:
# 1010
1030 # Basic Infantry Division
# requires:
# 1020
1040 # Improved Infantry Division
# requires:
# 1030
1050 # Advanced Infantry Division
# requires:
# 1040
1060 # Semimodern Infantry Division
# requires:
# 1050
10000 # Modern Infantry Division
# requires:
# 1060
10010 # Elite Infantry Division
# requires:
# 10000
1070 # Early Airborne Division
# requires:
# 1030
1080 # Basic Paratrooper Division
# requires:
# 1070
1090 # Improved Paratrooper Division
# requires:
# 1080
1100 # Advanced Paratrooper Division
# requires:
# 1090
10020 # Semi modern Paratrooper Division
# requires:
# 1100
10030 # Modern Paratrooper Division
# requires:
# 10020
1110 # Early Mountain Division
# requires:
# 1010
1120 # Basic Mountain Division
# requires:
# 1110
1130 # Improved Mountain Division
# requires:
# 1120
1140 # Advanced Mountain Division
# requires:
# 1130
10040 # Semi modern Mountain Division
# requires:
# 1140
10050 # Modern Mountain Division
# requires:
# 10040
1150 # Early Marine Division
# requires:
# 1010
1160 # Basic Marine Division
# requires:
# 1150
1170 # Improved Marine Division
# requires:
# 1160
1180 # Advanced Marine Division
# requires:
# 1170
10060 # semi modern Marine Division
# requires:
# 1180
10070 # modern Marine Division
# requires:
# 10060
1190 # Great War Cavalry Division
# requires:
1200 # Early Cavalry Division
# requires:
# 1190
1210 # Basic Cavalry Division
# requires:
# 1200
1220 # Semi-Motorized Cavalry Division
# requires:
# 1200
# 1210
1230 # Basic Motorized Division
# requires:
# 1020
# 1210
# 1220
1240 # Improved Motorized Division
# requires:
# 1230
1250 # Advanced Motorized Division
# requires:
# 1240
10080 # Semi modern Motorized Division
# requires:
# 1250
10090 # Modern Motorized Division
# requires:
# 10080
1260 # Basic Mechanized Division
# requires:
# 1240
1270 # Improved Mechanized Division
# requires:
# 1260
1280 # Advanced Mechanized Division
# requires:
# 1270
1290 # Semimodern Mechanized Division
# requires:
# 1280
10100 # modern Mechanized Division
# requires:
# 1290
10110 # elite Mechanized Division
# requires:
# 10100
1300 # Armored Cavalry Division
# requires:
# 1280
1310 # Rear Area Supply Dumps
# requires:
1320 # Deep Logistic Organization
# requires:
# 1310
1330 # Frontline Supply Service
# requires:
# 1320
10120 # Advanced logistics
# requires:
# 1330
1340 # Rear Area Vehicle Repair Shop
# requires:
# 1310
1350 # Deep Vehicle Repair Organization
# requires:
# 1320
# 1340
1360 # Frontline Vehicle Repair Shop
# requires:
# 1330
# 1350
1370 # Semimodern Repair
# requires:
# 10120
# 1360
</pre>
[[Category: Reference]]
fc283bad4d8f570b98a51fe90b544b3ee97b15a6
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#REDIRECT [[Domestic_Policy_FAQ#Hawk_Lobby_-_Dove_Lobby]]
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== '''The East is Red -- Goering's Delay''' ==
''The East is Red -- Goering's Delay is an evolution of a long term multiplayer HOI II modding endeavour started in 2007. Aimed at creating a flexible and balanced multiplayer experience in HOI2 DD Armageddon the system was originally designed solely for multiplayer gaming it has now been upgraded with AI enhancements so that it will play out in single player mode.''
'''The Balance of Power and Floating Historical Events:'''
In HOI II one can pretty much depend on certain things happening at a certain time in the game. One knows that Germany is 99% likely to invade Poland in late August 1939, that Anschluss will happen in March 1939, that Munich will happen in the fall of 1938 and the Czech Republic will fall in the Spring of 1939. Good enough, but this is also predictable, and allows players to make set build orders defined by simple strategies. If players step beyond the scripted events, the historical event train is lost. In the East is Red -- Goering’s Delay almost all of the important historical events are tied into the balance of military power between Germany and the Allies. So while players options in the run up to the war are limited by the Treaty of Versailles and non-aggression pacts between the worlds major powers the arms race is on, and nothing can be predicted. German ability to annex Austria, and force Czech compliance to its demand for the Sudetenland is dependent on having equal or superior military land forces at its disposal.
The Austrians and the Czechs are not just going to give in because Hitler says so. Once Germany has military parity or better with the Allies the historical events will begin to fire and the Treaty of Versaille will end. Anschluss will surely fire sometime after January 1938, and sometime after that Germany will be able to end the Treaty of Versailles, removing its Non-Aggression Pacts with the most of the European countries. From that point on Germany has many options. It can immediately invade Czech, or seek to make it fall by making territorial demands. Germany could even seek to bring Czechoslovakia into its alliance if the government is compatible. It could even ignore Czechoslovakia entirely and go straight for Poland, or even hope to keep Poland temporarily out of the war, and strike west immediately for Belgium and try to catch the French unprepared, and snap up Denmark on the way.
In short Germany gets to decide when and how WWII will begin, ''without losing the main lines of the historical event train''.
* Mod Forum:[http://forums.ederon.net/default.aspx?g=topics&f=55 Lord Ederon's]
* Current Version: Goering's Delay 1936 Scenario for HOI2 DDA 1.3b
* Last Update: October, 2009
* Compatibility: [[Abbreviations#H|HOI2, DD, ARMA]]
* EIR "Q&A": [http://forums.ederon.net/default.aspx?g=posts&t=1707EIR: Answers to "WTF is with these TP's?" and other questions. ]
'''Features Explained:'''
{| border="1" cellpadding=2
|- valign=bottom bgcolor="lightgrey"
! Feature !! Description
|- align=left
| Multiplayer Dedicated || The entire system designed to be first and foremost to be multi-player playable for balance and to account for A-historical variation in Four and Six player set ups
|- align=left
| [http://forums.ederon.net/default.aspx?g=posts&t=1683 Floating Historical Events System] || War can commence anytime after January 1938. Early or late invasion of Poland, Czech, Belgium, Denmark Yugoslavia, without disturbing the WWII event train.
|- align=left
| East is Red Asian Events System || Limited conquest of China used to make the Asian theater balance in MP
|- align=left
| Reactive A-historical Diplomatic AI || The AI's for the major powers make reasonable pro-active and reactive strategic decisions, of the kind made by human players in reaction to events, so the game can be played in Single Player mode.
|- align=left
| [http://forums.ederon.net/default.aspx?g=posts&t=1694 New Playable Country] || The East is Red introduces the "British Raj" as a playble country in HOI II. This is not India, nor is it England, but something in between: A British Puppet in Asia.
|- align=left
| Geography || Map enhanced using Durruti's MEM map to ease up common bottlenecks in France and Spain, and other additions.
|- align=left
| Land Combat Mechanics || Long duration combat system. Higher division costs to reduce division count down to historical levels.
|- align=left
| [http://img233.imageshack.us/img233/5972/tech4aa2.png Air-Naval Mechanics] || Entirely revamped "anti-shipping" war system designed to make carriers and surface fleets the rulers of sea, not land based air. Complete with new specialized Air-Naval doctrine tree and new Naval Bomber types.
|- align=left
| [http://forums.ederon.net/default.aspx?g=posts&t=1681 Air Combat Mechanics] || Air power made more reasonable
|- align=left
| [http://forums.ederon.net/default.aspx?g=posts&t=1682 Mobilization Techs] || New techs for war mobilization and manpower drafts
|- align=left
| New Event Trains || "Turkey Divided", "The East is Red", "The Hundred Regiments Offensive", "Military and Industrial Co-operation" (USSR/Germany), "The Vacillations of Comrade Stalin", "UK Leans on Norway", "Belligerent Italy", "Reactive Move Industry System for USSR" and more.
|}
[[Category:Mods]]
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Effective Use of Airpower
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{{Anthology}}
==Overview==
Aircraft in Hearts of Iron 2 are extremely powerful when used effectively: they can decimate enemy Navies ''and'' destroy enemy Armies. An '''effective use of airpower''' requires a considerable amount of research and aircraft construction: half-hearted attempts to create an air force will not be effective.
There are four types of bombers in HOI2:
* [[Tactical Bomber]]s (TAC)
* [[Strategic Bomber]]s (STR)
* [[Naval Bomber]]s (NAV)
* [[Close Air Support]] (CAS)
There are three types of fighters in HOI2:
* [[Fighter]]s (FTR)
* [[Escort Fighter]]s (ESC)
* [[Interceptor]]s (INT)
Finally, in a category of its own, there is the [[Transport Plane]]s (TRA). For technology requirements for these, see the [[Aircraft_Tech_Tree]].
=== Version Changes ===
* HOI2: Air combat in the original HOI2 game was considerably flawed. The AI would send aircraft on suicide missions, and literally waste its most valuable aircraft for no tactical nor strategic gain. Meanwhile, Naval Bombers were ridiculously overpowered and could single handedly wipe out entire navies.
* DD: Air combat AI was significantly improved. Escort fighters became brigades. Naval Bombers were weakened.
* ARMA: Air combat AI was again improved. Aircraft take much more damage by enemy fire than in previous versions of the game. That means more micromanagement as you really don´t want your planes to attack larger enemy stacks.
== Strategy ==
This diversity of options makes it nearly impossible for any nation to master all aircraft technologies, or build sufficient quantities of aircraft in all fields. Therefore, it is necessary to choose areas of specialization, contingent on your overall war strategy. Two sets of aircraft share technology doctrines, making them popular choices: Fighters and Interceptors; and Tactical and Naval Bombers.
For major nations, the choice in Bombers is divided three ways, and ''only two options'' can effectively be pursued. Most players choose TAC/NAV & CAS, and ignore STR:
* Tactical & Naval Bombers
* Close Air Support Bombers
* Strategic Bombers
=== Airfields ===
Building CAS, TRA, or FTR aircraft is typically best served by building new airfields near expected fronts for the aircraft to be useful beyond the initial front early in the war. Germany, for example, must build up the Polish border provinces to house CAS aircraft prior to Fall Weiss. Building up along the frontier of the Low Countries and France will allow Germany to use CAS as an integral part of the attack, shortening battles, speeding up conquests, and in the end reserving manpower and organization for more rapid movement around the end of the Maginot line. The Soviet Union has a severe lack of airbases, and requires considerable construction efforts to create an effective infrastructure for air power.
===Air Defense===
A total of five factors can be used to provide an extremely strong air defense:
* Interceptor "umbrella": Interceptors on Air Superiority missions covering each major interior region of your nation.
* Fighter "barrier": Fighters on Air Superiority missions that provide a defensive "front-line".
* Anti-Aircraft: To assist fighters and interceptors, anti-aircraft installations are very effective
* Air Bases: Any air engagement over an airbase provides your aircraft with combat bonuses
* Radar: Any air engagement over an airbase provides your aircraft with combat bonuses
===Air Superiority===
Air Superiority is not merely a defensive tactic. While extreme defensive measures can be successful in achieving air superiority, offensive measures can produce the same or better results. Considering that the intent of Air Superiority is to remove your enemy's ability to put aircraft in the air at all, offensive operations are necessary. This requires a coordinated effort by your air forces to not only repel enemy aircraft, but also damage the enemy's infrastructure for those aircraft. This is important because most air combat (in DD & ARMA) will only reduce the org and cause slight damage to attacking aircraft. Those aircraft will then retreat in order to repair. Actual destruction of aircraft is quite difficult and rare (in DD & ARMA).
Strategic bombers are the best weapon for attacking enemy infrastructure, and perform three vital missions:
* Installation strikes to reduce the effect of AA;
* Runway cratering to reduce the strength of airfields;
* Logistical strikes to reduce province infrastructure -- which means airfields and AA will take longer to come back to normal.
Once air superiority has been achieved, periodic Strategic Bombing runs are necessary to maintain supremacy. This method, though expensive, can be used to achieve complete air dominance over an enemy.
=== Strategic Examples ===
Germany: As a nation, Germany relies upon the strength of their ground forces, very specifically their armor and fast attacks, to conquer territory and integrate it quickly into their war machine to fuel further conquests. A large STR force is absolutely antithetical to this approach. Reducing infrastructure and IC of provinces you're going to conquer slows your advance and lengthens the amount of time it takes to integrate the province into your empire's production machine. The clear choice for Germany is CAS/TAC.
Great Britain: Having the sea as a wall, Great Britain is in a position that massive land combats are not to be expected. Until the aid of the United States comes into the war, the UK will not be able to win an extended land campaign against a Germany set to defend against it. The best defense of the Home Islands is making certain that Germany cannot mount an attack. Being dependent upon overseas sources for your industrial materials means that you will be vulnerable if the Germans should cut your supply lines. Large land forces garrisoning all the possible landing beaches in Great Britain can be hard on your TC, leaving your overseas holdings vulnerable to conquest. Shutting down the immediate threat of Germany is your number one goal. TAC/STR is clearly the choice for Great Britain.
== Tactics ==
Ultimately, the Air Force is only useful to the extent that it assists in the broader war effort, which generally means capturing provinces. In the land war, a complete/ideal use of the air force would be conducted like this:
* An Interceptor wing flies over your own forces, protecting them from enemy bombers
* A fighter wing flies over enemy territory, attacking enemy interceptors to clear the air for your own aircraft
* Strategic Bombardment attacks behind enemy lines, weakening IC and province infrastructure of the soon to be retreating forces
* Tactical Bombers conduct interdiction missions on the enemy lines as your main army attacks, helping to rapidly reduce enemy organisation
* As the retreating enemy falls back into a province with greatly reduced infrastructure, your Close Air Support bombers perform ground attack missions, tearing the enemy army to shreds.
=== Night Flying ===
Night operations have a penalty to attack of -80% and a penalty of -50% on defense. This effectively makes it safer for bombers to conduct nighttime bombing runs, and it makes INT and FTR less effective in combating them during the night. Air Doctrine research gives greater advantage to the bombers, eventually with the elimination of the defense penalty entirely. This is essential for effective use of STR in particular.
==Aircraft In-depth==
===Interceptor vs. Fighter===
[[Image:Yakolev9.jpg|right|Yakolev9: the most common Soviet aircraft of WW2]]
Interceptors are designed to defeat bombers (STR, TAC, CAS, NAV), while Fighters are designed to achieve air superiority. For this reason, fighters will defeat interceptors in an "even" fight, and will perform decently against enemy bombers. Interceptors, on the other hand, will severely punish enemy bombers, causing heavy damage and forcing enemy bombers to abort their mission.
Fighter Overview:
* Superior Range (necessary in the Pacific)
* High cost to build
* High cost and time to repair
* High supply/fuel needs
* Technology comes later
* Decent at non-conventional uses (ground attack, etc)
* Excellent for JAP and USA due to range issues
Interceptor Overview:
* +25% combat bonus when fighting bombers
* Inferior Range (not needed due to defensive role)
* Low cost to build
* Low cost and time to repair
* Low supply/fuel needs
* Technology comes earlier
* Very poor at non-conventional uses (ground attack, etc)
* Rocket interceptors are very poor and need two more aircraft techs to be researched before interceptors can upgrade to turbojet models
* Excellent for GER, USSR, ITA, UK
For these reasons, many players exclusively build Interceptors. A combined force of Fighters and Interceptors is the most potent combination possible.
===Escort Fighters===
Escort Fighters (ESC) are always a necessity for TAC, STR, and NAV since they significantly reduce the org and strength damage taken by bombers, which results in improved bomber effectiveness. In HOI2, NAV were extremely dominant, and did not technically need escort fighters. In HOI2 DD and ARMA, NAV must have ESC. CAS cannot have escort fighters, and as a result are more likely to receive more damage in combat. Historically, it was determined that the most effective bomber/escort ratio was 1:1, and this remains true in the game. In HOI2, escort fighters are distinct aircraft units, and thus should be grouped with bombers. In HOI2 DD and ARMA, escort fighters are aircraft "brigades", and can be directly attached to bombers.
Carrier Attack Groups (CAG) are the other type of escort fighter in the game, and function as a naval brigade. A carrier (CV) without a CAG is a carrier without any aircraft, which of course is a worthless Carrier. Naturally, all Carriers must use a CAG to be effective. As an added benefit, as technology upgrades occur in escort fighters, naval CAGs in port will automatically be upgraded. This effectively serves as a carrier upgrade, making carriers the only ships in the game that can be effectively retrofitted.
===Strategic Bombers===
Strategic Bombers (STR) are only truly effective with Air Superiority established for a certain region, or when flying at night. STR are very vulnerable targets and are also expensive and time consuming to repair. At the same time, STR are generally the only way to achieve air superiority over enemy territory, with the obvious exception of capturing enemy provinces. In game terms, capturing provinces is almost always easier that achieving air superiority.
When STR performs logistical strikes, enemy IC is reduced in the province. That in turn lowers the target's ability to supply, reinforce, produce, and upgrade his military. It also lowers his TC, which may lower the ESE of his troops in the field.
On a naval note, Port Strikes with Strategic aircraft have much the same effect on enemy naval forces as Runway Cratering missions do with his air forces. You don't need to sink his ships if they can't be repaired, refueled, and rearmed. As Great Britain, hitting German ports can be a major boon to keeping your supply lines open. Your convoys don't have to worry about submarines that are undersupplied and spending months longer in port to repair.
===Tactical & Close Air Support Bombers===
Once you have established air superiority, it is time to use your Tactical and CAS aircraft to effect. Your use of air is meant for one thing, and one thing only, winning on the ground.
Ground Attack and Interdiction are your bread and butter in this case. Use a combination of these attacks for greatest efficiency. TACs are best at Interdiction and Ground Attacks are best for CAS. Technically, both are very good at both missions. The increased attack values of CAS above Basic level combines with shorter flight times and increased ground attack efficiency to make for truly staggering numbers. And once an enemy unit breaks and is on the move, Ground Attack missions from CAS aircraft will severly tear them up. Additionally, the CAS is much more effective as the war goes on and enemy Softness factors begin to drop.
===Naval Bombers===
Naval Bombers are highly capable in Naval Strike missions. In fact, NAV was so powerful in the original HOI2 that many players refused to build any naval ships, and instead solely built NAV! NAV could utterly decimate any fleet in the water, without taking any serious damage. As a result of this extreme imbalance, NAV were weakened in DD and ARMA, though still quite capable. In addition to Naval Strike, NAV are capable of convoy bombing. They are not as good as submarines at convoy bombing, but they are still effective in this dual role.
Naval Bombers (NAV) are fairly unique among other air units, in that air superiority is considerably less important. This is partly because there is no AA over sea zones, and ships generally have much weaker AA than land units, which is historically accurate. Also, it is far more important for nations to use their air power over their own land units, rather than patrolling sea zones. Thus, NAV are generally quite free to roam about the oceans with little interference.
==AirPower Efficiency==
Airpower can be extremely effective, but it is not necessarily the most efficient use of resources, which is often a focus for veteran HOI2 players. HOI2 has been modeled in such a way that *the most efficient* use of military resources is an Infantry-only army. The IC, time, supply, and repair costs associated with Infantry beat out any other type of unit by a large margin, including air units. Also, mastery of air power is challenging in terms of time, cost, and research. While many nations can find a particular, effective use of airpower, extremely few nations can manage to have a presence across the spectrum of air options.
This being true, Airpower does have specific, unique advantages:
# Constancy of Attack - Air power can apply pressure and damage to an enemy continuously, while land force must advance. The ability to continue to damage the enemy and keep him on his heels when he's been knocked back can mean a difference of a lot of IC and manpower spent on reinforcement.
# Wide Ranging Effect - This applies to the Strategic strategy more so than the Tactical strategy, however it is applicable to both. The wide ranging effects of damage to IC can be devastating. 8 air divisions (4 bombers with 4 escorting fighters) hitting a province like Dresden, Cologne, or Berlin with maximum ToT can translate to big TC and production losses. TC dropping down reduces ESE of ALL of his armies. When a unit hits supply problems, they start getting a -.5% combat efficiency loss for each 1% of ESE below 100%. This can be very damaging. What other investment of IC can get a combat efficiency penalty across all units in an enemy army, navy, and air force, REGARDLESS of the size of their army (you might say "easier with a bigger army")?
# Speed of Response - CAS and TAC aircraft can move across a continent faster than any other unit. If the enemy is making an unexpected attack, or gaining an unexpected advantage, air power is flexible enough to move to the other front and blunt the enemy assault. An armored attack can grind to a halt under heavy attack from CAS aircraft. Sending an infantry division to reinforce a defense can take some time, especially in lower infrastructure areas (can we say Russian Steppe, or Africa). Sending in aircraft for the same purpose can take an hour or two. An hour can be all the difference in winning an losing.
==Miscellaneous Tips for Using Air Power==
A few other tips before I wrap it up:
# Make sure to mark any air unit messages as Show Message Popup and Pause. If you do this, you won't forget the aircraft, and once one mission is complete, you can go and examine your forces, determine their readiness, and get them back up again without missing a beat.
# Produce early, produce often - Air divisions are rarely destroyed (unless you let them get overrun). Produce them early and upgrade them. You can pump out infantry much faster than you can aircraft. Get your air forces up to fighting trim before you go to war.
# Continue to expand your air force as you go, planning ahead for future operations. If you want to keep England out of the war while you work on Barbarossa, keep your Luftwaffe expanding so that you can maintain the pressure on a crunched England while you deal with Stalin on the East Front.
# Change your focus as the need becomes apparent. If you've managed to achieve air superiority as Great Britain, when D-Day is getting closer, go ahead and start working on some CAS aircraft or increase your TAC ratio in your air force. Certainly, the CAS won't be as effective as the TAC, but they're cheap and they can make a difference on the battlefield when your enemy's advantage in technology is nullified (An ME 262 on the ground isn't going to do much against your older, slower CAS aircraft in the air).
# Once You Go Up, There's No Coming Down - Realize that once you commit to air power, you're going to have to intentionally lag in one area. If you're Germany or the USSR, you won't have the resources/time for effective naval investment.
# Getting aircraft where you want them - Ground Attack and Interdiction missions will be most telling in battle. The targeting AI DOES prioritize active combats as targets. However, if your air units are in the air when combat starts, they may already be targeted, or in the middle of a mission, and won't go where you need them. By the time they've returned to base and head back out again, chances are the ground combat is nearly over. Use the planning boxes to launch your aircraft one to two hours AFTER you begin a ground attack. If you win before they arrive, then the enemy will get hit on the move for big time results. If the arrive before you win, watch the little green bar shrink.
# Too Much of a Good Thing? - Yes, there is too much of a good thing. Use your air power in moderation. Each division above 2 in one combat gives a -2% effectiveness to ALL aircraft in the combat. If you have 30 CAS all attacking one target, you're not going to get results. Any over your command limit (minimum of 14) are going to be fighting immediately at a -25% penalty. Then everyone is going to get a -56% penalty for all those aircraft.
# Be Mindful of Mother Nature - Weather can be detrimental to all military missions, but it is the one thing other than free ranging enemy bombers that can GROUND your air forces. While not paying attention to the weather with land forces means that you can expect a harder time of things, not paying attention with aircraft means MAJOR penalties. If you have storms or blizzards in the target area, aircraft cannot attack. If you have storms or blizzards over your airfield, they can't even take off. Rain and Snow can have a detrimental effect, but you can reduce this effect by researching the appropriate doctrines for the aircraft type. Attacking at night in the rain is pointless. Ground your aircraft and save the oil.
[[Category:Guides]] [[Category:General Guides]]
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As determined by '''Steel''' et al.:
The amount of energy used in conversion is based on your conversion tech. The amount of oil that is converted is capped by your Industrial Capacity. You get oil equal to 1/10 of your available IC (with 150 IC you would get 15 oil converted).
Conversion is automatically activated when the energy stockpile is more than twice the size of the oil stockpile. Your daily oil consumption doesn't really factor in (other than in terms of how it changes the stockpiles). Conversion is automatic - you can not decide to turn it on or off.
Techs that increase your oil conversion modifiers only decrease the amount of energy used - the amount of oil produced remains the same. For example, if you are converting 100 energy to 10 oil, and you develop the technology for .25 oil conversion, you will then convert 40 energy to get 10 oil, and with the third tech you will use 25 energy to get 10 oil. You use/save more energy, but get no more oil from better conversion techs, until you research the very last tech and get a very small increase.
The best solution often is to trade for oil rather than letting automatic conversion kick in, or to trade away your energy. If automatic conversion starts up, it will run as long as your energy stockpile is more than twice your oil stockpile. You can also negotiate one time deals of up to 5000 energy or any other tradable item to see how much oil you can get.
[[Category:Terminology]]
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Engineer Brigade
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This artical refers to Enginner Brigades in the HOI2 expansions Doomsday and Armageddon. Refer to the end of the article for other versions of HOI2
=Engineer Brigade=
{| WIDTH=95%
|- VALIGN=top
|
<blockquote>Engineer Brigades help crossing rivers, making the process quicker and reducing disorganisation.</blockquote>
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_13.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Engineer || || || || || || || 3 || 5 ||
| width=20 | || 4 || 45 || 2.5 || 0.5 || 0.12 || 0.1 || || || 0.5 || 1.0 || || || ||
|}
==Effects==
* Engineer Brigades add +20 to [[River Crossing]], thus reducing the combat penalty for attacking across a river by 20 (eg [[INF]] goes from -50 to -30)
* When an Engineer Brigade is included in combat (i.e. Attacking) against an enemy province the damage to [[Infrastructure]] is increased.
* Engineer Brigades are the only Brigade that provides a speed increase.
==Technology==
[[Rear Area Supply Dumps]] (1936)
:Activates Engineer Brigade, giving the ability to produce them
[[Assault Breakthrough]] (1944)
:Reduces the cost of building a Engineer Brigade by (-5)
[[Attritional Containment Doctrine]] (1942)
:Reduces the cost of building a Engineer Brigade by (-5)
[[Infiltration Assault Doctrine]] (1942)
:Increases the night move of a Engineer Brigade by (10)
:Increases the night attack of a Engineer Brigade by (10)
:Increases the night defence of a Engineer Brigade by (10)
[[Infiltration in Depth]] (1943)
:Increases the night move of a Engineer Brigade by (40)
:Increases the night attack of a Engineer Brigade by (40)
:Increases the night defence of a Engineer Brigade by (40)
===[[Industry]]===
[[Small Arms Assembly Line]]
:Reduces the time of building a Engineer Brigade (-10)
==Division==
The following are the list of Divisions that can have Engineer Brigades attached, and some notes on thier effects.
* [[Armoured Division]], Engineers are usually seen as only useful to Type I. as a speed increase.
* [[Light Armoured Division]], Engineers are rarely attached
* [[Cavalry Division]], Engineers are never attached. They never increase the speed CAV types and the other advantages are negligable or useless.
* [[HQ Division]], Engineers are never attached. They never increase the speed and the other advantages are negligable or useless.
* [[Infantry Division]], Engineers are most useful to Type I. to III. They remain slightly useful to all INF Types
* [[Motorized Division]], Engineers are rarely attached, the speed increase is negligable.
* [[Mechanized Division]], Engineers are rarely attached, the speed increase is negligable.
* [[Garrison Division]], UNKNOWN what effect.
* [[Mountain Division]], Engineers are useful for Type I. Mountain Divisions, as they increase their speed. They do not increase the speed for any other Mountain Division.
* [[Marine Division]], Engineers are rarely attached, there are usually better Brigades to attach. Speed being the not greatly useful to Marines
==[[Engineer Brigade (HOI2)]]==
==Notes==
The [[Brigade Strategy Guide]] lists Engineer Brigades as useless. This guide is ment to be a little more expansive.
*'''Engineers''' are percieved poorly, mainly due to thier high manpower cost (2.5), also [[Toughness]] and [[Defensiveness]] do little in combat.
:An example being that four [[Infantry Division]]s with Engineers cost the same in manpower as five [[Infantry Division]]s. Five [[Infantry Division]]s are generally seen as much more useful.
[[Category:Units]]
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Engineer Brigade (HOI2)
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This artical refers to Engineer Brigades in Hearts of Iron 2 and not the expansions. [[Engineer Brigade]] information for the Expansions is here.
{| WIDTH=95%
|- VALIGN=top
|
Engineer Brigades help crossing rivers, making the process quicker and reducing disorganisation. The combat bonus is a +20 combat modifier for the engineering brigade.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_13.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Engineer || || || || || || || 3 || 5 ||
| width=20 | || 4 || 45 || 2 || 1 || 0.3 || || || || 0.5 || 1.0 || || || ||
|}
[[Category:Units]]
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Erwin Rommel
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Before being promoted to the rank of Major General in September, 1939, [http://en.wikipedia.org/wiki/Erwin_Rommel Erwin Rommel] was first an instructor and then commander of the War Academy in Wiener Neustadt. He is not in the game before 1939 because Major General is the lowest rank the game engine acknowledges.
[[Category:People]]
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Escort Carrier
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{{ARMA v1.2}}Escort (or light) carriers are a smaller brothers of the (fleet) [[carrier]]. They were introduced in Doomsday and allow a [[SAG]] to get better positioning rolls to fight a [[CTF]].
==Escort Carrier Statistics==
{| cellpadding=1
|- valign=bottom
! align=left | Model !! Year !! Air Attack !! Air Def. !! Sea Attack !! Sub Attack !! Sea Def !! Shore Bombard !! Distance !! Visi bility !! Surface Detect !! Sub Detect !! Air Detect !! Cost !! Build time !! Man power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range
|- align=center
| align=left | Early Light Carrier ||1936||6||2||0||6||6||0||0.36||80||8||5||5||3.0||350||1.0||18||1.10||1.00||2500
|- align=center
| align=left | Basic Light Carrier ||1939||7||5||1||8||7||0||0.38||80||10||6||6||3.5||400||2.0||22||1.30||1.00||3000
|- align=center
| align=left | Improved Light Carrier ||1941||9||7||2||10||9||1||0.40||80||10||7||6||4.0||420||2.0||28||1.50||1.00||3500
|- align=center
| align=left | Advanced Light Carrier ||1943||11||9||3||12||11||1||0.42||80||11||8||7||5.0||420||2.0||26||1.70||1.00||4000
|- align=center
| align=left | Semi–Modern Light Carrier ||1945||13||11||4||15||13||1||0.44||80||12||9||7||6.0||450||3.0||30||2.00||1.50||4000
|- align=center
| align=left | Modern Light Carrier ||1948||15||13||5||18||15||1||0.46||80||14||11||9||7.0||500||3.0||32||2.30||2.00||4000
|}
==Brigades allowed==
* None
==Notes==
* A light carrier is considered a capital ship.
* The base org and morale of an Early Light Carrier is 20, that of a Basic Light Carrier 25, all others have 30 org and morale.
* There is currently a bug, which allows a fleet with a CVL to instantly close range, regardless of weather, admirals, doctrines or fleet type. Use the Armageddon 1.3beta patch (or the final, once it's ready), the bug is fixed there.
[[Category:units]]
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Escort Fighter
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#redirect [[Escort Fighters]]
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Escort Fighters
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{| WIDTH=95%
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Escort Fighters are a Brigade in Doomsday and Armageddon.
[[Escort Fighters (HOI2)|Escort Fighters]] are a unit in the original HOI2.
| WIDTH=20 |
| ALIGN=right |
[[Image:Div_12.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Basic Escort Fighter || 0 || 3 || 1 || 1 || 0 || 0 || 0 || 1 || 1
| width=20 | || x || x || x || x || 0.3 || 0.5 || 400 || x || x
|- align=center
| align=left | Improved Escort Fighter || 4 || 4 || 1 || 1 || 1 || 0 || 0 || 1 || 1
| width=20 | || x || x || x || x || 0.3 || 0.6 || 500 || x || x
|- align=center
| align=left | Advanced Escort Fighter || x || x || x || x || x || x || x || x || x
| width=20 | || x || x || x || x || x || x || x || x || x
|}
[[Category:Units]]
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Escort Fighters (HOI2)
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{| WIDTH=95%
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=== [[Escort Fighters]] ===
Escort Fighters are long-range fighters, designed to escort bombers and keep enemy interceptors from the bombers. They are drilled in tactics to achieve this mission and receive a bonus when escorting bombers. In Air Superiority missions, they are less effective.
| WIDTH=20 |
| ALIGN=right |
[[Image:Div_12.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Basic Escort Fighter || 30 || 30 || 5 || 8 || 0 || 0 || 0 || 0 || 8 || 2 || 3
| width=20 | || 15 || 150 || 1 || 500 || 1 || 2 || 800 || || 0.5 || 1.0
|- align=center
| align=left | Improved Escort Fighter || 30 || 30 || 6 || 12 || 0 || 0 || 0 || 0 || 12 || 3 || 3
| width=20 | || 18 || 150 || 1 || 600 || 1.2 || 2 || 1000 || || 0.5 || 1.0
|- align=center
| align=left | Advanced Escort Fighter || 30 || 30 || 8 || 16 || 0 || 0 || 0 || 0 || 18 || 5 || 5
| width=20 | || 21 || 150 || 1 || 650 || 1.4 || 2 || 1300 || || 0.5 || 1.0
|}
<pre>
Hearts of Iron 2: Doomsday
A major change in HOI2:DD is that [[Escort fighters]] are brigade type units attached to bombers.
This results in better values for the bomber when intercepted by enemy planes, but also a lower range.
</pre>
[[Category:Units]]
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Estonia
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'''Estonia''' is an area and a [[micro power]] in 1936, 1938 and 1939 scenario. In other scenarios, Estonia can be created by nations controlling its territory.
==Overview==
For strategic guidance for playing Estonia, see [[Estonia Strategy]].
==Territory==
* '''Capital:''' [[Tallinn]]
==Military==
Estonia has 3 infantry divisions in 1936. All infantry are to 1918 standard.
==Tech Teams==
{| class=wikitable
! colspan=11 |
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|1200||T1200||Eesti Petro||4||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|1201||T1201||PON||3||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical efficiency.png|TEC]]
|-
|1202||T1202||Eduard Alfred Kubbo||3||1940||1970||[[Image:Individual courage.png|CRG]]||[[Image:Infantry focus.png|INF]]||[[Image:Small unit tactics.png|SMT]]
|-
|1203||T1203||Johann Laidoner||4||1930||1970||[[Image:Combined arms focus.png|CAF]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|1204||T1204||Ernst Opik||5||1930||1970||[[Image:Mathematics.png|MTH]]
|-
|1205||T2001||Tallinn Military Arsenal||4||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|1206||T3802||Paldiski Docks||3||1930||1970||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|1207||T1207||Voldemar Mere||3||1930||1970||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Small taskforce tactics.png|STF]]
|}
==Diplomacy==
Estonia is allied with [[Latvia]] and has a non-agression pact with [[Soviet Union]].
[[Category:Countries]]
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Estonia Strategy
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{{Country guides}}
==Overview==
Estonia is one of the hardest nations to play in Hearts of Iron 2. Estonia is generally in a great danger to be attacked and conquered by the Soviet Union. Soviets may declare war on Estonia if Estonia is in a war with any other state or if the Molotov-Ribbentrop pact will be concluded, they will usually attack Estonia in 1940. Estonia can't build an army that is able to resist Soviets, especially in the given few years. Diplomacy is its only chance.
Do not play as Estonia if:
* Soviet Union is human controlled, or
* you are new to this game.
Estonia is weak in all aspects of its society. The worst thing is its location, for it is placed alongside its historical enemies, both of which are superpowers, and all potential allies are located too far.
==Technology==
The Estonian industrial capacity is horrendous. For this reason you should first research machine tools and everything else that helps increase IC efficiency. Each of these tech upgrades will give a +5% IC increase and this gives the Estonian small economy a big boost. With more IC you can afford to research more advanced infantry units.
If you've got an ally to give you blueprints, first research the techs you have already have blueprints for.
Land doctrines are important too. It's a way to upgrade your army without having to use your valuable IC for it.
Do not even think of researching Armor & Artillery, Naval, Naval Doctrine, Aircraft, Air Doctrine and Secret Weapons. They require either lots of IC or time for realization, neither of which the small nation can afford.
==Politics==
Moving the economy slider towards Central Planning gives Estonia +25% IC after four moves. Being too democratic doesn't let you move the economy slider too far right, so it is recommended to move the first slider towards authoritarian until it's possible to move the economy slider more right.
Switching the Armaments Minister to Jüri Uluots gives the Estonian economy a 10% IC bonus. He is already available from 1936.
Intelligence is expensive. Don't use it.
You must produce enough Consumer Goods to keep the population happy. Dissent is very bad for you and declaring war to other nations will only make matters worse.
The best trading partners for Estonia are firstly the neighboring countries Latvia, Finland and Lithuania. Trading with potential allies such as Germany, UK or France is also a good idea, because it improves the relations between the countries. Those three usually become Estonia's main trade partners, because they have a great amount of resources and can afford the best deals.
Building factories may be more important than building an army. Factories cost 5 IC for 360 days, which can be modified by sliders to shorten the time but not the cost. If you want to achieve any success, you need to augment your IC by all costs. Building factories is better in the long perspective.
In order to be able to produce any troops, you will need to incorporate alternative measures to enhance your industrial capacity. Consider the conquering strategies mentioned below.
The smaller your armies are, the less military potential you have, and thus the better negotiator you need to be.
==Army==
You begin with three [[Infantry Division|infantry]] units in 1936. Unless you're expanding in territory, you will lack the IC to build a bigger army.
When you do achieve a considerable increase in industrial capacity, you will need to upgrade your divisions to make them any useful.
You may use the cheap and quickly built [[Militia Division|militia units]] for controlling territory and occupying empty provinces. They can also be used for combat, but they are far inferior to infantry units.
Filling your border with as much divisions as possible makes unfriendly nations afraid of you. The AI opponent simply counts the number of divisions at the border, without noticing how strong they actually are. A big pile of militiamen might deter the Soviet Union.
Armies containing both Infantry and Militia are the most effective. Infantry supplies the Soft Attack factors, and Militia supplies the extra organization.
Cavalry is basically just as tough as Infantry, but almost twice as fast. They are expensive and thus to be avoided with a low industrial capacity.
If you have survived the beginning of WWII, improved goodly your IC and have some time to relax, you may build some motorized or armored units. Remind that there are things more necessary.
Don't build naval or air units unless you're planning an invasion. In such a case, only produce transport ships and make sure you don't travel far with them.
==A left-wing coup d'état==
If Estonia is at war with Germany between January 1, 1944 and December 30, 1947 and the Soviet Union controls both Minsk and Lublin, a left-wing coup d'état may happen.
If the coup succeeds:
*Authoritarianism set to 10
*Political Left set to 10
*Change of government to Stalinist
*Dissent -1
If the coup is crushed:
*No effect
==Alliance and War Strategy==
Estonia has a lot of neighboring countries. With great effort you can battle
*the Latvians
*the Danes
*the Finns
*any of the three major factions (Allies, Axis, Comintern)
First, remember that unless you alter the historical chain of events, the Soviet Union will invade the Baltic States by June 1940.
[[File:Estonia's defeat.png|thumb|That's what usually happen if Estonia gets into war against Soviets alone]]
One way to defend against the attack is by building land forts, either in Voru and Tartu (Narva is naturally protected by a river) or Tallinn only (the only province with victory points). However, it is advised not to focus on fortresses. They give you no more than a few months and when all the Red Army marches to Estonia, you can't hold them back with forts. Above all, keep in mind that fighting the Soviets alone is a very bad idea.
Estonia can ally with Finland since the Soviet Union attacks them in 1939. Allying while Finland is at war will drag Estonia in the war against Soviets, where Estonia and Finland must hold out until March 1940, when the peace event fires. If you can't take control of the Finnish military, Finland is useless for you, because there is a sea between you and Finland. If you control their military, you must have Transports to take their divisions to Estonia to defend it from Soviet annexation.
[[File:Estonia taking Riga.png|thumb|When Latvian units are guarding the Soviet border, march into undefended Riga.]]
You may simply leave the alliance with Latvia and annex their territory by taking the unprotected capital. Once you have it, you can annex the country. This gives you a little bit more of everything, helping you establish a defensive line against the Soviets.
You can also avoid annexation by acquiring remote provinces with victory points. The easier and more effective way is to buy one from France.
The alternative is to annex a remote country. Denmark is a nice nation to be annexed if you are allied to Germany. You need to build some transport ships for that. Declare war on Denmark and let Germany occupy Kolding and push Danes out of Copenhagen. Then make beachheads to Copenhagen and Århus to claim them for yourself. Once Denmark is annexed, the Soviets can't annex you without conquering the Danish territories as well, but their transport ships are too far away to reach Copenhagen.
Estonia can defeat Finland with 5 divisions and transport ships. First take undefended Turku. Once the AI moves troops out of Viipuri, take it. Then you can take Helsinki. Finally take undefended Vaasa by an amphibious assault and victory is yours.
You can fight Germany after having survived the Comintern. Once Germany begins its downfall, invade it to receive extra provinces. This strategy may be more effective if you're allied to a major alliance.
You can try to invade Great Britain, although you can't annex the UK. You should first build many submarines. Southern and Eastern provinces of the British Island are the natural choices for an amphibious landing. The best province depends on the province's garrison as well as its adjacent provinces' troops. If the province is lightly defended but an adjacent province has a very large army, you should think twice since that large army may obliterate your landing troops. The AI defends the Great Britain very badly, and about 20 divisions will be enough to take Britain.
[[Category:National Strategy]]
85983fd931c18de02b260b7d07845131eeefbcf2
Ethiopia
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Meneth
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wikitext
text/x-wiki
{{Country guides}}
Surviving the Italian onslaught.
==Are you seriously playing Ethiopia?==
Well, here are some tips:
# Make some [[Militia| militias]] and armored cars; they're the only things you can bother making. But don't make too many! You'll need the IC so you can...
# Oversupply your attacking forces as much as you can without exceeding TC or running out of supplies.
# Research 1936 infantry. You won't be making infantry divisions, but upgrading the Imperial Bodyguard is useful.
# Research Human Wave land doctrine.
# War Hawks and Standing Army are nice as far as sliders go.
# Surround and eliminate Italian forces whenever the opportunity arises.
# Outnumber the Italians in every battle, especially when attacking.
# Reinforce the Imperial Bodyguard and use them for offense whenever you can. Its attack-to-defense ratio is far higher than that of militia divisions.
==Step 1: Pull back==
Start off by pulling your forces into a better defensive position. Just don't retreat too far..."too far" being when you have less than two provinces. If the Italians surround your capital, you're screwed.
==Step 2: Counterattack South==
While holding onto the northern border, push south. With any luck you'll surround and destroy the Italians in Somalia.
As soon as you take a coastline province, start trading supplies for whatever raw material you need with the Brits. For some reason they cancel trade deals if you don't have a coast province. I'm not sure if this varies between game versions or mods or what.
Occupying these provinces will kill your TC, so liberate the nation Somalia as soon as you've removed all Italian territory. Somalia will have absolutely no resources or manpower or IC or anything. The only drawback to liberation is that you lose sea access, and by extension, British trade. But hey, it was nice while it lasted.
==TO BE CONTINUED==
At this point they're still on your north end. Fortunately the only resource up there is one manpower point in Dese. Whoopty-doo.
Should you try a northern offensive? Should you just hold on and hope Italy gets wrapped up in other business? I don't know yet.
Good luck!
--[[User:ZBrisk|ZBrisk]] 11:56, 13 May 2008 (CEST)
[[Category:National Strategy]]
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Europe
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1 revision imported: Import from HoI2 Wiki
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{{needwiki}}
{|
|Country
|
|Required Provinces
|
|
|Extra Provinces
|
|----
|Tag
|Name
|Id
|Name
|Capital
|Id
|name
|----
|ALB
|Albania
|390
|Tirana
|C
|415
|Pristina
|----
|
|
|391
|Vlorë
|
|
|
|----
|ARM
|Armenia
|1856
|Yerevan
|C
|1851
|Kars
|----
|
|
|
|
|
|1858
|Kirovabad
|----
|AUS
|Austria
|373
|Lech
|
|
|
|----
|
|
|377
|Innsbruck
|
|
|
|----
|
|
|460
|Graz
|
|
|
|----
|
|
|461
|Klagenfurt
|
|
|
|----
|
|
|462
|Salzburg
|
|
|
|----
|
|
|463
|Vienna
|C
|
|
|----
|
|
|464
|Hollabrunn
|
|
|
|----
|
|
|465
|Linz
|
|
|
|----
|AZB
|Azerbaijan
|1907
|Baku
|C
|1859
|Tabriz
|----
|
|
|
|
|
|1858
|Kirovabad
|----
|
|
|
|
|
|1857
|Makhachkala
|----
|BEL
|Belgium
|45
|Ghent
|
|1095
|Banana
|----
|
|
|50
|Antwerp
|
|1142
|Léopoldville
|----
|
|
|51
|Brussels
|C
|1071
|Stanleyville
|----
|
|
|52
|Mons
|
|1072
|Buta
|----
|
|
|65
|Namur
|
|1073
|Costermanville
|----
|
|
|68
|Liège
|
|1074
|Coquihatville
|----
|
|
|69
|Bastogne
|
|1143
|Kindu-Port-Empain
|----
|
|
|70
|Arlon
|
|1144
|Albertville
|----
|
|
|
|
|
|1127
|Élisabethville
|----
|
|
|
|
|
|1098
|Luluabourg
|----
|BLR
|Byelorussia
|212
|Minsk
|C
|273
|Gomel
|----
|
|
|221
|Bobraisk
|
|274
|Rogachev
|----
|
|
|225
|Mozyr
|
|209
|Grodno
|----
|
|
|218
|Orsha
|
|211
|Lida
|----
|
|
|220
|Mogilev
|
|213
|Molodeczno
|----
|
|
|272
|Zhlobin
|
|214
|Swieciany
|----
|
|
|
|
|
|210
|Baranowicze
|----
|
|
|
|
|
|222
|Luniniec
|----
|
|
|
|
|
|503
|Pinsk
|----
|
|
|
|
|
|504
|Brest Litovsk
|----
|
|
|
|
|
|507
|Slonim
|----
|BOS
|Bosnia
|385
|Zenica
|
|387
|Mostar
|----
|
|
|386
|Sarajevo
|C
|
|
|----
|BUL
|Bulgaria
|419
|Vraca
|
|423
|Constanta
|----
|
|
|420
|Pleven
|
|413
|Skopje
|----
|
|
|422
|Varna
|
|414
|Stip
|----
|
|
|421
|Plovdiv
|
|412
|Edessa
|----
|
|
|417
|Sofia
|C
|411
|Salonika
|----
|
|
|416
|Gorna Dzhumaya
|
|410
|Kavala
|----
|CRO
|Croatia
|382
|Zagreb
|C
|381
|Rijeka
|----
|
|
|383
|Banja Luka
|
|384
|Split
|----
|
|
|
|
|
|387
|Mostar
|----
|
|
|
|
|
|388
|Dubrovnik
|----
|CYP
|Cyprus
|444
|Cyprus
|C
|
|
|----
|CZE
|Czechoslovakia
|470
|Pilsen
|
|471
|Ústí
|----
|
|
|469
|Prague
|C
|472
|Liberec
|----
|
|
|468
|Kutna Hora
|
|466
|Strakonice
|----
|
|
|
|
|
|467
|Tábor
|----
|
|
|
|
|
|474
|Ostrava
|----
|
|
|
|
|
|475
|Brno
|----
|
|
|
|
|
|478
|Zilina
|----
|
|
|
|
|
|477
|Banská Bystrica
|----
|
|
|
|
|
|490
|Kosice
|----
|
|
|
|
|
|499
|Presov
|----
|
|
|
|
|
|476
|Bratislava
|----
|DDR
|DDR
|298
|Magdeburg
|
|80
|Wilhelmshafen
|----
|
|
|299
|Potsdam
|
|81
|Münster
|----
|
|
|300
|Berlin
|C
|82
|Kassel
|----
|
|
|301
|Stralsund
|
|83
|Schweinfurt
|----
|
|
|296
|Rostock
|
|84
|Erfurt
|----
|
|
|297
|Wolfsburg
|
|85
|Göttingen
|----
|
|
|310
|Leipzig
|
|86
|Hannover
|----
|
|
|309
|Cottbus
|
|87
|Bremen
|----
|
|
|311
|Dresden
|
|88
|Hamburg
|----
|
|
|
|
|
|89
|Lübeck
|----
|
|
|
|
|
|90
|Kiel
|----
|
|
|
|
|
|312
|Nuremberg
|----
|
|
|
|
|
|313
|Frankfurt-am-Main
|----
|
|
|
|
|
|314
|Stuttgart
|----
|
|
|
|
|
|315
|Freiburg
|----
|
|
|
|
|
|375
|Regensburg
|----
|
|
|
|
|
|376
|Munich
|----
|
|
|
|
|
|374
|Friedrichshafen
|----
|
|
|
|
|
|76
|Dortmund
|----
|
|
|
|
|
|67
|Essen
|----
|
|
|
|
|
|75
|Cologne
|----
|
|
|
|
|
|74
|Saarbrücken
|----
|
|
|
|
|
|66
|Aachen
|----
|DEN
|Denmark
|92
|Århus
|
|91
|Kolding
|----
|
|
|292
|Aalborg
|
|295
|Bornholm
|----
|
|
|293
|Odense
|
|800
|Greenland
|----
|
|
|294
|Copenhagen
|C
|
|
|----
|DFR
|FRG
|80
|Wilhelmshafen
|
|298
|Magdeburg
|----
|
|
|81
|Münster
|
|299
|Potsdam
|----
|
|
|82
|Kassel
|
|300
|Berlin
|----
|
|
|83
|Schweinfurt
|
|301
|Stralsund
|----
|
|
|84
|Erfurt
|
|296
|Rostock
|----
|
|
|85
|Göttingen
|
|297
|Wolfsburg
|----
|
|
|86
|Hannover
|
|310
|Leipzig
|----
|
|
|87
|Bremen
|
|309
|Cottbus
|----
|
|
|88
|Hamburg
|
|311
|Dresden
|----
|
|
|89
|Lübeck
|
|
|
|----
|
|
|90
|Kiel
|
|
|
|----
|
|
|312
|Nuremberg
|
|
|
|----
|
|
|313
|Frankfurt-am-Main
|
|
|
|----
|
|
|314
|Stuttgart
|
|
|
|----
|
|
|315
|Freiburg
|
|
|
|----
|
|
|375
|Regensburg
|
|
|
|----
|
|
|376
|Munich
|
|
|
|----
|
|
|374
|Friedrichshafen
|
|
|
|----
|
|
|76
|Dortmund
|
|
|
|----
|
|
|67
|Essen
|
|
|
|----
|
|
|75
|Cologne
|C
|
|
|----
|
|
|74
|Saarbrücken
|
|
|
|----
|
|
|66
|Aachen
|
|
|
|----
|ENG
|United Kingdom
|11
|Sunderland
|
|3
|Stornoway
|----
|
|
|12
|Blackpool
|
|5
|Scapa Flow
|----
|
|
|13
|Sheffield
|
|6
|Inverness
|----
|
|
|14
|Liverpool
|
|7
|Aberdeen
|----
|
|
|15
|Cardiff
|
|8
|Dunfermline
|----
|
|
|16
|Birmingham
|
|9
|Glasgow
|----
|
|
|17
|Norwich
|
|10
|Edinburgh
|----
|
|
|19
|London
|C
|
|
|----
|
|
|20
|Dover
|
|
|
|----
|
|
|21
|Portsmouth
|
|
|
|----
|
|
|22
|Bristol
|
|
|
|----
|
|
|23
|Plymouth
|
|
|
|----
|EST
|Estonia
|193
|Narva
|
|198
|Gulbene
|----
|
|
|194
|Tallinn
|C
|
|
|----
|
|
|195
|Tartu
|
|
|
|----
|
|
|196
|Pärnu
|
|
|
|----
|
|
|199
|Voru
|
|
|
|----
|EUS
|Euskadi
|331
|Bilbao
|C
|330
|Saragossa
|----
|
|
|
|
|
|326
|Dax
|----
|FIN
|Finland
|103
|Åland
|
|145
|Viipuri
|----
|
|
|141
|Turku
|
|146
|Sortavala
|----
|
|
|142
|Helsinki
|C
|152
|Petrozavodsk
|----
|
|
|140
|Pori
|
|
|
|----
|
|
|143
|Tampere
|
|
|
|----
|
|
|138
|Vaasa
|
|
|
|----
|
|
|139
|Seinäjoki
|
|
|
|----
|
|
|137
|Oulu
|
|
|
|----
|
|
|131
|Tornio
|
|
|
|----
|
|
|130
|Rovaniemi
|
|
|
|----
|
|
|132
|Petsamo
|
|
|
|----
|
|
|136
|Kajaani
|
|
|
|----
|
|
|148
|Kuopio
|
|
|
|----
|
|
|147
|Jyväskylä
|
|
|
|----
|
|
|144
|Mikkeli
|
|
|
|----
|
|
|149
|Joensuu
|
|
|
|----
|FLA
|Flanders
|45
|Ghent
|
|49
|Eindhoven
|----
|
|
|50
|Antwerp
|
|46
|Rotterdam
|----
|
|
|51
|Brussels
|C
|44
|Lille
|----
|
|
|
|
|
|43
|Dunkerque
|----
|
|
|
|
|
|18
|Calais
|----
|FRA
|France
|529
|Besançon
|
|316
|Mulhouse
|----
|
|
|365
|Toulon
|
|73
|Strasbourg
|----
|
|
|364
|Marseille
|
|72
|Metz
|----
|
|
|363
|Nîmes
|
|53
|Valenciennes
|----
|
|
|362
|Montpellier
|
|44
|Lille
|----
|
|
|358
|Perpignan
|
|43
|Dunkerque
|----
|
|
|328
|Pau
|
|18
|Calais
|----
|
|
|327
|Auch
|
|366
|Nice
|----
|
|
|326
|Dax
|
|527
|Grenoble
|----
|
|
|325
|Bordeaux
|
|367
|Corsica
|----
|
|
|324
|Bergerac
|
|
|
|----
|
|
|359
|Toulouse
|
|
|
|----
|
|
|361
|Saint-Etienne
|
|
|
|----
|
|
|322
|Limoges
|
|
|
|----
|
|
|323
|La Rochelle
|
|
|
|----
|
|
|59
|Cholet
|
|
|
|----
|
|
|60
|Tours
|
|
|
|----
|
|
|61
|Bourges
|
|
|
|----
|
|
|62
|Auxerre
|
|
|
|----
|
|
|63
|Troyes
|
|
|
|----
|
|
|318
|Dijon
|
|
|
|----
|
|
|317
|Chaumont
|
|
|
|----
|
|
|64
|Reims
|
|
|
|----
|
|
|54
|Amiens
|
|
|
|----
|
|
|42
|Dieppe
|
|----
|
|
|55
|Compiègne
|
|----
|
|
|41
|Le Havre
|
|----
|
|
|56
|Paris
|C
|----
|
|
|57
|Orléans
|
|----
|
|
|58
|Le Mans
|
|----
|
|
|32
|Brest
|
|----
|
|
|33
|Rennes
|
|----
|
|
|34
|Lorient
|
|----
|
|
|35
|Nantes
|
|----
|
|
|36
|Angers
|
|----
|
|
|37
|Avranches
|
|----
|
|
|38
|Cherbourg
|
|----
|
|
|39
|Caen
|
|----
|
|
|40
|Argentan
|
|----
|
|
|320
|Vichy
|
|----
|
|
|321
|Châteauroux
|
|
|
|----
|
|
|528
|Lyon
|
|
|
|----
|
|
|319
|Chalon-sur-Saône
|
|
|
|----
|
|
|360
|Clermont-Ferrand
|
|
|
|----
|GEO
|Georgia
|1848
|Batum
|
|1845
|Tuapse
|----
|
|
|1850
|Tblisi
|C
|1844
|Maikop
|----
|
|
|
|
|
|1849
|Nalchik
|----
|GER
|Germany
|66
|Aachen
|
|473
|Breslau
|----
|
|
|67
|Essen
|
|482
|Oppeln
|----
|
|
|74
|Saarbrücken
|
|308
|Küstrin
|----
|
|
|75
|Cologne
|
|302
|Stettin
|----
|
|
|76
|Dortmund
|
|304
|Elbing
|----
|
|
|80
|Wilhelmshafen
|
|510
|Königsberg
|----
|
|
|81
|Münster
|
|72
|Metz
|----
|
|
|82
|Kassel
|
|73
|Strasbourg
|----
|
|
|83
|Schweinfurt
|
|316
|Mulhouse
|----
|
|
|84
|Erfurt
|
|71
|Luxembourg
|----
|
|
|85
|Göttingen
|
|
|
|----
|
|
|86
|Hannover
|
|
|
|----
|
|
|87
|Bremen
|
|
|
|----
|
|
|88
|Hamburg
|
|
|
|----
|
|
|89
|Lübeck
|
|
|
|----
|
|
|90
|Kiel
|
|
|
|----
|
|
|296
|Rostock
|
|
|
|----
|
|
|297
|Wolfsburg
|
|
|
|----
|
|
|298
|Magdeburg
|
|
|
|----
|
|
|299
|Potsdam
|
|
|
|----
|
|
|300
|Berlin
|C
|
|
|----
|
|
|301
|Stralsund
|
|
|
|----
|
|
|302
|Stettin
|
|
|
|----
|
|
|309
|Cottbus
|
|
|
|----
|
|
|310
|Leipzig
|
|
|
|----
|
|
|311
|Dresden
|
|
|
|----
|
|
|312
|Nuremberg
|
|
|
|----
|
|
|313
|Frankfurt-am-Main
|
|
|
|----
|
|
|314
|Stuttgart
|
|
|
|----
|
|
|315
|Freiburg
|
|
|
|----
|
|
|374
|Friedrichshafen
|
|
|
|----
|
|
|375
|Regensburg
|
|
|
|----
|
|
|376
|Munich
|
|
|
|----
|GRE
|Greece
|394
|Patras
|
|396
|Crete
|----
|
|
|395
|Corinthe
|
|402
|Agrinio
|----
|
|
|401
|Athens
|C
|403
|Larisa
|----
|
|
|
|
|
|393
|Kefalonia
|----
|
|
|
|
|
|410
|Kavala
|----
|
|
|
|
|
|411
|Salonika
|----
|
|
|
|
|
|412
|Edessa
|----
|
|
|
|
|
|392
|Ioannina
|----
|
|
|
|
|
|400
|The Cyclades
|----
|
|
|
|
|
|405
|The Dardanelles
|----
|
|
|
|
|
|398
|Dodecanese
|----
|
|
|
|
|
|399
|Rhodes
|----
|
|
|
|
|
|413
|Skopje
|----
|
|
|
|
|
|444
|Cyprus
|----
|HOL
|Netherlands
|47
|Amsterdam
|C
|46
|Rotterdam
|----
|
|
|48
|Utrecht
|
|49
|Eindhoven
|----
|
|
|77
|Arnhem
|
|801
|Curacao
|----
|
|
|78
|Leeuwarden
|
|
|
|----
|
|
|79
|Groningen
|
|
|
|----
|HUN
|Hungary
|456
|Pecs
|
|427
|Sibiu
|----
|
|
|457
|Budapest
|C
|428
|Cluj-Napoca
|----
|
|
|458
|Györ
|
|429
|Bacau
|----
|
|
|491
|Miskolc
|
|430
|Brasov
|----
|
|
|492
|Szeged
|
|496
|Arad
|----
|
|
|497
|Debrecen
|
|498
|Satu Mare
|----
|
|
|
|
|
|499
|Presov
|----
|ICL
|Iceland
|1
|Reykjavik
|C
|
|
|----
|
|
|2
|Höfn
|
|
|
|----
|IRE
|Ireland
|27
|Letterkenny
|
|29
|Portadown
|----
|
|
|26
|Sligo
|
|28
|Belfast
|----
|
|
|25
|Galway
|
|
|
|----
|
|
|24
|Cork
|
|
|
|----
|
|
|30
|Dublin
|C
|
|
|----
|ITA
|Italy
|525
|Palermo
|
|371
|Trento
|----
|
|
|526
|Catania
|
|
|
|----
|
|
|524
|Reggio di Calabria
|
|
|
|----
|
|
|523
|Taranto
|
|
|
|----
|
|
|522
|Potenza
|
|
|
|----
|
|
|521
|Naples
|
|
|
|----
|
|
|520
|Foggia
|
|
|
|----
|
|
|519
|Anzio
|----
|
|
|518
|Cassino
|----
|
|
|517
|Pescara
|----
|
|
|516
|Perugia
|----
|
|
|515
|Rome
|----
|
|
|513
|Florence
|----
|
|
|514
|Rimini
|----
|
|
|512
|Bologna
|----
|
|
|379
|Ferrara
|----
|
|
|369
|La Spezia
|----
|
|
|368
|Genoa
|----
|
|
|531
|Turin
|----
|
|
|370
|Milan
|----
|
|
|378
|Venice
|----
|
|
|534
|Sardinia
|----
|LAT
|Latvia
|203
|Jekapils
|
|214
|Swieciany
|----
|
|
|204
|Jelgava
|
|
|
|----
|
|
|205
|Mazirbe
|
|
|
|----
|
|
|197
|Riga
|C
|
|
|----
|
|
|202
|Dagaupulis
|
|
|
|----
|LIT
|Lithuania
|207
|Kaunas
|
|209
|Grodno
|----
|
|
|208
|Wilno
|C
|206
|Memel
|----
|
|
|511
|Alytus
|
|
|
|----
|
|
|577
|Siauliau
|
|
|
|----
|LUX
|Luxemburg
|71
|Luxembourg
|C
|70
|Arlon
|----
|
|
|
|
|
|69
|Bastogne
|----
|MTN
|Montenegro
|389
|Podgorica
|C
|
|
|----
|NOR
|Norway
|107
|Oslo
|C
|
|
|----
|
|
|108
|Kristiansand
|
|
|
|----
|
|
|109
|Stavanger
|
|
|
|----
|
|
|110
|Bergen
|
|
|
|----
|
|
|111
|Hamar
|
|
|
|----
|
|
|116
|Röros
|
|
|
|----
|
|
|117
|Ålesund
|
|
|
|----
|
|
|118
|Trondheim
|
|
|
|----
|
|
|124
|Mo i Rana
|
|
|
|----
|
|
|125
|Narvik
|
|
|
|----
|
|
|128
|Hammerfest
|
|
|
|----
|
|
|129
|Vardö
|
|
|
|----
|POL
|Poland
|485
|Warsaw
|C
|303
|Danzig
|----
|
|
|484
|Radom
|
|302
|Stettin
|----
|
|
|480
|Kielce
|
|308
|Küstrin
|----
|
|
|487
|Lublin
|
|473
|Breslau
|----
|
|
|488
|Zamosc
|
|482
|Oppeln
|----
|
|
|489
|Przemysl
|
|306
|Bydgoszcz
|----
|
|
|
|
|
|307
|Poznan
|----
|
|
|
|
|
|483
|Lodz
|----
|
|
|
|
|
|481
|Czestochowa
|----
|
|
|
|
|
|480
|Kielce
|----
|
|
|
|
|
|479
|Cracow
|----
|
|
|
|
|
|305
|Torun
|----
|
|
|
|
|
|304
|Elbing
|----
|
|
|
|
|
|486
|Lomza
|----
|POR
|Portugal
|335
|Oporto
|
|
|
|----
|
|
|336
|Lissabon
|C
|
|
|----
|
|
|337
|Guarda
|
|
|
|----
|
|
|344
|Evora
|
|
|
|----
|
|
|345
|Faro
|
|
|
|----
|ROM
|Romania
|423
|Constanta
|
|230
|Beltsy
|----
|
|
|424
|Bucharest
|C
|434
|Chisinev
|----
|
|
|425
|Pitesti
|
|428
|Cluj-Napoca
|----
|
|
|431
|Ploesti
|
|498
|Satu Mare
|----
|
|
|426
|Craiova
|
|423
|Constanta
|----
|
|
|495
|Timisoara
|
|
|
|----
|
|
|496
|Arad
|
|
|
|----
|
|
|427
|Sibiu
|
|
|
|----
|
|
|429
|Bacau
|
|
|
|----
|
|
|430
|Brasov
|
|
|
|----
|
|
|432
|Braila
|
|
|
|----
|
|
|436
|Tulcea
|
|
|
|----
|
|
|433
|Iasi
|
|
|
|----
|
|
|435
|Ismail
|
|
|
|----
|RSI
|Italian Social Republic
|370
|Milan
|C
|371
|Trento
|----
|
|
|
|
|
|378
|Venice
|----
|
|
|
|
|
|379
|Ferrara
|----
|
|
|
|
|
|512
|Bologna
|----
|
|
|
|
|
|513
|Florence
|----
|
|
|
|
|
|514
|Rimini
|----
|
|
|
|
|
|515
|Rome
|C
|----
|
|
|
|
|
|516
|Perugia
|----
|
|
|
|
|
|517
|Pescara
|----
|
|
|
|
|
|531
|Turin
|----
|
|
|
|
|
|368
|Genoa
|----
|
|
|
|
|
|369
|La Spezia
|----
|
|
|
|
|
|518
|Cassino
|----
|
|
|
|
|
|519
|Anzio
|----
|
|
|
|
|
|520
|Foggia
|----
|
|
|
|
|
|521
|Naples
|----
|
|
|
|
|
|522
|Potenza
|----
|
|
|
|
|
|523
|Taranto
|----
|
|
|
|
|
|524
|Reggio di Calabria
|----
|
|
|
|
|
|525
|Palermo
|----
|
|
|
|
|
|526
|Catania
|----
|
|
|
|
|
|534
|Sardinia
|----
|RUS
|Russia
|187
|Leningrad
|C
|1771
|Mezen
|----
|
|
|175
|Moscow
|
|1840
|Kotlas
|----
|
|
|163
|Stalingrad
|
|1841
|Velikij Ustyug
|----
|
|
|219
|Smolensk
|
|165
|Konosha
|----
|
|
|1832
|Saratov
|
|153
|Molotovsk
|----
|
|
|200
|Pskov
|
|151
|Segezha
|----
|
|
|133
|Murmansk
|
|152
|Petrozavodsk
|----
|
|
|154
|Archangelsk
|
|150
|Kem
|----
|
|
|283
|Voronezh
|
|135
|Kandalaksja
|----
|
|
|282
|Orel
|
|134
|Kola
|----
|
|
|178
|Yaroslavl
|
|1838
|Astrakhan
|----
|
|
|189
|Novgorod
|
|1847
|Grozny
|----
|
|
|278
|Tula
|
|1846
|Voroshilovsk
|----
|
|
|243
|Kursk
|
|1843
|Armavil
|----
|
|
|
|
|
|255
|Novorossisk
|----
|
|
|
|
|
|256
|Krasnodar
|----
|
|
|
|
|
|257
|Tikhoretsk
|----
|
|
|
|
|
|270
|Salsk
|----
|
|
|
|
|
|1842
|Bashanta
|----
|
|
|
|
|
|1837
|Elista
|----
|
|
|
|
|
|271
|Kotelnikovo
|----
|
|
|
|
|
|164
|Cherny Yar
|----
|
|
|
|
|
|1833
|Enotaevka
|----
|
|
|
|
|
|1834
|Krasnya Sloboda
|----
|
|
|
|
|
|1836
|Elton
|----
|
|
|
|
|
|1839
|Novouzensk
|----
|
|
|
|
|
|1835
|Nikolayevsk
|----
|
|
|
|
|
|1829
|Engels
|----
|
|
|
|
|
|1831
|Nikolayevka
|----
|
|
|
|
|
|1830
|Syzran
|----
|
|
|
|
|
|1777
|Saransk
|----
|
|
|
|
|
|1778
|Ulyanovsk
|----
|
|
|
|
|
|1776
|Cheboksary
|----
|
|
|
|
|
|1775
|Yoskar Ola
|----
|
|
|
|
|
|1780
|Kazan
|----
|
|
|
|
|
|1781
|Melekess
|----
|
|
|
|
|
|1783
|Kirov
|----
|
|
|
|
|
|1774
|Kotelnich
|----
|
|
|
|
|
|162
|Kalach
|----
|
|
|
|
|
|161
|Surovikino
|----
|
|
|
|
|
|160
|Frolovo
|----
|
|
|
|
|
|159
|Kamyshin
|----
|
|
|
|
|
|157
|Uryupinsk
|----
|
|
|
|
|
|156
|Balashov
|----
|
|
|
|
|
|158
|Kuznetsk
|----
|
|
|
|
|
|155
|Penza
|----
|
|
|
|
|
|169
|Arzamas
|----
|
|
|
|
|
|168
|Gorkij
|----
|
|
|
|
|
|167
|Ivanovo
|----
|
|
|
|
|
|179
|Murom
|----
|
|
|
|
|
|180
|Vladimir
|----
|
|
|
|
|
|166
|Kostroma
|----
|
|
|
|
|
|177
|Danilov
|----
|
|
|
|
|
|170
|Totma
|----
|
|
|
|
|
|171
|Volodga
|----
|
|
|
|
|
|172
|Cherepovets
|----
|
|
|
|
|
|173
|Bezhetsk
|----
|
|
|
|
|
|174
|Kalinin
|----
|
|
|
|
|
|176
|Rybinsk
|----
|
|
|
|
|
|181
|Kaluga
|----
|
|
|
|
|
|182
|Mozhaisk
|----
|
|
|
|
|
|183
|Vytegra
|----
|
|
|
|
|
|184
|Tikhvin
|----
|
|
|
|
|
|190
|Staraya Russa
|----
|
|
|
|
|
|191
|Porkhov
|----
|
|
|
|
|
|185
|Volkhov
|----
|
|
|
|
|
|186
|Luga
|----
|
|
|
|
|
|188
|Kingisepp
|----
|
|
|
|
|
|192
|Gdov
|----
|
|
|
|
|
|201
|Opochka
|----
|
|
|
|
|
|275
|Roslavl
|----
|
|
|
|
|
|276
|Klintsy
|----
|
|
|
|
|
|277
|Bryansk
|----
|
|
|
|
|
|279
|Ryazan
|----
|
|
|
|
|
|280
|Tambov
|----
|
|
|
|
|
|281
|Lipetsk
|----
|
|
|
|
|
|284
|Borisglebsk
|----
|
|
|
|
|
|258
|Rostov
|----
|
|
|
|
|
|259
|Kamensk-Shakhtinski
|----
|
|
|
|
|
|262
|Ostrogozhsk
|----
|
|
|
|
|
|261
|Rossosh
|----
|
|
|
|
|
|269
|Konstatinovsk
|----
|
|
|
|
|
|268
|Morozovsk
|----
|
|
|
|
|
|267
|Bokovskaya
|----
|
|
|
|
|
|266
|Kashary
|----
|
|
|
|
|
|265
|Boguchar
|----
|
|
|
|
|
|264
|Pavlovsk
|----
|
|
|
|
|
|263
|Svoboda
|----
|
|
|
|
|
|94
|Noginsk
|----
|
|
|
|
|
|215
|Novorzhev
|----
|
|
|
|
|
|216
|Nevel
|----
|
|
|
|
|
|217
|Vitebsk
|----
|
|
|
|
|
|285
|Vyazma
|----
|
|
|
|
|
|286
|Toropets
|----
|
|
|
|
|
|287
|Velikiye Luki
|----
|
|
|
|
|
|288
|Rzhev
|----
|
|
|
|
|
|289
|Demyansk
|----
|
|
|
|
|
|1874
|Polotsk
|----
|
|
|
|
|
|1531
|Norilsk
|----
|
|
|
|
|
|1532
|Tura
|----
|
|
|
|
|
|1533
|Igarka
|----
|
|
|
|
|
|1534
|Poloi
|----
|
|
|
|
|
|1535
|Angutikha
|----
|
|
|
|
|
|1536
|Turukhansk
|----
|
|
|
|
|
|1537
|Baikit
|----
|
|
|
|
|
|1538
|Severo-Yenisejsk
|----
|
|
|
|
|
|1539
|Yenisejsk
|----
|
|
|
|
|
|1540
|Kolpachevo
|----
|
|
|
|
|
|1543
|Kargasok
|----
|
|
|
|
|
|1544
|Tomsk
|----
|
|
|
|
|
|1545
|Asino
|----
|
|
|
|
|
|1546
|Kemerovo
|----
|
|
|
|
|
|1547
|Barnaul
|----
|
|
|
|
|
|1549
|Rubcovsk
|----
|
|
|
|
|
|1558
|Ojrot-Tura
|----
|
|
|
|
|
|1559
|Abakan
|----
|
|
|
|
|
|1560
|Krasnoyarsk
|----
|
|
|
|
|
|1561
|Achinsk
|----
|
|
|
|
|
|1412
|Bodaibo
|----
|
|
|
|
|
|1413
|Kachug
|----
|
|
|
|
|
|1414
|Ust-Kut
|----
|
|
|
|
|
|1415
|Taishet
|----
|
|
|
|
|
|1416
|Irkutsk
|----
|
|
|
|
|
|1417
|Shushenskoye
|----
|
|
|
|
|
|1520
|Ulan-Ude
|----
|
|
|
|
|
|1522
|Mogocha
|----
|
|
|
|
|
|1521
|Barguzin
|----
|
|
|
|
|
|1383
|Borzya
|----
|
|
|
|
|
|1384
|Chita
|----
|
|
|
|
|
|1156
|Dudinka
|----
|
|
|
|
|
|1157
|Khatanga
|----
|
|
|
|
|
|1158
|Saskylakh
|----
|
|
|
|
|
|1159
|Srednekolymsk
|----
|
|
|
|
|
|1160
|Zhigansk
|----
|
|
|
|
|
|1161
|Nyurba
|----
|
|
|
|
|
|1162
|Erbogachen
|----
|
|
|
|
|
|1163
|Yakutsk
|----
|
|
|
|
|
|1562
|Kezhma
|----
|
|
|
|
|
|1563
|Vanavara
|----
|
|
|
|
|
|1409
|Maya
|----
|
|
|
|
|
|1410
|Aldan
|----
|
|
|
|
|
|1411
|Olekminsk
|----
|
|
|
|
|
|1594
|Tobolsk
|----
|
|
|
|
|
|1523
|Tynda
|----
|
|
|
|
|
|1164
|Khandyga
|----
|
|
|
|
|
|1165
|Verkhoyansk
|----
|
|
|
|
|
|1155
|Tazov
|----
|
|
|
|
|
|1541
|Nizhnevartovsk
|----
|
|
|
|
|
|1542
|Aleksandrovskoye
|----
|
|
|
|
|
|1548
|Novosibirsk
|----
|
|
|
|
|
|1552
|Omsk
|----
|
|
|
|
|
|1593
|Tyumen
|----
|
|
|
|
|
|1596
|Surgut
|----
|
|
|
|
|
|1598
|Tarko-Sale
|----
|SCH
|Switzerland
|532
|Bern
|C
|
|
|----
|
|
|530
|Geneva
|
|
|
|----
|
|
|533
|Zürich
|
|
|
|----
|
|
|372
|Chur
|
|
|
|----
|SCA
|Scandinavia
|112
|Ludvika
|
|91
|Kolding
|----
|
|
|126
|Kiruna
|
|295
|Bornholm
|----
|
|
|127
|Luleå
|
|800
|Greenland
|----
|
|
|123
|Gällivare
|
|1
|Reykjavik
|----
|
|
|122
|Umeå
|
|2
|Höfn
|----
|
|
|121
|Vilhelmina
|
|
|
|----
|
|
|120
|Sundsvall
|
|
|
|----
|
|
|119
|Östersund
|
|
|
|----
|
|
|115
|Sveg
|
|
|
|----
|
|
|113
|Falun
|
|
|
|----
|
|
|114
|Gävle
|
|
|
|----
|
|
|106
|Åmål
|
|
|
|----
|
|
|105
|Karlstad
|
|
|
|----
|
|
|104
|Västerås
|
|----
|
|
|102
|Uppsala
|
|----
|
|
|101
|Stockholm
|C
|----
|
|
|100
|Norrköping
|
|----
|
|
|99
|Skövde
|
|----
|
|
|98
|Göteborg
|
|----
|
|
|97
|Jönköping
|
|----
|
|
|93
|Malmö
|
|----
|
|
|95
|Karlskrona
|
|----
|
|
|96
|Gotland
|
|----
|
|
|92
|Århus
|
|----
|
|
|292
|Aalborg
|
|----
|
|
|293
|Odense
|
|----
|
|
|294
|Copenhagen
|
|----
|
|
|107
|Oslo
|
|----
|
|
|108
|Kristiansand
|
|----
|
|
|109
|Stavanger
|----
|
|
|110
|Bergen
|----
|
|
|111
|Hamar
|----
|
|
|116
|Röros
|----
|
|
|117
|Ålesund
|----
|
|
|118
|Trondheim
|----
|
|
|124
|Mo i Rana
|----
|
|
|125
|Narvik
|----
|
|
|128
|Hammerfest
|----
|
|
|129
|Vardö
|----
|SCO
|Scotland
|3
|Stornoway
|----
|
|
|5
|Scapa Flow
|----
|
|
|6
|Inverness
|----
|
|
|7
|Aberdeen
|----
|
|
|8
|Dunfermline
|----
|
|
|9
|Glasgow
|----
|
|
|10
|Edinburgh
|C
|
|
|----
|SER
|Serbia
|453
|Belgrade
|C
|415
|Pristina
|----
|
|
|451
|Novi Pazar
|
|418
|Nis
|----
|
|
|
|
|
|494
|Zrenjanin
|----
|
|
|
|
|
|493
|Novi Sad
|----
|
|
|
|
|
|454
|Osijek
|----
|SLO
|Slovakia
|478
|Zilina
|
|499
|Presov
|----
|
|
|477
|Banská Bystrica
|C
|
|
|----
|
|
|490
|Kosice
|
|
|
|----
|
|
|476
|Bratislava
|
|
|
|----
|SLV
|Slovenia
|380
|Ljubljana
|C
|
|
|----
|SOV
|Soviet Union
|266
|Kashary
|
|1372
|Vladivostok
|----
|
|
|269
|Konstatinovsk
|
|1373
|Spassk-Dalnij
|----
|
|
|258
|Rostov
|
|1371
|Tetyukhe
|----
|
|
|1576
|Kostanai
|
|1370
|Iman
|----
|
|
|1169
|0
|
|1369
|Ternei
|----
|
|
|1773
|Syktyvkar
|
|1367
|Khabarovsk
|----
|
|
|1772
|Ukhta
|
|1366
|Bogorodskoe
|----
|
|
|1771
|Mezen
|
|1527
|Nikolayevsk-na-Amure
|----
|
|
|154
|Archangelsk
|
|1529
|Birobidzhan
|----
|
|
|1840
|Kotlas
|
|1528
|Blagoveshchensk
|----
|
|
|1841
|Velikij Ustyug
|
|1526
|Chumikan
|----
|
|
|165
|Konosha
|
|1523
|Tynda
|----
|
|
|153
|Molotovsk
|
|1410
|Aldan
|----
|
|
|151
|Segezha
|
|1525
|Okhotsk
|----
|
|
|152
|Petrozavodsk
|
|1524
|Magadan
|----
|
|
|150
|Kem
|
|1409
|Maya
|----
|
|
|135
|Kandalaksja
|
|1164
|Khandyga
|----
|
|
|134
|Kola
|
|1165
|Verkhoyansk
|----
|
|
|133
|Murmansk
|
|1166
|Pevek
|----
|
|
|1838
|Astrakhan
|
|1167
|Evensk
|----
|
|
|1847
|Grozny
|
|1170
|Anadyr
|----
|
|
|1846
|Voroshilovsk
|
|1171
|Palana
|----
|
|
|1843
|Armavil
|
|1172
|Petropavlovsk-Kamchatskij
|----
|
|
|255
|Novorossisk
|
|1405
|Komanderskiye Island
|----
|
|
|256
|Krasnodar
|
|1174
|Shumushushima
|----
|
|
|257
|Tikhoretsk
|
|1175
|Ocha
|----
|
|
|270
|Salsk
|
|1522
|Mogocha
|----
|
|
|1842
|Bashanta
|
|1521
|Barguzin
|----
|
|
|1837
|Elista
|
|1384
|Chita
|----
|
|
|271
|Kotelnikovo
|
|1383
|Borzya
|----
|
|
|164
|Cherny Yar
|
|1520
|Ulan-Ude
|----
|
|
|1833
|Enotaevka
|
|1416
|Irkutsk
|----
|
|
|1834
|Krasnya Sloboda
|
|1415
|Taishet
|----
|
|
|1836
|Elton
|
|1414
|Ust-Kut
|----
|
|
|1839
|Novouzensk
|
|1413
|Kachug
|----
|
|
|1835
|Nikolayevsk
|
|1162
|Erbogachen
|----
|
|
|1829
|Engels
|
|1412
|Bodaibo
|----
|
|
|1832
|Saratov
|
|1411
|Olekminsk
|----
|
|
|1831
|Nikolayevka
|
|1163
|Yakutsk
|----
|
|
|1830
|Syzran
|
|1159
|Srednekolymsk
|----
|
|
|1777
|Saransk
|
|1160
|Zhigansk
|----
|
|
|1778
|Ulyanovsk
|
|1158
|Saskylakh
|----
|
|
|1776
|Cheboksary
|
|1417
|Shushenskoye
|----
|
|
|1775
|Yoskar Ola
|
|1558
|Ojrot-Tura
|----
|
|
|1780
|Kazan
|
|1557
|Bijsk
|----
|
|
|1781
|Melekess
|
|1423
|Ziryanovsk
|----
|
|
|1782
|Izhevsk
|
|1556
|Ust-Kamenogorsk
|----
|
|
|1783
|Kirov
|
|1550
|Semipalatinsk
|----
|
|
|1774
|Kotelnich
|
|1549
|Rubcovsk
|----
|
|
|163
|Stalingrad
|
|1547
|Barnaul
|----
|
|
|162
|Kalach
|
|1546
|Kemerovo
|----
|
|
|161
|Surovikino
|
|1559
|Abakan
|----
|
|
|160
|Frolovo
|
|1561
|Achinsk
|----
|
|
|159
|Kamyshin
|
|1560
|Krasnoyarsk
|----
|
|
|157
|Uryupinsk
|
|1562
|Kezhma
|----
|
|
|156
|Balashov
|
|1563
|Vanavara
|----
|
|
|158
|Kuznetsk
|
|1532
|Tura
|----
|
|
|155
|Penza
|
|1537
|Baikit
|----
|
|
|169
|Arzamas
|
|1538
|Severo-Yenisejsk
|----
|
|
|168
|Gorkij
|
|1545
|Asino
|----
|
|
|167
|Ivanovo
|
|1544
|Tomsk
|----
|
|
|179
|Murom
|
|1548
|Novosibirsk
|----
|
|
|180
|Vladimir
|
|1543
|Kargasok
|----
|
|
|166
|Kostroma
|
|1540
|Kolpachevo
|----
|
|
|178
|Yaroslavl
|
|1539
|Yenisejsk
|----
|
|
|177
|Danilov
|
|1536
|Turukhansk
|----
|
|
|170
|Totma
|
|1535
|Angutikha
|----
|
|
|171
|Volodga
|
|1533
|Igarka
|----
|
|
|172
|Cherepovets
|
|1534
|Poloi
|----
|
|
|173
|Bezhetsk
|
|1157
|Khatanga
|----
|
|
|174
|Kalinin
|
|1531
|Norilsk
|----
|
|
|175
|Moscow
|C
|1156
|Dudinka
|----
|
|
|176
|Rybinsk
|
|1155
|Tazov
|----
|
|
|181
|Kaluga
|
|1154
|Salekhard
|----
|
|
|182
|Mozhaisk
|
|1565
|Saranpaul
|----
|
|
|183
|Vytegra
|
|1564
|Muzhi
|----
|
|
|184
|Tikhvin
|
|1571
|Serov
|----
|
|
|190
|Staraya Russa
|
|1597
|Khanty-Mansijsk
|----
|
|
|191
|Porkhov
|
|1598
|Tarko-Sale
|----
|
|
|189
|Novgorod
|
|1554
|Karaganda
|----
|
|
|185
|Volkhov
|
|1555
|Balkhash
|----
|
|
|186
|Luga
|
|1553
|Ekibastuz
|----
|
|
|187
|Leningrad
|
|1552
|Omsk
|----
|
|
|188
|Kingisepp
|
|1594
|Tobolsk
|----
|
|
|192
|Gdov
|
|1596
|Surgut
|----
|
|
|200
|Pskov
|
|1573
|Nizhnij Tagil
|----
|
|
|201
|Opochka
|
|1593
|Tyumen
|----
|
|
|275
|Roslavl
|
|1592
|Petropavlovsk
|----
|
|
|276
|Klintsy
|
|1591
|Kokchetav
|----
|
|
|277
|Bryansk
|
|1590
|Akmolinsk
|----
|
|
|278
|Tula
|
|1589
|Samarkandskij
|----
|
|
|279
|Ryazan
|
|1588
|Zhezkazgan
|----
|
|
|280
|Tambov
|
|1587
|Baikonur
|----
|
|
|281
|Lipetsk
|
|1424
|Zhambyl
|----
|
|
|282
|Orel
|
|1586
|Kazalinsk
|----
|
|
|283
|Voronezh
|
|1585
|Nukus
|----
|
|
|284
|Borisglebsk
|
|1584
|Kungrad
|----
|
|
|262
|Ostrogozhsk
|
|1583
|Fort Shevchenko
|----
|
|
|261
|Rossosh
|
|1581
|Turgai
|----
|
|
|268
|Morozovsk
|
|1576
|Kostanai
|----
|
|
|267
|Bokovskaya
|
|1575
|Kurgan
|----
|
|
|265
|Boguchar
|
|1574
|Chelyabinsk
|----
|
|
|264
|Pavlovsk
|
|1572
|Sverdlovsk
|----
|
|
|263
|Svoboda
|
|1566
|Berezniki
|----
|
|
|94
|Noginsk
|
|1567
|Ufa
|----
|
|
|215
|Novorzhev
|
|1570
|Chkalov
|----
|
|
|216
|Nevel
|
|1577
|Orsk
|----
|
|
|219
|Smolensk
|
|1578
|Aktyubinsk
|----
|
|
|285
|Vyazma
|
|1580
|Chelkar
|----
|
|
|286
|Toropets
|
|1582
|Aralsk
|----
|
|
|287
|Velikiye Luki
|
|1579
|Kulsary
|----
|
|
|288
|Rzhev
|
|1569
|Guriev
|----
|
|
|289
|Demyansk
|
|1568
|Uralsk
|----
|
|
|1431
|Aksu
|
|1150
|Osa
|----
|
|
|1430
|Kashgar
|
|1151
|Molotov
|----
|
|
|1484
|Feyzabad
|
|1152
|Storozhevsk
|----
|
|
|1874
|Polotsk
|
|1153
|Troitsko-Pechorsk
|----
|
|
|94
|Noginsk
|
|1169
|0
|----
|
|
|145
|Viipuri
|
|1773
|Syktyvkar
|----
|
|
|146
|Sortavala
|
|1772
|Ukhta
|----
|
|
|1418
|Kyzyl
|
|1771
|Mezen
|----
|
|
|
|
|
|154
|Archangelsk
|----
|
|
|
|
|
|1840
|Kotlas
|----
|
|
|
|
|
|1841
|Velikij Ustyug
|----
|
|
|
|
|
|165
|Konosha
|----
|
|
|
|
|
|153
|Molotovsk
|----
|
|
|
|
|
|151
|Segezha
|----
|
|
|
|
|
|152
|Petrozavodsk
|----
|
|
|
|
|
|150
|Kem
|----
|
|
|
|
|
|135
|Kandalaksja
|----
|
|
|
|
|
|134
|Kola
|----
|
|
|
|
|
|133
|Murmansk
|----
|
|
|
|
|
|1838
|Astrakhan
|----
|
|
|
|
|
|1847
|Grozny
|----
|
|
|
|
|
|1857
|Makhachkala
|----
|
|
|
|
|
|1849
|Nalchik
|----
|
|
|
|
|
|1850
|Tblisi
|----
|
|
|
|
|
|1848
|Batum
|----
|
|
|
|
|
|1845
|Tuapse
|----
|
|
|
|
|
|1844
|Maikop
|----
|
|
|
|
|
|1846
|Voroshilovsk
|----
|
|
|
|
|
|1843
|Armavil
|----
|
|
|
|
|
|255
|Novorossisk
|----
|
|
|
|
|
|256
|Krasnodar
|----
|
|
|
|
|
|257
|Tikhoretsk
|----
|
|
|
|
|
|270
|Salsk
|----
|
|
|
|
|
|1842
|Bashanta
|----
|
|
|
|
|
|1837
|Elista
|----
|
|
|
|
|
|271
|Kotelnikovo
|----
|
|
|
|
|
|164
|Cherny Yar
|----
|
|
|
|
|
|1833
|Enotaevka
|----
|
|
|
|
|
|1834
|Krasnya Sloboda
|----
|
|
|
|
|
|1836
|Elton
|----
|
|
|
|
|
|1839
|Novouzensk
|----
|
|
|
|
|
|1827
|Naberezhnye Chelny
|----
|
|
|
|
|
|1828
|Kuybyshev
|----
|
|
|
|
|
|1835
|Nikolayevsk
|----
|
|
|
|
|
|1829
|Engels
|----
|
|
|
|
|
|1832
|Saratov
|----
|
|
|
|
|
|1831
|Nikolayevka
|----
|
|
|
|
|
|1830
|Syzran
|----
|
|
|
|
|
|252
|Yevpatoriya
|----
|
|
|
|
|
|253
|Sevastopol
|----
|
|
|
|
|
|254
|Kerch
|----
|
|
|
|
|
|1777
|Saransk
|----
|
|
|
|
|
|1778
|Ulyanovsk
|----
|
|
|
|
|
|1776
|Cheboksary
|----
|
|
|
|
|
|1775
|Yoskar Ola
|----
|
|
|
|
|
|1780
|Kazan
|----
|
|
|
|
|
|1781
|Melekess
|----
|
|
|
|
|
|1782
|Izhevsk
|----
|
|
|
|
|
|1783
|Kirov
|----
|
|
|
|
|
|1774
|Kotelnich
|----
|
|
|
|
|
|163
|Stalingrad
|----
|
|
|
|
|
|162
|Kalach
|----
|
|
|
|
|
|161
|Surovikino
|----
|
|
|
|
|
|160
|Frolovo
|----
|
|
|
|
|
|159
|Kamyshin
|----
|
|
|
|
|
|157
|Uryupinsk
|----
|
|
|
|
|
|156
|Balashov
|----
|
|
|
|
|
|158
|Kuznetsk
|----
|
|
|
|
|
|155
|Penza
|----
|
|
|
|
|
|169
|Arzamas
|----
|
|
|
|
|
|168
|Gorkij
|----
|
|
|
|
|
|167
|Ivanovo
|----
|
|
|
|
|
|179
|Murom
|----
|
|
|
|
|
|180
|Vladimir
|----
|
|
|
|
|
|166
|Kostroma
|----
|
|
|
|
|
|178
|Yaroslavl
|----
|
|
|
|
|
|177
|Danilov
|----
|
|
|
|
|
|170
|Totma
|----
|
|
|
|
|
|171
|Volodga
|----
|
|
|
|
|
|172
|Cherepovets
|----
|
|
|
|
|
|173
|Bezhetsk
|----
|
|
|
|
|
|174
|Kalinin
|----
|
|
|
|
|
|175
|Moscow
|----
|
|
|
|
|
|176
|Rybinsk
|----
|
|
|
|
|
|181
|Kaluga
|----
|
|
|
|
|
|182
|Mozhaisk
|----
|
|
|
|
|
|183
|Vytegra
|----
|
|
|
|
|
|184
|Tikhvin
|----
|
|
|
|
|
|190
|Staraya Russa
|----
|
|
|
|
|
|191
|Porkhov
|----
|
|
|
|
|
|189
|Novgorod
|----
|
|
|
|
|
|185
|Volkhov
|----
|
|
|
|
|
|186
|Luga
|----
|
|
|
|
|
|187
|Leningrad
|----
|
|
|
|
|
|188
|Kingisepp
|----
|
|
|
|
|
|192
|Gdov
|----
|
|
|
|
|
|200
|Pskov
|----
|
|
|
|
|
|201
|Opochka
|----
|
|
|
|
|
|212
|Minsk
|----
|
|
|
|
|
|225
|Mozyr
|----
|
|
|
|
|
|226
|Korosten
|----
|
|
|
|
|
|227
|Zhitomir
|----
|
|
|
|
|
|228
|Vinnitsa
|----
|
|
|
|
|
|231
|Mogilev Podolski
|----
|
|
|
|
|
|232
|Balta
|----
|
|
|
|
|
|233
|Odessa
|----
|
|
|
|
|
|234
|Kherson
|----
|
|
|
|
|
|251
|Perekop
|----
|
|
|
|
|
|250
|Melitopol
|----
|
|
|
|
|
|235
|Dnepropetrovsk
|----
|
|
|
|
|
|236
|Krivoy Rog
|----
|
|
|
|
|
|237
|Cherkassy
|----
|
|
|
|
|
|238
|Kiev
|----
|
|
|
|
|
|239
|Priluki
|----
|
|
|
|
|
|240
|Vyshgorod
|----
|
|
|
|
|
|220
|Mogilev
|----
|
|
|
|
|
|272
|Zhlobin
|----
|
|
|
|
|
|241
|Chernigov
|----
|
|
|
|
|
|273
|Gomel
|----
|
|
|
|
|
|274
|Rogachev
|----
|
|
|
|
|
|275
|Roslavl
|----
|
|
|
|
|
|276
|Klintsy
|----
|
|
|
|
|
|277
|Bryansk
|----
|
|
|
|
|
|278
|Tula
|----
|
|
|
|
|
|279
|Ryazan
|----
|
|
|
|
|
|280
|Tambov
|----
|
|
|
|
|
|281
|Lipetsk
|----
|
|
|
|
|
|282
|Orel
|----
|
|
|
|
|
|283
|Voronezh
|----
|
|
|
|
|
|284
|Borisglebsk
|----
|
|
|
|
|
|249
|Stalino
|----
|
|
|
|
|
|258
|Rostov
|----
|
|
|
|
|
|259
|Kamensk-Shakhtinski
|----
|
|
|
|
|
|260
|Bilovodsk
|----
|
|
|
|
|
|248
|Kharkov
|----
|
|
|
|
|
|247
|Belgorod
|----
|
|
|
|
|
|243
|Kursk
|----
|
|
|
|
|
|262
|Ostrogozhsk
|----
|
|
|
|
|
|261
|Rossosh
|----
|
|
|
|
|
|269
|Konstatinovsk
|----
|
|
|
|
|
|268
|Morozovsk
|----
|
|
|
|
|
|267
|Bokovskaya
|----
|
|
|
|
|
|266
|Kashary
|----
|
|
|
|
|
|265
|Boguchar
|----
|
|
|
|
|
|264
|Pavlovsk
|----
|
|
|
|
|
|263
|Svoboda
|----
|
|
|
|
|
|1490
|Ashgabat
|----
|
|
|
|
|
|1491
|Chardzhou
|----
|
|
|
|
|
|1485
|Stalinabad
|----
|
|
|
|
|
|1487
|Samarkand
|----
|
|
|
|
|
|1488
|Navoi
|----
|
|
|
|
|
|1427
|Tashkent
|----
|
|
|
|
|
|1428
|Osh
|----
|
|
|
|
|
|1426
|Kzyl-Orda
|----
|
|
|
|
|
|1425
|Chimkent
|----
|
|
|
|
|
|1429
|Frunze
|----
|
|
|
|
|
|94
|Noginsk
|----
|
|
|
|
|
|215
|Novorzhev
|----
|
|
|
|
|
|216
|Nevel
|----
|
|
|
|
|
|217
|Vitebsk
|----
|
|
|
|
|
|218
|Orsha
|----
|
|
|
|
|
|219
|Smolensk
|----
|
|
|
|
|
|221
|Bobraisk
|----
|
|
|
|
|
|242
|Konotop
|----
|
|
|
|
|
|244
|Sumy
|----
|
|
|
|
|
|245
|Poltava
|----
|
|
|
|
|
|246
|Zaporozhye
|----
|
|
|
|
|
|285
|Vyazma
|----
|
|
|
|
|
|286
|Toropets
|----
|
|
|
|
|
|287
|Velikiye Luki
|----
|
|
|
|
|
|288
|Rzhev
|----
|
|
|
|
|
|289
|Demyansk
|----
|
|
|
|
|
|1149
|Vorkuta
|----
|
|
|
|
|
|1161
|Nyurba
|----
|
|
|
|
|
|1368
|Komsomolsk-na-Amure
|----
|
|
|
|
|
|1422
|Alma-Ata
|----
|
|
|
|
|
|1489
|Bukhara
|----
|
|
|
|
|
|1856
|Yerevan
|----
|
|
|
|
|
|1858
|Kirovabad
|----
|
|
|
|
|
|1907
|Baku
|----
|
|
|
|
|
|1541
|Nizhnevartovsk
|----
|
|
|
|
|
|1542
|Aleksandrovskoye
|----
|
|
|
|
|
|1551
|Pavlodar
|----
|
|
|
|
|
|1874
|Polotsk
|----
|SPA
|Nationalist Spain
|334
|La Coruña
|
|348
|Gibraltar
|----
|
|
|333
|Burgos
|C
|331
|Bilbao
|----
|
|
|340
|Sigüenza
|
|332
|Oviedo
|----
|
|
|330
|Saragossa
|
|341
|Madrid
|----
|
|
|329
|Huesca
|
|342
|Guadalajara
|----
|
|
|339
|Valladolid
|
|343
|Badajoz
|----
|
|
|338
|Salamanca
|
|346
|Huelva
|----
|
|
|347
|Seville
|
|349
|Málaga
|----
|
|
|954
|Melilla
|
|350
|Almería
|----
|
|
|955
|Villa Sanjuro
|
|351
|Jaén
|----
|
|
|957
|Ceuta
|
|352
|Murcia
|----
|
|
|961
|Lanzarote
|
|353
|Albacete
|----
|
|
|962
|Fuerteventura
|
|354
|València
|----
|
|
|963
|Gran Canaria
|
|355
|Castellón
|----
|
|
|964
|Tenerife
|
|356
|Tarragona
|----
|
|
|965
|La Palma
|
|357
|Barcelona
|----
|
|
|535
|Mallorca
|
|536
|Menorca
|----
|
|
|537
|Ibiza
|
|
|
|----
|
|
|967
|Ifni
|
|
|
|----
|
|
|971
|El Aaiún
|
|
|
|----
|
|
|972
|Villa Cisneros
|
|
|
|----
|
|
|1091
|Bata
|
|
|
|----
|SPR
|Republican Spain
|329
|Huesca
|
|348
|Gibraltar
|----
|
|
|330
|Saragossa
|
|
|
|----
|
|
|331
|Bilbao
|
|
|
|----
|
|
|332
|Oviedo
|
|
|
|----
|
|
|333
|Burgos
|
|
|
|----
|
|
|334
|La Coruña
|
|
|
|----
|
|
|338
|Salamanca
|
|----
|
|
|339
|Valladolid
|
|----
|
|
|340
|Sigüenza
|
|----
|
|
|341
|Madrid
|C
|----
|
|
|342
|Guadalajara
|
|----
|
|
|343
|Badajoz
|
|----
|
|
|346
|Huelva
|
|----
|
|
|347
|Seville
|
|----
|
|
|349
|Málaga
|
|----
|
|
|350
|Almería
|
|----
|
|
|351
|Jaén
|
|----
|
|
|352
|Murcia
|
|----
|
|
|353
|Albacete
|
|----
|
|
|354
|València
|
|----
|
|
|355
|Castellón
|
|----
|
|
|356
|Tarragona
|
|----
|
|
|357
|Barcelona
|----
|
|
|535
|Mallorca
|----
|
|
|536
|Menorca
|----
|
|
|537
|Ibiza
|----
|
|
|961
|Lanzarote
|----
|
|
|962
|Fuerteventura
|----
|
|
|963
|Gran Canaria
|----
|
|
|964
|Tenerife
|----
|
|
|965
|La Palma
|----
|
|
|954
|Melilla
|----
|
|
|955
|Villa Sanjuro
|----
|
|
|957
|Ceuta
|----
|
|
|967
|Ifni
|----
|
|
|971
|El Aaiún
|----
|
|
|972
|Villa Cisneros
|----
|
|
|1091
|Bata
|----
|SWE
|Sweden
|112
|Ludvika
|
|----
|
|
|126
|Kiruna
|
|----
|
|
|127
|Luleå
|
|----
|
|
|123
|Gällivare
|
|----
|
|
|122
|Umeå
|
|----
|
|
|121
|Vilhelmina
|
|----
|
|
|120
|Sundsvall
|
|----
|
|
|119
|Östersund
|
|----
|
|
|115
|Sveg
|
|----
|
|
|113
|Falun
|
|----
|
|
|114
|Gävle
|
|----
|
|
|106
|Åmål
|
|----
|
|
|105
|Karlstad
|
|----
|
|
|104
|Västerås
|
|----
|
|
|102
|Uppsala
|
|----
|
|
|101
|Stockholm
|C
|----
|
|
|100
|Norrköping
|
|
|
|----
|
|
|99
|Skövde
|
|
|
|----
|
|
|98
|Göteborg
|
|
|
|----
|
|
|97
|Jönköping
|
|
|
|----
|
|
|93
|Malmö
|
|
|
|----
|
|
|95
|Karlskrona
|
|
|
|----
|
|
|96
|Gotland
|
|
|
|----
|UKR
|Ukraine
|227
|Zhitomir
|
|506
|Kowel
|----
|
|
|228
|Vinnitsa
|
|501
|Lvov
|----
|
|
|231
|Mogilev Podolski
|
|229
|Stanislawow
|----
|
|
|232
|Balta
|
|502
|Tarnopol
|----
|
|
|233
|Odessa
|
|562
|Rowne
|----
|
|
|234
|Kherson
|
|500
|Stryj
|----
|
|
|226
|Korosten
|
|252
|Yevpatoriya
|----
|
|
|260
|Bilovodsk
|
|254
|Kerch
|----
|
|
|235
|Dnepropetrovsk
|
|253
|Sevastopol
|----
|
|
|236
|Krivoy Rog
|
|499
|Presov
|----
|
|
|237
|Cherkassy
|
|
|
|----
|
|
|238
|Kiev
|C
|
|
|----
|
|
|239
|Priluki
|
|
|
|----
|
|
|240
|Vyshgorod
|
|
|
|----
|
|
|242
|Konotop
|
|
|
|----
|
|
|244
|Sumy
|
|
|
|----
|
|
|245
|Poltava
|
|
|
|----
|
|
|246
|Zaporozhye
|
|
|
|----
|
|
|247
|Belgorod
|
|
|
|----
|
|
|248
|Kharkov
|
|
|
|----
|
|
|249
|Stalino
|
|
|
|----
|
|
|250
|Melitopol
|
|
|
|----
|
|
|251
|Perekop
|
|
|
|----
|
|
|241
|Chernigov
|
|
|
|----
|VIC
|Vichy France
|319
|Chalon-sur-Saône
|
|956
|Oujda
|----
|
|
|320
|Vichy
|C
|969
|Bouarfa
|----
|
|
|321
|Châteauroux
|
|968
|Ouezzane
|----
|
|
|322
|Limoges
|
|959
|Marrakech
|----
|
|
|324
|Bergerac
|
|958
|Casablanca
|----
|
|
|327
|Auch
|
|960
|Mogador
|----
|
|
|328
|Pau
|
|966
|Agadir
|----
|
|
|358
|Perpignan
|
|1014
|Fort Laperrine
|----
|
|
|359
|Toulouse
|
|970
|Géryville
|----
|
|
|360
|Clermont-Ferrand
|
|1013
|El-Oued
|----
|
|
|361
|Saint-Etienne
|
|943
|Constantine
|----
|
|
|362
|Montpellier
|
|942
|Bône
|----
|
|
|363
|Nîmes
|
|945
|Philippeville
|----
|
|
|364
|Marseille
|
|944
|Sétif
|----
|
|
|528
|Lyon
|
|946
|Bougie
|----
|
|
|529
|Besançon
|
|947
|Blida
|----
|
|
|367
|Corsica
|
|949
|Algiers
|----
|
|
|365
|Toulon
|
|948
|Mascara
|----
|
|
|366
|Nice
|
|951
|Sidi-Bel-Abbès
|----
|
|
|527
|Grenoble
|
|950
|Mostaganem
|----
|
|
|
|
|
|952
|Tlemcen
|----
|
|
|
|
|
|953
|Oran
|----
|
|
|
|
|
|935
|Gabès
|----
|
|
|
|
|
|934
|Gafsa
|----
|
|
|
|
|
|936
|Sfax
|----
|
|
|
|
|
|938
|Sousse
|----
|
|
|
|
|
|937
|Kassarine
|----
|
|
|
|
|
|939
|Tunis
|----
|
|
|
|
|
|940
|Bizerte
|----
|
|
|
|
|
|941
|Tabarka
|----
|
|
|
|
|
|1862
|Aleppo
|----
|
|
|
|
|
|1861
|Dair az Zawr
|----
|
|
|
|
|
|1863
|Hims
|----
|
|
|
|
|
|1792
|Damascus
|----
|
|
|
|
|
|1793
|Tripoli
|----
|
|
|
|
|
|1794
|Beirut
|----
|
|
|
|
|
|1795
|Golan
|----
|
|
|
|
|
|1134
|Fianarantsoa
|----
|
|
|
|
|
|1137
|Tananarive
|----
|
|
|
|
|
|1338
|Rach Gia
|----
|
|
|
|
|
|1339
|Battambang
|----
|
|
|
|
|
|1340
|Phnom Penh
|----
|
|
|
|
|
|1337
|Saigon
|----
|
|
|
|
|
|1335
|Nha Trang
|----
|
|
|
|
|
|1336
|Pakse
|----
|
|
|
|
|
|1334
|Qui Non
|----
|
|
|
|
|
|1333
|Da Nang
|----
|
|
|
|
|
|1332
|Nhommarath
|----
|
|
|
|
|
|1341
|Ubon Ratchthani
|----
|
|
|
|
|
|1329
|Vientiane
|----
|
|
|
|
|
|1328
|Hanoi
|----
|
|
|
|
|
|1306
|Luang Prabang
|----
|
|
|
|
|
|1326
|Haiphong
|----
|
|
|
|
|
|1081
|Largeau
|----
|
|
|
|
|
|1082
|Tibesti
|----
|
|
|
|
|
|1083
|Agadez
|----
|WLL
|Wallonia
|52
|Mons
|
|53
|Valenciennes
|----
|
|
|65
|Namur
|
|
|
|----
|
|
|68
|Liège
|C
|
|
|----
|YUG
|Yugoslavia
|380
|Ljubljana
|
|
|
|----
|
|
|459
|Maribor
|
|
|
|----
|
|
|455
|Bjelovar
|
|
|
|----
|
|
|454
|Osijek
|C
|
|
|----
|
|
|453
|Belgrade
|
|
|
|----
|
|
|382
|Zagreb
|
|
|
|----
|
|
|381
|Rijeka
|----
|
|
|383
|Banja Luka
|----
|
|
|384
|Split
|----
|
|
|385
|Zenica
|----
|
|
|386
|Sarajevo
|----
|
|
|387
|Mostar
|----
|
|
|388
|Dubrovnik
|----
|
|
|389
|Podgorica
|----
|
|
|451
|Novi Pazar
|----
|
|
|452
|Uzice
|----
|
|
|418
|Nis
|----
|
|
|415
|Pristina
|----
|
|
|493
|Novi Sad
|----
|
|
|494
|Zrenjanin
|----
|
|
|413
|Skopje
|----
|
|
|414
|Stip
|----
|}
[[Category:Reference]]
9b8a679e823405d5bd67923605bd57f6ea94acf8
European Soviets Strategy
0
441
714
713
2017-03-18T11:51:18Z
Meneth
2
1 revision imported: Import from HoI2 Wiki
wikitext
text/x-wiki
gerneral strategy(abyss)
In this game your gonna have to think fast you need defences so first proitey is start reshearing 36 infantry and tanks and the normal industry then you dont wont to wait for 36 infantry nor the you want 18 infanrty so get some miltia and transports,miltia so you have some defence and transports to transport your army to defend you european holiding`s.
shortly after the game begins roma will ask to join you allince accept you need all the help you can get accept all of the reqeusts for the alliance because every game the same nations will want to join your allince because of there govement type plus eventually everyone will be at war in some point.
so once you get better tanks and infantry start producing all that you can make more infantry then tanks and make sure you have a plan to get to berlin since prussia will more than likly be you first enemy,when the war starts take it slow your in no rush but as soon as roma starts geting more terioutry move fast your goal is beriln because if you get that you will be able to annex pruissa after it has no victory points left thus giving you the best tech teams in the game the german tech team so you will then have a really good set of tech teams.
after that your only goal will probaly be protect your borders and finish off the axis.
(extra) always protect all of your border becasue like i said every onre will be at war at some point so have defence because all it takes is your ally to dow on a nation bodering you and you to have no defence when i play roma dow on bourdon so be ready for the unexpeced.
3001862405b725425fcf13ccaea9d1520c1baafe
Event Cheats
0
442
716
715
2017-03-18T11:51:18Z
Meneth
2
1 revision imported: Import from HoI2 Wiki
wikitext
text/x-wiki
{{needwiki}}
For those of you who don't mind cheating, Here's a little event to help give your country a little "Boost". Be warned, This will produce multiplayer compatability errors and might be overwritten upon updating to a new patch.
<pre>
event = {
id = 3299
random = no
name = "Hoi2 Wiki Cheat Event!"
desc = "Praise be to the Wiki! For it shall cleanse our souls and give us the ability to wage war!"
style = 0
action_a = {
name = "It's Rafikilicious"
# As of 1.2, It's even easier to create cheating events.
# Just add this to an event file and fire it manually as many times as you want.
command = { type = free_ic value = 100 } #+100 offmap IC production
command = { type = free_energy value = 250 } #Free offmap resource production
command = { type = free_metal value = 120 }
command = { type = free_oil value = 50 }
command = { type = free_rare_materials value = 75 }
command = { type = construct which = infrastructure where = -1 value = 100 } #Free Infra to 5 random provinces
command = { type = construct which = infrastructure where = -1 value = 100 }
command = { type = construct which = infrastructure where = -1 value = 100 }
command = { type = construct which = infrastructure where = -1 value = 100 }
command = { type = construct which = infrastructure where = -1 value = 100 }
command = { type = supplies value = 5000 } # Free stuff
command = { type = oilpool value = 5000 }
command = { type = metalpool value = 5000 }
command = { type = energypool value = 5000 }
command = { type = rarematerialspool value = 5000 }
command = { type = manpowerpool value = 5000 }
command = { type = money value = 5000 }
command = { type = research_mod value = 5000 } #Quicker Research
}
}
</pre>
Here's some more cheats! Remember to check if the event ID:s are unused.
<pre>
#########################################################################
# Cheats, written by A Swede
#########################################################################
# 80000 - 80099 Military doctrines, -modifiers etc.
# 80100 - 80199 Industrial, production, resource, TC etc.
# 80200 - 80299 Misc.
#
#
#########################################################################
event = {
id = 80000
random = yes
name = "Repair"
desc = "Our engineers have developed better methods for repairs."
picture = "coastal_fort"
style = 0
action_a = {
name = "Excellent!"
ai_chance = 0
command = { type = repair_mod value = 10 }
}
action_b = {
name = "DO NOT WANT"
ai_chance = 100
command = { }
}
}
event = {
id = 80001
random = yes
name = "Command Efficiency"
desc = "Our generals have developed better methods for leading and managing our armies."
picture = "ger_surrender"
style = 0
action_a = {
name = "Excellent!"
ai_chance = 0
command = { type = speed which = hq value = 2 }
command = { type = hq_supply_eff value = 2 }
command = { type = sce_frequency value = 0.5 }
}
action_b = {
name = "DO NOT WANT"
ai_chance = 100
command = { }
}
}
event = {
id = 80002
random = yes
name = "New Tactical Methods"
desc = "Our generals have developed new ideas and principles on tactics."
picture = "german_reinforcment_5"
style = 0
action_a = {
name = "Excellent!"
ai_chance = 0
command = { type = ambush value = 10 }
command = { type = breakthrough value = 30 }
command = { type = encirclement value = 10 }
command = { type = tactical_withdrawal value = 30 }
}
action_b = {
name = "DO NOT WANT"
ai_chance = 100
command = { }
}
}
event = {
id = 80003
random = yes
name = "Generals establish new defensive tactics"
desc = "Our most skilled generals have developed new methods and principles which will greatly improve our armies defensive capabilities."
picture = "german_reinforcment_5"
style = 0
action_a = {
name = "Excellent!"
ai_chance = 0
command = { type = ground_def_eff value = 1.0 }
command = { type = counterattack value = 30 }
command = { type = tactical_withdrawal value = 30 }
command = { type = surprise which = land value = 75 }
command = { type = army_detection which = them value = -40 }
command = { type = intelligence which = us value = 75 }
command = { type = army_detection which = us value = 75 }
command = { type = night_defense which = infantry value = 80 }
command = { type = night_defense which = paratrooper value = 80 }
command = { type = night_defense which = marine value = 80 }
command = { type = night_defense which = bergsjaeger value = 80 }
command = { type = night_defense which = armor value = 80 }
command = { type = night_defense which = militia value = 80 }
command = { type = night_defense which = garrison value = 80 }
command = { type = night_defense which = motorized value = 80 }
command = { type = night_defense which = mechanized value = 80 }
command = { type = hill_defense which = infantry value = 40 }
command = { type = hill_defense which = paratrooper value = 40 }
command = { type = hill_defense which = marine value = 40 }
command = { type = hill_defense which = bergsjaeger value = 40 }
command = { type = hill_defense which = armor value = 40 }
command = { type = hill_defense which = militia value = 40 }
command = { type = hill_defense which = garrison value = 40 }
command = { type = hill_defense which = motorized value = 40 }
command = { type = hill_defense which = mechanized value = 40 }
command = { type = forest_defense which = infantry value = 40 }
command = { type = forest_defense which = paratrooper value = 40 }
command = { type = forest_defense which = marine value = 40 }
command = { type = forest_defense which = bergsjaeger value = 40 }
command = { type = forest_defense which = armor value = 40 }
command = { type = forest_defense which = militia value = 40 }
command = { type = forest_defense which = garrison value = 40 }
command = { type = forest_defense which = motorized value = 40 }
command = { type = forest_defense which = mechanized value = 40 }
}
action_b = {
name = "DO NOT WANT"
ai_chance = 100
command = { }
}
}
event = {
id = 80004
random = yes
name = "Military geniuses"
desc = "We've recently discovered some military geniuses among the officer corps!"
picture = "coastal_fort"
style = 0
action_a = {
name = "Excellent!"
ai_chance = 0
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
command = { type = set_leader_skill which = -1 value = 9 }
}
action_b = {
name = "DO NOT WANT"
ai_chance = 100
command = { }
}
}
#command = { type = speed_cap_art which = infantry value = 1 }
#command = { type = speed_cap_art which = paratrooper value = 1 }
#command = { type = speed_cap_art which = marine value = 1 }
#command = { type = speed_cap_art which = bergsjaeger value = 1 }
#command = { type = speed_cap_art which = motorized value = 1 }
#########################################################################
#80100 - 80199 Industrial, production, resource, etc.
#########################################################################
event = {
id = 80100
random = yes
name = "Great Industrial Leap"
desc = "We are ready to take measures and expand our nations industry greatly."
picture = "factory"
style = 0
action_a = {
name = "Great Industrial Leap"
ai_chance = 0
command = { type = construct which = ic where = -4 value = 3 }
command = { type = construct which = ic where = -4 value = 3 }
command = { type = construct which = ic where = -4 value = 3 }
command = { type = construct which = ic where = -4 value = 3 }
command = { type = construct which = ic where = -4 value = 3 }
command = { type = construct which = ic where = -4 value = 3 }
command = { type = construct which = ic where = -4 value = 3 }
command = { type = construct which = ic where = -4 value = 3 }
command = { type = construct which = ic where = -4 value = 3 }
command = { type = construct which = ic where = -4 value = 3 }
}
action_b = {
name = "DO NOT WANT"
ai_chance = 100
command = { }
}
}
event = {
id = 80101
random = yes
name = "Advanced Industry"
desc = "The industry of the nation will now be more efficient due to new technology"
picture = "economy"
style = 0
action_a = {
name = "Industrial Advancements"
ai_chance = 0
command = { type = industrial_modifier which = total value = 20 }
}
action_b = {
name = "DO NOT WANT"
ai_chance = 100
command = { }
}
}
event = {
id = 80102
random = yes
name = "Small Arms & Vehicle Production Efficiency"
desc = "Our engineers have shortened the production time for land divisions and material."
picture = "german_reinforcment_4"
style = 0
action_a = {
name = "Excellent!"
ai_chance = 0
command = { type = build_time which = armor when = now where = relative value = -90 }
command = { type = build_time which = light_armor when = now where = relative value = -90 }
command = { type = build_time which = infantry when = now where = relative value = -50 }
command = { type = build_time which = cavalry when = now where = relative value = -50 }
command = { type = build_time which = militia when = now where = relative value = -50 }
command = { type = build_time which = garrison when = now where = relative value = -50 }
command = { type = build_time which = paratrooper when = now where = relative value = -70 }
command = { type = build_time which = bergsjaeger when = now where = relative value = -70 }
command = { type = build_time which = mechanized when = now where = relative value = -60 }
command = { type = build_time which = motorized when = now where = relative value = -60 }
command = { type = build_time which = hq when = now where = relative value = -80 }
command = { type = build_time which = marine when = now where = relative value = -70 } #Brigades below
command = { type = build_time which = anti_tank when = now where = relative value = -50 }
command = { type = build_time which = anti_air when = now where = relative value = -50 }
command = { type = build_time which = artillery when = now where = relative value = -50 }
command = { type = build_time which = rocket_artillery when = now where = relative value = -50 }
command = { type = build_time which = police when = now where = relative value = -50 }
command = { type = build_time which = engineer when = now where = relative value = -50 }
command = { type = build_time which = light_armor_brigade when = now where = relative value = -50 }
command = { type = build_time which = armored_car when = now where = relative value = -50 }
command = { type = build_time which = heavy_armor when = now where = relative value = -100 }
command = { type = build_time which = super_heavy_armor when = now where = relative value = -100 }
command = { type = build_time which = tank_destroyer when = now where = relative value = -70 }
command = { type = build_time which = sp_artillery when = now where = relative value = -70 }
command = { type = build_time which = sp_rct_artillery when = now where = relative value = -70 }
}
action_b = {
name = "DO NOT WANT"
ai_chance = 100
command = { }
}
}
event = {
id = 80103
random = yes
name = "Vehicles and small arms cost decrease"
desc = "Our nations engineers have developed new technologies and methods to reduce the cost for vehicles and small arms"
picture = "scientist"
style = 0
action_a = {
name = "Great"
ai_chance = 0
command = { type = build_cost which = armor value = -10 }
command = { type = build_cost which = light_armor value = -7 }
command = { type = build_cost which = infantry value = -2 }
command = { type = build_cost which = cavalry value = -5 }
command = { type = build_cost which = paratrooper value = -5 }
command = { type = build_cost which = bergsjaeger value = -5 }
command = { type = build_cost which = marine value = -5 }
command = { type = build_cost which = mechanized value = -9 }
command = { type = build_cost which = motorized value = -8 }
command = { type = build_cost which = hq value = -10 }
}
action_b = {
name = "DO NOT WANT"
ai_chance = 100
command = { }
}
}
event = {
id = 80104
random = yes
name = "Naval Production Efficiency"
desc = "Our engineers have shortened the production time for naval vessels"
picture = "american_ships_in_dock"
style = 0
action_a = {
name = "Excellent!"
ai_chance = 0
command = { type = build_time which = battlecruiser when = now where = relative value = -70 }
command = { type = build_time which = battleship when = now where = relative value = -80 }
command = { type = build_time which = carrier when = now where = relative value = -90 }
command = { type = build_time which = escort_carrier when = now where = relative value = -80 }
command = { type = build_time which = destroyer when = now where = relative value = -70 }
command = { type = build_time which = heavy_cruiser when = now where = relative value = -90 }
command = { type = build_time which = light_cruiser when = now where = relative value = -80 }
command = { type = build_time which = submarine when = now where = relative value = -70 }
command = { type = build_time which = nuclear_submarine when = now where = relative value = -80 }
command = { type = build_time which = transport when = now where = relative value = -50 }
command = { type = convoy_prod_mod which = transports value = 40 }
command = { type = convoy_prod_mod which = escorts value = 40 }
}
action_b = {
name = "DO NOT WANT"
ai_chance = 100
command = { }
}
}
event = {
id = 80105
random = yes
name = "Aircraft Production Efficiency"
desc = "Our engineers have shortened the production time for airplanes"
picture = "german_air_reinforcments"
style = 0
action_a = {
name = "Excellent!"
ai_chance = 0
command = { type = build_time which = interceptor when = now where = relative value = -60 }
command = { type = build_time which = multi_role when = now where = relative value = -60 }
command = { type = build_time which = escort when = now where = relative value = -60 }
command = { type = build_time which = cas when = now where = relative value = -60 }
command = { type = build_time which = naval_bomber when = now where = relative value = -60 }
command = { type = build_time which = strategic_bomber when = now where = relative value = -70 }
command = { type = build_time which = tactical_bomber when = now where = relative value = -60 }
command = { type = build_time which = transport_plane when = now where = relative value = -80 }
command = { type = build_time which = cag when = now where = relative value = -60 }
}
action_b = {
name = "DO NOT WANT"
ai_chance = 100
command = { }
}
}
event = {
id = 80106
random = yes
name = "Aircraft cost decrease"
desc = "Our nations engineers have developed new technologies and methods to reduce the cost for aircrafts"
picture = "scientist"
style = 0
action_a = {
name = "Great"
ai_chance = 0
command = { type = build_cost which = interceptor value = -4 }
command = { type = build_cost which = multi_role value = -4 }
command = { type = build_cost which = cas value = -2 }
command = { type = build_cost which = naval_bomber value = -8 }
command = { type = build_cost which = strategic_bomber value = -9 }
command = { type = build_cost which = tactical_bomber value = -8 }
command = { type = build_cost which = transport_plane value = -14 }
command = { type = build_cost which = cag value = -1 }
command = { type = build_cost which = escort value = -1 }
}
action_b = {
name = "DO NOT WANT"
ai_chance = 100
command = { }
}
}
event = {
id = 80107
random = yes
name = "Construction Efficiency"
desc = "The nations great engineers has managed to develop much more efficient construction methods."
picture = "factory"
style = 0
action_a = {
name = "Excellent!"
ai_chance = 0
command = { type = building_prod_mod which = ic value = 75 }
command = { type = building_prod_mod which = infrastructure value = 75 }
command = { type = building_prod_mod which = rocket_test value = 75 }
command = { type = building_prod_mod which = nuclear_reactor value = 75 }
command = { type = building_prod_mod which = coastal_fort value = 75 }
command = { type = building_prod_mod which = land_fort value = 75 }
command = { type = building_prod_mod which = flak value = 75 }
command = { type = building_prod_mod which = air_base value = 75 }
command = { type = building_prod_mod which = naval_base value = 75 }
command = { type = building_prod_mod which = radar_station value = 75 }
}
action_b = {
name = "DO NOT WANT"
ai_chance = 100
command = { }
}
}
event = {
id = 80108
random = yes
name = "Increase In Transport Capacity"
desc = "Our efforts to increase our transport capacity have yielded results!"
picture = "transfer"
style = 0
action_a = {
name = "Excellent!"
ai_chance = 0
command = { type = extra_tc value = 800 }
}
action_b = {
name = "DO NOT WANT"
ai_chance = 100
command = { }
}
}
event = {
id = 80109
random = yes
name = "Better Logistics In Occupied Land."
desc = "Our generals have developed new methods for reducing the drain of partisan activity on TC."
picture = "transfer"
style = 0
action_a = {
name = "Excellent!"
ai_chance = 0
command = { type = tc_occupied_mod value = 70 }
}
action_b = {
name = "DO NOT WANT"
ai_chance = 100
command = { }
}
}
event = {
id = 80110
random = yes
name = "Scientist movement"
desc = "Our efforts to spur research have paid off!"
picture = "scientist"
style = 0
action_a = {
name = "Excellent!"
ai_chance = 0
command = { type = research_mod value = 1000 }
}
action_b = {
name = "DO NOT WANT"
ai_chance = 100
command = { }
}
}
event = {
id = 80111
random = yes
name = "Population Growth"
desc = "Our efforts to spur population growth have paid off!"
picture = "youth_movment"
style = 0
action_a = {
name = "Excellent!"
ai_chance = 0
command = { type = relative_manpower value = 40 }
}
action_b = {
name = "DO NOT WANT"
ai_chance = 100
command = { }
}
}
event = {
id = 80112
random = yes
name = "Population Increase"
desc = "The demographics charts looks very good indeed!"
picture = "eastern_europe"
style = 0
action_a = {
name = "Excellent!"
ai_chance = 0
command = { type = province_manpower which = -3 value = 19 }
command = { type = province_manpower which = -1 value = 18 }
command = { type = province_manpower which = -1 value = 18 }
command = { type = province_manpower which = -1 value = 18 }
command = { type = province_manpower which = -1 value = 19 }
command = { type = province_manpower which = -1 value = 18 }
command = { type = province_manpower which = -1 value = 18 }
command = { type = province_manpower which = -1 value = 18 }
command = { type = province_manpower which = -1 value = 18 }
command = { type = province_manpower which = -1 value = 19 }
}
action_b = {
name = "DO NOT WANT"
ai_chance = 100
command = { }
}
}
event = {
id = 80113
random = yes
name = "Supply Production"
desc = "Our industrialists, engineers and generals have joined forces and come up with methods for producing supplies much more efficiently!"
picture = "american_supplies"
style = 0
action_a = {
name = "Excellent!"
ai_chance = 0
command = { type = industrial_modifier which = supplies value = 75 }
}
action_b = {
name = "DO NOT WANT"
ai_chance = 100
command = { }
}
}
event = {
id = 80114
random = yes
name = "Resource Production"
desc = "We've discovered completely new sources of rescources!"
picture = "siberia"
style = 0
action_a = {
name = "Excellent!"
ai_chance = 0
command = { type = free_energy value = 800 }
command = { type = free_metal value = 600 }
command = { type = free_rare_materials value = 250 }
command = { type = free_oil value = 750 }
command = { type = free_supplies value = 800 }
command = { type = free_money value = 100 }
}
action_b = {
name = "DO NOT WANT"
ai_chance = 100
command = { }
}
}
#########################################################################
#80200 - 80299 Misc.
#########################################################################
event = {
id = 80200
random = yes
name = "Dissent reduced"
desc = "Our steps towards quelling the national dissent has been very sucessful!"
picture = "gulag"
style = 0
action_a = {
name = "Great"
ai_chance = 0
command = { type = dissent value = -25 }
}
action_b = {
name = "DO NOT WANT"
ai_chance = 100
command = { }
}
}
event = {
id = 80201
random = yes
name = "Peace Conference"
desc = "We have recently held an peace conference with all the nations concerned about peace in our part of the world. The conference was an sucess and our nation seems much less beliggerent now."
picture = "constitutional"
style = 0
action_a = {
name = "Great"
ai_chance = 0
command = { type = belligerence value = -25 }
}
action_b = {
name = "DO NOT WANT"
ai_chance = 100
command = { }
}
}
</pre>
Also one event for all Blueprints
<pre>
################################################## #################################
#
# Blueprints
#
################################################## ###################################
event = {
id = 3295
random = no
name = "Theoritical Breakthrough"
desc = "Everyone has a bright idea!"
style = 0
action_a = {
name = "Patent office goes wild!"
command = { type = gain_tech which = 1010}
command = { type = gain_tech which = 1020}
command = { type = gain_tech which = 1030}
command = { type = gain_tech which = 1040}
command = { type = gain_tech which = 1050}
command = { type = gain_tech which = 1060}
command = { type = gain_tech which = 1070}
command = { type = gain_tech which = 1080}
command = { type = gain_tech which = 1090}
command = { type = gain_tech which = 1100}
command = { type = gain_tech which = 1110}
command = { type = gain_tech which = 1120}
command = { type = gain_tech which = 1130}
command = { type = gain_tech which = 1140}
command = { type = gain_tech which = 1150}
command = { type = gain_tech which = 1160}
command = { type = gain_tech which = 1170}
command = { type = gain_tech which = 1180}
command = { type = gain_tech which = 1190}
command = { type = gain_tech which = 1200}
command = { type = gain_tech which = 1210}
command = { type = gain_tech which = 1220}
command = { type = gain_tech which = 1230}
command = { type = gain_tech which = 1240}
command = { type = gain_tech which = 1250}
command = { type = gain_tech which = 1260}
command = { type = gain_tech which = 1270}
command = { type = gain_tech which = 1280}
command = { type = gain_tech which = 1290}
command = { type = gain_tech which = 1300}
command = { type = gain_tech which = 1310}
command = { type = gain_tech which = 1320}
command = { type = gain_tech which = 1330}
command = { type = gain_tech which = 1340}
command = { type = gain_tech which = 1350}
command = { type = gain_tech which = 1360}
Command = { type = gain_tech which = 2010}
Command = { type = gain_tech which = 2020}
Command = { type = gain_tech which = 2030}
Command = { type = gain_tech which = 2040}
Command = { type = gain_tech which = 2050}
Command = { type = gain_tech which = 2060}
Command = { type = gain_tech which = 2070}
Command = { type = gain_tech which = 2080}
Command = { type = gain_tech which = 2090}
Command = { type = gain_tech which = 2100}
Command = { type = gain_tech which = 2110}
Command = { type = gain_tech which = 2120}
Command = { type = gain_tech which = 2130}
Command = { type = gain_tech which = 2140}
Command = { type = gain_tech which = 2150}
Command = { type = gain_tech which = 2160}
Command = { type = gain_tech which = 2170}
Command = { type = gain_tech which = 2180}
Command = { type = gain_tech which = 2190}
Command = { type = gain_tech which = 2200}
Command = { type = gain_tech which = 2210}
Command = { type = gain_tech which = 2220}
Command = { type = gain_tech which = 2230}
Command = { type = gain_tech which = 2240}
Command = { type = gain_tech which = 2250}
Command = { type = gain_tech which = 2260}
Command = { type = gain_tech which = 2270}
Command = { type = gain_tech which = 2280}
Command = { type = gain_tech which = 2290}
Command = { type = gain_tech which = 2300}
Command = { type = gain_tech which = 2310}
Command = { type = gain_tech which = 2320}
Command = { type = gain_tech which = 2330}
Command = { type = gain_tech which = 2340}
Command = { type = gain_tech which = 2350}
Command = { type = gain_tech which = 2360}
Command = { type = gain_tech which = 2370}
Command = { type = gain_tech which = 2380}
Command = { type = gain_tech which = 2390}
Command = { type = gain_tech which = 2400}
Command = { type = gain_tech which = 2410}
Command = { type = gain_tech which = 2420}
Command = { type = gain_tech which = 2430}
Command = { type = gain_tech which = 2440}
Command = { type = gain_tech which = 2450}
Command = { type = gain_tech which = 2460}
Command = { type = gain_tech which = 2470}
Command = { type = gain_tech which = 2480}
Command = { type = gain_tech which = 2490}
Command = { type = gain_tech which = 2500}
Command = { type = gain_tech which = 2510}
Command = { type = gain_tech which = 2520}
Command = { type = gain_tech which = 2530}
Command = { type = gain_tech which = 2540}
Command = { type = gain_tech which = 3010}
Command = { type = gain_tech which = 3020}
Command = { type = gain_tech which = 3030}
Command = { type = gain_tech which = 3040}
Command = { type = gain_tech which = 3050}
Command = { type = gain_tech which = 3060}
Command = { type = gain_tech which = 3070}
Command = { type = gain_tech which = 3080}
Command = { type = gain_tech which = 3090}
Command = { type = gain_tech which = 3100}
Command = { type = gain_tech which = 3110}
Command = { type = gain_tech which = 3120}
Command = { type = gain_tech which = 3130}
Command = { type = gain_tech which = 3140}
Command = { type = gain_tech which = 3150}
Command = { type = gain_tech which = 3160}
Command = { type = gain_tech which = 3170}
Command = { type = gain_tech which = 3180}
Command = { type = gain_tech which = 3190}
Command = { type = gain_tech which = 3200}
Command = { type = gain_tech which = 3210}
Command = { type = gain_tech which = 3220}
Command = { type = gain_tech which = 3230}
Command = { type = gain_tech which = 3240}
Command = { type = gain_tech which = 3250}
Command = { type = gain_tech which = 3260}
Command = { type = gain_tech which = 3270}
Command = { type = gain_tech which = 3280}
Command = { type = gain_tech which = 3290}
Command = { type = gain_tech which = 3300}
Command = { type = gain_tech which = 3310}
Command = { type = gain_tech which = 3320}
Command = { type = gain_tech which = 3330}
Command = { type = gain_tech which = 3340}
Command = { type = gain_tech which = 3350}
Command = { type = gain_tech which = 3360}
Command = { type = gain_tech which = 3370}
Command = { type = gain_tech which = 3380}
Command = { type = gain_tech which = 3390}
Command = { type = gain_tech which = 3400}
Command = { type = gain_tech which = 3410}
Command = { type = gain_tech which = 3420}
Command = { type = gain_tech which = 3430}
Command = { type = gain_tech which = 3440}
Command = { type = gain_tech which = 3450}
Command = { type = gain_tech which = 3460}
command = { type = gain_tech which = 4010}
command = { type = gain_tech which = 4020}
Command = { type = gain_tech which = 4030}
Command = { type = gain_tech which = 4040}
Command = { type = gain_tech which = 4050}
Command = { type = gain_tech which = 4060}
Command = { type = gain_tech which = 4070}
Command = { type = gain_tech which = 4080}
Command = { type = gain_tech which = 4090}
Command = { type = gain_tech which = 4100}
Command = { type = gain_tech which = 4110}
Command = { type = gain_tech which = 4120}
Command = { type = gain_tech which = 4130}
Command = { type = gain_tech which = 4140}
Command = { type = gain_tech which = 4150}
Command = { type = gain_tech which = 4160}
Command = { type = gain_tech which = 4170}
Command = { type = gain_tech which = 4180}
Command = { type = gain_tech which = 4190}
Command = { type = gain_tech which = 4200}
Command = { type = gain_tech which = 4210}
Command = { type = gain_tech which = 4220}
Command = { type = gain_tech which = 4230}
Command = { type = gain_tech which = 4240}
Command = { type = gain_tech which = 4250}
Command = { type = gain_tech which = 4260}
Command = { type = gain_tech which = 4270}
Command = { type = gain_tech which = 4280}
command = { type = gain_tech which = 5010}
command = { type = gain_tech which = 5020}
command = { type = gain_tech which = 5030}
command = { type = gain_tech which = 5040}
command = { type = gain_tech which = 5050}
command = { type = gain_tech which = 5060}
command = { type = gain_tech which = 5070}
command = { type = gain_tech which = 5080}
command = { type = gain_tech which = 5090}
command = { type = gain_tech which = 5100}
command = { type = gain_tech which = 5110}
command = { type = gain_tech which = 5120}
command = { type = gain_tech which = 5130}
command = { type = gain_tech which = 5140}
command = { type = gain_tech which = 5150}
command = { type = gain_tech which = 5160}
command = { type = gain_tech which = 5170}
command = { type = gain_tech which = 5180}
command = { type = gain_tech which = 5190}
command = { type = gain_tech which = 5200}
command = { type = gain_tech which = 5210}
command = { type = gain_tech which = 5220}
command = { type = gain_tech which = 5230}
command = { type = gain_tech which = 5240}
command = { type = gain_tech which = 5310}
command = { type = gain_tech which = 5320}
command = { type = gain_tech which = 5330}
command = { type = gain_tech which = 5340}
command = { type = gain_tech which = 5350}
command = { type = gain_tech which = 5360}
command = { type = gain_tech which = 5370}
command = { type = gain_tech which = 5380}
command = { type = gain_tech which = 5390}
command = { type = gain_tech which = 5400}
command = { type = gain_tech which = 5410}
command = { type = gain_tech which = 5420}
command = { type = gain_tech which = 5430}
command = { type = gain_tech which = 5440}
command = { type = gain_tech which = 5450}
command = { type = gain_tech which = 5460}
command = { type = gain_tech which = 5470}
command = { type = gain_tech which = 5480}
command = { type = gain_tech which = 5490}
command = { type = gain_tech which = 5500}
command = { type = gain_tech which = 5510}
command = { type = gain_tech which = 5520}
command = { type = gain_tech which = 5530}
command = { type = gain_tech which = 5540}
command = { type = gain_tech which = 5550}
command = { type = gain_tech which = 5560}
command = { type = gain_tech which = 5570}
command = { type = gain_tech which = 5580}
command = { type = gain_tech which = 5590}
command = { type = gain_tech which = 6010}
command = { type = gain_tech which = 6020}
command = { type = gain_tech which = 6030}
command = { type = gain_tech which = 6040}
command = { type = gain_tech which = 6050}
command = { type = gain_tech which = 6060}
command = { type = gain_tech which = 6070}
command = { type = gain_tech which = 6080}
command = { type = gain_tech which = 6090}
command = { type = gain_tech which = 6100}
command = { type = gain_tech which = 6110}
command = { type = gain_tech which = 6120}
command = { type = gain_tech which = 6130}
command = { type = gain_tech which = 6140}
command = { type = gain_tech which = 6150}
command = { type = gain_tech which = 6160}
command = { type = gain_tech which = 6170}
command = { type = gain_tech which = 6180}
command = { type = gain_tech which = 6190}
command = { type = gain_tech which = 6200}
command = { type = gain_tech which = 6210}
command = { type = gain_tech which = 6220}
command = { type = gain_tech which = 6230}
command = { type = gain_tech which = 6240}
command = { type = gain_tech which = 6250}
command = { type = gain_tech which = 6260}
command = { type = gain_tech which = 6270}
command = { type = gain_tech which = 6280}
command = { type = gain_tech which = 6290}
command = { type = gain_tech which = 6300}
command = { type = gain_tech which = 6310}
command = { type = gain_tech which = 6320}
command = { type = gain_tech which = 6330}
command = { type = gain_tech which = 6340}
command = { type = gain_tech which = 6350}
command = { type = gain_tech which = 6360}
command = { type = gain_tech which = 6370}
command = { type = gain_tech which = 7010}
command = { type = gain_tech which = 7020}
command = { type = gain_tech which = 7030}
command = { type = gain_tech which = 7040}
command = { type = gain_tech which = 7050}
command = { type = gain_tech which = 7060}
command = { type = gain_tech which = 7070}
command = { type = gain_tech which = 7080}
command = { type = gain_tech which = 7090}
command = { type = gain_tech which = 7100}
command = { type = gain_tech which = 7110}
command = { type = gain_tech which = 7120}
command = { type = gain_tech which = 7130}
command = { type = gain_tech which = 7140}
command = { type = gain_tech which = 7150}
command = { type = gain_tech which = 7160}
command = { type = gain_tech which = 7170}
command = { type = gain_tech which = 7180}
command = { type = gain_tech which = 7190}
command = { type = gain_tech which = 7200}
command = { type = gain_tech which = 7210}
command = { type = gain_tech which = 7220}
command = { type = gain_tech which = 7230}
command = { type = gain_tech which = 7240}
command = { type = gain_tech which = 7260}
command = { type = gain_tech which = 7270}
command = { type = gain_tech which = 7280}
command = { type = gain_tech which = 7290}
command = { type = gain_tech which = 8000}
command = { type = gain_tech which = 8010}
command = { type = gain_tech which = 8010}
command = { type = gain_tech which = 8020}
command = { type = gain_tech which = 8030}
command = { type = gain_tech which = 8040}
command = { type = gain_tech which = 8050}
command = { type = gain_tech which = 8060}
command = { type = gain_tech which = 8070}
command = { type = gain_tech which = 8080}
command = { type = gain_tech which = 8090}
command = { type = gain_tech which = 8100}
command = { type = gain_tech which = 8110}
command = { type = gain_tech which = 8120}
command = { type = gain_tech which = 8130}
command = { type = gain_tech which = 8140}
command = { type = gain_tech which = 8150}
command = { type = gain_tech which = 8160}
command = { type = gain_tech which = 8170}
command = { type = gain_tech which = 8180}
command = { type = gain_tech which = 8190}
command = { type = gain_tech which = 8200}
command = { type = gain_tech which = 8210}
command = { type = gain_tech which = 8220}
command = { type = gain_tech which = 8230}
command = { type = gain_tech which = 8240}
command = { type = gain_tech which = 8250}
command = { type = gain_tech which = 8260}
command = { type = gain_tech which = 8270}
command = { type = gain_tech which = 8280}
command = { type = gain_tech which = 8290}
command = { type = gain_tech which = 8300}
command = { type = gain_tech which = 8310}
command = { type = gain_tech which = 8320}
command = { type = gain_tech which = 8330}
command = { type = gain_tech which = 8340}
command = { type = gain_tech which = 8350}
command = { type = gain_tech which = 9010}
command = { type = gain_tech which = 9020}
command = { type = gain_tech which = 9030}
command = { type = gain_tech which = 9040}
command = { type = gain_tech which = 9050}
command = { type = gain_tech which = 9060}
command = { type = gain_tech which = 9070}
command = { type = gain_tech which = 9080}
command = { type = gain_tech which = 9090}
command = { type = gain_tech which = 9100}
command = { type = gain_tech which = 9110}
command = { type = gain_tech which = 9120}
command = { type = gain_tech which = 9130}
command = { type = gain_tech which = 9140}
command = { type = gain_tech which = 9150}
command = { type = gain_tech which = 9160}
command = { type = gain_tech which = 9170}
command = { type = gain_tech which = 9180}
command = { type = gain_tech which = 9190}
command = { type = gain_tech which = 9200}
command = { type = gain_tech which = 9210}
command = { type = gain_tech which = 9220}
command = { type = gain_tech which = 9230}
command = { type = gain_tech which = 9240}
command = { type = gain_tech which = 9250}
command = { type = gain_tech which = 9260}
command = { type = gain_tech which = 9270}
command = { type = gain_tech which = 9280}
command = { type = gain_tech which = 9290}
command = { type = gain_tech which = 9300}
command = { type = gain_tech which = 9310}
command = { type = gain_tech which = 9320}
command = { type = gain_tech which = 9330}
command = { type = gain_tech which = 9340}
command = { type = gain_tech which = 9350}
command = { type = gain_tech which = 9360}
command = { type = gain_tech which = 9370}
command = { type = gain_tech which = 9380}
command = { type = gain_tech which = 9390}
command = { type = gain_tech which = 9400}
command = { type = gain_tech which = 9410}
command = { type = gain_tech which = 9420}
command = { type = gain_tech which = 9430}
command = { type = gain_tech which = 9440}
command = { type = gain_tech which = 9450}
command = { type = gain_tech which = 9460}
}
}
</pre>
Add the following for the techs added in doomsday
<pre>
command = { type = gain_tech which = 17010}
command = { type = gain_tech which = 17000}
command = { type = gain_tech which = 15500}
command = { type = gain_tech which = 15000}
command = { type = gain_tech which = 15010}
command = { type = gain_tech which = 15020}
command = { type = gain_tech which = 15030}
command = { type = gain_tech which = 15040}
command = { type = gain_tech which = 15050}
command = { type = gain_tech which = 15060}
command = { type = gain_tech which = 15070}
command = { type = gain_tech which = 15080}
command = { type = gain_tech which = 15100}
command = { type = gain_tech which = 15110}
command = { type = gain_tech which = 15120}
command = { type = gain_tech which = 15130}
command = { type = gain_tech which = 15140}
command = { type = gain_tech which = 15150}
command = { type = gain_tech which = 15160}
command = { type = gain_tech which = 15170}
command = { type = gain_tech which = 15180}
command = { type = gain_tech which = 15190}
command = { type = gain_tech which = 11000}
command = { type = gain_tech which = 11010}
command = { type = gain_tech which = 11020}
command = { type = gain_tech which = 11030}
command = { type = gain_tech which = 11040}
command = { type = gain_tech which = 11050}
command = { type = gain_tech which = 11060}
command = { type = gain_tech which = 11070}
command = { type = gain_tech which = 11080}
command = { type = gain_tech which = 11090}
command = { type = gain_tech which = 13000}
command = { type = gain_tech which = 13010}
command = { type = gain_tech which = 13020}
command = { type = gain_tech which = 13030}
command = { type = gain_tech which = 13040}
command = { type = gain_tech which = 13050}
command = { type = gain_tech which = 13060}
command = { type = gain_tech which = 10000}
command = { type = gain_tech which = 10010}
command = { type = gain_tech which = 10020}
command = { type = gain_tech which = 10030}
command = { type = gain_tech which = 10040}
command = { type = gain_tech which = 10050}
command = { type = gain_tech which = 10060}
command = { type = gain_tech which = 10070}
command = { type = gain_tech which = 10080}
command = { type = gain_tech which = 10090}
command = { type = gain_tech which = 10100}
command = { type = gain_tech which = 10110}
command = { type = gain_tech which = 10120}
command = { type = gain_tech which = 14000}
command = { type = gain_tech which = 14010}
command = { type = gain_tech which = 14020}
command = { type = gain_tech which = 14030}
command = { type = gain_tech which = 14040}
command = { type = gain_tech which = 14050}
command = { type = gain_tech which = 14060}
command = { type = gain_tech which = 14070}
command = { type = gain_tech which = 14080}
command = { type = gain_tech which = 14090}
command = { type = gain_tech which = 14100}
command = { type = gain_tech which = 12000}
command = { type = gain_tech which = 12010}
command = { type = gain_tech which = 12020}
command = { type = gain_tech which = 12030}
command = { type = gain_tech which = 12040}
command = { type = gain_tech which = 12050}
command = { type = gain_tech which = 12060}
command = { type = gain_tech which = 12100}
command = { type = gain_tech which = 12110}
command = { type = gain_tech which = 12120}
command = { type = gain_tech which = 12130}
command = { type = gain_tech which = 12140}
command = { type = gain_tech which = 12150}
command = { type = gain_tech which = 16000}
command = { type = gain_tech which = 16010}
command = { type = gain_tech which = 16020}
command = { type = gain_tech which = 16030}
command = { type = gain_tech which = 18000}
command = { type = gain_tech which = 18010}
</pre>
Cut production time of everything to one day. Has to be random to reverse it. If you get the event by random, just fire it again and click option B. Made by Haru yo koi (Fixed option B. and made option C by Ispanecabg)
<pre>
event = {
id = 505000
random = yes
style = 0
name = "Cut Production Time"
desc = "Cheat event"
date = { day = 1 month = january year = 1936 }
offset = 0
action_a = {
name = "CUTDOWN"
ai_chance = 0
command = { type = build_time which = armor when = now where = relative value = -150 }
command = { type = build_time which = light_armor when = now where = relative value = -150 }
command = { type = build_time which = battlecruiser when = now where = relative value = -150 }
command = { type = build_time which = battleship when = now where = relative value = -150 }
command = { type = build_time which = carrier when = now where = relative value = -150 }
command = { type = build_time which = heavy_cruiser when = now where = relative value = -150 }
command = { type = build_time which = destroyer when = now where = relative value = -150 }
command = { type = build_time which = CAG when when = now where = relative value = -150 }
command = { type = build_time which = infantry when = now where = relative value = -150 }
command = { type = build_time which = CAS when = now where = relative value = -150 }
command = { type = build_time which = bergsjaeger when = now where = relative value = -150 }
command = { type = build_time which = cavalry when = now where = relative value = -150 }
command = { type = build_time which = escort when = now where = relative value = -150 }
command = { type = build_time which = flying_bomb when = now where = relative value = -150 }
command = { type = build_time which = flying_rocket when = now where = relative value = -150 }
command = { type = build_time which = garrison when = now where = relative value = -150 }
command = { type = build_time which = interceptor when = now where = relative value = -150 }
command = { type = build_time which = marine when = now where = relative value = -150 }
command = { type = build_time which = mechanized when = now where = relative value = -150 }
command = { type = build_time which = motorized when = now where = relative value = -150 }
command = { type = build_time which = naval_bomber when = now where = relative value = -150 }
command = { type = build_time which = paratrooper when = now where = relative value = -150 }
command = { type = build_time which = strategic_bomber when = now where = relative value = -150 }
command = { type = build_time which = tactical_bomber when = now where = relative value = -150 }
command = { type = build_time which = transport when = now where = relative value = -150 }
command = { type = build_time which = transport_plane when = now where = relative value = -150 }
command = { type = build_time which = engineer when = now where = relative value = -150 }
command = { type = build_time which = police when = now where = relative value = -150 }
command = { type = build_time which = anti_tank when = now where = relative value = -150 }
command = { type = build_time which = battleship when = now where = relative value = -150 }
command = { type = build_time which = hq now where when = now where = relative value = -150 }
command = { type = build_time which = sp_artillery when = now where = relative value = -150 }
command = { type = build_time which = sp_rct_artillery when = now where = relative value = -150 }
}
action_b = {
name = "Reverse."
ai_chance = 0
command = { type = build_time which = armor when = now where = relative value = 150 }
command = { type = build_time which = light_armor when = now where = relative value = 150 }
command = { type = build_time which = battlecruiser when = now where = relative value = 150 }
command = { type = build_time which = battleship when = now where = relative value = 150 }
command = { type = build_time which = carrier when = now where = relative value = 150 }
command = { type = build_time which = heavy_cruiser when = now where = relative value = 150 }
command = { type = build_time which = destroyer when = now where = relative value = 150 }
command = { type = build_time which = CAG when when = now where = relative value = 150 }
command = { type = build_time which = infantry when = now where = relative value = 150 }
command = { type = build_time which = CAS when = now where = relative value = 150 }
command = { type = build_time which = bergsjaeger when = now where = relative value = 150 }
command = { type = build_time which = cavalry when = now where = relative value = 150 }
command = { type = build_time which = escort when = now where = relative value = 150 }
command = { type = build_time which = flying_bomb when = now where = relative value = 150 }
command = { type = build_time which = flying_rocket when = now where = relative value = 150 }
command = { type = build_time which = garrison when = now where = relative value = 150 }
command = { type = build_time which = interceptor when = now where = relative value = 150 }
command = { type = build_time which = marine when = now where = relative value = 150 }
command = { type = build_time which = mechanized when = now where = relative value = 150 }
command = { type = build_time which = motorized when = now where = relative value = 150 }
command = { type = build_time which = naval_bomber when = now where = relative value = 150 }
command = { type = build_time which = paratrooper when = now where = relative value = 150 }
command = { type = build_time which = strategic_bomber when = now where = relative value = 150 }
command = { type = build_time which = tactical_bomber when = now where = relative value = 150 }
command = { type = build_time which = transport when = now where = relative value = 150 }
command = { type = build_time which = transport_plane when = now where = relative value = 150 }
command = { type = build_time which = engineer when = now where = relative value = 150 }
command = { type = build_time which = police when = now where = relative value = 150 }
command = { type = build_time which = anti_tank when = now where = relative value = 150 }
command = { type = build_time which = battleship when = now where = relative value = 150 }
command = { type = build_time which = hq now where when = now where = relative value = 150 }
command = { type = build_time which = sp_artillery when = now where = relative value = 150 }
command = { type = build_time which = sp_rct_artillery when = now where = relative value = 150 }
}
action_c = {
name = "No need of change"
ai_chance = 100
command = { }
}
}
</pre>
[[Category:Modding]]
a22ff8020ad67004ff1fdc67663a7f720429e982
Event Commands
0
443
718
717
2017-03-18T11:51:18Z
Meneth
2
1 revision imported: Import from HoI2 Wiki
wikitext
text/x-wiki
{{needwiki}}
== Triggers ==
=== Operators ===
* '''AND''' - this operator tests whether ''all'' of the trigger conditions within { }s after it are satisfied. This is the default operator used by the ''trigger'' statement, and is therefore not necessary to include.
* '''OR''' - this operator tests whether ''one or more'' of the trigger conditions within { }s after it are satisfied.
* '''NOT''' - this operator ''inverts'' the evaluation of the trigger conditions within { }s after it.
**''NOT'' with multiple trigger conditions acts as '''NOR''' (NOT OR), there is no need to place multiple conditions inside a separate OR trigger. A single of the multiple trigger conditions met would result in a ''False'', preventing an event from firing.
**''NOT'' with multiple trigger conditions inside an additional ''AND'' trigger acts as '''NAND''' (NOT AND). All of the multiple trigger conditions have to be met to prevent an event from firing.
=== Basic Event Parameters ===
* '''id = [event id]''' - this event has a unique identification number [event id], which is used by the game and which may be referred to by other events.
* '''country = [country tag]''' - this event applies to the country specified. Unless specified below, all events must have country tags.
* '''name = X / "X"''' - if X is a quoted string ("like this"), the text between the quotes will be used as the event title. Otherwise, the game will search in the file "/config/*.csv" for a match, scan for the string corresponding to the correct language, and use this string as the event title. This method allows translations to multiple languages and is recommended for finished work. Be careful not to make this string too long.
* '''desc = X / "X"''' - same rules, except that the smaller text below the title is affected. There are various text formatting commands that you may use; see the file "/db/events/event commands.txt" and usage examples in "/config/event_text.csv".
* '''date = { day = 0 month = january year = 1937 }''' - this event cannot fire before January 1st (days start at zero), 1937.
* '''deathdate = { day = 29 month = december year = 1960 }''' - This event cannot fire after December 30th, 1960.
* '''offset = X''' - the trigger conditions will be tested every X days. More precisely, the game keeps a time passed clock (which appears to be randomly reset on a reload): if the time "passed" value divided by "offset" equals one, the trigger conditions will be tested.
* '''persistent = yes [/no]''' - this event is not slept after firing. If the trigger conditions continue to be satisfied it will fire repeatedly.
* '''random = yes [/no]''' - this event uses a hard-coded randomized event system. It applies to all nations - you need not use a "country = X" line. As of HOI2 1.3b / DD 1.2, this condition is not recommended for use because it is reset every time the game is reloaded (you cannot control true frequency) and also because there is no information on how it works precisely or how frequently events using it are supposed to happen in theory.
* '''invention = yes [/no]''' - this event uses a different hard-coded randomized event system, which should (probably) not be used for anything other than inventions. It applies to all nations: you need not use a "country = X" line. Frequency is controlled by the "mean number of "invention" events occuring per year" line at the end of "/db/misc.txt". Frequency is also (probably) save-and-reload-dependent.
* '''picture = "[picture name without .bmp]"''' - include the specified picture from the "/gfx/event_pics/" directory.
* '''style = 0''' - this is used by other paradox games based on the eu2 system, but apparently makes no difference for HoI2. It is still included in most events for some reason.
=== Trigger Conditions ===
==== Generic ====
* '''event = X''' - tests whether the event with the id X has fired.
* '''random = X''' - has an X percentage chance of being satisfied each time it is tested.
* '''exists = [country tag]''' - tests if the country tag given currently exists.
* '''intel_diff = X''' - tests the relative difference between the source country's intelligence value and the target country's intelligence value. This is the value that is adjusted when the Encryption and Decryption Technologies are researched. If the actual intelligence difference is greater than the value given in X, the trigger evaluates to true.
* '''ai = [yes/no/country tag] ''' - evaluates if either the country running the trigger, or the country given in [country tag] is controlled by the AI.
* '''difficulty = X''' - tests if the difficulty level is set at level X or harder. Possible values are from 0 to 4, where 0 is "very easy".
==== Tags related to people ====
* '''leader = X''' - tests if the leader given as X exists.
* '''minister = [minister id]''' - tests whether the minister in [minister id] is alive.
* '''headofstate = [minister id]''' - tests whether the country's current Head of State is the person in [minister id].
* '''headofgovernment = [minister id]''' - tests whether the country's current Head of Government is the person in [minister id].
* '''foreignminister = [minister id]''' - tests whether the country's current Foreign Minister is the person in [minister id].
* '''armamentminister = [minister id]''' - tests whether the country's current Armament Minister is the person in [minister id].
* '''ministerofsecurity = [minister id]''' - tests whether the country's current Minister of Security is the person in [minister id].
* '''ministerofintelligence = [minister id]''' - tests whether the country's current Minister of Intelligence is the person in [minister id].
* '''chiefofstaff = [minister id]''' - tests whether the country's current Chief of Staff is the person in [minister id].
* '''chiefofarmy = [minister id]''' - tests whether the country's current Chief of Army is the person in [minister id].
* '''chiefofnavy = [minister id]''' - tests whether the country's current Chief of Navy is the person in [minister id].
* '''chiefofair = [minister id]''' - tests whether the country's current Chief of Air is the person in [minister id].
==== Tags related to governments ====
* '''government = [government]''' # tests if the country running the event has the type of government given.
:Valid government types are "communist", "fascist" or "democratic".
* '''ideology = [ideology]''' # tests if the country running the event has the ideology given.
:Valid ideologies in are "nazi", "fascist", "paternal_autocrat", "social_conservative", "market_liberal", "social_liberal", "social_democrat", "left_wing_radical", "leninist" or "stalinist".
* '''domestic = { type = [domestic policy slider] value = [value] }''' # tests whether the domestic policy slider is of the value given.
:Valid domestic policy sliders to specify include "democratic", "political_left", "free_market", "freedom", "professional_army", "defense_lobby" or "interventionism". Values can range from 1 through 10 (not 0 through 9 as stated elsewhere). A higher values means that the slider is further to the left.
* '''can_change_policy = { type = [domestic policy slider] value = [delta] }''' # true if the policy can be changed by delta
:Armageddon 1.3 Beta 2, unlike '''domestic''' checks if a domestic policy can be changed normally and not by a specific value
==== Diplomatic condition checks ====
* '''major = [yes/no]''' - is true if the country that it is tested is either the UK (ENG), France (FRA), Germany (GER), Japan (JAP), the US (USA), Italy (ITA), or the USSR (SOV).
* '''atwar = [yes/no/country tag]''' - tests if either the country that is testing the trigger is currently at war, or whether another country [country tag] is at war.
* '''war = { country = [country tag] country = [country tag] }''' - tests if both countries given in the [country tag] parameters are at war.
* '''guarantee = { country = [country tag] country = [country tag] }''' - tests if the country given in the first [country tag] is guaranteeing the independence of the country in the second [country tag].
* '''ispuppet = [country tag]''' - tests whether the country in [country tag] is the puppet of any other nation.
* '''puppet = { country = [country tag] country = [country tag] }''' - will evaluate to true if the first [country tag] given is a puppet of the second [country tag].
* '''alliance = { country = [country tag] country = [country tag] }''' - checks if both [country tag] countries are part of the same military alliance.
* '''access = { country = [country tag] country = [country tag] }''' - checks if the first [country tag] is granting military access to the second [country tag].
* '''non_aggression = { country = [country tag] country = [country tag] }''' - checks if both [country tag]'s have signed a non-aggression pact.
* '''trade = { country = [country tag] country = [country tag] }''' - checks if both [country tag]'s have at least one active trade agreement.
* '''belligerence = { country = [tag] value = X }''' - is true if [country tag]'s belligerence >= X. If no "country = [tag]" field is provided it means "this country".
==== Technology condition checks ====
* '''technology = [tech id]''' - tests if the country evaluating the trigger has researched the technology given in [tech id].
* '''is_tech_active = [tech id]''' - tests if the technology given in [tech id] is currently researchable.
==== Condition flags ====
* '''flag = [name]''' - tests if the [name] ''global flag'' has been defined and is set to true. A global flag if a flag that has been set earlier in the scenario file or as a trigger, and is visible to all nations in the game. NOTE: the [name] cannot include non-alphanumeric characters (like an exclamation mark).
* '''local_flag = [name]''' - tests if the [name] ''local flag'' has been defined and is set to true. A local flag is a flag that has been set eariler in the scenario file or as a trigger, and is visible only to the nation receiving this event. NOTE: the [name] cannot include non-alphanumeric characters (like an exclamation mark).
==== Province checks ====
* '''owned = { province = [province id] data = [country tag/-1] }''' - checks if the province given, is owned by the country given. If -1 is used as the tag parameter to data, then the condition is evaluated for whichever country is receiving the event.
* '''control = { province = a data = [country tag/-1] }''' - checks if the province given is controlled or occupied by the country given. If -1 is used as the tag parameter to data, then the condition is evaluated for whichever country is receiving the event.
==== Resource & Game values ====
* '''year = [value]''' - tests whether the game year is equal or greater than [value].
* '''month = [value]''' - tests whether the game month is equal or greater than [value].
* '''day = [value]''' - tests whether the game day is equal or greater than [value]. The first day of the month is day 0.
* '''dissent = [amount]''' - tests if the country has at least the amount of dissent in [amount].
* '''manpower = [amount]''' - tests if the country has at least the amount of manpower in [amount].
* '''energy = [amount]''' - tests if the country has at least the amount of energy in [amount].
* '''oil = [amount]''' - tests if the country has at least the amount of oil in [amount].
* '''rare_materials = [amount]''' - tests if the country has at least the amount of rare materials in [amount].
* '''metal = [amount]''' - tests if the country has at least the amount of metal in [amount].
* '''supplies = [amount]''' - tests if the country has at least the amount of supplies in [amount].
==== Victory Points ====
* '''lost_VP = { country = [country tag] value = [value] }''' - evaluates whether [country tag] no longer controls greater than [value] percent of all the victory points from the provinces that the country currently has ownership of.
* '''lost_national = { country = [country tag] value = [value] }''' - evaluates whether [country tag] has lost control of [value] percent of its national (or core) provinces.
* '''lost_IC = { country = [country tag] value = [value] }''' - evaluates whether [country tag] has lost control of [value] percent of the IC in the provinces that it currently has ownership of.
* '''axis = X''' - tests if axis powers hold at least X victory points.
* '''allies = X''' - tests if allied powers hold at least X victory points.
* '''comintern = X''' - tests if comintern powers hold at least X victory points.
* '''vp = X''' - tests if currently held key points plus extra victory points is equal to or more than X.
* '''range = { min = X max = X }''' - is true if the current victory points lies within the specified range).
==== Military unit condition checks ====
* '''under_attack = [country tag]''' - tests if [country tag] is under attack.
* '''division_exists = { type = [unit type] id = [unit id] }''' - tests whether the division [unit type], with the id [unit id] is currently active in the game.
* '''division_in_province = { id = { type = [id type] id = [id id] } province = [province id] }''' - tests whether the province [provence id] contains division [unit type] with id [unit id].
* '''[div type] = X''' ''or'' '''[div type] = { country = [country tag] value = X }''' - tests if X or more of the specified type of division exists, for [country tag]. The second formulation is preferred.
* '''garrison = { country = [country tag] province = [province id] type = [air/land/naval] size = [number of divisions] area = [yes/no] } ''' - tests if [country tag] has divisions equal or above [size] in the specified [province id]. If no type is specified, this means "all division types". "Size" is the number of divisions, and "area = yes" means that divisions in all provinces in this controlled area are counted.
**Do not use "area = yes" for sea provinces. Do not use ''size = 0'' if you are looking for non-guarded provinces, invert the command by looking for the province to be ''not'' guarded with one division (''size = 1'').
== Commands ==
; type = endgame value = [value]
: The valid values that can be used in the [value] parameter include:
:* 0 = quit
:* 1 = eliminated
:* 2 = draw
:* 3 = axis victory
:* 4 = axis total vic
:* 5 = allies-victory
:* 6 = alliestotal
:* 7 = commie
:* 8 = commietotal
; type = extra_tc value = [value]
: Adds "off map" transport capacity to the nation which the event targets.
===Diplomatic commands===
; type = alliance which = [ [[Tag List|Nation Tag]] ]
: Creates an alliance between the nation that the event targets and the nation signified in the [ [[Tag List|Nation Tag]] ] parameter. if -1 is used, an alliance will be formed with a random nation.
; type = inherit which = [ [[Tag List|Nation Tag]] ]
: Causes the nation that is triggering the event to completely take over the nation specified in the [ [[Tag List|Nation Tag]] ] parameter. if -1 is used, the nation triggering the event will inherit a random nation.
; type = country which = [ [[Tag List|Nation Tag]] ]
: Changes the tag of the country.
; type = addcore which = [province id]
: Adds the province specified to the core provinces of the nation that the event is running against.
; type = removecore which = [province id]
: Removes the claim that the country running the event has on the provence specified in [provence id].
; type = secedeprovince which = [ [[Tag List|Nation Tag]] ] value = [province id]
: The nation which is running the event secedes a province specified in the [[Provinces by ID, part 1|province id]] to the nation specified in the [[Tag List|Nation Tag]] parameter.
; type = control which = [tag] value = [province id]
; type = belligerence which = [country] value = X
: No which field means "this country".
; type = relation which = [country] value = X
: Add X to the relation
; type = set_relation which = [country] value = X
: Set relation to X
; type = peace which = [country tag] value = [0/1]
: 1 means separate peace - i.e. pull out of alliance. 0 is full peace, for the whole alliance.
; type = war which = [country tag]
: Create a war between the objective nation and the trigger one.
; type = make_puppet which = [country tag]
: Armageddon 1.3 Beta 2, changes cabinet and policy settings to match master
; type = coup_nation which = [country tag]
: The target nation suffers a coup of state
; type = access which = [country tag]
: Grant military access _to_ a country
; type = independence which = [country tag] value = [0/1] when = [0/1]
: value 0 - units in the area change allegiance, 1 - they don't. , when 0=normal, 1= force them to be democratic
; type = end_access which = [country tag]
: Revoke military access for nation
; type = leave_alliance
: The Nation that the event targets leaves the alliance.
; type = end_non_aggression which = [country] where = [country]
: End a non aggression pact between these countries
; type = non_aggression which = [country] where = [country]
: Create a non aggression pact between these countries
; type = end_trades which = [country] where = [country]
: End all trade agreements between these countries
; type = end_guarantee which = [country] where = [country]
: Country 1 no longer guarantees independence of country 2
; type = guarantee which = [country] where = [country]
: Country 1 now guarantees independence of country 2
: Armageddon 1.3 Beta 2, costs/substracts money in commands
; type = end_puppet
: End puppet status
; type = end_mastery which = [country tag]
: End puppet mastery over another nation
: Armageddon 1.3 Beta 2, does not cost/substract money in commands
===Domestic===
; type = capital which = [province id]
: Change the capital province of the nation that is running the event.
; type = regime_falls
; type = civil_war
: Civil war with any possible revolter that has shared national provinces
; type = civil_war which = [rebel country tag]
: NOTE: This MUST be a tag which has regular_id set to this country, or vice versa. This can be seen in the scenario file.
; type = dissent value = [value to add]
: Positives values adds national dissent, and negatives subtracts it.
; type = domestic which = [democratic/political_left/free_market/freedom/professional_army/defense_lobby/interventionism] value = X
: Change a domestic policy by X
; type = set_domestic which = [democratic/political_left/free_market/freedom/professional_army/defense_lobby/interventionism] value = X
: Set a domestic policy to X
; type = change_policy which = [democratic/political_left/free_market/freedom/professional_army/defense_lobby/interventionism] value = [+/- 1] : Change a domestic policy when it is possible
: Armageddon 1.3 Beta 2, only changes policy when they are not locked, also sets new cooldown
====Resources====
; type = resource which =[resource type] value = X
: % of theoretical maximum daily production added to national resource pool.
; type = supplies value = [value to add] where = [prov]
: If no "where" field is used, it goes to the national pool.
; type = [oilpool/metalpool/energypool/rarematerialspool] value = [value to add] where = [prov]
: If no "where" field is used, it goes to the national pool.
; type = money value = [value to add]
: Take care with negative value for the AI, as the AI cannot annex countries while overdrafted, possibly disturbing the AI.
: In Armageddon 1.3 Beta 2, exist a limit of 65,000 in a single command
===Tech===
; type = steal_tech which = [country tag/-1 for random non-ally]
: Steals a random tech. Results in a blueprint.
; type = gain_tech which = [tech id/-1 for random tech/-2 for a random tech currently being researched]
: Results in a blueprint, not a technology.
; type = research_sabotaged
; type = sleepteam which = [tech team id]
: Makes this team unavailable (sets "start year" to 2001. Will complete current project though.)
; type = waketeam which = [tech team id]
: Makes this team available (sets "start year" to previous year.)
===Event-connected===
; type = trigger which = [event id]
: Immediately trigger the event specified by [event id]
; type = sleepevent which = [event id]
: This event is not going to happen (again in case of the persistent ones). Still can be triggered via console and sometimes by other events.
; type = setflag which = [keyname]
: Global flag, visible for all countries. (Visible means valid in event terms)
; type = clrflag which = [keyname]
: Global flag, visible for all countries.
; type = local_setflag which = [keyname]
: Local flag, visible only for this country.
; type = local_clrflag which = [keyname]
: Local flag, visible only for this country.
===Victory commands===
; type = vp value = X
: Offmap Victory Points
; type = province_keypoints which = [province id/-1] value = [keypoints to add]
: Adds value victory points to the selected province. Negatives values reduce it.
===Warfare===
; type = ground_def_eff which = [value to add]
: Affects defense capabilities of all units. The default value is 0.80
: Armageddon 1.3 Beta 2, cannot be incremented in easy steps (+/- 0.01), has to be set as a complete value e.g. 0.97
; type = set_leader_skill which = [leader id/-1] value = [new value]
: Gives to the selected general the value skill.
; type = manpowerpool value = [value to add]
: Adds value manpower
; type = relative_manpower value = [%]
: Add a percentage of [yearly national manpower income ; 50] to the pool
; type = allow_dig_in
: Troops may now dig in
; type = sleepminister which = [minister id/-1]
; type = sleepleader which = [leader id/-1]
; type = switch_allegiance which = [unit id type/-1] value = [unit id id]where = [country tag]
: -1 is a random unit (value will be ignored).
; type = delete_unit which = [unit id type/-1/-2/-3] value = [unit id id]
: -1 is a random land unit (value will be ignored).
: -2 is a random naval unit (value will be ignored).
: -3 is a random air unit (value will be ignored).
; type = ai which = [file name]
: Switches the ai file of a country.
; type = build_division which = [division type] value = [brigade type]
; type = construct which = [building type] where = [prov id/-1/-4] value = [additional size]
: -1 is random valid province.
: -4 is random national province that already has a building of the same type of at least size 1.
; type = add_corps which = [name] value = [land/air/naval] when = [leader ID] where = [province_ID]
; type = activate_division which = [div id type] value = [div id id] [where = province] when = [0/1]
: Activates a dormant division. If "when = 0" the division will deploy to the force pool if the target province is enemy controlled. If a preceding add_corps command has been used, the division will go to that unit, ignoring the 'when' and 'where' directives.
; type = add_division which = [name] value = [div type] when = model where = [brigade type]
: Brigade model is always the latest. If a preceding add_corps command has been used, the division will go to that unit, otherwise to the force pool.
; type = remove_division which = [div id type/-1] value = [div id id]
: Remove a division from the scenario. -1 is a random division (the value field will be ignored).
; type = remove_division which = "Exact Name" value = [country tag]
: Remove a named division from the scenario (for a certain country.)
; type = damage_division which = [div id type/-1] value = [div id id] where = X
: where = Percent of Max Strength. Negative value is strength gain.
; type = disorg_division which = [div id type/-1] value = [div id id] where = X
: where = Percent of Max Strength. Negative value is org gain.
; type = allow_convoy_escorts
; type = transport_pool which = [country] value = X
: Adds/removes transports from pool
; type = escort_pool which = [country] value = X
: Adds/removes escorts from pool
; type = peacetime_ic_mod value = X(%)
: Additive, and ONLY applied when a country is at peace. Default base value is 100%.
; type = convoy which = [startprov] value = [endprov] when = [resource_bits] 1=oil, 2=metal, 4=energy, 8=rare_materials, 16=supplies
; type = deactivate which = [tech id]
: Make this technology permanently unavailable for the country.
; type = tc_mod value = X(%)
: Modify National Transport Capacity. Positive value = good.
; type = tc_occupied_mod value = X(%)
: Modify Occupied Province Transport Capacity Drain. Positive value = good.
; type = attrition_mod value = X(%)
: Modify the Attrition Penalty. Positive value = good.
; type = supply_dist_mod value = X(%)
: Modify the Supply Distance Penalty. Positive value = good.
; type = repair_mod value = X(%)
: Modify Reinforcement Efficiency. Positive value = good.
; type = research_mod value = X(%)
: Modify research efficiency. Positive value = good.
; type = scrap_model which = [div type] value = [model]
: Make a model obsolete (no longer possible to build).
; type = allow_building which = [building type]
: Allow the construction of a certain building type.
; type = building_prod_mod which = [building type] value = X%
: Bonus to production time. Additive. NOTE: Positive value = reduced time.
; type = convoy_prod_mod which = [escorts/transports] value = X%
: Bonus to production time. Additive. NOTE: Positive value = reduced time.
; type = radar_eff value = X(%)
: Modify the efficiency of radar stations (bonus to friendly aircraft in the province.) Positive value = good.
; type = info_may_cause which = [tech id]
: No effect, but informs player that this tech/event can open up new avenues of research.
; type = gas_attack
: Enable gas attacks (was in Victoria - has no effect)
; type = gas_protection
: Enable gas protection (was in Victoria - has no effect)
; type = activate which = [tech id]
: Will be used in Random events
: Made available the research of the desire tech.
; type = task_efficiency which = [task type] value = X
: Additive: 0.1 - 1.0
; type = add_prov_resource which = [prov id/-1/-4] value = X where = [energy/metal/oil/rare_materials]
: -1 is random province, -4 is province with nuclear reactor.
; type = max_positioning which = [div type] value = X
: sets the value 0.1-1.0
; type = min_positioning which = [div type] value = X
: sets the value 0.1-1.0
; type = max_reactor_size value = X
: Set the max size of nuclear reactor buildings.
; type = abomb_production
: Allow A-Bombs
; type = double_nuke_prod
: Double A-Bomb production rate.
; type = songs
; type = lock_division which = [id type] value = [id id]
: Lock this division (it may no longer move.)
; type = unlock_division which = [id type] value = [id id]
: Unlock this division (it may now move.)
; type = free_oil/free_supplies/free_money/free_metal/free_energy/free_rare_materials/free_transport/free_convoy
: Change offmap daily production
===AI event commands (no effect for human controlled nations)===
; ai_chance = x
: Show the probability of the Ai of select this option.
;
; type = ai_prepare_warwhich = [tag]
: Tells the AI to move troops to the border with a country.
[[Weather]] event commands
; type = start_pattern which = [id type] value = [id id] where = [provence id] when = [raining/snowing/storm/blizzard]
: Start a new weather pattern centered on a given province
; type = add_to_pattern which = [id type] value = [id id] where = [provence id] when = [raining/snowing/storm/blizzard]
: Add a province to an existing weather pattern.
; type = end_pattern which = [id type] value = [id id]
: This weather pattern will begin to dissipate
; type = set_ground which = [provence id] value = [clear/muddy/winter]
Commands to affect the chance of "combat events" occurring. Additive (%).
; type = counterattack value = x
; type = assault value = x
; type = encirclement value = x
; type = ambush value = x
; type = delay value = x
; type = tactical_withdrawal value = x
; type = breakthrough value = x
HQ effects
; type = hq_supply_eff value = X(%)
: Additive
; type = sce_frequency value = X
: Combat event chance multiplier. Default: 1.0
: Enable a certain type of mission
; type = enable_task which = [task type]
: New models updates the current template for a division or brigade type.
; command = { type = [new_model] which = [division or brigade type] value = [The model number] }
: Make a division or brigade type available for construction.
; command = { type = activate_unit_type which = [division or brigade type] }
: Make a division or brigade type unavailable for construction.
; command = { type = deactivate_unit_type which = [division or brigade type] }
: ACTIVATE NUCLEAR CAPABILITY OF MISSILES
; command = { type = nuclear_carrier which = [flying_bomb/flying_rocket] }
: ACTIVATE MISSILE CAPABILITY OF SUBMARINES
; command = { type = missile_carrier which = [submarine] }
UNIT VALUES
: [unit value] = soft_attack/hard_attack/ground_defense/air_attack/air_defense/build_cost/build_time/manpower/speed/max_organization/transport_weight/supply_consumption/fuel_consumption/speed_cap_art/speed_cap_eng/speed_cap_at/speed_cap_aa
: Land unit bonuses
command = { type = [unit value]
	which = [land/division type/brigade type]
	value = [additive value modifier]
}
: Air unit bonuses
command = { type = [air_attack/strategic_attack/tactical_attack/naval_attack/air_defense/build_cost/build_time/manpower/speed/surface_detection/air detection/transport_capacity/supply_consumption/fuel_consumption/range]
	which = [air/division type/brigade type]
	value = [additive value modifier]
}
: Naval unit bonuses
command = { type = [naval_attack/air_attack/shore_attack/naval_defense/air_defense/build_cost/build_time/manpower/speed/surface_detection/air detection/visibility/transport_capacity/supply_consumption/fuel_consumption/range]
	which = [naval/division type/brigade type]
	value = [additive value modifier]
}
: NOTE: For "build_time" and "build_cost", it is possible to add the field "where = relative".
: This means that the value is parsed as a relative modifier (%) instead of an absolute addition.
: When doing this, THE BASE VALUE OF MODEL 0 IS USED FOR _ALL_ MODELS. So "value = -10" means
: "-10% of the value of model 0".
UNIT COMBAT MODIFIERS (In percents : +10 = 10%)
: Terrain combat modifiers
command = { type = [jungle_defense/jungle_attack/desert_attack/desert_defense/mountain_attack/mountain_defense/hill_attack/hill_defense/forest_attack/forest_defense/swamp_attack/swamp_defense/urban_attack/urban_defense/river_attack/shore_attack/paradrop_attack]
	which = [division type/brigade type]
	value = [X]
}
: Terrain movement modifiers
command = { type = [jungle_move/desert_move/mountain_move/hill_move/forest_move/swamp_move/urban_move/river_crossing]
	which = [division type/brigade type]
	value = [X]
}
: Weather land-combat modifiers
command = { type = [frozen_attack/frozen_defense/snow_attack/snow_defense/blizzard_attack/blizzard_defense/rain_attack/rain_defense/storm_attack/storm_defense/muddy_attack/muddy_defense]
	which = [division type/brigade type]
	value = [X]
}
: Weather land-movement modifiers
command = { type = [frozen_move/snow_move/blizzard_move/rain_move/storm_move/muddy_move]
	which = [division type/brigade type]
	value = [X]
}
: Weather air-combat modifiers
command = { type = [snow_attack/rain_attack]
	which = [interceptor/escort/multi_role/strategic_bomber/tactical_bomber/torpedo_plane]
	value = [X]
}
: Weather air-movement modifiers
command = { type = [snow_move/blizzard_move/rain_move/storm_move]
	which = [interceptor/escort/multi_role/strategic_bomber/tactical_bomber/torpedo_plane/transport_plane]
	value = [X]
}
: Weather naval-combat modifiers
command = { type = [snow_attack/rain_attack]
which = [battleship/cruiser/destroyer/carrier/submarine/transports]
value = [X]
}
: Weather naval-movement modifiers
command = { type = [snow_move/blizzard_move/rain_move/storm_move]
	which = [battleship/cruiser/destroyer/carrier/submarine/transports]
	value = [X]
}
: Night modifiers
command = { type = night_move/night_attack/night_defense
	which = [division type/brigade type]
	value = [X]
}
SPECIAL UNIT BONUSES
: Minisubs (BBs and CVs attack ships in harbors with this bonus added to their sea attack value)
command = { type = minisub_bonus
	value = [X]
}
: This value is NOT INCREMENTAL, it is the new value.
GLOBAL MODIFIERS
The following modifiers are in percents:
: Surprise modifiers
command = { type = surprise
	which = [naval/land/air]
	value = [X]
}
: Intelligence Operation modifiers
command = { type = intelligence
	which = [us/them]
	value = [X]
}
: Army Detection modifiers
command = { type = army_detection
	which = [us/them]
	value = [X]
}
: Provincial AA batteries
command = { type = AA_batteries
	value = [X]
}
INDUSTRIAL MODIFIERS
Industrial multipliers
: E.g. energy_to_oil 4 means four energy are needed to produce one oil. 0.5 means 1 energy produces 2 oil.
command = { type = industrial_multiplier
	which = [energy_to_oil/oil_to_rare_materials]
	 value = [X]
}
Industrial modifiers (additive)
: 'total' is the conversion factor from every built industry point into Industrial Capacity.
: 'supplies' is a modifier for the amount of supplies produced by every reserved IC unit.
command = { type = industrial_modifier
	which = [total/supplies] # Percents
	value = [X]
}
Building Types:
; [ic, coastal_fort, land_fort, flak, infrastructure, air_base, naval_base, radar_station, nuclear_reactor, rocket_test]
: Self explanatory
Task Types:
; [attack, rebase, strat_redeploy, support_attack, support_defense, reserves, anti_partisan_duty, air_superiority, ground_attack, runway_cratering, installation_strike, interdiction, naval_strike, port_strike, logistical_strike, strategic_bombardment, air_supply, airborne_assault, convoy_raiding, asw, naval_interdiction, shore_bombardment, amphibous_assault, sea_transport, naval_combat_patrol]
Resource Types:
; [oil, metal, energy, rare_materials, supplies, money]
[[Category:Modding]]
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Event ID Ranges
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== Key ==
The Bolded word is the file events are in(IE: Deaths = Death_events.txt) <br>
The Number is the event range I think each file has(Paradox didn't list the event range for all the files) <br>
The free IDs list what IDs are currently not in use for that range <br>
If the line has something in brackets next to it, It's an event that is non native to the country or event range (IE Event 3900 in the UK's event file) <br>
Any Unlisted ID/ID Range is probably free<br>
For exampel: event 300 000 is free (this is tested).<br><br>
'''As of the 1.2 patch the Death events file has had events removed and altered, Sadly all paradox said on this was "Revised, removed and edited some death events." <br>This leads me to believe that some IDs have been freed that are not listed. It would be a large amount of work to shift through 350+ events just to find a few unlisted IDs, So it is currently unchanged. Make note however, No events have been added, the old free IDs are still free.'''
=== Event ID Ranges ===
'''Hoi2''' 1 - 149 ( Free IDs 102 - 149 )<u>[DFR releations and access 9341] [England returns France to France 935] [USA returns France to France 934][Germany surrenders 938]</u><br>
'''Coups''' 150 - 299 ( Free IDs 258 - 299 ) <br>
'''Deaths''' 300 - 400 ( Free IDs 375 - 400 ) <br>
'''Random Events''' 1000 - 1500 ( Free IDs 1018, 1019, 1021 - 1029, 1031 - 1039, 1041 - 1049, 1051 - 1059, 1061 - 1069, 1071 - 1079, 1081 - 1089, 1091 - 1099, 1101 - 1109, 1111 - 1119, 1121 - 1129, 1131 - 1139, 1141 - 1149, 1151 - 1500 ) <br>
'''Germany''' 2000 - 2099 ( Free IDs 2034 - 2039, 2041 - 2045, 2047 - 2049, 2051 - 2059, 2061 - 2099 ) <u>[Independent Croatia 2032]</u> <br>
'''Austria''' 2100 - 2199 ( Free IDs 2101, 2102, 2104 - 2199 ) <br>
'''CzechSlovika''' 2200 - 2299 ( Free IDs 2203 - 2299 ) <br>
'''Slovika''' 2300 - 2399 ( Free IDs 2302 - 2399 ) <br>
'''Lithunia''' 2400 - 2499 ( Free IDs 2401 - 2499 ) <br>
'''Hungary''' 2500 - 2599 ( Free IDs 2507 - 2599 ) <br>
'''USSR''' 2600 - 2699 ( Free IDs 2614 - 2619, 2638, 2639, 2641 - 2644, 2646 - 2699 ) <br>
'''Romania''' 2700 - 2799 ( Free IDs 2704 - 2799 ) <br>
'''France''' 2800 - 2899 ( Free IDs 2803 - 2899 ) <br>
'''Italy''' 2900 - 2999 ( Free IDs 2905 - 2999 ) <br>
'''Nationalist Spain''' 3000 - 3099 ( Free IDs 3005 - 3099 ) <br>
'''Republican Spain''' 3100 - 3199 ( Free IDs 3107 - 3199 ) <br>
'''Finland''' 3200 - 3299 ( Free IDs 3204 - 3299 ) <br>
'''Sweden''' 3300 - 3399 ( Free IDs 3305 - 3399 ) <br>
'''England''' 3400 - 3499 ( Free IDs 3407 - 3499 ) <u>[Iceland to USA 3900]</u> <br>
'''Albania''' 3500 - 3599 ( Free IDs 3501 - 3599 ) <br>
'''Poland''' 3600 - 3699 ( Free IDs 3601 - 3699 ) <u>[MR pact ID 101]</u> <br>
'''USA''' 3700 - 3799 ( Free IDs 3729 - 3799 ) <br>
'''Japan''' 3800 - 3899 ( Free IDs 3810 - 3849, 3851 - 3899 ) <br>
'''Denmark''' 3900 - 3999 ( Free IDs 3901 - 3999 ) <br>
'''Vichy France''' 4000 - 4099 ( Free IDs 4004 - 4099 ) <u>[French Defectors 2103]</u> <br>
'''Nationalist China''' 4100 - 4199 ( Free IDs 4103 - 4199 ) [Unified Front 29032][Peace with Guangxi Clique 27008,27009]<br>
'''Siam''' 4500 - 4599 ( Free IDs 4502 - 4599 ) <br>
'''Democratic Events'''(ML Events/SD Events/SC Events) 5000 - 5042 ( Free IDs 5042 ) <br>
'''AI Inherit China''' 7005 - 7010 <br>
'''Invention Events''' 8000 - 8050 ( Free IDs 8020 - 8050 ) <br>
'''AI Ministers''' 11000 - 11100 ( Free IDs 11090 - 11099 ) <br>
'''AI Sliders''' 12000 - 12100 ( Free IDs 12049 - 12099 ) <br>
'''AI Revolters''' 15000 - 15100 ( Free IDs 15071 - 15100 ) <br>
'''AI Switches''' 20000 - 30000 ( Free IDs 20021 - 20999, 21005 - 21999, 22005 - 22999, 23003 - 23999, 24009 - 24999, 25007 - 25999, 26006 - 26999, 27015 - 27999, 28007 - 28999, 29029 - 30000 ) <br>
'''AI Capital Move''' 25036 - 25050 ( Free IDs 25038, 25039, 25042 - 25050 ) <br>
'''AI Minor Invasion''' 30000 - 30150 ( Free IDs 30150 ) <br>
'''AI Soviet Sphere''' 30151 - 30200 ( Free IDs 30187 = 30200 ) <br>
'''AI China Sphere''' 31001 - 31010 ( Free IDs 31008 - 31010 ) <br>
'''AI Reactive''' 200000 - 200100 ( Free IDs 200021 - 200100 ) <br>
'''Election Events''' 900000 - 900100 ( Free IDs 900057 - 900100 ) <br>
[[Category:Reference]]
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'''Fog of War''' (FOW) is the term used to describe the inability to see certain [[areas]] on the [[map]] and what is present in them,
usually due to a lack of your own units or territories nearby to provide "reconnaissance".
[[Category:Terminology]]
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We would like to introduce you to '''Fallout's Doomsday''', a post apocalyptic mod for Hearts of Iron 2 Doomsday Armageddon.
Have you been thinking about reuniting USA as a nation long after the world ended, leading your armies across radiated deserts to fight the mutated monsters and raiders out there? Or maybe you have been dreaming about conquering those weak humans while leading an army of powerful Mutant warriors to victory in their endless wars? Or perhaps you want to control the Enclave, the shadowy survivors of the pre-War US government who fled to their offshore bases before the Bombs fell, using their high tech science and sinister experiments to establish a new world order?
All those paths await you in a new mod that has been created as a tribute for two best computer role playing games ever: Fallout 1 and Fallout 2. Set in a post Apocalyptic world 167 years after the Bomb was dropped, this is complete science fiction conversion to HOI2. Completely new tech tree, units, resources, economy, and nation groups; all with unique graphics. A completely new gaming experience for the best WW2 strategy game ever made: Hearts of Iron 2.
The mod is set in the Wastelands, the radioactive and windswept remnant of what was once North America. Take control of one of the many groups rising to power on top of the ashes and ruins of pre-War civilisation. Build industries and infrastructure, research technologies, manage your resources, conduct diplomacy with other nations, build and manage your military forces to achieve dominance over the Wastelands.
* Mod Forum: [http://terranova.dk/viewforum.php?f=15 Fallout's Doomsday Forum]
* Mod Thread on Paradox Interactive Forum: [http://forum.paradoxplaza.com/forum/showthread.php?311272-War-war-never-changes... War, War Never Changes...]
[[Category:Mods]]
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Fatherland
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A Cold War mod with a twist. What if Hitler won WW2? Doomsday and Armageddon only.
*Mod Forum: [http://forum.paradoxplaza.com/forum/showthread.php?t=294848 Fatherland- Alternate history Cold War]
[[Category:Mods]]
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#redirect [[fighters]]
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Fighters
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[[Image:Div_13.jpg|thumb]]
Fighters are the backbone of any air force. They are used to achieve air superiority against enemy bombers and fighters They are all-rounders, being able to fulfill any mission given to them, but excelling at none in particular.
==Fighter Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left |I. Basic Fighter || 30 || 30 || 9 || 4 || 1 || 2 || 0 || 0 || 6 || 3 || 4
| width=20 | || 14 || 150 || 1 || 500 || 1.1 || 2 || 350 || || 0.5 || 1.0
|- align=center
| align=left |II. Improved Fighter || 30 || 30 || 12 || 5 || 2 || 3 || 1 || 0 || 8 || 6 || 6
| width=20 | || 18 || 150 || 1 || 600 || 1.2 || 2.2 || 400 || || 0.5 || 1.0
|- align=center
| align=left |III. Advanced Fighter || 30 || 30 || 15 || 9 || 4 || 6 || 2 || 0 || 10 || 8 || 8
| width=20 | || 20 || 150 || 1 || 650 || 1.4 || 2.1 || 500 || || 0.5 || 1.0
|- align=center
| align=left |IV. Basic Turbojet Fighter || 30 || 30 || 18 || 11 || 5 || 6 || 3 || 0 || 16 || 7 || 7
| width=20 | || 25 || 150 || 1 || 900 || 2.4 || 3 || 550 || || 0.5 || 1.0
|- align=center
| align=left |V. Improved Turbojet Fighter || 30 || 30 || 22 || 13 || 5 || 7 || 4 || 0 || 18 || 10 || 8
| width=20 | || 29 || 150 || 1 || 1100 || 2.6 || 3 || 600 || || 0.5 || 1.0
|}
==Brigades allowed==
* None
==Notes==
* They have moderate range, have the best air attack capability (without bonuses), and can be effective against ground targets. Their primary role is achieving air superiority: destroying enemy fighters and denying airspace to enemy bombers.
* While a specialized air force is ideal, these craft are all-rounders. [[Interceptors]] are superior at bomber interception (due to a bonus). If research or production choices are tight, develop the fighter first, as Interceptors need two additional techs before they can be upgraded to the turbojet version.
* In a ground attack role, note that the hard attack capability of fighters is particularly high, comparable to that of [[CAS]] and [[TAC]] bombers. After air superiority has been achieved, fighters are ideal for giving bombing runs an extra punch against armoured targets. These units can also be effective against soft targets, but to a lesser extent.
[[Category:Units]]
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{{Country guides}}
== Finland - the basics==
Now Finland is a nice country to play. It has some nice tech teams such as FM Mannerheim and Tikkakoski. The downside is that you only have 1 research slot open with your low IC so you should concentrate on Industrial techs early on. Note that your starting infantry is already the 1936 model so your army is in theory already capable to fight. The only problem is that you're a democracy. Elect right in 1936 elections and then change for ministers that improve your infantry building and manpower growth since that's what you're going to need. Do not bother researching tanks. You don't have oil and most of the provinces are forest. The Finnish navy is also near useless so you may want to scrap them although they were fine ships in real life.
Research the doctrines that make your infantry cheaper before actually producing any. If you want to play defensively go ahead and build those damn fortifications in Sortavala, Joensuu and Kajaani but remember that you are building a Greater Finland with its borders in Arkangelsk or whatever.
In 1936 you're just 2 leaps from the "may join alliances" on interventionist slider and since you are in a desparate need for blueprints and such I suggest starting off with this slider. Random events that move you towards authoritarianism are also nice since what you want to do in the following strategy is to be able to wage war before the Winter War :)
You could also move the Democracy slider 2-3 steps, and rule as a dictator, giving you the right to attack anybody.
Finland has a nice surplus of rares. Consider trading this with Germany for energy but remember to have a little extra so you can count on having enough of this after building some factories. You have very good relations with Sweden which is nice because they have some excess metal you also need.
Joining the alliance of Latvia and Estonia can be usefull since you get some blueprints from them and money/resource by trading your tech with them. They get annexed anyway after Molotov-Ribbentrop so why not suck up some juice from them before this?
== War with Sweden ==
If you have had the event that moves your democracy-authoritarian slider by 2 and have made other changes accordingly you will be able to declare war in 1939. The USSR, the UK and Germany have however guaranteed the independence of your neighbours so in order to invade your Scandinavian neighbours you should join the Axis right after their attack in Poland (otherwise this has 0% chance). Invade Sweden! After its annexation you'll have enough IC for another tech team. Germany will help you on this but if you don't restrict their advance without assuming their control they will propably get all the best rare-producing provinces in Skåne (southern Sweden)
The downside is that before you are through with Sweden the Winter War triggers. Give them what they want for now so you can build up your army for the next 1½ years so you'll be ready when Barbarossa starts.
== War with Norway ==
Attacking Sweden without an alliance with Germany usually leads to a highly undesirable war with the axis. Attacking Norway, however, rarely causes any additional wars. Fighting Norway without taking Sweden first is a hard task, considering the fact that you have to attack through the wilderness and mountains of lapland. Norway should be attacked as soon as possible to get more industry.
== War with Denmark ==
In versions 1.0 and 1.1, I always took Denmark. In 1.2 Germany will most of the time declare war if you decide to attack Denmark. If you are allied with Germany, you won't be fast enought to annex Denmark before the Germans. Denmark should be left for the Germans.
== Winter War ==
Even if you have taken Sweden and Norway, winning the Winter War is impossible without Germany. If you decide to fight and play well, you might push all the way to Archangelsk. Eventually the Soviets will strike back with 100+ divisions and you will lose. Bulding forts is a good tactic, but then the Soviets tend to do a amphibious assault on the western coast of Finland and you are finished. The only advantage you get for fighting the Soviets is that the AI will send ridiculous amounts of divisions to guard the border after the war if you managed to hold on for months, giving the eventual German invasion of Russia an easy task of pushing deep inside Russia. If you accept the Soviet Unions demands, you will have more time to equip your army for the next war and you will not lose manpower.
== Operation Barbarossa ==
When Germany declares war on Russia, the fun begins. If you fought well in the Winter War, the border will be swarming with Soviet divisions and you should just defend and wait until the germans are somewhere around Estonia. If you did not fight the Winter War, you should try attacking as soon as the war starts.
Start taking all the provinces you can. You should be extra careful when taking over Murmansk and Kola, as the AI usually strategically redeploys troops to Kola and attacks you from behind. The trip from Murmansk to Kola takes a long time, and probably needs more than one division just in case if a soviet division is redeployed on their way.
You should also try to take Leningrad fast and prevent the enemy from hiding in their forts. You will also need very few divisions to defend Leningrad and you can attack with more power in the east.
You can either try taking the areas of Estonia, or push towards Moscow. Taking Moscow is possible, but getting there before the Germans is hard due to poor infrastructure. Estonia will be easy to get, but Moscow is extremely useful for a small country like Finland. If you managed to take either, start taking all the provinces you can grab. The Germans will eventually pass your troops and you can't take any soviet provinces anymore.
== What next? ==
After the Soviet Union and the neighbouring countries have fallen, Finland has very little left to do. It is possible to invade the UK, if you first build giant stacks of subs and get a little lucky. The AI defends the UK very badly, and about 20 divisions will be enought to take Britain. You could also send some divisions to take minor european countries for Germany just to pass time.
[[Category:National Strategy]]
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Fleet-in-Being
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#REDIRECT[[Fleet In Being]]
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Fleet In Being
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===[[Fleet In Being]]===
FIB focuses on naval supremacy through (non CV) capital ships, and helps to maintain your colonial empire. It has the best BB and BC positioning scores, the best organisation, and the best convoy escort and ASW ratings. It will also gain convoy the escort bonus slightly earlier than BS, and it's a nice counter to SLI. This tree ends in 1944.
[[Category:Terminology]]
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Flying Bomb
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[[Image:Div_20.jpg|thumb]]
The Flying Bomb (e.g. the German V1) is a pilotless aircraft powered by an early jet engine, designed to deliver a payload of explosives to an area target. It is slower than a rocket or missile, which means that it can be intercepted and shot down by enemy fighters.
==Flying Bomb Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Flying Bomb || 100 || 100 || || 15 || 0 || 0 || || 90 || 30 || ||
| width=20 | || 1 || 30 || 0 || 650 || 0.5 || 1.5 || 300 || || ||
|}
==Brigades allowed==
* None
==Notes==
[[Category:Units]]
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Food
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Source: Edgar Mowrer & Marthe Rajchman, Global War: An Atlas of World Strategy.
<H5>Rice production</H5>
Numbers are 1000s of quintals. Both China and Japan are net importers, with China relying on Indochina.
<table border="1">
<tr><td><td>1935</tr>
<tr><td>USA<td>7</tr>
<tr><td>Brazil<td>12</tr>
<tr><td>Italy<td>6</tr>
<tr><td>Egypt<td>7</tr>
<tr><td>[[Madagascar]]<td>7</tr>
<tr><td>India<td>422</tr>
<tr><td>China<td>520</tr>
<tr><td>Indonesia<td>56</tr>
<tr><td>Malaya<td>5</tr>
<tr><td>Thailand<td>47</tr>
<tr><td>[[Indochina]]<td>52</tr>
<tr><td>Philippines<td>23</tr>
<tr><td>Taiwan<td>16</tr>
<tr><td>Korea<td>33</tr>
<tr><td>Japan<td>106</tr>
</table>
[[Category:Knowledge Base]]
<H5>Wheat production</H5>
Numbers are 1000s of quintals. Europe is a net importer while the Americas, Australia and the USSR are net exporters.
<table border="1">
<tr><td><td>1937-1941</tr>
<tr><td>Canada<td>97</tr>
<tr><td>USA<td>253</tr>
<tr><td>Argentina<td>91</tr>
<tr><td>Other South America<td>19</tr>
<tr><td>United Kingdom<td>19.9</tr>
<tr><td>Continental Europe<td>476</tr>
<tr><td>USSR<td>486</tr>
<tr><td>Turkey<td>42</tr>
<tr><td>North Africa<td>19.9</tr>
<tr><td>Other Africa<td>17.7</tr>
<tr><td>Palestine/Jordan<td>6.9</tr>
<tr><td>Iraq<td>6</tr>
<tr><td>Iran<td>19</tr>
<tr><td>India<td>109</tr>
<tr><td>China<td>313</tr>
<tr><td>Manchuria<td>9</tr>
<tr><td>Japan<td>12.3</tr>
<tr><td>Australia<td>57</tr>
<tr><td>Other Oceania<td>3</tr>
</table>
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Forced disarmament
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'''Forced Disarmament''' is one of the diplomatic options available in a peace settlement. The offer can only be demanded and not offered. Forced disarmament requires the disbanding of all military units, thus rendering said nation completely docile.
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France
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[[Image:Fra-topbar.JPG]]
{{Country guides}}
== Background ==
During the war, France planned to advance into Belgium to create a static, defensive front not unlike their experience in WWI. The plan failed when Germany attacked from the Ardennes forest and the French lacked the mobility and time to respond. You have the chance to avoid the mistake by making fortresses in northern France or build sufficient troops to invade Germany when it declares war. Before continuing on, let’s examine France’s weaknesses:
* Bad starting technology
* Low manpower
* Low IC
* Exposed northern front
* Weak starting army
* A navy that probably saw service with Napoleon
==Technology==
France will always be able to research more than it can effectively build with its limited IC. Navy can be entirely ignored. All research should be primarily poured into Industrial, Infantry, Land Doctrine, and Armor/Artillery. Air power is useful only for TAC, INT, and possibly CAS. For this reason, by around 1939 France can be significantly ahead of all the Allies, including even the USA, in technology research.
* Industrial: get industry research as high as possible (especially the ones which increase manpower, IC, IC efficiency, quicken production time and increase research efficiency)
* Infantry: focus on completing 1941 infantry by May, 1940.
* Armor: ART, SP-ART, and ARM are useful areas to research.
* Fighter/interceptor: Research the Interceptor tree, since France begins the game with several.
==Diplomacy==
===Alliances===
France begins the game in the Allies, with the UK as the Alliance leader. As such, France cannot do anything to alter the alliance save for leaving it. An ahistorical alternative would be to create a Fascist France by allying with Germany.
===Sliders===
France will receive "free" interventionism moves to 9, just one short of full interventionism. France is best moving to Hawk in 1936, 1937, and 1938. Afterwards, moving to Standing Army is best. Alternatively, a France that elects a right wing government should make two moves to Free market in order to gain those excellent bonuses.
===Ministers===
France begins with some decent ministers, with Social Liberal and Social Democrat ministers providing the best bonuses throughout the early years. Generally, IC bonuses are important for France, especially for a Leftist France. Chief of Staff Lattre de Tassigny (Manpower +25%; Infantry Construction Bonus -5%) is a good choice. Chief of the Army Victor Bourgeois is worth considering with his -15% supply consumption for players who intend to build a large army. As an alternative, Gamelin provides an -5% infantry construction bonus, in addition to a -10% fort construction bonus for players who intend to play defensive. Head of Intelligence Salengro provides +5% IC and +5% steal blueprint.
==Intelligence==
France can gain limited benefit through the intelligence system by stealing blueprints from Germany. Generally, however, it is not particularly valuable.
==Economy==
===Trading===
France has good resources, and for what it lacks, its Allies will readily address. For these reasons, France can stockpile all major materials with no real effort. The UK is a good source for Supplies, while the USA is a good source for money.
===Industrial Production===
Early French IC production is not practical, since France begins with large IC penalties, and requires a large army in order to defend against Germany. For players who intend a defensive strategy, IC production can begin as early as around June, 1940, assuming France has established safe defensive lines. Troop production will always be important in a defensive war in order to keep pace with Germany, however, so only limited IC production would be possible. Achieving this balance is important, since a long defensive war will eventually stretch France's limited TC, thus TC expansion is important.
==Military==
France requires complete focus on building a large Army in order to defend against Germany.
===Army===
France must focus considerable effort into building a land force of infantry and [[militia]] capable of defending France's borders against the coming German blitzkrieg. On May 1st, 1940, an Army of around 100 infantry with around 50 militia is about the minimum necessary for a sound defense. France has a number of underused troops in Morocco, Algeria, Tunisia, and Djibouti. Transport all of them to the border with Belgium to help the defence. Move all other troops to the border but leave a limited number of troops on the Italian border since Italy will likely join Axis. France also requires a mobile and preferably hard force. ARM with MOT or MEC are useful in creating holes in defensive German lines, while CAV can be useful for holes and grabbing territory. Self-propelled Artillery, and to a limited extent Artillery brigades, will be useful for the limited French forces.
===Navy===
France cannot afford and does not need Naval distractions until Germany has been successfully repulsed. The Navy is only useful for war with Italy, and the starting Navy is surprisingly sufficient to this task, thanks largely to France's sole CV.
===Air Force===
France cannot afford any serious Air Force production until a defensive posture against Germany has solidified. As a result, France's existing air force should be better utilized with research focused on TAC and INT. TAC and possibly CAS can act as very effective force multipliers, however, and are worthy of consideration especially since France will inevitably encounter TC overload with over emphasis on ground forces. TAC is especially useful in an African campaign against Italy, and in operations behind German defensive lines to clean-up straggler units.
==Events==
===Elections ===
* '''1936:''' In June, 1936, France will have elections. This provides a negative 3 dissent, and thus is a good time for changing ministers before the event fires. The ministers of the Left are generally the best option. A move to the right would make France "Paternal Autocrat" with limited minister choices.
* '''1938:''' In June elections recur. The Left remains a good option, retaining Social Democracy. The Social Liberal minister Auriol (+10% IC) should be reappointed to Armaments, while the Social Democrat Salengro (+5% IC) should be reappointed to Intelligence.
===Spanish Civil War===
A few days after the Spanish Civil War begins on July 18, 1936, France will be asked for intervention. Naturally, sending volunteers is the best option:
* Why support anarchists: +10 dissent; +1 isolationism; +1 right
* Send volunteers: +5 dissent; -200 money; -10 manpower; +2 interventionism.
==War==
France has three major strategic postures that can lead to victory:
* Maginot Defense: Extend Maginot line such that it will extend to the border with Belgium and wait.
* Infantry Defense: Build enough infantry to defend Belgium, and by extension, France.
* Polish Gambit: Invade Germany when it declares war on Poland.
=== Maginot Defense ===
This strategy is the easiest, and probably the most boring. Building and garrisoning level-10 forts across the division will stop the Germans in their tracks. Then, one can easily invade and annex Italy, bringing France's IC to a competitive level with Germany's. If a breakthrough cannot be achieved, it's simply a matter of waiting until the Soviet Union declares war on Germany. From that point on, the game is basically just a race to grab as much territory as possible.
[ It is entirely possible that the game will become bugged as the war drags on and all Germany will do is garrison more and more troops along the Line, and only attack you in Italy. In this case, it may be necessary to either force the USSR or Germany to declare war on their respective rivals to get the ball rolling. ]
=== Infantry Defense ===
[[image:France-defense.jpg|right|thumb|Example of extended French line]]
As an Allied nation with a peacetime modifier penalty, France will not enter into the war until Danzig on August 30, 1939. Assuming a reasonably defended Maignot line, however, France will not see actual combat until May 1, 1940, when Germany invades the low countries. Generally, France can create a defensive line by rushing north into Belgium when the war begins. A line can be formed from Ghent to Antwerp to Namur to Reims. The weakest point of this line is Antwerp owing to a land border with Eindhoven. Therefore, extending the line to Eindhoven can be ideal, since France will then be completely protected by rivers. However, Eindhoven is quite exposed to German envelopment, and thus requires an army large enough to sufficiently hold both an extended front and repulse massive attacks against Eindhoven. These tactics also have the effect of saving both the Netherlands and Belgium.
'''Stalemate:''' Not surprisingly, a successful defense of Belgium and the Netherlands will considerably stymy Germany. They will never progress to an invasion of Yugoslavia or Greece, nor will they ever amass troops on the Soviet border. As a result, Germany will never launch Operation Barbarrossa, and Italy will very likely never join the Axis. This can potentially result in a stalemate that lasts for several years, with Germany becoming progressively stronger over time due to its much higher IC. Players seeking this strategy should DOW Italy. Capturing the Italian peninsula won't take longer than a few months, and Northern Italy/Southern Germany offer strong defensive positions in the Alps. This will have the effect of creating a static defensive front once again with Germany. This time, however, France is a bit more powerful owing to Italian IC.
'''Breakthrough:''' Alternatively, France can attempt to bust through German lines. This must be done immediately after France has successfully created a defensive line, preferably by June, 1940. A Breakthrough will focus on a region with a relatively small German force, punching through with an ARM, MOT, and CAV force, with INF staggering behind in order to shore up captured province defenses. Once a breakthrough is completed, immediate exploitation of German rear areas is critical, including a swift drive to Berlin.
=== Polish Gambit ===
From the beginning of 1936, begin researching 1939 Infantry. Research should finish around 1938: before that time churn out any non-infantry units needed. Ignore building up an air force or a navy: your allies should provide you with air cover, and the starting French navy is good enough for its limited uses. Avoid development into expensive fields like tanks, as these will chew up France's limited IC. Instead, concentrate production in IC creation. By the time research into 1939 infantry finishes, you should have around 100 base IC. Once research into 1939 infantry is complete, immediately begin production of at least 12 serial runs of infantry. Group these infantry divisions into the two provinces on the German border, Strasbourg and Mulhouse. When the war rolls around with the German invasion of Poland you should have around 100 infantry divisions concentrated in those provinces. Attack immediately while the German army is preoccupied in Poland. You should be able to steamroll through the country with little resistance, and Berlin should fall by 1940.
==Gaming the System==
The most prominent use of [[gamey tactics]] for France is to remove the peacetime IC penalty through an early war. Attacking Nationalist Spain, as an example, would be one method to do this.
=== Japanese Ally ===
In a single player game, the main drawback of France is low IC. There is a way to gain a lot of IC in the beginning of the game: ally with Japan and use its war against China to conquer a lot of Chinese territory, then leave the alliance and fight along the Allies.
In order to do that, France needs to:
* get really friendly with Japan: use you fairly large amout of cash to influence it up to 200.
* move the entire French army to Indochina... it takes a lot of time but around 1937 it should be done. Yes mainland France is unprotected, but it is still a peaceful time in old Europe.
* move your slider toward the "interventionism" policy... it's important beacause the starting level does NOT allow you to leave alliances or to join new ones...
* when the war breaks in China, leave the alliance with the British and ask to join the Japanese aliiance. If you have a 200 relationship they will accept.
* attack from the South and, as fast as you can, move North to get the interesting provinces (your 3 cavalery division and you 2 light armored divisions are very useful for this. The Chinese army shouldn't be a real problem (use encirclement and destroy their armies).
If the things go well, by 1938 French IC could be as high as 120. In addition, wartime allows you to divert IC from consumers' good to unit building. Then a good idea is to stay in war the longer you can. But don't forget to transport your troops back home! Also it may be preferable to leave the alliance with Japan before they attack the USA (but a war against the british is what the french await since Waterloo... so why not?). If you are at war with Germany the British will propose you to join the Allied, but if it is not the case they will refuse. So if Germany never declared war at you you may have to do it in order to join the Allied (the main purpose is to get their blueprints and to get wartime bonus).
Don't forget that in the Far East you have a nearly undefended border with Japan. Sooner or later they will enter in a war with the USA (and therefore with you), and march to the south. The main weak point of the japanese is that their armies are slow (mainly infantery divisions). With relatively few motorized, armored and mechanized divisions you can beat them in China by encircling and destroying them. A few divisions in the north indochina's jungle will stop the japanese, allowing you to counter-attack when the motorized renforts arrive. But you need a decent navy to transport them there : start to build carriers early, and chose Saigon as a port to unload the troops (southern, then less vunerable than Hanoi to japanese attack). Naval bomber are also a good idea. Take every continental province of Japan : you IC should reach 200. It may be time to attack Germany with a little more chances of success...
[[Category:National Strategy]]
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#REDIRECT [[France strategy]]
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{| cellspacing="0" border="1"
|+ '''GDP Change of European Countries and Japan (1939-1947)'''
!Year || [[Image:aus.gif]] Austria || [[Image:bel.gif]] Belgium || [[Image:fra.gif]] France || [[Image:ger.gif]] Germany || [[Image:ita.gif]] Italy || [[Image:hol.gif]] Netherlands || [[Image:nor.gif]] Norway || [[Image:eng.gif]] UK || [[Image:jap.gif]] Japan
|-
| 1939 || 100,00 || 100,00 || 100,00 || 100,00 || 100,00 || 100,00 || 100,00 || 100,00 || 100,00
|-
| 1940 || 96,65 || 88,59 || 84,33 || 99,93 || 99,56 || 87,15 || 90,51 || 109,48 || 102,07
|-
| 1941 || 102,96 || 84,64 || 69,04 || 105,64 || 97,47 || 81,73 || 92,16 || 119,47 || 102,03
|-
| 1942 || 97,24 || 77,62 || 62,19 || 106,18 || 95,67 || 74,08 || 88,02 || 121,24 || 100,07
|-
| 1943 || 99,25 || 75,87 || 59,67 || 108,96 || 86,32 || 71,81 || 85,61 || 123,67 || 100,18
|-
| 1944 || 101,38 || 79,86 || 48,3 || 122,61 || 69,95 || 47,79 || 80,40 || 118,26 || 94,43
|-
| 1945 || 42,11 || 88,83 || 53,69 || 77,96 || 54,59 || 48,46 || 89,22 || 112,68 || 47,80
|-
| 1946 || 47,76 || 94,64 || 80,43 || 45,11 || 71,08 || 80,38 || 97,61 || 107,71 || 51,27
|-
| 1947 || 52,90 || 92,23 || 86,33 || 49,74 || 82,93 || 91,05 || 107,50 || 105,47 || 54,71
|+ {{noreferences}}
|}
{| border="1" cellspacing="0"
|+ '''Wartime GDP of the Great Powers'''<BR>
''1938 to 1945 in International Dollars and 1990 Prices (billions) (1)''
! Country !! 1938 !! 1939 !! 1940 !! 1941 !! 1942 !! 1943 !! 1944 !! 1945
|-
| [[Image:usa.gif]] United States || 800 || 869 || 943 || 1094 || 1235 || 1399 || 1499 || 1474
|-
| [[Image:eng.gif]] United Kingdom || 284 || 287 || 316 || 344 || 353 || 361 || 346 || 331
|-
| [[Image:fra.gif]] France || 186 || 199 || 164 || 130 || 116 || 110 || 93 || 101
|-
| [[Image:ita.gif]] Italy || 141 || 151 || 147 || 144 || 145 || 137 || 117 || 92
|-
| [[Image:sov.gif]] Soviet Union || 359 || 366 || 417 || 359 || 274 || 305 || 362 || 343
|-
| [[Image:ger.gif]] Germany || 351 || 384 || 387 || 412 || 417 || 426 || 437 || 310
|-
| [[Image:aus.gif]] Austria || 24 || 27 || 27 || 29 || 27 || 28 || 29 || 12
|-
| [[Image:jap.gif]] Japan || 169 || 184 || 192 || 196 || 197 || 194 || 189 || 144
|-
| [[Image:als.gif]] Allied / [[Image:axi.gif]] Axis GDP || 2.4 || 2.3 || 2.1 || 2.0 || 2.1 || 2.3 || 3.1 || 5.0
|+ Source: [http://www.onwar.com/articles/f0302.htm OnWar: Allies and Axis GDP]
|}
(1) Based on Table 1 found in Mark Harrison, [http://www2.warwick.ac.uk/fac/soc/economics/staff/faculty/harrison/papers/totalwar.pdf The USSR and Total War: Why Didn't the Soviet Economy Collapse in 1942]? from Mark Harrison, "The Economics of World War II: an Overview," in Mark Harrison, ed., The Economics of World War II: Six Great Powers in International Comparison, Cambridge University Press (1998), 10.
{| border="1" cellspacing="0"
|+ '''1939 GNP in billions of US$ (1985 dollars) by country'''
! Country !! GNP (billions, 1985 USD$) !! Portion of World GNP
|-
| [[Image:usa.gif]] United States || 788 || 22.5%
|-
| [[Image:eng.gif]] United Kingdom || 215 || 6.1%
|-
| [[Image:sov.gif]] Soviet Union || 308 || 8.5%
|-
| [[Image:ger.gif]] Germany || 271 || 7.7%
|-
| [[Image:ita.gif]] Italy || 114 || 3.3%
|-
| [[Image:jap.gif]] Japan || 135 || 3.9%
|+ {{noreferences}}
|}
World GNP = $3,500 billion
1944 numbers are essentially the same except that the US is twice as large
{| cellspacing="0" border="1"
|+ '''Percentage of GDP Used for War Aims (in percent)'''
|-
! Country !! 1939 !! 1943
|-
| United States || 02 || 55
|-
| United Kingdom || 15 || 55
|-
| USSR || 17 || 53
|-
| Germany || 32 || 71
|-
| Italy || 10 ||40
|+ {{noreferences}}
|}
{| cellspacing="0" border="1"
|+ '''Other Countries During Various Periods'''
|-
! Country !! %age of Nominal GDP
|-
| Belgium || 1.77
|-
| Czechoslavkia || 5.34
|-
| Finland || 3.18%
|-
| Netherlands || 1.57
|-
| Norway || 0.86
|-
| Portugal || 5.2
|-
| Spain || 2.23
|-
| Sweden || 1.45
|-
| Switzerland || 1.22
|+ {{noreferences}}
|}
{| border="1" cellspacing="0"
|+ '''Relative World War 2 Munitions Output (U.S. 1944 = 100)'''
|-
!Year!![[Image:usa.gif]]United States!![[Image:eng.gif]]United Kingdom!![[Image:sov.gif]]Soviet Union!![[Image:ger.gif]]Nazi Germany!![[Image:jap.gif]]Imperial Japan
|-
|1937||1||1||3||2||2
|-
|1938||1||2||4||3||3
|-
|1939||2||3||6||4||3
|-
|1940||6||7||7||8||3
|-
|1941||15||10||12||8||4
|-
|1942||53||17||22||11||5
|-
|1943||91||20||28||17||4
|-
|1944||100||19||31||21||3
|+Source: Delong, J. B. ''[http://econ161.berkeley.edu/TCEH/Slouch_Fall18.html Falling into World War II], Feb 1997
|}
[[Category:Knowledge Base]]
8deda9e7d85e8f3b636576893767ee50d9e425a3
GIP
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[[image:Gip-germany.png|right|thumb|Example showing Germany. Note the new interface, color province picture, and flag changes.]]
The Graphic Improvement Project (GIP) is a complete graphics overhaul for Hearts of Iron 2 Doomsday and its add on Armageddon. The only area GIP does not change are division icons (which SKIF does). In the newest release it includes 12,252 new photos in colour.
Mod Information:
* Mod Forum: [http://forum.paradoxplaza.com/forum/showthread.php?t=216762 GIP]
* Mod Site: [http://giphoi.wordpress.com/ The Graphic Improvement Project]
* Current Version: 1.0
* Last Update: july 12, 2011
* Popularity: ''1,000 - 5,000 posts''
* Note: Does include options of replacement flags and shields for nations that do not allow Swastika, '''however the user must change it themselves'''
==Features==
{| border="1" cellpadding=2
|- valign=bottom bgcolor="lightgrey"
! Feature !! Description
|- align=left
| Models || 5,473
|- align=left
| Leaders & Ministers || 4,576
|- align=left
| Provinces || 104
|- align=left
| Technology Teams || 1,322
|- align=left
| Technology || 437
|- align=left
| Events || 340
|- align=left
| Compatibility || [[HOI2]], [[HOI2 DD]], [[Arma]], [[AoD*]], [[Iron Cross*]], [[Darkest Hour**]]
|- align=left
| Extras || 531 B&W placeholders pictures, [[SKIF***]]
|}
*IS NOT OPTIMIZED FOR Arsenal of Democracy or IRON CROSS
** OPTIMIZED FOR Darkest Hour Light only
*** [[SKIF]] will be included in GIP version 1.0
==Gallery==
<gallery>
image:gip-german-tech.jpg|Research Screen for Germany. Note color research teams and color technologies.
image:Gipleaders.jpg|Some of the leaders of US.
image:Gipmin1.jpg|German cabinet with color pictures.
image:Gipmodels.jpg|Some of the new pictures for models.
</gallery>
[[Category:Mods]]
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Game Play
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#REDIRECT [[Game Play FAQ]]
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Game Play FAQ
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=[[Game Play FAQ|Game Play]]=
=== Does the game have to end on January 1, 1948? ===
No. There is [[Utilities#No Time Limit Mod Tool | a utility]] to remove the end date.
=== Can I turn off fog of war? ===
Yes. Press F12 and type in 'nofog' (without quotes). Press ctrl + F12 to close the console screen.
=== Why do I keep getting 'Great War Demonstrations' as Germany? ===
You need to read the text of the event. The demonstrations will stop as soon as you send a land unit into Cologne.
=== How do I delete old saved games? ===
Unfortunately, there is no way to do so within the game itself. Instead, just open windows explorer and navigate to the save games folder. The default is c:\program files\paradox interactive\hearts of iron 2\scenarios\save games. Each save game has two parts, a *.eug and a *.cfg. Delete both of these files for each save game you want to remove.
To make this process easier in the future, create a shortcut to the above directory on your desktop or other convenient location.
=== How do I re-organize (air) units? ===
Select a unit of the type (air/land/sea) you want to re-group in the province you want. Holding down on the shift key and the left mouse button, lasso/draw a circle around the unit's sprite or counter. You will have a list of units in the left panel. CTRL-shift click '''off''' any unit you do not want in the new group. Hit the merge button (at the bottom of that left panel) to create your new formation.
NOTE: You can not create air formations of more than 4 units
=== How do I perform a 'blitzkrieg' attack? ===
Select the formation you wish to make an "exploiting" attack with. Right click on the first province you wish to attack. Now hold down on the shift key and right click on a target deeper into enemy territory.
With this type of attack, your unit does not need to wait for 24 hours before renewing its assault. It will immediately attack the "deeper" defender after it defeats the defender of the first province.
=== What is the difference between ministers that give intelligence bonus and army intelligence bonus?===
Army intelligence will provide more information regarding enemy troops in adjacent provinces. If your army intelligence and decryption tech are low, instead of seeing the exact number of divisions, you will only see rough estimate of it.
Intelligence provides bonus to random events such as the ability to steal blueprint from the enemy.
=== Can you get energy from nuclear plants? And what does the nuclear plant tech description mean by "get 50% more energy in" nuclear plant? ===
No, that tech increases the effect of nuclear plants with 50% (faster nuclear research and nuclear bomb building), it's simply a bad description.
=== How much of a province resources and industry do you get when you occupy a province? And what do you gain by annexing the former owner of the province? ===
You only receive 20% (+ any minister bonus, foreign IC use) of the industrial output of an occupied or annexed area. You receive 50% of base resources in annexed territory and 40% in occupied territory. Other modifiers for resources are discussed in [http://forum.paradoxplaza.com/forum/showthread.php?t=209413 this thread] and summarized below:
<pre>
- All Machine Tool Techs apply accordingly. (+5%; 3-times)
- The peacetime modifier applies accordingly
(for those countries having one like US or UK).
- Random event effects of +1% each for "Private Initiative"
and "Government nationalizes private sector").
- Resource modification due to difficulty levels
(+40%, +20%, 0, -20%, -40% - for v.easy, easy, normal, hard, v.hard).
</pre>
You gain nothing in IC, and just a few more resources, by annexing, but the occupied TC drain is removed for annexed countries and base partisan levels are reduced.
UNLESS you have cores in the area, in which case you receive 100% instead for these national provinces for everything (IC, manpower, and resources).
Use the Diplomatic Map (map-option-button to the lower left, not the Diplomacy Screen) and then click on any of your own provinces, to find out if you have any neighbours with cores, it will highlight your country in medium-green, your allies in light-green, and any Cores you have in opposing countries in dark-green.
===How do Convoys work?===
Convoys will usually work fine by clicking on automatic. If you want to manage them yourself:
1) the minimum number is set by the distance that the convoy has to travel
2) that minimum is doubled for supply convoys
3) if you meet the minimum, the number convoyed is 5 for each ticked off box
4) when you go beyond the minimum, each additional convoy carries 2x
5) You can verify the math by looking at the convoy details which will tell you how much has been shipped.
6) Convoys will continue until you have about 10 days supply stockpiled in that area. Convoys are then sent on an as needed basis.
[[Category:Guides]] [[Category:FAQ]]
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Games Exported from Victoria
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Note: the Following is a Copy-pasting of the page on exporting games from the Victoria: Empire Under the Sun wiki.
== Basics ==
=== What is an exported game? ===
An "exported game" is a finished Victoria:Revolutions game that has been converted into a Hearts of Iron II one. It begins where the Victoria game ended; the started date is always January 1st, 1936 unless the file has been manually edited by the user.
=== How do I export a game (from Victoria to HoI2)? ===
Once you finish your Vicky game, you will see that there's an "export" option at the end game pop-up (not the screen after that). Click on that button and proceed to save the game. Then, go to your exported games folder (scenarios -> save games). Each exported file will begin with the name of the nation you were playing with when the game ended, along with HoI2 start date (01/01/1936). Copy the desired file and paste it in your Hearts of Iron II save games folder.
=== Will the exported game look the same as it did on Victoria? ===
Naturally, no. Because Hearts of Iron uses very different units, settings, province positioning (and so on) then many conversions will take place. Outlining the differences is what this article will mostly focus on. Knowing them beforehand can make your life much more tranquil when you decide to carry on that Victoria game within the realms of Hearts of Iron II.
== Changes, conversions, differences and so on ==
=== Provincial Division ===
Because Hearts of Iron's provinces are divided differently than those in Victoria, your borders may look slightly different in HoI2. Some provinces are larger, others are smaller, and a few are inexistent in a game or the other. Per instance, if A owns province X and B owns province Y and Z; and XYZ is one sole province in HoI2, then B will control it completely. Or, if B owns K, and in HoI2 K is divided into L, M and N, B will have control over them all.
Claimed territories (with a colonial building) will go to whoever claimed it during the Victoria game.
You can check the exact information about provincial conversion from Vicky to HoI2 in the "vic2hoiprovince.csv" file, located in Victoria's database folder. Each line in the file will contain the following information:
Victoria Province ID;HoI2 Province ID
=== Countries ===
Because some countries present in Victoria do not exist in Hearts of Iron and vice-versa, those are converted into other nations present in HoI2. At times, more than a Vicky nation will be converted into the same Hearts of Iron nation (as it happens with the minor Indian states, all of them become India). At other times, a nation will emerge as another (e.g. Tripoli in Vicky turns into Libya).
Custom made nations will not appear in the exported game (an error may bar one from loading the game). The user must modify vic2hoicountry.csv at Victoria's database folder in order to add a proper country conversion. The same folder may be modified as well to alter other countries' conversions. Each line in the file will contain the following information:
Victoria Country Tag;HoI2 Country Tag; Victoria Country Name; HoI2 Country Name;x
=== Technology ===
Doctrines in HoI2 correspond to inventions in Victoria. See [[Army Inventions]] and [[Navy Inventions]].
=== Units ===
[http://forum.paradoxplaza.com/forum/showthread.php?406223-What-does-a-engineers-brigade-convert-to-in-Hearts-of-Iron forum thread on unit conversions]
*Infantry divisions remain Infantry divisions while it's brigades convert as follows:
**Artillery and Engineer Brigades remain Artillery and Engineer Attachments.
**Regulars brigades become a Military Police attachment.
**Guard Brigades become an Armored Car attachment.
**"barrel" attachments become Light Tank divisions.
**Fighter attachments become Interceptors
**Bomber attachments become Tactical Bombers
**an Infantry division with the HQ brigade will trasform into an HQ unit. this is the one case where the Infantry division does not become a seperete unit.
*Cavalry divisions remain Cavalry, attached brigades are simply deleted.
*Dragoons, bizarrely, turn into '36 Mountain Divisions!
Note: Infantry and cavalry are converted to the '18 Infantry and '18 cavalry,respectively, unless the own has researched "Modern divisional structure" which makes them the more advanced '36 versions
*Air bases appear in Provinces where planes initially stationed, possibly also in areas of high infrastructure? (more investigation required)
*Forts and naval bases mostly carry over but interact strangely with areas where multiple provinces were merged together in the conversion.
*dreadnoughts, battleships, cruisers, and carriers are converted to their namesake units in HOI2
*Steam transports are converted to Transports
*Minelayer, Minesweeper, and Destroyer Flotilla attachements all convert into Destroyers
*all other naval units are discarded.
*province Infrastructure is determined by the province rail level.
*a nation's Industry rating determines their total starting Industrial Capacity, which is then distributed among their provinces by a formula in which relative population of the province and and number of factories in the state are known to be factors.
*HOI2 Government type is determined by Vicky Government type and Party in power.
*Other position sliders are determined by factors not yet known to this writer.
*A nations Tech Teams are generated semi-randomly, apparently being specialized economically is supposed to give you Tech Teams better suited to certain research (more tank factories give tech teams more suited to tank design, more officers better for doctrine research, etc.) then named after the tech teams in the HOI2 base campaign From the same country and with similar specialties.
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''Gamey tactics'' are shorthand for "game the system", or put in another way, "cheat the system" by means of design flaws or poor AI. Gamey tactics almost always lead to ahistorical and extremely unrealistic results. Classic gamey tactics in HoI2 include:
* '''Withdrawal & Flank:''' German withdrawal of troops from the French border, causing the French AI to take German territory, and then outflanking the bulk of the French army by capturing an abandoned maginot line.
* '''Spamming infantry or IC:''' Spamming IC for years on end is extremely unrealistic, while creating a 100% infantry only army is highly imbalanced (though of course extremely effective in game).
* '''Puppets:''' Large puppets, such as a Japanese puppet of Nationalist China, are highly unrealistic due to their huge amount of power.
See also: [[AI Behaviour]]
[[Category:Terminology]]
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Garrison
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#REDIRECT [[Garrison Division]]
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[[Image:Div_9.jpg|thumb]]
Garrison Divisions (Gar) are second line troops used to safeguard valuable objectives far from the front lines. They lack heavy equipment and transportation, making them immobile except for strategic redeployment. They have limited fighting capability but can be used to free more capable troops for frontline use.
==Garrison Division Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | I. Garrison '18 || 30 || 30 || 1 || 3 || 5 || 1 || 2 || 10 || 100
| width=20 | || 5 || 60 || 10 || 1 || 0.5 || 0 || 6 || 10 || 1.0 || 1.0 || 3 || 3 || 3 || 3
|- align=center
| align=left | II. Garrison '39 || 30 || 30 || 3 || 4 || 12 || 2 || 7 || 15 || 95
| width=20 | || 5 || 60 || 10 || 1 || 0.6 || 0 || 8 || 10 || 0.5 || 1.0 || 3 || 3 || 3 || 3
|- align=center
| align=left | III. Garrison '43 || 30 || 30 || 4 || 6 || 16 || 5 || 12 || 25 || 85
| width=20 | || 5 || 60 || 10 || 1 || 0.7 || 0 || 10 || 10 || 0.5 || 1.0 || 3 || 3 || 3 || 3
|}
==Brigades allowed==
* [[Anti-aircraft Brigade]]
* [[Anti-Tank Brigade]]
* [[Artillery Brigade]]
* [[Engineer Brigade]]
* [[Police Brigade]]
* [[Rocket Artillery Brigade]]
==Notes==
* Garrison divisions are considered soft units.
* Garrison's have one job: Partisan Suppression.
* Using Garrison's for anything else is usually either a desperate act or a misuse of troops. Garrison's should be measured on one thing, their ''Suppresion'' ability. Garrison '39 are the most cost effective at doing this. Unless you know that you are going to need Partisan Suppression, you don't need Garrison Divisions.
[[Category:Units]]
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Gearing Bonus
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When producing units for your nation, you will receive a '''Gearing Bonus''' for each unit you produce in [[Serial_Production|serial]]. This represents the specialization and tooling of factories to produce large production runs of a given type. As you produce more units of the same type, the amount of time required to produce each consecutive unit is reduced. Anything that can be built in a long run can benefit greatly from the gearing bonus. You might even want to start all unit production in a very long series and then cancel the series when it's no longer needed; this will ensure that you have the option to keep on getting the gearing bonus.
The gearing bonus only affects time to producing units, not the [[Industrial Capacity]] cost associated with the unit. It also does not apply to non deployable [[province improvements]] produced in serial. [[Province improvements]] than can be deployed such as province AA benefit from the gearing bonus; improvements like factories than can not be moved do NOT benefit from the gearing bonus.
[[Category:Terminology]]
A little more info about the effect of gearing.
For comparison here is a short tab of a serial production of BB ships; first column is with full drafted army, second with full standing army setting:
Drafted Army Standing Army
Days for Days for # Days for Days for
series ship series ship
1 584 584 1 584 584
2 1139 525 2 1139 525
3 1664 497 3 1664 497
4 2161 467 4 2161 467
5 2628 438 5 2628 438
6 3066 409 6 3066 438
7 3475 379 7 3504 438
8 3854 351 8 3942 438
9 4205 321 9 4380 438
10 4526 321 10 4818 438
11 4847 321 11 5256 438
12 5168 321 12 5694 438
For the first 5 ships the bonus is the same, the gearing bonus maxes out at the 9th ship (with slider setting for army in the middle this is the same, at the 9th ship bonus is maxed).
While having the drafted army slider maximized is great for gearing, there are other benefits that make the standing army preferable in most circumstances. Standing army gives more organization and less upgrade time and cost. The last 4 standing army positions also give newly produced units experience.
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General Gameplay FAQ
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{{Anthology}}
'''General Gameplay FAQ'''
{{:Leader FAQ}}
{{:Unit FAQ}}
{{:Technology and Research FAQ}}
{{:Province Improvement FAQ}}
{{:Diplomacy FAQ}}
{{:Production FAQ}}
{{:Transport Capacity FAQ}}
{{:Partisan and Dissent FAQ}}
{{:Game Play FAQ}}
[[Category:Guides]] [[Category:FAQ]]
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General Modding FAQ
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'''Q''': What do I need to edit to make a new Country?
<BR>'''A''': Making a new country from scratch is alot of work. First you would need to '''Hearts of Iron 2\config\world_names.csv''' and make change the entry for one of the userdefined countries (U00 - U19) to what you want your new country to be called. Now you take the tag for the country you just named and place it in the list of selectable nations in the [[Modding_eug_files|Scenario File]] you wish to use it in. Now you must make a [[Modding_inc_files|.inc File]] for that nation. You must also place an entry for that nation '''Hearts of Iron 2\db\revolt.txt''' that lists core provinces and the nations Capital. Finally you must place a sheild in '''Hearts of Iron 2\GFX\map\shields''' and a flag in '''Hearts of Iron 2\GFX\map\flags'''
<BR><BR>
'''Q''': What about Ministers and Leaders?
<BR>'''A''': You must make a [[Modding_minister_files|Minister File]] and [[Modding_leader_files|Leader File]] for that country. Your tag is the User-Defined tag that you changed into your country in world_names.csv
<BR><BR>
'''Q''': Where do the pictures for events go?
<BR>'''A''': Hearts of Iron 2\GFX\events_pics
<BR><BR>
'''Q''': How do I change the amount of provinces required to liberate a nation
<BR>'''A''': Go to '''Hearts of Iron 2\db\revolt.txt''', Search for the tag of the country which you wish to change. The date and expiry date are the years that the country becomes available to liberate and stops being liberatable. The ''minimum'' field is the minimum amount of provinces required the liberate that nation, the nation wil always get these provinces upon being liberated and you will need all of them to liberate it. The ''extra'' field is extra provinces that the nation can receive if you control them. If you do not control them, then the liberated nation will instead get national claims on them. The Capital is the liberated nation's capital. intrinsic_gov_type means that only nations of that type may liberate this nation. It also means that if a nation which this liberatable nation has cores in/on is couped by that a governemnt of that type, it will become this liberatable nation. You may comment things out in revolt.txt
<BR><BR>
'''Q''': I see something like EVT_2200_DESC. What does that mean?
<BR>'''A''': I means that piece of text was exported to a config file, In '''Hearts of Iron 2\config''' you export long pieces of text for easy use. When looking for exported text, click on the corresponding .csv file to the file you where modding. That is, Exported event text is in event_text while exported tech text is in tech_names. You can also edit and change game text with .csv files.<Br> You can export something of your choosing, in three easy steps:
<BR>
1. Determine what the export name is to be.
<BR>
2. Place that name, followed by a semi-colon.
<BR>
3. Place the text you want to export.
<BR>
A semi-colon after the exported text is the exported text that will be used in different versions of the game. (IE: One semi-colon after the exported text is the exported text that will be used in the French version of Hoi, While the semi-colon after that is the version that will be used in the German version.)
<BR><BR>
'''Q''': How do I change each countries Politcal Map-mode color?
<BR>'''A''': Go to '''Hearts of Iron 2\db\country.csv''', Search for the tag of the country you want to change, and change each color. Beware that some colors are not what they see, For Example, Light green is more of a Mint-white.
<BR><BR>
'''Q''': I made an Event Picture/Minister Photo/Leader Photo and it's all streched out!
<BR>'''A''': It's too big. See [[Modding_graphics|Modding Graphics]]
<BR><BR>
'''Q''': How do you add a new unit type?
<BR>'''A''': You don't. Unit types are hardcoded, apparently.
[[Category:Modding]]
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German Ministers
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Only Fascists, Paternal Autocrats, and National Socialist leaders are listed below.
==== Foreign Minister ====
;Great Compromiser : Constantin von Neurath - 1936, Albert Dufour-Feronce - 1938, Constantin von Neurath - 1939(listed twice), Franz von Papen - 1940
;Iron Fisted Brute : Joachim von Ribbentrop - 1937, Arthur Seyss-Inquart - 1945
;The Cloak N Dagger Schemer : Joseph Goebbels - 1942, Oskar Meissner - 1942, Ulrich von Hassel - 1943
;Ideological Crusader : Friedrich-Werner von der Schulenberg - 1942, Alfred Rosenberg - 1943, Carl Melchior - 1945
;Apologetic Clerk : Wilhelm Waetzoldt - 1938, Johann Schwerin von Krosigk - 1945(also listed twice, same year)
;Biased Intellectual : Ludwig Kastl - 1936
;General Staffer : Thomas Mann - 1936
==== Armaments Minister ====
;Infantry Proponent : Werner von Blomberg - 1936, ;Franz Xaver Ritter von Epp - 1936, Kurt Daluege - 1940, Fritz Saukel - 1942, Claus von Stauffenberg - 1944
;Strategic Air Proponent : Rudolf Hess - 1936
;Administrative Genius : Hjalmar Schacht - 1936, Hjalmar Schacht - 1939(listed twice), Albert Speer - 1942(listed twice)
;Laissez Faire Capitalist : Fritz Thyssen - 1936, Friedrich Flick - 1938, Alfried Krupp - 1939
;Air To Ground Proponent : Hermann Göring - 1938
;Resource Industrialist : Franz Xavier-Schwarz - 1936, Johann Schwerin von Krosigk - 1936, Julius Curtius - 1936, Konstantin Hierl - 1936, Alfred Hugenberg - 1936, Fritz Todt - 1938, Walter Funk - 1939, Johannes Popitz - 1943, Lutz von Schwerin-Krosigk - 1945
;Military Entrepreneur : Franz Seldte - 1936, Walter Darré - 1939, Carl Friedrich Goerdeler - 1940, Oswald Pohl - 1943, Fritz Tornow - 1944, Karl Otto Saur - 1945
;Battle Fleet Proponent : Max Amann - 1941
;Corrupt Kleptocrat : Robert Ley - 1936
;Submarine Proponent : Hans-Georg von Friedeburg - 1942, Karl Dönitz - 1944
;Tank Proponent : Gustav Krupp - 1936, Paul Lejeune-Jung - 1938
;Theoretical Scientist : Georg Thomas - 1940
;Air Superiority Proponent : Xaver Dorsch - 1944
==== Minister of Security ====
;Prince of Terror : Wilhelm Frick - 1936, Kurt Daluege - 1936, Reinhard Heydrich - 1936, Heinrich Himmler - 1938, Wilhelm von Gayl - 1938, Heinrich Müller - 1943
;Compassionate Gentleman : Ernst Trendelenburg - 1936, Alfred Hugenberg - 1936, Viktor Lutze - 1939, Hans Frank - 1941, Fritz von Schulenburg - 1942, Franz von Papen - 1945, Werner Naumann - 1945, Franz von Papen - 1946(listed twice)
;Man of the People : Walter Buch - 1937, Joseph Goebbels - 1942, Josef Wirmer - 1942, Arthur Axmann - 1945
;Silent Lawyer : Karl Sack - 1936, Franz Gürtner - 1936, Arthur Seyss-Inquart - 1943
;Back Stabber : Johann von Bernstorff - 1936, Karl Hanke - 1944
;Crime Fighter : Rudolf Diels - 1936, Otto Georg Thierack - 1942, Arthur Nebe - 1942, Roland Freisler - 1942, Henning von Tresckow - 1944
;Efficient Sociopath : Heinrich Müller - 1939, Walter Schellenberg - 1939, Paul Giesler - 1945
==== Minister of Intelligence (HoI2) / Head of Military Intelligence (Doomsday, Armageddon) ====
;Dismal Enigma : Wilhelm Canaris - 1936, Walter Schellenberg - 1940, Wilhelm Canaris - 1944(listed twice)
;Naval Intelligence Specialist : Hans-Georg von Friedeburg - 1942
;Technical Specialist : Georg Hansen - 1940, Wilhelm Frick - 1944
;Logistics Specialist : Carl von Schubert - 1936, Ernst Kaltenbrunner - 1944, Baldur von Schirach - 1944
;Political Specialist : Oskar von Hindenburg - 1936, Otto Strasser - 1938, Martin Bormann - 1944
;Industrial Specialist : Hans Oster - 1939, Hjalmar Schacht - 1945
==== Chief of Staff ====
'''School of Manoeuvre''': Ludwig Beck - 1936, Erich von Manstein - 1942, Erwin Rommel - 1943, Julius Ringel - 1944
'''School of Fire Support''': Erich Hoepner - 1937, Franz Halder - 1938, Erwin von Witzleben - 1941, Walther von Reichenau - 1941, Ernst Busch - 1945
'''School of Psychology''': Fritz Bayerlein - 1936, Alfred Jodl - 1939
'''School of Mass Combat''': Adolf Heusinger - 1942, Heinz Guderian - 1944
'''School of Defence''': Wilhelm Grüner - 1936, Kurt Zeitzler - 1942, Hans Krebs - 1945
==== Chief of Army ====
'''Armoured Spearhead Doctrine''': Werner von Fritsch - 1936, Walther von Brauchitsch - 1938, Wilhelm Keitel -1940, Erich Hoepner - 1942,
Paul Hausser -1944
'''Guns and Butter Doctrine''': Werner von Blomberg - 1937, Kurt von Hammerstein-Equord - 1939, Julius Ringel - 1942
'''Decisive Battle Doctrine''': Walter von Lüttwitz - 1936, Fedor von Bock - 1939, Adolf Hitler - 1942, Günther von Kluge - 1942
'''Elastic Defence Doctrine''': Erich Ludendorff - 1936, Ferdinand Schörner - 1945
'''Static Defence Doctrine''': Erwin von Witzleben - 1943
For more discussion about selecting Chief of Staff and Chief of Army see this thread:
[http://forum.paradoxplaza.com/forum/showthread.php?t=369528 opinions on Chief of Staff and Chief of Army]
==== Chief of Navy ====
'''Decisive Naval Battle Doctrine''': Erich Raeder - 1936, Ludwig Fulda - 1936
'''Indirect Approach Doctrine''': Karl Dönitz - 1939, Walter Warzecha - 1942
'''Open Seas Doctrine''': Alfred Saalwächter - 1936, Conrad Albrecht - 1939, Wilhelm Marschall - 1941, Hans-Georg von Friedeburg - 1944
'''Base Control Doctrine''': Gustav Kieseritzky - 1940, Kurt Freiwald - 1945
==== Chief of Air Force ====
'''Army Aviation Doctrine''': Hermann Göring - 1936, Karl Koller - 1936, Otto Dessloch - 1939, Ernst Udet - 1940, Hans-Jürgen Stumpff - 1944
'''Carpet Bombing Doctrine''': Hugo Sperrle - 1939
'''Air Superiority Doctrine''': Carl Friedrich von Siemens - 1936, Ulrich Grauert - 1936, Eberhard Milch - 1942, Robert Ritter von Greim - 1944, Hans Ulrich Rudel - 1949
'''Vertical Envelopment Doctrine''': Albert Kesselring - 1944
'''Naval Aviation Doctrine''': Wilhelm Oxenius - 1945
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'''Germany''' is a [[major power]] in almost every scenario, and is the leader of the [[Axis]] powers. Germany is the most powerful of the traditional Axis countries and is also the most commonly played.
== Overview ==
For strategic guidance for playing Germany, see the [[Germany Strategy Guide]].
== Territory ==
Germany begins with a dominant territorial position in Central Europe.
* '''Capital:''' [[Berlin]]
== Resources ==
Germany is strong in most resources with a couple of notable exceptions.
=== Natural resources ===
Natural resources are plentiful, with sizeable surplus level of [[energy]] (from Germany's huge coal reserves). [[Oil]] is however almost non-existant, although during peacetime at least, Germany should be able to trade for whatever she needs and maintain growing stockpiles in all areas.
Due to Germany's hungry industrial base, [[rare material]]s are in short supply despite production. Prolonged wars will eventually starve the industry if trade can not be maintained for rares.
Germany has a large population which should be able to maintain most military building strategies well into a war, but heavy casualties will eventually drain her. Germany does well to build units which economize on manpower as main combatants, as the need for infantry and garrisons to fill in behind advances will require large amounts later.
Initial stockpiles are 1000 [[energy]], 1000 [[metal]], 500 [[rare material]], 500 [[oil]], 500 [[supplies]], 70 [[money]], and 850 [[manpower]]
=== Industry ===
Germany has a powerful industrial base, although it is concentrated in a few vulnerable areas of the country. Once Germany expands beyond her borders these will be harder for enemies to target, but will still need to be protected against strategic attack. As long as it is well fed, Germany's industry should be able to maintain healthy production of supplies and new units to support offensives, but if it falters, Germany will feel the pinch quickly. A side benefit is the large [[transportation capacity]] resulting from her [[IC]] level, although this will be necessary once Germany's empire expands and occupation of territory bleeds the [[TC]] level.
=== Infrastructure ===
Germany's basic infrastructure is superb, at 100% over nearly her entire territory (only [[Oppeln]] is at 80%). This allows rapid movement between east and west front.
Airbases are maintained throughout the country, although the number of full size airbases leaves room for growth. Besides Berlin, [[Breslau]] and [[Konigsberg]] are the only two airbases in the east, although both are level 10. [[Kassel]] and [[Munich]] are the only two other full size airbases. Six level 4 bases exist, with [[Rostock]], [[Kiel]], and [[Wilhelmshafen]] covering the north while [[Essen]], [[Frankfurt-am-Main]], and [[Stuttgart]] watch the west. Germany can look forward to peaceful acquisition of [[Vienna]], a level 10 airbase, as well as [[Innsbruck]] (level 4), [[Prague]] (level 3) and [[Memel]] (level 1).
Naval facilities are quite good for such limited coastline, with two full size ports facing the [[North Sea]] at [[Kiel]] and [[Wilhelmshaven]], and two further full size harbors at [[Rostock]] and [[Konigsberg]] on the [[Baltic Sea]].
== Military ==
Germany has a capable military in 1936. It is only of moderate size, with little advanced equipment, but all infantry are to current standard, and organization levels are very high for the period. The navy is incapable of substantial operations at this stage, but the air force is ready to begin supporting the army.
=== Static defenses ===
German static defenses are inadequate to provide much help against ground or air units. Germany should be on the offensive however, so the weak ground fortifications won't be greatly needed. The West Wall gives Germany a level one land fort in [[Aachen]], [[Cologne]], [[Saarbrucken]], [[Stuttgart]], and [[Freiburg]]. This won't stop anyone, but for the thin line left to face France while German forces mount attacks elsewhere, it is at least some help.
Antiaircraft defenses are scattered throughout the country, with more to the west. These will need to be beefed up if the Allies begin any kind of strategic air campaign. Major flak centers are [[Konigsberg]] (4), [[Essen]] (3), and [[Frankfurt-am-Main]] (3). Smaller flak nests (level 2) are stationed in [[Berlin]], [[Munich]], [[Stuttgart]], [[Saarbrucken]], [[Dortmund]], [[Kassel]], [[Magdeburg]], [[Breslau]], [[Rostock]], [[Hamburg]], and [[Wilhelmshafen]]. Level one defenses are found in [[Kiel]], [[Lubeck]], [[Leipzig]], and [[Nuremburg]].
=== Army ===
Germany's army is of moderate size (#8 in the world), but very good quality. The heart of the army is its infantry, with 36 divisions (#3 in the world) of [[Infantry 36|infantry]] divided amongst a dozen corps spread through the country. These are bolstered by a mix of brigades (4 [[artillery brigade]]s, 3 [[antitank brigade]]s, 2 [[engineer brigade]]s and an [[antiaircraft brigade]]). while Germany's industry provides a strong engine for steady growth, high organization levels give German units good capabilities early.
Germany's armored force is small but not bad compared to some competitors (#3 in the world). Its three [[light armor division I|type I light divisions]] are not very capable in 1936, but are the basis for Germany's future panzer juggernauts, and should be gaining experience, as they can be upgraded to regular armor later.
A single headquarters ([[Headquarters I|type I]]) is located in Berlin to begin with in 1936, and Germany will undoubtedly need more.
Germany has a strong stable of land commanders to begin with. See [[Generals of Germany]] for more info.
=== Air Force ===
Germany's air force is designed for tactical support of the land forces. Thus it begins 1936 with a force of 8 [[tactical bomber]] units and 3 [[interceptor]]s for the job. All of these units are type I, but both types may be upgraded immediately.
=== Navy ===
Germany's navy is of limited combat value outside of the Baltic Sea. It is led by two [[Battlecruiser|battlecruisers]], but both are Great War vintage, as are the three [[destroyer]] flotillas that accompany them in the Baltic Fleet. A more modern cruiser force is at hand, with two [[Heavy Cruiser|improved heavy cruisers]] and an [[Light Cruiser|improved light cruiser]] in the fleet as well as four basic light cruisers. One early light cruiser and a flotilla of early destroyers round out the surface fleet.
Germany also has the seeds of a [[submarine]] force, although the boats it begins with are limited. Two short-range flotillas and a single dive boat flotilla are in service to begin with.
Underway production will add another improved heavy cruiser, an early destroyer flotilla, and a short-range submarine flotilla to the fleet within the first three months of 1936.
== Technology ==
Germany has some strengths technologically, and has great research teams to give it the edge in other areas. The money to pay for the teams should be available in most circumstances as long as things don't turn to badly against Germany.
Germany's infantry tech is moderately advanced, with the [[early infantry division]] and [[semi-motorized cavalry division]] already discovered. Logistics are ahead of the game with [[rear area supply dumps]] and Germany has also the ability to build [[early mountain division]]s. Germany is poised to develop the [[basic motorized division]] and [[early marine division]].
Germany is at a basic level in armor tech, possessing the [[early tank]], but ready to develop the [[basic light tank]], [[basic heavy tank]], and [[early tank destroyer]]. [[Early field artillery]] is in service, as are [[early antitank artillery]] and [[early static antiaircraft artillery]]. Germany also has the capacity for [[basic antiaircraft brigade]]s and [[basic armored car]]s.
Germany has an advanced level of naval technology in surface combatants, already possessing improved technology for the [[light cruiser]]s, [[heavy cruiser]]s, [[battlecruiser]]s, and [[battleship]]s. She is on par with the [[medium range submarine]], but lags with only an [[early destroyer]] and [[Great War aircraft carrier]] design.
Germany has a balanced contemporary aircraft technology, with both [[early bomber]]s and [[early fighter]]s available, as well as a [[basic air transport]] design. Germany can branch out in any direction desired for aviation.
Industrial technology in Germany is well-rounded, with mechanized [[agriculture]], [[census tabulating]], basic [[oil refining]], and improved [[construction engineering]]. She lags however, needing basic [[machine tools]]. Advanced sciences are poised for development, as Germany has both a faculty for [[nuclear research]] and a [[rocket test and research facility]] capability.
German operational doctrines are very well advanced for all branches, compared to other nations, giving Germany a strong early advantage. German [[land doctrine]] is well advanced along the [[spearhead doctrine]], with [[delay doctrine]], [[elastic defense doctrine]], and [[schwerpunkt doctrine]] all developed. [[Naval doctrine]] is also well advanced along the lines of [[sealane interdiction doctrine]], with [[raider patrol doctrine]] and [[unrestricted submarine warfare doctrine]] developed. [[Air doctrine]] has been developed along the lines of [[battlefield destruction]] and [[operational destruction]], with [[dive bombing doctrine]] developed as well.
For information of research teams, see [[research teams of Germany]]
== Diplomacy ==
Germany is not in a strong position diplomatically. As leader of the [[Axis]], she is currently alone, with even like-minded nations such as [[Italy]] not wanting to ally. Meanwhile, most of her actions will sour relations with the western powers and possibly the Soviets as well if she is not careful. Germany has only minor diplomatic agreements in place in 1936:
* '''[[Non-agression pact]]s''': [[Soviet Union]], [[Poland]], [[Austria]], [[Turkey]]
* '''[[Independence guarantee]]s to''': [[Italy]], [[Sweden]], [[Turkey]], [[Poland]], [[Denmark]], [[Switzerland]], [[Bulgaria]], [[Yugoslavia]], [[Romania]], [[Austria]], [[Czechoslovakia]], [[Finland]]
* '''[[Territorial claim]]s on''': [[France]], [[Luxembourg]]
* '''[[Trade agreement]]s''':
** [[Soviet Union]]: 3 [[supplies]] for 10 [[oil]], 2 [[metal]], 4 rare; 5 supplies for 13 oil
** [[Netherlands]]: 1 supplies and 12 energy for 3 metal and 4 rare
** [[Italy]]: 20 energy for 2 supplies
** [[Sweden]]: 8 energy for 4 metal
== Domestic ==
Germany begins with a mixed bag of leaders, but with its political sliders set for hawkish authoritarian rule.
The [[head of state]] is [[Adolf Hitler]], a [[power-hungry demagogue]]. He is able to assuage the western powers as long as all out war doesn't break out, and will help gather the likes of Italy and Hungary into the Axis alliance. [[Head of government]] [[Rudolf Hess]], a [[silent workhorse]], is nice for the IC bonus, but makes diplomacy a good bit more expensive.
[[Foreign minister]] [[Constantin von Neurath]], a [[great compromiser]], is not very helpful early on, as Germany will have few allies to cajole, and has little need for independence guarantees. [[Armaments minister]] [[Werner von Blomberg]] is an infantry proponent, and good to have while advancing infantry tech. [[Rudolf Hess]] will only help if building a strategic bomber force, so is unlikely to be a good choice. [[Administrative genius]] [[Hjalmar Schacht]] will give a big IC bonus, but three [[resource industrialist]]s are also available ([[Johann Schwerin von Krosigk]], [[Franz Xavier-Schwarz]], and [[Konstantin Hierl]]), which will give an IC bonus as well as assist industrial research. [[Military entrepreneur]] [[Franz Seldte]] may help later when supply demands grow excessive. [[Laissez-faire capitalist]] [[Fritz Thyssen]] can keep [[consumer good]]s demand down, but this is usually not a great problem for Germany. Finally, [[Franz Xavier Ritter von Epp]] is a carbon copy of von Blomberg.
Security is in the hands of [[Wilhelm Frick]], a [[prince of terror]] which will help extract increased IC from foreign lands. The similar [[Kurt Daluege]] is also available for the [[Minister of Security]] job, as is the [[silent lawyer]] [[Franz Gurtner]], who will alleviate [[consumer good]]s demand. [[Head of intelligence]] is [[Wilhelm Canaris]], a [[dismal enigma]], who will help on intelligence across the board, but has no specialty. [[Carl von Schubert]], a [[logistics specialist]], will boost army intelligence, while [[political specialist]] [[Oskar von Hindenburg]] offers improved diplomatic chances during peacetime.
The military is led by [[chief of staff]] [[Ludwig Beck]], a believer in [[strategic manoeuvre]], allowing German units to move faster. [[Fritz Bayerlein]], of the school of [[small-unit leadership]], giving units great ability to regain organization losses. Finally, with a vision for [[strategic depth]], is [[Wilhelm Gruner]], able to give all units a bonus when defending. [[Chief of the army]] is [[Werner von Fritsch]], who employs the [[armored spearhead doctrine]]. [[Walter von Luttwitz]], with his [[decisive battle doctrine]], and [[Erich Ludendorff]], with an [[elastic defense doctrine]] are available replacements.
The navy is under the command of [[Erich Raeder]], employing [[decisive naval battle doctrine]] as [[chief of the navy]]. Potential replacement [[Ludwig Fulda]] is of similar doctrine, but [[Alfred Saalwachter]] instead offers an [[open seas doctrine]]. [[Chief of the air force]] is [[Hermann Goring]], who employs the air force as [[army aviation doctrine|army support]]. Replacement [[Karl Koller]] employs similar doctrine, but [[Carl Friedrich von Siemens]] and [[Ulrich Grauert]] would instead employ an [[air superiority doctrine]].
[[Category:Countries]]
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== AI Exploits ==
=== French AI Exploitation ===
In most games France has more than 70 divisions at the start of the war. There is an easy way to remove around half of them. After the fall of Poland, put most of your armies in Nuremberg or Frankfurt. Put 6 divisions in Stuttgart, 6 in Saarbrücken and only 3 in Freiburg. Most of the time, the AI will attack Freiburg and makes a breakthrough to southern German provinces. In the event that they don't attack, removing the garrisons in Freiburg alltogether will stimulate the AI into an attack. The French AI will rush in and try to capture as many Southern German provinces as possible. When you are ready to cut them off, attack and capture Freiburg. By doing this, all the French troops that are behind your lines quickly become out of supply. This will allow you to destroy a large portion of the French army.
=== USSR AI Exploitation ===
The French supply cut-off trick also applies in many other similar situations, such as during the invasion of the USSR. The USSR front is huge and the numbers of divisions in play are very large. It is possible that you could lose control of the situation if you are not careful. Note that the AI in 1.3 and above is much better about garrisoning provinces that it has captured in order to maintain supply to its troops. Use this strategy with caution, as it could easily backfire.
=== The Amphibious Option: Spain ===
An easy conquest of Spain can be accomplished by building transports and convoys from the start of 1936. With only 3 to 6 transports by April 1, you can launch a successful invasion of Spain. As Republican Spain has no guarantees or alliances to protect itself from foreign aggression, you will not have to worry about the Allies at this time. By shuttling 9 - 18 divisions to Spain using your brand new transports, you should be able to annex Republican Spain by the end of the summer or even as early as July. This gives you an ideal launching point for invading Gibraltar and France when war with the Allies occurs. This will also give you the needed transports to launch an invasion of the UK as well. If you plan for the UK, make sure to research marines to create the bridgehead. Invading France from Spain exploits the AI weakness as it does not reinforce that border in sufficient numbers. You could potentially be in Paris within two weeks of the outbreak of war and have most of western and southern France at the same time. If you release Nationalist Spain, you lose the belligerence. You also get a puppet-base for attacking France later.
=== Aggressive Amphibious Assault on USSR ===
# Attack Poland as early as possible, destroy the Polish army and capture all territories, BUT NOT the border territories to Soviet Union! These territories are your buffer to the Soviet Union. DO NOT annex Poland, or you will lose your buffer.
# Declare war on the Soviets and invade Leningrad directly or through the province southwest of it. Then bring about 10 Inf + 1 HQ to Leningrad and wait. The Soviets will bring 50-60 (or more) units to the surrounding provinces. But with 10 Inf and 5 Fortification in Leningrad they don´t attack you (or they don´t succeed in attacking).
# The West Front of the Soviet Union is now open; very few troops there. Go through the last Polish territories to attack the SU. Use cavalry or tanks to go quickly to the east and capture as much territory as possible. Sometimes, you can walk to Stalingrad without fighting.
# You must close the trap for the big Soviet armies with your small forces. The goal is to cut supply to the Soviet armies.
## Invade Murmansk with a small force. Use it as a new base and then invade Archangelsk.
## At the same time, go with tanks, cavalry and HQs directly to Moscow. Your slow infantry follows.
# Until now there shouldn´t be much resistance from the Soviet armies; They wait near Leningrad. Now the tricky part begins.
## You must go from Archangelsk to Moscow and from Moscow to Stalingrad to close the east side of the trap. No supply for the Soviet armies from land.
## After a short time the AI will supply via the coastal territories. So the next goal is to conquer the coastal territoris to finally shut the Soviet armies off from any supply.
##* Perhaps you can alternatively destroy all Soviet convoys - I didn´t try.
# Without supply you can go battle to battle to tear the bear down.
Finally: It is not easy to hold the Soviet armies in the trap and to get the trap closed. But the price is it worth. About 75 Soviet armies could be destroyed in a few months.
=== Poland as an Ally ===
This is to be used if you have a large amount of IC. If you build factories (you always should anyway), say around 15 x 2 starting in May-June 1936 (after expending first months overstocking supplies) you will have an IC of around 300 by Sept 1939. Increasing the Central Planning slider will help as well.
#If you influence Poland enough, up to +200, they will join you after 2 or 3 attempts. The advantage of this is that you can take France, Denmark, Holland and Belgium before the fall of 1939 (if you play historically).
#Once Poland is your ally, you can asume military control over them along with your other allies (Hungary, Slovakia, etc). These forces can be used to protect your rear from attack, for example protecting France while you invade the USSR in 1941.
#A weak point of this strategy is that Russia will be annexed by Poland (if you are attacking it from Polish territories) so you won't gain anything IC-wise by invading Russia. However, with Russia down, that is not be a problem.
== Event Avoidance/Exploitation ==
=== Czechoslovakia ===
If you annexed Hungary via the above strategy, then wait for the Treaty of Munich and The End of Czechoslovakia fire. In The End of Czechoslovakia, choose the second option (partition Czechoslovakia between Germany and Hungary). Since Hungary does not exist anymore, you gain the whole Czechoslovakia! [1.2!]
In 1.3, this has changed. A Germany that occupies Hungary is forced to found Slovakia through this event. Therefore, a strong Hungary might be a better way to go since it has three tech teams when it gets Slovakia.
=== Annexing Denmark with Greenland and Iceland ===
It is very easy to annex Denmark due to an event that simulates Denmark surrendering once Germany occupies Kolding (The province located directly north of Kiel). However this event gives away Iceland and Greenland to the UK and United States, respecively. This is not a good idea if you want to stack armies in Canada in preparation to attack USA before it declares war on you.
There are two options to annex all of Denmark, Iceland and Greenland:
* Bypass Kolding by using either amphibious or airborn attacks against Arhus, Odense, and Copenhagen.
* Attack and annex Denmark prior to annexing Poland (in this case, you can capture Kolding without having the event fire. Doing this makes an Allied DoW against you probable, due to the increase in your belligerence)
Note that Greenland & Iceland is not the only, or arguably even the best, route to North America. Bermuda may be the better choice. Evaluate your options carefully before going out of your way to grab Greenland & Iceland.
==Central Asia==
Inviting Central Asian Nations to the Axis is a very risky proposition during your war with the USSR. Gaining countries such as Persia and Afghanistan will probably hurt Germany more than it helps during war as the USSR will be able to quickly conquer these countries and creating a larger front for Germany to fight on.
[[Category:Guides]] [[Category:National Strategy]] [[Category:Germany Strategy]]
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=== Easy Pre-War Annexations ===
Several nations around Germany can be annexed without provoking a DOW from the major powers in the [[Germany_Strategy-_1936_Scenario | 1936 Scenario]] unless you are playing on the highest difficulty/aggression settings.
* Luxembourg is by far the easiest nation to annex early. It is a single national province (no dissent) with relatively high IC (5) and virtually no defenses at all. However, annexing Luxembourg does open up another province on the French front that must be fortified while Poland is conquered. This may or may not be worth it to you. Further, the French gain a free +2 interventionism for this because they guarantee Luxembourg.
* Denmark is also easy to annex. Unlike Luxembourg there is no additional front line to defend. It is worth relatively the same IC as Luxembourg but spread over more provinces. Also Denmark is more heavily defended and negotiating straits is more painful than invading by land.
* Switzerland can also be annexed early on for more IC but it opens up three provinces on the French front that must be defended. Dissent is more of a problem in Switzerland as well and if you dont garrison it for too long it could revolt.
==== Debate on Paradox Forms ====
There is a [http://forum.paradoxplaza.com/forum/showthread.php?t=279334 Debate on the Paradox Forums] about whether or not the IC you gain from these annexations pays for the cost of acquiring them.
===== Anti-Annexation Arguments =====
* The dissent gained by DOWing these nations so early is 5.6% assuming the player doesnt move a slider that affects DOW dissent. The cost of reducing that dissent to 0% is 32 days of committed production according to Blue Emu. This diversion of IC is measured in Blue Emu by the unit IC-Days where 1 IC Day = the application of 1 IC to a project for 1 day. Blue Emu concludes that the diversion of IC for this purpose is greater than the potential long-term benefits of such an annexation. If you are building factories, the delay from reducing dissent is also lost production from incomplete factories.
* France guarantees the independence of Luxembourg and Switzerland. The UK guarantees the independence of Denmark and Switzerland. Declaring war on these nations therefore shifts the Interventionism slider for these nations, granting them extra capabilities for the next three years in the lead-up to the war. It reduces their Consumer Goods demand and in effect gives them more disposable ICs with which to prepare for the coming war. It also reduces their Belligerence DoW threshold (by 41%, from 49 points to 29), reduces their DoW Dissent cost (by the same margin, from 5.6% to 3.3%) and reduces the costs of their Diplomatic activities.
* The extra belligerence from the DoW and annexation will compromise trade agreements (as will the resulting Relations hit on annexation).
* A risk exists that the extra belligerence, combined with the 2-point French slider shift to Interventionism and the free French casus belli will result in an early French DoW against Germany, preventing them from gaining all of their scripted cores. This would cost Germany far more ICs in lost cores than they gained by taking Luxembourg. After annexing Luxembourg, the German belligerence will already be 16 points. The Anschluss of Austria may well push them over the DoW line.
* Both Luxembourg and Denmark can be annexed almost for free later in the game anyway.
* Without national provinces, the IC return from Denmark and Switzerland is lowered.
* The Luxembourg and Switzerland provinces must be garrisoned against France. The cost of producing units to protect these points must be taken into account as well.
===== Pro-Annexation Arguments =====
* The use of IC-days is potentially misleading. ICs cannot be purely measured in terms of use over time, but must also be considered in terms of elasticity or flexibility to take into account the savings of gearing bonuses. Assume for example you have 20 IC in excess of minimum consumer demands. You may be able to allocate that either to interceptor construction (roughly 11 IC) or to tactical bomber construction (roughly 12 IC), but not both. If you acquire an additional 5 IC, however, you can create two long production strings of both units and exploit your gearing bonus. Even if you have to divert your 20 IC to dissent reduction for 30 days (600 IC-Days), you will have made a gain as soon as the 5 IC over time plus the gearing bonus factors exceed 600 IC-Days. In the 1936 scenario, the gearing bonus gains are huge.
* The benefits to France or the UK from the violation of their Guarantees of Independence may seem to be great when considered from the player's perspective. However, if the French or the UK AI cannot stop your invasion even with +2 interventionism, this may be of minimal consequence to you. For example, if France is able to build two extra infantry divisions due to the interventionism shift, but those two divisions dont make an impact on the battlefield because you bring overwhelming force to bear, does it matter that they gained two extra divisions in real terms?
* Even if the extra belligerence and relations hit from the DOW translate into a difference of several thousand resources accumulated over time through trade, that will not have a long term effect on a player who stockpiles 100,000+ of each resource.
* The IC cost of an early allied DOW must be counterbalanced by the gains of an early French/Low Countries annexation. Furthermore, this is not a problem on the lower difficulty levels.
* The free annexations that come later are not really free. They come at the cost of lost IC over the non-conquered period.
* Even without national provinces, the IC from Switzerland and Denmark is still substantial.
* The garrisons devoted to Luxembourg or the Netherlands must be evaluated in light of their necessity. It is possible for a good player to invade Poland and the Low Countries simultaneously in September 1939 and still put another 6-12 divisions of infantry on the front because they were going to build those divisions anyway. If those divisions were going to be built anyway and they are just sitting in Luxembourg or Switzerland waiting to be used against France, there is no loss of capability.
* In the case of Switzerland, the extension of the French front south causes the French AI to shift its forces south as well, thus making it even easier for the German player to march to Paris as fewer French units stand in the way.
=== Difficult Pre-War Annexations ===
These will significantly take you outside of the realm of history.
==== Hungary and Czechoslovakia ====
It is possible to annex Hungary without provoking Allied power’s wrath. Just after the Anschluss of Austria, declare war on Hungary. Conquering it should be very easy. However, this will make Italy declare war on you. After annexing Hungary, turn your army south and overrun Italy. It is not necessary to completely annex Italy. In fact, Italy will surrender Venice and other provinces when it sees itself completely losing the battle. If you have taken far too many provinces from Italy, however, the Allies may declare war on you due to your high belligerence. A way to avoid this is to slow down on the troops advance after you have reached the middle of Italian peninsula and accept the first peace offer from Italy.
==== Poland ====
The negative effect of the Molotov-Ribbentrop Pact is that it gives the USSR eastern Poland as well as the Baltic states for free. Aside from making it harder to attack the USSR later, it also denies some resources to Germany. However, simply refusing to sign the pact will net you quite a bit of dissent, which is not something that Germany should be dealing with at that time. To avoid the Molotov-Ribbentrop Pact completely, annex Poland before 23 August 1939. This can be accomplished by declaring war on Poland earlier than was done historically. For example, you may want to declare in 1 August 1939 and you will have 22 days to annex Poland to avoid the pact. The problem with this is that the Soviet Union will be very hostile to you. Depending on the aggressiveness level that the game is set at, you may only have from months to weeks before the USSR declares war on Germany.
Another way to keep Poland out of Soviet hands is to liberate Poland immediately after annexing it. Poland will be an enclave while Germany keeps the eastern Polish provinces.
==== USA ====
Attacking the USA in the early game is one of the easiest things any nation can do, and is widely considered a gamey exploit. Every major and medium sized nation can accomplish an annexation of the USA in the early game.
In the 1936 scenario the United States start with a small amount of outdated Divisions spread all over the country. So, lets get started. Germany starts with 3 tank units. Start to influence Portugal in order to use the Cap Verde Islands (does '''not''' work with the Azores, too far away) after they join the Axis. Build 6 transports (or less) and at least 10x2 German cavalry units (Cavalry IV, Speed 7). Do not build tanks, but you should build some Engineers and maybe some Armored Cars to pimp your tanks and cavalry. Remove all short and medium ranged ships from the Kriegsmarine (everything below 2500km).
Start to influence Poland, UK and France (this will give you additional time to deal with the European theater later on) and trade your supplies for Rare Materials, Oil and, very important, Money. Voila, less money for the other big nations to influence the smaller countries. Try to get an alliance with Poland (eastern border is now safe till 1940, SU might attack, try to influence them) and always try to have a positive relationship with the others.
If the cavalry is ready move them together with the tanks, 3x3 Infantry and additional forces (leave some at the French border and a few at the SE border, just to be sure) to the Cap Verde Islands west of Africa. Declare war on Venezuela. Invade with 3 Infantry, Venezuela is using a single outdated Infantry unit. Move in the tanks or 2 cavalry units to speed up things. Recreate Venezuela after the annexation to get rid of the Belligerence. Move all waiting units from the Cap Verdes to Maracaibo).
Sent all ships/subs from Germany to Maracaibo. Create a fleet with all medium and long range naval units you own (all ships above 2000km range. Declare war on the United States. Invade Miami with 3 Infantry units. Voila, first step. Start shipping all other units to Miami (leave 3 infantry units behind). Go immediately north and west occupying ALL coast provinces (use Blitzkrieg/extra supply). 6 units cavalry north, 6 west, cut the US in two pieces going straight north with the 3 tanks. Follow with the slow infantry. Secure Houston with 2 infantry units. Use the rest of your cavalry to go wild in the Center of the US. Conquer everything, focus on the key provinces. There is almost no resistance, deal with Rebells by using Infantry or the extra Cavalry.
Meanwhile invade Panama with the 3 units left behind in Maracaibo (Note: the fleet will take the long way around South America). The trap is closed, now only a few ports are left on the US west coast. Gather 6 units in Phoenix (the whole East is hopefully yours already), 4 in Salt Lake City and the tanks on the northern boarder. No GO WEST and crush everything in your way.
US will make several times peace offers, always decline, we do not negotiate with weak enemies. After conquering the whole land between East and West coast you can do whatever you want. Release the three new countries California, Texas and Confederate States. Or keep everything. Annex the US with Sue for peace (forget Alaska or the small Pacific Islands, no need to advance so far).
NOTE: Another invasion path could be annexing Dominican Republic. This way you can use a navy base which is closer to the US mailand for gathering the troops for the invasion. This allows to land norther in the States than from Maraicabo navy base.
[[Category:Guides]] [[Category:National Strategy]] [[Category:Germany Strategy]]
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=== Overview ===
The 1944 scenario is, obviously, very difficult. Germany is under attack from three sides and the air, faces overwhelming enemy superiority on every front. Furthermore, there is a significant lack of modern equipment and manpower. You are under serious pressure. This scenario is the only one I have played which taught me that a unit at a third of its strength and with a tenth of its organisation can be considered "combat ready".
There are some positive aspects too, however. The first and foremost is - you are still winning the game. The Axis leads in victory points. You have also got extremely advanced technology in all fields.
This guide of survival will merely cover the basics. I will do this by theatre, but keep in mind that you have to follow all these courses of action at the same time.
=== The West ===
Attack the D-Day landings as soon as the game begins; pull together all the forces you can from all over France and the Low Countries to do this along with some veterans from the east. Panzers mainly. You absolutely have to smash the landings, and you can win if you pull all your forces together. The Americans will quickly fan out and start capturing territory. Forget Brest and concentrate on holding Paris. Otherwise Hitler's assassination will raise dissent and kill leaders (or his failed assassination for that matter). Use available Luftwaffe units to support as long as you have fuel. ''Don't waste fuel on planes... yet.'' There is a 22-submarine unit under Dönitz' command in Germany. Use this and sail into the channel, supported by all submarines in France. This should enable you to cut off reinforcements for awhile but your subs will be destroyed. So maybe you should wait.
If you brought proper reinforcements from the east then you should be able to fight back the allies. Until then keep your panzers/mots together. Speed is crucial because the American doctrine starts to shine in later years. They recover org faster and will win battles because your men are exhausted. You have to be the defender. Try to encircle them inland. I've found that if they are "destroyed" on the beaches then they really just escaped into transports. Maybe use your subs to stop this. The Allies will come back unless you kill every division. Western France will be quite but annoying landings in the north (to Netherlands) happen a lot. Keep beach defences there.
=== The South ===
In Italy, you can hold the front line you begin with. Gather all your forces in Italy on this front line and dig in. The Allies will make many attempts to dislodge you, but will probably fail. If you feel extremely bold, or you can manage to send additional reinforcements here, you can even try to attack. But be warned - Italy is an easy theatre to hold, and there is no direct threat from here. Any excess units (such as those enabling you to attack) will be desperately needed in the east, however.
=== The North ===
All units in Norway and Finland ought to move to the Norwegian-Finnish border. I do not think that holding Finland is possible in the 1944 scenario. In Norway at least the units will survive and do some good by tying down a large number of Soviets.
=== The East ===
The Eastern Front is clearly the most decisive front in this scenario, and the war will be won or lost here. The Red Army is in the middle of its summer offensive against Heeresgruppe Mitte (army group centre) and will succeed if you let them.
The first thing to do is to assume full military control of all your allies, and move all their armies (Croatian, Hungarian, Romanian, Bulgarian) to the front, especially reinforcing the southern part. You can get the south to hold by doing this, and free up German units to reinforce the centre.
The second thing to do is to move back the entire Heeresgruppe Nord (army group north), that is about the northern third of your army, from its extremely vulnerable position at Narva to south of the Düna/Daugava (that is the river south of Riga). Here you can establish a new and stable front, and save your almost only intact army group that you have left. This is invaluable, because you can use this to further reinforce the centre.
=== After the Preliminaries ===
Now your only hope is a flexible defence, and pocketing bits and pieces of the Red Army when they advance too far, while trying not to fall back too far yourself. A constant see-saw motion of the front line is probably what you will be looking at. Your IC should go into reinforcing and upgrading your units. Forget production. In fact, you can cancel just about all the production going on. Eventually you will run out of manpower, then prioritise the Panzer units and upgrade.
With the minor Axis armies tied into a coherent front line, you can achieve numerical superiority over the Soviets on a purely local level. This means that counter-attacks can be effective, and you will be able to snip off packets of ten and twenty divisions every now and then, encircle and destroy them.
This is your only hope of survival.
Eventually, after a few months of incredibly intense warfare, with losses staggeringly high, you will begin to notice a thinning of the Soviet front line, or you may tear a huge hole right in it.
=== Back to Blitzkrieg ===
This is the moment where you revert to the tried and tested methods of Blitzkrieg - you take your armoured formations and charge in the old manner, rolling up the enemy front line from the wings, encircling and destroying his units as you go along.
If you destroyed enough of the Red Army in your retreat you could assume offensive operations in 1945. Likely though it will be 2 heavy weights beating the shit outta each other though in 1945 and you'll have to wait until 1946. By then Soviet units should be being destroyed in battle or really low on strength.
[[Category:Guides]] [[Category:National Strategy]] [[Category:Germany Strategy]]
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{{GermanyStrategyGuides}}
== Invasion of USSR (Against Player) ==
Some things to note:
*1) You will be outnumbered 2 or 3 to 1.
*2) You may have oil shortages.
*3) Your tanks will be very important in the offensive.
There are a few large differences. You can not be certain of having a superior army. A good soviet player will have medium tanks along with 1941 infantry for a lot of his front line divisions. He may also have built fortifications to hold the line deep inside the USSR. The line may run from Leningrad to Minsk around the marshes to Kiev and then down and anchored on the black sea. Your opponent knows the only way you can win is via encirclements. Therefore he will not be herded easily. Moreover, he will also have counterattacks prepared. The Soviets have the manpower to burn while you do not.
Therefore the basics of the attack change a little. The further into the USSR you advance, the more vulnerable you are. Your lines of supply increase greatly and your opponent will know how to take advantage of that. If you make limited advances into eastern Poland and just barely into the USSR you can try to make limited encirclements with greater force. Use more tank units and infantry with an eye towards defending against a counter attack.
Another good tactic is a big ruse. Move only limited groups to the front and start your attack. Keep the bulk of your panzer armies near Memel and down south just north of Slovakia. They will be your pincers. Try to make your opponent think you are weak and he will start to think he can counterattack and take Berlin easily. If he launches an attack quickly you can then pretty much count on the fact he didn't reallocate his forces properly for a proper offensive. It will be a limited offensive or haphazard at best.
Once you get a good number of his units through your lines into your rear close the trap. Your panzers can cut through his supply lines and then build a wall of tanks preventing him from getting back to his lines. Quickly eliminate them and try to punch a hole through his front at the point of his attack.
Do not stray too far into Russian land unless you feel you can make a good show of it. It is best if you to stay close to your own supply lines to limit fuel waste and TC overload. Keep the battle fluid if you have to fall back a little way then do so and stay mobile and push when you can. The goal is not attrition in the typical sense you have to destroy divisions. You can try the attrition route if you want but your lack of technical superiority will make it harder to get straight victory with massive MP losses to your opponent. If you go into a fight and get 1 to 1 losses then you will lose. Germany does not have the MP to go 1 to 1 with the USSR. Good Luck.
[[Category:Guides]] [[Category:National Strategy]] [[Category:Germany Strategy]]
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{{GermanyStrategyGuides}}
Russia has massive manpower and military potential and often hostile terrain. You must carefully plan your attack to reach definable objectives before adverse environmental effects start to make your life difficult.
* The Russian army can be dealt with by motorized encirclement and destruction warfare.
* The Russian environment can be dealt with by careful timing and preparation.
All other military options are meaningless distractions. Russian industry is widely dispersed and is impossible to deal with by strategic bombing. Naval blockades, for a nation as self-sufficient as Russia, are totally useless.
This is one of the most difficult invasions as Germany. As you can see, USSR's land mass is huge and it has a large army. However, you should have much higher quality troops. Before the invasion, try to have 1941 infantry and improved medium tanks.
====Be Prepared====
It is vital that you define your objectives and lines of attack clearly in advance. You can predict likely defensive positions and break through to surround and destroy them decisively. If you do not your offensive formations will be engaged piecemeal and may suffer the risk of encirclement themselves.
====Be Early====
Every year the Russian military churns out more and more modern infantry units. In sufficient mass they can make your life very difficult indeed. If you have a plan and the units to implement it, do not wait another year just to make sure your armour is all Medium rather than Light tanks, nor to make sure your air support is all the latest models. Be bold and strike early.
====Two Offensive Seasons====
Observe weather map behavior year-round. As historically, Western Russia suffers from heavy mud in the Spring and Autumn. '''Mud is more fatal than any other condition to the progress of armored and motorized formations.''' Your best time to attack is immediately after the clearing of the [http://en.wikipedia.org/wiki/Rasputitsa 'Rasputitsa'] - this gives you the longest campaigning season. Because air support is more effective in the summer, the ideal time to attack is May - watch the mud dry out for yourself on the weather map.
====Deploy for maximum effect====
Deploy your armed forces sensibly.
Your strategic plan will include the likely locations of defensive obstacles, e.g. major cities, swamps, forests, etc: and obstacles that limit enemy movement (e.g. the sea).
You must deploy armored and mechanized groups en masse so as to get the highest chance of achieving one or more decisive encirclements. They need to be deployed flexibly, i.e. in relatively small Corps. There are no benefits to large unit size - if the mechanized units encounter a serious obstacle they must either encircle it or wait for reinforcements.
The armored units must be assisted by the infantry. Their role is:
*To provide overwhelming force at the initial point of breakthrough of enemy lines
*To pin in place enemy forces that are subsequently to be encircled
*To assist in the destruction of Soviet pockets, in particular in bad tank terrain (cities, marshes)
*To move up in support of the spearhead.
=====Multiple Axes of Attack=====
Ideally, you'll have enough troops to divide them into three or more large army groups. The Northern Army Group should try to capture Leningrad and Moscow. The Center Army Group should try to capture Stalingrad and Sverdlovsk. The Southern Army Group should try to capture Baku and help the capture of Stalingrad.
=====Single Axis of Attack=====
If you assess that you have relatively few armoured/motorised units it may be best to aim for a single axis of attack. In this case you must ensure that you infantry and artillery keep other areas of the front under continual pressure so that the enemy are noy able to concentrate all their forces on your principal axis.
====Russia's Natural Offensive Limits====
There are areas of Russia in which it is impossible to conduct a mechanised offensive. The roadless Arctic forests, the Caucasus mountains, and the Central Asian deserts. These terrain features are a natural defensive limit - when you have pushed te Russians back that far, the balance of combat tips back to the Russians favour. Ensure that you have destroyed enough of their forces so that you can achieve your strategic objectives before becoming bogged down here.
[[Category:Guides]]
[[Category:National Strategy]]
[[Category:Germany Strategy]]
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Germany Strategy Guide
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[[Image:Ger-topbar.JPG]]
{{Country guides}}
{{GermanyStrategyGuides}}
__TOC__
==Overview==
Germany is one of the most played nations in HoI2. Using AAR production as an indication of popularity, Germany is #1 with hundreds of AARs on the Paradox boards. USA is in 2nd place, and the USSR in 3rd place, neither with more than one hundred. The reason for this is probably that Germany is a nation with great potential that was foiled historically and people enjoy ahistorical success. Success with Germany for veteran players is fairly easy, even on very hard difficulty. For beginning players, Germany can be a challenging nation.
Germany is fairly heavily event driven. With technology, production, economy and politics set up properly, the game can run more or less hands free for the first 3 years. Events will benefit Germany immensely, so wait for them to happen, largely in 1938 and 1939. Events will also lead Germany into war with the Allies, on August 31, 1939. By that date, Germany should be fully prepared for war. Note that even veteran players of HOI2, for the most part, abide by historical events at least until war with Poland.
==Technology==
Germany has the best research teams in the game which allows Germany to be considerably far ahead of all her rivals in research. For example, assuming Germany ignores Tank Destroyers and Anti-Tank Artillery (considered worthless units in game), by May, 1937, it is possible for Germany to have researched ''every'' 1936 and 1937 technology. By January 1, 1939, Germany is capable of having researched every 1938 technology as well, with the only exception being aircraft carriers, which are not commonly used as Germany. Advanced players may take different routes, such as tech rushing key technologies. Since Germany's teams are so strong, researching technologies 1 year in advance is comparatively easy. The only point of weakness in German research is in the Navy.
''' Industrial Research '''
I.G. Farben is the best manufacturing tech team in the game. Use them for all your manufacturing research except Production Planning, which only requires management so use Erich Von Manstein (level 9 and has management) while I.G. Farben researches Production Control. Every industrial field should be researched as Germany with the exception of Radar.
Three tech-teams should be put on the following Industrial Research at start:
* Basic Machine Tools
* Agrichemistry
* Basic Computing Machine
''' Infantry & Armor '''
Infantry and Supply are the most important research topics here. Mountaineers are helpful in winter fighting, and marines are helpful for Sea Lion. Paratroopers are generally not worth it. Light and Medium Tank research is important for Germany. Static Anti-Air could also be important if Germany doesn't plan on invading England.
''' Naval & Naval Doctrine'''
Germany does not require a Navy to defeat the Soviet Union, which is the most important objective. A Navy is useful, however, for invading England and even the USA. Germany's Naval tech teams are its weakest area, in addition to its naval doctrines, which are not conductive to a surface fleet. A typical German navy will focus exclusively on submarines for convoy raiding. A player that seeks to make Germany into a Naval Superpower would abandon the Sealane Interdiction doctrine, and likely go for Fleet-in-Being instead.
''' Aircraft & Air Doctrine '''
Germany's air research teams are good enough that it is possible to keep up to the latest technological level with five of the eight aircraft types, in addition to nearly up to date research on all air doctrine technologies for a player that devotes a serious effort to it. For basics, however, Germany needs to only focus on Interceptors, Close Air Support, and Tactical Bombers to be highly successful.
==Diplomacy==
===Alliances===
Germany will be able to enlist several nations into the Axis throughout the course of the game. Through events, Germany can get Hungary, Romania, and Bulgaria into the Axis. Finland, Vichy France, Japan and Italy can manually be asked to join the Axis beginning in 1940 with relatively high degrees of success. Germany can also manage to convince some nations to join the Axis before the start of war (August 31, 1939), without using coups. While the list below seems fairly large, Germany will only be able to focus on a few nations in a game due to the costs involved in influencing nations. Generally, the most strategically important allies from the below list are Nationalist Spain and Turkey.
{| CELLPADDING=10
|- VALIGN=top
|
Reasonable chance (above 10% at 200 relations):
*Nationalist Spain (during Spanish Civil War)
*Portugal
*Argentina
*Turkey (before 11/1938)
*Yugoslavia
*Japan
*Greece
*Afghanistan
|
Low chance (below 10% at 200 relations):
*Persia
*Venezuela
*Peru
*Guatemala
*Siam
|}
===Sliders===
Germany's starting sliders are below average. Fortunately, Germany will receive events that shift Germany fully to Hawk Lobby and Interventionism by 1939. Thus, adjusting those sliders is not necessary. Therefore, Germany's first slider moves should be towards Central Planning: Germany is unable to move to free market due to its Authoritarianism. This shift requires 4 moves (1936, 1937, 1938 & 1939) in order to attain the valuable 25% IC bonus. Once this is achieved, in 1940, Germany should begin the move to Standing Army in order to get the experience and organization bonuses. This can be accomplished by January, 1942.
===Ministers===
Germany's starting ministers have fairly good [[Minister Traits|traits]], but the setup can be improved. A few obvious changes should be made before occupation of the Rhineland: Minster of Security: Gurtner; and Armaments Minister: Schacht (10% IC bonus). Also Head of Intelligence to Oskar von Hindenburg is a good idea if Germany is planning on influencing countries.
In 1937, switching the Foreign Minister to Ribbentrop is a good idea if Germany plans on influencing countries.
In 1938 Germany might want to switch the Chief of Staff to Erich Hoepner (5% Armour and artillery research and artillery construction bonuses) until the war starts.
In 1939, Germany should switch to Minister of Security: Daluege in order to benefit from +15% foreign IC use. When prompted for Schacht's resignation by event, refuse due to his excellent 10% IC bonus. Chief of Staff Ludwig Beck is a decent Chief of Staff (Land Unit speed +10%), but not an obvious or necessary early pick. Germany also already has quick land forces and switching to Fritz Bayerlein (+20% organization regain) is probably the better choice here. In Armageddon, Germany should also switch to Head of Intelligence: Hans Oster in order to benefit from his 5% IC bonus.
In 1941, switching to a Guns and Butter Chief of Army, like von Blomberg, will improve the supply and TC situation.
For Naval Minister, the best pick depends on the naval policy:
* '''Decisive Naval Battle''' is best for conventional [[Surface Action Group]]s and [[Surface Action Group#Cruizergs|Cruizerg]] fleets, but hurts carriers, available at start.
* '''Open Seas''' is best for convoy defense, but makes subs more vulnerable, available at start.
* '''Indirect Approach''' makes subs and BCs hit harder, but makes transports and destroyers more expensive, available from 1939.
* '''Base Control''' makes marines, transports and destroyers cheaper, but also makes cruisers more expensive and hurts the offensive power of BBs and BCs, available from 1940.
* '''Power Projection''' is not available for Germany.
For Air Force, '''Army Aviation''' and '''Air Superiority''' are both good choices, but the NAV construction penalty with Air Superiority makes Army Aviation a better pick. Both are available at start. Access to a '''Carpet Bombing''' minister is gained in 1939 - which may be useful if a long strategic bombing campaign against UK is planned. However this requires research in relevant aircrafts and doctrines. '''Vertical Envenlopment''' and '''Naval Aviation''' ministers are gained in 1944 and 1945.
See also a complete list of [[German Ministers]].
==Intelligence==
Germany can make decent use of spies. Stealing blueprints will be only marginally helpful, since Germany is usually far ahead of all its adversaries in research. The best use of spies for Germany is simply to identify troops levels in enemy nations, and to avoid having spies within Germany. Japan, the UK, and the USA are all reasonable targets for blueprint stealing -- any other nations are sure to be far behind Germany in their research.
==Economy==
Germany has a very strong economy that can rival the USA in time.
===Trading===
Germany has a general need for rares, oil, and metal, thus trading should secure those resources, and preferably build large stockpiles. To some extent, Germany can trade excess energy for supplies, which helps redirect IC elsewhere. Germany's strongest trading partners:
* Soviet Union: trade energy, supplies, and cash for metal and rare materials
* Romania: Will trade supplies and oil for energy.
* Italy, Bulgaria, Finland, Switzerland: Will trade supplies for energy
* Brazil: get some rare materials in exchange for energy and/or some supplies.
* Venezuela: offers a lot precious oil in exchange for supplies.
===Industrial Production===
The majority of Germany's IC capacity should go into factory building. Upgrades should be ignored until 1939, since Germany will advance several technologies over the course of the first few years, and will thus benefit from the leap-frog effect. At a minimum, Germany can create a parallel run of 12 factories, with at least 2 serial runs (e.g. 24 new factories by December, 1937). Advanced players sometimes perform 3 serial runs of factories, but this requires a very rapid buildup and organization of your armed forces in 1939, which can be challenging for new players.
==Military==
===Army===
The majority of the German Army (Wehrmacht) should consist of infantry. [[Militia]] can also be helpful if used properly, since Germany has a need for defensive divisions to hold front lines (especially against the Soviet Union). An efficient Infantry/Militia mix for defensive lines is a 9 division army of 4 militia and 5 infantry. Ideally, around 75% of the German Army should consist of infantry/militia before the onset of Barbarossa, with the remaining 25% being tanks and motorized infantry. Building too many tanks is a common mistake for new players, due to high fuel/supply costs and TC load. Unless, of course, you are playing ''very'' historical and seek to emulate the failures of Germany! As a general rule, Germany may have oil shortages (exacerbated with a heavy emphasis on vehicles), and will definitely have TC problems as the invasion of the Soviet Union progresses.
[http://forum.paradoxplaza.com/forum/showthread.php?t=346656 Additional Reading]
===Navy===
The German Navy (Kriegsmarine) has two practical/realistic options:
* Limited Navy: This is the historical route of building U-boats en-mass (the 1938 submarine is a key component). Submarines can be used (in DD) for very successful convoy raiding on England. Doing this will simply hurt England's military overseas (Africa and India). In some sense, this is not a very important strategic goal for Germany, even though convoy raiding can be very successful (see Blue Emu's "Are Submarines Worthless" thread). In ARMA submarines are more powerful, and when serving in large wolf packs (30 sub stacks), they can seriously damage nearly any opposing fleet.
* Surface Fleet: Germany can abandon the [[Sealane Interdiction]] doctrine favored by submarines, and go for the [[Fleet-in-Being]] doctrine. On this route, Germany can build Battleships (SHBB & BB) and use destroyers as screens. This requires considerable time and investment, but when combined with light carriers, Germany will be a formidable Naval power.
===Air Force===
The German Air Force (Luftwaffe) has a large variety of options. Generally, an emphasis on TAC and CAS bombers is the most effective use of firepower against land forces. These will help the German Army significantly eliminate enemy divisions in mass, effectively negating the manpower advantage held by adversaries such as the Soviet Union. Meanwhile, Germany can be successful with large numbers of INT in order to defend against frequent Allied bombing attacks. Since German strategy is contingent on fast conquest of enemy land, STR bombers are not particularly useful. They are also more expensive to build, unless the Chief of Air Force is switched. Later in the game, adding FTR is recommended, since the short range and the upgrade path of INT will hurt during World conquest campaigns.
== Events ==
These events do more than what is specified below, but this is just a summary of the major effects. All events have triggers that will normally trigger unless Germany does something erratic, like starting the war ahead of schedule. Since these events are so helpful to Germany, most players play historically through events.
''' Re-occupation of the Rhineland: '''
At the very start of the scenario, you need to move at least one ground unit to Cologne. This will trigger an event called "Re-Occuptation of the Rhineland" which will give:
* +1 Hawk Lobby
If you dont trigger this event, you will recieve "Great War Manifestation" events that give you +3 dissent until you move a unit into Cologne. So dont wait! You have a unit nearby when the scenario starts, just march in there.
''' Anschluss of Austria: '''
March 1938: Assuming you make the historical choice and the AI accepts:
* Annex Austria
* +1 Authoritarianism
* +1 Hawk Lobby (occurs when Austria accepts, not in original event)
''' Treaty of Munich: '''
September 29th, 1938:
Assuming you make the historical choice and the AI accepts:
* Annex Sudetenland
* +1 Hawk Lobby
* +3 Interventionism
* +1 Hawk Lobby (occurs when Czech accepts, not in original event)
''' The End of Czechoslovakia: '''
March 14th, 1939:
Assuming you make the historical choice and the AI accepts:
* Annex Czechoslovakia
* Create puppet Slovakia OR give territory to Hungary and they join Axis
* +1 Interventionism
* +1 Hawk Lobby (occurs when Czech accepts, not in original event)
''' Claiming Memel: '''
March 23rd, 1939:
Assuming you make the historical choice and the AI accepts:
* Lithuania cedes Memel province
* +1 Interventionism
''' Total Domestic Policy Shift '''
Assuming Germany makes all the historical choices and the AI always accepts:
* +1 Authoritarianism
* +5 Interventionism
* +5 Hawk Lobby
This is sufficient to totally max out the Hawk Lobby and Interventionism Sliders
==War==
Since Germany is the most event driven nation of the game, most players (noob and veteran alike) conduct war on the basis of events. Since Germany is a major power, however, early war is a possibility, including [[Germany Early Annexations |early annexations]]. Generally, however, early war is viewed as gamey and too easy for Germany.
=== Condor Legion: Spanish Civil War ===
On 18 July 1936, the Spanish Civil War (SCW) breaks out. Nationalist Spain will likely loose without German intervention. While the intervention by event helps, Nationalist Spain will typically require direct intervention of the German Army, which means war with Republican Spain. A friendly Spain serves two strategic goals for Germany:
* Access to Gibraltar, which allows Germany to help seize control of the Mediterranean Sea for [[Italy]].
* A soft underbelly to France, making the invasion of France easier.
Historically, Nationalist Spain was neutral in the war and German intervention was limited. Involving Germany in the SCW is by no means necessary, and is generally only used by players seeking total dominance. Also it changes the french ai to a more aggressive one and thus ensures an early DOW from France.
=== Fall Grün: Czechoslovakia ===
Generally, Czechoslovakia can be annexed and made into a puppet entirely through events, as happened historically. On rare occasion, however, Czechoslovakia will refuse German annexation plans, and Germany will be forced to choose to let well enough alone or fight. The Czech army is not a concern due to its very limited size, but its forts in the Sudetenland are very powerful owing to a level 10 size, and hilly terrain. Ostrava, Brno, and Bratislava all do not have forts and border Germany. Thus, this underbelly makes victory fairly swift and relatively easy because the Sudentenland does not have any victory points.
=== Fall Weiß: Poland ===
On 1 September 1939, the war with Poland and the Allies begins by event. Germany will need enough troops (around 6 divisions each) in the three provinces bordering France to protect her Western front. Defeating Poland is possible within two weeks. The [[HQ Units in Action]] strategy guide provides an excellent guide in the effective use of HQ units, combined with armor and motorized infantry, in order to quickly annex Poland.
=== Fall Gelb: France ===
After Poland is annexed, Germany's next significant target is France. In order to get to France, an invasion of the low countries is necessary. Strictly speaking, only war with Belgium is necessary. An invasion of the Netherlands provides Germany IC and large supply stockpiles after the capture of their capital. While neither nation can be "annexed" by taking their European holdings, events fire that ensure Germany receives their European land as "national" provinces.
The invasion of the Low Countries and ultimately France can begin as soon as forces arrive from the defeat of Poland; e.g. sometime in October, 1939. Historically, Germany waited until May, 1940, when weather conditions were more favorable. This can be a problem for inexperienced players attacking too early, and make for some good, early lessons for what not to do when fighting the Soviet Union! Veteran HOI2 players are able to defeat France in less than 2 weeks, primarily through the use of around 5 - 10 tank divisions.
The primary intent of a successful Blitzkrieg is a spearhead attack that cripples the enemy. This means a direct spearhead to Paris. It is possible for the invasion route to go through the forests of France (Liege -> Reims -> Compiegne to Paris), however tanks do quite poorly in the winter in the forest. A more tank friendly route is Ghent -> Lille -> Amiens -> Paris. Once Paris is captured, German forces can branch out in all directions to make a dash for land. When France looses enough territories, it wil surrender.
The event asking for the creation of Vichy France can occur if:
* Paris is not under France's control.
* France lost 25% of its national provinces.
* Germany is at war with France.
* Germany is not at war with Soviet.
* The year is before 1942.
* France is not a puppet of Germany.
* Vichy is not a puppet of Germany.
The event has 25% chance of triggering every 3 days. If France loses at least 40% of its national provinces, the event will automatically trigger. Note that the AI France has 3% chance of rejecting the creation of Vichy. If this happens, Germany is forced to occupy the entire French territory. Accepting the creation of Vichy if the best move for Germany, since it provides Western France as national provinces and drastically lowers dissent, while also providing a reasonably powerful ally.
=== Weserübung: Denmark and Norway ===
This is completely optional.
The advantage of capturing Denmark is rendering Baltic Sea unreachable by UK’s (and later USA’s) navy as well as giving you a launching pad to the American continent (provided you do not let Denmark surrenders event to trigger, see below). However, the benefit from Norway is much more subtle. You only gain a low amount of resource and a not very feasible route to the USSR. The best reason why you want to invade Norway is probably because it is part of operation Fall Weserübung. The additional ports might also be useful if you decide to go for starving Britain with submarine warfare.
A very easy way to defeat Denmark is to capture the province Kolding. There is 99% chance that Denmark will ask for cease fire and then a few days later Denmark is annexed “peacefully” by Germany. Unfortunately if you take this path, you will lose Greenland and Iceland to USA. See the method on how to prevent it in [[Germany_Strategy_Guide#Annexing_Denmark_with_Greenland_and_Iceland|tricks]] section.
Revisiting Norway, a simple and low-risk means of capturing it is by first taking Sweden. This may be accomplished with relative ease by landings just north and South of Stockholm supplemented by an attack from the Odense or Copenhagen. With Sweden in hand, simply walk into Oslo and Narvik from the adjacent Swedish provinces. Alternatively, capture Oslo and Narvik with paratroopers, then annex Norway immediately.
=== Directive 25: Yugoslavia, and Operation Marita: Greece ===
This is completely optional, if you do not wish to invade them, skip right to USSR section.
Securing Yugoslavia and Greece is useful since it makes your allies stronger and gives you access to the Mediterranean Sea. After the annexation of Yugoslavia, you will receive an event that allows you to create Croatia. Creating it will remove some TC burden as well as gaining more manpower and three divisions, making it a good option.
Greece may provide a little harder challenge. It is relatively easy to conquer all of the VPs except the last VP in Crete. The best way to capture it is probably by sending paratroopers on airborne assault. Amphibious assault may prove to be difficult if you or Italy has not neutralized UK’s navy.
=== Operation Barbarossa: Taming the Bear ===
*''See the article [[Germany Strategy- Taming the Bear]]''
==== The Bitter Peace ====
Conditions that must be satisfied to trigger bitter peace:
* Germany controls Paris.
* Germany is not at war with Italy and Japan.
* Do not sign the Tripartite pact with Japan if you intend to attack the USSR without them. Just sign it with Italy.
* Soviet does not control these provinces:
** Leningrad (one of the northern provinces, very close to Finland)
** Moscow
** Stalingrad
** Baku (southern province, next to Persia)
** Sverdlovsk (in Trans-Siberia railway, quite far away)
If you fulfill those conditions, there is 5% chance every week that Stalin may sue for peace. When the event triggers, there is 90% chance USSR will surrender and Germany will obtain a large amount of provinces. Unfortunately if Soviet refuses, the war goes on and you may need to annex USSR to claim victory. The refusal message is:
Soviet Union went with Fight to the bitter end! in Sue for peace with the Germans
There are two Bitter Peace chains, one with Japan in the Axis and one without.
*Without the Tripartite pact being signed by Japan and without Japan in the Axis, # Sue for peace with the Germans, event 2624 SOV starts the event chain which is completed by the Germans accepting it: event 2024 GER # Stalin sues for Peace (Japan is not Axis).
* Providing Japan is in the Axis (and at war with Soviet), Sverdlovsk is not required. But Soviet must lose Vladivostok (next to Japan's Korea). Event 2645 SOV which triggers event 2046 GER
* There is a third and somewhat unusual Bitter Peace if you are not at war with the Allies (UK, France and USA), you only need to conquer 25% of the Soviet national provinces (note that Eastern Poland provinces are not Soviet's national provinces).
==== The Bitter Peace in Doomsday ====
The ideas are generally the same, but there are some significant differences in Doomsday:
1) The Tripartite Pact is now irrelevant. Offer it to both Japan and Italy since there are no Bitter Peace problems.
2) If Japan is Axis or fighting the Soviet Union, the 5th Russian province can be either Sverdlovsk or Vladivostok. The other 4 needed Russian provinces remain Baku, Leningrad, Moscow, and Stalingrad, and either Germany or Vichy France has to own Paris.
3) The AI has to accept the Bitter Peace, there's now a 100% chance of the AI accepting the Bitter Peace once it fires.
4) The % chance for the event to fire has been increased to random = 35 meaning that it should fire in 3 or 4 weeks, but there is no guarantee that it will fire, just a much increased chance that it will fire. Also the time interval between checks has been changed from every 7 days to every 10 days.
5) Other conditions such as Paris not being controlled by France are still the same. Either Germany or Vichy must control Paris.
6) When the Bitter Peace fires, you get 150 provinces at only 2% base partisan levels with a dissent reduction of 50%.
=== Gibraltar ===
There are two ways to reach Mediterranean Sea, from Gibraltar and Suez. Having these two provinces will mean the whole sea is in your control. The problem with capturing Gibraltar is that it is not possible to conduct amphibious assault there. You may try using airborne invasion, invite Spain into your alliance, ask military access to Spain (almost impossible) or invade Spain (best for practical reasons).
During the Soviet war you should try to work on Spain and getting them into your alliance. If they do join then take control of Spanish army and capture Gibraltar with them. Failing that, you need to declare war on Spain in order to obtain Gibraltar.
Alternatively, intercede on Nationalist Spain's behalf during their civil war. Do this by first guaranteeing their independence, then declaring war on Republican Spain (who has a province next to Gibraltar). This will make Nationalist Spain want to join the Axis. Now, you can either just help them win the war, or, if you're a greedy one like me, use the Nationalist Spain fleet to transport your armies (use Send Expeditionary Force to allow them to board) to the southern end of Spain and from there conquer Republican Spain for Germany.
Gibraltar is frequently unguarded, so you can alternatively capture it with paratroopers from Bordeaux, saving you the intervention in Spain.
=== Reaching Africa ===
After the fall of Gibraltar, the most important British territory in Africa is Suez. Controlling this will mean controlling Mediterranean Sea. There are a number of feasible ways to reach Suez:
* Annex Turkey or Persia and then Iraq (slow because of the poor infrastructure of these regions)
* Annex Turkey or Greece to open more ports (you can launch amphibious landings on Alexandria from Athens)
* If you have a strong navy, put him under Grand Admiral Raeder and make amphibious landing in Africa
If you manage to land in Africa with sufficient force, you can chase them out of the continent for good.
=== Operation Seelöwe: Great Britain ===
This can be done before or after gaining complete control of North Africa or even just after the creation of Vichy France. To invade UK successfully you need either a large surface navy (with two or more carriers) or a navy full of submarines. Other units that will prove useful are marines, fighters/interceptors, naval bomber and tactical bomber.
Southern and Eastern provinces of British island are the natural choices for amphibious landing. The best province depends on the province's garrison as well as its adjacent provinces' troops. If the province is lightly defended but an adjacent province has a very large army, you should think twice since that large army may obliterate your landing troops. To see the number of troops in provinces that do not have coast line, use fighters on air superiority over the areas where those provinces at.
The landing party should consist of three marine divisions. Sending more than three divisions will reduce the effectiveness of the whole invasion. Make sure to put the tactical bomber on interdiction and fighters on air superiority to get a beachhead. Since the specific province that is going to be bombed is decided by AI, you may need to follow where your bomber goes. It is not very nice but it works. Success in doing it will spell the doom of the British island.
Another effective way to gain a beachhead is to move your invasion forces next to Cardiff, land paratroopers there, and sail your forces to the now peaceful port. Why? Because Cardiff has no beach to land on, the AI does not defend it, so you can easily capture it with just 1 paratrooper. If landed at nightfall, you will have till dawn to move your transports into the port. No amphibious assaults needed! Another good province for an airborne assault is Norwich, from where you can easily strike at the heart of England.
It may be a good idea if you combine operation Sealion with invasion in Ireland and Iceland (if you did not try to [[Germany_Strategy_Guide#Annexing_Denmark_with_Greenland_and_Iceland|keep]] it). Iceland will serve as a good launch pad for further invasion on Greenland and America.
=== Made in India ===
With British island gone, African possessions ransacked, only India left for UK. The best attack route is from Persia. There is an event that can lead to UK's surrender. The conditions are:
* Paris is in German hand or Germany is not at war with France
* London is captured by Germany
* UK lost at least 75% IC
* UK lost at least 75% VPs
* Germany is not at war with Soviet
* Germany is not at war with USA
UK has 50% chance to accept it. If it does, UK will surrender a number of provinces to Germany, Italy, Canada and USA as well as liberating Lebanon, Egypt, India and Jordan. Chances are if you are able to trigger the event, you can completely annex UK very easily. Because of this reason and the fact that the benefit of accepting the peace is very small, it is a good idea to strive for total annexation of UK.
=== USA ===
It is very difficult to land directly in US coasts. An easier route is from Canada. Capture Iceland, Greenland and then proceed to Canada. If you manage to stockpile troops in Canada and invade USA's mainland, you will see that its defence is very weak. The problem with invading the North American continent via Canada is Canada's poor infrastructure. An alternative strategy that doesn't slow your forces down is to capture Newfoundland and from there parachute into Boston. Use Boston as a beachhead for landing your invasion force (which should be in the region of 100 and above divisions). Strike fast at New York and Washington - New England is the USA's industrial heartland. After an intense initial battle, the rest should be a walkover.
There is an event that allows German Player to demand USA's surrender. The conditions of USA surrender to Germany are:
* USA lost at least 75% IC
* USA lost at least 75% VPs
* Germany is not at war with Soviet
* Germany is not at war with UK
There is 50% chance that AI USA will accept the offer. If it does, Germany will receive three provinces and there will be a large change in USA’s government. Else you can always spend a few more months to annex USA.
=== What's next? ===
Conquer the world! If you need more time, use the no time limit mod in [[Utilities|utilities]] section.
== Miscellaneous ==
=== Advantages ===
''' High Quality Tech Teams '''
* I.G. Farben is the best manufacturing research tech team in the game.
* Konrad Zuse is one of the best cryptographic research tech teams in the game, ensuring further dominance in research.
* Top Tier tech teams for all other areas except Naval Doctrines.
''' Strong Stable Industrial Base '''
* Scattered industrial areas difficult to effectively bomb strategically even from England.
* Pre-War industry in top tier allowing long build up.
* Easy conquests of IC rich areas (Essentially All of Continental Europe).
''' Excellent Starting Land Doctrines '''
* Only one Land Doctrine to research between 1936 and 1939 to have best land doctrine in the world available at the time.
''' Good Consumer Goods Income '''
* Even producing the minimum consumer goods available, peacetime revenue is sufficient to support extensive espionage.
''' Excellent Leaders '''
* Start with large numbers of 3-5 skill generals of various rank.
* Top tier air generals (not better than England, but damn good).
* Top tier admirals (again, not better than England, but good).
* Including Rommel, Manstein, Guderian etc
''' Good Starting Units '''
* Larger starting army than any European power except USSR.
* Large starting airforce
''' Optimal Domestic Sliders for Warfare by 1939 '''
* Lots of free event-driven movements towards Hawk Lobby & Interventionism.
* Player can use their manual slider movements as they wish without being beholden to Hawk Lobby or Interventionism.
* Free DOWs available relatively quickly allows conquest of numerous minor nations without dissent.
''' Flexiblity to choose from a wide range of Force Compositions '''
* Flexible starting forces & solid industry enable the player to build whatever army/navy/airforce compositions they want.
''' Good Historical Events '''
* No huge dissent events.
* No events force-switching or killing your good cabinet members.
* Free annexations via event
* Free declarations of war via event, like ''Danzig or war''
=== Disadvantages ===
''' Weak Allies '''
* Poor quality expeditionary divisions from allies.
* Poor quality tech teams for allies.
* Few in number with low IC prevents good blueprint trading from occuring.
''' Enemies with far-flung possessions that are not easily annexed '''
* UK possesses tiny islands all over the world with victory point values
* USSR has enormous territorial depth. Germany must reach Pacific to annex.
* USA seperated from Germany by huge ocean and strong navy with enormous IC power.
''' Relatively Poor Starting Naval Forces '''
* Without substantial investment, no possibility of victory vs major rivals.
''' Limited access to Naval Doctrines and mediocre naval doctrine tech teams '''
* Kriegsmarinewerft is a good naval unit tech team, but Raeder is your only really good naval doctrine tech team.
* Only access to a few carrier enhancing doctrines useful in the late game naval war vs USA.
''' Must stand alone vs enemies with enormous manpower reserves '''
* Even with immediate research of manpower boosting techs, very difficult to match Soviets or USA in divisions.
* Poor planning can cause you to exhaust your manpower pool and find yourself unable to reinforce your units, much less build more.
''' Poor Raw Materials production pre-war '''
* Peacetime trading strategy must be focused on acquiring [[Rare_Materials|rare materials]], usually at the price of supplies (i.e. purchased with IC).
* After expanding throughout Europe, less of a problem. Especially after extensive stockpiling of resources during peacetime.
''' Mediocre Metal production '''
* Can be mitigated through numerous energy-for-metal trades with minor nations (Sweden makes a 1-for-1 offer every couple months).
''' Located in the center of Europe '''
* Although this makes it attacking easier, it also means Germany is surrounded by enemies.
* Multi-front situation can be managed if Operation Sealion is successful before 1941.
==Gamey Tactics==
Germany has a variety of [[gamey tactics]] possible.
=== Germanic Ireland: Totally Optional===
When the game starts, build a whole bunch of transports and create about 2 Tank divisions, 3 Militias, and about 2 infantry. (Ireland is only given one infantry division so you can easily bomb rush them). quickly board up your troops and head toward Ireland. This will create you a small navel base to attack the british mainland. It will help you attack Brest and having a 2 sided french attack.
== Germany multiplayer strategy ==
=== Prolog ===
Have you ever tried to play with Germany and for some reason lost in multiplayer game? It will change now. The main point is, that you have to build a very strong and speedy army. You can't only focus on infantry. Of course you need them, too, but what you really need (especially against Soviet Union) are motorized and armored units. If you follow my instructions, you will be very strong opponent in the future.
=== Blitzkrieg ===
At the beginning build factories. Only factories. When the war breaks out, you don't have much army but enough to invade Poland. Then, start to build 6 motorized units and 3 armored units, and airforces and some infantry. When you attack France in 1940, there is just no way you could lose, because your army is so tough. French infantry just can't do much against them. You should attack the Soviet Union in 1941. Just keep pumping more armors and mechanized/motorized units. And when the battle begins, use blitzkrieg. Use all your airforce to destroy the enemy's poor infantry, and move forward with your units. You'll see that this strategy is very simple and effective.
== Year 1939 –40 Invading Poland and France ==
Invading Poland should be easy thing to do, altough your army isn’t so great yet. Remember to leave some garrisons against France. It is always good to remember necessary defence. But the main point against Poland is your airforce. Bomb enemy units down and then you won’t lose so much manpower either. When Poland has been annexed you should immediately start to move your units against France, but don’t attack yet. Just wait. But during this ‘phony war’ you should start to build very tough army. First of all, start to pump 3 tanks and 6 motorized infantry + headquarters and some infantry (and CAS!!). With this strategy you will see that France will surrender very soon. If player who plays with United Kingdom transports all his/her allies there, they can’t fight against your tanks. This is so obvious, because tanks have so good toughness and with self propelled brigades they are almost impossible to destroy. BUT!! You have to be careful that you don’t use your tanks and motorized units wrong. Don’t try to attack through mountains or mud or you will ruin everything. With this strategy weather is very important. So when you attack to France (after you have invaded Denmark [don’t attack to Norway]) just invade Netherlands and Belgium and push forward to Reims. Just bomb enemy’s separated units and try to force him/her to move his/her units to Reims. The you have to be speedy. Attack with 8 CAS at night and 8 in morning. Then, concentrate 11 tanks+ HQ + 15 motorized + 20 infantry to Reims, and use some good panzer general. Then, you’ll see, you can’t lose. Then push forward to Paris, and try to destroy as many Britons you can.
== Year 1941 – Operation Barbarossa ==
COMING SOON
[[Category:National Strategy]] [[Category:Germany Strategy]]
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{{Country guides}}
Greece is a difficult nation to play, but can be especially rewarding and fun if played the right way. Expect an interesting but tough game!
__TOC__
== Summary ==
Greece, in most of the world, would be quite a military power (of the order of Argentina or Brazil). Although its IC is small, its army can be quite significant. Unfortunately, it's in Europe...
Diplomacy-wise, you're Paternal Autocrat, so you can join either Axis or Allies. You also have cores in both (Cyprus, Rhodes and Dodecanese).
You start with 15 INF-18, 1 CAV-18, 2 ancient CLs, 2 equally ancient DDs, 2 subs that probably saw service with Alexander, and 2 transport fleets.
Greece is poor, which rules out building an air force or tanks. It's also mountainous, which means even less tanks. And it's in the Mediterranean, so that antediluvian fleet will get sunk by Italy (if you go Allied) or the UK (if you go Axis). However, you can make it quite an infantry power. And if you manage to build a small but modern navy (some decent destroyers and a couple heavy cruisers for example) you'll be able to fight the war actively around the Med, and even further if all goes well...
== Detailed analysis ==
''' Advantages '''
* Greece starts with a quite respectable (though outdated) army.
* A few good tech teams, especially in the industrial and naval construction fields. Decent in land doctrines if you choose the "Grand Battle Plan Doctrine" path.
* Greece can choose any path between Allies, Axis or non-aligned. Comintern would probably requier an important slider shift though (not play-tested).
* The many hill provinces in Greek homeland give a notable advantage to the defensor.
* Two border provinces start with level 5 land forts : Ioaninna and Salonika.
* A few good leaders with the "offensive" or "defensive" traits. Even the 2 "old guard" generals can progress fairly quickly since their "optimal rank" is field marshal.
* Good ministers available after a few years.
''' Disadvantages '''
* Greece is located in Europe, at the crossroads of the 3 major alliances. The future is dark if the game plays historically...
* Limited IC (starts with 15).
* Thus, only one research slot in 1936.
* Several traits lacking in your tech teams : under average concerning infantry, artillery and aircrafts, almost inexistant concerning naval doctrines and air doctrines.
* The fleet you start with floats only because it's trendy. That may not last.
* A serious flaw in your defenses : Larisa is not fortified.
* Many beaches to defend.
== General advices ==
All general advices concerning minor powers apply to Greece, but since one major alliance will be after you sooner or later, it's especially vital to manage efficiently every resource you have.
* Never research ahead of time, excepted if you have blueprints beforehand (and only in vital fields, like infantry).
* Don't try to upgrade your army to the latest model available (unless it's a matter of life or death) : your IC is limited and it's way cheaper to upgrade them when they are "twice obsolete" (e.g. upgrade all your army to the 1936 standard when you have researched the 1939 standard). Consequence : always research new infantry models as soon as reasonably possible.
* Don't build more infantry than you can use : if the war is overseas, don't cripple your IC by building tens of divisions if your navy can not ship them safely.
* Watch carefully your manpower pool. As far as defense goes, good land forts save you lots of manpower.
* Be especially careful when engaging a country that enjoys a powerful air force, since you probably won't have one. Never let one or two divisions alone in the wild, or enemy CAS will bomb them into oblivion instantly.
* Use the gearing bonus! While virtue is its own reward, the gearing bonus is the reward of a good planning. Plan things ahead, then run the number of item you want to produce in one row with full IC allowed to the construction. It's a lifesaver for minor countries! For example, after the 7th item produced, you'll enjoy a 35% discount on the build time for the rest of the series. Especially useful for: garrison divisions, land forts (if you want to reach level 10), destroyers, artillery brigades, infantry etc.
And naturally, check your available ministers every year : a few good ones kick in at mid-game...
== Tips and strategies to take a good start ==
=== Don't be a bully ===
All countries surrounding you have their independance guaranteed by at least one major alliance (excepted Albania). Put the good old "Warmonger Rampage From The Start Doctrine" (tm) in the closet, you won't need it this time !
=== Make friends ===
If you do nothing about world politics from the start of the game, Italy will go to war against you, then Germany. Knowing that, it's better to make a few friends beforehand.
Since you start "paternal autocrat", you can either join the Allies or the Axis. Both will accept you into their alliance even if they are at peace, if your relation with them reaches a decent level, like +140.
To achieve that, trade supplies for money from the start of the game. While you're at it, boost your relation with your future ally to +200, since once you are allied, you will want to buy blueprints and raw materials : a maxed out relation with you new friends will grant you huge discounts on the long run.
You can trade supplies for raw materials until the war starts. If you plan to leave your alliance and wage the war alone, it's vital to have a large stockpile. If you plan to stay with your allies, don't exhaust yourself by buying raw materials : your allies will probably help you for free if you're using more than you're producing. Use the IC for more important matters.
=== Industrialize ===
The decent army and land forts you start with will buy you security at home until 1939 or 1940. Use the peacetime years to build 5 factories : by the start of 1939 you'll have 20 IC, and a second tech team will be available. Things are looking better already!
=== Win the Spanish Civil War ===
There will be a war close to your home, and you don't want to miss it. It's an excellent occasion to train your troops and leaders while taking no risk for yourself. More over, the spanish navy is not excessively powerful, and you should be able to ferry troops without loosing to much naval battles.
You can choose any side in the war, depending on which alliance you plan to join later on. Note that if you guarantee the independence of Republican Spain, you can declare war against Nat. Spain as soon as the Spanish civil war begins, with no dissent hit.
Also note that you can guarantee the Nationalists as soon as they appear and DOW the Rep. with no dissent hit.
Acquier as much experience as you can while loosing as few men as possible : defend rough terrains, or attack week enemy positions... At the end of the war you should have several level 2 or 3 field marshals, and your divisions will have 1, 2 or even 3 "stars of experience".
If the war does not go well, join your alliance. The French won't leave a chance to Nat. Spain if you go Allies (resp. the Germans will land and annex Rep. Spain if you go Axis). Then your new Spanish friends will join your alliance. Rejoice.
Nota: another possibility is that the friendly spanish side gets annexed: your goal then becomes to grab as much land from Spain as possible before your major ally invades and annexes.
=== Fortress Greece ===
Once you have discovered Advanced Construction Engineering (not before!) start filling in the gap in Larisa : a level 10 land fort there will probably be your life insurance sooner or later. If possible, expand the level 5 forts in Ioaninna and Salonika to level 9 (max available in those provinces). Once this is done, 3 to 6 Garrison divisions in each province will be enough to deter almost any enemy.
Remember to garrison the beaches also : 2 or 3 Garrison divisions (depending if the terrain is hills or plains) should be enough. If you have spare IC, 1 or 2 levels of coastal forts will make the "Fortres Greece" inviolable.
Now your homeland is safe, and you still have spare manpower : you can divert your army to offensive tasks!
=== Don't forget the Navy! ===
The Navy is an essential element of the Greek strategy.
* If you're Allied or independent, the Wehrmacht will descend into the Balkans in 1941, and, hopefully, stop at the gates of your home-made Greek Maginot Line... But there is no way that you can succesfully counter-attack against the bulk of the Axis forces in the Balkans - you'll have to accept the stalemate in Greece (for now at least) and fight in Africa or in the "soft underbelly of Europe", Italy (and later, eventually, in occupied France)
* If you're Axis, you'll want to fight in Egypt and in the Middle-East, or even land in the USSR (excepted if you're content to be Germany's pawn during Barbarossa and only send footsoldiers).
Let's face it: the war will be waged overseas, so, better be prepared. You may have no hope to defeat the Kriegsmarine/Royal Navy head on: basically, what you want is a navy strong enough to:
* win a minor encounter while suffering minimal losses (e.g. a couple of destroyers or subs marauding)
* protect your transport during the first few hours of a major encounter so that you can escape relatively safely.
Fortunately, you have a good tech team that will research new ship models quickly - even quicker if you could trade for blueprints. My advice : build 4 to 6 DD-IV (as soon as available) then 2 to 4 CA-IV. Don't forget transports and supply convoys!
=== Win the Battle of France ===
''' Allies '''
If you're Allied, it's the real crossroads of the game - if France falls, Germany will send its army into the Balkans, and Greece will feel very lonely very soon. That does not mean game over though: if you had time to build your "Maginot Line" with land forts level 9 or 10 in Ioaninna, Larisa and Salonika (and to garrison them properly), you can stalemate the German offensive indefinitely. You will then have to help the Allies on other battlefields until Germany bends under a might greater than hers - this will be a long road but maybe someday you'll have the pleasure to count among Europe's liberators!
But: if you want to take the short way towards victory, you must win the battle of France.
If you already won the Spanish Civil War with Rep. Spain, now they should be Allied, and have sent many divisions to the Franco-Belgian border. The Spanish forces are a nice addition to the French ones, and if you place strategically the 6 to 10 Greek divisions that you can send abroad it becomes possible to win the Battle of France. Or, at least, to stalemate it so that it turns into a war of attrition, effectively neutralizing the German threat (playtested, without any gamey exploit - it works ;) )
If you survive this long, use or create a small navy and move toward Italy. If the have the Libyan coast covered, land in British navel bases close to the middle east and try to grab some southern Libyan provinces. If the italians are beat out in libya or if its looking like it than head south toward Ethopia. once there, grab as much of it as you can. Don't rush it if the Italians won out in africa. ( I have only seen the Italians win out once, so you have great odds.
My advice: place your divisions in Brussels, Namur or Reims, and make them "support attack" against the most likely enemy target. They will take part to battles involving 40+ divisions and earn huge amounts of experience, while saving the Free World altogether. What's not to love? ;)
''' Axis'''
If you're Axis, the Germans handle the Battle of France rather well on their own: your aim will be to grab as much land as possible in North Africa / Syria / Southern France before the armistice.
If Nat. Spain is your ally, it may be a good idea to help them take Gibraltar beforehand: that should increase the life expectancy of your navy significantly and therefore increase your gains...
=== Aftermath ===
Once this is done, you have almost unlimited possibilities about what to do next...
As Allies, you can push into Germany along with the French, and attempt landings of your own if you want to claim your share of land - eventually you may be able to liberate Denmark or Norway as a Greek puppet, for example. Then, remember that there is a war to win in Asia against Japan!
As Axis, you can prepare Barbarossa, or alternatively try to conquer Africa, the Middle-East and even India from the British.
Whatever path you choose, remember to build enough supply convoys and escorts if you want to be able to hold Greek beachheads anywhere in the world!
=== A word about land doctrines ===
You start with the Firepower focus, and your only tech team dedicated to land doctrines is only really efficient if you follow the Grand Battle Plan path.
This path is weak during the early game, but can become really powerful during the late game (after 1944)especially if your choose the Infiltration Assault path, which yields a very high morale score for your divisions (i.e. fast org. regain, really useful for offensives).
A country with a rather small army like Greece would perhaps be better off with the Mobility/Blitzkrieg path which yields higher org values, but the fact that it's harder to research and that your tech team is weaker for this path should make you think twice before you choose this path.
=== A word about sliders ===
A clever move is to make 2 or 3 steps towards Central Planning: you'll receive +15% or +20% IC. Then I suggest all the way towards Hawk Lobby to have the production discounts. Finally, move the slider towards Standing Army: since you'll likely follow the Grand Battle Plan path, every little boost to the org. of your divisions is welcome.
[[Category:National Strategy]]
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= HOI versions 1.0 - 1.3 =
== Ground Units ==
{| WIDTH=95%
|- VALIGN=top
|
=== [[Armored Division]]===
Armoured units allow real projection of power on the battlefield. Their speed and firepower make them lethal against all but the best entrenched Infantry. However, as tanks became heaver, their speeds would reduce accordingly. They also required a constant supply of fuel to remain in the field, and if this vital supply was severed, the armoured unit would be next to useless.
| WIDTH=20 |
| ALIGN=right |
[[Image:Div_5.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Total Cost !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Great War Tank || 2880 || 30 || 30 || 1 || 1 || 8 || 2 || 7 || 5 || 30
| width=20 | || 16 || 180 || 7 || 4 || 2 || 4 || 1 || 30 || 1.0 || 1.0 || 5 || 5 || 5 || 5
|- align=center
| align=left | Early Tank || 3700 || 30 || 30 || 2 || 1 || 8 || 3 || 12 || 8 || 30
| width=20 | || 20 || 185 || 7 || 8 || 2.2 || 5 || 1 || 30 || 0.5 || 1.0 || 9 || 9 || 9 || 9
|- align=center
| align=left | Basic Medium Tank || 4440 || 30 || 30 || 2 || 2 || 12 || 11 || 20 || 12 || 30
| width=20 | || 24 || 185 || 7 || 10 || 2.4 || 7 || 1 || 40 || 0.5 || 1.0 || 11 || 11 || 11 || 11
|- align=center
| align=left | Improved Medium Tank || 4810 || 30 || 30 || 3 || 3 || 14 || 13 || 25 || 16 || 30
| width=20 | || 26 || 185 || 7 || 10 || 2.6 || 7 || 1 || 40 || 0.5 || 1.0 || 11 || 11 || 11 || 11
|- align=center
| align=left | Advanced Medium Tank || 4995 || 30 || 30 || 4 || 4 || 14 || 14 || 30 || 20 || 30
| width=20 | || 27 || 185 || 7 || 10 || 2.8 || 7 || 1 || 40 || 0.5 || 1.0 || 11 || 11 || 11 || 11
|- align=center
| align=left | Semi–Modern Tank || 5365 || 30 || 30 || 4 || 5 || 16 || 16 || 35 || 24 || 30
| width=20 | || 29 || 185 || 7 || 11 || 3.0 || 7 || 1 || 45 || 0.5 || 1.0 || 12 || 12 || 12 || 12
|}
''' Brigades allowed '''
'Armored'-units can have the following brigades attached: 'Anti Air' 'Armored Car' 'Engineer' 'Heavy Armor' 'Light Armor Brigade' 'Sp Artillery' 'Sp Rct Artillery' 'Super Heavy Armor' 'Tank Destroyer'
{| WIDTH=95%
|- VALIGN=top
|
===[[Cavalry Division]]===
Cavalry are able to move fairly rapidly over most types of terrain and do not require a supply of fuel to operate, but they are lightly armed when compared with Armoured units, and the automatic weapons of the time can inflict devastating casualties to both men and horses. That is not to say that Cavalry can't prove useful in some instances as a mobile reserve.
| WIDTH=20 |
| ALIGN=right |
[[Image:Div_1.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Cavalry '18 || 30 || 30 || 1 || 2 || 4 || 0 || 10 || 10 || 100
| width=20 | || 8 || 95 || 9 || 7 || 1.2 || 0 || 4 || 30 || 1.0 || 1.0 || 7 || 7 || 7 || 7
|- align=center
| align=left | Cavalry '36 || 30 || 30 || 2 || 3 || 8 || 1 || 10 || 10 || 100
| width=20 | || 8 || 95 || 9 || 7 || 1.2 || 0 || 4 || 30 || 0.5 || 1.0 || 7 || 7 || 7 || 7
|- align=center
| align=left | Cavalry '39 || 30 || 30 || 3 || 4 || 10 || 2 || 12 || 12 || 100
| width=20 | || 8 || 95 || 9 || 7 || 1.3 || 0 || 4 || 30 || 0.5 || 1.0 || 7 || 7 || 7 || 7
|- align=center
| align=left | Semi–Motorized Cavalry '39 || 30 || 30 || 4 || 4 || 12 || 2 || 14 || 14 || 95
| width=20 | || 9 || 95 || 9 || 7 || 1.5 || 1.5 || 4 || 30 || 0.5 || 1.0 || 7 || 7 || 7 || 7
|- align=center
| align=left | Armored Cavalry '44 || 30 || 30 || 7 || 6 || 16 || 10 || 20 || 20 || 60
| width=20 | || 14 || 135 || 9 || 10 || 2.2 || 0 || 4 || 30 || 0.5 || 1.0 || 10 || 10 || 10 || 10
|- align=center
| align=left | Air Cavalry '45 || 40 || 40 || 7 || 6 || 16 || 10 || 20 || 18 || 80
| width=20 | || 25 || 155 || 9 || 14 || 2.8 || 7 || 4 || 30 || 0.5 || 1.0 || 14 || 14 || 14 || 14
|}
''' Brigades allowed '''
'Cavalry'-units can have the following brigades attached: 'Anti Air' 'Anti Tank' 'Armored Car' 'Artillery' 'Engineer' 'Light Armor Brigade' 'Sp Artillery' 'Tank Destroyer'
{| WIDTH=95%
|- VALIGN=top
|
=== [[Garrison Division]] ===
Garrison Divisions are second line troops used to safeguard valuable objectives far from the front lines. They lack heavy equipment and transportation, making them immobile except for [[strategic redeployment]]. They have limited fighting capability but can be used to free more capable troops for frontline use.
| WIDTH=20 |
| ALIGN=right |
[[Image:Div_9.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Garrison '18 || 30 || 30 || 1 || 3 || 5 || 1 || 2 || 10 || 100
| width=20 | || 5 || 60 || 10 || 1 || 0.5 || 0 || 6 || 10 || 1.0 || 1.0 || 3 || 3 || 3 || 3
|- align=center
| align=left | Garrison '39 || 30 || 30 || 3 || 4 || 12 || 2 || 7 || 15 || 95
| width=20 | || 5 || 60 || 10 || 1 || 0.6 || 0 || 8 || 10 || 0.5 || 1.0 || 3 || 3 || 3 || 3
|- align=center
| align=left | Garrison '43 || 30 || 30 || 4 || 6 || 16 || 5 || 12 || 25 || 85
| width=20 | || 5 || 60 || 10 || 1 || 0.7 || 0 || 10 || 10 || 0.5 || 1.0 || 3 || 3 || 3 || 3
|}
''' Brigades allowed '''
'Garrison'-units can have the following brigades attached: 'Anti Air' 'Anti Tank' 'Artillery' 'Engineer' 'Police' 'Rocket Artillery'
{| WIDTH=95%
|- VALIGN=top
|
=== [[HQ Division]]===
Headquarters are the brains of your armed forces. They contain the staff that keeps your army running, such as logistics and planning staff. They give a bonus to the units fighting in the vicinity but it is advisable to guard them, as their own fighting ability is poor.
| WIDTH=20 |
| ALIGN=right |
[[Image:Div_10.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | HQ '36 || 30 || 30 || 1 || 3 || 1 || 1 || 25 || 25 || 100
| width=20 | || 16 || 270 || 5 || 2 || 0.5 || 0 || 2 || 10 || 1.0 || 1.0 || 2 || || 2 || 2
|- align=center
| align=left | HQ '39 || 30 || 30 || 3 || 4 || 2 || 1 || 30 || 30 || 95
| width=20 | || 18 || 250 || 5 || 5 || 0.6 || 2 || 2 || 10 || 0.5 || 1.0 || 5 || || 5 || 5
|- align=center
| align=left | HQ '43 || 30 || 30 || 4 || 6 || 3 || 1 || 35 || 35 || 80
| width=20 | || 21 || 200 || 5 || 10 || 0.7 || 4 || 2 || 10 || 0.5 || 1.0 || 10 || || 10 || 10
|}
''' Brigades allowed '''
'HQ'-units can have the following brigades attached: 'Anti Air' 'Artillery' 'Engineer' 'Police' 'Rocket Artillery' 'Sp Artillery' 'Sp Rct Artillery'
{| WIDTH=95%
|- VALIGN=top
|
=== [[Infantry Division]] ===
Infantry will most likely make up the bulk of your army. They are relatively cheap to build and require no regular fuel supply to manoeuvre, but their lack of motorized transport means their speed of advance is limited. However, Infantry are able to occupy large areas of land, securing ground captured by other forces.
| WIDTH=20 |
| ALIGN=right |
[[Image:Div_0.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Infantry '18 || 30 || 30 || 1 || 3 || 5 || 1 || 10 || 13 || 100
| width=20 | || 7 || 95 || 10 || 4 || 0.9 || 0 || 2 || 10 || 1.0 || 1.0 || 6 || 6 || 6 || 6
|- align=center
| align=left | Infantry '36 || 30 || 30 || 2 || 3 || 10 || 1 || 12 || 15 || 100
| width=20 | || 7 || 95 || 10 || 5 || 1 || 0 || 2 || 10 || 0.5 || 1.0 || 6 || 6 || 6 || 6
|- align=center
| align=left | Infantry '39 || 30 || 30 || 3 || 4 || 12 || 2 || 18 || 18 || 100
| width=20 | || 7 || 95 || 10 || 5 || 1 || 0 || 2 || 10 || 0.5 || 1.0 || 6 || 6 || 6 || 6
|- align=center
| align=left | Infantry '41 || 30 || 30 || 4 || 5 || 14 || 4 || 24 || 24 || 100
| width=20 | || 7 || 95 || 10 || 5 || 1 || 0 || 2 || 10 || 0.5 || 1.0 || 7 || 7 || 7 || 7
|- align=center
| align=left | Infantry '43 || 30 || 30 || 4 || 6 || 16 || 5 || 30 || 30 || 100
| width=20 | || 7 || 95 || 10 || 5 || 1.1 || 0 || 2 || 10 || 0.5 || 1.0 || 7 || 7 || 7 || 7
|- align=center
| align=left | Infantry '45 || 30 || 30 || 6 || 6 || 18 || 6 || 35 || 35 || 100
| width=20 | || 7 || 95 || 10 || 6 || 1.1 || 0.1 || 2 || 10 || 0.5 || 1.0 || 7 || 7 || 7 || 7
|}
''' Brigades allowed '''
'Infantry'-units can have the following brigades attached: 'Anti Air' 'Anti Tank' 'Armored Car' 'Artillery' 'Engineer' 'Light Armor Brigade' 'Police' 'Rocket Artillery' 'Sp Artillery' 'Sp Rct Artillery' 'Tank Destroyer'
{| WIDTH=95%
|- VALIGN=top
|
=== [[Light Armored Division]] ===
Armoured units allow real projection of power on the battlefield. Their speed and firepower make them lethal against all but the best entrenched Infantry. However, as tanks become heavier, their speeds will reduce accordingly. They also require a constant supply of fuel to remain in the field and if this vital supply is severed, the armoured unit will be almost useless.
''Light armored divisions upgrade to basic medium armor divisions. The advanced light armor tech allows you to build a light armor brigade which can be added to almost every kind of division.''
| WIDTH=20 |
| ALIGN=right |
[[Image:Div_4.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Tankette || 30 || 30 || 2 || 1 || 6 || 2 || 10 || 8 || 30
| width=20 | || 17 || 150 || 7 || 8 || 1.6 || 3 || 1 || 30 || 1.0 || 1.0 || 9 || 9 || 9 || 9
|- align=center
| align=left | Basic Light Tank || 30 || 30 || 2 || 2 || 7 || 5 || 15 || 10 || 30
| width=20 | || 20 || 155 || 7 || 10 || 1.8 || 4 || 1 || 30 || 0.5 || 1.0 || 11 || 11 || 11 || 11
|- align=center
| align=left | Improved Light Tank || 30 || 30 || 3 || 3 || 8 || 6 || 20 || 12 || 30
| width=20 | || 21 || 170 || 7 || 10 || 2.0 || 5 || 1 || 30 || 0.5 || 1.0 || 11 || 11 || 11 || 11
|}
''' Brigades allowed '''
'Light Armored'- divisions can have the following brigades attached: 'Anti Air' 'Armored Car' 'Engineer' 'Heavy Armor' 'Light Armor Brigade' 'Sp Artillery' 'Sp Rct Artillery' 'Super Heavy Armor' 'Tank Destroyer'
{| WIDTH=95%
|- VALIGN=top
|
=== [[Marine Division]] ===
Marines are an elite branch of the Infantry, specifically trained for assaulting beaches and other naval operations. They make use of specialised equipment and tactics to give them an edge over regular Infantry in such an environment.
| WIDTH=20 |
| ALIGN=right |
[[Image:Div_7.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Marines '36 || 40 || 40 || 2 || 3 || 8 || 1 || 12 || 15 || 100
| width=20 | || 9 || 160 || 10 || 4 || 0.8 || 0 || 3 || 10 || 0.5 || 1.0 || 5 || 5 || 5 || 5
|- align=center
| align=left | Marines '39 || 40 || 40 || 3 || 4 || 10 || 2 || 18 || 18 || 100
| width=20 | || 9 || 160 || 10 || 5 || 0.8 || 0 || 3 || 10 || 0.5 || 1.0 || 6 || 6 || 6 || 6
|- align=center
| align=left | Marines '41 || 40 || 40 || 4 || 5 || 12 || 4 || 24 || 20 || 100
| width=20 | || 9 || 160 || 10 || 5 || 0.9 || 0 || 3 || 10 || 0.5 || 1.0 || 6 || 6 || 6 || 6
|- align=center
| align=left | Marines '43 || 40 || 40 || 5 || 6 || 14 || 5 || 30 || 25 || 100
| width=20 | || 9 || 160 || 10 || 5 || 0.9 || 0 || 3 || 10 || 0.5 || 1.0 || 6 || 6 || 6 || 6
|}
''' Brigades allowed '''
'Marines'-units can have the following brigades attached: 'Anti Air' 'Anti Tank' 'Artillery' 'Engineer' 'Light Armor Brigade' 'Rocket Artillery' 'Sp Artillery' 'Sp Rct Artillery' 'Tank Destroyer'
{| WIDTH=95%
|- VALIGN=top
|
=== [[Mechanized Division]] ===
Mechanized Infantry are equipped with all-terrain vehicles, such as the halftrack, which does not limit them to roads as with Motorized Infantry and allows them to work well with armoured units. However, the specialist equipment they require means their cost is high.
| WIDTH=20 |
| ALIGN=right |
[[Image:Div_3.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Mechanized Infantry '42 || 30 || 30 || 4 || 5 || 14 || 5 || 20 || 20 || 60
| width=20 | || 14 || 125 || 10 || 10 || 1.3 || 4.5 || 2 || 30 || 0.5 || 1.0 || 11 || 11 || 11 || 11
|- align=center
| align=left | Mechanized Infantry '43 || 30 || 30 || 4 || 6 || 16 || 6 || 25 || 25 || 60
| width=20 | || 14 || 125 || 10 || 10 || 1.4 || 4.5 || 2 || 30 || 0.5 || 1.0 || 11 || 11 || 11 || 11
|- align=center
| align=left | Mechanized Infantry '44 || 30 || 30 || 6 || 6 || 18 || 7 || 32 || 32 || 60
| width=20 | || 14 || 125 || 10 || 10 || 1.5 || 4.5 || 2 || 30 || 0.5 || 1.0 || 11 || 11 || 11 || 11
|- align=center
| align=left | Mechanized Infantry '45 || 30 || 30 || 7 || 6 || 20 || 8 || 37 || 37 || 60
| width=20 | || 14 || 125 || 10 || 10 || 1.5 || 4.5 || 2 || 30 || 0.5 || 1.0 || 11 || 11 || 11 || 11
|}
''' Brigades allowed '''
'Mechanized'-units can have the following brigades attached: 'Anti Air' 'Anti Tank' 'Armored Car' 'Engineer' 'Heavy Armor' 'Light Armor Brigade' 'Sp Artillery' 'Sp Rct Artillery' 'Tank Destroyer'
{| WIDTH=95%
|- VALIGN=top
|
=== [[Militia Division]] ===
Militia are a cheap and rapidly formed Infantry unit. Their hurried training and poor equipment mean they are of little use in combat, although they can be useful for controlling territory and as a last line of defence when no other units are available.
| WIDTH=20 |
| ALIGN=right |
[[Image:Div_11.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Militia '36 || 30 || 30 || 1 || 2 || 2 || 0 || 1 || 8 || 100
| width=20 | || 4 || 50 || 5 || 4 || 0.2 || 0 || 1 || 10 || 0.5 || 1.0 || 4 || 6 || 4 || 4
|- align=center
| align=left | Militia '43 || 30 || 30 || 1 || 3 || 6 || 3 || 5 || 15 || 100
| width=20 | || 4 || 55 || 5 || 4 || 0.5 || 0 || 1 || 10 || 0.5 || 1.0 || 4 || 4 || 4 || 4
|}
''' Brigades allowed '''
'Militia'-units can have the following brigades attached: 'Anti Air' 'Anti Tank' 'Armored Car' 'Artillery' 'Light Armor Brigade'
{| WIDTH=95%
|- VALIGN=top
|
=== [[Motorized Division]] ===
Motorized Infantry make use of wheeled vehicles, such as trucks, to manoeuvre more rapidly than basic Infantry. But they are limited to roads and so their performance may suffer in provinces with low infrastructure levels.
| WIDTH=20 |
| ALIGN=right |
[[Image:Div_2.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Motorized Infantry '40 || 30 || 30 || 3 || 4 || 12 || 2 || 15 || 15 || 80
| width=20 | || 14 || 100 || 10 || 8 || 1.2 || 3.5 || 2 || 30 || 0.5 || 1.0 || 10 || 10 || 10 || 10
|- align=center
| align=left | Motorized Infantry '42 || 30 || 30 || 4 || 5 || 14 || 4 || 20 || 25 || 80
| width=20 | || 12 || 100 || 10 || 9 || 1.3 || 3.5 || 2 || 30 || 0.5 || 1.0 || 10 || 10 || 10 || 10
|- align=center
| align=left | Motorized Infantry '44 || 30 || 30 || 4 || 6 || 16 || 5 || 27 || 35 || 80
| width=20 | || 12 || 100 || 10 || 9 || 1.4 || 3.5 || 2 || 30 || 0.5 || 1.0 || 10 || 10 || 10 || 10
|}
''' Brigades allowed '''
'Motorized'-units can have the following brigades attached: 'Anti Air' 'Anti Tank' 'Armored Car' 'Artillery' 'Engineer' 'Light Armor Brigade' 'Rocket Artillery' 'Sp Artillery' 'Sp Rct Artillery' 'Tank Destroyer'
{| WIDTH=95%
|- VALIGN=top
|
=== [[Mountain Division]] ===
Mountain Troops are an elite branch of the Infantry, specifically trained for operations in mountainous terrain. They make use of specialised equipment and tactics to give them an edge over regular Infantry in such an environment.
| WIDTH=20 |
| ALIGN=right |
[[Image:Div_8.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Mountain '36 || 40 || 40 || 2 || 3 || 8 || 1 || 12 || 15 || 100
| width=20 | || 8 || 120 || 10 || 4 || 0.8 || 0 || 3 || 8 || 0.5 || 1.0 || 5 || 5 || 5 || 5
|- align=center
| align=left | Mountain '39 || 40 || 40 || 3 || 4 || 10 || 2 || 18 || 18 || 100
| width=20 | || 8 || 120 || 10 || 5 || 0.8 || 0 || 3 || 8 || 0.5 || 1.0 || 5 || 5 || 5 || 5
|- align=center
| align=left | Mountain '41 || 40 || 40 || 4 || 5 || 12 || 4 || 24 || 24 || 100
| width=20 | || 8 || 120 || 10 || 5 || 0.9 || 0 || 3 || 8 || 0.5 || 1.0 || 5 || 5 || 5 || 5
|- align=center
| align=left | Mountain '43 || 40 || 40 || 5 || 6 || 14 || 5 || 30 || 30 || 100
| width=20 | || 8 || 120 || 10 || 5 || 0.9 || 0 || 3 || 8 || 0.5 || 1.0 || 5 || 5 || 5 || 5
|}
''' Brigades allowed '''
'Mountain'-units can have the following brigades attached: 'Anti Air' 'Anti Tank' 'Artillery' 'Engineer' 'Police'
{| WIDTH=95%
|- VALIGN=top
|
=== [[Paratroop Division]] ===
Paratroopers are an elite branch of the Infantry, specifically trained to either parachute to the ground or be ferried to a battle in gliders. Their rapid deployment capability makes them ideal for use as a mobile reserve or for use in capturing a strategic asset behind enemy lines. However, they are handicapped by a lack of heavy equipment due to their mode of travel, and when they are in action it is advisable to move other units to their support.
| WIDTH=20 |
| ALIGN=right |
[[Image:Div_6.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Airborne '39 || 40 || 40 || 2 || 3 || 8 || 1 || 16 || 11 || 100
| width=20 | || 12 || 180 || 15 || 4 || 1.4 || 0 || 3 || 10 || 0.5 || 1.0 || 5 || 5 || 5 || 5
|- align=center
| align=left | Airborne '41 || 40 || 40 || 3 || 4 || 10 || 2 || 20 || 16 || 100
| width=20 | || 12 || 180 || 15 || 5 || 1.5 || 0 || 3 || 8 || 0.5 || 1.0 || 6 || 6 || 6 || 6
|- align=center
| align=left | Airborne '43 || 40 || 40 || 4 || 5 || 12 || 4 || 28 || 20 || 100
| width=20 | || 12 || 180 || 15 || 5 || 1.7 || 0 || 3 || 5 || 0.5 || 1.0 || 6 || 6 || 6 || 6
|- align=center
| align=left | Airborne '45 || 40 || 40 || 5 || 6 || 14 || 5 || 35 || 25 || 100
| width=20 | || 12 || 180 || 15 || 5 || 1.9 || 0 || 3 || 5 || 0.5 || 1.0 || 6 || 6 || 6 || 6
|}
''' Brigades allowed '''
'Paratroops'-units can have the following brigades attached: 'Anti Air' 'Anti Tank' 'Artillery'
== Brigade Units ==
Brigade Unit effects apply only to the division to which they are attached. They do not apply to the corps to which they are in.
{| WIDTH=95%
|- VALIGN=top
|
=== [[Anti-aircraft Brigade]] ===
Anti-Aircraft weapons will increase the 'Air Attack' capability of your units, so that they inflict more damage on Aircraft.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_11.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Basic Anti–Air || || || 1 || 2 || || 1 || || 1 ||
| width=20 | || 5 || 40 || 2 || -1 || 0.3 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Improved Anti–Air || || || 2 || 3 || || 1 || || 1 ||
| width=20 | || 5 || 40 || 2 || || 0.35 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Advanced Anti–Air || || || 3 || 3 || || 2 || || 1 ||
| width=20 | || 5 || 40 || 2 || || 0.4 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Semi–Modern Anti–Air || || || 4 || 4 || || 3 || || 2 ||
| width=20 | || 5 || 40 || 2 || || 0.45 || || || || 0.5 || 1.0 || || || ||
|}
{| WIDTH=95%
|- VALIGN=top
|
=== [[Anti-tank Brigade]] ===
Anti-Tank weapons will increase the 'Hard Attack' capability of your units, making them more effective against Armoured and Mechanized units.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_5.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Early Anti–Tank || || || || || || 2 || || 1 ||
| width=20 | || 4 || 60 || 2 || -1 || 0.3 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Basic Anti–Tank || || || || || || 3 || || 2 ||
| width=20 | || 5 || 60 || 2 || -1 || 0.35 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Improved Anti–Tank || || || || || || 5 || || 3 ||
| width=20 | || 5 || 60 || 2 || -1 || 0.4 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Advanced Anti–Tank || || || || || || 6 || || 4 ||
| width=20 | || 5 || 60 || 2 || -1 || 0.45 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Semi–Modern Anti–Tank || || || || || || 7 || || 5 ||
| width=20 | || 5 || 60 || 2 || -1 || 0.5 || || || || 0.5 || 1.0 || || || ||
|}
{| WIDTH=95%
|- VALIGN=top
|
=== [[Armored Car Brigade]] ===
Armored Cars are wheeled vehicles, typically with light armour and modest weaponry. They give your units an added capability against soft targets, being most effective against supply trucks and rear area troops.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_10.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Basic Armored Car || 3 || || || || 2 || || 1 || 1 || -5
| width=20 | || 3 || 60 || 2 || || 1 || 0.4 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Improved Armored Car || 6 || || || || 3 || 1 || 2 || 2 || -5
| width=20 | || 3 || 60 || 2 || || 1 || 0.45 || || || 0.5 || 1.0 || || || ||
|}
{| WIDTH=95%
|- VALIGN=top
|
=== [[Artillery Brigade]] ===
Artillery pieces will increase the 'Soft Attack' capability of your units, inflicting more damage on Infantry and Motorized units.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_1.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Great War Light Artillery || || || || || 2 || 1 || || 2 ||
| width=20 | || 5 || 45 || 2 || -1 || 0.6 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Great War Medium Artillery || || || || || 3 || 1 || || 2 ||
| width=20 | || 5 || 60 || 2 || -1 || 0.8 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Great War Heavy Artillery || || || || || 4 || 1 || || 2 ||
| width=20 | || 6 || 80 || 2 || -2 || 1.1 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Early Artillery || || || || || 4 || 2 || || 3 ||
| width=20 | || 5 || 60 || 2 || -1 || 1.0 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Basic Artillery || || || || || 5 || 2 || || 4 ||
| width=20 | || 5 || 60 || 2 || -1 || 1.1 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Improved Artillery || || || || || 6 || 2 || || 4 ||
| width=20 | || 6 || 60 || 2 || -1 || 1.2 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Advanced Artillery || || || || || 7 || 2 || || 5 ||
| width=20 | || 7 || 60 || 2 || -1 || 1.3 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Semi–Modern Artillery || || || || || 8 || 3 || || 5 ||
| width=20 | || 7 || 60 || 2 || -1 || 1.4 || || || || 0.5 || 1.0 || || || ||
|}
{| WIDTH=95%
|- VALIGN=top
|
===[[Engineer Brigade]]===
Engineer Brigades help crossing rivers, making the process quicker and reducing disorganisation. The combat bonus is a +20 combat modifier for the engineering brigade.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_13.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Engineer || || || || || || || 3 || 5 ||
| width=20 | || 4 || 45 || 2 || 1 || 0.3 || || || || 0.5 || 1.0 || || || ||
|}
{| WIDTH=95%
|- VALIGN=top
|
=== [[Heavy Armored Brigade]] ===
Heavy Armor gives your units a considerable boost in both hard and soft attack. Heavy Tanks are used when breaking enemy lines, being extremely hard to kill. But they slow your units down and require considerable amounts of supplies and fuel.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_8.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Basic Heavy Tank || || || || || 2 || 2 || 2 || 2 || -10
| width=20 | || 8 || 80 || 2 || -1 || 0.7 || 2.5 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Improved Heavy Tank || || || || || 4 || 4 || 4 || 4 || -12
| width=20 | || 9 || 80 || 2 || -1 || 0.8 || 3.0 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Advanced Heavy Tank || || || || || 5 || 6 || 6 || 6 || -15
| width=20 | || 9 || 80 || 2 || -2 || 1 || 3.5 || || || 0.5 || 1.0 || || || ||
|}
{| WIDTH=95%
|- VALIGN=top
|
=== [[Light Armored Brigade]] ===
Armoured units allow real projection of power on the battlefield. Their speed and firepower make them lethal against all but the best entrenched Infantry. However, as tanks become heavier, their speeds will reduce accordingly. They also require a constant supply of fuel to remain in the field and if this vital supply is severed, the armoured unit will be almost useless.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_7.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Light Tank || 8 || || || || 2 || 3 || 3 || 3 || -8
| width=20 | || 5 || 60 || 2 || || 0.7 || 1.5 || || || 0.5 || 1.0 || || || ||
|}
{| WIDTH=95%
|- VALIGN=top
|
=== [[Police Brigade]] ===
Police Brigades are good at suppressing partisans and rebels.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_12.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Police || 3 || || || || || || || ||
| width=20 | || 2 || 35 || 2 || || 0.1 || || 3 || || 0.5 || 1.0 || || || ||
|}
{| WIDTH=95%
|- VALIGN=top
|
=== [[Rocket Artillery Brigade]] ===
Rocket Artillery gives your units an added capability against soft units. Rockets are an area weapon, saturating an area with explosions, and are thus most effective against Infantry concentrations.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_3.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Basic Rocket Artillery || || || || || 5 || 1 || || 2 ||
| width=20 | || 4 || 45 || 2 || -1 || 1.5 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Improved Rocket Artillery || || || || || 6 || 1 || || 3 ||
| width=20 | || 5 || 45 || 2 || -1 || 1.5 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Advanced Rocket Artillery || || || || || 7 || 3 || || 4 ||
| width=20 | || 6 || 45 || 2 || -1 || 1.5 || || || || 0.5 || 1.0 || || || ||
|}
{| WIDTH=95%
|- VALIGN=top
|
=== [[Self-Propelled Artillery Brigade]] ===
SP, or Self-Propelled, Artillery gives your armored and mechanized units an additional punch against enemy infantry while not reducing the speed of those units as much as normal artillery.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_2.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Early SP Artillery || || || || || 4 || 2 || 3 || 3 || -5
| width=20 | || 6 || 70 || 2 || || 1.3 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Basic SP Artillery || || || || || 5 || 2 || 4 || 4 || -6
| width=20 | || 7 || 70 || 2 || || 1.4 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Improved SP Artillery || || || || || 6 || 2 || 4 || 4 || -7
| width=20 | || 7 || 70 || 2 || || 1.5 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Advanced SP Artillery || || || || || 7 || 3 || 5 || 5 || -8
| width=20 | || 8 || 70 || 2 || || 1.6 || 1 || || || 0.5 || 1.0 || || || ||
|}
{| WIDTH=95%
|- VALIGN=top
|
=== [[Self-Propelled Rocket Artillery Brigade]] ===
SP, or Self-Propelled, Rocket Artillery gives your armored and mechanized units added capability against soft units such as infantry. They are very effective against enemy infantry, and do not reduce the speed of your fast units like normal rocket artillery.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_4.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Basic SP Rct Artillery || || || || || 5 || 1 || 4 || 4 || -6
| width=20 | || 6 || 60 || 2 || || 1.5 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Improved SP Rct Artillery || || || || || 6 || 1 || 4 || 4 || -7
| width=20 | || 7 || 60 || 2 || || 1.5 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Advanced SP Rct Artillery || || || || || 7 || 3 || 5 || 5 || -8
| width=20 | || 8 || 60 || 2 || || 1.5 || 1 || || || 0.5 || 1.0 || || || ||
|}
{| WIDTH=95%
|- VALIGN=top
|
=== [[Super Heavy Armored Brigade]] ===
Super Heavy Armor is the ultimate shock weapon. Nearly impossible to kill, they give horrendous bonuses to your units' hard and soft attack values. They also consume enormous amounts of supplies and fuel, and slow your units to a crawl.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_9.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Super–Heavy Tank || || || || || 7 || 8 || 2 || 8 || -20
| width=20 | || 10 || 120 || 2 || -4 || 1.5 || 5 || || || 0.5 || 1.0 || || || ||
|}
{| WIDTH=95%
|- VALIGN=top
|
=== [[Tank Destroyer Brigade]] ===
Tank Destroyers are similar to normal Tanks. The difference is that they don't have a rotating turret, and mount most of their armor to the front. They give your units an added capability against hard targets such as enemy armor.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_6.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Early Tank Destroyer || || || || || || 2 || 1 || 1 || -5
| width=20 | || 7 || 70 || 2 || || 0.5 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Basic Tank Destroyer || || || || || || 3 || 2 || 2 || -6
| width=20 | || 7 || 70 || 2 || || 0.6 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Improved Tank Destroyer || || || || || || 5 || 3 || 3 || -7
| width=20 | || 7 || 70 || 2 || || 0.7 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Advanced Tank Destroyer || || || || || 1 || 6 || 4 || 4 || -8
| width=20 | || 8 || 70 || 2 || || 0.75 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Semi–Modern Tank Destroyer || || || || || 1 || 7 || 5 || 5 || -9
| width=20 | || 8 || 70 || 2 || || 0.8 || 1 || || || 0.5 || 1.0 || || || ||
|}
== Download PDF ==
* [[Media:GroundUnitOverview.pdf|Ground unit overview]]
* [[Media:DivisionStatistics.pdf|Ground divisions]]
* [[Media:BrigadeStatistics.pdf|Ground brigades]]
* [[Media:GroundUnitCombatModifiers.pdf|Ground unit combat modifiers]]
= Doomsday 1.0 - 1.3 =
Available as a PDF file: [[Media:UnitStats_DD12_Land.pdf|Land Unit Statistics]]. Also, a complete Excel file is available: [http://joe-s.home.insightbb.com/hoi2dd.htm DD UnitStats v1.2 Excel File]
[[Category:Reference]]
2225bba158a6cb0dd9ac4d937641f9f4729d81fb
Guangxi Clique
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479
790
789
2017-03-18T11:51:23Z
Meneth
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Guangxi Clique may not have what it takes to become a major power, but it can become a vital player in China's fight against Japan. As one of the Chinese warlords, Guangxi Clique will automatically ally with the rest of china if and when the Japanese DOW sometime in mid-1937. Your first year and a half should be devoted to preparing for this war.
== Military ==
You start out with a pretty good sized army, with a makeup of about 1/3 militia 2/3 '18 infantry. Overall, a well equiped army for such a small nation. All focus should be directed at infantry. Some mountain and cavalry troops might do some good as well, but a navy and airforce should be ignored entirely. You lack the tech teams to research these areas, and even if you do, the Imperial Japanese Navy will crush you. (not tested as of yet, but building some interceptors might help in keeping the japanese bombers out of your skies). Now you see why Guangxi Clique does not have any chance of becoming a world power.
== Diplomacy ==
This area is quite straighforward. You have +199 relations with most of the other Chinese factions. However, don't pursue an alliance with the Nationalists right off the bat; for some reason they never accept. wait until the Japanese invasion when the alliance will happen automatically. If you want, you could go for the lands of Yunnan early on, and crush them in a matter of months (the only limiting factor here is the horrible Tc you'll have). This gives your troops some extra experience while granting your industry a slight boost (around 6 IC). However, your sliders all start out very far towards the right, and due to your isolationist leanings you will get a massive dissent boost any time you delcare war. Therefore, a strategy similar top that used for Argentina will suffice. Stock up on supplies, then when the war starts, devote all IC to consumer goods. The dissent should abate quickly. It will of course be tempting to take Tibet and Sinkaing after you deal with Yunnan, but their lands have nothing of interest, and a war in the Himilayas is generally not a good idea. It will also tie up troops far from the action once the war with Japan starts.
== Economy and Tech Teams ==
Lets face it- your economy is mediocre at best and you tech teams are primarily suited for infantry research. You should have the technology for '36 infantry by mid 1936. From here on out, you want to upgrade all of your land forces; only train new units when all of the upgrades are carried out.
== The War Against Japan ==
876a778d8720cc7fe3bc063471857b1314028725
Guatemala
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480
792
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{{Country guides}}
'''[[Guatemala]]''' is located in Central America. It has 4 neighbors-Britain in [[Belize]], [[Mexico]], [[El Salvador]], and [[Honduras]]. The [[IC]] is 7, the highest in Central America. You also have claims on the one-territory country of [[El Salvador]]. Your government is corrupt, ineffective, and full of just plain ole' bad leaders. Good ministers come at the beginning of WW2.
== Tips ==
* Upgrade your IC. You ''must'' have sufficient IC to wage war against neighbors, and lower dissent.
* Push Diplomacy bar to Interventionism. You need less dissent from war.
* No alliances! [[Germany]] doesn't offer help, and the South Americans are completely greedy and will take your rightfully earned land.
== You always remember your first (And second, and third, and fourth) ==
===[[El Salvador]]===
These guys are a joke. Create a [[Militia Division|Militia division]], and invade away. You may have noticed no partisan activity: They are one of your [[national province]]s. This works for us! No need to set up a puppet El Salvador, and there is a full transfer of El Salvadorian IC to you.
===[[Honduras]]===
After you receive a nice boost of IC from El Salvador and your industrial technology, you can create either 2 more militias or a nice new Infantry division. Whichever one you create, Honduras will fall with a double attack from [[Guatemala]] and [[El Salvador]]. This continues the addition of Rare Materials and energy (which are pretty sorely needed).
=== Nicaragua and possible U.S. Intervention ===
As you may have noticed, The U.S. canceled their Non-Aggression pact with you. Invest your money in them! Influence, influence and more frikkin' influence. The U.S. keeps all trade agreements, and even influences you back if their relation is over +80. This may solve our problem of U.S. intervention. If the U.S. ''does'' declare war on us, there is one thing to do. Fortify by increasing troop presence. Up until the mid 40's, the bulk of the United States army is Infantry, and infantry make fairly poor landings, especially on mountain terrains like Guatemala (and Nicaragua if you have taken it already). Another thing to remember is the fact that The Canal is in this region. If you're the risky type, go ahead and build a transport! Then land on Colòn. Faster than you can say, "The United States offers a white peace"... Er... the United States offers a white peace. Accept it promptly. If the U.S. is that concerned, they will have created an alliance with Nicaragua. This... Well this is not good. But it is important to attack and annex Nicaragua immediately, otherwise the U.S. lands a pretty sizable force (by your standards) that is able of skyrocketing up to 5 divisions. Once Nicaragua is down though, and if the U.S. did remain neutral, you must influence them after the war until your relations are very good. While accumulating the money to do this, be sure to increase either your military or your convoys.
===[[Costa Rica]]===
These guys are a joke. A half strengthened army, and a possible Air Force (depending what part of '37-'38 you invade) are no match and they are overrun immediately. Now you should be increasing your monetary situations. Influence The U.K. and U.S. Next target: Panama.
===[[Panama]], more U.S. Intervention, and Canal Trudging ===
Panama has a fairly decent navy for a Central American country. But we aren't attacking with a navy... Here are some things to remember:
* Panama is... well it's close to the Panama Canal (duh?). The U.S. takes great interest in this war, and without a doubt this is the war that will push you and your empire closer to annihilation by the U.S. then any previous war.
* There is also the chance that the U.S. wusses out. The Canal can cause war or create peace.
* South America begins land-based military buildup. This does not directly affect you but it may later.
* The U.S. ''never'' offers the Canal in a peace agreement. If you take the Canal, it creates a good to bad scenario. It's like sticking a hand in a bees' nest. You get the honey out and it tastes sweet. Then the bees attack. This is what the U.S. does. After replaying the scenario several times over, I came to the conclusion that capturing the Canal is bad, but is completely worth it to achieve an independent empire and a strong base of operation. It is your choice whether or not you end up taking the Canal or if you choose to avoid it altogether.
== South America, onward! ==
[[Columbia]] is a nice target. A small army, and small air force won't be a huge deal. However, you may want to consider [[Ecuador]] first. Your supply efficiency has fallen considerably (to 30% in some cases). Time to land at Guayaquil for supply of South America. One division should be stationed here, so you can easily put a large amount of military presence here. If you got [[Colòn]], you can begin buildup of troops on the Columbian border. After Ecuador is under wraps, invade Columbia! They fall quickly, and there isn't much dissent. Now lets go after [[Venezuela]]. The oil fields at [[Maracaibo]] are a good first target and make you a nation loved by the dictatorships of Europe (Finland, Germany, especially Italy). After Venezuela falls, we turn to the Carribean.
== The landings at [[Cuba]] and Hispaniola ==
Cuba maintains a professional Navy and a small Military (2-3 infantry divisions). Land as far away from the navy as possible. They will destroy your transport fleet easily. Once Cuba has been mounted and defeated, regroup for an invasion of either Haiti or the Dominican Republic.
=== Hint about Hispaniola ===
The Dominican Republic, while more industrialized than its neighbor Haiti, has a serious tactical flaw. The Dominican Republic has 2 provinces, while Haiti has 1. Any able bodied commander can tell you that more defense needed can cause a problem in manpower. The D-Day landings are a perfect example of that. The provinces Santiago and Santo Domingo are owned the the Republic. Santiago has one Infantry division, while the city of Santo Domingo has 2-3. You must land at Santiago first, before Haiti, and before Santo Domingo.
=== Now we're at [[Haiti]] ===
Hopefully you have 4-6 Divisions on the island. Just invade Haiti!
== The New Guatemalan Empire ==
Sounds cool, eh? Now, if you want to, reap the Colonial pigs' Carribean provinces. Canada will be around and when France falls... join the Germans. An alliance with a fully secured Empire to the South of The U.S. may just keep them out of any initial fighting. Hell... Invade Canada, Mexico, even the U.S.!
[[User:UberBenny|UberBenny]] 22:12, 21 January 2008 (CET)
[[Category:National Strategy]]
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#REDIRECT [[Abbreviations#H]]
6499c6e00dc8328892f0c78fb2523e1b28c2a374
HOI2 Patch1.1
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{{RFD}}
{{needwiki}}
{{HOI2 Patch}}
== Interface Enhancements ==
- The maximum organisation can now always be seen. In the detail screen, in tooltips, and as small graphical markers.
- Added an indicator to show the current speed of a corps in the interface.
- Improved several tooltips with even further information and/or clarifications.
- Added information in colorcoding to the convoy interface.
- Added a small indicator to the combatlist interface to show which have a combat event.
- Added the option to switch between sprites/counters when rightclicking on the pause-button.
- Added an option to set a synchronized arrival time for landunit stacks when moving/attacking.
- Due to popular demand, detect numbers are now shown instead of "fieldmarshal" names on counters.
- Improved the shown "detected sizes" for stacks. Seperate values for air/surface stacks.
- Colorcoded unitsizes on screens to be red if over command-limit.
- Added support for national names for armies, fleets and airfleets.
- "goto" on a combat-started popupbox now actually selects that combat, instead of just centering on that province.
- Added the "mission finished" message after a sea transport mission is done.
- Added a message for "Leader has died".
- There is now information in the cancelled trade agreement message, about which was cancelled.
== Gameplay Changes ==
- Changed logics of when its possible to attach brigades, to reduce some exploits.
- Rewrote combat algoritms to not always give guaranteed hits when dogpiling.
- Weather and Night affects in landcombat now only affects attacking efficiency for both sides.
- Envelopment in landcombat now requires 3 provinces rather than 2.
- Fortressbuster trait now only reduces fort penalty by 25%.
- Org regain is now significantly higher when low. (<25% of max x3, < 50% x2, > 75% /2 )
- Convoy paths will now attempt to avoid seazones with subs on convoy raiding missions.
- Convoy paths now get reevaluated everytime they get attacked.
- Airplanes should now attempt to move immediately after a combat.
- Added some terrain penalties to bomb-missions for planes.
- Province buildings now only increases max-capacity when they are deployed, and slowly grow to the new one.
- Modified HQ unit speeds and fuelconsumptions, and removed cap on engineers attached.
- The "repair/construct" speed from infrastructure is now never lower than 10%.
- A carrier now always have at least 1 in subattack to avoid endless battles.
- Halved the belligerence impact from annexing countries.
- Improved the efficiency at night for submarines.
- Its now possible to rebase ships with troops on them, if within sea-transport range.
- There is now a hard-cap on how big an airforce taskforce can be. Maximum 4 airwings in it.
- Tweaked air command limits to be 2, 4, 8, 16 to fit the new stack rules.
- Increased penalties for attacking in bad weather and through mud.
- Puppets can no longer invite someone to an alliance.
- Tweaked transport planes to be cheaper and better at later techs to simulate the need of lesser amount of planes.
- Severly decreased the techeffects on airbase building speed.
- Based and other undeployed provincial developments now cause a severe drain on TC.
- Halved the speed of landcombat & air v land bombs.
- Average speed of fleets now modify closing speed in naval combats.
- Tweaked weathercode for battlescenarios to make sure weather patterns are started in the active map.
- Winters are now longer.
- Anyone with a guarantee will get +1 on interventionism whenever anyone else declares war on it, if on the same continent.
- Creating a puppet nolonger gives it a large part of your manpower.
- Isolationists that can not ally with anyone can neither guarantee another nations independence.
- Dissent now affects IC.
- Tweaked effects from strategic bombing missions.
- Increased strategic attack of SBs, TACs, Flying bombs and rockets significantly.
- Decreased cost of rockets and bombs siginifcantly.
- Decreased visibility of submarines.
- Tweaked up effect of submarines versus convoys.
- Moved 5 org from Elastic Defence & Spearhead and added them to Fire Brigade & Spearhead HQs.
- Autoconvoy creation now takes blocked seazones into account if possible.
- Experience is now applied in bombruns as well.
- Infra is now damaged when a province is taken over.
- Increase the range of transports to 3000.
- A unit out of supply can no longer strat-redeploy.
- Units loaded on ships will now clear their orders properly whenever the ship moves.
- Airunits now fight with lesser effectivity if they lack supplies.
- No missions are valid except for rebase for an airunit without oil.
- You can only trade provinces between allies now.
- 0 infra provinces surrounded by only enemy territory with any infra now automatically change control to the enemies.
- Carriers doing port-strike are now slightly less lethal.
- Tactical bombers are now slightly more lethal.
- Reduced IC from non-national even further.
- It is no longer a linear return on bombing infrastructure. The less there is left the less can be damaged now.
- Rebasing now works with multiple airunits selected.
- Newly built units can now only be deployed in owned provinces (on the same continent as the capital).
- Conquering territory out from a puppets territory will now give the occupation to the puppetmaster if the puppetmaster is conquering.
- Puppetstatus now override ai-prefs for ignores in tech/resource trades.
- Provinceimprovements in progress are now cancelled when a province becomes occupied.
- Units now only go to pool when owners change if they are enemies with the new owners.
- Techteams are now properly removed at the end of a project if they are no longer active.
- Rockets can no longer rebase, but instead they can be strategically redeployed.
- Units retreating to something that is cut-off should no longer automatically be deleted if they got at least 50% of their maximum org.
- Neutrals can no longer spot other neutral ships automatically at sea.
- Its no longer possible to attack, then break off the attack after 1 hour and attack again.
- There is now a 5% dissent hit for cancelling a non-agression pact.
- Units in enemy territory when peace is signed is now strat-redeployed back to the capital (using civilian ships if needed.)
- Relations no longer drop if an alliance partner or puppet/master cancels an agreement between them.
== AI Improvements ==
- Worked alot on the front AI to teach it to evaluate attack and defend odds better, also improved its
- Improved the AI's evaluation of when to break off attacks.
- Improved the AI's understanding of establishing reserves.
- AI now tries to group motorized infantry with mechs and armor if possible.
- The AI now synchronizes attacks smarter.
- Now the front AI reacts quicker to the players and other nations actions.
- Air AI taskforce composition has been improved.
- Air AI is now better att evaluating when to evacuate bases.
- Wolfpack AI now spreads out attacks more.
- Convoy AI now adapts better to hostilities, and also attempts to bring home stockpiles more efficiently.
- Improved the cooperation between AIR and Naval AI.
- The AI is now a lot smarter about using its serial runs.
- Improved the AI for researching technologies.
- Pathfing AI is now much smarter and tries to avoid danger if possible.
- The AI for accpeting nations asking to join their alliance was rewritten.
- Diplomatic AI now cancels non-agression pacts in attempts to honor guarantees, and is also more likely to honor guarantees they have given.
- Loads and loads more of AI code and scripts written for various cases of when circumstances change.
== Modding Support ==
- A lot more factors have been exported to the db\misc.txt file, so that modders can tweak.
- Enchanced the scripting capabilites for the AI, see the docs/ai_file_doc.txt for details.
- Fixed a few problems with eventcommands that manipulate the weather.
== Multiplayer Specific ==
- Added a little indicator to show who has not yet pressed "startgame" in the chat listing.
- Added support for up to 20 different countries in the lobby now.
- Fixed a problem with people timing out in the lobby.
== Bugfixes ==
- Ships are now properly flagged as retreating when they are given the order even while moving.
- Oil status is now properly reset for ships in port.
- Ships will no longer target subs if they lack subattack.
- Bases constructed from events now always arrive, even if target country lacks the tech.
- Ships will no longer have the target indicator in the interface if too disorganised to shoot.
- Fixed a problem with asking to join alliance led by a player.
- Fixed a miscalculation to determine valid distance in a navalcombat.
- Fixed so terrain names are properly localised as well.
- Fixed the inversed gearing bonus. Its now capped at 35% bonus.
- Fixed a major problem with the weather system which left loads of "static weather blocks" all over the map.
- Weather is now cleared properly when a scenario is restarted.
- Fixed a problem which caused airplanes to hover indefinitely retreating.
- Fixed a major problem with allied area for supply checking not working if there are oilpools around.
- Time should now be cleared entirely between scenarios.
- Fixed a bug where oil was not shipped home from areas if auto convoy options where not on.
- Fixed a problem with the Warsaw Uprising and the Soviet support option not working.
- Fixed the "dissappearing plane" bug.
- Fixed a problem with being out supply when a supplydepot lacked oil.
- Fixed the case where developments from aborted serial runs did not get a name shown.
- Fixed a problem with convoys not being displayed properly if blocked.
== Events ==
- New Eventseries:
* "Soviet-Romanian War" (over Bessarabia with a limited peace offer)
* "Lin Sen" (death event)
* "Alternative US Elections" (if US is Paternal Authocratic)
* "Democracy Defended" (Republican boost if Franco get no foreign help)
* "Great War Demonstration" (might happen if GER doesn't occupy Rhineland)
* "Independent Croatia" (Croatia become German puppet)
* "Germany Surrender" (if the Soviets can take a bath in the Eng Channel)
- Modified triggers for the following events:
* "The Undeclared War"
* "US Lend-Lease Events"
* "Oil Embargo against Japan"
* "Vichy France"
* "Marco Polo Bridge"
* "Molotov-Ribbentrop Pact"
* "Bitter Peace"
* "Destroyers for bases"
* "Denmark folds"
* "US Elections"
* "Jose Antonio"
* "Victory events for Coral Sea"
* "Victory events for Desert Fox"
* "Vichy leader defection"
* "Hess' flight to Scotland"
* "US Gearing Up events"
- Modified effects in the following events:
* "Destroyers for bases" (USA get access to UK)
* "Lean on Siam"/"Pressure on Siam" (many effects in all events in the serie)
* "ROM/HUN switches side" (will ally the USSR)
* "Bitter Peace-2nd Version" (seccedes Romanian provinces)
* "Spanish Civil War" (supply costs decreased)
* "Wilkie"
* "US Lendlease to USSR"
* "Creation of Vichy"
* "Treaty of Munich/End of Czech"
* "Warsaw Uprising"
- New event commands:
* new trigger "attack" which lets the event check if the country is attacked by another given country.
* command reformulated to allow partisan-controlled provinces to secede.
== Scenario Setup ==
- Modifications to the 1936 campaign
* Switched Manchurian for Korean provinces as nationals for Japan.
* Added missing static anti-air guns in Southern Part of Maginot line for France.
* Decreased Manchurian supply at start from 10000 to 100.
* Added Southern Sakhalin as nationalprovinces for Japan.
* US force at Philippines is now locked in position.
* Added some Australian bases.
* Modifications to Communist and Nationalist unit setups.
* Added Home defense units to the UK and removed all the extra IC.
* Lowered Italian belligerence to 0.
- Modifications to the 1939 campaign
* Switched Manchurian for Korean provinces as nationals for Japan.
* Removed Italian navalbase from inland Turin.
* Added missing static anti-air guns in Southern Part of Maginot line for France.
* Communist China is now allied with Nationalist China.
* US force at Philippines is now locked in position.
* Added some Australian bases.
* Added an airbase for Nationalist China.
* Switched a province from Siam to France.
- Modifications to the 1941 campaign
* Switched Manchurian for Korean provinces as nationals for Japan.
* Communist China is now allied with Nationalist China.
* Switched ownership of a few provinces between Japan and Nationalist China.
* Added Southern Sakhalin as nationalprovinces for Japan.
* Added some Australian bases.
* Modifications to German unit names.
* Moved a Turkish unit from Tblisi to Turkish territory.
- Modifications to the 1944 campaign
* Switched Manchurian for Korean provinces as nationals for Japan.
* Switched ownership of a few provinces between Japan and Nationalist China.
* Modifications to German unit names.
* Moved some German V-rockets from Ghent to Lille, and gave Lille an airbase for them.
* Three provinces added as nationalprovinces for Siam.
- Modifications to Ardennes:
* Modifications to event triggers, dates and effects.
* Tweaked down the offmap supplies/oil to make the supply events more useful.
* Removed static weather, snowstorms will now come and go in the scenario.
* Modifications to German unit names.
* Added a supplypool in Dunkirk and added a German technology.
* Added offensives to many German units.
* Reduced allied oil/supply pool significantly and doubled effect of oil/supply events.
* Changed many artillery brigades to self-propelled artillery.
- Modifications to D-Day:
* Two GER divs will be activated properly in D-Day.
* Panzer Reserve is unlocked if Allies launches Operation Dragoon.
- Terrain Modifications:
* Rearranged some areas in Far East Russia.
* Added two Chinese beaches.
* Modifications to climate for seazones, lakes and provinces.
* Modifications to terrain for provinces.
* Åmål no longer has a port nor a beach.
- Added river connections
* Lille - Mons
* Amsterdam - Leeuwarden
- Modifications to setup technologies
* Added Adv Machine Tools to British setup in GC41.
* Added Air Superiority Doctrine to Nationalist Chinese setup in GC36, GC39 and GC41.
* Added Mobility Focus doctrine to Nationalist Chinese setup in GC39.
* Communist China can now dig-in in GC36.
* Removed the two oil refinery techs from, and added Basic Naval Bomber to the USA in GC36.
* Added air superiority doctrine to Yugoslavia in GC36 and GC39, and to Bulgaria in GC39.
* Modified Finnish land techs in GC39,GC41 and GC44.
- Modifications to Ministers and Leaders.
* RSI now defaults to Fascist state ideology.
* Sweden starts with a Socialdemocratic government in GC36.
* Added Dutch, New Zeelander and Australian leaders to Southern Conquest scenario.
* Modified traits for a number of leaders.
* California,Texas, and Scotland will be fascist if the are released.
* Added US Ministers.
* British land leader "Bourne of Atherstone" should now be Commando + Logistics Wizard.
* Changed death date for a German leader/tech team used by Germany and Nationalist China.
[[Category:Technical_Issues]]
1973b2fcb2df6a76c5095a485a25a4729610b026
HOI2 Patch1.2
0
483
798
797
2017-03-18T11:51:24Z
Meneth
2
1 revision imported: Import from HoI2 Wiki
wikitext
text/x-wiki
{{RFD}}
{{needwiki}}
{{HOI2 Patch}}
== New Features ==
* Implemented a new battlescenario for the 'Fall Blau' campaign.
* Added a new campaign, starting in 1938 before the Munich agreement.
* Added a large amount of more pictures to the game.
* Added ministers, leaders & techteams to almost every nation.
== Interface Enhancements ==
=== Enhanced Interface ===
* Shift & ctrl-clicking now works fine on the negotiation screen as well.
* Shift & ctrl-clicking now works fine on the production sliders as well.
* You now get the option to "select" the unit of a leader that has just died.
=== Increased Information ===
* You can now always see what your allies and puppets are researching when clicking on one of their provinces.
* It is now possible to see chances of couping, inviting to alliances and other such thing in the interface.
* The current gearing bonus and max is now shown as a tooltip of a production run.
* Added some fun little tooltips to the country-listing on the diplomatic screen.
* Clarified the merge tooltip for airunits.
* Added a screens/capitals tooltip to the naval unit selected interface.
* Game now keeps tracks of which nations aircrafts have sunk a certain ship.
* Separated the invasion beach penalty and the invasion stacking limit tooltip.
* You can now see available and base IC of another nation.
* You can now see brigades at the combat details screen.
* Double-difficulty is now shown on tech-projects.
* Divisions in strategic-redeploy now show up in the ledger screens.
* You can now only see radar, rocket and nuclear sites in provinces that are not covered by FoW.
* Changed the order of ships to be in the same order in tooltips and the ledger as when they are selected.
=== Cheats===
* Added a "viewtech" cheatcode.
* Changed some cheatcodes "rubber"->"rare", "robespierre"->"freedom", "neville"->"acceptall"
== Gameplay Balancing ==
=== Diplomatic ===
* Removed the hard-coded end of the game whenever two major alliances are gone.
* The peacetime alliance leader is now always the alliance leader in a war, no matter who is attacked.
* Ideology now affects trade-agreements/negotiations a bit more.
* Favored stats now affects negotiations the same as trade agreements.
* The probability to influence another nations sliders affects BASE ic instead of current modified one now.
* Puppets will now leave their alliances if their master does automatically.
* All on the attacking side should now get belligerence according when they declare war.
* A puppet now have exactly the same beliggerence as its master.
* Relations now affect trade-agreements much more.
=== Common Military===
* Only leaders actually in combat or getting bombed will now have a chance to die.
* Air and naval units now take 1% of regular fuel consumption when at bases and port to simulate practices and maintenance.
* Autopromoted leaders no longer lose skill.
* Tweaked org loss from lack of supplies.
=== Land===
* Units will no longer auto-redeploy out of territory you just puppeted.
* Airplanes over neutrally-occupied territory will no longer automatically redeploy back to capital.
* A division after finishing a naval transport, arrives with 1/2 its organization.
* An unloading unit can no longer move out that province immediately. They get the same delay as from an attack.
* Removed the duplicate penalty on fuel-based units in bad terrain.
* Tweaked landcombat to be slightly slower now.
* Digged-in units now take a LOT less damage from ground-attacks.
* Only landunits get affected by HQ's for ESE purposes now.
* Engineer leader trait now gives 20% when crossing a river instead of 30%.
* Limited the synching option for attacks scheduled to start later as that is not supported.
* Manpower lost through attrition now trickles back in same ratio as manpower lost to combat.
* Fuelcosts for offensives are now the same, no longer depending on the unit moving or not.
=== Naval===
* Navalcombat now have a minimum length of 4 hours again.
* Ships now only repair in navalbases.
* Navalunits more likely to retreat towards navalbases now.
* Changed default from 20% to 50% for stop for naval-missions.
* It is now possible to give flee orders to ships out of range.
* Reduced a probability for submarines to evade being hit if out of range in a navalcombat.
=== Air===
* Tweaked airplane targettting code in bombing missions, more likely to focus damage now.
* Changed default from 20% to 50% for stop for air-missions.
=== Economical===
* Peacetime modifier now affects resource gain.
* Moved around some minister modifiers for Chief of Air.
* Reinforcements now only use fractions of IC if they only need a fraction.
* The Professional Army slider now affects upgrade cost. Drafted armies cost alot more to upgrade now.
* Upgrade IC needed is now reduced immediately the day a unit has finished upgrading.
* Reinforcement IC needed is now reduced immediately the day a unit has finished reinforcing.
* Techteams lost cause of losing territory can now be used for other things and are not permanently stuck.
* Tweaked the techresearch formula to allow greater impacts from research modifiers.
* Researchcosts are now always recalculated immediately whenever a team is changed or a project started.
* Increased effect from energy to oil conversion.
* Conversion cap for oil-conversion can now be above 100% and still use all IC.
* Fixed a loophole that allowed you to exploit a 0-supplies production.
=== Convoys===
* Fleets on convoy raiding missions will no longer join other combats unless spotted.
* Convoys are now automatically rerouted when attacked.
* Changed the huge ASW spotting bonus on convoy raiders to only be when a raider has spotted a convoy.. Not when they had TRIED to spot a convoy.
* Increased likelihood of submarines spotting convoys by 20%.
* Slightly reduced the chance to detect convoy raiders immedialtely after hitting.
* Trade Efficiency attempts to go through allies over land if possible now.
* Revise TA efficiency calculations to focus more on blockades than actual wartime status.
* Convoy raiders are now much better at escaping from ASW'ers the bigger the ASW'er's TF is compared to the convoyraiders.
* Convoy paths are now reset if path is no longer accessible.
* Technology & Units.
* Rebalanced all techteams to create more choices.
* For consistency reasons Basic Cav is now a prereq for researching SM Cav
* Changed historical dates for certain naval secret weapons.
* Upgraded Armored-Cars a tad bit.
* Imp SP Art now scraps Early SP Art not Light Tank
* Added missing fuelconsumption to Armored Cavalry model
* Fixed problem that surface defense values had been switched between NAV and STR.
== AI Improvements ==
=== Misc===
* Added more AI files for various countries and situations, including quite a bit more reactive systems.
* Improved AI's management of leaders.
=== Diplomatic AI===
* AI embargo settings now pretty much makes them demand a 20-1 cost for trading with you if you are on their embargo list.
* Improved AI for trade-agreement negotiations.
* AI is now more acceptable to giving blueprints to its allies when asked.
* Vichy will now become non-neutral if somone attacks them.
* Sweden is now much more neutral, and that only changes if they get involved in the winter war.
* A large set of AI files and events now kick in if Soviets are the agressors instead of the Germans.
* Revised Chinese theater diplomatic preferences-AI.
* Rewrote AI logics of determening to go to war with a puppet to use evaluation for a puppets master instead of the puppet itself.
* The USA, UK and France will be less interventionistic once Germany surrenders.
* Improved trade preferences.
* Revised neutrality ratings for several european nations.
* Added more AI-logics for when to send expeditionary forces to help other AI's when in the same war.
* Japan learned that declaring wars directly on Philippines is a bad idea.
* Germany may now dislike potential enemies with fleets in the baltic.
=== Construction AI===
* Recoded logics for supply-sliders to estimate need better.
* The AI learned to not build bigger than max-batches of a building type.
* AI will no longer consider to build AA in a province with 10 aa already.
* Revised every AI preference for which brigades to build
* Improved port-building AI.
* Improved general building AI priorities severely for most nations.
* Improved the absolute buildscheme to work more as desired by scripters.
=== Land AI===
-Severe tweaks of the german/soviet land AI for the eastern-front war, with enhanced ai files and switches. Germany will avoid going on offensives in winter, while soviet tries to stall during german spring offensives the first years. There are also soviet counter offensives.
* Soviet will protect the following cities more if the front hits them Leningrad, Kiev, Dnepropetrovsk, Stalingrad, Kharkov, Bryansk, Vladivostock, Murmansk, Sevastopool, Rostov, Smolensk, Moscow and Kursk
* ALL Front AI Terrain and Weather modifier changed to 1.0 (AI Pulls it from the terrain itself to calculate exact odds making them obsolete).
* Front odds-calculations now take proper values for rivers into account.
* Improved AI's handling of determening whether a unit goes to garrison or front duty.
* Helped the front odds evaluation AI to understand that a unit with ONE bad division is not an entirely crappy army.
* Improved the management of the Maginot line for French and German AI's.
* Both Japan and the Chinese nations have had lots of improvements to their AI's in their main war.
* Improved AI's handling of garrisons.
* Lots of tweaks to all combat sections of the AI's.
=== Naval AI===
* The AI learned how to move fleets out of occupied ports even when at peace
* Japan now attemps invasions at longer distances if possible.
* Improved US D-day Ai.
* UK may attack Norway if Germany does not garrison it.
* GER Sealion AI should now be better at launching invasions into England.
* Enhanced UK's targetting for invasions to adopt to various postures better.
* Tweaked invasion staging and targetting algoritms.
=== Research AI===
* Commonwealth nations will no longer focus on advanced research for special forces, improving the quality of the forces they use.
* Originally landlocked nations will no longer spend anything on researching naval technologies.
* Tweaked almost every nations technology research preferences.
==Modding Support ==
* Fixed a mod-dir bug with saving games.
* Added an event-command to change the offmap IC. 'free_ic'.
* Expanded the divison-type triggers to allow this syntax as well.
[div type] = { country = TAG value = X } # country TAG has X or more of that type of division
* Expanded the technology trigger to allow this syntax as well.
technology = { country = TAG value = x } # True if a certain tech is known by the given country.
* Implemented support for model-based sprites.
* Enabled the wakeleader command.
* Added a system for scripted trade-deals that will not be cancelled if both nations are AI and not at war with each other.
== Multiplayer Specific ==
* Expanded checksum checks to make sure more files are properly synced.
* Revised logics for checksum on files for MP.
* Password for vnet games are no longer case-sensitive.
* Fixed a multiplayer sync problem with trade agreements and non-agression pacts.
* The (!) indicator now works for clients as well.
* Fixed a few bugs with the network protocol and joining the game.
== Bugfixes ==
* All currently reported crashbugs have been tracked down and fixed.
* Fixed a problem where serial production in provinces get all deployed at once.
* Dormant divisions under military control are no longer automatically deployed.
* Nukes are now properly saved.
* Amphibious assaults will now cancel properly when the attackers retreat.
* Militarycontrol is now cleared when you leave an alliance.
* Fixed a major miscalculation when using multiple stacks to amphibious assault.
* Fixed a problem with organisation being set to 0 when in occuppied territory and a new war is declared.
* Fixed a problem which created multiple wars between the same nations.
* Fixed a problem where leaving alliance and joining another would make a country return all occupied territories.
* Fractional changes to unit buildcosts from techs now actually work.
* Fixed a few problems with the offmap production stuff in non-battlescenarios.
* Fixed a fun problem which made it possible to have a ship at multiple places.
* Fixed a problem where strategically redeploying expeditionary forces lost track of who they belonged to.
* Allied player nations in minor alliances will no longer auto-refuse when asked to another alliance in MP.
* Fixed the sync of arrival estimation when having a garrison unit selected as well.
* Infra is now also hurt when taking over provinces with less than 100 infra.
* Fixed the fun little exploit-loophole with convoys and puppets.
* Fixed some reported speling errorrs and badd enlighs.
* Fixed some calculation errors in the tooltips for effects on IC.
* Fixed a mismatch in display of series end of a serial production due to low precision of floats.
* Fixed a "*100" display error in reinforcement tooltips.
* Fixed a calculation display error on manpower needed for reinforcement.
* Fixed a mismatch on manpower needs for reinforcements.
* Fixed a disrepancy between detect count on map and in tooltip.
* Correct modelnumber is now shown in statistics for brigades.
* Fixed a broken connection in Siberia.
* Fixed some seazone coordinate definitions in the Pacific.
* Fuel-consuming units like armoured divisions no longer suffer from such severe movement penalties in badlands like the desert. They will now outpace infantry in such terrain and so can more effectively be used for deep thrusts, flanking moves and encirclements. To help fuel these units, the effectiveness of the oil conversion technologies has been improved so that the output of converted oil increases as the technology is developed.
== Events ==
* Fixed missed ai chance for the USSR claim Bessarabia event
* Fixed a few date errors in the GPW events.
* USSR now leaves the Comintern in case of the Unholy Alliance so that it doesn't get reverted back to Comintern after reload
* Fixed minister bug in event that installs Tiso in Slovakia
* Fixed two missing SOV prov that should go to JAP and one FIN prov in the Bitter Peace event.
* Failure to assassinate Hitler event now sleep Franz Halder
* Fixed UK Defense Lobby in all GCs and for two important events
* Fixed event error which made CRO become a puppet of itself.
* Revised Fall of England event and added some US interventionism events.
* The DDs for bases event tweaked
* The DDs for bases event now give Britain some DDs
* Added triggers to Soviet Moving of Industry events
* US Lend-lease to UK events have been modified so that German occupation of parts of Britain does not benefit Germany.
* Made some tweaks to SCW events
* Changed a wrong command in the Treaty of Munich event
* The Guarantee of Polish Independance will not trigger anymore if Germany does not exist or if POL is at war with (potential) Allies
* Added a logical trigger to the BEL & HOL capital move events
* Corrected two province ID triggers in the "Hess flees to UK" event
* Event for West Germany added to grant good relations and access to the Western Powers.
* Vichy events should make Marseilles Vichy owned correctly and GER will now guarentee VIC
* Removed HUN,ROM,FIN from the event creating SOV satellites.
* Fixed trigger problems regarding JAP involvement in Bitter Peace events
* Fixed wrong ids in triggers for US event Oil Embargo against Japan
* Japanese surprise is now doubled in duration
* Implemented two events to simulate the peace between China and Guangxi
* Removed two commands from japanese_fascist event
* Operation Zet will no longer occur if Soviet and China is at war
* Province Chiang Rai is now correctly ceded in the Japanese Pressure on Siam events
* The extra USA IC in the Gearing Up event series is now properly added to a USA province, not an Asian one
* Fixed US Defense Lobby in all GCs and for five important events
* The dissent (-5) effect in US Election events has been changed to dissent (-2) effect.
* US will not get Greenland/Iceland if allied with GER or SOV
* Fixed Vice-President posistion in FDR dies event
* Removed a double command from USA "Gearing up for War"
* USA "Gearing up for War" event choice b no longer sleeps later "Gearing up for War" events
* Removed a bunch of deathdates from leaders and exported them to random death events.
* Revised, removed and edited some death events.
* New election events for minor and major countries
* New Reactive AI files
== Scenario Setup ==
=== General===
* Made a complete revision of the possible revolters database.
* Added event-files for revolters that gives some off-map resources & IC to revolter nations.
* Added single-supply depots on US islands in all scenarios.
* Corrected several unitnames that was wrong in various databases.
* Added missing prerequisite techs in several battlescenarios.
* Corrected CSA country colour.
* Fixed CAN,AST,NZL,SAF Defense Lobby in all GCs
* Corrected the land tech inconsistencies between YUG setups GC36 and GC39
* Japanese resource deals are now set to non-cancel in 36/38/39/41.
* The Liberian DD unit have been removed from GC36,GC39,GC41, and GC44.
* Added a missing period in the Liberian Description Text.
* Adjustment to CAG Costs in Build Queues for all GCs
* Changed national provinces for CSX in GC36,C39,GC41
* Tweaked Portuguese Convoy Pool in GC39 and GC44
* Changed Professional Army bar for SOV in all GCs.
* Changed BEL and HOL defense_lobby and interventionism sliders to more realistic levels in 36-39-41-44 (38 left to Hort)
* Upgraded TUR and EIR when come to ICs and resources
* Implemented the new setup and event series for Soviet military weaknesses before early 40's.
* Italian Land Doctrine Path changed in all scenarios
* Corrected missed techs in GC39, GC41
* Purged Soviet generals are now dormant in all scenarios from 1938 on, same for French Vichy-ists after 1940
* Fixed tech inconsistencies for Yugoslavia in GC36 & GC39.
* Fixed escort/convoy inconsistencies for Turkey in GC39 & GC44.
* Soerabaia not Batavia is the largest NEI naval base in all relevant scenarios.
* Added a few new ministers to a number of countries
=== Areas===
* There are now two seperate Georgia areas
* Attu Island is now considered a US national province in all GCs.
* Fixed Santa Fe VP issue for all GCs
* Turned Bahia Blanca into a major Argentine naval base in GC36,GC39,GC41,GC44, and Platinean War.
=== Terrains===
* Moved glasgow port to the correct seazone.
* Gave Kiska (Alaska) Hills terrain
* Province 2357 changed to subtropical
=== Manpower===
* There is no longer any manpower in the Dutch East Indies to simulate the incapability of recruitment there for the Dutch.
* Toned down the provincial MP for capital provinces of Bhutan, Nepal,Yemen, and Oman.
* Yemens manpower has been cut down to reasonable figures in all GCs.
* Removed a bunch of US manpower from their 1936/1939/1941 pool and added it to events (gearing up, undeclared war, ...)
=== Connections===
* Removed a land-connection between japan and soviet.
* The connection between Copenhagen and Lübeck is now a river.
=== Resources===
* Added some Rare ressources to Germany and Italy.
=== Misc.===
* Brazil now have Great War Cavalry tech in Platinean War scenario
* Modifications done to the tech setups of 15 battlescenarios
=== 1936:===
* UK starting MP in GC36 toned down considerable. Manpower is added with the gearing up event.
* Removed two CHC national provinces in GC36
* Removed two naval divisioons for Guangxi Clique (CGX) in GC 36.
* Changed Australian Naval Bomber to tactical bomber in GC36, also removed nav bomber tech.
* France more isolationist in GC36
* Changed the name of a Austrian HQ div in GC36.
* Removed redundant German convoy from GC36
* More corrections to Aussie bomber unit in GC36.
* Toned down the starting MP for CAN,AST,SAF,IRQ in GC36.
* Fixed air-missions for China and Italy in 36.
* Made two leaders dormant for CHI in GC36.
* Revised Chinese OOB setup to strengthen warlords, and weaken central authority.
* Fixed all 0 relations to 1 relations to init properly.
* Fixed spelling errors in Italian shipnames in GC36/GC39.
=== 1939:===
* Changed the finish date form dec40 to dec39 for the GER Para in dev pool in GC39
* Added Imp Nav Bomber (4200) and removed a navbomber from devpool for GER in GC39
* Removed doublebooked Swedish cruiser in GC39.
* Changed model on a stray escort fighter for Germany in GC39
* Removed Early Airborne (1070) from ENG 1939
* Fixed error with Kuwait belonging to Saudi-arabia in GC39.
=== 1941:===
* Tweaks to Swedish navy in GC41
* Modified SOV/GER national provinces in GC41
* Fixed a scripterror in Swedish OOB in GC41
=== 1944:===
* 1944 USA Armaments Minister is now correctly Henry Morgenthau
* USA in GC44 got may of their illegal artillery brigades upgraded to sp_artillery.
* Tech setup correction in GC44
* Changes to Japanese Secret Weapons in GC44
* Changes made to US Nuclear Program in GC44
* Corrected a Brazilian unit in Italy in GC44
* V1/V2 Pool for Germany tweaked in GC44
'''Special Note: The minister research bonus was not implemented with this patch.'''
[[Category:Technical Issues]]
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{{HOI2 Patch}}
== Gameplay Balancing==
; Diplomatic
# Coups now have a much bigger chance to actually succeed.
# Now a puppet can't invite his master to an alliance.
# Now you will get a dissent hit when liberating a puppet.
# You now recieve a boost of 2 steps on interventonism instead of 1 whenever someone atacks someone you guarantee.
; Common Military
# Larger nations in the same alliance will now take control over provinces as they invade allies occupied overseas territories, to maintain coherent supplied fronts.
# Fixed so that when you liberate a province occupied by your enemy, while you not have access with the original owner, then you take control over it directly.
# Fixed a loophole that allowed someone to immediately deploy divisions that are in delayed strat-redeploy.
# Rebalanced settings for partisans and transport capacity.
# Whenever a new model is researched, the older models are automatically scrapped, this is of course not valid for fleets.
# Minister research modifiers for technology is now applied.
# Its no longer possible to scout radar/rocket/nuke sites by just clicking on an enemy province.
; Land
# Due to fun exploits units in strat redeployment are now deployed back to where they came from if possible, or the closest controlled province from that position. These units also drop out to the closest possible place as soon as the target is overrun.
# Brigades can now be assigned to units in provinces that have the same owner as the owner of the unit.
# The chance for a Encirclement or Breakthrough will now be happen 10% more often for every 1 km/h over 3 km/h. There is a cap on 40%.
# Units retreating to enemy-controlled territory with enemy units in both target and source province will now be eliminated.
# Reduced the toughness of more advanced infantry models somewhat.
# Raised the toughness values of the earlier MOT divisions to generally be 2 points above their equivalent regular INF counterparts.
# Softness of MOT & MEC divisions now decreases when models get more advanced.
# Doubled the movement & attack penalties in frozen & mud conditions.
# Supply & fuel usage of brigades is now 40% of the old values.
# Heavy Armor and Super Heavy Armor brigades are now allowed to be attached to INF (if you're stupid enough :p)
# Manpower requirement for Mountaineers and Marines changed from 10 to 15, like Paras already had (-> elite troops)
# Buildtime for Mountaineers, Marines and Paratroopers increased by 30 days
# Tech difficulty of Mountaineer, Marines and Paratrooper techs increased by 1 (5 to 6)
# Edited the Engineer brigade as follows: MP need from 2.0 to 2.5, lowered their speed bonus from 1 to 0.5 and added a small fuelconsumption of 0.2 to them. This keeps them a very strong brigade but less of a no-brainer.
# Edited the tech tree of mtn, par & mar a bit and fixed a bug there
# Lowered the MP requirement for garrisons
; Naval
# Made a full overhaul of CV & CAG balance.
# Tweaked the CL subattack values to 1-1-2-2-3-4 in that order of appearance
# Tweaked the DD ranges to be the same as the various CL ranges
# Fixed a bug in the range for Nuclear Battlecruisers
# Lowered air defence of submarines somewhat
# Lowered speed for 36 & 39 infantry by one point (5->4).
# Research difficulty of legged division types raised by 1 across the board.
# Research difficulty for most brigades dropped by 2 across the board.
; Air
# Only airunits on air-superiority mission will now attempt to engage other airunits in the same province.
# Increased effect from interdiction by 66%.
# Starting efficiency of AA is now 10%.
# Reduced the effcts of Static AA improvements
# Rewrote targeting algoritms for ground attack and interdiction, to focus on combats as much as possible.
# Air battle XP gain lowered from 2.25 to 2
# Reduced the cost of transport_planes a tiny bit.
# Lowered the naval attack ratings of naval bombers by 3 for each model.
# Gave CAS the same naval attack value as their equivalent naval bomber models, with a correction of -2. So if a NAV has a NA of 9, the equivalent CAS has 7.
# Gave TAC a +2 boost to their strategic attack rating.
# Raised the cost for flying bombs and flying rockets (2 IC for bomb, 3 for the first two rockets, 4 for the ICBM)
# Tweaked the starting efficiency of AA batteries downward, their efficiency now increases exponentially when more advanced AA batteries become available.
# Raised Soft and Hard Attack values on CAS by 2,2,3,3 over the various levels. CAS gets an additional 1 point in Hard Attack at Improved and Advanced models.
# Naval stacking penalty is now applied properly versus air-units bombing them as well.
; Economical
# A puppet now has a max-pool of 1000 instead of 100 in resources.
# Now it is possible to build coastal fort, land fort, anti air, infrastructure, airbase, naval base, radar station, nuclear reactor, rocket test site, and factory in occupied territories.
# Tweaked a lot of techteams, leaders & ministers.
# Lowered cost of Radar Stations from 3 to 2
== Interface Enhancements ==
# Interface: Armies are now sorted by division type.
# Current capital is now shown on the capital button in a province instead of 'set capital'.
# Added amounts to tooltips for metal energy etc in province list.
== AI Improvements ==
; Misc
# Rewrote trade AI to look at last 30 days of income instead of current situation only.
# The AI will no longer attempt to retreat if under military control.
# Added preferred doctrines to lots of different countries.
# All countries had infantry techs added to prefered research list
; Construction AI
# Added some inertia to the AI's slider management.
# Improved the ai building logics, fixing several bugs which caused it to ignore preferences set in scripts.
# Rewrote some aspects of the "relative=no buildscheme" to make it spread even between land/naval/air depending on script.
# Improved AI to make it better at always building the latest stuff it has technology for.
; Land AI
# AI learned to analyse fortress effects on odds properly. Old scripted evals are no longer supported.
# Improved the ai troop deployment algoritms to make them use troops at more theaters if they have more.
# Improved AI reaction for garrison and reserves.
# Passivity is now ignored versus any nation controlled by a human.
# The AI learned to consider allied player-units in the combat together with it when determening if to retreat or not.
# Changed alot of global odds calculations.
# All AI Files updated to have several more front AI parms use the settings right from the exe
# Garrison AI now ignores bombers bombing the ground when considering combats it must garrison against.
; Naval AI
# AI's ASW units will no longer move into areas where they are scripted to ignore.
# Rewrote AI fleet composition logics to use carriers almost exclusively in battle fleets instead of in small ASW fleets.
# The AI learned to not let its transport fleets sit around on the ocean waiting.
# The Naval AI will no longer let his ASW fleets sit on the ocean waiting, when going to peace.
# Wolfpack AI are now more likely to actually go out and sink enemy shipping.
# Rewrote logics for invasion, and the AI will now actually do lots of them.
# The transportation/invasion AI now reacts a fair bit quicker.
# Fixed a problem with the transport AI that made it refuse to transport troops to some types of territories.
# All minors have naval specifc areas where their fleets will stay in.
# The AI now knows how to reinforce overseas territories it conquers from an enemy.
# Changed naval ai to concentrate it's attack fleets more.
; Air AI
# The AI now runs its air-missions at a minimum of 50% org and strength.
# Made some improvements to logics that would cause the air-AI to sleep sometimes after a rebase.
; Commonwealth AI (ENG+SAF+CAN+AST+NZL)
# ENG should do a better garrison of the UK
# ENG had his prefered ports changed slightly so its harder for GER to get to them
# ENG had a change in his Battle for Britain AI so he does not shift his troops in the UK around so much
# ENG added Glasgow to coastal fort list in 36
# ENG added SAF to his preferd trading list
# ENG builds adjusted in 1936, he will build less garrison and more destroyers
# ENG had a bug fixed in his construction AI
# ENG had a few beaches in Africa and the Middle East put on ignore for garrison purposes
# ENG had his builds adjusted slightly
# ENG had his Naval AI enhanced to ignore the pacific if Japan is at war with them and the USA
# ENG had his research prios adjusted a little
# ENG had some fixes in his Naval AI when ignoring the Med if Italy is atwar with them
# ENG has a minsiter AI
# ENG has a new Air AI that adjust to enemy fleets moving near its home country and when he invades Europe
# ENG has a new construction AI that will fluctuate with his main enemies builds
# ENG has a new Italian invasion AI
# ENG has a new naval AI (should make it harder for GER to trick him to port strike and counter with nav bombers)
# ENG Naval AI learned how to monitor his naval combat ability to fight in the med.
# ENG no longer has a target list for the admiral section
# ENG should do a better job protecting his beaches
# ENG should no longer offer white peace to Axis
# ENG will build coastal forts on most of their mainland beaches
# ENG will fortify Alexandria
# ENG will no longer build coastal forts in Gibraltar (he will build regular forts)
# ENG will put more troops in ENG than overseas while at peace in the 36GC
# ENG will rotate his naval AI if he detects USA launching D-Day and send EXP forces
# ENG will try and keep his transport fleet up
# ENG will turn his Norway invasion on and off as needed
# ENG will no longer send their fleets near the coast of Norway or Germany
# AST had his builds adjusted
# AST had his EXP force ration lowered from 0.25 to 0.15
# AST has a minister AI
# AST raised neutrality from 50 to 80
# SAF has a minister AI
# SAF raised neutrality from 50 to 80
# CAN has a minister AI
# CAN no longer has a target list for the admiral section
# CAN raised neutrality from 50 to 80
; French AI (FRA+VIC)
# FRA bug fixed were French kepted sending his fleet off Norway coast
# FRA had some beaches around the world put on ignore list
# FRA has a homeland defense AI (He will try and pull forces back to France
# FRA has a minister AI
# FRA has a new building AI that switches depending on what his main enemies are doing
# FRA no longer has a target list for the admiral section
# FRA should no longer try an invasion of Denmark while waitting for Germany to attack
# FRA will defend SPA/SPR border if ITA DOW either SPR/SPA them
# FRA will guard the Spanish border if SPR or SPA allies with GER or SOV
# FRA will ignore borders with CYN and CGX plus his overseas garrison has been adjusted
# FRA will no longer send their fleets near the coast of Norway or Germany
# VIC had adjustments made to garrison AI so he keeps most of his army in Vichy Main-
# VIC will now garrison his home country as well as overseas
; German AI (GER)
# GER AI has 3 sub patrol patern AIs which he will select one every 2 months
# GER Air AI completely re-written with new event codding. Germany will now adjust his air missions depending on circumstances in game. He will also refresh his Air AI every single month to fix the sleeping air ai bug
# GER allied with SPA/SPR he will not wait till the spring to attack FRA
# GER and ITA will replace their lost paratroopers if they have transport planes
# GER attack on YUG AI tweaked to be more aggressive
# GER DOWing of Russia enhanced: starting in July he does a daily check on how many forces he has on the front before DOW
# GER Fixed and issue where German subs where going through areas and virtually commiting suicide
# GER fixed the Stuggart empty province when attacking POL bug
# GER Garrisoning of the Baltic beaches updated with the new flag event design it will now fire as many time as need be no matter how back and forth the allies do to get access to the baltic
# GER had a bug fix in his Russian invasion buildup AI
# GER had a fix in his YUG buildup AI that would cause French beaches not to be covered
# GER had another bug fix in his buildup on the Russian front AI
# GER had another change to his minister AI
# GER had his monitoring of the Baltic for enemy ships tweeked
# GER had Lomza (486) added to his buildup for Russian invasion
# GER had some tweeks to his minister AI
# GER had the entire Baltic added to CORE list in admiral section
# GER has a new build AI
# GER has an improved Sea Lion AI
# GER Hoepner will become Chief of Staff if not atwar
# GER invading norway will concentrate his fleets better for this
# GER invasion of France AI improved a little
# GER invasion of NOR, SWE or FIN AI has been changed to now execute under certain conditions and no longer dependent on the Atmark event.
# GER invasion of Norway AI tweaked
# GER invasion of Yugoslavia will happen if Germany plans to invade Russia
# GER Jodl will become Chief of Staff if atwar with SOV
# GER Learned how to attack Poland due to an early war with France if he is planning on attacking Russia
# GER learned how to build up and invade Yugoslavia
# GER Learned how to buildup prior to his invasion of Spain
# GER learned how to change some of his ministers around for better performance
# GER Learned how to mass at the low countries before he invades (if early war starts)
# GER Minister AI changed a little due to changes in minister traits
# GER minor tweek to minister AI
# GER should no longer build Strategic Bombers
# GER should not really DOW anyone if it has been puppeted
# GER switches to a standard front AI on occasion to save supply usage (more like camp up for the winter and wait)
# GER updated for Armament minister changes
# GER Von Bock will become Chief of Army if atwar with SOV
# GER will attack YUG in February instead of March
# GER will build a few more garrison units
# GER Will build a few more transports in the 36GC early on (Help with Norway)
# GER will build less transport planes (changed to reactive AI file)
# GER will build max 2 air transports and try and always keep it at 2
# GER will build some strategic bombers
# GER will cancel Sea Lion and go after Russia if he has no transports to invade with
# GER will garrison some of the ports on the French and German coast
# GER will keep a solid presence of submarines
# GER will keep his cap at about 10 subs during peace and when atwar he will go up to 20
# GER will keep his fleets in the Atlantic, Med and Northesea area
# GER will no longer give FIN exp forces if atwar with SOV
# GER will no longer send EXP forces to anyone (this solved the ships in the channel problem and trying to go to Ethiopia)
# GER will no longer send EXP forces to FIN (was causing to many probs in Norway)
# GER will no longer send his fleet out into the Atlantic if a historical game is going on till he starts his low countries invasion
# GER will send ITA allot of troops to defend Italy under certain conditions
# GER wont DOW SOV unless he has about 4/5th the size army of the soviets or better
# GER Yugoslavia invasion AI tweaked
# GER Paratrooper Reactive events are turned back on
# Fixed GER winter war (attacking SOV) trigger events
; Italian AI (ITA)
# ITA Bug keeping 10 divisions in Ethiopia has been fixed
# ITA builds changed slightly
# ITA fixed a bug in his invasion of Greece where if he lost territory to France he would not invade Greece
# ITA had his early years garrison AI adjusted
# ITA has a build AI
# ITA has a minister AI
# ITA has a new Air AI that decides prios between Naval and Ground support
# ITA Home garrison multiplier lowered to 0.5 unless threatened
# ITA Invasion AI to switches around with Naval AI beach prios
# ITA invasion of Greece AI improved
# ITA neutrality lowered when certain conditions are met (was 95 now goes down to 50)
# ITA switching between his Russian, Greece and Homeland AIs have been improved and updated to new style so they can switch around as much as needed
# ITA will build a paratrooper(AI_Reactive.txt)
# ITA will no longer send EXP forces to GER, ROM, HUN, BUL, FIN this is to keep his nav bombers in the Med
# ITA will release more troops for combat once Greece Falls
# ITA Will research Multi Role Fighters
# ITA will tighten his homeland defenses under certain conditions
# ITA Paratrooper Reactive events are turned back on
# ITA has a new Naval AI that will shift it's forces around the Med (including subs in the Altantic)
; Japanese AI (JAP)
# JAP 36GC Build AI adjusted to build destroyers and not just ground troops
# JAP fixed a problem with backoff AI that was causing JAP to sleep a little on the front
# JAP had a bug in build prios missing 4 points in 1936 AI
# JAP had a major bug fix in his Pacific War AI that was causing him to stop after conquering PHI
# JAP had Carrier techs added to his prefer research list
# JAP had his attack on China AI improved a bit more
# JAP had his backoff AI not fire if CHI is human controlled
# JAP had minor change to his minister AI
# JAP had some changes to his build AI weights and front distribution
# JAP has a build transport AI and will always try and keep at least a level of 10 transports
# JAP has a homeland defense AI now
# JAP has a new Air AI that prios and shifts when need be
# JAP has a new construction AI that fluctuates depending on what his enemies do
# JAP has a new passive AI if he gets control of Indo-China and Siam allies with him he will be passive against CGX and CYN
# JAP has an entire new Pacific War AI that shifts prios around in the Pacific as need be
# JAP invasion of PHI AI had his Naval AI tightened up to be more focused
# JAP learned how to switch his ministers around depending on in-game circumstances
# JAP minor changes to production prios
# JAP no longer has any passitivity for most of the warlords
# JAP should loose less ground to CHI if he taks Hainan
# JAP should no longer accept white peace from Warlords
# JAP should no longer DOW the allies in 1940
# JAP should not DOW the USA if it has been puppeted
# JAP some changes to his backoff garrison AI to help with Pacific War
# JAP updated with new beaches
# JAP will adjust himself in attacking China and increase the amount of territory he wants on an anual basis if he looses territory he will go back on the attack if he is below his quota (AI vs AI only)
# JAP will always keep his fleets in the Pacific area
# JAP will have more diplomatic resistance to USA, ENG, FRA and SOV
# JAP will invade central or south China if the Chinese are not garrisoning those areas well
# JAP will monitor Chinas politics and get involved if it feels threatened
# JAP will no longer launch invasions in Chinese central area if it is AI vs AI
# JAP will use his Prince of Terror minister under certain circumstances
; Soviet Union AI (SOV)
# SOV bug where he DOWed GER for no reason fixed
# SOV does a better buildup for the Winter War
# SOV DOWing of Baltic states event broken into 3 events (one for each baltic state)
# SOV fix to garrison buildup in response to GER border buildup when trying to invade FIN
# SOV fixed a bug that caused SOV to get a quick jump on FIN
# SOV fixed a Murmansk garrison bug
# SOV had a bug fix in his new Finland AI
# SOV had a minor bug fix in his build AI
# SOV had some tweeks to his minister AI
# SOV has a new build prio AI
# SOV is more intelligent with his builds if GER is human controled
# SOV learned how to counter attack the Fins if they advance while at war with Germany
# SOV learned how to monitor their border with German (if historical) and to try and match buildup
# SOV learned how to use his ministers
# SOV should no longer charge into ROM when GER DOWs them
# SOV should not cave into demands very easily
# SOV Upgrade cap to 0.15 whilte at war
# SOV Upgrade cap to 0.25 while at peace
# SOV will concentrate more on upgrading of units while at peace
# SOV will load a handicap AI against GER to give them a chance on invasion
# SOV will now monitor GER aggression against the Baltics and Turkey
# SOV will now react to an aggressive Germany better he may push into the baltics and poland early to get to Germany
# SOV will take advantage of the 36GC and mass build IC
# Fixed SOV winter war (being attacked by GER) trigger events
; United Staes AI (USA)
# USA DDay AI Greatly inproved
# USA DDay AI will reload if he gets pushed out of France
# USA had a bug fix to his invade UK AI
# USA had a bug fixed in his construction AI
# USA had Carrier techs added to his prefer research list
# USA had more changes done to his DDay
# USA has a homeland defense AI were he will mass build ground forces to defend the USA. This is a new AI flag event design that will fire no matter how many times you invade the USA.
# USA has a minister AI
# USA has a much more complicated Embargo AI against ITA, GER and JAP
# USA has a new construction AI that will fluctuate with his main enemies builds
# USA has a new Italian invasion AI
# USA may invade the UK if it is taken over by an enemy
# USA may invade the UK if they are atwar
# USA should no longer offer white peace to Axis
# USA will take advantage of the 36GC and mass build IC
# USA will try and keep his transport fleet up
; European Minors AI
# AUS raised neutrality from 30 to 90
# BEL has a DDay AI
# BUL has a minister AI
# BUL will send EXP forces to Germany
# FIN had some bug fixes to various AI events
# FIN has a minister AI
# FIN has a new Winter War AI (not so aggressive) he tries to protect his home country mainly
# FIN raised neutrality from 30 to 70
# FIN will no longer auto join a German AI if he has hardly any army left from the winter war
# GRE raised neutrality from 80 to 90
# HOL has a DDay AI
# HOL has a much more complicated Embargo AI against ITA, GER and JAP
# HUN has a minister AI
# HUN should cover the SOV border if he goes aggressive
# HUN will go on the offensive and invade other countries if CZE caves in to his territorial demands
# HUN will go up to 95% of his forces as EXP to GER when atwar with SOV
# IRE has a minister AI
# IRE raised neutrality from 80 to 90
# NOR raised neutrality from 30 to 90
# POL will defend his entire border until he views GER as a large threat then he will switch everything against GER
# POR raised neutrality from 95 to 110
# ROM has a minister AI
# ROM will go up to 90% of his forces as EXP to GER when atwar with SOV
# ROM, BUL, HUN events for handing YUG territory to GER (AI Controlled) had a bug fix
# SLO should not cave into HUN demands so easily anymore
# SLO will no longer send EXP forces to Finland
# SPA (44 scenario) raised neutrality from 80 to 120
# SPA has a minister AI
# SPA/SPR should no longer DOW Slovakia
# SPR has a minister AI
# SPR/SPA had neutrality increased once the civil war starts
# SWE has a minister AI
# SCH has a minister AI
# TUR has a minister AI
# YUG has a minister AI
; American Minors AI
# ARG has a minister AI
# ARG raised neutrality from 80 to 95
# BOL raised neutrality from 80 to 95
# BRA has a minister AI
# CHL has a minister AI
# CHL raised neutrality from 80 to 95
# COL has a minister AI
# COL raised neutrality from 80 to 95
# COS has a minister AI
# CUB has a minister AI
# DOM has a minister AI
# ECU has a minister AI
# ECU raised neutrality from 80 to 90
# GUA has a minister AI
# HAI has a minister AI
# HON has a minister AI
# MEX has a DDay AI
# MEX has a minister AI
# MEX raised neutrality from 80 to 95
# NIC has a minister AI
# PAN has a minister AI
# VEN has a minister AI
# VEN raised neutrality from 80 to 95
# URU has a minister AI
; Asian Theatre AI
# CHC had a change to his inherit CHI event to make it harder for them to be inherited
# SIA will send 50% of his troops as EXP forces to JAP if they are allied and not atwar with ENG
# CGX had bug fixes done to his ChinaFeeder event chain
# CGX will attack JAP if he looses some home territory
# CGX will put all his forces under Chinese control for certain circumstances
# CHC fixed a bug that made CHC to aggressive
# CHC had a 120 day handicapp added against CXB and CHI
# CHC had his passitivity removed agains CHI
# CHC has a more defensive AI against JAP but will go on the attack if they loose territory or SOV DOW Japan
# CHC will leave the United front if CHI is AI controled and give military access to CHI and should not accept peace with anyone
# CHI EXP Force feeder from Warlords will adjust up and down to keep a 0.8 ratio with AI JAP or 1.2 ratio with Human JAP
# CHI fixed a problem wich caused them to be more aggressive than they should be.
# CHI had bug fixes done to his ChinaFeeder event chain
# CHI had his passitivity and handicap removed when atwar with JAP
# CHI had his passitivity removed against CHC
# CHI had some changes done to his garrison settings for war with JAP
# CHI learned how to use his ministers
# CHI will adjust himself along side with JAP in regards to territory lost quotas if he looses more than he should he will go back on the attack ferociously (AI vs AI only)
# CHI will concentrate more on upgrading units than building new ones
# CHI will launch less counter attacks against JAP (AI Controled)... CHI was wearing himself out slowly
# CXB had a bug fix to his border Garrison force shifting AI
# CXB had bug fixes done to his ChinaFeeder event chain
# CXB will now give a 0.4 exp ration in the 36GC
# CXB Will put his entire army under Chinese control under certain circumstances
# CYN had bug fixes done to his ChinaFeeder event chain
# CYN will attack JAP if he looses some home territory
# CZE resistant to claims has been raised a little
# MEN has an AI file
# MON will only release EXP forces to SOV under certain conditions
# NEP has a minister AI
# NZL has a minister AI
# SIK had bug fixes done to his ChinaFeeder event chain
# TAN will only release EXP forces to SOV under certain conditions
# Warlord events all moved out of AI_CHI.txt file into their appropriate files
# Warlords have a new EXP force feeder AI that will try and keep JAP and CHI at a 0.8 military ratio instead of sending everything in one shot
# Warlords should not longer accept white peace with JA
; Misc National AI.
# LIB has a minister AI
# PHI had his builds adjusted to build more ships
# SAL has a minister AI
# SAU has a minister AI
== Modding Support ==
# Added an 'army = X' trigger which returns true if that country has at least that many land-divisions.
# Added a 'day = x' trigger.
# Added a 'land_percentage = { country = XXX value = 1.2 }' trigger that returns true if the target has at least 120% of the number of land-divisions the desired opponent has.
# Added "manpower = X" to the free-resources field.
# Global flags now work the same way as local flags.
# Added a "free_manpower" event command.
== Bugfixes ==
# Tracked down and fixed a bug which gave fleets perfect positioning after 1 hour.
# Fixed a crashbug with aircombat.
# Divisiontype-triggers now work properly.
# Fixed a bug with actual manpower used for reinforcement being bigger than it should be.
# Fixed the problem where a convoy from puppet's would never ship the resources.
# Fixed several event commands which caused crashes if they referred to countries not existing anymore.
# Fixed a crashbug which happened when a large navalcombat occurred with hundreds of ships got sunk.
# Divisions in strategic redeployment and under construction are now considered for the division-types trigger.
# Fixed the minister trigger so that it will not return true if the ministers startdate has not arrived OR the minister is dormant.
# Fixed the Vichy crashbug.
# Liberating a puppet now doesn't unlock all secret techs for the puppet.
# Removed crash on MAKE_PUPPET command when the new puppet was allied with the new puppeteer.
# Units Loaded onto transports now leaves combat.
# Leaders no longer lost upon annexation.
# Friendly troops aboard alliance transports no longer become citizens of the nation's ships upon reload.
# Tracked down and fixed reason for mismatch on serial production of province developments in MP.
# Fixed pathfinding for aircrafts and other units, used an inadmissible heuristic for a* before.
# Fixed puppets leaving masters alliance.
== Events ==
; Misc
# Fixed a bunch of scripting errors in various event files
# The 'Major Worker Strike' random event won't happen anymore in a national socialist or fascist country.
# Edited the Lend-Lease events a bit more to make them trigger every 9 months (no random trigger) but with higher chance of rejection by the USA to counter this.
# Edited the USA Lend-Lease to Nationalist China event, it should now actually trigger more often.
# Reworked the amount of offmap goodies the various revolters get.
# The 'Cold War gets hot' events can now hit as early as 1936.
# Cold War Gets Hot event now checks for more stuff
; Europe
# Completely reworked the way Vichy is handled. Vichy now has a ton of events to handle various colonies seceding, Operation Torch, the Vichy surrender and more...
# Germany, Italy, USSR, UK & France now get some blueprints should they intervene in the Spanish Civil War and their side wins.
# Reworked the triggers to the Hitler Assassination events extensively. The event will now have a chance of occuring when the war goes bad, and not necessarily when you have alot of dissent.
# The following ministers/leaders will no longer be slept when Hitler is assassinated: Heinz Guderian, Walther von Brauchitsch, Eberhard Milch
# German government should now be properly made PA when Hitler has been assassinated (Beck-Goerdeler government)
# Edited the trigger of the German 'Easter Poland to the USSR' event to make it trigger properly
# Removed the intervenionist slider moves for Germany in the Spanish Civil War, Rheinland and Anschluss events. Extra moves added to Sudetenland Events
# Edited the 'German annexation of Czechoslovakia' event trigger a bit
# Tweaked the trigger of the Anschluss event somewhat
# Added some forgotten province ID's to Bitter Peace events
# Reworked the Molotov-Ribbentrop sequence severely.
# Smaller German allies now have an event to return provinces when Molotov-Ribbentrop triggers
# Amended an event in the Molotov-Ribbentrop chain a bit as to not always cause a DOW from SOV upon GER
# If Molotov-Ribbentrop choice b or c is taken, the Winter War event won't happen anymore (anachronistic).
# Amended the USSR 'Moving Industry to Siberia' events so the USSR does not *gain* IC anymore.
# The various USSR ground_def_eff tweaking events (2651 to 2659) now properly sleep the 'cheated' event 2660 to prevent exploits
# There now is an AI_Event to make sure the USSR AI doesn't get *too* high ground_def_eff
# Added in three AI_Events for the USSR to release and puppetize BUL, CZE and POL after the war.
# If Molotov-Ribbentrop choice b or c is taken, the Winter War event won't happen anymore (anachronistic)
# The End of the Winter War got its trigger reworked
# Action_b of the End of the Winter War now drops relations alot more and end possible SOV non_aggression pacts with Allies & Germany
# Fixed a problem with the Soviet Claims on Bessarabia event
# Tweaked splitting of czech army after the Munich event-series.
# The 'End of Czechoslovakia' was tweaked a bit so that most of the territory doesn't go to HUN anymore
# Added new event The End of Czechoslovakia (2041) an ahistorical case that HUN does not exist
# The The End of Czechoslovakia (2040) will not happen if CZE is a puppet
# Enchanced the triggers for Great Patriotic War so that it does not trigger multiple times.
# Yugoslavia should now also sign peace with the Allies and (possibly) the USSR when they withdraw from the Axis
# Deleted the puppet commands for POL, BUL & CZE from event 35.
# Denmark, Norway and Luxembourg should now be set free by the Allies when Germany surrenders
# Allies should now also correctly cede Greek, Czech, Italian and Hungarian provinces when Germany surrenders
# Croatia now gets a tiny bit of free_ic and stuff to be at least viable when they are released by GER
# There now is a French variant of the Liberation of Europe event
# Amended the Surrender of Italy trigger a bit
# The events concerning the Creation of Slovakia have been reworked
# Moved the alliance command in the Croatian Independance events from the CRO event to the GER event so that Croatia now actually ''joins'' the Axis upon creation
# Edited the 'UK Guarantee of Polish Independance' trigger a bit
# Churchill can now also come to power if ENG ends up at war with SOV (anti-commie role)
# The Spanish Civil War Intervention events for FRA, ENG and SOV now checks for those countries *not* being in an alliance with Republican Spain
# Extensively reworked the way Slovakia is established
# Added a death event for Finnish PM Kyösti Kallio
# The End of Germany event series now make Niels Bohr return to Denmark (slept in USA)
# There's now an event that removes the Maginot line when its flanked.
# There's now an event series that makes Bulgaria claim the Constanta region from Romania. If the claims are refused, this might lead to a Third Balkan War.
# Tweaked some AI_chances in Anschluss and Leadership of Free France events
# Reduced '36 GC FRA MP by 100 and added +15MP to the FRA Gearing up for War event (52)
# Germany now gets allied to Hungary if they chose to partition Czechoslovakia with them instead of installing Tiso.
# Fixed a few problems with the Annexation of Czechoslovakia events
# There's now an event that removes the Maginot line when its flanked
# Thoroughly reworked the Italian surrender chain's triggers and effects.
# Reworked the various events that tweaked the GDE of the USSR. At long last, all scenarios should now be corresponding correctly.
# When the Netherlands and Belgium are overrun, their European provinces become owned by Germany now. NOTE: Their troops will keep on fighting since they 'continue the fight from the colonies'.
# If Poland declines an alliance with the United Kingdom or the United Kingdom does not offer an alliance at all, Poland has a higher chance of caving in to Germany demanding Danzig.
# Croatia now properly gets less free_ic when liberated (3 <-> 7).
;USA
# Fixed the three 'US Gearing up for War' triggers so that they don't return true in the first few days of the game anymore
# Tweaked and reworked the 'USA Gearing up for War' event chain.
# Tweaked the triggers for the Undeclared War and the Arsenal for Democracy events.
# Added some logical Monroe Doctrine triggers to events 56, 57 & 58
# The USA gearing up for war will now also happen as a reaction to premature Soviet aggression
# Event action_b in event 57 no longer sleeps event 58
# If Japan puppets PHI, the American Phillipine leaders & tech teams (i.e. MacArthur etc.) are slept
# USA now moves a bit more towards interventionism if 'Pearl Harbour' hits
# USA now gets claims on Iceland & Greenland when they get it offered (to counter nationalism there).
# US Oil Embargo now needs 40 JAP belligerence instead of 35.
# Chinese Tech Team Claire Chennault will only be there if USA offers assistance to CHI (as it is with leader Chennault).
# Should USA lose California/Texas, it is weakened by losing some CAL/TEX based tech teams
# Destroyer Transfer (30 & 31) tweaked with changes to USA'S '36, '38, '39 GC scenario files
*Asia-Pacific and Africa
# The surprise effect events around Pearl Harbour can now occur till 1947 instead of 1943
# Japan now annexes the Phillipines if the USA yields for peace
# Japan now allies with Manchukwo and Mengkukwo should it chose action_b in the Khalkin Gol incident (small chance)
# The 'Panay Incident' no longer gives Japan belligerence. Also corrected a province ID there.
# Added in two events for the case where MAD becomes a JAP puppet in the Vichy chain.
# Cut the manpower values in japanmanpower.txt by a factor 30 since they should represent daily MP gain.
# The 'Japan surrenders to China' event now cedes previously warlord owned territory as well.
# The Japanese side of the 'US Oil Embargo' event now kills alot of trades instead of reducing their oil stockpile
# Nomonhan Incident (event 22) now has a small chance the Japanese AI will delcare war on the USSR
# Reworked the Surrender of Japan events a tiny bit. They should now properly cede [[Indochina]] to France again.
# Edited the badly used add_corps and add_division commands in the Operation Zet event(s).
# There now is a nice event series concerning peace between China and Japan. Various options are available to both sides like installing a puppet regime, balkanizing the opponent,...
# When the Chinese Industry Move to the interior happens, industry will now also be moved away from Nanjing and Hangzhou to the interior. 50% of the resources there will now also appear inland.
# The Chinese Industry Move to the Interior now also triggers a Burma Road event that hands a small portion of free resources and stuff to China. The Burma Road can be closed (and China weakened) by capturing Burma. It can be re-opened if ENG takes it back.
# Reworked the 'Burma Road' triggers to account for a bit more possible outcomes. If the Southern China warlords are at war with China for example, the Burma Road can't open anymore.
# Persian Coup (936) tweaked
# Included a new event file (colonial_release.txt) that gives dissent to nations setting their colonial revolters free. We want to discourage ahistorical mass-liberating
# There's now some new events surrounding the Iraqi coup and counter-coup
# There's now an event that establishes the Japanese puppet in Mengkukuo
# Added in three 'death events' for SAF politicians
# There's now events that might establish the People's Republic of Korea and South Korea.
# There's now an event that potentially transfers Soviet conquered parts of China to the Chinese Communists.
# Included a small chance for Persia going to war with USSR & UK in the Persian Coup event
# Removed 1272 from the 'Mengkukuo established' event trigger
# Persian Coup (236) deleted, it was replaced by Persian Coup (936) in hoi2.txt file
# There now is an event to simulate the establishment of the Persian Corridor if Persia leans towards Germany
# Added Death of King Ghazi of Iraq (393)
# Edited the Iraqi Coup events in HOI2.txt a bit to trigger properly
# Expanded the trigger for the 'Siam Gives Up' event.
# There now is a 'South Africa at the Crossroads' event where SAF can choose to stay with the Allies, or side more with the Axis.
== Scenario Setup==
; Common
# Properly included event_picture references in the new 'Experience from Spanish Civil War' events
# Edited some sprite coordinates to make stuff better visible
# Added a big number of propaganda pics for revolter nations
# Added some model pictures for ARG & CHI
# Added model photos for all Canadian air divisions
# Removed some forbidden symbols in four propaganda posters
# Fixed some French translation errors in text.csv
# Fixed an error in revolt.txt where Abadan (in Persia) was required instead of Kuwait City
# The revolt.txt entry should now properly make Bratislava the Slovakian capital
# OTT now has a revolter entry
# Removed an erroneous province for KAZ in revolt.txt
# Lowered MP levels of small minors across the map
# Gave MAN a bit of offmap stuff to keep on running
# When the Netherlands & Belgium surrender, their army is now properly deleted as well
# Denmark now secedes its provinces to Germany when it stands down (no partisans)
# Fixed an error in the adj-defs.csv file that made some Pacific chain connect to *whistle* North Africa.
# Andaman Islands are no longer needed to liberate India
# Reduced philippine manpower.
# CSA got intrinsic_gov_type = fascist removed
# BEL: +4 IC (2 tech teams)
# SWE: +3 IC (1 tech team ##> 2 tech teams)
# Moved all 'ruling cabinets' in minister files to 'replacements' since liberated nations would else always get the ruling cabinet, instead of a cabinet suited for their puppetmaster
# Fixed an ID error in German ministers
# Some Finnish minister tweaks
# IDC got some new tech teams (copied from LAO, CMB, VIE)
# Tweaked a Swiss tech team, a Nigerian one, removed Millikan from USA, tweaked Canadian Avro
# Trivial tweaks to some USA tech team dates
# Pocket Defence Doctrine historical year changed to 1941
# Most of all the names in various Chinese ministers & leader files are now in Pinyin
# Added a few forts to the Franco-Italian border
# Added rares to New Caledonia
# DFR & DDR generals now available a bit earlier just in case they're liberated earlier
# German relations with FRA/ENG should now get a much larger hit when the 'End of Czechoslovakia' happens
# Tweaked the belligerence requirement for US Oil Embargo to 40.
# Weather in provinces 1643 & 1645 changed to subtropical
# Made Gibraltar mountain again
# added some better and more historical supply & oil pools
# Mengkukuo now has some offmap IC to keep on running
# Raised INFRA in Gorkij from 50 to 60
# Suez region is now extra for Egypt
# Cyprus is now an extra for OTT
# Province 1049 got its infra upped a bit
# Added a beach in Manilla & removed a fort there in 1936
# The Istanbul port now exits in the Sea of Marmara insead of the Aegean Sea.
# Removed the land connection between China and Hong Kong for AI purposes and made Hong Kong hills.
# Added sea connections between some of the Philippine islands, so they can be crossed by troops but ships can still block them.
; Battlescenarios
# Added and removed some logical and illogical techs:
# Coral Sea: added techs 8310 and 8130 to AST
# D-Day: removed 8130 from GER
# Fall Weiss: removed 5360 from POL
# Platinean War: removed 5380 and added 5310 and 5320 to BRA
# Southern Conquests: removed 8310 and added 5310 and 5320 to JAP
# Husky: enhanced a trigger
; 1936:
# fixed a bug in the SWE slider setup: free_market twice instead of one freedom
# Germany's isolationism slider moved to step 5
# Republican Spain's relations with the United Kingdom, France & the Soviet Union lowered
# Japan moved 3 steps towards professional army for gameplay purposes.
# Set up the 1936 minister cabinets to correspond with the new setup of the minister files
# BEL is now Market Liberal at start (Van Zeeland government)
# Canadian interventionism slider moved to 4- 1936: Added a level 3 air_base to Chengdu in CHI in anticipation of a possible Operation Zet
# Oman now has the correct capital
# USSR now has blueprints for tech 1070
# CGX naval unit now correctly has a naval base
# CHI naval unit now correctly has a naval base
# Deleted two invalid brigades in ENG OOB
# German 'Baltische Flotte' moved to a correct naval base
# Italian '4a Squadra di Marina' now correctly has a naval base
# Italian '19a Squadra di Marine' moved to a correct naval base
# Polish 'III/1 Dyon Brygady Poscigowej' moved to a correct air base
# USA '2nd USN Submarine Fleet' moved to a correct naval base
# USA '7th USAAF Bombardment Wing' moved to a correct air base
# Added 'Improved Light Cruiser' (3100) to ENG (accidentally omitted)
# An American airfield is now correctly in Phoenix instead of Dublin :)
# Expanded the naval base in Dublin
# Added naval bases to Rotterdam and Dunkirk
# added some better and more historical supply & oil pools
# fixed alot of incoherent and one-side-defined relations settings
# added some missing prerequisite techs
# Upped the amount of Belgian transports
# 1936/1939: Removed mutual Military Access between Commonwealth countries to remedy the currently broken end_access command. Their access is automatic anyway, since they're Allies.
# edited SAF sliders a bit to make them slightly less democratic
# added a locked garrison to Panama in all scenarios
# made Cyprus UK national to ensure they don't give it away under any circumstance
# Cyprus also made Turkish national
# Added Algeria as French national
# Added some more airfields to the Eastern Front area and along the Transsiberian Railway.
# Moved the British professional_army slider to position 7.
# Removed the Land Fort in Hong Kong and changed it to a Coastal Fort (lvl 3 in 36/39, lvl 5 in 41/44).
# Added an 'ahistorically early' alliance between Japan & Manchukwo
# MP pool of PHI to 0
# Fixed some control over provinces between Xibei San Mai and Sinkiang
# Moved FRA two steps towards drafted_army
# Set a few gameplay-important trades to cancel = no
# Moved GER two steps more towards professional_army
# Reduced the MP pools of most Central & South American states by 60-66%
# German ArmMin Hjalmar Schacht made available in 1936.
; 1938:
# Tweaked German and Czech techs.
# Tweaked UK garrisons.
# Further balancing tweaks done
# Fixed the Czech forts.
# Increased partisan levels in China.
# Reduced the quality of the Chinese army.
# Tweaked base sizes, techs and AA to sensible levels for 1938
# Added Japanese naval build program
# Iraq is now a playable nation
# 1938: adding airfields to the Soviet Union
# 1938: adding the Vallo Alpino fortifcations to Italy
# 1938: the GDE/GPW events
# 1938: Reduced UK manpower
# 1938: increase Soviet isolationism
# 1938: weaken Spanish economic techs
# 1938: correcting the membership of the British Empire and Allies (removing YEM and IRQ)
# 1938: lowering the quality of the Italian army
# 1938: resolving incompatibility with the Soviet gearing/GPW events
# 1938: sundry minor tweaks to diplomacy, tech and other details
; 1939:
# Japan moved 3 steps towards professional army for gameplay purposes.
# Added a level 3 air_base to Chengdu in CHI
# Fixed a minister fluke in TIB
# Oman and CSC now have their correct capitals set
# Argentinian 'Aviación del Ejército' and 'Aviación Naval' now correctly have air bases
# Australian 'HMAS Perth' now correctly has a naval base
# Finnish 'Lentorykmentti 1' and 'Lentorykmentti 4' now correctly have air bases
# French 'Zone d'Opérations Aériennes Est' moved to a correct air base
# French 'Zone d'Opérations Afrique Ouest' moved to a correct air base
# Added an airbase to PROV528 Lyon
# French 'Zone d'Opérations Aériennes des Alpes' now correctly has an air base
# German 'Erkundungsflotte' now correctly has a naval base
# Dutch '1e Luchtvloot' moved to a correct airbase
# Iraqi 'Royal Army Air Force' moved to a correct airbase
# Japanese '2. Hikoutai', '8. Kaigun' and '3. Hikoutai' now correctly have airbases and navalbases
# Japanese '1 Zerosen no Hikodan' and '1. Hikoutai' moved to correct airbases
# Soviet 'Arctic Fleet' moved to a correct navalbase
# Spanish 'Región Estrecho' and 'Región Pirineos' moved to correct airbases
# An American Dublin is now correctly in Phoenix instead of Ireland :)
# Expanded the naval base in Dublin
# Added naval bases to Rotterdam and Dunkirk
# added some better and more historical supply & oil pools
# fixed alot of incoherent and one-side-defined relations settings
# added some missing prerequisite techs
# Upped the amount of Belgian transports
# Iraq is now a playable nation
# Removed mutual Military Access between Commonwealth countries to remedy the currently broken end_access command. Their access is automatic anyway, since they're Allies.
# edited SAF sliders a bit to make them slightly less democratic
# added a locked garrison to Panama in all scenarios
# made Cyprus UK national to ensure they don't give it away under any circumstance
# Cyprus also made Turkish national
# Added Algeria as French national
# Added some more airfields to the Eastern Front area and along the Transsiberian Railway.
# Moved the British professional_army slider to position 7.
# Removed the Land Fort in Hong Kong and changed it to a Coastal Fort (lvl 3 in 36/39, lvl 5 in 41/44).
# Germany now has Mil.Acc to Uruguay
# Mengkukuo now has some offmap IC to keep on running
# Significantly cut down the PHI OOB
# MP pool of PHI to 0
# Moved FRA two steps towards drafted_army
# Set a few gameplay-important trades to cancel = no
# Moved GER two steps more towards professional_army
# Reduced the MP pools of most Central & South American states by 60-66%
; 1941:
# Tweaked US tech setup.
# Japan moved 3 steps towards professional army for gameplay purposes.
# Added a level 3 air_base to Chengdu in CHI
# Oman now has the correct capital
# Fixed some minister flukes in SOV and TAN
# Deleted Advanced Interceptor (Ki-84) & Improved Interceptor (Ki-61) techs from JAP but added Basic Escort Fighter (Ki-38)
# Fixed some bases for Australia
# Specified base province for the Guangxi Clicque naval unit
# Moved a Chinese air unit to a correct airbase
# Moved two British naval units to a correct naval base
# Edited two forbidden German brigades
# Added two Italian airbases (Sardinia & Rome)
# Added bases to a few Japanese air units
# Edited some forbidden Japanese brigades
# Added a base for the Romanian fleet
# Edited some forbidden Soviet brigades
# Moved the Soviet Pacific Fleet to a correct naval base
# Added a naval base to Karlskrona in Sweden
# Moved an American air unit to a correct airbase
# French government changed to SC
# Expanded the naval base in Dublin
# added some better and more historical supply & oil pools
# fixed alot of incoherent and one-side-defined relations settings
# added some missing prerequisite techs
# Upped the amount of Belgian transports
# 1941: SOV GDE set to 0.6
# edited SAF sliders a bit to make them slightly less democratic
# added a locked garrison to Panama in all scenarios
# made Cyprus UK national to ensure they don't give it away under any circumstance
# Cyprus also made Turkish national
# Added Algeria as French national
# Added some more airfields to the Eastern Front area and along the Transsiberian Railway.
# Moved the British professional_army slider to position 7.
# Removed the Land Fort in Hong Kong and changed it to a Coastal Fort (lvl 3 in 36/39, lvl 5 in 41/44).
# Fixed some ID errors.
# Mengkukuo now has some offmap IC to keep on running
# Significantly cut down the PHI OOB
# Moved FRA one step towards drafted_army
# Set a few gameplay-important trades to cancel = no
# Moved GER two steps more towards professional_army
# Reduced the MP pools of most Central & South American states by 60-66%
; 1944:
# Added naval bases to Rotterdam and Dunkirk
# Japan moved 3 steps towards professional army for gameplay purposes.
# Corrected a tech id type in SOV
# Corrected some minister flukes in ARG, CUB and POR
# Oman now has the correct capital
# Corrected alot of base errors in a big number of files
# Corrected alot of unallowed brigades in a number of OOB's
# French government changed to SC
# Expanded the naval base in Dublin
# added some better and more historical supply & oil pools
# fixed alot of incoherent and one-side-defined relations settings
# added some missing prerequisite techs
# Argentina now has a claim on the Falklands
# Iraq is now a playable nation
# edited SAF sliders a bit to make them slightly less democratic
# added a locked garrison to Panama in all scenarios
# made Cyprus UK national to ensure they don't give it away under any circumstance
# Cyprus also made Turkish national
# Added Algeria as French national
# Added some more airfields to the Eastern Front area and along the Transsiberian Railway.
# Moved the British professional_army slider to position 7.
# Removed the Land Fort in Hong Kong and changed it to a Coastal Fort (lvl 3 in 36/39, lvl 5 in 41/44).
# Switzerland now properly uses the Superior Firepower Doctrine path
# Germany has a bit more historical static AA
# Significantly cut down the PHI OOB
# Set a few gameplay-important trades to cancel = no
# Moved GER two steps more towards professional_army
# Reduced the MP pools of most Central & South American states by 60-66%
[[Category:Technical_Issues]]
aa78af95415c9400237ca7fda2a2511ab02f353e
HOI2 Patch1.3A
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2017-03-18T11:51:24Z
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{{HOI2 Patch}}
Hearts of Iron 2 patch 1.3A was released on November 18, 2005, and has a filesize of 30.4 MB. The checksum with a clean install is '''JLQA'''.
==Bugfixes==
# Fixed the crashbug with viewing navalunits stats when at sea.
# Fixed the exploit which allowed unlimited resource convoys from puppets.
# Puppets will no longer take control over their masters territory.
# Fixed a problem where control of provinces sometimes was taken from a neutral.
# The Soviet GDE problem has been fixed.
# Improved AI for production slightly.
# Nations liberated from events no longer gives you dissent hits.
# Added a few pics that went missing.
# Fixed the danish stand down ctd.
[[Category:Technical_Issues]]
54cdcd35772480c910eb23c29dfd09faf9d2cae2
HOI2 Patch1.3B
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{{HOI2 Patch}}
Hearts of Iron 2 patch 1.3B is different from other patches: It's a main focus was to improve the AI and did not support e new hoi2.exe file.
== AI improvements==
# USA rewrote build loading AI to do a gradual buildup of land units rather than trying to build 300 divisions as soon as the war starts
# USA had a change to his building of Air Transports AI to spread the build out more
# SOV will build longer serial runs when his Land or Panic building AI are loaded to take advantage of the +10% gearing bonus
# SOV Stalin will take over as Armament Minister when atwar
# SOV Semen will take over as Chief of the Army when atwar
# ENG will now research to level 5 carriers (useto stop at level 3)
# USA Armament Minsiter will switch to a Resource Industrialist once atwar
# USA Chief of Staff AI Minister changed slightly for atpeace and atwar
# USA Chief of the Army Minister AI changed to use Marshall
# SOV Fixed a bug in his build AI where he was not loading his Panic building AI
# JAP will no longer build fatories
# JAP will no longer mass build militia early on
# JAP Armament Minister AI has been tweaked
# JAP will build airfields and forts throughout the Pacific and then stop when war starts
# JAP will no longer build HQs (the three he starts with is it)
# JAP should build longer serial runs when atwar with CHI
# JAP will no longer be in such a rush to DOW the warlords and CHC as he did before once war with CHI begins
# GER will now try and keep 3 transports up at all times
# CGX will send more forces to help CHI than the other warlords
# GER had a bug fix where the AI events would get stuck if HUN attacked YUG with aggressive AI loaded
# ITA had a bug fix where the AI events would get stuck if HUN attacked YUG with aggressive AI loaded
# HOL, MON, BEL AI File events are now included in the scenario(explains why HOL never listened to Embargo)
# GER had a bug fix where sometimes he would not DOW SOV
# BRA had a bug fix where Getulio Vargas showed up in Romania
# GER will wait to build forts till he has all the fort bonus techs
# GER will never build Marines
# GER will build more interceptors
# GER will build more flack accross his country
# GER Norway invasion improved
# GER will no longer build/research armoured cars
# Air AI mission weights reworked
# USA has an Air AI
# ENG will no longer build armoured cars and police units
# ENG will no longer build Strategic Bombers in the early years
# SOV will build some forts in their country
# SOV will no longer build Mechanized units
# SOV will no longer build Cavalry units
# SOV will no longer build armoured cars and police units
# USA will no longer build armoured cars and police units
# USA will no longer build/research subs
# ENG will no longer build/research subs
# JAP will no longer research armoured cars
# JAP will no longer build submarines
# JAP will no longer build/research Escort Fighters
# HUN\BUL\ROM sending forces to Italy if GER was human controled fixed
# USA should no longer help his allies with EXP forces (causing to many issues with no DDay being launched)
# CZE should give in less to HUN demands
# MAN should send less troops early on to help JAP if CHI is AI controled (will send when JAP/USA atwar)
# HUN should no longer research ship assembly
# ITA should no longer build police/armoured cars
# ITA will no longer research armoured cars
# HOL capital moved fixed so it could not be exploited via the pacific
# BEL capital moved fixed so it could not be exploited via Congo
# SOV has a capital move AI now
# FRA will no longer build Police
# JAP has new front rations for Pacific war with PHI, HOL and USA
# ITA garrison max lower to let more troops fight in Libya
# HUN will no longer research Ship Assembly Line
# Updated research prios for a bunch of minors
# CAN has an Air AI
# AST has an Air AI
# GER had a bug fix in minster AI that put the wrong minister in Chief of Staff
# GER had a minister AI change to his Chief of Army position
# JAP will no longer build nor research armor divisions
# JAP will no longer build nor research motorized infantry
# JAP had his tech preferences enhanced
# JAP will research and build CAS
# JAP will ignore cavalry and Mechanized techs
# TUR Neutrality raised
# JAP fixed an event that was causing JAP to build armor when he shouldn't
# SLO should not cave into HUN demands so easily anymore
# Fixed a bug where CHI and the warlords where not research the proper Land Doctrines
# ENG will no longer research Escort Fighters
# SOV fixed an issue where he would DOW even when he had a non-aggression pact
# CHC should be more defensive in nature vs JAP
# SOV will no longer research or build Escort Fighters
# CHC had changes to his Research weights
# CHI will no longer research or build TAC
# CHI will now research and build CAS
# CHI will no longer research Cavalry
# CHI will no longer research Static Anti Aircraft Guns
# CHI will no longer research Anti Aircraft Brigade
# CHI will research Artillery and Anti-Tank brigade
# CHI had changes to his Research weights
# FRA will no longer research Static Anti Aircraft Guns
# FRA will no longer research Static Tank Destroyers
# FRA will no longer research Static SP Guns
# FRA will no longer research Static SP Rockety Artillery
# FRA will no longer research Armoured Cars
# FRA will no longer research Motorized Infantry
# FRA will no longer research Cavalry
# FRA will no longer research Mechanized Infantry
# SOV will no longer research Static Anti Aircraft Guns
# CGX/SIK/CSX/CXB/CYN had a bunch of research prios and ignores added
# GER/ITA/SOV/JAP/CHI/FRA had Strategic Air Doctrines added to ignore list
# FRA will no longer build/research subs
# USA/ENG will no longer research CAS Air Doctrines
# HUN/ROM/BUL will help Germany more in invading Yugoslavia
# CAN/AST/SIA/MAN prefered techs and build weights have changed
# COL/ECU/MEX had bug fixes to their minister AI
# FRA/ENG should no longer send EXP forces to POL/DEN/CZE
# POL will no longer send EXP forces to FRA/ENG
# POL will no longer build any ships
# ENG Homeland defense improved (OOB Changes and AI Changes)
# ENG had changes to his Armament Minister AI and his Chief of the Army minister AI
# FIN Tech Research and build weights redone
# SWE Tech Research and build weights redone
# POL Tech Research and build weights redone
# ROM Tech Research and build weights redone
# HUN Tech Research and build weights redone
# BUL Tech Research and build weights redone
# YUG Tech Research and build weights redone
# GRE Tech Research and build weights redone
# TUR Tech Research and build weights redone
# BEL has a minister AI
# BEL Tech Research and build weights redone
# HOL Tech Research and build weights redone
# AUS Tech Research and build weights redone
# SCH Tech Research and build weights redone
# CZE Tech Research and build weights redone
# NOR Tech Research and build weights redone
# SPA/SPR Tech Research and build weights redone
# POR Tech Research and build weights redone
# MEX Tech Research and build weights redone
# MEX will build up some industry
# CAN will build up some industry
# BRA will build up some industry
# BRA Tech Research and build weights redone
# ARG Tech Research and build weights redone
# VEN Tech Research and build weights redone
# BHU Tech Research and build weights redone
# NEP Tech Research and build weights redone
# CHL will build up some industry
# CHL Tech Research and build weights redone
# BOL has a minister AI
# BOL will build up some industry
# BOL Tech Research and build weights redone
# PRU Tech Research and build weights redone
# ECU Tech Research and build weights redone
# COL Tech Research and build weights redone
# SAF will build up some industry
# SAF Tech Research and build weights redone
# PER has a minister AI
# PER will build up some industry
# PER Tech Research and build weights redone
# SAU Tech Research and build weights redone
# AST will build up some industry
# AST Tech Research and build weights redone
# TAN Tech Research and build weights redone
# MON Tech Research and build weights redone
# SLO Tech Research and build weights redone
# IRQ Tech Research and build weights redone
# YEM Tech Research and build weights redone
# OMN Tech Research and build weights redone
# IRQ/OMN/YEM will send EXP forces to the UK
# LIB Tech Research and build weights redone
# LIB will send EXP forces to the UK/USA
# NZL Tech Research and build weights redone
# TIB Tech Research and build weights redone
# AFG Tech Research and build weights redone
# IRE Tech Research and build weights redone
# HON Tech Research and build weights redone
# COS Tech Research and build weights redone
# GUA Tech Research and build weights redone
# HAI Tech Research and build weights redone
# PAN Tech Research and build weights redone
# SAL Tech Research and build weights redone
# CUB Tech Research and build weights redone
# DOM Tech Research and build weights redone
# NIC Tech Research and build weights redone
# PAR Tech Research and build weights redone
# CRO Tech Research and build weights redone
# VIC Tech Research and build weights redone
# MEN Tech Research and build weights redone
# URU Tech Research and build weights redone
# SOV tech teams skill increased by 2
# ENG added SIK, TIB, AFK, PER and SAU to border ignore list
# PHI Tech Research and build weights redone
# FRA Tech Research and build weights redone
# SOV will cancel his Non-Aggression pact with GER under certain conditions
# POL has a minister AI
# POL will buld some IC
# POL Tech Research and build weights redone
# FRA slight change to Chief of Army minister AI
# JAP slight change to Chief of Army/Staff minister AI
# ITA slight change to Chief of Army/Staff and Administrator minister AI
# ENG will build paratroopers and transport planes when he starts going on the attack
# USA will build paratroopers and transport planes
# ENG will no longer send EXP forces to FRA/BEL/HOL/LUX (this is to avoid his airforce being destroyed on the ground)
# JAP Pacific War event should fire less in early 41
# Minor Build and research changes to Central America Countries
# USA will build a larger carrier presences if atwar or after 1941
# SOV GDE event reworked
# SOV tech team adjustments
==Download==
*[http://forum.paradoxplaza.com/forum/showthread.php?t=226786 Announcment at Paradox Forum]
[[Category:Technical_Issues]]
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HQ
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#Redirect [[HQ Units in Action]]
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HQ Division
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Those units are special divisions, equipped with modern communications equipment and designed to act as a mobile command centre during the battle. When staffed with a General or a Field Marshall, HQ units bestow the following benefits:
* One leader assumes command of all the corps attacking from one province and the HQ doubles this overall command capacity in an attack. ''Note:'' If any leader is commanding more divisions than his command limit, the bonus for that leader's skill and traits are lost. The doubling refers to the total number of divisions in an attack.
* The HQ doubling effect does not refer to the number of divisions that a leader can command in his own formation. A FM can effectively command a maximum of 12 div in his own formation while a General can effectively command a maximum of 9 div in his own formation. An HQ does not change the formation command capacity.
* All divisions present on the battlefield receive a small attack/defence bonus.
* There is greater chance for [[Combat Events]] to happen.
* There is a small increase to a corps' Effective Supply Efficiency if a HQ is in the province or adjacent to the province. Pause over the ESE information to get the rollover which explains how this is calcuated. ESE combat effects such as being over one's Transport Capacity are shown as a combat modifier for each division in a battle.
==HQ Division Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | HQ '36 || 30 || 30 || 1 || 3 || 1 || 1 || 25 || 25 || 100
| width=20 | || 16 || 270 || 5 || 2 || 0.5 || 0 || 2 || 10 || 1.0 || 1.0 || 2 || || 2 || 2
|- align=center
| align=left | HQ '39 || 30 || 30 || 3 || 4 || 2 || 1 || 30 || 30 || 95
| width=20 | || 18 || 250 || 5 || 5 || 0.6 || 2 || 2 || 10 || 0.5 || 1.0 || 5 || || 5 || 5
|- align=center
| align=left | HQ '43 || 30 || 30 || 4 || 6 || 3 || 1 || 35 || 35 || 80
| width=20 | || 21 || 200 || 5 || 10 || 0.7 || 4 || 2 || 10 || 0.5 || 1.0 || 10 || || 10 || 10
|}
==Brigades allowed==
* [[Anti-aircraft Brigade]]
* [[Artillery Brigade]]
* [[Engineer Brigade]]
* [[Police Brigade]]
* [[Rocket Artillery Brigade]]
* [[Self-Propelled Artillery Brigade]]
* [[Self-Propelled Rocket Artillery Brigade]]
==Notes==
* HQ divisions are considered soft units.
* [[HQ Units in Action]] - For more information and examples regarding the use of headquarters units.
[[Category:Terminology]] [[Category:Units]]
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{{Anthology}}
''This Guide was originally developed by '''czar1111'''. Please see [http://forum.paradoxplaza.com/forum/showthread.php?t=188821 this thread] on the Paradox Forums for the original file.''
=HQ Units and Planning in HoI 2 (The Invasion of Poland)=
This AAR is more a discussion of the use of [[HQ Division|HQ Units]] in HoI2. It began as a more general AAR and that will still be completed at a later time.
However, while writing the AAR I realized that this particular element could easily stand alone as a discussion of HQ Units, their influence and their effect on operational planning.
HQ units are new to HoI2 and many people (myself included) are still coming to grips with their correct use. Some people still doubt that they are even necessary. Well, perhaps not, but I replayed this scenario several times and at first I tried to “HoI” it. That is, I played the HoI way – no HQs.
Let’s just say that things did not go well. This is not HoI. If you want to do well at HoI2 you have to be prepared to use the new tools at your disposal; HQ Units and the ‘Support’ command. Using these new tools I found that I was much more successful and the time taken in this particular case was much more ‘historic’.
First of all, you should check out the [[Land Combat Efficiency FAQ]] with regard to HQ units as kindly posted by '''Fiendix'''.
HQs provide a bonus to the number of units a leader can control; a bonus to the attack and defence efficiency; HQs provide a boost to a units ESE (Effective Supply Efficiency) by an HQ adjacent or in the same province.
==HQ Command Abilities==
Look at the next screen shot. I have placed an HQ we will call “Red Command” in Oppeln:
[[Image:redcommand39.jpg|thumb|Red Command]]
What it shows is that a HQ unit based in Oppeln provides direct support to allied units based in Kustrin, Brealau, Poznan, Czestachova, Cracow and of course Oppeln. Now obviously some of these are Polish provinces so that means that the HQ will assist any units attacking from Kustrin, Brealau and Oppeln into Poznan, Czestachova and Cracow.
But, that is not all. In HoI2 [[movement is attack]], so any unit inside Kustrin, Brealau, Poznan, Czestachova or Cracow attacking into a neighbouring province still gets the bonuses! That means that with an HQ based in Oppeln units get a bonus for the following attacks:
Kustrin to Bydgoszcz
Kustrin to Poznan
Oppeln to Poznan
Oppeln to Czestachova
Oppeln to Cracow
Brealau to Cracow
AND
Poznan to Bydgoszcz
Poznan to Lodz
Poznan to Czestachova
Czestachova to Poznan
Czestachova to Radom
Czestachova to Kielce
Czestachova to Cracow
Cracow to Czestachova
Cracow to Kielce
Cracow to Przemyal
And that is all without the HQ even having to move!
[[Image:redcommandextended39.jpg|thumb|This shows the Polish provinces which may therefore be attacked with the aid of a HQ unit stationed in Oppeln.]]
8 provinces! By now I hope you are beginning to understand how useful HQs can be.
An HQ gives more supply eff (so your unit regains org faster) and some combat bonuses (from supply eff) and a big combat bonus (for waiving the 75% penalties for overloaded command units). And if you research more of doctrine, it will give you some nice chances of combat events!
The small combat bonus (ESE bonus) may be not small if used for dozens of divisions! The combat
event chance is hard to value. So use an HQ if you are one of the major nations and have numerous
divisions or often attack with more than 12 division in a province!
But there is something else to consider here; where is the attack coming from?
This is important because only units attacking from provinces adjacent to the HQ get the attack and ESE bonuses – so the direction and origin of your attack is critical. So while an attack from Cracow to Przemyal would be aided by an HQ in Oppeln –an attack from Kielce to Przemyal would not.
This fact actually encourages something new in HoI2: Battle Planning.
==Battle Planning==
[[Image:redcommandplan39.jpg|thumb|Battle Planning.]]
As you can see from the Battle Planning image, the plan takes advantage of the HQ by making sure all the attacks come from provinces within the HQ influence. In some cases the furthest provinces can be attacked from multiple directions (Bydgoszcz, Lodz and Kielce) but in others there is only one possible province the attack can be launched from (Radom and Przemyal).
===Adding a Second HQ===
OK. This is all very well. But can we do better? How about introducing a Second HQ unit?
Alright. But where will we put it? Obviously we want it to cover as many new provinces as possible – so let’s try Elbing.
We will call this new HQ unit “Blue Command” and this shows the area of influence of the two commands combined.
[[Image:rbcommandelbing39.jpg|thumb|Blue Command from Elbing.]]
And with the information provided in Blue Command, we can build a Battle Plan.
[[Image:polandplan2_39.jpg|thumb|New Battle Plan]]
What this plan shows is the attacks we intend to make and where we will make them from.
The BLUE arrows show the attacks that can be made with HQ support without moving the HQs.
The GREEN arrows show the attacks that must be made without HQ support unless we move the HQs
There is certainly nothing wrong with doing that, so in this case:
Blue Command should advance from Elbing to Torun
Red Command should follow behind the front advancing from Oppeln to Czestachova to Kielce and finally to Zamosc.
By doing this all attacks shown can be made with HQ support.
The RED line shows a rough demarcation line between the area each command is responsible for.
It is a workable plan at this point and certainly adequate to complete the invasion of Poland.
But, let’s look at the plan with a critical eye and see if it has any weak points.
Well…
The strongest Polish resistance is expected to be around Danzig, Bydgoszcz, Lodz and Warsaw.
The plan calls for many of the attacks on these areas to be controlled by Blue Command.
The attacks on Danzig must come from Elbing and Bydgoszcz to have HQ support.
In fact, looking at the plan, a lot of attacks must come from Elbing! (That means we must transport the units there to begin with.) Also Stettin has no HQ support at all – what if the Polish attack there? Will we be at a disadvantage? So is there a better way?
Moving the HQs ?
If Red Command is moved away from Oppeln to either Kustrin or Brealau it immediately becomes apparent that it is less effective. However moving Blue Command to Konigsburg however presents some interesting new options.
[[Image:rbcommandkberg39.jpg|thumb|Moved the 2nd HQ to Konigsberg.]]
(There is no battle plan for this one. Readers are invited to design their own.)
But again, many of the same weaknesses exist.
And now ALL attacks on Danzig must come from Elbing if we want HQ support there.
What is more, now units attacking into Bydgoszcz have no HQ support if they attack onward to Lodz.
The solution is to introduce a third HQ! (Assuming you have one)
===Three HQ Units??===
[[Image:rbgcommand39.jpg|thumb|Third HQ- Green Command in Stettin.]]
There is some overlap with Red Command here, but now it is possible to attack Danzig from all fronts and units in Bydgoszcz also have HQ support when attacking into Lodz. Green Command should advance from Stettin to Bydgoszcz on to Lodz and then Radom while Blue command now advances from Konigsberg to Suwalki.
[[Image:polandplan3_39.jpg|thumb|The Battle Plan with all three HQ Units.]]
Now obviously, Poland is mostly flat. With the exception of a few rivers there is not a lot of difficulty advancing and capturing most of the key centres. Any country which includes swamps, jungle, mountains or large low infrastructure provinces will complicate the plan. In those cases your HQ placement may be dictated by the possible routes of advance (rather than the other way around). Still, that’s the challenge of being a Strategic Commander, isn’t it?
So, how did it go?
== The Results ==
The map shows Poland on the 5th September 1939 (5 days into the fighting) using the final plan. (The Slovakian units are supporting German attacks, but are not advancing themselves)
[[Image:warsawsurrounded5thsept.jpg|thumb|The Results of the Plan.]]
You be the judge.
[[Category:Guides]] [[Category:General Guides]]
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If you're playing with a mod such as Historical Stony Road (which I personally recommend), you will experience a slightly different and much more challenging gameplay as Nationalist China. Although the idea remains the same - building loads of infantry units and trying to upgrade most divisions to 1936 before Japs attack, you will also need to think and act quick about warlords that surround you.
Here are basic steps and warnings on how to play:
# Move most forces to the South and take Guanxi and Yunnan as soon as possible, try to just rush them with your huge forces. If you do it quick, you might have time to take Communist China as well. This is a bit trickier and requires you to surround their province one by one. The last province (the one with all the IC in it) will give you hell and will most likely hold for very long, so generally speaking, I wouldn't recommend attacking Com CHI until later on.
# Move most of your forces to the North and declare on Sinkiang, take them fast and annex. If Japan declares on you while you're still fighting, you might end up losing some provinces, but try to take the ones with most IC.
# When Japan declares, they will most likely whoop your forces to shred if you're not careful. Try to hold major provinces and if needed, retreat to your old provinces behind the Yellow river, holding each with at least 9 divisions. When winter starts, you should be fine since most of them will be frozen and Japs won't be able to cross the river, but don't try to attack them either or al hell will break lose.
#Build, build, build your infantry divisions while researching land doctrines with Von Faklenhauser. The other research slots should be used for industry stuff.
#Hold Jap advance as long as you can and when you have made enough divisions for a counter attack, push them back to Manchuria.
#Around April 1939 or no later than 1940 you should send or deploy about 9-12 divisions in the south, covering the border with French Vietnam. I made a mistake of not putting anything there and after Vichy France, Japan gets all those provinces and pretty much rushes into your major IC center in Yunnan, taking everything in their path. So don't make the mistake I did.
#Always cover every beach landing with at least 2 units. If you don't, japs will land and create another front quickly. Their units are more mobile than yours, so you won't even catch up with them.
#When South is secure and North is advancing toward Manchuria, you might think about starting to research some naval doctrines.
#You won't catch up with japs in their doctrines, but you sure could try.
#Remember, Carriers are the key to success, but take time to build. Building Super Heavy Battleships will guarantee your triumph over anything but carriers and are accessible early in the game, but take a lot IC to build. Don't bother with subs since in HSR they're only used as convoy destroyers and well you won't be needing that. If you like to take chance, you can build 50 or so transporters and try to invade mainland Japan using just them without defence. It's quite possible if USA DOWed Japan or if Japan is busy fighting UK somewhere else. Their fleet will be absent and you might land 20-30 units before Japan annihilated your TP fleet. If you do decide to land, remember to use marine divisions or the stacking penalty will negate every attack power you have (i.e. don't land with 50 divisions at once, stacking penalty will be -99.9 to attack and you'll just end up wasting time, attack with 3 marines instead).
#If Japan surrenders/you manage to annex them. You can get back to solving the internal problems - i.e. taking Com CHI and the rest. It's possible that by that time the events have turned your nations into democracy and you might not be able to DOW anyone, in which case you have officially created a very successful Nationalist China state and should be proud of yourself:)
#With Japan gone, your potentials are limitless, USSR is there for grabs, but England with its Indian abbundance is probably easier and quicker to take.
#Good luck, commander!
[[Category:National Strategy]]
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#REDIRECT [[Domestic_Policy_FAQ#Hawk_Lobby_-_Dove_Lobby]]
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[[Image:Hoi2_boxshot.jpg|thumb]]
From the paradoxplaza.com webpage:
Hearts of Iron 2 is the sequel to the most appreciated World War II PC game of true Grand Strategic scope ever made. As in its forbear, the map spans the entire world and allows you to play one of over 175 countries during the course of World War II. The game is completely revised with an updated combat system, a new map, revised and easy-to-use interface, new technology tree and hundreds of other updates and improvements.
Main features:
* Re-designed user interface enhancing the player experience as well as deepening the game play
* Detailed diplomacy and production systems with help functions to avoid micromanagement
* "Movement-is-attack" combat system making warfare more realistic
* Mission-based Air and Naval system, giving options for logistical strikes and targeted bombing
* New political system with possibilities to change the political base of your country during the war
* Fifteen battle scenarios optimized for an evening or two for gaming. Historical scenarios like Case White, Operation Barbarossa and alternative history scenarios like Operation Watchtower and Case Green are included in the game.
* Co-operative multiplayer, enabling players to share the same country while playing
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#REDIRECT [[Hearts of Iron 2]]
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Heavy Armored Brigade
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{| WIDTH=95%
|- VALIGN=top
|
Heavy Armor gives your units a considerable boost in both hard and soft attack. Heavy Tanks are used when breaking enemy lines, being extremely hard to kill. But they slow your units down and require considerable amounts of supplies and fuel.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_8.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Basic Heavy Tank || || || || || 2 || 2 || 2 || 2 || -10
| width=20 | || 8 || 80 || 2 || -1 || 0.7 || 2.5 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Improved Heavy Tank || || || || || 4 || 4 || 4 || 4 || -12
| width=20 | || 9 || 80 || 2 || -1 || 0.8 || 3.0 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Advanced Heavy Tank || || || || || 5 || 6 || 6 || 6 || -15
| width=20 | || 9 || 80 || 2 || -2 || 1 || 3.5 || || || 0.5 || 1.0 || || || ||
|}
[[Category:Units]]
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{{ARMA v1.2}}[[Image:Div_24.jpg|thumb]]
Heavy Cruisers are larger and more heavily armored than their lighter counterparts. They have larger main guns, giving them the ability to bombard enemy units on land. They are effective against enemy surface ships, especially destroyers and light cruisers, but are susceptible to air and submarine attacks.
==Heavy Cruiser Statistics==
{| cellpadding=1
|- valign=bottom
! align=left | Model !! Year !! Air Attack !! Air Def. !! Sea Attack !! Sub Attack !! Sea Def !! Shore Bombard !! Distance !! Visi-<br />bility !! Surface Detect !! Sub Detect !! Air Detect !! Cost !! Build-<br />time !! Man-<br />power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range
|- align=center
| align=left | Great War Heavy Cruiser ||1936||0||1||8||0||5||3||0.24||70||1||2||1||4.0||300||0.5||20||0.40||0.50||2500
|- align=center
| align=left | Early Heavy Cruiser ||1936||1||1||9||0||5||4||0.26||70||1||4||1||5.0||310||1.0||23||0.50||0.50||2500
|- align=center
| align=left | Basic Heavy Cruiser ||1936||1||3||10||0||6||4||0.28||70||1||5||2||6.0||310||1.0||25||0.50||0.50||3000
|- align=center
| align=left | Improved Heavy Cruiser ||1938||2||3||11||0||7||5||0.29||70||1||5||2||7.0||310||1.0||28||0.60||0.60||3500
|- align=center
| align=left | Advanced Heavy Cruiser ||1941||2||4||12||0||8||6||0.30||70||1||6||2||8.0||365||1.0||30||0.60||0.60||4000
|- align=center
| align=left | Semi-Modern Heavy Cruiser ||1945||4||5||13||1||9||6||0.30||70||1||7||3||9.0||365||2.0||30||0.70||0.60||4000
|- align=center
| align=left | Nuclear Heavy Cruiser ||1945||5||7||14||1||10||6||0.30||70||2||8||3||10.0||380||2.0||30||1.60||0.00||8000
|- align=center
| align=left | Modern Heavy Cruiser ||1948||5||7||14||1||10||6||0.30||70||2||8||3||9.0||365||2.0||30||0.70||0.60||4000
|}
==Brigades allowed==
* [[Anti-Air (naval brigade)|Anti-Air]]
* [[Fire Control (naval brigade)|Fire Control]]
* [[Improved Hull (naval brigade)|Improved Hull]]
* [[Radar (naval brigade)|Radar]]
* [[Torpedoes (naval brigade)|Torpedoes]]
==Notes==
* A heavy cruiser is considered a capital ship.
* Heavy cruisers can hold up to 3 brigades.
* All heavy cruisers have a base org and morale of 30.
[[Category:units]]
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Heavy aircraft models 1939-1950
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== USA Planes ==
=== 1939 ===
* B-17B (Strategic Bomber)
** 7.62mm guns
** 2177kg bomb
** 4800hp engine
* A-20A (Tactical Bomber)
** 7.62mm guns
** 1500kg bomb
** 3200hp engine
* C-47 (Transport Plane)
** 2100hp engine
* PBY5 (Nav Bomber)
** 12.7mm guns
** 7.62mm guns
** 1814kg bombs
** 2400hp engine
=== 1940 ===
* B-17E (Strategic Bomber)
** B-17B design
* B-24D (Strategic Bomber)
** 1200hp engine
** 12.7mm guns
** 3629kg bombs
* B-25B (Tactical Bomber)
** 12.7mm guns
** 7.62mm guns
** 1361kg bomb
** 3400hp engine
* B-25C (Tactical Bomber)
** B-25B design
** 12.7mm guns
** 1361kg bomb
** 3400hp engine
* PBM-1 (Nav Bomber)
** 12.7mm guns
** 7.62mm guns
** 907kg bomb
** 3200hp engine
=== 1941 ===
* B-17F (Strategic Bomber)
** B-17E design
* A-20B (Tactical Bomber)
** A-20A design
** 12.7mm guns
** 7.62mm guns
** 1089kg bomb
** 3200hp engine
* B-26B (Tactical Bomber)
** B-25B design
** 12.7mm guns
** 2600kg bombs
** 4000hp engine
=== 1942 ===
* B-17G (Strategic Bomber)
** B-17F design
** 12.7mm guns
** 9453kg bombs
* B-17H (Strategic Bomber)
** B-17G design
* B-24G (Strategic Bomber)
** B-24D design
* B-24H (Strategic Bomber)
** B-24G design
* A-20C (Tactical Bomber)
** A-20B design
* B-25D (Tactical Bomber)
** B-25C design
** 12.7mm guns
** 1361kg bombs
** 3400hp engine
* B-25G (Tactical Bomber)
** B-25D design
** 12.7mm guns
** 75mm cannon
** 1361kg bombs
** 3400hp engine
* B-26C (Tactical Bomber)
** B-26B design
** 12.7mm guns
** 2600kg bombs
** 4000hp engine
* C-46 (Transport Plane)
** C-47 design
** 4000hp engine
* B-34 (Nav Bomber)
** 12.7mm guns
** 7.62mm guns
** 1361kg bombs
** 4000hp engine
=== 1943 ===
* B-24J (Strategic Bomber)
** B-24H design
** 12.7mm guns
** 3629kg bombs
** 4800hp engine
* B-24K (Strategic Bomber)
* B-24J design
** 12.7mm guns
** 3629kg bombs
** 4800hp engine
* B-29 (Strategic Bomber)
** 12.7mm guns
** 20mm cannon
** 9072kg bombs
** 8800hp engine
* A-20G (Tactical Bomber)
** A-20C design
** 7.62mm guns
** 20mm cannon
** 1800kg bombs
** 3200hp engine
* B-25H (Tactical Bomber)
** B-25G design
** 75mm cannon
** 12.7mm guns
** 1451kg bombs
** 3700hp engine
* C-54 (Transport Plane)
** C-46 design
** 5400hp engine
* PBJ (Nav Bomber)
** PBY5 design
** 12.7mm guns
** 1800kg bombs deleted
** 1361kg bombs
** 3400hp engine
=== 1944 ===
* B-29B (Strategic Bomber)
** B-29 design
** 12.7mm guns
** 9072kg bombs
** 8800hp engine
* A-20H (Tactical Bomber)
** A-20G design
** 20mm cannon
** 12.7mm guns
** 1800kg bombs
** 3400hp engine
* B-26G (Tactical Bomber)
** B-26C design
** 12.7mm guns
** 1814kg bombs
** 4000hp engine
* 1945
** A-20K (Tactical Bomber)
** A-20H design
** 20mm cannon
** 12.7mm guns
** 1800kg bombs
** 3400hp engine
* B-25J (Tactical Bomber)
** B-25H design
** 12.7mm guns
** 1800kg bombs deleted
** 1800kg bombs
** 3700hp engine
==German Planes==
===1939===
*He-111H3 (Strategic Bomber)
**7.9mm guns
**20mm cannon
**2000kg bombs
**2400hp engine
*Do-17z (Tactical Bomber)
**7.9mm guns
**1000hp engine
**750kg bombs
*Ju-88A1 (Tactical Bomber)
**7.92mm guns
**500kg bombs
**2420hp engine
*Ju-52 (Transport Plane)
**830hp engine
**1940
*Do-217E (Tactical Bomber)
**Do-17z design
**15mm guns
**13mm guns
**7.92mm guns
**4000kg bombs
**3160hp engine
*Ju-88A4 (Tactical Bomber)
**Ju-88A1 design
**7.92mm guns
**3000kg bombs
**2680hp engine
*FW-200C Condor (Nav Bomber)
**7.9mm guns
**20mm cannon
**1000kg bombs
**3320hp engine
===1941===
*He-111H6 (Strategic Bomber)
**He-111H3 design
**20mm cannon
**7.9mm guns
**2000kg bombs
**2400hp engine
===1942===
*Ju-290A (Strategic Bomber)
**20mm cannon
**13mm guns
**6800hp engine
*He-177 (Strategic Bomber)
**He-111H6 design
**7.9mm guns
**20mm cannon
**13mm guns
**5900hp engine
*Do-217M (Tactical Bomber)
**Do-217E design
**13mm guns
**7.9mm guns
**4000kg bombs
**3500hp engine
===1943===
*Ju-290B (Strategic Bomber)
**Ju-290A design
**20mm cannon
**13mm guns
**7880hp engine
*Ju-188E (Tactical Bomber)
**Ju-88A4 design
**20mm cannon
**13mm guns
**7.9mm guns
**3000kg bombs
**3200hp engine
*Ju-88P (Tactical Bomber)
**Ju-88A4 design
**20mm cannon
*Ju-188E (Nav Bomber)
**Ju-88A4 design
**20mm cannon
**13mm guns
**7.9mm guns
**3000kg bombs
**3200hp engine
===1944===
*Ju-388K (Tactical Bomber)
**Ju-188E design
**1890hp engine
**30mm cannon
**20mm cannon
**3780hp engine
*Ju-352 (Transport Plane)
**Ju-52 design
**1000hp engine
===1945===
*He-277 (Strategic Bomber)
**He-177 design
**20mm cannon
**13mm guns
**7.92mm guns
**7400hp engine
*Ju-287 (Tactical Bomber)
**He-177 design
**Ju-352 design
**Ju-388K design
**13mm guns
**4000kg bombs
**(4)900kg thrust engines
==Japanese Planes==
===1939===
*Ki-21-I (Strategic Bomber)
**7.7mm guns
**750kg bombs
**1700hp engine
*L2D (Transport Plane)
**2160hp engine
*G3M2 (Nav Bomber)
**20mm cannon
**7.7mm guns
**800kg bombs
===1940===
*Ki-21-IIa (Strategic Bomber)
**Ki-21-I design
**7.7mm guns
**1000kg bombs
**2980hp engine
*Ki-48-I (Tactical Bomber)
**7.7mm guns
**300kg bombs
**2000hp engine
===1941===
*Ki-21-IIb (Strategic Bomber)
**Ki-21-IIa design
**7.7mm guns
**12.7mm guns
**1000kg bombs
**3000hp engine
*Ki-48-II (Tactical Bomber)
**Ki-48-I design
**7.7mm guns
**400kg bombs
**2260hp engine
*Ki-49-II (Strategic Bomber)
**Ki-21-IIb design
**7.7mm guns
**20mm cannon
**750kg bombs
**3000hp engine
*G4M1 (Nav Bomber)
**G3M2 design
**7.7mm guns
**20mm cannon
**457mm torpedo
**3070hp engine
*H8K2 (Nav Bomber)
**20mm cannon
**7.7mm guns
**457mm torpedo
**7400hp engine
===1942===
*Ki-48-IIb (Tactical Bomber)
**Ki-48-II design
**7.7mm guns
**400kg bombs
**2260hp engine
===1943===
*Ki-67 (Tactical Bomber)
**Ki-48-IIb design
**20mm cannon
**12.7mm guns
**800kg bombs
**2000hp engine
*G4M2 (Nav Bomber)
**G4M1 design
**20mm cannon
**7.7mm guns
**457mm torpedo
**3650hp engine
*G4M3 (Nav Bomber)
**G4M2 design
**20mm cannon
**7.7mm guns
**1000kg bombs
**3650hp engine
*P1Y1 (Nav Bomber)
**1820hp engine
**20mm cannon
**1000kg bombs
*P1Y2 (Nav Bomber)
**P1Y1 design
**1850hp engine
**20mm cannon
===1944===
*Ki-49-III (Strategic Bomber)
**Ki-49-II design
**20mm cannon
**12.7mm guns
**7.7mm guns
**750kg bombs
**4840hp engine
*Ki-102b (Tactical Bomber)
**Ki-67 design
**57mm cannon
**20mm cannon
**12.7mm guns
**250kg bombs
**3000hp engine
===1945===
==Soviet Planes==
===Pre-1939===
*TB-3 (1933 model)
**7.62mm DA guns
**4000kg bombs
**4x680hp M-17 engines
**long-range heavy bomber, transport plane
*TB-3 (1935 model)
**7.62mm DA guns
**4000kg bombs
**4x970hp MF-34FRN engines
**long-range heavy bomber, transport plane
*DB-3A (1936)
**7.62mm ShKAS guns
**2500kg bombs
**2x760hp M-85 engines
*SB-2 M-100A (1936)
**7.62mm ShKAS guns
**600kg bombs
**2x850 M-100A engines
*MTB-2 (1937)
**heavy naval bomber
**2000kg bombs
**4x950hp M-87A engines
*DB-3 M-87A (1938)
**7.62mm ShKAS guns
**2500kg bombs
**2x950hp M-87A engines
*Li-2 (1938)
**transport plane
**21 man carrying capacity
**2x1000hp M-64IR engines
===1939===
*SB-2 M-103
**7.62mm ShKAS guns
**1600kg bombs
**2x960 M-103 engines
*Pe-2 (Tactical Bomber)
**7.62mm guns
**1000kg bombs
**2200hp engine
===1940===
*DB-3F
**7.62mm ShKAS guns
**12.7mm BT gun
**2700kg bombs
**2x1100hp M-88B engines
*Ar-2
**SB-2 design
**7.62mm ShKAS guns
**1600kg bombs
**2x1100 M-105R engines
*TB-7 (1940 model)
**TB-3 design
**7.62mm ShKAS guns
**12.7mm UBT guns
**20mm ShVAK cannon
**4000kg bombs
**4x1500hp M-40 engines
===1941===
*TB-7 (1941 model)
**TB-3 design
**7.62mm ShKAS guns
**12.7mm UBT guns
**20mm ShVAK cannons
**4000kg bombs
**4x1350hp AM-35A engines
*Yer-2 (1941 model)
**7.62mm guns
**4000kg bombs
**2x1100hp M-105 engines
*Pe-2
**7.62mm ShKAS guns
**1000kg bombs
**2x1100hp M-105 (VK-105PF) engines
*IL-4 (Tactical Bomber)
**DB-3 design
**12.7mm gun
**7.62mm guns
**2500kg bombs
**2x1100hp M-88B engines
===1942===
*Pe-8
**TB-7 design
**7.62mm ShKAS guns
**12.7mm UBT guns
**20mm ShVAK cannons
**4000kg bombs
**4x1700hp M-82FN engines
===1943===
*Yer-2 (1943 model)
**7.62mm UBT gun
**7.62mm UBK gun
**20mm ShVAK cannon
**6000kg bombs
**2x1500hp ACh-30B engines
*Tu-2S (Tactical Bomber)
**20mm ShVAK cannons
**12.7mm UBT guns
**4000kg bombs
**2x1850hp ASh-82FN engines
===1944===
*Pe-6B
**7.62mm gun
**12.7mm guns
**1000kg bombs (?)
**2x1100hp M-105 (VK-105PF) engines (?)
===1945===
*<font color=red>Pe-2RD</font>
**300kg-thrust RD-1 engine
**no information on weaponry
===1946===
===1947===
*An-2 (Transport Plane)
**1500kg carrying capacity
**1000hp ASh-62IR engine
===1948===
*Il-28 (Tactical Bomber)
**23mm cannons
**1000kg bombs
**2x2700kg-thrust VK-1 engines
===1950===
*Il-14
**3300 carrying capacity
2x1900hp ASh-82M engines
==British Planes==
===1939===
*Blendheim Mk.IV (Tactical Bomber)
**7.7mm guns
**454kg bombs
**1840hp engine
*Warwick (Transport Plane)
**3700hp engine
*Beaufort Mk.I (Nav Bomber)
**7.7mm guns
**728kg bombs
===1940===
*Halifax Mk.I (Strategic Bomber)
**7.7mm guns
**5897kg bombs
**5120hp engine
*Wellington Mk.III (Tactical Bomber)
**7.7mm guns
**2014kg bombs
**2750hp engine
===1941===
*Lancaster Mk.I (Strategic Bomber)
**7.7mm guns
**6350kg bombs
**5840hp engine
*Mosquito Mk.IV (Tactical Bomber)
**250kg bombs
**2460hp engine
*Beaufighter Mk.VIC (Nav Bomber)
**3300hp engine
===1942===
*Lancaster Mk.III (Strategic Bomber)
**Lancaster Mk.I design
*Wellington Mk.X (Tactical Bomber)
**Wellington Mk.III design
**7.7mm guns
**1814kg bombs
**3350hp engine
*Beaufort Mk.II (Nav Bomber)
**Beaufort Mk.I design
*Beaufighter Mk.X (Nav Bomber)
**Beaufighter Mk.VIC design
**1770hp engine
**20mm cannon
**113kg bombs
**3540hp engine
===1943===
*Halifax Mk.III (Strategic Bomber)
**Halifax Mk.I design
**7.7mm guns
**5890kg bombs
**6460hp engine
*Mosquito Mk.XVI (Tactical Bomber)
**Mosquito Mk.IV design
**20mm cannon
**3270hp engine
===1944===
===1945===
==French Planes==
===1939===
*Farman F.223 (Strategic Bomber)
**910hp engine
**20mm cannon
**7.5mm guns
**4190kg bombs
*LeO 451 (Tactical Bomber)
**1140hp engine
**20mm cannon
**7.5mm guns
**1500kg bombs
*Farman F.221 (Transport Plane)
**860hp engine
**1940
*Bloch 175 (Tactical Bomber)
**7.5mm guns
**200kg bombs
**2200hp engine
===1941===
*LeO 455 (Tactical Bomber)
**LeO 451 design
**1140hp engine
**20mm cannon
**7.5mm guns
**1500kg bombs
===1942===
===1943===
*Amiot 357 (Tactical Bomber)
**20mm cannon
**7.6mm guns
**1200kg bombs
*P. 663 (Transport Plane)
===1944===
===1945===
==Italian Planes==
===1939===
*Ca 313 (Tactical Bomber)
**700hp engine
**7.7mm guns
**400kg bombs
*SM 79 (Tactical Bomber)
**12.7mm guns
**7.7mm guns
**1250kg bombs
**2340hp engine
*Z. 1007 (Tactical Bomber)
**12.7mm guns
**7.7mm guns
**2000kg bombs
**2520hp engine
*Z.506B (Nav Bomber)
**12.7mm guns
**7.7mm guns
**1200kg bombs
**2250hp engine
===1940===
*BR 20 (Tactical Bomber)
**12.7mm guns
**7.7mm guns
**1600kg bombs
**2000hp engine
*SM 82 (Transport Plane)
**12.7mm guns
**7.7mm guns
**4000kg bombs
**2850hp engine
*SM 79bis (Nav Bomber)
**12.7mm guns
**7.7mm guns
**1250kg bombs
**2340hp engine
===1941===
*P.108B (Strategic Bomber)
**12.7mm guns
**7.7mm guns
**3500kg bombs
**5400hp engine
===1942===
*BR 20bis (Tactical Bomber)
**BR 20 design
**12.7mm guns
**7.7mm guns
**2500kg bombs
**2500hp engine
*Z.1018 (Tactical Bomber)
**Z.1007 design
**12.7mm guns
**7.7mm guns
**2000kg bombs
**3960hp engine
*SM 84 (Nav Bomber)
**SM 79bis design
**12.7mm guns
**1000kg bombs
**3000hp engine
===1943===
*SM 79bter (Nav Bomber)
**SM 79bis deisgn
**7.7mm guns
**1200kg bombs
**1860hp engine
===1944===
*P.108A (Strategic Bomber)
*P.108B (Strategic Bomber)
**102mm cannon
**12.7mm guns
**7.7mm guys
**3500kg bombs
**5400hp engine
*Z.1018b (Tactical Bomber)
**Z.1018 design
**12.7mm guns
**7.7mm guns
**2000kg bombs
**3960hp engine
===1945===
*Z.1024 (Tactical Bomber)
**Z.1018b design
[[Category:Modding]]
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Historical Improvement
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This MOD is designed to make HOI2 more historical and provide a better simulation. Not for early conquer the world strategies. Many events are designed to use the treaty of Munich as the earliest start of the war.
[[image:Hip-usa.jpg|right|thumb|A map showing the USA. Note the airfields, etc.]]
[[image:Hip-techtree.jpg|right|thumb|The Naval Tech Tree]]
* Forum Website: [http://forum.paradoxplaza.com/forum/showthread.php?t=193527]
* Download Site: None - Mod discontinued
* Current Version: 0.83
* Last Update: March, 2007 (inactive)
* Popularity: ''between 1,000 and 5,000 posts''
* Compatibility: [[Versioning|HOI2, DD, ARMA]]
'''Features Explained:'''
{| border="1" cellpadding=2
|- valign=bottom bgcolor="lightgrey"
! Feature !! Description
|- align=left
| Graphics & Sound || Specific unit icons were added according to WW2 symbol designations.
|- align=left
| AI || Yes.
|- align=left
| Technology || Expanded technology trees.
|- align=left
| Territory || Egypt added, historical symbols for airfields, etc, added on the map.
|- align=left
| Events || Yes.
|- align=left
| New Units || Yes.
|- align=left
| Combat System || Not included.
|}
[[Category:Mods]]
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HoI2
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[[Image:HoI2-cover.jpg|right]]
=Hearts of Iron 2=
HoI2 stands for Hearts of Iron 2, the original or "vanilla" game released in 2005. See the [[versioning|version guide]] for details on other versions and expansions.
[[Category:Terminology]]
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Hotkeys
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An incomplete list of hotkeys.
== General ==
*1..................................Switch to map view
*^..................................Search province by name
* Page up, page down......Select next/previous unit. (Boudi 2006/06/14.)
== When a province is selected ==
*A.....Build anti-air
*C.....Build coast fort
*I.....Build industry
*L.....Build land fort
*N.....Build infastructure
== When a unit is selected ==
*L.....Load onto transport
*U.....Unload transport
== Control groups ==
*Ctrl+0-9.....Form a control group
*0-9..........Activate control group
==Macintosh Version==
* , (comma).....Decrease game speed
* . (period).....Increase game speed
* / (forward slash).....Pause game
[[Category:Reference]]
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How to abandon doctrine
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Look at your doctrine page and look at the latest researched part.
Click it and it should say "abandon doctrine" where it would normally say "Start project'
So more or less, just do everything backards and you should be able to research any doctrine tree.
[[Category:FAQ]] [[Category:Terminology]]
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#REDIRECT [[Land Doctrine FAQ]]
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Hungary
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{{Country guides}}
== Pros/Cons ==
Hungary has a lot of going things going for it, but there are some negative aspects which impede its success worldwide. The good things:
* Decent research teams
* Right in the middle of Eastern Europe (to make conquest easier)
* High IC relative to size
* Good relations with Germany
* Decent tech teams
* OK military leaders
* Metal surplus
* Excellent ministers
And the bad things:
* Lack of many resources
* All neighboring nations have their independence guaranteed by at least 3 countries each
* Low starting IC compared to some neighbors
* Small starting army
* Low manpower
* Only 2 tech slots
* No navy (unimportant, if you don´t have a port)
== Starting Out ==
You probably won't be able to go to war anytime soon with Hungary. Although you are surrounded by nations which are just aching for a whooping, they have their independence guaranteed by the United Kingdom or Germany. You also have to deal with your shortage of resources -- Germany is a good trading partner, as it needs the metal which you can provide. Alternatively, you can stock up on supplies and trade them for whatever else you require. Since you can't do anything for the first 5 years, that means you have to build up you army steadily until the time comes to go to war. Try not to build any 1918 infantry at the start and focus on upgrading and repairing your army until basic infantry has been researched, at which point you should starting building fairly long queues of 1936 infantry. Try to produce extra supplies so you can trade them for other resources down the road. Focus on industrial technologies and infantry/land doctrines as long as you only have two slots -- the rest can come later. You should have in excess of 30 divisions by 1941, as well as an HQ.
== War With Yugoslavia ==
Only declare war on Yugoslavia after no nation is still guaranteeing its independence. Although Yugoslavia's army should roughly equal yours (although most of the time, Yugoslavia focuses on its airforce and only builds 3-5 infantry divisions, making your job easier. Typically, Yugoslavia has its troops spread around throughout the country, while yours are completely focused on the Yugoslavian border. Your aim should be getting to Belgrade as soon as possible. That means you should blitz through Zrenjanin, Novi Sad, Ojisek, and get to Belgrade before Yugoslavia can organize and effective defense. That would net you 11 of Yugoslavia's ICs (2 in Novi Sad and 9 in Belgrade) right off the bat. From there on, you can pretty much do whatever you want with Yugoslavia. Perhaps seeking to divide the country in two would be the best way to win -- but it's up to you. If this war with Yugoslavia starts when you are part of Axis, try to move your armies quickly to sea, perhaps to Bosnia before other Axis reach it, so you can build navy if you want.
== The Vienna Dictate ==
Shortly after the war with Yugoslavia is concluded, the Vienna Dictate should fire. Germany usually tends to endorse giving Transylvania back to Hungary, so you'll get Satu Mare and Cluj Napoca. Usually, Bulgaria will declare war on Romania if its request for Constanta is denied. Accept an alliance with Bulgaria and declare war on Romania. Romania should not be too difficult to conquer, despite its superior army and IC base, since it is forced into war on two fronts, and your army and Bulgaria's combined should be more than a match. Usually, Romania surrenders, giving you most of Western Romania.
== War with Bulgaria ==
Now is the time to backstab Bulgaria. After it has helped you win the war against Romania, show your gratitude by leaving the alliance with it and proceeding to declare war on Bulgaria. Bulgaria tends to have a fairly small army, so the fight should be heavily in your favour. However, Bulgaria is a mountainous country, so it may not be as easy as it first appears (the best thing is to have some mountain inf. as your spearhead). The best bet would be to take Sofia and the rest of Western Bulgaria quickly. After that, if your army is strong enough and a suitable defensive line in Plovdiv and Pleven does not exist, the rest of Bulgaria should fall quickly. Otherwise, it will take a bit more time.
== War with Greece ==
Going to war with Greece may be a bit tricky. Italy will at some point declare war on Greece, at which point Greece will join the Allies. Since you don't want to be in a war against the United Kingdom and eventually the United States, it may be for the best not to invade Greece. Instead, you can turn your attention farther South.
== Turkey and Beyond ==
The Turkish army should be no match for your superior army by now. You can go through Istanbul and subdue Turkey easily, while giving your air force easy targets to prey upon. From there, you can invade Persia. However, you must first make sure that the Soviet Union does not declare war on you. It may be best to wait until Germany progresses to the heart of the Soviet Union before deciding to declare war on Persia. Persia is strategically important as it is a great source of oil -- one of your only sources, in fact. No blood for oil? Pfft. From there, you have carte blanche to invade -- err, liberate -- Afghanistan. After that, there's not much to do. You can declare war on Germany if they're looking weak, or you can take a shot at the Allies or the Soviet Union.
[[Category:National Strategy]]
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#REDIRECT [[Industrial Capacity]]
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{{Anthology}}
IC days is a formula for accurately determining the total cost of unit production. This formula provides data required in order to make long term production planning decisions.
IC cost * build time = IC days
For example, 1936 Infantry (assuming no slider bonuses) costs 7 IC to produce, and will require 95 days to complete. Stated another way, this means those 7 IC are being exclusively used for a period of 95 days. Thus, the ''real'' IC cost for the 1936 Infantry division is actually (7*95) 665 total IC.
[[Category:Terminology]]
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#REDIRECT [[IC days]]
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Indochina
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=Provinces=
{|
|Country
|
|Required Provinces
|
|
|Extra Provinces
|
|----
|Tag
|Name
|Id
|Name
|Capital
|Id
|name
|----
|IDC
|Indochina
|1326
|Haiphong
|C
|
|
|----
|
|
|1328
|Hanoi
|
|
|
|----
|
|
|1333
|Da Nang
|
|
|
|----
|
|
|1334
|Qui Non
|
|
|
|----
|
|
|1335
|Nha Trang
|
|
|
|----
|
|
|1337
|Saigon
|
|
|
|----
|
|
|1338
|Rach Gia
|
|
|
|----
|
|
|1339
|Battambang
|
|
|
|----
|
|
|1340
|Phnom Penh
|
|
|
|----
|
|
|1341
|Ubon Ratchthani
|
|
|
|----
|
|
|1329
|Vientiane
|
|
|
|----
|
|
|1332
|Nhommarath
|
|
|
|----
|
|
|1336
|Pakse
|
|
|
|----
|
|
|1306
|Luang Prabang
|
|
|
|----
|}
=Tech Teams=
{| border="1" cellpadding="2"
|+IDC - Indochina
|-
|14400||T9800||Hanoi Aerospace Company||2||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|14401||T9800||Hanoi Arsenal||3||1930||1970||[[Image:artillery.png|ART]]||[[Image:General_equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|14403||T14403||Vietnam Maritime University||4||1930||1970||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]||[[Image:Naval_engineering.png|NVE]]||[[Image:Naval_training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|14404||T10401||Vietnam Military Academy||3||1930||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Individual_courage.png|CRG]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|14405||T10100||Royal Khmer University||2||1945||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|14406||T3802||Kampot Docks||1||1930||1970||[[Image:Naval_artillery.png|NVA]]||[[Image:Naval_engineering.png|NVE]]||[[Image:technical_efficiency.png|TEC]]
|-
|14407||T10401||Phnom Penh Military Depot||3||1930||1970||[[Image:artillery.png|ART]]||[[Image:General_equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|14408||T11800||National University of Laos||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|14409||T14302||Hanoi University of Technology||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|}
=Technical Details=
* TAG => [[IDC]]
=Events=
=Scenerios=
==1936==
Possession of [[France]]
==1938==
Possession of [[France]]
==1941==
Possession of [[Japan]]
==1944==
Possession of [[Japan]]
[[Category:Countries]]
83cd56fbc9f9d415962da736fa52831182ba3d23
Industrial Capacity
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'''Industrial Capacity''' (IC) is a nation's total capacity for production.
== Base IC ==
Base IC is based on the the number of factories you have in your national provinces. If Albania, for example, has 4 factories in its national provinces, then it will have a base IC of 4. One receives only 1 IC for every occupied province with any factories, so even if Beijing has 5 factories, its owner Shanxi only receives 1 IC since Beijing is not a national province of Shanxi.
On top of Base IC your actual IC is based on many different factors, for example:
* [[Minister Traits]]
* [[Technology]]
* [[Dissent]]
* [[Peacetime Modifier]]
== Minister Traits ==
For example, if a nation has a minister that gives an extra 5% of IC (like Germany and Rudolf Hess), then the overall IC increases by 5% of the Base IC. The same works for loss of IC.
== Technology ==
If a nation has technology giving them an extra percentage of IC, the same process will occur as for Minister Traits.
== Dissent ==
When a nation has a high percentage of dissent, the workers become more reluctant to work and thus IC drops by a certain percentage. The only way to remedy this is to raise Consumer Goods levels to curb dissent before your IC drops below the amount of IC required for Consumer Goods.
== Peacetime Modifier ==
If you control a large nation such as the United Kingdom, France or the United States then you may have a peacetime modifier. This means that your IC is quite far below the Base IC. This is because the nation is at peace and not all the factories are required. Your Peacetime Modifier will go once you go to war. A 'phoney war' with a minor, faraway nation like Paraguay is ideal to get around this problem.
[[Category:Terminology]]
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Industry Tech Tree
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{{TechTree}}
== Industry ==
=== Agriculture ===
==== Modern Agriculture ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites: None
*Effects:
:*Manpower Growth +5%
|
5 - [[Image:mechanics.png|mechanics]] - Scientific Plowing Technique
5 - [[Image:mechanics.png|mechanics]] - Scientific Sowing Technique
5 - [[Image:mechanics.png|mechanics]] - Scientific Mowing Technique
5 - [[Image:mechanics.png|mechanics]] - Scientific Cleaning Technique
6 - [[Image:management.png|management]] - Scientific Agricultural Processes (D)
|}
==== Mechanized Agriculture ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites:
:*[[Industry_Tech_Tree#Modern Agriculture|Modern Agriculture]]
*Effects:
:*Manpower Growth +5%
|
6 - [[Image:mechanics.png|mechanics]] - Plowing Machine
6 - [[Image:mechanics.png|mechanics]] - Sowing Machine
6 - [[Image:mechanics.png|mechanics]] - Mowing Machines
6 - [[Image:mechanics.png|mechanics]] - Cleaning Machines
7 - [[Image:management.png|management]] - Mechanized Agricultural Processes (D)
|}
==== Agrichemistry ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites:
:*[[Industry_Tech_Tree#Mechanized Agriculture|Mechanized Agriculture]]
*Effects:
:*Manpower Growth +5%
|
7 - [[Image:chemistry.png|chemistry]] - Synthetic Fertilizers
7 - [[Image:chemistry.png|chemistry]] - Synthetic Insecticides
7 - [[Image:chemistry.png|chemistry]] - Synthetic Herbicides
7 - [[Image:chemistry.png|chemistry]] - Synthetic Fungicides
8 - [[Image:management.png|management]] - Hybridization
|}
==== Agricultural Production ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites:
:*[[Industry_Tech_Tree#Agrichemistry|Agrichemistry]]
*Effects:
:*Manpower growth +5%
|
8 - [[Image:chemistry.png|chemistry]] - Industrial Pasteurization
8 - [[Image:industrial_engineering.png|industrial_engineering]] - Large Scale Refrigeration
8 - [[Image:industrial_engineering.png|industrial_engineering]] - Sterile Packaging
8 - [[Image:industrial_engineering.png|industrial_engineering]] - Dehydration Techniques
9 - [[Image:management.png|management]] - Agrimanagement Processes (D)
|}
=== Manufacturing ===
==== Basic Machine Tools ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites: None
*Effects:
:*Industrial Efficiency total 5
|
5 - [[Image:chemistry.png|chemistry]] - Cemented Tungsten Carbide
5 - [[Image:industrial_engineering.png|industrial_engineering]] - Precision Techniques
5 - [[Image:industrial_engineering.png|industrial_engineering]] - Basic Welding Techniques
6 - [[Image:industrial_engineering.png|industrial_engineering]] - High Temperature Resistance
7 - [[Image:industrial_engineering.png|industrial_engineering]] - Basic Machine Tools Development Process (D)
|}
==== Improved Machine Tools ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1937
*Prerequisites:
:*[[Industry_Tech_Tree#Basic Machine Tools|Basic Machine Tools]]
*Effects:
:*Industrial Efficiency total 5
|
6 - [[Image:chemistry.png|chemistry]] - Industrial Ceramic
6 - [[Image:industrial_engineering.png|industrial_engineering]] - Sensor Techniques
6 - [[Image:industrial_engineering.png|industrial_engineering]] - Improved Welding Techniques
7 - [[Image:industrial_engineering.png|industrial_engineering]] - High Speed Performance
8 - [[Image:industrial_engineering.png|industrial_engineering]] - Improved Machine Tools Development Process (D)
|}
==== Advanced Machine Tools ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1938
*Prerequisites:
:*[[Industry_Tech_Tree#Improved Machine Tools|Improved Machine Tools]]
*Effects:
:*Industrial Efficiency total 5
|
7 - [[Image:chemistry.png|chemistry]] - Industrial Diamonds
7 - [[Image:industrial_engineering.png|industrial_engineering]] - Automation
7 - [[Image:industrial_engineering.png|industrial_engineering]] - Advanced Welding Techniques
8 - [[Image:industrial_engineering.png|industrial_engineering]] - Very High Speed Performance
9 - [[Image:industrial_engineering.png|industrial_engineering]] - Advanced Machine Tools Development Process (D)
|}
==== Basic Construction Engineering ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites: None
*Effects:
:*Our troops will now dig in when not moving.
:*New Building Allowed: infrastructure
:*New Building Allowed: ic
:*New Building Allowed: land_fort
:*New Building Allowed: coastal_fort
|
5 - [[Image:industrial_engineering.png|industrial_engineering]] - Basic Standardization
5 - [[Image:management.png|management]] - Basic Quality Control
5 - [[Image:industrial_engineering.png|industrial_engineering]] - Basic Reliability Engineering
6 - [[Image:industrial_engineering.png|industrial_engineering]] - Basic Test Planning
7 - [[Image:industrial_engineering.png|industrial_engineering]] - Basic Construction Engineering Development Process (D)
|}
==== Improved Construction Engineering ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1937
*Prerequisites:
:*[[Industry_Tech_Tree#Basic Construction Engineering|Basic Construction Engineering]]
*Effects:
:*New Building Allowed: air_base
:*New Building Allowed: naval_base
:*Production Bonus: land_fort 50
:*Production Bonus: coastal_fort 50
|
6 - [[Image:industrial_engineering.png|industrial_engineering]] - Improved Standardization
6 - [[Image:management.png|management]] - Improved Quality Control
6 - [[Image:industrial_engineering.png|industrial_engineering]] - Improved Reliability Engineering
7 - [[Image:industrial_engineering.png|industrial_engineering]] - Improved Test Planning
8 - [[Image:industrial_engineering.png|industrial_engineering]] - Improved Construction Engineering Development Process (D)
|}
==== Advanced Construction Engineering ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1938
*Prerequisites:
:*[[Industry_Tech_Tree#Improved Construction Engineering|Improved Construction Engineering]]
*Effects:
:*Production Bonus: land_fort 50
:*Production Bonus: coastal_fort 50
|
7 - [[Image:industrial_engineering.png|industrial_engineering]] - Advanced Standardization
7 - [[Image:management.png|management]] - Advanced Quality Control
7 - [[Image:industrial_engineering.png|industrial_engineering]] - Advanced Reliability Engineering
8 - [[Image:industrial_engineering.png|industrial_engineering]] - Advanced Test Planning
9 - [[Image:industrial_engineering.png|industrial_engineering]] - Advanced Construction Engineering Development Process (D)
|}
==== Production Control ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1939
*Prerequisites:
:*[[Industry_Tech_Tree#Advanced Machine Tools|Advanced Machine Tools]]
:*[[Industry_Tech_Tree#Advanced Construction Engineering|Advanced Construction Engineering]]
*Effects:
:*Industrial Efficiency supplies 5
|
7 - [[Image:industrial_engineering.png|industrial_engineering]] - Mass Production
7 - [[Image:management.png|management]] - Scientific Management
7 - [[Image:management.png|management]] - Continuous Improvement
7 - [[Image:management.png|management]] - Setup Time Reduction
8 - [[Image:management.png|management]] - Production Control Development Process (D)
|}
==== Production Planning ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1939
*Prerequisites:
:*[[Industry_Tech_Tree#Advanced Machine Tools|Advanced Machine Tools]]
:*[[Industry_Tech_Tree#Advanced Construction Engineering|Advanced Construction Engineering]]
*Effects:
:*Industrial Efficiency supplies 5
|
7 - [[Image:management.png|management]] - General Production Planning
7 - [[Image:management.png|management]] - Inventory Planning
7 - [[Image:management.png|management]] - Resource Queue System
7 - [[Image:management.png|management]] - Advanced Worker Time Tables
8 - [[Image:management.png|management]] - Production Planning Development Process (D)
|}
==== Assembly Line Experimentation ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Prerequisites:
:*[[Industry_Tech_Tree#Production Control|Production Control]]
:*[[Industry_Tech_Tree#Production Planning|Production Planning]]
*Effects:
:*Industrial Efficiency supplies 15
|
8 - [[Image:management.png|management]] - Modular Design
8 - [[Image:management.png|management]] - Platform Development
8 - [[Image:industrial_engineering.png|industrial_engineering]] - Sectional Assembly
8 - [[Image:industrial_engineering.png|industrial_engineering]] - Fracture Mechanics
10 - [[Image:management.png|management]] - Experimentation Process (D)
|}
==== Aircraft Assembly Line ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Prerequisites:
:*[[Industry_Tech_Tree#Assembly Line Experimentation|Assembly Line Experimentation]]
*Effects:
:*Time interceptor -20
:*Time multi_role -20
:*Time escort -20
:*Time cas -20
:*Time naval_bomber -20
:*Time strategic_bomber -20
:*Time tactical_bomber -20
:*Time transport_plane -20
:*Time cag -20
|
10 - [[Image:aeronautics.png|aeronautics]] - Aircraft Modules
10 - [[Image:industrial_engineering.png|industrial_engineering]] - Environmental Tests
10 - [[Image:industrial_engineering.png|industrial_engineering]] - Propulsion Adaptation
10 - [[Image:industrial_engineering.png|industrial_engineering]] - Assembly Line Process
10 - [[Image:management.png|management]] - Production Tests (D)
|}
==== Ship Assembly Line ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Prerequisites:
:*[[Industry_Tech_Tree#Assembly Line Experimentation|Assembly Line Experimentation]]
*Effects:
:*Time battlecruiser -20
:*Time battleship -20
:*Time carrier -20
:*Time destroyer -20
:*Time heavy_cruiser -20
:*Time light_cruiser -20
:*Time submarine -20
:*Time transport -20
:*Production Bonus: transports 20
:*Production Bonus: escorts 20
|
10 - [[Image:naval_engineering.png|naval_engineering]] - Ship Modules
10 - [[Image:industrial_engineering.png|industrial_engineering]] - Environmental Tests
10 - [[Image:industrial_engineering.png|industrial_engineering]] - Propulsion Adaptation
10 - [[Image:industrial_engineering.png|industrial_engineering]] - Assembly Line Process
10 - [[Image:management.png|management]] - Production Tests (D)
|}
==== Vehicle Assembly Line ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Prerequisites:
:*[[Industry_Tech_Tree#Assembly Line Experimentation|Assembly Line Experimentation]]
*Effects:
:*Time armor -20
:*Time light_armor -20
:*Time light_armor_brigade -20
:*Time mechanized -13
:*Time motorized -13
:*Time armored_car -20
:*Time heavy_armor -20
:*Time super_heavy_armor -20
:*Time tank_destroyer -20
:*Time sp_artillery -20
:*Time sp_rct_artillery -20
|
10 - [[Image:mechanics.png|mechanics]] - Vehicle Modules
10 - [[Image:industrial_engineering.png|industrial_engineering]] - Environmental Tests
10 - [[Image:industrial_engineering.png|industrial_engineering]] - Propulsion Adaptation
10 - [[Image:industrial_engineering.png|industrial_engineering]] - Assembly Line Process
10 - [[Image:management.png|management]] - Production Tests (D)
|}
==== Rocket Assembly Line ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1942
*Prerequisites:
:*[[Industry_Tech_Tree#Assembly Line Experimentation|Assembly Line Experimentation]]
*Effects:
:*Time flying_bomb -20
:*Time flying_rocket -20
|
10 - [[Image:rocketry.png|rocketry]] - Rocket Modules
10 - [[Image:industrial_engineering.png|industrial_engineering]] - Environmental Tests
10 - [[Image:industrial_engineering.png|industrial_engineering]] - Propulsion Adaptation
10 - [[Image:industrial_engineering.png|industrial_engineering]] - Assembly Line Process
10 - [[Image:management.png|management]] - Production Tests (D)
|}
==== Small Arms Assembly Line ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Prerequisites:
:*[[Industry_Tech_Tree#Assembly Line Experimentation|Assembly Line Experimentation]]
*Effects:
:*Time infantry -20
:*Time cavalry -20
:*Time militia -20
:*Time garrison -20
:*Time police -10
:*Time paratrooper -10
:*Time bergsjaeger -10
:*Time marine -10
:*Time engineer -10
:*Time mechanized -7
:*Time motorized -7
:*Time anti_tank -20
:*Time anti_air -20
:*Time artillery -20
:*Time rocket_artillery -20
|
10 - [[Image:general_equipment.png|general_equipment]] - Modular Construction
10 - [[Image:industrial_engineering.png|industrial_engineering]] - Environmental Tests
10 - [[Image:industrial_engineering.png|industrial_engineering]] - Efficiency Tests
10 - [[Image:industrial_engineering.png|industrial_engineering]] - Assembly Line Process
10 - [[Image:management.png|management]] - Production Tests (D)
|}
=== Synthetic Oil ===
==== Basic Oil Refining ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites: None
*Effects:
:*Industrial Multiplier energy_to_oil 0.1
|
7 - [[Image:chemistry.png|chemistry]] - Basic Distillation
7 - [[Image:chemistry.png|chemistry]] - Basic Cracker
7 - [[Image:chemistry.png|chemistry]] - Basic Isomerisation
7 - [[Image:chemistry.png|chemistry]] - Basic Hydrogen Treatment
8 - [[Image:industrial_engineering.png|industrial_engineering]] - Basic Test Facility (D)
|}
==== Improved Oil Refining ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1938
*Prerequisites:
:*[[Industry_Tech_Tree#Basic Oil Refining|Basic Oil Refining]]
*Effects:
:*Industrial Multiplier energy_to_oil 0.25
|
7 - [[Image:chemistry.png|chemistry]] - Improved Distillation
7 - [[Image:chemistry.png|chemistry]] - Improved Cracker
7 - [[Image:chemistry.png|chemistry]] - Improved Isomerisation
7 - [[Image:chemistry.png|chemistry]] - Improved Hydrogen Treatment
8 - [[Image:industrial_engineering.png|industrial_engineering]] - Improved Test Facility (D)
|}
==== Advanced Oil Refining ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Prerequisites:
:*[[Industry_Tech_Tree#Improved Oil Refining|Improved Oil Refining]]
*Effects:
:*Industrial Multiplier energy_to_oil 0.4
|
8 - [[Image:chemistry.png|chemistry]] - Advanced Distillation
8 - [[Image:chemistry.png|chemistry]] - Advanced Cracker
8 - [[Image:chemistry.png|chemistry]] - Advanced Isomerisation
8 - [[Image:chemistry.png|chemistry]] - Advanced Hydrogen Treatment
9 - [[Image:industrial_engineering.png|industrial_engineering]] - Advanced Test Facility (D)
|}
==== Basic Synthetic Oil Plant ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
*Prerequisites:
:*[[Industry_Tech_Tree#Advanced Oil Refining|Advanced Oil Refining]]
*Effects:
:*Industrial Multiplier energy_to_oil 0.6
|
8 - [[Image:chemistry.png|chemistry]] - Basic Catalysts
8 - [[Image:chemistry.png|chemistry]] - Basic Reactors
8 - [[Image:chemistry.png|chemistry]] - Basic Product Processing
8 - [[Image:chemistry.png|chemistry]] - Basic Feedstock Preparation
10 - [[Image:industrial_engineering.png|industrial_engineering]] - Basic Oil Plant Prototype Tests (D)
|}
==== Improved Synthetic Oil Plant ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1942
*Prerequisites:
:*[[Industry_Tech_Tree#Basic Synthetic Oil Plant|Basic Synthetic Oil Plant]]
*Effects:
:*Industrial Multiplier energy_to_oil 0.75
|
8 - [[Image:chemistry.png|chemistry]] - Improved Catalysts
8 - [[Image:chemistry.png|chemistry]] - Improved Reactors
8 - [[Image:chemistry.png|chemistry]] - Improved Product Processing
8 - [[Image:chemistry.png|chemistry]] - Improved Feedstock Preparation
10 - [[Image:industrial_engineering.png|industrial_engineering]] - Improved Oil Plant Prototype Tests (D)
|}
==== Advanced Synthetic Oil Plant ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Industry_Tech_Tree#Improved Synthetic Oil Plant|Improved Synthetic Oil Plant]]
*Effects:
:*Industrial Multiplier energy_to_oil 0.9
|
8 - [[Image:chemistry.png|chemistry]] - Advanced Catalysts
8 - [[Image:chemistry.png|chemistry]] - Advanced Reactors
8 - [[Image:chemistry.png|chemistry]] - Advanced Product Processing
8 - [[Image:chemistry.png|chemistry]] - Advanced Feedstock Preparation
10 - [[Image:industrial_engineering.png|industrial_engineering]] - Advanced Oil Plant Prototype Tests (D)
|}
=== Cryptography ===
==== Census Tabulating Machine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites: None
*Effects:
:*Research Modifier: 5
|
8 - [[Image:mechanics.png|mechanics]] - Fine Mechanics
7 - [[Image:mechanics.png|mechanics]] - Manual Reconfiguration
7 - [[Image:mechanics.png|mechanics]] - Card Storage and Sorting
3 - [[Image:mechanics.png|mechanics]] - Punch Cards
10 - [[Image:mechanics.png|mechanics]] - CT Machine Prototype Tests (D)
|}
==== Basic Computing Machine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites:
:*[[Industry_Tech_Tree#Census Tabulating Machine|Census Tabulating Machine]]
*Effects:
:*Research Modifier: 5
|
8 - [[Image:mathematics.png|mathematics]] - Applied Mathematics
8 - [[Image:electronics.png|electronics]] - Control and Arithmetic Unit
8 - [[Image:mechanics.png|mechanics]] - Memory Device
8 - [[Image:mechanics.png|mechanics]] - Punch Tape and Reader
8 - [[Image:management.png|management]] - Basic Computing Machine Prototype Tests (D)
|}
==== Improved Computing Machine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1938
*Prerequisites:
:*[[Industry_Tech_Tree#Basic Computing Machine|Basic Computing Machine]]
*Effects:
:*Research Modifier: 5
|
8 - [[Image:mathematics.png|mathematics]] - Machine Code
8 - [[Image:electronics.png|electronics]] - Control and Arithmetic Unit
8 - [[Image:electronics.png|electronics]] - Data Storage Relays
8 - [[Image:mechanics.png|mechanics]] - Punch Tape and Reader
8 - [[Image:management.png|management]] - Improved Computing Machine Prototype Tests (D)
|}
==== Advanced Computing Machine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Prerequisites:
:*[[Industry_Tech_Tree#Improved Computing Machine|Improved Computing Machine]]
*Effects:
:*Research Modifier: 5
:*May lead to . 7140
|
8 - [[Image:mathematics.png|mathematics]] - Assembler Languages
8 - [[Image:electronics.png|electronics]] - Control and Arithmetic Unit
8 - [[Image:mechanics.png|mechanics]] - Multiple Data Storage Relays
8 - [[Image:electronics.png|electronics]] - Multiple Punch Tapes and Readers
8 - [[Image:management.png|management]] - Advanced Computing Machine Prototype Tests (D)
|}
==== Basic Encryption Devices ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1937
*Prerequisites:
:*[[Industry_Tech_Tree#Basic Computing Machine|Basic Computing Machine]]
*Effects:
:*IntOp Chance them -15
:*Surprise Chance naval 15
:*Surprise Chance land 15
:*Surprise Chance air 15
:*Army detection Chance them -15
|
7 - [[Image:mechanics.png|mechanics]] - Keyboard
7 - [[Image:electronics.png|electronics]] - Portable battery
7 - [[Image:mechanics.png|mechanics]] - 3-Rotor system
7 - [[Image:mechanics.png|mechanics]] - Basic Reflector
7 - [[Image:mathematics.png|mathematics]] - Basic Code
|}
==== Basic Decryption Devices ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1938
*Prerequisites:
:*[[Industry_Tech_Tree#Basic Computing Machine|Basic Computing Machine]]
*Effects:
:*IntOp Chance us 25
:*Surprise Chance naval 15
:*Surprise Chance land 15
:*Surprise Chance air 15
:*Army detection Chance us 15
|
8 - [[Image:mathematics.png|mathematics]] - Identification of Message Keys
8 - [[Image:mathematics.png|mathematics]] - Identification of Cribs
8 - [[Image:mathematics.png|mathematics]] - Basic Cryptographical Mathematical Theory
8 - [[Image:training.png|training]] - Special Decryption Teams
8 - [[Image:mechanics.png|mechanics]] - Basic Computing Machine Support
|}
==== Improved Encryption Devices ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1939
*Prerequisites:
:*[[Industry_Tech_Tree#Improved Computing Machine|Improved Computing Machine]]
*Effects:
:*IntOp Chance them -15
:*Surprise Chance naval 15
:*Surprise Chance land 15
:*Surprise Chance air 15
:*Army detection Chance them -15
|
7 - [[Image:mathematics.png|mathematics]] - Binary system characters
7 - [[Image:electronics.png|electronics]] - Improved powersource
7 - [[Image:mechanics.png|mechanics]] - 6-rotor system
7 - [[Image:mechanics.png|mechanics]] - Double teleprinter
7 - [[Image:management.png|management]] - Unique settings
|}
==== Improved Decryption Devices ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Prerequisites:
:*[[Industry_Tech_Tree#Improved Computing Machine|Improved Computing Machine]]
*Effects:
:*IntOp Chance us 25
:*Surprise Chance naval 15
:*Surprise Chance land 15
:*Surprise Chance air 15
:*Army detection Chance us 15
|
8 - [[Image:mathematics.png|mathematics]] - Identification of Multiple Message Keys
8 - [[Image:mathematics.png|mathematics]] - Identification of Repetitions
8 - [[Image:mathematics.png|mathematics]] - Theoretical Computer
8 - [[Image:training.png|training]] - Special Decryption Facility
8 - [[Image:mechanics.png|mechanics]] - Improved Computing Machine Support
|}
==== Advanced Encryption Devices ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
*Prerequisites:
:*[[Industry_Tech_Tree#Advanced Computing Machine|Advanced Computing Machine]]
*Effects:
:*IntOp Chance them -15
:*Surprise Chance naval 15
:*Surprise Chance land 15
:*Surprise Chance air 15
:*Army detection Chance them -15
|
7 - [[Image:mathematics.png|mathematics]] - 5-Bit combinations
7 - [[Image:electronics.png|electronics]] - Advanced electro-mechanics
7 - [[Image:mechanics.png|mechanics]] - 10 Rotor-system
7 - [[Image:mathematics.png|mathematics]] - Simultaneous encryption
7 - [[Image:mathematics.png|mathematics]] - One-time code pads
|}
==== Advanced Decryption Device ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1942
*Prerequisites:
:*[[Industry_Tech_Tree#Advanced Computing Machine|Advanced Computing Machine]]
*Effects:
:*IntOp Chance us 25
:*Surprise Chance naval 15
:*Surprise Chance land 15
:*Surprise Chance air 15
:*Army detection Chance us 15
|
8 - [[Image:mathematics.png|mathematics]] - Identification of Parallel Texts
8 - [[Image:mathematics.png|mathematics]] - Advanced Reconstruction
8 - [[Image:mathematics.png|mathematics]] - Advanced Prime Number Theory
8 - [[Image:training.png|training]] - Multiple Cooperating Decryption Facilities
8 - [[Image:mechanics.png|mechanics]] - Advanced Computing Machine Support
|}
=== Radar ===
==== Basic Decimetric Radar Warning Sites ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1937
*Prerequisites: None
*Effects:
:*New Building Allowed: radar_station
:*Radar Station Efficiency: 5
|
6 - [[Image:mechanics.png|mechanics]] - Basic Antenna
6 - [[Image:electronics.png|electronics]] - Transmitter Frequency 10m/30MHz
6 - [[Image:electronics.png|electronics]] - Basic Mechanical Structure
6 - [[Image:electronics.png|electronics]] - Basic Manual Plotting Device
6 - [[Image:management.png|management]] - Basic Air Defence Integration
|}
==== Improved Decimetric Radar Warning Sites ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Prerequisites:
:*[[Industry_Tech_Tree#Basic Decimetric Radar Warning Sites|Basic Decimetric Radar Warning Sites]]
*Effects:
:*Radar Station Efficiency: 10
|
7 - [[Image:mechanics.png|mechanics]] - Improved Antenna
7 - [[Image:electronics.png|electronics]] - Transmitter Frequency 1.5m/200MHz
7 - [[Image:electronics.png|electronics]] - Improved Mechanical Structure
7 - [[Image:electronics.png|electronics]] - Improved Manual Plotting Device
7 - [[Image:management.png|management]] - Improved Air Defence Integration
|}
==== Advanced Decimetric Radar Warning Sites ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1942
*Prerequisites:
:*[[Industry_Tech_Tree#Improved Decimetric Radar Warning Sites|Improved Decimetric Radar Warning Sites]]
*Effects:
:*Radar Station Efficiency: 10
|
7 - [[Image:mechanics.png|mechanics]] - Advanced Antenna
7 - [[Image:electronics.png|electronics]] - Transmitter Frequency 50cm/600MHz
7 - [[Image:electronics.png|electronics]] - Advanced Mechanical Structure
7 - [[Image:electronics.png|electronics]] - Advanced Manual Plotting Device
7 - [[Image:management.png|management]] - Advanced Air Defence Integration
|}
==== Basic Centimetric Radar Warning Sites ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1942
*Prerequisites:
:*[[Industry_Tech_Tree#Advanced Decimetric Radar Warning Sites|Advanced Decimetric Radar Warning Sites]]
*Effects:
:*Radar Station Efficiency: 5
|
7 - [[Image:mechanics.png|mechanics]] - Tower Antenna
9 - [[Image:electronics.png|electronics]] - Transmitter Frequency 10cm/3GHz
7 - [[Image:electronics.png|electronics]] - Basic Electrical Structure
8 - [[Image:electronics.png|electronics]] - Basic Electromechanical Plotting Device
10 - [[Image:management.png|management]] - Basic Air Defence Network
|}
==== Improved Centimetric Radar Warning Sites ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Industry_Tech_Tree#Basic Centimetric Radar Warning Sites|Basic Centimetric Radar Warning Sites]]
*Effects:
:*Radar Station Efficiency: 20
|
8 - [[Image:mechanics.png|mechanics]] - Movable Antenna
10 - [[Image:electronics.png|electronics]] - Transmitter Frequency 12cm/4GHz
8 - [[Image:electronics.png|electronics]] - Improved Electrical Structure
9 - [[Image:electronics.png|electronics]] - Improved Electromechanical Plotting Device
10 - [[Image:management.png|management]] - Improved Air Defence Network
|}
==== Advanced Centimetric Radar Warning Sites ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1944
*Prerequisites:
:*[[Industry_Tech_Tree#Improved Centimetric Radar Warning Sites|Improved Centimetric Radar Warning Sites]]
*Effects:
:*Radar Station Efficiency: 25
|
10 - [[Image:mechanics.png|mechanics]] - Transportable Antenna
10 - [[Image:electronics.png|electronics]] - Transmitter Frequency 15cm/5GHz
10 - [[Image:electronics.png|electronics]] - Advanced Electrical Structure
10 - [[Image:electronics.png|electronics]] - Advanced Electromechanical Plotting Device
10 - [[Image:management.png|management]] - Advanced Air Defence Network
|}
=== Nuclear ===
==== Faculty of Atomic Research ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites: None
*Effects: None
|
10 - [[Image:nuclear_physics.png|nuclear_physics]] - Department of Atomic Physics
10 - [[Image:nuclear_physics.png|nuclear_physics]] - Department of Radioactivity
10 - [[Image:mathematics.png|mathematics]] - Department of Higher Mathematics
10 - [[Image:nuclear_physics.png|nuclear_physics]] - Department of Astro-Physics
10 - [[Image:chemistry.png|chemistry]] - Department of Physical Chemistry
|}
==== Atomic Research Laboratories ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites:
:*[[Industry_Tech_Tree#Faculty of Atomic Research|Faculty of Atomic Research]]
*Effects: None
|
10 - [[Image:nuclear_engineering.png|nuclear_engineering]] - X-ray Spectrometry Lab
10 - [[Image:nuclear_engineering.png|nuclear_engineering]] - Cathode Spectrometry Lab
10 - [[Image:nuclear_engineering.png|nuclear_engineering]] - Anodic Spectrometry Lab
10 - [[Image:nuclear_engineering.png|nuclear_engineering]] - Radionuclide Lab
10 - [[Image:nuclear_engineering.png|nuclear_engineering]] - Transmutation Lab
|}
==== Faculty of Nuclear Research ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1939
*Prerequisites:
:*[[Industry_Tech_Tree#Atomic Research Laboratories|Atomic Research Laboratories]]
*Effects: None
|
10 - [[Image:nuclear_physics.png|nuclear_physics]] - Department of Nuclear Physics
10 - [[Image:nuclear_physics.png|nuclear_physics]] - Department of High Energy Radiation
10 - [[Image:mathematics.png|mathematics]] - Department of Mathematical Physics
10 - [[Image:nuclear_physics.png|nuclear_physics]] - Department of Relativistic Mechanics
10 - [[Image:nuclear_physics.png|nuclear_physics]] - Department of Nuclear Chemistry
|}
==== Isotope Separation Facility ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
*Prerequisites:
:*[[Industry_Tech_Tree#Faculty of Nuclear Research|Faculty of Nuclear Research]]
*Effects:
:*New Building Allowed: nuclear_reactor
:*Max Reactor Size: 1
|
10 - [[Image:nuclear_engineering.png|nuclear_engineering]] - Experimental Proof of the Equivalence of Mass and Energy
10 - [[Image:nuclear_engineering.png|nuclear_engineering]] - Radioactive Material Analysis
10 - [[Image:nuclear_engineering.png|nuclear_engineering]] - Laboratory produced Fission
10 - [[Image:nuclear_engineering.png|nuclear_engineering]] - Chain Reaction Process Discovered
10 - [[Image:nuclear_engineering.png|nuclear_engineering]] - Isotope Separation Process (D)
|}
==== Nuclear Fuel Analysis ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
*Prerequisites:
:*[[Industry_Tech_Tree#Isotope Separation Facility|Isotope Separation Facility]]
*Effects:
:*Max Reactor Size: 2
|
10 - [[Image:nuclear_engineering.png|nuclear_engineering]] - Betatron Particle Accelerator
10 - [[Image:nuclear_physics.png|nuclear_physics]] - Uranium 238
10 - [[Image:nuclear_physics.png|nuclear_physics]] - Thorium 232
10 - [[Image:nuclear_physics.png|nuclear_physics]] - Uranium 235
10 - [[Image:nuclear_engineering.png|nuclear_engineering]] - Material Stability Tests (D)
|}
==== Experimental Reactor ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
*Prerequisites:
:*[[Industry_Tech_Tree#Nuclear Fuel Analysis|Nuclear Fuel Analysis]]
*Effects:
:*Max Reactor Size: 3
|
10 - [[Image:nuclear_engineering.png|nuclear_engineering]] - Nuclear Reactor Design
10 - [[Image:nuclear_engineering.png|nuclear_engineering]] - Reflector Material Tests
10 - [[Image:nuclear_engineering.png|nuclear_engineering]] - Moderator Material Tests
10 - [[Image:nuclear_engineering.png|nuclear_engineering]] - Heavy Water Plant
10 - [[Image:management.png|management]] - Reactor Prototype Tests (D)
|}
==== Nuclear Reactor Operability ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Industry_Tech_Tree#Experimental Reactor|Experimental Reactor]]
*Effects:
:*Max Reactor Size: 4
|
10 - [[Image:nuclear_engineering.png|nuclear_engineering]] - Core Structure
10 - [[Image:nuclear_engineering.png|nuclear_engineering]] - Reflector
10 - [[Image:nuclear_engineering.png|nuclear_engineering]] - Moderator
10 - [[Image:nuclear_engineering.png|nuclear_engineering]] - Applied Rare Minerals
10 - [[Image:management.png|management]] - Operationability Tests (D)
|}
==== Nuclear Power Production ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1944
*Prerequisites:
:*[[Industry_Tech_Tree#Nuclear Reactor Operability|Nuclear Reactor Operability]]
*Effects:
:*Max Reactor Size: 5
:*production in changed by -4 50
:*May lead to . 7170
:*May lead to . 7200
:*May lead to . 7210
:*May lead to . 7220
:*May lead to . 7230
|
10 - [[Image:nuclear_engineering.png|nuclear_engineering]] - Nuclear Power Plant Design
10 - [[Image:nuclear_engineering.png|nuclear_engineering]] - Nuclear Propulsion Design
10 - [[Image:nuclear_engineering.png|nuclear_engineering]] - Emergency Shut-down System
10 - [[Image:nuclear_engineering.png|nuclear_engineering]] - Nuclear Waste Disposal
10 - [[Image:management.png|management]] - Power Plant Prototype Tests (D)
|}
=== Rocket ===
==== Rocket Test and Research Facility ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites: None
*Effects:
:*New Building Allowed: rocket_test
|
7 - [[Image:aeronautics.png|aeronautics]] - Wind Tunnels
7 - [[Image:rocketry.png|rocketry]] - Test Range
7 - [[Image:rocketry.png|rocketry]] - Telemetrics Station
7 - [[Image:chemistry.png|chemistry]] - Rocket Fuels
7 - [[Image:management.png|management]] - Basic Rocket Flight Tests (D)
|}
==== Rocket Engine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1939
*Prerequisites:
:*[[Industry_Tech_Tree#Rocket Test and Research Facility|Rocket Test and Research Facility]]
*Effects:
:*May lead to . 7010
:*May lead to . 7100
:*May lead to . 7260
:*May lead to . 7270
|
8 - [[Image:rocketry.png|rocketry]] - Chamber
8 - [[Image:rocketry.png|rocketry]] - Diffuser
8 - [[Image:rocketry.png|rocketry]] - Nozzle
8 - [[Image:rocketry.png|rocketry]] - Fuel injector
8 - [[Image:rocketry.png|rocketry]] - Burner
|}
==== Turbojet Engine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1939
*Prerequisites:
:*[[Industry_Tech_Tree#Rocket Engine|Rocket Engine]]
*Effects:
:*May lead to . 7030
:*May lead to . 7050
:*May lead to . 7060
:*May lead to . 7070
:*May lead to . 7080
:*May lead to . 7090
|
8 - [[Image:rocketry.png|rocketry]] - Compressor
8 - [[Image:rocketry.png|rocketry]] - Fan
8 - [[Image:rocketry.png|rocketry]] - Air intake
8 - [[Image:rocketry.png|rocketry]] - Fuel injector
8 - [[Image:rocketry.png|rocketry]] - Burner
|}
==== Flying Bomb Development ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Prerequisites:
:*[[Industry_Tech_Tree#Rocket Engine|Rocket Engine]]
*Effects:
:*May lead to . 7100
|
6 - [[Image:rocketry.png|rocketry]] - Solid Fuel Rocket Engine
6 - [[Image:rocketry.png|rocketry]] - Gyroscope Autopilot
6 - [[Image:rocketry.png|rocketry]] - Launch Catapult
6 - [[Image:rocketry.png|rocketry]] - Modified Steering Fens
6 - [[Image:management.png|management]] - Trajectory Test Flights (D)
|}
==== Flying Rocket Development ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
*Prerequisites:
:*[[Industry_Tech_Tree#Flying Bomb Development|Flying Bomb Development]]
*Effects:
:*May lead to . 7110
|
7 - [[Image:rocketry.png|rocketry]] - Liquid Fuel Rocket Engine
7 - [[Image:rocketry.png|rocketry]] - Advanced Gyroscope Autopilot
7 - [[Image:rocketry.png|rocketry]] - Mobile Launch Sites
7 - [[Image:rocketry.png|rocketry]] - Reinforced Ribs
7 - [[Image:management.png|management]] - Trajectory Test Flights (D)
|}
[[Category:Reference]] [[Category:Tech Tree]]
f71029153cece477332990fd5bebc2defae8bd4e
Infantry
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'''Infantry''' are soldiers who fight on foot.
Generally, all land divisions except [[HQ]], [[Cavalry]] and [[Armor]] in the game is classed as infantry, more specifically see: [[Infantry Division]].
[[Category:Units]]
63b1e39343c32042a7ff6e38b22491246291551b
Infantry Division
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Infantry will most likely make up the bulk of your army. They are relatively cheap to build and require no regular fuel supply to manoeuvre, but their lack of motorized transport means their speed of advance is limited. However, Infantry are able to occupy large areas of land, securing ground captured by other forces.
==Infantry Division Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp.
|- align=center
| align=left | Infantry '36 || 30 || 30 || 2 || 3 || 10 || 1 || 12 || 15 || 100
| width=20 | || 7 || 95 || 10 || 5 || 1 || 0 || 2
|- align=center
| align=left | Infantry '39 || 30 || 30 || 3 || 4 || 12 || 2 || 18 || 18 || 100
| width=20 | || 7 || 95 || 10 || 5 || 1 || 0 || 2
|- align=center
| align=left | Infantry '41 || 30 || 30 || 4 || 5 || 14 || 4 || 24 || 24 || 100
| width=20 | || 7 || 95 || 10 || 5 || 1 || 0 || 2
|- align=center
| align=left | Infantry '43 || 30 || 30 || 4 || 6 || 16 || 5 || 30 || 30 || 100
| width=20 | || 7 || 95 || 10 || 5 || 1.1 || 0 || 2
|- align=center
| align=left | Infantry '45 || 30 || 30 || 6 || 6 || 18 || 6 || 35 || 35 || 100
| width=20 | || 7 || 95 || 10 || 6 || 1.1 || 0.1 || 2
|- align=center
|}
==Brigades allowed==
* [[Anti-aircraft Brigade]]
* [[Anti-Tank Brigade]]
* [[Armored Car Brigade]]
* [[Artillery Brigade]]
* [[Engineer Brigade]]
* [[Light Armored Brigade]]
* [[Police Brigade]]
* [[Rocket Artillery Brigade]]
* [[Self-Propelled Artillery Brigade]]
* [[Self-Propelled Rocket Artillery Brigade]]
* [[Tank Destroyer Brigade]]
==Notes==
* Infantry divisions are considered soft units.
[[Category:Units]]
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Infantry Tech Tree
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{{TechTree}}
=== Infantry ===
==== Great War Infantry Division ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1918
*Prerequisites: None
*Effects:
:*Activate Unit Type infantry
:*New Model infantry 0
:*Activate Unit Type garrison
:*New Model garrison 0
:*Enable Mission Type: amphibious_assault
|
5 - [[Image:general_equipment.png|general_equipment]] - Elder Service Rifle
5 - [[Image:artillery.png|artillery]] - Infantry Gun 37mm
5 - [[Image:electronics.png|electronics]] - Basic Signal Command System
5 - [[Image:chemistry.png|chemistry]] - Grenades and Mines
5 - [[Image:training.png|training]] - Mass Assault Training
|}
==== Early Infantry Division ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites:
:*[[Infantry_Tech_Tree#Great War Infantry Division|Great War Infantry Division]]
*Effects:
:*New Model infantry 1
:*Model is now obsolete. infantry 0
:*Activate Unit Type police
|
5 - [[Image:general_equipment.png|general_equipment]] - Service Rifle
5 - [[Image:artillery.png|artillery]] - Infantry Gun 50mm
5 - [[Image:electronics.png|electronics]] - Basic Long-Range Recon Battalion
5 - [[Image:artillery.png|artillery]] - Light Mortar 50mm
5 - [[Image:training.png|training]] - Small Combat Unit Training
|}
==== Basic Infantry Division ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1939
*Prerequisites:
:*[[Infantry_Tech_Tree#Early Infantry Division|Early Infantry Division]]
*Effects:
:*New Model infantry 2
:*Model is now obsolete. infantry 1
:*New Model garrison 1
:*Model is now obsolete. garrison 0
|
5 - [[Image:general_equipment.png|general_equipment]] - Basic Submachinegun
5 - [[Image:artillery.png|artillery]] - Infantry Gun 75mm
5 - [[Image:electronics.png|electronics]] - Basic Signal Interception and Jamming
5 - [[Image:artillery.png|artillery]] - Medium Mortar 81mm
5 - [[Image:training.png|training]] - Specialist Support Training
|}
==== Improved Infantry Division ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
*Prerequisites:
:*[[Infantry_Tech_Tree#Basic Infantry Division|Basic Infantry Division]]
*Effects:
:*New Model infantry 3
:*Model is now obsolete. infantry 2
|
5 - [[Image:general_equipment.png|general_equipment]] - Improved Submachinegun
5 - [[Image:artillery.png|artillery]] - Infantry Gun 105mm
5 - [[Image:electronics.png|electronics]] - Improved Signal Command System
5 - [[Image:artillery.png|artillery]] - Heavy Mortar 120mm
5 - [[Image:training.png|training]] - Combined Arms Initiative Training
|}
==== Advanced Infantry Division ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Infantry_Tech_Tree#Improved Infantry Division|Improved Infantry Division]]
*Effects:
:*New Model infantry 4
:*Model is now obsolete. infantry 3
:*New Model garrison 2
:*Model is now obsolete. garrison 1
:*New Model militia 1
:*Model is now obsolete. militia 0
|
5 - [[Image:general_equipment.png|general_equipment]] - Basic Assault Rifle
5 - [[Image:artillery.png|artillery]] - Infantry Gun 150mm
5 - [[Image:electronics.png|electronics]] - Improved Long-Range Recon Battalion
5 - [[Image:rocketry.png|rocketry]] - Tube-launched Rocket
5 - [[Image:training.png|training]] - Task Force Training
|}
==== Semi-Modern Infantry Division ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1945
*Prerequisites:
:*[[Infantry_Tech_Tree#Advanced Infantry Division|Advanced Infantry Division]]
*Effects:
:*New Model infantry 5
:*Model is now obsolete. infantry 4
|
5 - [[Image:general_equipment.png|general_equipment]] - Improved Assault Rifle
5 - [[Image:artillery.png|artillery]] - Infantry Gun 120mm Quick-Fire
5 - [[Image:electronics.png|electronics]] - Improved Signal Interception and Jamming
5 - [[Image:rocketry.png|rocketry]] - AT Recoilless Rocket Launcher
5 - [[Image:training.png|training]] - Integrated Combined Arms Training
|}
=== Airborne ===
==== Early Airborne Division ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1939
*Tech ID: 1070
*Prerequisites:
:*[[Infantry_Tech_Tree#Basic Infantry Division|Basic Infantry Division]]
*Effects:
:*Activate Unit Type paratrooper
:*New Model paratrooper 0
|
5 - [[Image:general_equipment.png|general_equipment]] - Basic Submachinegun
5 - [[Image:artillery.png|artillery]] - Light Mortar 50mm
5 - [[Image:general_equipment.png|general_equipment]] - Jump Boots
5 - [[Image:mechanics.png|mechanics]] - Airborne Six-wheeled Truck
5 - [[Image:training.png|training]] - Airborne Transport Training
|}
==== Basic Airborne Division ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Prerequisites:
:*[[Infantry_Tech_Tree#Early Airborne Division|Early Airborne Division]]
*Effects:
:*New Model paratrooper 1
:*Model is now obsolete. paratrooper 0
|
5 - [[Image:general_equipment.png|general_equipment]] - Improved Submachinegun
5 - [[Image:artillery.png|artillery]] - Medium Mortar 81mm
5 - [[Image:aeronautics.png|aeronautics]] - Basic Gliders
5 - [[Image:mechanics.png|mechanics]] - Airborne Halftrack
5 - [[Image:training.png|training]] - Airborne Drop Training
|}
==== Improved Airborne Division ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1942
*Prerequisites:
:*[[Infantry_Tech_Tree#Basic Airborne Division|Basic Airborne Division]]
*Effects:
:*New Model paratrooper 2
:*Model is now obsolete. paratrooper 1
|
5 - [[Image:general_equipment.png|general_equipment]] - Basic Assault Rifle
5 - [[Image:artillery.png|artillery]] - Mountain Gun 75mm
5 - [[Image:general_equipment.png|general_equipment]] - Airborne Small Unit Drop Pods
5 - [[Image:mechanics.png|mechanics]] - Airborne Light Tank
5 - [[Image:training.png|training]] - Airborne Glider Training
|}
==== Advanced Airborne Division ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1944
*Prerequisites:
:*[[Infantry_Tech_Tree#Improved Airborne Division|Improved Airborne Division]]
*Effects:
:*New Model paratrooper 3
:*Model is now obsolete. paratrooper 2
|
5 - [[Image:general_equipment.png|general_equipment]] - Improved Assault Rifle
5 - [[Image:artillery.png|artillery]] - Mountain Gun 105mm
5 - [[Image:general_equipment.png|general_equipment]] - Airborne Large Unit Drop Pods
5 - [[Image:mechanics.png|mechanics]] - Airborne Medium Tank
5 - [[Image:training.png|training]] - Airborne Assault Training
|}
=== Mountain ===
==== Early Mountain Division ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1937
*Prerequisites:
:*[[Infantry_Tech_Tree#Great War Infantry Division|Great War Infantry Division]]
*Effects:
:*Activate Unit Type bergsjaeger
:*New Model bergsjaeger 0
|
5 - [[Image:general_equipment.png|general_equipment]] - Service Rifle
5 - [[Image:artillery.png|artillery]] - Great War Mountain Gun 75mm
5 - [[Image:general_equipment.png|general_equipment]] - Personal Climbing Equipment
5 - [[Image:general_equipment.png|general_equipment]] - Trained Beasts of Burden
5 - [[Image:training.png|training]] - Basic Climber Training
|}
==== Basic Mountain Division ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1939
*Prerequisites:
:*[[Infantry_Tech_Tree#Early Mountain Division|Early Mountain Division]]
*Effects:
:*New Model bergsjaeger 1
:*Model is now obsolete. bergsjaeger 0
:*Hill Attack bergsjaeger 5
:*Hill Defence bergsjaeger 10
:*Hill Move bergsjaeger 5
:*Mountain Attack bergsjaeger 5
:*Mountain Defence bergsjaeger 10
:*Mountain Move bergsjaeger 5
|
5 - [[Image:general_equipment.png|general_equipment]] - Basic Submachinegun
5 - [[Image:artillery.png|artillery]] - Medium Mortar 81mm
5 - [[Image:general_equipment.png|general_equipment]] - Arctic Climate Clothing
5 - [[Image:mechanics.png|mechanics]] - Tractors
5 - [[Image:training.png|training]] - High Altitude Training
|}
==== Improved Mountain Division ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
*Prerequisites:
:*[[Infantry_Tech_Tree#Basic Mountain Division|Basic Mountain Division]]
*Effects:
:*New Model bergsjaeger 2
:*Model is now obsolete. bergsjaeger 1
:*Hill Attack bergsjaeger 5
:*Hill Defence bergsjaeger 10
:*Hill Move bergsjaeger 5
:*Mountain Attack bergsjaeger 5
:*Mountain Defence bergsjaeger 10
:*Mountain Move bergsjaeger 5
|
5 - [[Image:general_equipment.png|general_equipment]] - Improved Submachinegun
5 - [[Image:artillery.png|artillery]] - Mountain Gun 75mm
5 - [[Image:general_equipment.png|general_equipment]] - Wilderness Survival Kite
5 - [[Image:mechanics.png|mechanics]] - Six-wheeled Truck
5 - [[Image:training.png|training]] - Alpine Survival Training
|}
==== Advanced Mountain Division ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Infantry_Tech_Tree#Improved Mountain Division|Improved Mountain Division]]
*Effects:
:*New Model bergsjaeger 3
:*Model is now obsolete. bergsjaeger 2
:*Hill Attack bergsjaeger 5
:*Hill Defence bergsjaeger 10
:*Hill Move bergsjaeger 5
:*Mountain Attack bergsjaeger 5
:*Mountain Defence bergsjaeger 10
:*Mountain Move bergsjaeger 5
|
5 - [[Image:general_equipment.png|general_equipment]] - Basic Assault Rifle
5 - [[Image:artillery.png|artillery]] - Mountain Gun 105mm
5 - [[Image:general_equipment.png|general_equipment]] - Alpine Combat Equipement
5 - [[Image:mechanics.png|mechanics]] - Hi-Power Halftrack
5 - [[Image:training.png|training]] - Mountain Tactical Training
|}
=== Marine ===
==== Early Marine Division ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1937
*Tech id: 1150
*Prerequisites:
:*[[Infantry_Tech_Tree#Great War Infantry Division|Great War Infantry Division]]
*Effects:
:*Activate Unit Type marine
:*New Model marine 0
:*Efficiency: amphibious_assault 0.1
|
5 - [[Image:general_equipment.png|general_equipment]] - Service Rifle
5 - [[Image:artillery.png|artillery]] - Naval Gunfire
5 - [[Image:naval_engineering.png|naval_engineering]] - Early Amphibious Assault Vehicle
5 - [[Image:mechanics.png|mechanics]] - Early Amphibious Tank
5 - [[Image:training.png|training]] - Naval Infantry Training
|}
==== Basic Marine Division ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1939
*Prerequisites:
:*[[Infantry_Tech_Tree#Early Marine Division|Early Marine Division]]
*Effects:
:*New Model marine 1
:*Model is now obsolete. marine 0
:*Swamp Attack marine 10
:*Swamp Defence marine 10
:*River Attack marine 5
:*Shore Attack marine 10
:*Swamp Move marine 5
:*Efficiency: amphibious_assault 0.1
|
5 - [[Image:artillery.png|artillery]] - Forward Observers
5 - [[Image:general_equipment.png|general_equipment]] - Basic Wading Equipment
5 - [[Image:naval_engineering.png|naval_engineering]] - Basic Amphibious Assault Vehicle
5 - [[Image:mechanics.png|mechanics]] - Basic Amphibious Tank
5 - [[Image:training.png|training]] - Marine Tactical Training
|}
==== Improved Marine Division ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
*Prerequisites:
:*[[Infantry_Tech_Tree#Basic Marine Division|Basic Marine Division]]
*Effects:
:*New Model marine 2
:*Model is now obsolete. marine 1
:*Swamp Attack marine 10
:*Swamp Defence marine 10
:*River Attack marine 5
:*Shore Attack marine 10
:*Swamp Move marine 5
:*Efficiency: amphibious_assault 0.15
|
5 - [[Image:artillery.png|artillery]] - Air-Naval Gunfire Liasion Teams
5 - [[Image:general_equipment.png|general_equipment]] - Improved Wading Equipment
5 - [[Image:naval_engineering.png|naval_engineering]] - Improved Amphibious Assault Vehicle
5 - [[Image:mechanics.png|mechanics]] - Improved Amphibious Tank
5 - [[Image:training.png|training]] - Amphibious Assault Training
|}
==== Advanced Marine Division ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1944
*Prerequisites:
:*[[Infantry_Tech_Tree#Improved Marine Division|Improved Marine Division]]
*Effects:
:*New Model marine 3
:*Model is now obsolete. marine 2
:*Swamp Attack marine 10
:*Swamp Defence marine 10
:*River Attack marine 5
:*Shore Attack marine 10
:*Swamp Move marine 5
:*Efficiency: amphibious_assault 0.15
|
5 - [[Image:general_equipment.png|general_equipment]] - Basic Assault Rifle
5 - [[Image:general_equipment.png|general_equipment]] - Advanced Wading Equipment
5 - [[Image:naval_engineering.png|naval_engineering]] - Advanced Amphibious Assault Vehicle
5 - [[Image:mechanics.png|mechanics]] - Advanced Amphibious Tank
5 - [[Image:training.png|training]] - Beachhead Expansion Training
|}
=== Cavalry ===
==== Great War Cavalry Division ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1918
*Prerequisites: None
*Effects:
:*Activate Unit Type cavalry
:*New Model cavalry 0
|
3 - [[Image:general_equipment.png|general_equipment]] - Lance and Carbine
3 - [[Image:artillery.png|artillery]] - Horse Artillery Gun 75mm
4 - [[Image:electronics.png|electronics]] - Basic Signal Command System
3 - [[Image:chemistry.png|chemistry]] - Grenades and Mines
4 - [[Image:training.png|training]] - Cavalry Charge Training
|}
==== Early Cavalry Division ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites:
:*[[Infantry_Tech_Tree#Great War Cavalry Division|Great War Cavalry Division]]
*Effects:
:*New Model cavalry 1
:*Model is now obsolete. cavalry 0
|
3 - [[Image:general_equipment.png|general_equipment]] - Service Rifle
3 - [[Image:artillery.png|artillery]] - Horse Artillery Gun 105mm
4 - [[Image:electronics.png|electronics]] - Basic Long-Range Recon Battalion
4 - [[Image:artillery.png|artillery]] - Light Mortar 50mm
4 - [[Image:training.png|training]] - Marksman Tactical Training
|}
==== Basic Cavalry Division ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1937
*Prerequisites:
:*[[Infantry_Tech_Tree#Early Cavalry Division|Early Cavalry Division]]
*Effects:
:*New Model cavalry 2
:*Model is now obsolete. cavalry 1
|
5 - [[Image:general_equipment.png|general_equipment]] - Basic Machine Gun
5 - [[Image:artillery.png|artillery]] - Horse Artillery Gun 120mm
5 - [[Image:electronics.png|electronics]] - Basic Signal Interception and Jamming
4 - [[Image:artillery.png|artillery]] - Medium Mortar 81mm
4 - [[Image:training.png|training]] - Infantry Tactical Training
|}
==== Semi-Motorized Cavalry Division ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1937
*Prerequisites:
:*[[Infantry_Tech_Tree#Early Cavalry Division|Early Cavalry Division]]
*Effects:
:*New Model cavalry 3
:*Model is now obsolete. cavalry 2
|
5 - [[Image:general_equipment.png|general_equipment]] - Basic Machine Gun
5 - [[Image:artillery.png|artillery]] - Field Artillery Gun 105mm
5 - [[Image:mechanics.png|mechanics]] - Small Trucks
5 - [[Image:artillery.png|artillery]] - Heavy Mortar 120mm
5 - [[Image:training.png|training]] - Tactical Mobility Training
|}
=== Motor ===
==== Basic Motorized Division ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1939
*Prerequisites:
:*[[Infantry_Tech_Tree#Early Infantry Division|Early Infantry Division]]
:*[[Infantry_Tech_Tree#Basic Cavalry Division|Basic Cavalry Division]]
:*[[Infantry_Tech_Tree#Semi-Motorized Cavalry Division|Semi-Motorized Cavalry Division]]
*Effects:
:*Activate Unit Type motorized
:*New Model motorized 0
|
5 - [[Image:general_equipment.png|general_equipment]] - Basic Submachinegun
5 - [[Image:artillery.png|artillery]] - Infantry Gun 75mm
5 - [[Image:mechanics.png|mechanics]] - 1 ton Trucks
5 - [[Image:artillery.png|artillery]] - Heavy Mortar 120mm
5 - [[Image:training.png|training]] - Combined Arms Initiative Training
|}
==== Improved Motorized Division ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
*Prerequisites:
:*[[Infantry_Tech_Tree#Basic Motorized Division|Basic Motorized Division]]
*Effects:
:*New Model motorized 1
:*Model is now obsolete. motorized 0
|
5 - [[Image:general_equipment.png|general_equipment]] - Improved Submachinegun
5 - [[Image:artillery.png|artillery]] - Infantry Gun 105mm
5 - [[Image:mechanics.png|mechanics]] - 2 1/2 ton Trucks
5 - [[Image:rocketry.png|rocketry]] - Tube-launched Rocket
5 - [[Image:training.png|training]] - Task Force Training
|}
==== Advanced Motorized Division ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1944
*Prerequisites:
:*[[Infantry_Tech_Tree#Improved Motorized Division|Improved Motorized Division]]
*Effects:
:*New Model motorized 2
:*Model is now obsolete. motorized 1
|
6 - [[Image:general_equipment.png|general_equipment]] - Basic Assault Rifle
6 - [[Image:artillery.png|artillery]] - Infantry Gun 150mm
6 - [[Image:mechanics.png|mechanics]] - 4 ton Trucks
6 - [[Image:rocketry.png|rocketry]] - AT Recoilless Rocket Launcher
6 - [[Image:training.png|training]] - Mobile Reaction Training
|}
=== Mechanized ===
==== Basic Mechanized Division ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
*Prerequisites:
:*[[Infantry_Tech_Tree#Improved Motorized Division|Improved Motorized Division]]
*Effects:
:*Activate Unit Type mechanized
:*New Model mechanized 0
|
5 - [[Image:general_equipment.png|general_equipment]] - Improved Submachinegun
5 - [[Image:artillery.png|artillery]] - Infantry Gun 105mm
6 - [[Image:mechanics.png|mechanics]] - Basic Halftrack Troop Carrier
5 - [[Image:rocketry.png|rocketry]] - Tube-launched Rocket
6 - [[Image:training.png|training]] - Task Force Training
|}
==== Improved Mechanized Division ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1942
*Prerequisites:
:*[[Infantry_Tech_Tree#Basic Mechanized Division|Basic Mechanized Division]]
*Effects:
:*New Model mechanized 1
:*Model is now obsolete. mechanized 0
|
6 - [[Image:general_equipment.png|general_equipment]] - Basic Assault Rifle
6 - [[Image:artillery.png|artillery]] - Infantry Gun 150mm
6 - [[Image:mechanics.png|mechanics]] - Improved Halftrack Troop Carrier
6 - [[Image:rocketry.png|rocketry]] - AT Recoilless Rocket Launcher
6 - [[Image:training.png|training]] - Mobile Reaction Training
|}
==== Advanced Mechanized Division ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1944
*Prerequisites:
:*[[Infantry_Tech_Tree#Improved Mechanized Division|Improved Mechanized Division]]
*Effects:
:*New Model mechanized 2
:*Model is now obsolete. mechanized 1
|
6 - [[Image:general_equipment.png|general_equipment]] - Improved Assault Rifle
7 - [[Image:artillery.png|artillery]] - Infantry Gun 120mm Quick-Fire
6 - [[Image:mechanics.png|mechanics]] - Advanced Halftrack Troop Carrier
7 - [[Image:artillery.png|artillery]] - Integrated Mobile AT Guns
7 - [[Image:training.png|training]] - March Echelon Assault Training
|}
==== Semi-Modern Mechanized Division ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1945
*Prerequisites:
:*[[Infantry_Tech_Tree#Advanced Mechanized Division|Advanced Mechanized Division]]
*Effects:
:*New Model mechanized 3
:*Model is now obsolete. mechanized 2
|
6 - [[Image:general_equipment.png|general_equipment]] - Improved Assault Rifle
7 - [[Image:artillery.png|artillery]] - Infantry Gun 120mm Quick-Fire
8 - [[Image:mechanics.png|mechanics]] - Armored Personnel Carriers
8 - [[Image:rocketry.png|rocketry]] - Integrated Mobile AT Rocket Launchers
8 - [[Image:training.png|training]] - Flexible Air Support Training
|}
==== Armored Cavalry Division ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1945
*Prerequisites:
:*[[Infantry_Tech_Tree#Advanced Mechanized Division|Advanced Mechanized Division]]
*Effects:
:*New Model cavalry 4
:*Model is now obsolete. cavalry 3
:*May lead to . 7240
|
6 - [[Image:general_equipment.png|general_equipment]] - Improved Assault Rifle
7 - [[Image:artillery.png|artillery]] - Infantry Gun 120mm Quick-Fire
7 - [[Image:mechanics.png|mechanics]] - Armored Personnel Carriers
7 - [[Image:mechanics.png|mechanics]] - Advanced Heavy Armored Car
7 - [[Image:training.png|training]] - Forced Recon Training
|}
=== Supply ===
==== Rear Area Supply Dumps ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites: None
*Effects:
:*TC Modifier: 10
:*Occupied Province TC Modifier: 20
:*Attrition Modifier: 15
:*Supply Distance Modifier: 10
:*Enable Mission Type: strat_redeploy
:*Efficiency: strat_redeploy 0.5
:*Activate Unit Type engineer
|
5 - [[Image:centralized_execution.png|centralized_execution]] - Static Area Supply System
5 - [[Image:management.png|management]] - Requisition Order System
5 - [[Image:management.png|management]] - Land Convoy System
5 - [[Image:general_equipment.png|general_equipment]] - Basic Stock and Storage
5 - [[Image:large_unit_tactics.png|large_unit_tactics]] - Strategic refueling and replenishment
|}
==== Deep Logistic Organization ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Prerequisites:
:*[[Infantry_Tech_Tree#Rear Area Supply Dumps|Rear Area Supply Dumps]]
*Effects:
:*TC Modifier: 10
:*Occupied Province TC Modifier: 20
:*Attrition Modifier: 15
:*Supply Distance Modifier: 10
|
6 - [[Image:centralized_execution.png|centralized_execution]] - Dynamic Priority Supply System
6 - [[Image:mathematics.png|mathematics]] - Mean Consumption Statistics
6 - [[Image:management.png|management]] - Flexible Dumpspot System
6 - [[Image:general_equipment.png|general_equipment]] - Improved Stock and Storage
6 - [[Image:large_unit_tactics.png|large_unit_tactics]] - Operational refueling and replenishment
|}
==== Frontline Supply Service ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1942
*Prerequisites:
:*[[Infantry_Tech_Tree#Deep Logistic Organization|Deep Logistic Organization]]
*Effects:
:*TC Modifier: 10
:*Occupied Province TC Modifier: 20
:*Attrition Modifier: 15
:*Supply Distance Modifier: 10
|
7 - [[Image:decentralized_execution.png|decentralized_execution]] - Low Echelon Supply System
7 - [[Image:management.png|management]] - Dynamic Supply Reports
7 - [[Image:management.png|management]] - Circular Transport System
7 - [[Image:general_equipment.png|general_equipment]] - Advanced Stock and Storage
7 - [[Image:small_unit_tactics.png|small_unit_tactics]] - Tactical refueling and replenishment
|}
==== Rear Area Vehicle Repair Shop ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1937
*Prerequisites:
:*[[Infantry_Tech_Tree#Rear Area Supply Dumps|Rear Area Supply Dumps]]
*Effects:
:*[[Repair Modifier]]: 20
:*Production Bonus: air_base 10
|
5 - [[Image:mechanics.png|mechanics]] - Bulky Tools
5 - [[Image:mechanics.png|mechanics]] - Standardized Repair Capacity
5 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic Vehicle Repair
5 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic Gun Repair
5 - [[Image:management.png|management]] - Worktask Requisition System
|}
==== Deep Vehicle Repair Organization ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
*Prerequisites:
:*[[Infantry_Tech_Tree#Deep Logistic Organization|Deep Logistic Organization]]
:*[[Infantry_Tech_Tree#Rear Area Vehicle Repair Shop|Rear Area Vehicle Repair Shop]]
*Effects:
:*[[Repair Modifier]]: 20
:*Production Bonus: air_base 10
|
6 - [[Image:mechanics.png|mechanics]] - Movable Tools
6 - [[Image:mechanics.png|mechanics]] - Unit-specific Repair Capacity
6 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved Vehicle Repair
6 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved Gun Repair
6 - [[Image:management.png|management]] - Worktask Priority System
|}
==== Frontline Vehicle Repair Shop ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Infantry_Tech_Tree#Frontline Supply Service|Frontline Supply Service]]
:*[[Infantry_Tech_Tree#Deep Vehicle Repair Organization|Deep Vehicle Repair Organization]]
*Effects:
:*[[Repair Modifier]]: 20
:*Production Bonus: air_base 10
|
7 - [[Image:mechanics.png|mechanics]] - Flexible Tools
7 - [[Image:mechanics.png|mechanics]] - Multitask Repair Capacity
7 - [[Image:technical_efficiency.png|technical_efficiency]] - Advanced Vehicle Repair
7 - [[Image:technical_efficiency.png|technical_efficiency]] - Advanced Gun Repair
7 - [[Image:management.png|management]] - Dynamic Damage Classification
|}
[[Category:Reference]] [[Category:Tech Tree]]
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Interceptor
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#redirect [[interceptors]]
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Interceptors
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[[Image:Div_14.jpg|thumb]]
Interceptors are short-range fighters designed to destroy enemy bombers. They have high speed and good manouverability to make them agile enough to evade the machine guns of the bombers, while having the firepower needed to disable a heavy, armoured bomber. Against enemy fighters, they are less effective yet they still put up a good fight.
==Interceptor Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Interwar Fighter || 30 || 30 || 3 || 1 || 0 || 0 || 0 || 0 || 4 || 1 || 2
| width=20 | || 10 || 140 || 1 || 300 || 0.7 || 1.5 || 200 || || 1.0 || 1.0
|- align=center
| align=left | Early Fighter || 30 || 30 || 4 || 2 || 0 || 0 || 0 || 0 || 6 || 1 || 3
| width=20 | || 12 || 150 || 1 || 350 || 0.9 || 2 || 200 || || 0.5 || 1.0
|- align=center
| align=left | Basic Interceptor || 30 || 30 || 7 || 5 || 0 || 0 || 0 || 0 || 4 || 2 || 3
| width=20 | || 13 || 150 || 1 || 500 || 1.0 || 2 || 200 || || 0.5 || 1.0
|- align=center
| align=left | Improved Interceptor || 30 || 30 || 9 || 7 || 0 || 0 || 0 || 0 || 6 || 4 || 4
| width=20 | || 16 || 150 || 1 || 600 || 1.1 || 2.3 || 250 || || 0.5 || 1.0
|- align=center
| align=left | Advanced Interceptor || 30 || 30 || 11 || 9 || 0 || 0 || 0 || 0 || 10 || 6 || 6
| width=20 | || 19 || 150 || 1 || 650 || 1.2 || 2.3 || 300 || || 0.5 || 1.0
|- align=center
| align=left | Basic Rocket Interceptor || 30 || 30 || 14 || 10 || 0 || 0 || 0 || 0 || 16 || 6 || 5
| width=20 | || 22 || 150 || 1 || 1000 || 2.0 || 2.6 || 200 || || 0.5 || 1.0
|- align=center
| align=left | Improved Rocket Interceptor || 30 || 30 || 16 || 12 || 0 || 0 || 0 || 0 || 16 || 8 || 7
| width=20 | || 27 || 150 || 1 || 1200 || 2.1 || 3 || 200 || || 0.5 || 1.0
|- align=center
| align=left | Basic Turbojet Interceptor || 30 || 30 || 14 || 12 || 0 || 0 || 0 || 0 || 16 || 7 || 7
| width=20 | || 25 || 150 || 1 || 900 || 2.2 || 3 || 300 || || 0.5 || 1.0
|- align=center
| align=left | Advanced Turbojet Interceptor || 30 || 30 || 19 || 15 || 0 || 0 || 0 || 0 || 20 || 10 || 8
| width=20 | || 29 || 150 || 1 || 1100 || 2.3 || 3 || 400 || || 0.5 || 1.0
|}
==Brigades allowed==
* None
==Notes==
*Interceptors receive a bonus (25%) to their air attack rating vs. enemy bomber units.
[[Category:Units]]
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Iraq
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{{Country guides}}
== 1938 Scenario ==
This is the only scenario in vanilla when you have any chance of success as Iraq. For you are not a puppet of the United Kingdom. As Iraq you have the terrible shadow of the soviet union above you, and depending on your aggressiveness level, will be happy to put you down. Firstly, you must build a small militia army and move sliders to a more authoritarian stance. This will cause less dissent when you declare war on your first enemy - Iran. Without full IC take over this is harder than it seems. Iran (also known as Persia in vanilla) has a small army but has VPs all over the place. It's best to rush and cut off Tehran and watch the rest of its armies fall. Then annex.
There are now 2 possible routes. One is the very risky route. Declare war on Afghanistan and defeat them (easier said than done, the terrain is just awful). Then head through Sinkiang and try to get as far into China with your now brothers, the Japanese. Getting a large portion of China is nice to see on the map. The second route, can also be done if you finished the first route fast enough. When Vichy is created, Syria and Lebanon form. These are weak states, easily gobbled up the quicker you are able to. Take them of course. Now it's leading into 1941, your army should be nicely experienced and sized and you're ready to strike through Turkey and into the Balkans. Join the Allies if you like, but you may run the risk of the Soviets then declaring war on you, along with the Allies... leading to a very tricky position indeed.
[[Category:National Strategy]]
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Ireland Strategy
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#REDIRECT [[Ireland strategy]]
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Ireland Strategy Guide
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#REDIRECT [[Ireland strategy]]
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Ireland
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{{Country guides}}
__TOC__
==Overview==
Ireland has got to be one of the least played nations in HoI2. The reason being;it is almost completely isolationist and 'borders' one of the most powerful nations on the globe, at the time. Playing Ireland may seem pointless, but do not be tricked; Ireland has an impressive group of tech teams and leaders. Some advantages of the republic include the following:
* A wide range of tech teams, including a team with nuclear physics.
* Strong Generals
* Good leaders
* A small surplus of resources
==Technology==
Ireland has excellent industrial, aircraft, naval, air doctrine, and naval doctrines tech teams. Basically, it lacks in ground combat and ground doctrine tech teams. Focus on researching current year technologies because of the penalty involved with researching ahead of the 'historical' year. Research in manufacturing, infantry, and Grand Battle Plan should be given top priority.
==Diplomacy==
Ireland, due to it being completely neutral, has little to no potential for alliances. However, events such as 'foreign policy initiative' may allow Ireland to become more interventionist.
===Foreign Policy Initiative===
There are two ''feasible'' choices for Ireland in this event. The first one is to force it through, which would result in 2 shifts of interventionism and 1 shift towards Political right, with the cost being 10 dissent. The other option, strike a bargain with the Liberals, would result in 1 shift of interventionism, 1 shift towards free market, and 1 shift towards open society at the cost of 5 dissent. The choice is up to you.
===Demand Territory===
In keeping with the limited aims that are possible to achieve with minor powers, one potential aim is to reclaim Northern Ireland. A successful strategy in relation to this goal is first to form as many trades as possible with the U.K. to increase your relationship. Secondly after 1942 begin funding partisans in Northern Ireland. Thirdly, when the partisans rise up, ask to join the Allies so that you can occupy Northern Ireland. By 1946 you should see the Demand Territory probability rise up from 0% to around 2%. However by 1948 you'll have a 20% chance! Just keep Demanding territory and influencing the U.K. and you should have Northern Ireland by 1949.
[[Category:National Strategy]]
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Iron Production per country 1936-1948 (Fe content of ore)
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Source: BR Mitchell.
Numbers are 1000s of metric tons
<table border="1">
<tr><td><td>1936<td>1937<td>1938<td>1939<td>1940<td>1941<td>1942<td>1943<td>1944<td>1945<td>1946<td>1947<td>1948</tr>
<tr><td>Algeria<td>1010<td>1285<td>1655<td>1605<td>877<td>179<td>180<td>94<td>413<td>628<td>912<td>851<td>1021</tr>
<tr><td>Argentina<td>0<td>3<td>2<td>4<td>3<td>4<td>1<td>0<td>2<td>1<td>27<td>0<td>17</tr>
<tr><td>Australia<td>1267<td>1255<td>1509<td>1727<td>1585<td>1514<td>1422<td>1473<td>1372<td>1026<td>1229<td>1445<td>1356</tr>
<tr><td>Austria<td>500<td>850<td>1350<td>1500<td>1600<td>1450<td>1500<td>1600<td>1500<td>150<td>250<td>450<td>600</tr>
<tr><td>Brazil<td>75<td>164<td>330<td>246<td>274<td>569<td>477<td>550<td>522<td>442<td>396<td>415<td>1069</tr>
<tr><td>Canada<td>0<td>0<td>0<td>60<td>201<td>250<td>264<td>293<td>276<td>567<td>773<td>958<td>667</tr>
<tr><td>Chile<td>815<td>916<td>950<td>995<td>1061<td>1011<td>245<td>3<td>11<td>173<td>738<td>1084<td>1681</tr>
<tr><td>China<td>1466<td>1705<td>1652<td>2195<td>3407<td>3906<td>4726<td>5065<td>3793<td>223<td>147<td>71<td>75</tr>
<tr><td>Cuba<td>224<td>70<td>81<td>26<td>54<td>32<td>56<td>29<td>8<td>0<td>0<td>22<td>13</tr>
<tr><td>France<td>16670<td>18900<td>16500<td>16500<td>6350<td>5300<td>6400<td>8450<td>4700<td>3850<td>8100<td>19350<td>11500</tr>
<tr><td>French Morocco<td>0<td>33<td>131<td>210<td>38<td>2<td>2<td>5<td>3<td>0<td>58<td>70<td>137</tr>
<tr><td>Germany<td>3350<td>4250<td>5500<td>6600<td>8600<td>7800<td>6850<td>6300<td>5150<td>?<td>1950<td>2200<td>3850</tr>
<tr><td>India<td>1649<td>1870<td>1788<td>1930<td>2032<td>2063<td>2083<td>1727<td>1524<td>1494<td>1565<td>1625<td>1483</tr>
<tr><td>Italy<td>400<td>500<td>500<td>450<td>600<td>650<td>550<td>400<td>200<td>50<td>50<td>100<td>250</tr>
<tr><td>Japan<td>303<td>294<td>343<td>429<td>496<td>762<td>1067<td>1403<td>1718<td>935<td>287<td>255<td>297</tr>
<tr><td>Korea<td>98<td>86<td>323<td>357<td>480<td>552<td>769<td>958<td>1348<td>337<td>?<td>?<td>?</tr>
<tr><td>Luxembourg<td>2450<td>3900<td>2550<td>2950<td>2450<td>3450<td>2550<td>2650<td>1450<td>700<td>1100<td>1000<td>1700</tr>
<tr><td>Malaya<td>1076<td>1015<td>1051<td>1263<td>1276<td>747<td>59<td>32<td>7<td>9<td>0<td>1<td>0</tr>
<tr><td>Mexico<td>79<td>90<td>99<td>111<td>70<td>72<td>103<td>138<td>187<td>175<td>171<td>226<td>227</tr>
<tr><td>Newfoundland<td>471<td>850<td>887<td>874<td>798<td>508<td>630<td>284<td>244<td>511<td>648<td>763<td>789</tr>
<tr><td>Norway<td>400<td>500<td>700<td>650<td>300<td>300<td>150<td>100<td>150<td>50<td>50<td>50<td>100</tr>
<tr><td>Philippines<td>403<td>370<td>565<td>653<td>692<td>468<td>45<td>92<td>36<td>0<td>0<td>0<td>10</tr>
<tr><td>Poland<td>250<td>400<td>450<td>?<td>400<td>450<td>400<td>350<td>350<td>?<td>200<td>250<td>350</tr>
<tr><td>Romania<td>50<td>50<td>50<td>50<td>50<td>100<td>100<td>150<td>100<td>50<td>50<td>50<td>100</tr>
<tr><td>Sierra Leone<td>315<td>386<td>525<td>505<td>420<td>622<td>380<td>339<td>277<td>504<td>495<td>512<td>567</tr>
<tr><td>South Africa<td>235<td>295<td>320<td>312<td>396<td>504<td>432<td>449<td>464<td>540<td>656<td>724<td>691</tr>
<tr><td>Spain<td>1150<td>650<td>1250<td>1800<td>1300<td>1150<td>1100<td>1050<td>1100<td>850<td>1200<td>1200<td>1250</tr>
<tr><td>Spanish Morocco<td>636<td>854<td>805<td>691<td>242<td>350<td>344<td>346<td>438<td>472<td>483<td>533<td>543</tr>
<tr><td>Sweden<td>6720<td>9000<td>8340<td>8280<td>6780<td>6300<td>5820<td>6480<td>4380<td>2340<td>4140<td>5340<td>7980</tr>
<tr><td>Tunisia<td>387<td>478<td>424<td>420<td>190<td>0<td>15<td>15<td>50<td>69<td>96<td>203<td>380</tr>
<tr><td>Turkey<td>0<td>0<td>50<td>155<td>85<td>38<td>12<td>59<td>59<td>82<td>73<td>95<td>121</tr>
<tr><td>UK<td>6450<td>7200<td>6000<td>7650<td>9000<td>9650<td>10100<td>9400<td>7850<td>7200<td>6200<td>5650<td>6650</tr>
<tr><td>USA<td>25078<td>36991<td>14322<td>26423<td>37918<td>47819<td>54767<td>52127<td>48653<td>45882<td>36154<td>47709<td>50891</tr>
<tr><td>USSR<td>13900<td>13900<td>13300<td>13450<td>14950<td>?<td>?<td>?<td>?<td>7950<td>9650<td>11650<td>14000</tr>
<tr><td>Yugoslavia<td>250<td>300<td>300<td>350<td>?<td>?<td>?<td>?<td>?<td>?<td>200<td>350<td>450</tr>
</table>
[[Category:Knowledge Base]]
8f0a0836913580b4486afad05b0250fb3948a13c
Italy 1941 Strategy Guide
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One of my favorite scenarios as it starts you off as set piece almost.
You can defeat the [[British]] in [[Africa]] - you just need speed and a sense of urgency (building an [[airforce]] is good but long term, you need to defeat the British with what you have.)
I - Destroy the British pocket behind your lines and consolidate your forces in Africa into two provinces facing the British (keep a division or two back to garrison your major port/airfield provinces.
II - Reorganize your airforce and have focus it on the African front, with your [[Fighters]] covering, your [[bombers]] interdicting, and your [[Naval]] regiments patroling/bombing the seas around Sicily (to look for British fleets).
III - Strategically deploy/march as much of your Army on the continent as possible to [[Taranto]] , keeping forces only to garrison beaches until they can be replaced by [[Garrison]]/[[Militia]] corps properly
IV - Form your Navy into two branches : one large Fleet of Surface Ships and Transports, and secondly some smaller fleets of [[Submarines]]. The Submarines you can use not for convoy but as pickets around the Med to trip up and trigger combat with enemy navies to find out their location.
V- The Surface Fleet you use ONLY to load up Army Divisions and the Sea Transport mission to the closest port possible in Africa, as fast as possible. You may even want to leave your old [[BB]]-Is behind to gain the 3kph of speed. Keep Sea Transporting forces to Africa as possible. If you get into combat with a large RN Battle Fleet then retreat and try again later.
VI- The bulk of your army and air force should now be in Africa, frontally assault the enemy (which you should by now outnumber) and send him reeling back across the middle east, use your Bombers (now) to Ground attack his formations.
VII - With [[Suez]] secure you can hold a line in Southern Egypt of 2/3 provinces and push into [[Iraq]] for it's oil, or you can amphibious operations against Allied Islands in the Med (or both). [[Gibraltar]] is nearly impossible without Spain so your options there are limited.
-You don't have the [[IC]] to use [[Offensive supply]]
-As for builds, I'd concentrate on [[Tactical Bombers]]/[[Escorts]] to destroy enemy forces as they move in [[Africa]]/[[Middle East]]; infantry divsions, and garrisons.
You can lay down some Cruisers/DDs/Submarines and Naval aviation regiments. You can destroy isolated enemy transports and small fleets by using a fast fleet of Italy's Cruisers/Destroyers to engage in combat, kill, and then retreat before any large Battleship/Carrier fleet.
VIII - With a line held in [[Egypt]], the Middle East Secure - you should have some time to build up before the US or British can again field a strong force in the area,,so you can send air support to [[Germany]] ,,etc.
=[http://forum.paradoxplaza.com/forum/showthread.php?t=358160 Taken from this thread]=
[[Category:National Strategy]]
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Italy
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[[Image:Ita-topbar.JPG]]
{{Country guides}}
== Overview ==
Italy has the potential to dominate the Mediterranean theatre, but is hampered by a lack of everything: good tech teams, industry, resources, and skilled military leadership.
It is imperative to make some choices right at the beginning. Do you want to immediately go on a small conquering spree, putting you in an ahistorically strong position (if you do not get DoW'd by the entire Balkans and Turkey, or let alone the major powers)? Will you depend on Germany to give you the support to defend your home while most of your forces are conquering Egypt? Should you defend or abandon Ethiopia?
Italy is one of the most fun countries to play since it has enough handicaps and plenty of potential. It is easy to overextend, and when you do, you are at the mercy of the magical allied magnifying glass. If it focuses on you, rather than the action in France or the Far East, Rome will burn.
=== See also ===
[[Italy 1941 Strategy Guide]]
== Technology ==
Italy begins the game with only four research slots, thus a common first objective is to expand to the fifth research slot, which is possible once base IC is 80. This can most rapidly be achieved through a combination of IC building and an early annexation of Spain. Italy has average technology teams, thus only limited branches of technology can effectively be researched.
For land doctrine, some players choose to completely abandon the "Firepower Focus" land doctrines, widely considered among the weakest doctrine in the game. If you stick to it and go for the Infiltration Assault path in ´42 you get the best infantry available from ´43 on, due to the high night attack bonus you will receive. Until then you will have relatively poor organization and morale. Within the Mobility Focus doctrine, Human Wave is a good choice for Italy, with a level 4 tech team with four specialties in many branches, especially late game. The most common choice, however, is Spearhead Doctrine. With an early alliance with Germany, blueprints for the entire tech tree can be typically acquired long in advance of the historical year, making the research reasonably rapid even with Italy's inferior teams. Italy needs to also focus on Manufacturing, Infantry, with limited Naval and Air. Within Naval, generally Battleships and Destroyers should be the focus, and within Air TAC/NAV is a necessary limitation.
== Diplomacy ==
===Alliances===
Italy's first possible ally is Ethiopia, in the event Italy sues for peace and forces Ethiopia to become a puppet. Italy's natural ideological ally is Germany, and joining the Axis is possible as early as 1936. This is extremely advantageous for Italy to do, as it grants them many key blueprints and free resources. Once Italy has joined the Axis, all future alliances are contingent on Germany, as leader of the alliance. If you plan to wage some earlier wars be careful not to ruin the important German events, so be at peace from spring ´38 on for Anschluss and the following events. Also be warned that Germany going to war unhistorical early triggers (in Armageddon) one of the US events that removes some of their peacetime IC penalty. If you don´t plan to wage early wars it is better for Axis if you finish Ethiopia before you join.
Italy can also create some early puppets through liberation:
* Ethiopia
* Libya
* Somalia
Although Libya and Somalia have no factories with they will automatically have 5 IC (off map) when liberated. On first look, liberation may look good to save TC and provide extra units to hold the beaches. However, the problem is that you could get up to 25% dissent as a result (anger at colonial policy event: DD & ARMA). As a result, liberation of nations is not considered a wise strategy.
===Sliders===
Italy begins the game with very poor slider positions: as a general rule, the game favors extreme positions, and Italy begins with many moderate settings. Italy will not receive much slider help either, with only three free Interventionism slider moves (1936 Spanish Civil war, 1937 Anti-Comintern pact, 1939 Albania). The best opening move for Italy is Hawk moves in 1936, 1937, and 1938, which will bring full Hawk. In 1939, an Interventionism move would assure full interventionism by March of that year due to Albania.
Players may instead use 1939 to begin the long march to Central Planning. This requires 6 moves, thus starting in 1939 would finish in January, 1944. Since Germany is frequently influencing Italy, it is possible, but unlikely, for Germany to have a "complete influence" event that assists with this slider. This is generally a better choice than the Standing Army move, since that will require 7 moves, and Italy arguably needs IC more than organisation and experience bonuses.
=== Ministers ===
Italy has excellent starting Ministers.
In 1940, Minister of Security Umberto Albini will become available. For an Italy that holds many foreign territories (France, Spain, Greece, etc), changing to this minister with 15% foreign IC use is very beneficial.
==Economy==
Italy has the weakest economy out of all the major nations (USA, USSR, Germany, Japan, and the UK). This puts Italy at a significant disadvantage over the course of the game, and creates an added challenge for players.
===Trading===
Italy begins the game with supply deficits, and a few existing trade deals. The existing deals help Italy stay barely ahead with Rare materials, while around 30 energy and 10 metal is lost every day. This means that without trade deals, Italy will immediately begin suffering shortages affecting Industry in February, 1936. Italy's best trading partners (in order):
* Germany
* Soviet Union
* Sweden
* Siam
* Japan
===Industrial Production===
Italy will never be an industrial powerhouse, owing to its weak starting position. Italy's first production goal, however, is industrial improvement to attain the fifth technology team slot. This requires a minimum of 80 base IC. Italy is able to begin the game with 7 parallel factories in construction. After the first run is complete, five more factories can be added. How many serial runs factories should be produced depend on a player's Italian strategy.
If Italy will join the Axis in 1936, this means the war will begin August 30, 1939. Italy shares borders with both France and the UK's colonial holdings, thus Italy must be militarily prepared, especially if it wants to excel in warfare. This means a two serial run of a 7 parallel factories (ending in December, 1937) is a good starting point, possibly with a few more factories to get Italy over the 80 IC base threshold. This will provide a 20 month for a strong military build up.
If Italy will not join the Axis until 1941, Italy essentially has two additional years for IC building and manpower growing. This additional IC can bring Italy an extra 20 base IC.
==Military==
=== Army ===
While the mainstay of the Italian army must be [[infantry]] and [[Militia Strategy Guide|militia]], Italy can greatly benefit from specialization. The Balkans and Turkey, for example, are significantly helped with mountaineers. Mountaineers can continue to be used in a war against the Soviet Union, both in the Caucasus region, but also Mountaineers have significant bonuses when fighting in Arctic conditions. Marines are essential for Jungle fighting in the resource rich Central African region, if Italy so chooses. A Paratrooper division can help since Italy starts with a Transport Aircraft, and can have limited use.
Generally, Italy does not have the resources (or more importantly: the TC) for tank building. A few limited Motorized Infantry units with SP-ART, followed by Mechanized units, can be beneficial. Cavalry with AC is also helpful for fast operations, and does not consume as much TC. Cavalry is specifically helpful when attacking Southern USSR, and taking vast tracks of land relatively quickly.
====Leaders====
As usual, Italy is the weakest of the major powers in this aspect as well. However, they're more than adequate and used properly will work just fine. Army wise, you got about two dozen leaders that will top out at skill levels of 5 or higher. Between Messe, Zingali and Bitossi you should have your armored needs covered, and you got a handful leaders who share both Winter Specialist and Commando traits and make for excellent mountaineer leaders.
Your starting position is terrible, with just Messe and Balbo over skill level 2. The rest of your commanders will need a lot of practice, or you'll be stuck with yet another disadvantage to the other majors.
=== Navy ===
In HOI2 DD, the best main battle fleet composition for Italy's limited resources is comprised of CA (Heavy cruisers) with CVL (light carriers) and DD (destroyers). This is an effective combination of good firepower, and a fleet size of 8 CA + 8 DD + 2 CVL can be effective in a fight against the carriers of the Royal Navy. Additionally, this type of fleet moves fast, and is very cheap to build and repair.
In HOI2 Armageddon firecontrol brigades for the DD´s are a very nice thing, as you will get very cheap cruizerg fleets, as the FC give 10km additional range when you upgraded them after you researched the Advanced Computing Machine. More about cruizerg fleets can be found here: [[Surface Action Group]].
Four firecontrol brigades for the starting BB´s in combination with one of the best leaders you have enables them to destroy many enemy ships very effectively at maximum range, so your own ships don´t take damage. This way, you can also take down the old French and British BB´s.
In addition, Italy will greatly benefit from a wolfpack strategy if it is going to fight any Allied nation (obviously against the USSR this isn't necessary). Build submarines (1938 level) for convoy raiding missions, and you will greatly reduce the fighting ability of Allied troops whereever you engage them. If you choose an African strategy, for example, the British can be fairly easily overrun (it will still take a long time, however) with successful convoy raiding. As South Africa, Free France and Iraq usually deliver supplies to the Brits they may suffer from supply shortage, but in Armageddon it is not really possible to cut the Brits off from supplies totally. With an extensive sub campaign you will be able to sink many, many convoys and that is definitely a nice thing, but you won´t starve the troops in Africa. As Fleet in Being is the worst naval doctrine path for subs be warned that your subs are effective early in the game but will have a very bad time from ´41/´42 on as the Allies will have doctrine advantage and better destroyers by then.
=== Air Force===
Italy does not have the industrial capacity to produce a large air force. It is possible, however, to produce a limited air force to fulfill particular roles. Tactical bombers (TAC) and Naval bombers are very well suited for Italy's theaters of war, and are highly recommended. Interceptors are not as important, and likely beyond Italy's limited resources.
If you plan to play a longer game interceptors or fighters are a must have for Italy, as the Allies will bomb Europe to death from ´41 on if you are defenceless. Enemy naval bombers in the Med are something you probably do not want to tolerate (at least in Armageddon they can become a pain in the a**), so prepare to do something against them.
==War==
Unlike all other major powers who have very clear adversaries that must be challenged, Italy does not have any direct opponents. This allows an Italian player to choose their own path with a great deal of flexibility. The most essential sphere of warfare for Italy is the Mediterranean Sea, best managed through Gibraltar in the West and Suez in the East. Control of the Mediterranean is vital to the defense of Italy's home shores, and enables Italy free movement throughout Northern Africa, Southern Europe, and the Middle East. Historically, Africa was an important theater of war due to Italian holdings in Libya and Ethiopia, yet involvement in Africa is a questionable strategy in-game.
===Italo-Ethiopian War===
The game begins with Italy at war with Ethiopia. It is quite easy to direct Italian units straight to the Ethiopian capital, Addis Ababa, and win the war. With Italian units in the capital, the player has two choices for resolving the war:
* Annex Ethiopia outright, and gain two IC, and enough resources to support those two IC.
* Sue for peace with Ethiopia, and demand they become a puppet. This avoids dissent caused by annexation and then liberation (DD & ARMA), and it also keeps the Ethiopian army intact. This will allow Ethiopia to have an army of around 15 divisions by the fall of 1939, which can be military controlled by Italy.
If you don't mind the gamey-ness, keeping the war with Ethiopia going for a while has numerous benefits. Militia on militia action is excellent training for your commanders, and consumer goods demand will stay low as long as you're at war. Attack with a few militia divisions, and add more as the fight progresses and your troops start to get beat up. A good battle will last a week. You can use your naval bombers on Interdiction missions to get them valuble experience without doing much damage to the ethiopians. All in all, you can get your army a decent experience boost, half a dozen (the good ones) leaders up to skill level 6-7 and another dozen or two a couple levels higher without commiting more than a few weeks of manpower production - and Italy doesn't have the IC to use all that manpower anyway.
===Spanish Civil War===
On July 18, 1936, the Spanish Civil War will occur. Playing as an Axis nation means the odds are stacked against the Nationalists, who will likely loose. Italy should always send help, via the in-game event, to Nationalist Spain to avoid 5 dissent and an isolationist move. Beyond that event, Italy has three practical choices:
* Do nothing and let the Nationalists loose.
* Assist the Nationalists in regaining their country by declaring war on Republican Spain at the beginning of the war
* Wait until the Nationalists have been defeated (between 6 - 18 months), and invade Republican Spain in order to annex it. An annexed Spain will provide 8 IC, 39 energy, 18 rares, and 28 metal. This is particularly helpful since Italy is short on all major resources. Note that Spain is key to capturing Gibraltar, which is imperative for achieving strategic control of the Mediterranean Sea. Also note that Spain provides a second front against France when Fall Weiss occurs.
===Albanian Occupation===
At the end of March, 1939 (following the German invasion of Czechoslovakia) Italy will have the option to give King Zog an ultimatum regarding annexation. While Albania does not offer significant value, it provides Italy a foothold in the Balkans, and a staging point for possible actions in Greece and Yugoslavia. Taking Albania is simple, since it does not produce troops (DD & ARMA).
===Early opportunities for war===
Italy has several nonaggression pacts with its neighbors, which considerably reduce Italy's opportunity for local war mongering. All these non-aggression pacts, however, will eventually expire:
* January, 1939: Pact with Turkey expires. An Italy with a high belligerence, however, will likely cause a Soviet DOW if Italy decides to attack Turkey.
* March, 1939: Pact with Greece expires. After the annexation of Albania at the end of March, Greece is a fairly easy target. Romania will likely declare war as a result.
* June, 1939: Pact with France expires. Italy may find France challenging if they are not in the Axis. If Italy is in the Axis, and early war with France will spoil the war with Poland.
===Fall Weiss===
The German invasion of Poland in August 30, 1939 is an important date for Italy, either as an early warning of the wider war soon to come, or as the beginning of open conflict with the Allies due to an early join with the Axis. Italy has several important military objectives:
* Secure the Mediterranean Sea by taking Gibraltar and Suez.
* Defend Italian borders with France, possibly lead offensive assaults into France.
* Resolve North Africa strategy: abandon Libya and Egypt or engage in a North African campaign
===Sitzkrieg ===
After the invasion of Poland, Europe goes quiet for quite some time. Italy has a few options during this lull, starting with Yugoslavia. Italy has claims on Yugoslavian territories. Since Yugoslavia has several guarantees of independence, an early declaration of war (before 1939) is risky, and could embroil Italy into WWII with the Allies attacking, or could trigger war from Turkey, Greece, or even Germany. Therefore, war with Yugoslavia should only occur after Fall Weiss, and/or after Italy is prepared to go to war with the Allies. Full annexation of Yugoslavia within three weeks is achievable. With 25 total IC, Italy will gain 5 base IC in normal conditions, or 9 base IC in the event that Albini is the Minister of Security.
If Northern Africa has been successfully secured, a campaign against Southern Africa can be fruitful. No Italian controlled port is within 3000 km of South Africa, and taking Italian troops on ground throughout the length of Africa could easily take years. Thus, an alternate (quite challenging) method is to capture the Diego Garcia Island (from Port Massaua). This port island can take transports within range of Durban. While South Africa is not heavily guarded (SA has extremely low manpower), landing will be difficult.
== Strategy ==
Strategically, Italy has two primary objectives:
* Control the Mediterranean Sea (Gibraltar & Suez).
* Ensure the Soviet Union is defeated.
An Italy that achieves both objectives can play a significant role in ensuring the Axis rules the world. If either objective fails, Italy is almost certainly doomed.
=== Mediterranean Control ===
The most important key to a successful Italy is control of the Mediterranean. The most effective way to control the Mediterranean is through the capture of Gibraltar and Suez, preventing any new allied ships from entering the Mediterranean. With that accomplished, the remaining UK fleet will need to be destroyed, since the French fleet will disappear with the fall of France by Germany.
In HOI2, the most effective way to destroy the Royal Navy is through maintaining air superiority over the Mediterranean and making good use of Naval Bombers. By using Naval Bombers you will slowly whittle down the Royal Navy and after a series of heavy Port Strikes on Gibraltar, Malta and the Egyptian coast, the RN may well be grounded and you will be able to roam freely across the Med.
In DD & ARMA, control of the Mediterranean is more challenging. First, a Northern African campaign that removes all ports, including those in the Middle East, will considerably help. Next, waiting for several months as the Royal Navy runs out of supplies and oil helps greatly amplify Italy's tiny Naval force. Then, Naval bombers will help soften up the Royal Naval. Finally, Italy's starting navy can begin to sink the Royal Navy.
=== European Strategy ===
On this path, Italy's warfare focuses almost exclusively on the European theater, putting little, if any, resources into Africa. This could mean early war with Spain, Greece, and Yugoslavia. This path also requires Italian involvement in the war against the Soviet Union, to ensure Germany wins. This can be accomplished by joining German forces on their front lines, or by opening up a new front against the Soviet Union. One way to create a new front is to invade and Annex Turkey, which will provide Italy direct access to the Baku, oil rich region, in addition the the Black Sea. This strategy requires emphasis on land and bomber forces, and will entirely neglect the Navy. Italy's most pressing need when fighting the Soviet Union will be manpower, due to the sheer size of the land and number of Soviet divisions. A quick victory is imperative for the Axis. When manpower has been exhausted, focus on IC intensive units such as the air force. After the defeat of the Soviet Union, a Navy should be built.
=== African Strategy ===
Most of Africa is an infrastructure nightmare, meaning that troops will be low on combat efficiency (ESE), TC will be considerably stressed, and moving troops will be extremely slow: moving from one province to the next may take months!
Africa has some strategic value:
* Northern Africa has airbases that the Allies can be use to pester your forces.
* Northern Africa also has ports, and while the Royal Navy may be trapped after Italy controls the Mediterranean Sea, they will still be in supply, and able to harass the Italian navy.
* Central and Southern Africa have some good resources, including metals and rares.
An effective Africa strategy can be conducted with the following steps:
* Ensure Ethiopia is a puppet, and take military control of their armies. Use their armies to grab as much land in Africa as possible.
* Limit Italian military involvement.
* Use Infantry and Militia, don´t use MOT, MEC, ARM in the central African jungles and never use CAV in Africa.
* For Central Africa, use Marines if possible; for Southern Africa, use Mountaineers.
=== Fortress Italy ===
In this strategy, Italy essentially ignores the rest of the world, refuses to join the Axis or the Allies, and simply fortifies its home lands. This means abandoning Libya for pragmatic reasons.
Securing Italy's beaches is a relatively easy task, although it will require a fair amount of time and effort. Italy has a large number of beaches, which can be quite strongly secured with a three unit stack of: (a) infantry division plus artillery; (b) militia; (c) militia. Make a note of the "crossroads" provinces, ones that border 3 beach provinces. Perugia and Potenza are best. These are the provinces for Italy to store reaction forces: Armoured, motorized, mechanized, calvary, etc. With their speed, use them to rapidly reinforce beach defenders using the "support defense" mission. A Navy is not important since beaches can be more efficiently defended, and no Italian Navy could match the Royal Navy or the USN.
The most vulnerable location for Italy are its land borders. Eventually, the Soviet Union and the Allies will be on those borders, and they may declare war. Therefore, land forts are a necessity along Italy's Northern borders, combined with a strong emphasis on Interceptors.
=== Italy the Traitor ===
Italy can join the Allies! Most players would consider this gamey, just as attacking Germany or the USA in 1936, for example, is gamey. In any event, an Italy that joins the Allies, especially in the fall of 1941 when Germany has all forces on the Eastern front, can score an easy victory for Italy.
=== Roman Strategy ===
It is possible to get a 20th century Roman Empire. No doubt this is very gamey and ahistorical, but given Italy's numerous handicaps it is also quite a feat to accomplish. At the start of the game, make peace with Ethiopia and forget about them and Somalia for the rest of the game. Your troops will be spread thin enough as it is whithout defending their useless deserts. Start building two factories, and allocate the rest of your IC to reinforcements and upgrades while you shuttle your troops back from Ethiopia. You'll want to build around 10 factories as early as possible - that'll give you the 5th research slot when you annex Spain. Don't cancel the light cruiser that starts in your production queue, it is only 16 days from completion. Change your ministers to maximize IC and manpower bonuses. You will not join the Axis, as it would be a disgrace for the noble Romans to seek any sort of agreement with the Germanic barbarians. Merely sharing common enemies with them will be enough.
Ressearch will be focused on industrial techs at first. The cryptography techs are a must, even if they take forever to ressearch thanks to your bad tech teams. You also want the 1936 manpower techs as early as possible. You want to get to the small arms assembly line ASAP, and that means non-stop ressearch in this field. For your military you will need infantry, mountaineers, militia and cavalry. You'll never have enough TC to support large motorized formations so you might as well not try. Artillery will also be useful (and possibly SP-Art for your cav divs) to augment the strength of your relatively small armies.
Once these essential techs are ressearched far enough down the tree you can do Interceptors and Tac bombers, along with some air and naval doctrines. Just keep in mind that no matter how much effort you put into these, you'll always be a step behind your main opponents. Do not abandon your land doctrine. The infiltration assault path is perfectly suited to the forces you are going to field. Anyways you won't ally with Germany so it won't be possible to get all the blueprints for the spearhead doctrine. The diplomacy sliders should be moved to full hawk first, and then begin to move to full standing army. After that it doesn't matter that much since you'll either have won or lost the game. It will pay off to set the sliders to generate extra money and engage heavily in intelligence activities (to steal blueprints).
Your army should be organized into army corps of Mil/Inf/Inf. Militia is key as it bolsters your ranks significantly and you only have so much manpower to spare. Your navy is obsolete but some of it will be useful in shore bombardment duties. Assemble an 18 ship SAG with your 4 BBI's and 5 CAIII's, plus your 9 best screens. Then put some sort of a transport fleet together with the CAII'S and CLII's as protection, and disband anything that's left over. Submarines can be kept as they can be useful as pickets. Keep your starting air force, as it will be a long time before you can spare the IC to build more.
After your troops are reinforced and upgraded to 1936 infantry, you're ready to invade and annex Spain. This will open up a second front against France - which you will need. Once Spain is yours, you must build up your army as much as possible before the outbreak of WWII. Send some spies into France and build at least as many infantry divisions as they will (you can count your militia as an infantry div. for that purpose).
Guarantee the independence of germany so that when France and the UK declare war on them, you can DOW them without suffering dissent. When the war breaks out, you must beat Germany into France and deny them any conquests there. It really is a race against the clock, because you essentially need to wrap up the war before winter or the German blitzkrieg in the spring of 1940 will deny northern France to the greatness of Rome. Conquering France can be difficult, as they are likely to have a doctrine and cryptography lead on you. In fact the war with France is the most likely point where this strategy will break down. To secure victory you will most certainly need to have an excellent grasp of the combat mechanics and use every advantage you can. Since you're not allied with the german barbarians, Vichy France will not trigger and you'll get to keep it all.
One thing to keep in mind is that if you can find the spare cash to influence them you might be able to bribe the Axis minors into allying with you instead of Germany. This will really turn the tide against Hitler and when the time comes you'll be glad to have them with you instead of against you.
Don't forget to leave some troops in Africa to push the brits back to Suez and also a few divs in Spain to quickly seize Gibraltar. A goal of sealing off the Mediterranean before the new year is reasonable. Once France has fallen, redeploy your troops to Venice and launch an offensive into the Balkans. Again you need to do this before the germans have a chance to try so don't wait any longer than you need. You want to annex Yugoslavia and Greece. If you've gotten to this point, all there is left is Turkey and every province bordering the Med will be green. However you should probably wait until Germany is at war with the Soviet Union before declaring war upon the Turks. Since you'll have sky-high beligerence by then, your DOW might trigger them into attacking you. Common sense dictates that a war against both of these behemoths could only end badly for Rome. If they do declare war, at least they'll also be fighting each other so the situation will be a little more manageable.
Now assuming that you avoided war with Germany and the SU, there is one last nut to crack: Londinium. Before you can safely try this you need to modernize your navy and build a sufficiently strong surface fleet to support the landing, which will likely take years. Look up the German strategy page if you need to know more about invading England. So essentially you're left with a lot of time to kill and a huge empire to pacify so you'll likely need to build lots of garrison divs. You may want to try to take France's overseas territories (so you can annex them) and keep your military on guard in Africa and the Middle-East as a British offensive from Iraq is not completely out of the question. In fact taking Iraq would be a good thing to do to occupy your time as your new navy is being built. Speaking of which - a 30 ship SAG of 13 CA'S, 2 CVL's and 15 DD's (all 1941 models) should be up to the task. If you're lucky you'll have captured some transports from the french ports, but most likely you'll need to build some of those as well.
After England has fallen you will have most of the land that was historically comprised in the Roman Empire. At this point, depending on the strategic situation in Europe, you might want to try to take on Germany. If they're losing on the eastern front (which they most likely will, considering you have denied them almost everything else), it might be possible to blitz into their industrial heartland and cripple them significantly before they have a chance to bring reaction forces back from the East.
There is also the possibility that your conquests confuse the German AI enough that it will never attack the soviets. In that case you need to keep in mind that you will face 150+ divs and that the germans will have a huge doctrine advantage on you until you ressearch the 'infiltration in depth' tech. Assuming everything has gone as planned your army is probably around 100 div strong at this point, so a considerable expansion will be required. Another problem arises from the fact that your army is almost entirely soft and that you have nothing to counter the german armor effectively. Building armor is not an option because TC is already way too overloaded, so the best bet is probably to build some of the otherwise useless AT brigades for your infantry. This will give your army some punch against the panzer divs without adding more TC load. Moreover, infantry divs brigaded with AT will retain full benefits from the infiltration doctrine while armor would not.
Alternatively, although this is beyond gamey, you can edit a saved game and add all your new conquests as national territories (simulating a unified Roman Empire). This will bump your IC into the 300's, quell all dissent, and turn your TC back to a 'green' figure (and you probably haven't seen that since 1938). Now you can safely take on Germany and the SU. At the same time.
Addendum : After some testing, the general strategy was shown to work. In the test game the war with France was nearly disastrous but succeeded in the end. Turkey can be attacked/annexed before 1941 and Germany had almost defeated the Soviet Union when I attacked - and successfuly defeated - it.
{{Anthology}}
[[Category:National Strategy]]
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Japan Conquering the world - in Very Hard difficulty level
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= [[Japan]] Conquering the world - in [[Very Hard]] difficulty level=
== The conquest of the [[USA]] ==
Have you noticed that poor USA has just 4+1 non-garrison divisions at 1936, while Japan has more than 40? This means that you can gain about 100 IC within a year.
Simply carry all your land forces to Kwajalein, and carry out a surprise attack on Hawaii... From there, you can reach San Diego. Don't bother with California: it is a very rough terrain and no IC at all. If you have 2 spare divisions, you can take San Francisco and L. A., but your main aim must be the Eastern Shore. Just take Colon (2,500 kms from San Diego). Here there is a slight chance you may lose some precious ships (the most severe blow being the possible loss of some full transports) - probably during the whole campaign, you will have to save the most now.
From Colon, it's just 2 small jumps to New York. By the time you reach New York, your navy must have defeated US Navy several times (just stay together with your main force, and use your 2 Naval Bombers). From there, conquering the US is quite easy, just have some 6-10 divisions in reserve for the time when USA deploys some 3-6 militias and infantry. By 1937 summer, you can annex the USA.
== Next step: [[America]] ==
This is an easy task: just follow the coast, and use your navy wisely. You will conquer America (except [[Canada]]) by the end of 1938.
== A tough fight: [[China]] ==
When the [[Marco Polo bridge incident]] triggers, choose fight. That 1 Interventionism level worths the loss of [[Manchukuo]] and [[Korea]]. As soon as you have researched Armor type III, build as much as you can. With your victorious army, and your newly deployed >10 Armor divisions, you can defeat the Chinese by around early 1941.
== [[Allies]] or [[Comintern]] ==
Now you must make a severe decision: either attack the Allies or Soviet Union. When I first tried this strategy, it was mid-1942 when I finished with China, and first I attacked SU to help the Germans. But it was a long fight, and after all, the Germans took the fruit in the shape of Moscow...
== Attacking the allies ==
This is an easy task, just don't rush for England, for it is filled with divisions now. Instead, initiate operations in India and in the Middle East. There you can destroy the major part of UK army, and easily annex UK.
== [[Germany]] - or the [[Soviet Union]] ==
Here comes the biggest fight: if the Soviet Union conquered Germany, she must have more than 600 divisions by now. Not a big problem though, for by this time you must have about 50-70 armored divisions, and with the oil resources of the whole world to call on, you can beat them. Just use your superior navy, and encircle as many divisions as you can. After the fall of the Soviet Union, nothing stands between you - and a whole nice yellow world map!
[[Category:National Strategy]]
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Japan Tech Team List
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This is a list of tech teams for [[Japan]] as of HoI 2 version 1.1. The specialty abbreviations are listed at the bottom of this document.
{| border="1" cellpadding="2"
|+JAP - Japan
|-
!Team #!!Team Name!!Picture #!!Skill!!Start Year!!End Year!!Specialties
|-
|1900||Aichi||T1900||7||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|1901||Hino Automobile||T1901||5||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]
|-
|1902||Kawasaki Heavy Industry||T1902||8||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:aeronautics.png|AER]]||[[Image:mechanics.png|MCH]]||[[Image:Management.png|MGT]]
|-
|1903||Kure Naval Yard||T1903||7||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:electronics.png|ELE]]||[[Image:Naval_artillery.png|NVA]]||[[Image:technical_efficiency.png|TEC]]
|-
|1904||Mitsubishi Hikoki||T1904||7||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:technical_efficiency.png|TEC]]
|-
|1905||Mitsubishi Jukogyo||T1905||6||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:General_equipment.png|EQP]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|1906||Mitsubishi Zousensho||T1906||7||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:Naval_artillery.png|NVA]]||[[Image:technical_efficiency.png|TEC]]
|-
|1907||Mitsui||T1907||7||1930||1970||[[Image:electronics.png|ELE]]||[[Image:chemistry.png|CHE]]||[[Image:General_equipment.png|EQP]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Naval_engineering.png|NVE]]
|-
|1908||Nakajima||T1908||7||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical_efficiency.png|TEC]]||[[Image:artillery.png|ART]]
|-
|1909||Nissan||T1909||6||1930||1970||[[Image:electronics.png|ELE]]||[[Image:chemistry.png|CHE]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]||[[Image:technical_efficiency.png|TEC]]
|-
|1910||Sumimoto||T1910||6||1930||1970||[[Image:electronics.png|ELE]]||[[Image:chemistry.png|CHE]]||[[Image:General_equipment.png|EQP]]||[[Image:Industrial_engineering.png|IND]]
|-
|1911||Teiji Takagi||T1911||6||1930||1970||[[Image:Mathematics.png|MTH]]
|-
|1912||Tokyo Arsenal||T1912||6||1930||1970||[[Image:electronics.png|ELE]]||[[Image:artillery.png|ART]]||[[Image:Training.png|TRA]]||[[Image:General_equipment.png|EQP]]
|-
|1913||Yoshio Nishina||T1913||4||1930||1970||[[Image:Nuclear_physics.png|PHY]]||[[Image:Mathematics.png|MTH]]||[[Image:chemistry.png|CHE]]||[[Image:Nuclear_engineering.png|NUC]]
|-
|1914||Hideki Tojo||T1914||5||1930||1970||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Individual_courage.png|CRG]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Bomber_tactics.png|BOM]]
|-
|1915||Hisaichi Terauchi||T1915||6||1930||1970||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Training.png|TRA]]||[[Image:Individual_courage.png|CRG]]
|-
|1916||Isoruko Yamamoto||T1916||9||1930||1970||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Carrier_tactics.png|CAR]]||[[Image:Naval_training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|1917||Osami Nagano||T1917||4||1930||1970||[[Image:Naval_training.png|NVT]]||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Centralized_execution.png|CEX]]
|-
|1918||Shunroku Hata||T1918||6||1930||1970||[[Image:Bomber_tactics.png|BOM]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Piloting.png|PIL]]||[[Image:Aircraft_testing.png|AIR]]
|-
|1919||Tomoyoki Yamashita||T1919||7||1930||1970||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Bomber_tactics.png|BOM]]
|}
{| border="1" cellpadding="2"
|+Specialty Key
|-
|ICON||SPECIALTY
|-
|[[Image:aeronautics.png|AER]]||aeronautics
|-
|[[Image:Aircraft_testing.png|AIR]]||aircraft_testing
|-
|[[Image:artillery.png|ART]]||artillery
|-
|[[Image:Bomber_tactics.png|BOM]]||bomber_tactics
|-
|[[Image:Combined_arms_focus.png|CAF]]||combined_arms_focus
|-
|[[Image:Carrier_tactics.png|CAR]]||carrier_tactics
|-
|[[Image:Centralized_execution.png|CEX]]||centralized_execution
|-
|[[Image:chemistry.png|CHE]]||chemistry
|-
|[[Image:Individual_courage.png|CRG]]||individual_courage
|-
|[[Image:Decentralized_execution.png|DEX]]||decentralized_execution
|-
|[[Image:electronics.png|ELE]]||electronics
|-
|[[Image:General_equipment.png|EQP]]||general_equipment
|-
|[[Image:Fighter_tactics.png|FTR]]||fighter_tactics
|-
|[[Image:Industrial_engineering.png|IND]]||industrial_engineering
|-
|[[Image:Infantry_focus.png|INF]]||infantry_focus
|-
|[[Image:Large_unit_tactics.png|LGT]]||large_unit_tactics
|-
|[[Image:Large_taskforce_tactics.png|LTF]]||large_taskforce_tactics
|-
|[[Image:mechanics.png|MCH]]||mechanics
|-
|[[Image:Management.png|MGT]]||management
|-
|[[Image:Mathematics.png|MTH]]||mathematics
|-
|[[Image:Nuclear_engineering.png|NUC]]||nuclear_engineering
|-
|[[Image:Naval_artillery.png|NVA]]||naval_artillery
|-
|[[Image:Naval_engineering.png|NVE]]||naval_engineering
|-
|[[Image:Naval_training.png|NVT]]||naval_training
|-
|[[Image:Nuclear_physics.png|PHY]]||nuclear_physics
|-
|[[Image:Piloting.png|PIL]]||piloting
|-
|[[Image:Rocketry.png|RKT]]||rocketry
|-
|[[Image:Seamanship.png|SEA]]||seamanship
|-
|[[Image:Small_unit_tactics.png|SMT]]||small_unit_tactics
|-
|[[Image:Small_taskforce_tactics.png|STF]]||small_taskforce_tactics
|-
|[[Image:Submarine_tactics.png|SUB]]||submarine_tactics
|-
|[[Image:technical_efficiency.png|TEC]]||technical_efficiency
|-
|[[Image:Training.png|TRA]]||training
|}
[[Category:Reference]]
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Japan
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[[Image:Jap-topbar.JPG]]
{{Country guides}}
==Overview==
{{Anthology}}
[[Japan]] must expand to thrive. Japan has the second weakest industrial base of all Major powers (better only than Italy), and limited resources. Japan is one of the most challenging, and also the most fun, major power to play because it requires a mastery of land and naval warfare. The need for expansion is not optional, as Japan will drive deep into the mountains of China to the jungles of Indonesia, and if successful far beyond.
==Technology==
* Industrial: Japan's highest priority are techs that boost IC, IC efficiency, production time and research efficiency. Generally, oil conversion techs are also important due to Japans lack of this resource. Try to always be a step ahead with decryption and encryption techs, as these will help you win naval battles. Manpower techs might be good, but if you choose to rely on puppets to supply the bulk of your infantry, these techs can be safely ignored until later in the war.
* Infantry: Good infantry and marines are essential, while cavalry and mountaineers are good but not necessary. Japan do begin with quite a few cavalry divisions, and it might be worthwhile keeping them up to date.
* Air force: Fighters and tactical and naval bombers are most important due to the great ranges necessary in Asia and the Pacific, but you can also build airfields near expected fronts and research interceptors and CAS.
* Navy: Aircraft Carriers and up-to-date support ships are a must, with Admiral Isoroku Yamamoto Japan can easily rival the US in leading the world in Naval Doctrine techs.
See a complete listing of all [[Japanese Tech Team]]s.
==Diplomacy==
===Alliances===
Japan begins the game with a puppet state Manchukuo, which is also its first ally. During the invasion of China, Japan will be prompted to create Mengukuko as a new puppet, which is always a good choice. Later in the game, Japan must decide whether or not to join the Axis. Joining the Axis too early is dangerous, as it will embroil Japan in a war against the Allies, and later, the Soviet Union. For these reasons, Japan does not typically join the Axis.
===Sliders===
Japan receives several free slider moves. Assuming a historical direction, Japan will have 6 hawk moves and 6 interventionism moves by 1939. Since only 2 of each are needed in 1936, both can be safely ignored. Therefore, early slider moves are best towards Central Planning, which will provide immediate IC bonuses. With Central Planning maxxed by 1937, in 1938 slider moves should drive towards Standing Army.
===Ministers===
Japan begins the game with decent ministers, but fortunately a good pool of alternatives. If Japan will listen to the demands after the 2-2-6 incident, no initial minister changes are worthwhile.
* '''Chief of the Army:''' Satoru provides a -15% supply consumption bonus
* '''Head of Intelligence:''' Shiro provides a +5% IC bonus
* '''Armaments Minister:''' Gotaro provides a +5% IC bonus, and +10% industrial research bonus
Before the Sino-Japanese war begins in the summer of 1937, minister changes are essentially "free" due to the reduction of dissent the war causes. Changes can include:
* '''Armaments Minister:''' Kazue provides +20% supplies
* '''Chief of the Army:''' Satoru provides a -15% supply consumption bonus
* '''Chef of the Navy:''' Jisaburo provides a minor carrier defensive bonus
* '''Chief of Staff:''' Tashiro provides a +20% org regain
* '''Minister of Security:''' Keisuke provides +15% foreign IC use, while Kesago provides manpower bonuses.
==Intelligence==
Japan will benefit from spying, particularly in stealing blueprints from the USA.
==Economy==
===Trading===
Japan has several resource shortages at the beginning of the game, including a deficit of rare materials and metal. In fact, without having Manchukuo as a puppet, Japan would have extreme resource shortages, which accurately reflects Japan's enormous reliance on foreign holdings to support its nascent industry. Japan's best trading partners are, in order:
* USA: Japan's best trade partner before war. Trading the USA for money is a great way to free-up IC used on consumer goods.
* Siam: Favorable trades, but not much to trade.
* Germany
* Italy
* Turkey
* Soviet Union
* France
===Industrial Production===
Early industrial production for Japan is not wise nor necessary, due to the early war with China. Japan needs to perform all upgrades to ensure all infantry are 1936. Airbase production can be helpful for islands, since airbases lift the fog of war for the adjacent sea province.
==Military==
===Army===
For Japan's existing military, some players prefer to remove island based garrisons in order to use them to quell dissent in occupied China. The Japanese military begins the game very heavily brigaded, with a huge amount of anti-aircraft brigades, and some anti-tank brigades. AA brigades will only slowdown mainland China infantry, but can provide some benefit to island garrisons.
For military production, Japan will rely heavily almost exclusively on Infantry without brigades and HQ units. Some players may also build Marines, Cavalry and Mountaineers for rapid movement in some terrain types. Militia can help bulk out Japan's armies in China, and are very affordable as Japan has lots of manpower to burn but not the best IC. Generally, Japan does not have the TC nor the fuel necessary for a serious motorized army until later in the game. After a summer of upgrades, Japan can build a nine-parallel run of infantry, creating around 45 infantry divisions before the war with China.
===Navy===
Mastery of the seas is vital for Japanese success. As such, the [[Naval Primer]] is required reading for a Japanese player, with particular focus on [[Carrier Task Force]]. All ships are useful, but carriers, light carriers, destroyers and submarines especially so.
The Japanese starting fleet is arguably the most powerful in the world, with the UK's Royal Navy being a close second. When the starting fleet is properly re-organized into a CTF and SAGs, the Japanese Navy is a formidable force. The main limitation of the older naval models is limited range, but these are still very useful for local defensive missions, particularly sub hunting. The entire starting fleet -- 97 vessels in total -- require 6.3 IC dedicated to supplies. A simple reorganization will create two SAG fleets (30 vessels each); two transport fleets (10 vessels each); a sub fleet (6 vessels); and a CTF fleet (3 carriers). The CTF, with a 3000 km range, is best accompanied by modern destroyers.
Despite its early dominance, Japan will need to dedicate considerable time and effort to its Navy, with a strong focus on carriers. No less than two parallel carrier builds should begin no later than 1938. Extra transports and convoy vessels are also particularly helpful.
===Air Force===
The vast distances and varied terrain over which Japan can expect combat make air power a good investment. The mountains and low infrastructure of China translate into long, ORG-sapping marches for your infantry, which means that anything you can do to ORG losses in combat is important. Bombers can keep Nationalist forces at low ORG, making for easy victories and a faster conquest of China. In the Pacific, the huge distances between island fortresses and both sides' dependence upon sea transport and supply means that careful use of aircraft give you freedom of movement and deny it to your enemies. However, Japan's relatively low IC means that fewer aircraft can be built and maintained. This forces Japan to concentrate on fewer types of aircraft than its primary opponent, the United States.
Japan starts with TAC, INT, and NAV. INT are less useful in the Pacific, due to their shorter range, but can still perform well, especially if you focus on Asia and Africa or even Europe rather than the US. As for bombers, Japan need only focus on TAC and NAV, though CAS can be great. STR are pointless in Asia, since IC is spread thin, and would only be useful against the USA after capturing Hawaii. Their high IC cost means that they will provide very little bang for their buck. TAC and NAV should be your highest aircraft priority. They benefit from the same doctrines and TAC is versatile enough to reduce ORG of land units and inflict some damage on ships. NAV is really a no-brainer for Japan.
Due to Japan's lack of IC, you might be tempted to skimp on ESC for your TAC and NAV. Don't. A couple of bad rounds of combat can end up costing more IC and time than it would have taken to build them in the first place.
==Events==
=== The 2-2-6 Incident ===
This event occurs on February 25, 1936:
* Crush this coup: Gain 1 dissent, 1 move to interventionism, 3 to democratic, 4 to political left, and 1 to closed society. Remain Paternal Autocrat.
* Listen to their demands: Gain 3 dissent, 2 moves to interventionism, 3 to authoritarian, 3 to political right, 3 to closed society, 1 to hawk lobby. Become a National Socialist nation. Minister changes include Shiro to Head of Intelligence, and the loss of Social Conservative ministers such as Gataro.
For a normal game, listening to demands is a far more powerful choice.
=== Anti-Comintern Pact===
Beginning in January, 1937, Germany will likely seek agreement in the anti-comintern pact. If it does, Japan has the following options:
* Sign the Pact: move 1 authoritarian, 1 interventionism.
* move 1 isolationism
=== Marco Polo Bridge Incident ===
This event is among the most important events for Japan, as it signals the beginning of the Sino-Japanese war. The event may fire anytime between June 1, 1937 and August 29, 1937.
* Teach the Chinese a Lesson: War with China. Loose 10 dissent, gain 1 interventionism, 2 moves to hawk, 50 new manpower.
* We Cannot Afford a War: Gain 3 dissent, move 1 to dove lobby, and 1 to isolationism.
=== Panay Incident ===
After the Nanjing Massacre, the Japanese attack US vessels:
* Compensation must be paid: Loose $500, and 1 move to isolationism
* Let them know fear: move 1 toward interventionism, loose 1 dissent, gain 1% belligerence.
=== Capture of Automedon ===
This event will occur sometime in 1940:
* These documents are important: Gain 1 interventionism, 1 hawk, and 1000 oil
* These documents are irrelevant: Move 1 isolationism, 1 dove lobby
=== The Fate of China ===
After a Japanese victory against China, Japan has three options:
* '''Install a loyal puppet:''' All existing Chinese warlords will be annexed. Nationalist China will be recreated in part, with Japanese holdings surrounding it. This is a powerful choice, and many players see this as the most gamey choice: Nationalist China will provide Japan an enormous number of free infantry.
* '''Carve up the Chinese lands:''' Japan will recreate four Chinese warlords as puppets, while Nationalist China will disappear. Each puppet is larger than they were in 1936, but still relatively weak. This is often considered the most historical option, since Japan did historically create two puppet enclaves. This option also prevents any one puppet from being ridiculously strong, while still being strong enough to provide Japan with some assistance.
* '''Total occupation:''' Japan will automatically annex all adversaries, with the exception of Sinkiang, and gain 3 dissent. Japan gains a total of 34 base IC with this option. In HoI2 and Doomsday, the partisan activity in such a massive land mass will seriously hurt Japan, and cripple Japanese [[TC]]. In Armageddon, partisan activity will disappear within 2 years, well in time for the war with the Allies.
===Changfukeng Incident===
This will occur between July 15, 1938 and September 20, 1938. The player does not have a choice about the effects, which are: loose 3 manpower, loose 500 supplies, move 1 hawk.
=== Tri-Partitate Pact ===
Beginning January, 1939, Germany will likely seek agreement in the Tri-Partiate Pact. This is a meaningless agreement in game terms. If Germany offers the pact, Japan has the following options:
* Sign the Pact: Gain 10 money, 1 move to interventionism
* This Pact is not Needed: Loose 10 money, move 1 isolationism.
===Nomonhan Incident===
This will occur between May 11, 1939 and September 20, 1939.
* We have lost this battle: Gain 1 dissent, loose 40 manpower, loose 1500 supplies, 1 step hawk.
* This defeat must be avenged: War with the Soviet Union. Gain 1 dissent, loose 40 manpower, loose 1500 supplies, 2 steps hawk.
=== Colonies of Vichy France ===
After Germany defeats France and creates Vichy, this event will fire (usually around June 26, 1941).
* Demand Indochina: Inherit all of Indochina, receive four garrison divisions.
* Demand Airbases: Gain 3 militia divisions, and two territories in Indochina.
* Demand Indochina and Madagascar: It is very likely Vichy will refuse this request. Otherwise, Japan will gain all of Indochina and Madagascar.
=== Pearl Harbor ===
As soon as the war against the USA starts you can choose to carry out the Surprise attack against Pearl Harbor or not.
If you do so you get
* Ambush Chance +30%
* Air and naval surprise chance +40%
* Land surprise chance + 20%
* one move towards hawk lobby
From now on there is a 10% chance every two months that the enemy recovers.
If Japan carries out the surprise attack the USA get
* -1 dissent
* +3 hawk lobby
* +4 interventionism
* +250 manpower
* +50 relations with UK
So the benefit for Japan is relatively small, the benefit for the USA is huge. So consider carefully which option you choose, only a very fast moving and very aggressive Japan will find that the bonus may outweigh the bonus for the USA. It is, however, gamey to "cancel the operation" when at war with the USA.
=== Japan pressures Siam ===
After the war with the Allies begins, this event will occur:
* Lean on Siam: Siam joins the Japanese Alliance
* Siam is Unimportant: No effect.
=== Siam aligns with Japan ===
In Armageddon this event fires as soon as Japan and Siam are in the same alliance, no matter how that happened:
* Siam becomes puppet state of Japan
==War==
Japan's militaristic expansion is the most complicated to manage of any other nation in the game. The war with China is fairly structured in terms of game events, and will proceed relatively easily. After a Japanese victory against China, however, Japan will not have any other events that lead into war until Pearl Harbor at the end of 1941.
=== Sino-Japan War ===
China has large tracts of land with low infrastructure and difficult terrain, so victory will not be swift: defeating China in one year is a good goal. All available forces can be dedicated to the war effort since Japan has complete naval supremacy over its neighbors: no invasion of the home islands, for example, is possible. Japan begins the game with three HQ units which is a reasonable amount to have for a successful Chinese campaign.
Japan's strategy during the war is to drive to complete annexation, and this can be achieved generally through force overruns, since the Japanese infantry and land doctrines are more advanced. Additionally, Japan can benefit from amphibious landings to split the Chinese force. Note that attacking the warlords (with the obvious exception of Shanxi) is not necessary and best avoided, since after the defeat of Japan they will capitulate. Otherwise, attacking a warlord means their nation and army will be annexed by Nationalist China after they've lost a few provinces. Communist China is not a typical warlord, and does not always join the war against Japan, but if it has it will be a thorn in Japan's side. The Communists have very defensible terrain due to land forts, mountainous terrain, and rivers. A containment strategy is effective -- dealing with them only after Nationalist China has been defeated.
==== Partisans ====
During your advance (and later, occupation) partisans will prove to be a very annoying menace. This is especially true in HoI2 and Doomsday, but not in Armageddon. Partisans reduce your transport capacity and will likely spark random province revolts. Since Japan starts the game with 31 garrisons, a good portion of these can be redeployed to reduce the partisan rating of occupied provinces. Each garrison exerts influence not only in the province where it is stationed, but in adjacent provinces as well. Therefore it's not necessary to have a garrison in each province, and many players use a checker board pattern. Mountaineers are the best weapon in dealing with revolts, since the vast majority of China is mountainous.
=== Japanese-Soviet War ===
Historically Japan had several skirmishes with the Soviets which eventually led to Japan attempting to increase its borders by a few kilometers into Mongolia. The game models these essentially tactical level battles via events in 1938 and 1939. The Nomonhan Incident event will allow the player to declare war on the USSR. If Japan attempts to take on the Soviet Union in 1939, it will be an uphill battle. Japan will at best acheive a stalemate or some few gains in Siberia until the germans attack; when they do, Soviet is likely doomed.
Some players suggest attacking the USSR immediately after Germany's Barbarrossa. This would allow Japan a fairly easy battle against the Soviet Union, especially by attacking through Sinkiang. This soft underbelly of the USSR will have vast amounts of resources and industry in a relatively short distance. Due to this extreme Soviet weaknesses, most players view this as a gamey strategy.
=== Pacific War ===
Planning the war against the Allies is incredibly complex, far more than the planning required for any other nation. Specifically, Japan must develop distinct plans for:
* Far West: formerly the border of Sinkiang, now Japan borders British India and Pakistan. This presents the fastest opportunity to take India.
* South East Asia: Japanese border with British Burma. This is a difficult border and movement will be slow.
* Hong Kong: British stronghold
* Malaysia: Enormous source of British rare materials, with almost no defenses.
* Indonesia: Annex the Netherlands government in exile after taking just 7 VP territories, usually without any defenses.
* Philippines: A US puppet close to the homeland.
* Australia: A friendly harbor for US and British forces
* Pacific Islands: Guam, Wake Island, Midway, Johnson Island & Hawaii
A veteran HoI2 player can achieve all these objectives as Japan in less than 6 months. In fact, the key to such sweeping success is extremely rapid movement, as giving the enemy time to recover, especially the USA, will lead to disastrous results. Historically, Japan understood that while Malaysia and Indonesia were its main targets, the USA would ultimately interfere with its expansionism. For this reason, Japan's first most important target are the US Pacific Islands followed by the Philippines.
At least one major naval battle will occur, likely early in the war. The British fleet is no concern, but the US Navy will have a fairly powerful fleet. It is very important to engage relatively early (before the USA begins massive carrier building programs), and ensure enough carriers are in the battle. Typically, an eight carrier engagement (two 12 CTF fleets, for example) with 1941 CAG upgrades are sufficient. With advanced naval doctrines and upgraded CAGs, the US Navy will suffer a devastating blow. So long as at least one US carrier remains in the battle, Japanese carriers will continue sinking US ships beyond firing range.
Pacific Islands, Malaysia, the Philippines, Indonesia, Burma and India all cause zero dissent when captured. This makes it possible for Japanese TC to remain green despite tremendous expansion of the empire. Australia, however, has very high dissent when territories are taken, and garrisons are essential for quelling future revolts. Due to the horrible landscape and infrastructure, try to capture provinces using troops from transports. Even after troops make landfall, instead of moving them on the ground, load them back onto transports to take the next territory. It is not necessary to take every province when attacking the Netherlands, Philippines, and Australia: focus on the VP provinces for annexation.
=== Beyond the Pacific ===
After a complete conquest of the Pacific Theater, what will Japan do? Japan has three distinct options:
* Defense: Defend all pacific islands captured, continue fleet building, and see how long you can last against the US Navy. This is the most realistic option.
* Soviet War: Considering the Pacific War can be won by the summer of 1942, the German offensive against the Soviet Union has likely begun to stall. This option is fairly realistic considering past tension with the USSR. The Soviet far east, in particular, had long been sought after by Japan, and the nation of Primorsk can be released.
* USA mainland: This can be challenging, but also surprisingly easy. The invasion route is simply: San Diego --> Panama --> New York. Focus all efforts on the North Eastern USA, as that will hurt the US the most.
==== Defensive Strategy ====
An effective defense relies on a good offense. Japan can take all islands in the Pacific and garrison them. Some islands, such as the Aleutian Islands in the North and Christmas Island in the South, can be a good place to build naval bases. A naval base on Christmas island can later be used to capture Panama, and make US naval travel a little more difficult. Airbases are also very useful, since they lift the fog of war for adjacent sea provinces, so massive airbase building and deployment to islands is helpful. Moreover, airbases provide a staging ground for naval bombers.
==== Soviet Far East Strategy ====
A good attack on the USSR needs a lot of cavalry or motorized infantry to quickly grab VP provinces before they can respond.
====US Mainland Strategy ====
== Gaming the System ==
Considerable abuse of the AI and game system (e.g. "gamey tactics") are possible. Almost all [[gamey tactics]] are completely ahistorical and unrealistic, and many players consider them cheating. For example, a puppet Nationalist China is extremely powerful, producing hordes of infantry. Even Communist China can be made into a puppet through a peace deal, giving Japan access to excellent commanders and a relatively advanced army of infantry and mountaineers.
===Colonies===
==== Persio-Japan War ====
The year is 1936, we're in August and Persia is the key toward the world. Declaring war will be easy because most nations ignore the Persians. Landing in Persia is easy because they don't idolize a navy and can't stand up toward your mighty armada of death. you will need about 5 infantry units and 7 militias. once conquering Persia you will have entries into the middle east, Soviet union, Afghanistan, and India. Build up all troops into Persia and create garrison borders around you colony.
==== Congo-Japan War ====
After Persian Victory, you are at war at china. play correctly and you will win by 1938. This gives you 3 years until the next major war. During this period, Japan is having a peaceful year. We can change this. Quickly declare war on Belgium and land in there colonies. They never bother to defend them. After your conquest of colonies, build up units and hit the main land. Taking Belgium will give you a french entry point. More importantly, Ireland.
==== Ireo-Japan War ====
With your colonies, you are in the early 1939 period. Declare war on Ireland because they are weakly defended. land in the ireland with 2 Tanks and 1 infantry. Push them away from Dublin and move them west. soon Ireland is beaten and you have a great colonized empire.
==== Advantages ====
Now you can attack France from Brest, North east France and all of western Africa. Once you conquer France, you should offer an Axis alliance so you can create the massive mega power.
[[Category:National Strategy]]
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[[image:JGP poster.png|right|thumb|Japanese propaganda poster]]The primary aim of this graphic pack was to provide a player with refurbished or totally new graphics for Japanese unit models, techteams, photos of leaders and ministers. Since version 0.8 Chinese leaders and ministers were included as well. As an extra, propaganda posters for major nations are added.
Japanese Graphic Pack contains:
*136 division models + 38 brigades:
full coverage of land troops: Infantry, Marines, Mountaineers, Paratroopers, Militia, Garrison, HQ, Motorized Infantry, Mechanized Infantry, Cavalry, Armour, Light Armour, Medium Armour
full coverage of capital ships: CV, CVL, BB, BC, CA
full coverage of airplanes
*260 leaders (mostly Japanese and Chinese)
*95 ministers (mostly Japanese and Chinese)
*5 combat event pics (battle, ambush, breakthrough, counterattack and encirclement)
*26 pictures for Japanese tech teams (fully covered), 12 for Manchurian tech teams and 2 for tech teams for Mengkukuo
*19 propaganda posters: Australia, Canada, Finland, France (both), Germany, Israel, Italy (both), Japan, Korea (PRK), Manchukuo, Russia, Spain (both), UK, Ukraine, USA, and USSR
[[image:Events_JGP.jpg|center|thumb|Example of JGP combat events pictures]]
* Forum: [http://forum.paradoxplaza.com/forum/showthread.php?t=319767 Japanese Graphic Pack]
* Download: Presently down - See the forum user for help
* Current Version: 0.81
* Last Update: June, 2008
* Compatibility: [[Doomsday]], [[ARMA]]
[[Category:Mods]]
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#REDIRECT [[Japan Tech Team List]]
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[[image:Kaiserrech-intro.jpg|right|thumb|Kaiserrech]]
==Introduction==
Kaiserrech: Legacy of the Weltkrieg is an Ahistorical Modification to Hearts of Iron II: Doomsday and Armageddon that asks the question: "What if the Germans had won WWI?" The scenario starts in 1936, but there will also be battle scenarios in the next release. The Second American Civil War, the Kazahk-Turkmen War, the Spanish Civil War, The Second Arab Revolt, the Fourth Balkan War, the Austro-Magyar War and The Grand South American War to name a few.
* Paradox Forum: [http://forum.paradoxplaza.com/forum/showthread.php?t=223176&page=1&pp=25/ Kaiserreich: Legacy of the Weltkrieg]
* Kaiserrech Forum: [http://z11.invisionfree.com/Kaiserreich/ Forum]
* Kaiserrech Wiki: [http://editthis.info/kaiserreich/Main_Page wiki].
* Current Version: Beta 4
* Last Update: May, 2008
* Popularity: '''Major Mod''' (independent forum and wiki)
* Compatibility: [[HOI2]], [[DD]], [[ARMA]]
[[image:kaiserrech-world.jpg|center|World Map]]
==Features==
{| border="1" cellpadding=2
|- valign=bottom bgcolor="lightgrey"
! Feature !! Description
|- align=left
| Graphics & Sound || [[GIP]], [[SKIF]] included.
|- align=left
| AI ||
|- align=left
| Technology ||
|- align=left
| Territory || Map reflects a victory by the Central Powers in WW1
|- align=left
| Events ||
|- align=left
| New Units ||
|- align=left
| Game Mechanics ||
|}
[[Category:Mods]]
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{{needwiki}}
This page contains links to information and research that may be useful to those wishing to mod the game, develop new scenarios and battle scenarios, or are otherwise curious about all things World War 2.
Please refrain from copying information from other sources and creating wiki articles that are not HoI2 specific. Instead, link to that external source. This will avoid cluttering the wiki with non-game related info and potential copyright infringement.
= Historical Information and Reference=
* [[Tech Teams Historical Reference]]
* [[National Security]] - lists Spheres of Interest and etc.
= Historical Data and Statistics =
* [[Population counts 1936 by country]]
* [[Population average 1936-1948 by country]]
* [[Casualty Statistics for WW2 by country]]
* [[Coal Production per country 1936-1948]]
* [[Other Coal Statistics]]
* [[Oil Production per country 1936-1948]]
* [[Other Oil Statistics]]
* [[Iron Production per country 1936-1948 (Fe content of ore)]]
* [[Bauxite Production per country 1936-1948 (Al content of ore)]]
* [[Tin Production per country 1936-1948 (Sn content of ore)]]
* [[Copper Production per country 1936-1948 (Cu content of ore)]]
* [[Zinc Production per country 1936-1948 (Zn content of ore)]]
* [[Natural Rubber Production per country 1936-1948]]
* [[Potash Production per country 1936-1948]]
* [[Phosphates Production per country 1936-1948]]
* [[Sulphur Production per country 1936-1948]]
* [[Heavy aircraft models 1939-1950]]
* [[Light aircraft models 1939-1950]]
* [[Assorted information on Soviet RKKA]]
* [[Food]]
* [[Other mineral production by country]]
* [http://en.wikipedia.org/wiki/Italian_aircraft_production_1935_to_1945 Italian Aircraft Production 1935-1945]
* [http://www.angelfire.com/ct/ww2europe/stats.html Assorted WW2 statistics]
* [http://members.aol.com/forcountry/ww2/ww2menu.htm Assorted WW2 statistics part deux]
* [http://www.nber.org/databases/jones-obstfeld/ GDP numbers]
* [http://www.imf.org/external/pubs/ft/weo/2002/01/pdf/chapter3.pdf GDP numbers for 1931]
* [[GDP statistics]]
* [http://www.ssb.no/emner/historisk_statistikk/tabeller/24-24-28.txt Exchange Rates 1915-]
* [[CBI Theatre Statistics]] - Statistics on the China-Burma-India Theatre
* [[PTO Theatre Statistics]] - Statistics on the Pacific Theatre of Operations
= Links to Historical Reference Material =
== Maps==
* [http://www.historylink101.com/1/world_war_II/maps_2.htm History Link 101]
* [http://www.dean.usma.edu/history/web03/atlases/atlas%20home.htm West Point]
* [http://users.erols.com/mwhite28/20centry.htm Historical Atlas of the 20th Century]
* [http://history.acusd.edu/gen/WW2Index/picindexmapsi.html WW2 Maps by Date]
== Air Force Pages ==
* [http://www.worldairforces.com/Countries/countriesindex.html Exhaustive listing of World Air Forces of in History]
* [http://users.senet.com.au/~mhyde/ww2_aircraft_title.htm WW2 Aircraft Types around the World] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.csd.uwo.ca/~pettypi/elevon/gustin_military/db/index.html Military Aircraft Database] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.simviation.com/gryphon/misc/IMPACT_Interdiction.htm Battlefield Interdiction - How Air Power can isolate a battlefield]
* [http://spot.colorado.edu/~dziadeck/airship.html Airship: Home Page for Lighter-than-Air Craft] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.wpafb.af.mil/museum/air_power/ap.htm USAAF Airforce Hangar] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.geocities.com/gambit_166/thach The Thach Weave - An effective Fighter Tactic]
* [http://www.swamphen.net/aviation/fighters/ Directory of Fighter Aircraft]
* [http://wp.scn.ru/en/ww1__f/1135/59 A site on pictures of various aircraft from various periods]
== Navy Pages ==
* [http://www.warships1.com/ Battleships, Carriers and All Other Warships] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.btinternet.com/~philipr/Strantac.html Notes on Naval Strategy and Tactics]
* [http://www.navweaps.com/index_oob/index_oob.htm The Order of Battle Page] - A Comprehensive Listings Of The Ships That Fought In The Major Naval Battles Of The 20th Century
* [http://www.voodoo.cz/ww2car/ Carriers of WW2]
* [http://www.nvr.navy.mil/nvrships/ U.S. Navy Naval Vessel Register]
== Army Pages ==
* [http://www.panzerlexikon.de/ Panzerlexikon.de - Armoured Forces of the major and semi-major powers] (in German)
* [http://mailer.fsu.edu/~akirk/tanks/ Tanks! - Armoured Forces of Various Nations]
* [http://www.consimworld.com/newsroom/archives/morenews/inftactics/infreport.html Evolution of Infantry Assault Tactics (1850-1918)]
* [http://www.spartacus.schoolnet.co.uk/FWWinfantry.htm First World War Infantry Tactics]
* [http://www.stormpages.com/garyjkennedy/index.htm Battalion Organisation during the Second World War]
* [http://www.wtj.com/nosworthy/ La Tactique - Tactics in the Age of Musket]
* [http://www.military.cz/panzer/ Tanks and armoured veichles of WWII (In English, German and Slovakian]
== General World War 2 Information ==
* [http://www.angelfire.com/ct/ww2europe/index.html WW2 in Europe]
* [http://www.teacheroz.com/WWIIEurope.htm WW2 in Europe] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.onwar.com/ OnWar.com Military History Data Analyses]
* [http://www.wwiidaybyday.com/ WW2 Day-by-day] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://cgsc.leavenworth.army.mil/carl/resources/csi/csi.asp#reports Combat Studies Institute Reports]
* [http://cgsc.leavenworth.army.mil/carl/gateway/military_history.asp Combined Arms Research Library Military History Links]
* [http://www.wargaming.net/tanks/totallist.htm AFV Portal]
* [http://members.tripod.com/33rdscb/id60.htm WW2 Map Symbols]
* [http://www.mtholyoke.edu/acad/intrel/ww2.htm WW2 Documents] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.yale.edu/lawweb/avalon/wwii/wwii.htm WW2 Documents]
* [http://www.yale.edu/lawweb/avalon/wwii/trimenu.htm WW2 Documents: The Tripartite Pact] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.fdrlibrary.marist.edu/psf/box1/ WW2 Documents - FDR Library]
* [http://reference.allrefer.com/country-guide-study/ AllRefer: Country Study & Country Guide] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.army.mil/cmh-pg/ US Army Center of Military History]
* [http://www.bibl.u-szeged.hu/bibl/mil/ww2/who/ Bibliographies of Personalities in WW2] (in Hungarian) - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.indiana.edu/~league/index.htm League of Nations] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.geocities.com/CapitolHill/Rotunda/2209/index.html Regents of the world]
* [http://www.rulers.org Rulers of the world]
* [http://www.worldstatesmen.org World Statesmen] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.terra.es/personal2/monolith/00index.htm World Political Leaders (1945-2005)] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.library.uu.nl/wesp/populstat/populhome.html Historic Population Statistics]
* [http://users.erols.com/mwhite28/ww2stats.htm National Death Tolls for the Second World War] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.airpower.maxwell.af.mil/airchronicles/apj/apj88/smith.html "Soviet Maskirovko" (Tactics on the Art of Deception)]
* [http://www.the-blueprints.com/ www.the-blueprints.com, a webpage outlining blueprints for a vast amount of tanks and planes. Good as a reference for 3d modelling.]
== Economics ==
* [http://geopubs.wr.usgs.gov/fact-sheet/fs087-02/ Rarity of various elements in the Earth's Crust]
== General Orders of Battle and Tables of Equipment ==
* [http://www.orbat.com/ Orders of Battle - Orbat.com]
* [http://home.fuse.net/nafziger/index.html The Nafgizer Collection (order OOBs)]
* [http://niehorster.orbat.com/index.htm WW2 Armed Forces OOBs]
* [http://en.wikipedia.org/wiki/List_of_orders_of_battle Wikipedia Orders of Battle]
* [http://www.panzer-war.com/TOE/page1.htm Tables of Equipment for Various Countries based on the Panzer-War Board Game]
== Alliance-Specific ==
* [http://www.army.mil/cmh-pg/reference/code.htm Allied Codenames during WW2]
* [http://homepages.force9.net/rothwell/index.htm British & Commonwealth OOBs]
* [http://www.geocities.com/~orion47/ Axis Biographical Research] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://forum.axishistory.com/ WW2 axis history forum]
== Nation-Specific ==
=== China ===
* [http://mailer.fsu.edu/~akirk/tanks/Stories/emagazine-3/tanks/Chinese_Tank_Forces_and_Battles_before_1945_ed.htm Chinese WW2 Tank Battles]
* [http://orbat.com/site/history/historical/china/china1941.html 1941 OOB]
* [http://www.orbat.com/site/ww2/drleo/018_china/41_cha-00-000.htm 1941 OOB]
* [http://web.genealogie.free.fr/Les_militaires/2GM/Autres/Chine.htm Chine] - in French
* [http://www-cgsc.army.mil/csi/research/ComWar/comwarbjorge.asp Huai Hai Campaign (November 1948—January 1949)]
* [http://www.army.mil/cmh-pg/brochures/72-38/72-38.htm China Defensive (1942-1945)]
=== Commonwealth ===
==== Canada ====
* [http://www.canadiansoldiers.com/ The Canadian Soldier in the 20th Century]
==== South Africa ====
* [http://homepages.force9.net/rothwell/SouthAfrica.htm South African Formations]
=== Croatia ===
* [http://www.vojska.net/ww2/ndh/ NDH - Independent State of Croatia]
=== Finland ===
*[http://hkkk.fi/~yrjola/war/finland/ Finland in World War II]
*[http://virtual.finland.fi/netcomm/news/showarticle.asp?intNWSAID=25937 Lessons of the Winter War]
*[http://www.saunalahti.fi/~fta/FAFhist.htm Finnish Air Force History]
*[http://www.kevos4.com/ Finnish wartime photos and uniforms used during WWII]
=== France ===
* [http://www.charles-de-gaulle.org/article.php3?id_article=91 Free French OOBs in Dec 1940 and Dec 1941] (in French)
=== Germany ===
* [http://worldatwar.net/article/germancode/ German codenames during WW2]
* [http://www.geocities.com/Pentagon/6931/ Panzer Grenadier]
* [http://www.feldgrau.com/ Feldgrau (1919-1945)]
** [http://www.feldgrau.net/ Feldgrau Research Forums]
* [http://www.lexikon-der-wehrmacht.de/inhaltsverzeichnis1.htm Lexikon der Wehrmacht] (in German)
* [http://www.panzerworld.net/ Panzerworld - Germany's WW2 Panzers]
** [http://www.panzerworld.net/blitzkrieg.html Blitzkrieg]
* [http://www.ww2.dk/ Luftwaffe 1933-45]
* [http://www.vojska.net/ww2/germany/ Wehrmacht in Yugoslavia]
* [http://www.achtungpanzer.com/ Achtung Panzer]
=== Greece ===
* [http://www.geocities.com/ww2greece/ The Defence of Greece 1940-1941] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
=== Italy ===
* [http://www.geocities.com/CapeCanaveral/2072/ra.html Regia Aeronautica]
* [http://www.comandosupremo.com/ Comando Supremo - Italy at war]
* [http://www.regiamarina.net/ Regia Marina.net - The Italian Navy in World War 2]
=== Iran / Persia ===
* [http://www.army.mil/cmh-pg/books/wwii/persian/index.htm The Persian Corridor and Aid to Russia] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
=== Japan ===
* [http://www1.odn.ne.jp/tobu7757/J_wsd/armydate/division/D-L1-01.htm Japanese OOB (in Japanese)]
* [http://homepage1.nifty.com/kitabatake/index.html Japanese historical military website (in Japanese)]
* [http://orbat.com/site/history/historical/japan/administrativearmy1941.html 1941 December 8 Administrative Army OOB]
* [http://www-cgsc.army.mil/carl/download/csipubs/augustst/augst_appen.pdf 1945 July 30 Kwantung Army OOB]
* [http://orbat.com/site/history/historical/japan/manchukuo.html Manchukuo OOB]
* [http://www3.plala.or.jp/takihome/artillery_history.html Battles of Japanese Artillery Forces]
* [http://cgsc.leavenworth.army.mil/carl/resources/csi/glantz3/maps.html Manchurian Army Dispositions]
* [http://www.combinedfleet.com/ Japanese Navy Page]
* [http://maisov.oops.jp/e/ Organization of the Japanese Army & Navy]
* [http://www3.plala.or.jp/takihome/ Japanese Army (especially armored forces)]
* [http://ajrp.awm.gov.au/ajrp/ajrp2.nsf/Web-Pages/GlossaryPage?OpenDocument&Start=1&Count=1000&ExpandView Glossary of Japanese military terms]
* [http://www.imes.boj.or.jp/cm/english_htmls/feature_gra3-6.htm Modern Japanese Financial History as Seen Through Its Currency] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.tecom.usmc.mil/utm/kogun.txt The Japanese Army in the Pacific War]
* [http://www.fischer-tropsch.org/primary_documents/presentations/AIChE%202003%20Spring%20National%20Meeting/Paper%2080d%20Stranges%20Japan.pdf Economic Statistics for Japan]
=== Latin America ===
* [http://www.fas.org/man/dod-101/army/unit/docs/xxi/appxa.htm Oxford Latin American Economic History Database] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
=== Mongolia ===
* [http://reference.allrefer.com/country-guide-study/mongolia/mongolia155.html Mongolia Army]
=== Netherlands ===
* [http://www.netcomuk.co.uk/~dpohara/dutch1940.htm Dutch Armed Forces (1940)] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.geocities.com/Pentagon/Barracks/1247/ Royal Dutch Army OOB (May 1940)] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.netherlandsnavy.nl/ Royal Netherlands Navy Warships of WW2] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.dutchsubmarines.com/ Dutch Submarines] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.bhummel.dds.nl/index2.html De Nederlandse luchtmacht in mei 1940] (in Dutch) - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.netcomuk.co.uk/~dpohara/nei.htm The Netherlands East Indies (1940-1941)] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
===Poland===
* [http://www.elknet.pl/acestory/poland.htm Polish aces of WW2]
* [http://www.achtungpanzer.com/pol.htm Polish armoured vehicles (part of Achtung Panzer! website)]
=== Serbia ===
* [http://www.vojska.net/ww2/serbia/ Serbia in World War 2]
=== Soviet Union ===
* [http://www.battlefield.ru/index.html The Russian Battlefield]
* [http://rkkaww2.armchairgeneral.com/index.htm RKKA - The Red Army in WW2] - See the formations page for more information.
* [http://mechcorps.rkka.ru/ Механизированные корпуса РККА] (in Russian) - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
=== Spain ===
* [http://www.iespana.es/orden-de-batalla-gce/index.htm Orden de Batalla]
* [http://www.guerracivil1936.galeon.com/guerracivil.htm La Guerra Civil Espanola 1936-1939]
=== United Kingdom ===
* [http://www.raf.mod.uk/history/ Royal Air Force History]
* [http://www.simviation.com/gryphon/misc/jabos.htm Achtung Jabos! History of IX Air Command]
* [http://www.bbc.co.uk/history/lj/warslj/preview.shtml History of Britain's army]
* [http://homepages.force9.net/rothwell/ British & Commonwealth Orders of Battle] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.naval-history.net/ Naval-History.net: Naval History of the British Royal Navy]
* [http://www.regiments.org/ Land Forces of Britain, the Empire and Commonwealth]
* [http://www.jaapteeuwen.com/ww2aircraft/index.htm British Aircraft of World War II: Data and photographs of every British and Commonwealth WWII Airplane]
=== United States ===
* [http://www.100thww2.org 100ID Association]
* [http://www.armyairforces.com/default.asp USAAF in WW2]
* [http://www.microworks.net/pacific/ The Pacific War: The US Navy]
* [http://www.army.mil/CMH-PG/books/AMH/amh-toc.htm American Military History]
* [http://www.army.mil/cmh-pg/books/wwii/11-9/11-9c.htm U.S. Army in WW2] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.army.mil/cmh-pg/collections/USAWW2/WesHem.htm U.S. Army in WW2: the Western Hemisphere] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.army.mil/cmh-pg/books/70-7_15.htm the 90-Division Gamble] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.fas.org/man/dod-101/army/unit/docs/xxi/appxa.htm U.S. Army Force Structure 1936-1995] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.airforcehistory.hq.af.mil/Publications/titleindex.htm U.S. Air Force History] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.state.gov/www/about_state/history/intel/summary.html Emergence of the Intelligence Establishment (1945-1950)] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
=== Yugoslavia ===
* [http://www.vojska.net/ww2/kingdom/ Kingdom of Serbs, Croats and Slovens / Yugoslavia]
* [http://www.vojska.net/ww2/yugoslavia/ Democratic Federal Yugoslavia (Tito's communists)]
== Theatre-Specific ==
===The September Campaign===
* [http://www.worldwar2database.com/html/poland.htm Polish Defence War 1939]
===The Winter War===
* [http://www.winterwar.com/ The Battles of the Winter War, 30 Nov 1939-13 Mar 1940]
===Italian Front===
* [http://cgsc.cdm.oclc.org/coll8/image/40.PDF OOB, Operation Husky]
* [http://members.aol.com/Custermen85/Units/AlliesOrg.htm OOB Italian Campaign]
===PTO Theatre (Pacific Theatre of Operations)===
* [http://www.geocities.com/dutcheastindies/ Dutch East Indies Campaign, 1941-1942]
===CBI Theatre (China-Burma-India)===
* [http://www.rothwell.force9.co.uk/burmaweb/index.htm The Burma Campaign]
* [http://www.ibiblio.org/hyperwar/USA/USA-C-Burma/index.html Burma, 1942]
* [http://www.ibiblio.org/hyperwar/USA/USA-C-India/index.html India-Burma]
* [http://www.ibiblio.org/hyperwar/USA/USA-C-Burma45/index.html Central Burma]
* [http://www.sonic.net/~bstone/history/siam.shtml Siam Goes to War]
===Africa===
* [http://homepages.force9.net/rothwell/east_africa_force.htm OOB East Africa 1940]
* [http://homepages.force9.net/rothwell/east_africa_command.htm OOB East Africa 1941]
===The Balkans===
* [http://www.vojska.net/ww2/battles/ Battles & Campaigns during World War 2 in Yugoslavia]
===The Atlantic===
* [http://uboat.net/ uboat.net: The War of the Atlantic (1939-1945)]
== Battle-Specific ==
=== Battle of Arnhem ===
* [http://back.to/arnhem Arnhem Battle Research Group]
* [http://www.airbornemuseum.org/ Airborne Hartenstein Museum, Battle of Arnhem]
=== Battle of Normandy ===
* [http://web.telia.com/~u18313395/normandy/ German Divisions in the Battle of Normandy]
*[http://www.normandiememoire.com/NM60Anglais/historique/index_content.php The Allied Forces in Normandy]
=== Battle of Stalingrad ===
* [http://www.stalingrad.net The Battle for Stalingrad]
== Libraries ==
* [http://www.fdrlibrary.marist.edu/ Franklin D. Roosevelt Presidential Library and Museum] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
== Portals ==
Eventually, the goal will be to take the contents of the portals and integrate them seamlessly into the Knowledge Base.
* [http://members.aol.com/TeacherNet/WWII.html World War II] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.historylink101.com/1/world_war_II/world_war_II.htm History Link 101] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www-personal.umich.edu/~amnornes/WarLinks.html World War 2 Links] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.teacheroz.com/wwii.htm Large WW2 link collection]
* [http://history.acusd.edu/gen/ww2_links.html World War II Links on the Internet]
* [http://www.ibiblio.org/hyperwar/index.html HyperWar: World War 2 on the World Wide Web]
= WW2 Photograph Links =
* [http://www.indiana.edu/~league/intro.htm League of Nations Photo Collection]
* [http://www.threeworldwars.com/pics/index.php?cat=3 TheeeWorldWars Photo Gallery]
* [http://www.archives.gov/research_room/research_topics/world_war_2_photos/world_war_2_photos.html NARA Research Room Photos]
* [http://www.navsource.org/ NAVSOURCE Photo Archives] - from [http://hoi.coremod.org/forum/viewtopic.php?t=620 CORE]
* [http://www.nombliz.se/stuff/images/ww2/ Nombliz WW2 Color Image Archive]
* [http://www.nombliz.se/stuff/images/ww2bw/ Nombliz WW2 Black&White Image Archive]
= Print Sources =
The following material was taken from the CORE Forums, thanks to their permissions. To see the actual page, please register on the CORE Forums and go to [http://hoi.coremod.org/forum/viewtopic.php?t=620 the Development -> Sources Thread]. Consider it to be a sort of "recommended reading list" for World War II.
Numbers, Predictions and War by T. N. Dupuy<BR>
Supplying War by Martin van Creveld<BR>
Jane's Fighting Aircraft of World War II<BR>
The Bomber Command War Diaries by M Middlebrook and C Everitt<BR>
The Penguin History of the Second World War by Peter Calvocoressi, Guy Wint, John Pritchard<BR>
Submarines of the Imperial Navy by Dorr Carpenter and Norman Polmar<BR>
Japanese Army Handbook by George Forty <BR>
The Second World War by J Keegan <BR>
Berlin 1945: The Downfall by A Beevor<BR>
Stalingrad by Anthony Beevor <BR>
Feeding Mars by John A. Lynn <BR>
Luftwaffe <BR>
Infantry Weapons <BR>
Trench Fighting 1914-1918 <BR>
Defence of Moscow <BR>
Bomber Offensive <BR>
Battle for Monte Cassino <BR>
New Guinea <BR>
Siege of Leningrad <BR>
World War II
World War II: Extra (The Front Pages of WWII News Papers)<BR>
Target: Switzerland <BR>
Mussolini <BR>
Band of Brothers <BR>
Uniforms of the Armed Services of World War II<BR>
Blood, Tears, and Folly <BR>
Romand and World War II <BR>
Afghan Foreign Policy on the mid 20th Century <BR>
PT-109 <BR>
The US Army in World War II (1) Pacific <BR>
The US Army in World War II (2) The Mediterranean <BR>
The US Army in World War II (3) Northwest Europe <BR>
Axis Forces in Yugoslavia 1941-45 <BR>
The French Army (1) 1939-1945 <BR>
The French Army (2) 1939-1945 <BR>
Germany's Eastern front Allies (1 - Balkans/Finland) 1941-1945 <BR>
Germany's Eastern front Allies (2 - Baltic States) 1941-1945 <BR>
The Polish Army 1939-1945 <BR>
The Romanian Army of World War II <BR>
The Italian Army 1940-1945 (1) Europe 1940-43 <BR>
The Italian Army 1940-1945 (2) Africa 1940-43 <BR>
The Italian Army 1940-1945 (3) RIS 1943-1945 <BR>
Germany's Spanish Volunteers <BR>
German Colonial Yearbook 1941 <BR>
Conway's All of the World's Fighting Ships 1860-1905 <BR>
Conway's All of the World's Fighting Ships 1906-1921 <BR>
Conway's All of the World's Fighting Ships 1922-1947 <BR>
Battleships and Battlecruisers 1905-1970 by Siegfried Breyer <BR>
U.S. Battleships by Friedman <BR>
U.S. Cruisers by Friedman <BR>
Invasion: The Alternate History of the German Invasion of England by Kenneth Macksey <BR>
Clash of the Titans by Walter Boyne <BR>
Clash of Wings by Walter Boyne <BR>
War at Sea by Nathan Miller <BR>
The Illustrated Dictionary of Tanks of the World by David Miller <BR>
Armored Fighting Vehicles by Phillip Trewhill <BR>
"25 Secoli di battaglie navali" ("25 centuries of naval battles") <BR>
"Guerra aerea 1939-1945" ("Air war 1939-1945") <BR>
"Carri Armati, gli scontri decisivi" ("Tanks, decisive battles") <BR>
"Solo Coraggio" ("Courage Alone", History of Regia Areonautica 1940 to 1943) <BR>
"WW2, Cronologia illustrata di 2194 giorni di guerra" ("WW2, illustred chronology of 2194 days of war") <BR>
"Forze Armate della seconda guerra mondiale" ("Armed Forces of WW2" by Andrew Mollo) <BR>
20th Century Time Line (George Beal) <BR>
Conway's All the World's Fighting ships 1922-1947 <BR>
Oxford History of the 20th Century <BR>
Europe: A History (Norman Davies) <BR>
Knights Cross (David Fraser) <BR>
Infantry Attacks (erwin Rommel, ed BH Lidell-Hart) <BR>
Rommell papers (ed Liddell-hart) <BR>
A Bridge Too Far <BR>
The Longest Day <BR>
Citizen Soldiers <BR>
Hitler's Commanders <BR>
Guadalcanal <BR>
War, Technology, and Society 1939-1947 <BR>
Encyclopedia of 20th Century warfare (1989 edition) <BR>
Grand Admiral <BR>
Luftwaffe <BR>
Stilwell and the American Experience in China <BR>
A History of the Irish Army <BR>
Numerous Osprey titles <BR>
The Savage Wars of Peace (Max Boot) <BR>
The Dark Valley (Piers Brendon) <BR>
The Ninety Days (Thomas N. Carmichael) <BR>
The Rape of Nanking (Iris Chang) <BR>
History of the Second World War (all volumes) (Winston Churchill) <BR>
The German Army 1933-1945 (Matthew Cooper) <BR>
Germany 1866-1945 (Gordon Craig) <BR>
Politics of the Prussian Army 1640-1945 (Gordon Craig) <BR>
Command in War (Martin van Crevald) <BR>
Conversations with Stalin (Milovan Djilas) <BR>
The Imperial Japanese Navy (Paul S. Dull) <BR>
Genius for War (Trevor Dupuy) <BR>
Understanding War (Trevor Dupuy) <BR>
The Cash Nexus (Niall Ferguson) <BR>
Downfall: The End of Imperial Japanese Empire (Richard B. Frank) <BR>
History of the 20th Century, Vol. 2 (Martin Gilbert) <BR>
The Roots of Appeasement (Martin Gilbert) <BR>
History of the German General Staff (Gorlitz) <BR>
To Lose a Battle (Alistair Horne) <BR>
Modern Times (Paul Johnson) <BR>
A History of the American People (Paul Johnson) <BR>
The Origins of War (Donald Kagan) <BR>
The Hitler of History (John Lukacs) <BR>
Wind Over Sand: The Diplomacy of Franklin Delano Roosevelt (Frederick W. Marks III) <BR>
War Plan Orange: The U.S. Strategy to Defeat Japan 1897-1945 (Edward Miller) <BR>
A War to be Won (Williamson Murray and Allan Millett) <BR>
Dynamics of Military Revolution (edited by MacGregor Knox & Williamson Murray) <BR>
Military Innovation in the Interwar Period (Williamson Murray and Allan Millett) <BR>
The Change in the European Balance of Power 1938-1939 (Williamson Murray) <BR>
Why the Allies Won (Richard Overy) <BR>
War as I Knew It (George S. Patton) <BR>
The Rise and Fall of the Third Reich (William L. Shirer) <BR>
The Collapse of the Third Republic (William L. Shirer) <BR>
Black Lamb and Grey Falcon (Rebecca West) <BR>
The New Meaning of Treason (Rebecca West) <BR>
Jane's Fighting Ships of World War 2 <BR>
Wojna Obronna (Leszek Moczulski) <BR>
Kampania 1939 roku (P.P. Wieczorkiewicz) <BR>
Generał Sikorski (Jerzy Terlecki) <BR>
Polskie eskadry w latach 1918-1939 (Jerzy Pawlak) <BR>
Kurier z Warszawy (Jan Nowak-Jeziorański) <BR>
Wrzesień 1939 (biblioteka Więzi) <BR>
Powstanie warszawskie (Jerzy Kirchmayer) <BR>
Katyn' list (Joseph Stalin) <BR>
Bez ostatniego rozdziału (Władysław Anders) <BR>
Od podwody do czolga (Stanislaw Maczek) <BR>
Najkrotsza droga (Stanislaw Sosabowski) <BR>
Tablice historyczne (wyd. Adamantan) <BR>
Encyklopedia szkolna PWN- historia <BR>
Wspomnienia i przyczynki hist. (Jan Rzepecki) <BR>
My life (Erich Maria Raeder) <BR>
10 years and 20 days (Karl Doenitz) <BR>
Zycie niewlasciwie urozmaicone (Kazimierz Leski) <BR>
Wachlarz <BR>
Jodla <BR>
Burza <BR>
Berlin the Downfall 1945 - Antony Beevor <BR>
Stalingrad - Antony Beevor <BR>
From Leningrad to Berlin ( Dutch volunteers in the Waffen SS 1941-1945) - Perry Pierik <BR>
Hitler's Killers (The history of the SS) - Guido Knopp <BR>
A different view on the battle of Arnhem (The quick German reaction) - Peter Berends <BR>
Verdreven och niet verslagen (Driven away but not defeated, book regarding the Dutch navy) - K.W.L. Bezemer <BR>
Dutch versions of Ballentine's Illustrated History of WWII: <BR>
Okinawa<BR>
The Last days Of Berlin <BR>
Hitler <BR>
The Fall of Singapore <BR>
Bombs on Europe <BR>
Patton <BR>
Fire in the Reichstagg <BR>
Allied invasion of Sicilie <BR>
London during the Blitz <BR>
Operation Torch <BR>
Operation Avalanche <BR>
Emperor ad Interm<BR>
Mountbatten <BR>
Jamasjita <BR>
MacArthur <BR>
Beda Fomm <BR>
Monte Cassino<BR>
Tanks <BR>
Warschau Uprising <BR>
Arnhem <BR>
Kriegsmarine <BR>
The Defence of Moscow<BR>
Churchill <BR>
Kamikaze <BR>
Burma Railroad <BR>
Normandy <BR>
Zjoekov <BR>
Ardennes Battle <BR>
Messerschmitt 109 <BR>
Operation Barbarossa <BR>
The drama of the Philipines <BR>
Merril's Marauders <BR>
Nuremberg Trials <BR>
The Siege of Tobruk <BR>
German Secret Weapons<BR>
Stalin <BR>
Holocaust <BR>
Montgomery <BR>
Eisenhower <BR>
Panzer Commander - Hans von Luck <BR>
German army 1939 - 1945 (1), The - Nigel Thomas <BR>
German combat equipments 1939 - 1945 - Gordon Rottman <BR>
Conway's All the World's Fighting ships 1922- 1946 <BR>
WWII Day by Day - Antony Shaw <BR>
Zij vochten op de zeven zeeen (They fought on the seven seas) - K.W.L. Bezemer <BR>
Hitler - Hess Conspiracy, The - Martin Allen<BR>
Weapons of WWII (1500 weapon systems) - Chris Bishop<BR>
Armoured Fighting Vehicles of the World - Christopher F. Foss <BR>
Warplanes of the Luftwaffe - David Donald <BR>
Fighters of World War II - David Donald <BR>
Bombers of World War II - David Donald <BR>
Fighting Planes of the World - Eric Sargent<BR>
Luftwaffe Airfield Equipment by Joachim Dressel / Manfred Griehl <BR>
The Dutch Marines by Bosscher<BR>
The Illustrated Directory of Fighters - Prospero Books <BR>
The Encyclopedia of Tanks and Armoured Fighting Vehicles - Spellmount Books <BR>
The Encyclopedia of Ships - Silverdale Books <BR>
The Encyclopedia of World Aircraft - Silverdale Books <BR>
Jane's Aircraft of World War II <BR>
Jane's Tanks of World War II <BR>
The Encyclopedia of of Ships - Prospero Books <BR>
Tanks and Armoured Fighting Vehicles of WWII - Silverdale Books <BR>
Aircraft of WWII - Silverdale Books <BR>
Chronicle of the 20th Century (UK Edition) - Longman-Chronicle <BR>
The Second World War in the West - Cassel & Co <BR>
The Second World War in the East - Cassel & Co <BR>
The First World War - Cassel & Co. <BR>
The Gatefold Book of World War II Warplanes - Brown Books <BR>
La Batalla del Ebro (The Battle of The Ebro River) - Jorge M. reverte <BR>
La Batalla de Madrid (The Battle of Madrid) - Jorge M. Reverte <BR>
Maquis: History of the Antifascist Guerrilla - Secundino Serrano <BR>
Operation Torch - Vincent Jones <BR>
Salerno - David Mason <BR>
Afrika Korps - K.J. Macksey <BR>
Commando - Peter Young <BR>
Inursions - Arthur Swinson <BR>
Tobruk - James W. Stock <BR>
War in the Pacific - Jerry Scutts <BR>
Red Devils in Normandy - Georges Bernage <BR>
JANE's Fighting Aircraft of World War II <BR>
El Alamein - Jon Latimer <BR>
D-Day - Stephen E. Ambrose <BR>
Berlin - Anthony Beevor <BR>
Stalingrad - Anthony Beevor <BR>
Crete - Anthony Beevor <BR>
Panzerkampfwagen III Medium Tank - Bryan Perret/Mike Badrocke <BR>
Matilda Infantry Tank - David Fletcher/Peter Sarson <BR>
Sherman Medium Tank - Steve Zaolga/Peter Sarson <BR>
The US Army 1941-1945 - Philip Katcher/Chris Collingwood <BR>
The Sherman Tank in British Service - John Sandars/Michael Roffe/Mike Chappel <BR>
Flammpanzer German Flamethrowers - Tom Jentz/Hilary Doyle/Peter Sarson <BR>
Allied Tank Destroyers - Bryan Perret/Mike Chapell <BR>
Tiger I Heavy Tank - Tom Jentz/Hilary Doyle/Peter Sarson <BR>
KingTiger Heavy Tank - Tom Jentz/Hilary Doyle/Peter Sarson <BR>
The Renault FT Light Tank - Steven Zaloga/Peter Sarson <BR>
Tito - P. Auty <BR>
Okinawa 1945: The last Battle - Gordon Rottman/Howard Gerrard <BR>
Bf 109 D/E Aces 1939-41 - John Weal<BR>
Panzer Leader - General Hienz Guderian<BR>
World War II Day by Day - Donald Sommerville<BR>
[[Category:Knowledge Base]]
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Dealing With Your Acne - How To Do It The Right Way
Even if you have never suffered the debilitating effects of acne, you know how serious it can impact a person's life. There are many frustrating aspects of this condition that go far beyond the blemishes, themselves. Therefore it's certainly easy to see that someone might search for ideas for acne as well as anything else that might be supportive. There is enormous medical information on acne happily, that is more than just the treatments but also the causes. Additionally, countless remedies could be acquired or a physician can prescribe them. So today we are happy to give you three acne tips to help you understand the condition and what you can do.
There are many common concerns that people will have when they start to get acne including should I see my doctor to find out what is going on. Let's talk about the second question for now because most people may want to see a doctor and it may be unnecessary. If you go see a dermatologist, they will likely prescribe some pharmaceutical remedy for you. They will be happy to sell you something or generally appreciate your office call and visit. But if your acne is not of the severe kind, then you can learn enough on your own and use over the counter treatments and control the condition.
Using makeup is a very common aspect of a woman's life, yet it needs to be carefully applied for the following reasons. You need to first consider the type of makeup that you were going to use and if it is well-suited for your skin. You want favorable conditions for your face, and if possible, avoid applying anything that could irritate it.
Anyone that has oily skin should use water-based cosmetics when applying makeup to their face. Any skin care product that you use, if your skin is oily, should have no oil in it whatsoever. Also, if your skin is naturally oily, you do not want to dry it out any way. You need to avoid over-drying your skin, or else you could have very oily skin as a result of the skin compensating for the dryness. This is how the skin works, and there is nothing you can do about it.
Most of the time, teenagers will develop acne. However, if it is not normal acne, then they should see their physician as soon as possible. You will receive a referral to a dermatologist who will be able to accurately diagnose your precise type of acne. It may be necessary to get strong medications prescribed to you for more severe types of acne. Stopping acne before it gets too bad is the best way to prevent severe scarring on your face which may occur. And finally, never squeeze deep blemishes. This can leave scars on your face so make sure you listen to what your physician has to say.
Perhaps one of the hardest parts of having acne is learning to cope with it while you are working to eliminate it. Dealing with acne is very difficult, especially if you have not found a treatment that works. You will eventually, but it takes research to get there. Finally, this quest for an acne treatment that works has a lot to do with taking proper care of your skin and learning how to do this everyday.
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Land Combat Efficiency
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{{Anthology}}
==Definitions==
*Unit - The smallest element - a tank, infantry, motorized, mech.. etc.
*Formation - All the units grouped under a single leader. If the number of div is in red, you have a formation capacity problem which results in several kinds of penalties (loss of skills, loss of traits, and some divisions/units may get an additional -75 overstacking penalty).
*Stack - One or more formations located in the SAME province (zone). In battle, a stack of formations is commanded by their most senior leader. There are diffent capacities for attacking than for defending.
*Div list - The list of divisons that appears in the combat window.
==[[Command Penalty Capacity]] (i.e. the -75% penalty)==
#When you group your armies its essential that you understand that each leader has a Command Penalty Capacity (CPC).
#This is a parameter for each stack. It is worked out separately for each stack. Stack is defined above as the number of units/divisions in a province.
#If the total number of units in the stack exceeds the Command Penalty Capacity when attacking, then the excess units in that stack receive a -75% penalty.
#For each attacking stack, it is the capacity of the most senior leader in the stack.
#*if the most senior leader is an FM, then it is 12
#*if the most senior leader is an GEN, then it is 9
#*if the most senior leader is an LT, then it is 3
#*if the most senior leader is an MJ, then it is 1
#For a defending stack it is the sum of all the leaders present in the stack. (Unless you are being attacked by aircraft- according to the manual defence from aircraft is handled as per attack- each stack is assessed individually)
#Thus if we have 13 units in an attacking formation commanded by a FM (display of 13/12), one unit will have a -75% penalty. If the units were defending the display would also read 13/12. If we have 13 units units in a territory, but 12 of them will be under a FM and the 13th will be under a LT and the stack was attacking (from one territory) then the display would read 13/12 - the 13th unit would be at -75%. If the same units were defending then the CPC will be 15 (FM 12 + LT 3 = display 13/15) thus no unit will get a -75% penalty, but ONLY if they are defending.
#The stack capacity for all the formations in a province may be doubled by an HQ adjacent or in the same province. The HQ does not have to be present at the start of the combat - as soon as the HQ becomes adjacent to or present at an existing combat, the combat efficiency values alter accordingly.
#*if the most senior leader is an FM, stack capacity is doubled to 24
#*if the most senior leader is an GEN, stack capacity is doubled to 18
#*if the most senior leader is an LT, stack capacity doubled to 6
#*if the most senior leader is an MJ, stack capacity is doubled to 2
##Note that stack capacity and formation capacity are different things as explained below in the HQ, skills, and traits section.
#Thus in the same situation, but with a HQ present as one of those 13 units, we would have a CPC of 24 if one formation was commanded by a FM, and a CPC of 30, if a second formation was commanded by a LT. No unit will get the -75% penalty command capacity penalty.
#The units receiving the penalty are the lowest ones in the formation list for a stack.
#There is a limit to the number of ATTACKERS in one stack - 24 per territory (under an FM with a HQ present - 18 if the highest is a general with HQ and so on). If there is no HQ in the area then the CPC will be max 12/FM, 9/G, 3LT & 1MJ. So in the above example if 13 units (12 for FM and 1 LT) attacked from one province with a HQ the display will read 13/24.
#This means that if you attack with an FM+23 units from one direction, and an FM+25 units from another direction, the combat screen will show 48/48 (if a HQ is present/nearby province), but in fact one of your units will get a -75% penalty.
#There is no limit to the amount of DEFENDERS in the stack as long as you have enough command capacity to cover all the units.
#There is no extra benefit for NOT using the full CPC - i.e. placing 9 units under a FM (9/12).
==Div list sequence==
#For attacks with a stack, which formation is on top (i.e. listed first thus is not eligible for the -75% if stack is overstacked) depends ONLY on which formation was "on top" of the stack when command to attack was issued.
#For a given formation, the sequence of units is the same as seen in the tooltip when the cursor is rested over the units. This is also the same as the sequence seen in the formation summary window by clicking on the formation (only viewable prior to combat).
#It is therefore perfectly possible for a unit in the middle of the div list to get a -75% penalty if:
#*Its stack is over capacity.
#*Its stack happens to be towards the top of the div list. Then the lowest units (i.e the ones in the lowest formationS) for that stack will get the penalty, but other divs for other stacks will be below it.
==Who commands?==
#The highest ranking leader commands.
#Where there is more than one equal highest ranking leader, the leader shown in command is the one whose divs are randomly highest (of the equal ranking leaders) in the div list. See below for more detail on sequence.
#It doesn't make any difference which of equal ranking leaders is in command:
#*Command Capacity Penalty (the -75% one) is set by rank only, and separately for each stack.
#*Traits are passed by all leaders to units in their formation whose formations are smaller than their capacity, regardless of who commands the battle.
#*Skills are passed by all leaders to units in their formation whose formations are smaller than their capacity, regardless of who commands the battle.
==Leader and division experience==
#Rank & skill also influence rate of accumulation of experience.
#*Normally leaders add 1 exp point for every x hours elapsed.
#*You get the 1st point after x/2 hours, the 2nd and thereafter after every x hours.
#*FM's earn experience at the slowest rate, MJ at the fastest rate. However this is also dependant on the current number of skill points. A GEN with a skill of 2 will earn exp faster than a GEN with a skill of 4.
#Other Notes:
#*EXP gain depends on the intensity of combat, leaders with the same characteristics can gain different amount of EXP in parallel combats.
#*EXP is not affected by traits save the good Old Guard
#*The promotion dates or the ideal rank in the leaderfiles also have no effect
#*The only parameters effecting the rate of EXP growth are rank, skill and max skill level
#*The rate of XP growth is in arbitraty units
#**''Rate of EXP gain = (MaxSkill-Currentskill+1)^2/max(Currentskill,1)*RankFactor''
#Division experience:
#* Each division also gains experience in battle. When reinforced, however, this experience drops. Division experience is calculated for each division in battle as 1/2 of the division's experience. The divisional stats page in the statistics folders shows each unit's experience.
==HQ bonus / effects==
#HQ units act the same as FM's in HOI1. Leaders in the same province or in an adjacent one have a doubled Command Penalty Capacity (CPC) (as in par 1.5).
#All units that have a HQ unit next to them or in the stack can get a bigger ESE bonus.
#HQ do not have to be attached to formations to give bonuses. Their presence in the province or in an adjacent province is enough.
#HQ need to be commanded by an FM or a GEN to double the CPC of neighbouring units and to get other benefits such as ESE.
#It does not matter what leader (in terms of skills and traits) you put in charge of the HQ - there are no extra bonuses to any of the other formations from the traits or skills of the leader in charge of the HQ.
#Multiple HQ's do not cause any extra bonuses.
#HQ increase the CPC of the stack, but they do not increase the rank command capacity of the formation's leader. Example: You can give a Lt General 6 div with an HQ adjacent and you do not get the -75 over command capacity penalty; you lose, however, both the skills and traits of that leader when you do this. You would be better off to just assign 3 div to a Lt Gen and then have 3 separate single div formations. Note also that as soon as the HQ effect is not available, you would get the -75 over command penalty for 3 of the 6 div under a Lt General.
==Skill bonuses==
#These may be granted by a leader to, and ONLY TO, the units in HIS formation.
#For skill purposes, the formation capacity of a leader is NOT doubled by the presence of HQs, in the same stack, in the same province, or adjacent.
#If the number of units in a formation is <= capacity (undoubled) of the formation leader, then all the units in that formation receive the skill bonus.
#If the number of units in a formation > capacity (undoubled) of the formation leader, NO units in that formation receive the skill bonus.
#If the number of divisions is in red, you lose the skills of the leader.
#Where granted, the bonus is 5% for each skill level
#It does not matter if the CPC of the STACK is exceeded as long as the CPC of the leader for his formation is not exceeded. In such a case the last units in the display box will get the -75% (however they will still get the skill and the trait bonus).
==Traits==
#These are granted by each leader to, and ONLY TO, the units in HIS formation.
#If that leader has multiple traits, then all these traits are applied.
#All the units in the formation receive the leader trait unless the formation goes over the leaders UNDOUBLED CPC. If the number of divisions is in red, you lose the leader's traits.
#Trait bonuses (See [[Leader Traits]] for complete list):
#*Defensive Doctrine
#**Eff + 10% for defender.
#*Offensive Doctrine
#**Eff +10% for attacker.
#*Panzer Leader
#**Eff +10% for Armour/Mech,as both attacker and defender.
#*Logistic Wizard
#**Oil and supplies consumption are each reduced by 25% when stationary. When moving, however, oil consumption is not reduced by this trait though supply consumption stays reduced. Previously the Logistics Wizards trait worked even when that leader was over his command capacity, but this exploit was removed in later patches. This trait also saves on Transport Capacity (fuel and supplies for your units).
#*Commando
#**Eff +10% for Mountain, Marine and Paratroopers.
#**Eff -5% for all other divisions when led by a Commando leader.
#** When a non Commando leader has mountain, marine, or paratroopers in his formation, those div do not get a penalty.
#*Engineer
#**Removes all river crossing combat Eff effects (only). Changed in version 1.2 to - Engineer leader trait now gives 20% when crossing a river instead of 30%. So it makes sense to additionally equip your units with an engineer brigade to get an additionally 20% bonus.
#*Trickster
#**Increases the chance of surprise. If the enemy unit is suprised it gets a -20% efficiency modifier. This is seldom or never seen in battle and is essentially replaced by the frequency of getting combat events. Trickster trait increases the chance of getting a combat event.
#*Fortress Buster
#**Reduces the efficiency of forts by 25%. Each full level of fort (land or sea)gives the attacker a - 9 % efficiency modifier.
#*Old Guard reduces experience gain down to about 1/3 of the normal experience gain.
#*Winter Specialist reduces attrition in winter conditions. Pause over the skull icon on a formation and review the tooltip which gives further details.
==Examples of how efficiency is calculated for traits and skill==
#If we have:
#*stack 1, attacking from Province 1 in Direction 1
#**FM, skill 3, with Offensive Doctrine and Panzer Leader, + 23 divs
#**LG, skill 2, with Offensive Doctrine, + 2 divs
#*stack 2, attacking fom province 2 in Direction 2
#**G, skill 4, no Traits, + 5 divs
#**MG, skill 1, no Traits, + 10 divs
#*Then there are 40 divs. No HQ penalties apply, as there is an HQ present.
#*stack 1:
#**Command Penalty:
#***Capacity set by FM at 24 for this stack (with HQ).
#***There are 25 units so 1 unit receives a -75% penalty.
#***This will randomly be either the lowest of the FM divs, or the lowest of the LG divs.
#**Skill:
#***No FM divs get a skill bonus as he has 23 divs and an undoubled capacity of 12.
#***Both the LG divs get a skill bonus 2x5 = 10%, because an LG has a capacity of 3.
#**Traits:
#***None of the 23 of FM's divs get applicable bonuses for both his traits.
#****+10% for Offensive Doctrine.
#****+10% for any armoured/mech divs in his 23, for Panzer Leader.
#***All 2 of LG's divs get bonuses for his one Trait.
#*stack 2:
#**Command Penalty:
#***Capacity set by G at 18 (9 for a General, doubled by a HQ in the same province).
#***There are 15 divs in the stack, so no divs get the -75% penalty.
#**Skill:
#***All 5 of G's divs get a skill bonus of 4x5 = 20%, as his capacity is 9.
#***None of MG's divs get a skill bonus, as his capacity is 1.
#**Traits:
#***None apply
#To calculate the efficiency we always start from the base of 100. We then multiply by all the modifiers in the following way:<center>[[Image:Effexample.jpg]]</center>
#In the above example we have
#*100% base attack efficiency:
#**1.1 - offensive leader
#**1.0005 - exp
#**1.04 - ESE
#**0.9 - forest
#**0.75 - frozen
#**1.1 - leadership
#*= 84.9844 %
#*100% base defence efficiency
#**1.1 - offensive leader
#**1.0005 - exp
#**1.04 - ESE
#**0.9 - forest
#**1.1 - leadership
#*= 113.82 %
#*So it seems with defence efficiency some modifiers do not have any effect. These are:
#**frozen
#**night
==Other modifiers==
#[[Combined Arms]]
#* when units number <= CPC(not double),
#* To get the Combined Arms bonus, the mix of hard vs soft divisions has to be within a range of 1/3 to 2/3. Typically that would be 1:2 or 2:1
#* The hard divisions are armor, light armor, and mech. Soft divisions are everything else including HQ. Brigades are not a factor in the ratio.
#**attacker: Eff+5%
#**defender: Eff+15%
#**The CA bonus is set in the \db\misc.txt file and can be modified. The designation of which div are hard and which are soft, however, is set up in the executable file and is not modifiable.
#**To qualify for the combined arms bonus, it is not sufficient for hard and soft divisions to just be in the same province. The divisions must be in the same formation under one leader. Mech and armor in the same formation do not get the combined arms bonus since both are hard targets. Motor and armor, or infantry and armor, would qualify for the bonus.
#** [http://www.europa-universalis.com/forum/showthread.php?t=196932 This thread] discusses some testing done about this.
#Enveloped
#*Eff-10% when simultaneously attacked from three directions. Furthermore, it is
#*Eff-10% for every extra direction added.
#No Retreat Possible
#*Eff-10% when attacked in a province that is surrounded. Only applicable to the defender.
#Lack of Supply
#*Eff-20%, when lack of Supply.
#**Fuel is not related to this Eff.
#River crossing, weather and terrain modifiers.
#*These can be found on the 6th page of the statistics screen. Engineering brigades reduce the river crossing penalty by 20 so that for inf this becomes (-50+20) = -30. For pz motor and mech it's -66 without an eng bde and -46 with an eng bde. Marines improve their river crossing when each new model is researched. The best that river crossing can be is no effect but it is usually a large negative number.
#Landing troops (shore)
#*-10% for each unit above the 3rd
#Multiple combat modifier (flanked - attacked when attacking)
#*-50% Multiple Combat
#Paradropping
#*Eff-15% if the formation is paradropping to enemy province.
#Dissent
#*-dissent */2 %
#Experience
#*+ experience of unit * /2 %
==Appendix==
When trying to understand the Combat Eff you see, there are a variety of factors you need to consider in addition to leaders:
#Weather and Terrain effects are summarized in your statistics folder in the modifiers section.
#Research can improve some of these combat modifiers. Ex.: each new mountain division model increases several combat and speed modifiers in some terrains. Marine division research increases amphibious assault effectiveness for all types of land units.
#Ministers
#*Several minister types affect Eff.
#*In general effects are shown on the minister screen.
#*However 'Armoured Spearhead Doctrine' (which is a Chief of Army type):
#*Gives +10% eff to armour/mech (whether as attacker or defender)
#*The screen text does not mention this.
#Difficulty
#*Human player eff is adjusted:
#**Very easy +10
#**Easy +5
#**Normal 0
#**Hard -5
#**Very Hard -10
#**The enemy AI gets penalties or bonus depending upon difficulty levels. On very hard, the AI gets +20 difficulty combat modifier.
#[[Digging-in|Dug-in]]
#*Stationary troops dig in automatically when their country is at war. They do not dig in when at peace.
#*Level increases by 1 per day, to a max of 20.
#*Defending troops will NOT dig in during a battle.
#*Each level gives eff +1%
==Note==
*Combat begins after the first hr. You can stop combat at any time. After the 1st hr of combat breaking off an attack the formation will not be able to engage / move for the next 24hrs.
*If a unit is able to defend itself it has a 80% chance to avoid each hit. If no defences are left it has a 60% chance to avoid each hit.
[[Category:Guides]]
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#REDIRECT [[Land Combat Efficiency]]
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Land Doctrine
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{{Anthology}}
==Doctrine Overview==
'''Land Doctrine''' effects:
*Organisation and [[Morale]] values
*[[HQ Units in Action|HQ Unit]] availability and effectiveness
*Production costs of certain units (only patch 1.2 and newer; they do not function in 1.1)
*Combat Events
*Some Night/Terrain modifiers
There are 6 Doctrine trees available in the game, depending on tech choices.
*Mobility Focus - Spearhead (finishes in Volksturm Doctrine or Modern Blitzkrieg)
*Mobility Focus - Human Wave (finishes in Mechanized Wave)
*Firepower Focus - Superior Firepower (branches on the last tech into Mechanized Offensive or Combined Arms Defence) finished at Air Land Battle.
*Firepower Focus - Grand Battle Plan, which branches in 1941 into:
**Attritional Containment
**Infiltration Assault
**Operational Stages
**Grand Battle Plan finishes at Assault Concentration Doctrine.
==Doctrine Summaries==
Each of the doctrines have their own strengths and weaknesses which are detailed out below. The choice of which one you would be best to adopt is should be determined by a number of factors such as:
1. What type of game you want to play;
2. How far at the start of a scenario you are already along a certain doctrine path (for example, in the 1944 scenario, it would be significantly counter-productive for Germany to change its doctrine path);
3. The relative 'matching' of your tech teams with you preferred doctrine path (for example, German tech teams are better matched to [[Research|research]] the Blitzkrieg path, and less so the others);
4. If playing a minor, what a major ally might be able to offer in terms of blueprints (for example, Hungary starts on the US Superior Firepower path, but if played normally, would usually ally with Germany on the Blitzkrieg path - switching to this doctrine might be worthwhile);
5. The 'difficulty' of the path undertaken. Note that Firepower path only has 9 techs to research, whilst mobility has 10. Further note that the Grand Battle Plan difficulty is only 9 per stage, compared to 10 for the other three (the other exception is the Human Wave, the last two are both 8);
6. When you are intending to enter the war.
===Spearhead===
The Spearhead doctrine tree is exceptionally strong, particularly between 1937 and 1941. It has extremely high organisation, fast headquarters units, cheap tanks, and Breakthrough and Encirclement offensive [[Combat Events|combat events]]. Most of the benefits are achieved by 1940, giving early advantages.
Between 1939 and 1942 there are also cost savings on infantry and artillery; in 1943 these are switched to motorised and mechanised troops and self-propelled guns.
Spearhead doctrine is ideally suited to nations who are seeking to conduct rapid Blitzkrieg offensives. The high Organisation levels mean that the troops are very good at winning battles and sustained operations. The only disadvantage is that some other nations have better cost reductions, and defensive combat events are scarce.
Neither of the late war techs are very good however. Volkssturm, available by 1944 (the earliest of the late/post war techs) offers discounts to milita and urban defence at the expense of a 10% organisation penalty to infantry. The Modern Blitzkrieg doctrine, whilst offering a 5% org increase, isn't available till 1947 and doesn't offer as much as the other tech trees do.
===Human Wave===
The Human Wave doctrine tree has low Organisation throughout but exceptional Morale. At every stage the Morale is higher than any other type. Higher morale allows organization to recover much faster, meaning that units can recover organization and quickly attack again.
There are significant discounts to Infantry and Cavalry throughout, biggest in 1940 and the first two of three 1941 land doctrines. Starting with the last 1941 land doctrine, there are discounts for Motorised, Mechanized and Armoured units. HQs are initially slow until the last 1941 Land Doctrine is researched and give virtually no Supply Efficiency bonus until 1943. One of the difficulties of the Human Wave land doctrine tree is that you need to research one 1940 and then three 1941 land doctrines consecutively while the German Blitzkrieg branch has only one 1941 Land Doctrine.
The combat events focus on Assaults and Counterattacks, which trade your manpower for enemy organisation.
Human Wave doctrine suits nations which have plenty of Manpower to make lots of Infantry units which throw themselves at the enemy on the offensive or the defensive. The initially slow HQ speed means an operational attack is relatively slow and needs careful planning. With the later doctrines, however, HQ speed increases significantly.
The 1946 tech 'Mechanised Wave' does offer huge bonuses (30%) to armour and mechanised unit morale.
===Superior Firepower===
Organisation and Morale are initially both very poor. Superior Firepower organisation is worse than even the Human Wave's until 1941, but almost catches up with Spearhead in 1943.
However, the Superior Firepower tech tree has discounts on Infantry that are just as big as the Human Wave tech tree. Artillery brigades are also heavily discounted. Later this switches to Motorised, Mechanised divisions and SP Guns.
The other notable feature is that this tree has the highest Supply Efficiency bonus from the presence of HQ units.
The Superior Firepower doctrine tree suits countries that are entering the war late. Early on their armed forces are very disorgansied and vulnerable. This doctrine also encourages an Artillery focus, whether static or mobile.
The 1946 tech 'Air-Land Battle' finally gives a 10% boost to both Organisation and Morale, with a cost reduction for Cavalry (presumably for the upcoming helicopter unit).
===Grand Battle Plan===
This doctrine line is superior right at the beginning, in 1936 - but is outclassed almost immediately. (Note that Germany starts the '36 scenario with many advanced techs).
These doctrines give poor organisation and morale and slight discounts to infantry and AT guns.
They improve somewhat in 1942-44 as the tech tree splits:
*Attritional Containment: Achieves relatively high morale levels and low organisation. Respectable discounts on Infantry, AT, Engineers and Artillery. Combat events are the Assault and the Counterattack. Mainly suitable for static defense or slow attack.
*Infiltration assault: Very high Morale, though both Org and Morale are always lower than the Soviet tech tree. This tree gives advantages to night combat, which generally makes your land units more effective. Plenty of Ambush combat events. Discounts on Infantry, Marines and Militia. Armour becomes more expensive. Encourages to an extent an offensive Infantry and Militia focus.
*Operational Stages: Balanced between Org and Morale and mediocre at both - ends up in 1944 equivalent to where the Germans were in 1941. Discounts end up spread over Infantry, Mechanized, Motorised, Anti-Tank and Armour. Not a strong tech tree but the only way to shift the Grand Battle Plan decision around to mechanised warfare.
The 1946 addition 'Assault Concentration' adds 20% morale and organisation to any divisions with an artillery brigade, making the addition of these brigades to units very worthwhile.
==Rankings==
While all doctrines have particular strengths and weaknesses, a general table can be constructed showing the value of doctrines relative to each other. The top three doctrines switch places, but always remain in the top three: Blitzkrieg, Human Wave, and Infiltration.
=== 1936- 1942 ===
# Blitzkrieg
# Human Wave
# Infiltration/Operational/Attritional (identical)
# Superior Firepower
=== 1942 - 1943 ===
# Infiltration
# Human Wave
# Blitzkrieg (best only if outnumbered or on the defensive)
# Superior Firepower (with tech rush)
# Operational Stages
# Attritional Containment
=== 1944+ ===
# Infiltration
# Human Wave
# Blitzkrieg
# Superior Firepower
# Attritional Containment
# Operational Stages
==Doctrine Information in Full==
Available from
[http://forum.paradoxplaza.com/forum/showthread.php?p=3918948#post3918948 this thread] at the Paradox Forums.
=== USA Firepower- Superior Firepower Tree ===
{| border="1" cellpadding="2"
!Year||Hq_Ty||HQ_ESE||Hq_Spd||Org||Morale||C_Inf||C_Art||C_ Mot||C_SPA||C_Mec||C_Cav
|-
|1936||0||1||0||50||30||0||0||0||0||0||0
|-
|1937||0||1||0||50||30||-5||-5||0||0||0||0
|-
|1938||0||2||1||60||40||-10||-10||0||0||0||0
|-
|1939||0||3||1||60||50||-15||-15||0||0||0||0
|-
|1940||1||4||1||60||60||-20||-20||0||0||0||0
|-
|1941||1||4||1||60||60||-20||-20||0||0||0||0
|-
|1942||2||6||2||70||60||-10||-10||-10||-10||0||0
|-
|1943.1||2||8||2||90||80||-5||-5||-15||-15||0||0
|-
|1943.2||2||8||2||90||80||-5||-5||-15||-15||-15||0
|-
|1946||3||8||2||100||90||-5||-5||-15||-15||0||-5
|}
=== Grand Battle Lines ===
{| border="1" cellpadding="2"
!Year||Hq_Ty||HQ_ESE||Hq_Spd||Org||Morale||C_Inf||C_Art||C_Mot||C_SPA||C_Mec||C_AT||C_Eng||C_Mar ||C_Mil||C_Arm
|-
|1936||0||2||0||50||40||-5||0||0||0||0||0||0||0||0||0
|-
|1937||0||2||0||50||40||-5||0||0||0||0||0||0||0||0||0
|-
|1938||1||3||1||50||70||-10||0||0||0||0||0||0||0||0||0
|-
|1939||1||3||1||50||70||-10||0||0||0||0||0||0||0||0||0
|-
|1940||1||4||1||60||80||-15||0||0||0||0||-5||0||0||0||0
|-
|1941||1||4||1||60||80||-15||0||0||0||0||-5||0||0||0||0
|-
|1946||3||4||1||60||80||-15||0||0||0||0||-5||0||0||0||0
|-
!France
|-
|1942||1||6||2||75||80||-20||-5||0||0||0||-10||-5||0||0||0
|-
|1943||1||6||2||75||80||-20||-5||0||0||0||-10||-5||0||0||0
|-
|1944||2||7||3||75||105||-20||-10||0||0||0||-10||-10||0||0||0
|-
!Japan
|-
|1942||1||6||2||70||130||-20||0||0||0||0||-10||0||-5||-10||5
|-
|1943||2||7||3||70||130||-20||0||0||0||0||-10||0||-10||-20||10
|-
!UK
|-
|1942||1||6||2||85||80||-10||0||-10||0||0||-10||0||0||0||0
|-
|1943||1||6||2||85||80||-10||0||-10||0||0||-10||0||0||0||0
|-
|1944||2||8||3||85||80||-10||0||-10||0||-10||-10||0||0||0||-10
|}
=== German Doctrine- Mobility-Spearhead ===
{| border="1" cellpadding="2"
!Year||Hq_Ty||HQ_ESE||Hq_Spd||Org||Morale||C_Inf||C_Art||C_Mot||C_SPA||C_Mec||C_AT||C_Eng||C_Mar||C_Mil ||C_Arm||C_TD||C_LA
|-
|1936||0||0||1||50||30||0||0||0||0||0||0||0||0||0||0||0||0
|-
|1937||1||2||2||60||60||0||0||0||0||0||0||0||0||0||-10||0||-15
|-
|1938||1||3||3||70||80||0||0||0||0||0||0||0||0||0||-20||0||-20
|-
|1939||1||3||3||75||80||-5||-5||0||0||0||0||0||0||0||-20||0||-20
|-
|1940||1||4||3||80||80||-10||-10||0||0||0||0||0||0||0||-20||0||-20
|-
|1941||2||5||3||90||80||-10||-10||0||0||-5||0||0||0||0||-20||-5||-20
|-
|1942||2||5||3||90||80||-10||-10||0||0||-5||0||0||0||0||-20||-5||-20
|-
|1943||2||6||4||100||80||0||0||-10||-10||-15||0||0||0||0||-20||-15||-20
|-
|1947||2||6||4||105||80||0||0||-10||-10||-15||0||0||0||0||-20||-15||-20
|}
=== Soviet Doctrine- Mobility-Human wave ===
{| border="1" cellpadding="2"
!Year||Hq_Ty||HQ_ESE||Hq_Spd||Org||Morale||C_Inf||C_Art||C_Mot||C_SPA||C_Mec||C_AT||C_Eng||C_Mar||C_Mil ||C_Arm||C_TD||C_Cav
|-
|1936||0||0||1||40||80||-5||0||0||0||0||0||0||0||0||0||0||-10
|-
|1937||0||0||1||50||80||-10||0||0||0||0||0||0||0||0||0||0||-20
|-
|1938||0||0||1||50||80||-10||0||0||0||0||0||0||0||0||0||0||-20
|-
|1939||0||0||1||50||80||-15||0||0||0||0||0||0||0||-10||0||0||-20
|-
|1940||1||1||1||50||100||-20||0||0||0||0||0||0||0||-20||0||0||-20
|-
|1941||2||2||2||70||100||-20||0||-5||0||-5||-5||0||0||-15||0||0||-15
|-
|1942||2||2||2||70||100||-20||0||-5||0||-5||-5||0||0||-15||0||0||-15
|-
|1943||2||6||2||70||140||-10||0||-15||0||-15||-5||0||0||-5||-10||0||-5
|}
=== Comparison of final results ===
Doctrine: (Org)/(Morale)
Superior Firepower: 70/50
Human Wave: 40/110
Blitzkrieg: 75/50
Operational Stages: 55/50
Infiltration Assault: 40/100
Attritional Containment: 45/75
Note - The maximum organisation can actually vary from unit to unit, even within the same doctrine path, by quite some degree, due to domestic sliders (Full standing army provides 10% org bonus, whilst full drafted army has a 10% negative), brigade attachments and specialist infantry.
As an example, with all techs researched in the Infiltration Assault path, a unit could have as little as 63 Org (normal unit, full drafted slider) or as much as 110 Org (Specialist infantry with Artillery brigade attached with full standing army slider).
== See also ==
* [[Combat Events]] and the tables therein.
* A Doomsday thread has an useful alternative ranking of the various land doctrines:[http://forum.paradoxplaza.com/forum/showthread.php?t=309698 Thistletooth's posting ]
== Downloads ==
*[http://rapidshare.de/files/20735805/Land_Doctrines_1.3b.xls.html GAGA's land doctrine comparison sheet]
[[Category:Guides]]
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Land Doctrine FAQ
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#REDIRECT [[Land Doctrine]]
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Land Doctrine Tech Tree
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{{TechTree}}
=== Firepower Focus ===
==== Firepower Focus Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Tech ID: 6010
*Prerequisites: None
*Effects:
:*max_organization land 10
:*Counterattack Chance: 2
:*Activate Unit Type hq
:*New Model hq 0
|
10 - [[Image:infantry_focus.png|infantry_focus]] - Tactical unit - Battalion
10 - [[Image:training.png|training]] - Fire discipline
10 - [[Image:training.png|training]] - Interlocking fields of fire
10 - [[Image:training.png|training]] - Drill and discipline mentality
10 - [[Image:training.png|training]] - Organic regimental fire support
|}
==== Superior Firepower Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Tech ID: 6020
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Firepower Focus Doctrine|Firepower Focus Doctrine]]
*Effects:
:*max_organization land 10
:*Assault Chance: 2
:*HQ Supply Efficiency Bonus: 1
|
10 - [[Image:infantry_focus.png|infantry_focus]] - High Echelon Fire Support
10 - [[Image:small_unit_tactics.png|small_unit_tactics]] - Advance under Fire
10 - [[Image:centralized_execution.png|centralized_execution]] - Tactical unit - Company
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Indirect Fire Support focus
10 - [[Image:training.png|training]] - Officer training - West Point method
|}
==== Grand Battle Plan Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Tech ID: 6030
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Firepower Focus Doctrine|Firepower Focus Doctrine]]
*Effects:
:*Delay Chance: 2
:*max_organization land 10
:*Assault Chance: 1
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.2
|
9 - [[Image:infantry_focus.png|infantry_focus]] - High Echelon Fire Support
9 - [[Image:large_unit_tactics.png|large_unit_tactics]] - Advance under Fire
9 - [[Image:centralized_execution.png|centralized_execution]] - General staff planning
9 - [[Image:individual_courage.png|individual_courage]] - Offensive spirit
9 - [[Image:training.png|training]] - Officer training - Sandhurst method
|}
==== Delay Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1937
*Tech ID: 6040
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Superior Firepower Doctrine|Superior Firepower Doctrine]]
*Effects:
:*Delay Chance: 2
:*Tactical Withdrawal Chance: 2
:*Counterattack Chance: 2
:*Cost infantry -5
:*Cost artillery -5
:*sce_frequency 0.1
|
10 - [[Image:infantry_focus.png|infantry_focus]] - Mid Echelon Fire Support
10 - [[Image:small_unit_tactics.png|small_unit_tactics]] - Enemy Contact and Delay
10 - [[Image:centralized_execution.png|centralized_execution]] - Object Control Focus
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic fire direction center
10 - [[Image:training.png|training]] - Limited NCO initiative
|}
==== Mobile Defense Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1938
*Tech ID: 6050
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Delay Doctrine|Delay Doctrine]]
*Effects:
:*Morale land 10
:*max_organization land 10
:*Tactical Withdrawal Chance: 2
:*Counterattack Chance: 2
:*Delay Chance: 2
:*Cost infantry -5
:*Cost artillery -5
:*Speed hq 1
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.2
|
10 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Pre-computed firing data
10 - [[Image:small_unit_tactics.png|small_unit_tactics]] - Enemy Contact and Lock Down
10 - [[Image:decentralized_execution.png|decentralized_execution]] - Area Control Focus
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved fire direction center
10 - [[Image:training.png|training]] - Tactical unit - Platoon
|}
==== Stand Off Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1939
*Tech ID: 6060
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Superior Firepower Doctrine|Superior Firepower Doctrine]]
*Effects:
:*Morale land 10
:*Assault Chance: 2
:*Ambush Chance: 2
:*Cost infantry -5
:*Cost artillery -5
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.1
|
10 - [[Image:infantry_focus.png|infantry_focus]] - Mid Echelon Fire Support
10 - [[Image:small_unit_tactics.png|small_unit_tactics]] - Enemy Contact and Lock Down
10 - [[Image:centralized_execution.png|centralized_execution]] - Object Control Focus
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic air/land cooperation
10 - [[Image:training.png|training]] - Suppressive fire emphasis
|}
==== Integrated Support Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Tech ID: 6070
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Stand Off Doctrine|Stand Off Doctrine]]
*Effects:
:*Morale land 10
:*Counterattack Chance: 4
:*Breakthrough Chance: 1
:*Encirclement Chance: 1
:*Assault Chance: 2
:*Ambush Chance: 2
:*New Model hq 1
:*Model is now obsolete. hq 0
:*Cost infantry -5
:*Cost artillery -5
:*Speed hq 1
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.2
|
10 - [[Image:infantry_focus.png|infantry_focus]] - Low Echelon Fire Support
10 - [[Image:small_unit_tactics.png|small_unit_tactics]] - Enemy Contact and Destruction
10 - [[Image:decentralized_execution.png|decentralized_execution]] - Area Control Focus
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved fire direction center
10 - [[Image:training.png|training]] - Basic Air/Land coordination
|}
==== Regimental Combat Teams ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1942
*Tech ID: 6080
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Integrated Support Doctrine|Integrated Support Doctrine]]
:*[[Land_Doctrine_Tech_Tree#Mobile Defense Doctrine|Mobile Defense Doctrine]]
*Effects:
:*Tactical Withdrawal Chance: 4
:*max_organization land 10
:*Delay Chance: 2
:*Breakthrough Chance: 2
:*Encirclement Chance: 2
:*Ambush Chance: 1
:*New Model hq 2
:*Model is now obsolete. hq 1
:*Cost infantry 10
:*Cost artillery 10
:*Cost sp_artillery -10
:*Cost motorized -10
:*Speed hq 1
:*HQ Supply Efficiency Bonus: 2
:*sce_frequency 0.3
|
10 - [[Image:infantry_focus.png|infantry_focus]] - Tactical unit - Platoon
10 - [[Image:small_unit_tactics.png|small_unit_tactics]] - Organic Battalion Fire Support
10 - [[Image:decentralized_execution.png|decentralized_execution]] - Emphasis on NCO initiative
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Advanced Fire Control Center
10 - [[Image:training.png|training]] - Fire and movement platoon coordination
|}
==== Combined Arms Defense ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Tech ID: 6090
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Regimental Combat Teams|Regimental Combat Teams]]
*Effects:
:*Tactical Withdrawal Chance: 4
:*Morale land 20
:*max_organization land 20
:*Counterattack Chance: 2
:*Delay Chance: 2
:*Cost infantry 5
:*Cost artillery 5
:*Cost sp_artillery -5
:*Cost motorized -5
:*HQ Supply Efficiency Bonus: 2
:*sce_frequency 0.3
|
10 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Time on Target fire missions
10 - [[Image:small_unit_tactics.png|small_unit_tactics]] - Fire and movement
10 - [[Image:decentralized_execution.png|decentralized_execution]] - Tactical unit - Squad
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Advanced air/land coordination
10 - [[Image:training.png|training]] - Integrated operations
|}
==== Mechanized Offensive ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Tech ID: 6100
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Regimental Combat Teams|Regimental Combat Teams]]
*Effects:
:*Morale land 20
:*max_organization land 20
:*Breakthrough Chance: 2
:*Encirclement Chance: 2
:*Assault Chance: 2
:*Cost infantry 5
:*Cost artillery 5
:*Cost sp_artillery -5
:*Cost motorized -5
:*Cost mechanized -15
:*HQ Supply Efficiency Bonus: 2
:*sce_frequency 0.3
|
10 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Artillery Proximity fuses
10 - [[Image:small_unit_tactics.png|small_unit_tactics]] - Tactical unit - Squad
10 - [[Image:decentralized_execution.png|decentralized_execution]] - Air/Land mobility theory
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Advanced air/land coordination
10 - [[Image:training.png|training]] - Advanced squad level tactics
|}
==== Mass Assault Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1938
*Tech ID: 6110
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Grand Battle Plan Doctrine|Grand Battle Plan Doctrine]]
*Effects:
:*Morale land 30
:*Counterattack Chance: 4
:*Breakthrough Chance: 1
:*Encirclement Chance: 2
:*Assault Chance: 2
:*Ambush Chance: 2
:*New Model hq 1
:*Model is now obsolete. hq 0
:*Cost infantry -5
:*Speed hq 1
:*HQ Supply Efficiency Bonus: 1
|
9 - [[Image:infantry_focus.png|infantry_focus]] - Multiple pre-planned targets
9 - [[Image:large_unit_tactics.png|large_unit_tactics]] - Concentrated Attack
9 - [[Image:centralized_execution.png|centralized_execution]] - War by Timetable
9 - [[Image:individual_courage.png|individual_courage]] - Over-the-Top Mentality
9 - [[Image:training.png|training]] - Limited NCO initiative
|}
==== Trench Warfare Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
:Tech ID: 6120
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Grand Battle Plan Doctrine|Grand Battle Plan Doctrine]]
*Effects:
:*Delay Chance: 4
:*Morale land 10
:*Cost infantry -5
:*HQ Supply Efficiency Bonus: 1
|
9 - [[Image:infantry_focus.png|infantry_focus]] - Organic divisional artillery
9 - [[Image:large_unit_tactics.png|large_unit_tactics]] - Fast Trench-building
9 - [[Image:centralized_execution.png|centralized_execution]] - Stringent Hierarchy
9 - [[Image:individual_courage.png|individual_courage]] - Defend-every-inch Mentality
9 - [[Image:training.png|training]] - Static machine gun use
|}
==== Pre-planned Defense Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
:Tech ID: 6130
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Trench Warfare Doctrine|Trench Warfare Doctrine]]
*Effects:
:*Delay Chance: 4
:*Morale land 10
:*max_organization land 10
:*Tactical Withdrawal Chance: 2
:*Cost infantry -5
:*Cost anti_tank -5
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.1
|
9 - [[Image:infantry_focus.png|infantry_focus]] - Multiple Bunker lines
9 - [[Image:large_unit_tactics.png|large_unit_tactics]] - Layered minefields
9 - [[Image:centralized_execution.png|centralized_execution]] - Strongpoint Mentality
9 - [[Image:individual_courage.png|individual_courage]] - Tunnel complex
9 - [[Image:training.png|training]] - Local reserves
|}
==== Central Planning Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1942
:Tech ID: 6140
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Pre-planned Defense Doctrine|Pre-planned Defense Doctrine]]
*Effects:
:*max_organization land 10
:*Counterattack Chance: 2
:*Cost infantry -5
:*Cost anti_tank -5
:*Speed hq 1
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.1
|
9 - [[Image:infantry_focus.png|infantry_focus]] - Artillery divisions
9 - [[Image:large_unit_tactics.png|large_unit_tactics]] - Multiple attack directions
9 - [[Image:centralized_execution.png|centralized_execution]] - Advanced staff planning
9 - [[Image:individual_courage.png|individual_courage]] - Centralized artillery control
9 - [[Image:training.png|training]] - Tactical unit - Company
|}
==== Attritional Containment Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1942
:Tech ID: 6150
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Mass Assault Doctrine|Mass Assault Doctrine]]
*Effects:
:*max_organization land 5
:*Assault Chance: 3
:*Ambush Chance: 1
:*Cost artillery -5
:*Cost engineer -5
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.3
|
9 - [[Image:infantry_focus.png|infantry_focus]] - Field fortification emphasis
9 - [[Image:large_unit_tactics.png|large_unit_tactics]] - Operational reserves
9 - [[Image:centralized_execution.png|centralized_execution]] - Large unit counterattacks
9 - [[Image:individual_courage.png|individual_courage]] - Static Gun emplacements
9 - [[Image:training.png|training]] - Tactical unit - Company
|}
==== Infiltration Assault Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1942
:Tech ID: 6160
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Mass Assault Doctrine|Mass Assault Doctrine]]
*Effects:
:*Morale land 50
:*Breakthrough Chance: 2
:*Encirclement Chance: 1
:*Assault Chance: 2
:*Ambush Chance: 5
:*Night Move infantry 10
:*Night Move paratrooper 10
:*Night Move marine 10
:*Night Move bergsjaeger 10
:*Night Move artillery 10
:*Night Move anti_tank 10
:*Night Move anti_air 10
:*Night Move engineer 10
:*Night Attack infantry 10
:*Night Attack paratrooper 10
:*Night Attack marine 10
:*Night Attack bergsjaeger 10
:*Night Attack engineer 10
:*Night Defence infantry 10
:*Night Defence paratrooper 10
:*Night Defence marine 10
:*Night Defence bergsjaeger 10
:*Night Defence engineer 10
:*Cost marine -5
:*Cost militia -10
:*Cost armor 5
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.3
|
9 - [[Image:infantry_focus.png|infantry_focus]] - Night Attacks
9 - [[Image:large_unit_tactics.png|large_unit_tactics]] - Dispersed Combat Elements
9 - [[Image:centralized_execution.png|centralized_execution]] - Staff: Terrain Assessment
9 - [[Image:individual_courage.png|individual_courage]] - Hand-to-Hand combat focus
9 - [[Image:training.png|training]] - Platoon level night combat training
|}
==== Operational Stages Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1942
:Tech ID: 6170
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Mass Assault Doctrine|Mass Assault Doctrine]]
*Effects:
:*Tactical Withdrawal Chance: 2
:*Delay Chance: 2
:*max_organization land 15
:*Breakthrough Chance: 2
:*Encirclement Chance: 2
:*Assault Chance: 2
:*Ambush Chance: 2
:*Cost motorized -10
:*Cost infantry 10
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.3
|
9 - [[Image:infantry_focus.png|infantry_focus]] - Dedicated artillery
9 - [[Image:large_unit_tactics.png|large_unit_tactics]] - Dedicated air support
9 - [[Image:centralized_execution.png|centralized_execution]] - Secured Objectives Principle
9 - [[Image:technical_efficiency.png|technical_efficiency]] - Squad SOP
9 - [[Image:training.png|training]] - Tactical unit - Platoon
|}
==== Assault Breakthrough ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1944
:Tech ID: 6180
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Central Planning Doctrine|Central Planning Doctrine]]
:*[[Land_Doctrine_Tech_Tree#Attritional Containment Doctrine|Attritional Containment Doctrine]]
*Effects:
:*Morale land 25
:*Tactical Withdrawal Chance: 3
:*Breakthrough Chance: 2
:*Assault Chance: 6
:*Ambush Chance: 2
:*New Model hq 2
:*Model is now obsolete. hq 1
:*Cost artillery -5
:*Cost engineer -5
:*Speed hq 1
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.3
|
9 - [[Image:infantry_focus.png|infantry_focus]] - Low level field artillery
9 - [[Image:large_unit_tactics.png|large_unit_tactics]] - Penetration reserves
9 - [[Image:centralized_execution.png|centralized_execution]] - Areas of responsibility
9 - [[Image:individual_courage.png|individual_courage]] - Squad-level light machine guns
9 - [[Image:training.png|training]] - Squad SOP
|}
==== Infiltration in Depth ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
:Tech ID: 6190
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Central Planning Doctrine|Central Planning Doctrine]]
:*[[Land_Doctrine_Tech_Tree#Infiltration Assault Doctrine|Infiltration Assault Doctrine]]
*Effects:
:*Breakthrough Chance: 2
:*Encirclement Chance: 2
:*Ambush Chance: 6
:*New Model hq 2
:*Model is now obsolete. hq 1
:*Night Move infantry 40
:*Night Move paratrooper 40
:*Night Move marine 40
:*Night Move bergsjaeger 40
:*Night Move artillery 40
:*Night Move anti_tank 40
:*Night Move anti_air 40
:*Night Move engineer 40
:*Night Attack infantry 40
:*Night Attack paratrooper 40
:*Night Attack marine 40
:*Night Attack bergsjaeger 40
:*Night Attack engineer 40
:*Night Defence infantry 40
:*Night Defence paratrooper 40
:*Night Defence marine 40
:*Night Defence bergsjaeger 40
:*Night Defence engineer 40
:*Cost marine -5
:*Cost militia -10
:*Cost armor 5
:*Speed hq 1
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.3
|
9 - [[Image:infantry_focus.png|infantry_focus]] - Self-sustaining units
9 - [[Image:small_unit_tactics.png|small_unit_tactics]] - Isolated Combat Elements
9 - [[Image:decentralized_execution.png|decentralized_execution]] - Mobile command posts
9 - [[Image:individual_courage.png|individual_courage]] - Do-or-die Mentality
9 - [[Image:training.png|training]] - Infantry assault tactics
|}
==== Branch Interoperability ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1944
:Tech ID: 6200
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Central Planning Doctrine|Central Planning Doctrine]]
:*[[Land_Doctrine_Tech_Tree#Operational Stages Doctrine|Operational Stages Doctrine]]
*Effects:
:*Tactical Withdrawal Chance: 4
:*Breakthrough Chance: 2
:*Encirclement Chance: 4
:*Ambush Chance: 1
:*New Model hq 2
:*Model is now obsolete. hq 1
:*Cost mechanized -10
:*Cost armor -10
:*Speed hq 1
:*HQ Supply Efficiency Bonus: 2
:*sce_frequency 0.3
|
9 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Combined arms operations
9 - [[Image:small_unit_tactics.png|small_unit_tactics]] - Long-Range Reconnaissance
9 - [[Image:centralized_execution.png|centralized_execution]] - Forward command posts
9 - [[Image:technical_efficiency.png|technical_efficiency]] - Fire direction centers
9 - [[Image:training.png|training]] - Tactical unit - squad
|}
=== Mobility Focus ===
==== Mobility Focus Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
:*Tech ID 6210
*Prerequisites: None
*Effects:
:*max_organization land 20
:*Activate Unit Type hq
:*New Model hq 0
:*Speed hq 1
:*Artillery Speedcap hq 1
:*Antitank Speedcap hq 1
:*AntiAir Speedcap hq 1
:*sce_frequency 0.1
|
10 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Motorized Reconnaissance
10 - [[Image:training.png|training]] - Basic infiltration tactics
10 - [[Image:training.png|training]] - Shock tactics
10 - [[Image:training.png|training]] - NCO responsibility
10 - [[Image:training.png|training]] - Maneuver discipline
|}
==== Spearhead Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1937
:*Tech ID 6220
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Mobility Focus Doctrine|Mobility Focus Doctrine]]
*Effects:
:*Morale land 10
:*max_organization land 5
:*Counterattack Chance: 2
:*Breakthrough Chance: 2
:*Encirclement Chance: 4
:*Assault Chance: 2
:*Ambush Chance: 1
:*New Model hq 1
:*Model is now obsolete. hq 0
:*Cost light_armor -10
:*Speed hq 1
:*Artillery Speedcap hq 1
:*Antitank Speedcap hq 1
:*AntiAir Speedcap hq 1
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.2
|
10 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Assault detachments
10 - [[Image:small_unit_tactics.png|small_unit_tactics]] - Tactical Reconnassaince
10 - [[Image:decentralized_execution.png|decentralized_execution]] - Tactical unit - Platoon
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Infiltration to line of departure
10 - [[Image:training.png|training]] - Officer training - Bad Toelz method
|}
==== Delay Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1939
:*Tech ID 6230
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Spearhead Doctrine|Spearhead Doctrine]]
*Effects:
:*max_organization land 5
:*Delay Chance: 4
:*Ambush Chance: 1
:*Cost infantry -5
:*Cost artillery -5
:*sce_frequency 0.1
|
10 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Mobile Operational Deployments
10 - [[Image:small_unit_tactics.png|small_unit_tactics]] - Local Reserves
10 - [[Image:decentralized_execution.png|decentralized_execution]] - Reverse-slope defence emphasis
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Multiple pre-planned artillery targets
10 - [[Image:training.png|training]] - Emphasis on NCO initiative
|}
==== Elastic Defense Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
:*Tech ID 6240
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Delay Doctrine|Delay Doctrine]]
*Effects:
:*Tactical Withdrawal Chance: 4
:*max_organization land 5
:*Counterattack Chance: 2
:*Delay Chance: 2
:*Cost infantry -5
:*Cost artillery -5
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.1
|
10 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Mobile reserves
10 - [[Image:small_unit_tactics.png|small_unit_tactics]] - Local counterattacks
10 - [[Image:decentralized_execution.png|decentralized_execution]] - Local commands
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Nuisance minefields
10 - [[Image:training.png|training]] - Infantry anti-tank tactics
|}
==== Schwerpunkt Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1937
:*Tech ID 6250
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Spearhead Doctrine|Spearhead Doctrine]]
*Effects:
:*Morale land 20
:*max_organization land 5
:*Breakthrough Chance: 2
:*Encirclement Chance: 2
:*Assault Chance: 2
:*Cost light_armor -5
:*Cost light_armor_brigade -5
:*Cost armor -10
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.3
|
10 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Decentralized field artillery
10 - [[Image:small_unit_tactics.png|small_unit_tactics]] - Mobile Forward Elements
10 - [[Image:decentralized_execution.png|decentralized_execution]] - Tactical unit - Squad
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Screening Minefields
10 - [[Image:training.png|training]] - Squad-level light machine guns
|}
==== Blitzkrieg Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1938
:*Tech ID 6260
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Schwerpunkt Doctrine|Schwerpunkt Doctrine]]
*Effects:
:*Morale land 20
:*max_organization land 10
:*Breakthrough Chance: 4
:*Encirclement Chance: 4
:*Cost light_armor -5
:*Cost armor -10
:*Speed hq 1
:*Artillery Speedcap hq 1
:*Antitank Speedcap hq 1
:*AntiAir Speedcap hq 1
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.3
:*Efficiency: airborne_assault 0.2
|
10 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Concentrated combined arms employment
10 - [[Image:small_unit_tactics.png|small_unit_tactics]] - Gefechtsaufklaerung (fighting recon.)
10 - [[Image:decentralized_execution.png|decentralized_execution]] - Low level independent commands
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Forward air controllers
10 - [[Image:training.png|training]] - Advanced Infantry - Armor cooperation
|}
==== Kampfgruppe Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
:*Tech 6270
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Blitzkrieg Doctrine|Blitzkrieg Doctrine]]
:*[[Land_Doctrine_Tech_Tree#Elastic Defense Doctrine|Elastic Defense Doctrine]]
*Effects:
:*max_organization land 10
:*Ambush Chance: 3
:*New Model hq 2
:*Model is now obsolete. hq 1
:*Cost mechanized -5
:*Cost tank_destroyer -5
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.4
|
10 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Self propelled support elements
10 - [[Image:small_unit_tactics.png|small_unit_tactics]] - Operational Reconnaissance Tactics
10 - [[Image:decentralized_execution.png|decentralized_execution]] - Low level attachments
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Self-sufficient combat elements
10 - [[Image:training.png|training]] - Infantry mounted combat tactics
|}
==== Firebrigade Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
:*Tech 6280
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Kampfgruppe Doctrine|Kampfgruppe Doctrine]]
*Effects:
:*max_organization land 5
:*Tactical Withdrawal Chance: 4
:*Counterattack Chance: 4
:*Delay Chance: 2
:*Cost infantry 10
:*Cost artillery 10
:*Cost motorized -10
:*Cost sp_artillery -10
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.2
|
10 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Fluid battle mentality
10 - [[Image:small_unit_tactics.png|small_unit_tactics]] - Flexible combat formations
10 - [[Image:decentralized_execution.png|decentralized_execution]] - Attack from march formation
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Advanced C3 capability
10 - [[Image:training.png|training]] - Deploying subunits
|}
==== Spearhead HQs ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
:*Tech Id 6290
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Kampfgruppe Doctrine|Kampfgruppe Doctrine]]
*Effects:
:*max_organization land 5
:*Breakthrough Chance: 4
:*Encirclement Chance: 2
:*Assault Chance: 1
:*Cost mechanized -10
:*Cost tank_destroyer -10
:*Speed hq 1
:*Artillery Speedcap hq 1
:*Antitank Speedcap hq 1
:*AntiAir Speedcap hq 1
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.3
|
10 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Deep Reconnaissance Focus
10 - [[Image:small_unit_tactics.png|small_unit_tactics]] - Advanced sub-unit SOP
10 - [[Image:decentralized_execution.png|decentralized_execution]] - Territorial zones of responsibility
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Enemy Disorganization Focus
10 - [[Image:training.png|training]] - Self-sustaining units
|}
==== Human Wave Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
:*Tech Id 6300
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Mobility Focus Doctrine|Mobility Focus Doctrine]]
*Effects:
:*Morale land 50
:*max_organization land -10
:*Counterattack Chance: 2
:*Assault Chance: 2
:*Cost infantry -5
:*Cost cavalry -10
:*sce_frequency 0.1
|
10 - [[Image:infantry_focus.png|infantry_focus]] - High Echelon Fire Support
10 - [[Image:large_unit_tactics.png|large_unit_tactics]] - Advance under fire
10 - [[Image:centralized_execution.png|centralized_execution]] - General staff planning
10 - [[Image:individual_courage.png|individual_courage]] - Blocking detachments
10 - [[Image:training.png|training]] - Officer training - Frunze method
|}
==== Large Front Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1937
:*Tech Id 6310
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Human Wave Doctrine|Human Wave Doctrine]]
*Effects:
:*max_organization land 10
:*Tactical Withdrawal Chance: 2
:*Breakthrough Chance: 2
:*Encirclement Chance: 1
:*Assault Chance: 2
:*Cost infantry -5
:*Cost cavalry -10
:*sce_frequency 0.1
|
10 - [[Image:infantry_focus.png|infantry_focus]] - Artillery divisions
10 - [[Image:large_unit_tactics.png|large_unit_tactics]] - Wide attack area
10 - [[Image:centralized_execution.png|centralized_execution]] - Tactical unit - Battalion
10 - [[Image:individual_courage.png|individual_courage]] - Multiple blocking detachments
10 - [[Image:training.png|training]] - Discourage NCO initiative
|}
==== Pocket Defense Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1939
:*Tech Id 6320
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Human Wave Doctrine|Human Wave Doctrine]]
*Effects:
:*Counterattack Chance: 2
:*Delay Chance: 2
:*Cost infantry -5
:*Cost militia -10
:*sce_frequency 0.1
|
10 - [[Image:infantry_focus.png|infantry_focus]] - Artillery groups
10 - [[Image:large_unit_tactics.png|large_unit_tactics]] - All-around defence
10 - [[Image:centralized_execution.png|centralized_execution]] - Detailed army command planning
10 - [[Image:individual_courage.png|individual_courage]] - Collective responsibility Mentality
10 - [[Image:training.png|training]] - Static machine guns
|}
==== Deep Operations Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
:*Tech Id 6330
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Large Front Doctrine|Large Front Doctrine]]
*Effects:
:*Morale land 20
:*Breakthrough Chance: 2
:*Encirclement Chance: 2
:*Ambush Chance: 2
:*New Model hq 1
:*Model is now obsolete. hq 0
:*Cost infantry -5
:*Cost militia -10
:*Speed hq 1
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.2
:*Efficiency: airborne_assault 0.2
|
10 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Mechanized forward elements
10 - [[Image:large_unit_tactics.png|large_unit_tactics]] - Self-sufficient commands
10 - [[Image:centralized_execution.png|centralized_execution]] - Forward command posts
10 - [[Image:individual_courage.png|individual_courage]] - Long-Range reconnaissance
10 - [[Image:training.png|training]] - Tactical unit - Company
|}
==== Defense in Depth ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
:*Tech Id 6340
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Pocket Defense Doctrine|Pocket Defense Doctrine]]
*Effects:
:*max_organization land 10
:*Tactical Withdrawal Chance: 3
:*Counterattack Chance: 2
:*Delay Chance: 3
:*Cost infantry -5
:*Cost anti_tank -5
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.2
|
10 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Counterpreparating artillery fire
10 - [[Image:large_unit_tactics.png|large_unit_tactics]] - Anti-tank gun fronts
10 - [[Image:centralized_execution.png|centralized_execution]] - Army reserves
10 - [[Image:individual_courage.png|individual_courage]] - Layered minefields
10 - [[Image:training.png|training]] - Large formation camouflage
|}
==== Large Formation SOP Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
:*Tech Id 6350
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Deep Operations Doctrine|Deep Operations Doctrine]]
:*[[Land_Doctrine_Tech_Tree#Defense in Depth|Defense in Depth]]
*Effects:
:*max_organization land 10
:*Counterattack Chance: 2
:*Assault Chance: 2
:*New Model hq 2
:*Model is now obsolete. hq 1
:*Cost infantry 5
:*Cost militia 5
:*Cost cavalry 5
:*Cost motorized -5
:*Cost mechanized -5
:*Speed hq 1
:*HQ Supply Efficiency Bonus: 1
:*sce_frequency 0.2
|
10 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Operational deception
10 - [[Image:large_unit_tactics.png|large_unit_tactics]] - Maskirovka
10 - [[Image:centralized_execution.png|centralized_execution]] - Mobile command posts
10 - [[Image:individual_courage.png|individual_courage]] - Counter-reconnaissance
10 - [[Image:training.png|training]] - Organic tank battalions
|}
==== Breakthrough Priority Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
:*Tech Id 6360
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Large Formation SOP Doctrine|Large Formation SOP Doctrine]]
*Effects:
:*Morale land 20
:*Breakthrough Chance: 4
:*Assault Chance: 2
:*Cost infantry 5
:*Cost militia 5
:*Cost cavalry 5
:*Cost motorized -5
:*Cost mechanized -5
:*Cost armor -5
:*HQ Supply Efficiency Bonus: 2
:*sce_frequency 0.25
|
8 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Bind enemy in depth operations
8 - [[Image:large_unit_tactics.png|large_unit_tactics]] - Counterattack disruption priority
8 - [[Image:centralized_execution.png|centralized_execution]] - Staff - Enemy assessment
8 - [[Image:individual_courage.png|individual_courage]] - Strict formation coordination
8 - [[Image:training.png|training]] - Prolonged endurance
|}
==== Movement Speed Offensive Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
:*Tech Id 6370
*Prerequisites:
:*[[Land_Doctrine_Tech_Tree#Large Formation SOP Doctrine|Large Formation SOP Doctrine]]
*Effects:
:*Morale land 20
:*Encirclement Chance: 2
:*Cost infantry 5
:*Cost militia 5
:*Cost cavalry 5
:*Cost motorized -5
:*Cost mechanized -5
:*Cost armor -5
:*HQ Supply Efficiency Bonus: 2
:*sce_frequency 0.25
|
8 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Airmobile combined-arms formations
8 - [[Image:large_unit_tactics.png|large_unit_tactics]] - Deep penetration raids
8 - [[Image:centralized_execution.png|centralized_execution]] - Multi-dimensional offensives
8 - [[Image:individual_courage.png|individual_courage]] - Specialized anti-recon detachments
8 - [[Image:training.png|training]] - Camouflaged lines of departure
|}
[[Category:Reference]] [[Category:Tech Tree]]
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Land units
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====Hard Units====
*[[Armored Division]]
*[[Light Armored Division]]
*[[Mechanized Division]]
====Soft Units====
*[[Cavalry Division]]
*[[Garrison Division]]
*[[HQ Division]]
*[[Infantry Division]]
*[[Marine Division]]
*[[Militia Division]]
*[[Motorized Division]]
*[[Mountain Division]]
*[[Paratroop Division]]
====Brigades====
* [[Anti-aircraft Brigade]]
* [[Anti-tank Brigade]]
* [[Armored Car Brigade]]
* [[Artillery Brigade]]
* [[Engineer Brigade]]
* [[Heavy Armored Brigade]]
* [[Light Armored Brigade]]
* [[Police Brigade]]
* [[Rocket Artillery Brigade]]
* [[Self-Propelled Artillery Brigade]]
* [[Self-Propelled Rocket Artillery Brigade]]
* [[Super Heavy Armored Brigade]]
* [[Tank Destroyer Brigade]]
[[Category:Units]]
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Laos
0
536
904
903
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=Provinces=
{|
|Country
|
|[[Required Province]]s
|
|
|Extra Provinces
|
|----
|Tag
|Name
|Id
|Name
|Capital
|Id
|name
|----
|LAO
|Laos
|1329
|[[Vientiane]]
|C
|----
|
|
|1332
|[[Nhommarath]]
|
|----
|
|
|1336
|[[Pakse]]
|
|----
|
|
|1306
|[[Luang Prabang]]
|
|----
|}
=Tech Teams=
{| border="1" cellpadding="2"
|+LAO - Laos
|-
|11800||T11800||National University of Laos||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|}
=Technical Details=
* TAG => [[LAO]]
=Events=
=Scenerios=
==1936==
Possession of [[France]]
==1938==
Possession of [[France]]
==1941==
Possession of [[Japan]]
==1944==
Possession of [[Japan]]
[[Category:Countries]]
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Latvia
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{{Country guides}}
Latvia's strategy is based on a defensive doctrine. Her entire military should focus on just defending Latvia against the Soviet invasion in 1940. One should also strive to ally with other Baltic countries and Finland when that becomes possible or even ally with Germany, though that may mess up her invasion of France and the Low Countries. If the former allies are chosen instead of Germany, be sure to keep good relations with Germany in order to avoid being invaded by them.
Latvia starts the game already allied with Estonia, so should try and trade blueprints with each other as often as possible to boost the chance of surviving.
It is unlikely the other two Baltic states (unless human controlled) will do anything other than bow to Soviet pressure starting September 1939, so you cannot count on them to buy you any time at all.
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Leader FAQ
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=[[Leader FAQ|Leaders]]=
=== Why isn't [[Rommel]] in the game in 1936? ===
Before being promoted to the rank of Major General in September, 1939, [http://en.wikipedia.org/wiki/Erwin_Rommel Erwin Rommel] was first an instructor and then commander of the War Academy in Wiener Neustadt. He is not in the game before 1939 because Major General is the lowest rank the game engine acknowledges.
=== How come I lose a lot of leaders? ===
A leader can be killed if he is involved in a battle and the current year is his death year. A leader's death year is contained in the leader files. There are a few tools in [[utilities]] section that can remove the death date, but they will only affect future games, not any saved games you may be playing.
=== I have some leaders left but why they are not assigned to armies with no leaders? ===
Make sure you turn on auto-assign and wait for one day. If it does not work, then one of these scenarios is true:
* Your remaining leaders have higher leadership capacity than the number of divisions in the army. For example: if you have many generals and no mj. general left, your 1 division armies will not get an auto assigned leader.
* Your remaining leaders have lower leadership capacity than the number of divisions in the army. For example: if you have many mj. generals but no general left, your 9 division armies will not get an auto assigned leader.
=== Why the leader's experience becomes 0 when I promote him? ===
It is reset to 0 every time you promote the leader. Also note that the leader's skill is reduced by one point as well with a promotion.
=== Does the historical promotion date in leader file allow my leader to be auto-promoted at that year? ===
No, it only determines the starting rank of leaders when the scenario starts.
[[Category:Guides]] [[Category:FAQ]]
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Leader Traits
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{{Anthology}}
Generals can have distinct traits that offer various benefits on the units he commands.
The bitvalue is used for modding and is contained in the leaders\country.csv file. It used used to flag which traits a leader has. If a leader has multiple traits, simply add the bitvalues together. For example, if a leader has both winter specialist and panzer leader traits, the value would be 136 (8+128).
It is possible to modify leaders names to include details of their traits so a sort on names brings all of a type together.
[[Media:Soviet.rar|Here]] a sample file for the Soviets with [[:Image:Soviet.rar|an explanation]] on how to do it.
== Land Unit Leader Traits ==
===Logistics Wizard ===
Reduces fuel and supply consumption of non-moving units commanded by a leader with this trait (by -25%).
Bitvalue: 1
===Defensive Doctrine===
Increases defensive effectiveness of units commanded by a leader with this trait (by +10%).
Bitvalue: 2
===Offensive Doctrine===
Increases offensive effectiveness of units commanded by a leader with this trait (by +10%).
Bitvalue: 4
===Winter Specialist===
Increases the effectiveness of troops fighting in snow by +25% and Frozen terrain by +20%.
Bitvalue: 8
===Trickster ===
The effects of this trait are, well... somewhat tricky: It '''increases''' the chance that the combat event Surprise will occur, on offense as well as on defense. This chance is '''further''' influenced by how advanced your own industrial research of Encryption and Decryption (E&D) technologies is relative to your opponent. Exact figures, however, apparently are unknown (at least for HoI2 version 1.2). I also do not know whether '''Skill Level''' of the Trickster leader is having an influence on the probability of a Surprise occurring.
When a successful Surprise has occured, combat efficiency of the opposing forces is reduced by 20% and it will read "Surprise" in their combat details pane. From gaming experience it has been my observation that Surprise is a rare event (in HoI2 version 1.2), probably not more than once in 20 battles, even with E&D fully researched.
A Trickster will also hide the exact '''division strength''' of his formation. In practical terms this means that when playing with counters on, the opponent will keep guessing whether there are 2 or 3 divisions in a "XXX" formation, and will never know how many there are in a "XXXX" formation (although four divisions is the minimum for "XXXX", while "XX" obviously is always one division only).
Bitvalue: 16
(last edited by Thomas Haegin on 20.09.2005, based on discussion in the HoI2 forums)
===Engineer===
Reduces river-crossing penalties during attacks by -20% for all units in the formation under a leader with this trait. The standard penalty for an infantry division is reduced from -50% to -30%, for an armored division (e.g. tanks) from -66% to -46% (in HoI version 1.2)
Bitvalue: 32
===Fortress Buster===
Reduces penalty inflicted by fortifications (by 25%).
Bitvalue: 64
===Panzer Leader===
Increases combat effectiveness of armoured and mechanized infantry divisions commanded by leader with this trait (by 10%).
Bitvalue: 128
===Commando===
Increases combat effectiveness of commando troops (mountaineers, marines and paratroopers) commanded by a leader with this trait by 10%. Effectiveness of any '''non'''-commando troops under a commando leader is '''reduced''' by 5%.
Bitvalue: 256
===Old Guard===
Leader gains experience at 1/3 of normal rate, units are not affected by this reduction
Bitvalue: 512
== Naval Unit Leader Traits ==
;Sea Wolf
Increases combat effectiveness of submarines (by 10%).
Bitvalue: 1024
; Blockade-Runner
Decreases chance of being detected by enemy vessels.
Bitvalue: 2048
; Superior Tactician
Increases combat effectiveness (by 10%).
Bitvalue: 4096
; Spotter
Increases chance of detecting enemy vessels.
Bitvalue: 8192
; Old Guard
Leader gains experience at 1/3 of normal rate, units are not affected by this reduction
== Air Unit Leader Traits ==
; Superior Tactician
Increases combat effectiveness in airborne fights (by 10%).
Bitvalue: 4096
; Spotter
Increases chance of detecting enemy planes.
Bitvalue: 8192
; Tank Buster
Increases combat effectiveness of tactical bombing missions (by 10%).
Bitvalue: 16384
; Carpet Bomber
Increases combat effectiveness of strategic bombing missions (by 10%).
Bitvalue: 32768
; Night Flyer
Reduces penalties when flying at night. +20 during night combat.
Bitvalue: 65536
; Fleet Destroyer
Increases combat effectiveness of naval bombing missions (by 10%).
Bitvalue: 131072
; Old Guard
Leader gains experience at 1/3 of normal rate, units are not affected by this reduction
= Hearts Of Iron II - Doomsday =
There are some differences. The terrain traits add 10% efficiency to that type of terrain which also results in a speed bonus for that terrain. You need to contrast the same kind of units under leaders with or with the trait to see the differences. Inf under a normal leader might have 93% efficiency in a battle in hill terrain, but the same units under a hills fighter could have 102% efficiency.
Another major difference to Hears of Iron II is that leader traits are ignored if land/air/naval units are over their leader's command limit. Thus a land unit with two Infantry divisions commanded by a Major General with Logistic Wizard and Offensive Doctrine as trait will not see a reduction in oil/supply consumption nor will it receive a combat bonus if in combat.
== New Land Unit Leader Traits ==
===Traits with bonus in certain terrains===
; Desert Fox
Bonus in Desert
* '''+10%''' Combat in [[desert]]s
* +5% movement speed in [[desert]]s (this is for the 1.3beta Armageddon patch)
Bitvalue: 262144
; Jungle Rat
Bonus in [[Jungle]]
* '''+10%''' Combat in [[jungle]]s
* +5% movement speed in [[jungle]]s (this is for the 1.3beta Armageddon patch)
Bitvalue: 524288
; Urban Warfare Specialist
Bonus in [[Urban]] Areas
Bitvalue: 1048576
; Ranger
Bonus in Forests
* '''+10%''' Combat in [[forest]]
* +5% movement speed in [[forest]]s (this is for the 1.3beta Armageddon patch)
Bitvalue: 2097152
; Mountaineer
Bonus in [[Mountain]]s
* '''+10%''' Combat in [[mountain]]s
* +5% movement speed in [[mountain]]s (this is for the 1.3beta Armageddon patch)
Bitvalue: 4194304
; Hills Fighter
Bonus in [[Hill]]s
* '''+10%''' Combat in [[hill]]s
* +5% movement speed in [[hill]]s (this is for the 1.3beta Armageddon patch)
Bitvalue: 8388608
===Traits with increased chance for [[combat event]]s===
; Counter Attacker
Increased Chance for Counter Attack combat event
Bitvalue: 16777216
; Assaulter
Increased Chance for Assault combat event
Bitvalue: 33554432
; Encircler
Increased Chance for Encirclement combat event
Bitvalue: 67108864
; Ambusher
Increased Chance for Ambush combat event
Bitvalue: 134217728
; Disciplined
Increased Chance for Delay combat event
Bitvalue: 268435456
; Elastic Defence Specialist
Increased Chance for Tactical Withdrawal combat event
Bitvalue: 536870912
; Blitzer
Increased Chance for Breakthrough combat event
Bitvalue: 1073741824
== New Naval Unit Leader Traits ==
== New Air Unit Leader Traits ==
[[Category:Reference]]
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Leaders
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{{stub}}
'''Leaders''' command military units in the game, for every 1 level of experience they have they give their troops 5+ in combat. Government leaders are called [[ministers]], all who have different advantages, though some are totally useless.
See also: [[Leader FAQ]]
[[Category:Terminology]]
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Liberia
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{{country guides}}
==Overview==
Liberia is a small one province country on the southwestern coast of Africa. Like all other micro-powers it starts with a small outdated force. It is also limited in expansion prospects and has limited technical capabilities. However, It has one big thing going for it, and thats the US of A.
==Technology==
Like all micro's Liberia only has one tech slot. However, Liberia only has two tech teams at the beginning, so it isn't that bad. The best thing to do it research IC techs with the Liberian Rubber Company. It also helps to get as many blueprints as possible from the USA.
==Diplomacy==
You start out as a puppet government of the USA. In your position, you are surrounded by the colonial holdings of France and the Untied Kingdom.
===Potential Allies===
==Economy==
You start off with 2 IC, and the energy and metal to keep those two IC running. A few extra rare materials can be traded for supplies, but that's about it. Your manpower gain is 11 per year, but there's simply not enough IC to use all of it.
==Intelligence==
It's not worth it to use the intelligence system, since you need the money for more important things.
==Armed forces==
===Army===
You start out with 2 1918 infantry divisions in your one province. Your best bet is to build only infantry, since your entire country is jungle.
===Navy===
You start with 1 transport flottila. This is fine for your little transporting needs. It isn't necessary to build an extensive navy because as a puppet of America, if you get in wars, then America gets in the wars too, and America is much more capable of guarding the seas then you can.
===Air force===
It's best not to build an air force, since you don't have the manpower or IC to spare to make planes. Also, your location in Africa means that you are pretty far away from most action, and your single research slot is much better used on industrial, infantry and doctrine techs.
==Strategy==
Try for a land grab near the end of the SCW, to get their reachable African colonies. Then, when war with Vichy comes, take as much of Africa as you can.
==Pro's==
Powerful Ally-USA
==Con's==
1.Bad tech teams
2.Little chance for outward expansion.
3.No Navy
4.No Air Force
5.Horrid terrain in your country
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Light Armored Brigade
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{| WIDTH=95%
|- VALIGN=top
|
Armoured units allow real projection of power on the battlefield. Their speed and firepower make them lethal against all but the best entrenched Infantry. However, as tanks become heavier, their speeds will reduce accordingly. They also require a constant supply of fuel to remain in the field and if this vital supply is severed, the armoured unit will be almost useless.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_7.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Light Tank || 8 || || || || 2 || 3 || 3 || 3 || -8
| width=20 | || 5 || 60 || 2 || || 0.7 || 1.5 || || || 0.5 || 1.0 || || || ||
|}
[[Category:Units]]
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Light Armored Division
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[[Image:Div_4.jpg|thumb|right]]
Armoured units allow real projection of power on the battlefield. Their speed and firepower make them lethal against all but the best entrenched Infantry. However, as tanks become heavier, their speeds will reduce accordingly. They also require a constant supply of fuel to remain in the field and if this vital supply is severed, the armoured unit will be almost useless.
''Light armored divisions upgrade to basic medium armor divisions. The advanced light armor tech allows you to build a light armor brigade which can be added to almost every kind of division.''
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Tankette || 30 || 30 || 2 || 1 || 6 || 2 || 10 || 8 || 30
| width=20 | || 17 || 150 || 7 || 8 || 1.6 || 3 || 1 || 30 || 1.0 || 1.0 || 9 || 9 || 9 || 9
|- align=center
| align=left | Basic Light Tank || 30 || 30 || 2 || 2 || 7 || 5 || 15 || 10 || 30
| width=20 | || 20 || 155 || 7 || 10 || 1.8 || 4 || 1 || 30 || 0.5 || 1.0 || 11 || 11 || 11 || 11
|- align=center
| align=left | Improved Light Tank || 30 || 30 || 3 || 3 || 8 || 6 || 20 || 12 || 30
| width=20 | || 21 || 170 || 7 || 10 || 2.0 || 5 || 1 || 30 || 0.5 || 1.0 || 11 || 11 || 11 || 11
|}
==Brigades allowed==
* [[Anti-aircraft Brigade]]
* [[Armored Car Brigade]]
* [[Heavy Armored Brigade]]
* [[Light Armored Brigade]]
* [[Self-Propelled Artillery Brigade]]
* [[Self-Propelled Rocket Artillery Brigade]]
* [[Super Heavy Armored Brigade]]
* [[Tank Destroyer Brigade]]
==Notes==
* Light armored divisions are considered hard units.
* They upgrade to basic medium [[Armored Division|armor]].
[[Category:Units]]
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Light Cruiser
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{{ARMA v1.2}}[[Image:Div_23.jpg|thumb]]
Light Cruisers are little more than large destroyers. They are usually lightly armored to give good speed and range. They are normally used in an escort role for capital ships like battleships or carriers, granting protection mainly from enemy air attacks, but also from enemy submarines.
==Light Cruiser Statistics==
{| cellpadding=1
|- valign=bottom
! align=left | Model !! Year !! Air Attack !! Air Def. !! Sea Attack !! Sub Attack !! Sea Def !! Shore Bombard !! Distance !! Visi-<br />bility !! Surface Detect !! Sub Detect !! Air Detect !! Cost !! Build-<br />time !! Man-<br />power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range
|- align=center
| align=left | Great War Light Cruiser ||1936||1||2||4||1||3||1||0.18||60||2||3||2||3.0||200||0.5||22||0.36||0.38||1500
|- align=center
| align=left | Early Light Cruiser ||1936||2||2||6||1||4||2||0.22||60||2||4||3||4.0||220||0.5||25||0.36||0.38||2000
|- align=center
| align=left | Basic Light Cruiser ||1936||4||3||8||2||5||3||0.23||60||2||5||4||5.0||220||1.0||26||0.38||0.38||2500
|- align=center
| align=left | Improved Light Cruiser ||1938||8||4||9||2||6||4||0.24||60||2||6||5||6.0||220||1.0||29||0.38||0.40||3000
|- align=center
| align=left | Advanced Light Cruiser ||1941||10||4||10||3||7||4||0.25||60||2||7||7||7.0||230||1.0||30||0.40||0.40||3500
|- align=center
| align=left | Semi-Modern Light Cruiser ||1945||12||5||11||4||8||4||0.26||60||3||8||9||8.0||230||1.0||30||0.40||0.40||4000
|- align=center
| align=left | Modern Light Cruiser ||1948||15||7||12||5||9||4||0.26||60||4||9||11||8.0||230||1.0||30||0.40||0.40||4300
|}
==Brigades allowed==
* [[Anti-Air (naval brigade)|Anti-Air]]
* [[Fire Control (naval brigade)|Fire Control]]
* [[Improved Hull (naval brigade)|Improved Hull]]
* [[Radar (naval brigade)|Radar]]
* [[Torpedoes (naval brigade)|Torpedoes]]
==Notes==
* A light cruiser is considered a screening ship.
* Light cruisers can hold up to 2 brigades.
* Light cruisers have a base org and morale of 30.
[[Category:units]]
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Light aircraft models 1939-1950
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This page has the major power plane designs with their requirements. They are broken down by major power and year.
=United States of America=
{| border="1" cellspacing="0"
! Plane !! Armament/Payload !! Engine (hp) !! Notes
|-
! bgcolor="#FFCCCC" colspan="4" | 1939
|-
| [http://en.wikipedia.org/wiki/P-40 Curtiss P-40] Tomahawk ||
* MG, 12.7 mm
|| 1360
|-
| [http://en.wikipedia.org/wiki/P-40 Curtiss P-40C] Tomahawk IIB ||
* MG, 7.62 mm
* MG, 12.7 mm
|| 1090
|-
| [http://www.csd.uwo.ca/~pettypi/elevon/baugher_us/a24i.html Douglas A-24] Dauntless ||
* MG, 12.7 mm
* MG, 7.7 mm
* Bombs, 454 kg
* Bombs, 45 kg
|| 1000 || Torpedo Plane
|-
! bgcolor="#FFCCCC" colspan="4" | 1940
|-
| [http://en.wikipedia.org/wiki/F4F_Wildcat Grumann F4F-3] Wildcat ||
*MG, 12.7 mm
|| 1200
|-
! bgcolor="#FFCCCC" colspan="4" | 1941
|-
| [http://en.wikipedia.org/wiki/P-40 Curtiss P-40D] Warhawk ||
*MG, 12.7 mm
*Cannon, 20 mm
|| 1150
|-
| [http://en.wikipedia.org/wiki/P-40 Curtiss P-40E] Kittyhawk I ||
*MG, 12.7 mm
|| 1150
|-
| [http://en.wikipedia.org/wiki/P-47 Republic P-47B] Thunderbolt ||
*MG, 12.7 mm
|| 2000
|-
! bgcolor="#FFCCCC" colspan="4" | 1942
|-
| [http://en.wikipedia.org/wiki/P-40 P-40F] Warhawk ||
*MG, 12.7 mm
*Bombs 227 kg
|| 1300 || Dive Bomber
|-
| [http://en.wikipedia.org/wiki/P-51 North American P-51B] Mustang ||
*MG, 12.7 mm
|| 1620
|-
| [http://en.wikipedia.org/wiki/F6F_Hellcat Grumann F6F-3] Hellcat ||
*MG, 12.7 mm
|| 2000
|-
| [http://en.wikipedia.org/wiki/TBF_Avenger Grumann TBF] Avenger ||
*MG, 12.7 mm
*Torpedo, 559 mm
|| 1700 || Torpedo Plane
|-
! bgcolor="#FFCCCC" colspan="4" | 1943
|-
| [http://en.wikipedia.org/wiki/P-40 Curtiss P-40N] Warhawk ||
*MG, 12.7 mm
*Bombs, 726 kg
|| 1200 || Dive Bomber
|-
| [http://en.wikipedia.org/wiki/P-47 Republic P-47C] Thunderbolt ||
*MG, 12.7 mm
|| 2000
|-
| [http://en.wikipedia.org/wiki/P-47 Republic P-47D] Thunderbolt ||
*MG, 12.7 mm
|| 2300
|-
| [http://en.wikipedia.org/wiki/P-51 North American P-51D] Mustang ||
*MG, 12.7 mm
*Rockets, 127 mm
|| 1695
|-
| [http://en.wikipedia.org/wiki/F4U Chance Vought F4U] Corsair ||
*MG, 12.7 mm
|| 2000
|-
| [http://en.wikipedia.org/wiki/A-25 Curtiss SB2C] Helldiver (A-25) ||
*MG, 12.7 mm
*Cannon, 20 mm
*Bombs, 907 kg
|| 1700 || Torpedo Plane
|-
! bgcolor="#FFCCCC" colspan="4" | 1944
|-
| [http://en.wikipedia.org/wiki/F6F_Hellcat Grumann F6F-5] Hellcat ||
*MG, 12.7 mm
*Rockets, 127 mm
|| 2000
|-
| [http://en.wikipedia.org/wiki/P-47 Republic P-47N] Thunderbolt ||
*MG, 12.7 mm
*Bombs, 1134 kg
|| 2800 || Dive Bomber
|-
| [http://en.wikipedia.org/wiki/P-51 North American P-51H] Mustang ||
*MG, 12.7 mm
*Rockets, 127 mm
|| 2218
|-
| [http://en.wikipedia.org/wiki/TBF_Avenger Grumann TBM-3] Avenger ||
*MG, 12.7 mm
*Torpedo, 559 mm
|| 750 || Torpedo Plane
|-
! bgcolor="#FFCCCC" colspan="4" | 1945
|-
| [http://en.wikipedia.org/wiki/F8F Grumann F8F-1B] Bearcat ||
*MG, 20 mm
*Rockets, 127 mm
|| 2100
|-
| [http://en.wikipedia.org/wiki/Bell_XP-83 Bell XP-83] ||
*MG, 12.7 mm
|| 3628 kg thrust
|-
| [http://en.wikipedia.org/wiki/P-59 Bell P-59] Airacomet ||
*MG, 12.7 mm
*Bombs, 454 kg
|| 1814 kg thrust
|-
! bgcolor="#FFCCCC" colspan="4" | 1947
|-
| [http://en.wikipedia.org/wiki/F-84 RAC F-84] Thunderjet ||
*MG, 12.7 mm
*Rockets, 127 mm
|| 2222 kg thrust
|}
=Germany=
{| border="1" cellspacing="0"
! Plane !! Armament/Payload !! Engine (hp) !! Notes
|-
! bgcolor="#FFCCCC" colspan="4" | 1939
|-
| [http://en.wikipedia.org/wiki/Bf-109 Messerschmitt Bf 109E2] Emil ||
* MG, 7.9 mm
* Cannon, 20 mm
|| 1150
|-
| [http://en.wikipedia.org/wiki/Ju-87 Junkers Ju 87B] Stuka ||
* MG, 7.9 mm
* Bombs, 50 kg
* Bombs, 250 kg
|| 1200 || Dive Bomber
|-
| [http://en.wikipedia.org/wiki/Heinkel_He_115 Heinkel He 115]||
* MG, 7.9 mm
|| 970 || Torpedo Plane
|-
! bgcolor="#FFCCCC" colspan="4" | 1940
|-
| [http://en.wikipedia.org/wiki/Bf-109 Messerschmitt Bf 109E3] Emil||
* MG, 7.9 mm
* Cannon, 20 mm
|| 1300
|-
| [http://en.wikipedia.org/wiki/Heinkel_He_100 Heinkel He 100]||
* MG, 7.9 mm
* Cannon, 20 mm
|| 1175
|-
| [http://en.wikipedia.org/wiki/Ju-87 Junkers Ju 87D]||
* MG, 7.9 mm
* Cannon, 20 mm
* Bombs, 800 kg
|| 1300 || Dive Bomber
|-
! bgcolor="#FFCCCC" colspan="4" | 1941
|-
| [http://en.wikipedia.org/wiki/Bf-109 Messerschmitt Bf 109F2] Friedrich||
* MG, 7.9 mm
* MG, 15 mm
|| 1300
|-
| [http://en.wikipedia.org/wiki/FW-190 Focke-Wulf Fw 190A-1]||
* MG, 7.9 mm
|| 1660
|-
| [http://en.wikipedia.org/wiki/FW-190 Focke-Wulf Fw 190A-2]||
* MG, 7.9 mm
* Cannon, 20 mm
|| 1660
|-
| [http://en.wikipedia.org/wiki/Ju-87 Junkers Ju 87R]||
* MG, 7.9 mm
* Bombs, 250 kg
|| 1200 || Dive Bomber
|-
! bgcolor="#FFCCCC" colspan="4" | 1942
|-
| [http://en.wikipedia.org/wiki/Bf-109 Messerschmitt Bf 109G2]||
* MG, 7.9 mm
* Cannon, 20 mm
|| 1475
|-
| [http://en.wikipedia.org/wiki/FW-190 Focke-Wulf Fw 190A-5]||
* 21x Rocket Tubes, 210 mm WGr.
* Cannon, 20 mm
|| 1800
|-
| [http://en.wikipedia.org/wiki/FW-190 Focke-Wulf Fw 190G-3]||
* MG, 7.9 mm
* Cannon, 20 mm
* Bombs, 250 kg
|| 1700 || Dive Bomber
|-
! bgcolor="#FFCCCC" colspan="4" | 1943
|-
| [http://en.wikipedia.org/wiki/Bf-109 Messerschmitt Bf 109G6]||
* Cannon, 30 mm
* Cannon, 20 mm
* MG, 13 mm
|| 1475
|-
| [http://en.wikipedia.org/wiki/Bf-109 Messerschmitt Bf 109G10]||
* MG, 13 mm
* Cannon, 30 mm
|| 1850
|-
| [http://en.wikipedia.org/wiki/FW-190 Focke-Wulf Fw 190A-8]||
* MG, 13 mm
* Cannon, 20 mm
|| 1730
|-
| [http://en.wikipedia.org/wiki/FW-190 Focke-Wulf Fw 190D-1]||
* MG, 13mm
* Cannon, 20 mm
|| 1776 || Renamed to Fw 190D-2
|-
| [http://en.wikipedia.org/wiki/FW-190 Focke-Wulf Fw 190F-3]||
* 21x Rocket Tubes, 210 mm WGr.
* MG, 7.9 mm
* Cannon, 20 mm
|| 1730
|-
| [http://en.wikipedia.org/wiki/FW-190 Focke-Wulf Fw 190G-6]||
* MG, 13 mm
* Cannon, 20 mm
* Bombs, 250 kg
|| 1450 || Dive Bomber
|-
! bgcolor="#FFCCCC" colspan="4" | 1944
|-
| [http://en.wikipedia.org/wiki/Bf-109 Messerschmitt Bf 109K2]||
* MG, 15 mm
* Cannon, 30 mm
|| 1550
|-
| [http://en.wikipedia.org/wiki/Bf-109 Messerschmitt Bf 109K4]||
* MG, 13 mm
* Cannon, 30 mm
|| 2000
|-
| [http://en.wikipedia.org/wiki/FW-190 Focke-Wulf Fw 190D-9]||
* MG, 13 mm
* Cannon, 20 mm
* Cannon, 30 mm
|| 1776
|-
| [http://en.wikipedia.org/wiki/FW-190 Focke-Wulf Fw 190F-9]||
* MG, 13 mm
* Cannon, 20 mm
* Bombs, 250 kg
|| 2000
|-
| [http://en.wikipedia.org/wiki/Me-163 Messerschmitt Me 163] Komet||
* Cannon, 20 mm
|| 1701 kg thrust || Rocket Fighter
|-
| [http://en.wikipedia.org/wiki/Me-262 Messerschmitt Me 262A-1a] Schwalbe||
* Cannon, 30 mm
|| 1800 kg thrust || Jet Aircraft
|-
| [http://en.wikipedia.org/wiki/Me-262 Messerschmitt Me 262A-2a] Sturmvogel||
* Cannon, 30 mm
* Bombs, 250 kg
|| 1800 kg thrust || Dive Bomber Jet
|-
! bgcolor="#FFCCCC" colspan="4" | 1945
|-
| [http://en.wikipedia.org/wiki/Bf-109 Messerschmitt Bf 109K6]||
* MG, 13 mm
* Cannon, 30 mm
|| 2000
|-
| [http://en.wikipedia.org/wiki/He-162 Heinkel He 162] Volksjäger||
* Cannon, 20 mm
* Cannon, 30 mm
|| 800 kg thrust | Jet Fighter
|-
| [http://en.wikipedia.org/wiki/Me-262 Messerschmitt Me 262A-1b] Sturmvogel||
* Cannon, 30 mm
* Rockets, 55 mm
|| 1800 kg thrust || Dive Bomber Jet
|-
| [http://en.wikipedia.org/wiki/Ta-152 Focke Wulf Ta 152H1]||
* Cannon, 20 mm
* Cannon, 30 mm
* Rockets, 55 mm
|| 1750 || Dive Bomber Jet
|-
! bgcolor="#FFCCCC" colspan="4" | 1946
|-
| [http://en.wikipedia.org/wiki/Gotha_Go_229 Horten Ho 229]||
* Cannon, 30 mm
* Bombs, 1000 kg
|| 1800 kg thrust || Dive Bomber Jet
|}
=Japan=
{| border="1" cellspacing="0"
! Plane !! Armament/Payload !! Engine (hp) !! Notes
|-
! bgcolor="#FFCCCC" colspan="4" | 1939
|-
| [http://www.russian.ee/~star/air/japan/nakajima_ki-27.html Nakajima Ki-27] Nate||
* MG, 7.7 mm
|| 780
|-
| [http://en.wikipedia.org/wiki/Aichi_D3A Aichi D3A2] Val||
* MG, 7.7 mm
* Bombs, 60 kg
* Bombs, 250 kg
|| 1075 || Dive Bomber
|-
| [http://en.wikipedia.org/wiki/Nakajima_B5N Nakajima B5N2] Kate||
* MG, 7.7 mm
* Torpedos, 457 mm
|| 1115 || Torpedo Plane
|-
! bgcolor="#FFCCCC" colspan="4" | 1940
|-
| [http://en.wikipedia.org/wiki/Mitsubishi_Zero Mitsubishi A6M2] Zero||
* MG, 7.7 mm
* Cannon, 20 mm
|| 925
|-
! bgcolor="#FFCCCC" colspan="4" | 1941
|-
| [http://en.wikipedia.org/wiki/Mitsubishi_Zero Mitsubishi A6M3] Zero||
* MG, 7.7 mm
* Cannon, 20 mm
|| 1130
|-
| [http://en.wikipedia.org/wiki/Mitsubishi_Zero Mitsubishi A6M5] Zero||
* MG, 7.7 mm
* Cannon, 20 mm
|| 1130
|-
| [http://en.wikipedia.org/wiki/D4Y Yokosuka D4Y] Suisei||
* MG, 7.7 mm
* MG, 7.9 mm
* Bombs, 30 kg
* Bombs, 250 kg
|| 1560 || Dive Bomber
|-
! bgcolor="#FFCCCC" colspan="4" | 1943
|-
| [http://en.wikipedia.org/wiki/Ki-43 Nakajima Ki-43-II] Hayabusa||
* MG, 12.7 mm
|| 1130
|-
| [http://en.wikipedia.org/wiki/Ki-44 Nakajima Ki-44-II] Shoki||
* MG, 12.7 mm
|| 1520
|-
| [http://en.wikipedia.org/wiki/Ki-84 Nakajima Ki-84-Ia] Hayate||
* MG, 13 mm
|| 2000
|-
| [http://en.wikipedia.org/wiki/Kawanishi_N1K-J Kawanishi N1K1-J] Shiden||
* Cannon, 20 mm
|| 1990
|-
| [http://en.wikipedia.org/wiki/B6N Nakajima B6N] Tenzan||
* MG, 7.7 mm
* Torpedos, 457 mm
|| 1850 || Torpedo Plane
|-
! bgcolor="#FFCCCC" colspan="4" | 1944
|-
| [http://en.wikipedia.org/wiki/Mitsubishi_Zero Mitsubishi A6M6] Zero||
* MG, 13 mm
* Cannon, 20 mm
|| 1130
|-
| [http://en.wikipedia.org/wiki/Ki-84 Nakajima Ki-84-Ib] Hayate||
* Cannon, 20 mm
|| 1825
|-
| [http://en.wikipedia.org/wiki/Ki-84 Nakajima Ki-84-Ic] Hayate||
* Cannon, 20 mm
* Cannon, 30 mm
|| 1900
|-
| [http://en.wikipedia.org/wiki/Kawanishi_N1K-J Kawanishi N1K2-J] Shiden||
* Cannon, 20 mm
|| 1990
|-
! bgcolor="#FFCCCC" colspan="4" | 1944
|-
| [http://en.wikipedia.org/wiki/Mitsubishi_Zero Mitsubishi A6M8] Zero||
* MG, 13 mm
* Cannon, 20 mm
|| 1560
|-
| [http://en.wikipedia.org/wiki/Mitsubishi_J8M Mitsubishi J8M1] Shusui||
* Cannon, 30 mm
|| 1500 kg thrust || [http://en.wikipedia.org/wiki/Me-163 Komet] Copy
|-
| [http://en.wikipedia.org/wiki/Aichi_B7A Aichi B7A2] Ryusei||
* MG, 7.92 mm
* MG, 13 mm
* Cannon, 20 mm
|| 1560 || Torpedo Plane
|-
! bgcolor="#FFCCCC" colspan="4" | 1946
|-
| [http://en.wikipedia.org/wiki/Kikka Nakajima Kikka]||
* Cannon, 20 mm
|| 2474 kg thrust || Jet Aircraft, the plane historically had no armament
|}
=Soviet Union=
{| border="1" cellspacing="0"
! Plane !! Armament/Payload !! Engine (hp) !! Notes
|-
! bgcolor="#FFCCCC" colspan="4" | Pre 1939
|-
| [http://en.wikipedia.org/wiki/Polikarpov_I-15 Polikarpov I-15] (1935)||
* PV-1 MG, 7.62 mm
|| 480 M-22
|-
| [http://en.wikipedia.org/wiki/Polikarpov_I-15 Polikarpov I-15] (1937)||
* PV-1 MG, 7.62 mm
|| 630 M-25
|-
| [http://en.wikipedia.org/wiki/Polikarpov_I-15 Polikarpov I-15bis] (1937)||
* PV-1 MG, 7.62 mm
|| 750 M-25B
|-
| [http://en.wikipedia.org/wiki/Polikarpov_I-15 Polikarpov I-153] (1938)||
* ShKAS MG, 7.62 mm
* RS-82 Rockets, 57mm
|| 900 M-62
|-
! bgcolor="#FFCCCC" colspan="4" | 1939
|-
| [http://en.wikipedia.org/wiki/Polikarpov_I-16 Polikarpov I-16 Type 24]||
* ShKAS MG, 7.62 mm
|| 900 M-63
|-
| [http://en.wikipedia.org/wiki/Polikarpov_I-16 Polikarpov I-16 Type 27]||
* ShKAS MG, 7.62 mm
* ShVAK Cannon, 20 mm
|| 800 M-62
|-
| [http://en.wikipedia.org/wiki/Polikarpov_I-16 Polikarpov I-16 Type 28]||
* ShKAS MG, 7.62 mm
* ShVAK Cannon, 20 mm
|| 900 M-83
|-
! bgcolor="#FFCCCC" colspan="4" | 1940
|-
| [http://en.wikipedia.org/wiki/Polikarpov_I-16 Polikarpov I-16 Type 29]||
* ShKAS MG, 7.62 mm
* BS MG, 12.7 mm
|| 900 M-63
|-
| [http://en.wikipedia.org/wiki/Mikoyan-Gurevich_MiG-1 Mikoyan-Gurevich MiG-1]||
* ShKAS MG, 7.62 mm
* UBS MG, 12.7 mm
* Bombs, 220 kg OR RS-82 Rockets, 57 mm
|| 1350 AM-35A
|-
| [http://en.wikipedia.org/wiki/Mikoyan-Gurevich_MiG-3 Mikoyan-Gurevich MiG-3]||
* ShKAS MG, 7.62 mm
* UBS MG, 12.7 mm
* Bombs, 220 kg OR RS-82 Rockets, 57 mm
|| 1350 AM-35A
|-
| [http://en.wikipedia.org/wiki/Yakovlev_Yak-1 Yakolev Yak-1]||
* ShKAS MG, 7.62 mm
* UBS MG, 12.7 mm OR RS-82 Rockets, 57 mm
* Bombs, 200 kg
|| 1180 M-105PF
|-
| [http://en.wikipedia.org/wiki/Su-2 Sukhoi Su-2]||
* ShKAS MG, 20 mm
* UBT MG, 12.7 mm OR RS-82 Rockets, 57 mm
* Bombs, 1000-4000 kg
|| 950 M-88
|-
! bgcolor="#FFCCCC" colspan="4" | 1941
|-
| [http://en.wikipedia.org/wiki/Lavochkin-Gorbunov-Goudkov_LaGG-3 Lavochkin-Gorbunov-Goudkov LaGG-3]||
* ShKAS MG, 7.62 mm
* BS MG, 12.7 mm
* ShVAK Cannon, 20 mm
* RS-82 Rockets, 57 mm
|| 1180 M-105P
|-
| [http://en.wikipedia.org/wiki/Yakovlev_Yak-7 Yakolev Yak-7]||
* ShKAS MG, 7.62 mm
* ShVAK Cannon, 20 mm
* RS-82 Rockets, 57 mm
|| 1050 M-105PA
|-
| [http://en.wikipedia.org/wiki/Ilyushin_Il-2 Ilyushin Il-2]||
* ShKAS MG, 7.62 mm
* ShVAK Cannon, 20 mm
* Bombs, 1000 kg OR RS-82 Rockets, 57 mm
|| 1665 AM-38
|-
| [http://en.wikipedia.org/wiki/Polikarpov_U-2 Polikarpov U-2VS] Kukuruznik||
* ShKAS MG, 7.62 mm OR DA MG
* Bombs, 350-500 kg
|| 115 M-11D
|-
! bgcolor="#FFCCCC" colspan="4" | 1942
|-
| [http://en.wikipedia.org/wiki/Yakovlev_Yak-7 Yakolev Yak-7A]||
* ShKAS MG, 7.62 mm
* ShVAK Cannon, 20 mm
* RS-82 Rockets, 57 mm
|| 1050 M-150PA
|-
| [http://en.wikipedia.org/wiki/Yakovlev_Yak-7 Yakolev Yak-7B]||
* UBS MG, 12.7 mm
* ShVAK Cannon, 20 mm
* Bombs, 200 kg OR RS-82 Rockets, 57 mm
|| 1180 M-105PF
|-
| [http://en.wikipedia.org/wiki/Yakovlev_Yak-9 Yakolev Yak-9]||
* UBS MG, 12.7 mm
* ShVAK Cannon, 20 mm
|| 1180 M-105PF
|-
| [http://en.wikipedia.org/wiki/La-5 Lavochkin La-5]||
* ShVAK Cannon, 20 mm OR SP Cannon
|| 1540 M-82
|-
| [http://en.wikipedia.org/wiki/Ilyushin_Il-2 Ilyushin Il-2M]||
* ShKAS MG, 7.62 mm
* UBT MG, 12.7 mm
* VYa-23 Cannon, 23 mm
* Bombs, up to 1000 kg
* RS-82 Rockets, 57 mm OR RS-132 Rockets, 82 mm
|| 1720 AM-38F
|-
| [http://www.csd.uwo.ca/~pettypi/elevon/gustin_military/db/sov/SU4SUKHO.html Sukhoi Su-4]||
* UBT MG, 12.7 mm
* ShKAS Cannon, 20 mm
* Bombs, 1000-4000 kg
|| 1400 M-82
|-
! bgcolor="#FFCCCC" colspan="4" | 1943
|-
| [http://en.wikipedia.org/wiki/Yak-1 Yakolev Yak-1b]||
* UBT MG, 12.7 mm
* ShVAK Cannon, 20 mm
|| 1180 M-105PF
|-
| [http://en.wikipedia.org/wiki/LaGG-3 Lavochkin-Gorbunov-Goudkov LaGG-3] 1943 modification||
* BS MG, 12.7 mm
* ShVAK Cannon, 20 mm
* RS-82 Rockets, 57 mm
|| 1210 M-105PF
|-
| [http://en.wikipedia.org/wiki/Yak-9 Yakolev Yak-9D]||
* UBS MG, 12.7 mm
* ShVAK Cannon, 20 mm
|| 1180 M-105PF
|-
| [http://en.wikipedia.org/wiki/Yak-9 Yakolev Yak-9T]||
* UBS MG, 12.7 mm
* NS-37 Cannon, 37 mm
|| 1180 M-105PF
|-
| [http://en.wikipedia.org/wiki/Yak-9 Yakolev Yak-9U]||
* UBS MG, 12.7 mm
* ShVAK Cannon, 20 mm
|| 1500 M-82FN
|-
| [http://en.wikipedia.org/wiki/La-5 Lavochkin La-5FN]||
* ShVAK Cannon, 20 mm OR SP Cannon
|| 1700 M-82FN
|-
| [http://en.wikipedia.org/wiki/Yak-3 Yakolev Yak-3]||
* UBS MG, 12.7 mm
* ShVAK Cannon, 20 mm
|| 1800 VK-107A
|-
! bgcolor="#FFCCCC" colspan="4" | 1944
|-
| [http://en.wikipedia.org/wiki/La-7 Lavochkin La-7]||
* B-20 Cannon, 20 mm
* Bombs, 200 kg
|| 1850 ASh-82FN
|-
| [http://en.wikipedia.org/wiki/Il-10 Ilyushin Il-10]||
* ShKAS MG, 7.62 mm
* UBT MG, 12.7 mm OR UB-20 Cannon, 20 mm
* VYa-23 Cannon, 23 mm OR NS-23 Cannon, 23 mm
|| 2000 AM-42
|-
! bgcolor="#FFCCCC" colspan="4" | 1945
|-
| [http://en.wikipedia.org/wiki/Lavochkin_La-11 Lavochkin La-11]||
* Cannon, 23 mm
* Bombs, 200 kg
|| 1850 ASh-82FN
|-
! bgcolor="#FFCCCC" colspan="4" | 1946
|-
| [http://en.wikipedia.org/wiki/Yakolev_Yak-15 Yakolev Yak-15]||
* Cannon, 23 mm
|| 900 kg thrust RD-10
|-
| [http://en.wikipedia.org/wiki/MiG-9 Mikoyan-Gurevich MiG-9]||
* Cannon, 23 mm
* Cannon, 37 mm
|| 2x800 kg thrust RD-20
|-
! bgcolor="#FFCCCC" colspan="4" | 1947
|-
| [http://en.wikipedia.org/wiki/MiG-15 Mikoyan-Gurevich MiG-15]||
* Cannon, 23 mm
* Cannon, 37 mm
|| 2270 kg thrust RD-45F
|-
! bgcolor="#FFCCCC" colspan="4" | 1949
|-
| [http://en.wikipedia.org/wiki/MiG-17 Mikoyan-Gurevich MiG-17]||
* NR-23 Cannon, 23 mm
* N-37D Cannon, 37 mm
|| 2700 kg thrust VK-1A
|}
=United Kingdom=
{| border="1" cellspacing="0"
! Plane !! Armament/Payload !! Engine (hp) !! Notes
|-
! bgcolor="#FFCCCC" colspan="4" | 1939
|-
| [http://en.wikipedia.org/wiki/Supermarine_Spitfire Supermarine Spitfire]||
* MG, 7.7 mm
|| 1030
|-
| [http://en.wikipedia.org/wiki/Hawker_Hurricane Hawker Hurricane IIA]||
* MG, 7.7 mm
* Bombs, 113 kg
|| 1030 || Dive Bomber
|-
| [http://en.wikipedia.org/wiki/Fairey_Albacore Fairey Albacore]||
* MG, 7.7 mm
* Bombs, 730 kg
|| 1130 || Torpedo Plane
|-
! bgcolor="#FFCCCC" colspan="4" | 1940
|-
| [http://en.wikipedia.org/wiki/Hawker_Hurricane Hawker Hurricane IIB]||
* MG, 7.7 mm
* Bombs, 113 kg
|| 1280 || Dive Bomber
|-
| [http://en.wikipedia.org/wiki/Supermarine_Spitfire_variants Supermarine Spitfire II]||
* MG, 7.7 mm
|| 1030
|-
! bgcolor="#FFCCCC" colspan="4" | 1941
|-
| [http://en.wikipedia.org/wiki/Hawker_Hurricane Hawker Hurricane IIC]||
* Cannon, 20 mm
* Bombs, 113 kg
|| 1280 || Dive Bomber
|-
| [http://en.wikipedia.org/wiki/Supermarine_Spitfire_variants Supermarine Spitfire VB]||
* Cannon, 20 mm
* MG, 7.7 mm
|| 1470
|-
! bgcolor="#FFCCCC" colspan="4" | 1942
|-
| [http://en.wikipedia.org/wiki/Supermarine_Spitfire_variants Supermarine Spitfire IX]||
* Cannon, 20 mm
* MG, 7.7 mm
|| 1565
|-
| [http://en.wikipedia.org/wiki/Hawker_Typhoon Hawker Typhoon 1B]||
* Cannon, 20 mm
* Bombs, 227 kg
|| 2180 || Dive Bomber
|-
! bgcolor="#FFCCCC" colspan="4" | 1943
|-
| [http://en.wikipedia.org/wiki/Hawker_Tempest Hawker Tempest V]||
* Cannon, 20 mm
* Bombs, 907 kg
|| 2420 || Dive Bomber
|-
| [http://en.wikipedia.org/wiki/Fairey_Barracuda Fairey Barracuda Mk. I]||
* MG, 7.7 mm
* Torpedos, 460 mm
|| 1260 || Torpedo Plane
|-
! bgcolor="#FFCCCC" colspan="4" | 1944
|-
| [http://en.wikipedia.org/wiki/Supermarine_Spitfire_variants Supermarine Spitfire XIV]||
* Cannon, 20 mm
* MG, 7.7 mm
|| 2050
|-
| [http://en.wikipedia.org/wiki/Gloster_Meteor Gloster Meteor I]||
* Cannon, 20 mm
|| 1540 kg thrust || Jet Fighter
|-
! bgcolor="#FFCCCC" colspan="4" | 1945
|-
| [http://en.wikipedia.org/wiki/Fairey_Barracuda Fairey Barracuda Mk. V]||
* MG, 7.7 mm
* Torpedoes, 460 mm
|| 1640 || Torpedo Plane
|-
| [http://www.fleetairarmarchive.net/Aircraft/Firebrand.htm Blackburn B-37] Firebrand||
* Cannon, 20 mm
* Bombs, 454 kg
|| 1730 kg thrust || Torpedo Plane
|-
| [http://en.wikipedia.org/wiki/Gloster_Meteor Gloster Meteor III]||
* Cannon, 20 mm
|| 1814 kg thrust
|-
! bgcolor="#FFCCCC" colspan="4" | 1946
|-
| [http://en.wikipedia.org/wiki/Gloster_Meteor Gloster Meteor IV]||
* Cannon, 20 mm
|| 3176 kg thrust
|}
=France=
{| border="1" cellspacing="0"
! Plane !! Armament/Payload !! Engine (hp) !! Notes
|-
! bgcolor="#FFCCCC" colspan="4" | 1939
|-
| [http://en.wikipedia.org/wiki/Morane-Saulnier_M.S.406 Morane-Saulnier M.S.406]||
* MG, 7.5 mm
* Cannon, 20 mm
|| 860
|-
| [http://www.csd.uwo.ca/~pettypi/elevon/gustin_military/db/fr/LATE298L.html Latécoère Laté 298]||
* MG, 7.5 mm
|| 880 || Torpedo Plane
|-
! bgcolor="#FFCCCC" colspan="4" | 1940
|-
| [http://en.wikipedia.org/wiki/Dewoitine_D.520 Dewoitine D.520S]||
* MG, 7.5 mm
* Cannon, 20 mm
|| 910
|-
! bgcolor="#FFCCCC" colspan="4" | 1941
|-
| [http://en.wikipedia.org/wiki/Morane-Saulnier_M.S.406 Morane-Saulnier M.S.410]||
* MG, 7.5 mm
* Cannon, 20 mm
|| 860
|-
| [http://en.wikipedia.org/wiki/Arsenal_VG-33 Arsenal VG-33]||
* MG, 7.5 mm
* Cannon, 20 mm
|| 860
|-
! bgcolor="#FFCCCC" colspan="4" | 1943
|-
| [http://en.wikipedia.org/wiki/Bloch_MB.150#MB.157 Bloch MB.157 bis]||
* MG, 7.5 mm
* Cannon, 20 mm
|| 1587 || Dive Bomber
|-
| [http://en.wikipedia.org/wiki/Arsenal_VG-33 Arsenal VG-39]||
* MG, 7.5 mm
* Cannon, 20 mm
|| 1280
|-
! bgcolor="#FFCCCC" colspan="4" | 1944
|-
| [http://www.csd.uwo.ca/~pettypi/elevon/gustin_military/db/fr/LATE298L.html Latécoère Laté 299]||
* MG, 7.5 mm
|| 880 || Torpedo Plane
|}
=Italy=
{| border="1" cellspacing="0"
! Plane !! Armament/Payload !! Engine (hp) !! Notes
|-
! bgcolor="#FFCCCC" colspan="4" | 1939
|-
| [http://en.wikipedia.org/wiki/Macchi_C.200 Macchi C.200] Saetta||
* MG, 12.7 mm
* MG, 7.7 mm
|| 870
|-
| [http://home.att.net/~historyzone/Reggiane.html Reggiane Re.2000] Falco||
* MG, 12.7 mm
|-
| [http://www.fach-extraoficial.com/ingles/breda65.htm Breda Ba.65]||
* MG, 12.7 mm
* MG, 7.7 mm
* Bombs, 500 kg
|| 1000 || Dive Bomber
|-
| [http://wmilitary.neurok.ru/z501.html Cant Z.501] Gabbiano||
* MG, 7.7 mm
* Bombs, 640 kg
|| 900 || Torpedo Plane
|-
! bgcolor="#FFCCCC" colspan="4" | 1940
|-
| [http://en.wikipedia.org/wiki/Fiat_G.50 Fiat G.50]||
* MG, 12.7 mm
|| 870
|-
! bgcolor="#FFCCCC" colspan="4" | 1941
|-
| [http://en.wikipedia.org/wiki/Macchi_C.202 Macchi C.202]||
* MG, 12.7 mm
* MG, 7.7 mm
|| 870
|-
| [http://www.comandosupremo.com/Re2001.html Reggiane Re.2001] Ariete||
* MG, 12.7 mm
|| 1175
|-
! bgcolor="#FFCCCC" colspan="4" | 1942
|-
| [http://en.wikipedia.org/wiki/Macchi_C.205 Macchi C.205V] Veltro||
* MG, 12.7 mm
* Cannon, 20 mm
|| 1475
|-
| [http://www.comandosupremo.com/Re2002.html Reggiane Re.2002] Ariete II||
* MG, 12.7 mm
* MG, 7.7 mm
|| 1175
|-
! bgcolor="#FFCCCC" colspan="4" | 1943
|-
| [http://www.comandosupremo.com/G55.html Fiat G.55] Centauro||
* MG, 12.7 mm
* Cannon, 20 mm
|| 1475
|-
| [http://en.wikipedia.org/wiki/Macchi_C.205 Macchi C.205N] Orione||
* MG, 12.7 mm
* Cannon, 20 mm
|| 1475
|-
| [http://www.comandosupremo.com/Re2005.html Reggiane Re.2005] Sagittario||
* Cannon, 20 mm
|| 1475
|-
! bgcolor="#FFCCCC" colspan="4" | 1944
|-
| Fiat G.57||
* Cannon, 20 mm
|-
! bgcolor="#FFCCCC" colspan="4" | 1945
|-
| Fiat G.59||
* Cannon, 20 mm
|| 1490
|}
=References=
World in Flames Game
[[Category:Modding]]
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== Official pages ==
{| width=95%
|-
|
=== [http://www.paradoxplaza.com/index.php?option=com_content&task=view&id=58&Itemid=144 Official pages @ Paradox] ===
General information about the game and releated material.
== Forums ==
=== [http://forum.paradoxplaza.com/forum/forumdisplay.php?forumid=255 HoI2 forums] ===
The official Paradox forums is ''the'' place to go for discussing HoI2 and getting answers to any questions you might have that HOI2Wiki leaves unanswered.
Also useful for finding out what's happening in the modding community.
=== [http://forum.paradoxplaza.com/forum/forumdisplay.php?f=327 HoI2 Doomsday forums] ===
The official Paradox forums for HoI2 Doomsday and Armageddon.
=== [http://elitemod.informe.com/forum/ Foro Élite] ===
Forum in Spanish about HoI2 .... and HoI, Crusader King, Victoria and Europa Universalis 2.
=== French Forums on HoI ===
[http://forum.jeux-strategie.com/index.php?showforum=115 Strategium - Hearts of Iron I, II & III]
[http://eu2libre.free.fr/phpBB2/index.php?c=16 Le QG - French]
=== Italian Forums on HoI ===
[http://www.netwargamingitalia.net/forum/forumdisplay.php?f=26 Netwargamingitalia Hearts of Iron 2]
[http://bopitalia.altervista.org/forum/index.php?f=3 Battlegrounds of Paradox - Hearts of Iron 1 e 2]
=== Chinese Forums on HoI ===
[http://bbs.52pcgame.com/ 52pcgame-one of the most active Paradox fan's fortress]
=== Lord Ederon's Forums ===
[http://forums.ederon.net/ Forum with multiple active multiplayer groups playing HoI2, EU3 and other Paradox games.]
== Press ==
=== Reviews ===
* [http://www.metacritic.com/games/platforms/pc/heartsofiron2/ Metacritic] - 85/100 (''meta'')
* [http://www.gamerankings.com/htmlpages2/920609.asp?q=hearts%20of%20iron Gamerankings] - 89% (''meta'')
* [http://www.strategyinformer.com/reviews/heartsofiron2.shtml Strategy Informer] - 8.8/10
* [http://pc.gamezone.com/gzreviews/r24923.htm Gamezone] - 8.7/10
* [http://www.wargamer.com/reviews/heartsofiron2/Default.asp Wargamer] - Award for Excellence
* [http://pc.ign.com/articles/577/577912p1.html IGN] - 8.7/10
* [http://pc.boomtown.net/en_uk/articles/art.view.php?id=7090 Boomtown] - 9/10
* [http://www.gaming-age.com/cgi-bin/reviews/review.pl?sys=pc&game=heartsofiron2 Gaming Age] - B+
* [http://www.gamespot.com/pc/strategy/heartsofiron2/review.html Gamespot] - 8.3/10
* [http://www.gameindustry.com/review/item.asp?id=499 Game Industry News] - 5/5
* [http://www.firingsquad.com/games/hearts_of_iron_2_review/ Firing Squad] - 91% Editor's Choice
* [http://www.gamerzalliance.com/indyreview.php?action=getreview&rid=98 GamerzAlliance] - 95/100 GA Elite Award
* [http://www.nordicgamers.se/sektion/nordicgamers/recen/index.php?rec_id=469 Nordic Gamers] - 84% (in Swedish)
* [http://www.fz.se/artiklar/article.php?id=753 Fragzone] - 4,5/5 - Fragzone Silver Award (in Swedish)
* [http://www.jeuxvideo.com/articles/0000/00005061_test.htm JeuxVideo.com] - 16/20 (in French)
* [http://www.clubic.com/article-18930-1-hearts-of-iron-2.html Clubic.com] - Bon (in French)
=== Previews ===
* [http://www.strategy-gaming.com/previews/hearts_of_iron_2/ Strategy Gaming Online]
* [http://www.strategium-alliance.com/Preview-Hearts-of-Iron-2.1221.0.html Strategium]
* [http://www.wargamer.com/reviews/heartsofiron2_firstimpressions/Default.asp Wargamer]
* [http://pc.boomtown.net/en_uk/articles/art.view.php?id=6414 Boomtown]
* [http://pc.ign.com/articles/555/555586p1.html IGN]
* [http://www.gamespot.com/pc/strategy/heartsofiron2/preview_6110446.html Gamespot]
* [http://www.avault.com/previews/preview_temp.asp?game=hoi2&page=1 Adrenaline vault]
* [http://www.firingsquad.com/games/hearts_of_iron_2_preview/ Firing Squad]
* [http://articles.filefront.com/Hearts_of_Iron_2_Comparative_Preview/;200;;;/article.html Filefront]
* [http://www.gameindustry.com/review/item.asp?id=479 Game Industry News]
* [http://www.nordicgamers.se/sektion/nordicgamers/artiklar/index.php?art_id=151 Nordic Gamers] (in Swedish)
* [http://www.boomtown.net/se_se/articles/art.view.php?id=9331 Boomtown] (in Swedish)
* [http://gamer.no/art.php?artikkelid=11536 Gamer.no] (in Norwegian)
* [http://www.level7.nu/texter/read.php?id=45408 Level 7] (in Swedish)
=== Interviews and other stuff ===
* [http://www.happypuppy.com/games/editorial.jsp?game_id=1544&oeid=18736 HappyPuppy interview with Fredrik Lindgren] (from Paradox marketing)
* [http://www.fz.se/artiklar/article.php?id=723 Fragzone interview with Joakim Bergqwist] (game designer)
* [http://gamer.no/art.php?artikkelid=12473 Gamer.no interview with assorted Paradox staff] (in Norwegian)
* [http://www.gamespot.com/pc/strategy/heartsofiron2/media.html?gcst=hoi2_tr1006.asx Trailer at Gamespot]
== Fansites ==
{{CORE link}}
=== [http://www.stonyroad.de/ The Stony Road] ===
N!ghty's site with graphical mod tutorials, downloads, and other goodies.
=== [http://www.strategium-alliance.com/ Strategium Alliance] ===
French site with forum (there's an english subsection)
===[http://bopitalia.altervista.org/forum/index.php?f=3 Battlegrounds of Paradox] ===
Italian site with forum
===[http://www.ederon.net Domain of Lord Ederon] ===
Lord Ederon's site dedicated to Paradox games. Contains original programs, useful downloads on-line maps, printable maps and other goodies. Also active forum with emphasis on multiplayer.
=== [http://eufi.org/ Eufi.org] ===
Biggest Polish fansite and forum dedicated to Paradox games
=== [http://www.heartsofiron.fi Heartsofiron.fi] ===
Finnish Hearts of Iron site. News, Downloads, Discussion, Multiplayer games, AAR's, Screenshot galleries (all users can post their screenshots), Links and much more.
=== [http://www.heartsofiron2.de/ Heartsofiron2.de] ===
German site with forum, chat and other stuff.
=== [http://heartsofiron.eu/ DMP-Site] ===
Home of the Design-Mod-Project, German and English forum
=== [http://www.planet-core.net/Abominus/forum/portal.php A.E.I.O.U. Forum] ===
Website for A.E.IO.U., Germania, Phantasia and other Mods
=== [http://www.quintelosky.com/portal/ HoI2 Mods Portal] ===
Spanish site with all necessary for enjoy with HoI2
== Custom Music ==
=== [http://www.gridcogames.com/HOI%20Stuff/military_music.htm Military Music] ===
Here is a good link of military marching tunes that you may like to use for playing HoI2
== Other Wikis ==
=== [http://heartsofiron.eu/wiki/ German HoI-Wiki] ===
German language wiki
=== [http://paradoxian.org.ua/ Ukrainian wiki] ===
RU language wiki
== Linking to HOI2Wiki ==
If you wish to link to this site, feel free to use one of these images:
{| BORDER=1 CELLPADDING=10
| [[Image:Wiki2.gif]]
| [[Image:Wiki370_90.jpg]]
| [[Image:Wiki93_33.gif]]
|}
[[Category:Links]]
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List of Component Types
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== Component Types ==
Each [[Tech Tree|tech]] in HoI2 has five components and each component has a type. [[Tech_Teams_by_Country|Tech teams]] have up to five specializations for a component type. There are 34 component types in HoI2. Sadly, it is not possible to add any at this point. However, you can change their appearance and their displayed (not the internally used) name. There is no game mechanical difference between the red doctrine component types and the blue technical component types.
The graphic that holds the pics for the tech types is found at ''/gfx/interface/tc_icons.bmp''. The names for the components are found in ''/config/tech_names.csv''.
== List ==
{|
| [[Image:Aeronautics.png|aeronautics]] || aeronautics || used for aircraft frames and propulsion systems and some air doctrines. Also used for the carrier techs.
|-
| [[Image:Aircraft_testing.png|aircraft_testing]] || aircraft_testing || used for air doctrines
|-
| [[Image:artillery.png|artillery]] || artillery || used for infantry, armor, artillery and fighters
|-
| [[Image:bomber_tactics.png|bomber_tactics]] || bomber_tactics || used for air doctrines
|-
| [[Image:carrier_tactics.png|carrier_tactics]] || carrier_tactics || used for naval doctrines
|-
| [[Image:centralized_execution.png|decentralized_execution]] || centralized_execution || used for all doctrine types
|-
| [[Image:chemistry.png|chemistry]] || chemistry || used for industrial techs, artillery, bombers and some secret weapons
|-
| [[Image:combined_arms_focus.png|combined_arms_focus.png]] || combined_arms_focus || used for air and land doctrines
|-
| [[Image:decentralized_execution.png|decentralized_execution]] || decentralized_execution || used for all doctrine types
|-
| [[Image:electronics.png|electronics]] || electronics || used for some infantry, all armor and artillery, all ship and aircraft and some industrial techs (computers, radar)
|-
| [[Image:fighter_tactics.png|fighter_tactics]] || fighter_tactics || used for air doctrines
|-
| [[Image:general_equipment.png|general_equipment]] || general_equipment || used for infantry and submarine techs
|-
| [[Image:individual_courage.png|individual_courage]] || individual_courage || used for land doctrines
|-
| [[Image:industrial_engineering.png|industrial_engineering]] || industrial_engineering || used for industry techs
|-
| [[Image:infantry_focus.png|infantry_focus]] || infantry_focus || used for land doctrines
|-
| [[Image:large_taskforce_tactics.png|large_taskforce_tactics]] || large_taskforce_tactics || used for naval doctrines
|-
| [[Image:large_unit_focus.png|large_unit_focus]] || large_unit_focus || not used
|-
| [[Image:large_unit_tactics.png|large_unit_tactics]] || large_unit_tactics || used for land doctrines
|-
| [[Image:management.png|management]] || management || used for industry and logistic techs
|-
| [[Image:mathematics.png|mathematics]] || mathematics || used for computer and cryptography techs. Also used for some secret weapons and logistics techs
|-
| [[Image:mechanics.png|mechanics]] || mechanics || used mainly for armor, motorized/mechanized infantry and artillery brigades
|-
| [[Image:naval_artillery.png|naval_artillery]] || naval_artillery || used for ships
|-
| [[Image:naval_engineering.png|naval_engineering]] || naval_engineering || used for ships
|-
| [[Image:naval_training.png|naval_training]] || naval_training || used for naval doctrines
|-
| [[Image:nuclear_engineering.png|nuclear_engineering]] || nuclear_engineering || used for nuclear techs and some secret weapons. Note: research is made faster by nuclear reactors
|-
| [[Image:nuclear_physics.png|nuclear_physics]] || nuclear_physics || used for nuclear techs. Note: research is made faster by nuclear reactors
|-
| [[Image:piloting.png|piloting]] || piloting || used for air doctrines
|-
| [[Image:rocketry.png|rocketry]] || rocketry || used for rocketry techs, jets and some of the advanced infantry techs. Note: research is made faster by rocket test sites
|-
| [[Image:seamanship.png|seamanship]] || seamanship || used for naval doctrines
|-
| [[Image:small_taskforce_tactics.png|small_taskforce_tactics]] || small_taskforce_tactics || used for naval doctrines
|-
| [[Image:small_unit_tactics.png|small_unit_tactics]] || small_unit_tactics || used for land doctrines
|-
| [[Image:submarine_tactics.png|submarine_tactics]] || submarine_tactics || used for naval_doctrines
|-
| [[Image:technical_efficiency.png|technical_efficiency]] || technical_efficiency || used for some land doctrines and prototypes of vehicles, ships and aircraft
|-
| [[Image:training.png|training]] || training || used for all land doctrines and a lot of infantry techs
|}
[[Category:Modding]] [[Category:Terminology]]
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List of countries
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This '''list of countries''' covers all countries which exist within HoI2, listed alphabetically.
{{compacttoc}}
{| class="wikitable" | cellpadding=4 border=2 cellspacing=0
|-
! style="background:#efefef;" | '''Country'''
! style="background:#efefef;" | '''Abbr'''
! style="background:#efefef;" | '''Region'''
! style="background:#efefef;" | '''Capital'''
! style="background:#efefef;" | '''1936'''
! style="background:#efefef;" | '''1939'''
! style="background:#efefef;" | '''1941'''
! style="background:#efefef;" | '''1944'''
|-
|[[Afghanistan]]
|AFG
|Central Asia
|Kabul
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Albania]]
|ALB
|South Europe
|Tirana
|Neutral
|Possession of [[Italy]]
|Possession of [[Italy]]
|Possession of [[Germany]]
|-
|[[Algeria]]
|ALG
|North Africa
|Algiers
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[Vichy France]]
|Possession of [[France]]
|-
|[[Angola]]
|ANG
|Southern Africa
|Loanda
|Possession of [[Portugal]]
|Possession of [[Portugal]]
|Possession of [[Portugal]]
|Possession of [[Portugal]]
|-
|[[Arab Federation]]
|ARA
|Middle East
|Cairo
|Possession of [[France]] and [[UK]]
|Possession of [[France]] and [[UK]]
|Possession of [[Vichy]] and [[UK]]
|Possession of [[France]] and [[UK]]
|-
|[[Argentina]]
|ARG
|South America
|Buenos Aires
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Armenia]]
|ARM
|Middle East
|Yerevan
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|-
|[[Australia]]
|AST
|Pacific
|Canberra
|Allied with [[UK]]
|Allied with [[UK]]
|Allied with [[UK]]
|Allied with [[UK]]
|-
|[[Austria]]
|AUS
|Central Europe
|Vienna
|Neutral
|Possession of [[Germany]]
|Possession of [[Germany]]
|Possession of [[Germany]]
|-
|[[Azerbaijan]]
|AZE
|Middle East
|Baku
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|-
|[[Belgium]]
|BEL
|Western Europe
|Brussels
|Neutral
|Neutral
|Ally of the [[UK]]
|Ally of the [[UK]]
|-
|[[Benin-Sahel]]
|BEN
|West Africa
|Porto-Novo
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[Vichy]]
|Possession of [[France]]
|-
|[[Bhutan]]
|BHU
|Central Asia
|Punakha
|Puppet of the [[UK]]
|Puppet of the [[UK]]
|Puppet of the [[UK]]
|Puppet of the [[UK]]
|-
|[[Bolivia]]
|BOL
|South America
|La Paz
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Bosnia]]
|BOS
|Southern Europe
|Sarajevo
|Possession of [[Yugoslavia]]
|Possession of [[Yugoslavia]]
|Possession of [[Germany]]
|Possession of [[Germany]]
|-
|[[Brazil]]
|BRA
|South America
|Goias
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Brunei]]
|BRU
|Southeast Asia
|Miri
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|-
|[[Bulgaria]]
|BUL
|Eastern Europe
|Sofia
|Neutral
|Neutral
|Neutral
|Ally of [[Germany]]
|-
|[[Burma]]
|BUR
|Southeast Asia
|Rangoon
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|-
|[[Byelorussia]]
|BLR
|Eastern Europe
|Minsk
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of [[Germany]]
|-
|[[California]]
|CAL
|North America
|Sacremento
|Possession of the [[USA]]
|Possession of the [[USA]]
|Possession of the [[USA]]
|Possession of the [[USA]]
|-
|[[Cambodia]]
|CMB
|Southeast Asia
|Phnom Penh
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[Japan]]
|Possession of [[Japan]]
|-
|[[Cameroon]]
|CAM
|Central Africa
|Yaounde
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[France]]
|-
|[[Canada]]
|CAN
|North America
|Ottawa
|Ally of the [[UK]]
|Ally of the [[UK]]
|Ally of the [[UK]]
|Ally of the [[UK]]
|-
|[[Chile]]
|CHL
|South America
|Santiago
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Colombia]]
|COL
|South America
|Barranquilla
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Communist China]]
|CHC
|China
|Yan'an
|At war with [[Nationalist China]]
|
|
|
|-
|[[Confederate States]]
|CSA
|North America
|Birmingham
|Possession of the [[USA]]
|Possession of the [[USA]]
|Possession of the [[USA]]
|Possession of the [[USA]]
|-
|[[Congo]]
|CON
|Central Africa
|Leopoldville
|Possession of [[Belgium]]
|Possession of [[Belgium]]
|Possession of [[Belgium]]
|Possession of [[Belgium]]
|-
|[[Costa Rica]]
|COS
|Central America
|San Jose
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Croatia]]
|CRO
|Southern Europe
|Zagreb
|Possession of [[Yugoslavia]]
|Possession of [[Yugoslavia]]
|Possession of [[Yugoslavia]]
|Possession of [[Germany]]
|-
|[[Cuba]]
|CUB
|Caribbean
|Havana
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Cyprus]]
|CYP
|Middle East
|Cyprus
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|-
|[[Czechoslovakia]]
|CZE
|Central Europe
|Prague
|Neutral
|Possession of [[Germany]]
|Possession of [[Germany]]
|Possession of [[Germany]]
|-
|[[DDR]]
|DDR
|Central Europe
|Berlin
|Possession of [[Germany]]
|Possession of [[Germany]]
|Possession of [[Germany]]
|Possession of [[Germany]]
|-
|[[Denmark]]
|DEN
|Central Europe
|Copenhagen
|Neutral
|Neutral
|Possession of [[Germany]]
|Possession of [[Germany]]
|-
|[[Dominican Republic]]
|DOM
|Caribbean
|Santo Domingo
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[East African Union]]
|EAU
|East Africa
|
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|-
|[[Ecuador]]
|ECU
|South America
|Quito
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Egypt]]
|EGY
|North Africa
|Cairo
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|-
|[[El Salvador]]
|SAL
|Central America
|San Salvador
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Equitorial Africa]]
|EQU
|Central Africa
|Bangui
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[France]]
|-
|[[Estonia]]
|EST
|Eastern Europe
|Tallinn
|Neutral
|Neutral
|Possession of the [[USSR]]
|Possession of [[Germany]]
|-
|[[Ethiopia]]
|ETH
|East Africa
|Addis Ababa
|At war with [[Italy]]
|Possession of [[Italy]]
|Possession of [[Italy]]
|Neutral
|-
|[[Euskadi]]
|EUS
|Western Europe
|Bilbao
|Possession of [[Republican Spain]]
|Possession of [[Nationalist Spain]]
|Possession of [[Nationalist Spain]]
|Possession of [[Nationalist Spain]]
|-
|[[Finland]]
|FIN
|Scandanavia
|Helsinki
|Neutral
|Neutral
|Neutral
|Ally of [[Germany]]
|-
|[[Flanders]]
|FLA
|Western Europe
|Brussels
|Possession of [[Belgium]]
|Possession of [[Belgium]]
|Possession of [[Germany]]
|Possession of [[Germany]]
|-
|[[France]]
|FRA
|Western Europe
|Paris
|Ally of the [[UK]]
|Ally of the [[UK]]
|Ally of the [[UK]]
|Ally of the [[UK]]
|-
|[[FRG]]
|DFR
|Central Europe
|Cologne
|Possession of [[Germany]]
|Possession of [[Germany]]
|Possession of [[Germany]]
|Possession of [[Germany]]
|-
|[[Gabon]]
|GAB
|Central Africa
|Brazzaville
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[France]]
|-
|[[Georgia]]
|GEO
|Middle East
|Tbilisi
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|-
|[[Germany]]
|GER
|Central Europe
|Berlin
|Leader of the [[Axis]]
|Leader of the [[Axis]]
|Leader of the [[Axis]]
|Leader of the [[Axis]]
|-
|[[Gold Coast]]
|GLD
|West Africa
|Accra
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|-
|[[Greece]]
|GRE
|South Europe
|Athens
|Neutral
|Neutral
|Neutral
|
|-
|[[Guangxi Clique]]
|CGX
|China
|Guangzhou
|Neutral
|
|
|
|-
|[[Guinea]]
|GUI
|West Africa
|Conakry
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[France]]
|-
|[[Guatemala]]
|GUA
|Central America
|Guatemala
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Guyana]]
|GUY
|South America
|Georgetown
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Haiti]]
|HAI
|Caribbean
|Port-au-Prince
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Honduras]]
|HON
|Central America
|Tegucigalpa
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Hungary]]
|HUN
|Eastern Europe
|Budapest
|Neutral
|Neutral
|Ally of [[Germany]]
|Ally of [[Germany]]
|-
|[[Iceland]]
|ICL
|Western Europe
|Reykjavik
|Possession of [[Denmark]]
|Possession of [[Denmark]]
|Possession of the [[USA]]
|Possession of the [[USA]]
|-
|[[India]]
|IND
|Central Asia
|Delhi
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|-
|[[Indochina]]
|IDC
|Southeast Asia
|Haiphong
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[Japan]]
|Possession of [[Japan]]
|-
|[[Indonesia]]
|INO
|Southeast Asia
|Djokjakarta
|Possession of the [[Netherlands]]
|Possession of the [[Netherlands]]
|Possession of the [[Netherlands]]
|Possession of [[Japan]]
|-
|[[Iraq]]
|IRQ
|Middle East
|Baghdad
|Puppet of the [[UK]]
|Puppet of the [[UK]]
|Puppet of the [[UK]]
|Puppet of the [[UK]]
|-
|[[Ireland]]
|IRL
|Western Europe
|Dublin
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Israel]]
|ISR
|Middle East
|Tel Aviv
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|-
|[[Italian Socialist Republic]]
|RSI
|Southern Europe
|Milan
|Possession of [[Italy]]
|Possession of [[Italy]]
|Possession of [[Italy]]
|Ally of [[Germany]]
|-
|[[Italy]]
|ITA
|Southern Europe
|Rome
|Neutral
|Neutral
|Ally of [[Germany]]
|
|-
|[[Japan]]
|JAP
|East Asia
|Tokyo
|Neutral
|Neutral
|Neutral
|Ally of [[Germany]]
|-
|[[Jordan]]
|JOR
|Middle East
|Amman
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|-
|[[Kazakhstan]]
|KAZ
|Central Asia
|Alma Ata
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|-
|[[Korea]]
|KOR
|East Asia
|Seoul
|Possession of [[Japan]]
|Possession of [[Japan]]
|Possession of [[Japan]]
|Possession of [[Japan]]
|-
|[[Kurdistan]]
|KUR
|Middle East
|Mosul
|Possession of [[Iraq]] and others
|Possession of [[Iraq]] and others
|Possession of [[Iraq]] and others
|Possession of [[Iraq]] and others
|-
|[[Kyrgyzstan]]
|KYR
|Central Asia
|Frunze
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|-
|[[Laos]]
|LAO
|Southeast Asia
|Vientiane
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[Japan]]
|Possession of [[Japan]]
|-
|[[Latvia]]
|LAT
|Eastern Europe
|Riga
|Neutral
|Neutral
|Possession of the [[USSR]]
|Possession of [[Germany]]
|-
|[[Lebanon]]
|LEB
|Middle East
|Beirut
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[Vichy]]
|Possession of [[France]]
|-
|[[Libya]]
|LBY
|North Africa
|Tripoli
|Possession of [[Italy]]
|Possession of [[Italy]]
|Possession of [[Italy]]
|Possession of the [[UK]]
|-
|[[Liberia]]
|LIB
|West Africa
|Monrovia
|Puppet of the [[USA]]
|Puppet of the [[USA]]
|Puppet of the [[USA]]
|Puppet of the [[USA]]
|-
|[[Luxembourg]]
|LUX
|Western Europe
|Luxembourg
|Neutral
|Neutral
|Possession of [[Germany]]
|Possession of [[Germany]]
|-
|[[Madagascar]]
|MAD
|Southern Africa
|Tananarive
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[Vichy]]
|Possession of [[France]]
|-
|[[Malaysia]]
|MLY
|Southeast Asia
|Kuala Lumpur
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of [[Japan]]
|-
|[[Mali]]
|MAL
|West Africa
|Dakar
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[France]]
|-
|[[Manchukuo]]
|MAN
|East Asia
|Mukden
|Puppet of [[Japan]]
|Puppet of [[Japan]]
|Puppet of [[Japan]]
|Puppet of [[Japan]]
|-
|[[Mengkukuo]]
|MEN
|China
|Hohhot
|Possession of [[Shanxi]]
|Possession of [[Japan]]
|Possession of [[Japan]]
|Possession of [[Japan]]
|-
|[[Mexico]]
|MEX
|Central America
|Mexico City
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Mongolia]]
|MON
|China
|Ulan Baator
|Puppet of the [[USSR]]
|Puppet of the [[USSR]]
|Puppet of the [[USSR]]
|Puppet of the [[USSR]]
|-
|[[Montenegro]]
|MTN
|Southern Europe
|Podgorica
|Possession of [[Yugoslavia]]
|Possession of [[Yugoslavia]]
|Possession of [[Germany]]
|Possession of [[Germany]]
|-
|[[Morocco]]
|MOR
|North Africa
|Casablanca
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[Vichy]]
|Possession of [[France]]
|-
|[[Mozambique]]
|MOZ
|Southern Africa
|Lourenco Marques
|Possession of [[Portugal]]
|Possession of [[Portugal]]
|Possession of [[Portugal]]
|Possession of [[Portugal]]
|-
|[[Namibia]]
|NAM
|Southern Africa
|Windhoek
|Possession of [[South Africa]]
|Possession of [[South Africa]]
|Possession of [[South Africa]]
|Possession of [[South Africa]]
|-
|[[Nationalist China]]
|CHN
|China
|Nanjing
|Major power
|
|
|
|-
|[[Nationalist Spain]]
|SPA
|Western Europe
|Burgos
|Possession of [[Republican Spain]]
|Neutral
|Neutral
|Neutral
|-
|[[Nepal]]
|NEP
|Central Asia
|Kathmandu
|Puppet of the [[UK]]
|Puppet of the [[UK]]
|Puppet of the [[UK]]
|Puppet of the [[UK]]
|-
|[[Netherlands]]
|HOL
|Western Europe
|Amsterdam
|Neutral
|Neutral
|Ally of the [[UK]]
|Ally of the [[UK]]
|-
|[[New Zealand]]
|NZL
|Pacific
|Wellington
|Ally of the [[UK]]
|Ally of the [[UK]]
|Ally of the [[UK]]
|Ally of the [[UK]]
|-
|[[Nicaragua]]
|NIC
|Central America
|Managua
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Nigeria]]
|NIG
|Central Africa
|Kaduna
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|-
|[[Norway]]
|NOR
|Scandinavia
|Oslo
|Neutral
|Neutral
|Possession of [[Germany]]
|Possession of [[Germany]]
|-
|[[Oman]]
|OMN
|Middle East
|Mascate
|Puppet of the [[UK]]
|Puppet of the [[UK]]
|Puppet of the [[UK]]
|Puppet of the [[UK]]
|-
|[[Ottoman Empire]]
|OTT
|Middle East
|Ankara
|Possession of [[Turkey]]
|Possession of [[Turkey]]
|Possession of [[Turkey]]
|Possession of [[Turkey]]
|-
|[[Pakistan]]
|PAK
|Central Asia
|Lahore
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|-
|[[Palestine]]
|PAL
|Middle East
|Jerusalem
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|-
|[[Panama]]
|PAN
|Central America
|Panama City|Panama
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Paraguay]]
|PAR
|South America
|Asuncion
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Peru]]
|PER
|South America
|Lima
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[People's Republic of Korea]]
|PRK
|East Asia
|Pyongyang
|Possession of [[Japan]]
|Possession of [[Japan]]
|Possession of [[Japan]]
|Possession of [[Japan]]
|-
|[[Persia]]
|PER
|Middle East
|Teheran
|Neutral
|Neutral
|Neutral
|
|-
|[[Philippines]]
|PHI
|Southeast Asia
|Manila
|Puppet of the [[USA]]
|Puppet of the [[USA]]
|Puppet of the [[USA]]
|Puppet of the [[USA]]
|-
|[[Poland]]
|POL
|Eastern Europe
|Warsaw
|Neutral
|Neutral
|Possession of [[Germany]]
|Possession of [[Germany]]
|-
|[[Portugal]]
|POR
|Western Europe
|Lissabon
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Primorsk]]
|PRI
|East Asia
|Vladivostok
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|-
|[[Quebec]]
|QUE
|North America
|Quebec City
|Possession of [[Canada]]
|Possession of [[Canada]]
|Possession of [[Canada]]
|Possession of [[Canada]]
|-
|[[Republican Spain]]
|SPR
|Western Europe
|Madrid
|Neutral
|Possession of [[Nationalist Spain]]
|Possession of [[Nationalist Spain]]
|Possession of [[Nationalist Spain]]
|-
|[[Rhodesia]]
|RHO
|Southern Africa
|Bulawayo
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|-
|[[Romania]]
|ROM
|Eastern Europe
|Bucharest
|Neutral
|Neutral
|Ally of [[Germany]]
|Ally of [[Germany]]
|-
|[[Russia]]
|RUS
|Eastern Europe
|Leningrad
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|-
|[[Sarawak]]
|SAR
|Southeast Asia
|Kuching
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of [[Japan]]
|-
|[[Saudi Arabia]]
|SAU
|Middle East
|Riyadh
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Scandinavia]]
|SCA
|Scandinavia
|Stockholm
|Possession of [[Sweden]] and others
|Possession of [[Sweden]] and others
|Possession of [[Sweden]] and others
|Possession of [[Sweden]] and others
|-
|[[Scotland]]
|SCO
|Western Europe
|Edinburgh
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|-
|[[Serbia]]
|SER
|Southern Europe
|Belgrade
|Possession of [[Yugoslavia]]
|Possession of [[Yugoslavia]]
|Possession of [[Yugoslavia]]
|Possession of [[Germany]]
|-
|[[Shanxi]]
|CSX
|China
|Taiyuan
|Neutral
|Possession of [[Japan]]
|
|
|-
|[[Siam]]
|SIA
|Southeast Asia
|Thom Buri
|Neutral
|Neutral
|Puppet of [[Japan]]
|
|-
|[[Sibiria]]
|SIB
|Central Asia
|Novosibirsk
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|-
|[[Sierra Leone]]
|SIE
|West Africa
|Freetown
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|-
|[[Sinkiang]]
|SIK
|Central Asia
|Urumqi
|Neutral
|
|
|
|-
|[[Slovakia]]
|SLO
|Eastern Europe
|Banska Bystrica
|Possession of [[Czechoslovakia]]
|Ally of [[Germany]]
|Ally of [[Germany]]
|Ally of [[Germany]]
|-
|[[Slovenia]]
|SLV
|Southern Europe
|Ljubljana
|Possession of [[Yugoslavia]]
|Possession of [[Yugoslavia]]
|Possession of [[Yugoslavia]]
|Possession of [[Germany]]
|-
|[[Somalia]]
|SOM
|East Africa
|Mogadishu
|Possession of
|Possession of
|Possession of
|Possession of
|-
|[[South Africa]]
|SAF
|Southern Africa
|Pretoria
|Allied with the [[UK]]
|Allied with the [[UK]]
|Allied with the [[UK]]
|Allied with the [[UK]]
|-
|[[Soviet Union]]
|SOV
|Eastern Europe
|Moscow
|Leader of the [[Comintern]]
|Leader of the [[Comintern]]
|Leader of the [[Comintern]]
|Leader of the [[Comintern]]
|-
|[[Sudan]]
|SUD
|East Africa
|Khartoum
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|Possession of the [[UK]]
|-
|[[Switzerland]]
|SCH
|Central Europe
|Bern
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Sweden]]
|SWE
|Scandinavia
|Stockholm
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Syria]]
|SYR
|Middle East
|Damascus
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[Vichy]]
|Possession of [[France]]
|-
|[[Tajikistan]]
|TAJ
|Central Asia
|Stalinabad
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|-
|[[Tannu Tuva]]
|TAN
|Central Asia
|Kyzyl
|Puppet of the [[USSR]]
|
|
|
|-
|[[Texas]]
|TEX
|North America
|San Antonio
|Possession of the [[USA]]
|Possession of the [[USA]]
|Possession of the [[USA]]
|Possession of the [[USA]]
|-
|[[Tibet]]
|TIB
|Central Asia
|Lhasa
|Neutral
|
|
|
|-
|[[Transural Republic]]
|TRA
|Central Asia
|Sverdlovsk
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|-
|[[Tunisia]]
|TUN
|North Africa
|Tunis
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[Vichy]]
|Possession of [[France]]
|-
|[[Turkey]]
|TUR
|Middle East
|Ankara
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Turkmenistan]]
|TRK
|Central Asia
|Ashgabat
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|-
|[[Ukraine]]
|UKR
|Eastern Europe
|Kiev
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|-
|[[United Kingdom]]
|ENG
|Western Europe
|London
|Leader of the [[Allies]]
|Leader of the [[Allies]]
|Leader of the [[Allies]]
|Leader of the [[Allies]]
|-
|[[Uruguay]]
|URU
|South America
|Montevideo
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[USA]]
|USA
|North America
|Washington D.C.
|Neutral
|Neutral
|Neutral
|Ally of the [[UK]]
|-
|[[Uzbekistan]]
|UZB
|Central Asia
|Tashkent
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|Possession of the [[USSR]]
|-
|[[Venezuela]]
|VEN
|South America
|Caracas
|Neutral
|Neutral
|Neutral
|Neutral
|-
|[[Vichy France]]
|VIC
|Western Europe
|Vichy
|Possession of [[France]]
|Possession of [[France]]
|Puppet of [[Germany]]
|Puppet of [[Germany]]
|-
|[[Vietnam]]
|VIE
|Southeast Asia
|Haiphong
|Possession of [[France]]
|Possession of [[France]]
|Possession of [[Japan]]
|Possession of [[Japan]]
|-
|[[Wallonia]]
|WLL
|Western Europe
|Liege
|Possession of [[Belgium]]
|Possession of [[Belgium]]
|Possession of [[Germany]]
|Possession of [[Germany]]
|-
|[[Xibei San Ma]]
|CXB
|China
|Jinchang
|Allied with [[Nationalist China]]
|
|
|
|-
|[[Yemen]]
|YEM
|Middle East
|Sanaa
|Puppet of the [[UK]]
|Puppet of the [[UK]]
|Puppet of the [[UK]]
|Puppet of the [[UK]]
|-
|[[Yugoslavia]]
|YUG
|Southern Europe
|Osijek
|Neutral
|Neutral
|Neutral
|Possession of [[Germany]]
|-
|[[Yunnan]]
|CYN
|China
|Kunming
|Neutral
|
|
|
|-
|}
[[Category:Countries]]
1fd3fdf613daa52a9c41653a571eee20d98018e4
Lithuania
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{{Country guides}}
Lithuania's strategy is based purely on a defensive doctrine. One of her strengths is the good generals she has, the low point is the mere 5 IC the game starts with. To build up IC declare war on Estonia and annex them before they can fight back. Always research Infantry Doctrines to help the defense or Agrichemistry to build up manpower. One should be sure to produce an efficient army and build a few land forts and concentrate them in one province,then when the Soviets attack they will encircle Vilnius but they won't attack it. The Soviets will remain around Vilnius until the Germans arrive and drive them out. Choose an efficient Foreign Minister and keep giving Germany rare materials, this will maintain good relations with Germany and they won't annex Lithuania. If this has worked properly Germany should annex Soviet Union in three years and Lithuania will be free from aggressors.
dee581a6c7f05749031e7c1004a88e19d34f9d5c
Luxemburg
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550
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{{Country guides}}
== Fort [[Luxemburg]] ==
It is possible to survive alone as Luxemburg by building 10 land forts and just sitting there. It will be one of the most boring games you are ever likely to play though and you will not be influencing anything at all until well after the war for Europe has been won (and even then you can only ally with the victor or you will still be unable to do anything). Far better to ally with one side or the other early on.
== Find an Ally ==
First of all, make sure to increase your interventionism each year, as you need either a high interventionism or a dictatorship government to enter alliances while still at peace. Answer events to gain yourself more interventionism and authoritarianism: when "Law Policy Initiative" comes up, choose to "Side with the Ultrarightists", and when a "Rogue Politician" appears, certainly "Ignore him". With the right events, you should have a Paternal Autocrat government by 1937.
=== Joining the Allies ===
Allying with the allies while having these 10 forts will not noticeably affect their chances in Europe as there is still plenty of space north of you for the axis to roll through.
=== Joining the Axis ===
You could try getting an alliance with Germany so that they conquer France through your territory, giving you French provinces. This will not work with some of the patches, unfortunately (1.2 and up?), as Germany will not take provinces for you just by passing through your country.
To obtain an alliance with Germany, start from the 1936 campaign and immediately begin trading your metal and a tiny bit of rare materials with Germany for enough energy to stay positive and as much money as you can get. If necessary, forgo both research and production in order to produce more money. This trade with Germany will gradually improve your negative relations; the more favourable the trade to Germany, the more quickly relations will improve. As you start gaining energy from trade, you will automatically convert some of this to a tiny amount of oil. Give this oil to Germany in a separate trade agreement.
When your relations with Germany reach +50, this is the highest the trade agreements will raise you. At least by the beginning of 1938, start influencing Germany. By this time, your cash reserve and your interventionism level will be so high that you should have enough money to get German relations high enough so that the "Join Alliance" option will have 100% chance of success. When this succeeds, you can end all one-sided trade agreements and maybe actually begin some research or production.
Once you are part of the Axis, your main worry is France. If Germany and the Allies go to war, France will invade you immediately. Either take military control of Germany to reinforce Luxemburg heavily, or, if you don't like taking military control, make certain that Germany never goes to war with the Allies until you are ready to defend Luxemburg. One way of doing this is by declaring war on Tibet, or anyone who isn't in danger of overrunning you. This should stop the "Danzig or war" event from firing, and it will hopefully guarantee a war that will not reach your tiny duchy.
[[Category:National Strategy]]
4f5a17d9f4553cf43aba8bbf0045cf607f029d50
Madagascar
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551
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'''Madagascar''' is both an island off the east coast of southern africa and a potential country in the 1936 scenerio.
It can be created by the Vichy France event.
[[Category:Countries]]
da7872676aa975ae89e12d6bad3d4e14785f93d4
Main Page
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<strong>MediaWiki has been installed.</strong>
Consult the [//meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.
== Getting started ==
* [//www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]
* [//www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]
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71692120f6b6a147f9d3ce9d8e7cafc7e797f8c5
Major Power
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The term, '''Major Power''' is used to define a [[nation]] in [[HoI2]] that has more than 40 [[IC]] at the beginning of the [[scenario]]. Standard major powers include [[Great Britain]], [[Germany]] and [[Russia]] as the heads of the major alliances, [[Allied]], [[Axis]] and [[Comintern]] respectively. [[Japan]] and the [[USA]] are also major powers in most scenarios although usually not attached to any alliance at that point.
[[Category:Terminology]]
aeb9635f3296286b36a8cb1d14d92ec2c390d64d
Major power
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#REDIRECT [[Major Power]]
2293d21c18c3737c318785aeac0ac573ed556b25
Manchukuo
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=Provinces=
{|
|Country
|
|Required Provinces
|
|
|Extra Provinces
|
|----
|Tag
|Name
|Id
|Name
|Capital
|Id
|name
|----
|MAN
|Manchukuo
|1389
|Mukden
|C
|----
|
|
|1390
|Xinjing
|
|----
|
|
|1377
|Liaoyuan
|
|----
|
|
|1378
|Jilin
|
|----
|
|
|1375
|Mudanjiang
|
|----
|
|
|1374
|Jiamusi
|
|----
|
|
|1379
|Harbin
|
|----
|
|
|1530
|Heihe
|
|----
|
|
|1380
|Qiqihar
|
|
|
|----
|
|
|1387
|Ulan Hot
|
|
|
|----
|
|
|1382
|Hailar
|
|
|
|----
|
|
|1381
|Mohe
|
|
|
|----
|
|
|1394
|Andong
|
|
|
|----
|
|
|1395
|Yingkou
|
|
|
|----
|
|
|1396
|Jinxi
|
|
|
|----
|
|
|1388
|Chifeng
|
|
|
|----
|
|
|1397
|Changde
|
|
|
|----
|}
=Tech Teams=
=Technical Details=
* TAG => [[MAN]]
=Events=
=Scenerios=
[[Manchukuo strategy]]
==1936==
Possession of ??
==1938==
Possession of ??
==1941==
Possession of ??
==1944==
Possession of ??
[[Category:Countries]]
21e7480285e3d69174d6fe1f944c923072a771a3
Manchukuo Strategy
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#redirect [[Manchukuo strategy]]
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Manchukuo strategy
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{{Country guides}}
== Background ==
[[Manchukuo]] starts as a [[Puppet]] state, created as a slave of [[Japan]]. But Japan's success could lead to opportunities for your own "Empire".
== Walkthrough for 1936 Scenario ==
=== Preparing for War ===
'''Important Research'''
(Note: Manchuria has terrible tech teams, but can rely on Japanese blueprints. You may be stuck with 1930s technology well into the 1940s, just do what you can do.)
* All agriculture: More manpower = more infantry.
* Industrial: More industry = more infantry.
* Infantry: Focus on infantry and supply technologies. If you can, cavalry and mountain troops.
* Armor and Artillery: Develop artillery only. If your manage to get 3 tech teams, build
'''Trades'''
*Japan: Your one and only resourceful ally, get technologies from them. They will offer you free resources.
*Thailand: An okay ally, trade to prop up a fellow desperate Great East Asia Co-Prosperity Sphere nation.
=== 1936-37 ===
Focus purely on industries. Make sacrifices to all other production for this. It is preferable to have 40 IC but if this becomes unrealistic, above 30 is fine.
Politics-wise, shift around your ministers to increase your IC and Industrial research. Pu Yi helps to fight dissent.
=== Sino-Japan War ===
When your venture into mass industrialization is complete, focus on building entirely infantry and modern cavalry. Do not bother doing this if you're still at a 1918 level.
As a puppet state, a stronger Japan means a stronger Manchuria. Help the Japanese invasion as much as possible, hold strong positions, charge into weak positions. Be as aggressive as possible with the Chinese; if you're lucky, Nationalist China will be defeated or at least stuck in a tough position.
During this period, don't bother with a Navy or Air Force. Though it would display that you're a real country, with your technology they would be useless.
To give you an edge in the war, shift your military leaders to give you an infantry bonus.
When Mengchukuo is created and has a good amount of troops, take control of their army. If a stalemate ever occurs, they can help relieve your attack forces from defending a position.
By the time 1939 rolls around, you can try to upgrade all your infantry to 1939 quality. It would be preferable and would guarantee a somewhat modern army for years to come.
=== Pacific War ===
By the time 1941 rolls around, you should have a massive army of brute strength.
If you wish to help out in the Japanese conquest of Asia, build a Naval Base and transports. Don't bother building up a strong naval force, it's too late to research Naval technology or at least the Great War ships. You might as well have a raft armed with firecrackers.
I recommend you help the invasion of South East Asia or the Philippeans. You don't want to stretch your supply line too thin by sending your armies deep into the Pacific.
Now, the American AI is very sporadic and not realistic sometimes. The Manchurian coasts are in constant threat of invasion which could spell certain doom for you. Unless you can afford a large coastal/land fortress network, I recommend you keep several divisons in Manchukuo as a defense force. The Americans will never send more then a few divisions thanks to the Japanese Navy. If you have up-to-date Garrisons, build them across your coast prior to the war.
By this time, the German invasion of Russia has begun. Sit back, fight the Chinese (or Americans), and cheer for a German victory.
Starting in 1941 or as early as 1940, begin replacing your troops in China with troops from Mengchukuo. You don't want to remove your presence so much that the Chinese will begin overpowering the Japanese, however. Move your troops to the Siberian and Mongolian borders.
=== Japanese-Soviet War ===
This is it, what you've been building up for all these years. When the Germans overrun Moscow/Caucasus (1942/1943) and things look grim for our Red Friends, declare war on the Soviet Union. The sooner you DOW the Comintern, the more land you can sieze from the Soviets. The Great Manchurian Empire must expand at the price of the Soviets. Make sure you are strong enough to attack eariler on, worst case scenario wait until the Germans reach the Soviet Far East and expand into the remains.
First attack, Blitzkrieg throughout Mongolia. Do not use your troops from Mengchukuo to help. Make sure you have a large enough army to race Japan for Mongolia, don't let them take any useful lands for themselves. If you have cavalry or tanks, use them here. Do not use any divisions with artillery, it will slow you down. When Mongolia falls, [[Tannu Tuva]] will be a piece of cake.
In the Soviet Far East, use 40% of your armies against Vladivostok and neighboring provinces. Make sure to also strike further on into every province bordering yours. As a sign of thier looming defeat to Germany, the Soviets should be very weak. Don't be as hostile to Japanese help in this region.
If you're feeling lucky, you can attack the USSR as early as 1941, but like Japan, you will be in a fight for your life if you attack earlier.
You may find yourself overwhelmed by Soviet territory and sporadic resistance, do not bother taking over regions with terrible infrastructure and low resources. Only do this if there are large armies to encircle. If you conquer Mongolia, send your large Mongolian armies directly to Central Asia. It is loosly guarded and contains the Soviet Industries moved from the West during the start of Barbarossa. Good news for your IC, bad news for Russia's. With these captured, it will be the USSR's death sentance.
Another event you need to be worried about is the Bitter Peace event. Not that you have a choice, just hope it doesn't happen or you will lose almost everything.
=== Whats next for Manchukuo? ===
Help Japan defeat its enemies in Asia. If you haven't already, finish of the Chinese (by this time, they should be in a very difficult position) and British India. If Japan hasn't touched Australia or New Zealand and your navy is up for the challenge, you could invade both countries.
[[Category:National Strategy]]
a5653a2e23b6cd274899d14b85fb39a0a873ec57
Manual index
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A correction note: The page numbers in the below list differ by +2 in relation to the printed manual. So for example "Industrial Capacity" is shown as being on page 7, but it actually is on page 5 in the manual. So mentally adjust the numbers accordingly.
[[Media:HOI2_manual_index_csv-xls.zip|Download the index as Excel file]]
<table border="1" cellpadding="3" cellspacing="0">
<tr>
<td>'''Section'''</td>
<td>'''Page'''</td>
</tr>
<tr>
<td>Advanced Air Strategies</td>
<td>94</td>
</tr>
<tr>
<td>Advanced Comand Organisation: HQ and Leadership</td>
<td>78</td>
</tr>
<tr>
<td>Advanced Land Combat Overview</td>
<td>77</td>
</tr>
<tr>
<td>Advanced Land Combats</td>
<td>77</td>
</tr>
<tr>
<td>Advanced Naval Strategies</td>
<td>88</td>
</tr>
<tr>
<td>Air and naval combat</td>
<td>13</td>
</tr>
<tr>
<td>Air Bases</td>
<td>90</td>
</tr>
<tr>
<td>Air Combat</td>
<td>92</td>
</tr>
<tr>
<td>Air Combat and Air Missions</td>
<td>91</td>
</tr>
<tr>
<td>Air Combat Modifiers</td>
<td>94</td>
</tr>
<tr>
<td>Air Force Overview</td>
<td>88</td>
</tr>
<tr>
<td>Air Force Types</td>
<td>89</td>
</tr>
<tr>
<td>Air Supperiority Mission</td>
<td>92</td>
</tr>
<tr>
<td>Air Supply</td>
<td>66</td>
</tr>
<tr>
<td>Air Wing Deployment, Supply, Reinforcement and Upgrades</td>
<td>91</td>
</tr>
<tr>
<td>Air Wing Details</td>
<td>89</td>
</tr>
<tr>
<td>Airborne Assault Mission</td>
<td>93</td>
</tr>
<tr>
<td>Alliances: Offer Alliance/Bring to Alliance/Join Alliance</td>
<td>51</td>
</tr>
<tr>
<td>Amphibious Assault</td>
<td>87</td>
</tr>
<tr>
<td>Annex Nation</td>
<td>55</td>
</tr>
<tr>
<td>Anti-Submarine Warfare</td>
<td>87</td>
</tr>
<tr>
<td>Appointment of Ministers</td>
<td>45</td>
</tr>
<tr>
<td>Ask for Military Access/Cancel Military Access/Revoke Military Access</td>
<td>53</td>
</tr>
<tr>
<td>Assume Military Control/Relinquish Military Control</td>
<td>52</td>
</tr>
<tr>
<td>Ataching/Detaching Carrier Air Groups (CAGs)</td>
<td>82</td>
</tr>
<tr>
<td>Attaching Brigades</td>
<td>65</td>
</tr>
<tr>
<td>Attack</td>
<td>87</td>
</tr>
<tr>
<td>Attacking an Attacker</td>
<td>75</td>
</tr>
<tr>
<td>Attrition</td>
<td>65</td>
</tr>
<tr>
<td>Basic Air Movement</td>
<td>91</td>
</tr>
<tr>
<td>Basic Army Movement</td>
<td>67</td>
</tr>
<tr>
<td>Basic Combat Resolution</td>
<td>70</td>
</tr>
<tr>
<td>Basic Land Combat</td>
<td>69</td>
</tr>
<tr>
<td>Basic Naval Combat</td>
<td>84</td>
</tr>
<tr>
<td>Basic Naval Movement</td>
<td>83</td>
</tr>
<tr>
<td>Belligerence</td>
<td>48</td>
</tr>
<tr>
<td>Bomb Convoys Mission</td>
<td>93</td>
</tr>
<tr>
<td>Brigade Types</td>
<td>59</td>
</tr>
<tr>
<td>Broad Front Defensive Counter-Attack initiatives</td>
<td>79</td>
</tr>
<tr>
<td>Building provincial assets and using the "quick orders" button</td>
<td>33</td>
</tr>
<tr>
<td>Cabinet and Ministers</td>
<td>45</td>
</tr>
<tr>
<td>Cancel Non-Aggression Pact</td>
<td>53</td>
</tr>
<tr>
<td>Cancel Trade Agreement</td>
<td>50</td>
</tr>
<tr>
<td>Cancelling and reassigning a project</td>
<td>30</td>
</tr>
<tr>
<td>Carrier Air Group (CAG)</td>
<td>80</td>
</tr>
<tr>
<td>Carrier Airbase Strike</td>
<td>87</td>
</tr>
<tr>
<td>Carrier Port Strike</td>
<td>87</td>
</tr>
<tr>
<td>Changing the game options</td>
<td>15</td>
</tr>
<tr>
<td>Combat</td>
<td>12</td>
</tr>
<tr>
<td>Combat Events</td>
<td>73</td>
</tr>
<tr>
<td>Combat: The Art of War</td>
<td>56</td>
</tr>
<tr>
<td>Combining Air Wings into Squadrons</td>
<td>91</td>
</tr>
<tr>
<td>Command, leadership and experience</td>
<td>10</td>
</tr>
<tr>
<td>Complex Land Combat Overview</td>
<td>74</td>
</tr>
<tr>
<td>Consumer goods</td>
<td>38</td>
</tr>
<tr>
<td>Context-sensitive information</td>
<td>24</td>
</tr>
<tr>
<td>Convoy Raiding</td>
<td>87</td>
</tr>
<tr>
<td>Convoys</td>
<td>39</td>
</tr>
<tr>
<td>Coup Nation</td>
<td>54</td>
</tr>
<tr>
<td>Credits / exit</td>
<td>17</td>
</tr>
<tr>
<td>Declare War</td>
<td>54</td>
</tr>
<tr>
<td>Defences and fortifications</td>
<td>11</td>
</tr>
<tr>
<td>Demand Territory</td>
<td>53</td>
</tr>
<tr>
<td>Deploying Divisions form the Force Pool</td>
<td>65</td>
</tr>
<tr>
<td>Deploying Flotillas from the Force Pool</td>
<td>82</td>
</tr>
<tr>
<td>Deploying military forces and rockets</td>
<td>35</td>
</tr>
<tr>
<td>Deploying unassigned provincial assets</td>
<td>35</td>
</tr>
<tr>
<td>Diplomacy - International Affairs</td>
<td>47</td>
</tr>
<tr>
<td>Diplomacy and trade</td>
<td>8</td>
</tr>
<tr>
<td>Diplomacy Overview</td>
<td>47</td>
</tr>
<tr>
<td>Diplomatic Mapmode</td>
<td>28</td>
</tr>
<tr>
<td>Disband</td>
<td>67</td>
</tr>
<tr>
<td>Dissent and partisans</td>
<td>8</td>
</tr>
<tr>
<td>Dissent and partisans</td>
<td>46</td>
</tr>
<tr>
<td>Division Details</td>
<td>59</td>
</tr>
<tr>
<td>Division Types</td>
<td>58</td>
</tr>
<tr>
<td>Domestic policies and government</td>
<td>8</td>
</tr>
<tr>
<td>Domestic policy</td>
<td>43</td>
</tr>
<tr>
<td>Domestic Policy Overview</td>
<td>43</td>
</tr>
<tr>
<td>Economic Mapmode</td>
<td>27</td>
</tr>
<tr>
<td>End of Combat</td>
<td>73</td>
</tr>
<tr>
<td>End of Naval Combat</td>
<td>85</td>
</tr>
<tr>
<td>Enemy Occupation of a Port or Base</td>
<td>86</td>
</tr>
<tr>
<td>Energy</td>
<td>36</td>
</tr>
<tr>
<td>Entrenchment: Digging in</td>
<td>69</td>
</tr>
<tr>
<td>Envelopment and Multiple-Front Attacks</td>
<td>75</td>
</tr>
<tr>
<td>Envelopment, Encirclement and Supply</td>
<td>79</td>
</tr>
<tr>
<td>Events</td>
<td>19</td>
</tr>
<tr>
<td>Exchanging Fire</td>
<td>71</td>
</tr>
<tr>
<td>Field Comand Details</td>
<td>61</td>
</tr>
<tr>
<td>Field Officer Traits</td>
<td>63</td>
</tr>
<tr>
<td>Field Officers</td>
<td>62</td>
</tr>
<tr>
<td>Fleet Details</td>
<td>81</td>
</tr>
<tr>
<td>Flotilla Details</td>
<td>80</td>
</tr>
<tr>
<td>Flotilla Types</td>
<td>79</td>
</tr>
<tr>
<td>Flying Bombs and Rocket Bombs</td>
<td>95</td>
</tr>
<tr>
<td>For beginning players</td>
<td>5</td>
</tr>
<tr>
<td>For HOI players… What's new?</td>
<td>6</td>
</tr>
<tr>
<td>Force Composition Effects</td>
<td>85</td>
</tr>
<tr>
<td>General overview</td>
<td>42</td>
</tr>
<tr>
<td>General Overview</td>
<td>56</td>
</tr>
<tr>
<td>Getting started</td>
<td>5</td>
</tr>
<tr>
<td>Governmet</td>
<td>45</td>
</tr>
<tr>
<td>Ground Attack Mission</td>
<td>92</td>
</tr>
<tr>
<td>Guarantee Independence</td>
<td>52</td>
</tr>
<tr>
<td>IC allocation, production and gearing bonuses</td>
<td>7</td>
</tr>
<tr>
<td>Implementing new technology</td>
<td>30</td>
</tr>
<tr>
<td>Industrial capacity</td>
<td>7</td>
</tr>
<tr>
<td>Industrial capacity (IC) and IC allocation</td>
<td>37</td>
</tr>
<tr>
<td>Influence Nation</td>
<td>51</td>
</tr>
<tr>
<td>Infrastructure</td>
<td>7</td>
</tr>
<tr>
<td>Initiating Basic Land Combat</td>
<td>69</td>
</tr>
<tr>
<td>Initiating diplomacy</td>
<td>49</td>
</tr>
<tr>
<td>Initiation of Naval Combat</td>
<td>84</td>
</tr>
<tr>
<td>installation</td>
<td>5</td>
</tr>
<tr>
<td>Installation procedure</td>
<td>5</td>
</tr>
<tr>
<td>Installation Strike Mission</td>
<td>93</td>
</tr>
<tr>
<td>Interdiction Mission</td>
<td>92</td>
</tr>
<tr>
<td>International trade summary</td>
<td>39</td>
</tr>
<tr>
<td>Introduction</td>
<td>5</td>
</tr>
<tr>
<td>Introduction</td>
<td>79</td>
</tr>
<tr>
<td>Keeping up to date</td>
<td>5</td>
</tr>
<tr>
<td>Key concepts</td>
<td>6</td>
</tr>
<tr>
<td>Launching the game</td>
<td>5</td>
</tr>
<tr>
<td>Launching the game</td>
<td>15</td>
</tr>
<tr>
<td>Leader Traits</td>
<td>81</td>
</tr>
<tr>
<td>Leader Traits</td>
<td>90</td>
</tr>
<tr>
<td>Leadership</td>
<td>81</td>
</tr>
<tr>
<td>Leadership</td>
<td>90</td>
</tr>
<tr>
<td>Leave Alliance</td>
<td>52</td>
</tr>
<tr>
<td>Liberate Nation</td>
<td>53</td>
</tr>
<tr>
<td>Logistical Strike Mission</td>
<td>93</td>
</tr>
<tr>
<td>Main Map Overview</td>
<td>20</td>
</tr>
<tr>
<td>Manpower</td>
<td>37</td>
</tr>
<tr>
<td>Message boxes</td>
<td>18</td>
</tr>
<tr>
<td>Metal</td>
<td>36</td>
</tr>
<tr>
<td>Modifiers That Affect Battle</td>
<td>72</td>
</tr>
<tr>
<td>Money</td>
<td>37</td>
</tr>
<tr>
<td>More Complex Land Combat</td>
<td>74</td>
</tr>
<tr>
<td>Move</td>
<td>87</td>
</tr>
<tr>
<td>Movement is attack for land battles</td>
<td>12</td>
</tr>
<tr>
<td>Multiplayer games</td>
<td>15</td>
</tr>
<tr>
<td>Multiple Attacking or defending Field Commands</td>
<td>74</td>
</tr>
<tr>
<td>National Relationships</td>
<td>47</td>
</tr>
<tr>
<td>National resources</td>
<td>35</td>
</tr>
<tr>
<td>National transport Capacity (TC)</td>
<td>39</td>
</tr>
<tr>
<td>Natural resources</td>
<td>7</td>
</tr>
<tr>
<td>Naval and air basing</td>
<td>11</td>
</tr>
<tr>
<td>Naval Combat Overview</td>
<td>84</td>
</tr>
<tr>
<td>Naval Combat Patrol</td>
<td>87</td>
</tr>
<tr>
<td>Naval Combat Resolution</td>
<td>84</td>
</tr>
<tr>
<td>Naval Interdiction</td>
<td>87</td>
</tr>
<tr>
<td>Naval Orders</td>
<td>86</td>
</tr>
<tr>
<td>Naval Orders Interface</td>
<td>86</td>
</tr>
<tr>
<td>Naval Orders Overview</td>
<td>86</td>
</tr>
<tr>
<td>Naval Strike Mission</td>
<td>92</td>
</tr>
<tr>
<td>Naval Supply</td>
<td>82</td>
</tr>
<tr>
<td>Navigating the main map</td>
<td>20</td>
</tr>
<tr>
<td>Occupation of an Air Base</td>
<td>94</td>
</tr>
<tr>
<td>Occupation of Enemy Territory</td>
<td>74</td>
</tr>
<tr>
<td>Offer Non-Aggression Pact</td>
<td>52</td>
</tr>
<tr>
<td>Offer Trade Agreement</td>
<td>49</td>
</tr>
<tr>
<td>Oil</td>
<td>36</td>
</tr>
<tr>
<td>Open Negotiations</td>
<td>50</td>
</tr>
<tr>
<td>Orders</td>
<td>13</td>
</tr>
<tr>
<td>Organisation and entrenchment</td>
<td>10</td>
</tr>
<tr>
<td>Other Nations' Domestic Policies and Cabinets</td>
<td>47</td>
</tr>
<tr>
<td>Other Nations' Domestic Policies and Ministers</td>
<td>46</td>
</tr>
<tr>
<td>Out-Of-Supply Effects on Naval Combat</td>
<td>85</td>
</tr>
<tr>
<td>Overseas Supply</td>
<td>66</td>
</tr>
<tr>
<td>Overview</td>
<td>31</td>
</tr>
<tr>
<td>Overview</td>
<td>69</td>
</tr>
<tr>
<td>Overview</td>
<td>94</td>
</tr>
<tr>
<td>Overview</td>
<td>94</td>
</tr>
<tr>
<td>Overview of Force Structure and Field Comands</td>
<td>57</td>
</tr>
<tr>
<td>Partisan and occupation effects on resources and industrial capacity</td>
<td>37</td>
</tr>
<tr>
<td>Partisan Mapmode</td>
<td>28</td>
</tr>
<tr>
<td>Placing a production order</td>
<td>32</td>
</tr>
<tr>
<td>Political Mapmode</td>
<td>27</td>
</tr>
<tr>
<td>Port Strike Mission</td>
<td>93</td>
</tr>
<tr>
<td>Ports and Naval Bases</td>
<td>81</td>
</tr>
<tr>
<td>Preparation and support of the military</td>
<td>9</td>
</tr>
<tr>
<td>Production</td>
<td>38</td>
</tr>
<tr>
<td>Production orders and the production Queue</td>
<td>31</td>
</tr>
<tr>
<td>Production Runs</td>
<td>32</td>
</tr>
<tr>
<td>Province Defensive Structures</td>
<td>69</td>
</tr>
<tr>
<td>Province name</td>
<td>21</td>
</tr>
<tr>
<td>Province ownership and control</td>
<td>21</td>
</tr>
<tr>
<td>Provinces</td>
<td>21</td>
</tr>
<tr>
<td>Provincial assets</td>
<td>23</td>
</tr>
<tr>
<td>Provincial borders and crossing points</td>
<td>23</td>
</tr>
<tr>
<td>Quick build buttons</td>
<td>25</td>
</tr>
<tr>
<td>Rare materials</td>
<td>36</td>
</tr>
<tr>
<td>Rebase</td>
<td>86</td>
</tr>
<tr>
<td>Rebase</td>
<td>93</td>
</tr>
<tr>
<td>Rebasing a Fleet</td>
<td>83</td>
</tr>
<tr>
<td>Region and Area Mapmode</td>
<td>28</td>
</tr>
<tr>
<td>Reinforcement</td>
<td>67</td>
</tr>
<tr>
<td>Reinforcement, Upgrading and obsolescence</td>
<td>82</td>
</tr>
<tr>
<td>Reinforcements</td>
<td>38</td>
</tr>
<tr>
<td>Release Puppet</td>
<td>53</td>
</tr>
<tr>
<td>Research Projects</td>
<td>29</td>
</tr>
<tr>
<td>Ressource depots</td>
<td>41</td>
</tr>
<tr>
<td>Right click menus</td>
<td>20</td>
</tr>
<tr>
<td>Right-click provnce menu</td>
<td>25</td>
</tr>
<tr>
<td>Runway Cratering Mission</td>
<td>93</td>
</tr>
<tr>
<td>Sea Transport</td>
<td>87</td>
</tr>
<tr>
<td>Selecting a nation</td>
<td>15</td>
</tr>
<tr>
<td>Selecting a scenario or save game</td>
<td>14</td>
</tr>
<tr>
<td>Selecting and Assigning a Project</td>
<td>29</td>
</tr>
<tr>
<td>Selecting and Combining Flotillas</td>
<td>82</td>
</tr>
<tr>
<td>Selecting and Organising Field Comands</td>
<td>63</td>
</tr>
<tr>
<td>Selecting and Using a Statistics Sub-Folder</td>
<td>56</td>
</tr>
<tr>
<td>Selecting Research teams</td>
<td>28</td>
</tr>
<tr>
<td>Send Expeditionary Force</td>
<td>52</td>
</tr>
<tr>
<td>Shore Bombardment</td>
<td>87</td>
</tr>
<tr>
<td>Shortcut Keys</td>
<td>64</td>
</tr>
<tr>
<td>Single player games</td>
<td>14</td>
</tr>
<tr>
<td>Softening Up the Enemy</td>
<td>78</td>
</tr>
<tr>
<td>Special Orders: Anti-Partisan Duty</td>
<td>76</td>
</tr>
<tr>
<td>Special Orders: Garrisons</td>
<td>76</td>
</tr>
<tr>
<td>Special Orders: HQ Divisions</td>
<td>77</td>
</tr>
<tr>
<td>Special Orders: Marines</td>
<td>76</td>
</tr>
<tr>
<td>Special Orders: Mountaineers</td>
<td>77</td>
</tr>
<tr>
<td>Special Orders: Paratroopers</td>
<td>77</td>
</tr>
<tr>
<td>Special Orders: Reserves</td>
<td>76</td>
</tr>
<tr>
<td>Special Orders: Support Attack</td>
<td>75</td>
</tr>
<tr>
<td>Special Orders: Support Defence</td>
<td>76</td>
</tr>
<tr>
<td>Spheres of influence</td>
<td>49</td>
</tr>
<tr>
<td>Squadron Details</td>
<td>90</td>
</tr>
<tr>
<td>Staggered Attack Strategy</td>
<td>78</td>
</tr>
<tr>
<td>Statistics Overview</td>
<td>56</td>
</tr>
<tr>
<td>Status overview</td>
<td>17</td>
</tr>
<tr>
<td>Strategic Bombardent Mission</td>
<td>93</td>
</tr>
<tr>
<td>Strategic Redeployment</td>
<td>68</td>
</tr>
<tr>
<td>Strategic redeployment and the force pool</td>
<td>13</td>
</tr>
<tr>
<td>Sue for Peace</td>
<td>54</td>
</tr>
<tr>
<td>Supplies</td>
<td>36</td>
</tr>
<tr>
<td>Supplies</td>
<td>38</td>
</tr>
<tr>
<td>Supply Chains</td>
<td>66</td>
</tr>
<tr>
<td>Supply Mapmode</td>
<td>27</td>
</tr>
<tr>
<td>Supply, outfitting and transport capacity</td>
<td>9</td>
</tr>
<tr>
<td>System Requirements</td>
<td>5</td>
</tr>
<tr>
<td>Targeting</td>
<td>94</td>
</tr>
<tr>
<td>Technical Support</td>
<td>96</td>
</tr>
<tr>
<td>Technolgy sumary</td>
<td>31</td>
</tr>
<tr>
<td>Technology</td>
<td>9</td>
</tr>
<tr>
<td>Technology Overview</td>
<td>28</td>
</tr>
<tr>
<td>Terrain</td>
<td>21</td>
</tr>
<tr>
<td>Terrain mapmode</td>
<td>26</td>
</tr>
<tr>
<td>The Active Combats hot button</td>
<td>26</td>
</tr>
<tr>
<td>The Air Force as a Hammer</td>
<td>94</td>
</tr>
<tr>
<td>The Air Force as a Leveller of Nations</td>
<td>94</td>
</tr>
<tr>
<td>The Air Force on Defence</td>
<td>95</td>
</tr>
<tr>
<td>The Air Force Used Indirectly</td>
<td>95</td>
</tr>
<tr>
<td>The Air Forces</td>
<td>88</td>
</tr>
<tr>
<td>The Air forces hot button</td>
<td>25</td>
</tr>
<tr>
<td>The Bomb</td>
<td>95</td>
</tr>
<tr>
<td>The Chief of Staff</td>
<td>46</td>
</tr>
<tr>
<td>The Chief of the Air Force</td>
<td>46</td>
</tr>
<tr>
<td>The Chief of the Army</td>
<td>46</td>
</tr>
<tr>
<td>The Chief of the Navy</td>
<td>46</td>
</tr>
<tr>
<td>The convor management and convoy Details interface</td>
<td>40</td>
</tr>
<tr>
<td>The date/pause button</td>
<td>18</td>
</tr>
<tr>
<td>The democratic - Authoritarian slider</td>
<td>43</td>
</tr>
<tr>
<td>The diplomacy folder</td>
<td>42</td>
</tr>
<tr>
<td>The Engine of war</td>
<td>7</td>
</tr>
<tr>
<td>The fog of war</td>
<td>13</td>
</tr>
<tr>
<td>The folder tabs</td>
<td>17</td>
</tr>
<tr>
<td>The Force Pool hot button</td>
<td>26</td>
</tr>
<tr>
<td>The Foreign Minister</td>
<td>45</td>
</tr>
<tr>
<td>The Free Market - Central Planning Slider</td>
<td>43</td>
</tr>
<tr>
<td>The game management menu button</td>
<td>18</td>
</tr>
<tr>
<td>The Gearing bonus</td>
<td>33</td>
</tr>
<tr>
<td>The general interface</td>
<td>17</td>
</tr>
<tr>
<td>The Hawk Lobby - Dove Lobby Slider</td>
<td>44</td>
</tr>
<tr>
<td>The Head of Government</td>
<td>45</td>
</tr>
<tr>
<td>The Head of Military Intelligence</td>
<td>46</td>
</tr>
<tr>
<td>The Head of State</td>
<td>45</td>
</tr>
<tr>
<td>The History Log</td>
<td>28</td>
</tr>
<tr>
<td>The Hot buttons</td>
<td>25</td>
</tr>
<tr>
<td>The Intervensionism - Isolationism Slider</td>
<td>44</td>
</tr>
<tr>
<td>The Land Forces</td>
<td>57</td>
</tr>
<tr>
<td>The land forces hot button</td>
<td>25</td>
</tr>
<tr>
<td>The main map folder</td>
<td>20</td>
</tr>
<tr>
<td>The main menu</td>
<td>14</td>
</tr>
<tr>
<td>The Mini Map and Mapmode buttons</td>
<td>26</td>
</tr>
<tr>
<td>The Minister of Armament</td>
<td>45</td>
</tr>
<tr>
<td>The Minister of Security</td>
<td>45</td>
</tr>
<tr>
<td>The Naval Forces hot button</td>
<td>26</td>
</tr>
<tr>
<td>The Naval Forces hot button</td>
<td>79</td>
</tr>
<tr>
<td>The Open Society - Closed Society slider</td>
<td>43</td>
</tr>
<tr>
<td>The Plitical Left - Political Right slider</td>
<td>43</td>
</tr>
<tr>
<td>The production folder</td>
<td>31</td>
</tr>
<tr>
<td>The production queue</td>
<td>34</td>
</tr>
<tr>
<td>The province hot button</td>
<td>25</td>
</tr>
<tr>
<td>The Standing Army - Drafted Army Slider</td>
<td>43</td>
</tr>
<tr>
<td>The Statistics Folder</td>
<td>56</td>
</tr>
<tr>
<td>The Technolgy Folder</td>
<td>28</td>
</tr>
<tr>
<td>The Three Factions: The Allies, The Axis and The Comintern</td>
<td>48</td>
</tr>
<tr>
<td>The top bar</td>
<td>17</td>
</tr>
<tr>
<td>Time of Day and Weather Effects on Naval Combat</td>
<td>85</td>
</tr>
<tr>
<td>Timing Your Attack</td>
<td>70</td>
</tr>
<tr>
<td>Tool tips</td>
<td>19</td>
</tr>
<tr>
<td>Transport Capacity and Supply Efficiency</td>
<td>65</td>
</tr>
<tr>
<td>Transporting Paratroopers</td>
<td>68</td>
</tr>
<tr>
<td>Transporting Troops on Ships</td>
<td>68</td>
</tr>
<tr>
<td>Troops Mix, Terrain and Weather</td>
<td>77</td>
</tr>
<tr>
<td>Tutorials</td>
<td>17</td>
</tr>
<tr>
<td>Upgrades</td>
<td>38</td>
</tr>
<tr>
<td>Upgrading</td>
<td>67</td>
</tr>
<tr>
<td>Victory</td>
<td>6</td>
</tr>
<tr>
<td>Victory point value</td>
<td>21</td>
</tr>
<tr>
<td>Victory Points Mapmode</td>
<td>28</td>
</tr>
<tr>
<td>Visibility</td>
<td>84</td>
</tr>
<tr>
<td>Visibility</td>
<td>94</td>
</tr>
<tr>
<td>Weather</td>
<td>22</td>
</tr>
<tr>
<td>Weather and Time of Day Effects on Air Combat</td>
<td>94</td>
</tr>
<tr>
<td>Weather Mapmode</td>
<td>27</td>
</tr>
<tr>
<td>Weather, terrain and time of day</td>
<td>12</td>
</tr>
</table>
[[Category:Reference]]
a8606d5fae8bba7da69018f63e445f1d6602c128
Map (Utilities)
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====These are [[Utilities]] that enable you to view with the Map====
=Online Map=
====Interactive Online Map for Hearts of Iron 2 and subsiquent expansions====
:World map based on five scenarios (1936, 1938, 1939, 1941 and 1944)
:Eight zoom levels (1:1, 1:2, 1:4, 1:8, 1:16, 1:32, 1:64 and 1:96)
:Five map display modes (terrain, political, victory point, industry and infrastructure)
:Option to display province IDs and locate province by name
:Different styles of grid and coordinates (including having them turned off)
*[http://www.ederon.net/hoi2iom.aspx The Online Map can be found here. '''WARNING: This will take you to an external site''']
:[http://forum.paradoxplaza.com/forum/showthread.php?t=199294 A discussion about this on the Paradox forum]
:[http://www.europa-universalis.com/forum/showthread.php?t=180972 A discussion about this on the Paradox forum]
=Printable Map Sections=
====Printable Hearts of Iron 2 maps====
Maps of different locations prepared for printing. They can be used as reference or planning tool for armchair generals.
*[http://www.ederon.net/HeartsofIron2/Downloads/PrintableMaps/tabid/81/Default.aspx The printable maps can be found here. '''WARNING: This will take you to an external site''']
:[http://forum.paradoxplaza.com/forum/showthread.php?t=193673 A discussion about this on the Paradox forum]
=Believed to be no longer availiable=
[[Category:Utilities]]
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Marine Amphibious Force
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===[[Marine Amphibious Force]] (MAF)===
A '''Marine Amphibious Force''' is a limited [[Surface Action Group]](SAG) with [[Transport]]s (TP) attached to it for the purpose of ferrying troops and executing amphibious assaults. Shore bombardment will automatically occur during an amphibious assault by all capable ships in an adjacent sea zone.
'''[[Amphibious assault]] mission:''' This must be issued when the fleet is already located in its home port. Otherwise, it will likely result in the entire fleet returning to its home port. Alternatively, troops can simply disembark from the transports and attack. This only works for games up to Armageddon 1.2. For the Armageddon 1.3beta patch, disembarking from transports into enemy territory is no longer possible. Leaving transports in the region is important for early assaults, in the event of defeat or retreat, troops can retreat to the transports.
====MAF Fleet Composition====
Three philosophies are debated, currently.
# ''TP-only fleets'': This playstyle argues that TPs should be left in TP-only fleets. The reason is that TP-only fleets have a optimal [[Naval primer#Combat Range|combat range]] of 450+km and then flee. Adding even a single warship will decrease this and let the TPs participate in combat, where they can only lose.
# ''CV-protection'': Followers of this idea argue that adding a CV to the fleet will put the fleet at a distance to all surface fleets that do not contain carriers, thus protecting the TPs better than if they are sent out alone.
# ''Surface fleet'': This is the "old-school" version of a MAF: combine your TPs with a sufficiently strong SAG to defend the transports.
[[Category:Guides]] [[Category:General Guides]]
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Marine Division
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[[Image:Div_7.jpg|thumb]]
Marines are an elite branch of the Infantry, specifically trained for assaulting beaches and other naval operations. They make use of specialised equipment and tactics to give them an edge over regular Infantry in such an environment.
==Marine Division Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Marines '36 || 40 || 40 || 2 || 3 || 8 || 1 || 12 || 15 || 100
| width=20 | || 9 || 160 || 10 || 4 || 0.8 || 0 || 3 || 10 || 0.5 || 1.0 || 5 || 5 || 5 || 5
|- align=center
| align=left | Marines '39 || 40 || 40 || 3 || 4 || 10 || 2 || 18 || 18 || 100
| width=20 | || 9 || 160 || 10 || 5 || 0.8 || 0 || 3 || 10 || 0.5 || 1.0 || 6 || 6 || 6 || 6
|- align=center
| align=left | Marines '41 || 40 || 40 || 4 || 5 || 12 || 4 || 24 || 20 || 100
| width=20 | || 9 || 160 || 10 || 5 || 0.9 || 0 || 3 || 10 || 0.5 || 1.0 || 6 || 6 || 6 || 6
|- align=center
| align=left | Marines '43 || 40 || 40 || 5 || 6 || 14 || 5 || 30 || 25 || 100
| width=20 | || 9 || 160 || 10 || 5 || 0.9 || 0 || 3 || 10 || 0.5 || 1.0 || 6 || 6 || 6 || 6
|}
==Brigades allowed==
* [[Anti-aircraft Brigade]]
* [[Anti-Tank Brigade]]
* [[Artillery Brigade]]
* [[Engineer Brigade]]
* [[Heavy Armored Brigade]]
* [[Light Armored Brigade]]
* [[Rocket Artillery Brigade]]
* [[Self-Propelled Artillery Brigade]]
* [[Self-Propelled Rocket Artillery Brigade]]
* [[Tank Destroyer Brigade]]
==Notes==
* Marine divisions are considered soft units.
* Marines have higher org and morale, reduced soft and hard attack values, and cost more IC and more manpower compared to a normal infantry of the same year.
* Marines have less penalty performing [[amphibious assault|amphibious assaults]] (the penalty is reduced even more the further along the tech tree you get) .
* Marines have less difficulties fighting in marshes and jungles.
[[Category:Units]]
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Marines
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#redirect [[Marine Division]]
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Mechanized Division
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[[Image:Div_3.jpg|thumb]]
Mechanized Infantry are equipped with all-terrain vehicles, such as the halftrack, which does not limit them to roads as with Motorized Infantry and allows them to work well with armoured units. However, the specialist equipment they require means their cost is high.
==Machanized Division Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Mechanized Infantry '42 || 30 || 30 || 4 || 5 || 14 || 5 || 20 || 20 || 60
| width=20 | || 14 || 125 || 10 || 10 || 1.3 || 4.5 || 2 || 30 || 0.5 || 1.0 || 11 || 11 || 11 || 11
|- align=center
| align=left | Mechanized Infantry '43 || 30 || 30 || 4 || 6 || 16 || 6 || 25 || 25 || 60
| width=20 | || 14 || 125 || 10 || 10 || 1.4 || 4.5 || 2 || 30 || 0.5 || 1.0 || 11 || 11 || 11 || 11
|- align=center
| align=left | Mechanized Infantry '44 || 30 || 30 || 6 || 6 || 18 || 7 || 32 || 32 || 60
| width=20 | || 14 || 125 || 10 || 10 || 1.5 || 4.5 || 2 || 30 || 0.5 || 1.0 || 11 || 11 || 11 || 11
|- align=center
| align=left | Mechanized Infantry '45 || 30 || 30 || 7 || 6 || 20 || 8 || 37 || 37 || 60
| width=20 | || 14 || 125 || 10 || 10 || 1.5 || 4.5 || 2 || 30 || 0.5 || 1.0 || 11 || 11 || 11 || 11
|}
==Brigades allowed==
* [[Anti-aircraft Brigade]]
* [[Anti-Tank Brigade]]
* [[Armored Car Brigade]]
* [[Engineer Brigade]]
* [[Heavy Armored Brigade]]
* [[Light Armored Brigade]]
* [[Self-Propelled Artillery Brigade]]
* [[Self-Propelled Rocket Artillery Brigade]]
* [[Tank Destroyer Brigade]]
==Notes==
* Meachnized divisions are considered hard units.
[[Category:Units]]
3b75a6798b93c879a686c4bfdc96a9baecdc392d
Mengkukuo
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960
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{| cellpadding=1
|- valign=bottom
!Country<BR>Tag!!Country<BR>Name!!Province<BR>ID !!Name !!Captital!!Required
|-
|MEN||Mengkukuo ||1208 ||[[Hohhot]] ||C ||Y
|-
|| || ||1385 ||[[Bayan Tumen]] || ||N
|-
|| || ||1398 ||[[Erenhot]] || ||N
|-
|| || ||1207 ||[[Jining]] || ||N
|-
|| || ||1386 ||[[Xilinhot]] || ||N
|}
[[Category:Countries]]
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Mexico
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{{Country guides}}
== What To Expect ==
You are playing a poor, underdeveloped nation. The only military unit you can build at the start that won't take forever is militia. You are pretty well liked by the USA, and have your independence guaranteed by them. Don't expect to get all high and mighty and think "ZOMG IMMA TAKE OVER SOUTH AMERICA AND TEH WORLD!!!11!1". No. Go play the Soviet Union should you want that.
== Alliances ==
'''Axis -'''
Begin influencing Germany right away, and strike up a lot of trade agreements should you want to join the Axis, but that may not be a wise choice, as you have the big blue blob to your north who is sympathetic to the Allies. You also have many allied powers with colonies knocking at your door in the Caribbean.
----
'''Allies -'''
Joining the allies isn't that hard. The United Kingdom is pretty friendly towards you anyway, and France doesn't like you or hate you. Begin trading with the UK and her puppets, and don't worry about France or what they think. They're going to get occupied in a few years anyway. If you want too, you can influence the UK, but it may be wiser to influence the USA, for reasons which will be explained later.
----
'''Comintern -'''
A Communist/Stalinist Mexico IS possible, but may take awhile. The Soviet Union already dislikes you, along with her puppets. The only way to be able to join the Comintern is to adjust to ''their'' ideals, not yours. It simply isn't possible to Facist and in the Comintern. This may not be a good idea, because it can easily anger the USA. And ''nobody'' wants that.
----
'''Japanese Alliance -'''
Joining Japan can be a very good move, and a very bad one. Japan isn't well liked throughout the world, and will continue to be less and less liked as the game progresses. The USA will be most likely be attacked by them in '40 or '41, and that will drag you into a war against the USA. One you simply cannot win. I do ''not'' recommend joining Japan. They are too far away and too selfish to help.
----
'''Argentinian Alliance -'''
Argentina may seem like a good ally, but they aren't. Influencing them and getting better relations with them are a horrible decision, because even when the odds of joining in an alliance with them are high, ''they will not do it''. I don't know why, they simply won't join.
[[Category: National Strategy]]
3614b97a1d0f419965b1999ca4d28613b0f0f47c
Micro Power
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A '''Micro Power''' is used to define a [[nation]] in [[HoI2]] that has less than 10 [[IC]] at the beginning of the [[scenario]].
[[Category:Terminology]]
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Micro power
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#REDIRECT [[Micro Power]]
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Militia
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#REDIRECT [[Militia Division]]
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Militia Division
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[[Image:Div_11.jpg|thumb]]
Militia are a cheap and rapidly formed Infantry unit. Their hurried training and poor equipment mean they are of little use in combat, although they can be useful for controlling territory and as a last line of defence when no other units are available.
==Militia Division Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Militia '36 || 30 || 30 || 1 || 2 || 2 || 0 || 1 || 8 || 100
| width=20 | || 4 || 50 || 5 || 4 || 0.2 || 0 || 1 || 10 || 0.5 || 1.0 || 4 || 6 || 4 || 4
|- align=center
| align=left | Militia '43 || 30 || 30 || 1 || 3 || 6 || 3 || 5 || 15 || 100
| width=20 | || 4 || 55 || 5 || 4 || 0.5 || 0 || 1 || 10 || 0.5 || 1.0 || 4 || 4 || 4 || 4
|}
==Brigades allowed==
* [[Anti-aircraft Brigade]]
* [[Anti-Tank Brigade]]
* [[Armored Car Brigade]]
* [[Artillery Brigade]]
* [[Light Armored Brigade]]
==Notes==
* Militia divisions are considered soft units
* Suggested reading: [[Militia Strategy Guide]]
[[Category:Units]]
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Militia Strategy Guide
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{{Anthology}}
[[Image:Div_11.jpg|right|<center>Militia</center>]]
At first glance, the [[Militia Division]] seems to be a worthless unit. When comparing the statistics of Militia to any other land unit, they are clearly inferior. Yet, Militia is so valuable and important to your army that every nation in the game should use Militia when they are able to do so.
== Comparison to Infantry ==
{| border="1" cellpadding=1
|- valign=bottom
! Model !! ORG !! Morale !! Air Att. !! Air Def. !! Soft Att. !! Hard Att. !! Toughness !! Defensiveness !! Softness !! Cost !! Build-time !! Manpower !! Max Speed !! Supply Cons. !! Suppression
|- align=center
| align=left | Infantry '36 || 30 || 30 || 2 || 3 || 10 || 1 || 12 || 15 || 100 || 7 || 95 || 10 || 4 || 1 || 2
|- align=center
| align=left | Militia '36 || 30 || 30 || 1 || 2 || 2 || 0 || 1 || 8 || 100 || 4 || 50 || 5 || 4 || 0.2 || 1
|}
This means:
* Infantry uses five times as much supplies
* Infantry increases TC load by five times
* Infantry costs twice as much in manpower
* Infantry costs over three times more IC days (665 versus 200)
These facts aren't necessarily surprising: since Infantry is a better combat unit, it "should" cost more, right? Yet, combat isn't only about statistics! In particular, there is more to combat in HOI2 than attack ratings, and this will be explained in detail by the following analysis.
Further comparison is available at [[Ground_unit_statistics]].
=== Value ===
Considering that every unit in game requires: "IC to build x Days to build", also known as [[IC days]] (ICd), consider the following scenario. You are a nation with 22 IC available for production and you need to build an army. How do you get the most army for your production? What will you build over the next 3 months? Considering this time frame and the IC you are using, this equates to 2,000 ICd.
According to the [http://forum.paradoxplaza.com/forum/showthread.php?t=296740 findings made by Theokrat], 100% combat efficiency is achieved when the majority of a formation consists of militia. Hence, building 3 militia and 2 infantry (1,930 ICd) versus 3 infantry (1,995 ICd) is a far better choice because the mixed force is:
* Superior in combat: more units are inflicting damage
* Superior in losses: more units spread causalities evenly
* Superior in staying power: Decreased loses enable infantry to fight longer
* Superior in costs, time, TC, supply, and manpower.
=== Absorbing Bullets ===
Militia will act like a sponge for bullets in your formation. A Militia unit that has lost half of its strength has only lost 2.5 manpower, while an infantry unit in the same situation has lost 5 manpower. This has the net effect of keeping your infantry units in a firefight while minimizing the causalities of your units.
=== Battle Winning Ability ===
All this being said, the ''true'' value of Militia can only be understood with battle winning ability (BWA). BWA = damage inflicted (soft attack) x damage absorbed (org). Continuing the example above of unit production that is the same in IC days, the choice of 3 militia with 2 infantry has a total soft attack of 26, and a total organization of 150. Thus, the BWA is 3,900 (26 * 150). Meanwhile, the group of 3 infantry has a total soft attack of 30, but a total organization of only 90. Thus, their BWA is 2,700 (30 * 90).
Meanwhile, 1 infantry with 300 BWA (30 * 10) will defeat 2 Militia (4 * 60) (240 BWA), however will loose handily against 3 Militia (540 BWA).
=== Command Limit ===
A division of Militia takes up command capacity. In offense, Militia are higher in the division ranking (explanation needed) and thus damage-dealing infantry divisions are the ones taking the command penalty of -75% effectiveness. There is no overall limit to command capacity for defenders (instead of 24 divisions per province (FM + HQ) for attackers), so militia are sure to be fully effective on defense.
== The Manpower issue ==
=== The problem ===
Although Militia are an excellent, cost effective addition to nearly any army, as explained above, one should still be weary of one particular problem: manpower depletion.
On first sight, this is not really so much a problem, as Militia cost only half the manpower of a standard Infantry unit (5 manpower for a militia compared to 10 for an infantry unit). However, the IC-day cost of an Infantry is more than three times the cost of that of a regular Militia (665 for the Infantry to 200 for the Militia). In effect, this means you can build approximately 3.30 Militia for every 1 Infantry, which means you will spend 5 times 3.30 manpower (16.5) if you build Militia, versus 10 manpower if you go Infantry. This can be a good thing, as an investment in Militia is a quick and cost effective way to ''use'' your manpower, rather than having it waste away in the manpower pool.
Militia will rapidly deplete and waste manpower if used incorrectly. For example, a unit comprised 100% of militia will take heavy losses and have very little combat effectiveness. In this sense, creating a unit that is entirely made of militia, and using that unit on the front lines, is very wasteful of manpower. Alternatively, the suggested approach is to combine Militia evenly with Infantry. Doing this ensures that Infantry sustain fewer loses while fighting, and inflict more damage. When Militia is used in this combined approach, manpower is saved.
=== Consequences ===
The consequences are fairly obvious, in that a state which main limitation lies in a small manpower pool and a similarly slow growth in manpower is oftentimes better served committing it's small manpower resources to less cost effective, more elite units like Infantry, Armor and Air force.
This begs the question: which state should employ large quantities of Militia, which should use none and which should keep to a limited amount?
===== States which should rely heavily on Militia =====
The states which should favor large amounts of Militia are states with a high "manpower to IC ratio" (mp/IC). They will usually be limited in their capabilities to turn out units because of limited IC, rather than limited manpower.
States which will always fall in this category are the [[Soviet Union]], the Chinese states (cliques, [[Nationalist China]] and [[Communist China]]), [[Japan]] and minor powers like [[Brazil]].
States which will fall under this category if their slider settings (Hawk), research (Agriculture) and cabinet choices (ministers which favor manpower growth, like a "Man of the people" or a proponent of "the People's war") are states like Italy and Spain, and sometimes Germany if it has built up a large manpower pool in the early years of the game by focusing production on Armor.
Also note that these states usually profit from "Land Doctrine" choices that prefer Militia use (giving combat bonuses and discounts), and spend a lot of manpower (the "Human Wave/Soviet"-branch and the "Infiltration/Japanese"-branch). The "Guerrilla" option on the "Human Wave"-branch is particularly appealing. States in this category should even consider switching branches early on in the game if their research allows it.
===== States which could use some Militia =====
These are typically states with a decent manpower growth but with an even larger IC, which causes a medium mp/IC, like Germany (although you should keep the before-mentioned exception in mind) and most of the Allies in mid-game. Most minor powers also fall in this range.
===== States which cannot afford Militia, manpower-wise =====
These are states which typically have no manpower growth worthy of that name, and more IC than they can spend. Micro-powers often fall under this category, and minor powers with relatively high IC (Benelux-countries and Eastern European countries) and even some major powers (like the early, manpower strapped Allies, and Germany once faced with the task of defeating the Soviet Union).
[[Category:Guides]] [[Category:General Guides]] [[Category:Units]]
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Minister Traits
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Meneth
2
1 revision imported: Import from HoI2 Wiki
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* All minister traits can be used in any minister types, but sometimes it may not be a good idea.
* Minister research bonus did not work in HOI2 up to and including 1.2. Works properly in all later versions, Doomsday and Armageddon.
* Negative/Positive construction modifier means decrease/increase of production time and cost thus a +5% bonus increase both time and IC needed for completion by 5%.
== Head of State ==
;Power-Hungry Demagogue
* Wartime Belligerence +0.2 per month
* Peacetime Belligerence -0.5 per month
* Alliance chance with Dictatorships +20%
The Power-Hungry Demagogue is an angry vengeful man full of hatred. However he possesses a demonic charisma that enchants the frustrated masses. He has but one real purpose and that is to control and shape the world into one of his liking.
;Barking Buffoon
* Organisation regain -5%
* Peacetime Belligerence -0.4 per month
* Alliance chance with Democracies +30%
The Barking Buffoon is a great political dramatic actor. People see him as a strong and competent leader who will save the nation and restore it to its historical greatness. But behind his mask of bombastic rhetoric hides a weak-minded, vain simpleton. Those who really know him, know he is an incompetent man.
;Stern Imperialist
* Consumer goods need -5%
* Unit build costs -10%
* Dissent growth rate +20%
The Stern Imperialist is a staunch nationalist. He is neither charming nor an administrative genius. However he has one big asset, namely his fanatical determination to improve his nation's status. He will use any means to achieve that goal, be it political or military.
;Ruthless Powermonger
* Infantry construction bonus -25%
* Militia construction bonus -25%
* Money production -25%
* Chance to coup us -80%
* Unit Organisation -10%
The Ruthless Powermonger treats his country and his people as personal possessions. He is completely unscrupulous and he will let nothing stand between him and his goals. Sometimes he can develop a streak of paranoia which will endanger friend and foe alike.
;Autocratic Charmer
* Consumer goods need -5%
* IC -10%
* Dissent growth rate -10%
The Autocratic Charmer uses his charisma and ruthlessness to stay in power. He charms friend and foe alike and is an excellent negotiator. However, day-to-day governing is not his style and corruption flourishes under his rule.
;Resigned Generalissimo
* Supplies +10%
* Dissent growth rate +10%
* Money production -10%
* Transport Capacity +15%
The Resigned Generalissimo came to power to save his country from the ruin of anarchy and popular sentiment. He is tired of political bickering and tries to run the country as he used to command his regiment. Still, he is a competent and decisive man.
;Benevolent Gentleman
* Consumer goods need -5%
* Dissent growth rate -10%
* Belligerence required for declaration of war +20%
The Benevolent Gentleman is charismatic and a master at winning elections. However, he lacks the character to be truly successful at the nation's helm. When things get rough, he merely smiles and waits out the winds of political opinion.
;Weary Stiffneck
* Organisation regain +5%
* Diplomatic costs +10%
The Weary Stiff-Neck is not the right man for this job. He tries to compensate for this with an aristocractic manner and stiff-necked acting. When it comes to politics he is weary and indecisive, always fearing that his lack of talent will show through his façade.
;Insignificant Layman
* Dissent growth rate +5%
* Money production +5%
The Insignificant Layman lacks any kind of ambition or political interest. The only reason people do not move against him is that he is fairly harmless and there is no better replacement.
;Die-hard Reformer
* Consumer goods need -10%
* Belligerence needed for declaration of war -15%
* Money Production -25%
The Die-Hard Reformer wants to promote his political values and preferred system of government to other countries. He is willing to intervene politically and military to achieve his goals.
;Pig-headed Isolationist
* Belligerence required for declaration of war +30%
* Money production +25%
The Pig-Headed Isolationist is determined to keep his country out of war, and the mess of international politics. He might like or dislike international cooperation, but it is always national autonomy that is his goal.
;Popular Figurehead
* Consumer goods need +10%
* Dissent growth rate -50%
The Popular Figurehead has little power due to the system of government in his country. But due to his popularity, any firm statement of his will have to be taken into consideration by those who have power in the country.
== Head of Government ==
;Silent Workhorse
* [[IC]] +5%
* Diplomacy costs +20%
The Silent Workhorse compensates for his lack of charisma with hard work and competence. He rarely takes pride of place, instead letting the Head of State shine in the sun while he gets the job done.
;Naive Optimist
* Consumer goods need -10%
* Belligerence required for declaration of war +10%
The Naive Optimist is a competent administrator and politician. However, he often succumbs to wishful thinking and fails to grasp the traps which have been laid for him.
;Flamboyant Tough Guy
* Alliance chance with close ideologies +50%
* Leader skill efficiency -10%
The Flamboyant Tough Guy is a natural leader and a real fighter. He will try to avoid conflict but, if forced to, he will fight to the bitter end. His showmanship generates many creative ideas which he will defend with the stubbornness of a mule, whether they are good or bad.
;Happy Amateur
* Dissent Growth Rate -10%
* Money Production -5%
The Happy Amateur got his position by pure chance and knows nothing of politics or government. However overwhelmed by the surprise of being in office, his ever-smiling face gives him an aura of confidence. Luckily for him, the people are unaware of his staggering incompetence.
;Backroom Backstabber
* IC -5%
* Chance to coup us -30%
* Coup Nation 900 (1000)
The Backroom Backstabber is a political veteran with years of experience as a party whip and senior party member. No intrigue will oust him and no foreign government can topple him. Foreign governments have to be very cautious around him though.
;Smiling Oilman
* Alliance chance -20%
* Oil production +10%
The Smiling Oilman is a self-made man and a former CEO of a large Oil Company. His experience, and some say his money, have brought him into office. However, he lacks political skill and is a novice in the international arena. At least he is thick-skinned, competent and a fast learner.
;Old General
* Infantry construction bonus -5%
* Mountain construction bonus -5%
* Militia construction bonus -5%
* Heavy Cruiser construction bonus +5%
* Light Cruiser construction bonus +5%
* Destroyer construction bonus +5%
The Old General was appointed because of his powerbase and sometimes because of his glorious past. Not very interested or skilled in politics, he pursues his foremost interest: the state of the Army.
;Old Admiral
* Heavy Cruiser construction bonus -5%
* Light Cruiser construction bonus -5%
* Destroyer construction bonus -5%
* Tactical Bomber construction bonus +5%
* Escort Fighter construction bonus +5%
The Old Admiral was appointed because of his powerbase and sometimes because of his glorious past. Not very interested or skilled in politics, he pursues his foremost interest: the state of the Navy.
;Old Air Marshal
* Tactical Bomber construction bonus -5%
* Escort Fighter construction bonus -5%
* Infantry construction bonus +5%
* Bergsjäger construction bonus +5%
* Militia construction bonus +5%
The Air Marshal was appointed because of his powerbase and sometimes because of his glorious past. Not very interested or skilled in politics, he pursues his foremost interest: the state of the Air Force.
;Political Protege
* Consumer goods need +3%
* Dissent growth rate -5%
The Political Protégé is a political crony, a confidant of the Head of State. He is neither very liked nor very competent. He was chosen because he was loyal and had a large net of contacts.
;Ambitious Union Boss
* Consumer goods needed -15%
* Dissent growth rate +5%
* Money production -30%
The Ambitious Union Boss is a harsh man who turned to politics to get the power to change things. He is still a man of the working class but his new environment has curbed his radicalism. He is a tough negotiator but lacks administrative skill. His background is also a liability in some circumstances.
;Corporate Suit
* Money production +50%
* Dissent growth rate +10%
* Unit build costs +5%
The Corporate Suit has spent his life in the business world, far away from politics. He was originally brought in as an independent minister, but due his competence and cooperation skills he has reached the top. He has formed a large network of contacts, but he is out of place in politics.
== Foreign Minister ==
;Biased Intellectual
If the targeted government is of a different type:
* Offer Alliance -50 (-100)
* Bring to Alliance -50 (-100)
* Join Alliance -15 (-30)
* Open Negotiations -8 (-30)
* Offer Trade Agreement 0 (0)
* Sue for Peace 0 (0)
The Biased Intellectual is a refined academic intellectual, whose scholarly work has biased his judgement of other countries and people. The Biased Intellectual is often arrogant and witty about those he dislikes but fawning and ingratiating towards those he likes.
;Ideological Crusader
* Influence Nation -67 (-100)
* Open Negotiation -8 (-30)
* Offer Trade Agreement 0 (0)
The Ideological Crusader views himself as a devoted proponent of his political system, but to others he is an extremist. If a Fascist, he judges all non-Fascists as weak and decadent. If a Democrat, he would rather lose a war than comply with any demands from a non-Democrat. If a Communist, he views Democrats as evil capitalists and Fascists as evil pseudo-capitalists. When it comes to ideology it is impossible to argue with him since he has already found his salvation.
;Apologetic Clerk
* Influence nation -133 (-100)
* Cancel Military Access 0 (-30)
* Revoke Military Access 0 (-30)
* Sue for peace 0 (0)
The Apologetic Clerk is often a brilliant man, but either lacks inner strength or is so filled with doubt over the political system of his own country that he can seldom stay consistent. An Apologetic Clerk might also be a man who truly believes in the righteousness of his political system, but unfortunately also believes that the other side will win the war.
;Iron-fisted Brute
* Influence Nation -67 (-100)
* Annex Nation 0 (0)
* Demand Territory -67 (-100)
The Iron-Fisted Brute is a simple man who has risen throught the ranks of the military or the party. He views the world in black and white: those who eat and those who are eaten. Often brutish and sometimes a sociopath, the Iron-Fisted Brute makes policies without remorse.
;Great Compromiser
* Offer Alliance -50 (-100)
* Bring to Alliance -50 (-100)
* Join Alliance -15 (-30)
* Leave Alliance -70 (-150)
* Guarantee Independence -15 (-30)
The Great Compromiser is an easy-going and amiable fellow liked by most. Often he is a sage-like old man and a professional diplomat with many years of service, tactful and experienced. He has the ability to forge lasting friendships and to bind the wills of many into one, striving towards the same goal.
;General Staffer
* Request Military Access -75 (-100)
* Assume Military Control 0 (0)
The General Staffer is a former military man, perhaps a former teacher of strategy in the General Staff. He has now resettled in the field of Foreign Affairs, a subject that was always his 'hobby'. The General Staffer most likely follows his old military notion of politics and is focused on diplomacy through military might. However, by doing that, the General Staffer is often deemed a simple-minded man, lacking in imagination and boring.
;The Cloak-and-Dagger Schemer
* Coup Nation -667 (-1000)
* Puppet Regime 0 (0)
The Cloak-and-Dagger Schemer is a secretive person. He prefers unorthodox plans and constantly seeks weaknesses to exploit among his slower victims. Often the Cloak-and-Dagger Schemer has a background in the Secret Service and that experience makes him sly and uninformative. Basically the Cloak-and-Dagger Schemer is not a great diplomat but he is so unpredictable that in the end he often gets what he wants.
== Armaments Minister ==
*Note: Minister research bonus did not work in HOI2 up to and including 1.2. Works properly in all later versions, Doomsday and Armageddon.
;Administrative Genius
* IC +10%
The Administrative Genius is an ardent labourer, who uses his personnel and modern techniques to the utmost to improve the war effort. The Administrative Genius is often a young engineer or scientist, free-thinking and innovative. He always tries to be 'objective' and 'impartial' to further the common good.
;Resource Industrialist
* IC +5%
* Industrial Research +10%
The Resource Industrialist is usually a civilian from the heavy industry sector who has been appointed to govern the nations industrial efforts. He always tries to run the country as he would the coal mine back home, improving and expanding its base. As such he is a great organiser, but he sometimes tends to neglect the finer points of the armaments industry.
;Laissez-Faire Capitalist
* Consumer goods need -20%
The Laissez-Faire Capitalist is a specialist in market economics. It is his firmest opinion that little government intervention is needed, but that the good old invisible hand will best direct the resources of the Nation, war or no war.
;Theoretical Scientist
* Secret Weapons research +10%
The Theoretical Scientist is a brilliant old professor picked out from the nation's leading university. He is of course a specialist in science both theoretical and applied. However he sometimes has a hard time prioritizing military matters, when great exploits in the civilian sectors can be attained. This often makes him a proponent of the more neutral areas of Electronics and Communication, but sometimes if he is eccentric enough, Secret Weapons are his preferred field.
;Military Entrepreneur
* Supplies +20%
The Military Entrepreneur is a former military man, possibly an old fighter from the Great War. He knows his priority and that is to get the guns and the butter to the troops at the front. This priority often leads to the neglect of the finer points of science
;Battlefleet Proponent
* Naval research +10%
The Battlefleet Proponent is not only an able administrator and politician, he is also a meddler in Grand Strategy. He believes that battleships are what the country needs.
;Submarine Proponent
* Submarine construction bonus -10%
The Submarine Proponent is not only an able administrator and politician, but he also is meddling in the area of Grand Strategy. He believes that submarines are now the decisive weapon of naval warfare.
;Tank Proponent
* Armor & Artillery research +10%
The Tank Proponent is not only an able administrator and politician, but he also is meddling in the area of Grand Strategy. He believes that tanks are now the most vital weapon of war.
;Infantry Proponent
* Infantry research +10%
The Infantry Proponent is not only an able administrator and politician, but he also is meddling in the area of Grand Strategy. He believes that Infantry is still the most important fighting force.
;Air Superiority Proponent
* Aircraft research +10%
The Air Superiority Proponent is not only an able administrator and politician, but he also is meddling in the area of Grand Strategy. He believes that control of the air is now most important aspect of war.
;Corrupt Kleptocrat
* Supplies -10%
* IC -5% (hidden "bonus", not shown in tooltip)
The Corrupt Kleptocrat is a competent administrator, but he is thoroughly corrupt so military aid and military supplies regularly end up in the pockets of the minister and his cronies.
;Air-to-Ground Proponent
* Tactical Bomber construction bonus -5%
* Close Air Support construction bonus -5%
The Air-to-Ground Proponent is not only an able administrator and politician, but he also is meddling in the area of Grand Strategy. He believes that bombing is the best way to defeat the enemy army.
;Air-to-Sea Proponent
* Naval Bomber construction bonus -5%
* Carrier Air Group construction bonus -5%
The Air-to-Sea Proponent is not only an able administrator and politician, but he also is meddling in the area of Grand Strategy. He believes that bombing is now the best way to defeat the enemy's navy.
;Strategic Air Proponent
* Strategic Bomber construction bonus -10%
The Strategic Air Proponent is not only an able administrator and politician, but he also is meddling in the area of Grand Strategy. He believes that bombing the enemy's industry is now the way to win the war.
== Minister of Security ==
;Silent Lawyer
* Consumer goods need -5%
The Silent Lawyer directs his department with little imagination and creativity, but he is just.
;Compassionate Gentleman
* Foreign manpower use +5%
* Foreign IC use +5%
The Compassionate Gentleman is a jovial man who wishes to please all. The population like him, but he is known to be soft on crimes and terrorism.
;Crime Fighter
* Consumer goods need -10%
The Crime Fighter has devoted his life to combating crime. The people like his firm grip and feel reassured that they are safe.
;Prince of Terror
* Foreign IC use +15%
* Consumer goods need +10%
The Prince of Terror lives by the rule: it is better to be feared than to be loved. However, extreme violence may actually increase dissent, a factor the Prince of Terror is unable to see.
;Back Stabber
* Consumer goods need +5%
The Back Stabber uses his position to root out dissent and disloyal elements within the elite, but he is unable cope with occupied territories because of his untrustworthiness.
;Man of the People
* Foreign manpower use +10%
* Manpower use +10%
The Man of the People knows how to talk to both high and low in society. For him it is a crusade to ease the burden of the poor. However, he is in an awkward position when trying to help people in the occupied zones, and his hands are bound by the military.
;Efficient Sociopath
* Foreign IC use +10%
* Manpower growth -10%
The Efficient Sociopath has no remorse and uses any means necessary to further his goals. However, he always works in the shadows, trying to hide his personal perversions and the excess violence of his minions from the population and his fellow ministers.
;Crooked Kleptocrat
* IC -3%
The Crooked Kleptocrat ignores the crimes of the high and low and cares little about insurrections but other ministers are loyal towards him because of their chances for self-enrichment.
== Minister of Intelligence (HOI2)==
;Technical Specialist
* Research +5%
The Technical Specialist concentrates his effort on the study of the modernization of foreign equipment and units to draw conclusions on how to best defeat them.
;Logistics Specialist
* Army intelligence +30%
The Logistics Specialist uses the old General Staff technique of monitoring the movement of supplies to learn where a new threat is mounting.
;Political Specialist
* Coup Nation +20% chance
* Influence Nation +20% chance
The Political Specialist uses his 'technical embassy personnel' to fight a secret war of counter-intelligence with the enemy.
;Dismal Enigma
* Intelligence +30%
The Dismal Enigma is a man of secrets, and if he were not able to produce an 'Ace of Intelligence' from time to time he would have had lost his job ages ago.
;Industrial Specialist
* IC +5%
The Industrial Specialist concentrates his efforts on studying open industrial and economic sources of the enemy and thus often learns what will come by analysing what they are producing at the moment.
;Naval Intelligence Specialist
* Naval Detection +20%
The Naval Intelligence Specialist uses the old Naval Staff technique of monitoring the basing of ships to learn where a new threat is mounting.
== Head of Military Intelligence (Doomsday, Armageddon)==
;Technical Specialist
* Research: +5%
* Steal Blueprints: +5% Chance
* Nuclear Sabotage: +5% Chance
* Sabotage Techteam: +5% Chance
The Technical Specialist concentrates his effort on the study of the modernization of foreign equipment and units to draw conclusions on how to best defeat them.
;Logistics Specialist
* Army intelligence +30%
The Logistics Specialist uses the old General Staff technique of monitoring the movement of supplies to learn where a new threat is mounting.
;Political Specialist
* Coup Nation: +20% Chance
* Influence Nation: +20% Chance
* Assassinate Minister: +5% Chance
* Smear Campaign: +5% Chance
* Fund Partisans: +5% Chance
* Global manipulation: +5% Chance
The Political Specialist uses his 'technical embassy personnel' to fight a secret war of counter-intelligence with the enemy.
;Dismal Enigma
* Intelligence +5%
* Send Spy +5% Chance
* Counter Espionage +5% Chance
The Dismal Enigma is a man of secrets, and if he were not able to produce an 'Ace of Intelligence' from time to time he would have had lost his job ages ago.
;Industrial Specialist
* IC +5%
* Steal Blueprint: +5% Chance
* Sabotage Industry: +5% Chance
The Industrial Specialist concentrates his efforts on studying open industrial and economic sources of the enemy and thus often learns what will come by analysing what they are producing at the moment.
;Naval Intelligence Specialist
* Naval Detection +20%
* Steal blueprints: +5% Chance
* Sabotage Industry: +5% Chance
The Naval Intelligence Specialist uses the old Naval Staff technique of monitoring the basing of ships to learn where a new threat is mounting.
== Chief of Staff ==
;School of Manoeuvre
* Land Unit speed +10%
This Chief of Staff teaches that Manoeuvre and Speed are the essence of modern warfare.
;School of Fire Support
* Armor & Artillery research +5%
* Artillery brigade construction bonus -5%
* Self-propelled Artillery brigade construction bonus -5%
* Rocket Artillery brigade construction bonus -5%
* Self-propelled Rocket Artillery brigade construction bonus -5%
This Chief of Staff teaches that Fire Support is the essence of modern warfare.
;School of Mass Combat
* Manpower growth +25%
* Infantry construction bonus -5%
This Chief of Staff believes in the People's War and teaches that mass formations and guerrilla tactics are the essence of modern warfare.
;School of Psychology
* Organisation regain +20%
This Chief of Staff teaches that morale and small-unit leadership are the essence of modern warfare.
;School of Defence
* Defensive combat modifier +10%
This Chief of Staff teaches that Fortifications, Militia and Strategic Depth are the essence of modern warfare.
== Chief of Army ==
;Elastic Defence Doctrine
* Self-propelled Artillery brigade construction bonus -5%
* Self-propelled Rocket Artillery brigade construction bonus -5%
* Motorised construction bonus -5%
* Mechanised construction bonus -5%
* Self-propelled Artillery brigade defensive combat modifier +5%
* Self-propelled Rocket Artillery brigade defensive combat modifier +5%
* Motorised defensive combat modifier +5%
* Mechanised defensive combat modifier +5%
This Chief of the Army directs the utilization of the ground forces by the doctrine of Elastic Defence. This means that deploying a thin defensive line with heavily armed infantry and deploying replacements and assault teams in the second lines are essential for wearing down the enemy and for winning the war.
;Static Defence Doctrine
* Land Fort construction bonus -10%
* Infantry construction bonus -5%
* Antitank brigade construction bonus -5%
* Infantry defensive combat modifier +5%
* Antitank brigade defensive combat modifier +5%
This Chief of the Army directs the utilization of the ground forces according to the doctrine of Static Defence. This means that deploying several defensive lines with fortified infantry and substantial artillery assets in the rear are essential for wearing down the enemy and for winning the war.
;Decisive Battle Doctrine
* Infantry construction bonus -5%
* Artillery brigade construction bonus -5%
* Rocket Artillery brigade construction bonus -5%
* Antitank brigade construction bonus -5%
* Infantry offensive combat modifier +5%
* Artillery brigade offensive combat modifier +5%
* Rocket Artillery brigade offensive combat modifier +5%
* Antitank brigade offensive combat modifier +5%
This Chief of the Army directs the utilization of the ground forces according to the doctrine of Decisive Battle. This means that concentrating large amounts of superior attacking troops and forcing the enemy to commit inferior troops are essential for wearing down the enemy and for winning the war.
;Armoured Spearhead Doctrine
* Armor construction bonus -5%
* Mechanized construction bonus -5%
* Self-propelled Antitank brigade construction bonus -5%
* Self-propelled Artillery brigade construction bonus -5%
* Self-propelled Rocket Artillery construction bonus -5%
* Armor offensive combat modifier +5%
* Mechanized offensive combat modifier +5%
* Self-propelled Antitank brigade offensive combat modifier +5%
* Self-propelled Artillery brigade offensive combat modifier +5%
* Self-propelled Rocket Artillery offensive combat modifier +5%
This Chief of the Army directs the utilization of the ground forces according to the doctrine of Armoured Spearheads. This means that spearheading speedy offensives with tank units followed up with encircling infantry are essential for wearing down the enemy and for winning the war.
;Guns and Butter Doctrine
* Supply consumption -15%
This Chief of the Army directs the utilization of the ground forces according to the doctrine of Guns and Butter. This means allowing the operational commanders freedom of command while ensuring the best possible supplies and training for the Army are essential for wearing down the enemy and for winning the war. This is the best army minister to use when you are having Transportation Capacity problems because he reduces supply usage which reduces a hit on your TC.
== Chief of Navy ==
;Open Seas Doctrine
* Carrier defensive combat modifier +5%
* Light Cruiser defensive combat modifier +5%
* Destroyer defensive combat modifier +5%
* Transport defensive combat modifier +5%
* Submarine defensive combat modifier -10%
This Chief of the Navy directs the utilization of the Naval forces according to the doctrine of Open Seas. This means that the control of sea lanes to far-flung resources is essential for winning the war.
;Decisive Naval Battle Doctrine
* Battleship offensive combat modifier +5%
* Light Cruiser offensive combat modifier +5%
* Heavy Cruiser offensive combat modifier +5%
* Battlecruiser offensive combat modifier +5%
* Carrier offensive combat modifier -10%
This Chief of the Navy directs the utilization of the Naval forces according to the doctrine of Decisive Battle. This means that in order to win the war it is essential to amass a large battle fleet and destroy the enemy's force on the High Seas.
;Power Projection Doctrine
* Battleship offensive combat modifier +5%
* Light Cruiser offensive combat modifier +5%
* Heavy Cruiser offensive combat modifier +5%
* Carrier offensive combat modifier +10%
* Destroyer construction bonus +10%
* Transport construction bonus +10%
This Chief of the Navy directs the utilization of the Naval forces according to the doctrine of Power Projection, which means that by concentrating all power from aircraft, torpedoes and artillery fire into a suitable area a good chance for winning the war is ensured.
;Indirect Approach Doctrine
* Destroyer construction bonus +5%
* Transport construction bonus +5%
* Submarine offensive combat modifier +10%
* Battlecruiser offensive combat modifier +10%
This Chief of the Navy directs the utilization of the Naval forces according to the doctrine of Indirect Approach. This means that in order to win the war it is essential to avoid decisive battle and instead destroy the enemy's convoys and warships piecemeal.
;Base Control Doctrine
* Marines construction bonus -10%
* Transport construction bonus -10%
* Heavy Cruiser construction bonus +5%
* Light Cruiser construction bonus +5%
* Destroyer construction bonus -5%
* Battlecruiser offensive combat modifier -10%
* Battleship offensive combat modifier -10%
This Chief of the Navy directs the utilization of the Naval forces according to the doctrine of Base Control. This means that in order to win the war it is essential to strike directly at the enemy bases (ports and islands), and take control of them with air and land forces.
== Chief of Air Force ==
;Air Superiority Doctrine
* Fighter offensive combat modifier +5%
* Interceptor offensive combat modifier +5%
* Fighter defensive combat modifier +5%
* Interceptor defensive combat modifier +5%
* Fighter construction bonus -5%
* Interceptor construction bonus -5%
* Antiair brigade construction bonus -5%
* Strategic Bomber construction bonus +10%
* Naval Bomber construction bonus +10%
This Chief of the Air Force directs the utilization of the air force according to the doctrine of Air Superiority. This means that in order to win the war it is essential to control the skies above the battlefield.
;Naval Aviation Doctrine
* Carrier defensive combat modifier +5%
* Naval Bomber defensive combat modifier +5%
* Naval Bomber offensive combat modifier +5%
* Naval Bomber construction bonus -5%
* Carrier Air Group construction bonus -5%
* Strategic Bomber construction bonus +10%
This Chief of the Air Force directs the utilization of the air force according to the doctrine of Naval Aviation. This means that in order to win the war it is essential to work closely with the Navy and destroy the enemy Navy, preferably by bombing it to pieces.
;Army Aviation Doctrine
* Tactical Bomber offensive combat modifier +5%
* Close Air Support offensive combat modifier +5%
* Tactical Bomber defensive combat modifier +5%
* Close Air Support defensive combat modifier +5%
* Tactical Bomber construction bonus -5%
* Close Air Support construction bonus -5%
* Strategic Bomber construction bonus +10%
This Chief of the Air Force directs the utilization of the Air forces according to the doctrine of Army Aviation. This means that in order to win the war it is essential to work closely with the Army and destroy the enemy land forces, preferably by bombing them to pieces.
;Carpet Bombing Doctrine
* Strategic Bomber offensive combat modifier +10%
* Strategic Bomber defensive combat modifier +5%
* Escort Fighter offensive combat modifier +5%
* Escort Fighter defensive combat modifier +10%
* Strategic Bomber construction bonus -10%
* Escort Fighter construction bonus -10%
This Chief of the Air Force directs the utilization of the Air forces according to the doctrine of Carpet Bombing. This means that in order to win the war it is essential to grind down the enemy transportation network and industrial plants, and to demoralize his population by terror bombing.
;Vertical Envelopment Doctrine
* Paratrooper construction bonus -5%
* Air Transport construction bonus -5%
* Paratrooper offensive combat modifier +10%
* Paratrooper defensive combat modifier +5%
This Chief of the Air Force directs the utilization of the Air forces according to the doctrine of Vertical Envelopment. This means that in order to win the war it is essential to seize strategic terrain or bridgeheads by air to quickly enable the Army to achieve a breakthrough.
[[Category:Reference]]
9a2b82014cb41f49811c198cc23e32c3271d263b
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A '''Minor Power''' is used to define a [[nation]] in [[HoI2]] that has between 10 and 39 [[IC]] at the beginning of the [[scenario]].
==List of Minor Powers, by Scenario==
===1936 Scenario===
* [[Australia]], 26 [[IC]]
[[Category:Terminology]]
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#REDIRECT [[Minor Power]]
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[[Image:Mod34_presen.jpg|thumb|600px|center|Mod 34 Logo]]
This mod begins in October of 1934 and features a completely new technology tree (without historical year), improved AI, new units, events (over 6000 new events), and new countries (for example:Vatican city and League of Nations). The technology tree in particular is very unique, in that it allows players to focus on specialization, and forces choices in research such as choosing the trade-off of having faster armor with weaker guns, or better guns but slower armor. In this sense, every nation is sure to field different units.
[[Image:Mod34eng.jpg|thumb|280px|right|Tech Screenshot]]
* Mod Forum: [http://forum.paradoxplaza.com/forum/showthread.php?t=277121&page=1 Mod34]
* Current Version: 1.11
* Last Update: October 27, 2009
* Popularity: ''1,000 - 5,000 posts''
* Compatibility: [[HOI2]], [[DD]], [[ARMA]]
'''Features Explained:'''
{| border="1" cellpadding=2
|- valign=bottom bgcolor="lightgrey"
! Feature !! Description
|- align=left
| Graphics & Sound || Includes [[GIP]], [[SKIF]].
|- align=left
| AI || Tweaks to AI, including invasion AI.
|- align=left
| Technology || An entirely new technology tree in all areas; removes the historical year for technologies; allows for unit specialization through tradeoffs (thicker armor for slower tanks, etc).
|- align=left
| Territory || League of Nations and Vatican City added.
|- align=left
| Events || 6,300 new events.
|- align=left
| New Units || Specialized units for the major powers.
|- align=left
| Game Mechanics || Game begins in 1934; A Beta 1933 scenario is offered as well.
|}
[[Category:Mods]]
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Mod Matrix
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== Overview ==
This matrix presents a basic feature comparison of mods. Some mods include all features, while other mods update only a single feature: one is not necessarily better than the other. Ideally, each mod page should contain additional details regarding each feature offered. For example, what technology changes were made? (e.g. Mod34 creates an entirely new technology tree in all areas; it removes the historical year for technologies; it allows unit specialization through tradeoffs (thicker armor for slower tanks, etc)).
== WW2 Mods ==
{| border="1" cellpadding=5
|- valign=bottom
! Mod !! [[GIP]] !! [[SKIF]] !! AI Changes !! Technology Changes !! Territory Changes !! Added Events || New Units || Game Mechanics
|- align=center bgcolor="palegreen"
| align=left bgcolor="white" | [[CORE]] || Yes || Yes || Yes || Yes || bgcolor="#wheat"|No || Yes || Yes || bgcolor="#wheat"|No
|- align=center
| align=left bgcolor="white" | [[TRP|Total Realism Project]] || No || No || Yes || Yes || ? || Yes || ? || ?
|- align=center bgcolor="palegreen"
| align=left bgcolor="white" | [[Mod34]] || Yes || Yes || Yes || Yes || Yes || Yes || Yes || bgcolor="#wheat"|No
|- align=center bgcolor="palegreen"
| align=left bgcolor="white" | [[WIF|World in Flames]] || Yes || Yes || Yes || Yes || Yes || Yes || Yes || Yes
|- align=center bgcolor="wheat"
| align=left bgcolor="white" | [[Historical Improvement]] || No || No || bgcolor="palegreen"|Yes || bgcolor="palegreen"|Yes || bgcolor="palegreen"|Yes || bgcolor="palegreen"|Yes || bgcolor="palegreen"|Yes || No
|- align=center bgcolor="wheat"
| align=left bgcolor="white" | [[Stony Road]] || No || No || bgcolor="palegreen"|Yes || No || No || bgcolor="palegreen"|Yes || bgcolor="palegreen"|Yes || bgcolor="palegreen"|Yes
|}
== Alternative WW2 ==
{| border="1" cellpadding=5
|- valign=bottom
! Mod !! [[GIP]] !! [[SKIF]] !! AI Changes !! Technology Changes !! Territory Changes !! Added Events || New Units || Game Mechanics
|- align=center bgcolor="wheat"
| align=left bgcolor="white" | [[Kaiserreich]] || bgcolor="palegreen"|Yes || bgcolor="palegreen"|Yes || ? || ? || bgcolor="palegreen"|Yes || bgcolor="palegreen"|Yes || ? || ?
|- align=center bgcolor="wheat"
| align=left bgcolor="white" | [[Peace to end all Peace]] || No || No || No || No || bgcolor="palegreen"|Yes || bgcolor="palegreen"|Yes || No || No
|- align=center bgcolor="palegreen"
| align=left bgcolor="white" | [[A.E.I.O.U.]]
|- align=center bgcolor="wheat"
| align=left bgcolor="white" | [[Turtledove]]
|}
== Specific History ==
{| border="1" cellpadding=5
|- valign=bottom
! Mod !! [[GIP]] !! [[SKIF]] !! AI Changes !! Technology Changes !! Territory Changes !! Added Events || New Units || Game Mechanics
|- align=center bgcolor="wheat"
| align=left bgcolor="white" | [[Anatolian Wars]] || No || No || bgcolor="palegreen"|Yes || No || bgcolor="palegreen"|Yes || bgcolor="palegreen"|Yes || No || No
|- align=center bgcolor="wheat"
| align=left bgcolor="white" | [[China Improvement Pack]]
|- align=center bgcolor="wheat"
| align=left bgcolor="white" | [[Confederate Armageddon]] || No || bgcolor="palegreen"|Yes || bgcolor="palegreen"|Yes || No || bgcolor="palegreen"|Yes || bgcolor="palegreen"|Yes || No || No
|- align=center bgcolor="wheat"
| align=left bgcolor="white" | [[Vietnam War]] || Yes || bgcolor="palegreen"| No || bgcolor="palegreen"|Yes || Yes || bgcolor="palegreen"|Yes || bgcolor="palegreen"|Yes || Yes || No
|- align=center bgcolor="wheat"
| align=left bgcolor="white" | [[WERS]]
|}
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Modding Palettes
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This file is accurate as of version 1.2
Just a quick table for which palette files are attached to which graphics. This is a work-in-progress; it is not complete.
In order for changes to take effect, the game must be quit and restarted. Note that only 8-bit BMPs use the palette files. As a result of this, there may be palette files that are associated with a graphic file, but because the graphic file is 24-bit, the palette file is not used.
{| border="1" cellspacing="0"
|+ Palette File Associations
! Palette Filename !! Affected Files !! Description
|-
| Armypalette 3.bmp ||
*GFX\Interface\illegalmoveorder.bmp
*GFX\Interface\moveorderanim.bmp
|| Move order and Illegal Move Order feedback on map
|-
| attack_dark.bmp || || Attack arrow colour (the one that gets smaller as the army progresses along the arrow)
|-
| attack_light.bmp || || Attack arrow progress colour (the one that gets larger as the army progresses along the arrow)
|-
| beach_palette.bmp || GFX\map\beach.bmp || Beaches on the map
|-
| bg_diplomacy.bmp || GFX\Interface\bg_diplomacy.bmp || Background overlay of diplomacy screen
|-
| bg_production.bmp || GFX\Interface\bg_production.bmp || Background overlay of production screen
|-
| bg_technology.bmp || GFX\Interface\bg_technology.bmp || Background overlay of technology screen
|-
| buildings_palette.bmp ||
* GFX\map\airfield.bmp
* GFX\map\antiair.bmp
* GFX\map\city.bmp
* GFX\map\coastal_fortification.bmp
* GFX\map\flak.bmp (?)
* GFX\map\fortification.bmp
* GFX\map\harbour.bmp
* GFX\map\victory_point.bmp
|| Palette for on-map icons (also for the icons in the province overview)
|-
| oil_no_oil_palette.bmp || GFX\Interface\oil_no_oil.bmp || Oil icon for the plate display of divisions
|-
| map_circle_palette.bmp || GFX\Interface\map_circle.bmp || Map circles used in the Diplomatic mode to indicate national provinces.
|-
| points.bmp || GFX\Interface\points.bmp || Victory Point Circles for the provinces.
|-
| tile.bmp || map\tiles.bmp || rivers for the main map.
|}
[[Category:Modding]]
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Modding ai files
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== Hints & Warnings ==
An ai file does not need to include all variables. Only the variables included will modify whatever existing variable values are in usage.
A scenario will load the ai file with TAG_year.ai if no other file is specified in the .INC file for that nation. In order to specify a custom ai file in the .INC file of a nation, you have to add an
<code>ai = "nameoffile.ai"</code>
inside the "country = {...}" section.
This can result in confusing problems. For example if you have a GER_1936.ai file and a GER_1938.ai file by default the 1938 campaign will load the GER_1938.ai file without ever having loaded the GER_1936.ai file. So if the GER_1938.ai file is not a complete ai file you might not realize that many variables won't be initialized. This occurs in Paradox v1.2 1938 campaign where Spain and USA load partial files without the base 1936 ai info thus leaving screwed up default values (like neutrality!).
None of the existing ai files use the "max_redeploying" variable so this is an easy one to overlook. All nations will have the default of 25%. Reducing this value may help avoid the strategic redeployment shuffle issues that nations like Russia have.
== Paradox Docs ==
Note: This is straight from the ai_file_doc.txt in the Docs folder in the HoI2 directory. I'm still playing around with these settings to get a feel for them, but I figured I would post this here, if for nothing more than for people to be able to reference them when they are not at their normal computer (work or something). Feel free to comment and discuss these things (all you guys at DAIM!)
From the beginning. I'll work my way through this as I get more competent in modding AI files, but I'm still working on it. Feel free to comment or edit.
switch = [yes/no]
As the note says next to this, if it is set to "no" then it will not look for a new file at the beginning of each year. However, it will still switch if an event causes it (ai_switches.txt events, for example). For some countries, like the US, that would mean they would never gear up for war, etc. Be careful. However, if you modify this and you want it to stay this way, then use a no here and remove any switch events from the ai_switches.txt event file to prevent it from change.
# Inter-Agent distribution variables
flags = {
testflag = yes
invade_albania = no
assist_finland = no
}
# Modifier to chance that country will accept a demand for territory.
claim_acceptance = X
# The countries we will demand territory from if we have claims on them.
demand_claims = {
EST
LAT
ROM
LIT
FIN
}
# The countries we will set free if we control their territory.
liberate = {
LIT
FIN
}
# Special resistance against "influence" by the listed nations. Value range = [0 - 10]
resistance = {
ROM = 8
}
Here, as the note says, is how much harder it is for nations to influence this nation. This setting is handy if you don't want the US to get too friendly with Germany or Japan (or the Confederates, if they exist). A setting of 0 means that there isn't any resistance, ie treated normally (I believe).
# Country tags listed with a value specifying how much we want to destroy them.
combat = {
ENG = 60
FRA = 70
}
Again, as the note says, this is how much you want to destroy them. After playing around with this, if you set it to 100, the nation will basically avoid all others to try and destroy this. It also goes after those nations in descending order. So, in this case, France will be the first nation it targets, and after defeating France, it will face off with England.
# Countries listed here are considered withing our 'sphere of influence'. We will strive to guarantee their independence.
protect = {
TUR = 100
DAN = 100
}
Now, if you look at the US ai file, you'll notice this is much longer. This is the nations that the ai will guarantee. Also, I believe the higher the value, the more likely the ai will actually intervene militarily in the attack.
# Countries listed here are considered our natural allies. We will try to influence them and ally with them.
befriend = {
TUR = 100
DAN = 100
}
Lets say you want Canada to not join the allies? Then remove the allied tags from its ai file. Again, higher number means priority. I haven't checked to see how the ai deals with a GER and FRA both at 100. I'll report once I know.
# Provinces with an assigned priority. These are strategic goals for the AI (it will try to take them in wars and demand them in peace treaties.)
target = {
324 = 50 # 1 - 100
}
This is something that you can mess with and totally change the ai's actions. If you change the province ID to one deep in their territory, the ai will fight to that point. However, if only on the borders, the AI might not continue the advance. Handy if you want the ai to only seize sea provinces, etc.
upgrading = 0.1 #max % of ic used on this slider.
reinforcement = 0.1 #max % of ic used on this slider.
Basically self explainatory...
desperation = 0.3 #If more than this % of ic is occupied by enemy, panic and build militia hordes.
This is one of those thing that you can also do to set the ai to change its actions. Be careful though. If too low, the AI will build militia and it can very well be a death knell. However, too high and the AI won't have enough time to build them (or the IC). Good for making a small nation pull its population to fight (ie the Swiss, for example). Can be very funny to watch suddenly 10 divisions pop up.
# The ETA at which the AI uses strat. redeploy.
strat_redeploy_threshold = [days]
# Proportion of divisions that may be strategically redeploying at the same time. Default: 0.25
max_redeploying = X
Self explainatory...
# The "war monger" value affects the propensity of a country for declaring wars:
war = 50
This is fun to play with. The higher, the more likely it will declare war. This is something that the switches tend to change, as well as a few others below. A setting of 100 means they are just itching for a fight.
# The tendency of a nation to create and accept alliances, and accept military access.
# The higher the value, the more "neutral" the nation.
# '''NOTE''': this does '''not''' affect the tendency of a nation to start wars.
neutrality = 0 # Total neutrality at about 100 to 150
Self explainatory, expect for one thing. If the neutrality is over 100, the nation basically will never join alliances. This effect can be seen directly if you change it and then reload the scenario and ask for an alliance (the chance of acceptance, ie).
''Actual neutrality is a combination of this value and the value of the Interventionism vs Isolationism government slider and the current "relations". I recommend in general neutrality should never be less than 100 or it will be too easy to form alliances. At neutrality = 150 all other factors are ignored and you have guaranteed neutrality. For more details see my webpage [http://www.mnstarfire.com/ww2/hoi/documentation/alliances.html] on creating alliances. Some nations like Argentina have government leaders that create exceptional situations. - Mithel''
max_front_ratio = X # The max wanted friendly-to-enemy division ratio along the front. Default is 4.0.
max_front_ratios = { # Override the default against specific countries. Ignored against humans.
FIN = 2.0
...
}
This is very handy for creating a good front. I tend to prefer (as a human player) at least 2:1 over my enemies, but if there is a higher tech nation on the border, you might want to change the specific front (the second section) to 6:1 or even higher. One big note, this doesn't mean that the AI will build divisions, but rather try to deploy them in this fashion.
# Proportion of our land divisions that we are prepared to relinquish control over.
# NOTE: Do not set too low - the AI must be allowed to give over control of its forces in "allied war zones". Default: 0.75.
exp_force_ratio = 0.75
# Will never send exp. forces _overseas_ to these countries:
# NOTE: May still give some to neighboring allies though.
no_exp_forces_to = {
TAG
...
}
This setting will modify how likely they are to send troops to allies. As the note says, don't set to low. The second section is just as important, because if they can't get transports over there to get them back... well, you can see what would be wrong with that.
max_garrison_prop = [0.0-1.0] # The war-time desired proportion of troops allocated to garrison duty
min_garrison_prop = [0.0-1.0] # The war-time minimum proportion of troops allocated to garrison duty
# NOTE: In areas without fronts, _all_ land units are controlled by the Garrison AI (except forces preparing for an invasion.)
Self explainitory...
construction = {
max_factor = [0.0-1.0] # Proportion of Production IC that should be used for province buildings.
AA_batteries = [yes/no/atwar/not_atwar] # yes = all the time, no = none, atwar = build during wars, not_atwar = build during peace
max_AA_level = X # Don't improve beyond this level.
AA_provs = { ... } # List of prioritized provinces
coastal_fort = [yes/no/atwar/not_atwar]
max_coastal_level = X # Don't improve beyond this level.
coastal_fort_provs = { ... } # List of prioritized provinces
radar_station = [yes/no/atwar/not_atwar]
max_radar = X # Don't improve beyond this level.
radar_provs = { ... } # List of prioritized provinces
air_base = [yes/no/atwar/not_atwar]
max_air_base = X # Don't improve beyond this level.
air_base_provs = { ... } # List of prioritized provinces
naval_base = [yes/no/atwar/not_atwar]
max_naval_base = X # Don't improve beyond this level.
naval_base_provs = { ... } # List of prioritized provinces
land_fort = [yes/no/atwar/not_atwar]
max_land_level = X # Don't improve land forts beyond this level.
fort_borders = { # Build land forts along these borders
GER,
ITA,
...
}
fort_provs = { ... } # List of prioritized provinces
ic_at_war = [yes/no] # Normally, we always build IC if there is a large resource surplus. The exception could be during wars.
force_ic_until = X # Ignore presence of a resource surplus and build IC anyway, until year X. (Useful for countries anticipating expansion.)
ic_end_year = X # Stop building IC at the end of year X.
IC_provs = { ... } # List of prioritized provinces
}
These control settings control how the AI builds province buildings. Most of the comments are pretty self-explanitory.<BR> In the _provs sections, you should put province IDs in the field.
garrison = {
# OVERSEAS GARRISONING:
defend_overseas_beaches = [yes/no] # "no" is default
# Basic need is X divisions per area where X is: number of provinces - attrition provinces
home_multiplier = X # In home area, multiply basic need by X. Default: 0.5
overseas_multiplier = X # In other area, multiply basic need by X. Default: 0.3333
home_peace_cap = X # If at peace, we need at most X divisions in our capital area.
war_zone_odds = X # Default: 2.0 (strive to transport in 2x enemy nr of divisions)
area_multiplier = { # If an area contains a specific province, multiply the basic need by value (overrides overseas_multiplier, but if it is the home area it is ignored.)
155 = 1.5
....
}
These control the AI defense priority. Once again, Pretty Self-explainitory. <BR>Incase you're wondering how the area multiplier works, you just place '''ProvinceID = Multiplier''' Inbetween the brackets. You can place multiple province multiplies in the same area multiplier, It's not limited to just one. <BR>
These settings can really make or break an AI, If this is your first time modding an AI file, It is recommended to go with the default values, lest the AI can really get screwed up.
# PRIORITIES:
beach = 50 # Beach prio
capital = 100 # Our capital
human_border = 210 # Ignored for allied human players
war_target = 100 # The next country targeted for attack by this AI
reserves = 20 # bonus for provinces just behind a frontline.
opposing_alliance = 100 # For neutrals, all alliances are "opposing"
claim_threat = 100 # If we are neutral, countries with claims on us get this
unstable_border = 50 # Bordering countries at war with someone else get this
# Borders with specific countries
country_priorities = {
ENG = 30
FRA = -1 # Override "opposing_alliance", "claim_threat" and "unstable_border" values and set to 0.
...
...
}
# Specific provinces
province_priorities = {
527 = 50 # Province 527 has prio 50
1123 = -1 # Negative value will override _all_ other priorities and set to 0.
...
}
ignore = {
1123 #Will set prio to 0...
}
key_point_prio_mult = [Value] # Value * key point value in a province = prio for that province
}
These are also deciding factors in AI priorities. For fields mentioning provinces, you place '''Province ID = Priority'''. The only difference between most of these and the garrison priority is that these also affect AI offensives.
front = {
river = x (What to multiply attacking power with if crossing a river. < 1.0 is an advantage..)
# the following modifies the odds-strength for defender. (1.0 = no difference.)
largefort = x #for forts above level 6.
smallfort = x #for forts 6 and below
occupied = x #for surrounded pocket at enemy territory
owned = x #for surrounded pocket at own territory
#Odds modifiying variables
# the following is to reduce odds-strength for attacker.
frozen_attack = 0.50
snow_attack = 0.50
blizzard_attack = 0.25
storm_attack = 0.60
muddy_attack = 0.75
#reduces the size of odds in total.. (1.0 = no difference, 0.5 = halved.)
jungle_attack = 0.85
mountain_attack = 0.60
swamp_attack = 0.60
forest_attack = 0.85
hill_attack = 0.75
urban_attack = 0.40
# Proportion of divisions in a front province that may be used to support the defense of neighboring provinces. Default 0.33
As of 1.2, these particular fields are all outdated and no longer have any effect.
support_defense_prop = X
recklessness = [0-3]
# Even - Distribute forces evenly along the whole front.
# Reactive - Try to match enemy troop concentrations.
# Defensive - More troops in strategically important provinces (IC, Victory Points, Oil, etc)
# Offensive - Concentrate more troops where the enemy us weak
# Operational Defensive - The fewer avenues of escape, the less troops (to avoid encirclement.)
distrib_vs_ai = [even/reactive/defensive/offensive/op_defensive]
distrib_vs_human = [even/reactive/defensive/offensive/op_defensive]
Support defense determines how many troops the AI will send to try to support a province under attack<br>
Recklessness determines how many risky attacks the AI will try to pull off, Settting it low will mean that the AI won't take any risks, Setting it too high makes the AI suicidal.
<br><BR>
The distribution fields must have said values in them. ''even/reactive/defensive/offensive/op_defensive''. You can look at the above comments to see what each does.
# Countries we do not counter-attack for a certain number of days
enemy_handicap = {
# NOTE: These values are ignored for human-controlled enemies.
# CAUTION: Values apply for _every_new_ war with a set nation.
ENG = 100
FRA = 120
...
...
}
passivity = { # Against specified enemies.
# Valid values: 0-100 (%)
ENG = 0
FRA = 50
...
...
}
province_priorities = {
527 = 0.2 #Only assign 20% of desired forces to cover the province 527
...
}
The first field is pretty self-explanitory, just a note for those of you wondering. Those values aren't the actual amount of days before another attack :P.<BR>
The next field, Passivity, automatically makes the AI stop conducting attacks against that country unless they have good odds. The higher this value is, the slower the AI will tend to advance. As an example, once Japan has taken most of northeastern china, Their passivity for all the chinas is set to 90+.<BR>
The last line is another province priority modifier(Getting kinda redundant huh?). This one can be used to set values for certain provinces lower then normal(IE 0.X)
reserve_prop = [0.0-1.0] # Maximum proportion of total divisions in a front allowed to remain behind the front line ( HQs and divisions needing to recover.)
panic_ratio_vs_ai = X # Front requests more troops if outnumbered by this factor. NOTE: this results in troops being drawn from garrison duties, etc, so set HIGH.
panic_ratio_vs_human = X # Front requests more troops if outnumbered by this factor. NOTE: this results in troops being drawn from garrison duties, etc, so set HIGH.
enemy_reinf_days = X # Count enemy units less than X days from a target province in odds calculations
base_attack_odds = X # Will attack at X odds or better
min_attack_odds = X # If stalemated for a long period, may go as low as these attack odds
max_attack_odds = X # Don't use more force than necessary to reach these odds
reinforce_odds = X # Send in more troops if the attacking force is at these odds
withdraw_odds = X # Break off attacks and withdraw at these odds
# NOTE: the calculations for retreating from _defensive_ positions are too complex to condense to a few variables
# NOTE: will _also_ retreat if the average organization is too low
}
These are used to determine the AI's actual combat priority. All of these use the stand proportion values (0.5/1.0/2.0) and not word values (Low/High) incase the ''panic_ratio_vs_'' confused you. <BR>
For ''enemy_reinf_days'' the AI will look behind the frontline and look for enemy units that are coming to reinforce the front line, then move it's troops accordingly. Example: Setting this value at double(2.0) will have the AI try to bring twice as many troops as the enemy is bringing in reinforcements.<br>
withdraw_odds,base_attack_odds,min_attack_odds,max_attack_odds, and reinforce_odds are based on combat effectiveness. Example: If you set withdraw_odds to 2.0, when the AI comes under attack and the enemy has twice as much combat effectiveness, the AI order a retreat.
military = {
relative_build_scheme = [yes/no] # Should the AI strive to maintain a relative balance between unit types [yes] or simply allocate percentages (see below) of the total production [no]. Default: yes
max_batch_peace = 800 # Max production run length in DAYS while at peace
max_batch_war = 500 # Max production run length in DAYS while at war with no home front
max_batch_home_front = 190 # Max production run length in DAYS while at war with home fronts
# NOTE: AI production run size is also limited by other factors, such as Total IC capacity, days until end of scenario, and desperation.
# Example Build scheme:
infantry = 3
cavalry = 0
motorized = 5
mechanized = 6
light_armor = 0
armor = 10
paratrooper = 0
marine = 6
bergsjaeger = 3
garrison = 0
hq = 2
militia = 0
# 35 %
escort = 5
multi_role = 7
interceptor = 3
strategic_bomber = 4
tactical_bomber = 6
naval_bomber = 5
cas = 5
transport_plane = 0
flying_bomb = 0
flying_rocket = 0
# 35 %
battleship = 2
light_cruiser = 4
heavy_cruiser = 3
battlecruiser = 0
destroyer = 6
carrier = 6
submarine = 4
transport = 5
# 30 %
# NOTE: The sum _must_ be exactly 100%!
# Brigade preferences:
# (% of eligible division types that should be built with a certain brigade type)
# Land types:
artillery = 15
sp_artillery = 5
rocket_artillery = 0
sp_rocket_artillery = 2
anti_tank = 3
tank_destroyer = 5
light_armor_brigade = 0
heavy_armor = 0
super_heavy_armor = 0
armored_car = 0
anti_air = 5
police = 0
engineer = 5
# Sum of these should be <= 100
# Naval types:
cag = 100
# Sum of these should be <= 100
}
First off, Paradox made a mistake. While the default for ''relative_build_scheme'' is yes, it should always be No. (per Phil K "relative_build_scheme = no" is known to be broken and was supposed to be fixed in 1.2 but did '''not''' get fixed! Hopefully it will be fixed in v1.3. - Mithel) Not a single AI file has it set to yes, and for good reason, an AI with relative_build_scheme set to yes is a very bad idea. It will try to produce the same amount of everything! Can you imagine the USSR building a battleship for every single infantry divison?
Well, Enough of that, Let's get down to business.<br>
Max_batch refers the the longest amount of time the AI will set something serial run, the number being the maximum amount of days. <BR>Home_front refers to times when the AI has been pushed into their core territories(IE: When the soviets are pushing into german homeland).<BR><BR>
Now, The actual build scheme. These are very important for making a good AI, try to gauge how much of each unit the AI would actually need. One of the main reasons that the 1.1 AI was so bad was that Lothos(Creator of the hoi2 AI files) had most of the Major powers overproducing garrison units(This was fixed in 1.2). So be careful of what you do here. <BR><BR>Also, These are not the actual amount of units the AI will produce, but merely the proportion of their industry they will assign to making that unit type.<BR> As stated, together the values for all land, air, and sea units must equal 100.
Brigades work the same way as unit build schemes, except the total value is not limited, but merely suggested.
I disagree, relative_build_scheme = yes has some valuable usage. Prior to war it really doesn't matter much (depending on the state of the initial OOBs!) but once war breaks out then relative_build_scheme = yes allows the AI to react to losses. If it's navy is wiped out then it will concentrate on rebuilding the navy, etc. This can be a '''bad''' thing in some situations! For example if the Italian navy is wiped out in 1942 we do '''not''' want Italy to spend the next two to four years building nothing but navy! Another example of where relative = yes will mess you up is if the initial OOB doesn't match the desired balance of units specified in the AI file. For example England may start off with a large navy but due to the AI file may build only ground units (and air) to achieve the specified balance before it starts building navy again. With relative = no the AI is ''braindead'' and unable to react to losses - Mithel
I don't want to delete the comments of whomever is suggesting to use relative_build_scheme = no but I've done over a dozen tests and as far as I can determine it does '''not''' work (v1.2). You should only use relative_build_scheme = '''yes'''. - Mithel
# bomber is now obsolete and NOT USED AT ALL replace and use Air Marshal instead
air_marshal = {
icxdayscostfactor = 10.0 # How to value true industrial cost when calculating expect causalties
manpowercostfactor = 100.0 # How to value manpower cost when calculating expect causalties
destructionriskthreashold = 0.2 # when to fear a divisiopn might be destroyed
airsuperioritydesirability = 10.0 # desirability is a multiplier used when calcualting the mission desirability
airsuperioritylosstolerance = 1.0 # tolerance is the required kill:loss ration expected to do mission, 2.0 accept twice the losses of your enemy, 0.5 accept half
groundattacklosstolerance = 1.0
groundattackdesirability = 1.0
interdictionlosstolerance = 1.5
inderdictiondesirability = 1.0
logisticalstrikelosstolerance = 4.5
logisticalstrikeefficency = 0.01 # efficency is a tweakable param to adjust according to how much actual damage comes from doing this mission (not to be confused with desirability)
logisticalstrikedesirability = 100000.0
runwaycrateringlosstolerance = 1.5
runwaycrateringefficency = 0.01
runwaycrateringdesirability = 20000.0
strategicstriketolerance = 4.5
strategicstrikeefficency = 0.01
strategicstrikedesirability = 1000000.0
installationstriketolerance = 1.5
installationstrikeefficency = 0.01
installationstrikedesirability = 10.0
navalstriketolerance = 1.0
navalstrikedesirability = 10.0
portstriketolerance = 1.0
portstrikedesirability = 9.0
Placeholder
# You can have any number of task forces, but if you add one you must add ALL the kinds you want
# as then the defaults aren't set.
# The defaults currently are:
taskforcetype = {
name = "Air Superiority" # Name can be anything and is only used to ease debugging
desiredratio = 0.400 # What ratio taskforces of this type should a nation try to form?
rangeweight = 10.000 # How important the range for an air divisions in this taskforce-type?
airkillpowerweight = 2000.000 # How important is an air divisions ability to kill air in this taskforce-type?
hardkillpowerweight = 0.000
softkillpowerweight = 0.000
navalkillpowerweight = 0.000
strategickillpowerweight = 0.000
transportcapacityweight = -1000000.000 # A huge negative number here keeps transports out of this taskforce-type
airvulnurabilityweight = -1.000 # How bad is being vulnurable to enemy air (vulnurable is a mix of cost and defence value)
surfacevulnurabilityweight = 0.000
# What AI missions should this task force consider?
# Idle is the "mission" the AI is on when doing nothing,
# Reorganize is the "mission" the AI is on when trying to reform its
# air OOB to be more optimal. The other missions listed here correspond
# to the standard tactical missions AND a rebase to the best airbase.
# Possible missions are:
idle = yes
reorganize = yes
air_superiority = yes
#Others not supported by the "Air Superiority" default taskforce type
#interdiction
#ground_attack
#logistical_strike
#runway_cratering
#strategic_bombardment
#installation_strike
#naval_strike
#port_strike
#convoy_air_raiding
#airborne_assault
#air_supply
}
# the other defaults
taskforcetype = { name = "Soft Bombing" desiredratio = 0.200 rangeweight = 10.000
airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 2000.000
navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = - 1000000.000
airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes interdiction = yes ground_attack = yes }
taskforcetype = { name = "Hard Bombing" desiredratio = 0.100 rangeweight = 10.000
airkillpowerweight = 0.000 hardkillpowerweight = 2000.000 softkillpowerweight = 0.000
navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = - 1000000.000
airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes interdiction = yes ground_attack = yes }
taskforcetype = { name = "Strategic Bombing" desiredratio = 0.100 rangeweight = 10.000
airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000
navalkillpowerweight = 0.000 strategickillpowerweight = 2000.000 transportcapacityweight = - 1000000.000 airvulnurabilityweight = -0.500 surfacevulnurabilityweight = -0.500 idle = yes
reorganize = yes logistical_strike = yes runway_cratering = yes strategic_bombardment = yes installation_strike = yes }
taskforcetype = { name = "Naval Bombing" desiredratio = 0.100 rangeweight = 10.000
airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000
navalkillpowerweight = 2000.000 strategickillpowerweight = 0.000 transportcapacityweight = - 1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes
reorganize = yes naval_strike = yes port_strike = yes convoy_air_raiding = yes }
taskforcetype = { name = "Airlift" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = -2000.000 softkillpowerweight = -2000.000 navalkillpowerweight = 0.000
strategickillpowerweight = -2000.000 transportcapacityweight = 1000000.000 airvulnurabilityweight = -1.000 surfacevulnurabilityweight = 0.000 idle = yes reorganize = yes airborne_assault = yes air_supply = yes }
}
Placeholder
#The number of leaders of a given type is equal to the number of units multiplied with the leader_rartio.
#For example if you have 101 land units and land_field_marsal = 0.02 you will have two field marshals.
#For example if you have 101 sea units and sea_admiral = 0.06 you will have six admirals.
leader_ratio = {
land_field_marshal =0.02
land_general =0.031
land_lt_general =0.41
sea_grand_admiral =0.02
sea_admiral =0.061
sea_vice_admiral =0.401
air_marshal =0.02
air_general =0.091
air_lt_General =0.11
}
Placeholder
#Factors regarding amphibious invasions by ai.
invasion = {
#for evaluating specific province target.
base = 1.0 # Relative modifier. (lower = specific targets much more important.)
random = 1.0 # How big a random range. (1.0 = 1%)
coastal = 1.0 # increase to avoid coastal forts more.
beach = 1.0 # higher, avoid worst beaches.
distance = 1.0 # higher = avoid long distance.
max_distance = 20.0 # ignore distances at higher distance than this.. 1 = 100km ingame.
pocket = 1.0 # prioritise pockets, ie provinces with no adjacent controlled by same.
island = 1.0 # prioritise taking pure islands.
enemy = 1.0 # higher = much more wary of troops in province.
adjacentenemy = 1.0 # higher = much more wary of troops nearby
air_base = 0.1 # add this priority for air bases within adjacentenemy
naval_base = 0.1 # add this priority for naval bases within adjacentenemy
air_support = 0.1 # add this priority for beaches within reach of air_bases
ignore = [yes/no] # Launch invasions even if we have a home front. Default: no.
redirect = priority/nearest/home # priority refers to targets in the AI file,
# nearest is the closest enemy beach where the AI has
# good attack odds and home is to return back to port
#specific provinces can be targetted to get special bonuses..
target = {
898 = 1000 # Invasion of South Sicily (898) has super high priority. Negative values preclude invasions there.
}
}
Placeholder
#Factors controlling the naval AI
admiral = {
#specific provinces can be targetted to get special bonuses..
target = {
592 = 200 # patrolling the south north sea have a big priority.
...
}
#This is used to determine that it's a core seazone and its control is important.
core = {
592
...
}
#Which provinces to use as bases..
base = {
592
...
}
#Which areas to ignore.
ignore = {
#PLEASE NOTE THAT ITS AREAS.. Not province-names
"northern baltic"
"southern baltic"
}
min_org = 95% # NEW: Percent of org gained back before the unit can leave port
min_dmg = 95% # NEW: Percent of dmg gained back before the unit can leave port
return_org = 60% # NEW: PERCENT OF ORG LOST BEFORE RETURNING TO PORT applies to all fleets/ships
return_dmg = 50% # NEW: PERCENT OF DMG LOST BEFORE RETURNING TO PORT for repairs applies to all fleets/ships
}
Placeholder
# Factors to modify for technological development.
technology = {
endgoal = { ... } #list of endgoals to achieve.
preference = { ... } # list of techs to give bonus too.
ignore = { ... } # Techs we will never research
#preference to weight importance of research in these field.s
armor = 2.0
infantry = 3.0
industry = 2.5
aircraft = 0.6
naval = 0.1
land_doctrines = 4.0
air_doctrines = 0.9
naval_doctrines = 0.1
secret_weapons = 0.4
}
Placeholder
# Factors to modify Trade Agreements.
trade = {
favored = {
TAG = X # Preferred Countries to trade resources with.
}
embargo = {
TAG # Will not trade resources with these countries.
}
# A threshold for when the AI should cancel trade agreements. Default is 4.0. A lower value means the AI will be more eager to cancel bad deals.
cancel_deal_threshold = X
# These override the resource values in "db\resource_values.csv" for this AI unless set to -1 (default.)
energy = -1
rare_materials = -1
metal = -1
oil = -1
supplies = -1
money = -1
}
Placeholder
# Factors to modify Tech Sharing
tech_sharing = {
favored = {
TAG = X # Preferred Countries to trade techs with. Higher value also means better techs.
...
}
embargo = {
TAG # Will not trade techs with these countries.
...
}
not = {
ID # List of techs never to trade.
...
}
prioritized
ID = X # Priority to accepting trades with these techs.
...
}
}
Placeholder
== Default AI Settings ==
In case you ommit something the AI will use default settings. The contents below were prepared by supplying an empty .ai file for a selected country and saving the game on the very first hour of 1936 GC in '''HOI2:DD+Arm 1.1'''. This is also a good reference for the proper structure of an ai file. Bear in mind that the result is not complete as some variables and lists are ommited by the game if they have their default value or are empty, so I have added them manually and marked that by using italics.
I hope this will help you as the ai_file_doc.txt (and the notes above) are outdated and contain some spelling and number format errors (like sp_rct_artillery/sp_rocket_artillery). On the other hand we can be sure that all the game writes is 100% correct.
switch = no
flags = { }
max_front_ratio = 4.0000
max_front_ratios = { }
max_garrison_prop = 0.2000
min_garrison_prop = 0.1000
evac_islands = yes
use_offensive_supply = yes
neutrality = 0.0000
war = 50
ferocity = no
reinforcement = 0.1000
upgrading = 0.1000
desperation = 0.3000
spyprefs = {
percentage_on_spies = 0.0000
percentage_foreign_mission = 0.0000
''spyprefsdata = {''
''country_priorities = 0.0000''
''NumberOfSpies = 0.0000''
''min_number_of_spies = 0.0000''
''steal_blueprint = 0.0000''
''minister_assassination = 0.0000''
''smear_campaign = 0.0000''
''coup = 0.0000''
''sabotage_industry = 0.0000''
''nuclear_sabotage = 0.0000''
''found_partisans = 0.0000''
''massmedia = 0.0000''
''counter_espionage = 0.0000''
''disrupt_techteam = 0.0000''
''country = NONE''
''}''
}
strat_redeploy_threshold = 5
max_redeploying = 0.2500
max_fuel_offensive = 100.0000
''combat = { }''
''resistance = { }''
''protect = { }''
''befriend = { }''
''demand_claims = { }''
''claim_acceptance = 0''
''liberate = { }''
''target = { }''
exp_force_ratio = 0.6600
exp_force_ratios = { }
''no_exp_forces_to = { }''
admiral = {
target = { }
core = { }
base = { }
ignore = { }
min_org = 100.0000
min_dmg = 100.0000
return_org = 25.0000
return_dmg = 25.0000
min_core_attack_fleets = 0.0000
}
trade = {
''embargo = { }''
''favored = { }''
cancel_deal_threshold = 4.0000
''oil = -1''
''energy = -1''
''metal = -1''
''rare_materials = -1''
''money = -1''
''supplies = -1''
}
tech_sharing = {
''embargo = { }''
''favored = { }''
''prioritized = { }''
''not = { }''
}
invasion = {
base = 1.0000
random = 1.0000
coastal = 1.0000
beach = 1.0000
distance = 1.0000
max_distance = 99999.0000
max_staging_distance = 10.0000
pocket = 1.0000
island = 1.0000
enemy = 1.0000
adjacentenemy = 1.0000
air_base = 0.1000
naval_base = 0.1000
air_support = 0.1000
ignore = no
invasion = yes
help_allies = yes
redirect = nearest
''target = { }''
}
air_marshal = {
icxdayscostfactor = 10.0000
manpowercostfactor = 100.0000
destructionriskthreashold = 0.2000
airsuperioritydesirability = 3.0000
airsuperioritylosstolerance = 0.8000
groundattacklosstolerance = 1.0000
groundattackdesirability = 2.0000
interdictionlosstolerance = 1.5000
inderdictiondesirability = 1.0000
logisticalstrikelosstolerance = 1.5000
logisticalstrikeefficency = 0.0100
logisticalstrikedesirability = 4.0000
runwaycrateringlosstolerance = 1.0000
runwaycrateringefficency = 0.0100
runwaycrateringdesirability = 1.0000
strategicstriketolerance = 1.0000
strategicstrikeefficency = 0.0100
strategicstrikedesirability = 5.0000
nukestriketolerance = 1.0000
nukestrikedesirability = 5.0000
installationstriketolerance = 1.0000
installationstrikeefficency = 0.0100
installationstrikedesirability = 1.0000
navalstriketolerance = 1.0000
navalstrikedesirability = 10.0000
portstriketolerance = 1.0000
portstrikedesirability = 9.0000
convoyraidtolerance = 1.0000
convoyraiddesirability = 0.0000
min_mission_strength_org = 0.5000
taskforcetype = {
name = "Air Superiority"
desiredratio = 0.4000
rangeweight = 10.0000
airkillpowerweight = 2000.0000
hardkillpowerweight = 0.0000
softkillpowerweight = 0.0000
navalkillpowerweight = 0.0000
strategickillpowerweight = 0.0000
transportcapacityweight = -1000000.0000
airvulnurabilityweight = -1.0000
surfacevulnurabilityweight = 0.0000
idle = yes
reorganize = yes
air_superiority = yes
}
taskforcetype = {
name = "Soft Bombing"
desiredratio = 0.2000
rangeweight = 10.0000
airkillpowerweight = 0.0000
hardkillpowerweight = 0.0000
softkillpowerweight = 2000.0000
navalkillpowerweight = 0.0000
strategickillpowerweight = 0.0000
transportcapacityweight = -1000000.0000
airvulnurabilityweight = 0.0000
surfacevulnurabilityweight = -1.0000
idle = yes
reorganize = yes
interdiction = yes
ground_attack = yes
}
taskforcetype = {
name = "Hard Bombing"
desiredratio = 0.1000
rangeweight = 10.0000
airkillpowerweight = 0.0000
hardkillpowerweight = 2000.0000
softkillpowerweight = 0.0000
navalkillpowerweight = 0.0000
strategickillpowerweight = 0.0000
transportcapacityweight = -1000000.0000
airvulnurabilityweight = 0.0000
surfacevulnurabilityweight = -1.0000
idle = yes
reorganize = yes
interdiction = yes
ground_attack = yes
}
taskforcetype = {
name = "Strategic Bombing"
desiredratio = 0.1000
rangeweight = 10.0000
airkillpowerweight = 0.0000
hardkillpowerweight = 0.0000
softkillpowerweight = 0.0000
navalkillpowerweight = 0.0000
strategickillpowerweight = 2000.0000
transportcapacityweight = -1000000.0000
airvulnurabilityweight = -0.5000
surfacevulnurabilityweight = -0.5000
idle = yes
reorganize = yes
logistical_strike = yes
runway_cratering = yes
strategic_bombardment = yes
installation_strike = yes
}
taskforcetype = {
name = "Naval Bombing"
desiredratio = 0.1000
rangeweight = 10.0000
airkillpowerweight = 0.0000
hardkillpowerweight = 0.0000
softkillpowerweight = 0.0000
navalkillpowerweight = 2000.0000
strategickillpowerweight = 0.0000
transportcapacityweight = -1000000.0000
airvulnurabilityweight = 0.0000
surfacevulnurabilityweight = -1.0000
idle = yes
reorganize = yes
naval_strike = yes
port_strike = yes
convoy_air_raiding = yes
}
taskforcetype = {
name = "Airlift"
desiredratio = 0.1000
rangeweight = 10.0000
airkillpowerweight = 0.0000
hardkillpowerweight = -2000.0000
softkillpowerweight = -2000.0000
navalkillpowerweight = 0.0000
strategickillpowerweight = -2000.0000
transportcapacityweight = 1000000.0000
airvulnurabilityweight = -1.0000
surfacevulnurabilityweight = 0.0000
idle = yes
reorganize = yes
airborne_assault = yes
air_supply = yes
}
}
garrison = {
defend_overseas_beaches = no
key_point_prio_mult = 0.0000
revolt_risk_mult = 0.0000
beach = 50
reserves = 20
capital = 100
human_border = 200
war_target = 100
opposing_alliance = 100
claim_threat = 100
unstable_border = 50
war_zone_odds = 2.0000
home_multiplier = 0.5000
overseas_multiplier = 0.3333
home_peace_cap = 10000
country_priorities = { }
province_priorities = { }
area_multiplier = { }
ignore = { }
}
military = {
relative_build_scheme = yes
max_batch_peace = 800
max_batch_war = 500
max_batch_home_front = 190
extra_convoys_war = 0.0500
extra_convoys_peace = 0.0500
infantry = 30.0000
cavalry = 5.0000
motorized = 10.0000
mechanized = 5.0000
light_armor = 0.0000
armor = 10.0000
paratrooper = 0.0000
marine = 0.0000
bergsjaeger = 0.0000
garrison = 0.0000
hq = 0.0000
militia = 0.0000
multi_role = 7.0000
interceptor = 10.0000
strategic_bomber = 0.0000
tactical_bomber = 2.0000
naval_bomber = 0.0000
cas = 0.0000
transport_plane = 0.0000
flying_bomb = 0.0000
flying_rocket = 0.0000
battleship = 0.0000
light_cruiser = 2.0000
heavy_cruiser = 0.0000
battlecruiser = 0.0000
destroyer = 5.0000
carrier = 0.0000
escort_carrier = 0.0000
submarine = 5.0000
nuclear_submarine = 0.0000
transport = 8.0000
artillery = 15.0000
sp_artillery = 5.0000
rocket_artillery = 0.0000
sp_rct_artillery = 2.0000
anti_tank = 3.0000
tank_destroyer = 5.0000
light_armor_brigade = 0.0000
heavy_armor = 0.0000
super_heavy_armor = 0.0000
armored_car = 0.0000
anti_air = 5.0000
police = 0.0000
engineer = 5.0000
cag = 100.0000
escort = 100.0000
naval_asw = 20.0000
naval_anti_air_s = 20.0000
naval_radar_s = 20.0000
naval_fire_controll_s = 20.0000
naval_improved_hull_s = 10.0000
naval_torpedoes_s = 10.0000
naval_anti_air_l = 0.0000
naval_radar_l = 0.0000
naval_fire_controll_l = 0.0000
naval_improved_hull_l = 0.0000
naval_torpedoes_l = 0.0000
}
front = {
strength = 1.0000
organisation = 1.0000
dig_in = 1.0000
soft_attack = 1.0000
hard_attack = 1.0000
ground_defense = 1.0000
support_defense_prop = 0.3300
river = 1.0000
frozen_attack = 1.0000
snow_attack = 1.0000
blizzard_attack = 1.0000
storm_attack = 1.0000
muddy_attack = 1.0000
largefort = 1.0000
smallfort = 1.0000
occupied = 0.8000
owned = 0.5000
jungle_attack = 1.0000
mountain_attack = 1.0000
swamp_attack = 1.0000
forest_attack = 1.0000
hill_attack = 1.0000
urban_attack = 1.0000
recklessness = 1
enemy_reinf_days = 6
reserve_prop = 0.2000
panic_ratio_vs_ai = 3.0000
panic_ratio_vs_human = 2.0000
base_attack_odds = 2.5000
min_attack_odds = 1.0000
max_attack_odds = 3.0000
reinforce_odds = 1.0000
withdraw_odds = 0.5000
distrib_vs_ai = op_defensive
distrib_vs_human = op_defensive
enemy_handicap = { }
passivity = { }
province_priorities = { }
}
construction = {
max_factor = 0.2000
transports = -1
escorts = -1
AA_batteries = no
max_AA_level = 10
AA_provs = { }
coastal_fort = no
max_coastal_level = 5
coastal_fort_provs = { }
radar_station = no
max_radar = 5
radar_provs = { }
air_base = no
max_air_base = 5
air_base_provs = { }
naval_base = no
max_naval_base = 5
naval_base_provs = { }
land_fort = no
max_land_level = 5
fort_borders = { }
fort_provs = { }
nuclear_reactor = no
max_nuclear = 10
''nuclear_reactor_prov = -1''
rocket_test = no
max_rocket = 10
''rocket_test_prov = -1''
ic_at_war = yes
force_ic_until = 1900
ic_end_year = 1946
IC_provs = { }
}
technology = {
''endgoal = { }''
''preference = { }''
''ignore = { }''
armor = 1.0000
infantry = 1.0000
industry = 1.0000
aircraft = 1.0000
naval = 1.0000
land_doctrines = 1.0000
secret_weapons = 1.0000
air_doctrines = 1.0000
naval_doctrines = 1.0000
}
leader_ratio = {
land_field_marshal = 0.0300
land_general = 0.0500
land_lt_general = 0.2000
sea_grand_admiral = 0.0300
sea_admiral = 0.0500
sea_vice_admiral = 0.2000
air_marshal = 0.0300
air_general = 0.0500
air_lt_General = 0.2000
}
I have reformatted the taskforcetype and spyprefs sections so they would fit nicely on the screen. Also, the spyprefsdata sections are of course not needed at all if you don't plan to tell the AI how to use it's spies but I have listed it here so you could see the proper order of variables etc. Note: don't use the home_defence switch, it seems that it's not working (the section is not stored back into the savegame file).
[[Category:Modding]]
0f7ffe0186e641277adc4ca41bae561c79450754
Modding battle scenarios
0
577
988
987
2017-03-18T11:51:40Z
Meneth
2
1 revision imported: Import from HoI2 Wiki
wikitext
text/x-wiki
==Introduction==
As Battlescenarios tend to be different the normal .eug files, Here is a guide to the differences and what they do.
===Getting Started===
The first part of the Battlescenario .eug file is rather familar to a normal .eug file.
Example:
name = "fallweiss_name"
panel = "scenarios/data/scenario_fallweiss.bmp"
header = {
name = "Grand Campaign"
startyear = 1939
endyear = 1939
free = no
combat = yes #this is a battlescenario
GER = {
desc = FW_GER
picture = "scenarios\data\poland.bmp"
}
POL = {
desc = FW_POL
bottom = yes
picture = "scenarios\data\poland.bmp"
}
The name and panels works the same way as a normal scenario. The name in the header is dummied out and will never be seen ingame, The dates will only be used in the little pop-up box upon loading a scenario.
<BR>
Now, '''free = no''' means the players cannot select countries other then the ones allowed below. If this is removed, players can select freely.
<BR>
The '''combat = yes''' field adds the vs. to the middle of the country selection that you see in most Battlescenarios.
<BR>
Now, next are the selectable countries, their descriptions('''desc =''') can be exported to the cfg files or written in the file itself.
<BR>
The picture('''picture =''') will be the little battlemap or propaganda photo that appears in the nations information box upon clicking their flag.
<BR>
Any country with '''bottom = yes''' will appear on far right of the screen. This is used in most battle scenarios so the two/more countries fighting are on opposite ends(See Below)
[[Image:Scenarioheaderexample.gif]]
<!-- [[Image:Scenarioheaderexample.JPG]] -->
===Global data===
Next you should see something like this
Example:
globaldata = {
rules = {
diplomacy = no
production = no
technology = no
}
startdate = {
year = 1939
month = september
day = 0
}
enddate = {
year = 1939
month = october
day = 30 ###Last large pocket destroyed on 5th Oct
}
allies = {
id = { type = 15000 id = 1 }
participant = { POL }
}
axis = {
id = { type = 15000 id = 2 }
participant = { GER }
}
comintern = {
id = { type = 15000 id = 3 }
participant = { SOV }
}
Almost all of this works the same way as a normal scenario file, Creating wars also works the same way. Everything is the same except for one header.
rules = {
diplomacy = no
production = no
technology = no
}
''Diplomacy = no'' Means that diplomacy tab may not be accessed or used by the AI<BR>
''Production = no'' Means that the production tab may not be accessed or used by the AI<BR>
''Technology = no'' Means that the technology tab may not be accessed or used by the AI<BR>
You can also allow any of these by changing their values to yes, Commenting them out, or deleting the line.
===Map===
This is the main radical difference between a battlescenario and a normal scenario.
Example:
map = {
no = all
#Poland
yes = 303
yes = 306
yes = 307
yes = 482
yes = 479
yes = 480
yes = 481
yes = 483
yes = 484
yes = 305
yes = 485
yes = 486
yes = 487
yes = 489
yes = 488
yes = 500
yes = 501
yes = 502
yes = 503
yes = 504
yes = 505
yes = 506
yes = 507
yes = 508
yes = 509
yes = 209
yes = 208
yes = 213
yes = 211
yes = 210
yes = 222
yes = 229
yes = 562
yes = 214
#Slovakia
yes = 475
yes = 478
yes = 477
yes = 490
yes = 476
# Bohemia-Moravia
yes = 471
yes = 472
yes = 466
yes = 467
yes = 470
yes = 469
yes = 468
yes = 474
#East Prussia
yes = 206
yes = 510
yes = 304
#Germany Proper
yes = 302
yes = 308
yes = 301
yes = 300
yes = 309
yes = 473
#Soviet Union
yes = 227
yes = 226
yes = 225
yes = 221
yes = 212
yes = 218
yes = 220
yes = 272
yes = 240
yes = 1874
yes = 228
yes = 231
# Sea Zones
yes = 2477
yes = 2478
yes = 2480
top = { x = 15556 y = 1712 }
bottom = { x = 17304 y = 2912 }
}
Alright, The first part ( '''map = { no = all''' ) is the beginning of the header and a field that is telling the scenario that all of the map will be blacked out.<BR>
yes = 303<BR>
yes = 306<BR>
yes = 307 etc. Are then telling which parts of the blacked out map can be seen. Simply add '''Yes = Province ID''' for a province to be useable. Seazones use province IDs too, so if you want seazones, do the same thing.
The last part<BR>
top = { x = 15556 y = 1712 }<BR>
bottom = { x = 17304 y = 2912 }<BR>
<BR>
}
Marks the top left and bottom right. Together, these two form a sqaure that can be used to limit the player's mapscrolling ability.
===.Inc files, Victory points, and events===
Finally, the inc and event files.
Example:
# Vp things
include = "scenarios/fallweiss/vp.inc"
include = "scenarios/fallweiss/germany.inc"
include = "scenarios/fallweiss/poland.inc"
include = "scenarios/fallweiss/soviet.inc"
event = "scenarios/fallweiss/fall_weiss_events.txt"
The first .inc file is a victory points file, listing where victory points are.<BR>
The next three are the .inc files being used in this scenario.<BR>
The last line is a direct link to the events file used for this scenario. Since Battlescenarios only have a few events, they can usually be stuffed into one or two files instead of needing a event directory.
[[Category:Modding]]
8993c0ce6c3bb01d1470355d344bd42fdc24676c
Modding building costs
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Editing the cost for buildings is very simple! If you want to know how, please keep reading:
First you open a file called building_costs in the
C:\Program Files\Paradox Interactive\Hearts of Iron 2\db Directory.
Once you open the file, then you see all the buildings that you can build in hoi2.
For example, say we want to mod the land fort...
You should see something like this:
<pre>
landfort = {
cost = 5
buildtime = 120
manpower = 0
size = 1
}
</pre>
As you can see, it's rather simple...
Here is what each value represents:
; cost : How much IC it costs while building
; buildtime : How many days it takes until completion
; manpower : How much manpower it costs to create.
; size : How big it becomes upon completion. This would determine the capacity of a airbase or a naval base.
'''NOTE!''' As always when modding, make sure to have a backup of the original file in case you really mess things up!
[[Category:Modding]]
1dcc9b454cf1d6fddc62afeed1dff38300f3cb81
Modding colorscales.csv
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== Introduction ==
colorscales.csv allows you to change the colours shown on the map -- the political map, the terrain map, any map. However, it does not let you <B>assign</B> colours to the various aspects of each map. We'll explain more on this later.
== Basic Structure ==
Here is the typical structure of one of the entries in a colorscales.csv file.
Black;;;
red;green;blue;index
120;120;120;0
60;60;60;29
40;40;40;50
10;10;10;64
Two things to note about this -- ''do not'' play with the first two lines, the hard returns or the semi-colons. These elements are vital to the structure of the file.
== Meaning of the lines ==
The first line (Black;;;, in this case), represents the "name" of the colour that is being represented. Thus, the name of this colour is "Black". 'NOTE': this, however does not mean that the colour will be black! Often times the name of the colour in colorscales.csv will not correspond to its appearance in-game. For example, Bulgaria is turquoise in the game, however, in actually it uses the colour named "LightBrown". Take note of this clearly.
The first three numbers in each line represent an R,G,B (red, green, blue) value from '1 to 255'. This represents how much of each of the three primary colours to add to that specific shade.
The last number in the line represents the index, which ranges from 0 to 64. 0 represents the middle of the province, usually the brightest colour on the map. 64 represents the edge of the province, or the darker colour. The first line 'must' have an index of 0 and the last line 'must' have an index of 64. The two lines in between must be in ascending order in between 0 and 64.
Basically what is happening is that as you go from the middle of the province to the edge, the index number is counting up from 0 to 64. We'll illustrate how to use this later.
== Examples of R,G,B Values ==
To somebody who has used a graphic editor, this will be very straight forward.
Let's see what the Red used for the Soviet Union's values are:
dark red;;;
red;green;blue;index
255;0;64;0
220;0;64;13
180;0;64;24
76;0;64;64
Which will produce this red:
[[Image:darkred.png]]
Notice that the first column of values are very high, from 76-255, while the values in the green column are all 0, and the value in the blue column are 64. This combination will produce a red that predominates.
To produce a French blue, we can use these values:
blue;;;
red;green;blue;index
255;255;255;0
255;255;255;0
170;180;195;0
90;90;130;64
Note here that the first two values are listed as '255;255;255;0'. This means that they are thrown away and not used. The bottom two values, all have the blue column in very high numbers. However, note that the third line all has numbers above 170. When red, green and blue are all very high numbers, this produces a very light colour. Since blue is the highest, however, it will predominate:
[[Image:blue.png]]
Another example will be brown, as found in Austria and Sinkiang:
brown;;;
red;green;blue;index
179;182;130;0
180;132;80;20
155;111;66;50
150;105;64;64
These values are harder to interpret, since brown is not red, green or blue. Brown is actually a dark orange, which would put it in between red and green, and we see in the bottom linethat red and green values are the highest. At the top line all the columns are equally high, and this produces a pale brown. Therefore at the edges of the province we expect to see a pronounced brown colour, while in the middle is a much more pale shade of brown:
[[Image:brown.png]]
== Colour Palette ==
There are 26 colours defined in colorscales.csv, but only about 23 are actually usable. Here is a list of them (Bold means that it holds a special purpose):
{| width=100%
| Black || <B>Green</B> || <B>Orange</B>
|-
| light blue || light grey || <B>light brown</B>
|-
| <B>dark yellow</B> || <B>yellow</B> || <B>dark grey</B>
|-
| light yellow || <B>grey</B> || <B>dark green</B>
|-
| blue || <B>light red</B> || <B>white</B>
|-
| dark brown || <B>red</B> || <B>light green</B>
|-
| light orange || brown || dark blue
|-
| dark red || <B>dark orange</B> || <B>water</B>
|-
| <B>border</B> || <B>border outline</B>
|}
== Colour Assignments ==
[[Category:Modding]]
Unfortunately, some color slots are hard-coded to correspond to map modes. For example, the "white" slot will always be used for snow, no matter what color "white" actually is (i.e., using the "white" slot for a nice shade of Russian red would make snow red on the weather map).
Here is a list of all the different colour Assignments:
{| border=1
! colspan=2 | Terrain Mapmode
|-
| Colour || Used For
|-
| Orange || Clear
|-
| DarkGray || Urban
|-
| Green || Forest
|-
| DarkGreen || Jungle
|-
| Yellow || Desert
|-
| LightGreen || Marsh
|-
| DarkOrange ||Hills
|-
| Gray || Mountains
|-
! colspan=2 | Weather Mapmode
|-
| Colour || Used For
|-
| White || Snow
|-
| Brown || Mud
|-
! colspan=2 | Economic Mapmode
|-
| Colour || Used For
|-
| Green || Has at least one industry
|-
| DarkGreen || Has no industry
|-
! colspan=2 | Supply Mapmode
|-
| Colour || Used For
|-
| Green || In Supply
|-
| Red || Out of Supply
|-
| ??? || Seazone with a Convoy
|-
! colspan=2 | Partisan Mapmode
|-
| Colour || Used For
|-
| Green || Negligible or no partisan activity
|-
| ??? || Moderate or severe partisan activity is marked as shades of red
|-
! colspan=2 | VP Mapmode
|-
| Colour || Used For
|-
| Green || Friendly province with a few Victory Pionts
|-
| Dark Green || Friendly province with many Victory Points
|-
| Yellow || Neutral province with a few Victory Points
|-
| DarkYellow || Neutral province with many Victory Points
|-
| Red || Enemy province with a few Victory Points
|-
| LightRed || Enemy province with many Victory Points
|}
NOTE: Attempting to apply the color "Water" to a nation can sometimes produce odd results. I attempted to make Canada "Water" but instead got the color used in the "LightOrange" slot.
Areas and regions also use these hardcoded slots, though I am not aware if you can define which area uses which slot. I am sure it is possible, but I am unsure of the location.
788a40508efef3dc9eb39e19c9358392aa92e238
Modding difficulty levels
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Open the file /db/difficuly.csv and change the values which you want.
The first line VERYEASY;EASY;NORMAL;HARD;VERYHARD is just a comment, so no point in changing that. The next 2 sections are the ones that matter, subsequent sections are not used. The numbers are percentage penalties/bonuses for each setting
I find that the difference between the difficulty levels is too big so I create 2 new levels <br>
1) half way between Normal and Hard<br>
2) half way between Hard and VeryHard<br>
and delete the 2 easy levels which I never want.
Since VERYEASY;EASY;NORMAL;HARD;VERYHARD will always be the options displayed when creating a new game, you have to remember which option corresponds to which difficulty level.
I do not have the original settings any more as I use StonyRoad which I think modified the settings, so for StonyRoad I use the following
HUMAN;;;;;;;X<br>
INDUSTRY;0;-7;-15;-23;-30;;X<br>
RESOURCES;0;-15;-30;-45;-60;;X<br>
MANPOWER;0;-10;-20;-30;-40;;X<br>
RESEARCH;0;-5;-10;-15;-20;;X<br>
ORGANISATION;0;-5;-10;-15;-20;;X
COMBAT;0;-5;-10;-15;-20;;X<br>
MOVE_SPEED;0;-3;-5;-7;-10;;X<br>
DISSENT;0;-15;-30;-45;-60;;X<br>
DIPLOMACY;0;-10;-20;-30;-40;;X<br>
INTELLIGENCE;0;-3;-5;-7;-10;;X<br>
AI;;;;;;;X<br>
INDUSTRY;0;7;15;23;30;;X<br>
RESOURCES;0;15;30;45;60;;X<br>
MANPOWER;0;10;20;30;40;;X<br>
RESEARCH;0;5;10;15;20;;X<br>
ORGANISATION;0;10;20;30;40;;X<br>
COMBAT;10;7;5;2;0;;X<br>
MOVE_SPEED;0;2;5;7;10;;X<br>
DISSENT;0;5;10;15;20;;X<br>
DIPLOMACY;0;5;10;15;20;;X<br>
INTELLIGENCE;0;5;10;15;20;;X<br>
The following table shows the option to choose for the new difficulty settings
Select gets a standard difficulty of
Very Easy Normal
Easy Normal-Hard
Normal Hard
Hard Hard-VeryHard
Very Hard Very Hard
[[Category:Modding]]
2d93710a7127b6d0d91ba4eb96dc7e5ddd0eb226
Modding eug files
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==Introduction==
The .eug file in the \scenarios subdirectory is the first stop to modding scenarios. It contains information such as the start date, the countries that are selectable, and which files to include in the scenario.
===Name, panel and header===
The first part of the .eug file consists of the name, the graphic panel, and the headers.
name = "1936_SCENARIO"
panel = "scenarios/data/scenario_1936.bmp"
header = {
name = "Grand Campaign"
startdate = 1936
enddate = 1948
The ''name'' (name = "1936_SCENARIO") will be the name of the scenario. This can be exported to a .csv file (in the \config directory) or just written in.
The panel (panel = "...") will be the little graphical panel that will appear under the name.
The ''header'' field contains the information that will pop upon starting a campaign and checking victory points(F1). Note that the actual startdate is determined in the global data field, not here.
Next you should see something like this:
selectable = {
ENG FRA GER HOL POR ITA SOV SWE TUR JAP CHI POL NOR BEL DEN SCH CUB GRE BUL YUG HUN
ROM AUS CZE IRE EST LAT LIT FIN PER AFG BRA ARG MEX COL VEN PRU ECU URU PAR BOL CHL
NZL CAN AST MAN USA ETH SPR CHC ALB SIA SAU MON GUA COS NIC DOM PHI BHU SAL HAI HON
IRQ LIB LUX NEP OMN PAN SIK SAF TAN TIB YEM CGX CSX CXB CYN EGY
}
ENG = { }
FRA = { }
ITA = { }
GER = { }
SOV = { }
POL = { }
CHI = { }
JAP = { }
CAN = { }
USA = { }
}
The first part - the ''selectable'' field - contains tags for the countries that can be selected in this scenario. If you want to make a country unplayable then you can remove its tag from this list. If you added a new country and you want to make them playable, you should add the new tag here.
The second part consists of a number of tags listed horizontally. These are the nations that have been "pre-selected" by the scenario designer and will be selectable without having to right click and change the flag in order to play. You can add as few as one tag, and as many as would be visually appealing.
Between the brackets behind the country tag, additional information can be added for the countries. For example:
instead of:
FRA = { }
you could type:
FRA = { picture = "scenarios\data\propaganda_fra_1939.bmp" }
or:
FRA = { desc = "blablabla" }
or both:
FRA = { picture = "scenarios\data\propaganda_fra_1939.bmp" desc = "blablabla" }
More fields that can be defined are
set_ai_aggresive = [0...x]
set_difficulty = [0...x]
set_gamespeed = [0...x]
share_country = 0/1
optionmode = 0/?
combat = yes/no
free = yes/no
and probably lots more
===Global Data===
Here comes the main stuff, determining what parties belong to the alliances, and when the scenario starts and finishes.
globaldata = {
startdate = { year = 1936 month = january day = 0 }
enddate = { year = 1947 month = january day = 0 }
allies = {
id = { type = 15000 id = 1 }
participant = { ENG IRQ FRA AST NZL CAN SAF NEP BHU YEM OMN }
}
axis = {
id = { type = 15000 id = 2 }
participant = { GER }
}
comintern = {
id = { type = 15000 id = 3 }
participant = { SOV MON TAN }
}
alliance = {
id = { type = 15000 id = 4 }
participant = { CHI CXB }
}
alliance = {
id = { type = 15000 id = 5 }
participant = { EST LAT }
}
}
The ''startdate'' field defines when the scenario begins and the ''enddate'' field when the scenario ends. Unless you have installed a [[Utilities|no-time limit patch]], these can only be between January 1st 1936 and December 30th 1947.
Below those you should see the ''allies'', ''axis'', and ''comintern'' fields. By adding tags inbetween the sets or brackets, you can add new members to the specific alliance. For instance, you could add ITA in the axis participant brackets after GER so that upon loading the scenario Italy is a member of the Axis powers. The first tag in the list will be the leader of the alliance.
Beside the main three alliances, there can also be other alliances. There is no limit to the amount of these alliances, but each one must have a unique id.
# Little entente
alliance = {
id = { type = 15000 id = 13 }
participant = { CZE POL YUG ROM }
}
Note that in this example the first line is commented out (with a #) and will not be read by the game.
In the same way, you can also add ongoing wars into this ''globaldata'' field.
war = {
id = { type = 9430 id = 1 }
date = { year = 1935 month = october day = 3 }
enddate = { year = 1936 month = january day = 0 }
attackers = {
id = { type = 9430 id = 2 }
participant = { ITA }
}
defenders = {
id = { type = 9430 id = 3 }
participant = { ETH }
}
}
In this example, Italy starts off at war with Ethopia. Italy is the attacker (the one who will gain monthly belligerence), and Ethopia is the poor defender. Both the attacker group and defender group require a unique ID. As with alliances, there is no limit to the amount of ongoing wars you can have, but they all need a unique ID. These ID's are not connected to any other ID's in the file. You can have multiple attackers or defenders; just put putting multiple tags in the brackets.
Don't forget to add a final bracket ('''}''') to finish off the ''globaldata'' field when finished.
Other fields that may be included in the ''globaldata'' field are:
flags = { }
where in-game flags can be defined and set,
rules = { diplomacy = no }
which eliminates the possibility to use the diplomacy screen. Similarly, you can disable the production and research screens.
===Treaties of all flavours===
Here you can create different treaties between the different countries.
treaty = {
id = { type = 16384 id = 1 }
type = non_aggression
country = USA
country = ARG
startdate = { year = 1935 month = december day = 30 }
expirydate = { year = 1948 month = december day = 30 }
}
First off, the ID. Keep in mind that all treaties share the same ID field, whether it concerns trade, peace, or non agression treaties.
id = { type = 16384 id = '''1''' }
Next, the code lists what kind of a treaty it is. Usually it's just a non aggression (''non_aggression'') or a trade treaty, but you can create pre-made peace treaties as well.
The ''startdate'' is when the treaty has started to be effective, and ''expirydate'' defines when the treaty will end. Setting a start date before the campaign end date is a waste of CPU.
When you need to create a trade agreement, almost the same method is used. Observe:
treaty = {
id = { type = 16384 id = 317 }
type = trade
country = "HOL"
country = "MEX"
startdate = { year = 1935 month = december day = 30 }
expirydate = { year = 1948 month = december day = 30 }
rare_materials = -4
supplies = 2
}
The order of those resources at the bottom corresponds to the order of the countries under type = trade. In this case the Netherlands (HOL) is trading Mexico (MEX) four rare meterials in exchange for two supplies a day.
===Map visibility===
You might wish to make parts of the map not visible (and therefore usable). This can also be used to eliminate certain portions of the map, such as the Suez Canal.
map = {
no = all
yes = 3
yes = 4
(... etc)
yes = 2608
}
or
map = {
no = 100
}
===Including files, victory points, and events===
Finally, at the bottom of the file, you will see this.
# Vp things
include = "scenarios/1936/vp.inc"
# Countries
include = "scenarios/1936/cyn_36.inc"
include = "scenarios/1936/cgx_36.inc"
include = "scenarios/1936/cxb_36.inc"
include = "scenarios/1936/csx_36.inc"
include = "scenarios/1936/germany.inc"
include = "scenarios/1936/holland.inc"
(... etc etc etc ...)
include = "scenarios/1936/sik.inc"
include = "db\events.txt"
event = "db\events\newevents.txt"
event = "db\events\AI_switches.txt"
These lines tell the scenario what files it should include when the scenario loads (although you may just as well give them another extension such as .txt). You need to include every .inc file for that scenario for it to be used (although you might combine several countries).
You can combine as much as you want into fewer files (for instance you can combine all balkan countries into one file), if you think this would be more practical, or you could split information into separate files (for instance if you want a separate file provinces.inc with all information about naval bases, ic, etc.). In this way, usually, the victory point distribution in the scenario has it's own .inc file.
There are two ways to link event files. The easy though less flexible way is to link the events files directly:
event = "db\events\newevents.txt"
Alternatively, include a link to an event database that lists multiple event files:
include = "db\events.txt"
Here, you can see that a text file is linked to, which is located in the \db subfolder and called events.txt. This file in turn lists the events files that should be loaded.
The generic event database does not list the ai_switches file because each scenario uses a different file, so you could link an AI switch file here.
'''Important Note:''' Be careful to include the final ending bracket where required.
[[Category:Modding]]
9e7335a03b403b303d7c1cd4b258db7004fc8bee
Modding events
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If combat is the heart of the game, and the AI is the brain, events are the skeleton that holds the whole thing together, and sets stage for the coming World War. Users can modify these events or create new ones to bring an entirely new flavor to the game or just tailor it to their own personal tastes.
Event files are contained in the db/events folder.
Listed below are some guides, cheat sheets, and examples for editing these event files within the game.
* [[Simple Instructions/Examples on Event Editing]]
* [[Event Commands]]
* [[Event Cheats]]
* [[Event ID Ranges]]
[[Category:Modding]]
9907c915ea10a66396f2adadf4c2b0b9722b7ed2
Modding graphics
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== Grayscale pictures in HoI2 ==
The grayscale pictures in HoI2 like the leader, minister or techteam pictures are not really grayscale pictures. Instead the first two colors are reserved for transparency. See the picture for an example. The left picture uses a normal grayscale palette, the right picture uses a grayscale palette were the first two colours are reserved for transparency.
[[Image:Greyscale_transparency.png|Same picture without and with correct palette]]
The easiest way to handle transparency problems is by just using one picture which comes with the vanilla game (and thus has the right palette) as a template for your graphics. Just prepare your graphic with a normal grayscale palette and when it is finished, copy & paste it into the your picked template picture. Then save the picture under a new name and you are done.
You should also note that all the grayscale pictures have a white margin of one pixel width. This margin isn't necessary, but it usually increases the contrast.
== Some troubleshooting advice ==
Right now this will only be a truobleshooting section, because you'll really need to know quite a bit about graphics before you can make your own graphics to a degree.
The important things to know are these:
*Try to get a good graphics editing program. It's extraordinarily hard to do things like blend and create colour gradients with Paint.
*Learn about the different graphic types BMP, JPG and GIF, their advantages and disadvantages. Especially BMP, because that is the graphic that Paradox uses 100% of the time. A very basic image format description can be found at [[WikiPedia:Graphics_file_format Wikipedia]].
'''In-game, my graphic looks roughly like what I did, but it's all in funny colours!'''
*You have the wrong palette. In the GFX\palette directory, you'll find the palettes used for most of the graphics. You have to either change these palettes or adopt them yourself in order to get your graphics looking right.
See [[Modding Palettes]] for more detail.
'''In-game, my graphic is in all random coloured dots and looks NOTHING like the graphic that i made!'''
[[Image:Problem1.gif|Screwed up Image File]]
*If it looks something like the picture above, then your issue is that the size is incorrect. You'll need to change the graphic to the right size.
'''Why do some of my graphics have bright green or bright pink borders around them?
*Paradox has two values for .bmp information. Bright green (RGB color 0,255,0) signifies transparent data. Information in this color will be clear, allowing you to see items behind the image such as skins. Bright pink (RGB color 255,0,255) signifies opaque data. Information in this color will function as a dark screen, such as can be seen in the diplomacy screen. Note that if you change these colors they will appear on screen.
'''In-game, my province images aren't showing up.'''
*Province images will ONLY appear in provinces with urban terrain. To change a province into urban terrain, you'll need to edit the province.csv file.
'''Where do I get the HoI2 Skin Template?'''
*Right here: http://www.europa-universalis.com/forum/showthread.php?t=180563
== SKIF (Scytth & Kristoff Icons Factory) ==
A fantastic little graphics touch-up to the in game unit icons.
[http://forum.paradoxplaza.com/forum/showthread.php?t=236771 Paradox Interactive Forums SKIF Thread]
[[Category:Modding]]
[http://www.star.net.pl/~scytth/hoi2/page/index.html SKIF Website]
== DMP (Design Mod Projekt) ==
A big Modproject with alot of new sprites and graphics for alot of countries.
[http://www.heartsofiron.eu/ DMP Website]
[http://www.heartsofiron.eu/forum/portal.php The DMP board (with alot of members who work at many other Mods)]
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Modding in-game music
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'''Like all modding, please backup all files before modifying anything'''
Modifying the playlist for the in-game music played for HoI2 is not only easy, but very quick.
After opening the music subfolder, there are a dozen or so mp3 files along with three .txt files: looby.txt; peace.txt; and war.txt. These are you "playlists" for lack of a better term. Without editing these files, no matter what mp3s you add to the music subfolder, HoI2 will not play them.
So, lets say we want to add Tchaikovsky's War of 1812 to the soundtrack. Take that mp3 and copy/move it into the mp3 folder. Now, for ease of use, rename it to something like "1812.mp3" or "tchaikovsky1812.mp3." Why? Remember those three playlists I mentioned? They are text files. And since HoI2 reads whitespace (read: spaces and tabs) as an indication to mvoe forward, having it named "Tchaisovsky 1812.mp3" won't work. Why? Let me explain in the next step.
Now, we want to HoI2 to load this song up when we are loading the game instead of the normal start-up music. Yes, you can do this. Open up lobby.txt. You should see only one line of text "hoi2-overture". This is the playlist for music while loading before the title screen and for the main menu. Now add "1812" on the next line. Now, if you save this file and load up HoI2, and wait for the Overture to stop, you'll notice that the War of 1812 is playing. The order of which the tracks list in the text document is the order that they are played in. Makes sense, right?
So now, lets look at the war.txt and peace.txt. Wonder when those get played? (Please tell me you do).
But, you want to add a song that is you just think is the epidomy of war songs- Carmina Burana. So we move it into the music folder, rename it "carmina.mp3" for good measure, and open up war.txt. Add it to the top line (so it is first in the queue). Now, any time you go to war, this will be the first song played in the playlist.
So that's adding music to the playlist. Removing things is just as easy. Simply remove the files's name from the playlist.
[[Category:Modding]]
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Modding inc files
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Like all modding - '''Make Backups'''
Okay, now on to the .inc files. For the purposes of this page, I'll be using the persia.inc file out of the 1936 scenario folder. The path is /scenarios/1936/persia.inc (if you want to change things to see their effect in game
.
First, at the top, you'll see something like this
province = {
id = 1492
anti_air = 2
naval_base = {
size = 3
current_size = 3
}
air_base = {
size = 1
current_size = 1
}
}
This section of the .inc file will edit a particular province in the map. In this case, province id #1492 is be altered to include AA guns level 2, a naval base at level 3, and a small air base (level 1). If you changed any of these numbers (up to a maximim of 10), those buildings would be at that level when you started up the game. In this case, however, you can specificy the maximum size (naval_base size = 3} and have the current_size be less than that. Basically, you can use this feature to give the feeling of having recently conquered that province (as normal in the game)
But what if we wanted to make a change here? Add some much needed IC to Persia? There are two ways. I prefer the first, but let me show both ways to the same end.
ic = { size = 50 current_size = 50 }
or
ic = 50
Both of these would create a whopping 50 factories in province id #1492. This can theoretically be done with any part of the province's characteristics (resources, land forts, etc), up to their logical maximums (10 for AA, bases, etc_. You could set the max size (the size characteristic) to 50 and then the current_size to 0 and force it to work its way back up to full capacity. But that's just playing with numbers.
Mind you, there is a subtle difference between the two syntaxes, and the same applies equally to other province improvements like infrastructure, naval bases, air bases, etc. The first variant '''defines''' the new size of the specified installation type, the second variant '''modifies''' the size.
What does this mean? Well, if you would use the first syntax on province 1184 (Tokyo) instead of province 1492 in this example, then Tokyo would simply end up with 50 IC in the scenario. If you would use the second, simpler syntax, then those 50 IC would be added to any IC already present. Tokyo receives 20 IC from the province.csv file, so it would end up with 70 IC in the scenario.
This also works cumulatively in the scenario files. If you would (by mistake for example) create two province sections for the same province, both having ic = 50 as contents, then that province would end up with 50 + 50 + province.csv default value = 100+ IC. If you had used the more elaborate syntax, then the province still ends up with 50 ic, no matter how often it's repeated in the scenario setup.
One extra note. If you want to use this syntax to override or adjust the province infrastructure, be advised that the size and current_size values must be specified as values between 0.0 and 1.0, which deviates from the representation in the province.csv file. In the province.csv file, infrastructure is represented as a percentage value ranging from 10 through 100.
On to more important things.
After all the province alterations (some files like the US have plenty of them_ for the campaign, you'll come to what looks like a normal header.
country = {
tag = PER
If you want to make this country a puppet of another, or grant military control to another, then add<BR>
control = GER
For military control of Persia to Germany (any nation's tag can be used), and
puppet = GER
For Persia to be a puppet of Germany (agian, any nation's tag
This will be followed by
# Resource Reserves
energy = 1000 metal = 1000 ...
and so on. Editing these increases the reserves a country starts with. Next is
capital = 1502
Which is the capital of Persia
manpower = 96
The amount of available manpower, and finally
policy = {
date = { year = 0 month = january day = 0 }
democratic = 3
political_left = 4
freedom = 3
free_market = 5
professional army = 3
defense_lobby = 5
interventionism = 5
These are the locations of the sliders of that particular country. While 1 is all the way to the right, 10 is all the way to the left. I figure you understand how to manipulate these.
Next come three "province" sections - owned, controlled and national. This is where you can really cause some problems.
Any changes to the first two will cause problems. Why? Lets say you add province #1 to the owned and controlled list. Now both Persia and Denmark both own and control the same province. That can't happen. So if you change this by adding or subtracting a province, make sure that change is reflected elsewhere. In this case, if you add province #1, you would need to go into the Denmark .inc file and remove it there. Those wanting to make some of the revolt.txt nations start in existance will need to make sure of this.
National provinces, however, do not cause this problem. Many nations can claim the same lands. Heck, what are most wars fought over, if not resources?
Generally, You would see the diplomacy section.
diplomacy = {
relation = { tag = AFG value = 25 }
relation = { tag = DEN value = 50 }
relation = { tag = ENG value = 25 }
relation = { tag = IRQ value = 125 }
relation = { tag = SAU value = 100 }
relation = { tag = SOV value = -20 }
relation = { tag = SWE value = 50 }
relation = { tag = TUR value = -50 }
}
You can use these to set that country's relations upon scenario load. If you want them to start off with military access to a certain country, add access = yes after the relation value but before the closing bracket, like so:
relation = { tag = SOV value = -20 access = yes }
To give military access to the Soviet Union.
If you want that country to start with a guarantee of independence for another country, add guaranteed = { day = NA month = NA year = NA } Replacing the NA's with the day, month, and year respectively, like so
relation = { tag = AFG value = 25 guaranteed = { day = 1 month = january year = 1936 }
And now Persia is guaranteed independence by Afghanistan.
Next, comes the Techs (I'm not going to type this out, its pretty basic. Adding other Tech IDs here will give the country those techs to start out with. Simple, eh?
Now comes the biggest part. And this can be a toughie. The first part of it looks like this...
landunit = {
location = 1502
name = "Lasgar Parsi"
id = { type = 16600 id = 1 }
division = {
id = { type = 16600 id = 2 }
name = "1. Dastebandi Sarbaze Piyade"
type = infantry
extra = artillery
}
....
}
This is the land units that Persia will have when starting the campaign. Note two big things. First the "type" ID. This ID '''must''' be unique compared to all the countries in the campaign. I know that 5000+ (tested through 5050) will not conflict with any other nations, but that is only if you are creating new nations. Next is the id. This must be unique among the nations units. Notice that the unit has a 1, then the division has 2. The other division (not seen here) has a 3. If we were to copy these units (from landunit down to the last bracket) we would only need to change the ID numbers to 4, 5, and 6, and they would appear in the game.
But, at the bottom is another unit, or so it seems. Notice the '#'s? These are basically the comments for the language HoI uses (like // in C). This means the parser will skip these when reading this. If we were to remove these, Persia would start off with a Destroyer in province 1497 (based there also).
Well, I think that about covers it. If I run across something more useful, I'll edit this. And feel free to edit this yourself. I know there are things I've missed. Hope this helps!
--[[User:Tux the Penguin|Tux]] 03:46, 5 May 2005 (CEST)
[[Category:Modding]]
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Modding leader files
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== Introduction ==
Don't quite have enough Leaders to lead your armies? Well, Why not create some more?
== Getting Started ==
You can find leader files in Paradox Interactive\Hearts of Iron 2\db\leaders<br>
The leader files are divided into multiple files based on the country. These files are saved using Comma Separated Values format. Csv files use a special character to separate fields. In Paradox games, it is semi colon (;).
In the first line of each files you will see something like this:
Example:
Name;ID;Country;Rank 3 Year;Rank 2 Year;Rank 1 Year;Rank 0 Year;Ideal Rank;
Max Skill;Traits;Skill;Experience;Loyalty;Type;Picture;Start Year;End Year;x
This is not a part of leader data. It is there mainly to provide guidance for you so that you will understand the order of the fields.
== Fields Details ==
=== Name ===
Each Leader needs a name, it does not have to be unique but it will help you to differentiate him from other leaders. A caveat, make sure the name does not contain semi-color(;) or a colon(:).
Example:
'''Napoleon''';328328;FRA;1789;1807;1811;1813;0;9;22;9;0;5;0;NAPO;1789;1815;x
=== ID ===
Each Leader needs to have a unique ID. Without one, the game will give you an error message when loading a scenario.
Example:
Napoleon;'''328328''';FRA;1789;1807;1811;1813;0;9;22;9;0;5;0;NAPO;1789;1815;x
=== Country ===
You need to set the country tag for the leader. A tag is 3 characters string that the game uses to easily differentiate countries. For example France has the FRA tag.
Example:
Napoleon;328328;'''FRA''';1789;1807;1811;1813;0;9;22;9;0;5;0;NAPO;1789;1815;x
=== Ranking Years ===
This is the date your leader was assigned each rank. This is used to determine the rank of the leader upon loading a campaign.<br> For example, if you wish to make Rommel a Field Marshall in the 1936 campaign, you will need to change his rank 0 to 1936 or lower.
<br><br>0 = Field Marshall<br>1 = General<br>2 = Lt. General<br>3 = Mj. General<br>
Example:
Napoleon;328328;FRA;'''1789''';'''1807''';'''1811''';'''1813''';0;9;22;9;0;5;0;NAPO;1789;1815;x
=== Ideal Rank ===
An Ideal rank will give a leader an increased speed in gaining experience while his rank is lower than the specified one.
Example:
Napoleon;328328;FRA;1789;1807;1811;1813;'''0''';9;22;9;0;5;0;NAPO;1789;1815;x
=== Maximum Skill ===
This field sets the maximum skill that a leader can have.
Example:
Napoleon;328328;FRA;1789;1807;1811;1813;0;'''9''';22;9;0;5;0;NAPO;1789;1815;x
=== Traits ===
This field contains the traits of the leader. Please read [[Leader_Traits|leader traits]] for more information.
Example:
Napoleon;328328;FRA;1789;1807;1811;1813;0;9;'''22''';9;0;5;0;NAPO;1789;1815;x
In this case, the leader has the offensive doctrine, defensive doctrine and trickster traits.
=== Skill ===
This is the leader's Skill. Each skill point provides a 2% bonus on troop strength in battle.
Example:
Napoleon;328328;FRA;1789;1807;1811;1813;0;9;22;'''9''';0;5;0;NAPO;1789;1815;x
=== Experience ===
This field sets the leader's experience. The default is 0.
Example:
Napoleon;328328;FRA;1789;1807;1811;1813;0;9;22;9;'''0''';5;0;NAPO;1789;1815;x
=== Loyalty ===
This field supposedly represents the leader's chance of being killed randomly. Currently it is not used.
Example:
Napoleon;328328;FRA;1789;1807;1811;1813;0;9;22;9;0;'''5''';0;NAPO;1789;1815;x
=== Type ===
This is the leader's line of work. <br>0 = Land Leader<br>1 = Sea Leader<br>2 = Air Leader
Example:
Napoleon;328328;FRA;1789;1807;1811;1813;0;9;22;9;0;5;'''0''';NAPO;1789;1815;x
=== Picture ===
This is the leader's in-game picture, The coresponding .bmp must be put in Hearts of Iron 2\GFX\Interface\pics. Assuming you have already placed a picture file named "NAPO.bmp" in that folder, you can assign the picture to the leader by placing the filename (minus file extension) in the field.
Example:
Napoleon;328328;FRA;1789;1807;1811;1813;0;9;22;9;0;5;0;'''NAPO''';1789;1815;x
=== Start Year ===
On January 1st of this year, the leader will enter the country's service.
Example:
Napoleon;328328;FRA;1789;1807;1811;1813;0;9;22;9;0;5;0;NAPO;'''1789''';1815;x
=== End Year ===
This is when the Leader "dies". As of 1.2, the leader may die in that year and subsequent years if he is engaged in battle.
Example:
Napoleon;328328;FRA;1789;1807;1811;1813;0;9;22;9;0;5;0;NAPO;1789;'''1815''';x
[[Category:Modding]]
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Modding minister files
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== Introduction ==
Editing Ministers is pretty easy, In \Hearts of Iron 2\db You will find a folder called ministers. In this file are the ministers for each country.
Don't quite fancy Stanley Baldwin a Prince of Terror? Think Hjalmar Schacht should be a Laissez Faire Capitalist? Keep reading to find out how to make it so.
== Getting Started ==
The first line in each minister file is just a contents key, the only thing that needs to be changes is the country tag which should be adapted to the country you are currently working on. Below is an example of the first line in a file.
Example:
BHU;Ruling Cabinet - Start;Name;Pool;Ideology;Personality;Loyalty;Picturename;x
In this example, I am editing Bhutan's ministers. Replace the BHU tag with the country you are working on(Assuming it's a Custom Country) or just open the file for the country you are working on.
Also note that as with the Leaders and Tech team files, each field of information is seperated by a semi-colon(;).
=== The Ruling Cabinet ===
The first ten ministers after the content key line will be the ministers that will be ruling the country at gamestart. The ones after the ;Replacements;;;;;;;x line are available replacement ministers.
Note that Heads of State and Heads of Government may only be changes by events or slider alterations.
Example:
GER;Ruling Cabinet - Start;Name;Pool;Ideology;Personality;Loyalty;Picturename;Country
1;Head of State;Adolf Hitler;NA;NS;Powerhungry Demagogue;High;M1;x
2;Head of Government;Rudolf Hess;NA;NS;Silent Workhorse;High;M40;x
3;Foreign Minister;Constantin von Neurath;NA;FA;Great Compromiser;High;M3;x
4;Minister of Armament;Werner von Blomberg;NA;NS;Infantry Proponent;High;M4;x
5;Minister of Security;Wilhelm Frick;NA;NS;Prince of Terror;High;M5;x
6;Head of Military Intelligence;Wilhelm Canaris;NA;FA;Dismal Enigma;Medium;M6;x
7;Chief of Staff;Ludwig Beck;NA;PA;School of Manoeuvre;High;M7;x
8;Chief of Army;Werner von Fritsch;NA;PA;Armoured Spearhead Doctrine;High;M8;x
9;Chief of Navy;Erich Raeder;NA;NS;Decisive Naval Battle Doctrine;High;M9;x
10;Chief of Air Force;Hermann Göring;NA;NS;Army Aviation Doctrine;Very High;M10;x
;Replacements;;;;;;;x
=== ID ===
The first part of each line is the ministers ID field. Each minister needs to have a unique ID. Otherwise the game will give you an error message upon loading a scenario.
Example:
'''1''';Head of State;Adolf Hitler;NA;NS;Powerhungry Demagogue;High;M1;x
=== Start(Designation) ===
This is the Ministers Job. Below is an example and a list of alternative Jobs.
Example:
1;'''Head of State''';Adolf Hitler;NA;NS;Powerhungry Demagogue;High;M1;x
Example:
Head of State
Head of Government
Foreign Minister
Minister of Armament
Minister of Security
Head of Military
Chief of Staff
Chief of Army
Chief of Navy
Chief of Air Force
=== Name ===
Next is the name of the minister, Unless the poor guy/girl was born without a name, You will need to write their name in this field.
Example:
1;Head of State;'''Adolf Hitler''';NA;NS;Powerhungry Demagogue;High;M1;x
=== Pool ===
This is the year each minister becomes available, Ministers with NA in this field are available from the very start.
Example:
1;Head of State;Adolf Hitler;'''NA''';NS;Powerhungry Demagogue;High;M1;x
77;Minister of Armament;Hjalmar Schacht;'''37''';NS;Administrative Genius;Medium;M14;x
=== Ideology ===
This is what Ideology the minister is. Countries can only select ministers which have their Ideology or a similar one. (IE: Germany can only have PA, NS, or FA Ministers if they are National Socialist)
Example:
Fascist Ideologies
NS - National Socialist
PA - Paternal Autocrat
FA - Fascist
Example:
Democratic Ideologies
SC - Social Conservative
SD - Social Democrat
SL - Social Liberal
ML - Market Liberal
Example:
Communist Ideologies
ST - Stalinist
LWR - Left wing Radical
LE - Leninist
Example:
1;Head of State;Adolf Hitler;NA;'''NS''';Powerhungry Demagogue;High;M1;x
=== Personality ===
This is the trait the minister has, Here you assign them what trait you think best fits them(or not). Below is a list of traits, You can find their effects on the wiki: [[Minister_Traits]]
Head of state
Example:
Powerhungry Demagogue
Stern Imperialist
Barking Buffoon
Benevolent Gentleman
Insignificant Layman
Autocratic Charmer
Weary Stiffneck
Ruthless Powermonger
Pig-headed Isolationist
Popular Figurehead
Die-hard Reformer
Head of Government
Example:
Political Protege
Flamboyant Tough Guy
Backroom Backstabber
Silent Workhorse
Smiling Oilman
Naive Optimist
Corporate Suit
Old General
Old Air Marshal
Happy Amateur
Old Admiral
Ambitious Union Boss
Foreign Minister
Example:
Iron Fisted Brute
General Staffer
Ideological Crusader
Great Compromiser
Apologetic Clerk
Biased Intellectual
The Cloak N Dagger Schemer
Minister of Armament
Example:
Military Entrepreneur
Laissez Faires Capitalist
Air Superiority Proponent
Strategic Air Proponent
Administrative Genius
Tank Proponent
Corrupt Kleptocrat
Resource Industrialist
Battle Fleet Proponent
Air to Sea Proponent
Theoretical Scientist
Air to Ground Proponent
Infantry Proponent
Submarine Proponent
Minister of Security
Example:
Compassionate Gentleman
Man of the People
Prince of Terror
Crime Fighter
Silent Lawyer
Back Stabber
Efficient Sociopath
Head of Military Intelligence
Example:
Industrial Specialist
Political Specialist
Dismal Enigma
Naval Intelligence Specialist
Technical Specialist
Logistics Specialist
Chief of Staff
Example:
School of Fire Support
School of Manoeuvre
School of Defence
School of Psychology
School of Mass Combat
Chief of Army
Example:
Guns and Butter Doctrine
Armoured Spearhead Doctrine
Decisive Battle Doctrine
Static Defence Doctrine
Elastic Defense Doctrine
Chief of Navy
Example:
Base Control Doctrine
Open Seas Doctrine
Decisive Naval Battle Doctrine
Power Projection Doctrine
Indirect Approach Doctrine
Chief of Air Force
Example:
Carpet Bombing Doctrine
Naval Aviation Doctrine
Air Superiority Doctrine
Army Aviation Doctrine
Vertical Envelopement Doctrine
Example:
1;Head of State;Adolf Hitler;NA;NS;'''Powerhungry Demagogue''';High;M1;x
=== Loyalty ===
This supposedly represents the ministers chance of being killed by a random event. Not sure if this is implemented or not.
Example:
1;Head of State;Adolf Hitler;NA;NS;Powerhungry Demagogue;'''High''';M1;x
=== Picturename ===
This is the ministers picture, The coresponding .bmps can be found in Hearts of Iron 2\GFX\Interface\pics. If you are creating a new picture, It should be 36 x 50 pixels.
Example:
1;Head of State;Adolf Hitler;NA;NS;Powerhungry Demagogue;High;'''M1''';x
=== Further Notes ===
Apparently, at least in the version of Doomsday that I have, there are some leaders that ship with too long of names to be used. For example, German leader number 49 will not become head of government, even through event. However, if his name is shortened, all of a sudden the game stops ignoring his existence. So if you're having a problem with a leader you added not showing up in game, at all, then you might try using a shorter version of their name.
[[Category:Modding]]
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Modding misc.txt
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== Economy ==
'''IC to TC ratio''' - how much TC you get for every point of IC; Paradox default is 1.5
'''IC to Supplies ratio''' - how many supplies are made per IC allocated to supply production; Paradox default is 4
'''IC to Consumer Goods Ratio''' - assumedly how many consumer goods are produced per IC allocated; Paradox default is 1
'''IC to Money Ratio''' - how much money is generated for every IC allocated to CG production
'''Max Gearing Bonus''' - The lowest percentage of build time that a unit may have due to gearing bonus. Example: if this value is 0.60 then at maximum gearing bonus each unit only takes 60% of the normal build time to produce. Lowering this value makes producing serial runs cheaper. Raising this value enough makes serial runs pointless.
'''Gearing Bonus Increment''' - the amount of discount per unit of gearing. Example: if this value is 0.08 then your second unit produced serially will take 8% less time.
'''IC Non-National Province Multiplier''' - Paradox default is 0.2; This is the percentage of actual IC you get from a province that you own (i.e. after annexing) without being one of your national provinces. Example: a Province has 10 IC in it but it isn't considered "national" for your nation thus you only get 2 IC.
'''IC Non-Owned Province Multiplier''' - Paradox default is 0.2; This is the percentage of actual IC you get from a conquered province you control but not own (i.e. before annexing).
'''TC Undeployed Division Load''' - the amount of TC load per division waiting to be deployed. Think of this as trains allocated to transport the unit to the desired location.
'''TC Occupied Province Load''' - the TC load per conquered province.
'''TC Land Division Load Multiplier''' - multiplier of the normal TC load for each land division.
'''TC Air Division Load Multiplier''' - same as for land divisions
'''TC Naval Division Load Multiplier''' - Paradox default for this is 0.333; i.e. each naval unit only uses one third of a TC point per supply and fuel point it uses.
'''TC Load from partisans''' - how bad to partisans hurt your TC
'''TC load factor from offensives''' - Paradox default is 1.5; not sure exactly what this does.
'''TC Load from province dev''' - the TC load from a province improvement that hasn't been deployed.
'''TC Load from bases in queue''' - TC load for air or naval bases built but not deployed. (Radar too???)
'''National Province Manpower Multiplier''' - how many manpower points per day you receive per province manpower point (in National Provinces).
'''Non-National Province Manpower Multiplier''' - how many manpower points per day you receive per province manpower point (in non-national provinces) (i.e. how much manpower you can recruit from foreign lands).
'''Colonial Province Manpower Multiplier''' - believed to be like the other manpower multipliers but this applies to "colonies" (aka provinces not land connected to your capital).
'''Requirement for "Influence Nation" to affect domestic sliders''' - at default value your IC/2 must be greater than the target nation's IC to have a slider moved.
'''Trickle-back factor for manpower from losses in battle''' - at default half of your manpower losses are added back into your manpower pool.
'''Upgrade cost''' - default value is 0.5; Note: the resulting value for a unit can never be less than 1.0 (above 1.0 fractional build costs are used).
== Combat ==
'''Base chance to avoid hit if defences left.''' - this is unused (as of v1.1)
== Research ==
[[Category:Modding]]
87bbd05c3f3b25fb2cec0da17951a2af1ef69671
Modding models.csv
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From my look at the models.csv file, it gives the country-specific model names- such as ship classes. Unfortunately, many countries don't have all the names.
Each line starts out with code: for example MODEL_GER_12_1. GER is the country code. 12 gives the unit- in this case it's a fighter. 1 is the model- here it's model 1, Early Fighter. Afterwards come the names in different languages.
The unit codes are as follows:
*0= Infantry
*1= Cavalry
*2= Mot. Infantry
*3= Mec. Infantry
*4= L Arm
*5= Arm
*6= Airborne
*7= Marines
*8= Mountain
*9= Garrison
*10= HQ
*11= Militia
*12 = Int F
*13 = Ftr
*14 = Strat
*15 = Tac
*16 = Nav
*17 = CAS
*18 = Air Transport
*19 = Flying Bomb
*20 = Rocket
*21 = BB
*22 = CL
*23 = CA
*24 = BC
*25 = DD
*26 = CV
*27 = CVL
*28 = SS
*29 = SSN
*30 = TP
Note: Rocket model_0 is flying rocket, model_1 is ballistic missile and model_2 is ICBM
Brigades also have unit codes like this:
BRIG_MODEL_X_Y
Unit codes (X) are:
*1= Art
*2 = SP-ART
*3 = Rocket Art
*4 = SP Rocket
*5 = AT
*6 = Tank Destroyer
*7 = Light Tank
*8 = Heavy Tank
*9 = Super-heavy Tank
*10 = Armoured Car
*11 = AA
*12 = Police
*13 = Engineer
*14 = CAG
*15 = Escort Fighter
*16 = naval_asw
*17 = naval_anti_air_s
*18 = naval_radar_s
*19 = naval_fire_controll_s
*20 = naval_improved_hull_s
*21 = naval_torpedoes_s
*22 = naval_anti_air_l
*23 = naval_radar_l
*24 = naval_fire_controll_l
*25 = naval_improved_hull_l
*26 = naval_torpedoes_l
{{wikify}}
[[Category:Modding]]
040da8bef4fcb932a8f583d5073733d2b2bcee95
Modding province.csv
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== Introduction ==
The province.csv file is the place in the game where all province information is stored. It can be found in the db folder and you can alter it to change the terrain types in a province, create naval and air bases, radar installations and other province data. Most importantly, perhaps, this file can be modded to change the number of IC in the province and add or subtract resources.
== Hints & Warnings ==
Don't forget that entries in the .INC files can modify the values in the Province.csv file. Thus if one province has 3 IC in the Province.csv file but another 2 IC are added in the .inc file then the resulting in game value will be 5 IC.
In my experience, Lord Ederon's Interactive Hearts of Iron 2 Online Map [http://www.ederon.net/hoi2iom.aspx] is an invaluable resource when editing the province.csv file. In you need to know what province ID corresponds with a province, zoom in to the region you're working on, click "Province IDs" and you'll have a dynamic map of province ID information.
== Example ==
Here’s how to do it, using the example of changing the number of IC in Turkish provinces.
Find the file Province.csv in the db folder. '''Before you do anything else,''' make sure you have a backup copy of the file (as you always do when modding). Then right-click on the file and in the “properties” tab uncheck the “read-only” option that is checked by default, and then open the file and find the provinces that refer to the country you are interested in modding.
To find out which ones these are, you can either use the “showid” cheat with the game map or go to the country’s inc file in the scenarios folders. In the example given here, you would go to turkey.inc in the folder scenarios\1936 and you would find there the following lines:
nationalprovinces = {
409 408 437 438 439 441 442 443 448 440 449 447 446 445 450 1851 1852
1853 1854 1855
}
That gives you the province id numbers you need for the Province.csv file.
In that file, the information for each province is entered according to an established pattern, which is given at the very top:
Id;Name;Area;Region;Continent;Climate;Terrain;SizeModifier;AirCapacity;Infrastructure;City;Beaches;
Port Allowed;Port Seazone;IC;Manpower;Oil;Metal;Energy;Rare Materials;City XPos;City YPos;Army XPos;
Army YPos;Port XPos;Port YPos;Beach XPos;Beach YPos;Beach Icon;Fort XPos;Fort YPos;AA XPos;AA YPos;
Counter x;Counter Y;Terrain variant;Terrain x;Terrain Y;Terrain variant;Terrain x;Terrain Y;
Terrain variant;Terrain x;Terrain Y;Terrain variant;Fill coord X;Fill coord Y;;;;;;
Now lets try to use this information. Take the example of province #409. The line for it in the province file is:
409;PROV409;Bosporus;Anatolia;Europe;Mediterranean;Hills;;;60;;1;1;2464;1;1;0;2;1;1;17069;
3517;17124;3517;17033;3611;17071;3610;6;17104;3577;17039;3532;17075;3536;;;;;;;;;;;17080;
3528;-1;-1;;;;
The values are semicolon delimited. It means that each value is separated by a semicolon. Using previous explanation, we can read it easily:
* 409 = id
* PROV409 = name
* Bosporus = area
* Anatolia = region
* Europe = continent
* Mediterranean = climate
and so on.
So, to alter the province’s values, go to the appropriate section of the line and change the value. For example, IC is the 15th “unit” in the line:
409;PROV409;Bosporus;Anatolia;Europe;Mediterranean;Hills;;;60;;1;1;2464;'''1''';1;0;2;1;1;17069;
3517;17124;3517;17033;3611;17071;3610;6;17104;3577;17039;3532;17075;3536;;;;;;;;;;;17080;
To add more IC to that province, simply replace the highlighted number with another number. Say we want to change the IC to 99. We need to change the line into:
409;PROV409;Bosporus;Anatolia;Europe;Mediterranean;Hills;;;60;;1;1;2464;'''99''';1;0;2;1;1;17069;
3517;17124;3517;17033;3611;17071;3610;6;17104;3577;17039;3532;17075;3536;;;;;;;;;;;17080;
Save the province.csv file and you are ready to go.
If you do add a large amount of IC to a country, you might also want to think about adding more resources too, because those extra IC will eat through the existing resources more rapidly, just as the IC you build in-game do. Resources can be added at will to provinces, using the same method just described for IC.
[[Category:Modding]]
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Modding scenarios
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Scenarios are made up from different files. If you want edit a country's starting then you would edit the .inc files. If you want to change a scenarios settings, then you would edit the .eug files. If you plan to edit a battle scenario, it would be wise to check both the modding .eug files and the modding battlescenario links.
* [[Modding_eug_files|Modding the .eug Files]]
* [[Modding_inc_files|Modding the .inc Files]]
* [[Modding_battle_scenarios|Modding Battle Scenarios]]
[[Category:Modding]]
631cc61be8929e55ca03232edf0d60c290bda605
Modding tech files
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== Introduction ==
The structure of the tech files has changed quite a bit from HoI to HoI2 as the tech system has undergone big changes. However, the tech files are still quite easy to mod.
== Basic Structure ==
The main structure of a tech file is a single tech application, like "Early Infantry Division".
application = { # Early Infantry Division
'''id''' = 1020 [[#ID|ID]]
'''name''' = TECH_APP_INFANTRY_2_NAME [[#Name|Name]]
desc = TECH_APP_INFANTRY_2_DESC
'''position''' = { x = 24 y = 48 } [[#Position|Position]]
'''year''' = 1936 [[#Historical Year|Year]]
'''component''' = { # Service Rifle [[#Components|Components]]
id = 1021
name = TECH_CMP_INFANTRY_2_1_NAME
type = general_equipment
difficulty = 5
}
''##four more components''
'''required''' = { 1010 } [[Modding_tech files#Prerequisites|Prerequisites]]
'''effects''' = { [[Modding_tech files#Effects|Effects]]
command = { type = new_model which = infantry value = 1 }
command = { type = scrap_model which = infantry value = 0 }
command = { type = activate_unit_type which = police }
}
}
=== ID ===
Each tech has an ID which must be unique. It's convienent to use the IDs the same way Paradox uses them. All IDs should have the following structure:
The first digit should be a number between 1 and 9 to notify which tech tree this tech belongs to. (1 = infantry, 2 = armor, 3 = naval, 4 = aircraft, 5 = industry, 6 = land doctrines, 7 = secret weapons, 8 = naval doctrines, 9 = air doctrines)
The next two digits should just be an integer counting the techs in the file, e.g. "Early Infantry Division" is the second tech in the ''infantry_tech.txt'' file and has 02 there.
The last digit should be a 0 for the application.
=== Name ===
This specifies the tech name that appears ingame. This is language specific and found in the ''config/tech_names.csv'' file.
Example:
name = "TECH_APP_INFANTRY_2_NAME"
The name can also be inserted right into the file. However, there is also a short name for each tech found in ''config/tech_names.csv'' and that is the one that'll be displayed on the buttons. It has the same string name as the complete description prefixed with a "SHORT_"
Example:
name = "Basic Infantry Division"
The description is not used and is a relic from HoI1.
=== Position ===
Position of the button in the tech tree measured in pixels from the upper left corner of the tech tree graphic.
Example:
position = { x = 24 y = 48 }
[[Image:Techfiles_upperleftcorner_small.png|Position measured in pixels]]
You can define more than one position for each tech as is seen in the Naval Doctrines screen. You just have to add another position clause for each position.
=== Historical Year ===
The historical year factors heavily into research if you try to get a tech ahead of its historical date. Your research speed will be divided by ''(1 + d × m)'' with ''d'' being the number of days you are away from January 1st of the historical year and ''m'' being the multiplier in ''misc.txt''. Researching one year ahead of time will give you a penalty of 54%. Note however that this is calculated component-wise, so the later components suffer less penalty than the earlier ones.
=== Components ===
Each tech has five components.
Example:
component = { # Great War Tank Prototype Tests
'''id''' = 2015 [[#Component ID|ID]]
'''name''' = TECH_CMP_ARMOR_1_5_NAME [[#Component Name|Name]]
'''type''' = technical_efficiency [[#Component Type|Type]]
'''difficulty''' = 5 [[#Component Difficulty|Difficulty]]
'''double_time''' = yes [[#Double Time|Double Time]]
}
==== Component ID ====
Each tech component has an ID. The first three digits should be the same as with the application the tech belongs to and the last digit should count the components from 1 to 5.
==== Component Name ====
This specifies the component name that appears ingame. This is language specific and found in the ''config/tech_names.csv'' file.
Example:
name = TECH_CMP_ARMOR_1_5_NAME
The name can also be inserted right into the file.
Example:
name = "Great War Tank Prototype Tests"
Note quotes are only needed if you are inserting the text directly. Strings should be quote-free (or so my testing has shown).
==== Component Type ====
Each component has one of 34 different types. If a research team has this [[List of Component Types|component type]] as speciality, they'll research that component 50% faster than a team without it.
==== Component Difficulty ====
Each component has a difficulty. This is a positive integer. While the game out of the box only uses difficulties between 3 and 10, it is possible to assign difficulties outside this interval. Note however that difficulties are not linear so that difficulty 8 doesn't take twice as much time as difficulty 4.
==== Double Time ====
Double time does exactly what you would expect from its name. It doubles the research time for the respective component. This is mainly used for the prototypes of vehicles, ships and aircraft in the game out of the box. If you don't want to double the time, just don't use this line.
=== Prerequisites ===
The required clause lists the techs needed to research the tech in question. These can be an empty set or you can list as many techs as you want. However, as the game does not show tech interlinks between the different pages and the indicator for needed techs on the same page is easily overseen, you should modify the background picture for the tech tree you are working in to show the dependencies.
Example: (Tech 1010 is required to research the tech in question)
required = { 1010 }
You can also use a second type of this clause which will allow you to make a set of prerequisites of which only one is needed. Note that this can combined with necessary prerequisites. The required clause must always be in, even if it is empty.
Example: (Tech 8160 is required and '''one''' of 8180 and 8080 is also required)
OR_required = { 8180 8080 }
required = { 8160 }
=== Effects ===
Each tech can have one or more effects.
Copy & Paste from ''event commands.txt'' (will format it later)
==== Chance of Combat Events ====
There are seven commands (breakthrough, ambush, assault, counterattack, delay, encirclement, tactical_withdrawal) to affect the chance of combat events occurring. The value is additive.
Example:
type = counterattack value = 4
This will increase the probability for a counterattack by 4%.
==== HQ effects ====
===== HQ Supply Efficiency Modifier =====
The HQ divisions give a bonus on Supply Efficiency for all units in adjactant provinces. This bonus can be changed by techs.
Example:
type = hq_supply_eff value = X
Increases the Supply Efficiency bonus of HQs by X percent points.
type = sce_frequency value = X # Combat event chance multiplier. Default: 1.0
# Enable a certain type of mission
type = enable_task which = [task type]
# New models updates the current template for a division or brigade type.
command = { type = [new_model] which = [division or brigade type] value = [The model number] }
# Make a division or brigade type available for construction.
command = { type = activate_unit_type which = [division or brigade type] }
# Make a division or brigade type unavailable for construction.
command = { type = deactivate_unit_type which = [division or brigade type] }
# ACTIVATE NUCLEAR CAPABILITY OF MISSILES
command = { type = nuclear_carrier which = [flying_bomb/flying_rocket] }
# ACTIVATE MISSILE CAPABILITY OF SUBMARINES
command = { type = missile_carrier which = [submarine] }
# UNIT VALUES
# [unit value] = soft_attack/hard_attack/ground_defense/air_attack/air_defense/build_cost/build_time/manpower/speed/max_organization/transport_weight/supply_consumption/fuel_consumption/speed_cap_art/speed_cap_eng/speed_cap_at/speed_cap_aa
#
NOTE: I think some of these are out of date, I was modding around today and "ground_defense" seems to have changed to "defensiveness". Others might have changes aswell.
# Land unit bonuses
command = { type = [unit value]
which = [land/division type/brigade type]
value = [additive value modifier]
}
# Air unit bonuses
command = { type = [air_attack/strategic_attack/tactical_attack/naval_attack/air_defense/build_cost/build_time/manpower/speed/surface_detection/air detection/transport_capacity/supply_consumption/fuel_consumption/range]
which = [air/division type/brigade type]
value = [additive value modifier]
}
# Naval unit bonuses
command = { type = [naval_attack/air_attack/shore_attack/naval_defense/air_defense/build_cost/build_time/manpower/speed/surface_detection/air detection/visibility/transport_capacity/supply_consumption/fuel_consumption/range]
which = [naval/division type/brigade type]
value = [additive value modifier]
}
# NOTE: For "build_time" and "build_cost", it is possible to add the field "where = relative".
# This means that the value is parsed as a relative modifier (%) instead of an absolute addition.
# When doing this, THE BASE VALUE OF MODEL 0 IS USED FOR _ALL_ MODELS. So "value = -10" means
# "-10% of the value of model 0".
#
# UNIT COMBAT MODIFIERS
#
# Terrain combat modifiers
command = { type = [desert_attack/desert_defense/mountain_attack/mountain_defense/hill_attack/hill_defense/forest_attack/forest_defense/swamp_attack/swamp_defense/urban_attack/urban_defense/river_attack/shore_attack/paradrop_attack]
which = [division type/brigade type]
value = [X] # Modifier in percent (+10 = 10%)
}
# Terrain movement modifiers
command = { type = [desert_move/mountain_move/hill_move/forest_move/swamp_move/urban_move/river_crossing]
which = [division type/brigade type]
value = [X] # Modifier in percent (+10 = 10%)
}
# [[Weather]] land-combat modifiers
command = { type = [frozen_attack/frozen_defense/snow_attack/snow_defense/blizzard_attack/blizzard_defense/rain_attack/rain_defense/storm_attack/storm_defense/muddy_attack/muddy_defense]
which = [division type/brigade type]
value = [X] # Modifier in percent (+10 = 10%)
}
# [[Weather]] land-movement modifiers
command = { type = [frozen_move/snow_move/blizzard_move/rain_move/storm_move/muddy_move]
which = [division type/brigade type]
value = [X] # Modifier in percent (+10 = 10%)
}
# [[Weather]] air-combat modifiers
command = { type = [snow_attack/rain_attack]
which = [interceptor/escort/multi_role/strategic_bomber/tactical_bomber/torpedo_plane]
value = [X] # Modifier in percent (+10 = 10%)
}
# [[Weather]] air-movement modifiers
command = { type = [snow_move/blizzard_move/rain_move/storm_move]
which = [interceptor/escort/multi_role/strategic_bomber/tactical_bomber/torpedo_plane/transport_plane]
value = [X] # Modifier in percent (+10 = 10%)
}
# [[Weather]] naval-combat modifiers
command = { type = [snow_attack/rain_attack]
which = [battleship/cruiser/destroyer/carrier/submarine/transports]
value = [X] # Modifier in percent (+10 = 10%)
}
# [[Weather]] naval-movement modifiers
command = { type = [snow_move/blizzard_move/rain_move/storm_move]
which = [battleship/cruiser/destroyer/carrier/submarine/transports]
value = [X] # Modifier in percent (+10 = 10%)
}
# Night modifiers
command = { type = night_move/night_attack/night_defense
which = [division type/brigade type]
value = [X] # Modifier in percent (+10 = 10%)
}
#
# GLOBAL MODIFIERS
#
# Surprise modifiers
command = { type = surprise
which = [naval/land/air]
value = [X] # Modifier in percents
}
# Intelligence Operation modifiers
command = { type = intelligence
which = [us/them]
value = [X] # Modifier in percents
}
# Army Detection modifiers
command = { type = army_detection
which = [us/them]
value = [X] # Modifier in percents
}
# Provincial AA batteries
command = { type = AA_batteries
value = [X] # Modifier in percents
}
#
# INDUSTRIAL MODIFIERS
#
# Industrial multipliers
# E.g. energy_to_oil 4 means four energy are needed to produce one oil. 0.5 means 1 energy produces 2 oil.
command = { type = industrial_multiplier
which = [energy_to_oil/oil_to_rare_materials]
value = [X]
}
# Industrial modifiers (additive)
# 'total' is the conversion factor from every built industry point into Industrial Capacity.
# 'supplies' is a modifier for the amount of supplies produced by every reserved IC unit.
command = { type = industrial_modifer
which = [total/supplies]
value = [X] # Percents
}
Building Types:
[ic, coastal_fort, land_fort, flak, infrastructure, air_base, naval_base, radar_station, nuclear_reactor, rocket_test]
Task Types:
[attack, rebase, strat_redeploy, support_attack, support_defense, reserves, anti_partisan_duty, air_superiority, ground_attack, runway_cratering, installation_strike, interdiction, naval_strike, port_strike, logistical_strike, strategic_bombardment, air_supply, airborne_assault, convoy_raiding, asw, naval_interdiction, shore_bombardment, amphibous_assault, sea_transport, naval_combat_patrol]
Resource Types:
[oil, metal, energy, rare_materials, supplies, money]
[[Category:Modding]]
a17489f5cd76d96f5766881c937d0e219660ee19
Modding tech teams
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== Introduction ==
One of the most interesting new features in HoI2 is the new research system and one integral part of this are the tech teams. They outline the historical strengths and weaknesses of a country and add a lot of flavour. In best Paradox tradition they are totally modable.
You can find the tech team files in the ''/db/tech/teams/'' subfolder. They are saved in Paradox' usual csv format and can be easily edited with a text editor or Excel.
== Basic Structure ==
The first line in each file isn't of much interest, only the country tag needs to be adapted to the country you are currently working on. The following lines list the tech teams.
Example:
314;Supermarine;T314;9;1930;1970;aeronautics;technical_efficiency;artillery;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;x
=== ID ===
Each tech team needs to have a unique ID which is a unsigned integer. The files that come with the game have their IDs structed following a simple principle: At first there is a number for each country (e.g. 3 for the UK or 76 for Afghanistan). This is followed by a two-digit number counting the tech teams.
=== Name ===
The names of the tech teams have to be written directly into the csv file as they aren't language specific.
=== Picture ===
The next column is the name of the picture for the tech team without the ".bmp" extension. These pictures are stored in the ''gfx/interface/pics/'' subfolder. They use a quasi-greyscale (just copy the palette of a tech team picture coming with the game) palette and are 96x96 pixels in size. All the pictures that come with the game have a white margin of one pixel around them, but his margin isn't necessary. (the picture doesn´t have to be exactly 96x96 pixels, a '''small''' deviation is allowed)
=== Skill level ===
The skill level is used to specify the overall quality of your research team. The research teams in the game range from skill 1 to 9, but it is possible to assign higher skills. Note that the skill determines the cost of the research team.
Though you could change the skill to higher than 10 in the files, in-game it seems 10 is the highest you can go.
=== Start and Endyear ===
The start- and endyears are pretty straightforward. The team will become available on January 1st of the start year and will stop to be available on January 1st of the endyear.
=== Specialities ===
The next columns are filled with the [[List_of_Component_Types|component types]] that the team is specialized in. Only the first five are actually used by the game.
These specializations half the time need for developping a component of this type.
When you are making new research teams for an unmodded tech tree you should notice a few things:
*Technical_efficiency is a very potent specialization as it is used for ships, tanks and aircraft and is almost always of a relatively high difficulty and double time so that it counts as much for this tech as two normal matching specializations.
*Electronics is used for a lot of stuff, including almost every single vehicle, ship and aircraft. Giving a team electronics and technical_efficiency should be well considered as it will often make the team the best one for all three of these vital parts of the tech tree.
As a final point, be sure to add an blank new line by pressing enter if you are using a text editor. Otherwise the game will not recognize your new tech team.
[[Category:Modding]]
3a9bbdbcecd634e608f5c36c9181b4aa3e570dd8
Modding unit statistics
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== Introduction ==
Don't think that tank is fast enough for you? Want carriers with more range? Then as with just about every other part of Hearts of Iron, Change it!. In order to get started first you want to head to Paradox Interactive\Hearts of Iron 2\db\units\'''divisions''' and pick which divison you want to edit.
=== Allowed brigades ===
Once you pick a file, You should see something like this.
Example:
#allowed_brigades = artillery
allowed_brigades = anti_tank
allowed_brigades = anti_air
#allowed_brigades = rocket_artillery
allowed_brigades = sp_artillery
allowed_brigades = sp_rct_artillery
allowed_brigades = tank_destroyer
allowed_brigades = light_armor_brigade
allowed_brigades = heavy_armor
#allowed_brigades = super_heavy_armor
allowed_brigades = armored_car
allowed_brigades = engineer
#allowed_brigades = police
This decides which brigades the unit can or can't use. In order to deny units certain brigades you can either comment them out with a #. Or remove the line completely.
If you want to allow a unit a brigade it can't use normally, remove the # or add the line as needed.
Note that there is also a cag brigade type that is used for carriers.
=== Changing the units stats ===
Alright, Here's the meat. After you have set which brigades you want, it's time to edit the actual unit. You should see something like this
Example:
# 0 - Great War Tank
model = {
cost = 16
buildtime = 180
manpower = 7
maxspeed = 8
defaultorganisation = 30
morale = 30
defensiveness = 5
toughness = 7
softness = 30
suppression = 1
airdefence = 1
softattack = 9
hardattack = 2
airattack = 1
transportweight = 30
supplyconsumption = 2
fuelconsumption = 4
speed_cap_art = 8
speed_cap_eng = 8
speed_cap_at = 8
speed_cap_aa = 8
upgrade_time_factor = 1.0
upgrade_cost_factor = 1.0
}
Now, I will run down what each function does.
----
Cost: This is the IC cost of the unit
Buildtime: This is how long it takes the unit to build
Manpower: This is how much manpower the unit requires to build
Maxspeed: This is how fast the unit can go in optimal conditions(IE Good terrain, Infra, Non-enemy land, etc.)
Defualtorganisation: This is the units default organization without the org bonus gained from researching doctrines
Morale: This is the units default morale, like organization, this is without the bonus from research
Defensiveness: This is the units defense against attacks
Toughness: This is the units defense while on the attack
Softness: This is the units defense from "Soft Attacks" like infantry fire
Suppression: This is the units ability to suppress paritisans
Airdefence: This is the units defense against air attacks
Softattack: This is how much "Soft" damage the unit does. Units like infantry and calvary will take this type of damage
Hardattack: This is how much "Hard" damage the unit does. This damage effects tanks and mechanized infantry
Airattack: This is how much damage the units can do against planes. This is usually used against tactical bombers
Transportweight: This is the units drain on TC
Supplyconsumption: This is how many supplies the unit drains daily
Fuelconsumption: This is how much oil the unit drains daily
Speed_cap_art: This is the units maximum speed while an artillery brigade is attached
Speed_cap_eng: This is the units maximum speed while an engineer brigade is attached
Speed_cap_at: This is the units maximum speed while an anti-tank brigade is attached
Speed_cap_aa: This is the units maximum speed while an anti-air brigade is attached
Upgrade_time_factor: This is amount of time it takes to upgrade a unit. I believe the actual time is based on half the amount of time it took to build the unit. By changing this you can make it half the normal half value by making it 0.5, Or make it twice the normal half value by making it 2.0
Upgrade_cost_factor: This is ic cost it takes to upgrade the unit. I think it's similar to the upgrade time system. I don't know what the actual amount is(I'm going to ballpark 1/3 the normal cost) but changing this will work the same way as changing the time. You can double, triple, or halve the normal amount of time(which I'm guessing is 1/3). Hope this wasn't too confusing :P
----
=== Editing Naval units ===
Changing Naval unit attributes is pretty much the same as editing land units, except they have a few different values.
Example:
# 0 - Great War Carrier
model = {
cost = 5
buildtime = 547
defaultorganisation = 30
morale = 30
manpower = 1
maxspeed = 18
surfacedetectioncapability = 1
airdetectioncapability = 2
subdetectioncapability = 1
visibility = 100
seadefence = 8
airdefence = 1
seaattack = 1
subattack = 1
airattack = 1
shorebombardment = 0
transportcapability = 0
range = 2000
supplyconsumption = 0.9
fuelconsumption = 1
distance = 0.14
}
I'll now go over the different values
----
Surfacedetectioncapability: This is the units ability to detect enemy ships in an adjacent sea province
Airdetectioncapability: This is the units ability to detect enemy planes in an adjacent province
Subdetectioncapability: This is the units ability to detect enemy submarines in an adjacent sea province
Visibility: This is the units ability to remain unseen by an enemy naval unit in an adjacent sea province
Seadefence: This is the units defense against attacks from enemy ships
Seaattack: This is the units attack power against enemy ships
Subattack: This is the units attack power against enemy subs
Shorebombardment: This is the units shore bombardment attack strenght, the higher it is, the more they can help units that are making amphibious attacks, or just plain attacking the land province your ships are next to.
Range: This is the units range
Distance: This is the distance the unit can try to close or keep away from enemy ships(This is without bonuses from doctrines or a good admiral)
----
Also note that if you want the sea unit you are editing to be able to use CAGs, Add allowed_brigades = cag to the top of the file.
=== Editing Air Units ===
Much like Naval units, Air units have some different values from land units.
Example:
# 0 - Interwar Bomber
model = {
cost = 11
buildtime = 160
defaultorganisation = 30
morale = 30
manpower = 2
maxspeed = 180
surfacedetectioncapability = 1
airdetectioncapability = 0
surfacedefence = 3
airdefence = 1
airattack = 1
strategicattack = 3
softattack = 6
hardattack = 2
navalattack = 1
range = 400
supplyconsumption = 1.5
fuelconsumption = 3
upgrade_time_factor = 1.0
upgrade_cost_factor = 1.0
}
As usual, Here are what each value means
----
Surfacedetectioncapability: This is the air units ability to detect ships
Airdetectioncapability: This is the air units ability to detect other air units
Surfacedefence: This is the air units ability to defend against attacks from ships(Think Naval Bombers)
Airdefence: This is the air units ability to defend against attacks from other air units or land units
Airattack: This is the air units attack power against other air units
Strategicattack: This is the air units attack power when using strategic bombing attacks
Softattack: This is the air units attack power when bombing infantry and other soft units
Hardattack: This is the air units attack power when bombing tanks and other hard units
Navalattack: This is the air units attack power when bombing ships
Range: This is the air units range
----
=== Editing Brigades ===
In order to edit Brigades you want to head to Interactive\Hearts of Iron 2\db\units\'''Brigades'''. Editing Brigades is alot more simpler then editing units, as there's alot less values to edit.
Example:
model = {
cost = 10
buildtime = 120
manpower = 2
defensiveness = 8
toughness = 2
maxspeed = -4
softness = -20
hardattack = 8
softattack = 7
supplyconsumption = 1.5
fuelconsumption = 5
upgrade_time_factor = 0.5
upgrade_cost_factor = 1.0
}
----
As you can see, alot of these are the same values as land units. When attaching a brigade, these values are added to the original unit as a sort of "bonus". You may be wondering about the negative modifiers. Those are used in cases where the brigade would hinder the unit. In this case it would be the Heavy Tanks slowing down the rest of the unit.<br>
However, not all negative values are bad. For example, having a negative modifier on the softness value would make the unit take less damage from "Soft" attacks. Also, Be careful when assigning negative values, not every value can be negative, ''supplyconsumption'' and ''cost'' are some good examples of these values.
The CAG brigades (which are limited to carriers only) also have some extra values that are the same as naval unit values. These are:
*Sea attack
*Sub attack
*Shorebombardment
*Distance
*Airdetection
*Subdetection
*Airdefense
*Surfacedetection
All of these work in the same way as their Naval counterparts.
----
[[Category:Modding]]
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== Introduction ==
Moddir is a function where HOI2 will load information from a user specified folder in the Hearts of Iron 2 directory. This can be very usefull when trying out new modifications for HOI2 as you can store the mod in a seperate folder instead of overwriting Vanilla HOI2 files.
== To use the MODDIR function ==
To use the moddir function create a new folder in your Hearts of Iron 2 directory. Install or unzip your mod in this folder then create a shortcut to the HOI2.EXE file in the main directory of Hearts of Iron 2. Right click the shortcut and select "Properties", then navigate to "Shortcut". In the "Target" command line add the name of the folder containing the modification you wish to load at the end of the command line then press "Apply" then "OK". Doubble click the shortcut you created and the modification will load. Enjoy the game.
[[Image:Moddir.JPG]]
--[[User:Kruz|Kruz]] 13:16, 22 September 2007 (CEST)
[[Category:Terminology]] [[Category:Modding]]
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MDS is a modification of Hearts of Iron II. The mod starts out with the Invasion of Iraq and the War on Terror in March 2003 and lasts through 2019. The storyline emphasize on a conflict between China, Russia, the EU and the US. One of the most comprehensive mods for HoI2 that has been released.
* Web site: [http://modhoi.com/ LINK BROKEN Mod HOI]
http://forum.paradoxplaza.com/forum/showthread.php?t=329903
http://www.takeforum.com/mds2/
[[Category:Mods]]
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Visit the '''[[Mod Matrix]]''' for a comparison of mods.
Note - none of the mods listed below are being updated anymore (many have not been updated for years) and for a majority of these mods, the download location is a dead link. Your only way to obtain the mod would be to contact the person who made the mod via the forums, if they are still active.
{|
|- VALIGN=top
|
== WW2 Mods ==
* [[CORE]]
* [[TRP|Total Realism Project]]
* [[Mod34]]
* [[WIF|The World in Flames]]
* [[EIR|The East is Red]]
| WIDTH=100 |
|
== Specialized Mods ==
* [[DAIM|Determined AI Modification]] AI improvement
* [[GIP|Graphic Improvement Project]] All graphics except for unit icons
* [[SKIF]] Unit Icon Graphics
* [[Japanese Graphic Pack]] Many graphics for Japan
* [[SMEP]] Added events
* [[CDCP]] "Unofficial patch" to cleanup minor errors
* [[Cold War Tech Tree Extension Project]] extends the vanilla tech tree to include the early cold war era
|- VALIGN=top
|
== Alternative WW2 ==
* [[Kaiserreich]]: The Central Powers won WWI
* [[Confederate Armageddon]]: Adds the Confederacy to the standard game
* [[Peace to end all Peace]]: WWI never occured
* [[A.E.I.O.U.]]: The Central Powers lost WWI, but the nations remained
* [[Turtledove]]: The Central Powers won WWI, Confederacy exists
| WIDTH=100 |
|
== Specific Historical Mods ==
* [[Afghan Wars]]: Afghanistan 1988-2003
* [[Anatolian Wars]]: Greek-Turkey war of 1922 (scenario)
* [[China Improvement Pack]]: Significant improvements to Chinese events
* [[Vietnam War]]: The American war in Vietnam 1963-1975
* [[WERS]] Polish-Soviet War of 1920 (scenario)
|- VALIGN=top
|
== Grand Historical Mods ==
* [[1914]]: Play WW1
* [[Modern Day Scenario 2]]
* [[Fatherland]]- Alternate history Cold War
* [[Fallout]]: Sci-Fi 167 years after nuclear war
* [[Domination of the Draka]]: based on the Stirling books
* [[Napoleon]]
* [[Yugoslav Wars]] for Doomsday Amragedon Mod
| WIDTH=100 |
|
== Obsolete Mods ==
* [[Historical Improvement]] WW2 Mod: New tech tree with historical focus
* [[Stony Road]] WW2 Mod: Historical realism & tougher AI
* [[Starfire]] Specialized Mod: Longer combat
* [[Cold War]] WW3 Mod: Never properly released
|}
== Miscellaneous Resources ==
* [http://web.telia.com/~u87538946/event_commands.htm Baylox' event syntax overview]
* [[Mod-howto|Instructions for using mods]]
* [[Mod Matrix]]: A matrix comparison of features between mods
* Historical References [[Knowledge Base]]
* [[Links]] to mod forums and sites
== General modding guides ==
* Install your mods with JSGME ([http://www.mediafire.com/?fjfkayyniyy| JoneSoft Generic Mod Enabler])
* [[General_Modding_FAQ|General Modding FAQ]] Can't find it elsewhere? Check here.
* [[Patches]]
* [[Reference_Material|Reference Materials]]
* [[Modding tech files]]
* [[Modding tech teams]]
* [[Modding scenarios]]
* [[Modding events]]
* [[Modding leader files]]
* [[Modding minister files]]
* [[Modding difficulty levels]]
* [[Modding unit statistics]]
* [[Modding building costs]]
* [[Modding misc.txt]]
* [[Modding province.csv]]
* [[Modding ai files]]
* [[Modding colorscales.csv]]
* [[Modding graphics]]
* [[Modding in-game music]]
* [[Modding models.csv]]
[[Category:Modding]]
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== General modding guides ==
* Install your mods with JSGME ([http://www.beerymod.com/sh3_011.htm JoneSoft Generic Mod Enabler])
* [[General_Modding_FAQ|General Modding FAQ]] Can't find it elsewhere? Check here.
* [[Patches]]
* [[Reference_Material|Reference Materials]]
* [[Modding tech files]]
* [[Modding tech teams]]
* [[Modding scenarios]]
* [[Modding events]]
* [[Modding leader files]]
* [[Modding minister files]]
* [[Modding difficulty levels]]
* [[Modding unit statistics]]
* [[Modding building costs]]
* [[Modding misc.txt]]
* [[Modding province.csv]]
* [[Modding ai files]]
* [[Modding colorscales.csv]]
* [[Modding graphics]]
* [[Modding in-game music]]
* [[Modding models.csv]]
== Specific mods ==
=== WWII ===
==== [http://www.terranova.dk/ CORE] ====
* Current Version: 0.3.2
* Last Update: November, 2007
* Popularity: ''over 10,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD, ARMA]]
CORE is the Community Open Resource Exchange. CORE aims to make Hearts of Iron 2 a more historically accurate and involving game, through expanded and more detailed tech trees, corresponding units, tech teams and a large number of events, reflecting both historical actions and possibilities. Both Industrial Capacity („IC‟) and resources for the entire game have been revised to better reflect reality in the late 1930s. Other features include reserve divisions instead of militia (a reserve unit is less mobile, and has less heavy weapons - such as artillery. These units form the mainstay of the armies of the minor and semi-industrialized countries), rares scarcity, SS recruitment, 1:1 naval ship representation and negative resource production (representing civilian spoilage of energy and oil). The basic CORE installer includes generic graphics for techs, tech teams, leaders, ministers and models that have been updated to fit the latest release. There are also optional packages to download with an even greater amount of graphics available, such as country-specific model graphics.
==== [http://www.totalrealismproject.com/ Total Realism Project] ====
* Current Version: 0.9.3
* Last Update: March, 2008
* Popularity: ''over 10,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD, ARMA]]
The TRP mod has a long history a thriving community, both on the Paradox site on their own website. The primary focus of the mod is to improve historical realism.
====[http://forum.paradoxplaza.com/forum/showthread.php?t=277121&page=1 Mod34] ====
* Current Version: 0.5,2
* Last Update: June, 2008
* Popularity: ''1,000 - 5,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD, ARMA]]
This mod begins in October of 1934 and features a completely new technology tree (without historical year), improved AI, new units, events (over 6000 new events), and new countries (for example:Vatican city and League of Nations). The technology tree in particular is very unique, in that it allows players to focus on specialization, and forces choices in research such as choosing the trade-off of having faster armor with weaker guns, or better guns but slower armor. In this sense, every nation is sure to field different units.
====[http://forum.paradoxplaza.com/forum/forumdisplay.php?f=298 DAIM] ====
* Current Version: (does not use versioning)
* Last Update: April, 2007
* Popularity: ''1,000 - 5,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD, ARMA]]
DAIM stands for "Determined AI Modification" and is a mod that solely focuses on improving the AI. This is accomplished by ensuring the AI researches and builds the most effective units possible, rather than wasting time building units that the game engine/AI is not capable of using effectively. Specific focus was made to improve: Germany, Italy, Japan, Great Britain, Soviet Union, U.S.A. and Nationalist China. DAIM can be adapted to other mods, since it only changes a select few AI files. [http://www.europa-universalis.com/forum/showthread.php?t=213209 Further Reading]
====[http://forum.paradoxplaza.com/forum/showthread.php?t=335681 The World in Flames] ====
* Current Version: 1.0 Gold Version
* Last Update: May, 2008
* Popularity: ''1,000 - 5,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD, ARMA]]
The WiF mod is designed to make Hearts of Iron a more challenging, realistic and historic game with many events (+4000), a new combat system, new AI, new graphics and sounds. Will you surrender to an AI for the first time ?
==== [http://www.stonyroad.de/ Stony Road] ====
* Current Version: 2.08
* Last Update: July, 2006 (inactive)
* Popularity: ''over 10,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD]]
The Historical Stony Road (HSR) mod is designed to give experienced players a tougher, more accurate and detailed game as Germany from 1936 to 1947. The mod addresses historical accuracy, new events with alternate scenarios, changed combat balancing, a new trading system, new brigades, improved AI, and new graphics.
==== [http://www.mnstarfire.com/ww2/hoi/hoimain.html Starfire] ====
* Current Version: F3B
* Last Update: February, 2006 (inactive)
* Popularity: ''less than 1,000 posts''
* Compatibility: [[Abbreviations#H|HOI2]]
Starfire is designed for multiplayer, focusing on the 1939 scenario. It improves accuracy and realism, and uses slower paced combat.
=== Other Historical ===
==== [[1914]] ====
A modification to recreate WWI, with new leader pics, events, data and new technology. Further details can be found by clicking the link above.
====[http://modhoi.com Modern Day Scenario 2] ====
MDS2 is a modification of Hearts of Iron 2. The mod starts out with the Invasion of Iraq and the War on Terror in March 2003 and lasts through 2019. The storyline emphasize on a conflict between China, Russia, the EU and the US. It is one of the most comprehensive mods for HoI2 that has been released.
====[http://wers.eufi.org WERS] ====
WERS (White Eagle, Red Star) is a battle mod for the Hearts of Iron 2 game. The main theme is Polands fight for independence from 1919-1921. Player will be also witness a dramatic fight between White Russians loyal to the Czar and the Red Army. War theatre covers Middle-Eastern Europe.
====[http://forum.paradoxplaza.com/forum/forumdisplay.php?f=292 Cold War mod] ====
A mod that focus on the Cold War era. It spans the 1955-1995 time period and aims to be as historically accurate as possible.
=== Alternate History and Fantasy ===
==== [http://terranova.dk/viewforum.php?f=49 Fallout's Doomsday Forum] ====
==== [http://www.hoi2-fallout.com/ Fallout's Doomsday Website] ====
We would like to introduce you to: "Fallout's Doomsday Mod for Hearts of Iron 2 DD:A".
Have you been thinking about reuniting USA as a nation long after the world ended, leading your armies across radiated deserts to fight the mutated monsters and raiders out there? Or maybe you have been dreaming about conquering those weak humans while leading an army of powerful Mutant warriors to victory in their endless wars? Or perhaps you want to control the Enclave, the shadowy survivors of the pre-War US government who fled to their offshore bases before the Bombs fell, using their high tech science and sinister experiments to establish a new world order?
All those paths await you in a new mod that has been created as a tribute for two best computer role playing games ever: Fallout 1 and Fallout 2. Set in a post Apocalyptic world 167 years after the Bomb was dropped, this is complete science fiction conversion to HOI2. Completely new tech tree, units, resources, economy, and nation groups; all with unique graphics. A completely new gaming experience for the best WW2 strategy game ever made: Hearts of Iron 2.
The mod is set in the Wastelands: the radioactive and windswept remnant of what was once North America. Take control of one of the many groups rising to power on top of the ashes and ruins of pre-War civilisation. Build industries and infrastructure, research technologies, manage your resources, conduct diplomacy with other nations, build and manage your military forces to achieve dominance over the Wastelands.
==== [http://forum.paradoxplaza.com/forum/showthread.php?t=223176&page=1&pp=25/ Kaiserreich: Legacy of the Weltkrieg] ====
Kaiserreich is a Global Alternate History Mod for HOI2. It poses the question, what if the Central Powers had won the first world war.
The Mod has a [http://z11.invisionfree.com/Kaiserreich/ Forum] and a [http://editthis.info/kaiserreich/Main_Page wiki].
====[http://www.abominus.de.vu A.E.I.O.U.] ====
The end of the Great War brought with it the end of the age of monarchies. In Russia, Germany, Austria-Hungary, Turkey, and Serbia, ruling houses were overthrown and new governments installed in their place. But those new governments were not always stable and were themselves subject to opposition, and in some cases rebellion.
How might history have been different if, in the defeated Central Powers, the emperors had returned? Play A.E.I.O.U., a modification of Hearts of Iron 2, and find out. Can you lead Austria to reclaim her lost glory?.
* [http://www.planet-core.net/forum/dload.php?action=category&cat_id=2 Downloadarea] Here you find the downloadarea with the newest version of AEIOU (now also playable with Armageddon!
====[http://forum.paradoxplaza.com/forum/forumdisplay.php?f=293 Grand Battle mod] ====
Rather than being a specific mod, this is a collection of Risk like fantasy mods by Yukala. There is also a focus on improved AI. These include Risk Battle mod and Guild Imperium, which is the latest.
====[http://forum.paradoxplaza.com/forum/showthread.php?t=295697 Confederate Armageddon] ====
* Current Version: 2.1
* Last Update: July, 2008
* Popularity: ''Soon to be a published wargame!''
* Compatibility: [[Abbreviations#H|ARMA]]
A mod that allows you to play the CSA in the 1936 scenario.
====[http://forum.paradoxplaza.com/forum/showthread.php?t=213106 Settling Accounts] ====
A mod based on the Settling Accounts books by Harry Turtledove.
====[http://forum.paradoxplaza.com/forum/showthread.php?t=258324 Domination of the Draka] ====
A WWII alternate history mod based on the Draka books by S.M. Stirling.
====[http://forum.paradoxplaza.com/forum/showthread.php?t=294848 Fatherland- Alternate history Cold War] ====
A Cold War mod with a twist. What if Hitler won WW2? Doomsday and Armageddon only.
====[http://forum.paradoxplaza.com/forum/showthread.php?t=327127 Winter's Dawn - 22nd Century Warfare]====
A mod taking place in the future. Conflicts ranging from the early 21st to late 22nd centuries.
====[http://forum.paradoxplaza.com/forum/showthread.php?t=335721/ Anatolian Wars Mod]====
Developed by mehmet12 and miihkali, this mod focuses on an alternate reality in which Greece won the Greco-Turkish War of 1922 and then went on to fragment Anatolia. Greece, Pontus, Armenia, Cappadocia, Kurdistan, and Turkey are all playable with new ministers, leaders and skins. Version 1.0 released in December 2007- the next version is said to include more modded nations such as Kalmykia, Jebel Al Druze, Maronite Lebanon, Coptic Egypt, Circassia, Crimean Tatar Republic, and the Kazan and Don Cossack Hosts.
=== Graphical Mods ===
==== [http://www.heartsofiron.eu/ DMP (Design Mod Projekt)] ====
A big mod project with a lot of new sprites and graphics for a lot of countries.
* [http://www.heartsofiron.eu/forum/portal.php The DMP board] (with a lot of members who work at many other Mods)
== Off-Site Modding Guides ==
=== [http://web.archive.org/web/20060514181431/http://hearts-of-iron.com/ Havard's HoI Hacking Haven] ===
This site was made originally for the first Hearts of Iron, but most of the basics of modding that game carry on into the sequel. This site is almost an essential must-bookmark for any modder, and the tables and examples contained in the site are worth their weight in rare materials.
=== [http://web.telia.com/~u87538946/event_commands.htm Baylox' event syntax overview] ===
Overview of all event-triggers and -commands.
== How to use mod-dir ==
Create a subdirectory and place your files inside it (maintaining the exact directory structure of HoI) and then launch the game via HoI2.exe followed by the name of the directory containing your mods. For a more detailed description see the [[Moddir]] page.
== MP moddir Still Broken ==
Even with v1.2 the [[Moddir]] feature is still broken for multiplayer play. Thus if you try and play a mod in multiplayer it will fail. The only work around is to modify the main game itself.
[[Category:Modding]]
<!-- Interwiki links -->
[[vic:Mods and Modding]]
[[eu2:Mods and Modding]]
[[ck:CK Modification and Editing]]
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Money can be gained from putting more IC into the consumer goods slider and moving more towards dove lobby. The most effective way to make money is to trade for it.
Tech teams drain money, the higher skill level the more they drain the money you get from your sliders.
[[Category:terminology]]
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{{Country guides}}
Mongolia - the most annoying, or amusing, nation in the game. You have a few provinces, 6 IC, and are a puppet of the Soviet Union. Not bad? Then go on.
== The first years ==
Now. You MUST declare war on Sinkiang as soon as you get the troops on the border. Don't mind the dissent hit. You won't be the one waging the way anyway.
Who will it be then? Look up. Or, in other words, look north. Yes. That red blob is gonna help you. You just have to get to wait a week or so to get help.
Nationalist China may DOW you at the moment, but don't mind that. Just bunker on the borders and let the Soviets do everything for you.
== Mid-1939 ==
The wars should be all done by now. And you should annex the last warlord (For me it was Shanxi, but stuff like that varies)
Japan should kick in 1938 too and go landgrab on it. Halt them AS FAST AS POSSIBLE. If you fail, you'll probably lose the most valuable provinces - Nanking and most of the coast at all.
If you do this perfectly, you get 80 IC on full IC takeover. Without it, just 16. Will do anyways.
== 1940 - 1944 ==
You should build up in these years. SU will be at war with Germany already, but don't mind that, they will survive. If they don't, well, reset the game.
== 1945 ==
Now it's the time for your great showtime.
Declare war on Japan. By now, you are meant to have an army at least the half of Japan's.
Germany should be done with too, so the SU has a lot of free troops to help. If you need them or not, you decide, but they will show up anyway.
== After 1945 ==
Your hand is free now. You hae established a great empire in Asia, taking over China and going at it with Japan. Remember - go for Tokyo before the Americans do it, if you didn't already. That's a hole full of IC, I can say.
Genghis Khan would be proud of you.
[[Category:National Strategy]]
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Morale is a unit attribute that determines how fast a unit recovers organization. [[Human Wave]] doctrine gives the most morale.
[[Category:Terminology]]
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Motorized Division
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Motorized Infantry make use of wheeled vehicles, such as trucks, to manoeuvre more rapidly than basic Infantry. But they are limited to roads and so their performance may suffer in provinces with low infrastructure levels.
==Motorized Division Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Motorized Infantry '40 || 30 || 30 || 3 || 4 || 12 || 2 || 15 || 15 || 80
| width=20 | || 14 || 100 || 10 || 8 || 1.2 || 3.5 || 2 || 30 || 0.5 || 1.0 || 10 || 10 || 10 || 10
|- align=center
| align=left | Motorized Infantry '42 || 30 || 30 || 4 || 5 || 14 || 4 || 20 || 25 || 80
| width=20 | || 12 || 100 || 10 || 9 || 1.3 || 3.5 || 2 || 30 || 0.5 || 1.0 || 10 || 10 || 10 || 10
|- align=center
| align=left | Motorized Infantry '44 || 30 || 30 || 4 || 6 || 16 || 5 || 27 || 35 || 80
| width=20 | || 12 || 100 || 10 || 9 || 1.4 || 3.5 || 2 || 30 || 0.5 || 1.0 || 10 || 10 || 10 || 10
|}
==Brigades allowed==
* [[Anti-aircraft Brigade]]
* [[Anti-Tank Brigade]]
* [[Armored Car Brigade]]
* [[Artillery Brigade]]
* [[Engineer Brigade]]
* [[Light Armored Brigade]]
* [[Rocket Artillery Brigade]]
* [[Self-Propelled Artillery Brigade]]
* [[Self-Propelled Rocket Artillery Brigade]]
* [[Tank Destroyer Brigade]]
==Notes==
* Motorized divisions are considered soft units
* Because of their high speed, they are the prime targets for adding to [[Mechanized Division]]s or [[Armored Division]]s in a 1:2 ratio, to get the combined arms bonus.
[[Category:Units]]
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Mountain Division
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[[Image:Div_8.jpg|thumb]]
Mountain Troops are an elite branch of the Infantry, specifically trained for operations in mountainous terrain. They make use of specialised equipment and tactics to give them an edge over regular Infantry in such an environment.
==Mountain Division Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Mountain '36 || 40 || 40 || 2 || 3 || 8 || 1 || 12 || 15 || 100
| width=20 | || 8 || 120 || 10 || 4 || 0.8 || 0 || 3 || 8 || 0.5 || 1.0 || 5 || 5 || 5 || 5
|- align=center
| align=left | Mountain '39 || 40 || 40 || 3 || 4 || 10 || 2 || 18 || 18 || 100
| width=20 | || 8 || 120 || 10 || 5 || 0.8 || 0 || 3 || 8 || 0.5 || 1.0 || 5 || 5 || 5 || 5
|- align=center
| align=left | Mountain '41 || 40 || 40 || 4 || 5 || 12 || 4 || 24 || 24 || 100
| width=20 | || 8 || 120 || 10 || 5 || 0.9 || 0 || 3 || 8 || 0.5 || 1.0 || 5 || 5 || 5 || 5
|- align=center
| align=left | Mountain '43 || 40 || 40 || 5 || 6 || 14 || 5 || 30 || 30 || 100
| width=20 | || 8 || 120 || 10 || 5 || 0.9 || 0 || 3 || 8 || 0.5 || 1.0 || 5 || 5 || 5 || 5
|}
==Brigades allowed==
* [[Anti-aircraft Brigade]]
* [[Anti-Tank Brigade]]
* [[Artillery Brigade]]
* [[Engineer Brigade]]
* [[Police Brigade]]
==Notes==
* Mountain divisions are considered soft units
* Mountaineers have higher org and morale, reduced soft and hard attack values, and cost more IC and more manpower compared to a normal infantry of the same year.
* They get far less combat penalties when fighting in winter, frozen, snow or even blizzard conditions.
* They get attack and defence bonuses in mountains and hills, which increase further along the tech tree.
* In fact, the defence bonuses can get so staggeringly high that it becomes impossible to get a few mountaineer divisions out of a mountainous province during winter using conventional warfare.
[[Category:Units]]
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Mountaineers
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#redirect [[Mountain Division]]
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Multiplayer Nationalist China Strategy
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'''I want to translate this strategy to English, but it will take sometime.
Please do not remove the Chinese parts until the whole translation is finished.
'''
Contrary to the common belief, Nat. China actually have a fair chance to defeat Japan even in multi player game.
In a player vs player match, the odds of winning between Nationalist China and Japan is around 50/50. The important point here is "Know yourself and know your enemy", as the famous Chinese strategist Sun Tze said 2000 years ago.
'''Starting Military:'''
Japan: Infantry (1918 version): 25 Cavalry: 6 HQ (1918): 3 Others: all Garrisons
Manchuria: Infantry: 5 Militia:1
So actually Japan has a smaller army than Nationalist China at start. However, Japan has more brigades, better generals and also better land doctrine. No one really has an upper hand in the beginning.
== Production: ==
'''Japan: Central Planning'''
Central planning countries tend to build supplies in peacetime to make a large supply reserve, they will start massive parallel production of troops when they prepare for war. In fact, in wartime, many central planning countries will use all ICs to product troops and eat the supply reserve they ave built up earlier. Hence those countries cannot benefit much from the reduced time and ICs of serial production.
'''China: Free Market'''
Usually free market will use serial production even in peacetime to make troops, to save ICs and time. The drawback of this is that you make the troops early, then you need to make more supply which means wasted ICs in peacetime. In wartime, you need to build according to what you have lost, so you cannot gain too much from serial production.
They both have their own advantage, it depends on the player to exploit it. (not all players know this fact...)
This leads to an important point in terms of Intelligence:
Central Planning countries will not put much effort to make troops in peacetime. If they are planning to go to war, one will usually have a negative daily change of supplies and a mass production of troops.
For example: AI Japan will prepare for war in 1936, so infantry will increase from around 25 to 50~80. Assuming they wait until the Marco Polo Bridge Incident in 1937, (remember each infantry takes 2 ~ 3 months to build) you have 18 months to prepare for war, each production line can only make 6~9 infantries only, so AI usually open 5~8 production lines.
Of course, this is only true for the AI, human players can predict when they will start the war and only start production before the war. For example, if the player start the war in 1937, he can start 20 production lines in the end of 1936. Using all IC besides the basic consumer goods needs, they can have 50~80 infantry divisions by July 1937. There are some players who use the free market method even though their country is running a central planning scheme, but they will save less IC than countries running free market scheme.
Also, manpower requirement must be considered. Japan start with 750 manpower, daily change of +0.71. Nat China start with 1800 manpower and daily change of 1.12. This is obviously a good reason for China to use the Human Wave Doctrine.
In total, IC decide how many divisions you can manufacture at one time and the maximum divisions you can have (TC constrain). Manpower decide the total number of division you can manufacture (meaning that you can replace more fallen division even though your max army size is lower at any one time.)
On upgrades, because of the slow research speed of China, you need at least half year before you get 1936 infantry, air force is out of question.
Nat. China usually use draft army, they can choose to mass produce and not upgrade older troops. For Japan, using IC for production of upgrade is not much difference, since 1918 and 1936 infantry's difference in soft attack is 100%. Since upgrade use half the IC of actually producing it, the effect of upgrade and produce is the same. However, defense and toughness cannot be upgraded, so making new troops is marginally better. You also get more total organization by mass produce instead of upgrade.
In general, most players choose to mass produce and not upgrade, since you have more reserve when you move your armys and that also increase your mobility. However, during the invasion of China, all the attacking army of Japan will get upgraded to 1936 in the end.
In normal circumstances, upgrading old troops use more IC than making new troops. It is worthwhile to wait and produce the new model later if you do not need them urgently. However, when you consider Japan's case, where your new troops need to be transported to the battlefield from your home island one by one, it is much faster to upgrade your troops on the spot.
In an invasion of enemy country, the max division you can bring is 24 (lead by field marshal +
HQ support), more than that you got -75% penalty. Hence bringing in a lot of troops over the limit is meaningless in an invasion. This is why you need to upgrade and add brigades in an attacking army.
For the defending size, there is no limit to the number of division, so a "human wave" strategy can already exhaust the organization of the attacker, there is no need to add brigades or upgrade.
== Research ==
On Research teams, Japan has an absolute advantage. China only have 3 slots and Japan has 5 slots.
Besides the basic researches like infantry and machine tools; there are some special parts that require attention.
Japan must research agriculture tech earlier, since manpower will be a problem for Japan. War hospital is also important. Airpower is also important, since China's 3 slots will be used in infantry and industrail research, Japan two extra need to contribute to air force tech. Airforce is the key to beat China's human wave strategy. Basic decrypt techs are useful to see the army size of China in different provinces.
There is not much choice in land doctrine for China, since they only have one good tech team on land doctrine, the German general "Alex", who is better in researching human wave. Unless you got blueprints from your alliances later into the war, stick to human wave is the best choice.
Besides land doctrine and interceptors, China just need to be careful not to fall behind Japan too much. There is no chance to catch up anyways. Other techs means Cryptography, machine tools, artillery and infantry. Due to the high dissent in beginning stage, more IC only mean more money, so machine tools can wait. Mountaineers can be researched in 1937 if needed; energy to oil tech can be researched after 1939 if needed.
除了陸軍學說和攔截機的研發,中華民國其他多是基本的,只求不要差日本太多就好,計算機、機械工具、火炮、步兵師等等。
不過,機械工具由於初期要扣異議值,IC提高只會讓錢比較多而已,可以慢一點研發。
何時要研發要看打算何時要造兵,造兵前約五個月開始研發比較好。
山地師在1937年後,要看情形研發,煉油技術在1939年後,也要看情形研發。
== The Human Wave Doctrine ==
Since it is human to human, China should use human wave doctrine. The Blitzerg is better against computer, and human wave is less useful as computer regain organization when they move (so the higher morale of human wave is useless, given the long travel time in China).
Human wave doctrine is better at defense, which is usually abandoned if you want to conquer the world in single player games.
First, you need a lot of troops (of course). That mean you will want some militias.
The large number of troops is not to increase the attack/combat power, it is to increase the total organization and the recovery rate of organization. This is the core of human wave doctrine. As long as you have enough manpower, your human wave will be like a cockroach that you can never kill, once the battle line is pushed forward, it is pushed back because you cannot regain organization in time.
The IC cost for infantry is the same of Japan and China, but for militia Japan need 4.2 IC, China only need 2.8 IC. You ought to have much more divisions than Japan.
Secondly, you need to use "support defense", "Reserves" and control the direction to retreat.
The most scary part of human wave tactic is NOT when you win a battle, but when you LOSE a battle.
When enemy invade a province, that province may have lose the battle, but because the troops from adjacent regions support defense, enemy need to defeat all those troops from those other regions to capture the province.
For example:
A B C_______Each has 23 inf and one HQ, B attack, A & C support Attack
↘ ↓ ↙
D E F_______Each has 36 inf and militia mixed army.
G H I_______Each has 12 militias.
D F G H I all can support defense.
Of course enemy may use troops to support attack like from A & C, they can regain organization while in battle, so E may still be captured. However, since human wave doctrine has high morale, those retreating troops may have full organization by the time they finish their retreat. While the enemy that arriving in E from B will have very little orgnaniztion left. Hence you can use the retreated troops to counter attack E.
That is why you should break the battle and retreat when you know you cannot win a battle. Since you cannot control the direction when your troops are defeated. If they all retreat to the same region, then you will have trouble.
This type of "first lose then win" can only defend DEF, but it also waste enemy's organization. If enemy attack blindly, you can wait till they use up all their organization and then counter stirke ABC.
Third, you need to effectively use "Fight in daytime, rest in night time" and "Winter attack" methods:
A B C______Each has 23 inf and one HQ
↗ ↑ ↖
D E F______Each has 36 inf and militia mixed army.
DEF use 12 division each to fight B in day time, you stop the battle once it is night time. The next day you use another 36 divisions (12 from each), third day you repeat. On the fourth day you can use the original 36 divisions in the 1st day. This will reduce enemy's organization to no end.
Since the morale of human wave doctrine is extremely high, fight one day and rest two days , you will only use very little organization.
The same logic is used in winter, to reduce enemy organization (it regain more slowly in winter).
Fourth: Effectively use offensive supply. Offensive supply can reduce travel time, increase the replenish rate of organization at the cost of supplies.
Since the attack speed is slow for human wave tactics, you may need to use calvary to capture the region first, then move your foot soldiers there. You can use offensive supplies on the troops that capture the region first.
Once you got the region,even if you got beaten back, you already damaged the infrastructure in the region, slowing down future enemy organization regeneration speed. This has little effect on you, since your morale is much higher, you are the cockroach that never dies.
== Air Superiority ==
Lastly, you MUST get air superiority. Human wave tactic's biggest weakness, is enemy's massive ground attack missions.
No matter you attack, support defense or retreat, you need to move your troops. If the enemy have enough firepower on his planes, it is possible to lose a few infantry divisions in one retreat. Militia is even worse in this case.
To get air superiority, the interceptor and related tech is the only needed air tech for China.
Some people dislike interceptor, citing its short range. This is true when you face the infinite range computer.
For the same "year" model of interceptor and figter, interceptor is better suited for defense, with lower attack on any land or sea targets. However, for the specific task of intercepting bombers, interceptor is at least on par with fighters, and it costs much lower and use less oil. One on One interceptor will win a fighter due to higher defense.
However, do not use interceptor to patrol all the time, as you do not have oil to waste. Use it whe you need to cover your infantry or IC regions. China can fight on equal footing with Japan, which the support of local air base against the better pilots of Japan.
After reading all these, you probably realize you need to have quite a lot of micromanagement in order to use human wave doctrine effectively. Make sure everyone agree the rules to use "pause" during wartime. If you cannot use pause, it reduce the strength of human wave doctrine by a lot.
資源方面,兩國的資源其實都不是很夠用。
在1936年1月2日或3日時,換取資源要以關係不低於-50,給予對方乏缺的資源,和交易成功為主。
不要因為貪小便宜造成失敗,因為這時各國缺資源可以換到比較多,吃點虧比較總比失敗好,因為以後各國不缺資源後,通常反而換得更少了,一般來說70%就相當容易成功了。
至於以後的交易,則可以改為50%來賭運氣。
由於新疆擁有不少的資源(ps.這種設計完全不合理),玩中華民國要有滅新疆的打算。
玩日本,要選好開戰的時機,因為太早開戰,許多貿易會中止,在開戰前儲備足夠的資源很重要。
其他不多說。
事件方面,最好能對兩國的事件有所瞭解,諸如226事件、反共產協定、南京大屠殺、珍珠港事變等等以利勝機。這不多談。
勝敗方面,中華民國輸了,有可能會賠上全國的領土,但日本輸了,頂多賠上滿洲國和韓國的土地。
所以對日本來說,在海軍沒被打敗之前,是有恃無恐的。
當然這是就玩家對玩家而言,因為玩家不會像電腦,和談時會同意割讓一塊日本本島的土地給玩家。
玩單機時,騙到一塊日本本島的土地就注定日本要被中國傀儡的命運。
兩國初期的形勢大約如此,如何備戰呢?
先從戰略觀點談起。
對日本來說,如果一開始就宣戰中華民國其實並不十分有利,因為日本並沒有絕對的優勢,最大的勝機在於一開場就包圍南京中斷中華民國的補給。
由於中華民國一開始沒有研發後方區域補給,無法使用戰略轉移,沒藍圖的話,最快也要七個月才會有,所以要包圍南京是有可能的(電腦由於有官方的後方區域作弊體系,所有電腦控制的國家都會戰略轉移,這招很難成功)。
不過由於西北軍閥還在,仍然有可能供應補給,然而通常天水會被中共佔領,大約二月時,西北軍閥無法供應補給,時機拿捏得當,中華民國有機會因為東西夾攻而造成全面斷補,日本有機會先大量佔領IC高的省份除了南京以外並包圍殲滅中華民國的部隊。
也許這時會有玩家想要投降了。
不過其實還不至於輸,日本不可能在西安事變之前佔領所有勝利點,所以這時的對策是要趁組織度還沒變零時,把部隊不斷向後撒退以免被殲滅,保留部隊數量。
等到西安事變之後選統一抗日戰線,然後推日本下海。
選兩頭下注,還可以拉軍閥入盟,提供補給,選逮補就完了,因為沒有軍閥會提供補給了。
無論如何,對中華民國來說,一開始一定要先派人防守所有海岸登陸點,比如一開始沒人的煙台青島,以避免日本有機可趁。
通常玩日本的玩家在偵察海岸完後,發現有兵守就不會打算開戰了,因為沒海陸師,不好打。
如果不幸被日本登陸了,那一方面調兵阻擋日軍外,也要儘量守住天水和蘭州,這樣就算南京被包圍了,也能利用外交把補給送給西北軍閥,再叫它養我們的部隊。
靜待西安事變,選統一抗日戰線之後,就等著日本被推下海吧。
如果日本一開始沒得打,至少要西安事變以後才會考慮宣戰,因為步兵師要兩個月才會生產出第一批,日本就算用所有IC,也只會多出20~30支。
要是日本在西安事變之前宣的話,通常會逼使中國玩家選統一抗日戰線,那就很慘了。因為全國初期總兵力約140左右(不含中共、西藏),步兵師約有106左右,真要打,日本是很難打贏的。
當然日本本土是不會有事的,不過日本這樣做也有風險,打不好的話,連東北都有可能被推下海。
通常玩日本的玩家這樣的打法是攪局居多,要讓中華民國發展或統一變慢,削弱中國初期的兵力。
再不然就是賭定玩中國的玩家不會玩。
所以儘量不要讓日本有機可趁。
西安事變是決定日本開戰的關鍵之一,而日本的開戰時機則決定中華民國的打法。
西安事變有三個選擇,先做出承諾,兩頭下注、建立統一抗日戰線、將他們這些叛徒逮補。
三個對異議值和國策的影響要先弄清楚,這部分請自己去測一下。
單純以異議值和國策來說,兩頭下注應該是最好的選擇。
但三項選擇會影響各軍閥的態度,統一抗日當然就是聯盟,可惜得吞下大量的異議值,一般是日本太早宣戰才會用的。
逮補的話,桂系在六月以後一定會反叛而且絕對不會接受聯盟邀請,蔣桂戰爭開打後,晉系和滇系也很容易加入桂系一同打中華民國,萬一日本再宣中國的話,中共又沒滅掉的話,就差不多要沒救了。
因此最好的辦法就是在西安事變以前就和桂系聯盟,這需要一點運氣,不過還算容易成功。
兩頭下注的話,桂系在六月不一定會反叛,我主觀覺得這和看中華民國在桂系邊界的兵力,兵力強時比較不會叛,遊戲難度和AI也會影響。
兩頭下注後,各軍閥接受聯盟的機會會再提高,這很好用,可以考慮在西安事變後,馬上和晉桂聯盟。
不過在對電腦,我會選逮補,對玩家則看日本玩家有沒有要打我,沒有的話會用兩頭下注,有的話就直接統一抗日。
西安事變選擇先做出承諾,兩頭下注最有意思,因為不確定性很高,兩國的打法最多變。
對日本來說,無論向誰宣戰,只要佔到該軍閥一定的勝利點,就會出現統一抗日戰線。
因此正常來說,1936年六月以前,只要中國玩家守好海岸登陸點,日本玩家應該還不會開打,因為兵力不是很夠。
在日本開打前,中華民國的主要發展最好是放在兩個地方,快速併吞各軍閥和準備入盟軸心或同盟。
併吞軍閥的主要目的(依我主觀上的重要性排列),在於1.增加科研組2.獲得加入同盟或軸心的機會3.獲得新疆的資源4.取得每日資源和人力5.取得IC和TC6.取得軍閥的兵力。
1.增加科研組是很重要的,大家都知道中華民國的科研團隊是超慢的,技能低就算了,available還只有17,日本可是20,1941年之後是21,即使同一個科研團隊同技能同能力下,在中國研發還是比日本慢。(德國是23~26,真羨慕;美國是19~28,真變態)
先天就不良了,後天就不能失調,越快提升到5個科研組越能縮短兩國的科技實力。
想要5個科研組就要有80個基礎IC才可以,各軍閥的IC是西北5,新疆5,西藏5,滇系6,中共5,晉系16,桂系20,中華民國52。
至於誰先誰後,這等下再說吧。
2.要入同盟或軸心,如果已經有聯盟的話,在1939年德國開打以前是無法自行要求加入的,除非領導國來邀請,但這只有玩家玩領導國才有機會,而且萬一和日本開打,聯盟是不能解除的,除非停戰,當然也就無法加入同盟或軸心。
對中華民國來說,入盟最重要的目的在於拿藍圖和換資源,其次是空軍的支援,這對奪取制空權打人海戰有些幫助。
因為不管入哪個,他們不會派陸軍來,海軍也頂多小貓兩三隻來搔日本的癢,除非你想軍控他們來幫(英國海軍對日本海軍打起來其實蠻有意思的,可惜電腦英國都不派大量海軍移防到中國來,自己軍控來打又超麻煩)。
也因此,在開戰前最好吞掉那些有聯盟的軍閥,才有入盟的機會,當然也可以在開戰前退出聯盟。
晉系可以保持聯盟,如果有打算讓它被滅的話,桂系要先打敗過或併吞掉比較好。
其他的聯盟,在開戰前退出聯盟後,都可以慢慢吞併,但同時也會失去他們的幫助。
所以退出後,要盡快加入軸心或同盟。
3.新疆一開始的資源大概是全世界最多的,擺明就是不直接給玩家,要玩家去打他用的。
由於打新疆只需要幾個師的兵力,所以也可以選擇和日本開打後再併吞,當然不能在聯盟的情形下和日本開打。
4.吞軍閥所取得資源其實相當少,以基礎IC來看,西北、新疆、西藏、中共只有稀金會多0.5,其他用光,桂系資源都不夠IC使用,晉系只有鐵會多,其他都不夠,滇系會多得鐵,缺能源。
但等到機械工具研發後,IC提高,資源就會全面負成長,用補給換資源就是必要的。
人力方面才是比較重要的,在加入同盟或軸心以前,中華民國再怎樣努力發展攔截機,在初期制空權仍然常常會被日本給奪走,密接支援對民兵師的傷害非常大。
在民兵師可以升到43年師以前,由於年份差太多,防禦力不足,即使民兵師沒有移動,有戰壕保護,兵力仍然會持續減損(步兵師比較不會,除非年份不同,如18年師被37年轟炸機炸)。
如果在交戰,部隊因移動而被轟炸機持續轟炸時,導致一次損失十個甚至二十個以上的民兵師也是會發生的,步兵師也會損失慘重。
因此,取得充份的人力資源是相當必要的。
版上許多人說中國人力太多了,根本用不完,這是因為對手是電腦,電腦AI太固定了。
如果是對玩家,人力資源的重要性就大了起來。
1936年一開始,日本和中國的人力生產相差較少,中國每日生1.12日本是0.71。如果中華民國併吞大部分的軍閥,人力資源可是會到每天生產2以上的,雖然日本可以靠農業研發再多一些,但還是相差很多。
確保足夠的人力資源和生產IC是把戰爭拖到入同盟或軸心的重要本錢,等入了同盟或軸心,盟友會派飛機幫忙。
5.吞軍閥取得IC和TC其實是以長期來看才會有優勢,因為光異議值就扣要到天荒地老了。
除了一開始的25和選兩頭下注的-5,每打一個軍閥通常會有7.8或8.9(看玩家對國策的改動),就要扣上一到兩個月,如果要全國統一(包含晉桂),大約要扣到1937年2月才會扣光,完全不生兵不生級,只生補給的話,每天扣0.17~0.18%。
也就是說這些IC在1937年以前,就算拿到也沒什麼用,主要是生錢而已。
不過,這些IC在1937年以後就會讓中國開始出現優勢,爆兵的速度會越來越猛(端看得到多少IC),也就是說這是有利於長期作戰的,因此也要考量進來。
6.取得軍閥部隊最主要的目的是為了要讓那些部隊可以分享到中華民國的陸軍學說,其次才是升級。
雖然軍閥派遠征軍也可以分享到陸軍學說的效果,但一般來說軍閥們不會全部都派。
軍閥在1938年以前是不容易有36年步兵師的,就算自己研發完後送藍圖最快也要1938年之後,這點會讓中華民國在1937年以後越來越不利。
西北、滇、晉、桂四個都是滅了會奉送兵力和生產線,晉桂的生產線還會附帶電腦作弊的加強旅炮兵部隊(總IC約需300,等於是白賺),可以考慮都生產出來,斤斤計較的人就去算一下IC得失看要不要生產。
西北和滇的第一隻如果時間剩不到一半也可以考慮生產出來,其他的就可以停掉了,因為直接造36年和造18年的IC是一樣多的,18年師還要一半的IC來生級。
取得這些兵力最後目的還是在於升級他們,畢竟18年師和36年師相差太多,之前也說過了。
當然,通常升級用掉的總IC比較多,而得到的戰力比較少,如果不打算升級,只生產的話,這點就比較次要,可以看一下自由市場–中央計畫和常備軍制–徵召軍制兩者的狀況。
個人在開打前,會選擇生產為主(因為中華民國要玩人海戰術,又要造兵,又要降異議值,沒空升),開打後多餘的IC用來生級(因為暫時不想加開生產線,中國是自由市場,長期穩定生兵比較好,只是生產線要先預估而已),所以我還是會能併吞就併吞掉。
另外,偷吃遠征軍雖然也是一個方法,但既然是玩家對玩家,這種方法最好先講好能不能用,正常是不應該使用的,雖然偷用不是很容易被抓到,但是萬一被抓到,為了一場遊戲勝負搞壞交情,不值得。
當然在吞併的過程中,日本玩家隨時可能開戰,因此,中國玩家要一邊小心防禦日本,一邊小心吞併,這就是玩中國最好玩的地方。
西安事變選兩頭下注以後,最好就先和晉系聯盟(很容易成功),以免日本趁我們在打其他軍閥時,偷偷攻打晉系,另一方面也增強聯盟的總兵力,以嚇阻日本來犯。
之後如何吞併軍閥呢?等下會談到。
對日本玩家來說,看著中國逐漸統一,實在是心焦如焚,壓力很大,因為只要中國得到足夠的IC值,爆兵的能力就會很可怕,同時研科組也會增加,如果中國完成全國統一,日本在IC值上就沒有優勢了,反而還會輸掉。
因此,日本玩家從1936年6月到1937年6月的這一年內的最佳進攻時機都會儘量選在中國對某一個軍閥開戰時,端看日本玩家自己準備如何,以及他能允許中華民國得到多少個IC值。
通常日本玩家會讓中華民國得到60個IC值取得第四個科研組,但不允許中華民國得到80個IC值取得第五個科研組。因此,中華民國得到超過70個IC時,就要先部署兵力,準備開戰了。
在吞併各軍閥的過程,由於要扣大量的異議值,中華民國會生產出不少錢,這就是外交入盟的本錢之一。
在選兩頭下注以後,便開始向心中打算入盟的對象扔錢。當然要等關係有50以上再扔,50以前可以用貿易慢慢升上來。
在1937年3月寒凍過後,如果兩國還沒開戰,由於日本已經生產大量的兵力,這之後不宜再向軍閥開戰,應該轉而考慮退出聯盟,入盟軸心或同盟,以取得他們的藍圖、資源和空軍上的幫助。
如果新疆、西北、晉系、桂系、滇系其中有一個沒有吞併完的話,日本宣戰後打下一定的勝利點,就會發生統一抗日戰線。
這就表示很難加入軸心或同盟了。
如果只剩晉系一個還好,讓他日本被吞併就行了。
沒有的話,唯一的辦法就是推日本下海了,越快越好。
因為無論中華民國再怎樣努力,空軍都贏不過日本,拖久就看誰會撐了,看最後是日本人力或資源夠用呢?還是中國人夠死呢?
請記得,這是玩家對玩家,沒有多少機會包餃子,日本人力資源雖比中國少,但只要沒辦法一直殲滅日本的部隊,就別太期待日本會人力不足。
推倒日本才是正經的。
中國玩家如果打算西安事變選將他們這些叛徒逮補的話,要考慮是否在西安事變前和桂系聯盟,不然的話西安事變後就不能聯盟了,然後很易和各軍閥打起來,日本玩家就有機可趁了。
這個選擇對日本玩家來說很有利,因此通常中國玩家是不會選的,不過還是大略談一下。
由於統一抗日的事件不會發生,日本隨時有可能宣戰,但不是對中華民國,而是對軍閥,其中桂系軍閥是對中日兩國來說,兵家必爭的。
桂系軍閥有20點的IC和36師,勝利點的位置又容易佔領,對中華民國來說,好吃又大碗,如果能先併吞實在是一大助力。
而對日本來說,以包餃子戰,先快速把桂系軍閥的兵力全殲是很重要的,中華民國初期由於異議值高,很難造兵,軍閥的兵力被殲得越多,人海戰術就越難發揮,其中兵力最多的桂系就是首選。
另外,由南向北打對日本來說其實比較好,因為遊擊隊導致TC不足的關係加上要打到長江才有河流阻擋。
先儘量多佔到山地的省份,等中華民國重新防守好後,TC不足後,再攻打平地的省份,會比較有利。
此外,還能伺機偷打滇系軍閥。
所以,正常日本的玩家發現中國玩家在西安事變選逮補後沒多久,就會考慮對桂系宣戰。
中華民國最好的對策就是在西安事變前就和桂系聯盟。
當然,日本仍然有可能轉而把目標放在晉系,所以西安事變前,最好連晉系也聯盟,不過這比較不容易,因為錢不太夠花。
一旦晉、桂聯盟成功後,日本要選擇開戰,就很難打,西安事變後,就可以像兩頭下注一樣,一方面小心日本,另一方面慢慢蠶食鯨吞各軍閥,當然第一個就要打贏中共。
記得沒錯的話,新疆8月會去和日本同盟,不過因為日本是玩家,就比較沒差了。
要是中國已經向新疆開戰,日本玩家就要盤算一下要不要和中國打,要才會同盟,如果還沒向新疆宣戰,可以考慮以後再打新疆。
不過萬一聯盟失敗,西安事變最好就不要選逮補。
雖然引發蔣桂戰爭,可以避免宣戰造成的異議值,在桂系被打敗後,可以得到廣州的12點IC。
但仍然太冒險,因為一方面中共可能還沒搞定,另外晉、滇都可能加入桂系,如果日本也宣戰的話,局勢就糟糕了。
基本上走這條路除了要一開始先滅中共外,和兩頭下注的選擇沒有差很多,國策和異議值都不如兩頭下注,反而讓日本玩家有可趁之機,對電腦可以,對玩家最好不要走。
至於我玩單機時,為何會選逮補呢?這和吞併軍閥過程有關,等下會提到。
要是中華民國選統一抗日戰線,那日本只好按兵不動,乖乖的生兵,至少要八月以後才有可能宣戰,因為兵力太過懸殊,除非中國的玩家不會玩。
八月以後,中華民國只要守好沿海登陸點,日本也最好不要開戰,因為就快進入冬天了,太早開戰又打不了多少地,拿不到什麼資源,並且使外交的貿易過早中斷,資源容易不足。
因此,日本最好等到1937年3月寒凍過了以後再宣戰。
當然,要是沿海沒守,日本玩家隨時有可能宣戰,即使是冬天,也可以對中國南部進攻,所以一定要守好。(為了守備沿海,人海戰術學說當然就有相當的重要性)
相對的,走這條路的中華民國在這段時間,有著選擇開戰的主控性,而這也是西安事變唯一讓中華民國取得向日本宣戰的主控權。
選這一條路有兩個走法。
一個就是要在1936年打日本,因為到了1937年6月以後,形勢對逐漸對中國不利,要儘量在1937年以前打完,無論是議和還是落日。
人海戰術是有利於冬天進攻的,雖然速度不快,但卻可以利用寒凍的特性,有效的消耗對手組織度。
因此,11月入冬是中華民國進攻的好時機,不過由於推進速度緩慢,冬天過了,也才佔到幾塊地。
通常中國要宣戰日本會更早,從西安事變開始都可以考慮宣,在時間點上,通常會有兩個選擇,一個是馬上宣日,另一個是等到後方區域補給體係研發好後,兵力部署好後,再宣戰。
馬上宣日的好處在於日本的兵力還不強,甚至有的玩家還沒開始生兵,不過缺點是後方區域補給還沒研發好,調兵不易。
通常為了達到四個科研組,最好在宣日之前把新疆踢出聯盟,等到了七月,後方區域補給研發完後就可以派一小部分兵力去併吞西藏和新疆,以求得四個科研組。
至於選擇等後方區域補給研發好後再宣的打法,也是不錯的。這種打法比馬上宣日穩一點慢一點就是了,其他是差不多的,記得宣日前踢新疆出去。
這時日本最多只會生產出兩批部隊,如果日本玩家用全力生產的話,最多一次約16~20支(不生產補給,全靠國外),那除了警備師外,大約最多只有60~80支可投入作戰。
而且這是指最多的情形,其中遊戲開始的部隊會全部沒升級,都是18年的。
更何況日本玩家猜不到中國玩家會在西安事變選哪一個,如果當他們發現中國玩家選統一抗日時才要開始生兵的話,兵力就只會生出一批而已。
通常還是要看選擇完統一抗日戰線後,玩家打算要等中華民國發展的何時而定以及日本的兵力而定(記得要常看情報)。
在宣戰前後,中華民國最主要的發展在於扣異議值、生產兵力、部署抗日兵力以及併吞部分的軍閥。
併吞軍閥中,最值得打的,就是不在聯盟裡的西藏和中共了,以及擁有大量資源的新疆,還有好吃又大碗的桂系,打下其中兩個就一定能拿到四個科研組,至於晉滇西北正常都沒時間打的。
這裡又可以選兩條路。
一條是選西藏、新疆和中共。
因為中共不好打又要毀和約,加上西藏和新疆可以同時宣戰來打,也能在宣日後再開打,所以這條路多是選吞併西藏和新疆,得到四個科研組就好。
如果光靠行軍要打西藏和新疆要很久,所以要靠戰略轉移,但是要大約七月才會研發完後方區域補給(這時就已經宣日了),所以在九月到十月左右才能併吞新疆和西藏。
當然也可以選中共和西藏,這樣的好處是在後方區域補給還沒研發前,仍然可以調兵打中共,不過通常還是主要靠西北、中華民國來打,晉系要防備日本玩家,其他則是走太慢。
當然也可以選三個軍閥都吃掉。毀約滅中共,踢出新疆,宣日後,再打西藏和新疆。
一般來說,西安事變選統一抗日後,再重新打下中共,大約會到八九月,開戰時機較晚,比較不利,所以這條路通常只打西藏和新疆。
這種打法最好能在1937年中期以前,就推日本下海,引發落日事件,不然戰事拖越久,對中華民國越不利。
所以中國最多只有一年的時間可以打,最好要有把握才走這一條路。
而對日本玩家來說,則變成儘量把戰事往後拖,生出足夠的兵力,來應付中國。
沒把握快速推倒日本的人,通常會希望能在1937年以後,局勢能維持住,至少能守住。
那會選擇優先踢出桂系,吞併掉,再踢新疆出去,再宣日,宣日後,找時間吞併西藏和新疆。
這樣一來,中國會有五個科研組,二來取得桂系的部隊,三來IC會有80,和日本比較接近,比較能夠持續作戰。
不過這樣做有點風險,得賭一下中國在踢出桂系後,日本不會來打。
走這條路的人,最好在西安事變前就先部署一部分對桂系兵力,西安事變後馬上踢出桂系,三星期內併吞掉。
越快越好,趁日本還沒生足夠的兵前打下來。
由於走這一條路的風險比剛那個打法小,我膽子比較小,會選這個打法。
除了先宣日的快速打法外,選統一抗日戰線,也可以走類似兩頭下注的路,不打算在一開始就打日本,而以併吞軍閥為主。
會考慮走這條路的人,通常是想要一開始嚇阻日本後,轉而拖延開戰時間到1937年以後,以確保入盟軸心或同盟之前,日本不會宣戰。
另外,在打軍閥時,也不用擔心其他仍在聯盟中的軍閥叛變,他們會很死忠的,直到把他們踢出聯盟的那一刻。
併吞的方法和兩頭下注是類似的,不過看情形做些許更動。
只是在併吞的過程中,仍然要注意日本的動向、守好所有的海岸登陸點,雖然在1937年3月以前,日本玩家應該是不會開打的,不過仍然要小心。
基本上和兩頭下注來比,各有優缺點,兩頭下注的國策和異議值較佳,所以生產的總兵力會稍勝,但統一抗日戰線在吞併軍閥的過程比較沒有後顧之憂,除了打桂系以外,等下會談到。
版上曾有人說,對日抗戰不應該以吞併軍閥為主,因為會削弱抗日的力量,同時得到的IC會因為需要扣大量的異議值而沒有作用、中共可以幫守黃河沿線以及大部分的軍閥IC都太少等因素。
就1937年6月以前,兩國的形勢來說,這種觀點是沒有錯的,因此如果要在1936年開戰,的確不要吞掉太多軍閥。
但是,在西安事變發生後,無論選統一抗日還是兩頭下注,如果完全按兵不動,等著對日抗戰,在1937年6月以後(無論盧溝橋事變日本玩家要選打或不打都一樣),形勢會逐漸不利於中華民國。
這種情形會一直持續到日本人力和資源開始不足以後才又會逐漸再改觀,大約要撐到1939年歐戰爆發之後,不過這還要看玩家,如果中國玩家可以一直殲滅日本部隊的話,那這種情形會提早很多(但對手是玩家喔!他也不會笨到一直被包餃子)。
這是因為IC只有日本的一半,日本這時的軍力通常會全部轉為36年師,科研也輸日本,空軍會差距太大,容易拿不到制空權,人力損失會很大。
吞併軍閥所得到的人力資源也是很可觀的。
而且軍閥們由於研發太慢,會一直造18年師,然而18年師和36年師所需要的生產IC是一樣的。
換言之,在1937年6月以後,中華民國研發出早期步兵師之後,軍閥生一支18年師所用掉的IC值,不如把軍閥給吞併掉,用來生一支36年師(當然也可以給他們藍圖,讓他們自己研發,不過還是會比較慢,而且外交談判很花錢)。
此外,1937年6月以後,日本會開始研發海陸師和山地師,1938年以後各海岸的防守需要更大量的兵力,山地的防守優勢也會因為山地師的出現而減少(當然中國也會研發生產,只是三組科研會比日本慢很多)。
這時如果還是只有初期的IC,其實很難一邊維持越來越多的防守部隊,一邊生產和日本交戰時所損失的部隊。(當然對電腦就沒多少問題了,但這裡是談對玩家)
更重要的是,各路軍閥由於是電腦AI在發展,非常不懂相互合作(說難聽一點就是沒有腦袋),科研也不會各自研發一種,再相互贈送分享,資源也不會相互合作,也不懂得把所有兵力送給陸軍學說研發最好的軍閥當遠征軍,也不會打間諜戰,只會把錢亂花,胡亂拉中華民國關係,都200了還拉抓狂。
雖然軍事方面可以用軍控來操作,但在政治上軍閥們的表現奇差無比。
如果所有軍閥都是玩家在玩,可以相互幫助,那我可以接受不要併吞軍閥的這種觀點。
尤其是科研的互助,每個軍閥各研發一或三種(軍閥含中華民國共有八個科研組),相互給,中華民國也就不一定要拿五個科研組了。
可惜電腦不會這樣做,所以為了1937年6月以後的戰爭,我還是會選擇能併吞就併吞,至少要得到五個科研組才會罷手。
無論西安事變選哪個事件,如果打算要走上吞併軍閥為主的這一條路,吞併的先後要有戰略上的考量,依每個人所遇到的情形而不同。
同時也要打算好哪些要在開戰前吞,哪些可以在開戰後吞,大約要吞幾個,何時要停止吞併軍閥。
只要日本宣戰後,就不能踢他們出聯盟了,也不能吞併了。
所以要算準在日本宣以前,或是自己宣以前,先退出聯盟,之後再伺機吞掉。
和玩家對抗的話,桂系絕對是首要併吞目標,對中華民國來說是可以快速擊倒的對象,又有20點IC、36部隊和29人力(和電腦就不是了,因為晉桂其中一個只要被佔領一定的勝利點或是被一日併吞後,日本就會宣戰)。
此外,蔣桂戰爭或是併吞桂系九成是一定要打的,因為桂系有一半的領地有游擊隊,沒辦法使用全部的IC,中華民國佔走這些地,一方面可以讓IC值釋放出來,二方面可以避免日本宣桂,從南方登陸向北打。
雖然桂系要打敗很容易,但吞併較不容易,原因在於海南島。
如果要快速吞併,我通常打法是先和桂系聯盟,軍控部隊,再把海南島的兵撤走,然後踢出桂系,一星期後宣戰,再派運輸艦用唯一的警備師佔海南島,派海軍守東京灣不讓桂系進攻即可在兩星期內併吞桂系。
但因為是玩家對玩家,一踢出桂系,日本玩家就會知道,也就是約一星期後中桂就開戰,再一個多星期桂系就要消失了,所以就隨時可能宣桂或宣中,這基本上是心理戰和情報戰。
對中華民國來說,最好這時有和晉系聯盟,讓日本玩家有兵力不一定打得過的壓力(中晉西北合兵約有75)。
選統一抗日戰線的就沒差了,選兩頭下注的,可在西安事變後就和晉系連盟,機率比西安事變前高,選逮補的,要在西安事變之前都要聯盟好。
在情報方面,日本的兵力要儘可能估計出來,最好在日本兵力不多的情形下就打。
選統一抗日戰線的和逮補的,想打桂系,都是走一樣的路,只是選逮補的要在西安事變前先和桂系聯盟。
桂系最好在西安事變一結束馬上部署兵力就準備開打,才有可能併吞。
當然,玩日本的玩家可能會宣戰。
日本玩家如果沒打中國的把握又不甘心中國吃掉桂系的話,會在踢出桂系後,就對桂系宣戰(這是利用外交只能七天一次的不合理設計,另外電腦有官方外交作弊內閣群,據說有七位,一天用一位外交官,因此不受此限制)。
由於日本要從海岸進攻,所以正常是會從湛江進攻,因為廣州的兵很多,沒海陸師真的不好打,當然用24師含指揮部(日本一開始就有20支運輸艦)可能還是有機會打下來,我還沒試過。
無論如何,日本可能可以在中國宣桂前佔走廣州,但如果說要殲滅桂系的部隊,說實在,不會很多。
中華民國在一星期後宣桂,最重要的就是快速結束戰爭(記得海南島要去佔,日本玩家為了殲滅桂系部隊,正常不會笨到去佔),以免桂系部隊損失過多,等桂系被滅後,部隊還是中國的。
如果日本玩家有把握的話,就會對中、桂同時宣戰,並且派海軍守住海南島,不讓中華民國去佔,自己也不去佔以拖延戰事,同時儘可能包圍桂系部隊來殲滅。
至於會不會引發桂系投降的事件,我沒試過不知道,如果可以,那還有機會保住桂系的部隊,只要快點佔領勝利點就好,如果不行,通常桂系的部隊會被全殲,即使推日本下海,由於不能佔領海南島桂系的部隊也會因為沒有補給而潰散。
不過一般這不太可能出現,如果中華民國有和晉系聯盟又在西安事變之後就開打,以日本初期的兵力加上臨時生產的,頂多50支,實在不足以南北同時開戰。
雖然可以毀掉桂系的36支部隊,但萬一戰術又打不好,就等著被推下海了,連東北都有丟掉的風險。
萬一真有玩日本的玩家這樣打,要善用兵力優勢,南北同時進擊,如果戰略轉移還沒研發完,北方的戰事先守好,能打的話也是求穩打,向新京慢慢推,給予日本玩家壓力,重點放在南邊,儘量在日本爆兵前打下湛江把日本推下海。
如果桂系投降事件不會發生,那海南島就送給日本吧!打不下來的。
如果桂系投降事件發生,海南島變成中華民國的話,那要快點佔領,不過要是東京灣有日本海軍的話,也就算了,送他吧!
如果海南島被佔領了,記得附近不要用民兵師守備,會被轟炸機炸得滿頭包。
選兩頭下注的,如果也和桂系聯盟,那走的路和統一抗日戰線一樣。
如果不聯盟,可以考慮等到六月以後桂系叛變,快速在一星期多,趁日本玩家來不及應變時,先打贏蔣桂戰爭,拿12點的廣州IC就好了。
然後因為桂系沒有可登陸的臨海省份,可以找個有空的時間併吞掉。
這樣的打法比較穩一點,因為沒有踢出聯盟,日本玩家無法事先預測,同時也能省下宣戰的異議值,但一來在宣桂之前,日本也隨時可能打桂系,二來要在抗日前併吞桂系的話,需要毀和約。
如果等不到六月,日本就先宣桂的話,那要快一點拉桂系入盟,再依剛說的打法,推日本下海而且最好連滿洲國都打下來彌補無法吞掉桂系的損失,海南島則可以奉送。
早點在日本有所動作前向桂系宣戰。
正常日本也不會隨便就打,因為怕中桂聯盟就糟了,兵力不夠,怕連東北都守不住。
當然也可以選擇只打贏蔣桂戰爭而暫時不併吞桂系,不過剩下的8點IC在各軍閥之中仍然算是很多的,找
機會吞併掉比較好。
晉系最好是不要打的,雖然有16點IC、29部隊和40人力,是所有軍閥中人力資源最多的,但通常會因為日本的關係而只能拿到一半或更少(指對玩家而言),要打的話也是放在開戰前的最後一個。
這是因為宣了晉系,日本玩家正常就會考慮看情形宣晉或是宣桂(如果桂系還在,也沒有和中國聯盟的話,並且有可登陸的臨海省份)。
另外,等桂系、西北、滇系都併吞了,拿了他們的部隊,以及中共也併吞了,得到較佳的戰略位置後,再考慮打會比較穩得多。
而且晉系擁有中華民國的通行權,日本就算滅晉系,部隊仍可以退到中華民國的領土,當然也就可以得到部隊了,部隊比較不會被日本殲滅。
如果宣晉的話,晉的部隊可能就會在兩國夾攻下全滅。
如果其他軍閥多數已經併吞了,日本又暫時還沒來找麻煩,IC夠到可以玩爆兵,已經有向日本宣戰的打算時,就可以考慮打晉系。
反正都要打日本了,放棄掉那29支部隊換得一些IC、人力和資源,並且逼迫日本玩家向晉系或中國宣戰吞下一些異議值也不錯,不過晉系的勝利點分布是有利日本的佔領而不利中華民國的佔領。
通常,只要一把晉系踢出聯盟,日本玩家就會先宣晉。
如果日本沒有宣中華民國的話,儘量用騎兵搶先佔領山地、勝利點和有資源的省份(不要用騎兵去走沙漠會比步兵慢)。
日本玩家可能會放棄一兩個勝利點不去佔,以拖延戰事來殲滅晉系部隊,因此,要避免勝利點被日軍包圍,否則晉系部隊有可能被全滅。
總之,快速佔完勝利點,以保住晉系的部隊,但恐怕最後剩下不多。
正常日本玩家是有可能會連中華民國都宣的,因為通常晉系比較晚打,日本那邊已經準備差不多了,當然這就是我們宣晉的一個小目的,日本會得到比較多的異議值,一開始會好打一點。
1937年的盧溝橋事變會讓日本對全國宣戰,這時宣晉的話,無異是讓日本利用這個事件省異議值,不過其實也不是差很多。
不過後來我突然想到,也可以把晉系放第一個或第二個打,那時通常日本兵力不足,還不會宣戰。
但我從來沒試過這樣的打法,我不保證一定好。
由於通常中共還沒併吞(我有說不建議選逮補了,選逮補就不要打晉系了),從黃河南邊打到瑜林和集寧,可能要三個月左右。
可以考慮先軍控晉系,把天津的守軍撤走,再踢出晉系,再用運輸船運兵上去打,應該會快一點。
因為我有試過這樣打,初期有先生產一些運輸船的話,可以少約半個月到一個月的時間。
中共難打,只有5點IC,滅了又沒部隊可拿,也沒有多餘的資源可用,人力資源也只有6點。
滅中共最大的好處我主觀覺得是在替滅晉鋪路,另一個小優點就是不需要踢人出聯盟。
(一般我玩單機時,還是會在西安事變選逮補,然後滅了中共,因為後方區域還沒研發出來,沒有戰略轉移可用,部隊要調去打別的軍閥要很久,不如用那個時間滅了中共,以取得滅晉的較佳戰略位置。
這是因為對電腦日本時,只要晉桂有一個被佔領一定的勝利點,日本就會宣戰,所以我只好選擇用一日吞併晉桂的辦法,只是要一日就滅兩個軍閥很難,尤其是晉,一定要先打下大同和保定才容易一日吞併晉系。想打大同和保定,一個是從延安打,一個是從海路攻天津過去。通常我會選延安,然後避開冬天,在1937年3月以後才用一日吞晉桂,盡量在七七事變前搞定,這樣就可以完成全國統一了。當然日本很快就宣戰了。)
原則上中共要不要打就看情形了,如果是統一抗日陣線或兩頭下注,都可以在聯盟後利用大軍壓死中共,一般來說,1936打中共,日本的玩家通常是不會過問的,但1937年以後,日本則可能會藉機對中華民國宣戰。
至於選逮補的話,最好在西安事變前先和晉桂聯盟好,而且很不好滅,因為還要分兵守住沿海,通常不會比另兩個選擇滅得早,好處是不用毀和約。
損失中共十幾個師來守黃河戰線,以換取5個IC和滅晉的戰略位置,是否值得就見仁見智了。
如果是我的話,有機會還是會滅的,因為和約會到期,到期之後就要分兵手中共周邊了,很討厭。
和中共相比,西藏是更好的選擇。IC和資源是一樣的,同樣也不會入聯盟,併吞了也得不到部隊,打西藏也是為了替滅滇鋪路,更重要的是兵力一個在天上,一個在地下,唯一輸給中共的是人力資源只有3。
算是當區域補給研發完後,其中一個首選,但是也可以選擇在和日本開打後,再分兵吞併,要看情形而定。
另外,日本玩家通常是不會因為中國宣西藏就輕易宣戰的。
為了足夠的科研組,西藏是一定要吞併的。
滇系擁有6點IC、17部隊和9人力,打滇系的目的就只是取得IC、人力、鐵礦和部隊而已。
由於地形的關係,滇系並不好打,有的要走上兩個月,組織度都會用光,佔領軍會馬上被打退。
如果能先併吞西藏,從昌都直接進攻康定、下關、寶山,同時由安順進攻昆明,成都進攻雅安,會是不錯的選擇。
因為可以用協同進攻,主力部隊不去佔,只派一個部隊去佔領(記得用進攻補給,加快行軍速度),當然不一定要一日吞併,佔領軍被打退也沒關係,只要在這些勝利點被滇軍奪回前全佔領即可,也就是控制在一星期內就好,不用暫停應該也可以做到。
當然前提是昌都要先打下來,而這就是打西藏的目的。
日本玩家有可能在中華民國宣滇之後,向中國宣戰,這完全要看日本玩家準備的情形,還有他對中國的統一容許程度而定。
滇系是四個會送兵的軍閥中,唯一可以考慮不用拉他入盟,就可以直接開戰的。
選兩頭下注或是逮補的,可以的話,盡量省下這筆外交費用。
還有,如果時間不夠,滇系也可以考慮不要吞併,算是由玩家自由心證的軍閥。
新疆只有5IC、6人力,還多出一點鐵礦,被滅是沒有部隊可拿的。
打新疆最大的好處是可以得到大量的資源,而且算是所有軍閥裡最好打的,比西藏還簡單(西藏有冬天難攻的缺點),此外併吞新疆後,對於進攻西北軍閥會有幫助。
因此,和西藏一樣是一定要吞併的,也是後方區域研發完後的首選,也可以選在和日本開戰後打,但要先踢出聯盟。
西北軍閥有5IC、14部隊和6人力。
除了晉系外,唯一擁有騎兵的軍閥,取得這些騎兵在對付日本時,會有利一點,而且西北軍閥的部隊多半有高經驗值,把這些高經驗值的部隊升級成36年師,是併吞它的重要目的。
另外,西北軍閥是中華民國的傀儡國,想要入同盟或軸心,當然就要把它踢掉。
要打西北軍閥之前,如果能先滅新疆、西藏、滇系,打西北軍閥會快一點,因為可以東西兩面作戰。
日本玩家也有可能會在中國宣西北時宣戰,和滇一樣,看日本玩家而定。
我是建議西北軍閥最好吞併掉,因為騎兵算是在反攻日本的武器之一,而且西北軍閥的品質很優,將領卻很破,加上不升級又很可惜。
吞掉西北軍閥後,這些部隊就是進攻的主力了,可以生些火炮掛上去。
不過騎兵要不要升級看科研的速度,如果玩家很快就把騎兵研發到摩托化騎兵師,就不要升了,升級用的IC還比生產來得多,直接生產騎兵師就好,把補兵的功能關掉,打到沒兵消失掉就好了。
一次向幾個軍閥宣戰呢?
當然優先考量兵力能否應付得來以及日本會宣戰的可能性有多高。
其次要考慮異議值高低,因為異議值越高,IC會越少,金錢就越少。
比如,宣一國,異議值8.9,IC變成40,扣完再宣一國。和一次宣兩國,異義值17.8,一次扣完。
兩個相比,同樣都扣17.8,後者賺的錢會比較少。
再來也要考慮打多快,一次宣一國,打太慢也不好,1937年以後,中國的兵力優勢會逐漸減少。
因此,一次宣幾個國,要拿捏清楚,一般會送兵的軍閥,我建議是一個一個來,至於西藏和新疆,我建議兩個一起來。
吞併幾個軍閥?吞併順序為何呢?
基本上,達到80IC是主要目標,其他就看玩家本身了。
我就談幾個打法:
1.開戰前,打贏蔣桂戰爭→西北→滇
這是最穩的打法,但要花比較多的時間打下西北軍閥和滇系軍閥。
這種打法可以避免日本想要向中國宣戰,因為日本初期兵力不足。
在吞併完滇系後,西藏和新疆可以在和日本開戰前打,也可以在開戰後打,這個放在哪個順位就看玩家自己。
剩下的桂系、中共和晉系要不要吞併也是看玩家,有把握就可以打,但如果到1937年3月以後,就不要打了,日本可能會趁機宣戰。
要打的話,建議是桂→中共→晉。
和日本開戰後,中共和桂系(沒聯盟的話)也可以打,只要有把握。
2.開戰前,桂系→西北→滇
和1類似,只是打桂系時要小心日本來咬。
這個方法比較有機會得到最多的IC值和軍閥們的部隊。
3.開戰前,桂系或蔣桂戰爭→新疆和西藏→滇→西北
把滇和西北放在後面,是因為先打下西藏,容易打滇,西北最後打,可以東西夾攻,這樣在打軍閥上會省下一些時間。
但是因為西北和滇系比較後打,這時日本的發展比較好了,而且中國也比較統一了,日本的玩家有可能會在打西北或是滇系時宣戰,比較冒險。
吞併完西北後,如果日本都無動於衷,可以再打桂系(選蔣桂戰爭的人)→中共→晉系,順序也可以小改(桂系先打是因為可以戰略轉移打中共,先中共的話,桂系的部隊要慢慢走),但要小心日本趁機宣戰。
吞併完桂系、新疆和西藏後,就有五個科研了,其他要不要再打,可以自行拿捏。
4.選逮補的人,可以走中共→1or2or3。
但這條路太冒險了。
選其他兩條路的人也可以走,但要毀約,而且桂系太晚打可能有風險。
5.走中共→西藏→滇→西北→一日吞桂系和晉系→宣日後新疆
這是我玩單機會走的路。因為新疆會和日本同盟,所以最後打。
6.這是我發文後才想到的,我從來沒這樣打過,也許這個才是最有機會拿到最多IC的,但得保證日本玩家在打晉或桂時不聞不問。
走桂或蔣桂戰爭→晉→1or2or3。
這應該比較冒險,晉還是第二個打比較好,因為桂系可以很快打完,日本生的兵力應該還不太夠。
由於時間不是很夠吞併所有的軍閥,建議走1的路,而且西北、滇要看情形打,日本看到中華吞併了桂、晉、西北,不太可能忍受中華民國這兩個下去,不過西北還是打比較好,他們的兵品質良好。
西藏、新疆、滇可以考慮在日本開戰後打,或是有把握同時對日又對軍閥的兩邊作戰也行,記得不要和新疆、滇聯盟,不然又踢不出去了。
上述的打法,當接近IC80時,就要評估一下日本玩家會不會開戰。
當超過1937年3月以後,而且又達到IC80的目標後,就可以考慮暫時停手了。
因為在聯盟狀態下被日本宣戰,都易使中國無法加入同盟或軸心。
初期的戰略已經談得差不多了,開戰後的戰術又該如何呢?
如果在1937年3月以前開戰。
基本上,人海戰術的打法之前已經說過了,嚴守可登陸的臨海省份也特別提醒了。
戰線上最好能部署第一線和第二線的兵力,畢竟對付的可是玩家不是電腦。
玩家對玩家要包餃子蠻難的,只要兵力夠多,人海戰術運用得當,一般還是可以憑藉著數量上的優勢以及快速的回復組織度,慢慢向新京推進。
一旦併吞滿州國,就會有機會因為斷補而殲滅部分日本部隊。
如果發現進攻不利,至少人海戰術可以嚴守一段頗長的時間,往往是省份丟了拿回來,拿回來又丟。
日本會小心組織度不要過低,中國要小心不要被轟炸。
如果在1937年3月到6月才開戰,這是對日本最穩的開戰時機,因為中國還沒有統一,可能也還沒入同盟或軸心,而日本備戰則已經到可以打的程度。
不過如果中國玩家打軍閥很慢的話,或是完全不打,6、7月左右,備戰好了再對中國開戰,會更好,也能利用事件開戰。
這時中國的玩家要以防守為主,利用人海戰術最擅長的協同防禦來守備。
當然預備隊要夠多,從1937年起,就應該要大量造兵了。
最好中國的兵力數量是日本的兩倍以上的話,不是的話,就人海不起來了,當然其中會有不少的民兵師。
當然不能都生產民兵師,民兵師是先擋著用的,只能守不能攻。
如果可以當然以大量的步兵師為主,步兵師是所有陸軍同時期的兵種中,防禦最高的,不過由於為了扣異議值,加上要有錢做外交,1937年以前能造的步兵師實在不多。
還有,中國生產步兵師所需要的IC和日本沒有差很多,而民兵師才有特別少,所以中國爆民兵師會很快,爆步兵師,速度不會比日本快,除非IC比日本高。
因此,造兵要分配一下民兵師和步兵師的比例。
如果日本開戰時會有100支兵力,中國初期加上生產最好有200以上,大約要生產個60支。
這60支中民兵師要佔多少呢?要看有多少時間生產以及有多少IC。
基本80IC的話,其中60IC生產,從1937年開始生的話,1937年6月開打的話,民兵師可能要佔到一半。
總之,這要看玩家本身的情形而定,而且一定要學著從情報中分析未來的形勢,不能像玩單機一樣。
記得要生些指揮部,雖然在1940年以前,指揮部會輸日本一級,即36年對39年,但也不能沒有。
如果有機會,要想辦法入軸心或同盟,比如開戰時,只剩晉系和中華民國有聯盟關係,等晉系被滅了,就快快入那個拉關係很久的陣營。
因為對日本玩家來說,一定會趕快造足夠的轟炸機減少中華民國的部隊,攻擊機出現之後,中華民國的部隊更是會死傷慘重。
在開戰前造個幾架攔截機先硬碰硬來減少日本空軍的攻勢。
等入了軸心或同盟,就會有了其他國家空軍的支援,人海戰術在損失上會少很多。
當然日本玩家也會利用世界輿論操控來避免這種事的發生,這要看玩家如何應變。
海戰方面,大家都知道打不過,不過至少不會像對電腦一樣跑不掉。
雖然中華民國的海軍很差,不過至少還可以擔負護航運兵的能力,所以最好不要被擊沉,能跑就跑,反正日本玩家沒有電腦專用作弊衛星。
入軸心和同盟後,可以把船躲在盟國的領地內。
(其實我很不滿意中國海軍的設計,其實中國海軍在抗日發揮舉足輕重的地位,可惜知道的人不多。說實話,當時中國的海軍雖然號稱兩個艦隊,實際上兩個艦隊總共只有三十多艘軍艦而已,而日本的太平洋艦隊,分三個艦隊,擁有一百多艘軍艦。我們的兩艘旗艦是寧海和平海,才只有輕巡洋艦的等級,兩艦隊的主力是以炮艦為主力,日本光輕重巡洋艦就有三十艘了,兩軍根本沒得比。但松滬會戰中,中國海軍以自沉軍艦十多艘、民船近兩百艘的方式,居然在江陰就守了兩個多月。據說如果不是漢奸黃濬洩密,還能把日本海軍反鎖在長江裡面,結果居然被絡跑了。別忘了波蘭對德撐多久?兩個星期多!法國的馬其諾防線撐多久?是很久,不過德國從打荷比盧開始,只花一個月的時間,就佔領巴黎!芬蘭的曼納林防線撐多久?四個月!由於江陰失守,日軍可以從長江北攻上海,陸軍只好後撤,松滬會戰因此才只守了三個多月而結束,換上南京守衛戰登場。當然空軍也功不可沒,三百多架全用光了,兩個裝甲團也拼光了,當時中國最現代的軍力幾乎全在松滬會戰打完了。之後武漢會戰也是因為中國海軍全軍覆沒後,隔天武漢三鎮就失守了。海軍的重要性,由此可見。之後海軍並沒有消失,他們在軍艦沉沒之前,卸下船上的火炮,一部分的人成為後來陸軍火炮部隊的戰力,一部分的人成為兩棲特戰部隊的戰力,最大一部分的人成為長江的佈雷部隊,長江上隨時有可怕的水雷,阻滯日本海軍對長江的進攻。換言之,沒有中國海軍,也許八年抗戰時,日本海軍可以直接由長江直攻各個沿江都市,快速進逼重慶,中國很可能根本沒辦法後撤工業物資,也許連一年也撐不到了。可是在遊戲裡,中國海軍根本被日本海軍打假的,兩下就沒了。)
1938年開始,正常日本玩家會開始生產出山地師,而海陸師也正在研發中。
所以,在1938年以前能儘量把沒有聯盟的軍閥吞掉就吞掉,這樣才有足夠的IC值維持大量的36年師部隊生產,以加強沿海的守備。
可以的話,山地師也儘早研發生產。
當海陸師出現的話,中華民國也沒有和軍閥聯盟時,要小心日本強行登陸華中地區,以包圍南京斷補。
一旦這種戰術被日本成功的話,全面斷補就兵敗如山倒了。
華中地區的沿海絕對要放重兵守備。
這一年是中華民國要努力撐住的時期,只要撐下去,就有希望推日本下海。
1939年之後的情形隨每一次開局而不同,難以預料,就不談了。
與日本的作戰,在戰術上,一旦有絕對的優勢,就不用顧慮太多,儘量推日本下海,引發落日事件。
通常玩家會用運輸船把部隊接走,所以通常能殲滅的部隊不多。
只要打到這裡,就是隔海相望了。
在中國擁有足夠的實力和日本海軍對抗或是日本有足夠的實力和中國陸軍對抗前,兩者對望的局勢是不變的。
而對日本來說,打贏中國後,佔領的土地會有大量的游擊隊,這對原本就把許多TC用在海上運輸的日本來說是很慘痛的。
TC不足,會造成行軍速度減慢,組織度回復變慢。
就算用警備師來降,用處也不大,因為警備師也需要運輸補給。
在中國地區的兵力都要靠海上的運輸補給,運輸補給對日本來說佔很大的TC值。
因此,正常日本玩家會選擇邊打邊成立傀儡國,無論是從哪裡進攻。
日本玩家也會避免佔領南京和安陽,讓南京大屠殺事件和黃河決堤事件不發生。
至於工業後撤事件,我用的版本不會出現,所以我不清楚這事件是如何的。
如果打算放開沿海登陸點讓日本打進來,以開闢第二戰場的中國玩家;或是發生被日本突擊華南或華中地區,造成第二戰場的出現。
由於中國用人海戰術,通常預備隊會很多,很快就能圍堵日軍。
這主要的結果是擴大了和日軍的交戰線,是利是弊,要看兩國的兵力以及戰略目地而論。
如果還沒入同盟或軸心,最好是不要擴大戰線,因為會擴大日本玩家使用密接支援的機會,導致人力不斷損失。
別忘了是對玩家,電腦才能研發航程無限作弊準則,所以日本玩家是無法隨便轟炸中國沿海的。
在中國玩家加入同盟或軸心後,可以軍控他們和日本作戰,其中最主要的就是海軍大對戰了(不軍控的話,電腦只會派小貓來)。
由於是玩家對玩家,不像電腦擁有作弊專用衛星以及可研發完全解碼儀器,可以清楚知道偵測玩家海軍的位置。
因此,入軸心的可以放心用潛艦去偷偷干擾日本的補給運輸,而入同盟的,可以用英國海軍和日本正面作戰。
當然日本玩家也會干擾英國的補給運輸,但我想大家應該不會在意才對……。
除了破壞補給運輸外,海軍的打法主要在以大欺小,以多吃少的偷打戰法,因為一般主力對主力時,覺得會輸的玩家就會很快開溜。
此外,如果空軍有餘力,可以派些英國或德國的皇家空軍去轟炸沿海的海軍,這樣會干擾日本玩家的生產策略。
因為日本玩家就沒辦法全力生產陸軍和中華民國打,要開始考慮生產海軍了。
而英國陸軍也可以運過來幫打,德國則不行。
另外,中華民國也應該要開始考慮發展一些海軍,當然要先拿藍圖。
這是當然還是因為日本玩家不會知道中國玩家把海軍放在哪。
如果還在和日本打,我主觀會先以潛艦為主要研發的對象,這主因在於可以不斷的破壞日本的補給運輸,又不容易被擊沉,除非日本玩家也開始造驅逐艦來對應。
而正規的海軍還是慢慢來的好,等科研慢慢追上了再說吧。
至於學說要用哪個,當然是看入哪個陣營拿哪個藍圖囉!
所以,入軸心好還是同盟好,請玩家自行斟酌,各有優缺點的。
如果到1938年,日本玩家都沒有開戰,那應該要加入某個陣營換取藍圖,同時除了晉系外,應該要全部統一了,最好是連晉系也吞併了,但這種情形不太可能出現。
不過,這是因為以上所有內容都是針對日本和中國開戰而定的。
某些日本玩家也可能會選擇向同盟國開戰而不打中國,以早點取得殖民地的資源,那這種事就會發生。
如果是這樣的話,中國玩家就可以盡力完成統一,統一後則有很多方向可以走,請玩家自行發揮。
另外,間諜戰的部分我沒談,因為變數太大,沒辦法按時間順序說。
雖然間諜戰成功率不高,但基本上,我會說:有錢,就去玩。
畢竟,遊戲裡的金錢和資源,都是留著沒用的,囤積起來又不能幹嘛!
資源還有囤的價值,因為囤積起來是為了避免有萬一負成長時,能夠還有庫存的可以使用。
金錢本身正常只會零成長而已,沒有負的,除非有人故意把民生必需品向左拉。
因此,只要外交花剩的,我會建議就拿去玩間諜戰。
由於日本和中國都是玩家,兩邊最主要的打法通常是在安插間諜和殺間諜。
儘量不要讓間諜被殺光,這樣會完全沒有情報可以看,相當不妙的。
當然也要儘量殺光對手的間諜。
玩間諜戰對中華民國是有利的,因為中國要扣龐大的異議值,會生出相當多的錢。
不過中華民國的外交花費也很兇,所以在外交上能花越少錢,就表示越有本錢玩間諜戰。
正常要玩的話,日本是玩不贏中國的,尤其是選統一抗日戰線,因為走這條路的人,會省下很多邀請聯盟的費用,另外這條路的人會得到15的異議值,比兩頭下注的-5多出20,比逮補的10多5,扣光這些異議值又會拿到一堆錢。
中華民國的科研輸日本,IC通常也輸日本,除了人力資源和兵力數量上的優勢以及人海戰術的快速回復組織度優勢外,另外還可以靠的,就是間諜戰的優勢了。
如果成功安插接近10名間諜到日本(10名很難,因為玩家也會一直殺),一定要把握時機,無論是進行工業破壞還是暗殺內閣還是偷取藍圖還是造謠等等。
很難說哪個好,因為我主觀覺得都效益差不多,機率高的效果低花費少,效果好的機率低花費多,主要還是取決於部長的特色。
1936年的情報部長是陳立夫,優點在暗殺內閣、造謠和顛覆政權,可以從這三個下手。
顛覆政權太需要運氣了,雖然成功了會讓對手想哭,但很少人會去賭這個運氣,而且就算贏了,人家也會覺得是輸在運氣上而不是技術上。
暗殺內閣雖然也不太容易成功,但還是有一定機會,扔個上千元就有希望成功了。
由於中國的錢也還沒有多到可以海淹的地步,所以如果要殺的話,在初期要鎖定好一個最想殺掉的對象就好。
至於要殺誰,請用edit先摸一下日本部長的底細吧!還要注意不能有同能力的人可以換喔!比如1936年殺了陸軍總司令杉山元,結果1937年又有一個能力一樣的今井武夫可以換上來,那就是浪費錢了。
通常比較多人肯用的是造謠,可以提高日本的異議值,降日本的IC以及降低他們進攻的戰力。
總之,有錢就用吧!錢放著也沒用,不過也不要花到外交沒錢可用就是了。
情報戰在玩家對玩家也非常重要。
通常日本玩家會盡早研發基本解碼儀器,而中國玩家還沒辦法研發基本編碼儀器,所以兵力數量會被看得一清二楚。
這也是為何要快一點升到五個科研組的原因。
注意對手的科研和生兵情形是很重要的,比如看他們是否開始研發海陸師、攻擊機等等,有的話,就要有應付之道。
此外也應注意對手的國策改動,可以預估對手對未來的打算。
這些情報是用來決定之前說的各種打法,要選哪一種的基礎。
還有在戰鬥上,如何加速將領經驗值的累積速度呢?
版上說過的,我就不再說了,少將1,中將2/3,上將1/3,元師1/9。
用edit看將領的理想軍銜,據說將領的軍銜在理想軍銜時會再快一點,不過我感覺不出來。
這裡只說版友比較少提到的。
經驗值的累積和戰鬥時的進攻次數是有關的,也就是說,進攻次數越多,不管是因為兵種的關係還是戰鬥時間長的關係,經驗值就累積越多。
兵種上寫的裝甲攻擊和非裝甲攻擊,指的是一次戰鬥的攻擊次數,不是攻擊強度。
當一個少將帶9個師會比只帶一個師累積速度快很多,雖然會有八個師超過指揮上限會有懲罰,但這是一個非常好練的方法。
比如要打敵人某一省份的兩個步兵師,在不影響戰局的情形下,可以叫一個少將帶九個師去打他,會升比較快。
當然有的人會想說叫一個元師帶一個步兵師陪他打,但這樣因為沒有懲罰的關係,敵人一下就輸了,反而沒練到。
很多人覺得元師很難練,其實可以用這個方法練,比如要打28個師,帶一個指揮部配40個師打,超過16師有懲罰,但會練比較快。
要記得懲罰是-75%,比如上個例子,24個師和24個師對抗,因為有指揮部,假設會贏,敵人多4個師,我們就要多16個師,因為16╳25%=4。(這裡沒有算入地形和天候,正常要更多兵才打得下來,這裡是假設進攻和防禦效率是一樣的)
這個練法的目的就在於我們增加攻擊次數,但減少攻擊的威力,讓將領可以依攻擊次數練經驗。
前提是不影響戰局,不要組織度掉光了,馬上被敵人打得連滾帶爬。
這個缺點是這會磨掉很多的組織度,但別忘了,中華民國是人海戰術,組織度?別緊張!很快就回來的。
中國初期由於要吞軍閥,軍閥很多實力不強,可以用這個方法練經驗,不過會拖時間就是了,要小心不要玩過頭,吞太慢,讓日本先備戰完畢。
和日本打了之後,別告訴我中國的將領好難練,打人海戰術練經驗超快,因為要一直磨敵人的組織度,打一休二,省份佔了又丟,丟了又佔,別說很難練,我覺得中華民國的將領超好練。
反而德軍的兵太優了,兩三下就打敗敵人,將領經驗都只拿一點點,難怪初始技能值就給得多。
另外,也可以利用兵種特性和地形來加速,比如機械化步兵師的非裝甲攻擊高,去打在山地的步兵師,會比用山地師打,升得快一些。
這也是利用攻擊次數多,但攻擊效率低的方法來練的。
最後,國策的調動請看版上的精華,部長的選擇請玩家用edit自行研究,訊息設置請自行更改。
畢竟國策的影響還算不大就是了,部長的選擇把資料看通就會選了。
至於訊息設置蠻重要的,我很不滿意預設的,常常會有訊息只通知在遊戲日誌裡,容易漏掉。
所以要依自己的習慣和重要性來修改,以免部隊到了目的還不知道,或是海軍被轟炸了還沒發現等等。
以上謹供參考,因為版本不同或電腦IA難度不同,可能會有些變化。
請自行斟酌。
[[Category:National Strategy]]
70eccc7b3918c0460b1e201b5723dffdd7178ad5
Napoleon
0
606
1046
1045
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Meneth
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'''''The Wars of Napoleon''''' is a modification for ''Hearts of Iron 2'' that is still in its early development stage. It focuses on a rebuilding of the Revolutionary and Napoleonic Wars.
You can visit the [http://www.phpbbserver.com/napoleonmod/ project's forums] and contribute.<br>
== Campaigns and Battle Scenarios ==
=== Campaigns ===
*1789 - The Revolution
*1793 - The First Coalition (currently under construction)
*1798
*1805
*1812
*1816
=== Battle Scenarios ===
Not much work has yet been done on this. Possible battle scenarios to include would be:
*1776 - The American War of Independence
*1806 - The South American Wars of Independence
*1821 - The Greek War of Independence
== External links: ==
*[http://www.phpbbserver.com/napoleonmod/index.php Official ''"Wars of Napoleon"'' Forums]
*[http://forum.paradoxplaza.com/forum/forumdisplay.php?f=284 Paradox Plaza Forums: scenarios and modifications subforum]
*[http://forum.paradoxplaza.com/forum/showthread.php?t=346699 Paradox Plaza Forums: ''"Wars of Napoleon"'' original thread]
*[http://www.wiki-site.com/index.php/Napoleon Napoleon's Wars own wiki site]
[[Category:Mods]]
d5c04188ad1f70814691f1358d081d0da970b4ad
National Security
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1048
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An overview of what various nations would consider tolerable international conduct, 1936-41.
<H3>Spheres of Interest</H3>
The following were the approximate spheres of interest of the various nations. Interfering in a sphere of interest would have caused anything from alarm to a declaration of war depending on the relative power of the interferer and the extent of their action.
'''Great Britain''' - most of the world, barring perhaps Mongolia/[[Tannu Tuva]]/Siberia/Xinjiang.
'''France''' - countries neighboring French territories, Central & Eastern Europe.
'''Germany''' - countries neighboring German territories, Europe.
'''Italy''' - countries neighboring Italian territories, Mediterranean.
'''USSR''' - countries neighboring USSR.
'''Japan''' - countries neighboring Japanese territories, East and Southeast Asia.
'''USA''' - Americas, Greenland, Philippines, eastern China, Southeast Asia.
'''China''' - territories composing former Chinese Empire, including Manchuria, Mongolia, [[Tannu Tuva]], Xinjiang, and Tibet.
'''Small countries''' - immediate neighbors.
''Note that only Japan, USSR, and other warlords would have been likely to intervene against moves by Chinese warlords or Tibet. Pre-1937, Japan intervened in the Northeast south to Shanghai and west into Inner Mongolia. From the 1930s to 1954, the USSR interfered in Xinjiang and involved itself in Mongolia's border disputes with China and Manchukuo. Britain was the other major intervener in China, but avoided confrontation except when its concessions were threatened.''
<H3>Spheres of Influence</H3>
The following were the approximate spheres of influence of the various nations. Interfering in a sphere of influence would have led to a warning followed by a declaration of war in most cases.
'''Great Britain''' - the Americas & Greenland (in support of the US), Iceland, Ireland, Belgium, Holland, Norway, Denmark, France, Spain, Portugal, Egypt, South Africa, the Middle East (might have accepted a Saudi invasion of Yemen), Iran, Afghanistan?, Thailand (esp. Kra isthmus), Dutch East Indies, Australia, NZ.
'''USSR''' - Eastern Europe, Turkey?, Iran?, Afghanistan?, Mongolia.
'''Japan''' - Manchuria.
'''USA''' - Americas, Greenland, Philippines.
<H3>British Naval Security</H3>
A transport loaded with troops and headed into the Atlantic, or in the general direction of a British colony, would have been intercepted and stopped by the Royal Navy.
For instance, in February/March 1941, British colonial governments were advised to authorise military counter measures if the Japanese were to move into Thailand west of 100°E or south of 10°N or their warships were to move towards the Kra isthmus or cross the 6°N parallel between Malaya and Borneo.<ref>{{cite book | title=Britain, Southeast Asia and the onset of the Pacific war| author=Tarling, Nicholas| publisher=Cambridge University Press | year=1996 | id=ISBN 0-521-55346-6 | pages=225}}</ref>
<H3>The Monroe Doctrine and Western Hemispheric Security</H3>
US isolationism was a policy that essentially only applied to wars outside the Americas. Were a foreign imperial power to attempt to assert control over a part of the Western Hemisphere (including Greenland), the US would almost certainly respond militarily and with the support of other American states. In such a case, the British would probably also join in support.
Likewise, if one Latin American state were to attempt to conquer another, that state would have been met by an alliance of US-backed neighbors. The forming of coalitions to block expansionism was a constant feature of Latin America after independence. Since the late 19th century, coalition wars were replaced by US intervention and insistence on mediating over border disputes. The sentiment for isolationism did not contradict this - while avoiding World War I, for example, the US sent military expeditions to Mexico, Nicaragua, Haiti, and the Dominican Republic. Although interventionism was renounced in the Good Neighbor Policy of 1933, this policy in itself was aimed to reduce Latin American resentment and help unify the hemisphere in the face of potential foreign aggression.
<H3>The Soviet Union</H3>
<H5>The Soviet Union vs Germany</H5>
The Soviet Union would never have surrendered. Compare Stalin with Lenin and Chiang Kaishek. Despite unbelievable reverses in the Russian Civil War (Lenin) and the Sino-Japanese War (Chiang), both of these leaders fought on. Stalin was arguably more ferocious than either of these two and his USSR had more to lose. Lenin was facing the defeat of his revolution; Chiang, the recognition of puppet states; whereas Stalin was looking at the potential enslavement and extermination of his people.
The best peace terms that Germany could have got, without the war to the death that Hitler wanted, would probably have been something akin to Brest-Litovsk where the USSR acknowledged the "independence" of the non-Russian SRs. Lenin only accepted the terms of Brest-Litovsk because he had no army, and even then it was deeply unpopular. It seems unlikely that Hitler would have accepted a Brest-Litovsk prior to Stalingrad (if then) or that Stalin would have agreed to one after then.
There is simply no way that a Soviet leader would have accepted a western border at the Urals so long as they held territory to the west. They had all fought in the Civil War and knew the near-impossibility of reconquering Russia from Siberia.
<H5>The Soviet Far East</H5>
Siberia and the Far East, on the other hand, were more expendable. If a combined east-west offensive imperiled the existence of the USSR, it would probably have opted to cede large territories in the east until it could consolidate its hold on the west (similar to what happened in the Russian Civil War).
Depending on the composition of the invaders, such cessions might have included a combination of the following: "returning" Outer Manchuria and Vladivostok to Manchukuo, North Sakhalin to Japan, part of central Asia to Xinjiang, recognising the "independence" of a Far Eastern republic extending from Irkutsk or Baikal to perhaps Kamchatka and Chukotsk, recognising an "independent" Yakutia, and/or accepting Japanese influence over an enlarged Mongolia (Inner, Outer, [[Tannu Tuva]], ...?). Historically, a few of these cessions would probably have been enough to satisfy Japan. It's main aim was to protect the home islands and Manchuria - once a suitable buffer had been established, it would probably have been more interested in preserving a weakened but independent Russia than in conquering Siberia.
<H3>Integrity of China</H3>
Tibet, Xinjiang, [[Tannu Tuva]], Mongolia, and Manchuria were considered integral parts of China by both the KMT and the CCP. While a Great Power might have intervened in these areas without creating a war with China, any such act would have resulted in Chinese resentment (and probable denouncement by the US).
<H3>Southeast Asia</H3>
In 1922, Japan guaranteed the inviolability of the Dutch East Indies as part of a general agreement with the US, Britain, France and Holland to maintain the status quo in Southeast Asia.
<H5>US Attitude</H5>
With the exception of granting colonies independence, the US frowned upon any attempts to alter the 1922 status quo. Even the perfectly reasonable attempt by Siam to renegotiate its borders with [Vichy] French [[Indochina]] was met with unflinching US opposition, even though the British made efforts to persuade them otherwise.
Despite this attitude, the US refused to make any solid security guarantees to either the British or the Dutch. By July 1941, in the wake of Barbarossa, the US decided it would would respond to the next overt Japanese act with an economic embargo. This overt act was to be the Japanese push into southern Indochina later that month.
<H5>The Japanese move into Southern Indochina and the US Embargo</H5>
On July 23, Vichy permitted Japan to establish naval and air bases in Southern Indochina (troops began landing on July 28 - prior to this Japanese control did not extend south of Hanoi on the game map (an important historical detail that HOI2 ignores)). On July 26, FDR responded by freezing Japanese assets in the US. On August 17, the Japanese were told that if they took further steps toward military domination of their neighbors, the US would do whatever it deemed necessary to safeguard US interests. On December 3, FDR commented to the British that a Japanese attack on the Dutch East Indies would be easy to present to the US public as a threat to encircle the Philippines. This was enough to instill confidence in the British that America would join them in coming to Dutch aid if the East Indies were invaded.
The US response to Japan's move into southern Indochina was rather severe given that Japan was already in the north and the deployment of its troops south met no French resistance (indeed, the US acted before Japan actually moved in). This suggests that any further major act of aggression on Japan's part would have been met by war with the US. That realisation, plus the impact of the embargo, may have been instrumental in determining that Japan's next attack would fall on Pearl Harbor rather than Vladivostok (as British intelligence had believed in July).
{{Reflist}}
[[Category:Knowledge Base]]
511097285b510d7ff8dd44dd00b7bed5fb6a76e0
Nationalist China
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{{Country guides}}
==Overview==
In 1936, China faces many challenges. Among them, internal corruption and cronyism, the communist threat, and perhaps the most dangerous of all, the Japanese. However, China in 1936 has a huge potential for success, and it all depends on how you play it. Unfortunately, China is imperfectly modeled in the game, with some critical end game events missing (e.g. after the defeat of the Japanese, etc). Thus, players should consider using the [[China_Improvement_Pack]].
*'''Advantages'''
**High Manpower
**High IC
**Large army, with more easily acquired
**Large land mass
**Powerful friends
**Good sliders
*'''Disadvantages'''
**Lacks resources
**Bad techteams
**Bad starting technology
**Little space to conquer
**Bad leaders
**Bad ministers
**High initial dissent
**Powerful enemies
==Technology==
Nationalist China begins the game severely behind technologically. In addition, war will begin very early for China, which means that early technology research is critical. Early Infantry (1936), Rear Area Supply (strategic deployments), and a land doctrine are very important early research goals in order to have a reasonably capable military power. Grand battleplan doctrine is an excellent choice for land doctrines. It eventually maximizes the efficiency of the hordes of infantry that you are going to possess and fits in with your two land doctrine research teams. Also you can perhaps steal some blueprints from Japan which you should constantly try if your bankroll allows it. The German General von Falkenhausen is important to use early in the game, as he will leave China in february 1938 during the war with Japan.
If you aim for maritime power, go for carrier warfare! Again you can steal blueprints and your aerial research teams are at least better at researching carriers than your maritime research team is at researching battleships. Also you can upgrade the air groups and with your absurdely slow research progress that's a lot faster than researching and building new models to keep up with your competition.
If you play with tech team takeover, then you obviously have some more options. Decent research teams are to be found in Mengkukuo, Manchukuo, Communist China, Siam and both of the possible Koreas (and of course Japan, but you already need some progress to even get to them). Especially Manchukuo and Korea are interesting since they are relatively easy to get to and provide teams for your most important weaknesses: Navy and Naval doctrine research. The rest of the chinese warlords have even crappier teams than you do.
==Diplomacy==
===Alliances===
The first alliance Nationalist China can create is the United Front. After the defeat of Japan, the United Front will likely be dispersed. China is open to various options, including joining the Allies, Axis or Comintern. Generally, an Axis alliance is the most sensible, since advances against the Soviet Union and Allies are on China's doorstep.
===Sliders===
The free slider moves China receives depend on selections made during events. Assuming historical events, by 1937, China will receive the following:
* 4 Hawk moves (Pitman Act, Marco Polo Bridge Incident, Transfer Industry, Operation Zet)
* 2 Interventionism moves (Make promises, Forge United Front)
* 1 Open Society move (Make promises, Forge United Front, less the Marco Polo Bridge incident)
* 2 Democratic, and 1 Political Left moves (Make Promises, Forge United Front).
For ideological reasons, China cannot move to maximum Free Market, but receives considerable benefits from the current position. It is however fairly easy to maximize Free Market:
* In 1936 and 1937, make shifts to Democratic (creating the Market Liberal government).
* In 1938, maximize Free Market.
===Ministers===
Nationalist China's starting ministers are quite poor, and worse yet, cannot be changed. In 1937, new ministers come available:
'''Armaments Minister:''' Bai Chongxi provides +5% IC, and +10% industrial research
'''Minister of Security:''' Walther Stennes requires +5% consumer goods need, but this is better than the -3% IC penalty Chen Guofu provides.
In 1939, Head of Intelligence He Yaozu becomes available (IC +5%). Additional Chiefs of Staff also come available, including Jiang Baili (+20% Org regain) and Bai Jchongxi (Manpower growth +25%)
==Intelligence==
China will produce a considerable amount of money due to constant dissent levels that need to be paid down. This money could help some steal blueprint actions.
==Economy==
China has a relatively strong economy for a regional power.
===Trading===
China has a fairly severe lack of resources, including energy, rares, and metal.
===Industrial Production===
Early industrial production as China is not wise, since the war with Japan will begin in just 18 months from the beginning of the game.
==Military==
===Army===
The backbone of the Nationalist China army is infantry and [[militia]].
===Navy===
China will not be able to build any Navy until Japan has been defeated.
===Air Force===
China will not be able to build any Air Force until Japan has been defeated. After that, a single specialization (TAC, for example) is possible.
==Events==
Nationalist China has a large number of events.
=== The Xi'an Incident ===
On March 30, 1936 (the date may vary), Nationalist China will have a very important event:
* Make Promises and Hedge Bets: Make peace with Communist China, returning to regular borders. Dissent lowers by -5%, democracy slider moves 1, interventionism moves 1, and open society moves 1. Relations with all neighbors improve.
* Arrest the Traitors: The United Front will never forge, and the war with the Communists continues. Dissent climbs by 10%. Isolationism adds 1, political right 1, and open society moves 2. Nationalist China will become Fascist. Additionally, wars with neighboring states is increasingly likely.
* Forge the United Front : Dissent climbs by 15%. Alliance with all neighbors. Sliders: 2 to democracy, 1 to political left, 1 to central planning, 2 to interventionism, 2 to open society.
Based on dissent and slider moves, making promises and hedging bets is the best move. While early war may be a preferred strategy by some players, choosing the "Make promises" options does not preclude declaring war at a later time when China is better prepared and more organized.
=== Pitman Act ===
Shortly after the beginning of the war with Japan, the USA will decide if it will send aide to China. If it does, China will have the option to accept the aide (1 Hawk move and a new tech team) versus declining (1 dove move). The choice is obvious. Random "lend-lease" caravans will arrive that improve Chinese base IC by +6.
=== Forging the United Front ===
If Nationalist China follows historical events and does not engage in early war mongering, days after the Japanese declaration of war, this event will fire:
* Forge the United Front: 1 move to interventionism, 1 move to democratic, 1 move to left, 1 move to open society. -5% dissent. Alliance with all neighbors.
* We do not need them: 1 move to isolationism, 1 move to Right, 1 move to closed society. +5% dissent.
The United Front allows Nationalist China to gain military control over her neighbors, in order to better deploy their forces.
=== Transfer Industry to the Interior ===
China is able to move its industrial base to the interior of the country, protecting it better from Japanese aggression. This move provides a Hawk bonus, and increased metal and rares production.
=== Operation Zet ===
Shortly after the onset of the war, the Soviet Union will choose whether or not to send assistance to Nationalist China. China recieves an airbase upgrade, a TAC, an INT, 1 hawk move, and 1000 supplies. Refusing results in 1 dove move. The choice is obvious.
=== Recall of German Mission ===
In the Spring of 1939, this event will fire at Japan's request to Germany. China will not be presented a choice, and will loose their German tech team von Falkenhausen and the General von Falkenhausen. At this point there might be an event screw-up. Even if you already annexed Manchukuo, the event will fire and Japan will seek recognition for a state that doesn't exist on territory they don't control. The only remedy is hacking the japanese, german or nationalist chinese event file.
==War==
=== Communist China ===
Nationalist China begins the game at war with Communist China. In HOI2, Communist China was very weak, and easy to defeat. Beginning in Doomsday, however, Communist China is much stronger, and will make gains in early fighting. Significant gains against Communist China will be difficult until Nationalist China can upgrade its infantry to 1936 (fall/winter of 1936). Generally, however, the war with the Communists will end by April due to the Xi'an event.
=== Guangxi ===
In the summer of 1936, the Guangxi Clique will declare war on Nationalist China ''assuming'' China did not forge the united front in the Xi'an incident. Making significant gains against them is not difficult, so long as the entire Chinese army is dedicated to the war effort, and 1936 infantry has been researched and upgraded. After a few victories, offering peace through an event is possible, and China has two options:
* Offer Peace: Includes the secession of many key Guangxi provinces. The secession of territories will provide enough new IC for a fourth research slot.
* Continue war: This will ensure that some of the other Chinese warlords join their Guangxi side, which is beneficial in terms of being able to annex all warlords without independent declarations of war. This will, however, ensure a very early declaration of war from Japan. Also, the far away Sinkiang is likely to join the war, which would take many months to simply reach with ground troops, let alone annex.
=== Japan ===
The most important war in the game for China is the war with Japan. It begins in June or July, 1937, with the Macro Polo Bridge Incident. China will gain 1 move to Closed society, and 1 move to Hawk. If China did not engage in early warmongering, an event to forge the United Front will fire, with all warlords becoming allies. Although their troops are very poor, 1918 infantry, they can help bolster defensive lines when under military control.
China's first goal in the war is purely defensive: survive the Japanese offensive. Every Chinese beach must be guarded by a 3 division stack of soldiers (2 infantry and 1 militia - on normal difficulty or lower 1 infantry and 2 militia will suffice) in order to protect against Japanese amphibious assaults. Depending on game version and gameplay, a defensive war could last as long as 2 years, before China will have produced enough raw manpower to begin counterattacking the Japanese. Shanxi provides a decent buffer zone between China and the advancing Japanese military. A natural defensive line formed by the Yellow River (between Yucheng and Jinan provinces) is an excellent last resort defensive line. If Japan manages to conquer Anyang China will be presented the choice to flood the area (reducing infrastructure and industry along the Yellow River). Either way China will get 1 dissent. Generally, this is not a good option since it hurts China in the long run.
A minimum of 2 HQ units will be necessary in order for China to conduct successful offensive operations. When China is ready for an offensive campaign, it may be wise to allow Japan to annex Shanxi: this ensures all capture territories in Mengchucko and Marchuria fall under Nationalist China's control, and provides a land link between these national provinces. If the war lasts long enough, Germany will create Vichy France in the summer of 1940, which will cause Japan to demand, and very likely receive, Indo-china. This will open up a Southern Front of attack for Japan, which it will successfully exploit if allowed.
==== The Fading Sun ====
In HOI2, defeating the Japanese army was relatively easy, and could be accomplished in a few months after the onset of war. Beginning in Doomsday, the Japanese army became incrementally more powerful over patch versions. In Armageddon, the Japanese AI became quite strong, and the war can fairly easily last 4-5 years. China's main goal is the annexation of Manchuria, and pushing the Japanese completely out of Korea. With this accomplished, "The Fading Sun" event will fire. Nationalist China has to be in possession of Nanjing, Beiping, Mukden, Harbin, Pyongyang, Seoul and Busan. Then the event has a 50% chance to fire every 10 days.
There are a few screw-ups in the event files. For example if you defended Shanxi and they are in possession of Beiping, the "fading sun" will not fire, since you are not in possession of Beiping and you cannot leave the alliance to kill off Shanxi since you are at war. Another example is if the japanese conquer anything they are not supposed to (communist china for instance, or if Mengkukuo is never created and thus cannot be annexed). It won't be handed over to you per event, thus creating japanese enclaves in the middle of the chinese mainland. Apparently including it in the event has been forgotten, since every other warlord is included in the event files. If you play with tech team takeover, you might want to delay annexation of Manchuria and the "fading sun" until the start of 1939. It'll give you a good naval and aerial doctrine research team - things that you could really use. Also you can change your ministers at will and erase the resulting dissent with the "fading sun". These are your options:
* Humiliate the Japanese: Reduces dissent by -20%. War with Japan will end, and Korea will be liberated as a Chinese puppet. Ironically, Korea will start off with several technology advancements, and will offer blueprints. All Japanese territories on the mainland will become Chinese. The war with Siam continues, but they will offer a separate peace. Japan will suffer a coup that transforms their government into Left-Wing Radical.
* Total Victory: Causes 5% dissent, the war will continue as normal.
=== Civil War Resumes ===
The Chinese Civil War will return, by event, ''only if'' the Japanese were defeated on their homeland by the Allies and/or USSR. The Fading Sun event, in itself, will not cause a return of the Chinese Civil War. Technically, Japan must receive event 43, and then become a USA puppet in event 45. That will then fire event 99, where Communist China can decide to continue the Civil War. Alternatively, Nationalist China can remove all its allies and puppets, and DOW them individually to unify China properly. If you feel up to the task (which you should after defeating Japan), you can also remove your puppets and leave the alliance yourself and take them on alltogether. You'll only require one DOW this way to annex all the warlords with the exception of Tibet. A nice bonus for this would be the communist and korean techteams (if you play with techteam takeover).
<!--
This seems to be impossible -- with ARMA, and maybe with Doomsday
=== Early Unification of China ===
Nationalist China can decide if it prefers peaceful coexistence, to eventually lead to forging the United Front, or if outright annexation of its neighbors is desired. The key component for any expansionist aggression is to ensure Nationalist China is ready for war with Japan by the summer of 1937. Therefore, any extraordinary warmongering must begin no later than the fall of 1936. Some consider this warmongering gamey, and makes playing Nationalist China too easy, while others consider it par for the course.
'''Guangxi Clique:''' Guangxi Clique will declare war in the spring (as discussed above). The peace event, however, offers interesting options. For example, after accepting the peace, war against the reduced Guangxi Clique can be won in less than three weeks. Yunnan and Sinkiang will quickly come to their aide. In the unlikely event China annexes Guangxi before this occurs, China will automatically receive all of Guangxi's military.
'''Shanxi:'''
'''Yunnan:'''
'''Communist China:'''
'''Tibet:'''
-->
===USSR===
After defeating Japan and unifying China, the USSR is an enticing target: it will not require a Navy, and plays to China's main strength: its land forces. The Soviet Union is most vulnerable immediately after the German declaration of war. In HOI2, the Soviet Union will be ridiculously easy to defeat. In Doomsday and ARMA, the Soviet Union will be more challenging, but still fairly easy. The key in these game versions is to not join the Axis, as that will seriously impair German's fighting ability. China will need to capture key Soviet provinces such as Baku, Stalingrad, or Sverdlovsk to avoid the Bitter Peace event, in which China would loose all of its gains!
[[Category:National Strategy]]
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{{Country guides}}
== Starter ==
Spain is a fun minor to mess around with, but doesn’t have a whole lot going for it save for its location! This very humble preview is meant to get some semblance of a starter guide going, if for nothing else than to introduce players to a minor nation that can have an impact on the game.
Nationalist Spain has little IC, poor infrastructure, an outdated army and navy and virtually no air force, and has a shortage of resources. Additionally you have to beat the Republicans in the Spanish Civil war (unless you play another scenario). Clearly it's a weak minor to play, but it can be fun, challenging, and boring. This intro isn't meant to provide a WC guide to Spain, I personally picked up Spain after playing a lot of the other major nations, and I eked out another 20 or so quality gaming hours from HOI2 as a result of the endeavor.
If you're bored with the other majors and want to play a different kind of game, one that mainly supports the Axis and the AI then Spain is a good choice. If you want to dominate and demolish, well, Spain isn't really for you.
== 1936 Scenario Civil War ==
I played as Luxemburg until the civil war event pops up on July 18, 1936. I have noticed that 75% of the time the province split gives the Nationalists Seville, Madrid, and Barcelona. The other 25% of the time the Republicans get Madrid and a large portion of southern Spain, and you get Seville and its immediate western province. In this latter scenario I found the Republicans to be in a stronger position only because you need to encircle Madrid to cut off supply to the other armies. That entails taking lower infrastructure provinces to which the AI will often automatically deploy. Pick your poison, my goal was to win the Civil War as fast as possible and get the Nationalist government up and running. If you get the harder province split and want to have a go, kudos to you, and more experience for your generals.
So you save and reload as the Nationalists, and you get the Spanish fascism event that gives you some militia and an infantry unit in Seville. Split them up and start moving north to get a land connection to your capital. Remember to set up a supply convoy from La Coruna to Seville in the interim. You will notice your TC is red and you have few units; look at your deployment queue to find more units that become available on July 25. Sometimes these vary, but you will mostly have infantry, militia and maybe a tank division or cavalry. I honestly have never checked the AI files so I don’t know if it’s random, or if it's me.
You now are at the mercy of the AI and this is where we employ a gamey tactic. Sometimes Germany and Italy won't support Franco, and in that case you're pretty much screwed as you need the Condor Legion, its tactical bomber, and the Italians to really tackle the Republicans. Not to mention that sometimes France and England will support the Republicans and often that leads to a harder road. I am pretty sure that if France or England support the Republicans they get infantry. I don't know for sure as in my five tests of the event, France and England supported the Republicans the one time Germany and Italy did not support Franco. Are they linked? I don't know, but save and reload if it happens. Yes it's gamey but the point is to get Nationalist Spain up and running.
Once the events occur you want to go hard and fast at Guadalajara and Murcia which are the primary VP provinces remaining (assuming you got the favorable split and got Madrid, Seville and Barcelona.). I can't remember the other VP province in the south, but for the most part it seems that the AI reinforces Murcia and Guadalajara. Make sure that you allow the Republicans an escape to a non-VP province. Why? When you annex the Republicans you get all their units!
It isn't complicated to pull this off, just make sure you don't destroy the Republican units. They may not seem like much now, but you want those infantry divisions or you will have to build them yourself. At this point you need to assign your leaders to your divisions. You don't have a lot, but the experience gained in the Civil War will allow for some major generals to gain enough experience for promotion. The leaders aren't spectacular, but you have a few with offensive doctrine, one tank buster, and one panzer general. Get them in the fight. The experience you gain here with your leaders will make your small army more efficient later for your larger opponents.
When fighting the Republicans you will loose some of the battles as you are using militia, but in the end you should be able to annex by September 1. Just remember, let them have a non-VP province to retreat to! Now here is an admission: I tweaked the .csv files to give myself a slight bump in IC in a few key provinces so that I would have over 40 IC when I annexed the Republicans. Yes it's a cheat, but it's not like you're playing Germany, right? Do it, get the 3rd research slot.
The Spanish Civil War isn't a complex operation, so if you have played HOI2 before you should be able to handle it efficiently. Just remember to assign your leaders and get them experience. Even replace the German and Italian commanders, particularly with the TAC division. You only get 1 tank buster general with Spain, and if you are a proponent of air support for your offensive military operations (how can you not be with 1.03a?) get this guy experience. It will serve you well when (and if) you support Barbarossa.
== Victory and Annexation! ==
You have won the war, annexed the Republicans and now own all of Spain. Congrats! You’re on your way to being a solid contributor to the fascist world cause. Now another dirty revelation by your author: I cheated again and gave a slight bump in skill level to a few tech teams. This is optional, but my rationale was more for fun game play than world conquest. I didn't go nuts, but I made three of my teams level 6 and one team level 7. Now this makes the research faster and makes you a more viable force later in the game, particularly if you choose the Axis path so you can maximize blueprints that are given to you. I'm not going to tell you whom to bump, because it's dependent on your play style. Look at the teams you have, determine who fits your needs, and give them a push. Yeah it's a cheat, but our purpose here is to be a viable contributor to the Axis, not just play defense the entire game.
Remember to adjust your sliders as well. You should have done that right when you reloaded as the Nationalists. Either way it's not going to occur every January 1 so you have to remember to do it. There are a lot of options for your sliders. I went for Central Planning because of the bump in IC. Go read the wiki page on the slider settings to get an idea of what's achievable with Spain.
== Research Priorities ==
I started researching Carriers right away. Spain has crap for techs and you really have to get up to speed to match Italy or the UK, but if you focus on Carriers you will reap benefits by '39 and you should have a formidable fleet that has 6 carriers with your original surface fleet. You can start building level I carriers right away and I recommend this as it takes a year to complete. They aren't quality ships and they won't upgrade, but as they are being built you're researching more carrier techs and with each one a new CAG upgrade. Crucially, CAGs will upgrade, so your level I carriers, by '39, will have level IV CAGs.
Carriers are the powerhouses of the naval theatre and you already have a surface fleet (albeit not a good one), so it's my recommendation that you develop carriers exclusively. You're 3 carrier techs behind in 1936 and it will take you over year to get them all. Once that's done move on to destroyers, the goal being upgraded destroyers that with your level I carriers will give you a nice second fleet and an offensive force. I suggest you read the primer on naval combat. I can't claim to understand it fully, but can confirm that 3:1 or even 2:1 screening for ships does wonders for [[positioning]] and combat. A 6 carrier/18 destroyer force can be a real powerhouse, and with Spain you can achieve this goal and provide a much-needed boost to the Axis shortcomings in naval prowess.
Keep one research slot dedicated to industrial technologies, but stay away from the manpower techs (I know your instinct is to get that up and running) because you don't have the IC to support a large force anyway, and you will have about 1000 manpower in 38-39 which should be sufficient for your needs. Stick to IC and research modifiers. You will need to get radar as well at some point if you want interceptor cover. Just plug away here and research techs in their historical years so you minimize your research time. Remember, you aren't Germany. You don't have high quality research teams nor slots to throw away on completing '39 infantry in '37.
The other tech slot should float between doctrines and your desires. The research aspect of the game is really dependent on the player's preference, and because Spain starts with nothing you can determine its path based on your own style. Bear in mind that once you join an alliance you will likely get blueprints given to you. If you plan to join the Allies you might want to research infantry and armor as they will give you plenty of naval techs, and vice versa with the Axis. I used my third tech slot on naval doctrine to support my carrier fleet. Throw in light armor for your small tank army, and advance your air force one tech level before the war.
== The State of the Army ==
By the end of the Civil War you have probably noticed a couple of issues with your army.
First, your army is outdated with lots of militia and 1918 infantry. Disband the militia straight away as they have little or no value in my opinion and eat supplies. You should have plenty of supplies for the moment so dump your IC into upgrades and get those infantry up to '36. You will burn thousands of supplies this way, but your army is in dire need of a boost. At this point your army should consist of roughly 15-18 infantry divisions, 2 tanks divisions, 1 cavalry division, 1 mountain division and 5 or so assorted brigades. You will notice that some of your divisions in your deployment queue from the Civil War can only be deployed in Africa and the islands. Deploy them and ship them home to Spain ASAP as leaving them in the queue kills your TC, and leaving them abroad serves no purpose. I know the starting military situation is not impressive - it's downright ugly - but remember your commanders got a lot of experience in the Civil War which makes them fight better.
Second, you have virtually no air force at all. You might have 1-2 interceptor squadrons (again this seems to be at random from the Civil War event) which are up to date, but that hardly qualifies as a "force". Having been manhandled by Allied air raids many times, I build interceptors to defend my main holdings, and support them with radar stations in La Coruna, Madrid, Seville and Barcelona. I group 2 squadrons in each province and, over time, develop radar that helps the interceptor missions. La Coruna is a favorite entry point for the Allies as it is closest to the UK, so that should be the focus of your air defense.
I also build an offensive air wing comprised of 4 tactical bomber squadrons. Tactical bombers do a little bit of everything and overall are very diverse units. With 1.3a tactical bombers and interdiction missions have really been beefed up, and for a small country like Spain having a force of TACs to support your offensive maneuvers can be the difference between victory or defeat. Tactical bombers are expensive to build, though, and it's going to hurt when you commit to them, but their offensive value has been tweaked up so much that it's hard to ignore them. Coupled with their ability to complete any air mission (except transport), I strongly urge you to build them.
I upgrade my tank armies to 6 total divisions with engineer brigades. Light tanks are fine for early in the game; you aren't launching Barbarossa yourself, so even for all you Panzer generals 6 divisions is sufficient unless you want to go annexing for oil, which might be a fun alternative game. 3 tank divisions is enough to get by, and should be able to hold their own for the early part of the game - particularly for a quick hit in southern France once you join the Axis.
== Waiting ==
Whatever you decide to do after the Civil War, you're waiting for upgrades and assessing potential military targets. You're also contemplating how you're going to build an air force and tanks when you only have a year and are already dedicated to carriers and CAGs. This is where the Nationalist Spain game is painful, because you have crap to start with. While there are many strategies in HOI, my purpose for this write-up was to show a supporting role for the Axis powers. Their war starts in '39. Yours starts when you want it to. I am not a proponent of building industries or infrastructure, but I accept the other side of the argument that over time it can pay dividends. You decide for yourself. I tweaked my IC to get me 40, then conquered the rest.
I have played offensively and been defeated, and I have played defensively and been defeated. The only time I had a chance of finishing the game as Spain was when my allies (the Axis) got the bitter peace event. We closed off the Mediterranean and Japan was surviving against the US, while I personally performed Sea Lion and after that the UK started to crumble. I bailed on the game for other issues but unless the US had a magic wand I don't think they could have defeated the Axis. As you're waiting for things to upgrade and techs to be researched, decide what you want to do with Spain. Bear in mind that as Spain you're limited in almost every aspect of the HOI2 game engine.
== Axis Support Game ==
You can build up your force and once Germany declares on Belgium (normally after Poland in the spring of 1940), you join the Axis or declare on France yourself. If you wait this long, Gibraltar will have 1 garrison division in defense. I said before that your location was an asset. Gibraltar is why. Take it immediately while you press into southern France; you can usually grab some provinces before Vichy, but France will put up a fight. Gibraltar is still the bigger fish mainly because I have yet to see the Italian AI perform well against the UK in Africa. Closing Gibraltar helps, not only that but depending on your force structure you might be able to help Italy out and grab some land yourself in North Africa.
Helping Italy out is the main function of the “Axis support game”. Germany should be fine on its own (at least early on, though Barbarossa might be another story). Commit your carriers to the Mediterranean and help Italy throw the Brits out of Africa. This opens up the Middle East to conquest and gives you a southern front on the Balkans and Russia. Italy seems to struggle with Greece as well, and should you have forces in the area you might be able to annex them yourself. Helping Italy helps Germany, but remember not to get preoccupied with your own conquests early in the war. If the Mediterranean is secure, Italy can focus on Greece, and you can focus on the Middle East.
Once the Mediterranean is secure begin fortifying your own coastal defenses. Only once have I seen the AI attempt a landing in Spain early on, and that was after I took Portugal. The US will come in eventually and you should use your 6 armor divisions as support for repelling any invasions up and down your portion of the Atlantic coast (remember you may have a good portion of southern France). Now this can be boring as it might be a year or longer before they come, but rest assured that at some point the Axis will have to look west and when they do your ability to defend the Atlantic wall might be its best chance at survival.
In a best case scenario Germany got the bitter peace and now you can go for Sea Lion or move on to Canada. In the worst case you helped Italy defeat the UK in Africa and gave yourself the option of going into the Middle East or the Balkans. Either way you supported the Axis's Achilles heel, the Italian AI. Obviously every game varies, Italy might be just fine and you might be free to take Britain or Ireland if you choose.
== The Spanish Pond Game ==
Italy is clearly your superior in terms of IC and tech but it lacks the ability to execute its objectives without help. In short, the AI Italy isn't up to the task (alone) of controlling the Mediterranean. A human-controlled Spain can, at a price, but that price is very high dissent and probable early entry into the war. Personally I have found Yugoslavia to be the best overall target for a couple of reasons. First, you can use your superior navy to support your invasion, second, you have experienced leaders from the Civil War, and third (and most important), you can devote your entire military to the operation without fear of a DOW from the Allies or the Axis.
You need to land somewhere first, as beachheads are hard to establish. I take Albania as they have no defense and you get an automatic foothold in the Balkans. Sadly it comes at a 7% dissent hit which is no small amount given your lack of IC. However, logistically, it's a great base of operations. Move your navy and most of your army there and DOW Yugoslavia (at another 7% dissent hit).
Yugoslavia has a lot of people who are friendly or guarantors, and depending on your belligerence they may declare on you. I have never had Italy or Germany declare on me, and I declared in early 37 so I wouldn't worry about that. However Hungary and Romania are both possibilities and Turkey (in my experience) is a certainty. Taking out Yugoslavia should be straightforward: your '36 infantry should be sufficient to handle the Slavs. Like the Civil War, Yugoslavia is not a complex operation.
Turkey will pester you with their fleet (assuming they declare), but this can be stopped with the fleet you start with after the Civil War. Annex Yugoslavia and begin probing the Black Sea for Turkish defenses. Turkey is a problem because you have to land on one of their defended beaches, but you should have 6 transports if you didn’t get them sunk during the Civil War. Load them with 3 armies of 2 divisions each and time your landings 3 hours apart. You ought to be able to get a beachhead and from there your army should win the day.
The problem is Hungary, Romania and Bulgaria. If they DOW you might be in some trouble because you're spread thin. Immediately take your Turkish invasion force and land in Romania (even if you haven’t finished in Turkey), if you can get the beachhead you can quickly take two of their VP provinces. I like to puppet Romania because it's got a decent starting army which you can control later during Barbarossa if need be, and which can help deal with your situation in Turkey. Remember the price I talked about? Puppeting, annexing, and general Balkan mischief will cost you in dissent. If you review your ministers, you should find a Prince of Terror who allows you to get more from those foreign territories. You can also edit your dissent down a touch in the save game to provide a way out of the mess as well... you wouldn’t be the first bloke to do so.
If Hungary declares I would consider forcing peace with the acceptall cheat, but give them some territories in Yugoslavia for their trouble. Going to war with Hungary has consequences on the event chain for Germany and might bring them into the war earlier, which in all probability will screw up the long term game for you. If you think you can take them and Romania, be my guest, but that's asking a lot out of Spain. At this point your belligerence is high, but you have a major foothold in the Balkans and are now the dominant force in the Mediterranean Sea. From here I consolidate and maybe appoint a Prince of Terror to get that foreign IC maxed out. Remember conquest is fun, but it also means more land to defend. Once the war starts you have easy access to the Middle East, and to Greece should you choose the Axis.
How are your relations with the USSR? Might make for a good game if you went Comintern considering your now vast Balkan empire. Then again, that's what Republican Spain is for.
== Imperial Spain ==
How could we have gotten this far and not talked about Portugal? Its attractiveness is reduced by the fact that taking it increases your beach provinces in Iberia by 3, which isn't a sexy option by any means. Remember that your IC and TC are limited, so it's not like you're going to have a 75 division army to defend your vast shores. However taking Portugal has one distinct advantage, and that is that you get bases all over the world. Portugal has holdings in Africa as well as Macao in China and East Timor near Australia.
If you DOW Portugal no one is going to take much notice, but keep an eye on your belligerence and relations just in case. It will take time, but since their army is small you should be able to capture Portuguese holdings easily and annex, or at least force a peace resolution that enables you to get Macao. Remember to rebase fleets and set up convoys, and you can cover the globe.
Once you have Macao and get yourself organized you will note a budding little fascist country nearby called Siam. DOW and annex, but be careful here because you have to perform an amphibious assault which is tricky. Did you build marines? Whether you did or not, just use the staggered attack trick mentioned against Turkey and you should be fine. Annex them as well and you’re sitting on a resource gold mine. Singapore is next door should you go Axis, and so is Indochina if France decides to fight to the death.
You now have an African base, an Asian base, and a European base from which to stage operations. Will you take out the Dutch? The Belgian Congo isn't far either. India? Basically this gives you options, but remember that as Spain there is only so much you can do. Observing the AI and understanding what it's trying to do (is Japan heading toward India? Is Germany bogged down in the Ardennes?) will let you piggyback and help you gain territory from which you can create an empire.
== Ministers ==
As it happens, Nationalist Spain has a decent variety available. A man of the people, an administrative genius, a prince a terror (if you conquer). Basically pick your poison. My purpose isn't to get into minister traits and advantages, but you do have some options.
== Resources ==
Once you have annexed the Republicans you're not in too bad a shape. You do need energy, but Germany will often make a trade of 10 supplies for 100 energy without a problem. Remember that you don't need mammoth surpluses as Spain as you don't and won't have the IC to consume them. Grabbing a little oil isn't a bad idea, and here Venezuela will give you a decent deal.
[[Category:National Strategy]]
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Natural Rubber Production per country 1936-1948
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Source: BR Mitchell
<table border="1">
<tr><td><td>1936<td>1937<td>1938<td>1939<td>1940<td>1941<td>1942<td>1943<td>1944<td>1945<td>1946<td>1947<td>1948</tr>
<tr><td>Liberia<td>1.6<td>2.3<td>3<td>5.5<td>7.3<td>8.5<td>12<td>15<td>18<td>20<td>21<td>23<td>25</tr>
<tr><td>Nigeria<td>2.2<td>2.6<td>3.2<td>2.9<td>3<td>2.1<td>6.8<td>7.5<td>9.6<td>10<td>12<td>7.6<td>8.2</tr>
<tr><td>Zaire<td>0.8<td>1<td>1.2<td>1.1<td>1.2<td>1.3<td>1.6<td>8<td>11<td>8<td>4.5<td>4<td>5</tr>
<tr><td>India<td>14<td>15<td>14<td>14<td>16<td>16<td>16<td>17<td>18<td>16<td>16<td>17<td>16</tr>
<tr><td>[[IndoChina]]<td>41<td>45<td>58<td>67<td>72<td>76<td>75<td>75<td>61<td>12<td>20<td>39<td>45</tr>
<tr><td>Dutch Indies<td>313<td>454<td>325<td>383<td>549<td>660<td>103<td>102<td>51<td>10<td>178<td>282<td>439</tr>
<tr><td>Malaya<td>370<td>509<td>365<td>366<td>556<td>610<td>157<td>76<td>25<td>9<td>410<td>657<td>704</tr>
<tr><td>Phil<td>0.4<td>0.4<td>0.7<td>0.6<td>1<td>0<td>0<td>0<td>0<td>0<td>1<td>2<td>1.5</tr>
<tr><td>Sabah<td>9<td>14<td>12<td>12<td>18<td>20<td>0<td>0<td>0<td>0<td>4<td>15<td>20</tr>
<tr><td>Sarawak<td>22<td>27<td>18<td>24<td>36<td>36<td>10<td>5<td>0<td>0<td>24<td>37<td>40</tr>
<tr><td>ceylon<td>51<td>71<td>52<td>64<td>93<td>90<td>118<td>98<td>105<td>97<td>96<td>90<td>97</tr>
<tr><td>Thai<td>35<td>47<td>51<td>54<td>59<td>62<td>64<td>65<td>18<td>0<td>25<td>53<td>98</tr>
<tr><td>Brazil<td>13<td>15<td>12<td>12<td>12<td>11<td>12<td>15<td>21<td>19<td>18<td>14<td>5.4</tr>
</table>
[[Category:Knowledge Base]]
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#redirect [[Naval Bombers]]
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Naval Bombers
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[[Image:Div_17.jpg|thumb]]
The Naval Bomber is designed for use over water and make accurate tactical strikes against enemy surface vessels using torpedoes or armour-piercing bombs. They have a limited dog-fighting capability, which makes them vulnerable if intercepted by fighters.
==Naval Bomber Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Basic Naval Bomber || 30 || 30 || 1 || 2 || 1 || 1 || 7 || 0 || 8 || 0 || 1
| width=20 | || 13 || 180 || 2 || 200 || 1.0 || 3 || 800 || || 0.5 || 1.0
|- align=center
| align=left | Improved Naval Bomber || 30 || 30 || 2 || 3 || 1 || 2 || 10 || 0 || 12 || 1 || 2
| width=20 | || 16 || 180 || 2 || 300 || 1.2 || 3 || 1000 || || 0.5 || 1.0
|- align=center
| align=left | Advanced Naval Bomber || 30 || 30 || 2 || 4 || 2 || 3 || 12 || 0 || 16 || 1 || 2
| width=20 | || 18 || 180 || 3 || 350 || 1.4 || 3.2 || 1300 || || 0.5 || 1.0
|- align=center
| align=left | Turbojet Naval Bomber || 30 || 30 || 3 || 4 || 2 || 4 || 14 || 2 || 20 || 1 || 2
| width=20 | || 21 || 180 || 3 || 400 || 2.0 || 3.5 || 1300 || || 0.5 || 1.0
|}
==Brigades allowed==
* [[Escort Fighter]]
==Notes==
* Sea detection was drastically reduced in Armageddon. Naval bombers now need ships to find their bombing targets. (Yes, this is unhistorical).
* Still, naval bombers are so powerful, that many players consider using them an exploit.
[[Category:Units]]
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Naval Doctrine
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'''Naval Doctrine'''
Your Naval Doctrine influences your naval combat, it determines what kind of fleet you'll want to build and how you'll want to use it.
==Doctrine Overview==
Naval Doctrine effects:
*Organisation and Morale values.
*Convoy Raiding and Convoy Escort efficiency.
*ASW efficiency.
*CV strike efficiency.
*[[Positioning]]. This value is critically important, check out the Naval Primer for further explanation.
There are 3 Naval Doctrine trees available, and they are in no way equal.
*Germany practices Sealane Interdiction (SLI).
*Britain, France, Italy, Australia, Canada, Netherlands, South Africa and the SU starts with Fleet In Being (FIB).
*The US and Japan go for Base Strike (BS...).
While each tech tree excels in a certain area, it is quite clear that BS > FIB > SLI whatever you want to do. Gaining naval superiority is always better than working around it.
==Doctrine Summaries==
{{:Sealane Interdiction}}
{{:Fleet In Being}}
{{:Base Strike}}
==Abandoning Your Doctrine==
It is usually best for you to stay where you are. But if you decide switch, you should obviously switch to Base Strike.
===Germany===
The early bonus of SLI allows you to attempt an early Seelöve at the start of the war, if you start building ships early. This is your only chance though, and it's fate will most likely decide your multiplayer match. Or you could focus on land as you should, and raid Allied commerce with U-boats (or even ignore your navy altogether).
Your tech teams are well suited to research SLI, but not BS. You will be dependant on Japanese blueprints to get far in the BS tree, and you'll have to neglect some of your precious air/land research. I wouldn't bother abandoning, as it's the Soviet invasion that decides most games anyway. You will have to give up on early naval operations, and four techs you start with to go for Base Strike...
===Italy===
Your tech teams are disastrous, but their expertises are somewhat useful in FIB. Not quite so in BS. You start with a sizeable non CV fleet, and FIB goes well with that. Chances are your sea battle will be over long before you could go anywhere deep into BS or ally with Japan for blueprints. Abandoning your two starting techs will probably hurt more than you could gain in the long run.
===UK===
You start with an awesome fleet of battleships, and you're not likely to lose a naval battle against Germany or Italy anyway. The ASW and escorting bonus could help a lot too.
The UK gets a nice BS tech team in 1943, and can hope to get blueprints from the US as well. You should consider switching if you're planning to move against the US later in the game, or maybe if a super Japan emerges through some weird twist of fate.
==Doctrine Trees in Depth==
===Sealane Interdiction===
{| border="1" cellpadding="2"
!Year||Org||Morale||Raiding||Escort||CV Strike||ASW||SS||CV||BB||BC||CA||CL||DD
|-
|1939||20||20||25||0||0||0||30(5)||0||10||10||20||20||15
|-
|1940||style="background:lightgreen"|50||style="background:lightgreen"|70||style="background:lightgreen"|50||0||style="background:lightgreen"|10||0||style="background:lightgreen"|40(10)||style="background:lightgreen"|5||style="background:lightgreen"|30(5)||style="background:lightgreen"|30(5)||style="background:lightgreen"|30||style="background:lightgreen"|30||style="background:lightgreen"|20
|-
|1942||50||70||50||0||10||0||style="background:lightgreen"|50(15)||5||30(5)||30(5)||30||30||20
|}
===Fleet In Being===
{| border="1" cellpadding="2"
!Year||Org||Morale||Raiding||Escort||CV Strike||ASW||SS||CV||BB||BC||CA||CL||DD
|-
|1939||20||10||0||10||10||10||0||5||30(10)||30(10)||20||20||15
|-
|1940||style="background:lightgreen"|35||style="background:lightgreen"|20||style="background:lightgreen"|10||10||style="background:lightgreen"|20||10||style="background:lightgreen"|10||style="background:lightgreen"|15||style="background:lightgreen"|40(10)||style="background:lightgreen"|40(10)||style="background:lightgreen"|35||style="background:lightgreen"|35||style="background:lightgreen"|25
|-
|1943||style="background:lightgreen"|50||style="background:lightgreen"|30||10||style="background:lightgreen"|50||20||style="background:lightgreen"|50||10||15||40(10)||40(10)||35||35||style="background:lightgreen"|45(5)
|-
|1944||style="background:lightgreen"|70||style="background:lightgreen"|50||10||50||style="background:lightgreen"|30||50||10||style="background:lightgreen"|25(10)||style="background:lightgreen"|50(10)||style="background:lightgreen"|50(10)||style="background:lightgreen"|50||style="background:lightgreen"|50||style="background:lightgreen"|50(5)
|}
===Base Strike===
{| border="1" cellpadding="2"
!Year||Org||Morale||Raiding||Escort||CV Strike||ASW||SS||CV||BB||BC||CA||CL||DD
|-
|1939||15||20||0||0||20||0||0||15||10||10||15||15||15
|-
|1941||style="background:lightgreen"|35||style="background:lightgreen"|40||style="background:lightgreen"|25||style="background:lightgreen"|10||20||style="background:lightgreen"|10||style="background:lightgreen"|30(10)||style="background:lightgreen"|30||style="background:lightgreen"|20(5)||style="background:lightgreen"|20(5)||style="background:lightgreen"|25||style="background:lightgreen"|25||style="background:lightgreen"|30
|-
|1943||style="background:lightgreen"|50||style="background:lightgreen"|60||25||style="background:lightgreen"|40||style="background:lightgreen"|35||style="background:lightgreen"|40||30(10)||style="background:lightgreen"|40(5)||style="background:lightgreen"|30(10)||style="background:lightgreen"|30(10)||style="background:lightgreen"|40||style="background:lightgreen"|40||style="background:lightgreen"|60
|-
|1944||50||60||25||40||style="background:lightgreen"|45||40||30(10)||style="background:lightgreen"|55(10)||30(10)||30(10)||style="background:lightgreen"|50||style="background:lightgreen"|50||style="background:lightgreen"|65(5)
|-
|1947||50||60||25||40||45||40||30(10)||style="background:lightgreen"|65(10)||30(10)||30(10)||50||50||65(5)
|}
[[Category:Guides]]
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Naval Doctrine FAQ
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#REDIRECT [[Naval Doctrine]]
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Naval Doctrine Tech Tree
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{{TechTree}}
=== Decisive Battle ===
==== Decisive Battle Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites: None
*Effects:
:*Max [[Positioning]] battleship 0.3
:*Min [[Positioning]] battleship 0.1
:*Max [[Positioning]] battlecruiser 0.3
:*Min [[Positioning]] battlecruiser 0.1
|
8 - [[Image:large_taskforce_tactics.png|large_taskforce_tactics]] - Capital Ship Focus
8 - [[Image:large_taskforce_tactics.png|large_taskforce_tactics]] - Task Force Co-ordination
8 - [[Image:large_taskforce_tactics.png|large_taskforce_tactics]] - Task Force Concentration
8 - [[Image:large_taskforce_tactics.png|large_taskforce_tactics]] - Mahanian Theory
8 - [[Image:centralized_execution.png|centralized_execution]] - Naval HQ Infrastructure
|}
==== Naval Firepower Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1937
*Prerequisites: None
*Effects:
:*Max [[Positioning]] heavy_cruiser 0.3
:*Min [[Positioning]] heavy_cruiser 0.1
:*Max [[Positioning]] light_cruiser 0.3
:*Min [[Positioning]] light_cruiser 0.1
|
8 - [[Image:naval_training.png|naval_training]] - Basic Gun Control
8 - [[Image:naval_training.png|naval_training]] - Basic Task Force Fire
8 - [[Image:naval_artillery.png|naval_artillery]] - Main Armament Focus
8 - [[Image:naval_artillery.png|naval_artillery]] - Basic Armament
8 - [[Image:naval_training.png|naval_training]] - Basic Gunnery Training
|}
==== Fleet Auxiliary Carrier Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1937
*Prerequisites: None
*Effects:
:*Enable Mission Type: naval_port_strike
:*Enable Mission Type: naval_airbase_strike
:*Max [[Positioning]] carrier 0.3
:*Min [[Positioning]] carrier 0.1
|
8 - [[Image:naval_training.png|naval_training]] - Basic Flight Deck Operations
8 - [[Image:carrier_tactics.png|carrier_tactics]] - Aerial Reconnaissance
8 - [[Image:large_taskforce_tactics.png|large_taskforce_tactics]] - Surface Combat Engagement Prioritization
8 - [[Image:carrier_tactics.png|carrier_tactics]] - Carrier Maneouvring
8 - [[Image:piloting.png|piloting]] - Carrier Aviation School
|}
==== Fleet Auxiliary Submarine Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1937
*Prerequisites: None
*Effects:
:*Enable Mission Type: convoy_raiding
:*Max [[Positioning]] submarine 0.3
:*Min [[Positioning]] submarine 0.1
|
8 - [[Image:submarine_tactics.png|submarine_tactics]] - Warship Targeting
8 - [[Image:submarine_tactics.png|submarine_tactics]] - Submarine Reconnaissance Role
8 - [[Image:submarine_tactics.png|submarine_tactics]] - Warship Patrol Routes Focus
8 - [[Image:submarine_tactics.png|submarine_tactics]] - Surface Combat Engagement Prioritization
8 - [[Image:seamanship.png|seamanship]] - Submarine Warfare School
|}
==== Convoy Sailing Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1937
*Prerequisites: None
*Effects:
:*We may now build convoy escorts.
:*Enable Mission Type: asw
:*Max Positioning destroyer 0.3
:*Min Positioning destroyer 0.1
:*Convoy Escort Efficiency 0.25
|
8 - [[Image:naval_training.png|naval_training]] - Basic Merchant Ship Direction
8 - [[Image:electronics.png|electronics]] - Wireless Ship-to-Ship Communication
8 - [[Image:large_taskforce_tactics.png|large_taskforce_tactics]] - Co-ordinated Sailings
8 - [[Image:seamanship.png|seamanship]] - Effective Merchant Captains
8 - [[Image:large_taskforce_tactics.png|large_taskforce_tactics]] - Basic Convoy Evasive Maneouvres
|}
==== Base Strike Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1938
*Prerequisites:
:*[[Naval_Doctrine_Tech_Tree#Decisive Battle Doctrine|Decisive Battle Doctrine]]
:*[[Naval_Doctrine_Tech_Tree#Naval Firepower Doctrine|Naval Firepower Doctrine]]
:*[[Naval_Doctrine_Tech_Tree#Fleet Auxiliary Carrier Doctrine|Fleet Auxiliary Carrier Doctrine]]
:*[[Naval_Doctrine_Tech_Tree#Fleet Auxiliary Submarine Doctrine|Fleet Auxiliary Submarine Doctrine]]
:*[[Naval_Doctrine_Tech_Tree#Convoy Sailing Doctrine|Convoy Sailing Doctrine]]
*Effects:
:*max_organization naval 15
:*Morale naval 20
:*TECH 8070
:*TECH 8080
|
8 - [[Image:large_taskforce_tactics.png|large_taskforce_tactics]] - Offensive Posture
8 - [[Image:naval_engineering.png|naval_engineering]] - Basic Forward Naval Bases
8 - [[Image:seamanship.png|seamanship]] - Targets of Opportunity
8 - [[Image:naval_training.png|naval_training]] - Offensive Weaponry Focus
8 - [[Image:naval_training.png|naval_training]] - Enemy Infrastructure Focus
|}
==== Fleet-in-Being Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1938
*Prerequisites:
:*[[Naval_Doctrine_Tech_Tree#Decisive Battle Doctrine|Decisive Battle Doctrine]]
:*[[Naval_Doctrine_Tech_Tree#Naval Firepower Doctrine|Naval Firepower Doctrine]]
:*[[Naval_Doctrine_Tech_Tree#Fleet Auxiliary Carrier Doctrine|Fleet Auxiliary Carrier Doctrine]]
:*[[Naval_Doctrine_Tech_Tree#Fleet Auxiliary Submarine Doctrine|Fleet Auxiliary Submarine Doctrine]]
:*[[Naval_Doctrine_Tech_Tree#Convoy Sailing Doctrine|Convoy Sailing Doctrine]]
*Effects:
:*max_organization naval 20
:*Morale naval 10
:*TECH 8060
:*TECH 8080
|
8 - [[Image:large_taskforce_tactics.png|large_taskforce_tactics]] - Defensive Posture
8 - [[Image:naval_engineering.png|naval_engineering]] - Naval Base Defenses
8 - [[Image:seamanship.png|seamanship]] - Risk Aversion
8 - [[Image:naval_training.png|naval_training]] - Defensive Weaponry Focus
8 - [[Image:naval_training.png|naval_training]] - Enemy Deployments Focus
|}
==== Sealane Interdiction Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1938
*Prerequisites:
:*[[Naval_Doctrine_Tech_Tree#Decisive Battle Doctrine|Decisive Battle Doctrine]]
:*[[Naval_Doctrine_Tech_Tree#Naval Firepower Doctrine|Naval Firepower Doctrine]]
:*[[Naval_Doctrine_Tech_Tree#Fleet Auxiliary Carrier Doctrine|Fleet Auxiliary Carrier Doctrine]]
:*[[Naval_Doctrine_Tech_Tree#Fleet Auxiliary Submarine Doctrine|Fleet Auxiliary Submarine Doctrine]]
:*[[Naval_Doctrine_Tech_Tree#Convoy Sailing Doctrine|Convoy Sailing Doctrine]]
*Effects:
:*max_organization naval 20
:*Morale naval 20
:*TECH 8060
:*TECH 8070
|
8 - [[Image:small_taskforce_tactics.png|small_taskforce_tactics]] - Jeune École Theory
8 - [[Image:naval_training.png|naval_training]] - Enemy Shipping Focus
8 - [[Image:seamanship.png|seamanship]] - Basic Evasion Techniques
8 - [[Image:naval_engineering.png|naval_engineering]] - Long-Distance Warships
8 - [[Image:centralized_execution.png|centralized_execution]] - Basic Sealane Intelligence
|}
==== Indirect Approach Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1939
*Prerequisites: None
*Effects:
:*Max [[Positioning]] battleship 0.1
:*Min [[Positioning]] battleship 0.1
:*Max [[Positioning]] battlecruiser 0.1
:*Min [[Positioning]] battlecruiser 0.1
:*Max [[Positioning]] heavy_cruiser 0.1
:*Min [[Positioning]] heavy_cruiser 0.1
:*Max [[Positioning]] light_cruiser 0.1
:*Min [[Positioning]] light_cruiser 0.1
:*Max [[Positioning]] destroyer 0.05
:*Min [[Positioning]] destroyer 0.05
|
8 - [[Image:naval_engineering.png|naval_engineering]] - Torpedo Focus
8 - [[Image:decentralized_execution.png|decentralized_execution]] - Independent Admiral Mindset
8 - [[Image:naval_training.png|naval_training]] - Enemy Warship Avoidance Focus
8 - [[Image:naval_training.png|naval_training]] - Selective Engagements
8 - [[Image:naval_training.png|naval_training]] - Basic Night Combat Training
|}
==== Subsidiary Carrier Role Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1939
*Prerequisites: None
*Effects:
:*Max [[Positioning]] carrier 0.05
:*Min [[Positioning]] carrier 0.05
:*Efficiency: naval_port_strike 0.1
:*Efficiency: naval_airbase_strike 0.1
|
8 - [[Image:carrier_tactics.png|carrier_tactics]] - Task Force Combat Air Patrol
8 - [[Image:carrier_tactics.png|carrier_tactics]] - Defensive Carrier Mindset
8 - [[Image:carrier_tactics.png|carrier_tactics]] - Anti-Aircraft Role
8 - [[Image:large_taskforce_tactics.png|large_taskforce_tactics]] - Co-ordination with Battle Fleet
8 - [[Image:naval_training.png|naval_training]] - Improved Flight Deck Operations
|}
==== Carrier Task Force Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1939
*Prerequisites:
:*[[Naval_Doctrine_Tech_Tree#Subsidiary Carrier Role Doctrine|Subsidiary Carrier Role Doctrine]]
*Effects:
:*Max Positioning carrier 0.1
:*Min Positioning carrier 0.1
:*Max Positioning heavy_cruiser 0.05
:*Min Positioning heavy_cruiser 0.05
:*Max Positioning light_cruiser 0.05
:*Min Positioning light_cruiser 0.05
:*Max Positioning destroyer 0.05
:*Min Positioning destroyer 0.05
:*Efficiency: naval_port_strike 0.1
:*Efficiency: naval_airbase_strike 0.1
|
8 - [[Image:large_taskforce_tactics.png|large_taskforce_tactics]] - Basic Carrier Co-ordination
8 - [[Image:carrier_tactics.png|carrier_tactics]] - Long-Range Aviation Strikes
8 - [[Image:carrier_tactics.png|carrier_tactics]] - Independent Carrier Operations
8 - [[Image:carrier_tactics.png|carrier_tactics]] - Offensive Carrier Mindset
8 - [[Image:naval_training.png|naval_training]] - Advanced Flight Deck Operations
|}
==== Battlefleet Concentration Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1939
*Prerequisites:
:*[[Naval_Doctrine_Tech_Tree#Fleet-in-Being Doctrine|Fleet-in-Being Doctrine]]
*Effects:
:*Max Positioning battleship 0.2
:*Min Positioning battleship 0.2
:*Max Positioning battlecruiser 0.2
:*Min Positioning battlecruiser 0.2
:*Max Positioning heavy_cruiser 0.1
:*Min Positioning heavy_cruiser 0.1
:*Max Positioning light_cruiser 0.1
:*Min Positioning light_cruiser 0.1
:*Snow Attack battleship 5
:*Rain Attack battleship 5
:*Snow Attack battlecruiser 5
:*Rain Attack battlecruiser 5
:*Night Attack battleship 5
:*Night Defence battleship 5
:*Night Attack battlecruiser 5
:*Night Defence battlecruiser 5
|
8 - [[Image:large_taskforce_tactics.png|large_taskforce_tactics]] - Single Main Task Force
8 - [[Image:centralized_execution.png|centralized_execution]] - Hierarchical Admiralty
8 - [[Image:large_taskforce_tactics.png|large_taskforce_tactics]] - Task Force Integration
8 - [[Image:naval_training.png|naval_training]] - Improved Task Force Fire Co-ordination
8 - [[Image:centralized_execution.png|centralized_execution]] - Enemy Battlefield Intelligence Focus
|}
==== Hunter-Killer Group Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1939
*Prerequisites: None
*Effects:
:*Max Positioning destroyer 0.1
:*Min Positioning destroyer 0.1
:*Convoy Escort Efficiency 0.1
:*Efficiency: asw 0.1
|
8 - [[Image:small_taskforce_tactics.png|small_taskforce_tactics]] - Destroyer ASW Role
8 - [[Image:decentralized_execution.png|decentralized_execution]] - Independent Submarine Hunting
8 - [[Image:small_taskforce_tactics.png|small_taskforce_tactics]] - Hunter-Killer Group Co-ordination
8 - [[Image:naval_artillery.png|naval_artillery]] - Basic Destroyer ASW Weaponry
8 - [[Image:seamanship.png|seamanship]] - Aggressive Destroyer Captains
|}
==== Aerial Convoy Defence Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1942
*Prerequisites: None
*Effects:
:*Max Positioning destroyer 0.1
:*Min Positioning destroyer 0.1
:*Efficiency: asw 0.1
:*Convoy Escort Efficiency 0.1
|
8 - [[Image:aircraft_testing.png|aircraft_testing]] - Coastal Airbases
8 - [[Image:aircraft_testing.png|aircraft_testing]] - Land-based Reconnaissance
8 - [[Image:aircraft_testing.png|aircraft_testing]] - Long-Range Naval Aircraft
8 - [[Image:bomber_tactics.png|bomber_tactics]] - Aircraft ASW Role
8 - [[Image:aircraft_testing.png|aircraft_testing]] - Basic Aerial ASW Weaponry
|}
==== Raider Patrol Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1939
*Prerequisites:
:*[[Naval_Doctrine_Tech_Tree#Sealane Interdiction Doctrine|Sealane Interdiction Doctrine]]
*Effects:
:*Efficiency: convoy_raiding 0.05
:*Max Positioning heavy_cruiser 0.1
:*Min Positioning heavy_cruiser 0.1
:*Max Positioning light_cruiser 0.1
:*Min Positioning light_cruiser 0.1
:*Max Positioning destroyer 0.1
:*Min Positioning destroyer 0.1
|
8 - [[Image:small_taskforce_tactics.png|small_taskforce_tactics]] - Single Naval Sorties
8 - [[Image:seamanship.png|seamanship]] - Improved Evasion Techniques
8 - [[Image:naval_training.png|naval_training]] - Surface Sea-Lane Patrol Focus
8 - [[Image:small_taskforce_tactics.png|small_taskforce_tactics]] - Cruiser Raiding
8 - [[Image:centralized_execution.png|centralized_execution]] - Basic Raider Co-ordination
|}
==== Trade Interdiction Submarine Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1939
*Prerequisites: None
*Effects:
:*Max Positioning submarine 0.1
:*Min Positioning submarine 0.1
:*Efficiency: convoy_raiding 0.1
|
8 - [[Image:submarine_tactics.png|submarine_tactics]] - Merchant Targeting
8 - [[Image:submarine_tactics.png|submarine_tactics]] - Submarine Sea-Lane Patrol Focus
8 - [[Image:seamanship.png|seamanship]] - Skilled Submariners
8 - [[Image:centralized_execution.png|centralized_execution]] - Basic Convoy Surveillance
8 - [[Image:submarine_tactics.png|submarine_tactics]] - Independent Submarine Operations
|}
==== Unrestricted Submarine Warfare Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1939
*Prerequisites:
:*[[Naval_Doctrine_Tech_Tree#Trade Interdiction Submarine Doctrine|Trade Interdiction Submarine Doctrine]]
*Effects:
:*Max Positioning submarine 0.2
:*Min Positioning submarine 0.2
:*Efficiency: convoy_raiding 0.1
:*Snow Attack submarine 5
:*Rain Attack submarine 5
:*Night Attack submarine 5
:*Night Defence submarine 5
|
8 - [[Image:naval_engineering.png|naval_engineering]] - Submarine Construction Focus
8 - [[Image:submarine_tactics.png|submarine_tactics]] - Submarine Tactical Flexibility
8 - [[Image:submarine_tactics.png|submarine_tactics]] - Long-Range Submarine Operations
8 - [[Image:submarine_tactics.png|submarine_tactics]] - Targets of Opportunity Exploitation
8 - [[Image:submarine_tactics.png|submarine_tactics]] - Basic Submarine Evasion Techniques
|}
==== Indirect Strike Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Prerequisites:
:*[[Naval_Doctrine_Tech_Tree#Base Strike Doctrine|Base Strike Doctrine]]
:*[[Naval_Doctrine_Tech_Tree#Indirect Approach Doctrine|Indirect Approach Doctrine]]
:*[[Naval_Doctrine_Tech_Tree#Subsidiary Carrier Role Doctrine|Subsidiary Carrier Role Doctrine]]
:*[[Naval_Doctrine_Tech_Tree#Carrier Task Force Doctrine|Carrier Task Force Doctrine]]
*Effects:
:*max_organization naval 10
:*Morale naval 20
|
8 - [[Image:naval_training.png|naval_training]] - Improved Night Combat Training
8 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Basic Land-Air Co-ordination
8 - [[Image:decentralized_execution.png|decentralized_execution]] - Devolved Tactical Command
8 - [[Image:naval_engineering.png|naval_engineering]] - Basic Forward Bases
8 - [[Image:carrier_tactics.png|carrier_tactics]] - Multiple Engagements Focus
|}
==== Naval Attrition Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Prerequisites:
:*[[Naval_Doctrine_Tech_Tree#Fleet-in-Being Doctrine|Fleet-in-Being Doctrine]]
:*[[Naval_Doctrine_Tech_Tree#Battlefleet Concentration Doctrine|Battlefleet Concentration Doctrine]]
:*[[Naval_Doctrine_Tech_Tree#Subsidiary Carrier Role Doctrine|Subsidiary Carrier Role Doctrine]]
:*[[Naval_Doctrine_Tech_Tree#Hunter-Killer Group Doctrine|Hunter-Killer Group Doctrine]]
*Effects:
:*max_organization naval 15
:*Morale naval 10
|
8 - [[Image:naval_artillery.png|naval_artillery]] - Improved Armament
8 - [[Image:naval_training.png|naval_training]] - Improved Gunnery Training
8 - [[Image:naval_training.png|naval_training]] - Enemy Task Force Focus
8 - [[Image:seamanship.png|seamanship]] - Risk Assessment
8 - [[Image:naval_training.png|naval_training]] - Improved Gun Control
|}
==== Commerce Defence Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
*Prerequisites:
:*[[Naval_Doctrine_Tech_Tree#Fleet-in-Being Doctrine|Fleet-in-Being Doctrine]]
:*[[Naval_Doctrine_Tech_Tree#Battlefleet Concentration Doctrine|Battlefleet Concentration Doctrine]]
:*[[Naval_Doctrine_Tech_Tree#Subsidiary Carrier Role Doctrine|Subsidiary Carrier Role Doctrine]]
:*[[Naval_Doctrine_Tech_Tree#Hunter-Killer Group Doctrine|Hunter-Killer Group Doctrine]]
*Effects:
:*max_organization naval 15
:*Morale naval 10
:*Convoy Escort Efficiency 0.1
:*Efficiency: asw 0.1
|
8 - [[Image:naval_artillery.png|naval_artillery]] - Improved Destroyer ASW Weaponry
8 - [[Image:naval_training.png|naval_training]] - Improved Merchant Ship Direction
8 - [[Image:naval_engineering.png|naval_engineering]] - Merchant Ship Construction Prioritization
8 - [[Image:large_taskforce_tactics.png|large_taskforce_tactics]] - Improved Convoy Evasive Manoeuvres
8 - [[Image:small_taskforce_tactics.png|small_taskforce_tactics]] - Emergency Convoy Dispersal
|}
==== Commerce Raider Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Prerequisites:
:*[[Naval_Doctrine_Tech_Tree#Sealane Interdiction Doctrine|Sealane Interdiction Doctrine]]
:*[[Naval_Doctrine_Tech_Tree#Raider Patrol Doctrine|Raider Patrol Doctrine]]
:*[[Naval_Doctrine_Tech_Tree#Trade Interdiction Submarine Doctrine|Trade Interdiction Submarine Doctrine]]
:*[[Naval_Doctrine_Tech_Tree#Unrestricted Submarine Warfare Doctrine|Unrestricted Submarine Warfare Doctrine]]
:*[[Naval_Doctrine_Tech_Tree#Indirect Approach Doctrine|Indirect Approach Doctrine]]
*Effects:
:*max_organization naval 15
:*Morale naval 25
|
8 - [[Image:centralized_execution.png|centralized_execution]] - Improved Raider Co-ordination
8 - [[Image:seamanship.png|seamanship]] - Advanced Evasion Techniques
8 - [[Image:centralized_execution.png|centralized_execution]] - Improved Sealane Intelligence
8 - [[Image:centralized_execution.png|centralized_execution]] - Naval HQ Raider Focus
8 - [[Image:seamanship.png|seamanship]] - Raider School
|}
==== Decisive Interdiction Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Prerequisites:
:*[[Naval_Doctrine_Tech_Tree#Sealane Interdiction Doctrine|Sealane Interdiction Doctrine]]
:*[[Naval_Doctrine_Tech_Tree#Raider Patrol Doctrine|Raider Patrol Doctrine]]
:*[[Naval_Doctrine_Tech_Tree#Trade Interdiction Submarine Doctrine|Trade Interdiction Submarine Doctrine]]
:*[[Naval_Doctrine_Tech_Tree#Unrestricted Submarine Warfare Doctrine|Unrestricted Submarine Warfare Doctrine]]
*Effects:
:*max_organization naval 15
:*Morale naval 25
|
8 - [[Image:small_taskforce_tactics.png|small_taskforce_tactics]] - Raider Concentration
8 - [[Image:naval_engineering.png|naval_engineering]] - Disguised Resupply Vessels
8 - [[Image:aircraft_testing.png|aircraft_testing]] - Aircraft Interdiction Role
8 - [[Image:naval_training.png|naval_training]] - Target Prioritization
8 - [[Image:naval_training.png|naval_training]] - Decisive Engagement Focus
|}
==== Deep Operations Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Prerequisites:
:*[[Naval_Doctrine_Tech_Tree#Indirect Strike Doctrine|Indirect Strike Doctrine]]
*Effects:
:*Max Positioning carrier 0.1
:*Min Positioning carrier 0.1
:*Max Positioning battleship 0.1
:*Min Positioning battleship 0.1
:*Max Positioning battlecruiser 0.1
:*Min Positioning battlecruiser 0.1
:*Max Positioning heavy_cruiser 0.1
:*Min Positioning heavy_cruiser 0.1
:*Max Positioning light_cruiser 0.1
:*Min Positioning light_cruiser 0.1
:*Max Positioning destroyer 0.05
:*Min Positioning destroyer 0.05
:*Snow Attack battleship 5
:*Rain Attack battleship 5
:*Night Attack battleship 5
:*Night Defence battleship 5
:*Snow Attack battlecruiser 5
:*Rain Attack battlecruiser 5
:*Night Attack battlecruiser 5
:*Night Defence battlecruiser 5
:*max_organization naval 10
:*Efficiency: naval_port_strike 0.05
:*Efficiency: naval_airbase_strike 0.05
:*Efficiency: convoy_raiding 0.05
|
8 - [[Image:naval_engineering.png|naval_engineering]] - Basic Underway-Refueling
8 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Improved Land-Air Co-ordination
8 - [[Image:aircraft_testing.png|aircraft_testing]] - Basic Long-Range Aerial Recon
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Logistic Requirement Minimization
8 - [[Image:management.png|management]] - Reliance on Naval Bases Reduction
|}
==== Carrier Aviation Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Naval_Doctrine_Tech_Tree#Carrier Task Force Doctrine|Carrier Task Force Doctrine]]
*Effects:
:*Max Positioning carrier 0.1
:*Min Positioning carrier 0.1
:*Max Positioning heavy_cruiser 0.05
:*Min Positioning heavy_cruiser 0.05
:*Max Positioning light_cruiser 0.05
:*Min Positioning light_cruiser 0.05
:*Max Positioning destroyer 0.05
:*Min Positioning destroyer 0.05
:*Snow Attack carrier 5
:*Rain Attack carrier 5
:*Night Attack carrier 5
:*Night Defence carrier 5
:*Efficiency: naval_port_strike 0.1
:*Efficiency: naval_airbase_strike 0.1
|
8 - [[Image:small_taskforce_tactics.png|small_taskforce_tactics]] - Co-ordinated Airstrikes
8 - [[Image:carrier_tactics.png|carrier_tactics]] - Integrated Combat Air Patrol
8 - [[Image:carrier_tactics.png|carrier_tactics]] - Improved Carrier Co-ordination
8 - [[Image:carrier_tactics.png|carrier_tactics]] - Improved Long-Range Aerial Recon
8 - [[Image:naval_engineering.png|naval_engineering]] - Sophisticated Carrier Damage Control
|}
==== Escort Carrier Role Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1942
*Prerequisites: None
*Effects:
:*Efficiency: asw 0.1
:*Convoy Escort Efficiency 0.1
|
8 - [[Image:large_taskforce_tactics.png|large_taskforce_tactics]] - Convoy-Task Force Co-ordination
8 - [[Image:naval_engineering.png|naval_engineering]] - Rapid Carrier Construction
8 - [[Image:carrier_tactics.png|carrier_tactics]] - Carrier ASW Role
8 - [[Image:aircraft_testing.png|aircraft_testing]] - Improved Aerial ASW Weaponry
8 - [[Image:seamanship.png|seamanship]] - Small Carrier Seamanship
|}
==== Integrated Convoy Defence Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Naval_Doctrine_Tech_Tree#Commerce Defence Doctrine|Commerce Defence Doctrine]]
:*[[Naval_Doctrine_Tech_Tree#Aerial Convoy Defence Doctrine|Aerial Convoy Defence Doctrine]]
*Effects:
:*Max Positioning destroyer 0.1
:*Min Positioning destroyer 0.1
:*Efficiency: asw 0.1
:*Convoy Escort Efficiency 0.1
:*Snow Attack destroyer 5
:*Rain Attack destroyer 5
:*Night Attack destroyer 5
:*Night Defence destroyer 5
|
8 - [[Image:naval_artillery.png|naval_artillery]] - Advanced Destroyer ASW Weaponry
8 - [[Image:large_taskforce_tactics.png|large_taskforce_tactics]] - Advanced Convoy Evasive Measures
8 - [[Image:centralized_execution.png|centralized_execution]] - Sophisticated Convoy Command HQ
8 - [[Image:naval_engineering.png|naval_engineering]] - Escort Construction Prioritization
8 - [[Image:small_taskforce_tactics.png|small_taskforce_tactics]] - Escort Co-ordination
|}
==== Fleet Train Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1944
*Prerequisites:
:*[[Naval_Doctrine_Tech_Tree#Carrier Aviation Doctrine|Carrier Aviation Doctrine]]
*Effects:
:*Max Positioning carrier 0.05
:*Min Positioning carrier 0.05
:*Max Positioning destroyer 0.05
:*Min Positioning destroyer 0.05
:*Snow Attack destroyer 5
:*Rain Attack destroyer 5
:*Night Attack destroyer 5
:*Night Defence destroyer 5
|
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Supply Chain Management
8 - [[Image:centralized_execution.png|centralized_execution]] - Integrated Merchant Timetable
8 - [[Image:centralized_execution.png|centralized_execution]] - Improved Underway-Refueling
8 - [[Image:naval_engineering.png|naval_engineering]] - War Material Prioritization
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Wolfpack Doctrine
|}
==== Capital Ship Raider Group Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Prerequisites:
:*[[Naval_Doctrine_Tech_Tree#Commerce Raider Doctrine|Commerce Raider Doctrine]]
*Effects:
:*Max Positioning battleship 0.1
:*Min Positioning battleship 0.1
:*Max Positioning battlecruiser 0.1
:*Min Positioning battlecruiser 0.1
:*Efficiency: convoy_raiding 0.05
:*Snow Attack battleship 5
:*Rain Attack battleship 5
:*Night Attack battleship 5
:*Night Defence battleship 5
:*Snow Attack battlecruiser 5
:*Rain Attack battlecruiser 5
:*Night Attack battlecruiser 5
:*Night Defence battlecruiser 5
|
8 - [[Image:centralized_execution.png|centralized_execution]] - Advanced Raider Co-ordination
8 - [[Image:small_taskforce_tactics.png|small_taskforce_tactics]] - Battleship Raiding
8 - [[Image:small_taskforce_tactics.png|small_taskforce_tactics]] - Co-ordinated Raider Sailings
8 - [[Image:seamanship.png|seamanship]] - Independent Capital Ship Captains
8 - [[Image:centralized_execution.png|centralized_execution]] - Advanced Sealane Intelligence
|}
==== Wolfpack Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Prerequisites:
:*[[Naval_Doctrine_Tech_Tree#Commerce Raider Doctrine|Commerce Raider Doctrine]]
*Effects:
:*Max Positioning submarine 0.1
:*Min Positioning submarine 0.1
:*Efficiency: convoy_raiding 0.1
:*Snow Attack submarine 5
:*Rain Attack submarine 5
:*Night Attack submarine 5
:*Night Defence submarine 5
|
8 - [[Image:submarine_tactics.png|submarine_tactics]] - Submarine Co-ordination
8 - [[Image:seamanship.png|seamanship]] - Timing of Engagement Discipline
8 - [[Image:submarine_tactics.png|submarine_tactics]] - Improved Submarine Evasion Techniques
8 - [[Image:centralized_execution.png|centralized_execution]] - Improved Convoy Surveillance
8 - [[Image:centralized_execution.png|centralized_execution]] - Basic Submarine HQs
|}
==== Advanced Submarine Operations Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1942
*Prerequisites:
:*[[Naval_Doctrine_Tech_Tree#Wolfpack Doctrine|Wolfpack Doctrine]]
*Effects:
:*Max Positioning submarine 0.1
:*Min Positioning submarine 0.1
:*Efficiency: convoy_raiding 0.1
:*Snow Attack submarine 5
:*Rain Attack submarine 5
:*Night Attack submarine 5
:*Night Defence submarine 5
|
8 - [[Image:submarine_tactics.png|submarine_tactics]] - Advanced Submarine Evasion Techniques
8 - [[Image:centralized_execution.png|centralized_execution]] - Advanced Convoy Surveillance
8 - [[Image:centralized_execution.png|centralized_execution]] - Improved Submarine HQs
8 - [[Image:management.png|management]] - Turnaround Time Minimization
8 - [[Image:seamanship.png|seamanship]] - Experienced Submariners
|}
==== Floating Fortress Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1939
*Prerequisites: None
*Effects:
:*Max Positioning battleship 0.1
:*Min Positioning battleship 0.1
:*Max Positioning battlecruiser 0.1
:*Min Positioning battlecruiser 0.1
:*Max Positioning heavy_cruiser 0.1
:*Min Positioning heavy_cruiser 0.1
:*Max Positioning light_cruiser 0.1
:*Min Positioning light_cruiser 0.1
:*Max Positioning destroyer 0.05
:*Min Positioning destroyer 0.05
:*Snow Attack battleship 5
:*Rain Attack battleship 5
:*Night Attack battleship 5
:*Night Defence battleship 5
:*Snow Attack battlecruiser 5
:*Rain Attack battlecruiser 5
:*Night Attack battlecruiser 5
:*Night Defence battlecruiser 5
|
8 - [[Image:naval_training.png|naval_training]] - Advanced Task Force Fire Co-ordination
8 - [[Image:naval_artillery.png|naval_artillery]] - Advanced Armament
8 - [[Image:naval_training.png|naval_training]] - Advanced Gunnery Training
8 - [[Image:naval_training.png|naval_training]] - Advanced Gun Control
8 - [[Image:naval_engineering.png|naval_engineering]] - Sophisticated Capital Ship Damage Control
|}
==== Massive Strike Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Naval_Doctrine_Tech_Tree#Deep Operations Doctrine|Deep Operations Doctrine]]
:*[[Naval_Doctrine_Tech_Tree#Escort Carrier Role Doctrine|Escort Carrier Role Doctrine]]
:*[[Naval_Doctrine_Tech_Tree#Aerial Convoy Defence Doctrine|Aerial Convoy Defence Doctrine]]
*Effects:
:*max_organization naval 15
:*Morale naval 20
:*Efficiency: naval_port_strike 0.05
:*Efficiency: naval_airbase_strike 0.05
|
8 - [[Image:naval_training.png|naval_training]] - Advanced Night Combat Training
8 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Advanced Land-Air Co-ordination
8 - [[Image:naval_engineering.png|naval_engineering]] - Improved Forward Bases
8 - [[Image:large_taskforce_tactics.png|large_taskforce_tactics]] - Strategic Concentration of Forces
8 - [[Image:carrier_tactics.png|carrier_tactics]] - Overwhelming Attack Focus
|}
==== Maritime Power Projection Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1944
*Prerequisites:
:*[[Naval_Doctrine_Tech_Tree#Naval Attrition Doctrine|Naval Attrition Doctrine]]
:*[[Naval_Doctrine_Tech_Tree#Indirect Approach Doctrine|Indirect Approach Doctrine]]
:*[[Naval_Doctrine_Tech_Tree#Carrier Task Force Doctrine|Carrier Task Force Doctrine]]
:*[[Naval_Doctrine_Tech_Tree#Trade Interdiction Submarine Doctrine|Trade Interdiction Submarine Doctrine]]
*Effects:
:*max_organization naval 20
:*Morale naval 20
|
8 - [[Image:naval_engineering.png|naval_engineering]] - Advanced Underway-Refueling
8 - [[Image:naval_training.png|naval_training]] - Long-Distance Offensive Focus
8 - [[Image:large_taskforce_tactics.png|large_taskforce_tactics]] - Sophisticated Task Force Co-ordination
8 - [[Image:aircraft_testing.png|aircraft_testing]] - Long-Range Naval Aircraft
8 - [[Image:large_taskforce_tactics.png|large_taskforce_tactics]] - Multiple Avenues of Advance
|}
==== Floating Airbase Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1944
*Prerequisites:
:*[[Naval_Doctrine_Tech_Tree#Maritime Power Projection Doctrine|Maritime Power Projection Doctrine]]
*Effects:
:*Max Positioning battleship 0.1
:*Min Positioning battleship 0.1
:*Max Positioning battlecruiser 0.1
:*Min Positioning battlecruiser 0.1
:*Max Positioning heavy_cruiser 0.1
:*Min Positioning heavy_cruiser 0.1
:*Max Positioning light_cruiser 0.1
:*Min Positioning light_cruiser 0.1
:*Snow Attack carrier 5
:*Rain Attack carrier 5
:*Night Attack carrier 5
:*Night Defence carrier 5
|
8 - [[Image:carrier_tactics.png|carrier_tactics]] - Sophisticated CAP-TF Co-ordination
8 - [[Image:small_taskforce_tactics.png|small_taskforce_tactics]] - Destroyer Picket Lines
8 - [[Image:submarine_tactics.png|submarine_tactics]] - Submarine Recon and Recovery Role
8 - [[Image:naval_engineering.png|naval_engineering]] - Integrated Anti-Aircraft Weaponry
8 - [[Image:large_taskforce_tactics.png|large_taskforce_tactics]] - Capital Ship Support Role
|}
==== Carrier Warfare Doctrine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1944
*Prerequisites:
:*[[Naval_Doctrine_Tech_Tree#Fleet Train Doctrine|Fleet Train Doctrine]]
*Effects:
:*Max Positioning carrier 0.1
:*Min Positioning carrier 0.1
:*Max Positioning heavy_cruiser 0.1
:*Min Positioning heavy_cruiser 0.1
:*Max Positioning light_cruiser 0.1
:*Min Positioning light_cruiser 0.1
:*Snow Attack carrier 5
:*Rain Attack carrier 5
:*Night Attack carrier 5
:*Night Defence carrier 5
:*Efficiency: naval_port_strike 0.1
:*Efficiency: naval_airbase_strike 0.1
|
8 - [[Image:naval_engineering.png|naval_engineering]] - Intensive Anti-Aircraft Defence
8 - [[Image:large_taskforce_tactics.png|large_taskforce_tactics]] - Carrier Fleet Train
8 - [[Image:carrier_tactics.png|carrier_tactics]] - Advanced Carrier Co-ordination
8 - [[Image:carrier_tactics.png|carrier_tactics]] - Advanced Long-Range Aerial Recon
8 - [[Image:seamanship.png|seamanship]] - Experienced Carrier Captains
|}
Tech ID's for modders - I'll probably integrate them more neatly at a future point, but busy right now. - setting up tech files for the naval doctrine tree is probably the worst - thus the detailed dump.
-KM
###NAVAL DOCTRINE TECHS###
#Central Chain#
8010 #Decisive Battle Doctrine
8020 #Naval Firepower
8030 #Fleet Aux Carrier
8040 #Fleet Aux Sub
8050 #Convoy Sailing
#Main 3 branches#
8060 #Base Strike
8090 #Indirect Approach
8100 #Subsidiary CV role
8110 #Carrier Task Force
8070 #Fleet in Being
8120 #Battlefleet Conc
8100 #Subsidiary CV Role
8130 #Hunter-Killer Group
8310 #Floating Fortress
8080 #Sealane Interdiction
8150 #Raider Patrol
8160 #Trade Interd Sub
8170 #Unrest. Sub Warfare
#FiB Naval Attrition Chain#
8190 #Naval Attrition
8090 #Indirect Approach
8110 #Carrier Task Force
8160 #Trade Interd Sub
#FiB Maritime Power Chain#
8330 #Maritime Power
8340 #Floating Airbase
8240 #Carrier Aviation
#FiB Commerce Defense Chain#
8200 #Commerce Defense#
8250 #Escort Carrier Role
8140 #Aerial Convoy Def
8260 #Integr Convoy Def
#BS Indirect Strike Chain#
8180 #Indirect Strike
8230 #Deep Operations
8160 #Trade Interd Sub
8170 #Unrest. Sub Warfare
8130 #Hunter-Killer Group
8250 #Escort Carrier Role
8140 #Aerial Convoy Def
#BS Massive Strike Chain#
8320 #Massive Strike
8240 #Carrier Aviation
8270 #Fleet Train
8350 #Carrier Warfare
18000 #Carrier Group Doctrine
18010 #Amphibious Operations
#SI Commerce Raider Chain#
8210 #Commerce Raider
8280 #Cap Ship Raider
8290 #Wolfpack
8300 #Adv Sub Ops
#SI Decisive Interd Chain
8220 #Decisive Interd
8310 #Floating Fortress
8100 #Subsidiary CV Role
[[Category:Reference]] [[Category:Tech Tree]]
e134404fbbafb8edb7eec701573c36ff760c0b71
Naval Primer
0
616
1066
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2017-03-18T11:51:46Z
Meneth
2
1 revision imported: Import from HoI2 Wiki
wikitext
text/x-wiki
{{Anthology}}
Reflecting its historical roots, land warfare is the most important aspect of [[HoI2]]: both [[Effective Use of Airpower|air combat]] and naval combat have more limited roles. Naval power is most important for nations that require naval supremacy in order to achieve their land warfare objectives: [[Japan strategy|Japan]] and the [[US Strategy|USA]].
__TOC__
==Naval Strategy==
Selecting an appropriate naval strategy from the beginning of the game, and consistently following that strategy throughout the game, is essential. Navies take an extraordinarily large amount of industry and time ([[IC days]]) to build and cannot upgrade (except for naval brigades added in [Armageddon]), thus changing directions on a whim is not possible.
===Projection or Defence===
====Force Projection====
The USA and Japan are the two major powers that require a Navy in order to project force around the world. Both nations have significant advantages in producing the most advanced and powerful navies in the world. The projection of force means the ability to move land forces at will, and this requires complete naval supremacy.
====Home Defence====
The [[UK strategy|UK]], [[Italy strategy|Italy]], and [[Germany Strategy Guide|Germany]] all require a Navy for the primary role of defending their territories. Although the UK begins with a powerful Navy, both Germany and Italy begin with relatively weak navies. While force projection requires naval supremacy in order to safely transport troops, the key component to home defence is a guerilla warfare style of naval interdiction. Germany has the ability to personify this strategy through the use of submarine warfare. Ultimately, however, guerilla strategy can never be successful in the long term without supporting conventional forces.
===Starting Navies===
Each strategy guide will go into more depth regarding how to handle starting navies. As a general rule, the player should first reorganize all navies into appropriate fleet groups (see [[Naval Primer#Task Forces|below]]). Once accomplished, three basic methods are often suggested:
* Retain navy: Use existing navy for limited roles according to fleet composition (see below).
* Disband early models: This saves a small amount of supplies. Generally this is only suggested for smaller ships (like DD), and almost never for Battleships and Carriers.
* Trade early models: Exchange naval vessels with allies in exchange for supplies and resources.
===Naval Research===
* Research naval vessels as early as possible due to the long build time required.
* Quantity is more important than quality: It is far better to have four 1938 Battleships, than two 1941 Battleships.
* [[CV|Carriers]] are a special unit due to the carrier air group: these will upgrade as technology advances. The carrier level is far less important in combat than the level of the CAG.
* Naval doctrines are very important for effective combat. For more information see [[Naval Doctrine]].
* Only the United States has the capability to research every naval technology, and even then they won't get them in time to be ready for hostilities.
* See the [[Research]] guide for general research advice.
==Ship Strengths & Weaknesses==
===Capital Ships===
====Carriers (CV): (aka ''Kings of the Sea'')====
Strengths:
* Excellent combat effectiveness in long-range naval engagements
* Good visibility and sea detection
* Carrier Air Groups (CAGs) can be upgraded
Weaknesses:
* Poor combat effectiveness in short-range engagements
* Expensive to build and repair
* Strong carriers come late in the game (1942)
====Light Carriers (CVL): (aka ''Carrier Killers'')====
Strengths:
* Excellent in visibility and detection
* Imperative ides for surface fleets (less so in the 1.3beta Armageddon patch)
* Good air defense and submarine defense
Weaknesses:
* No real combat capabilities
====Battleships (BB): (aka ''Queens of the Sea'')====
Strengths:
* Most powerful surface vessel in close combat
* Most powerful shore bombardment
Weaknesses:
* Poor visibility, sea detection, and sub detection
* Expensive to build and repair
====Battle Cruisers (BC): (aka ''Scrap Metal'')====
Strengths:
* Average combat effectiveness
* Slightly stronger and tougher than heavy cruisers
Weaknesses:
* Poor visibility, sea detection, and sub detection
* Expensive to build and repair
====Heavy cruisers (CA): (aka ''Poor Man's Battleship'')====
Strengths:
* Most cost-effective capital surface vessel for close combat
* Most cost-effective shore bombardment
Weaknesses:
* Decent visibility, sea detection, and sub detection
====Submarines (SS): (aka ''Silent Killers'')====
Strengths:
* In ARMA: cost effective combat unit in wolfpack sizes (preferably 30 pack)
* In HoI2: good combat capabilities
* Excellent convoy raiding capabilities
* Cheap to build and research, poor man's navy
Weaknesses:
* In DD: extremely poor combat capabilities
* Late-game ASW is deadly for submarines (1.3beta Armagddon patch only)
=== Screens ===
====Light cruisers (CL)====
Strengths:
* Decent combat effectiveness, toughest screen
* Good [[Combat Range]], can support Heavy Cruisers in combat
Weaknesses:
* Relatively expensive to build and repair for a screen
* Doomsday: sub attack is much lower than for DD
====Destroyers (DD)====
Strengths:
* Most cost-effective screen
* Excellent sub detection and attack
Weaknesses:
* Short combat range
==Task Forces==
{{:Carrier Task Force}}
{{:Surface Action Group}}
{{:Marine Amphibious Force}}
{{:Anti-Submarine Warfare Group}}
{{:Wolfpack}}
==Tactics==
{{:Positioning}}
===Leadership===
Leadership has three main affects on your naval operations as do leader traits, and these can be very critical so care should be taken to consider all of these when assigning leaders.
* ''Command limit'' -- a leader's rank determines how many ships he may simultaneously command without suffering command penalties. This works pretty much like land combat command limits except that the number of units allowed is different per rank level, ranging from 6 to 30 instead of from 1 to 12. Also, [[HQ]]s have no effect on naval command, so there is no naval equivalent of the HQ unit's "doubling" effect on command limits as seen in land combat. When a leader ends up in a position where he has more ships under his command than his command limit allows, all ships beyond the limit get no benefits from his leadership traits and suffer a 25% penalty to their effectiveness to boot. Finally, just like land combat, one leader must command ''all'' the friendly forces in a particular battle, even if they come from multiple fleets, or even from different allied nationalities.
** '''Transports & Large Fleets:''' Unlike HoI 1, there is no free ride for Transports. Every [[TP]] in the fleet counts against the command limit of the fleet's leader. There is a loophole here, though. Since the game engine ranks all combat vessels ahead of TPs when it arranges them for effectiveness calculation, the TPs will be the first ones to get the "over command limit" penalty of 25% and lose the leader's bonuses. And since the TPs aren't fighting in the battle anyway, this means your combatants can get away without the penalty as long as their total number not counting the number of TPs is within the leader's limit. Thus, a fleet of 30 combatants plus 30 TPs led by a Grand Admiral (command limit 30) would suffer no penalty to its combat effectiveness from leadership once engaged. There is a catch, of course: those TPs would not benefit from such traits as Spotter or Blockade Runner and would severely handicap the fleet's positioning value as a result, plus non-TPs ships over the limit would still increase the stacking penalty for ''all'' ships in the group (see [[Naval Primer#stacking|stacking]], below); so you don't want to play fast and loose with the command limit. Finally, large task forces are very likely to be surprised, and thus suffer positioning penalties.
Also, leader traits aside, a task force that large would be pretty much impossible ''not'' to surprise, so would constantly be at the short end of the positioning stick. Bottom line: if you don't ''need'' to exceed the command limit of a leader for some overriding reason, then don't. Remember also that just like land combat, units suffering the penalty are likely to break early due to org losses and force the entire fleet to retreat early as a result. And don't forget that,
* ''Leadership skill and positioning'' -- The higher a leader's skill rating, the better chance his force will enjoy better positioning at the start of a battle. This effect is eclipsed, however, by detection and visibility. For example, a skill 5 leader commanding a fleet of [[BB]]s will still be disadvantaged in positioning when encountering a skill 1 leader commanding a couple of [[CV]]s and [[DD]]s. Fleet composition is far more important in that regard. But don't ignore it, either!
* ''Leadership skill and combat effectiveness'' -- this functions just like land combat. The higher the leader's skill, the more effective his ships will be in combat once engaged. Again, however, this is often eclipsed by positioning. The same skill 5 leader commanding a fleet of BBs will not get full use of his effectiveness bonus when a skill 1 leader commanding a CTF engages him from a range of 200 miles, because his ships won't be able to shoot back anyway. They will, however, enjoy a better chance to defend themselves from the air attacks while they move into range of, or retreat from, the CTF. So leader skill is still important, but by itself won't save you from bad fleet composition.
* ''Leader traits'' -- Because surprise is now handled pretty much the same for everyone as simply a component of positioning, the leader traits are now more universally useful. In HoI 1 the Spotter and Blockade Runner traits were most effective for CTFs and MAFs, for example, but are now useful to any fleet that has a need to improve its positioning value. So just evaluate your fleet's mission and composition, and then assign the leader with the skill and traits that best augment its ability to carry out that mission. There is a basic principle of warfare: always support strength, never support weakness. In this context that means don't bother assigning a Blockade Runner to command a force with pitiful positioning values. His strength is wasted there because it will never overcome the positioning deficit caused by the fleet's composition. If a fleet is composed in such a way that it is going to suffer from a severe positioning handicap, assign a leader with skill and traits that will improve its ability to cope with that positioning handicap, like Expert Tactician. If the fleet is marginal on positioning but is on a mission where it requires good positioning to ensure success, like ASW or interdiction missions, then assign a leader with Spotter and/or Blockade Runner traits to give it that positioning boost it needs.
===Stacking===
This is the only area in which TPs get a free ride. Stacking penalties, not to be confused with command limits, apply to any naval force in involved in combat that contains more than 2 non-transport vessels. The penalty takes the form of -1% effectiveness for each non-TP ship beyond the first two. This penalty is applied to the ''entire fleet''. So a fleet with 10 combat surface ships, 2 subs and 18 transports would suffer a 10% effectiveness hit when engaged in combat (12 non-TP vessels minus the first two as freebies = 10). However, that fleet would suffer no command penalty as long as it was led by a Grand Admiral since the total number of vessels was not greater than his command limit of 30. On the other hand, a force composed of 30 combatant vessels would suffer a 28% stacking penalty, in addition to any command penalty that would result if it was led a leader of lower rank than Grand Admiral. Like command limits, the stacking penalty takes into account all friendly forces present in the battle as one total, even if they come from several different fleets, or even from different allied nationalities.
===After-action===
Once a battle is over it is time to take a look at your forces involved in the fight to see if further orders are needed. Usually one of three things will be the logical next step:
# If your ships took significant damage or org losses, return them to port. Ships at sea do not repair, and ships in port reorg more quickly. Be sure the port has capacity at the moment, though. A 10-capacity port that already has 12 damaged ships in it is going to greatly slow the rate of all ship repairs done there if you go and add another 12 damaged ships to its workload. Ships do ''not'' need to return to the port they are based at to repair, so just give them a move order to somewhere else nearby that has decent free port capacity. On a side note: port capacity is not terribly important in deciding where to base your ships, unless you want to be able to leave them in automatic mode executing the same order for a very long time and periodically returning to port on their own when they need to. Port capacity really only affects repair and reorg rates, not supply ability. For example, a port with a capacity of four could be used as the home base for 3 fleets totalling 45 ships, but as long as only four damaged ships were present in port at a given moment they would be repairing at full speed.
# If the enemy retreated and you have a combat-ready formation present, pursue the enemy. An arrow will appear on the enemy fleet's icon showing which way it is retreating, so give your combat group a move order in that same direction. If your ships are fast enough they will arrive before the enemy reaches that seazone, or at least before he can leave it, and you can pound him again. Lather, rinse, repeat.
# If you don't need to repair and you need your ships to continue what they were doing before the combat happened, then do nothing. They will automatically continue executing their previous orders.
[[Category:Guides]][[Category:General Guides]]
d8b966707a8e97d2a14b6948225ea5e645066fbe
Naval Tech Tree
0
618
1070
1069
2017-03-18T11:51:48Z
Meneth
2
1 revision imported: Import from HoI2 Wiki
wikitext
text/x-wiki
{{TechTree}}
=== Destroyer ===
==== Great War Destroyer ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites: None
*Effects:
:*Activate Unit Type destroyer
:*New Model destroyer 0
|
5 - [[Image:naval_engineering.png|naval_engineering]] - Great War Destroyer Hull
5 - [[Image:naval_engineering.png|naval_engineering]] - Great War Destroyer Propulsion
5 - [[Image:naval_artillery.png|naval_artillery]] - Naval Gun 100
5 - [[Image:electronics.png|electronics]] - Great War ASW Equipment
5 - [[Image:technical_efficiency.png|technical_efficiency]] - Great War Destroyer Prototype Testing (D)
|}
==== Early Destroyer ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites:
:*[[Naval_Tech_Tree#Great War Destroyer|Great War Destroyer]]
*Effects:
:*New Model destroyer 1
:*Convoy Escort Efficiency 0.05
|
5 - [[Image:naval_engineering.png|naval_engineering]] - Early Destroyer Hull
5 - [[Image:naval_engineering.png|naval_engineering]] - Early Destroyer Propulsion
5 - [[Image:naval_artillery.png|naval_artillery]] - Naval Gun 100
5 - [[Image:electronics.png|electronics]] - Early ASW Equipment
5 - [[Image:technical_efficiency.png|technical_efficiency]] - Early Destroyer Prototype Testing (D)
|}
==== Basic Destroyer ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites:
:*[[Naval_Tech_Tree#Early Destroyer|Early Destroyer]]
*Effects:
:*Model is now obsolete. destroyer 0
:*New Model destroyer 2
:*Convoy Escort Efficiency 0.05
|
5 - [[Image:naval_engineering.png|naval_engineering]] - Basic Destroyer Hull
5 - [[Image:naval_engineering.png|naval_engineering]] - Basic Destroyer Propulsion
5 - [[Image:naval_artillery.png|naval_artillery]] - Naval Gun 120
5 - [[Image:electronics.png|electronics]] - Basic ASW Equipment
5 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic Destroyer Prototype Testing (D)
|}
==== Improved Destroyer ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1938
*Prerequisites:
:*[[Naval_Tech_Tree#Basic Destroyer|Basic Destroyer]]
*Effects:
:*Model is now obsolete. destroyer 1
:*New Model destroyer 3
:*Convoy Escort Efficiency 0.05
|
5 - [[Image:naval_engineering.png|naval_engineering]] - Improved Destroyer Hull
5 - [[Image:naval_engineering.png|naval_engineering]] - Improved Destroyer Propulsion
5 - [[Image:naval_artillery.png|naval_artillery]] - Naval Gun 120
5 - [[Image:electronics.png|electronics]] - Improved ASW Equipment
5 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved Destroyer Prototype Testing (D)
|}
==== Advanced Destroyer ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
*Prerequisites:
:*[[Naval_Tech_Tree#Improved Destroyer|Improved Destroyer]]
*Effects:
:*New Model destroyer 4
:*Model is now obsolete. destroyer 2
:*Convoy Escort Efficiency 0.05
|
5 - [[Image:naval_engineering.png|naval_engineering]] - Advanced Destroyer Hull
5 - [[Image:naval_engineering.png|naval_engineering]] - Advanced Destroyer Propulsion
5 - [[Image:naval_artillery.png|naval_artillery]] - Naval Gun 120
5 - [[Image:electronics.png|electronics]] - Advanced ASW Equipment
5 - [[Image:technical_efficiency.png|technical_efficiency]] - Advanced Destroyer Prototype Testing (D)
|}
==== Semi-Modern Destroyer ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1945
*Prerequisites:
:*[[Naval_Tech_Tree#Advanced Destroyer|Advanced Destroyer]]
*Effects:
:*New Model destroyer 5
:*Model is now obsolete. destroyer 3
:*Convoy Escort Efficiency 0.05
|
5 - [[Image:naval_engineering.png|naval_engineering]] - Semi-Modern Destroyer Hull
5 - [[Image:naval_engineering.png|naval_engineering]] - Semi-Modern Destroyer Propulsion
5 - [[Image:naval_artillery.png|naval_artillery]] - Naval Gun 120
5 - [[Image:electronics.png|electronics]] - Semi-Modern ASW Equipment
5 - [[Image:technical_efficiency.png|technical_efficiency]] - Semi-Modern Destroyer Prototype Testing (D)
|}
=== Light Cruiser ===
==== Great War Light Cruiser ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites: None
*Effects:
:*Activate Unit Type light_cruiser
:*New Model light_cruiser 0
|
5 - [[Image:naval_engineering.png|naval_engineering]] - Great War Light Cruiser Hull
5 - [[Image:naval_engineering.png|naval_engineering]] - Great War Light Cruiser Propulsion
5 - [[Image:naval_artillery.png|naval_artillery]] - Naval Cruiser Gun 120
5 - [[Image:electronics.png|electronics]] - Great War Anti-Air Equipment
5 - [[Image:technical_efficiency.png|technical_efficiency]] - Great War Light Cruiser Prototype Testing (D)
|}
==== Early Light Cruiser ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites:
:*[[Naval_Tech_Tree#Great War Light Cruiser|Great War Light Cruiser]]
*Effects:
:*New Model light_cruiser 1
|
5 - [[Image:naval_engineering.png|naval_engineering]] - Early Light Cruiser Hull
5 - [[Image:naval_engineering.png|naval_engineering]] - Early Light Cruiser Propulsion
5 - [[Image:naval_artillery.png|naval_artillery]] - Naval Cruiser Gun 120
5 - [[Image:electronics.png|electronics]] - Early Anti-Air Equipment
5 - [[Image:technical_efficiency.png|technical_efficiency]] - Early Light Cruiser Prototype Testing (D)
|}
==== Basic Light Cruiser ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites:
:*[[Naval_Tech_Tree#Early Light Cruiser|Early Light Cruiser]]
*Effects:
:*Model is now obsolete. light_cruiser 0
:*New Model light_cruiser 2
|
5 - [[Image:naval_engineering.png|naval_engineering]] - Basic Light Cruiser Hull
5 - [[Image:naval_engineering.png|naval_engineering]] - Basic Light Cruiser Propulsion
5 - [[Image:naval_artillery.png|naval_artillery]] - Naval Cruiser Gun 150
5 - [[Image:electronics.png|electronics]] - Basic Anti-Air Equipment
5 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic Light Cruiser Prototype Testing (D)
|}
==== Improved Light Cruiser ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1938
*Prerequisites:
:*[[Naval_Tech_Tree#Basic Light Cruiser|Basic Light Cruiser]]
*Effects:
:*Model is now obsolete. light_cruiser 1
:*New Model light_cruiser 3
|
5 - [[Image:naval_engineering.png|naval_engineering]] - Improved Light Cruiser Hull
5 - [[Image:naval_engineering.png|naval_engineering]] - Improved Light Cruiser Propulsion
5 - [[Image:naval_artillery.png|naval_artillery]] - Naval Cruiser Gun 180
5 - [[Image:electronics.png|electronics]] - Improved Anti-Air Equipment
5 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved Light Cruiser Prototype Testing (D)
|}
==== Advanced Light Cruiser ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
*Prerequisites:
:*[[Naval_Tech_Tree#Improved Light Cruiser|Improved Light Cruiser]]
*Effects:
:*New Model light_cruiser 4
:*Model is now obsolete. light_cruiser 2
|
5 - [[Image:naval_engineering.png|naval_engineering]] - Advanced Light Cruiser Hull
5 - [[Image:naval_engineering.png|naval_engineering]] - Advanced Light Cruiser Propulsion
5 - [[Image:naval_artillery.png|naval_artillery]] - Naval Cruiser Gun 180
5 - [[Image:electronics.png|electronics]] - Advanced Anti-Air Equipment
5 - [[Image:technical_efficiency.png|technical_efficiency]] - Advanced Light Cruiser Prototype Testing (D)
|}
==== Semi-Modern Light Cruiser ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1945
*Prerequisites:
:*[[Naval_Tech_Tree#Advanced Light Cruiser|Advanced Light Cruiser]]
*Effects:
:*New Model light_cruiser 5
:*Model is now obsolete. light_cruiser 3
|
5 - [[Image:naval_engineering.png|naval_engineering]] - Semi-Modern Light Cruiser Hull
5 - [[Image:naval_engineering.png|naval_engineering]] - Semi-Modern Light Cruiser Propulsion
5 - [[Image:naval_artillery.png|naval_artillery]] - Naval Cruiser Gun 180
5 - [[Image:electronics.png|electronics]] - Semi-Modern Anti-Air Equipment
5 - [[Image:technical_efficiency.png|technical_efficiency]] - Semi-Modern Light Cruiser Prototype Testing (D)
|}
=== Heavy Cruiser ===
==== Great War Heavy Cruiser ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites: None
*Effects:
:*Activate Unit Type heavy_cruiser
:*New Model heavy_cruiser 0
|
5 - [[Image:naval_engineering.png|naval_engineering]] - Great War Heavy Cruiser Hull
5 - [[Image:naval_engineering.png|naval_engineering]] - Great War Heavy Cruiser Propulsion
5 - [[Image:naval_artillery.png|naval_artillery]] - Naval Cruiser Gun 180
5 - [[Image:electronics.png|electronics]] - Basic Surface Ship Torpedo
5 - [[Image:technical_efficiency.png|technical_efficiency]] - Great War Heavy Cruiser Prototype Testing (D)
|}
==== Early Heavy Cruiser ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites:
:*[[Naval_Tech_Tree#Great War Heavy Cruiser|Great War Heavy Cruiser]]
*Effects:
:*New Model heavy_cruiser 1
|
5 - [[Image:naval_engineering.png|naval_engineering]] - Early Heavy Cruiser Hull
5 - [[Image:naval_engineering.png|naval_engineering]] - Early Heavy Cruiser Propulsion
5 - [[Image:naval_artillery.png|naval_artillery]] - Naval Cruiser Gun 180
5 - [[Image:electronics.png|electronics]] - Improved Surface Ship Torpedo
5 - [[Image:technical_efficiency.png|technical_efficiency]] - Early Heavy Cruiser Prototype Testing (D)
|}
==== Basic Heavy Cruiser ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites:
:*[[Naval_Tech_Tree#Early Heavy Cruiser|Early Heavy Cruiser]]
*Effects:
:*Model is now obsolete. heavy_cruiser 0
:*New Model heavy_cruiser 2
|
5 - [[Image:naval_engineering.png|naval_engineering]] - Basic Heavy Cruiser Hull
5 - [[Image:naval_engineering.png|naval_engineering]] - Basic Heavy Cruiser Propulsion
5 - [[Image:naval_artillery.png|naval_artillery]] - Naval Cruiser Gun 180
5 - [[Image:electronics.png|electronics]] - Advanced Surface Ship Torpedo
5 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic Heavy Cruiser Prototype Testing (D)
|}
==== Improved Heavy Cruiser ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1938
*Prerequisites:
:*[[Naval_Tech_Tree#Basic Heavy Cruiser|Basic Heavy Cruiser]]
*Effects:
:*Model is now obsolete. heavy_cruiser 1
:*New Model heavy_cruiser 3
|
5 - [[Image:naval_engineering.png|naval_engineering]] - Improved Heavy Cruiser Hull
5 - [[Image:naval_engineering.png|naval_engineering]] - Improved Heavy Cruiser Propulsion
5 - [[Image:naval_artillery.png|naval_artillery]] - Naval Cruiser Gun 200
5 - [[Image:electronics.png|electronics]] - Basic Surface Ship Homing Torpedo
5 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved Heavy Cruiser Prototype Testing (D)
|}
==== Advanced Heavy Cruiser ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
*Prerequisites:
:*[[Naval_Tech_Tree#Improved Heavy Cruiser|Improved Heavy Cruiser]]
*Effects:
:*New Model heavy_cruiser 4
:*Model is now obsolete. heavy_cruiser 2
|
5 - [[Image:naval_engineering.png|naval_engineering]] - Advanced Heavy Cruiser Hull
5 - [[Image:naval_engineering.png|naval_engineering]] - Advanced Heavy Cruiser Propulsion
5 - [[Image:naval_artillery.png|naval_artillery]] - Naval Cruiser Gun 200
5 - [[Image:electronics.png|electronics]] - Improved Surface Ship Homing Torpedo
5 - [[Image:technical_efficiency.png|technical_efficiency]] - Advanced Heavy Cruiser Prototype Testing (D)
|}
==== Semi-Modern Heavy Cruiser (CL) ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1945
*Prerequisites:
:*[[Naval_Tech_Tree#Advanced Heavy Cruiser|Advanced Heavy Cruiser]]
*Effects:
:*New Model heavy_cruiser 5
:*Model is now obsolete. heavy_cruiser 3
|
5 - [[Image:naval_engineering.png|naval_engineering]] - Semi-Modern Heavy Cruiser Hull
5 - [[Image:naval_engineering.png|naval_engineering]] - Semi-Modern Heavy Cruiser Propulsion
5 - [[Image:naval_artillery.png|naval_artillery]] - Naval Cruiser Gun 200
5 - [[Image:electronics.png|electronics]] - Cruiser Ship-to-Ship Missiles
5 - [[Image:technical_efficiency.png|technical_efficiency]] - Semi-Modern Heavy Cruiser Prototype Testing (D)
|}
=== Battlecruiser ===
==== Great War Battlecruiser ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites: None
*Effects:
:*Activate Unit Type battlecruiser
:*New Model battlecruiser 0
|
6 - [[Image:naval_engineering.png|naval_engineering]] - Great War Battlecruiser Hull
6 - [[Image:naval_engineering.png|naval_engineering]] - Great War Battlecruiser Propulsion
6 - [[Image:naval_artillery.png|naval_artillery]] - Naval Cruiser Gun 200
6 - [[Image:electronics.png|electronics]] - Basic Optical Rangefinder
6 - [[Image:technical_efficiency.png|technical_efficiency]] - Great War Battlecruiser Prototype Testing (D)
|}
==== Early Battlecruiser ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites:
:*[[Naval_Tech_Tree#Great War Battlecruiser|Great War Battlecruiser]]
*Effects:
:*New Model battlecruiser 1
|
6 - [[Image:naval_engineering.png|naval_engineering]] - Early Battlecruiser Hull
6 - [[Image:naval_engineering.png|naval_engineering]] - Early Battlecruiser Propulsion
6 - [[Image:naval_artillery.png|naval_artillery]] - Naval Cruiser Gun 200
6 - [[Image:electronics.png|electronics]] - Improved Optical Rangefinder
6 - [[Image:technical_efficiency.png|technical_efficiency]] - Early Battlecruiser Prototype Testing (D)
|}
==== Basic Battlecruiser ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites:
:*[[Naval_Tech_Tree#Early Battlecruiser|Early Battlecruiser]]
*Effects:
:*Model is now obsolete. battlecruiser 0
:*New Model battlecruiser 2
|
6 - [[Image:naval_engineering.png|naval_engineering]] - Basic Battlecruiser Hull
6 - [[Image:naval_engineering.png|naval_engineering]] - Basic Battlecruiser Propulsion
6 - [[Image:naval_artillery.png|naval_artillery]] - Naval Battlecruiser Gun 250
6 - [[Image:electronics.png|electronics]] - Advanced Optical Rangefinder
6 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic Battlecruiser Prototype Testing (D)
|}
==== Improved Battlecruiser ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1938
*Prerequisites:
:*[[Naval_Tech_Tree#Basic Battlecruiser|Basic Battlecruiser]]
*Effects:
:*Model is now obsolete. battlecruiser 1
:*New Model battlecruiser 3
|
6 - [[Image:naval_engineering.png|naval_engineering]] - Improved Battlecruiser Hull
6 - [[Image:naval_engineering.png|naval_engineering]] - Improved Battlecruiser Propulsion
6 - [[Image:naval_artillery.png|naval_artillery]] - Naval Battlecruiser Gun 250
6 - [[Image:electronics.png|electronics]] - Basic Decimetric Naval Artillery Radar
6 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved Battlecruiser Prototype Testing (D)
|}
==== Advanced Battlecruiser ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
*Prerequisites:
:*[[Naval_Tech_Tree#Improved Battlecruiser|Improved Battlecruiser]]
*Effects:
:*New Model battlecruiser 4
:*Model is now obsolete. battlecruiser 2
|
6 - [[Image:naval_engineering.png|naval_engineering]] - Advanced Battlecruiser Hull
6 - [[Image:naval_engineering.png|naval_engineering]] - Advanced Battlecruiser Propulsion
6 - [[Image:naval_artillery.png|naval_artillery]] - Naval Battlecruiser Gun 250
6 - [[Image:electronics.png|electronics]] - Improved Decimetric Naval Artillery Radar
6 - [[Image:technical_efficiency.png|technical_efficiency]] - Advanced Battlecruiser Prototype Testing (D)
|}
==== Semi-Modern Battlecruiser ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1945
*Prerequisites:
:*[[Naval_Tech_Tree#Advanced Battlecruiser|Advanced Battlecruiser]]
*Effects:
:*New Model battlecruiser 5
:*Model is now obsolete. battlecruiser 3
|
6 - [[Image:naval_engineering.png|naval_engineering]] - Semi-Modern Battlecruiser Hull
6 - [[Image:naval_engineering.png|naval_engineering]] - Semi-Modern Battlecruiser Propulsion
6 - [[Image:naval_artillery.png|naval_artillery]] - Naval Battlecruiser Gun 250
6 - [[Image:electronics.png|electronics]] - Basic Centimetric Naval Artillery Radar
6 - [[Image:technical_efficiency.png|technical_efficiency]] - Semi-Modern Battlecruiser Prototype Testing (D)
|}
=== Battleship ===
==== Great War Battleship ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites: None
*Effects:
:*Activate Unit Type battleship
:*New Model battleship 0
|
7 - [[Image:naval_engineering.png|naval_engineering]] - Great War Battleship Hull
7 - [[Image:naval_engineering.png|naval_engineering]] - Great War Battleship Propulsion
7 - [[Image:naval_artillery.png|naval_artillery]] - Naval Battleship Gun 350
7 - [[Image:electronics.png|electronics]] - Basic Optical Rangefinder
7 - [[Image:technical_efficiency.png|technical_efficiency]] - Great War Battleship Prototype Testing (D)
|}
==== Early Battleship ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites:
:*[[Naval_Tech_Tree#Great War Battleship|Great War Battleship]]
*Effects:
:*New Model battleship 1
|
7 - [[Image:naval_engineering.png|naval_engineering]] - Early Battleship Hull
7 - [[Image:naval_engineering.png|naval_engineering]] - Early Battleship Propulsion
7 - [[Image:naval_artillery.png|naval_artillery]] - Naval Battleship Gun 350
7 - [[Image:electronics.png|electronics]] - Improved Optical Rangefinder
7 - [[Image:technical_efficiency.png|technical_efficiency]] - Early Battleship Prototype Testing (D)
|}
==== Basic Battleship ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites:
:*[[Naval_Tech_Tree#Early Battleship|Early Battleship]]
*Effects:
:*Model is now obsolete. battleship 0
:*New Model battleship 2
|
7 - [[Image:naval_engineering.png|naval_engineering]] - Basic Battleship Hull
7 - [[Image:naval_engineering.png|naval_engineering]] - Basic Battleship Propulsion
7 - [[Image:naval_artillery.png|naval_artillery]] - Naval Battleship Gun 350
7 - [[Image:electronics.png|electronics]] - Advanced Optical Rangefinder
7 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic Battleship Prototype Testing (D)
|}
==== Improved Battleship ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites:
:*[[Naval_Tech_Tree#Basic Battleship|Basic Battleship]]
*Effects:
:*Model is now obsolete. battleship 1
:*New Model battleship 3
|
7 - [[Image:naval_engineering.png|naval_engineering]] - Improved Battleship Hull
7 - [[Image:naval_engineering.png|naval_engineering]] - Improved Battleship Propulsion
7 - [[Image:naval_artillery.png|naval_artillery]] - Naval Battleship Gun 400
7 - [[Image:electronics.png|electronics]] - Basic Decimetric Naval Artillery Radar
7 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved Battleship Prototype Testing (D)
|}
==== Advanced Battleship ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
*Prerequisites:
:*[[Naval_Tech_Tree#Improved Battleship|Improved Battleship]]
*Effects:
:*New Model battleship 4
:*Model is now obsolete. battleship 2
|
7 - [[Image:naval_engineering.png|naval_engineering]] - Advanced Battleship Hull
7 - [[Image:naval_engineering.png|naval_engineering]] - Advanced Battleship Propulsion
7 - [[Image:naval_artillery.png|naval_artillery]] - Naval Battleship Gun 400
7 - [[Image:electronics.png|electronics]] - Improved Decimetric Naval Artillery Radar
7 - [[Image:technical_efficiency.png|technical_efficiency]] - Advanced Battleship Prototype Testing (D)
|}
==== Semi-Modern Battleship ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1945
*Prerequisites:
:*[[Naval_Tech_Tree#Advanced Battleship|Advanced Battleship]]
*Effects:
:*New Model battleship 5
:*Model is now obsolete. battleship 3
|
7 - [[Image:naval_engineering.png|naval_engineering]] - Semi-Modern Battleship Hull
7 - [[Image:naval_engineering.png|naval_engineering]] - Semi-Modern Battleship Propulsion
7 - [[Image:naval_artillery.png|naval_artillery]] - Naval Battleship Gun 400
7 - [[Image:electronics.png|electronics]] - Basic Centimetric Naval Artillery Radar
7 - [[Image:technical_efficiency.png|technical_efficiency]] - Semi-Modern Battleship Prototype Testing (D)
|}
==== Super Heavy Battleship ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1938
*Prerequisites:
:*[[Naval_Tech_Tree#Improved Battleship|Improved Battleship]]
*Effects:
:*New Model battleship 6
|
7 - [[Image:naval_engineering.png|naval_engineering]] - Super Heavy Battleship Hull
7 - [[Image:naval_engineering.png|naval_engineering]] - Super Heavy Battleship Propulsion
7 - [[Image:naval_artillery.png|naval_artillery]] - Naval Battleship Gun 460
7 - [[Image:electronics.png|electronics]] - Basic Centimetric Naval Artillery Radar
7 - [[Image:technical_efficiency.png|technical_efficiency]] - Super Heavy Battleship Prototype Testing (D)
|}
=== Air Carrier ===
==== Great War Air Carrier ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites: None
*Effects:
:*Activate Unit Type carrier
:*Activate Unit Type cag
:*New Model carrier 0
:*New Model cag 0
|
7 - [[Image:naval_engineering.png|naval_engineering]] - Great War Air Carrier Hull
7 - [[Image:naval_engineering.png|naval_engineering]] - Great War Air Carrier Propulsion
7 - [[Image:aeronautics.png|aeronautics]] - Sectional Flight Deck
7 - [[Image:electronics.png|electronics]] - Great War Carrier Aircraft Group
7 - [[Image:technical_efficiency.png|technical_efficiency]] - Great War Air Carrier Prototype Testing (D)
|}
==== Early Air Carrier ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites:
:*[[Naval_Tech_Tree#Great War Air Carrier|Great War Air Carrier]]
*Effects:
:*New Model carrier 1
:*New Model cag 1
|
7 - [[Image:naval_engineering.png|naval_engineering]] - Early Air Carrier Hull
7 - [[Image:naval_engineering.png|naval_engineering]] - Early Air Carrier Propulsion
7 - [[Image:aeronautics.png|aeronautics]] - Experimental Straight Flight Deck
7 - [[Image:electronics.png|electronics]] - Early Carrier Aircraft Group
7 - [[Image:technical_efficiency.png|technical_efficiency]] - Early Air Carrier Prototype Testing (D)
|}
==== Basic Air Carrier ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites:
:*[[Naval_Tech_Tree#Early Air Carrier|Early Air Carrier]]
*Effects:
:*New Model carrier 2
:*New Model cag 2
|
7 - [[Image:naval_engineering.png|naval_engineering]] - Basic Air Carrier Hull
7 - [[Image:naval_engineering.png|naval_engineering]] - Basic Air Carrier Propulsion
7 - [[Image:aeronautics.png|aeronautics]] - Straight Flight Deck
7 - [[Image:electronics.png|electronics]] - Basic Carrier Aircraft Group
7 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic Air Carrier Prototype Testing (D)
|}
==== Improved Air Carrier ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1938
*Prerequisites:
:*[[Naval_Tech_Tree#Basic Air Carrier|Basic Air Carrier]]
*Effects:
:*New Model carrier 3
:*New Model cag 3
|
7 - [[Image:naval_engineering.png|naval_engineering]] - Improved Air Carrier Hull
7 - [[Image:naval_engineering.png|naval_engineering]] - Improved Air Carrier Propulsion
7 - [[Image:aeronautics.png|aeronautics]] - Armored Straight Flight Deck
7 - [[Image:electronics.png|electronics]] - Improved Carrier Aircraft Group
7 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved Air Carrier Prototype Testing (D)
|}
==== Advanced Air Carrier ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
*Prerequisites:
:*[[Naval_Tech_Tree#Improved Air Carrier|Improved Air Carrier]]
*Effects:
:*New Model carrier 4
:*New Model cag 4
|
7 - [[Image:naval_engineering.png|naval_engineering]] - Advanced Air Carrier Hull
7 - [[Image:naval_engineering.png|naval_engineering]] - Advanced Air Carrier Propulsion
7 - [[Image:aeronautics.png|aeronautics]] - Angled Flight Deck
7 - [[Image:electronics.png|electronics]] - Advanced Carrier Aircraft Group
7 - [[Image:technical_efficiency.png|technical_efficiency]] - Advanced Air Carrier Prototype Testing (D)
|}
==== Heavy Advanced Air Carrier ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Naval_Tech_Tree#Advanced Air Carrier|Advanced Air Carrier]]
*Effects:
:*New Model carrier 5
:*New Model cag 5
|
7 - [[Image:naval_engineering.png|naval_engineering]] - Advanced Air Carrier Heavy Hull
7 - [[Image:naval_engineering.png|naval_engineering]] - Advanced Air Carrier Propulsion
7 - [[Image:aeronautics.png|aeronautics]] - Armored Angled Flight Deck
7 - [[Image:electronics.png|electronics]] - Heavy Advanced Carrier Aircraft Group
7 - [[Image:technical_efficiency.png|technical_efficiency]] - Advanced Air Carrier Prototype Testing (D)
|}
==== Super Heavy Advanced Air Carrier ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1944
*Prerequisites:
:*[[Naval_Tech_Tree#Heavy Advanced Air Carrier|Heavy Advanced Air Carrier]]
*Effects:
:*New Model carrier 6
:*New Model cag 6
|
7 - [[Image:naval_engineering.png|naval_engineering]] - Advanced Air Carrier Super Heavy Hull
7 - [[Image:naval_engineering.png|naval_engineering]] - Advanced Air Carrier Propulsion
7 - [[Image:aeronautics.png|aeronautics]] - Armored Angled Flight Deck
7 - [[Image:electronics.png|electronics]] - Super Heavy Advanced Carrier Aircraft Group
7 - [[Image:technical_efficiency.png|technical_efficiency]] - Advanced Air Carrier Prototype Testing (D)
|}
==== Semi-Modern Air Carrier ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1945
*Prerequisites:
:*[[Naval_Tech_Tree#Super Heavy Advanced Air Carrier|Super Heavy Advanced Air Carrier]]
*Effects:
:*New Model carrier 7
:*New Model cag 7
|
7 - [[Image:naval_engineering.png|naval_engineering]] - Semi-Modern Air Carrier Hull
7 - [[Image:naval_engineering.png|naval_engineering]] - Semi-Modern Air Carrier Propulsion
7 - [[Image:aeronautics.png|aeronautics]] - Floating Airbase Deck
7 - [[Image:electronics.png|electronics]] - Semi-Modern Carrier Aircraft Group
7 - [[Image:technical_efficiency.png|technical_efficiency]] - Semi-Modern Air Carrier Prototype Testing (D)
|}
=== Submarine ===
==== Dive Boat ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites: None
*Effects:
:*Activate Unit Type submarine
:*New Model submarine 0
|
5 - [[Image:naval_engineering.png|naval_engineering]] - Experimental Pressure Hull
5 - [[Image:naval_engineering.png|naval_engineering]] - Basic Bronze Periscope
5 - [[Image:general_equipment.png|general_equipment]] - Basic Compass
5 - [[Image:electronics.png|electronics]] - Diving Rudder
5 - [[Image:technical_efficiency.png|technical_efficiency]] - Dive Boat Prototype Testing (D)
|}
==== Short Range Submarine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites:
:*[[Naval_Tech_Tree#Dive Boat|Dive Boat]]
*Effects:
:*New Model submarine 1
|
5 - [[Image:naval_engineering.png|naval_engineering]] - Basic Pressure Hull
5 - [[Image:naval_engineering.png|naval_engineering]] - Improved Bronze Periscope
5 - [[Image:general_equipment.png|general_equipment]] - Tower Compass
5 - [[Image:electronics.png|electronics]] - Underwater Elevation Rudder
5 - [[Image:technical_efficiency.png|technical_efficiency]] - Short Range Submarine Prototype Testing (D)
|}
==== Medium Range Submarine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites:
:*[[Naval_Tech_Tree#Short Range Submarine|Short Range Submarine]]
*Effects:
:*Model is now obsolete. submarine 0
:*New Model submarine 2
|
5 - [[Image:naval_engineering.png|naval_engineering]] - Improved Pressure Hull
5 - [[Image:naval_engineering.png|naval_engineering]] - Steel Periscope
5 - [[Image:general_equipment.png|general_equipment]] - Nautical Gyrocompass
5 - [[Image:electronics.png|electronics]] - Submarine Diesel Engine
5 - [[Image:technical_efficiency.png|technical_efficiency]] - Medium Range Submarine Prototype Testing (D)
|}
==== Long Range Submarine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1938
*Prerequisites:
:*[[Naval_Tech_Tree#Medium Range Submarine|Medium Range Submarine]]
*Effects:
:*Model is now obsolete. submarine 1
:*New Model submarine 3
|
5 - [[Image:naval_engineering.png|naval_engineering]] - Advanced Pressure Hull
5 - [[Image:naval_engineering.png|naval_engineering]] - Basic Schnorkel
5 - [[Image:general_equipment.png|general_equipment]] - Large Fuel Tank Design
5 - [[Image:electronics.png|electronics]] - Advanced Torpedo Chambers
5 - [[Image:technical_efficiency.png|technical_efficiency]] - Long Range Submarine Prototype Testing (D)
|}
==== Electro Submarine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1944
*Prerequisites:
:*[[Naval_Tech_Tree#Long Range Submarine|Long Range Submarine]]
*Effects:
:*New Model submarine 4
:*Model is now obsolete. submarine 2
|
5 - [[Image:naval_engineering.png|naval_engineering]] - Streamlined Pressure Hull
5 - [[Image:naval_engineering.png|naval_engineering]] - Improved Schnorkel
5 - [[Image:naval_engineering.png|naval_engineering]] - Closed Cycle Engine
5 - [[Image:electronics.png|electronics]] - Air Condition and Cooling System
5 - [[Image:technical_efficiency.png|technical_efficiency]] - Electro Submarine Prototype Testing (D)
|}
==== Semi-Modern Submarine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1945
*Prerequisites:
:*[[Naval_Tech_Tree#Electro Submarine|Electro Submarine]]
*Effects:
:*New Model submarine 5
:*Model is now obsolete. submarine 3
|
5 - [[Image:naval_engineering.png|naval_engineering]] - Coated Pressure Hull
5 - [[Image:naval_engineering.png|naval_engineering]] - Advanced Schnorkel
5 - [[Image:naval_engineering.png|naval_engineering]] - Single Propeller Silent Engine
5 - [[Image:electronics.png|electronics]] - Anti-Radar Rubber Coating
5 - [[Image:technical_efficiency.png|technical_efficiency]] - Semi-Modern Submarine Prototype Testing (D)
|}
[[Category:Reference]] [[Category:Tech Tree]]
8c42bff26ffe96f4fc950f5fcc7aa1449a417dda
Naval unit statistics
0
619
1072
1071
2017-03-18T11:51:48Z
Meneth
2
1 revision imported: Import from HoI2 Wiki
wikitext
text/x-wiki
== Sea Units ==
{| WIDTH=95%
|- VALIGN=top
|
=== [[Battlecruiser]] ===
Battlecruisers are very heavy cruisers that combine large main guns and good armor with reasonable speed and a good range. They are mainly used against enemy shipping lanes, able to outrun enemy battleships and able to outfight convoy escorts.
| WIDTH=20 |
| ALIGN=right |
[[Image:Div_25.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Sea Attack !! Sub Attack !! Sea Def !! Shore Bombard !! Distance !! Visi-<BR>bility !! Surface Detect !! Sub Detect !! Air Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap.
|- align=center
| align=left | Great War Battlecruiser || 30 || 30 || 1 || 1 || 12 || 0 || 8 || 5 || 0.3 || 80 || 1 || 4 || 1
| width=20 | || 6 || 615 || 1 || 18 || 0.4 || 0.8 || 2500 || 0
|- align=center
| align=left | Early Battlecruiser || 30 || 30 || 1 || 2 || 14 || 0 || 9 || 6 || 0.31 || 80 || 1 || 4 || 1
| width=20 | || 7 || 615 || 1 || 21 || 0.5 || 0.8 || 2700 || 0
|- align=center
| align=left | Basic Battlecruiser || 30 || 30 || 1 || 3 || 16 || 0 || 10 || 7 || 0.32 || 80 || 1 || 4 || 1
| width=20 | || 8 || 615 || 1 || 23 || 0.5 || 0.8 || 3000 || 0
|- align=center
| align=left | Improved Battlecruiser || 30 || 30 || 3 || 3 || 17 || 0 || 12 || 8 || 0.34 || 80 || 1 || 4 || 2
| width=20 | || 9 || 615 || 1 || 26 || 0.6 || 0.8 || 3500 || 0
|- align=center
| align=left | Advanced Battlecruiser || 30 || 30 || 4 || 4 || 18 || 0 || 14 || 9 || 0.36 || 80 || 1 || 5 || 2
| width=20 | || 10 || 630 || 2 || 28 || 0.7 || 0.8 || 4000 || 0
|- align=center
| align=left | Semi–Modern Battlecruiser || 30 || 30 || 5 || 5 || 20 || 1 || 16 || 10 || 0.36 || 80 || 1 || 5 || 3
| width=20 | || 12 || 630 || 2 || 30 || 0.8 || 0.8 || 4000 || 0
|- align=center
| align=left | Nuclear Battlecruiser || 30 || 30 || 6 || 6 || 22 || 1 || 18 || 10 || 0.36 || 80 || 1 || 6 || 3
| width=20 | || 14 || 640 || 2 || 30 || 2.0 || 0 || 4000 || 0
|}
{| WIDTH=95%
|- VALIGN=top
|
=== [[Battleship]] ===
The Battleship is the Queen of the Sea. It is a massive floating gun platform, designed primarily to engage enemy capital ships at long range and send them to the bottom of the ocean. However, they are now vulnerable to air or submarine torpedo attacks, and the advent of the Aircraft Carrier has started to number their days.
| WIDTH=20 |
| ALIGN=right |
[[Image:Div_22.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Sea Attack !! Sub Attack !! Sea Def !! Shore Bombard !! Distance !! Visi-<BR>bility !! Surface Detect !! Sub Detect !! Air Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap.
|- align=center
| align=left | Great War Battleship || 30 || 30 || 1 || 1 || 14 || 0 || 12 || 6 || 0.32 || 90 || 1 || 2 || 1
| width=20 | || 7 || 730 || 1 || 15 || 0.7 || 1 || 2500 || 0
|- align=center
| align=left | Early Battleship || 30 || 30 || 1 || 1 || 16 || 0 || 14 || 8 || 0.34 || 90 || 1 || 3 || 1
| width=20 | || 8 || 730 || 1 || 20 || 0.7 || 1 || 2800 || 0
|- align=center
| align=left | Basic Battleship || 30 || 30 || 2 || 2 || 18 || 0 || 16 || 10 || 0.34 || 90 || 1 || 3 || 2
| width=20 | || 9 || 730 || 1 || 20 || 0.8 || 1 || 3000 || 0
|- align=center
| align=left | Improved Battleship || 30 || 30 || 3 || 4 || 21 || 0 || 19 || 11 || 0.36 || 90 || 1 || 4 || 2
| width=20 | || 10 || 730 || 2 || 25 || 0.8 || 1 || 3500 || 0
|- align=center
| align=left | Advanced Battleship || 30 || 30 || 4 || 6 || 24 || 0 || 22 || 12 || 0.38 || 90 || 1 || 4 || 3
| width=20 | || 12 || 730 || 2 || 27 || 0.9 || 1 || 4000 || 0
|- align=center
| align=left | Semi–Modern Battleship || 30 || 30 || 5 || 8 || 26 || 1 || 24 || 14 || 0.38 || 90 || 1 || 5 || 3
| width=20 | || 14 || 740 || 2 || 28 || 1 || 1 || 4000 || 0
|- align=center
| align=left | Super Heavy Battleship || 30 || 30 || 3 || 5 || 28 || 0 || 27 || 14 || 0.38 || 95 || 1 || 4 || 2
| width=20 | || 16 || 760 || 2 || 24 || 1 || 1.5 || 3500 || 0
|- align=center
| align=left | Nuclear Battleship || 30 || 30 || 6 || 9 || 28 || 1 || 26 || 14 || 0.38 || 90 || 1 || 6 || 4
| width=20 | || 16 || 790 || 2 || 30 || 2.5 || 0 || 8000 || 0
|}
{| WIDTH=95%
|- VALIGN=top
|
=== [[Carrier]] ===
The Aircraft Carrier is rapidly becoming the most important naval vessel. Its ability to project power through the aircraft it carries makes it dangerous to other capital ships and land forces. However, the ship itself is only lightly armed and must rely on other naval units, as well as its own aircraft, to afford it protection.
| WIDTH=20 |
| ALIGN=right |
[[Image:Div_27.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Sea Attack !! Sub Attack !! Sea Def !! Shore Bombard !! Distance !! Visi-<BR>bility !! Surface Detect !! Sub Detect !! Air Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap.
|- align=center
| align=left | Great War Carrier || 30 || 30 || 1 || 1 || 1 || 1 || 8 || 0 || 0.14 || 100 || 1 || 1 || 2
| width=20 | || 5 || 547 || 1 || 18 || 0.9 || 1 || 2000 || 0
|- align=center
| align=left | Early Carrier || 30 || 30 || 1 || 1 || 1 || 1 || 9 || 0 || 0.16 || 100 || 1 || 1 || 2
| width=20 | || 5 || 650 || 1 || 18 || 1.1 || 1 || 2500 || 0
|- align=center
| align=left | Basic Carrier || 30 || 30 || 1 || 2 || 1 || 1 || 10 || 0 || 0.16 || 100 || 1 || 1 || 2
| width=20 | || 6 || 730 || 2 || 22 || 1.3 || 1 || 3000 || 0
|- align=center
| align=left | Improved Carrier || 30 || 30 || 2 || 3 || 1 || 1 || 12 || 0 || 0.17 || 100 || 1 || 1 || 2
| width=20 | || 7 || 730 || 2 || 24 || 1.5 || 1 || 3500 || 0
|- align=center
| align=left | Advanced Carrier || 30 || 30 || 2 || 4 || 1 || 1 || 15 || 0 || 0.18 || 100 || 1 || 1 || 3
| width=20 | || 8 || 730 || 2 || 26 || 1.7 || 1 || 4000 || 0
|- align=center
| align=left | Advanced Heavy Carrier || 30 || 30 || 3 || 5 || 1 || 1 || 18 || 0 || 0.18 || 100 || 1 || 1 || 4
| width=20 | || 10 || 810 || 3 || 28 || 2.0 || 1.5 || 4000 || 0
|- align=center
| align=left | Advanced Super–Heavy Carrier || 30 || 30 || 3 || 5 || 1 || 1 || 22 || 0 || 0.18 || 100 || 1 || 1 || 4
| width=20 | || 11 || 920 || 3 || 30 || 2.3 || 2 || 4000 || 0
|- align=center
| align=left | Semi–Modern Carrier || 30 || 30 || 3 || 6 || 1 || 1 || 24 || 0 || 0.2 || 100 || 1 || 1 || 5
| width=20 | || 12 || 920 || 3 || 30 || 2.5 || 2 || 4500 || 0
|- align=center
| align=left | Nuclear Carrier || 30 || 30 || 3 || 6 || 1 || 1 || 26 || 0 || 0.2 || 100 || 1 || 1 || 5
| width=20 | || 14 || 950 || 3 || 32 || 3.5 || 0 || 8000 || 0
|}
{| WIDTH=95%
|- VALIGN=top
|
=== [[Destroyers]] ===
The Destroyer is the smallest and the fastest of the surface ships. It is lightly armed in comparison with the battleship, but its speed and maneuvrability allow it to provide a good first line of defence away from the main capital ships of a fleet, and its light guns are useful for engaging aircraft. Destroyers are usually combined in groups and used for convoy escort and anti-submarine duties.
| WIDTH=20 |
| ALIGN=right |
[[Image:Div_26.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Sea Attack !! Sub Attack !! Sea Def !! Shore Bombard !! Distance !! Visi-<BR>bility !! Surface Detect !! Sub Detect !! Air Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap.
|- align=center
| align=left | Great War Destroyer || 30 || 30 || 0 || 2 || 3 || 3 || 1 || 0 || 0.14 || 50 || 3 || 7 || 2
| width=20 | || 2 || 95 || 0.5 || 24 || 0.25 || 0.25 || 1200 || 0
|- align=center
| align=left | Early Destroyer || 30 || 30 || 1 || 3 || 4 || 5 || 2 || 0 || 0.16 || 50 || 3 || 8 || 3
| width=20 | || 2 || 120 || 0.5 || 28 || 0.25 || 0.25 || 1500 || 0
|- align=center
| align=left | Basic Destroyer || 30 || 30 || 2 || 3 || 5 || 7 || 3 || 1 || 0.17 || 50 || 3 || 10 || 4
| width=20 | || 2 || 140 || 0.5 || 28 || 0.27 || 0.25 || 1800 || 0
|- align=center
| align=left | Improved Destroyer || 30 || 30 || 3 || 4 || 6 || 9 || 4 || 1 || 0.18 || 50 || 3 || 12 || 5
| width=20 | || 3 || 140 || 0.5 || 30 || 0.27 || 0.25 || 2100 || 0
|- align=center
| align=left | Advanced Destroyer || 30 || 30 || 4 || 5 || 7 || 12 || 5 || 2 || 0.19 || 50 || 3 || 14 || 6
| width=20 | || 4 || 140 || 0.5 || 33 || 0.3 || 0.3 || 2500 || 0
|- align=center
| align=left | Semi–Modern Destroyer || 30 || 30 || 6 || 6 || 8 || 14 || 6 || 2 || 0.2 || 50 || 3 || 14 || 6
| width=20 | || 5 || 140 || 0.5 || 34 || 0.3 || 0.3 || 3000 || 0
|}
{| WIDTH=95%
|- VALIGN=top
|
=== [[Heavy Cruiser]] ===
Heavy Cruisers are larger and more heavily armored than their lighter counterparts. They have larger main guns, giving them the ability to bombard enemy units on land. They are effective against enemy surface ships, especially destroyers and light cruisers, but are susceptible to air and submarine attacks.
| WIDTH=20 |
| ALIGN=right |
[[Image:Div_24.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Sea Attack !! Sub Attack !! Sea Def !! Shore Bombard !! Distance !! Visi-<BR>bility !! Surface Detect !! Sub Detect !! Air Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap.
|- align=center
| align=left | Great War Heavy Cruiser || 30 || 30 || 0 || 1 || 8 || 0 || 5 || 3 || 0.24 || 70 || 1 || 2 || 1
| width=20 | || 4 || 300 || 0.5 || 20 || 0.4 || 0.5 || 2500 || 0
|- align=center
| align=left | Early Heavy Cruiser || 30 || 30 || 1 || 1 || 9 || 0 || 5 || 4 || 0.26 || 70 || 1 || 4 || 2
| width=20 | || 5 || 310 || 1 || 23 || 0.5 || 0.5 || 2500 || 0
|- align=center
| align=left | Basic Heavy Cruiser || 30 || 30 || 1 || 3 || 10 || 0 || 6 || 4 || 0.28 || 70 || 1 || 5 || 3
| width=20 | || 6 || 310 || 1 || 25 || 0.5 || 0.5 || 3000 || 0
|- align=center
| align=left | Improved Heavy Cruiser || 30 || 30 || 2 || 3 || 11 || 0 || 7 || 5 || 0.29 || 70 || 1 || 5 || 3
| width=20 | || 7 || 310 || 1 || 28 || 0.6 || 0.6 || 3500 || 0
|- align=center
| align=left | Advanced Heavy Cruiser || 30 || 30 || 2 || 4 || 12 || 0 || 8 || 6 || 0.30 || 70 || 1 || 6 || 4
| width=20 | || 8 || 365 || 1 || 30 || 0.6 || 0.6 || 4000 || 0
|- align=center
| align=left | Semi–Modern Heavy Cruiser || 30 || 30 || 4 || 5 || 13 || 1 || 9 || 6 || 0.30 || 70 || 1 || 7 || 5
| width=20 | || 9 || 365 || 2 || 30 || 0.7 || 0.6 || 4000 || 0
|- align=center
| align=left | Nuclear Heavy Cruiser || 30 || 30 || 5 || 7 || 14 || 1 || 10 || 6 || 0.30 || 70 || 2 || 8 || 6
| width=20 | || 10 || 380 || 2 || 30 || 1.6 || 0 || 8000 || 0
|}
{| WIDTH=95%
|- VALIGN=top
|
=== [[Light Cruiser]] ===
Light Cruisers are little more than large destroyers. They are usually lightly armored to give good speed and range. They are normally used in an escort role for capital ships like battleships or carriers, granting protection mainly from enemy air attacks, but also from enemy submarines.
| WIDTH=20 |
| ALIGN=right |
[[Image:Div_23.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Sea Attack !! Sub Attack !! Sea Def !! Shore Bombard !! Distance !! Visi-<BR>bility !! Surface Detect !! Sub Detect !! Air Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap.
|- align=center
| align=left | Great War Light Cruiser || 30 || 30 || 1 || 2 || 4 || 1 || 3 || 1 || 0.18 || 60 || 2 || 4 || 2
| width=20 | || 3 || 200 || 0.5 || 22 || 0.36 || 0.38 || 1500 || 0
|- align=center
| align=left | Early Light Cruiser || 30 || 30 || 2 || 2 || 6 || 2 || 4 || 2 || 0.22 || 60 || 2 || 5 || 3
| width=20 | || 4 || 220 || 0.5 || 25 || 0.36 || 0.38 || 2000 || 0
|- align=center
| align=left | Basic Light Cruiser || 30 || 30 || 4 || 3 || 8 || 3 || 5 || 3 || 0.23 || 60 || 2 || 6 || 4
| width=20 | || 5 || 220 || 1 || 26 || 0.38 || 0.38 || 2500 || 0
|- align=center
| align=left | Improved Light Cruiser || 30 || 30 || 8 || 4 || 9 || 4 || 6 || 4 || 0.24 || 60 || 2 || 8 || 5
| width=20 | || 6 || 220 || 1 || 29 || 0.38 || 0.4 || 3000 || 0
|- align=center
| align=left | Advanced Light Cruiser || 30 || 30 || 10 || 4 || 10 || 6 || 7 || 4 || 0.25 || 60 || 2 || 10 || 7
| width=20 | || 7 || 230 || 1 || 30 || 0.4 || 0.4 || 3500 || 0
|- align=center
| align=left | Semi–Modern Light Cruiser || 30 || 30 || 12 || 5 || 11 || 8 || 8 || 4 || 0.26 || 60 || 3 || 12 || 9
| width=20 | || 8 || 230 || 1 || 30 || 0.4 || 0.4 || 4000 || 0
|}
{| WIDTH=95%
|- VALIGN=top
|
=== [[Submarine]]s ===
The Submarine is designed to travel underwater allowing it to operate clandestinely against other naval units. Its main armament consists of torpedoes which are deadly against all other types of vessel, be they Carrier, Battleship, Naval Transport or another Submarine. However, the Submarine can be handicapped by a short range and new technologies to improve them can be expensive.
| WIDTH=20 |
| ALIGN=right |
[[Image:Div_28.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Sea Attack !! Sub Attack !! Sea Def !! Shore Bombard !! Distance !! Visi-<BR>bility !! Surface Detect !! Sub Detect !! Air Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap.
|- align=center
| align=left | Dive Boat || 30 || 30 || 0 || 5 || 3 || 1 || 1 || 0 || 0.15 || 5 || 2 || 1 || 1
| width=20 | || 2 || 90 || 0.5 || 10 || 0.3 || 0.5 || 500 || 0
|- align=center
| align=left | Short Range Submarine || 30 || 30 || 0 || 6 || 5 || 2 || 2 || 0 || 0.16 || 4 || 3 || 1 || 1
| width=20 | || 2 || 110 || 0.5 || 12 || 0.4 || 0.5 || 2500 || 0
|- align=center
| align=left | Medium Range Submarine || 30 || 30 || 1 || 8 || 6 || 3 || 3 || 0 || 0.17 || 3 || 4 || 1 || 1
| width=20 | || 2 || 160 || 0.5 || 16 || 0.5 || 0.7 || 3000 || 0
|- align=center
| align=left | Long Range Submarine || 30 || 30 || 1 || 10 || 7 || 4 || 4 || 0 || 0.18 || 3 || 5 || 1 || 1
| width=20 | || 3 || 160 || 0.5 || 18 || 0.6 || 0.8 || 3500 || 0
|- align=center
| align=left | Electro–Submarine || 30 || 30 || 1 || 12 || 9 || 8 || 5 || 0 || 0.19 || 2 || 5 || 3 || 1
| width=20 | || 4 || 160 || 0.5 || 18 || 0.7 || 0.5 || 3500 || 0
|- align=center
| align=left | Semi–Modern Submarine || 30 || 30 || 1 || 14 || 10 || 10 || 8 || 0 || 0.2 || 1 || 6 || 4 || 1
| width=20 | || 5 || 160 || 0.5 || 21 || 0.7 || 0.5 || 4000 || 0
|- align=center
| align=left | Nuclear Submarine || 30 || 30 || 1 || 16 || 12 || 12 || 12 || 0 || 0.2 || 1 || 7 || 5 || 1
| width=20 | || 8 || 320 || 0.5 || 25 || 1.9 || 0 || 8000 || 0
|}
{| WIDTH=95%
|- VALIGN=top
|
=== [[Transport]]s ===
Naval Transports are used for moving supplies and resources around the world. They can also be used to ferry land units across stretches of water. They are completely unarmed and, unless well protected, will be vulnerable to attack by other naval units or aircraft.
| WIDTH=20 |
| ALIGN=right |
[[Image:Div_29.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Sea Attack !! Sub Attack !! Sea Def !! Shore Bombard !! Distance !! Visi-<BR>bility !! Surface Detect !! Sub Detect !! Air Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap.
|- align=center
| align=left | Transport || 30 || 30 || 0 || 0 || 0 || 0 || 0 || 0 || 0.1 || 90 || 0 || 0 || 0
| width=20 | || 5 || 90 || 1 || 18 || 0.3 || 1 || 3000 || 40
|}
== Seabrigade Units ==
{| WIDTH=95%
|- VALIGN=top
|
=== [[Carrier Air Group]] ===
Carrier Air Groups represent the complement of planes stationed on carriers. They are usually a mix of fighters, torpedo and dive bombers which provide both protection for the carrier and allow it to strike enemy ships at a large distance.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_14.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Sea Attack !! Sub Attack !! Sea Def !! Shore Bombard !! Distance !! Visi-<BR>bility !! Surface Detect !! Sub Detect !! Air Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Great War Carrier Air Group || || || 3 || 3 || 2 || 0 || || 5 || 1.0 || || 10 || 2 || 3
| width=20 | || 2 || 190 || 0.2 || || 0.4 || 1 || || || 0.5 || 1.0
|- align=center
| align=left | Early Carrier Air Group || || || 6 || 5 || 4 || 0 || || 7 || 1.2 || || 11 || 3 || 4
| width=20 | || 2.5 || 190 || 0.2 || || 0.4 || 1 || || || 0.5 || 1.0
|- align=center
| align=left | Basic Carrier Air Group || || || 8 || 7 || 6 || 0 || || 10 || 1.4 || || 12 || 4 || 5
| width=20 | || 3 || 190 || 0.2 || || 0.5 || 1 || || || 0.5 || 1.0
|- align=center
| align=left | Improved Carrier Air Grp || || || 10 || 9 || 8 || 0 || || 12 || 1.6 || || 13 || 6 || 6
| width=20 | || 3.5 || 190 || 0.2 || || 0.5 || 1 || || || 0.5 || 1.0
|- align=center
| align=left | Advanced Carrier Air Grp || || || 12 || 12 || 11 || 1 || || 14 || 1.8 || || 14 || 7 || 7
| width=20 | || 4 || 190 || 0.2 || || 0.6 || 1 || || || 0.5 || 1.0
|- align=center
| align=left | Heavy Advanced CAG || || || 16 || 16 || 14 || 3 || || 16 || 2.0 || || 15 || 7 || 7
| width=20 | || 4.5 || 190 || 0.2 || || 0.6 || 1 || || || 0.5 || 1.0
|- align=center
| align=left | Super–Heavy Advanced CAG || || || 20 || 18 || 16 || 5 || || 18 || 2.2 || || 16 || 7 || 7
| width=20 | || 5 || 190 || 0.2 || || 0.7 || 1 || || || 0.5 || 1.0
|- align=center
| align=left | Semi–Modern CAG || || || 21 || 21 || 18 || 7 || || 19 || 2.4 || || 17 || 8 || 8
| width=20 | || 5.5 || 190 || 0.2 || || 0.7 || 1 || || || 0.5 || 1.0
|- align=center
| align=left | Turbojet Carrier Air Grp || || || 25 || 25 || 20 || 9 || || 23 || 2.5 || || 20 || 10 || 10
| width=20 | || 6 || 190 || 0.2 || || 1 || 1.5 || || || 0.5 || 1.0
|}
= Doomsday 1.0 - 1.3 =
Available as a PDF file: [[Media:UnitStats_DD12_Sea.pdf|Sea Unit Statistics]]. Also, a complete Excel file is available: [http://joe-s.home.insightbb.com/hoi2dd.htm DD UnitStats v1.2 Excel File]
[[Category:Reference]]
09c58b088ce62ad132bb2736556ed8b51db8e6ac
Naval units
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{{Anthology}}All units representing ships and that need to be deployed in [[naval base|naval bases]]. Ships cannot upgrade to newer models, once researched. The only exception is that the [[Carrier Air Group|CAG]] of a [[Carrier]] can upgrade to newer models, but not the carrier vessel itself.
==Statistics==
* An overview of all naval units (including brigades) for Armageddon, patch 1.2 can be found in [[media:HOI_ARMA_SeaUnitStats_1_2.pdf|this pdf file]].
* An overview for Doomsday, patch 1.2 [[Media:UnitStats_DD12_Sea.pdf|also exists.]]
==Capital ships==
* [[Battleship]] (BB)
* [[Battlecruiser]] (BC)
* [[Heavy Cruiser]] (CA)
* [[Escort Carrier]] (CVL)
* (Fleet) [[Carrier]] (CV)
==Screening ships==
* [[Light Cruiser]] (CL)
* [[Destroyer|Destroyers]] (DD)
==Special==
* [[Submarine]] (SS). A submarine does not need screens to operate efficiently.
* [[Transport|Transports]] (TP). These ships are very vulnerable and cannot attack in combat. They transport troops to operate an [[amphibious assault|amphibious invasion]].
==Naval brigades==
[[Armageddon]] introduced naval brigades, to allow ships to be upgraded.
* [[Carrier Air Group]] (CAG). This brigade exists in all versions of HoI. They represent the planes of carrier. Only a CV can hold this brigade and no other ship may.
All capital ships except a CV and a CVL may hold any of these brigades.
* [[Anti-Air (naval brigade)|Anti-Air]] (AA).
* [[Fire Control (naval brigade)|Fire Control]] (FC).
* [[Improved Hull (naval brigade)|Improved Hull]] (IH).
* [[Radar (naval brigade)|Radar]] (RA).
* [[Torpedoes (naval brigade)|Torpedoes]] (TP).
Screen ships, additionally, can be outfitted with an additional brigade type.
* [[Anti-Submarine Warfare (naval brigade)|Anti-Submarine Warfare]] (ASW).
[[Category:Units]]
23ea49954f1d9b6cd853f4516202b9529db7d88c
Netherlands
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{{Country guides}}
==Overview==
The Netherlands are sitting next to a potential, violent country called Germany, so they should better be prepared. They start with a nice amount of IC, relatively advanced research at start and very good tech teams. Besides the starting position the main problem will always be exactly one: manpower.
The Dutch colonies are some of the very best in the game and that´s the reason why this guide suggests to play a game where you try to hold them. So the two goals are:
* Survive in Europe
* Hold and/or retake the colonies against Japan.
Another viable strategy is to concentrate on Europe and grab as much land as possible from the Germans when the Allies or the Soviets are near your borders in ´43-´45.
==Technology==
First: The usual industry techs (of course including all the manpower techs), infantry, land doctrine, DD´IV. The two most important things are: The third construction tech must be ready in mid ´37 and you should have fighters II researched in time (~early to mid 40), so they can be built when the fortifications are finished. I suggest to go for fighters as the interceptors have the extra rocket techs and also worse range and worse ground/sea attack.
If there is spare research time air doctrines should be researched. From ´40 on, with fighters II researched, air doctrines should become a priority.
==Diplomacy==
===Alliances===
When Germany DoW´s the Netherlands they will join the Allies. According to the forum it is possible to join Axis instead of being attacked, obviously the game will develop a bit different then.
===Sliders===
There are no free moves. Move towards full free market. Then try not to be Market liberal. There are too many events that move the free market slider away from full free market when the government is ML.
==Intelligence==
Early on the Netherlands can profit from stolen blueprints but the IC is needed for building the fortifications. Later, the UK will deliver enough blueprints for free, so stealing blueprints is neither necessary nor advantageous.
==Economy==
===Trading===
The Netherlands can trade away rares for anything they need with nearly everybody they want. Oil will be needed later, so it is important to build a stockpile.
===Industrial Production===
The "Fortress Netherlands" only works one way: At first two rounds of IC, then with the third construction tech ready switch to fortifications completely. Only with the additional IC the Netherlands can build the needed four runs of fortifications as soon as the third construction tech becomes available and the needed infantry as well. If the Netherlands build this way, all border provinces should have level-10 fortifications by spring ´40.
AA is a good idea to build as well as it protects against strategic bombing effectively, but also uses much precious manpower.
As the Netherlands will loose IC in Indonesia some IC should be build in ´41 and ´42 as the third research slot is needed.
==Military==
===Army===
By ´40 the Netherlands need three infantry divisions in every fortress. As the AI loves to land at unprotected beaches also place militias at the Dutch ones. With your production on fortifications it will be hard to build much, but there is enough IC (due to the IC building) to build enough troops. Save manpower for later, don´t build all in infantry.
===Navy===
Early in the game there is not enough IC, but from mid 40 on the Netherlands can build a few DD´s that come in very handy against German subs. Not a top priority, but one serial of DD-IV´s eats up only a bit IC and after a year the Dutch fleet can hunt German wolfpacks.
===Air Force===
From ´40 on most of the IC should be used to build planes. First fighters (at least eight are needed), then, when research is done and IC available, CAS. In order to be able to sink enemy convoys and ships the Dutch Air Force should include fighters to CAS-groups.
==Events==
==War==
===Europe===
The land war in Europe is, hopefully, boring. There is not much the Netherlands can do but sitting in their fortifications and watch France fall. But there is one problem that needs to be addressed: Convoy losses. As manpower grows slowly, there has to be done something against the Germans. Luckily subs are not the main threat but enemy nav bombers. And against those bombers the Dutch have built fighters, so the threat for Dutch convoys can be banned. Subs also hurt, but not as badly as those navs. The Netherlands should be able to hunt and kill all enemy nav bombers. It will take some time - mainly because the Air Force is too small at the beginning - but it is possible.
It helps to micromanage the convoys to minimize losses. Use one, and only one, convoy at any time with all available convoy ships and escorts. Switch the islands you fetch the resources from every few days. This way all the important stuff from the islands is delivered to the capital, but there is only one potential target for enemy navs and subs. That minimizes the convoy losses significantly.
Send as many troops as you can afford to Asia for the next war, hopefully there are some Belgian/French expeditionary forces, so you can spare a few.
===Pacific===
When the convoy losses are under control, the fighter force big (for a medium power) and when the Netherlands finally get bored and start to build CAS as well then, most likely, Japan will join the war. In Armageddon, Japan comes with massive forces early and fast, there is no chance for the Netherlands to hold on against the onslaught the direct way. What does work is to send as many troops down as possible and send down the complete air force and hold an air base/harbour. Choose a province with terrain that helps the defender. Still, the planes are not strong enough to fight the Japs directly, so hit the convoys. It takes time, but it works effectively. Only then, when the Netherlands managed to hold a bit of Indonesia and sunk all Japanese convoys the Netherlands can start to sink enemy ships and start to retake the lost islands.
It is micromanagement to use the air force to spot enemy fleets and squeeze through it with Dutch DD´s and transports, but it is fun if it works. If you are lucky you get a manpower event. In that case, the Netherlands can even take the Japanese home islands with a relatively big DD-fleet and air force and a few ground troops.
===Europe II===
If the war develops relatively historical the Netherlands can grab some land from Germany before it collapses. Watch the map carefully as soon as Allies or Soviets move next to the fortress and try to move out at the right time to take some land.
This guide is based on a Netherlands game played in Armageddon 1.2. I did it nearly the same way in Doomsday, but never lost most of Indonesia and was able to go on the offensive earlier.
[[Category:National Strategy]]
14f3e98e5f1e5e54b6dcd7a78a82c34bbe3c8571
New Zealand
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622
1078
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2
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{{Country guides}}
== Background ==
[[New Zealand]] is little country with weak armed forces but playing with it will be fun and challenging - as it has some advantages too.
* '''Advantages'''
** Lots of powerful allies
** OK tech teams and a few are very good
** Isolationism: AI never attacks New Zealand
* But there is lots of '''disadvantages'''
** Low [[IC]] and only one tech slot
** Low manpower
** Weak army: land units have only ½ strength...
*** Navy have only few transport ships, no cruisers or battleships
*** No air force
** Dove lobby: low manpower growth
== Before World War ==
The first thing you need to do is building infantry. One infantry costs 4.82 IC so set production slider to 4 or 4.82 but then you must leave reinforcing your first divisions. Try upgrade obsolete divisions and reinforce old divisions... In politics New Zealand have one good thing, it is ''social democrat''. Move Democracy slider to Authoritarian to make your goverment Left-Wing radical or Dove lobby slider to Hawk lobby. Do not research or build tanks.
=== Research & Production ===
Research and product
* Basic [[Infantry]]
* Basic [[Marines]]
* Transports and/or destroyers
Don't
* [[Cavalry]], it is not useful in island-to-island campaigns
* [[Battleships]] (it will be take too long to build any battleships, if you don't use ''no time limit'' -mod =])
;*And really don't waste your low IC on tanks, which are also weak attacking islands
And if you have time, try to research some basic doctrines, New Zealands best tech teams are doctrine-teams...
Regarding planes I won't comment. When I played with New Zealand I didn't build any planes, but on the other hand I didn't conquered very many provinces...
== At war ==
For New Zealand the main strategy is conquering Japanese islands. You need transports, or you are prisoner in your home islands. Marines will be good for operations like this and if you play well, you can start amphibious assault on the [[Japan]]ese main Islands, where you really will need good infantry and luck too..
*Alternatively* What I like to do with NZ, (I didn't write the above piece) is disband my CAV at the start, as they arent worth reinforcing, then spam INF and transport them to Africa where they can get XP stopping the Italians, as generally, the British AI doesn't fight too hard in Africa. Then take your troops into Italy itself, where the IC jackpot is. Try and get the RN to destroy the Italian navy first, or go gamey and splash out for a NAV squadron or two and bomb them. Then landing troops in Anzio for example is a piece of cake. I generally tend to ignore Japan, as they have plenty of trouble from the USA and Britain, and the gains to be made are quite small. Then, once the IC rolls in, build some tanks with the extra tech slots you'll have, or branch out into wherever you feel. Buying planes from Britain doesnt hurt, but you have to reinforce them. I used ground attack quite a bit, but have heard this has been nerfed in Arma 1.2 so thats a blow. Good luck, NZ is quite hard to play, but fun if you get it right.
(just finished a game as NZ, annexed Germany and the rest of Europe, AAR on forums :D
[[Category:National Strategy]]
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North America
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{{needwiki}}
{|
|Country
|
|Required Provinces
|
|
|Extra Provinces
|
|----
|Tag
|Name
|Id
|Name
|Capital
|Id
|name
|----
|CAL
|California
|766
|Redding
|
|726
|Los Alamos
|----
|
|
|765
|San Francisco
|
|727
|Silver City
|----
|
|
|762
|Los Angeles
|
|728
|Tucson
|----
|
|
|761
|San Diego
|
|729
|Yuma
|----
|
|
|763
|Fresno
|
|730
|Phoenix
|----
|
|
|764
|Sacramento
|C
|731
|Delano Peak
|----
|
|
|
|
|
|732
|Provo
|----
|
|
|
|
|
|733
|Salt Lake City
|----
|
|
|
|
|
|700
|Fort Peck
|----
|
|
|
|
|
|701
|Miles City
|----
|
|
|
|
|
|702
|Dodson
|----
|
|
|
|
|
|703
|Billings
|----
|
|
|
|
|
|704
|Casper
|----
|
|
|
|
|
|705
|Rock Springs
|----
|
|
|
|
|
|706
|Grand Junction
|----
|
|
|
|
|
|708
|Aspen
|----
|
|
|
|
|
|772
|Anaconda
|----
|
|
|
|
|
|773
|Missoula
|----
|
|
|
|
|
|774
|Great Falls
|----
|
|
|
|
|
|775
|Butte
|----
|
|
|
|
|
|771
|Boise
|----
|
|
|
|
|
|776
|Lewiston
|----
|
|
|
|
|
|777
|Elk City
|----
|
|
|
|
|
|768
|Reno
|----
|
|
|
|
|
|770
|Pocatello
|----
|
|
|
|
|
|734
|Las Vegas
|----
|
|
|
|
|
|735
|Mojave Desert
|----
|
|
|
|
|
|736
|Imperial Valley
|----
|
|
|
|
|
|737
|Mexicali
|----
|
|
|
|
|
|738
|La Paz
|----
|
|
|
|
|
|767
|Sierra Nevada
|----
|
|
|
|
|
|769
|Harney Basin
|----
|
|
|
|
|
|778
|Blue Mountains
|----
|
|
|
|
|
|779
|Spokane
|----
|
|
|
|
|
|780
|Seattle
|----
|
|
|
|
|
|781
|Richland
|----
|
|
|
|
|
|782
|Tacoma
|----
|
|
|
|
|
|783
|Portland
|----
|
|
|
|
|
|784
|Mount Hood
|----
|
|
|
|
|
|785
|Klamath Falls
|----
|
|
|
|
|
|786
|Eugene
|----
|
|
|
|
|
|739
|Hermosillo
|----
|
|
|
|
|
|740
|Nogales
|----
|
|
|
|
|
|741
|Ciudad Juárez
|----
|CAN
|Canada
|571
|Thunder Bay
|
|576
|Newfoundland
|----
|
|
|565
|Fort Severn
|
|556
|Vancouver Island
|----
|
|
|572
|Sault Ste Marie
|
|541
|Vancouver
|----
|
|
|588
|Ottawa
|C
|555
|Kamloops
|----
|
|
|591
|Kingston
|
|554
|Prince George
|----
|
|
|589
|Toronto
|
|552
|Whitehorse
|----
|
|
|590
|Windsor
|
|558
|Yellowknife
|----
|
|
|
|
|
|557
|Fort McMurray
|----
|
|
|
|
|
|796
|Edmonton
|----
|
|
|
|
|
|797
|Calgary
|----
|
|
|
|
|
|799
|Regina
|----
|
|
|
|
|
|798
|Saskatoon
|----
|
|
|
|
|
|795
|Prince Albert
|----
|
|
|
|
|
|794
|Fort Resolution
|----
|
|
|
|
|
|559
|Kugluktuk
|----
|
|
|
|
|
|560
|Repulse Bay
|----
|
|
|
|
|
|561
|Rankin Inlet
|----
|
|
|
|
|
|563
|Baffin Island
|----
|
|
|
|
|
|566
|Churchill
|----
|
|
|
|
|
|567
|Dauphin
|----
|
|
|
|
|
|570
|Norway House
|----
|
|
|
|
|
|568
|Brandon
|----
|
|
|
|
|
|569
|Winnipeg
|----
|
|
|
|
|
|587
|Gatineau
|----
|
|
|
|
|
|585
|Montréal
|----
|
|
|
|
|
|584
|Sherbrooke
|----
|
|
|
|
|
|573
|Val d'Or
|----
|
|
|
|
|
|586
|Québec City
|----
|
|
|
|
|
|574
|Sept-Îles
|----
|
|
|
|
|
|564
|Radisson
|----
|
|
|
|
|
|581
|Saint John
|----
|
|
|
|
|
|580
|Moncton
|----
|
|
|
|
|
|579
|Halifax
|----
|
|
|
|
|
|578
|Cape Breton
|----
|
|
|
|
|
|575
|Labrador
|----
|
|
|
|
|
|1909
|Rivière-du-Loup
|----
|COS
|Costa Rica
|540
|San José
|C
|
|
|----
|CSA
|Confederate States
|748
|Corpus Christi
|
|
|
|----
|
|
|717
|San Antonio
|
|
|
|----
|
|
|746
|Midland
|
|
|
|----
|
|
|718
|El Paso
|
|
|
|----
|
|
|720
|Amarillo
|
|
|
|----
|
|
|721
|Lubbock
|
|
|
|----
|
|
|719
|Abilene
|
|
|
|----
|
|
|715
|Dallas
|
|
|
|----
|
|
|716
|Houston
|
|
|
|----
|
|
|686
|Fort Smith
|
|
|
|----
|
|
|685
|Jonesboro
|
|
|
|----
|
|
|684
|Little Rock
|
|
|
|----
|
|
|683
|Pine Bluff
|
|
|
|----
|
|
|682
|Monroe
|
|----
|
|
|681
|Alexandria
|
|----
|
|
|680
|New Orleans
|
|----
|
|
|679
|Baton Rouge
|
|----
|
|
|678
|Biloxi
|
|----
|
|
|677
|Tallahassee
|
|----
|
|
|676
|Mobile
|
|----
|
|
|675
|Jackson
|
|----
|
|
|674
|Greenville
|
|----
|
|
|673
|Memphis
|
|----
|
|
|672
|Birmingham
|C
|----
|
|
|671
|Chattanooga
|
|----
|
|
|670
|Atlanta
|
|----
|
|
|669
|Augusta
|
|----
|
|
|642
|Nashville
|
|----
|
|
|643
|Asheville
|
|----
|
|
|644
|Charleston
|----
|
|
|645
|Columbia
|----
|
|
|646
|Savannah
|----
|
|
|647
|Macon
|----
|
|
|648
|Jacksonville
|----
|
|
|649
|Tampa
|----
|
|
|650
|Orlando
|----
|
|
|651
|Miami
|----
|
|
|634
|Wilmington
|----
|
|
|635
|Fayetteville
|----
|
|
|636
|Raleigh
|----
|
|
|632
|Richmond
|----
|
|
|633
|Norfolk
|----
|
|
|637
|Charlotte
|----
|
|
|631
|Charlotteville
|----
|
|
|638
|Roanoke
|----
|
|
|639
|Marion
|
|
|
|----
|CUB
|Cuba
|654
|Havana
|C
|
|
|----
|
|
|655
|Santa Clara
|
|
|
|----
|
|
|656
|Camagüey
|
|
|
|----
|
|
|657
|Guantánamo
|
|
|
|----
|DOM
|Dominican Republic
|893
|Santiago
|
|
|
|----
|
|
|894
|Santo Domingo
|C
|
|
|----
|GUA
|Guatemala
|757
|Guatemala
|C
|758
|Belize City
|----
|HAI
|Haiti
|892
|Port-au-Prince
|C
|893
|Santiago
|----
|
|
|
|
|
|894
|Santo Domingo
|----
|HON
|Honduras
|760
|Tegucigalpa
|C
|
|
|----
|MEX
|Mexico
|756
|Mérida
|
|737
|Mexicali
|----
|
|
|755
|Villahermosa
|
|738
|La Paz
|----
|
|
|754
|Acapulco
|
|739
|Hermosillo
|----
|
|
|753
|Puebla
|
|740
|Nogales
|----
|
|
|752
|Mexico City
|C
|741
|Ciudad Juárez
|----
|
|
|751
|Guadalajara
|
|
|
|----
|
|
|750
|León
|
|
|
|----
|
|
|747
|Monterrey
|
|
|
|----
|
|
|749
|Tampico
|
|
|
|----
|
|
|745
|Monclova
|
|
|
|----
|
|
|742
|Chihuahua
|
|
|
|----
|
|
|744
|Durango
|
|
|
|----
|
|
|743
|Culiacán
|
|
|
|----
|NIC
|Nicaragua
|539
|Managua
|C
|
|
|----
|PAN
|Panama
|888
|Panamá
|C
|889
|Colon
|----
|QUE
|Quebec
|564
|Radisson
|
|1909
|Rivière-du-Loup
|----
|
|
|574
|Sept-Îles
|
|584
|Sherbrooke
|----
|
|
|577
|Siauliau
|
|
|
|----
|
|
|573
|Val d'Or
|
|
|
|----
|
|
|587
|Gatineau
|
|
|
|----
|
|
|585
|Montréal
|
|
|
|----
|
|
|586
|Québec City
|C
|
|
|----
|SAL
|El Salvador
|759
|San Salvador
|C
|
|
|----
|TEX
|Texas
|716
|Houston
|
|719
|Abilene
|----
|
|
|715
|Dallas
|
|721
|Lubbock
|----
|
|
|717
|San Antonio
|C
|720
|Amarillo
|----
|
|
|748
|Corpus Christi
|
|746
|Midland
|----
|
|
|
|
|
|718
|El Paso
|----
|
|
|
|
|
|723
|Las Cruces
|----
|
|
|
|
|
|722
|Roswell
|----
|
|
|
|
|
|724
|Albuquerque
|----
|
|
|
|
|
|725
|Santa Fe
|----
|
|
|
|
|
|709
|Pueblo
|----
|
|
|
|
|
|710
|Dodge City
|----
|
|
|
|
|
|711
|Wichita
|----
|
|
|
|
|
|712
|Enid
|----
|
|
|
|
|
|713
|Oklahoma City
|----
|
|
|
|
|
|714
|Lawton
|----
|
|
|
|
|
|793
|Tulsa
|----
|USA
|USA
|606
|Washington D.C.
|C
|651
|Miami
|----
|
|
|
|
|
|650
|Orlando
|----
|
|
|
|
|
|649
|Tampa
|----
|
|
|
|
|
|648
|Jacksonville
|----
|
|
|
|
|
|677
|Tallahassee
|----
|
|
|
|
|
|676
|Mobile
|----
|
|
|
|
|
|672
|Birmingham
|----
|
|
|
|
|
|646
|Savannah
|----
|
|
|
|
|
|647
|Macon
|----
|
|
|
|
|
|669
|Augusta
|----
|
|
|
|
|
|670
|Atlanta
|----
|
|
|
|
|
|644
|Charleston
|----
|
|
|
|
|
|645
|Columbia
|----
|
|
|
|
|
|634
|Wilmington
|----
|
|
|
|
|
|635
|Fayetteville
|----
|
|
|
|
|
|636
|Raleigh
|----
|
|
|
|
|
|637
|Charlotte
|----
|
|
|
|
|
|643
|Asheville
|----
|
|
|
|
|
|633
|Norfolk
|----
|
|
|
|
|
|632
|Richmond
|----
|
|
|
|
|
|631
|Charlotteville
|----
|
|
|
|
|
|638
|Roanoke
|----
|
|
|
|
|
|639
|Marion
|----
|
|
|
|
|
|607
|Baltimore
|----
|
|
|
|
|
|605
|Dover
|----
|
|
|
|
|
|604
|Atlantic City
|----
|
|
|
|
|
|603
|Newark
|----
|
|
|
|
|
|612
|Syracuse
|----
|
|
|
|
|
|602
|New York
|----
|
|
|
|
|
|598
|Albany
|----
|
|
|
|
|
|593
|Watertown
|----
|
|
|
|
|
|592
|Plattsburgh
|----
|
|
|
|
|
|608
|Philadelphia
|----
|
|
|
|
|
|609
|Harrisburg
|----
|
|
|
|
|
|610
|Scranton
|----
|
|
|
|
|
|611
|Altoona
|----
|
|
|
|
|
|594
|Montpelier
|----
|
|
|
|
|
|597
|Bennington
|----
|
|
|
|
|
|595
|Concord
|----
|
|
|
|
|
|596
|Manchester
|----
|
|
|
|
|
|582
|Greenville
|----
|
|
|
|
|
|583
|Portland
|----
|
|
|
|
|
|599
|Worcester
|----
|
|
|
|
|
|600
|Boston
|----
|
|
|
|
|
|601
|Hartford
|----
|
|
|
|
|
|613
|Buffalo
|----
|
|
|
|
|
|614
|Pittsburgh
|----
|
|
|
|
|
|629
|Charleston
|----
|
|
|
|
|
|630
|Clarksburg
|----
|
|
|
|
|
|640
|Louisville
|----
|
|
|
|
|
|641
|Owensboro
|----
|
|
|
|
|
|642
|Nashville
|----
|
|
|
|
|
|671
|Chattanooga
|----
|
|
|
|
|
|673
|Memphis
|----
|
|
|
|
|
|674
|Greenville
|----
|
|
|
|
|
|675
|Jackson
|----
|
|
|
|
|
|678
|Biloxi
|----
|
|
|
|
|
|679
|Baton Rouge
|----
|
|
|
|
|
|615
|Cleveland
|----
|
|
|
|
|
|628
|Columbus
|----
|
|
|
|
|
|617
|Flint
|----
|
|
|
|
|
|616
|Detroit
|----
|
|
|
|
|
|618
|Great Rapids
|----
|
|
|
|
|
|619
|Indianapolis
|----
|
|
|
|
|
|627
|Evansville
|----
|
|
|
|
|
|680
|New Orleans
|----
|
|
|
|
|
|681
|Alexandria
|----
|
|
|
|
|
|682
|Monroe
|----
|
|
|
|
|
|683
|Pine Bluff
|----
|
|
|
|
|
|684
|Little Rock
|----
|
|
|
|
|
|685
|Jonesboro
|----
|
|
|
|
|
|686
|Fort Smith
|----
|
|
|
|
|
|687
|Cape Girardeau
|----
|
|
|
|
|
|688
|Springfield
|----
|
|
|
|
|
|689
|St. Louis
|----
|
|
|
|
|
|626
|Decatur
|----
|
|
|
|
|
|625
|Peoria
|----
|
|
|
|
|
|620
|Chicago
|----
|
|
|
|
|
|621
|Milwaukee
|----
|
|
|
|
|
|624
|Madison
|----
|
|
|
|
|
|623
|Green Bay
|----
|
|
|
|
|
|622
|Marquette
|----
|
|
|
|
|
|690
|Kansas City
|----
|
|
|
|
|
|691
|Cedar Rapids
|----
|
|
|
|
|
|692
|Des Moines
|----
|
|
|
|
|
|693
|Minneapolis
|----
|
|
|
|
|
|694
|Duluth
|----
|
|
|
|
|
|695
|Moorhead
|----
|
|
|
|
|
|696
|Worthington
|----
|
|
|
|
|
|697
|Fargo
|----
|
|
|
|
|
|698
|Bismarck
|----
|
|
|
|
|
|699
|Dickinson
|----
|
|
|
|
|
|787
|Rapid City
|----
|
|
|
|
|
|788
|Sioux Falls
|----
|
|
|
|
|
|789
|Omaha
|----
|
|
|
|
|
|790
|Scottsbluff
|----
|
|
|
|
|
|791
|Smoky Hill
|----
|
|
|
|
|
|792
|Topeka
|----
|
|
|
|
|
|793
|Tulsa
|----
|
|
|
|
|
|710
|Dodge City
|----
|
|
|
|
|
|711
|Wichita
|----
|
|
|
|
|
|712
|Enid
|----
|
|
|
|
|
|713
|Oklahoma City
|----
|
|
|
|
|
|714
|Lawton
|----
|
|
|
|
|
|715
|Dallas
|----
|
|
|
|
|
|716
|Houston
|----
|
|
|
|
|
|717
|San Antonio
|----
|
|
|
|
|
|719
|Abilene
|----
|
|
|
|
|
|720
|Amarillo
|----
|
|
|
|
|
|721
|Lubbock
|----
|
|
|
|
|
|748
|Corpus Christi
|----
|
|
|
|
|
|722
|Roswell
|----
|
|
|
|
|
|723
|Las Cruces
|----
|
|
|
|
|
|724
|Albuquerque
|----
|
|
|
|
|
|725
|Santa Fe
|----
|
|
|
|
|
|727
|Silver City
|----
|
|
|
|
|
|728
|Tucson
|----
|
|
|
|
|
|729
|Yuma
|----
|
|
|
|
|
|730
|Phoenix
|----
|
|
|
|
|
|731
|Delano Peak
|----
|
|
|
|
|
|732
|Provo
|----
|
|
|
|
|
|733
|Salt Lake City
|----
|
|
|
|
|
|706
|Grand Junction
|----
|
|
|
|
|
|707
|Denver
|----
|
|
|
|
|
|708
|Aspen
|----
|
|
|
|
|
|709
|Pueblo
|----
|
|
|
|
|
|705
|Rock Springs
|----
|
|
|
|
|
|704
|Casper
|----
|
|
|
|
|
|703
|Billings
|----
|
|
|
|
|
|702
|Dodson
|----
|
|
|
|
|
|701
|Miles City
|----
|
|
|
|
|
|700
|Fort Peck
|----
|
|
|
|
|
|775
|Butte
|----
|
|
|
|
|
|774
|Great Falls
|----
|
|
|
|
|
|770
|Pocatello
|----
|
|
|
|
|
|771
|Boise
|----
|
|
|
|
|
|772
|Anaconda
|----
|
|
|
|
|
|773
|Missoula
|----
|
|
|
|
|
|776
|Lewiston
|----
|
|
|
|
|
|777
|Elk City
|----
|
|
|
|
|
|779
|Spokane
|----
|
|
|
|
|
|780
|Seattle
|----
|
|
|
|
|
|781
|Richland
|----
|
|
|
|
|
|782
|Tacoma
|----
|
|
|
|
|
|783
|Portland
|----
|
|
|
|
|
|784
|Mount Hood
|----
|
|
|
|
|
|785
|Klamath Falls
|----
|
|
|
|
|
|786
|Eugene
|----
|
|
|
|
|
|778
|Blue Mountains
|----
|
|
|
|
|
|769
|Harney Basin
|----
|
|
|
|
|
|768
|Reno
|----
|
|
|
|
|
|734
|Las Vegas
|----
|
|
|
|
|
|736
|Imperial Valley
|----
|
|
|
|
|
|735
|Mojave Desert
|----
|
|
|
|
|
|767
|Sierra Nevada
|----
|
|
|
|
|
|761
|San Diego
|----
|
|
|
|
|
|762
|Los Angeles
|----
|
|
|
|
|
|763
|Fresno
|----
|
|
|
|
|
|764
|Sacramento
|----
|
|
|
|
|
|765
|San Francisco
|----
|
|
|
|
|
|766
|Redding
|----
|
|
|
|
|
|553
|Juneau
|----
|
|
|
|
|
|551
|Fairbanks
|----
|
|
|
|
|
|550
|Seward Peninsula
|----
|
|
|
|
|
|549
|Anchorage
|----
|
|
|
|
|
|548
|Unimak Island
|----
|
|
|
|
|
|547
|Unalaska Island
|----
|
|
|
|
|
|546
|Umnak Island
|----
|
|
|
|
|
|545
|Yunaska Island
|----
|
|
|
|
|
|544
|Andreanof Islands
|----
|
|
|
|
|
|543
|Amchitka Island
|----
|
|
|
|
|
|542
|Kiska Island
|----
|
|
|
|
|
|718
|El Paso
|----
|
|
|
|
|
|726
|Los Alamos
|----
|
|
|
|
|
|746
|Midland
|----
|}
[[Category:Reference]]
29a777f92a87c0b1ccefccf5eae16a1f07b83473
Nuclear Weapons
0
624
1082
1081
2017-03-18T11:51:49Z
Meneth
2
1 revision imported: Import from HoI2 Wiki
wikitext
text/x-wiki
{{Anthology}}
[[Image:nuke.png|right|thumb|Nuclear Mushroom]]
Nuclear weapons have been available in HOI2 since the game was first released. In the Doomsday expansion, Nukes became very noticeable in the "Doomsday Scenario" which begins with a US nuclear strike on the Soviet Union. Being nuked is the worst thing that can happen to your nation. The only thing worse than being nuked, however, is being nuked twice. It will completely disrupt everything you do, and severely challenge your ability to wage war. Any sustained series of five or more nuclear strikes will render your nation completely helpless.
== Creation ==
Nuclear research contains 8 industrial technologies, and five secret weapon technologies. After researching the "Isotope Separation Facility" technology, it is possible to begin building nuclear reactors. In order to produce nuclear weapons, you need '''one''' province containing at least '''six reactor levels'''. To help you with that, reactors can be built in only one province: so be sure to place your first reactor in the proper place. Each successive technology allows building one additional reactor level. More advanced reactors provide [[Research#Effect_of_Nuclear_Reactors|research bonuses]]. The "Nuclear Waste Bomb" secret technology enables a reactor size of 6, which is the minimum reactor size necessary for the production of nuclear weapons. This technology also enables the strategic bombardment mission "nuke". Reaching this stage requires an investment of 54,000 IC-days in reactor building.
Once your reactor has reached level six, nuclear bombs will be produced automatically. Hover the mouse cursor over the "Atom" symbol in the middle of the top status bar to get a tooltip about when your next nuke will be ready.
== Delivery ==
Nukes can initially be delivered via strategic bombers. After research of the "Miniaturized Fission Bomb" (1948), in conjunction with all rocketry Industrial technologies, and all four rocketry secret weapons, it is possible to attach nukes to rockets. In order to attach a nuke to any of those delivery devices, select the latter and click the "attach nuke" button at the bottom of the unit's info screen. It's very similar to attaching regular brigades.
Once there is a nuke attached, the whole formation (e.g. the strategic bomber group) has a new mission available: "nuke".
== Effects ==
The damage caused by a nuclear weapon varies based on the technology level researched. The first, "Nuclear Waste Bomb" technology is the default level, while the "Semi-Fission Bomb" increases damage by 30%, the Fission bomb by an additional 50%, and the Hydrogen bomb another 50%.
Nuclear weapons act as a kind of ''permanent'' strategic bombardment, multiplied by several orders of magnitude. Several well-placed nukes can severely hamper the infrastructure of any nation and make the target nation incapable of fighting war. They have several serious effects to the province that was struck:
=== Units ===
In the original HOI2 game, nuclear weapons had one effect: complete destruction of all units in the province nuked.
Starting in HOI2 DD, nuclear weapons reduce the strength of all existing units, and wipe out organization. In addition, since the nuked province has 0% infrastructure, the soldiers are effectively trapped in that province, and will not regain organization. Therefore, strategic redeployment is necessary to properly "recover" the use of the effected units.
=== Province ===
A successful nuclear strike against a province will permanently reduce IC, infrastructure, and manpower in province. It will "temporarily" reduce AA, land forts, airbases, ports, and resources.
For example, in the Doomsday scenario, before the nuke, Moscow has: 27 IC, 4 AA, 5 Fort; 13 MP, 31 Metal, 82 energy, 17 rare, 5 airbase, 70% infrastructure. After the nuke, 0 of 9.6 IC, 0.8 of 4 AA, 0/5 Fort, 4 MP, 1.57 Airbase, 0.1% infrastructure. Meanwhile resources are all temporarily reduced: metal was reduced by 83%, energy by 78%, and rares by 83%.
The "temporary" reductions are a bit misleading. With 0.1% infrastructure, these will take '''years''' to come back at full strength. While the player can rebuild infrastructure in the affected province, each level of infrastructure takes 1 year to build. Thus, in all practical warfare terms, even the "temporary" damage is essentially permanent.
=== Economic ===
A successful nuclear strike against your nation will increase national dissent. Based on the Doomsday scenario (Fission Bomb technology), the following results were produced:
{| border="1" cellpadding=5
|- valign=bottom
! Target !! Dissent Caused !! Victory Points !! Original IC !! Original Manpower
|- align=center
| align=left | Moscow || 23.85% || 50 || 27 || 13
|- align=center
| align=left | Leningrad || 10.8% || 30 || 18 || 3
|- align=center
| align=left | Stalingrad || 8.1% || 30 || 16 || 1
|- align=center
| align=left | Kiev || 2.7% || 5 || 2 || 2
|- align=center
| align=left | Kuybyshev || 2.7% || 0 || 2 || 2
|- align=center
| align=left | Moyz || 0% || 0 || 0 || 0
|}
This means that dissent caused is a function of IC and manpower: Victory points are not involved. In order to determine dissent lost, the equation is:
D = (I * 0.45) + (M * 0.9)
Where D = Dissent; I = IC; and M = manpower. Thus, manpower has twice the weight of IC in determining dissent caused.
{| border="1" cellpadding=5
|- valign=bottom
! Technology !! Formula
|- align=center
| align=left | Nuclear Waste Bomb || D = (I * 0.25) + (M * 0.5)
|- align=center
| align=left | Semi-Fission Bomb || D = (I * 0.30) + (M * 0.7)
|- align=center
| align=left | Fission Bomb || D = (I * 0.45) + (M * 0.9)
|- align=center
| align=left | Hydrogen Bomb ||
|}
Huge dissent, together with the other effects of nuclear weapons, spells disaster during wartime. For example, in the Doomsday scenario, after the nuclear strike, the Soviet Union's transport capacity skyrockets to almost 40% over the limit, while total effective industrial capacity drops by an incredible 30%. The problems in transport capacity have a ripple effect throughout the military, with unit combat effectiveness dropping by 20%. Meanwhile, the IC reduction makes it nearly impossible to lower the massive dissent while maintaining production, supplies, and reinforcements. Since the prospects of lowering dissent are unrealistic, in practical terms, the 30% IC loss is permanent.
Calling the effects of a nuclear strike devastating are an understatement. Again, the only thing worse than one nuclear strike is a second nuclear strike.
==== Top Targets ====
The most strategically important target for a nuclear weapon are the nuclear reactors of your adversaries. Since the game only allows building a single reactor of varying levels (at tremendous cost), the first nuclear power that can launch a weapon against the opponent's reactor ensures nuclear supremacy. A reactor hit by a nuclear weapon will be "temporarily" reduced to 0. Due to the 0% infrastructure in the province hit, however, it would take years for that reactor to fully recover. Moreover, expanding that reactor will be extremely delayed. In this sense -- nations with nuclear ambitions that have not yet reached the critical threshold can be permanently prevented from attaining nukes with recurring strikes once every few years.
The following image shows the top ten nuclear targets that would cause the most dissent, based on data from the 1936 scenario. Note that this does not account for any new IC built during the course of the game. Due to the weight of manpower in determining dissent, Nationalist China is the most susceptible to the adverse effects of dissent caused by nuclear warfare. Nationalist China predictably has 4 of the top 10 targets, and in the event of a successive strike, Nationalist China would suffer 72.5% dissent from just 4 targets. No other major or minor nation would exceed 40% dissent after 4 nuclear strikes, making it exceedingly difficult to cause 100% dissent (thus triggering civil war) through nuclear strikes.
[[Image:nuke-targets.png|center|<center>Top Ten Nuclear Targets</center>]]
==== Damage ====
Nuclear Research technologies confer different damage ratings for nuclear devices. The following table was made from in-game testing with a target of Berlin (20 IC, 10 MP, 100% Infrastructure). Note that damage from nuclear devices is not consistent, and there are variances in damage rates (around 25% margin of error). Since a nuclear weapon both temporarily and permanently reduces IC and infrastructure, these values have been listed separately:
{| border="1" cellpadding=5
|- valign=bottom
! Technology Level !! Temporary IC !! Permanent IC !! Temporary Infra || Permanent Infra !! Manpower remaining
|- align=center
| align=left | Nuclear Waste Bomb || 5 || 13 || 45% || 70% || 5
|- align=center
| align=left | Semi-Fission Bomb || 2 || 10 || 20% || 55% || 5
|- align=center
| align=left | Fission Bomb || 0 || 6 || 0.1% || 33% || 1
|- align=center
| align=left | Hydrogen Bomb || 0 || 0 || 0.1% || 0.23% || 0
|}
== Defense against nuclear strikes ==
Nukes that are delivered by Strategic Bombers can be defended against with air superiority:
* Constant flights of interceptors/fighters in a perimeter around your nation
* Strong air defense installations in a perimeter around your nation, or you most valuable core provinces
* Strong infrastructure of radar and airbases to improve interceptor/fighter efficiency
* Focus on enemy airbases within range of your nation
Nukes based on rockets such as the ICBM ''cannot be defended against''.
== Game shortfalls ==
HOI2 modeling of nuclear weapons is not perfect, and it is one of several notable [[AI_Behaviour#Weaknesses|AI flaws]]. In particular, the AI reacts so poorly to the use of nuclear weapons that many consider their use gamey:
* Non-use: The AI usually will not research/build nuclear weapons. This is particularly ahistorical. The AI will only use them in the Doomsday scenario, because they are already researched/built.
* Surrender: The AI will not surrender, no matter how many times it is nuked. This defect includes the Japanese AI. The use of nuclear weapons is not a factor in peace negotiations.
* Deterrence: The AI does not fear complete nuclear devastation nor does it have any deterrence mechanism, resulting in highly irrational decisions (e.g. if the player is capable of launching a massive nuclear strike against the AI, the AI will still launch a single nuke that does little damage to the player, while retaliation from the player completely destroys the AI).
The following potential failings are debatable, but often mentioned in discussions:
* Diplomatic consequences: The game does not model negative diplomatic consequences of sustained nuclear warfare (relations with all nations dropping, raising belligerence, and even dissent at home, etc)
* Fallout: There is no nuclear fallout. This is historically reasonable with early nukes, whose most devastating effects were mostly thermal and radiation exposure was limited.
* Nuclear Winter: The game does not model the cumulative effects of massive nuclear warfare on the environment (e.g. resource drops around the world).
Finally, one error/bug in the game design is that nuclear reactors ''do not'' produce energy: this was incorrectly stated in the game manual, and is incorrectly stated in the "Nuclear Power Production" technology.
== Details ==
=== Build Time ===
{| border="1" cellpadding=5
|- valign=bottom
! Reactor Size !! Build Time
|- align=center
| align=left | 6 || 400 days
|- align=center
| align=left | 7 || 320 days
|- align=center
| align=left | 8 || 270 days
|- align=center
| align=left | 9 || 160 days
|}
=== Technology Teams ===
Only a limited number of countries have a technology team capable of researching nuclear technology:
* Austria
* Canada (past 1943)
* Communist China (past 1950)
* Nationalist China (past 1950)
* Denmark
* France
* Germany
* Holland
* Hungary
* Ireland
* Italy
* Japan
* Luxembourg
* Poland
* Switzerland
* Soviet Union
* Nationalist Spain
* Republican Spain
* Sweden
* United Kingdom
* United States
The following nations are special, break-away nations that can only exist in special circumstances, but who will have nuclear technology teams:
* California
* Congo
* Confederate States of America (past 1943)
* East Germany (past 1954)
* West Germany
* India (past 1943)
* Russia (RUS)
* Scandinavia
* Slovenia
* Transural Republic (past 1942)
* Wallonia
=== Version Changes ===
In HOI2 DD, nuclear weapons underwent a complete change: there role was modified to have several strategic consequences, listed below. In the original HOI2 game, nuclear weapons only destroyed all units in a province. In DD version 1.1, minor changes were that the AI began targeting nuclear reactors for installation strike missions, where previously they had been ignored. In DD version 1.3, nuclear reactors cost an additional 5 manpower.
== Use of Nukes in Mods ==
The AI in the following mods will develop and use nuclear weapons:
* TRP
* Compendium
* Confederate Armageddon
In DAIM, the AI will research and build nuclear weapons. The AI will "not", however, launch nuclear weapons. Typically this is because the AI will not build rockets or strategic aircraft which are necessary to deliver the weapons.
== Enable Nukes manually ==
Following advice from Gen.Schuermann, you can edit the game files of the vanilla game or any mod to enable nukes:
# Open up the specific savegame you want to mod.
# Look for the country to edit, by searching country = {
# Scroll down, to the part of construction.
# Look at max_factor = x. Standard is max_factor = 0.020 (this means, afaik, that Ger will use 2% of their total available IC for construction of either IC, AA, Airports, ports, rocket facilities, infra, and finally, nukes. Say, Germany has 300 effective IC. a nuke facility costs 50 IC.
# Change max_factor = 0.200 (ensure to lower all other infrastructure priorities)
# Then look for nuclear_reactor = no. Switch no to yes.
# Next, look for technology. Technology = { is the search entry.
# There should be a spot "ignore techs". Identify the nuke tech numbers in order to ensure the AI will research them.
* Industrial Tech IDs: 5470 5480 5490 5500 5510 5520 5530 5540
* Secret Tech IDs: 7170 7180 7190 16010 16020
[[Category:Terminology]] [[Category:Units]]
13ff794a3c6cbd2185c66f7b07483887deb03c95
Oil Production per country 1936-1948
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Source: BR Mitchell
<table border="1">
<TR><td><td>1936<td>1937<td>1938<td>1939<td>1940<td>1941<td>1942<td>1943<td>1944<td>1945<td>1946<td>1947<td>1948</tr>
<tr><td>Argentina<td>2212<td>2340<td>2444<td>2663<td>2948<td>3150<td>3392<td>3553<td>3467<td>3274<td>2976<td>3126<td>3323</tr>
<tr><td>Austria<td>0<td>0<td>100<td>100<td>400<td>700<td>900<td>1100<td>1200<td>400<td>800<td>900<td>1000</tr>
<tr><td>Bahrein<td>635<td>1061<td>1133<td>1038<td>967<td>929<td>853<td>899<td>918<td>999<td>1095<td>1287<td>1492</tr>
<tr><td>Bolivia<td>13<td>16<td>18<td>28<td>38<td>31<td>40<td>43<td>41<td>50<td>47<td>49<td>60</tr>
<tr><td>Brazil<td>0<td>0<td>0<td>0<td>0<td>0<td>4<td>6<td>8<td>10<td>9<td>13<td>19</tr>
<tr><td>Brunei<td>459<td>573<td>707<td>781<td>869<td>621<td>406<td>601<td>613<td>?<td>290<td>1727<td>2687</tr>
<tr><td>Burma<td>1014<td>1049<td>1007<td>1053<td>1034<td>?<td>?<td>?<td>?<td>?<td>?<td>14<td>113</tr>
<tr><td>Canada<td>122<td>309<td>873<td>1077<td>1128<td>1330<td>1360<td>1295<td>1304<td>1091<td>966<td>982<td>1660</tr>
<tr><td>China<td>166<td>199<td>272<td>384<td>585<td>663<td>817<td>311<td>201<td>175<td>70<td>52<td>73</tr>
<tr><td>Colombia<td>2594<td>2807<td>2984<td>3300<td>3535<td>3408<td>1465<td>1853<td>3133<td>3157<td>3102<td>3455<td>3284</tr>
<tr><td>Cuba<td>0<td>0<td>0<td>0<td>0<td>0<td>0<td>0<td>2<td>10<td>11<td>17<td>13</tr>
<tr><td>Ecuador<td>272<td>285<td>297<td>305<td>310<td>205<td>301<td>305<td>382<td>345<td>307<td>311<td>338</tr>
<tr><td>Egypt<td>183<td>171<td>226<td>666<td>929<td>1221<td>1182<td>1470<td>1497<td>1490<td>1416<td>1481<td>2092</tr>
<tr><td>Germany<td>400<td>500<td>600<td>700<td>1100<td>900<td>700<td>700<td>100<td>500<td>600<td>600<td>600</tr>
<tr><td>Hungary<td>0<td>0<td>100<td>300<td>400<td>700<td>800<td>800<td>700<td>700<td>600<td>500<td>500</tr>
<tr><td>India<td>264<td>389<td>333<td>311<td>369<td>387<td>373<td>366<td>372<td>316<td>293<td>299<td>255</tr>
<tr><td>Indonesia<td>6438<td>7262<td>7398<td>7949<td>7939<td>6885<td>3083<td>6203<td>2859<td>976<td>302<td>1113<td>4326</tr>
<tr><td>Iran<td>8330<td>10331<td>10359<td>9737<td>8765<td>6711<td>9550<td>9862<td>13487<td>17110<td>19497<td>20519<td>25270</tr>
<tr><td>Iraq<td>4011<td>4255<td>4298<td>3963<td>2514<td>1566<td>2595<td>3572<td>4146<td>4607<td>4680<td>4702<td>3427</tr>
<tr><td>Japan<td>352<td>353<td>353<td>334<td>301<td>275<td>236<td>247<td>229<td>221<td>192<td>183<td>159</tr>
<tr><td>Kuwait<td>0<td>0<td>0<td>0<td>0<td>0<td>0<td>0<td>0<td>0<td>800<td>2200<td>6393</tr>
<tr><td>Mexico<td>5871<td>6711<td>5510<td>6138<td>6301<td>6160<td>4982<td>5031<td>5467<td>6231<td>7045<td>8053<td>8372</tr>
<tr><td>Peru<td>2324<td>2300<td>2097<td>1794<td>1609<td>1583<td>1810<td>1948<td>1914<td>1827<td>1639<td>1699<td>1879</tr>
<tr><td>Poland<td>500<td>500<td>300<td>?<td>?<td>?<td>?<td>?<td>?<td>100<td>100<td>100<td>100</tr>
<tr><td>Romania<td>8700<td>7200<td>6600<td>6200<td>5800<td>5500<td>5700<td>5300<td>3500<td>4600<td>4200<td>3800<td>4100</tr>
<tr><td>Sarawak<td>226<td>213<td>203<td>168<td>151<td>108<td>?<td>?<td>?<td>?<td>?<td>25<td>47</tr>
<tr><td>SaudiArabia<td>0<td>8<td>67<td>539<td>700<td>590<td>620<td>650<td>1063<td>2872<td>8200<td>12300<td>19052</tr>
<tr><td>Trinadad&Tobago<td>1915<td>2243<td>2566<td>2865<td>3226<td>2976<td>3204<td>3104<td>3141<td>3061<td>2936<td>2988<td>2846</tr>
<tr><td>USA<td>148611<td>172865<td>164107<td>170946<td>182873<td>189496<td>187390<td>203468<td>226751<td>231582<td>234323<td>250952<td>273007</tr>
<tr><td>USSR<td>27400<td>28500<td>30200<td>30300<td>31100<td>?<td>?<td>?<td>?<td>19400<td>21700<td>26000<td>29200</tr>
<tr><td>Venezuela<td>22619<td>27204<td>27485<td>29967<td>26896<td>33184<td>21650<td>26238<td>37597<td>47304<td>56822<td>63611<td>70215</tr>
</table>
[[Category:Knowledge Base]]
e91c976deea90cb47eb2b79858bfc3512b5d177e
On the subject of ground troop investments
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{{HOI2 v1.3}}
==Introduction==
The subject of this analysis is to recommend what type of division should make up the bulk of your Ground Self-Defense forces. For this, different types of infantry were selected for analysis. However, since motorized and mechanized infantry divisions are not available until around 1940, the earlier forms of Infantry divisions were dropped from the analysis. The later division types, mid-1940's, have also been dropped since they make a rather late appearance.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp.
|- align=center
| align=left | Infantry '39 || 30 || 30 || 3 || 4 || 12 || 2 || 18 || 18 || 100
| width=20 | || 7 || 95 || 10 || 5 || 1 || 0 || 2
|- align=center
| align=left | Infantry '41 || 30 || 30 || 4 || 5 || 14 || 4 || 24 || 24 || 100
| width=20 | || 7 || 95 || 10 || 5 || 1 || 0 || 2
|- align=center
| align=left | Infantry '43 || 30 || 30 || 4 || 6 || 16 || 5 || 30 || 30 || 100
| width=20 | || 7 || 95 || 10 || 5 || 1.1 || 0 || 2
|- align=center
| align=left | Motorized Infantry '40 || 30 || 30 || 3 || 4 || 12 || 2 || 15 || 15 || 80
| width=20 | || 14 || 100 || 10 || 8 || 1.2 || 3.5 || 2
|- align=center
| align=left | Motorized Infantry '42 || 30 || 30 || 4 || 5 || 14 || 4 || 20 || 25 || 80
| width=20 | || 12 || 100 || 10 || 9 || 1.3 || 3.5 || 2
|- align=center
| align=left | Mechanized Infantry '42 || 30 || 30 || 4 || 5 || 14 || 5 || 20 || 20 || 60
| width=20 | || 14 || 125 || 10 || 10 || 1.3 || 4.5 || 2
|- align=center
| align=left | Mechanized Infantry '43 || 30 || 30 || 4 || 6 || 16 || 6 || 25 || 25 || 60
| width=20 | || 14 || 125 || 10 || 10 || 1.4 || 4.5 || 2
|}
[Table 1 - Infantry '39, '41, '43, Motorized Infantry '40, '42 and Mechanized Infantry '42, '43]
From the table above, one can note no significant difference in organization, morale, AA, AD, SA, HA and Manpower requirement. However, slight differences can be noted in Toughness and Defensiveness in favor of Infantry. However, the other division types are to a different extent hard targets as well, and will thus require enemy units to use HA in order to inflict damage. In regards to speed, Mechanized Infantry is superior. Mechanized Infantry does however consume roughly 28 % more fuel than Motorized Infantry, whilst Infantry is far more economic in both supply and has no fuel consumption. In regards to equipment, Infantry is yet again the most economic choice, costing only half that of the other two, when taking into account the extra month to field a Mechanized Infantry division it becomes even more costly.
==Geography and weather==
Moving on to suitability in different terrain types, Infantry shows great versatility both when advancing and holding ground, and does not suffer as much as the Motorized and Mechanized Infantry divisions do in adverse terrain and weather conditions (although more specialized divisions are a superior choice if available).
My conclusion is that although mechanized infantry should be strongly favored when this type of division becomes available, there is no reason not to field a large amount of ordinary infantry divisions since these can also be used for counterinsurgency missions when mechanized infantry shoulders more of the responsibility in offense that in the early era ('36-'40) is given to ordinary infantry divisions. Later in the game mechanized infantry can be fielded in large quantities. However, due to the flexible nature of footborne divisions, they should still be able to remain the backbone of any army with the aid of panzer units, as well as CAS and tactical airwings after air superiority has been established.
{| class="wikitable" style="text-align:center"
|+Attack efficiency modifiers.
|-
! Division !! Urban !! Forest !! Hill !! Mountain !! Swamp !! Jungle !! Muddy !! Fort !! River !! Shore
|-
! Infantry
| -33 || -10 || -25 || -50 || -25 || -33 || -33 || -10 || -50 || -50
|-
! Motorized
| -33 || -20 || -33 || -70 || -50 || -66 || -70 || -20 || -66 || -66
|-
! Mechanized
| -40 || -20 || -33 || -70 || -50 || -66 || -50 || -20 || -66 || -66
|}
{| class="wikitable" style="text-align:center"
|+Defense efficiency modifiers.
|-
! Division !! Urban !! Mountain !! Swamp !! Jungle !! Muddy !! Frozen !! Snow
|-
! Infantry
| 33 || 25 || 20 || 40 || 20 || 20 || 0
|-
! Motorized
| 20 || 25 || 10 || 40 || 0 || 10 || -10
|-
! Mechanized
| 20 || 15 || 10 || 15 || 0 || 10 || -10
|}
==Divisional models not included in analysis==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp.
|- align=center
| align=left | Infantry '36 || 30 || 30 || 2 || 3 || 10 || 1 || 12 || 15 || 100
| width=20 | || 7 || 95 || 10 || 5 || 1 || 0 || 2
|- align=center
| align=left | Infantry '45 || 30 || 30 || 6 || 6 || 18 || 6 || 35 || 35 || 100
| width=20 | || 7 || 95 || 10 || 6 || 1.1 || 0.1 || 2
|- align=center
| align=left | Motorized Infantry '44 || 30 || 30 || 4 || 6 || 16 || 5 || 27 || 35 || 80
| width=20 | || 12 || 100 || 10 || 9 || 1.4 || 3.5 || 2
|- align=center
| align=left | Mechanized Infantry '44 || 30 || 30 || 6 || 6 || 18 || 7 || 32 || 32 || 60
| width=20 | || 14 || 125 || 10 || 10 || 1.5 || 4.5 || 2
|- align=center
| align=left | Mechanized Infantry '45 || 30 || 30 || 7 || 6 || 20 || 8 || 37 || 37 || 60
| width=20 | || 14 || 125 || 10 || 10 || 1.5 || 4.5 || 2
|}
[Table 2 - Infantry '36, '45, Motorized Infantry '44 and Mechanized Infantry '44, '45]
==References==
HOI2Wiki - "Ground unit statistics"<br>
HOI2Wiki - "Ground unit combat modifiers"
==ToDos==
The tables are taken from elsewhere in this wiki, and contains data from v1.1. It should be checked if the data is still correct in the latest version.
PS
This article was writen with a great power in mind. Some smaller states might not find the conclusions suitable.
''Original version by Hansag''
[[Category:Guides]] [[Category:General Guides]]
4366239bcc7afc274381f1133409085aba04c87c
Other Coal Statistics
0
627
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==Using wood as coal==
This is for those wishing to use wood as an industrial scale energy source. Wood became uneconomical after 1750, but anyway. My calculations might not be 100% correct but it should be a decent enough approximation.
Source: http://home.europa.com/~heritage/charcoal.html
A 10 ton per day furnace can be run needs 3,000 acres of forest or a half-acre six-foot seam of coal. 3000 acres is about 12 km2. Thus 1 tonne requires 1.2 km2
At the end of the article the following is written: using charcoal is five times less efficient than using coke.
So each ton of pig iron will require 5 times the amount charcoal as coal. This charcoal requires wood to be chopped, mounds to be built and monitored, dry transport and so on.
The annual iron production of Sweden in 1937 was about 9 million tonnes, so Sweden would need about 11 000 000 km2 of forest per year to convert this to pig iron Sweden is about 2500 km* 500 km=12 500 000 km2
Swedish trees take about 40-80 years to reach maturity so using 60 as an average gives that the annual forest increase will be enough to cover about 2% of the Swedish iron ore production
==Soviet Coal Production==
* Don Basin 60.4%
* Moscow Region 7.0%
* Kuznets 14.8%
* Urals 8.1%
* Karaganda 4.4%
* Central Asia 1.5%
* East Siberia 5.9%
* Far East 0.4%
* Georgia 0.4%
==US Coal Production==
Only states with large production
* AL 4.54%
* CO 1.70%
* IL 4.58%
* IN 2.69%
* KY 19.40%
* MD 1.93%
* ND 1.01%
* OH 5.42%
* PA 10.21%
* UT 2.56%
* TN 3.01%
* TX 2.58%
* VA 7.31%
* WV 23.23%
[[Category:Knowledge Base]]
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Other Oil Statistics
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== Japan ==
===Sources of Oil===
'''Main''': California, Dutch Borneo<BR>
'''Secondary''': Oha Field in Sakhalin, Mexico, Persia, British Borneo
{| border="1" cellspacing="0"
|+ '''Japanese Annual Domestic oil production'''
|-
! Year !! Production (barrels) !! Production (kiloLitres)
|-
| 1931 || 1 800 000 || 291 000
|-
| 1933 || 2 100 000 || 330 000
|-
| 1935 || 1 700 000 || 268 000
|-
| 1937 || 2 100 000 || 335 000
|+ {{noreferences}}
|}
{| border="1" cellspacing="0"
|+ '''Japanese Annual Oil Imports From the US'''
|-
! Year !! Production (barrels) !! Production (kiloLitres)
|-
| 1935 || 14 500 000 || 2 310 000
|-
| 1937 || 22 200 000 || 3 530 000
|-
| 1939 || 28 000 000 || 4 450 000
|+ {{noreferences}}
|}
{| border="1" cellspacing="0"
|+ '''Japanese Total Oil Imports'''
|-
! Year !! Production (barrels) !! Production (kiloLitres)
|-
| 1935 || 21 700 000 || 3 447 000
|-
| 1937 || 30 000 000 || 4 770 000
|-
| 1939 || 31 100 000 || 4 944 000
|+ {{noreferences}}
|}
'''Japanese stocks as of August 1941'''<BR>
''Army'':<BR>
Aviation Gasoline 2,400,000 barrels (385,000 kL)<BR>
Motor Vehicle Gasoline 2,200,000 barrels (350,000 kL)<BR>
Consumption per month:<BR>
Aviation Gasoline 94,000 barrels (15,000 kl)<BR>
Motor Vehicle Gasoline 111,000 barrels (17,500 kl)<BR>
''Navy'':
In Stock: 59,000,000 barrels (9,400,000 kl)
Consumption per month: 2,800,000 barrels (450,000 kl)
Data according to Japanese Planning board
Total annual oil consumption : 32,000,000 barrels (5,200,000 kl)
Of which:
Army: 6,200,000 barrels (1,000,000 kl)
Navy: 17,600,000 barrels (2,800,000 kl)
Civilian: 8,800,000 barrels (1,400,000 kl)
Total In Stock Prior to War: 52,000,000 barrel (8,400,000 kl)
Army: 7,500,000 barrels (1,200,000 kl)
Navy: 40,900,000 barrels (6,500,000 kl)
Civilian: 4,400,000 barrels (700,000 kl)
Note civilian consumption was already on "war levels", not much reduction possible beyond this point
==Annual Oil production of Major Producers (approx.)==
US: 2,000,000,000 barrels (306,000,000 kilolitres)
USSR: 400,000,000 barrels (61,200,000 kilolitres)
Dutch East Indies: 120,000,000 barrels (19,125,000 kilolitres)
{| border="1" cellspacing="0"
|+ '''U.S. Oil Production Percentage by state<BR>'''
''Only States with large oil production are included''
|-
| CA California || 9.44%
|-
| CO Colorado || 2.67%
|-
| KA Kansas || 2.54%
|-
| LA Louisiana || 22.08%
|-
| NM New Mexico || 4.52%
|-
| OK Oklahoma || 5.45%
|-
| TX Texas || 29.76%
|-
| WY Wyoming || 3.72%
|-
| '''Total || '''80.18%'''
|+ {{noreferences}}
|}
{| border="1" cellspacing="0"
|+ '''Soviet Oil Production, by region'''
|-
| Baku || 68%
|-
| Groznyy || 7%
|-
| Maikop || 6%
|-
| Georgia || 1%
|-
| Dagestan || 1%
|-
| Turkmen || 1%
|-
| Carpathians || 1%
|-
| 2nd Baku || 9%
|-
| Emba || 1%
|-
| Ukhta-Pechora || 1%
|-
| Central Asia || 1%
|-
| Sakhalin || 2%
|-
| '''Total''' || '''99%'''
|+ {{noreferences}}
|}
[[Category:Knowledge Base]]
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Other mineral production by country
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Source: Edgar Mowrer & Marthe Raichman, Global War : An Atlas of World Strategy.
<H5>Manganese production (~ May 1942)</H5>
<table border="1">
<tr><td><td>Share of world total</tr>
<tr><td>USSR<td>40%</tr>
<tr><td>Ghana<td>10%</tr>
<tr><td>South Africa<td>10%</tr>
<tr><td>Egypt<td>2%</tr>
<tr><td>Belgian Congo<td>1%</tr>
<tr><td>China<td>1%</tr>
<tr><td>India<td>16%</tr>
<tr><td>Portuguese India<td>1.5%</tr>
<tr><td>Japan<td>1.5%</tr>
<tr><td>Other Asia<td>1%</tr>
<tr><td>French Morocco<td>2%</tr>
<tr><td>Germany & Austria<td>9%</tr>
<tr><td>Other Europe<td>2%</tr>
</table>
[[Category:Knowledge Base]]
<H5>Nickel production (~ May 1942)</H5>
<table border="1">
<tr><td><td>Share of world total</tr>
<tr><td>Canada<td>88%</tr>
<tr><td>New Caledonia<td>6%</tr>
<tr><td>USSR<td>2%</tr>
<tr><td>Burma<td>1%</tr>
<tr><td>Norway<td>1%</tr>
<tr><td>Greece<td>1%</tr>
</table>
<H5>Chrome production (~ May 1942)</H5>
<table border="1">
<tr><td><td>Share of world total</tr>
<tr><td>Zimbabwe<td>22%</tr>
<tr><td>South Africa<td>13%</tr>
<tr><td>USSR<td>15%</tr>
<tr><td>Caribbean<td>5%</tr>
<tr><td>New Caledonia<td>4%</tr>
<tr><td>Turkey<td>18%</tr>
<tr><td>India<td>5%</tr>
<tr><td>Philippines<td>6%</tr>
<tr><td>Yugoslavia<td>5%</tr>
<tr><td>Greece<td>3%</tr>
</table>
<H5>Tungsten production (~ May 1942)</H5>
<table border="1">
<tr><td><td>Share of world total</tr>
<tr><td>China<td>38%</tr>
<tr><td>USA<td>8%</tr>
<tr><td>Bolivia<td>5%</tr>
<tr><td>Other South America<td>5%</tr>
<tr><td>Other Allied<td>9%</tr>
<tr><td>Burma<td>13%</tr>
<tr><td>Korea<td>4%</tr>
<tr><td>Portugal<td>6%</tr>
<tr><td>Malaya<td>3%</tr>
<tr><td>[[Indochina]]<td>1%</tr>
<tr><td>Thailand<td>.5%</tr>
<tr><td>Other (Axis)<td>5%</tr>
</table>
<H5>Antimony production (~ May 1942)</H5>
<table border="1">
<tr><td><td>Share of world total</tr>
<tr><td>China<td>36%</tr>
<tr><td>South America<td>21%</tr>
<tr><td>Mexico<td>19%</tr>
<tr><td>North America<td>1%</tr>
<tr><td>Czechoslovakia<td>4%</tr>
<tr><td>Yugoslavia<td>3%</tr>
<tr><td>Other Axis Europe<td>11%</tr>
<tr><td>Other (Axis)<td>1%</tr>
</table>
<H5>Uranium production (~ Aug 1939)</H5>
This information comes from Einstein's Letter to Franklin D. Roosevelt (dated August 2, 1939).
<table border="1">
<tr><td><td>Value of Source</tr>
<tr><td>USA<td>Very poor ores in moderate quantities</tr>
<tr><td>Canada<td>Some good ores</tr>
<tr><td>Czechoslovakia<td>Some good ores</tr>
<tr><td>Belgian Congo<td>The most important source</tr>
</table>
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PTO Theatre Statistics
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[http://www.fischer-tropsch.org/primary_documents/presentations/AIChE%202003%20Spring%20National%20Meeting/Paper%2080d%20Stranges%20Japan.pdf Japan economic statistics]
==Supply==
* According to Japanese projections at the outbreak of war, about 1.8 million tons of shipping would be lost to Allied attack in the first 24 months of the war (2.71)
** Yet in 21 months, 3.8 million tons ahd actually been lost
** Allied aerial attacks accounted for only 24% of the loss, while submarine attacks accounted for 55% of the loss
* At the outbreak of war, Japan had a transport capability of about 5.5 million tons. By the end of 1943, even after herculean efforts to build new ships, the capability was reduced to about 77% percent of prewar level (2.71-72)
** In 1943 alone, the reduction was 16%, with the worst obviously yet to come
** At the Imperial Conference in November 1941, it was estimated that the petroleum imports from Southeast Asia would rise steadily and that by 1944 they should supply 84% of her needs.
** In 1943, Japan was already forced to turn to synthetic fuel in the volume of 760 000 litres to make up for the shortfall
** By Feb 1944, the total oil tanker loss reached 111 000 tons
** The fuel shortage in turn severely affected the production of such critical items as steel, airplanes, general ornance, warships, merchant ships, and motor vehicles which all began to decline sharply after mid-1944.
==Troop Deployment==
* Japan maintained 600 000 troops in China proper and 500 000 troops in Southeast Asia at around 1943 (2.72)
=References=
2. Ch'i, Hsi-Sheng. Nationalist China at War: Military Defeats and Political Collapse, 1937-45, University of Michigan Press: Michigan, 1982, ISBN 0472100181
[[Category:Knowledge Base]]
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Paratroop Division
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[[Image:Div_6.jpg|thumb]]
Paratroopers are an elite branch of the Infantry, specifically trained to either parachute to the ground or be ferried to a battle in gliders. Their rapid deployment capability makes them ideal for use as a mobile reserve or for use in capturing a strategic asset behind enemy lines. However, they are handicapped by a lack of heavy equipment due to their mode of travel, and when they are in action it is advisable to move other units to their support.
==Paratroop Division Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Airborne '39 || 40 || 40 || 2 || 3 || 8 || 1 || 16 || 11 || 100
| width=20 | || 12 || 180 || 15 || 4 || 1.4 || 0 || 3 || 10 || 0.5 || 1.0 || 5 || 5 || 5 || 5
|- align=center
| align=left | Airborne '41 || 40 || 40 || 3 || 4 || 10 || 2 || 20 || 16 || 100
| width=20 | || 12 || 180 || 15 || 5 || 1.5 || 0 || 3 || 8 || 0.5 || 1.0 || 6 || 6 || 6 || 6
|- align=center
| align=left | Airborne '43 || 40 || 40 || 4 || 5 || 12 || 4 || 28 || 20 || 100
| width=20 | || 12 || 180 || 15 || 5 || 1.7 || 0 || 3 || 5 || 0.5 || 1.0 || 6 || 6 || 6 || 6
|- align=center
| align=left | Airborne '45 || 40 || 40 || 5 || 6 || 14 || 5 || 35 || 25 || 100
| width=20 | || 12 || 180 || 15 || 5 || 1.9 || 0 || 3 || 5 || 0.5 || 1.0 || 6 || 6 || 6 || 6
|}
==Brigades allowed==
* [[Anti-aircraft Brigade]]
* [[Anti-Tank Brigade]]
* [[Artillery Brigade]]
==Notes==
* Paratroop divisions are considered a soft unit.
* Paratroopers have higher org and morale, reduced soft and hard attack values, and cost more IC and more manpower compared to a normal infantry of the same year.
Paratroopers are much maligned by veteran players for several reasons:
* They require players to pursue two research trees (paratroopers and transport planes)
* Transport planes are extremely expensive in [[IC days]]
* Transport planes have very limited range
* Paratroopers are average at combat
{| border="1" cellpadding=5
|- valign=bottom
! Unit !! Soft Attack !! Defensiveness !! Manpower !! Cost !! BuildTime
|- align=center
| align=left | Airborne 1939 || 8 || 11 || 15 || 12 || 210
|- align=center
| align=left | Infantry 1939 || 12 || 18 || 10 || 7 || 95
|}
This means that the Airborne unit requires 2,520 IC days versus 665 IC days for Infantry, in exchange for considerably lower combat ability. A player could build ''four Infantry divisions'' (2,660 IC days) for a roughly equivalent cost.
Paratroopers do have some positives:
* Fun to use
* Provide an extra envelopment angle if dropped into a battle. The bonus is then added to all your divisions engaged in the battle.
* Paratroopers can be dropped into an empty province behind the enemy to close encirclements.
* Paratroopers dropped on unprotected airfields will destroy all planes based there.
* After an enemy loses a battle and is retreating into an adjacent province, if that province is empty, paratroopers can "overrun" the retreating enemy to destroy them. This can also be used defensively.
* In critical battles, paratroopers can swing the outcome, specifically during amphibious assaults when only a relatively small number of marines can be used. Dropping paratroopers onto the beach province dramatically increases the chance of victory.
* Paratroopers can be used to instantly cover ground that would otherwise take weeks for ground forces, such as the huge, low infrastructure provinces in C. Asia, Africa and S. America.
[[Category:Units]]
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#redirect [[Paratroop Division]]
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Partisan and Dissent
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#REDIRECT [[Partisan and Dissent FAQ]]
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Partisan and Dissent FAQ
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=[[Partisan and Dissent FAQ|Partisan and Dissent]]=
=== Why do I have a high dissent level? ===
Some of the causes:
* Not enough consumer goods allocated
* Event effect
* Change of minister
* Not enough supply
=== How to reduce dissent? ===
Dissent can be reduced by increasing the production of consumer goods. Certain events also reduce dissent level.
=== How to reduce partisan level? ===
Reduce any dissent and put garrisons with MP brigades in high partisan activity provinces. Make sure to set the garrison's mission to 'anti-partisan duty'.
=== Will occupied/annexed non national provinces have 0% partisan level? ===
No.
=== Will occupied/annexed provinces ever reach 0% partisan level?, and stay there without any units nearby? ===
No. In 1.3 base partisan levels do not decrease but instead will slightly increase over time. You get the lowest base partisan level when accepting events like Vichy (2%). Annexed territory has a much higher base partisan level (25% for Germany) while occupied territory has the highest base (33% for Germany).
Garrison divisions or garrison divisions with military police (MP) brigades on antipartisan missions are the best way to reduce partisan levels.
In previous versions of the game (1 thru 1.2), partisan levels in annexed territory would gradually reduce to 2%.
[[Category:Guides]] [[Category:FAQ]]
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Patches
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Hearts of Iron went though a number of patches, fixing bugs and adding to the gameplay. A player should always apply the most up-to-date patch for his respective game of Hears of Iron. The patches can be found on the [http://www.paradoxplaza.com/Downloads.asp Paradox Interactive Webpage]
==Hearts of Iron 2==
* [[HOI2 Patch1.1]]
* [[HOI2 Patch1.2]]
* [[HOI2 Patch1.3]]
* [[HOI2 Patch1.3A]]
* [[HOI2 Patch1.3B]]
* [[User's guide to versions 1.1, 1.2 and 1.3 consolidated|User's Guide to patches 1.1-1.3]] This is a non-technical summary describing all of the patches for the original Hearts of Iron 2 game.
==Hearts of Iron: Doomsday==
* [[HOI2:DD Patch 1.1]]
* [[HOI2:DD Patch 1.2]]
* [[HOI2:DD Patch 1.3]]
* [[HOI2:DD Patch 1.3a]]
==Hearts of Iron: Armageddon==
* [[HOI2:A Patch 1.1]]
* [[HOI2:A Patch 1.2]]
* A community patch project is currently underway for Armageddon; but due to NDAs, no-one knows exactly when this will be finished.
[[Category:Technical Issues]]
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Peace to end all Peace
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[[Image:Peaceworld.jpg|right|thumb|World Map]]
This mod will give you the possibility to play as Imperial Germany, Austria-Hungary, Russian Empire, Ottoman Empire, etc in 1936, with the main idea than WWI never happened. The turning point? Here again Serbia is in the scenario- the Habsburg friendly Alexander I of Serbia was never assasinated, thus empeaching the more radical Peter I to rise to power, preventing terrorist movements to gain power, and by a domino effect, the assasination of Franz-Ferdinand, the Great War, and all the following crisis and events.
You may wonder: 'What is the point of playing with the 1914 borders? There is already a WWI mod for HoI2.' This mod will offer you something different. It will be a mix of the (excellent) 1914 mod, and the original 1936 campain. Alliances won't be the same cliché France-Britain-Russia against Germany & Co. But i won't tell you much now, I don't want to spoil your fun.
No major wars occured in Europe since the Franco Prussian war of 1871. The old continent is dominating the world even more than in 1914, and its economy is still ahead of America's, as no Great War or economical crisis occured. But the massive industrial build-up of Europe came at a cost, and the colonial empires are dependent of their colonies regarding resources.
* Mod Forum: [http://forum.paradoxplaza.com/forum/showthread.php?t=324972]
* Download: None known presently exists
* Current Version: 0.6.1
* Last Update: July, 2008
* Popularity: ''1,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD, ARMA]]
'''Features Explained:'''
{| border="1" cellpadding=2
|- valign=bottom bgcolor="lightgrey"
! Feature !! Description
|- align=left
| Graphics & Sound || Some color improvements
|- align=left
| AI || Geared to scenario
|- align=left
| Technology || No changes.
|- align=left
| Territory || Complete changes to the map based on pre-World War I borders.
|- align=left
| Events || Some events to drive the scenario.
|- align=left
| New Units || No changes.
|- align=left
| Game Mechanics || No changes.
|}
[[Category:Mods]]
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Peru
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{{Country guides}}
==Walkthrough for 1936 Scenario (DD)==
Peru has the potential to be a great South American power- but when playing as Peru, one should always remember two things. The first of these is that:
*Brazil and Argentina are the two strongest South American nations.
*Peru cannot hold its own if the USA decides to declare war on it, so alliance with one of these (preferably Argentina) is essential.
An alliance with Venezuela or Chile can also be helpful due to these nations’ number of IC-rich provinces.
At the onset of 1936, it is important to set to building up units- because of Peru’s limited resources, it’s not that important to bother researching better infantry division models. Instead, use your one tech slot to research Land Warfare Tactics or Industrial development. Your units can be updated to later models later as you take over valuable industrialised provinces from other nations.
==Ecuadorian Invasion==
Your two starting divisions should be placed first at the Ecuadorian border- wait until each of these units contains around three divisions each, and then move them both to a province bordering Quito, the capital of Ecuador. Remember that you can either build divisions or allocate IC towards supplies and reinforcements- there simply is no compromise at this early stage in your empire-building.
Ecuador and Peru will at some stage declare war on each other, due to their territorial dispute over Iquitos- therefore, it doesn’t matter too much if you annex Ecuador. This can be achieved easily by attacking Quito with your five or six divisions, then annexing the nation. Don’t worry if the Ecuadorians have started taking over worthless Peruvian territory in the North- you can annex them and it won’t matter. This is the easy thing about campaigns in South America- most nations have only one or two important provinces so it requires relatively little work to take the necessary territory and annex the entire nation in question.
==Army & Alliance Building==
By this time, other nations will start to realise what you are doing- you should start influencing the USA and Brazil or Argentina, and start eliminating enemy spies. Spend a few months doing this before building a couple more divisions and adding them to your two existing units which should now be on the Bolivian border. It is also useful to have an ally by now- Argentina is a likely choice- by now you should have been able to move the sliders over to Fascist or at least Paternal Autocrat. The Argentineans are usually Fascist in 1936/37 so you should only need to influence them a few times to get them as an ally. If you haven’t moved the sliders further to the left, there’s little point trying to get the Brazilians to join you- they are more likely to join the comintern by around 1938 anyway, if they have become Left-Wing Radical and have Giulio as their Head of State.
==Bolivia and Onwards==
Move your troops to Cuzco and Arequilpa preferably, but the important thing is to let the Bolivian forces in La Paz move straight into Peruvian territory. The Bolivian AI will not resist the bait, leaving La Paz for the taking. Move your troops straight in to La Paz as the Bolivians reach Peruvian territory- do not even bother to pocket and destroy them- simply annex Bolivia and now your border your Argentinean allies.
Argentina is very useful to you by now as it commands a large army- but it can do with more IC to make this more useful to you. Paraguay is easy to defeat if you move some of your forces through Bolivia and take Asuncion. Let the Argentineans have Paraguay- by now they should have just over 30 IC points.
==Northern Chile==
Chile is next- but don’t forget to wait again to build a few divisions and let your armies regain organisation. I’d suggest placing these new troops in Lima, Quito, or other coastal areas. Cheaper divisions should be used for anti-partisan duty in Northern Bolivia and Ecuador, whilst some could be placed along the Brazilian border in the Amazon.
Most of Chile’s IC is concentrated in the North- Antofagasta and Santiago. These provinces will give you a great 12 IC if you can take them- but you will need all 8 or 9 divisions- preferably attacking from La Paz and Sucre- to take over Antofagasta and its huge metal resources. Chile will keep offering to give you some Islands and Antofagasta but who cares? Their capital is ripe for the taking.
Defeating Chile is a race against the clock. They usually have around one division in each province- even the ones far down south. Try to reach Santiago before Chile’s reinforcements from the South arrive- it’s best to wait till when the Chilean Navy is in port there, then it will be destroyed when you take Santiago over. Chile has a fairly good navy which it is best not to engage in battle with. After you have taken Santiago, there is one more province beyond it which you need to annex the nation. With a quick shore bombardment (then rebasing back in Santiago before the Chilean Navy can get you- if it hasn’t been destroyed already, that is) you can take this last important province- Puerto Montt. If you’re allied to them, let Argentina take the rest of Chile before you annex it. That will save you the trouble of having to send troops all the way down to the southern tip of South America to have to defeat some partisans in difficult mountainous territory. Let the Argentineans do that for you! If Argentina needs more IC- declare war on Uruguay for them- they’re usually not brave enough to do it themselves- and if necessary help them do it with some of your troops.
==Second Military Rebuild & War in Brazil==
Building a few cavalry divisions now with your new IC is very helpful- as they can cover the large distances of your new Empire to defeat partisans. Remember that with remote provinces you control, it is essential to keep consumer goods high at all times to stop dissent.
What to do next is really up to you- after this, Peru can be considered about as powerful as Argentina- however; the Argentineans will be reluctant to move their troops north to help you win territory, so you shall have to fight Brazil. Argentina will be able to take all the most important Brazilian cities such as Recife and São Paulo. By doing this they become more powerful and also are able to move their front line North at the same level with you.
One would think that Brazilian territory in the Amazon is valuable- but don’t be mistaken. If you can take territory up to Manaus, you are at a great advantage over Columbia and Venezuela as you can attack them from the back door- through the Amazon Rainforest. Coupling this tactic with your larger divisions in Quito and Iquitos on the Colombian border, you should be able to surround the coastal provinces of Colombia pretty quickly.
==North of the Amazon==
Colombia and Venezuela are very risky. Usually a declaration of war on Colombia is coupled with a declaration of war by the US on you. This is an earlier reason to let Argentina take most of Chile- Argentina will always be the dominant military partner of your little alliance so you will have to rely on it to defend the coast. Your navy will be useless against the Americans, so you’ll have to rely on defending the coast with everything you have. If the Brits declare war on you, take Georgetown and the rest of the Guyanas (French and Dutch) as fast as you can. If you leave it until the last minute, they will pour in troops from Australia and New Zealand. The only way to stop this is to take Guyana or seize the Panama Canal.
What else can Peru do? Well, declaring war on the USA with your Argentinean or Brazilian allies can be useful if you time it with the Japanese declaring war on the USA. Having a few allies in the Carribean can be useful too- Guatemala will maintain around 50+ relations with you- perhaps building on that can get them into an alliance?
'''by Mehmet12, 2007'''
[[Category: National Strategy]]
dca4eb5c333bf9be687a20ec5e215afd25b74a31
Phosphates Production per country 1936-1948
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Source: BR Mitchell.
<table border="1">
<tr><td><td>1936<td>1937<td>1938<td>1939<td>1940<td>1941<td>1942<td>1943<td>1944<td>1945<td>1946<td>1947<td>1948</tr>
<tr><td>USA<td>3406<td>4019<td>3799<td>3817<td>4067<td>4765<td>4719<td>5208<td>5463<td>5900<td>6971<td>9172<td>8808</tr>
<tr><td>Algeria<td>531<td>631<td>584<td>500<td>371<td>491<td>331<td>77<td>233<td>401<td>585<td>707<td>671</tr>
<tr><td>Egypt<td>531<td>517<td>458<td>548<td>183<td>112<td>328<td>319<td>318<td>349<td>371<td>377<td>300</tr>
<tr><td>Morocco<td>1335<td>1378<td>1487<td>1703<td>687<td>493<td>715<td>806<td>1445<td>1654<td>2860<td>2881<td>3226</tr>
<tr><td>Tunisia<td>1488<td>1771<td>2034<td>1628<td>1188<td>1076<td>880<td>335<td>522<td>706<td>1399<td>1755<td>1864</tr>
<tr><td>Xmas Island<td>164<td>165<td>162<td>214<td>155<td>9<td>0<td>0<td>0<td>0<td>119<td>119<td>151</tr>
<tr><td>Nauru<td>966<td>1105<td>1159<td>1280<td>935<td>374<td>55<td>0<td>0<td>0<td>59<td>178<td>268</tr>
</table>
[[Category:Knowledge Base]]
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Poland
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{{Country guides}}
== Background ==
World War 2 is not a good period for Poland. Since it is the first to fight, it is also the first to fall. Fortunately Hearts of Iron 2 is a game that allows you to change the history and allows Poland a chance to fight back and even annex Germany. However it is not for the faint hearted and inexperienced player.
Do not bother playing Poland if:
* Germany is human controlled.
* You are new to this game.
== Tricks ==
=== Make Friends and Influence Countries ===
You generally have extra energy. While some can be traded for other important resources, make trades where you give energy away, but don't receive anything in return. This tends to increase your relations by the amount of energy per month, and is generally better than spending the 100 cash to increase relations.
=== Demand Territory ===
One thing that Poland needs a lot of is money. For the first month, do not build or research anything, but instead put all but the minimum for supplies into consumer goods to increase your cash. Demand Territory from the Soviet Union. Even on Very Hard/Furious they are likely to cave, and you now have extra resources and the extra factories to get that third tech slot.
Note: Because the Molotov-Ribbentrop Pact events were never written for this, this turns out to be an exploit as eastern Poland is seceded to the Soviet Union, but not the provinces the Soviet Union seceded to Poland. The Polish capital moves to Minsk, and this causes all sorts of problems for Germany and the Soviet Union later on.
=== Early Alliance and an Overseas Haven ===
Make trade deals to accumulate a huge surplus in all resources as well as cash.
To get in the allies early, use your cash sparingly to influence the United Kingdom and France. They will also influence you, adjusting your social sliders and increasing your relations with them. An early alliance means a large pool of blueprints and good trade deals.
Your new ally France has a useless province in South America called Cayenne. It has no industry or resources, but has two victory points. They may sell it to you for 5,000 each of energy, metal, rares, oil, and cash. Your priority would be to industrialize this as much as you can before war breaks out.
You now have a place for a government-in-exile.
Since Poland never truly falls, the Finnish Winter War never fires, and the Soviets never demand the Baltics.
This can lead to a dull game. The German AI is not programmed to properly fight on until Poland has fallen. Likewise, the Soviet Union will often be unable to advance on for the same reason.
=== Fortress Warsaw ===
Due to AI's inability to calculate the likely result for battles in urban provinces, it almost never attack an urban province with enough troops in it. You can exploit this weakness and easily stay alive with Poland virtually forever, even if you start in 1939 scenario.
When the game starts, move all of your air and land divisions to Warsaw. Make sure to adjust your production slider since you will lose a lot of territory. After all of the armies arrived in Warsaw, you only need to watch as the absent minded AI stacks a lot of troops around Warsaw but never try to invade it.
=== The Polish Congo ===
In 1936 scenario, it is relatively easy for the Polish to win a war against a minor European nation with a colonial empire (e.g. Belgium).
Moving your [[Domestic Policy FAQ|domestic policy]] sliders to Political Right will make you a Fascist nation in two years, meaning you are able to launch unprovoked attacks with much greater ease. Produce a [[transport fleet]] and load up with troops.
In 1937, Declare War on Belgium. You can relatively easily conquer mainland Belgium. As part of the peace settlement, insist on some provinces in Africa that have victory-point value. When Germany eventually conquers Polish mainland, they will be unable to annex you because of your holdings in Congo.
The main disadvantage with this approach is that it is likely that anyone guaranteeing Belgium will DOW on Poland. This is likely to be BOTH France and Germany, virtually assuring Polish defeat. The key to this strategy is therefore speed. Conquer Belgium before the non-aggression treaties expire.
=== Polish Ireland ===
When beginning the Road To War, quickly build up transports and base about 2 infantry units and 5 militias. Quickly declare war on the irish. Land in and push the enemy away from Dublin.
Once the enemy is separated you push inward and control the poor little nation. As your new colony, Ireland has points of attack toward Brest. It is a great base if Belgium joins the allies and your troops are getting beat out in the mother land.
Once Ireland is captured, you have a base in Dublin to defend from being annexed. (once captured, build up a navy and base them in Dublin. Try to created militias and garrisons from left over production.
Likewise, the United Kingdom is highly likely to DOW over Ireland. Again, speed is essential.
== Walkthrough for 1936 Scenario ==
=== Peace Time ===
In the first year it is very important to build three factories. Build one each in Torun, Danzig and Warsaw. After they are built, you will get the third [[Research_Slot|research slot]].
After the factories are completed, you may build a few additional factories or proceed with military build up. Produce normal infantry units with engineer brigades. Engineer brigades are cheap and will allow your troops to defend better, which is important as Poland. The only other unit that you may want to build later in war time are garrisons with MP brigade.
'''Social Engineering '''
Maximise hawk and then standing army. Every little org bonus is necessary.
'''Important Research'''
Since Poland has a very limited [[Research|research]] capacity, it is very important to prioritize. Always try to research in the year that the tech is supposed to be researched. Do not even think of researching Armor & Artillery, Naval, Naval Doctrine and Secret Weapon. Think twice before researching anything in aircraft and air doctrine.
* Industrial: manufacturing, agriculture and cryptography.
* Infantry: standard infantry, cavalry and supply.
* Air: you may consider researching interceptor although it is difficult to produce enough of them to make a difference.
'''Trades'''
Your main trade partners are UK and France since they have enormous amount of resources and will give you the best deals.
'''Ministers'''
* Armaments Minister: use the person who gives +10% IC
* Head of Intelligence: during peace time, you may want the person with +30% intelligence. However make sure before war to replace him with minister that gives bonus of +30% army intelligence.
=== Troop Placement ===
A good strategy when the war starts is to capture the whole East Prussia then turn to Slovakia and finally to Germany. The German AI only put a few garrisons in East Prussia so it will fall quickly. Put one division in Suwalki and 10 or more divisions in Torun. This is overkill but we need to conquer Prussia as fast as possible.
Important provinces that you need to put a lot of garrisons are: Bydgoszcz, Poznan and Cracow. Put at least 15 divisions each. For other territories that are adjacent to Germany and Slovakia, put at least 6 divisions on each of them. Don’t bother putting any troops in other provinces.
=== Danzig or War! ===
By August 1939 your TC will most probably be overloaded and your troops require a lot of supply. It means that Poland is ready for war! When Germany announced its ultimatum, choose war.
Make sure you advance quickly to East Prussia. Troops in Suwalki and 9 divisions from Torun should advance to Konigsberg. After they reached Konigsberg, use support attack to help the one division in Torun advance to Elbing. Then crush the troops in Memel.
If Germany attacks a province, try to attack the provinces where they are attacking from using your other troops. This will provide flanking bonus, which reduces the attack efficiency. As a bonus, you can even win territories with it.
You may lose battles and provinces. If you do, do not panic! Panicking does not help, and prevents you from thinking clearly. Try to recapture lost territories by using attacks from multiple directions.
=== Slovakia ===
After you capture Prussia, turn the troops there south. Try to recapture any lost provinces if there is any and then turn to Slovakia. Always attack from multiple provinces at once or else it can be difficult to win. Keep advancing and you will soon be able to annex Slovakia.
=== Germany ===
Always try to keep as many troops in one province as possible when facing Germany. Germany has a number of very large provinces such as Kustrin and Cottbus that can serve as good chokepoints.
In the beginning, don’t bother trying to pocket the Germans. It is quite difficult and may jeopardize your own position. Try to advance steadily and slowly instead. Later, when you see the enemy number is decreasing (check the ledger page), you may want to encircle them.
Advance slowly and attack from multiple direction. For example to capture Stettin, attack from Danzig and support attack from Bydgoszcz. Look where the enemy is the weakest at and attack that province (this is one of the reasons why cryptography tech is useful). You may also try to attack two provinces at once to confuse enemy on where to send reinforcements.
It takes months, a lot of patience and skill but if you do it properly, Germany will be gone.
=== Soviet Union ===
Thinking of attacking the Soviet Union? By the time you annex Germany, you will be very low on manpower. That reason alone is quite enough to hold any invasion plan on USSR for a while. However, you may want to demand territory from the Soviets. If you are lucky, you will gain free territories where you have claim.
== Walkthrough for 1936: Option 2 ==
This requires to attack from the word Go. It is easier to implement than the walkthrough above as Germany does not have time for military development.
This is a strategy to play Poland in the 1936 campaign and survive. Once the survival goal has been achieved (about June 1937), what do to next is an open question for which I would appreciate input.
Note: This strategy has been successfully tested against the computer on Furious AI with difficulty level with set to Normal on Version 1.0 of the game. Need to check it against 1.2 of the game. Will appreciate you if you can add your comments for 1.2 to this note. (Please note that this is as of now a work in progress, so if you edit this, your work might get lost on further additions by me.)
I have been fascinated in working out the ideal strategy for Poland. My first attempt was to gear up Poland for war using the three year interval. While I have been moderately successful, I did not complete the game to see whether what the end was. However, I then decided on the strategy below, which works wonderfully.
What do you do:
=== Jan 1 1936 ===
Start Poland on the 1936 campaign. Disband aircraft and naval troops. Separate cavalry troops and group them together. You will use them for anti-partisian duty. Start researching Basic Machine Tools, and Trench Warfare. Set your entire production to upgrading. For this prioritize all other troops other than the reserves that you have (which have very low strength), your cavalry troops, and your brigaded troops. Use diplomacy settings to set Hawk Lobby one step to the right. I did it this way, but I now think it would have been better to be more Interventionist.
=== Jan 2 1936 ===
Get into a trade agreement with France for metals and rare materials by giving away energy and oil.
=== End of Feb 1936 ===
You should be in a position where your 1918 troops (excepting reserves) have been upgraded to 1936. Move them close to Czechoslovakia. Declare war on it. Ouch, your dissent just increased by 10%. The key to winning here is to arrange your troops so that you are able to penetrate hard and fast. Identification of generals is important. Find ones with skill and Offensive Doctrine. Find a commando leader for your mountain troops. I put my reserves against Presov, and did not attack from there. I attacked with 9 divisions into Kocise and won very easily. There are anti-tank divisions which you can use to attack from Cracow where the computer will put its tank divisions. Strike into the heart of the country and within 15 days it is annexed.
Controlling partisian activity is a nuisance then. Set your troops systematically to control it. A unit set on antipartisian activity will do so, in its and neighbouring provinces as well. Use the cavalry units as they are not good for much else. Also use the rest of your units till the time that they are free so as to reduce partisan activity. Change your foreign minister to the one who adds 10% to Foreign IC Use.
Your IC will now go up to 51. As such, this is a much faster way of increasing your IC, then you would by building factories. You will also one more research slot, which I put to researching agriculture.
Comment: playing with 1.3 the Allies declared war on Poland after the attack on Czechoslovakia. Shortly Germany declared war on the Allies and the whole circus began. The only alliance open to Poland is - the Axis! Just make sure to annex Czechoslovakia before joining the Axis, or you may lose some provinces to Hungary. If Hungary has not joined the Axis yet, it makes for easy picking...
Comment: pursuing this path has proven a disaster so far, with the Soviet Union declaring war by late '36 and Germany unable to even hold the Western Front against France. (the original author is welcome to delete or incorporate these observations)
=== Apr to July 1936 ===
Upgrade the rest of your troops, reinforce them, and create one set of 1936 troops by producing them. I created 7.
You are now ready to attack Germany. Your dissent will go still higher to approx 27%. The troop placement is as below:
Put only enough troops in the heavily fortified districts of the Czechoslovakia-German border so that you can defend. You will attack from the Poland border. I put 6 troops in Strakonice, since there are two districts adjoining to it. At the time of attacking the computer had put three troops uniformly in every district in the border with Poland. I attacked from Liberac into Breslau, and from Crecstowa into Oppen. I also attacked all the Polish border provinces (Sttetin, Kustrin). It is easy to win and gain access. The only annoying factor was that I had put one troop unit each in Suwalki, Torun, Danzig, and Bydo to protect against the troops in Elbing, and Konisberg. They were not enough. I lost Torun first, and then Warsaw too. I had to send a six unit troop back from the main war to polish up.
Control partisian activity as you go along. The hardest part came at the end, where I had to defeat the German troops at the Franco-German border, which is heavily fortified. This was done one province at a time, and after a few heart stopping moments, I annexed Germany in Dec 1936.
=== Post Dec 1936 ===
Now I had Base IC of 113, but Actual IC was lower than Base IC. The partisan effect had shot up to 30%. First I put all my troops on antipartisan duty. This did not help much, so I identified the provinces with high IC, and focused on that. This gave slightly better results. However, the basic problem was the very high dissent. This was solved over the next six months by setting all IC to consumer goods. I also discovered that I had mistakenly taken the minister for supplies 20%+, rather than IC 10%.
I now have a situation where I have Poland in June 1937 with 113 Base IC, 131 Actual IC, 260 Transport Capacity, 45 1936 divisions, and approximately 300 MP. What should be the course for Poland to follow. The main threat from Germany has been nullified. The Soviet Union? Attack France? Attack Italy?
This is a work in progress, and I would definitely appreciate comments. Also any improvements.
[[Category:National Strategy]]
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Police Brigade
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{| WIDTH=95%
|- VALIGN=top
|
Police Brigades are good at suppressing partisans and rebels.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_12.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Police || 3 || || || || || || || ||
| width=20 | || 2 || 35 || 2 || || 0.1 || || 3 || || 0.5 || 1.0 || || || ||
|}
[[Category:Units]]
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Poor man's army
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{{HOI2 v1.3}}
==Introduction==
Although the major powers in the HOI2 environment have hundreds of ICs, tech teams and manpower at their disposal, some aren't so lucky. This guide will focus on those unlucky countries whose Industrial Capacity only reaches the high 30's, if they're lucky. But they're not.
==Economics - Managing Scarce Resources==
As stated earlier, ICs can be scarce, thus building more can be of importance in developing a self-reliance on Consumer Goods, Supplies and such. Unlike major powers, some countries do not have the technical know-how to do this from the start. In which case, research into "Basic Construction Engineering" should be funded. Then again, one can also develop a foreign policy of converting non-domestic ICs to domestic, but this probably requires some military might - then again, you know you want to.
==Self-Defence Forces - Guns or Butter ==
It is still possible for relatively small powers to attain a capable military force. In most cases, however, this will only be limited to a ground force with light equipment. Although different types of [[Infantry]] is discussed in [[On the subject of ground troop investments]], the units discussed there are of less interest for the minor or micro powers, since Infantry is the only real viable option with its versatility and affordability.
[[Minor power]]'s and [[Micro power]]'s will probably be more focused on analysing the different aspects of Infantry versus Militia or Garrison troops.
===A discussion on Footsoldiers===
The major units reviewed and compared here will be the early Infantry ('18, '36), Garrison ('18) and Militia ('36)
[Table 1 - Infantry ('18, '36), Garrison ('18), Militia ('36) and Cavalry ('18, '36)]
When comparing Infantry ('18) and Garrison ('18) one can only see slight differences in combat capability in favor of Infantry. The difference between Infantry ('18) and Militia ('36) is quite big, however. Militias have no HA, only 40 % of Infantry SA, 61 % of Defensiveness, almost no Toughness, and lower Air Defence and Suppression capabilities.
The main disadvantage of Infantry is however that they are very costly for small powers. In comparing the economical aspects of the different types of divisions, Militias are, by far, the cheapest to both field and maintain (although they can be a possible manpower drain). Supply-wise, they cost only a fifth of Infantry and slightly half of Garrison ('18).
In relation to Militia, until the development of "Rear Area Supply Dumps", Garrisons are completely fixed. In a small state with only one or two VP locations, this might not be of major defence concern. However, when waging a war of aggression, "Rear Area Supply Dumps" are essential in safeguarding the rear. This is however something that can be done by Militia units as well, but the higher Suppression values of Garrisons (4 compared to 1 for Militias) and better combat characteristics of a Garrison can almost guarantee a safe rear.
In conclusion, one could say that Infantry is the backbone of any Ground Self-Defence Force, with Garrisons securing the strategic terrain (VP or IC concentrations etc.), both assisted by Militias, that is capable of holding off numerically inferior units from the Great War (with the exceptions of Armor). This is however a largely defensive land doctrine; an option might thus be to add a component mostly dismissed by Major powers: Cavalry.
For minor and micro powers, Cavalry can be vital, since its basically just as tough as Infantry, but almost twice as fast, and thus capable of penetrating into enemy territory much faster. On the economical side, there isn't much difference, but Cavalry consume 20 % more supplies and take a whole extra IC when in training!
===A discussion on Brigades===
As a result of the economic restrictions [[Minor power]]'s and [[Micro power]]'s (MMPs) have, and the effect this has on research, it might be fair to state that the Brigades available to there states will generally not be of the self propelled ones, with the exception of Armored Cars. To this one can assume that the stats will at most get Basic or Improved kit.
'''Engineers''' - This is probably one of the most cost effective Brigades one can acquire as a MMP. It increases both Defence (5), Toughness (3) and Speed (0.5). On the supply side, it roughly consumes as much as a Militia, yet can have the drawback of actually needing Fuel (0.1). Compared to the other brigades it is generally slightly less costly to field (4ICs) and can be ready for deployment in only 45 days.
All in all, it can give your precious units the extra needed protection they need, both on the defence and on the offence (especially when crossing rivers etc.), and ability to move slightly faster. It does however require that you research "Rear Area Supply Dumps".
'''Artillery''' - If you're aiming to boost your ability to decimate the enemies soft targets this is a good add-on. It also gives a slight boost to Defence (2+) yet slows your units down (Speed -1), especially if you are fielding Heavy Artillery from the Great War (-2)
'''Anti-tank/air''' - Since you probably won't have access to Armor/Air, chances are your enemy MMPs won't either. However, having the possibility to manufacture Early/Basic Brigades of these types can be beneficial should the need arise. This is especially true for AA if you do not have and airforce capable of intercepting enemy bombers Otherwise, producing Engineers or Artillery is more suitable (if you can supply them).
'''Police''' - With a limited boost to Organization (3%), this element focuses more on the social dimensions that comes with holding ground. Since you might not have several divisions to suppress the risk of revolt in a province, this might be a cost saving alternative. Hardly needing a large industry over periods of time (2IC á 35d), it neither uses upp more supplies than an Engineer Brigade.
'''Armored Car''' - Although it does give a slight boost to Suppression, it also increases the combat characteristics of the unit it's attached to (2SA, 1Defence, 1Toughness) as well as increasing the units Organization (5%). On the logistical side it uses up as much resources as Early Artillery, yet it uses 60% more Fuel as an Engineering unit. It is however rather cheep to field (3ICs).
==Air Force==
Although having an air force is possible for a minor power, having a decent one that is up to date is probably more of a problem. One has to evaluate what type and what role the air force is to play. Also, with the limited industrial capacity your country has, every IC put into the air force has to count. See the [[Effective_Use_of_Airpower | Effective Use of Airpower]] posted in the associated guides section.
Since the country only has a limited amount of ICs and thus only a few research slots (with probably lousy tech teams), you should carefully plan what you research. Both the strategic and CAS options are highly specialized towards their specific unit types. The tactical option does however give you a wide range of options since tactical bombers are so versatile. They can fill the role of all the other bombers (although not as perfect).
The tactical branch of the tech tree also gives you ability to do airborne assaults and boosts the organization of naval bombers as well. This latter part might be of great value if your country is situated by the sea yet has little or no navy - that, unlike naval bombers, cannot be upgraded.
When it comes to fighter cover, there might only be very little room for expansion and maintenance, especially since both AA guns and AD brigades are probably a more affordable alternative. Escort fighters can be of interest however in keeping your bombers safe.
<pre>
Hearts of Iron 2: Doomsday
In HOI2:DD, Escort fighters are managed and produced like Brigades attached to bombers.
Thus, this might be a very affordable way of keeping your bombers safe from enemy fighters.
Also there is a tech in the tactical branch of the tech tree that gives +30% bonuses to
most tactical air missions.
</pre>
==Navy==
See the [[Naval_Primer| Naval Primer]] in the Associated Guides section.
Yes, a navy is possible but the same rule applies to the air force - one needs to trim the tree. Every navy needs a capital ship and a support ship. Of the capital ships the only choice is the heavy cruiser. It is the cheapest out of the three and it can perform shore bombardments. Now the heavy cruisers will need to be screened and the destroyers are perfect for it. Cheap and able to fend off submarines. when building them have at last a 1:1 ratio of capital ships to screens. The doctrine of choice for your fleet should the British one or the German one if you with to include submarines in your fleet. Submarines are also a great choice for a minor power. They can give the punch against the more expensive capital ships and are not expensive to build. Remember, ships cannot be upgraded and my suggestion is to build only the type of ship you need on Level 4 and above. If you do know you will enter a sea conflict before 1939 then level 3 ships are acceptable.
So all in all it is simple. Heavy cruisers, destroyers and possibly submarines all at level 4 that are improved through sealane interdiction doctrine(if subs are built) or the "fleet in in being" (British doctrine).
==Research - Tree climbing on paper==
===Research Basics===
Everything that is explained on the [[research]] page obviously applies to smaller nation research too, so reading that is a very good start. Research for small nations in a short version looks a lot like this:
* Never research ahead of time. Bigger nations can do that, as they usually have the more tech slots and better tech teams. You however, as small nation, usually have bad tech teams, so researching ahead of time would be a lot of wasted time taking into consideration that you only have 1 or maybe 2 tech slots.
* Research techs with blueprints first. If you perhaps have an ally that gives you blueprints, it is very wise to research the techs you have blueprints of first. Sometimes you might want another tech researched first. But nothing is more frustrating then researching a tech and when you reach 80% your ally suddenly gives you a blueprint, as that means a lot of wasted research time.
* Matching fields of expertise. Get as much as possible matching fields of expertise.
* Skill levels. Always research with the highest possible skill level.
* Don't research anything you don't need!
===Industrial Research===
Important techs to research are no doubt the Machine Tools techs. They give you an extra 5% Industrial Efficiency each, and give your small economy a big boost. Being a small nation you usually have low manpower, but also low IC. So running out of manpower wont happen soon. It is however not a bad idea to research the Agriculture tech line, giving you 5% Manpower Growth bonus for every researched tech. That extra manpower might be handy if you go to war.
If you find yourself having extra slots, and no techs to research left that year, researching the Cryptography tech line or a few of them also isn't a bad idea. It's not necessary however as your enemies probably wont have them researched either.
Don't bother researching any other techs, as you wont either have the tech teams for them, or the time, or the IC to build them after researching them. (e.g. Rockets, Radar, Nuclear Bombs)
===Military Research===
Being a small nation, you probably only have infantry, so that's also where your research focus will be. You can try researching a bit of naval and air if you really need them, but it will cost you a lot of time.
Concentrating on Infantry means that you will only be researching new Infantry Divisions, and some important techs. The Rear Area Supply Dumps is fairly important, as it lets you build Engineers, but mostly of all Strategically Redeploy your units. If you have cavalry, Researching new versions of them also isn't a bad idea. Also you might want to research new versions of whichever brigade you are using. I suggest using/researching Artillery brigades, as they don't take very long to research.
Doctrine research is another very important thing for a small nation. It's a way to upgrade your army without having to use your valuable small IC for it. Here I advice to only research land doctrines, as there are really too much air doctrines to even begin there before they have a decent effect, and naval research also requires you to research a lot of doctrines you're not interested in before you could ever research those few that would be interesting. The only naval doctrine that might be interesting is the Convoy Sailing Doctrine, because it will allow you to build convoy escorts, and they might be vital if you ever plan on attacking a country abroad.
The Land Doctrine that you should research is usually the on that you start with in the beginning, as for those, you'll most likely only have one tech team, specialized for the doctrine you start with. Don't bother researching any doctrine you don't have matching fields of expertise for, as that will literally take years to complete.
===Other Research===
If you have researched everything stated above and still have spare research slots, I think you aren't playing a small country, and should be reading another guide. Normally you will never reach any secret weapons, or very advanced doctrines or units.
==Definitions for this text==
[[Minor Power]] - Less than 40 ICs<br>
[[Micro Power]] - Less than 10 ICs<br>
MMP - Minor and Micro powers<br>
[[Category:Guides]] [[Category:General Guides]]
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{| border="1" cellspacing="0"
|+ '''Manpower Estimates Used for Hoi2'''
! Country !! Population
|-
| Afghanistan || 11 190 667
|-
| Albania || 1 117 733
|-
| Argentina || 14 708 677
|-
| Austria || 6 807 900
|-
| Bhutan || 470 000
|-
| Bolivia || 2 686 000
|-
| Brazil || 42 954 538
|-
| Bulgaria || 7 073 133
|-
| Canada || 11 526 185
|-
| Chile || 5 215 500
|-
| Colombia || 9 539 923
|-
| Costa Rica || 662 723
|-
| Cuba || 4 597 154
|-
| Czechoslovakia || 14 729 536
|-
| Dominican Republic || 1 791 162
|-
| Ecuador || 2 742 723
|-
| El Salvador || 1 744 785
|-
| Estonia || 1 038 160
|-
| Ethiopia || 7 375 000
|-
| Finland || 3 804 662
|-
| Germany || 68 692 700
|-
| Greece || 7 233 717
|-
| Guatemala || 2 332 223
|-
| Haiti || 2 882 333
|-
| Honduras || 1 173 567
|-
| Hungary || 9 203 338
|-
| Iraq || 4 107 569
|-
| Ireland || 2 957 192
|-
| Latvia || 1 976 600
|-
| Liberia || 814 000
|-
| Lithuania || 2 724 055
|-
| Luxemburg || 293 825
|-
| Mexico || 21 059 923
|-
| Mongolia || 792 154
|-
| Nepal || 6 218 000
|-
| Nicaragua || 866 308
|-
| Norway || 3 015 392
|-
| Oman || 404 615
|-
| Panama || 668 085
|-
| Paraguay || 1 074 700
|-
| Persia (Iran) || 14 989 385
|-
| Peru || 6 948 308
|-
| Philippines || 17 266 260
|-
| Poland || 29 307 117
|-
| Romania || 16 594 708
|-
| Saudi Arabia || 2 841 000
|-
| Siam || 16 221 560
|-
| Soviet Union || 184 629 535
|-
| Sweden || 6 520 362
|-
| Switzerland || 4 324 377
|-
| Turkey || 18 103 785
|-
| Uruguay || 2 015 077
|-
| Venezuela || 3 962 538
|-
| Yemen || 3 915 769
|+ {{noreferences}}
|}
{| border="1" cellspacing="0"
|+ '''More Complicated Population Statistics'''
! Country - Region !! Population
|-
| UK || 48 431 231
|-
| UK - Newfoundland || 320 100
|-
| UK-Med || 699 380
|-
| UK-HK || 1 099 600
|-
| UK-Carib || 2 810 697
|-
| UK-Persian Gulf || 302 833
|-
| UK-Malaya || 6 649 150
|-
| UK - Ceylon || 6 419 650
|-
| UK - Egypt || 18 184 033
|-
| UK - Pacific || 396 588
|-
| UK - ME Mandates || 2 538 818
|-
| UK - Aden || 978 942
|-
| UK - Indian Ocean || 431 038
|-
| UK - India || 396 338 923
|-
| UK - Burma || 16 792 360
|-
| UK - Central Africa || 5 209 401
|-
| UK - East Africa || 14 524 213
|-
| UK - Gambia || 229 454
|-
| UK - Gold Coast || 3 773 671
|-
| UK - Nigeria || 22 840 200
|-
| UK - Sierra Leone || 1 909 650
|-
| UK - British Somaliland || 600 000
|-
| UK - Anglo-Egyptian Sudan || 6 340 000
|-
| Belgium || 8 353 731
|-
| Belgian Congo || 10 439 529
|-
| Belgian African Mandates || 4 235 000
|-
| Czechoslovakia || 14 729 536
|-
| Czechoslovakia - Bohemia Moravia || 10 674 386
|-
| Czechoslovakia - Slovakia || 3 329 793
|-
| Czechoslovakia - Ruthenia || 725 357
|-
| Denmark || 3 898 500
|-
| Denmark - Greenland || 20 000
|-
| Netherlands || 9 011 838
|-
| Dutch Aruba || 31 743
|-
| Netherlands Antilles || 80 183
|-
| Dutch Guyana || 178 513
|-
| Dutch East Indies || 71 001 462
|-
| Italy || 44 686 892
|-
| Italian Eritrea || 835 900
|-
| Italian Libya || 940 614
|-
| Italian Somaliland || 900 000
|-
| Japan || 73 952 100
|-
| Japan - Korea || 24 061 400
|-
| Japan - Taiwan || 5 601 600
|-
| Japan - Mandates || 133 767
|-
| Japan - Kanto/Kwantung || 800 000
|-
| New Zeeland || 1 681 482
|-
| New Zeeland - Mandates || 63 857
|-
| Australia || 7 134 238
|-
| Australia - Papau New Guinea || 1 376 231
|-
| Portugal || 7 774 000
|-
| Portuguese Macau || 248 233
|-
| Portuguese West Africa || 3 865 275
|-
| Portuguese Cape Verde || 161 075
|-
| Portuguese East Timor || 456 267
|-
| Portuguese Guinea || 424 660
|-
| Portuguese East Africa || 5 089 575
|-
| Portuguese Sao Tome || 60 167
|-
| France || 39 550 000
|-
| French North Africa || 18 165 208
|-
| French [[Indochina]] || 25 489 250
|-
| French Somaliland || 45 325
|-
| French Pacific || 150 937
|-
| French Carib || 557 580
|-
| French ME Mandates || 3 946 150
|-
| French West Africa || 19 121 646
|-
| French Equatorial Africa || 6 678 283
|-
| French Indian Ocean || 4 220 695
|-
| South Africa || 10 566 000
|-
| South Africa - Mandates || 490 923
|-
| South Africa - Dependents (Lesotho&Swaziland) || 820 687
|-
| Spain || 26 735 500
|-
| Spanish Guinea || 179 800
|-
| Spanish North Africa || 970 000
|-
| United States || 135 828 931
|-
| US - Pacific || 44 612
|-
| US - Carib || 1 993 328
|-
| Tannu Tuva || 170 000
|-
| Guomindang - Zhejiang || 21 230 000
|-
| Guomindang - Jiangsu || 36 469 000
|-
| Guomindang - Jiangxi || 15 820 000
|-
| Guomindang - Shanghai || 3 486 000
|-
| Manchukuo || 38 486 000
|-
| Xinjiang || 4 360 000
|-
| Tibet || 2 711 000
|-
| Xibei San Ma || 8 636 433
|-
| Xibei San Ma - Gansu || 6 405 333
|-
| Xibei San Ma - Ningxia || 823 800
|-
| Xibei San Ma - Qinghai || 1 407 300
|-
| Guangxi-Guangdong Clique - Guangxi || 14 369 000
|-
| Guangxi-Guangdong Clique - Guangdong || 32 354 333
|-
| Yunnan || 10 853 000
|-
| Shanxi || 11 601 000
|-
| Inner Mongolia || 7 174 000
|-
| Chinese Communist || 3 000 000
|-
| Yugoslavia || 15 457 038
|-
| Yugoslavia - Bosnia || 2 565 300
|-
| Yugoslavia - Croatia || 3 779 900
|-
| Yugoslavia - Macedonia || 1 153 000
|-
| Yugoslavia - Slovenia || 1 358 838
|-
| Yugoslavia - Serbia || 6 000 000
|-
| Yugoslavia - Montenegro || 600 000
|+ {{noreferences}}
|}
{| Border="1" Cellspacing="0"
|+ Table Of Mobilization Of Some Of The Major Combatants (1937-1945)
! Country !! Population
! Colspan="2" | Manpower Mobilized For<Br>Military Service !! Mobilization Index (%)(2) !! Strength Of Armed Forces (Million Men)(3)
|-
| China || 450 000 000 (1) || 14 054 000 || July '37 - Sept '45 || 0.4 || 5.7
|-
| Japan || 77 045 000 || 8 040 000 || July '37 - Sept '45 || 1.3 || 3.98
|-
| U.K. || 141 700 000 || 12 000 000 || Sept '39 - Sept '45 || 1.4
|-
| U.S. || 156 687 000 || 22 000 000 || July '41 - Sept '45 || 2.4 || 8.3
|-
| U.S.S.R. || 170 467 000 || 22 000 000 || July '41 - Sept '45 || 3.0 || 6.0
|-
| Germany || 79 530 000 || 17 000 000 || Sept '39 - May '45 || 3.8 || 6.0
|+ Source: Liu, F.F. ''A Military History Of Modern China: 1924-1949'', Princeton University Press: New Jersey, 1956, Isbn 0313230129, P. 136
|}
(1) The Communist Beijing Government's Claim For China's Population Is 650 000 000. This Figure Is Not Used In The Above Table.<Br>
(2) The "Mobilization Index" Shown Above Is The Average Number Of Men Mobilized Per Year Expressed As A Percentage Of The Total Population.<Br>
(3) The "Strength Of Armed Forces" Shown Above Indicates The Maximum Reported, Or Estimated, Strength Of The Nation's Armed Forces At Any Time. In A Few Cases, Such Maximum Strength Figures Were Unobtainable At The Time Of Compiling The Above Table, And The Figures Given (Particularly In The Case Of The U.S.S.R.) May Not Be The Maximum Strength Of Those Nations Throughout The War Period.
[[Category:Knowledge Base]]
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Population counts 1936 by country
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This page contains populations of the major countries starting in 1936. These numbers are going to be used as a base for manpower calculations for Super AI Bundle. The bullet signifies the main body of the country. Any sub lines are countries that were formed internally after world war II and are used in the population counts. These numbers are rounded to the nearest million. One manpower point equals roughly 1000 soldiers. The special Infantry divisions will have manpower requirements based off their historical division sizes.
=Major Powers=
*China 465 million
**Manchuria 35 million
**Sinkiang 4 million
**Tibet 4 million
*USA 128 million
**Guam 0 million
**Philippines 15 million
*Italy 42 million
*Japan 70 million
**North Korea 9 million
**South Korea 21 million
**Mariana Islands 0
**Marshall Islands 0
**Taiwan 5 million
*Germany 67 million
**Austria 7 million
**Sudeten 3 million
*France 42 million
**Cambodia 3 million
**Vietnam 19 million
**New Caledonia 0
*England 46 million
**India 300 million
**Pakistan 26 million
**Burma 13 million
**Malaysia 4 million
**Gibraltar 0
**Malta 0
*USSR 162 million (1937 census)<ref name="su_demographics">[[WikiPedia:Demographics of the Soviet Union]]</ref>
** About 169 million 1939 census<ref name="su_demographics" />
* Population of the Soviet Republics
**Turkmenistan 1 million
**Uzbekistan 6 million
**Azerbaijan 3 million
**Belarus 5 million
**Tajikistan 1 million
**Kyrgyzstan 1 million
**Kazakhstan 6 million
**Georgia 3 million
**Ukraine 31 million
**Mongolia 1 million
=Minors=
==Pacific==
*Australia 7 million
*New Guinea 1 million
*Solomon Islands 0
*Siam 14 million
*New Zealand 2 million
*Nepal 6 million
==Europe==
*Albania 1 million
*Belgium 8 million
*Bulgaria 6 million
*Czechoslovakia 15 million
**Bohemia, Moravia 11 million
**Slovakia, Ruthenia 4 million
*Denmark 4 million
*Iceland 0
*Holland 8 million
**Indonesia 66 million
*Estonia 1 million
*Finland 4 million
*Greece 7 million
*Hungary 9 million
*Ireland 3 million
*Latvia 2 million
*Lithuania 2 million
*Luxembourg 0
*Norway 3 million
*Poland 34 million
*Portugal 7 million
*Romania 19 million
**Moldova 3 million
*Spain 25 million
*Sweden 6 million
*Switzerland 4 million
*Slovakia 4 million
*Yugoslavia 7 million
**Slovenia 1 million
**Croatia 4 million
**Bosnia & Herzegovina 2 million
**Macedonia 1 million
==Africa==
*Algeria 7 million
*Angola 3 million
*Benin 1 million
*Botswana 0
*Burkina Faso 3 million
*Burundi 2 million
*Cameroon 3 million
*Cape Verde 0
*Central African Republic 1 million
*Chad 2 million
*Comoros 0
*Congo (Brazzaville) 1 million
*Congo (Kinshasa) 10 million
*Cote d'Ivoire 4 million
*Djibouti 0
*Egypt 16 million
*Equatorial Guinea 0
*Eritrea 1 million
*Ethiopia 17 million
*Gabon 0
*The Gambia 0
*Ghana 4 million
*Guinea 2 million
*Guinea-Bissau 0
*Kenya 4 million
*Lesotho 1 million
*Liberia 1 million
*Libya 1 million
*Malawi 2 million
*[[Madagascar]] 4 million
*Mali 4 million
*Mauritania 0
*Mauritius 0
*Mayotte 0
*Morocco 7 million
*Mozambique 5 million
*Namibia 0
*Niger 2 million
*Nigeria 20 million
*Reunion 0
*Rwanda 2 million
*Saint Helena 0
*Sao Tome and Principe 0
*Senegal 2 million
*Seychelles 0
*Sierra Leone 2 million
*Somalia 1 million
*South Africa 10 million
*Sudan 6 million
*Swaziland 0
*Tanzania 5 million
*Togo 1 million
*Tunisia 3 million
*Uganda 4 million
*Zambia 1 million
*Zimbabwe 1 million
==Middle East==
*Afghanistan 7 million
*Cyprus 0
*Persia (Iran) 14 million
*Iraq 4 million
*Israel 1 million
*Jordon 1 million
*Kuwait 0
*Lebanon 1 million
*Oman 0
*Saudi Arabia 3 million
*Syria 2 million
*Turkey 17 million
*United Arab Emirates 0
*Yemen 4 million
==North America==
*Canada 11 million
==Central America==
*Belize 0
*Costa Rica 1 million
*Cuba 4 million
*Dominican Republic 2 million
*El Salvador 2 million
*Guatemala 2 million
*Haiti 3 million
*Honduras 1 million
*Jamaica 1 million
*Mexico 18 million
*Nicaragua 1 million
*Panama 1 million
*Puerto Rico 2 million
==South America==
*Argentina 14 million
*Bolivia 3 million
*Brazil 38 million
*Chile 5 million
*Colombia 8 million
*Ecuador 3 million
*Paraguay 1 million
*Peru 6 million
*Uruguay 2 million
*Venezuela 3 million
== References ==
<references/>
[[Category:Modding]]
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Portugal
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{{Country guides}}
==Overview==
As a minor power, Portugal is fairly weak. Yet, Portugal is quite unique in that it can be friends with the world: it is able to join any alliance in the game.
==Technology==
Portugal has very limited Technology options. The first priority is to achieve the second technology slot, possible with Basic Machine Tools, early annexations, and some IC building. Infantry technology should also be an early focus.
==Diplomacy==
===Alliances===
Portugal has a large amount of options in terms of Alliances:
* Portugal can join the Axis as early as the start of the game. Too early an alliance with Germany may complicate early adventurism in annexations. An Axis alliance can provide opportunities for resource gains in Central and South Africa, though very difficult to manage.
* Portugal can also join Japan. This is possible during the war with China, and could provide Portugal with an opportunity to make gains.
* Portugal can work very hard, with influence actions, to be able to join the Allies. This is not entirely easy due to Portugal's inability to generate cash. With relations of +200 with the UK, Portugal's chances of being accepted into the Allies is 95%. When in the Allies, adventures in Ethiopia or Thailand are possible.
===Sliders===
If Portugal will expand early in the game, slider moves to hawk are best. If going the isolationist route, moving to Central Planning is more appropriate.
===Ministers===
Portugal's starting Ministers are better than average for a minor power. Depending on the player's strategy (expansionist versus isolationist), Minister of Security Mario Pais Sousa (-3% IC) should be replaced with Lucas (-5% consumer goods need) or Melo (Foreign IC +10%). Chief of Staff Bastos provides a much needed +25% manpower growth bonus.
==Economy==
===Trading===
Portugal begins the game with Energy and Metal shortages, thus trading with supplies is a necessity.
===Industrial Production===
Building a limited amount of IC can help Portugal to attain a second research slot. IC building beyond this is not helpful, since Portugal needs to devote all of its meagre resources to building a military.
==Military==
A general key to Portugal's military campaigns is the use of convoy transports: Portugal needs a relatively large convoy fleet in order to project its military power overseas.
===Army===
Nearly the entire officer corps of Portugal is old guard. Portugal will have to rely on Infantry and Militia in order to field a decent army.
===Navy===
Portugal's navy is quite weak, and only very minor expansion is possible to defend against other Minor power's navies.
===Air Force===
Portugal begins the game with a single TAC bomber. Expansion is generally unthinkable.
==War==
As a very weak starting country, Portugal has very few options:
* Ireland: Beginning with just a single division, Ireland's weakness and proximity makes it a good target for early war.
* Spanish Civil War: Portugal is nowhere near powerful enough to face the main combatants of the Spanish Civil War. Opportunism, however, is a possibility. Portutgal can prey on the loosing side, and attempt to grab one of their IC rich territories (La Corona, for example) before they are annexed. Capturing an enemy capital province will be a relative boon for Portugal's anemic stockpiles.
* Thailand: A very tough opponent, but a possible target from the Macao naval base.
[[Category:National Strategy]]
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{{Anthology}}
=== Positioning ===
'''Positioning''' is the term for how the game handles the starting conditions of a sea battle. This section is based on some gross simplifications, because positioning is quite complex, far too much so for a number-crunching examination of it. Instead this part of the guide focuses on tendencies observed from actual game experience with the goal of illustrating just the factors within your control that you need to pay attention to, and their actual effects on naval combat and the tactics you should use in dealing with it.
'''Basic facts:'''
* The higher your fleet's positioning, the more chance that your ships will begin the battle in position to fire on the enemy and the greater chance that your shorter ranged screening ships will be in position to help defend the heavies;
* The lower your positioning, the more chance you will have to spend one or more rounds maneuvering before any of your ships can even shoot at anything, and the less chance your screen will be in position to defend your more valuable capital ships.
* When there is no real positioning advantage, the opposing fleets will tend to begin the engagement separated by a distance approximately equal to the range of the longest-ranged ship in the entire engagement and both sides' screens will be slightly out of position but not badly so.
'''What affects Positioning'''
* Suprise
:Having surprise on your side increases your positioning and lowers your enemy's, which will adjust that starting distance towards the range of the longest ranged ship in your own fleet and put the enemy's screens further out of position allowing you to concentrate fire on the more valuable enemy targets.
* Fleet Composition
:That said, when dealing with a 30-ship fleet heavy with BBs, don't waste time trying to tweak your fleet composition to improve your chance of surprise. You have no chance anyway, so instead gear your composition to best deal with the inevitably poor positioning it will have to endure most of the time. Generally this means including extra scorts who can absorb damage for your heavies and provide extra air defence.
* Leadership
:Leadership also plays a role in positioning, with higher leadership values and certain traits imparting bonuses to positioning, but these are eclipsed by fleet composition and surprise. I cover these further on in the leadership section.
Like HoI 1, surprise and positioning are affected by yours and your enemy's detection and visibility values. The higher your detection and the lower your visibility, the more likely it is that the surprise equation will work in your favor and give you advantageous positioning. So obviously the main trick to improving that situation is to include a few subs in your important task forces, since they have decent detection and VERY low to practically no visibility. A secondary tip is to not include more line ships than are
needed for the mission, since every surface ship you add increases your fleet's total visibility. The only exception is the CV, which has a correspondingly high detection value to offset its high visibility, and thus does not really net you a disadvantage when it comes to surprise. No other line ship has a sufficiently high detection rating to offset its visibility, not even the CA.
Positioning is also where capital and screening vessels come into play, not to be confused with the terms line, principal or escort. For purposes of positioning, the game divides surface combatant ships into two classes: capital ships and screening vessels. CLs and DDs are the only ships which count as screening vessels. All other surface ombatants, from CAs on up, are considered capital ships. The game applies a positioning penalty to a fleet if the number of screening vessels is not equal to or greater than the number of capital ships. This is to simulate the handicap such a fleet will suffer due to its lack of picket ships to perform early detection and combat support. Transports and subs, since they are not surface combatants, do not count in any way in this regard. They neither help nor hurt your fleet's capital ship to screening vessel ratio. So when considering fleet composition, first figure out what mix of surface combatants you need to do the mission, then make sure there are not more capital ships than screening vessels, and last add whatever subs or TPs you need involved in the mission.
{{:Combat range}}
[[Category:Terminology]]
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Source: BR Mitchell
<table border="1">
<tr><td><td>1936<td>1937<td>1938<td>1939<td>1940<td>1941<td>1942<td>1943<td>1944<td>1945<td>1946<td>1947<td>1948</tr>
<tr><td>France<td>369<td>490<td>581<td>614<td>230<td>673<td>619<td>664<td>467<td>145<td>574<td>633<td>684</tr>
<tr><td>Germany<td>1411.8<td>1735.2<td>1973.04<td>1908<td>1944<td>2067.6<td>2017.2<td>1976.4<td>1932<td>0<td>0<td>0<td>632.4</tr>
<tr><td>Israel<td>10<td>15<td>24<td>32<td>45<td>51<td>52<td>47<td>53<td>47<td>45<td>62<td>30</tr>
<tr><td>USA<td>202<td>242<td>259<td>332<td>357<td>482<td>618<td>644<td>742<td>789<td>842<td>955<td>1037</tr>
</table>
[[Category:Knowledge Base]]
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Production FAQ
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= [[Production FAQ|Production]] =
=== Why doesn't the build time/cost change when I change ministers or research a new tech?===
Any modifier that affects build time and IC cost, such as a minister change, an assembly-line tech, or event, has no effect on what is already in the build queue. New production orders created after the change will take into account any sort of time/cost modifiers. As of the 1.2 patch in the HoI2:Doomsday expansion, build times and costs do change.
=== Why do I have a red number in my factory information display? ===
A red number indicates you have some [[Wasted IC|wasted industrial capacity]].
[[Category:Guides]] [[Category:FAQ]]
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== Production Slider ==
The Production slider allocates how much [[Industrial Capacity]] to be used on the production que. When you start the production of anything, an amount of IC is needed. For some things more than other things. This slider allocates how much to use on this production. If youre production slider settings does not meet youre needs, the production will go down in %, until it reaches 0 and stops completely.
[[Category:Terminology]]
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Province
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#Redirect [[Provinces by ID, part 1]]
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Province Improvement
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#REDIRECT [[Province Improvement FAQ]]
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Province Improvement FAQ
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=[[Province Improvement FAQ|Province Improvement]]=
=== Where is the best place to build a new factory? ===
In provinces with high infrastructure factories will be completed faster than in lower ones.
If you are playing DD this does not apply. A factory built in a 40% infra province will be built in exactly same time as in a 100% infra province.
=== Does increasing infrastructure also increase the resource output of the province? ===
No.
Some players have claimed that in a handful of low-infrastructure (eg. 20), high resource-yield provinces, you can increase resource yield by increasing infrastructure, but this has never been verified. Note that the machine tool techs increase both IC and resource production, so when players see resource increases, it would more likely be due to the machine tool tech rather than to increasing infrastructure.
There is very little you can do to increase resource extraction except to liberate puppets since puppets are limited to 1000 of each resource and give their master the excess. A formula explaining the resource extraction parameters is given in this thread:
[http://forum.paradoxplaza.com/forum/showthread.php?t=209413 Formula for resources from non-national provinces]. Resource extraction can go down due to strategic bombing and to battle damage; pause over one of the resource icons to see the current and maximum %.
=== What is the difference between size 1 and size 10 airbase/navalbase? ===
All bases can hold as many divisions/ships as you care to put there. The size of the base determines how fast those units regain organization and strength. Units based in a facility above its size capacity will regain organization and strength at a much lower rate.
=== What is the purpose of [[radar]] station? ===
The functions are:
* Reduces enemy air units' combat efficiency by 2.5% for each level of radar you have in the territory.
* The effectiveness of this factor can be increased by research. A 30% radar efficiency would mean 1.3*2.5.
* Coastal radar stations have a combat air battle factor in adjacent seazones. On land, however, each province's radar is used only for that province without any adjacency effects.
* Radar stations [http://forum.paradoxplaza.com/forum/showthread.php?t=218736 do not detect naval units].
* Radar is [http://forum.paradoxplaza.com/forum/showthread.php?t=218736 absolutely vital for a good air-defence] in HOI2 and HOI2 DD versions 1.0 and 1.1:
** Without it the airunits on air-superiority missions will just move towards random provinces within the area.
** With it, the airunit will know about any planes nearby that is heading to/through the province with the radar.
* Radar [http://forum.paradoxplaza.com/forum/showpost.php?p=8204611&postcount=27 does not provide detection] after HOI2DD 1.2 through ARMA 1.2. Two comments by Johan on pg 2 of a long thread:[http://forum.paradoxplaza.com/forum/showthread.php?t=346220&page=2 Johan mentions but does not explain the change]
* In ARMA, Radar improves naval engagement range
* Since radar is intelligence related, it's always us vs them comparisons for spotting purposes. Slider (open vs closed society), relative tech levels for encryption and decryption, and difficulty levels influence how well radar detects the enemy.
=== What do Rocket Test Facilities and Nuclear Reactors do? ===
Both of these techs reduce the amount of time needed to research Rocketry and Nuclear Research respectively. The more test facilities/reactors you have, the less time it takes to complete research in those fields. In addition, a nuclear reactor of sufficient size is needed to build an atomic bomb.
More information on the effects (including a statistical breakdown) these facilities can be found in the [[Research]] guide.
[[Category:Guides]] [[Category:FAQ]]
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#REDIRECT [[Building costs]]
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#Redirect [[Provinces by ID, part 1]]
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This overview shows provinces with IDs ranging from '''1''' to '''849''' sorted numerically. Continued in [[Provinces_by_ID,_part_2|Part 2 ('''850''' to '''1699''')]] and [[Provinces_by_ID,_part_3|Part 3 ('''1700''' to '''2601''']].
__TOC__
Data has been updated for version '''1.1'''.
{| border="1" cellpadding="1" cellspacing="0" style="font-size: 85%; border: gray solid 1px; border-collapse: collapse; text-align: center;" WIDTH='95%'
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 1 ==
|Reykjavik||Iceland||Iceland||Europe||Clear||Temperate||60||Yes|| || || || || ||
|-
|2||Höfn||Iceland||Iceland||Europe||Clear||Temperate||60||No|| || || || || ||
|-
|3||Stornoway||North Scotland||Scotland||Europe||Clear||Temperate||80||No|| || || || || ||
|-
|4||As Suwayz||Suez Channel Area||Egypt||Asia||Desert||Arid||20||No|| || || || || ||
|-
|5||Scapa Flow||North Scotland||Scotland||Europe||Clear||Temperate||80||No|| || || || || ||
|-
|6||Inverness||North Scotland||Scotland||Europe||Mountain||Temperate||80||No|| || || || || ||
|-
|7||Aberdeen||North Scotland||Scotland||Europe||Hills||Temperate||80||No||2||1||2|| ||1||
|-
|8||Dunfermline||South Scotland||Scotland||Europe||Hills||Temperate||80||No||2|| ||1|| || ||
|-
|9||Glasgow||South Scotland||Scotland||Europe||Hills||Temperate||100||Yes||6||2||6|| ||3||2
|-
|10||Edinburgh||South Scotland||Scotland||Europe||Hills||Temperate||100||Yes||2||1||54|| ||19||
|-
|11||Sunderland||North England||England||Europe||Hills||Temperate||100||Yes||7||3||263|| ||3||1
|-
|12||Blackpool||North England||England||Europe||Hills||Temperate||100||Yes||3||4||8|| ||23||2
|-
|13||Sheffield||North England||England||Europe||Clear||Temperate||100||Yes||8||2||55|| ||20||1
|-
|14||Liverpool||North England||England||Europe||Clear||Temperate||100||Yes||14||7||65|| ||7||4
|-
|15||Cardiff||West England||England||Europe||Hills||Temperate||100||No||5||2||108|| ||3||2
|-
|16||Birmingham||West England||England||Europe||Urban||Temperate||100||No||12||6||12|| ||6||3
|-
|17||Norwich||East England||England||Europe||Clear||Temperate||100||Yes||5||3||7|| ||4||2
|-
|18||Calais||Pas de Calais||France||Europe||Clear||Temperate||100||Yes|| || || || || ||
|-
|19||London||East England||England||Europe||Urban||Temperate||100||No||14||11||22|| ||11||6
|-
|20||Dover||East England||England||Europe||Clear||Temperate||100||Yes||4||4||7|| ||4||2
|-
|21||Portsmouth||East England||England||Europe||Clear||Temperate||100||Yes||4||1||3|| ||1||
|-
|22||Bristol||West England||England||Europe||Clear||Temperate||100||Yes||4||2||4|| ||2||
|-
|23||Plymouth||West England||England||Europe||Clear||Temperate||100||Yes||3||1||2|| ||4||
|-
|24||Cork||Eire||Ireland||Europe||Hills||Temperate||100||Yes||1||1||1|| || ||
|-
|25||Galway||Eire||Ireland||Europe||Clear||Temperate||100||No|| || || || || ||
|-
|26||Sligo||Eire||Ireland||Europe||Clear||Temperate||100||No|| || || || || ||
|-
|27||Letterkenny||Eire||Ireland||Europe||Hills||Temperate||100||Yes|| || || || || ||
|-
|28||Belfast||North Ireland||Ireland||Europe||Hills||Temperate||100||Yes||3||1||2|| ||1||
|-
|29||Portadown||North Ireland||Ireland||Europe||Hills||Temperate||100||No||1|| ||1|| || ||
|-
|30||Dublin||Eire||Ireland||Europe||Hills||Temperate||100||No||3||3||5|| ||3||1
|-
|31||Malta||Sicilian Gap||Italy||Europe||Clear||Mediterranean||80||Yes|| || || || || ||
|-
|32||Brest||Brittany||France||Europe||Clear||Temperate||100||Yes|| ||1|| || || ||
|-
|33||Rennes||Brittany||France||Europe||Clear||Temperate||100||Yes||4||2||4|| ||2||1
|-
|34||Lorient||Brittany||France||Europe||Clear||Temperate||100||Yes|| ||1|| || || ||
|-
|35||Nantes||Brittany||France||Europe||Clear||Temperate||100||Yes||4||2||4|| ||2||1
|-
|36||Angers||Brittany||France||Europe||Clear||Temperate||100||No|| ||1|| || || ||
|-
|37||Avranches||Normandy||France||Europe||Clear||Temperate||100||No|| ||1|| || || ||
|-
|38||Cherbourg||Normandy||France||Europe||Clear||Temperate||100||No|| ||1|| || || ||
|-
|39||Caen||Normandy||France||Europe||Clear||Temperate||100||Yes||2||1||2|| ||1||
|-
|40||Argentan||Normandy||France||Europe||Clear||Temperate||100||No|| ||1|| || || ||
|-
|41||Le Havre||Normandy||France||Europe||Clear||Temperate||100||Yes||2||1||2|| ||1||
|-
|42||Dieppe||Pas de Calais||France||Europe||Clear||Temperate||100||Yes|| ||1|| || || ||
|-
|43||Dunkerque||Pas de Calais||France||Europe||Clear||Temperate||100||Yes|| ||1|| || || ||
|-
|44||Lille||Pas de Calais||France||Europe||Clear||Temperate||100||No||6||3||48|| ||3||2
|-
|45||Ghent||Flanders||Benelux||Europe||Clear||Temperate||100||Yes||5||2||5|| ||3||2
|-
|46||Rotterdam||Netherlands||Benelux||Europe||Marsh||Temperate||100||Yes||5||2|| || ||3||
|-
|47||Amsterdam||Netherlands||Benelux||Europe||Clear||Temperate||100||Yes||8||7||13|| ||7||4
|-
|48||Utrecht||Netherlands||Benelux||Europe||Marsh||Temperate||100||No||1||1||1|| || ||
|-
|49||Eindhoven||Netherlands||Benelux||Europe||Clear||Temperate||100||No||3||2||27|| ||2||1
|-
|50||Antwerp||Flanders||Benelux||Europe||Clear||Temperate||100||No||3||2||3|| ||2||1
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 51 ==
|Brussels||Flanders||Benelux||Europe||Clear||Temperate||100||No||7||5||10|| ||5||4
|-
|52||Mons||Flanders||Benelux||Europe||Forest||Temperate||100||No||2||1||21|| ||1||
|-
|53||Valenciennes||Pas de Calais||France||Europe||Forest||Temperate||100||No|| ||1|| || || ||
|-
|54||Amiens||Pas de Calais||France||Europe||Clear||Temperate||100||No||2||1||2|| ||1||
|-
|55||Compiègne||Paris||France||Europe||Forest||Temperate||100||No||2||1||2|| ||1||
|-
|56||Paris||Paris||France||Europe||Clear||Temperate||100||No||17||11||22|| ||11||6
|-
|57||Orléans||Paris||France||Europe||Clear||Temperate||100||No||3||2||3|| ||2||1
|-
|58||Le Mans||Loire||France||Europe||Clear||Temperate||100||No|| ||1|| || || ||
|-
|59||Cholet||Loire||France||Europe||Clear||Temperate||100||Yes|| ||1|| || || ||
|-
|60||Tours||Loire||France||Europe||Clear||Temperate||100||No|| ||1|| || || ||
|-
|61||Bourges||Loire||France||Europe||Forest||Temperate||100||No|| ||1|| || || ||
|-
|62||Auxerre||Loire||France||Europe||Clear||Temperate||100||No|| ||1|| || || ||
|-
|63||Troyes||Bourgogne_Champagne||France||Europe||Clear||Temperate||100||No|| ||1|| || || ||
|-
|64||Reims||Bourgogne_Champagne||France||Europe||Forest||Temperate||100||No|| ||1|| || || ||
|-
|65||Namur||Wallonia||Benelux||Europe||Forest||Temperate||100||No||1||1||20|| || ||
|-
|66||Aachen||Westphalen||Germany||Europe||Forest||Temperate||100||No|| ||1||31|| || ||
|-
|67||Essen||Westphalen||Germany||Europe||Urban||Temperate||100||No||4||2||97|| ||2||1
|-
|68||Liège||Wallonia||Benelux||Europe||Hills||Temperate||100||No||2||1||22|| ||1||
|-
|69||Bastogne||Wallonia||Benelux||Europe||Forest||Temperate||100||No|| || || || || ||
|-
|70||Arlon||Wallonia||Benelux||Europe||Forest||Temperate||100||No|| || || || || ||
|-
|71||Luxembourg||Wallonia||Benelux||Europe||Forest||Temperate||100||No||5||2||10|| ||21||3
|-
|72||Metz||Lorraine_Alsace||France||Europe||Hills||Temperate||100||No||3||2||3|| ||82||2
|-
|73||Strasbourg||Lorraine_Alsace||France||Europe||Forest||Temperate||100||No||2||1||44|| ||1||2
|-
|74||Saarbrücken||Westphalen||Germany||Europe||Hills||Temperate||100||No||4||1||66|| ||2||1
|-
|75||Cologne||Westphalen||Germany||Europe||Clear||Temperate||100||No||12||5||12|| ||6||3
|-
|76||Dortmund||Westphalen||Germany||Europe||Hills||Temperate||100||No||5||2||183|| ||38||1
|-
|77||Arnhem||Netherlands||Benelux||Europe||Clear||Temperate||100||No||4||2||4|| || ||1
|-
|78||Leeuwarden||Netherlands||Benelux||Europe||Clear||Temperate||100||Yes||1|| ||1|| || ||
|-
|79||Groningen||Netherlands||Benelux||Europe||Clear||Temperate||100||No||1|| ||1|| || ||
|-
|80||Wilhelmshafen||Holstein_Mecklemburg||Germany||Europe||Clear||Temperate||100||No||3||1||3|| ||2||1
|-
|81||Münster||Hannover_Magdeburg||Germany||Europe||Clear||Temperate||100||No||5||2||5|| ||2||1
|-
|82||Kassel||Hessen||Germany||Europe||Forest||Temperate||100||No||2||1||2|| ||1||
|-
|83||Schweinfurt||Hessen||Germany||Europe||Hills||Temperate||100||No||5||2||5|| ||2||1
|-
|84||Erfurt||Hessen||Germany||Europe||Clear||Temperate||100||No|| || || || || ||
|-
|85||Göttingen||Hannover_Magdeburg||Germany||Europe||Clear||Temperate||100||No|| || || || || ||
|-
|86||Hannover||Hannover_Magdeburg||Germany||Europe||Clear||Temperate||100||No||4||2||4||2||14||13
|-
|87||Bremen||Holstein_Mecklemburg||Germany||Europe||Clear||Temperate||100||No||2||1||2|| ||1||
|-
|88||Hamburg||Holstein_Mecklemburg||Germany||Europe||Urban||Temperate||100||No||3||1||3|| ||2||1
|-
|89||Lübeck||Holstein_Mecklemburg||Germany||Europe||Clear||Temperate||100||Yes|| || || || || ||
|-
|90||Kiel||Holstein_Mecklemburg||Germany||Europe||Clear||Temperate||100||Yes||3||1|| || ||2||1
|-
|91||Kolding||Denmark||Denmark||Europe||Clear||Temperate||100||Yes|| || || || || ||
|-
|92||Århus||Denmark||Denmark||Europe||Clear||Temperate||100||Yes||2||2||2|| ||1||1
|-
|93||Malmö||Goetaland||Sweden||Europe||Clear||Temperate||80||Yes||2||1||2|| ||1||1
|-
|94||Noginsk||Moscow||Russia||Europe||Clear||Muddy||60||No|| || ||21|| || ||
|-
|95||Karlskrona||Goetaland||Sweden||Europe||Clear||Temperate||80||Yes|| || || || || ||
|-
|96||Gotland||Oestra Svealand||Sweden||Europe||Clear||Temperate||80||Yes|| || || || || ||
|-
|97||Jönköping||Goetaland||Sweden||Europe||Forest||Temperate||80||Yes||1||1||1|| || ||
|-
|98||Göteborg||Goetaland||Sweden||Europe||Clear||Temperate||80||Yes||1||1||1|| ||1||1
|-
|99||Skövde||Goetaland||Sweden||Europe||Clear||Temperate||80||No|| || || || || ||
|-
|100||Norrköping||Oestra Svealand||Sweden||Europe||Clear||Temperate||80||Yes||1|| ||1|| || ||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 101 ==
|Stockholm||Oestra Svealand||Sweden||Europe||Clear||Temperate||80||Yes||7||7||12|| ||7||4
|-
|102||Uppsala||Oestra Svealand||Sweden||Europe||Clear||Temperate||80||Yes|| || || || || ||
|-
|103||Åland||South Finland||Finland||Europe||Forest||Temperate||80||Yes|| || || || || ||
|-
|104||Västerås||Oestra Svealand||Sweden||Europe||Clear||Temperate||80||No|| || || || || ||
|-
|105||Karlstad||Vaestra Svealand||Sweden||Europe||Forest||Temperate||80||No||1||1||1|| || ||
|-
|106||Åmål||Vaestra Svealand||Sweden||Europe||Forest||Subarctic||80||No||1|| ||1|| || ||
|-
|107||Oslo||Southern Norway||Norway||Europe||Clear||Temperate||80||Yes||7||7||12|| ||6||4
|-
|108||Kristiansand||Southern Norway||Norway||Europe||Hills||Temperate||80||Yes||1|| ||1|| ||3||
|-
|109||Stavanger||Southern Norway||Norway||Europe||Hills||Temperate||80||Yes|| || || || || ||
|-
|110||Bergen||Southern Norway||Norway||Europe||Mountain||Temperate||80||Yes||1|| ||1|| || ||
|-
|111||Hamar||Southern Norway||Norway||Europe||Forest||Subarctic||60||No||1||1||1|| ||1||1
|-
|112||Ludvika||Vaestra Svealand||Sweden||Europe||Forest||Subarctic||60||No|| || || || || ||
|-
|113||Falun||Vaestra Svealand||Sweden||Europe||Forest||Subarctic||60||No||1|| ||1|| ||18||
|-
|114||Gävle||Nedre Norrland||Sweden||Europe||Clear||Temperate||80||Yes||1|| ||1|| || ||
|-
|115||Sveg||Vaestra Svealand||Sweden||Europe||Forest||Subarctic||60||No|| || || || || ||
|-
|116||Röros||Southcentral Norway||Norway||Europe||Hills||Subarctic||60||No|| || ||5|| || ||
|-
|117||Ålesund||Southcentral Norway||Norway||Europe||Mountain||Temperate||80||Yes|| || || || || ||
|-
|118||Trondheim||Central Norway||Norway||Europe||Forest||Temperate||80||Yes||1|| ||6|| || ||
|-
|119||Östersund||Nedre Norrland||Sweden||Europe||Forest||Subarctic||60||No|| || || || || ||
|-
|120||Sundsvall||Nedre Norrland||Sweden||Europe||Forest||Temperate||80||Yes||1|| ||1|| || ||
|-
|121||Vilhelmina||Nedre Norrland||Sweden||Europe||Forest||Subarctic||60||No|| || || || || ||
|-
|122||Umeå||Oevre Norrland||Sweden||Europe||Clear||Subarctic||80||Yes||1|| ||1|| || ||
|-
|123||Gällivare||Oevre Norrland||Sweden||Europe||Hills||Subarctic||60||No|| || || || || ||
|-
|124||Mo i Rana||Central Norway||Norway||Europe||Hills||Subarctic||60||Yes|| || || || ||2||
|-
|125||Narvik||Northern Norway||Norway||Europe||Mountain||Subarctic||60||Yes|| || || || || ||
|-
|126||Kiruna||Oevre Norrland||Sweden||Europe||Mountain||Subarctic||60||No|| || || || ||30||
|-
|127||Luleå||Oevre Norrland||Sweden||Europe||Clear||Subarctic||80||Yes|| || || || || ||
|-
|128||Hammerfest||Northern Norway||Norway||Europe||Mountain||Subarctic||40||No|| || || || || ||
|-
|129||Vardö||Northern Norway||Norway||Europe||Clear||Subarctic||40||No|| || || || || ||
|-
|130||Rovaniemi||Lapland||Finland||Europe||Hills||Subarctic||40||No|| || || || || ||
|-
|131||Tornio||Oesterbotten||Finland||Europe||Hills||Subarctic||80||Yes|| || || || || ||
|-
|132||Petsamo||Lapland||Finland||Europe||Hills||Subarctic||40||No|| || || || || ||4
|-
|133||Murmansk||Lapland||White Sea Tundra||Europe||Hills||Subarctic||40||Yes|| || || || || ||
|-
|134||Kola||Lapland||White Sea Tundra||Europe||Marsh||Subarctic||40||No|| || || || || ||
|-
|135||Kandalaksja||Lapland||White Sea Tundra||Europe||Forest||Subarctic||40||No|| || || || || ||
|-
|136||Kajaani||Lapland||Finland||Europe||Forest||Subarctic||50||No|| || || || || ||
|-
|137||Oulu||Oesterbotten||Finland||Europe||Forest||Subarctic||80||Yes||1|| ||1|| || ||
|-
|138||Vaasa||Oesterbotten||Finland||Europe||Clear||Temperate||80||Yes||1||1||1|| ||1||
|-
|139||Seinäjoki||Oesterbotten||Finland||Europe||Forest||Subarctic||80||No|| || || || || ||
|-
|140||Pori||South Finland||Finland||Europe||Clear||Temperate||80||Yes|| || || || || ||
|-
|141||Turku||South Finland||Finland||Europe||Clear||Temperate||80||Yes||1||1||1|| ||1||
|-
|142||Helsinki||South Finland||Finland||Europe||Clear||Temperate||80||Yes||6||6||11|| ||7||4
|-
|143||Tampere||Central Finland||Finland||Europe||Forest||Temperate||80||No||1|| ||1|| || ||
|-
|144||Mikkeli||Central Finland||Finland||Europe||Forest||Subarctic||60||No||1|| ||1|| || ||
|-
|145||Viipuri||Karelia||Finland||Europe||Forest||Muddy||80||Yes||1||1||1|| ||1||1
|-
|146||Sortavala||Karelia||Finland||Europe||Forest||Subarctic||50||No|| || || || || ||
|-
|147||Jyväskylä||Central Finland||Finland||Europe||Forest||Subarctic||60||No|| || || || || ||
|-
|148||Kuopio||Oesterbotten||Finland||Europe||Forest||Subarctic||60||No||1|| ||1|| || ||
|-
|149||Joensuu||Karelia||Finland||Europe||Forest||Subarctic||50||No|| || || || || ||
|-
|150||Kem||Karelia||White Sea Tundra||Europe||Marsh||Subarctic||40||No|| || || || || ||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 151 ==
|Segezha||Karelia||White Sea Tundra||Europe||Marsh||Subarctic||40||No|| || || || || ||
|-
|152||Petrozavodsk||Karelia||White Sea Tundra||Europe||Forest||Subarctic||50||No|| || || || || ||
|-
|153||Molotovsk||Arkhangelsk||White Sea Tundra||Europe||Forest||Subarctic||50||No|| || || || || ||
|-
|154||Archangelsk||Arkhangelsk||White Sea Tundra||Europe||Forest||Subarctic||50||Yes||1||1||1|| || ||
|-
|155||Penza||Penza||Russia||Europe||Clear||Muddy||50||No||1||1||1|| || ||
|-
|156||Balashov||Penza||Russia||Europe||Clear||Muddy||50||No|| || || || || ||
|-
|157||Uryupinsk||Penza||Russia||Europe||Clear||Muddy||50||No|| || || || || ||
|-
|158||Kuznetsk||Penza||Russia||Europe||Forest||Muddy||60||No|| || || || || ||
|-
|159||Kamyshin||Stalingrad||Russia||Europe||Clear||Muddy||60||No|| || || || || ||
|-
|160||Frolovo||Rostov||Russia||Europe||Clear||Muddy||60||No|| || || || || ||
|-
|161||Surovikino||Rostov||Russia||Europe||Clear||Muddy||60||No|| || || || || ||
|-
|162||Kalach||Stalingrad||Russia||Europe||Clear||Muddy||60||No|| || || || || ||
|-
|163||Stalingrad||Stalingrad||Russia||Europe||Urban||Muddy||60||No||1||1||1|| || ||
|-
|164||Cherny Yar||Stalingrad||Russia||Europe||Clear||Muddy||60||No|| || || || || ||
|-
|165||Konosha||Arkhangelsk||White Sea Tundra||Europe||Forest||Subarctic||50||No|| || || || || ||
|-
|166||Kostroma||Nizhnij Novgorod||Russia||Europe||Forest||Muddy||50||No||1||1||1|| || ||
|-
|167||Ivanovo||Nizhnij Novgorod||Russia||Europe||Marsh||Muddy||40||No||1||1||1|| || ||
|-
|168||Gorkij||Nizhnij Novgorod||Russia||Europe||Marsh||Muddy||50||No||3||3||3|| ||3||2
|-
|169||Arzamas||Nizhnij Novgorod||Russia||Europe||Clear||Muddy||60||No|| || || || || ||
|-
|170||Totma||Arkhangelsk||White Sea Tundra||Europe||Forest||Subarctic||50||No|| || || || || ||
|-
|171||Volodga||Arkhangelsk||White Sea Tundra||Europe||Forest||Subarctic||50||No||1||1||1|| || ||
|-
|172||Cherepovets||Kostroma||Russia||Europe||Forest||Muddy||60||No|| || || || || ||
|-
|173||Bezhetsk||Kostroma||Russia||Europe||Forest||Muddy||60||No|| || || || || ||
|-
|174||Kalinin||Moscow||Russia||Europe||Forest||Muddy||60||No||1||1||1|| || ||
|-
|175||Moscow||Moscow||Russia||Europe||Urban||Muddy||70||No||12||13||72|| ||27||15
|-
|176||Rybinsk||Moscow||Russia||Europe||Forest||Muddy||60||No|| || || || || ||
|-
|177||Danilov||Vladimir||Russia||Europe||Forest||Muddy||60||No|| || || || || ||
|-
|178||Yaroslavl||Vladimir||Russia||Europe||Forest||Muddy||60||No||1||1||1|| || ||
|-
|179||Murom||Vladimir||Russia||Europe||Forest||Muddy||60||No|| || || || || ||
|-
|180||Vladimir||Vladimir||Russia||Europe||Forest||Muddy||60||No||1||1||1|| || ||
|-
|181||Kaluga||Moscow||Russia||Europe||Forest||Muddy||60||No||1||1||1|| || ||
|-
|182||Mozhaisk||Moscow||Russia||Europe||Forest||Muddy||60||No|| || ||21|| || ||
|-
|183||Vytegra||Kostroma||Russia||Europe||Forest||Subarctic||60||No|| || || || || ||
|-
|184||Tikhvin||Kostroma||Russia||Europe||Forest||Muddy||60||No|| || || || || ||
|-
|185||Volkhov||Kostroma||Russia||Europe||Forest||Muddy||60||No|| || || || || ||
|-
|186||Luga||Leningrad||Russia||Europe||Forest||Muddy||60||No|| || || || || ||
|-
|187||Leningrad||Leningrad||Russia||Europe||Urban||Muddy||80||Yes||3||3||3|| ||3||1
|-
|188||Kingisepp||Leningrad||Russia||Europe||Marsh||Muddy||40||Yes|| || || || || ||
|-
|189||Novgorod||Novgorod||Russia||Europe||Marsh||Muddy||40||No|| ||1|| || || ||
|-
|190||Staraya Russa||Novgorod||Russia||Europe||Marsh||Muddy||40||No|| || || || || ||
|-
|191||Porkhov||Novgorod||Russia||Europe||Forest||Muddy||60||No|| || || || || ||
|-
|192||Gdov||Leningrad||Russia||Europe||Marsh||Muddy||40||No|| || || || || ||
|-
|193||Narva||Estonia||Baltic States||Europe||Marsh||Muddy||80||Yes|| || || || || ||
|-
|194||Tallinn||Estonia||Baltic States||Europe||Clear||Muddy||80||Yes||6||6||11|| ||6||3
|-
|195||Tartu||Estonia||Baltic States||Europe||Forest||Muddy||80||No|| || || || || ||
|-
|196||Pärnu||Estonia||Baltic States||Europe||Forest||Muddy||80||Yes|| || || || || ||
|-
|197||Riga||Latvia||Baltic States||Europe||Forest||Muddy||80||Yes||6||6||11|| ||6||4
|-
|198||Gulbene||Latvia||Baltic States||Europe||Forest||Muddy||80||No|| || || || || ||
|-
|199||Voru||Estonia||Baltic States||Europe||Forest||Muddy||60||No|| || || || || ||
|-
|200||Pskov||Pskov||Russia||Europe||Forest||Muddy||60||No||1||1||1|| || ||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 201 ==
|Opochka||Pskov||Russia||Europe||Clear||Muddy||60||No|| || || || || ||
|-
|202||Dagaupulis||Latvia||Baltic States||Europe||Clear||Muddy||60||No||1|| ||1|| ||1||
|-
|203||Jekapils||Lithuania||Baltic States||Europe||Forest||Muddy||60||No|| || || || || ||
|-
|204||Jelgava||Memel||Baltic States||Europe||forest||Muddy||80||Yes||1||1||1|| || ||
|-
|205||Mazirbe||Memel||Baltic States||Europe||Forest||Muddy||80||Yes|| || || || || ||
|-
|206||Memel||Memel||Baltic States||Europe||Clear||Muddy||80||Yes||1|| ||1|| || ||
|-
|207||Kaunas||Lithuania||Baltic States||Europe||Marsh||Muddy||60||No||7||7||12|| ||6||4
|-
|208||Wilno||Lithuania||Baltic States||Europe||forest||Muddy||60||No||1||1||1|| || ||
|-
|209||Grodno||Grodno||Belarus||Europe||Forest||Muddy||60||No|| || || || || ||
|-
|210||Baranowicze||Grodno||Belarus||Europe||forest||Muddy||60||No||1||1||1|| || ||
|-
|211||Lida||Grodno||Belarus||Europe||clear||Muddy||60||No|| || || || || ||
|-
|212||Minsk||Minsk||Belarus||Europe||Forest||Muddy||60||No||2||1||2|| ||2||1
|-
|213||Molodeczno||Polotsk||Belarus||Europe||clear||Muddy||60||No|| || || || || ||
|-
|214||Swieciany||Polotsk||Belarus||Europe||clear||Muddy||60||No|| || || || || ||
|-
|215||Novorzhev||Novgorod||Russia||Europe||Forest||Muddy||60||No|| || || || || ||
|-
|216||Nevel||Velikiye Luki||Russia||Europe||Clear||Muddy||60||No|| || || || || ||
|-
|217||Vitebsk||Smolensk||Russia||Europe||Forest||Muddy||60||No||1||1||1|| || ||
|-
|218||Orsha||Smolensk||Russia||Europe||Forest||Muddy||60||No|| || || || || ||
|-
|219||Smolensk||Smolensk||Russia||Europe||Forest||Muddy||60||No||1||1||1|| || ||
|-
|220||Mogilev||Smolensk||Russia||Europe||Forest||Muddy||60||No||1||1||1|| || ||
|-
|221||Bobraisk||Minsk||Belarus||Europe||Clear||Muddy||60||No|| || || || || ||
|-
|222||Luniniec||Minsk||Belarus||Europe||marsh||Muddy||40||No|| || || || || ||
|-
|223||||-||-||-||Ocean||Temperate||100||No|| || || || || ||
|-
|224||||-||-||-||Ocean||Temperate||100||No|| || || || || ||
|-
|225||Mozyr||Minsk||Belarus||Europe||Marsh||Muddy||40||No|| || || || || ||
|-
|226||Korosten||Kiev||Ukraine||Europe||Marsh||Muddy||40||No|| || || || || ||
|-
|227||Zhitomir||Kiev||Ukraine||Europe||Clear||Muddy||60||No||1||1||1|| || ||
|-
|228||Vinnitsa||Kiev||Ukraine||Europe||Clear||Muddy||60||No||3||3||3|| ||3||1
|-
|229||Stanislawow||Transnistria||Poland||Europe||clear||Muddy||60||No||2||1|| || ||1||
|-
|230||Beltsy||Bessarabia||Romania||Europe||Hills||Muddy||80||No||2||1||2|| ||1||1
|-
|231||Mogilev Podolski||Transnistria||Ukraine||Europe||Clear||Muddy||60||No|| || || || || ||
|-
|232||Balta||Transnistria||Ukraine||Europe||Clear||Muddy||60||No|| || || || || ||
|-
|233||Odessa||Odessa||Ukraine||Europe||Clear||Mediterranean||80||Yes||2||1||2|| ||2||1
|-
|234||Kherson||Odessa||Ukraine||Europe||Clear||Mediterranean||60||Yes||1||1||1|| || ||
|-
|235||Dnepropetrovsk||Dnepropretovsk||Ukraine||Europe||Clear||Muddy||60||No||2||2||150|| ||6||3
|-
|236||Krivoy Rog||Dnepropretovsk||Ukraine||Europe||Clear||Muddy||60||No||1||1||147|| ||99||
|-
|237||Cherkassy||Kiev||Ukraine||Europe||Clear||Muddy||60||No||1||1||1|| || ||
|-
|238||Kiev||Kiev||Ukraine||Europe||Urban||Muddy||70||No||2||2||2|| ||2||1
|-
|239||Priluki||Kiev||Ukraine||Europe||Clear||Muddy||60||No|| || || || || ||
|-
|240||Vyshgorod||Kiev||Ukraine||Europe||Clear||Muddy||60||No|| || || || || ||
|-
|241||Chernigov||Kursk||Ukraine||Europe||Clear||Muddy||60||No||1||1||1|| || ||
|-
|242||Konotop||Kursk||Ukraine||Europe||Clear||Muddy||60||No|| || || || || ||
|-
|243||Kursk||Kursk||Ukraine||Europe||Clear||Muddy||60||No||1||1||3|| ||99||
|-
|244||Sumy||Kursk||Ukraine||Europe||Clear||Muddy||60||No||1||1||1|| || ||
|-
|245||Poltava||Dnepropretovsk||Ukraine||Europe||Clear||Muddy||60||No||1||1||1|| || ||
|-
|246||Zaporozhye||Dnepropretovsk||Ukraine||Europe||Clear||Muddy||60||No||1||1||159|| || ||
|-
|247||Belgorod||Kursk||Ukraine||Europe||Clear||Muddy||60||No||1||1||1|| || ||
|-
|248||Kharkov||Kharkov||Ukraine||Europe||Clear||Muddy||60||No||2||2||2|| ||2||1
|-
|249||Stalino||Kharkov||Ukraine||Europe||Clear||Muddy||60||No||5||5||192|| ||15||6
|-
|250||Melitopol||Kharkov||Ukraine||Europe||Clear||Mediterranean||60||Yes|| || || || || ||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 251 ==
|Perekop||Odessa||Ukraine||Europe||Clear||Mediterranean||60||Yes|| || || || || ||
|-
|252||Yevpatoriya||Krim||Ukraine||Europe||Clear||Mediterranean||60||Yes|| || || || || ||
|-
|253||Sevastopol||Krim||Ukraine||Europe||Hills||Mediterranean||70||Yes||1||1||1|| || ||
|-
|254||Kerch||Krim||Ukraine||Europe||Hills||Mediterranean||60||No|| || || || || ||
|-
|255||Novorossisk||Krasnodar||Kaukasus||Europe||Hills||Mediterranean||60||No|| || || || || ||
|-
|256||Krasnodar||Krasnodar||Kaukasus||Europe||Clear||Muddy||60||No||2||2||2|| ||2||1
|-
|257||Tikhoretsk||Krasnodar||Kaukasus||Europe||Clear||Muddy||60||No|| || || || || ||
|-
|258||Rostov||Rostov||Kaukasus||Europe||Clear||Muddy||60||No||2||2||2|| ||2||1
|-
|259||Kamensk-Shakhtinski||Saransk||Ukraine||Europe||Clear||Muddy||60||No|| || || || || ||
|-
|260||Bilovodsk||Saransk||Ukraine||Europe||Clear||Muddy||60||No|| || || || || ||
|-
|261||Rossosh||Saransk||Ukraine||Europe||Clear||Muddy||60||No|| || || || || ||
|-
|262||Ostrogozhsk||Saransk||Ukraine||Europe||Clear||Muddy||60||No|| || || || || ||
|-
|263||Svoboda||Tambov||Russia||Europe||Clear||Muddy||60||No|| || || || || ||
|-
|264||Pavlovsk||Tambov||Russia||Europe||Clear||Muddy||60||No|| || || || || ||
|-
|265||Boguchar||Saransk||Ukraine||Europe||Clear||Muddy||60||No|| || || || || ||
|-
|266||Kashary||Rostov||Ukraine||Europe||Clear||Muddy||60||No|| || || || || ||
|-
|267||Bokovskaya||Rostov||Ukraine||Europe||Clear||Muddy||60||No|| || || || || ||
|-
|268||Morozovsk||Rostov||Ukraine||Europe||Clear||Muddy||60||No|| || || || || ||
|-
|269||Konstatinovsk||Rostov||Kaukasus||Europe||Clear||Muddy||60||No|| || || || || ||
|-
|270||Salsk||Krasnodar||Kaukasus||Europe||Clear||Muddy||60||No|| || || || || ||
|-
|271||Kotelnikovo||Stalingrad||Russia||Europe||Clear||Muddy||60||No|| || || || || ||
|-
|272||Zhlobin||Rogachev||Russia||Europe||Clear||Muddy||60||No|| || || || || ||
|-
|273||Gomel||Rogachev||Russia||Europe||Forest||Muddy||60||No||1||1||1|| || ||
|-
|274||Rogachev||Rogachev||Russia||Europe||Forest||Muddy||60||No|| || || || || ||
|-
|275||Roslavl||Rogachev||Russia||Europe||Clear||Muddy||60||No|| || || || || ||
|-
|276||Klintsy||Ryazan||Russia||Europe||Clear||Muddy||60||No|| || || || || ||
|-
|277||Bryansk||Ryazan||Russia||Europe||Forest||Muddy||60||No||1||1||1|| || ||
|-
|278||Tula||Ryazan||Russia||Europe||Clear||Muddy||60||No||1||1||1|| || ||
|-
|279||Ryazan||Ryazan||Russia||Europe||Clear||Muddy||60||No||1||1||1|| || ||
|-
|280||Tambov||Tambov||Russia||Europe||Clear||Muddy||60||No||1||1||1|| || ||
|-
|281||Lipetsk||Tambov||Russia||Europe||Clear||Muddy||60||No||1||1||1|| || ||
|-
|282||Orel||Ryazan||Russia||Europe||Clear||Muddy||60||No||1||1||1|| || ||
|-
|283||Voronezh||Tambov||Russia||Europe||Clear||Muddy||60||No||2||2||2|| ||2||1
|-
|284||Borisglebsk||Tambov||Russia||Europe||Clear||Muddy||50||No|| || || || || ||
|-
|285||Vyazma||Velikiye Luki||Russia||Europe||Marsh||Muddy||40||No|| || || || || ||
|-
|286||Toropets||Velikiye Luki||Russia||Europe||Forest||Muddy||60||No|| || || || || ||
|-
|287||Velikiye Luki||Velikiye Luki||Russia||Europe||Marsh||Muddy||40||No|| || || || || ||
|-
|288||Rzhev||Moscow||Russia||Europe||Marsh||Muddy||40||No|| || || || || ||
|-
|289||Demyansk||Novgorod||Russia||Europe||Forest||Muddy||60||No|| || || || || ||
|-
|290||Öresund||Kattegat||Baltic Sea||Europe||Ocean||Temperate||100||No|| || || || || ||
|-
|291||||-||-||-||Ocean||-||100||No|| || || || || ||
|-
|292||Aalborg||Denmark||Denmark||Europe||Clear||Temperate||100||Yes||1|| ||1|| || ||
|-
|293||Odense||Denmark||Denmark||Europe||Clear||Temperate||100||Yes||1|| ||5|| ||1||
|-
|294||Copenhagen||Denmark||Denmark||Europe||Clear||Temperate||100||Yes||9||7||14|| ||7||4
|-
|295||Bornholm||Denmark||Denmark||Europe||Clear||Temperate||100||Yes|| || || || || ||
|-
|296||Rostock||Holstein_Mecklemburg||Germany||Europe||Clear||Temperate||100||Yes||2||1||2|| ||1||
|-
|297||Wolfsburg||Hannover_Magdeburg||Germany||Europe||Clear||Temperate||100||No|| || || || || ||
|-
|298||Magdeburg||Hannover_Magdeburg||Germany||Europe||Clear||Temperate||100||No||3||1||3|| ||2||1
|-
|299||Potsdam||Brandenburg||Germany||Europe||Clear||Temperate||100||No|| || || || || ||
|-
|300||Berlin||Brandenburg||Germany||Europe||Urban||Temperate||100||No||19||10||24|| ||12||6
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 301 ==
|Stralsund||Brandenburg||Germany||Europe||Forest||Temperate||100||Yes|| || || || || ||
|-
|302||Stettin||Brandenburg||Germany||Europe||Clear||Temperate||100||Yes||4||2||4|| ||2||1
|-
|303||Danzig||East Prussia||Germany||Europe||forest||Temperate||100||Yes||1||1||1|| || ||
|-
|304||Elbing||East Prussia||Germany||Europe||clear||Temperate||100||Yes|| || || || || ||
|-
|305||Torun||East Prussia||Germany||Europe||clear||Temperate||100||No|| || || || || ||
|-
|306||Bydgoszcz||Poznan||Poland||Europe||clear||Temperate||80||No|| || || || || ||
|-
|307||Poznan||Poznan||Poland||Europe||clear||Temperate||80||No||1||2||3|| ||2||1
|-
|308||Küstrin||Brandenburg||Germany||Europe||Clear||Temperate||100||No|| || || || || ||
|-
|309||Cottbus||Sachsen||Germany||Europe||Clear||Temperate||100||No|| || ||12|| || ||
|-
|310||Leipzig||Sachsen||Germany||Europe||Clear||Temperate||100||No||3||1||158|| ||3||1
|-
|311||Dresden||Sachsen||Germany||Europe||Hills||Temperate||100||No||10||4||10|| ||5||3
|-
|312||Nuremberg||Bavaria||Germany||Europe||Hills||Temperate||100||No||6||3||6|| ||7||2
|-
|313||Frankfurt-am-Main||Baden_Wurttemberg||Germany||Europe||Hills||Temperate||100||No||7||3||7|| ||4||2
|-
|314||Stuttgart||Baden_Wurttemberg||Germany||Europe||Hills||Temperate||100||No||11||4||11|| ||5||2
|-
|315||Freiburg||Baden_Wurttemberg||Germany||Europe||Clear||Temperate||100||No|| || || || || ||
|-
|316||Mulhouse||Lorraine_Alsace||France||Europe||Forest||Temperate||100||No|| || || || || ||5
|-
|317||Chaumont||Bourgogne_Champagne||France||Europe||Forest||Temperate||100||No|| || || || || ||
|-
|318||Dijon||Bourgogne_Champagne||France||Europe||Hills||Temperate||100||No||3||1||3|| ||2||1
|-
|319||Chalon-sur-Saône||Bourgogne_Champagne||France||Europe||Clear||Temperate||100||No|| || ||11|| || ||
|-
|320||Vichy||Limousin_Auvergne||France||Europe||Clear||Temperate||100||No|| || || || || ||
|-
|321||Châteauroux||Limousin_Auvergne||France||Europe||Clear||Temperate||100||No|| || || || || ||
|-
|322||Limoges||Limousin_Auvergne||France||Europe||Forest||Temperate||100||No||1||1||1|| || ||
|-
|323||La Rochelle||Aquitaine||France||Europe||Forest||Temperate||100||No||3||1||3|| ||2||1
|-
|324||Bergerac||Limousin_Auvergne||France||Europe||Forest||Temperate||100||No|| || || || || ||
|-
|325||Bordeaux||Aquitaine||France||Europe||Clear||Temperate||100||Yes||4||2||4|| ||1||
|-
|326||Dax||Aquitaine||France||Europe||Forest||Temperate||100||Yes|| || || || || ||
|-
|327||Auch||Aquitaine||France||Europe||Forest||Temperate||100||No|| || || || || ||
|-
|328||Pau||Pyrenees_Languedoc||France||Europe||Mountain||Temperate||80||No|| || || || || ||
|-
|329||Huesca||Catalonia||Spain||Europe||Mountain||Temperate||40||No|| || || || || ||
|-
|330||Saragossa||Cantabric Chain||Spain||Europe||Hills||Mediterranean||70||No||2||1||2|| ||1||
|-
|331||Bilbao||Cantabric Chain||Spain||Europe||Mountain||Temperate||50||Yes||2||1||2|| ||1||1
|-
|332||Oviedo||Cantabric Chain||Spain||Europe||Mountain||Temperate||40||Yes||2||1||13|| ||6||
|-
|333||Burgos||Continental Spain||Spain||Europe||Hills||Mediterranean||60||No|| || ||11|| ||4||
|-
|334||La Coruña||Cantabric Chain||Spain||Europe||Forest||Mediterranean||40||No||3||2||3|| ||2||1
|-
|335||Oporto||Portugal||Portugal||Europe||Clear||Mediterranean||70||No||3||2||3|| ||2||1
|-
|336||Lissabon||Portugal||Portugal||Europe||Clear||Mediterranean||80||Yes||9||7||14|| ||7||4
|-
|337||Guarda||Portugal||Portugal||Europe||Hills||Mediterranean||70||No||1||1||1|| ||1||
|-
|338||Salamanca||Continental Spain||Spain||Europe||Clear||Mediterranean||60||No|| || || || || ||
|-
|339||Valladolid||Continental Spain||Spain||Europe||Clear||Mediterranean||60||No||4||2||8|| ||6||1
|-
|340||Sigüenza||Central Spain||Spain||Europe||Hills||Mediterranean||60||No|| || || || || ||
|-
|341||Madrid||Central Spain||Spain||Europe||Urban||Mediterranean||80||No||7||6||12|| ||6||5
|-
|342||Guadalajara||Central Spain||Spain||Europe||Clear||Mediterranean||60||No||3||2||3|| ||2||1
|-
|343||Badajoz||Central Spain||Spain||Europe||Hills||Mediterranean||60||No||2||1||2|| ||4||
|-
|344||Evora||Portugal||Portugal||Europe||Clear||Mediterranean||60||No||1|| ||1|| || ||
|-
|345||Faro||Portugal||Portugal||Europe||Clear||Mediterranean||60||Yes||1||1||1|| || ||
|-
|346||Huelva||West Andalucia||Spain||Europe||Hills||Mediterranean||60||Yes|| || || || ||2||
|-
|347||Seville||West Andalucia||Spain||Europe||Clear||Mediterranean||60||Yes||7||4||7|| ||7||6
|-
|348||Gibraltar||West Andalucia||Spain||Europe||Hills||Mediterranean||80||No|| || || || || ||
|-
|349||Málaga||West Andalucia||Spain||Europe||Hills||Mediterranean||60||No|| || || || || ||
|-
|350||Almería||East Andalucia||Spain||Europe||Mountain||Mediterranean||40||No|| || || || || ||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 351 ==
|Jaén||East Andalucia||Spain||Europe||Hills||Mediterranean||60||No|| || || || ||2||9
|-
|352||Murcia||Levant||Spain||Europe||Clear||Mediterranean||60||Yes||1||1||1|| || ||
|-
|353||Albacete||East Andalucia||Spain||Europe||Hills||Mediterranean||60||No|| || || || || ||
|-
|354||València||Levant||Spain||Europe||Hills||Mediterranean||70||Yes||3||2||3|| ||1||1
|-
|355||Castellón||Levant||Spain||Europe||Hills||Mediterranean||60||No|| || || || || ||
|-
|356||Tarragona||Catalonia||Spain||Europe||Hills||Mediterranean||70||Yes|| || || || || ||
|-
|357||Barcelona||Catalonia||Spain||Europe||Hills||Mediterranean||80||Yes||4||3||4|| ||2||3
|-
|358||Perpignan||Pyrenees_Languedoc||France||Europe||Clear||Mediterranean||100||Yes|| || || || || ||
|-
|359||Toulouse||Pyrenees_Languedoc||France||Europe||Clear||Temperate||100||No||4||2||4|| ||2||1
|-
|360||Clermont-Ferrand||Limousin_Auvergne||France||Europe||Hills||Temperate||100||No||2||1||2|| ||1||
|-
|361||Saint-Etienne||Pyrenees_Languedoc||France||Europe||Hills||Temperate||100||No|| || ||11|| || ||
|-
|362||Montpellier||Pyrenees_Languedoc||France||Europe||Clear||Mediterranean||100||Yes||3||2||3|| ||18||1
|-
|363||Nîmes||Pyrenees_Languedoc||France||Europe||Clear||Mediterranean||100||No|| || || || || ||
|-
|364||Marseille||Alpes_Provence||France||Europe||Clear||Mediterranean||100||Yes||4||2||4|| ||2||1
|-
|365||Toulon||Alpes_Provence||France||Europe||Hills||Mediterranean||100||Yes|| || || || ||15||
|-
|366||Nice||Alpes_Provence||France||Europe||Hills||Mediterranean||100||Yes|| || || || || ||
|-
|367||Corsica||Ligurian Islands||France||Europe||Hills||Mediterranean||60||Yes||1|| ||1|| || ||
|-
|368||Genoa||North Italy||Italy||Europe||Hills||Mediterranean||100||No||3||1||3|| ||2||1
|-
|369||La Spezia||Appennine Ridge||Italy||Europe||Hills||Mediterranean||80||No|| || || || || ||
|-
|370||Milan||North Italy||Italy||Europe||Clear||Mediterranean||100||No||12||5||12|| ||6||3
|-
|371||Trento||North Italy||Italy||Europe||Mountain||Temperate||80||No||1|| ||1|| || ||
|-
|372||Chur||Switzerland||Switzerland||Europe||Mountain||Temperate||80||No|| || || || || ||
|-
|373||Lech||Austria||Austria||Europe||Mountain||Temperate||100||No|| || ||5|| || ||
|-
|374||Friedrichshafen||Bavaria||Germany||Europe||Forest||Temperate||100||No|| || || || || ||
|-
|375||Regensburg||Bavaria||Germany||Europe||Forest||Temperate||100||No|| || || || || ||
|-
|376||Munich||Bavaria||Germany||Europe||Hills||Temperate||100||No||5||2||5|| ||2||1
|-
|377||Innsbruck||Austria||Austria||Europe||Mountain||Temperate||80||No||1||1||6|| ||4||
|-
|378||Venice||North Italy||Italy||Europe||Clear||Mediterranean||100||No||10||4||13|| ||7||3
|-
|379||Ferrara||Appennine Ridge||Italy||Europe||Clear||Mediterranean||80||No|| || || || || ||
|-
|380||Ljubljana||Croatia||Balkan||Europe||Hills||Temperate||80||No||2||1||2|| ||1||1
|-
|381||Rijeka||Croatia||Balkan||Europe||Hills||Mediterranean||80||No|| || || || || ||
|-
|382||Zagreb||Croatia||Balkan||Europe||Hills||Temperate||80||No||3||2||3|| ||2||1
|-
|383||Banja Luka||Croatia||Balkan||Europe||Hills||Temperate||70||No|| || || || || ||
|-
|384||Split||Croatia||Balkan||Europe||Hills||Mediterranean||70||Yes||2||1||2|| ||1||
|-
|385||Zenica||Bosnia||Balkan||Europe||Hills||Temperate||70||No|| || || || || ||
|-
|386||Sarajevo||Bosnia||Balkan||Europe||Hills||Temperate||70||No||3||2||3|| ||2||1
|-
|387||Mostar||Bosnia||Balkan||Europe||Mountain||Mediterranean||60||No|| || || || || ||
|-
|388||Dubrovnik||Bosnia||Balkan||Europe||Clear||Mediterranean||80||Yes|| || || || || ||
|-
|389||Podgorica||East Serbia||Balkan||Europe||Mountain||Mediterranean||60||No||1||1||1|| ||13||
|-
|390||Tirana||Albania||Balkan||Europe||Mountain||Mediterranean||60||Yes||4||2||11||3||6||3
|-
|391||Vlorë||Albania||Balkan||Europe||Hills||Mediterranean||60||No|| || || || || ||
|-
|392||Ioannina||Thrace||Balkan||Europe||Hills||Mediterranean||70||No|| || || || ||4||
|-
|393||Kefalonia||Attica||Balkan||Europe||Hills||Mediterranean||80||Yes|| || || || || ||
|-
|394||Patras||Attica||Balkan||Europe||Clear||Mediterranean||80||Yes|| || || || || ||
|-
|395||Corinthe||Attica||Balkan||Europe||Hills||Mediterranean||80||No||2||1||2|| ||1||
|-
|396||Crete||Greek Island||Balkan||Europe||Hills||Mediterranean||60||Yes||1|| ||1|| || ||
|-
|397||Sea of Marmara||Black Sea||Black Sea||Europe||Ocean||Mediterranean||100||No|| || || || || ||
|-
|398||Dodecanese||Greek Island||Balkan||Europe||Hills||Mediterranean||80||Yes|| || || || || ||
|-
|399||Rhodes||Greek Island||Balkan||Europe||Hills||Mediterranean||80||Yes|| || || || || ||
|-
|400||The Cyclades||Attica||Balkan||Europe||Hills||Mediterranean||80||Yes||1||1||1|| ||1||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 401 ==
|Athens||Attica||Balkan||Europe||Clear||Mediterranean||80||Yes||7||6||12|| ||6||4
|-
|402||Agrinio||Thrace||Balkan||Europe||Hills||Mediterranean||80||No|| || || || || ||
|-
|403||Larisa||Thrace||Balkan||Europe||Hills||Mediterranean||80||No||2||1||2|| ||1||1
|-
|404||Haifa||Palestine||Middle East||Asia||Hills||Mediterranean||60||Yes|| || || || || ||
|-
|405||The Dardanelles||Bosporus||Balkan||Europe||Clear||Mediterranean||80||Yes|| || || || || ||
|-
|406||Eilat||Palestine||Middle East||Asia||Desert||Arid||40||Yes|| || || || || ||
|-
|407||Ar-Ruwayshid||Transjordan||Middle East||Asia||Desert||Arid||20||No|| || || || || ||
|-
|408||Bursa||Bosporus||Anatolia||Asia||Hills||Mediterranean||60||Yes|| ||1|| || || ||
|-
|409||Istanbul||Bosporus||Anatolia||Europe||Hills||Mediterranean||60||Yes||1||1||1|| ||2||1
|-
|410||Kavala||Thrace||Balkan||Europe||Hills||Mediterranean||80||Yes|| || || || || ||
|-
|411||Salonika||Thrace||Balkan||Europe||Hills||Mediterranean||80||Yes||2||2||2|| ||4||1
|-
|412||Edessa||Thrace||Balkan||Europe||Clear||Mediterranean||70||No|| || || || || ||
|-
|413||Skopje||East Serbia||Balkan||Europe||Mountain||Mediterranean||60||No||1||1||1|| ||2||
|-
|414||Stip||East Serbia||Balkan||Europe||Hills||Mediterranean||70||No|| || || || || ||
|-
|415||Pristina||East Serbia||Balkan||Europe||Hills||Mediterranean||70||No||2||1||2|| ||6||4
|-
|416||Gorna Dzhumaya||Bulgaria||Balkan||Europe||Mountain||Mediterranean||60||No|| || || || || ||
|-
|417||Sofia||Bulgaria||Balkan||Europe||Mountain||Temperate||60||No||7||6||16|| ||6||4
|-
|418||Nis||East Serbia||Balkan||Europe||Hills||Temperate||80||No|| || ||7|| ||5||
|-
|419||Vraca||Bulgaria||Balkan||Europe||Mountain||Temperate||60||No||1||1||1|| || ||
|-
|420||Pleven||Bulgaria||Balkan||Europe||Mountain||Temperate||60||No||2||1||2|| ||1||
|-
|421||Plovdiv||Bulgaria||Balkan||Europe||Mountain||Mediterranean||60||No||3||2||3|| ||2||2
|-
|422||Varna||Bulgaria||Balkan||Europe||Hills||Mediterranean||80||Yes||2||1||2|| ||1||1
|-
|423||Constanta||South Romania||Romania||Europe||Clear||Mediterranean||80||Yes||1|| ||1|| || ||
|-
|424||Bucharest||South Romania||Romania||Europe||Clear||Temperate||80||No||7||6||12||2||6||4
|-
|425||Pitesti||South Romania||Romania||Europe||Clear||Temperate||80||No|| || || || || ||
|-
|426||Craiova||South Romania||Romania||Europe||Mountain||Temperate||60||No||2||1||2|| ||1||1
|-
|427||Sibiu||Transylvania||Romania||Europe||Mountain||Temperate||60||No||1||1||1|| || ||
|-
|428||Cluj-Napoca||Transylvania||Romania||Europe||Hills||Temperate||80||No||2||1||2|| ||3||1
|-
|429||Bacau||Transylvania||Romania||Europe||Mountain||Temperate||60||No||1||1||5|| || ||
|-
|430||Brasov||Transylvania||Romania||Europe||Mountain||Temperate||60||No||1|| ||1|| || ||
|-
|431||Ploesti||North Romania||Romania||Europe||Clear||Temperate||80||No||1||1||1||26|| ||
|-
|432||Braila||North Romania||Romania||Europe||Clear||Temperate||80||No||1||1||1|| || ||
|-
|433||Iasi||Bessarabia||Romania||Europe||Clear||Muddy||80||No||3||2||5|| ||5||1
|-
|434||Chisinev||Bessarabia||Romania||Europe||Hills||Muddy||80||No||2||1||2|| ||2||1
|-
|435||Ismail||Bessarabia||Romania||Europe||Clear||Muddy||80||Yes|| || || || || ||
|-
|436||Tulcea||North Romania||Romania||Europe||Clear||Muddy||80||No|| || || || || ||
|-
|437||Izmir||Bosporus||Anatolia||Asia||Hills||Mediterranean||60||Yes||1||1||4|| || ||
|-
|438||Antalya||Anatolian South Coast||Anatolia||Asia||Mountain||Mediterranean||60||No||1||1||1|| || ||
|-
|439||Izmit||Bosporus||Anatolia||Asia||Hills||Mediterranean||60||Yes|| ||1||4|| || ||
|-
|440||Karabük||Anatolian North Coast||Anatolia||Asia||Hills||Mediterranean||60||No|| || || || || ||
|-
|441||Afyonkarahisar||Central Turkey||Anatolia||Asia||Clear||Temperate||40||No|| || || || || ||
|-
|442||Konya||Central Turkey||Anatolia||Asia||Clear||Temperate||40||No|| || || || || ||
|-
|443||Mersin||Anatolian South Coast||Anatolia||Asia||Mountain||Mediterranean||60||No|| || ||6|| || ||
|-
|444||Cyprus||Anatolian South Coast||Anatolia||Europe||Hills||Mediterranean||60||Yes|| || || || ||2||
|-
|445||Gaziantep||Anatolian South Coast||Anatolia||Asia||Mountain||Mediterranean||60||Yes|| || ||5|| || ||
|-
|446||Kayseri||Central Turkey||Anatolia||Asia||Clear||Temperate||40||No|| || || || || ||
|-
|447||Sivas||Central Turkey||Anatolia||Asia||Hills||Mediterranean||40||No||1||1||1|| || ||3
|-
|448||Ankara||Central Turkey||Anatolia||Asia||Clear||Temperate||60||No||6||6||11|| ||3||5
|-
|449||Samsun||Anatolian North Coast||Anatolia||Asia||Hills||Mediterranean||60||Yes|| || || || || ||
|-
|450||Trebizond||Anatolian North Coast||Anatolia||Asia||Mountain||Mediterranean||60||No|| ||1|| || ||2||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 451 ==
|Novi Pazar||East Serbia||Balkan||Europe||Hills||Temperate||70||No|| || || || || ||
|-
|452||Uzice||Central Serbia||Balkan||Europe||Hills||Temperate||70||No|| || || || || ||
|-
|453||Belgrade||Central Serbia||Balkan||Europe||Hills||Temperate||80||No||9||8||14|| ||7||4
|-
|454||Osijek||Central Serbia||Balkan||Europe||Clear||Temperate||80||No|| || || || || ||
|-
|455||Bjelovar||Croatia||Balkan||Europe||Clear||Temperate||80||No|| || || || || ||
|-
|456||Pecs||Western Hungary||Hungary||Europe||Clear||Temperate||80||No||1||1||15|| ||1||
|-
|457||Budapest||Western Hungary||Hungary||Europe||Clear||Temperate||80||No||9||8||14|| ||7||5
|-
|458||Györ||Western Hungary||Hungary||Europe||Clear||Temperate||80||No||2||1||2||2||27||1
|-
|459||Maribor||Croatia||Balkan||Europe||Clear||Temperate||80||No|| || || || || ||
|-
|460||Graz||Austria||Austria||Europe||Hills||Temperate||100||No||3||1||7|| ||9||1
|-
|461||Klagenfurt||Austria||Austria||Europe||Mountain||Temperate||80||No||1|| ||1|| || ||
|-
|462||Salzburg||Austria||Austria||Europe||Hills||Temperate||100||No||1|| ||1|| || ||
|-
|463||Vienna||Austria||Austria||Europe||Hills||Temperate||100||No||11||8||16||2||8||6
|-
|464||Hollabrunn||Austria||Austria||Europe||Forest||Temperate||100||No|| || || || || ||
|-
|465||Linz||Austria||Austria||Europe||Forest||Temperate||100||No||2||1||2|| ||1||1
|-
|466||Strakonice||Bohemia||Czechoslovakia||Europe||Hills||Temperate||100||No|| || || || || ||
|-
|467||Tábor||Bohemia||Czechoslovakia||Europe||Clear||Temperate||100||No||1||1||1|| || ||
|-
|468||Kutna Hora||Bohemia||Czechoslovakia||Europe||Clear||Temperate||100||No||2||1||2|| ||1||
|-
|469||Prague||Bohemia||Czechoslovakia||Europe||Clear||Temperate||100||No||4||2||4|| ||2||2
|-
|470||Pilsen||Bohemia||Czechoslovakia||Europe||Clear||Temperate||100||No||2||1||38|| ||1||
|-
|471||Ústí||Bohemia||Czechoslovakia||Europe||Hills||Temperate||100||No||2||1||2|| ||1||
|-
|472||Liberec||Bohemia||Czechoslovakia||Europe||Hills||Temperate||100||No|| || || || || ||
|-
|473||Breslau||Brandenburg||Germany||Europe||Hills||Temperate||100||No||6||2||68|| ||3||2
|-
|474||Ostrava||Slovakia||Czechoslovakia||Europe||Clear||Temperate||100||No||3||1||39|| ||2||1
|-
|475||Brno||Slovakia||Czechoslovakia||Europe||Clear||Temperate||100||No||4||2||4|| ||2||2
|-
|476||Bratislava||Slovakia||Czechoslovakia||Europe||Clear||Temperate||100||No||3||1||3|| ||2||2
|-
|477||Banská Bystrica||Slovakia||Czechoslovakia||Europe||Clear||Temperate||100||No||2||1||2|| ||1||
|-
|478||Zilina||Slovakia||Czechoslovakia||Europe||Hills||Temperate||100||No|| || || || || ||
|-
|479||Cracow||Krakow||Poland||Europe||hills||Temperate||80||No||3||2||83|| ||11||1
|-
|480||Kielce||Krakow||Poland||Europe||forest||Temperate||80||No||4||2||4|| ||5||1
|-
|481||Czestochowa||Poznan||Poland||Europe||clear||Temperate||80||No||1||1||1|| ||1||
|-
|482||Oppeln||Poznan||Poland||Europe||clear||Temperate||80||No||8||3||27|| ||20||2
|-
|483||Lodz||Poznan||Poland||Europe||clear||Temperate||80||No||3||2||3|| ||1||1
|-
|484||Radom||Warsaw||Poland||Europe||clear||Temperate||80||No|| || || || || ||
|-
|485||Warsaw||Warsaw||Poland||Europe||urban||Temperate||80||No||8||8||15|| ||9||5
|-
|486||Lomza||Warsaw||Poland||Europe||clear||Temperate||80||No|| || || || || ||
|-
|487||Lublin||Warsaw||Poland||Europe||clear||Temperate||80||No||2||2||39|| ||1||1
|-
|488||Zamosc||Lvov||Poland||Europe||clear||Temperate||80||No|| || || || || ||
|-
|489||Przemysl||Krakow||Poland||Europe||hills||Temperate||80||No|| || || || || ||
|-
|490||Kosice||Slovakia||Czechoslovakia||Europe||Forest||Temperate||80||No||2||1||2|| ||1||
|-
|491||Miskolc||Eastern Hungary||Hungary||Europe||Clear||Temperate||80||No||2||1||2|| ||1||
|-
|492||Szeged||Eastern Hungary||Hungary||Europe||Clear||Temperate||80||No||1||1||1|| || ||
|-
|493||Novi Sad||Central Serbia||Balkan||Europe||Clear||Temperate||80||No||2||1||2|| ||1||1
|-
|494||Zrenjanin||Central Serbia||Balkan||Europe||Clear||Temperate||80||No|| || || || || ||
|-
|495||Timisoara||South Romania||Romania||Europe||Clear||Temperate||80||No||1||1||1|| ||1||
|-
|496||Arad||Transylvania||Romania||Europe||Clear||Temperate||80||No||1||1||1|| || ||
|-
|497||Debrecen||Eastern Hungary||Hungary||Europe||Clear||Temperate||80||No||2||1||2|| ||1||
|-
|498||Satu Mare||Transylvania||Romania||Europe||Hills||Temperate||80||No||1||1||1|| || ||
|-
|499||Presov||Slovakia||Czechoslovakia||Europe||Hills||Temperate||80||No|| || || || || ||
|-
|500||Stryj||Lvov||Poland||Europe||clear||Muddy||80||No|| || || || || ||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 501 ==
|Lvov||Lvov||Poland||Europe||clear||Muddy||80||No||2||2||4||2||2||1
|-
|502||Tarnopol||Lvov||Poland||Europe||clear||Muddy||60||No||2||1||2|| ||1||
|-
|503||Pinsk||Brest Litovsk||Poland||Europe||marsh||Muddy||60||No||1||1||1|| || ||
|-
|504||Brest Litovsk||Brest Litovsk||Poland||Europe||clear||Muddy||60||No|| || || || || ||
|-
|505||Bielsk||Brest Litovsk||Poland||Europe||marsh||Muddy||60||No|| || || || || ||
|-
|506||Kowel||Lvov||Poland||Europe||clear||Muddy||60||No|| || || || || ||
|-
|507||Slonim||Brest Litovsk||Poland||Europe||forest||Muddy||60||No|| || || || || ||
|-
|508||Bialystok||Brest Litovsk||Poland||Europe||clear||Muddy||80||No||2||1||2|| ||1||1
|-
|509||Suwalki||East Prussia||Poland||Europe||forest||Muddy||80||No|| || || || || ||
|-
|510||Königsberg||East Prussia||Baltic States||Europe||forest||Muddy||100||Yes||6||3||6|| ||3||2
|-
|511||Alytus||Lithuania||Poland||Europe||Forest||Muddy||80||No||1||1||1|| ||1||1
|-
|512||Bologna||Appennine Ridge||Italy||Europe||Hills||Mediterranean||80||No||7||3||7|| ||4||2
|-
|513||Florence||Appennine Ridge||Italy||Europe||Hills||Mediterranean||80||Yes||3||3||3|| ||3||1
|-
|514||Rimini||Appennine Ridge||Italy||Europe||Hills||Mediterranean||80||Yes|| || || || || ||
|-
|515||Rome||Central Italy||Italy||Europe||Hills||Mediterranean||80||No||8||8||15|| ||7||4
|-
|516||Perugia||Central Italy||Italy||Europe||Hills||Mediterranean||80||No||1||1||1|| || ||
|-
|517||Pescara||Central Italy||Italy||Europe||Hills||Mediterranean||80||No||3||3||3|| ||2||1
|-
|518||Cassino||Central Italy||Italy||Europe||Mountain||Mediterranean||60||No|| || || || || ||
|-
|519||Anzio||Central Italy||Italy||Europe||Hills||Mediterranean||80||Yes|| || || || || ||
|-
|520||Foggia||South Italy||Italy||Europe||Clear||Mediterranean||80||Yes||1||2||5|| ||1||
|-
|521||Naples||South Italy||Italy||Europe||Clear||Mediterranean||80||Yes||4||3||4|| ||4||1
|-
|522||Potenza||South Italy||Italy||Europe||Hills||Mediterranean||80||No|| || || || || ||
|-
|523||Taranto||South Italy||Italy||Europe||Clear||Mediterranean||60||Yes|| || || || || ||
|-
|524||Reggio di Calabria||South Italy||Italy||Europe||Clear||Mediterranean||60||No||1||2||1|| || ||
|-
|525||Palermo||Sicilian Gap||Italy||Europe||Hills||Mediterranean||60||Yes||2||4||2|| ||1||4
|-
|526||Catania||Sicilian Gap||Italy||Europe||Hills||Mediterranean||60||Yes|| || || || || ||
|-
|527||Grenoble||Alpes_Provence||France||Europe||Mountain||Temperate||80||No|| || || || || ||
|-
|528||Lyon||Alpes_Provence||France||Europe||Hills||Temperate||100||No||6||3||6|| ||3||2
|-
|529||Besançon||Bourgogne_Champagne||France||Europe||Hills||Temperate||100||No||1||1||1|| || ||
|-
|530||Geneva||Switzerland||Switzerland||Europe||Hills||Temperate||100||No||3||2||3|| ||2||1
|-
|531||Turin||North Italy||Italy||Europe||Hills||Temperate||100||No||7||3||7|| ||3||2
|-
|532||Bern||Switzerland||Switzerland||Europe||Mountain||Temperate||80||No||7||5||12|| ||6||3
|-
|533||Zürich||Switzerland||Switzerland||Europe||Hills||Temperate||100||No||4||2||4|| ||2||1
|-
|534||Sardinia||Ligurian Islands||Italy||Europe||Hills||Mediterranean||60||Yes||1||1||1|| ||14||
|-
|535||Mallorca||Baleares||Spain||Europe||Hills||Mediterranean||60||Yes|| || || || || ||
|-
|536||Menorca||Baleares||Spain||Europe||Clear||Mediterranean||60||Yes|| || || || || ||
|-
|537||Ibiza||Baleares||Spain||Europe||Clear||Mediterranean||50||Yes|| || || || || ||
|-
|538||Bermuda||Bermuda||Caribbean||North America||Clear||Mediterranean||60||Yes|| || || || || ||
|-
|539||Managua||Nicaragua||Central America||North America||Hills||Tropical||60||Yes||6||6||11|| ||6||3
|-
|540||San José||Panaman Ridge||Central America||North America||Mountain||Tropical||60||Yes||5||5||10|| ||5||3
|-
|541||Vancouver||British Columbia||Western Canada||North America||forest||Temperate||80||Yes||1|| ||1|| ||3||
|-
|542||Kiska Island||West Aleutians||Alaska||North America||Clear||Subarctic||40||Yes|| || || || || ||
|-
|543||Amchitka Island||West Aleutians||Alaska||North America||Hills||Subarctic||40||Yes|| || || || || ||
|-
|544||Andreanof Islands||West Aleutians||Alaska||North America||Hills||Subarctic||40||Yes|| || || || || ||
|-
|545||Yunaska Island||Alaskan Archipelago||Alaska||North America||Hills||Subarctic||40||Yes|| || || || || ||
|-
|546||Umnak Island||Alaskan Archipelago||Alaska||North America||Hills||Subarctic||40||Yes|| || || || || ||
|-
|547||Unalaska Island||Alaskan Archipelago||Alaska||North America||Hills||Subarctic||40||Yes|| || || || || ||
|-
|548||Unimak Island||Alaskan Archipelago||Alaska||North America||Hills||Subarctic||40||Yes|| || || || || ||
|-
|549||Anchorage||Alaska||Alaska||North America||Hills||Subarctic||40||No|| || || || || ||
|-
|550||Seward Peninsula||Alaska||Alaska||North America||forest||Arctic||40||No|| || || || || ||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 551 ==
|Fairbanks||Alaska||Alaska||North America||forest||Arctic||20||No|| || || || || ||
|-
|552||Whitehorse||Yukon||Northern Canada||North America||Mountain||Arctic||20||No|| || || || || ||
|-
|553||Juneau||Alaska||Alaska||North America||Forest||Subarctic||40||Yes|| || || || || ||
|-
|554||Prince George||British Columbia||Western Canada||North America||Mountain||Subarctic||40||No|| || ||4|| || ||
|-
|555||Kamloops||British Columbia||Western Canada||North America||Mountain||Subarctic||80||No|| || || || || ||
|-
|556||Vancouver Island||British Columbia||Western Canada||North America||forest||Temperate||80||Yes||1|| ||1|| ||27||
|-
|557||Fort McMurray||Alberta||Western Canada||North America||Clear||Subarctic||40||No|| || || || || ||
|-
|558||Yellowknife||Yukon||Northern Canada||North America||Hills||Arctic||20||No|| || || || || ||
|-
|559||Kugluktuk||Northwest Territories||Northern Canada||North America||Hills||Arctic||20||No|| || || || || ||
|-
|560||Repulse Bay||Northwest Territories||Northern Canada||North America||Hills||Arctic||20||No|| || || || || ||
|-
|561||Rankin Inlet||Northwest Territories||Northern Canada||North America||Hills||Arctic||20||No|| || || || || ||
|-
|562||Rowne||Brest Litovsk||Poland||Europe||clear||Muddy||60||No||3||2|| || ||1||1
|-
|563||Baffin Island||Northwest Territories||Northern Canada||North America||Hills||Arctic||20||Yes|| || || || || ||
|-
|564||Radisson||Quebec||Eastern Canada||North America||Hills||Subarctic||40||No|| || || || || ||
|-
|565||Fort Severn||Ontario||Canada||North America||Hills||Subarctic||60||No|| || || || ||6||
|-
|566||Churchill||Manitoba||Canada||North America||Hills||Subarctic||40||No|| || || || ||5||
|-
|567||Dauphin||Manitoba||Canada||North America||Clear||Subarctic||60||No|| || || || ||3||
|-
|568||Brandon||Manitoba||Canada||North America||Clear||Subarctic||80||No||1|| ||1|| || ||
|-
|569||Winnipeg||Manitoba||Canada||North America||Clear||Subarctic||80||No||1|| ||1|| || ||
|-
|570||Norway House||Manitoba||Canada||North America||Clear||Subarctic||60||No|| || || || || ||
|-
|571||Thunder Bay||Ontario||Canada||North America||Forest||Subarctic||80||No|| || || || ||6||
|-
|572||Sault Ste Marie||Ontario||Canada||North America||Forest||Subarctic||80||No||1||1||1|| ||6||
|-
|573||Val d'Or||Quebec||Eastern Canada||North America||Forest||Subarctic||60||No|| || || || ||7||
|-
|574||Sept-Îles||Quebec||Eastern Canada||North America||Hills||Subarctic||60||Yes|| || || || ||2||
|-
|575||Labrador||New Foundland||Eastern Canada||North America||Hills||Subarctic||60||Yes|| || || || || ||
|-
|576||Newfoundland||New Foundland||Eastern Canada||North America||Hills||Temperate||60||Yes||1|| ||1|| ||14||
|-
|577||Siauliau||Memel||Baltic States||Europe||Hills||Muddy||80||No|| || || || || ||
|-
|578||Cape Breton||Nova Scotia||Eastern Canada||North America||Hills||Temperate||60||Yes||1|| ||1|| || ||
|-
|579||Halifax||Nova Scotia||Eastern Canada||North America||Clear||Temperate||60||Yes||1|| ||19|| || ||
|-
|580||Moncton||New Brunswick||Eastern Canada||North America||Clear||Temperate||60||Yes|| || || || || ||
|-
|581||Saint John||New Brunswick||Eastern Canada||North America||Clear||Temperate||60||Yes|| || || || || ||
|-
|582||Greenville||Maine||Northeast US||North America||Clear||Temperate||80||No|| || || || || ||
|-
|583||Portland||Maine||Northeast US||North America||Clear||Temperate||80||Yes||2||1||2|| || ||
|-
|584||Sherbrooke||Quebec||Eastern Canada||North America||Clear||Temperate||60||No||3||2||3|| ||2||2
|-
|585||Montréal||Quebec||Eastern Canada||North America||Clear||Temperate||80||No|| || || || || ||
|-
|586||Québec City||Quebec||Eastern Canada||North America||Clear||Subarctic||80||Yes||3||2||3|| ||3||2
|-
|587||Gatineau||Quebec||Eastern Canada||North America||Clear||Temperate||60||No|| || || || || ||
|-
|588||Ottawa||Ontario||Canada||North America||Clear||Temperate||80||No||5||5||10|| ||5||3
|-
|589||Toronto||Ontario||Canada||North America||Clear||Temperate||80||No||2||1||2|| ||2||1
|-
|590||Windsor||Ontario||Canada||North America||Clear||Temperate||80||No||2||1||2|| ||2||
|-
|591||Kingston||Ontario||Canada||North America||Clear||Temperate||80||No||2||1||2|| ||2||
|-
|592||Plattsburgh||New York||Northeast US||North America||Hills||Temperate||80||No|| || || || || ||
|-
|593||Watertown||New York||Northeast US||North America||Hills||Temperate||80||No|| || || || || ||
|-
|594||Montpelier||Vermont||Northeast US||North America||Hills||Temperate||80||No||1|| ||1|| || ||
|-
|595||Concord||New Hampshire||Northeast US||North America||Mountain||Temperate||100||No|| || || || || ||
|-
|596||Manchester||New Hampshire||Northeast US||North America||Clear||Temperate||100||Yes||1|| ||1|| || ||
|-
|597||Bennington||Vermont||Northeast US||North America||Hills||Temperate||80||No|| || || || || ||
|-
|598||Albany||New York||Northeast US||North America||Hills||Temperate||80||No||3||1||3|| ||2||1
|-
|599||Worcester||Massachussets||Northeast US||North America||Forest||Temperate||100||No||3||1||3|| ||2||1
|-
|600||Boston||Massachussets||Northeast US||North America||Urban||Temperate||100||No||6||3||6|| ||3||2
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 601 ==
|Hartford||Connecticut_Rhode Island||Northeast US||North America||Clear||Temperate||80||Yes||5||2||5|| ||3||1
|-
|602||New York||New York||Northeast US||North America||Urban||Temperate||100||Yes||14||11||6|| ||3||2
|-
|603||Newark||New Jersey||Northeast US||North America||Urban||Temperate||100||Yes||13||5||18|| ||9||5
|-
|604||Atlantic City||New Jersey||Northeast US||North America||Clear||Temperate||100||Yes||9||4||9|| ||9||2
|-
|605||Dover||Maryland_Delaware||Northeast US||North America||Clear||Temperate||100||Yes||1|| ||1|| || ||
|-
|606||Washington D.C.||Maryland_Delaware||Northeast US||North America||Urban||Temperate||100||No||6||6||11|| ||6||3
|-
|607||Baltimore||Maryland_Delaware||Northeast US||North America||Clear||Temperate||100||No||4||2||31|| ||12||1
|-
|608||Philadelphia||Pennsylvania||Northeast US||North America||Urban||Temperate||100||No||12||6||12|| ||6||3
|-
|609||Harrisburg||Pennsylvania||Northeast US||North America||Hills||Temperate||80||No||4||2||145|| ||2||1
|-
|610||Scranton||Pennsylvania||Northeast US||North America||Hills||Temperate||80||No|| || || || || ||
|-
|611||Altoona||Pennsylvania||Northeast US||North America||Forest||Temperate||100||No|| || || || || ||
|-
|612||Syracuse||New York||Northeast US||North America||Forest||Temperate||100||No||3||1||3|| ||18||1
|-
|613||Buffalo||New York||Northeast US||North America||Clear||Temperate||100||No|| || || || ||62||
|-
|614||Pittsburgh||Pennsylvania||Northeast US||North America||Urban||Temperate||100||No||4||2||98|| ||2||1
|-
|615||Cleveland||Ohio||Northeast US||North America||clear||Temperate||80||No||7||3||45||8||18||2
|-
|616||Detroit||Michigan||Midwest US||North America||urban||Temperate||80||No||8||4||8|| || ||2
|-
|617||Flint||Michigan||Midwest US||North America||forest||Temperate||80||No|| || || ||4|| ||
|-
|618||Great Rapids||Michigan||Midwest US||North America||clear||Temperate||80||No||3||1||3|| || ||1
|-
|619||Indianapolis||Indiana||Midwest US||North America||clear||Temperate||80||No||4||2||4|| || ||1
|-
|620||Chicago||Illinois||Midwest US||North America||urban||Temperate||80||No||10||5||10|| ||5||3
|-
|621||Milwaukee||Wisconsin||Midwest US||North America||clear||Temperate||80||No||6||3||6|| ||3||2
|-
|622||Marquette||Michigan||Midwest US||North America||forest||Temperate||80||No|| || || || ||37||
|-
|623||Green Bay||Wisconsin||Midwest US||North America||forest||Temperate||80||No|| || || || || ||
|-
|624||Madison||Wisconsin||Midwest US||North America||forest||Temperate||80||No|| || || || || ||
|-
|625||Peoria||Illinois||Midwest US||North America||clear||Temperate||80||No||3||2||3|| ||21||1
|-
|626||Decatur||Illinois||Midwest US||North America||clear||Temperate||80||No||3||2||66|| || ||1
|-
|627||Evansville||Indiana||Midwest US||North America||clear||Temperate||80||No||4||2||41|| || ||1
|-
|628||Columbus||Ohio||Northeast US||North America||clear||Temperate||80||No||7||3||45|| || ||2
|-
|629||Charleston||West Virginia||Northeast US||North America||Mountain||Temperate||60||No||4||2||111|| ||2||1
|-
|630||Clarksburg||West Virginia||Northeast US||North America||Mountain||Temperate||60||No|| || ||107|| ||9||
|-
|631||Charlotteville||Virginia||Northeast US||North America||Forest||Temperate||80||No||2||1||2|| || ||
|-
|632||Richmond||Virginia||Northeast US||North America||Clear||Temperate||80||No||2||1||2|| ||1||1
|-
|633||Norfolk||Virginia||Northeast US||North America||Clear||Temperate||80||Yes||2||1||2|| ||1||
|-
|634||Wilmington||North Carolina||Southeast US||North America||Marsh||Subtropical||80||Yes|| || || || || ||
|-
|635||Fayetteville||North Carolina||Southeast US||North America||Clear||Subtropical||80||No||2||1||2|| ||1||
|-
|636||Raleigh||North Carolina||Southeast US||North America||Clear||Subtropical||80||No||2||1||2|| ||1||
|-
|637||Charlotte||North Carolina||Southeast US||North America||Hills||Subtropical||80||No||2||1||2|| ||1||
|-
|638||Roanoke||Virginia||Northeast US||North America||Forest||Temperate||80||No|| || || || || ||
|-
|639||Marion||Virginia||Northeast US||North America||Mountain||Temperate||60||No|| || ||101|| || ||
|-
|640||Louisville||Kentucky||Midwest US||North America||forest||Temperate||80||No||6||3||127|| ||9||2
|-
|641||Owensboro||Kentucky||Midwest US||North America||clear||Temperate||80||No|| || ||134|| || ||
|-
|642||Nashville||Tennessee||Southeast US||North America||hills||Subtropical||80||No||2||1||23|| ||21||
|-
|643||Asheville||North Carolina||Southeast US||North America||Mountain||Temperate||60||No|| || || || || ||
|-
|644||Charleston||South Carolina||Southeast US||North America||Marsh||Subtropical||80||Yes||2||1||2|| ||1||
|-
|645||Columbia||South Carolina||Southeast US||North America||Clear||Subtropical||80||No||2||1||2|| ||8||
|-
|646||Savannah||Georgia||Southeast US||North America||Marsh||Subtropical||80||Yes|| || || || || ||
|-
|647||Macon||Georgia||Southeast US||North America||Clear||Subtropical||80||No|| || || || || ||
|-
|648||Jacksonville||Florida||Southeast US||North America||Marsh||Subtropical||80||Yes||1|| ||1|| || ||1
|-
|649||Tampa||Florida||Southeast US||North America||Clear||Subtropical||80||Yes||1|| ||1|| || ||7
|-
|650||Orlando||Florida||Southeast US||North America||Clear||Subtropical||80||Yes||1|| ||1|| || ||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 651 ==
|Miami||Florida||Southeast US||North America||Marsh||Tropical||80||Yes||1|| ||1|| || ||1
|-
|652||Andros||Bahamas Islands||Caribbean||North America||Clear||Tropical||60||Yes|| || || || || ||
|-
|653||New Providence||Bahamas Islands||Caribbean||North America||Clear||Tropical||60||Yes|| || || || || ||
|-
|654||Havana||Cuba||Caribbean||North America||Hills||Tropical||60||Yes||6||6||11|| ||6||3
|-
|655||Santa Clara||Cuba||Caribbean||North America||Hills||Tropical||60||Yes||1||1||1|| ||1||
|-
|656||Camagüey||Cuba||Caribbean||North America||Hills||Tropical||60||Yes|| || || || || ||
|-
|657||Guantánamo||Cuba||Caribbean||North America||Mountain||Mediterranean||60||Yes||1||1||1|| || ||
|-
|658||Hawaii||Hawaii||American Pacific||Asia||Mountain||Tropical||80||Yes|| || || || || ||
|-
|659||Maui||Hawaii||American Pacific||Asia||Mountain||Tropical||80||Yes|| || || || || ||
|-
|660||Kauai||Hawaii||American Pacific||Asia||jungle||Tropical||80||Yes|| || || || || ||
|-
|661||Niihau||Hawaii||American Pacific||Asia||Clear||Tropical||80||Yes||1|| ||1|| || ||
|-
|662||Midway Island||Midway||American Pacific||Asia||Clear||Tropical||80||Yes|| || || || || ||
|-
|663||Pearl Harbour||Hawaii||American Pacific||Asia||Hills||Tropical||80||Yes|| || || || || ||
|-
|664||Grand Bahama||Bahamas Islands||Caribbean||North America||Clear||Tropical||60||Yes|| || || || || ||
|-
|665||The Abacos||Bahamas Islands||Caribbean||North America||Clear||Tropical||60||Yes|| || || || || ||
|-
|666||Eleuthera||Bahamas Islands||Caribbean||North America||Clear||Tropical||60||Yes|| || || || || ||
|-
|667||Buenos Aires||La Plata||Rio de la Plata||South America||Clear||Mediterranean||60||Yes||10||8||15|| ||8||4
|-
|668||Long Island||Bahamas Islands||Caribbean||North America||Clear||Tropical||60||Yes|| || || || || ||
|-
|669||Augusta||Georgia||Southeast US||North America||Clear||Subtropical||80||No||3||2||3|| ||2||1
|-
|670||Atlanta||Georgia||Southeast US||North America||Hills||Subtropical||80||No||3||2||3|| ||2||1
|-
|671||Chattanooga||Tennessee||Southeast US||North America||Hills||Subtropical||60||No||2||1||23|| ||4||1
|-
|672||Birmingham||Alabama||Southeast US||North America||Forest||Subtropical||80||No||3||1||66|| ||95||1
|-
|673||Memphis||Tennessee||Southeast US||North America||clear||Subtropical||80||No||2||1||2|| ||1||1
|-
|674||Greenville||Mississippi||Southcentral US||North America||clear||Subtropical||80||No|| || || || || ||
|-
|675||Jackson||Mississippi||Southcentral US||North America||Forest||Subtropical||80||No||2||1||2||8||1||
|-
|676||Mobile||Alabama||Southeast US||North America||Clear||Subtropical||80||Yes||3||1||3|| ||2||1
|-
|677||Tallahassee||Florida||Southeast US||North America||Forest||Subtropical||80||Yes||1|| ||1|| || ||8
|-
|678||Biloxi||Mississippi||Southcentral US||North America||clear||Subtropical||80||Yes||2||1||2|| ||1||
|-
|679||Baton Rouge||Louisiana||Southcentral US||North America||marsh||Subtropical||80||Yes||2||1||2|| ||1||
|-
|680||New Orleans||Louisiana||Southcentral US||North America||marsh||Subtropical||80||No||2||1||2|| ||1||
|-
|681||Alexandria||Louisiana||Southcentral US||North America||forest||Subtropical||80||No|| || || || || ||
|-
|682||Monroe||Louisiana||Southcentral US||North America||clear||Subtropical||80||No|| || || ||62|| ||
|-
|683||Pine Bluff||Arkansas||Southcentral US||North America||forest||Subtropical||80||No|| || || || || ||
|-
|684||Little Rock||Arkansas||Southcentral US||North America||clear||Subtropical||80||No||2||1||2|| ||40||
|-
|685||Jonesboro||Arkansas||Southcentral US||North America||clear||Subtropical||80||No|| || || || || ||
|-
|686||Fort Smith||Arkansas||Southcentral US||North America||hills||Subtropical||80||No||2||1||2|| ||1||
|-
|687||Cape Girardeau||Missouri||Midwest US||North America||forest||Temperate||80||No|| || || || || ||
|-
|688||Springfield||Missouri||Midwest US||North America||clear||Temperate||80||No|| || || || || ||
|-
|689||St. Louis||Missouri||Midwest US||North America||clear||Temperate||80||No||4||2||4|| ||2||1
|-
|690||Kansas City||Missouri||Midwest US||North America||clear||Temperate||80||No||4||2||4||2||2||
|-
|691||Cedar Rapids||Iowa||Midwest US||North America||clear||Temperate||80||No||3||1||3|| ||2||1
|-
|692||Des Moines||Iowa||Midwest US||North America||clear||Temperate||80||No||3||1||3|| ||2||1
|-
|693||Minneapolis||Minnesota||Midwest US||North America||Clear||Temperate||80||No||6||3||6|| ||3||2
|-
|694||Duluth||Minnesota||Midwest US||North America||forest||Temperate||80||No|| || || || ||50||
|-
|695||Moorhead||Minnesota||Midwest US||North America||clear||Temperate||80||No|| || || || || ||
|-
|696||Worthington||Minnesota||Midwest US||North America||clear||Temperate||80||No|| || || || || ||
|-
|697||Fargo||North Dakota||Midwest US||North America||clear||Temperate||80||No|| || || || || ||
|-
|698||Bismarck||North Dakota||Midwest US||North America||clear||Temperate||80||No||1||1||15||8|| ||
|-
|699||Dickinson||North Dakota||Midwest US||North America||clear||Temperate||80||No|| || || || || ||
|-
|700||Fort Peck||Montana||Northwest US||North America||clear||Temperate||80||No|| || || || || ||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 701 ==
|Miles City||Montana||Northwest US||North America||clear||Temperate||80||No|| || || || || ||
|-
|702||Dodson||Montana||Northwest US||North America||hills||Temperate||80||No|| || || || || ||
|-
|703||Billings||Montana||Northwest US||North America||Mountain||Temperate||60||No|| || || || || ||
|-
|704||Casper||Wyoming||Northwest US||North America||Mountain||Temperate||60||No|| || || ||24|| ||
|-
|705||Rock Springs||Wyoming||Northwest US||North America||Mountain||Temperate||60||No|| || || || || ||
|-
|706||Grand Junction||Colorado||Southcentral US||North America||Mountain||Temperate||60||No|| || ||12|| || ||
|-
|707||Denver||Colorado||Southcentral US||North America||plains||Temperate||60||No||2||1||2||16||1||
|-
|708||Aspen||Colorado||Southcentral US||North America||Mountain||Temperate||80||No|| || ||12|| || ||
|-
|709||Pueblo||Colorado||Southcentral US||North America||plains||Temperate||80||No|| || || || || ||
|-
|710||Dodge City||Kansas||Southcentral US||North America||clear||Temperate||80||No|| || || || || ||
|-
|711||Wichita||Kansas||Southcentral US||North America||clear||Temperate||80||No||2||1||2|| ||1||
|-
|712||Enid||Oklahoma||Southcentral US||North America||Clear||Temperate||80||No|| || || || || ||
|-
|713||Oklahoma City||Oklahoma||Southcentral US||North America||Clear||Temperate||80||No||2||1||2||40||1||
|-
|714||Lawton||Oklahoma||Southcentral US||North America||Clear||Temperate||80||No|| || || || || ||
|-
|715||Dallas||Texas||Southcentral US||North America||forest||Subtropical||80||No||5||3||23||50||3||1
|-
|716||Houston||Texas||Southcentral US||North America||marsh||Subtropical||80||Yes||5||3||5||50||3||83
|-
|717||San Antonio||Texas||Southcentral US||North America||hills||Subtropical||80||No|| || ||18|| || ||
|-
|718||El Paso||Texas||Southcentral US||North America||desert||Arid||60||No|| || || || || ||
|-
|719||Abilene||Texas||Southcentral US||North America||clear||Mediterranean||80||No|| || || || || ||
|-
|720||Amarillo||Texas||Southcentral US||North America||clear||Mediterranean||80||No|| || || || ||11||
|-
|721||Lubbock||Texas||Southcentral US||North America||clear||Mediterranean||80||No|| || || ||152|| ||
|-
|722||Roswell||New Mexico||Southcentral US||North America||desert||Arid||60||No|| || || ||24|| ||5
|-
|723||Las Cruces||New Mexico||Southcentral US||North America||desert||Arid||60||No|| || || || ||6||
|-
|724||Albuquerque||New Mexico||Southcentral US||North America||hills||Mediterranean||80||No|| || || || || ||
|-
|725||Santa Fe||New Mexico||Southcentral US||North America||hills||Mediterranean||80||No||1||1||1|| || ||
|-
|726||Los Alamos||New Mexico||Southcentral US||North America||desert||Arid||60||No|| || || ||24|| ||
|-
|727||Silver City||New Mexico||Southcentral US||North America||desert||Arid||60||No|| || || || ||54||
|-
|728||Tucson||Arizona||Southwest US||North America||desert||Arid||60||No|| || || || || ||
|-
|729||Yuma||Arizona||Southwest US||North America||desert||Arid||60||No|| || || || || ||
|-
|730||Phoenix||Arizona||Southwest US||North America||desert||Arid||60||No||1||1||1|| || ||
|-
|731||Delano Peak||Arizona||Southwest US||North America||hills||Temperate||80||No|| || || || || ||
|-
|732||Provo||Utah||Southwest US||North America||Mountain||Temperate||60||No|| || ||30|| || ||
|-
|733||Salt Lake City||Utah||Southwest US||North America||desert||Arid||60||No||1||1||1|| || ||
|-
|734||Las Vegas||Nevada||Southwest US||North America||desert||Arid||60||No|| || || || || ||
|-
|735||Mojave Desert||California||Southwest US||North America||Mountain||Arid||60||No|| || || || || ||
|-
|736||Imperial Valley||California||Southwest US||North America||Desert||Arid||60||No|| || || || || ||
|-
|737||Mexicali||Lower California||Mexico||North America||Hills||Mediterranean||60||Yes|| || || || || ||
|-
|738||La Paz||Lower California||Mexico||North America||Hills||Mediterranean||60||Yes|| || || || || ||
|-
|739||Hermosillo||Lower California||Mexico||North America||Desert||Arid||60||Yes|| || || || || ||
|-
|740||Nogales||Chihuahua||Mexico||North America||Hills||Mediterranean||60||No|| || || || ||6||
|-
|741||Ciudad Juárez||Chihuahua||Mexico||North America||Desert||Arid||60||No|| || || || || ||
|-
|742||Chihuahua||Chihuahua||Mexico||North America||Desert||Arid||60||No|| || || || ||14||
|-
|743||Culiacán||Lower California||Mexico||North America||Forest||Subtropical||60||Yes||1||1||1|| || ||
|-
|744||Durango||Chihuahua||Mexico||North America||Mountain||Subtropical||60||No|| || || || || ||
|-
|745||Monclova||Chihuahua||Mexico||North America||Clear||Subtropical||60||No||1||1||5|| ||4||
|-
|746||Midland||Texas||Southcentral US||North America||clear||Subtropical||80||No|| || || || || ||
|-
|747||Monterrey||Mexico City||Mexico||North America||Hills||Subtropical||60||No||1||1||1|| || ||
|-
|748||Corpus Christi||Texas||Southcentral US||North America||Clear||Subtropical||80||Yes||3||1||3|| ||2||1
|-
|749||Tampico||Vera Cruz||Mexico||North America||Clear||Subtropical||60||Yes|| || || ||10|| ||
|-
|750||León||Mexico City||Mexico||North America||Mountain||Subtropical||60||No||1||1||1|| ||11||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 751 ==
|Guadalajara||Mexico City||Mexico||North America||Forest||Subtropical||60||Yes||2||2||2|| ||1||1
|-
|752||Mexico City||Mexico City||Mexico||North America||Mountain||Subtropical||60||No||7||7||12|| ||7||4
|-
|753||Puebla||Vera Cruz||Mexico||North America||Forest||Subtropical||60||Yes||3||3||3|| ||2||1
|-
|754||Acapulco||Vera Cruz||Mexico||North America||Mountain||Subtropical||60||Yes||1||1||1|| || ||
|-
|755||Villahermosa||Central Rainforests||Mexico||North America||Jungle||Tropical||60||Yes||1||1||1||10|| ||
|-
|756||Mérida||Central Rainforests||Mexico||North America||Jungle||Tropical||60||Yes||1||1||1|| || ||
|-
|757||Guatemala||Central Rainforests||Central America||North America||Mountain||Tropical||60||Yes||7||7||12|| ||7||3
|-
|758||Belize City||Central Rainforests||Central America||North America||Jungle||Tropical||60||Yes|| || || || || ||
|-
|759||San Salvador||Central Rainforests||Central America||North America||Hills||Tropical||60||Yes||6||6||11|| ||6||3
|-
|760||Tegucigalpa||Central Rainforests||Central America||North America||Mountain||Tropical||60||Yes||6||6||11|| ||6||3
|-
|761||San Diego||California||Southwest US||North America||Hills||Mediterranean||80||Yes||3||2||3|| ||8||1
|-
|762||Los Angeles||California||Southwest US||North America||Hills||Mediterranean||80||Yes||6||3||6||44||3||2
|-
|763||Fresno||California||Southwest US||North America||Clear||Mediterranean||80||No|| || || ||42|| ||
|-
|764||Sacramento||California||Southwest US||North America||Hills||Mediterranean||80||No|| || || || || ||
|-
|765||San Francisco||California||Southwest US||North America||Hills||Mediterranean||80||Yes||6||3||6|| ||3||2
|-
|766||Redding||California||Southwest US||North America||Forest||Temperate||80||No|| || || || || ||
|-
|767||Sierra Nevada||California||Southwest US||North America||Mountain||Temperate||60||No|| || || || || ||
|-
|768||Reno||Nevada||Southwest US||North America||Desert||Arid||60||No|| || || || || ||
|-
|769||Harney Basin||Oregon||Northwest US||North America||Desert||Arid||60||No|| || || || || ||
|-
|770||Pocatello||Idaho||Northwest US||North America||Hills||Temperate||60||No|| || || || || ||
|-
|771||Boise||Idaho||Northwest US||North America||Mountain||Temperate||60||No|| || || || || ||
|-
|772||Anaconda||Montana||Northwest US||North America||Mountain||Temperate||60||No||1||1||1|| || ||
|-
|773||Missoula||Montana||Northwest US||North America||Mountain||Temperate||60||No|| || || || || ||
|-
|774||Great Falls||Montana||Northwest US||North America||Mountain||Temperate||60||No|| || || || || ||
|-
|775||Butte||Montana||Northwest US||North America||Mountain||Temperate||60||No|| || || || || ||
|-
|776||Lewiston||Idaho||Northwest US||North America||Mountain||Temperate||60||No|| || || || || ||
|-
|777||Elk City||Idaho||Northwest US||North America||Mountain||Temperate||60||No|| || || || || ||
|-
|778||Blue Mountains||Oregon||Northwest US||North America||hills||Temperate||80||No|| || || || || ||
|-
|779||Spokane||Washington||Northwest US||North America||forest||Temperate||80||No|| || || || || ||
|-
|780||Seattle||Washington||Northwest US||North America||forest||Temperate||80||Yes||2||1||2|| ||1||
|-
|781||Richland||Washington||Northwest US||North America||Mountain||Temperate||60||No|| || || || || ||
|-
|782||Tacoma||Washington||Northwest US||North America||Forest||Temperate||80||Yes||2||1||2|| ||1||
|-
|783||Portland||Oregon||Northwest US||North America||Forest||Temperate||80||No||2||1||2|| ||1||
|-
|784||Mount Hood||Oregon||Northwest US||North America||Mountain||Temperate||60||No|| || || || || ||
|-
|785||Klamath Falls||Oregon||Northwest US||North America||Mountain||Temperate||60||No|| || || || || ||
|-
|786||Eugene||Oregon||Northwest US||North America||Forest||Temperate||80||No|| || || || || ||
|-
|787||Rapid City||South Dakota||Midwest US||North America||hills||Temperate||80||No|| || || || || ||
|-
|788||Sioux Falls||South Dakota||Midwest US||North America||clear||Temperate||80||No||1||1||1|| || ||
|-
|789||Omaha||Nebraska||Midwest US||North America||clear||Temperate||80||No||3||1||3|| ||2||
|-
|790||Scottsbluff||Nebraska||Midwest US||North America||clear||Temperate||80||No|| || || || ||32||
|-
|791||Smoky Hill||Kansas||Southcentral US||North America||clear||Temperate||80||No|| || || ||16|| ||
|-
|792||Topeka||Kansas||Southcentral US||North America||clear||Temperate||80||No||2||1||2|| ||11||
|-
|793||Tulsa||Oklahoma||Southcentral US||North America||Clear||Temperate||80||No||2||1||2||38||11||
|-
|794||Fort Resolution||Northwest Territories||Northern Canada||North America||Clear||Arctic||20||No|| || || || || ||
|-
|795||Prince Albert||Saskatchewan||Canada||North America||Clear||Subarctic||40||No|| || || || || ||
|-
|796||Edmonton||Alberta||Western Canada||North America||Clear||Subarctic||60||No||1||1||7||4|| ||
|-
|797||Calgary||Alberta||Western Canada||North America||Clear||Subarctic||80||No||1|| ||7|| || ||
|-
|798||Saskatoon||Saskatchewan||Canada||North America||Clear||Subarctic||60||No||1||1||1|| || ||
|-
|799||Regina||Saskatchewan||Canada||North America||Clear||Subarctic||80||No||1||1||1|| || ||
|-
|800||Greenland||Greenland||Greenland||North America||Clear||Arctic||20||Yes|| || || || || ||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 801 ==
|Curacao||Hispaniola||Caribbean||North America||Hills||Tropical||60||Yes||1||1|| || || ||
|-
|802||Barquisimeto||Maracaibo||Grand Colombia||South America||Hills||Tropical||60||Yes|| || || || || ||
|-
|803||Barranquilla||Maracaibo||Grand Colombia||South America||Clear||Tropical||60||Yes||2||2||2|| ||1||
|-
|804||Maracaibo||Maracaibo||Grand Colombia||South America||Mountain||Subtropical||60||Yes||1||1||1||110|| ||
|-
|805||St. Lucia||Antilles||Caribbean||North America||Mountain||Subtropical||60||Yes|| || || || || ||
|-
|806||St. George's||Antilles||Caribbean||North America||Hills||Tropical||60||Yes|| || || || || ||
|-
|807||Barbados||Antilles||Caribbean||North America||Hills||Tropical||60||Yes|| || || || || ||
|-
|808||Tobago||Antilles||Caribbean||North America||Jungle||Tropical||60||Yes|| || || || || ||
|-
|809||Trinidad||Antilles||Caribbean||North America||Clear||Tropical||60||Yes|| || || ||10|| ||
|-
|810||Cumaná||Caracas||Grand Colombia||South America||Jungle||Tropical||60||Yes||1||1||1|| ||1||
|-
|811||Caracas||Caracas||Grand Colombia||South America||Jungle||Tropical||60||Yes||6||6||11|| ||6||3
|-
|812||Cúcuta||Maracaibo||Grand Colombia||South America||Hills||Tropical||40||No|| || || || || ||
|-
|813||Bogotá||Panaman Ridge||Grand Colombia||South America||Mountain||Tropical||60||No||7||7||12||10||7||4
|-
|814||Guayaquil||Quito||Andes||South America||Clear||Mediterranean||60||Yes||1||1||1|| || ||
|-
|815||Quito||Quito||Andes||South America||Mountain||Temperate||60||No||5||6||10|| ||5||3
|-
|816||Trujillo||Lima||Andes||South America||Mountain||Mediterranean||60||Yes||1||1||1||6||1||1
|-
|817||Tigre||Quito||Amazonas||South America||Jungle||Tropical||40||No|| || || ||2|| ||
|-
|818||Iquitos||Iquitos||Amazonas||South America||Jungle||Tropical||20||No|| || || || || ||
|-
|819||Mitú||Iquitos||Amazonas||South America||Jungle||Tropical||20||No|| || || || || ||
|-
|820||Solimões||Manaus||Amazonas||South America||Jungle||Tropical||20||No|| || || || || ||
|-
|821||Pucallpa||Lima||Amazonas||South America||Jungle||Tropical||20||No|| || || || || ||
|-
|822||Rio Branco||Manaus||Amazonas||South America||Jungle||Tropical||20||No|| || || || || ||1
|-
|823||Tefé||Manaus||Amazonas||South America||Jungle||Tropical||20||No|| || || || || ||
|-
|824||Manaus||Manaus||Amazonas||South America||Jungle||Tropical||40||No|| || || || || ||3
|-
|825||Pôrto Velho||Manaus||Amazonas||South America||Jungle||Tropical||20||No|| || || || || ||2
|-
|826||Santarém||Manaus||Amazonas||South America||Jungle||Tropical||40||No|| || || || || ||3
|-
|827||Riberalta||La Paz||Amazonas||South America||Hills||Tropical||20||No|| || || || || ||
|-
|828||Cobija||La Paz||Amazonas||South America||Jungle||Tropical||20||No|| || || || || ||
|-
|829||Cuzco||Lima||Amazonas||South America||Mountain||Temperate||60||No||1||1||1|| || ||
|-
|830||Lima||Lima||Andes||South America||Mountain||Mediterranean||60||Yes||7||7||12|| ||12||3
|-
|831||Arequipa||Lima||Andes||South America||Mountain||Mediterranean||60||Yes||1||1||1|| ||4||
|-
|832||La Paz||La Paz||Andes||South America||Mountain||Temperate||60||No||6||6||11|| ||32||3
|-
|833||Perseverancia||Mato Grosso||Brazilian Highlands||South America||Jungle||Mediterranean||20||No|| || || || || ||
|-
|834||Cuiabá||Mato Grosso||Brazilian Highlands||South America||Hills||Subtropical||40||No|| || || || || ||
|-
|835||Mato Grosso||Mato Grosso||Brazilian Highlands||South America||Clear||Subtropical||40||No|| || || || || ||
|-
|836||Santa Cruz||Asuncion||Gran Chaco||South America||Desert||Arid||40||No|| || || || || ||
|-
|837||Asunción||Asuncion||Gran Chaco||South America||Clear||Subtropical||40||No||5||5||10|| ||5||3
|-
|838||Sucre||Asuncion||Andes||South America||Mountain||Temperate||40||No||1||1|| || ||32||
|-
|839||Antofagasta||Chile||Andes||South America||Desert||Arid||60||Yes||1|| ||1|| ||56||
|-
|840||Santiago||Chile||Andes||South America||Mountain||Mediterranean||60||Yes||9||7||15|| ||10||4
|-
|841||Juan Fernández Archipelago||Chilean Archipelago||Andes||South America||Clear||Temperate||60||Yes|| || || || || ||
|-
|842||Isla San Félix||Chilean Archipelago||Andes||South America||Clear||Temperate||60||Yes|| || || || || ||
|-
|843||San Miguel de Tucumán||Upper Argentine||Andes||South America||Mountain||Temperate||40||No||1||1||1|| ||2||
|-
|844||Corrientes||Upper Argentine||Gran Chaco||South America||Jungle||Subtropical||40||No|| || || || || ||
|-
|845||Córdoba||Upper Argentine||Gran Chaco||South America||Hills||Subtropical||40||No||2||1||5|| ||1||
|-
|846||Ciudad del Este||Upper Argentine||Gran Chaco||South America||Jungle||Subtropical||60||No||1||1|| || || ||
|-
|847||Curitiba||Sao Paulo||Brazilian Highlands||South America||Mountain||Mediterranean||60||Yes||2||2||7|| ||1||
|-
|848||Pôrto Alegre||Sao Paulo||Brazilian Highlands||South America||Hills||Mediterranean||60||Yes||2||2||4|| ||1||
|-
|849||Montevideo||La Plata||Rio de la Plata||South America||Hills||Mediterranean||60||Yes||8||7||14|| ||7||4
|}
[[Category:Reference]]
[[Category:Provinces by ID]]
b9889f39dfe9e87234b7d6e06507f7092f2aa63f
Provinces by ID, part 2
0
656
1146
1145
2017-03-18T11:51:55Z
Meneth
2
1 revision imported: Import from HoI2 Wiki
wikitext
text/x-wiki
This overview shows provinces with IDs ranging from '''850''' to '''1699''' sorted numerically. Continued in [[Provinces_by_ID,_part_3|Part 3 ('''1700''' to '''2601''']], Lower ID in [[Provinces_by_ID,_part_1|Part 1 ('''1''' to '''849''')]]
__TOC__
Data has been updated for version '''1.1'''.
{| border="1" cellpadding="1" cellspacing="0" style="font-size: 85%; border: gray solid 1px; border-collapse: collapse; text-align: center;" WIDTH='95%'
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 850 ==
|Concordia||La Plata||Rio de la Plata||South America||Clear||Mediterranean||60||No||2||1||2|| ||1||
|-
|851||Rosario||La Plata||Rio de la Plata||South America||Clear||Mediterranean||60||No||4||3||4|| ||2||1
|-
|852||Mar del Plata||La Plata||Rio de la Plata||South America||Clear||Mediterranean||60||Yes||5||3||5|| ||3||2
|-
|853||Bahia Blanca||Upper Argentine||Rio de la Plata||South America||Hills||Mediterranean||60||Yes|| || || || || ||
|-
|854||Viedma||Lower Argentine||Rio de la Plata||South America||Hills||Mediterranean||60||Yes|| || || || || ||
|-
|855||Neuquén||Lower Argentine||Andes||South America||Mountain||Temperate||20||No||1|| ||1|| || ||
|-
|856||Puerto Montt||Chile||Andes||South America||Mountain||Mediterranean||60||Yes||2||2||6|| ||1||
|-
|857||Puerto Madryn||Lower Argentine||Patagonia||South America||Hills||Mediterranean||60||Yes|| || || || || ||
|-
|858||Comodoro Rivadavia||Lower Argentine||Patagonia||South America||Hills||Temperate||40||Yes|| || || ||11|| ||
|-
|859||San Carlos de Bariloche||Lower Argentine||Andes||South America||Mountain||Temperate||20||No|| || || || || ||
|-
|860||Puerto Aisén||Chile||Andes||South America||Mountain||Mediterranean||40||Yes|| || || || || ||
|-
|861||Wellington||Tierra del Fuego||Andes||South America||Mountain||Temperate||40||Yes|| || || || || ||
|-
|862||Sarmiento||Tierra del Fuego||Andes||South America||Mountain||Subarctic||20||No|| || || || || ||
|-
|863||Santa Cruz||Tierra del Fuego||Patagonia||South America||Hills||Subarctic||40||Yes|| || || || || ||
|-
|864||Punta Arenas||Tierra del Fuego||Andes||South America||Mountain||Subarctic||40||Yes|| || || || || ||
|-
|865||Tierra del Fuego||Tierra del Fuego||Andes||South America||Mountain||Subarctic||40||Yes|| || || || || ||
|-
|866||Falkland Islands||The Falklands||Patagonia||South America||Clear||Temperate||40||Yes|| || || || || ||
|-
|867||Angostura Falls||Maracaibo||Grand Colombia||South America||Jungle||Tropical||40||No|| || || || || ||
|-
|868||Inirida||Iquitos||Grand Colombia||South America||Jungle||Tropical||20||No|| || || || || ||
|-
|869||Ciudad Bolivar||Caracas||Grand Colombia||South America||Hills||Tropical||40||No|| || || || || ||
|-
|870||Ciudad Guayana||Caracas||Grand Colombia||South America||Hills||Tropical||60||Yes|| || || || || ||
|-
|871||Cuyuni||Guayana||Grand Colombia||South America||Mountain||Tropical||60||Yes|| || || || ||25||
|-
|872||Boa Vista||Manaus||Amazonas||South America||Jungle||Tropical||40||No|| || || || || ||
|-
|873||Georgetown||Guayana||Grand Colombia||South America||Hills||Tropical||60||Yes|| || || || ||25||
|-
|874||Paramaribo||Guayana||Grand Colombia||South America||Jungle||Tropical||60||Yes|| || || || ||50||
|-
|875||Cayenne||Guayana||Grand Colombia||South America||Jungle||Tropical||60||Yes|| || || || || ||
|-
|876||Macapá||Guayana||Brazilian Highlands||South America||Jungle||Mediterranean||60||Yes|| || || || || ||
|-
|877||Marajó||Guayana||Brazilian Highlands||South America||Jungle||Mediterranean||60||Yes|| || || || || ||
|-
|878||Marabá||Brasilia||Brazilian Highlands||South America||Jungle||Mediterranean||40||No|| || || || || ||
|-
|879||Belém||Brasilia||Brazilian Highlands||South America||Jungle||Mediterranean||60||Yes||1||1|| || || ||
|-
|880||Fortaleza||Brasilia||Brazilian Highlands||South America||Jungle||Mediterranean||60||Yes||3||3||3|| ||2||1
|-
|881||Recife||Rio de Janeiro||Brazilian Highlands||South America||Hills||Mediterranean||60||Yes||6||6||6|| ||3||2
|-
|882||Salvador||Rio de Janeiro||Brazilian Highlands||South America||Jungle||Mediterranean||60||Yes||3||3||3|| ||2||1
|-
|883||Goiás||Brasilia||Brazilian Highlands||South America||Hills||Mediterranean||40||No||1||1||1|| || ||1
|-
|884||Vitória||Rio de Janeiro||Brazilian Highlands||South America||Hills||Mediterranean||60||Yes||5||5||5|| ||3||2
|-
|885||Rio de Janeiro||Rio de Janeiro||Brazilian Highlands||South America||Hills||Mediterranean||60||Yes||6||6||11|| ||5||4
|-
|886||São Paulo||Sao Paulo||Brazilian Highlands||South America||Hills||Mediterranean||60||Yes||4||4||4|| ||6||2
|-
|887||Campinas||Sao Paulo||Brazilian Highlands||South America||Hills||Mediterranean||60||No||1||1||1|| || ||
|-
|888||Panamá||Panaman Ridge||Central America||North America||Mountain||Tropical||60||Yes||5||5||10|| ||5||3
|-
|889||Colon||Panaman Ridge||Central America||North America||Jungle||Tropical||60||Yes|| || || || || ||
|-
|890||Medellín||Panaman Ridge||Grand Colombia||South America||Jungle||Tropical||60||Yes||2||2||2|| ||1||
|-
|891||Jamaica||Hispaniola||Caribbean||North America||Mountain||Tropical||60||Yes|| || || || || ||
|-
|892||Port-au-Prince||Hispaniola||Caribbean||North America||Mountain||Tropical||60||Yes||5||6||10|| ||5||3
|-
|893||Santiago||Hispaniola||Caribbean||North America||Hills||Tropical||60||Yes||1||1||1|| || ||
|-
|894||Santo Domingo||Hispaniola||Caribbean||North America||Mountain||Tropical||60||Yes||5||5||10|| ||5||3
|-
|895||Puerto Rico||Antilles||Caribbean||North America||Hills||Tropical||60||Yes||1||1||1|| || ||
|-
|896||Virgin Islands||Antilles||Caribbean||North America||Hills||Tropical||60||Yes|| || || || || ||
|-
|897||Antigua||Antilles||Caribbean||North America||Clear||Tropical||60||Yes|| || || || || ||
|-
|898||Guadelope||Antilles||Caribbean||North America||Hills||Tropical||60||Yes|| || || || || ||
|-
|899||Martinique||Antilles||Caribbean||North America||Hills||Tropical||60||Yes|| || || || || ||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 900 ==
|Suez||Suez Channel Area||Egypt||Africa||Desert||Arid||40||Yes|| || || || || ||
|-
|901||Port Said||Suez Channel Area||Egypt||Africa||Clear||Mediterranean||40||Yes|| || || ||6|| ||
|-
|902||Zaqazig||Suez Channel Area||Egypt||Africa||Clear||Mediterranean||40||No|| ||1|| || || ||
|-
|903||Cairo||Delta||Egypt||Africa||Clear||Mediterranean||60||No||1||1||1|| || ||1
|-
|904||Tanta||Delta||Egypt||Africa||Marsh||Mediterranean||40||No||1||2||1|| ||1||1
|-
|905||Fayum||Delta||Egypt||Africa||Clear||Mediterranean||60||No||1||1||1|| || ||
|-
|906||Alexandria||Delta||Egypt||Africa||Clear||Mediterranean||60||Yes||1||1||1|| ||1||
|-
|907||Qattara||Qattara||Egypt||Africa||Desert||Arid||0||No|| || || || || ||
|-
|908||Gerawla||El Alamein||Egypt||Africa||Desert||Arid||40||No|| || || || || ||
|-
|909||El Alamein||El Alamein||Egypt||Africa||Desert||Arid||60||Yes|| || || || || ||
|-
|910||Fuka||El Alamein||Egypt||Africa||Desert||Arid||60||Yes|| || || || || ||
|-
|911||Mersa Matruh||Sidi Barrani||Egypt||Africa||Desert||Arid||60||No|| || || || || ||
|-
|912||Nibeiwa||Sidi Barrani||Egypt||Africa||Desert||Arid||40||No|| || || || || ||
|-
|913||Rabia||Sidi Barrani||Egypt||Africa||Desert||Arid||40||No|| || || || || ||
|-
|914||Sidi Barrani||Sidi Barrani||Egypt||Africa||Desert||Arid||60||No|| || || || || ||
|-
|915||Sollum||Sidi Barrani||Egypt||Africa||Desert||Arid||60||No|| || || || || ||
|-
|916||Bardia||Tobruk||Libya||Africa||Desert||Arid||60||Yes|| || || || || ||
|-
|917||Forte Capuzzo||Tobruk||Libya||Africa||Desert||Arid||40||No|| || || || || ||
|-
|918||Forte Maddalena||Magdalena||Libya||Africa||Desert||Arid||20||No|| || || || || ||
|-
|919||Tobruk||Tobruk||Libya||Africa||Desert||Arid||60||Yes|| || || || || ||
|-
|920||Derna||Tobruk||Libya||Africa||Hills||Mediterranean||40||No|| || || || || ||
|-
|921||Mechili||Tobruk||Libya||Africa||Hills||Mediterranean||40||No|| || || || || ||
|-
|922||Msus||Bengazi||Libya||Africa||Hills||Mediterranean||40||No|| || || || || ||
|-
|923||Barca||Bengazi||Libya||Africa||Hills||Mediterranean||60||No|| || || || || ||
|-
|924||Bengazi||Bengazi||Libya||Africa||Desert||Arid||60||Yes|| || || || || ||
|-
|925||Agedabia||Bengazi||Libya||Africa||Desert||Arid||40||No|| || || || || ||
|-
|926||Al Jaghbub||Magdalena||Libya||Africa||Desert||Arid||20||No|| || || || || ||
|-
|927||Aujila||Sirte||Libya||Africa||Desert||Arid||20||No|| || || || || ||
|-
|928||Socna||Sirte||Libya||Africa||Desert||Arid||20||No|| || || || || ||
|-
|929||Sirte||Sirte||Libya||Africa||Desert||Arid||40||No|| || || || || ||
|-
|930||Homs||Tripoli||Libya||Africa||Desert||Arid||40||No|| || || || || ||
|-
|931||Ghadames||Gabes||Libya||Africa||Desert||Arid||20||No|| || || || || ||
|-
|932||Tripoli||Tripoli||Libya||Africa||Clear||Mediterranean||60||Yes|| || || || || ||
|-
|933||Zuara||Gabes||Libya||Africa||Desert||Arid||40||Yes|| || || || || ||
|-
|934||Gafsa||Gabes||Tunisia||Africa||Desert||Arid||20||No|| || || || || ||3
|-
|935||Gabès||Gabes||Tunisia||Africa||Desert||Arid||40||No|| || || || || ||
|-
|936||Sfax||Tunis||Tunisia||Africa||Desert||Arid||60||No|| || || || || ||
|-
|937||Kassarine||Kassarine||Tunisia||Africa||Hills||Mediterranean||40||No|| || || || ||1||
|-
|938||Sousse||Tunis||Tunisia||Africa||Clear||Mediterranean||60||Yes|| || || || || ||
|-
|939||Tunis||Tunis||Tunisia||Africa||Hills||Mediterranean||60||Yes||1||1|| || || ||
|-
|940||Bizerte||Tunis||Tunisia||Africa||Hills||Mediterranean||60||Yes|| || || || || ||
|-
|941||Tabarka||Kassarine||Tunisia||Africa||Hills||Mediterranean||60||No|| || || || || ||
|-
|942||Bône||Kassarine||Algeria||Africa||Hills||Mediterranean||60||No|| || || || || ||
|-
|943||Constantine||Kassarine||Algeria||Africa||Hills||Mediterranean||40||No||1||1|| || ||6||1
|-
|944||Sétif||East Atlas||Algeria||Africa||Hills||Mediterranean||40||No|| ||1|| || || ||
|-
|945||Philippeville||Maghreb Coast||Algeria||Africa||Hills||Mediterranean||60||No|| || || || || ||
|-
|946||Bougie||Maghreb Coast||Algeria||Africa||Hills||Mediterranean||60||No|| || || || || ||
|-
|947||Blida||East Atlas||Algeria||Africa||Hills||Mediterranean||40||No|| || || || || ||
|-
|948||Mascara||East Atlas||Algeria||Africa||Hills||Mediterranean||40||No|| || || || || ||
|-
|949||Algiers||Maghreb Coast||Algeria||Africa||Hills||Mediterranean||60||Yes||1||1|| || || ||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 950 ==
|Mostaganem||Oran||Algeria||Africa||Hills||Mediterranean||60||No|| || || || || ||
|-
|951||Sidi-Bel-Abbès||East Atlas||Algeria||Africa||Hills||Mediterranean||40||No|| || || || || ||
|-
|952||Tlemcen||West Atlas||Algeria||Africa||Hills||Mediterranean||40||No|| || || || || ||
|-
|953||Oran||Oran||Algeria||Africa||Hills||Mediterranean||60||Yes|| || || || || ||
|-
|954||Melilla||El Rif||Morocco||Africa||Clear||Mediterranean||60||Yes|| || || || || ||
|-
|955||Villa Sanjuro||El Rif||Morocco||Africa||Hills||Mediterranean||60||No|| || || || || ||
|-
|956||Oujda||Morocco||Morocco||Africa||Mountain||Mediterranean||40||No|| || || || ||1||
|-
|957||Ceuta||El Rif||Morocco||Africa||Hills||Mediterranean||60||No|| || || || || ||
|-
|958||Casablanca||Morocco||Morocco||Africa||Clear||Mediterranean||60||Yes||1||2|| || || ||4
|-
|959||Marrakech||Morocco||Morocco||Africa||Hills||Mediterranean||40||No||1||1|| || || ||
|-
|960||Mogador||Morocco||Morocco||Africa||Clear||Mediterranean||60||No|| || || || || ||
|-
|961||Lanzarote||Canarias||Sahara||Africa||Hills||Mediterranean||40||Yes|| || || || || ||
|-
|962||Fuerteventura||Canarias||Sahara||Africa||Hills||Mediterranean||50||Yes|| || || || || ||
|-
|963||Gran Canaria||Canarias||Sahara||Africa||Mountain||Mediterranean||60||Yes|| || || || || ||
|-
|964||Tenerife||Canarias||Sahara||Africa||Mountain||Mediterranean||60||Yes||1||1||1|| || ||
|-
|965||La Palma||Canarias||Sahara||Africa||Mountain||Mediterranean||60||Yes|| || || || || ||
|-
|966||Agadir||Morocco||Morocco||Africa||Desert||Arid||60||No|| || || || || ||
|-
|967||Ifni||Rio de Oro||Morocco||Africa||Desert||Arid||60||No|| || || || || ||
|-
|968||Ouezzane||West Atlas||Morocco||Africa||Mountain||Mediterranean||20||No|| || || || || ||
|-
|969||Bouarfa||West Atlas||Morocco||Africa||Mountain||Mediterranean||20||No|| || || || || ||
|-
|970||Géryville||Interior Algeria||Algeria||Africa||Desert||Arid||0||No|| || || || || ||
|-
|971||El Aaiún||Rio de Oro||Sahara||Africa||Desert||Arid||40||Yes|| || || || || ||
|-
|972||Villa Cisneros||Rio de Oro||Sahara||Africa||Desert||Arid||40||Yes|| || || || || ||
|-
|973||Port-Étienne||Mauretania||West Africa||Africa||Desert||Arid||40||No|| || || || || ||
|-
|974||Fort-Gouraud||Mauretania||West Africa||Africa||Desert||Arid||0||No|| || || || || ||
|-
|975||Taoudenni||Malian Desert||West Africa||Africa||Desert||Arid||0||No|| || || || || ||
|-
|976||Gao||Malian Desert||West Africa||Africa||Hills||Subtropical||20||No|| || || || || ||
|-
|977||Timbuktu||Malian Desert||West Africa||Africa||Marsh||Subtropical||20||No|| || || || || ||
|-
|978||Mopti||Volta||West Africa||Africa||Hills||Subtropical||20||No|| || || || || ||
|-
|979||Ségou||Malian Valleys||West Africa||Africa||Clear||Subtropical||20||No|| || || || || ||
|-
|980||Nioro du Sahel||Malian Valleys||West Africa||Africa||Clear||Subtropical||20||No|| || || || || ||
|-
|981||Dakar||Senegambia||West Africa||Africa||Clear||Subtropical||60||Yes||1||1||1|| || ||
|-
|982||Bathurst||Senegambia||West Africa||Africa||Clear||Subtropical||40||Yes|| || || || || ||
|-
|983||Bissão||Senegambia||West Africa||Africa||Forest||Subtropical||40||Yes|| || || || || ||
|-
|984||Tambacounda||Senegambia||West Africa||Africa||Forest||Subtropical||40||No|| || || || || ||
|-
|985||Kayes||Malian Valleys||West Africa||Africa||Hills||Subtropical||40||No|| || || || || ||
|-
|986||Bamako||Malian Valleys||West Africa||Africa||Hills||Subtropical||40||No|| || || || || ||
|-
|987||Conakry||Guinean Coast||West Africa||Africa||Hills||Tropical||40||Yes|| ||1|| || ||1||
|-
|988||Freetown||Guinean Coast||West Africa||Africa||Forest||Tropical||40||Yes|| ||1|| || ||3||
|-
|989||Labé||Guinean Coast||West Africa||Africa||Hills||Tropical||20||No|| || || || || ||
|-
|990||Siguiri||Guinean Coast||West Africa||Africa||Forest||Tropical||20||No|| || || || || ||
|-
|991||Kankan||Guinean Coast||West Africa||Africa||Hills||Tropical||20||No|| || || || || ||
|-
|992||Monrovia||Guinean Coast||West Africa||Africa||Jungle||Tropical||40||Yes||5||5||10|| ||5||7
|-
|993||Abidjan||Ivory Coast||West Africa||Africa||Jungle||Tropical||40||No||1||1||1|| || ||1
|-
|994||Sikasso||Volta||West Africa||Africa||Forest||Subtropical||20||No|| || || || || ||
|-
|995||Bouaké||Ivory Coast||West Africa||Africa||Forest||Tropical||20||No|| || || || || ||
|-
|996||Bobo-Dioulasso||Volta||West Africa||Africa||Forest||Subtropical||20||No|| || || || || ||
|-
|997||Ouagadougou||Volta||West Africa||Africa||Clear||Subtropical||20||No|| || || || || ||
|-
|998||Niamey||Niger||West Africa||Africa||Clear||Subtropical||20||No|| || || || || ||
|-
|999||Sokoto||North Nigeria||West Africa||Africa||Clear||Subtropical||40||No|| ||1|| || || ||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 1000 ==
|Tamale||Gold Coast||West Africa||Africa||Forest||Tropical||40||No|| || || || || ||
|-
|1001||Kumasi||Gold Coast||West Africa||Africa||Jungle||Tropical||40||No|| || || || || ||
|-
|1002||Accra||Gold Coast||West Africa||Africa||Jungle||Tropical||40||Yes|| || || || ||3||
|-
|1003||Lomé||Slave Coast||West Africa||Africa||Jungle||Tropical||40||Yes|| || || || || ||
|-
|1004||Bassari||Slave Coast||West Africa||Africa||Forest||Tropical||20||No|| || || || || ||
|-
|1005||Parakou||Slave Coast||West Africa||Africa||Forest||Tropical||20||No|| || || || || ||
|-
|1006||Porto-Novo||Slave Coast||West Africa||Africa||Jungle||Tropical||40||Yes|| || || || || ||
|-
|1007||Ibadan||South Nigeria||West Africa||Africa||Jungle||Tropical||40||No|| || || || || ||
|-
|1008||Lagos||South Nigeria||West Africa||Africa||Jungle||Tropical||40||Yes|| ||1|| || || ||1
|-
|1009||Kaduna||North Nigeria||West Africa||Africa||Forest||Tropical||40||No||1||1||1|| ||21||
|-
|1010||Onitsha||South Nigeria||West Africa||Africa||Jungle||Tropical||40||No|| ||1|| || || ||
|-
|1011||Port Harcourt||South Nigeria||West Africa||Africa||Jungle||Tropical||40||Yes||1||1||1|| || ||1
|-
|1012||Gashaka||South Nigeria||West Africa||Africa||Mountain||Tropical||20||No|| || || || || ||
|-
|1013||El-Oued||Interior Algeria||Algeria||Africa||Desert||Arid||0||No|| || || || || ||
|-
|1014||Fort Laperrine||Interior Algeria||Algeria||Africa||Desert||Arid||0||No|| || || || || ||
|-
|1015||Ghat||Interior Libya||Libya||Africa||Desert||Arid||0||No|| || || || || ||
|-
|1016||Murzuk||Interior Libya||Libya||Africa||Desert||Arid||0||No|| || || || || ||
|-
|1017||Calansho Sand Sea||Interior Libya||Libya||Africa||Desert||Arid||0||No|| || || || || ||
|-
|1018||Kufra||Interior Libya||Libya||Africa||Desert||Arid||0||No|| || || || || ||
|-
|1019||Great Sand Sea||Western Desert||Egypt||Africa||Desert||Arid||0||No|| || || || || ||
|-
|1020||Siwa||Magdalena||Egypt||Africa||Desert||Arid||20||No|| || || || || ||
|-
|1021||Ain Dalla||Western Desert||Egypt||Africa||Desert||Arid||0||No|| || || || || ||
|-
|1022||Western Desert||Western Desert||Egypt||Africa||Desert||Arid||0||No|| || || || || ||1
|-
|1023||Asyut||Nile Valley||Egypt||Africa||Clear||Mediterranean||60||No||1||1||1|| ||1||
|-
|1024||Luxor||Nile Valley||Egypt||Africa||Clear||Mediterranean||60||No|| ||1|| || || ||
|-
|1025||Qusayr||Red Sea Coast||Egypt||Africa||Desert||Arid||20||No|| || || || || ||
|-
|1026||Aswan||Nile Valley||Egypt||Africa||Desert||Arid||60||No|| || || || || ||
|-
|1027||Idfu||Nile Valley||Egypt||Africa||Desert||Arid||60||No|| || || || || ||
|-
|1028||Wadi Halfa||Red Sea Coast||Sudan||Africa||Desert||Arid||20||No|| || || || || ||
|-
|1029||Dongola||Nubian Desert||Sudan||Africa||Desert||Arid||20||No|| || || || || ||
|-
|1030||Port Sudan||Red Sea Coast||Sudan||Africa||Desert||Arid||40||Yes|| || || || || ||
|-
|1031||Berber||Nubian Desert||Sudan||Africa||Desert||Arid||40||No|| || || || || ||
|-
|1032||Omdurman||Nubian Desert||Sudan||Africa||Desert||Arid||20||No|| || || || || ||
|-
|1033||Massaua||Red Sea Coast||Ethiopia||Africa||Desert||Arid||40||Yes|| || || || || ||
|-
|1034||Obbia||Somalia||Horn of Africa||Africa||Desert||Arid||40||No|| || || || || ||
|-
|1035||Berbera||Somaliland||Horn of Africa||Africa||Desert||Arid||40||Yes|| || || || || ||
|-
|1036||Zeila||Somaliland||Horn of Africa||Africa||Desert||Arid||40||No|| || || || || ||
|-
|1037||Djibouti||Somaliland||Horn of Africa||Africa||Desert||Arid||40||Yes|| || || || || ||
|-
|1038||Assab||Danakil Plateau||Ethiopia||Africa||Desert||Arid||40||No|| || || || || ||
|-
|1039||Asmara||North Ethiopia||Ethiopia||Africa||Hills||Mediterranean||20||No|| || || || || ||
|-
|1040||Kassala||Upper Nile Valley||Sudan||Africa||Hills||Mediterranean||20||No|| || || || || ||
|-
|1041||Gallabat||Upper Nile Valley||Sudan||Africa||Hills||Mediterranean||20||No|| || || || || ||
|-
|1042||Gonder||North Ethiopia||Ethiopia||Africa||Hills||Mediterranean||20||No|| || || || || ||
|-
|1043||Desê||North Ethiopia||Ethiopia||Africa||Mountain||Mediterranean||20||No|| ||1|| || || ||
|-
|1044||Debre Mark'os||South Ethiopia||Ethiopia||Africa||Hills||Mediterranean||20||No|| || || || || ||
|-
|1045||Gambêla||South Ethiopia||Ethiopia||Africa||Hills||Tropical||20||No|| || || || || ||
|-
|1046||Addis Ababa||South Ethiopia||Ethiopia||Africa||Mountain||Mediterranean||40||No||5||6||10|| ||5||3
|-
|1047||Jima||South Ethiopia||Ethiopia||Africa||Hills||Tropical||20||No||1||1||1|| || ||
|-
|1048||Âdwa||North Ethiopia||Ethiopia||Africa||Mountain||Tropical||20||No|| || || || || ||
|-
|1049||Denakil||Danakil Plateau||Ethiopia||Africa||Desert||Arid||0||No|| || || || || ||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 1050 ==
|Dirê Dawa||Danakil Plateau||Ethiopia||Africa||Desert||Arid||20||No|| || || || || ||
|-
|1051||Harar||Ethiopian Highland||Ethiopia||Africa||Hills||Mediterranean||40||No|| || || || || ||
|-
|1052||Ginir||Ethiopian Highland||Ethiopia||Africa||Hills||Tropical||40||No|| || || || || ||
|-
|1053||Moyale||Ethiopian Highland||Ethiopia||Africa||Desert||Arid||20||No|| || || || || ||
|-
|1054||Ogaden||Ethiopian Highland||Ethiopia||Africa||Desert||Arid||20||No|| || || || || ||
|-
|1055||Bardera||Somalia||Horn of Africa||Africa||Desert||Arid||20||No|| || || || || ||
|-
|1056||Mogadishu||Somalia||Horn of Africa||Africa||Clear||Mediterranean||40||Yes|| || || || || ||
|-
|1057||||-||-||-||Ocean||Temperate||100||No|| || || || || ||
|-
|1058||Kismayo||Somalia||Horn of Africa||Africa||Clear||Mediterranean||40||Yes|| || || || || ||
|-
|1059||Marsabit||Kenya||East Africa||Africa||Desert||Arid||20||No|| || || || || ||
|-
|1060||Nairobi||Kenya||East Africa||Africa||Clear||Mediterranean||40||No|| ||1|| || || ||
|-
|1061||Mombasa||Kenya||East Africa||Africa||Clear||Mediterranean||40||Yes|| ||1|| || || ||
|-
|1062||Tabora||Tanganyika||East Africa||Africa||Clear||Mediterranean||40||No|| || || || || ||
|-
|1063||Kigali||Uganda||East Africa||Africa||Hills||Tropical||20||No|| ||1|| || || ||
|-
|1064||Entebbe||Uganda||East Africa||Africa||Forest||Tropical||40||No||1||1||1|| || ||
|-
|1065||Malakal||Kurdufan||Sudan||Africa||Forest||Tropical||20||No|| || || || || ||
|-
|1066||Khartoum||Upper Nile Valley||Sudan||Africa||Clear||Mediterranean||40||No||1||2||1|| || ||
|-
|1067||El Atrun||Nubian Desert||Sudan||Africa||Desert||Arid||0||No|| || || || || ||
|-
|1068||El Obeid||Kurdufan||Sudan||Africa||Forest||Subtropical||20||No|| || || || || ||
|-
|1069||Waw||Kurdufan||Sudan||Africa||Forest||Mediterranean||20||No|| || || || || ||
|-
|1070||Bangassou||Central Africa Plains||Central Africa||Africa||Forest||Tropical||20||No|| || || || || ||
|-
|1071||Stanleyville||Kongolese Jungle||Central Africa||Africa||Jungle||Tropical||20||No|| ||1|| || || ||1
|-
|1072||Buta||Kongolese Jungle||Central Africa||Africa||Forest||Tropical||20||No|| || || || || ||
|-
|1073||Costermanville||Kongolese Jungle||Central Africa||Africa||Jungle||Tropical||20||No|| ||1|| || ||12||
|-
|1074||Coquihatville||Kongolese Jungle||Central Africa||Africa||Jungle||Tropical||20||No|| || || || || ||
|-
|1075||Brazzaville||Cameroonian Jungle||Central Africa||Africa||Jungle||Tropical||20||No|| || || || || ||
|-
|1076||Impfondo||Cameroonian Jungle||Central Africa||Africa||Jungle||Tropical||20||No|| || || || || ||
|-
|1077||Yaoundé||Cameroonian Jungle||Central Africa||Africa||Jungle||Tropical||20||No|| || || || || ||
|-
|1078||Bangui||Central Africa Plains||Central Africa||Africa||Jungle||Tropical||20||No|| || || || || ||
|-
|1079||Fort-Archambault||Central Africa Plains||Central Africa||Africa||Forest||Tropical||20||No|| || || || || ||
|-
|1080||Fort-Lamy||Central Africa Plains||Central Africa||Africa||Clear||Subtropical||20||No|| || || || || ||
|-
|1081||Largeau||Central Africa Desert||Central Africa||Africa||Desert||Arid||1||No|| || || || || ||
|-
|1082||Tibesti||Central Africa Desert||Central Africa||Africa||Desert||Arid||0||No|| || || || || ||
|-
|1083||Agadez||Niger||West Africa||Africa||Desert||Arid||1||No|| || || || || ||
|-
|1084||Zinder||Niger||West Africa||Africa||Clear||Subtropical||20||No|| || || || || ||
|-
|1085||Maiduguri||North Nigeria||West Africa||Africa||Clear||Subtropical||40||No|| ||1|| || || ||
|-
|1086||Maroua||Central Africa Plains||Central Africa||Africa||Hills||Subtropical||20||No|| || || || || ||
|-
|1087||Ngaoundéré||Central Africa Plains||Central Africa||Africa||Hills||Tropical||20||No|| || || || || ||
|-
|1088||Nkongsamba||Cameroonian Jungle||Central Africa||Africa||Mountain||Tropical||20||No|| || || || || ||
|-
|1089||Douala||Cameroonian Jungle||Central Africa||Africa||Jungle||Tropical||40||No||1||1||1|| || ||
|-
|1090||São Tomé||Cameroonian Jungle||Central Africa||Africa||Jungle||Tropical||40||Yes|| || || || || ||
|-
|1091||Bata||Cameroonian Jungle||Central Africa||Africa||Jungle||Tropical||40||Yes|| || || || || ||
|-
|1092||Libreville||Cameroonian Jungle||Central Africa||Africa||Jungle||Tropical||40||Yes|| || || || || ||
|-
|1093||Pointe-Noire||Cameroonian Jungle||Central Africa||Africa||Jungle||Tropical||40||No|| || || || || ||
|-
|1094||Cabinda||Angolan Coast||Central Africa||Africa||Jungle||Tropical||40||Yes|| || || || || ||
|-
|1095||Banana||Angolan Coast||Central Africa||Africa||Jungle||Tropical||40||Yes|| || || || || ||
|-
|1096||Loanda||Angolan Coast||Central Africa||Africa||Jungle||Tropical||40||No|| || || || || ||
|-
|1097||Vila Henrique de Carvalho||Angolan Plains||Central Africa||Africa||Jungle||Tropical||20||No|| || || || || ||
|-
|1098||Luluabourg||Shaba||Central Africa||Africa||Jungle||Tropical||40||No|| || || || ||7||
|-
|1099||Mongu||North Rhodesia||South Africa||Africa||Forest||Tropical||20||No|| || || || || ||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 1100 ==
|Nova Lisboa||Angolan Plains||Central Africa||Africa||Forest||Tropical||40||No|| ||1||5|| || ||2
|-
|1101||Benguella||Angolan Coast||Central Africa||Africa||Hills||Mediterranean||40||Yes|| || || || || ||
|-
|1102||Moçâmedes||Angolan Coast||Central Africa||Africa||Desert||Arid||40||No|| || || || || ||
|-
|1103||Vila Pereira d'Eça||Angolan Plains||Central Africa||Africa||Forest||Tropical||20||No|| || || || || ||
|-
|1104||Kalabo||North Rhodesia||South Africa||Africa||Forest||Tropical||20||No|| || || || || ||
|-
|1105||Maun||Bechuanaland||South Africa||Africa||Marsh||Subtropical||20||No|| || || || || ||
|-
|1106||Grootfontein||Nambia||Southwest Africa||Africa||Forest||Tropical||20||No|| || || || || ||
|-
|1107||Odangwa||Nambia||Southwest Africa||Africa||Forest||Tropical||20||No|| || || || || ||
|-
|1108||Walvis Bay||Nambia||Southwest Africa||Africa||Desert||Tropical||40||No|| || || || || ||
|-
|1109||Lüderitz||Nambia||Southwest Africa||Africa||Desert||Arid||40||No|| || || || ||1||
|-
|1110||Windhoek||Nambia||Southwest Africa||Africa||Desert||Arid||40||No|| || || || || ||
|-
|1111||Francistown||Bechuanaland||South Africa||Africa||Desert||Arid||20||No|| || || || || ||
|-
|1112||Gaberones||Bechuanaland||South Africa||Africa||Desert||Arid||40||No|| || || || || ||
|-
|1113||Mafeking||Transvaal_Natal||South Africa||Africa||Desert||Arid||40||No||1||1||1|| || ||
|-
|1114||Kimberley||Cape||South Africa||Africa||Desert||Arid||40||No|| || || || ||4||
|-
|1115||Springbok||Cape||South Africa||Africa||Desert||Arid||40||No|| || || || || ||
|-
|1116||Cape Town||Cape||South Africa||Africa||Hills||Subtropical||60||Yes||1||1||1|| || ||
|-
|1117||Port Elisabeth||Cape||South Africa||Africa||Hills||Subtropical||60||Yes|| || || || || ||
|-
|1118||East London||Transvaal_Natal||South Africa||Africa||Hills||Mediterranean||60||Yes||1||1||1|| ||1||
|-
|1119||Durban||Transvaal_Natal||South Africa||Africa||Hills||Mediterranean||60||Yes||1||1||17|| ||1||
|-
|1120||Johannesburg||Transvaal_Natal||South Africa||Africa||Mountain||Subtropical||60||No||2||2||2|| ||1||1
|-
|1121||Pretoria||Transvaal_Natal||South Africa||Africa||Hills||Subtropical||60||No||6||7||48|| ||10||3
|-
|1122||Lourenço Marques||Mocambique||East Africa||Africa||Forest||Tropical||40||Yes|| || || || || ||
|-
|1123||Inhambane||Mocambique||East Africa||Africa||Forest||Tropical||40||Yes|| || || || || ||
|-
|1124||Bulawayo||South Rhodesia||South Africa||Africa||Forest||Subtropical||40||No|| || || || ||4||
|-
|1125||Harare||South Rhodesia||South Africa||Africa||Forest||Tropical||40||No|| ||1||2|| || ||
|-
|1126||Lusaka||North Rhodesia||South Africa||Africa||Hills||Tropical||40||No|| || || || || ||
|-
|1127||Élisabethville||Shaba||Central Africa||Africa||Forest||Tropical||40||No||1||1||1|| ||19||
|-
|1128||Mpika||North Rhodesia||South Africa||Africa||Forest||Tropical||20||No|| || || || || ||
|-
|1129||Ndola||North Rhodesia||South Africa||Africa||Forest||Tropical||40||No||1||1||1|| ||32||
|-
|1130||Beira||Mocambique||East Africa||Africa||Forest||Tropical||40||Yes|| || || || || ||
|-
|1131||Tete||Mocambique||East Africa||Africa||Hills||Tropical||40||No|| || || || || ||
|-
|1132||Zomba||North Rhodesia||East Africa||Africa||Hills||Tropical||20||No|| || || || || ||
|-
|1133||Quelimane||Niassa||East Africa||Africa||Jungle||Tropical||40||Yes||1||2|| || || ||
|-
|1134||Fianarantsoa||[[Madagascar]]||Madagascar||Africa||Jungle||Tropical||40||Yes|| || || || || ||
|-
|1135||Reunion||Madagascar||Madagascar||Africa||Clear||Subtropical||40||Yes|| || || || || ||
|-
|1136||Mauritius||Madagascar||Madagascar||Africa||Clear||Subtropical||40||Yes|| || || || || ||
|-
|1137||Tananarive||Madagascar||Madagascar||Africa||Forest||Tropical||40||Yes|| || || || || ||
|-
|1138||Vila Cabral||Niassa||East Africa||Africa||Forest||Tropical||20||No|| || || || || ||
|-
|1139||Lindi||Tanganyika||East Africa||Africa||Hills||Subtropical||40||Yes|| || || || || ||
|-
|1140||Dar es Salaam||Tanganyika||East Africa||Africa||Hills||Subtropical||40||Yes||1||2||1|| || ||
|-
|1141||Tanga||Tanganyika||East Africa||Africa||Hills||Subtropical||40||Yes|| || || || || ||
|-
|1142||Léopoldville||Shaba||Central Africa||Africa||Jungle||Tropical||20||No|| ||1|| || || ||
|-
|1143||Kindu-Port-Empain||Shaba||Central Africa||Africa||Jungle||Tropical||20||No|| || || || || ||
|-
|1144||Albertville||Shaba||Central Africa||Africa||Hills||Tropical||20||No|| || || || ||12||
|-
|1145||Kano||North Nigeria||West Africa||Africa||Forest||Tropical||40||No||1||2||1|| ||1||
|-
|1146||Cap Verde Islands||Cap Verde Islands||West Africa||Africa||Clear||Mediterranean||40||Yes|| || || || || ||
|-
|1147||Ascunsion||Cap Verde Islands||West Africa||Africa||Clear||Tropical||40||Yes|| || || || || ||
|-
|1148||St.Helena||St.Helena||Central Africa||Africa||Clear||Subtropical||40||Yes|| || || || || ||
|-
|1149||Vorkuta||Perm||Urals||Asia||Hills||Arctic||40||No|| || ||84|| || ||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 1150 ==
|Osa||Ufa||Urals||Asia||Marsh||Muddy||60||No|| || || ||2||9||
|-
|1151||Molotov||Ufa||Urals||Asia||Marsh||Subarctic||60||No||2||2||6|| ||24||36
|-
|1152||Storozhevsk||Perm||Urals||Asia||Marsh||Subarctic||20||No|| || || || || ||
|-
|1153||Troitsko-Pechorsk||Perm||Urals||Asia||Hills||Subarctic||40||No|| || || || || ||
|-
|1154||Salekhard||Tyumen||Northern Permafrost||Asia||Marsh||Arctic||0||No|| || || || || ||
|-
|1155||Tazov||Tyumen||Northern Permafrost||Asia||Marsh||Arctic||0||No|| || || || || ||
|-
|1156||Dudinka||Tajmyr_Evenk||Northern Permafrost||Asia||Marsh||Arctic||0||No|| || || || || ||
|-
|1157||Khatanga||Tajmyr_Evenk||Northern Permafrost||Asia||Marsh||Arctic||0||No|| || || || || ||
|-
|1158||Saskylakh||Yakutsk||Northern Permafrost||Asia||Marsh||Arctic||0||No|| || || || || ||
|-
|1159||Srednekolymsk||Yakutsk||Northern Permafrost||Asia||Marsh||Arctic||20||No|| || || || || ||
|-
|1160||Zhigansk||Yakutsk||Northern Permafrost||Asia||Marsh||Arctic||20||No|| || || || || ||
|-
|1161||Nyurba||Yakutsk||Far East Siberia||Asia||Forest||Subarctic||20||No|| || || || || ||
|-
|1162||Erbogachen||Irkutsk||Far East Siberia||Asia||Forest||Subarctic||40||No|| || || || || ||
|-
|1163||Yakutsk||Yakutsk||Far East Siberia||Asia||Forest||Subarctic||40||No|| || || || || ||
|-
|1164||Khandyga||Yakutsk||Far East Siberia||Asia||Hills||Subarctic||20||No|| || || || || ||
|-
|1165||Verkhoyansk||Yakutsk||Far East Siberia||Asia||Marsh||Subarctic||0||No|| || || || || ||
|-
|1166||Pevek||Magadan||Far East Siberia||Asia||Marsh||Subarctic||0||No|| || || || || ||
|-
|1167||Evensk||Magadan||Far East Siberia||Asia||Hills||Subarctic||40||No|| || || || || ||
|-
|1168||||-||-||-||Ocean||Temperate||100||No|| || || || || ||
|-
|1169||||-||-||-||Ocean||Temperate||40||No|| || || || || ||
|-
|1170||Anadyr||Kamchatka||Far East Siberia||Asia||Hills||Subarctic||40||No|| || || || || ||
|-
|1171||Palana||Kamchatka||Far East Siberia||Asia||Mountain||Subarctic||40||No|| || || || || ||
|-
|1172||Petropavlovsk-Kamchatskij||Kamchatka||Far East Siberia||Asia||Mountain||Subarctic||40||Yes|| || || || || ||
|-
|1173||||-||-||-||Ocean||Temperate||100||No|| || || || || ||
|-
|1174||Shumushushima||Sakhalin_Kuriles||Japan||Asia||Mountain||Subarctic||60||Yes|| || || || || ||
|-
|1175||Ocha||Sakhalin_Kuriles||Japan||Asia||Marsh||Subarctic||40||Yes|| || || ||2|| ||
|-
|1176||Toyohara||Sakhalin_Kuriles||Japan||Asia||Hills||Subarctic||60||Yes|| || || || || ||
|-
|1177||Etorofu||Sakhalin_Kuriles||Japan||Asia||Mountain||Subarctic||60||Yes|| || || || || ||
|-
|1178||Asahikawa||Hokkaido||Japan||Asia||Hills||Temperate||100||Yes|| || || || || ||
|-
|1179||Sapporo||Hokkaido||Japan||Asia||Hills||Temperate||100||Yes||2||2||56|| ||13||1
|-
|1180||Sendai||Tohoku||Japan||Asia||Hills||Temperate||60||Yes||2||2||2|| ||4||
|-
|1181||Akita||Tohoku||Japan||Asia||Mountain||Temperate||80||Yes||2||2||2||2||1||
|-
|1182||Fukushima||Tohoku||Japan||Asia||Hills||Temperate||100||No||3||3||3|| ||9||1
|-
|1183||Niigata||Tohoku||Japan||Asia||Mountain||Temperate||80||No||4||4||4|| ||7||1
|-
|1184||Tokyo||Honshu||Japan||Asia||Clear||Temperate||100||Yes||13||13||18|| ||9||5
|-
|1185||Nagoya||Honshu||Japan||Asia||Mountain||Temperate||80||Yes||4||4||4|| ||2||1
|-
|1186||Kanazawa||Honshu||Japan||Asia||Mountain||Temperate||80||No||3||3||3|| ||1||1
|-
|1187||Osaka||Honshu||Japan||Asia||Hills||Temperate||100||Yes||8||8||8|| ||4||2
|-
|1188||Hiroshima||Honshu||Japan||Asia||Hills||Temperate||100||Yes||4||4||4|| ||2||1
|-
|1189||Shikoku||Kyushu_Shikoku||Japan||Asia||Hills||Temperate||100||Yes||2||2||2|| ||1||
|-
|1190||Fukuoka||Kyushu_Shikoku||Japan||Asia||Hills||Subtropical||100||Yes||4||4||58|| ||4||5
|-
|1191||Kagoshima||Kyushu_Shikoku||Japan||Asia||Hills||Subtropical||100||Yes||3||3||3|| ||2||1
|-
|1192||Amami||Ryukyusland||Japan||Asia||Hills||Subtropical||100||Yes|| || || || || ||
|-
|1193||Okinawa||Ryukyusland||Japan||Asia||Hills||Subtropical||100||Yes|| || || || || ||
|-
|1194||Jeju||Seoul||Korea||Asia||Mountain||Temperate||80||Yes|| || || || || ||
|-
|1195||Gwangju||Seoul||Korea||Asia||Hills||Temperate||80||No||2||2||2|| ||1||1
|-
|1196||Busan||Seoul||Korea||Asia||Hills||Temperate||80||Yes||2||2||2|| ||1||
|-
|1197||Daegu||Seoul||Korea||Asia||Hills||Temperate||80||No||2||2||2|| ||1||1
|-
|1198||Chunchon||Seoul||Korea||Asia||Hills||Temperate||80||No||1||1||1|| || ||
|-
|1199||Seoul||Seoul||Korea||Asia||Clear||Temperate||80||Yes||4||4||4|| ||2||1
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 1200 ==
|Wonsan||Pyongyang||Korea||Asia||Hills||Temperate||80||No|| || ||3|| || ||
|-
|1201||Pyongyang||Pyongyang||Korea||Asia||Clear||Temperate||80||Yes||2||2||6|| ||5||1
|-
|1202||Dalian||Liaoning||China||Asia||Mountain||Temperate||60||Yes|| || || || || ||
|-
|1203||Tangshan||Hebei||China||Asia||Clear||Temperate||60||No|| || ||32|| || ||
|-
|1204||Tianjin||Hebei||China||Asia||Clear||Temperate||70||Yes|| || || || || ||
|-
|1205||Beiping||Hebei||China||Asia||Urban||Temperate||80||No||4||12||4|| ||2||1
|-
|1206||Kalgan||Hebei||China||Asia||Hills||Temperate||40||No|| || || || || ||
|-
|1207||Jining||Suiyuan_Ningxia||China||Asia||Desert||Arid||30||No|| || || || || ||
|-
|1208||Hohhot||Suiyuan_Ningxia||China||Asia||Desert||Arid||60||No||1||3||1|| || ||
|-
|1209||Datong||Shanxi||China||Asia||Mountain||Temperate||60||No|| || || || || ||
|-
|1210||Baoding||Hebei||China||Asia||Clear||Temperate||70||No|| || || || || ||
|-
|1211||Shijiazhuang||Hebei||China||Asia||Clear||Temperate||70||No|| || || || || ||
|-
|1212||Handan||Hebei||China||Asia||Clear||Temperate||70||No|| || || || || ||
|-
|1213||Yucheng||Shandong||China||Asia||Clear||Temperate||70||No|| || || || || ||
|-
|1214||Yantai||Shandong||China||Asia||Hills||Temperate||60||Yes|| || || || || ||
|-
|1215||Qingdao||Shandong||China||Asia||Hills||Temperate||60||Yes|| || || || || ||
|-
|1216||Jinan||Shandong||China||Asia||Hills||Temperate||70||No||5||16||5|| ||14||1
|-
|1217||Lianyungang||Jiangsu||China||Asia||Clear||Temperate||60||Yes|| || || || || ||
|-
|1218||Xuzhou||Anhui||China||Asia||Clear||Temperate||100||No|| || || || || ||
|-
|1219||Nantong||Jiangsu||China||Asia||Clear||Subtropical||40||Yes|| || || || || ||
|-
|1220||Yangzhou||Jiangsu||China||Asia||Marsh||Subtropical||40||No|| || || || || ||
|-
|1221||Hefei||Anhui||China||Asia||Clear||Subtropical||60||No||3||9||3|| ||2||1
|-
|1222||Fuyang||Henan||China||Asia||Clear||Subtropical||60||No|| || || || ||2||
|-
|1223||Kaifeng||Henan||China||Asia||Clear||Temperate||40||No|| || || || || ||
|-
|1224||Anyang||Henan||China||Asia||Marsh||Temperate||70||No|| || || || || ||
|-
|1225||Taiyuan||Shanxi||China||Asia||Mountain||Temperate||60||No||6||9||11|| ||6||3
|-
|1226||Changzhi||Shanxi||China||Asia||Mountain||Temperate||60||No|| || ||10|| || ||
|-
|1227||Luoyang||Henan||China||Asia||Hills||Subtropical||70||No|| || || || || ||
|-
|1228||Zhengzhou||Henan||China||Asia||Clear||Subtropical||70||No||4||13||4|| ||12||1
|-
|1229||Nanyang||Henan||China||Asia||Clear||Subtropical||40||No|| || || || || ||
|-
|1230||Xinyang||Henan||China||Asia||Clear||Subtropical||70||No|| || || || || ||
|-
|1231||Xiangfan||Hubei||China||Asia||Hills||Subtropical||40||No|| || || || || ||
|-
|1232||Hankou||Hubei||China||Asia||Hills||Subtropical||70||No||2||5||2|| ||6||
|-
|1233||Anqing||Anhui||China||Asia||Hills||Subtropical||40||No|| || || || || ||
|-
|1234||Wuhu||Anhui||China||Asia||Clear||Subtropical||60||No|| || || || || ||
|-
|1235||Nanjing||Jiangsu||China||Asia||Urban||Subtropical||100||No||16||8||21|| ||10||6
|-
|1236||Suzhou||Jiangsu||China||Asia||Urban||Subtropical||80||No|| ||6|| || || ||
|-
|1237||Shanghai||Jiangsu||China||Asia||Urban||Subtropical||100||Yes||2||8||2|| ||1||
|-
|1238||Hangzhou||Zhejiang||China||Asia||Hills||Subtropical||60||No||6||9||6|| ||3||2
|-
|1239||Ningbo||Zhejiang||China||Asia||Hills||Subtropical||60||No|| || || || || ||
|-
|1240||Wenzhou||Zhejiang||China||Asia||Hills||Subtropical||40||No|| || || || || ||
|-
|1241||Quzhou||Zhejiang||China||Asia||Forest||Subtropical||60||No|| || || || || ||
|-
|1242||Shangrao||Jiangxi||China||Asia||Forest||Subtropical||60||No|| || || || || ||
|-
|1243||Nanping||Fujian||China||Asia||Forest||Subtropical||60||No|| || || || || ||
|-
|1244||Fuzhou||Fujian||China||Asia||Hills||Subtropical||60||Yes||1||5||1|| ||1||
|-
|1245||Quanzhou||Fujian||China||Asia||Mountain||Subtropical||40||No|| || || || || ||
|-
|1246||Longyan||Fujian||China||Asia||Forest||Subtropical||20||No|| || || || || ||
|-
|1247||Xiamen||Fujian||China||Asia||Hills||Subtropical||40||Yes|| || || || || ||
|-
|1248||Shantou||Guangdong||China||Asia||Mountain||Subtropical||60||Yes|| || || || || ||
|-
|1249||Chao'an||Guangdong||China||Asia||Hills||Subtropical||40||No|| || || || || ||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 1250 ==
|Ganzhou||Jiangxi||China||Asia||Mountain||Subtropical||40||No|| || || || || ||
|-
|1251||Nanchang||Jiangxi||China||Asia||Clear||Subtropical||70||No||4||7||4|| ||2||1
|-
|1252||Jiujiang||Jiangxi||China||Asia||Hills||Subtropical||40||No|| || || || || ||
|-
|1253||Wuchang||Hubei||China||Asia||Hills||Subtropical||70||No||2||5||2|| ||1||1
|-
|1254||Pingxiang||Jiangxi||China||Asia||Hills||Subtropical||70||No|| || || || || ||
|-
|1255||Changsha||Hunan||China||Asia||Hills||Subtropical||70||No||3||12||3|| ||2||1
|-
|1256||Zhuzhou||Hunan||China||Asia||Hills||Subtropical||70||No|| || || || || ||
|-
|1257||Hengyang||Hunan||China||Asia||Forest||Subtropical||70||No|| || || || || ||
|-
|1258||Guilin||Guangxi||China||Asia||Hills||Subtropical||60||No||5||6||10|| ||5||3
|-
|1259||Shaoyang||Hunan||China||Asia||Forest||Subtropical||40||No|| || || || || ||
|-
|1260||Changde||Hunan||China||Asia||Hills||Subtropical||50||No|| || || || || ||
|-
|1261||Huaihua||Hunan||China||Asia||Forest||Subtropical||50||No|| || || || || ||
|-
|1262||Zunyi||Guizhou||China||Asia||Hills||Subtropical||40||No|| || || || || ||
|-
|1263||Fuling||Sichuan||China||Asia||Mountain||Subtropical||40||No|| || || || || ||
|-
|1264||Enshi||Hubei||China||Asia||Hills||Subtropical||40||No|| || || || || ||
|-
|1265||Wanxian||Sichuan||China||Asia||Hills||Subtropical||40||No|| || || || || ||
|-
|1266||Yichang||Hubei||China||Asia||Hills||Subtropical||40||No|| || || || || ||
|-
|1267||Ankang||Shaanxi||China||Asia||Mountain||Subtropical||40||No|| || || || || ||
|-
|1268||Nancheng||Shaanxi||China||Asia||Mountain||Subtropical||50||No|| || || || || ||
|-
|1269||Xi'an||Shaanxi||China||Asia||Hills||Subtropical||70||No||1||4||8|| || ||
|-
|1270||Xianyang||Shaanxi||China||Asia||Hills||Temperate||40||No|| || || || || ||
|-
|1271||Yan'an||Shaanxi||China||Asia||Hills||Arid||40||No||5||6||10|| ||5||3
|-
|1272||Yuling||Suiyuan_Ningxia||China||Asia||Desert||Arid||20||No|| || || || || ||
|-
|1273||Yinchuan||Suiyuan_Ningxia||China||Asia||Desert||Arid||30||No|| || || || || ||
|-
|1274||Guyuan||Gansu||China||Asia||Desert||Arid||40||No|| || || || || ||
|-
|1275||Pingliang||Gansu||China||Asia||Hills||Temperate||40||No|| || || || || ||
|-
|1276||Lanzhou||Gansu||China||Asia||Mountain||Temperate||40||No||1||2||6|| ||1||1
|-
|1277||Tianshui||Gansu||China||Asia||Hills||Temperate||40||No|| || || || || ||
|-
|1278||Baoji||Shaanxi||China||Asia||Mountain||Subtropical||60||No|| || || || || ||
|-
|1279||Nanchong||Sichuan||China||Asia||Hills||Subtropical||50||No|| || || || || ||
|-
|1280||Chongqing||Sichuan||China||Asia||Clear||Subtropical||50||No|| || || || || ||
|-
|1281||Ya'an||Sichuan||China||Asia||Mountain||Subtropical||20||No|| || || || || ||
|-
|1282||Kangding||Xikang||China||Asia||Mountain||Subtropical||20||No|| || || || || ||
|-
|1283||Qamdo||Xikang||China||Asia||Mountain||Subtropical||20||No|| || || || || ||
|-
|1284||Dimapur||East Bengal||India||Asia||Clear||Subtropical||80||No||1||2||1|| || ||
|-
|1285||Dhaka||Bengal||India||Asia||Clear||Subtropical||80||No||3||10||3|| ||3||2
|-
|1286||Comilla||East Bengal||India||Asia||Clear||Subtropical||80||No||1||2||1|| || ||
|-
|1287||Imphal||East Bengal||India||Asia||Mountain||Subtropical||40||No|| || || || || ||
|-
|1288||Chittagong||East Bengal||India||Asia||Jungle||Subtropical||60||Yes||1||2||1|| || ||
|-
|1289||Akyab||North Burma||Indochine||Asia||Jungle||Subtropical||60||Yes|| || || || || ||
|-
|1290||Kalewa||North Burma||Indochine||Asia||Mountain||Subtropical||40||No||1||2||1|| || ||
|-
|1291||Myitkyina||North Burma||Indochine||Asia||Jungle||Subtropical||40||No|| || || || || ||
|-
|1292||Kunchaung||North Burma||Indochine||Asia||Jungle||Subtropical||40||No|| || || ||2|| ||
|-
|1293||Xiaguan||Yunnan||China||Asia||Mountain||Subtropical||40||No|| || || || || ||
|-
|1294||Baoshan||Yunnan||China||Asia||Mountain||Subtropical||40||No|| || || || || ||
|-
|1295||Lashio||North Burma||Indochine||Asia||Jungle||Subtropical||20||No|| || || || || ||
|-
|1296||Mandalay||North Burma||Indochine||Asia||Jungle||Subtropical||40||No|| ||1|| || || ||
|-
|1297||Arakan||Burma||Indochine||Asia||Mountain||Subtropical||60||Yes|| || || || || ||
|-
|1298||Bassein||Burma||Indochine||Asia||Marsh||Subtropical||60||No|| ||1|| || || ||
|-
|1299||Rangoon||Burma||Indochine||Asia||Clear||Subtropical||60||Yes||1||1||1|| ||1||1
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 1300 ==
|Prome||Burma||Indochine||Asia||Jungle||Subtropical||40||No|| || || || || ||
|-
|1301||Toungoo||Burma||Indochine||Asia||Jungle||Subtropical||40||No|| || || || || ||
|-
|1302||Sittang||Burma||Indochine||Asia||Hills||Subtropical||60||Yes|| || || || || ||
|-
|1303||Chiang Rai||Siam||Indochine||Asia||Mountain||Subtropical||40||No|| || || || || ||
|-
|1304||Shan States||Burma||Indochine||Asia||Mountain||Subtropical||20||No|| || || || ||8||
|-
|1305||Jinghong||Yunnan||China||Asia||Mountain||Subtropical||40||No|| || || || ||13||
|-
|1306||Luang Prabang||Indochine||Indochine||Asia||Mountain||Subtropical||10||No|| || || || || ||
|-
|1307||Kunming||Yunnan||China||Asia||Hills||Subtropical||60||No||6||9||11|| ||6||3
|-
|1308||Qujing||Yunnan||China||Asia||Hills||Subtropical||30||No|| || || || || ||
|-
|1309||Bose||Guangxi||China||Asia||Forest||Subtropical||40||No|| || || || || ||
|-
|1310||Liuzhou||Guangxi||China||Asia||Forest||Subtropical||40||No|| || || || || ||
|-
|1311||Wuzhou||Guangxi||China||Asia||Forest||Subtropical||40||No|| || || || || ||
|-
|1312||Shaoguan||Guangdong||China||Asia||Forest||Subtropical||70||No|| || || || || ||
|-
|1313||Guangzhou||Guangdong||China||Asia||Hills||Subtropical||70||No||12||17||17|| ||9||5
|-
|1314||Bao'an||Guangdong||China||Asia||Hills||Subtropical||80||No|| || || || || ||
|-
|1315||Hong Kong||Guangdong||China||Asia||Urban||Subtropical||100||Yes|| || || || || ||
|-
|1316||Macao||Guangdong||China||Asia||Hills||Subtropical||100||Yes|| || || || || ||
|-
|1317||Jiangmen||Guangdong||China||Asia||Hills||Subtropical||40||No|| || || || || ||
|-
|1318||Maoming||Guangdong||China||Asia||Hills||Subtropical||40||No|| || || || || ||
|-
|1319||Nanning||Guangxi||China||Asia||Hills||Subtropical||40||No||3||6||3|| ||1||
|-
|1320||Zhanjiang||Guangdong||China||Asia||Clear||Subtropical||40||No|| || || || || ||
|-
|1321||Hainan||Guangdong||China||Asia||Jungle||Subtropical||40||Yes|| || || || || ||
|-
|1322||Kaohsiung||Taiwan||China||Asia||Clear||Subtropical||60||Yes||2||2||2|| ||1||
|-
|1323||Taipei||Taiwan||China||Asia||Hills||Subtropical||60||Yes||2||2||6|| ||1||1
|-
|1324||Hualien||Taiwan||China||Asia||Mountain||Subtropical||30||No|| || || || || ||
|-
|1325||Qinzhou||Guangxi||China||Asia||Hills||Subtropical||40||No|| || || || || ||
|-
|1326||Haiphong||Indochine||Indochine||Asia||Jungle||Subtropical||60||Yes|| || ||4|| || ||
|-
|1327||Wenshan||Yunnan||China||Asia||Hills||Subtropical||30||No|| || || || || ||
|-
|1328||Hanoi||Indochine||Indochine||Asia||Jungle||Subtropical||60||Yes||3||4||3|| ||2||1
|-
|1329||Vientiane||Indochine||Indochine||Asia||Mountain||Subtropical||40||No|| || || || || ||
|-
|1330||Phitsanulok||Siam||Indochine||Asia||Mountain||Subtropical||40||No||1||1||1|| || ||
|-
|1331||Khon Kaen||Siam||Indochine||Asia||Mountain||Subtropical||40||No||1||2||1|| ||1||1
|-
|1332||Nhommarath||Indochine||Indochine||Asia||Jungle||Subtropical||40||No|| || || || ||2||
|-
|1333||Da Nang||Indochine||Indochine||Asia||Jungle||Subtropical||60||Yes||2||3||2|| ||1||1
|-
|1334||Qui Non||Indochine||Indochine||Asia||Jungle||Subtropical||60||Yes|| || || || || ||
|-
|1335||Nha Trang||Indochine||Indochine||Asia||Jungle||Subtropical||60||Yes|| || || || || ||4
|-
|1336||Pakse||Indochine||Indochine||Asia||Jungle||Subtropical||40||No|| || || || || ||
|-
|1337||Saigon||Indochine||Indochine||Asia||Jungle||Subtropical||60||Yes||1||2||1|| ||1||4
|-
|1338||Rach Gia||Indochine||Indochine||Asia||Marsh||Subtropical||60||Yes|| || || || || ||4
|-
|1339||Battambang||Indochine||Indochine||Asia||Jungle||Subtropical||60||Yes|| ||1|| || || ||3
|-
|1340||Phnom Penh||Indochine||Indochine||Asia||Jungle||Subtropical||40||No||1||1||1|| || ||3
|-
|1341||Ubon Ratchthani||Indochine||Indochine||Asia||Jungle||Subtropical||40||No|| || || || || ||
|-
|1342||Nakhon Ratchthani||Siam||Indochine||Asia||Jungle||Subtropical||40||No||1||1||1|| || ||
|-
|1343||Bangkok||Siam||Indochine||Asia||Jungle||Subtropical||60||Yes||6||7||11|| ||6||3
|-
|1344||Nakhon Sawan||Siam||Indochine||Asia||Mountain||Subtropical||40||No|| || || || || ||
|-
|1345||Thom Buri||Kra Peninsula||Indochine||Asia||Jungle||Subtropical||60||Yes|| || || || || ||
|-
|1346||Moulmein||Burma||Indochine||Asia||Jungle||Subtropical||60||No|| ||1|| || ||5||
|-
|1347||Kra||Kra Peninsula||Indochine||Asia||Hills||Tropical||60||No|| ||1|| || ||6||6
|-
|1348||Singora||Kra Peninsula||Indochine||Asia||Hills||Tropical||60||Yes|| || || || ||9||6
|-
|1349||Alor Star||Malacka||Indochine||Asia||Jungle||Tropical||60||Yes||1||1||1|| ||40||25
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 1350 ==
|Kota Bahru||Malacka||Indochine||Asia||Jungle||Tropical||60||Yes|| || || || ||4||25
|-
|1351||Kuantan||Malacka||Indochine||Asia||Jungle||Tropical||60||Yes|| || || || || ||25
|-
|1352||Kuala Lumpur||Malacka||Indochine||Asia||Jungle||Tropical||60||Yes|| ||1|| || ||41||25
|-
|1353||Singapore||Malacka||Indochine||Asia||Clear||Tropical||60||Yes||1||1||1|| ||3||26
|-
|1354||Bangka Island||Sumatra||Indonesia||Asia||Jungle||Tropical||60||Yes|| || || || ||25||
|-
|1355||Medan||Sumatra||Indonesia||Asia||Jungle||Tropical||40||Yes||1||2||1|| ||1||7
|-
|1356||Dumai||Sumatra||Indonesia||Asia||Forest||Tropical||60||Yes|| || || ||4||11||10
|-
|1357||Padang||Sumatra||Indonesia||Asia||Hills||Tropical||40||Yes|| ||1|| || || ||10
|-
|1358||Palembang||Sumatra||Indonesia||Asia||Forest||Tropical||60||Yes||1||1||5||6|| ||10
|-
|1359||Oosthaven||Sumatra||Indonesia||Asia||Hills||Tropical||40||Yes|| || || || || ||10
|-
|1360||Chengdu||Sichuan||China||Asia||Clear||Subtropical||40||No||6||20||6|| ||3||2
|-
|1361||Zigong||Sichuan||China||Asia||Clear||Subtropical||50||No|| || || || || ||
|-
|1362||Zhaotung||Yunnan||China||Asia||Mountain||Subtropical||30||No|| || || || || ||
|-
|1363||Anshun||Guizhou||China||Asia||Hills||Subtropical||40||No|| || || || || ||
|-
|1364||Guiyang||Guizhou||China||Asia||Forest||Subtropical||60||No||1||4||7|| || ||
|-
|1365||Kaili||Guizhou||China||Asia||Forest||Subtropical||60||No|| || || || || ||
|-
|1366||Bogorodskoe||Khabarovsk||Far East Siberia||Asia||Mountain||Subarctic||40||Yes|| || || || || ||
|-
|1367||Khabarovsk||Khabarovsk||Far East Siberia||Asia||Mountain||Temperate||60||Yes||1||1||12|| || ||
|-
|1368||Komsomolsk-na-Amure||Khabarovsk||Far East Siberia||Asia||Forest||Temperate||60||No|| || || || || ||
|-
|1369||Ternei||Primorski||Far East Siberia||Asia||Mountain||Temperate||40||Yes|| || || || || ||
|-
|1370||Iman||Primorski||Far East Siberia||Asia||Hills||Temperate||60||Yes|| || || || || ||
|-
|1371||Tetyukhe||Primorski||Far East Siberia||Asia||Hills||Temperate||40||Yes|| || || || || ||
|-
|1372||Vladivostok||Primorski||Far East Siberia||Asia||Forest||Temperate||60||Yes||1||1||1|| || ||
|-
|1373||Spassk-Dalnij||Primorski||Far East Siberia||Asia||Forest||Temperate||60||No|| || || || || ||
|-
|1374||Jiamusi||Jilin||China||Asia||Marsh||Temperate||30||No|| || || || || ||
|-
|1375||Mudanjiang||Jilin||China||Asia||Mountain||Temperate||30||No|| || || || || ||
|-
|1376||Chongyin||Pyongyang||Korea||Asia||Mountain||Temperate||80||No||1||1||1|| || ||
|-
|1377||Liaoyuan||Liaoning||China||Asia||Mountain||Temperate||40||No|| || || || || ||
|-
|1378||Jilin||Jilin||China||Asia||Mountain||Temperate||60||No|| || || || || ||
|-
|1379||Harbin||Jilin||China||Asia||Forest||Temperate||60||No||6||2||1|| || ||
|-
|1380||Qiqihar||Heilongjiang||China||Asia||Marsh||Temperate||60||No|| || || || || ||
|-
|1381||Mohe||Heilongjiang||China||Asia||Forest||Temperate||30||No|| || || || || ||
|-
|1382||Hailar||Heilongjiang||China||Asia||Mountain||Temperate||60||No|| || || || || ||
|-
|1383||Borzya||Zabaikalye||China||Asia||Forest||Temperate||60||No|| || || || || ||
|-
|1384||Chita||Zabaikalye||China||Asia||Hills||Temperate||60||No||1||1||1|| || ||
|-
|1385||Bayan Tumen||Mongolia||China||Asia||Clear||Temperate||40||No|| || || || || ||
|-
|1386||Xilinhot||Chahar||China||Asia||Hills||Temperate||30||No|| || || || || ||
|-
|1387||Ulan Hot||Liaoning||China||Asia||Mountain||Temperate||30||No|| || || || || ||
|-
|1388||Chifeng||Rehe||China||Asia||Mountain||Temperate||30||No|| || || || || ||
|-
|1389||Mukden||Liaoning||China||Asia||Desert||Arid||60||No||4||10||28|| ||9||4
|-
|1390||Xinjing||Liaoning||China||Asia||Clear||Temperate||60||No||6||9||11|| ||6||3
|-
|1391||Hyesan||Pyongyang||Korea||Asia||Mountain||Temperate||40||No||1||1||5|| ||1||
|-
|1392||Hamhung||Pyongyang||Korea||Asia||Mountain||Temperate||80||No||1||1||1|| ||1||
|-
|1393||Sinuiju||Pyongyang||Korea||Asia||Hills||Temperate||80||No|| || || || || ||
|-
|1394||Andong||Liaoning||China||Asia||Mountain||Temperate||60||No|| || || || || ||
|-
|1395||Yingkou||Liaoning||China||Asia||Hills||Temperate||60||No||3|| || || || ||
|-
|1396||Jinxi||Liaoning||China||Asia||Hills||Temperate||60||No||2|| || || || ||
|-
|1397||Changde||Rehe||China||Asia||Hills||Temperate||40||No|| || || || || ||
|-
|1398||Erenhot||Chahar||China||Asia||Desert||Arid||30||No|| || || || || ||
|-
|1399||Saynshand||Mongolia||China||Asia||Desert||Arid||40||No|| || || || || ||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 1400 ==
|||-||-||-||Ocean||Temperate||100||No|| || || || || ||
|-
|1401||||-||-||-||Ocean||Temperate||100||No|| || || || || ||
|-
|1402||||-||-||-||Ocean||Temperate||100||No|| || || || || ||
|-
|1403||||-||-||-||Ocean||Temperate||100||No|| || || || || ||
|-
|1404||Ulan Bator||Mongolia||China||Asia||Mountain||Temperate||20||No||5||5||10|| ||5||3
|-
|1405||Komanderskiye Island||Kamchatka||Far East Siberia||Asia||Clear||Subarctic||40||Yes|| || || || || ||
|-
|1406||West Aleutian Trench||Aleutians||North Pacific Ocean||Asia||Ocean||Subarctic||40||No|| || || || || ||
|-
|1407||Far West Aleutian Trench||Aleutians||North Pacific Ocean||Asia||Ocean||Subarctic||40||No|| || || || || ||
|-
|1408||Attu Island||West Aleutians||Far East Siberia||Asia||Hills||Subarctic||40||Yes|| || || || || ||
|-
|1409||Maya||Yakutsk||Far East Siberia||Asia||Forest||Subarctic||20||No|| || || || || ||
|-
|1410||Aldan||Yakutsk||Far East Siberia||Asia||Hills||Subarctic||40||No|| || || || || ||
|-
|1411||Olekminsk||Yakutsk||Far East Siberia||Asia||Forest||Subarctic||40||No|| || || || || ||
|-
|1412||Bodaibo||Irkutsk||Irkutsk||Asia||Forest||Subarctic||40||No|| || || || || ||
|-
|1413||Kachug||Irkutsk||Irkutsk||Asia||Forest||Subarctic||40||No|| || || || || ||
|-
|1414||Ust-Kut||Irkutsk||Irkutsk||Asia||Forest||Subarctic||40||No|| || || || || ||
|-
|1415||Taishet||Irkutsk||Irkutsk||Asia||Forest||Subarctic||40||No|| || || || || ||
|-
|1416||Irkutsk||Irkutsk||Irkutsk||Asia||Forest||Subarctic||60||No||1||1||1|| || ||
|-
|1417||Shushenskoye||South Krasnoyarsk||Krasnoyarsk||Asia||Mountain||Temperate||60||No|| || || || || ||
|-
|1418||Kyzyl||Mongolia||Krasnoyarsk||Asia||Mountain||Temperate||40||No||5||5||10|| ||5||3
|-
|1419||Muren||Mongolia||China||Asia||Mountain||Temperate||20||No|| || || || || ||
|-
|1420||Khobdo||Mongolia||China||Asia||Hills||Temperate||20||No|| || || || || ||
|-
|1421||Altay||Xinjiang||China||Asia||Desert||Arid||40||No|| || || || || ||
|-
|1422||Alma-Ata||Turkestan||Kazakstan||Asia||Desert||Arid||40||No||1||1||1|| || ||
|-
|1423||Ziryanovsk||Turkestan||Kazakstan||Asia||Mountain||Temperate||40||No|| || || || || ||
|-
|1424||Zhambyl||Turkestan||Kazakstan||Asia||Clear||Arid||40||No|| || || || || ||36
|-
|1425||Chimkent||Turkestan||Kazakstan||Asia||Clear||Arid||40||No||1||1||1|| || ||
|-
|1426||Kzyl-Orda||Turkestan||Kazakstan||Asia||Clear||Arid||40||No|| || || || || ||
|-
|1427||Tashkent||Tadzjikistan||Central Asia||Asia||Hills||Arid||60||No||3||3||18|| ||9||6
|-
|1428||Osh||Kirgizistan||Central Asia||Asia||Mountain||Temperate||40||No|| || ||9|| || ||
|-
|1429||Frunze||Kirgizistan||Central Asia||Asia||Mountain||Temperate||40||No||1||2||1|| || ||
|-
|1430||Kashgar||Xinjiang||China||Asia||Mountain||Temperate||40||No|| || || || || ||
|-
|1431||Aksu||Xinjiang||China||Asia||Mountain||Temperate||40||No|| || || || || ||
|-
|1432||Gulja||Xinjiang||China||Asia||Mountain||Temperate||40||No|| || || || ||2||
|-
|1433||Urumqi||Xinjiang||China||Asia||Mountain||Temperate||40||No||5||6||10|| ||5||3
|-
|1434||Yusun Bulag||Mongolia||China||Asia||Clear||Temperate||20||No|| || || || || ||
|-
|1435||Qumul||Xinjiang||China||Asia||Marsh||Temperate||40||No|| || || || || ||
|-
|1436||Bayan Hongor||Mongolia||China||Asia||Desert||Arid||20||No|| || || || || ||
|-
|1437||Arvayheer||Mongolia||China||Asia||Desert||Arid||20||No|| || || || || ||
|-
|1438||Dalan Dzadagad||Mongolia||China||Asia||Desert||Arid||20||No|| || || || || ||
|-
|1439||Bayan Nur||Suiyuan_Ningxia||China||Asia||Desert||Arid||30||No|| || || || || ||
|-
|1440||Jinchang||Gansu||China||Asia||Mountain||Temperate||40||No|| || || || || ||
|-
|1441||Dunhuang||Gansu||China||Asia||Mountain||Temperate||40||No|| || || || || ||
|-
|1442||Golmud||Qinghai||China||Asia||Marsh||Temperate||40||No||5||5||10|| ||5||3
|-
|1443||Xining||Qinghai||China||Asia||Mountain||Temperate||20||No|| ||1|| || || ||
|-
|1444||Yushu||Qinghai||China||Asia||Mountain||Temperate||20||No|| || || || || ||
|-
|1445||Korla||Xinjiang||China||Asia||Desert||Arid||20||No|| || || || || ||
|-
|1446||Taklimakan Desert||Xinjiang||China||Asia||Desert||Arid||0||No|| || || || || ||
|-
|1447||Hotan||Xinjiang||China||Asia||Mountain||Subarctic||40||No|| || || || || ||
|-
|1448||Gar||Tibet||China||Asia||Mountain||Subarctic||0||No|| || || || || ||
|-
|1449||||-||-||-||Ocean||Temperate||100||No|| || || || || ||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 1450 ==
|Nagqu||Tibet||China||Asia||Mountain||Subarctic||20||No|| || || || || ||
|-
|1451||Kagar||Tibet||China||Asia||Mountain||Subarctic||0||No||&nbsp;|| || || || ||
|-
|1452||Xigaze||Tibet||China||Asia||Mountain||Subarctic||40||No|| || || || || ||
|-
|1453||Lhasa||Tibet||China||Asia||Mountain||Subarctic||40||No||5||6||10|| ||5||3
|-
|1454||Riang||Himalayas||India||Asia||Mountain||Subarctic||60||No|| || || || || ||
|-
|1455||Punakha||Himalayas||India||Asia||Mountain||Subarctic||60||No||5||5||10|| ||5||3
|-
|1456||Rangpur||Bengal||India||Asia||Clear||Subtropical||80||No|| || || || || ||
|-
|1457||Calcutta||Bengal||India||Asia||Clear||Subtropical||80||No||2||8||2|| ||1||1
|-
|1458||Cuttack||Orissa||India||Asia||Clear||Subtropical||80||Yes||1||5||1|| || ||
|-
|1459||Ranchi||Orissa||India||Asia||Hills||Subtropical||80||No||3||10||21|| ||4||2
|-
|1460||Jabalpur||Nagpur||India||Asia||Hills||Subtropical||80||No|| || ||23|| || ||
|-
|1461||Vishakhapatnam||Orissa||India||Asia||Hills||Subtropical||80||Yes|| || ||23|| || ||
|-
|1462||Nagpur||Nagpur||India||Asia||Forest||Subtropical||80||No|| || || || || ||
|-
|1463||Satpura Mountains||Nagpur||India||Asia||Hills||Subtropical||80||No|| || || || || ||
|-
|1464||Surat||Bombay||India||Asia||Hills||Subtropical||80||Yes|| || || || || ||
|-
|1465||Rajkot||Bombay||India||Asia||Hills||Subtropical||80||Yes|| || || || || ||
|-
|1466||Ahmadabad||Bombay||India||Asia||Marsh||Subtropical||80||Yes||2||5||2|| ||1||
|-
|1467||Indore||Nagpur||India||Asia||Mountain||Subtropical||60||No||1||4||1|| || ||
|-
|1468||Jaipur||Rajastan||India||Asia||Clear||Mediterranean||80||No||2||5||2|| ||2||
|-
|1469||Delhi||Delhi||India||Asia||Clear||Subtropical||80||No|| || || || || ||
|-
|1470||Kanpur||Delhi||India||Asia||Clear||Subtropical||80||No|| || || || || ||
|-
|1471||Lucknow||Delhi||India||Asia||Clear||Subtropical||80||No||4||13||4|| ||3||2
|-
|1472||Darbhanga||Delhi||India||Asia||Clear||Subtropical||80||No||2||6||2|| ||1||
|-
|1473||Kathmandu||Himalayas||India||Asia||Mountain||Subarctic||60||No||6||7||11|| ||5||3
|-
|1474||Srinagar||Himalayas||India||Asia||Mountain||Subarctic||60||No||1||2||1|| || ||
|-
|1475||Lahore||Pakistan||India||Asia||Clear||Mediterranean||80||No|| || || || || ||
|-
|1476||Ludhiana||Delhi||India||Asia||Clear||Mediterranean||80||No||1||3||1|| || ||
|-
|1477||Meerut||Delhi||India||Asia||Clear||Mediterranean||80||No||2||8||2|| ||1||
|-
|1478||Bikaner||Rajastan||India||Asia||Desert||Arid||80||No|| || || || || ||
|-
|1479||Jodhpur||Rajastan||India||Asia||Clear||Mediterranean||80||No|| || || || || ||
|-
|1480||Hyderabad||Pakistan||India||Asia||Clear||Mediterranean||80||Yes||1||3||1|| || ||
|-
|1481||Sukkur||Pakistan||India||Asia||Clear||Mediterranean||80||No|| ||1|| || || ||
|-
|1482||Multan||Pakistan||India||Asia||Clear||Mediterranean||80||No||1||3||1|| || ||
|-
|1483||Peshawar||Pakistan||India||Asia||Hills||Temperate||80||No|| ||1|| || || ||
|-
|1484||Feyzabad||Afghanistan||Afghanistan||Asia||Mountain||Temperate||40||No|| || || || || ||
|-
|1485||Stalinabad||Tadzjikistan||Central Asia||Asia||Mountain||Temperate||60||No||1||1||12|| || ||
|-
|1486||Kabul||Afghanistan||Afghanistan||Asia||Mountain||Arid||40||No||6||8||11|| ||6||3
|-
|1487||Samarkand||Uzbekistan||Central Asia||Asia||Clear||Arid||60||No||1||2||1|| || ||
|-
|1488||Navoi||Turkestan||Central Asia||Asia||Clear||Mediterranean||40||No|| || || || || ||
|-
|1489||Bukhara||Uzbekistan||Central Asia||Asia||Desert||Arid||60||No|| ||1|| || || ||
|-
|1490||Ashgabat||Turkmenistan||Central Asia||Asia||Desert||Arid||60||No||1||1||1|| || ||
|-
|1491||Chardzhou||Turkmenistan||Afghanistan||Asia||Desert||Arid||60||No|| || || || || ||
|-
|1492||Herat||Afghanistan||Afghanistan||Asia||Hills||Arid||40||No|| ||1|| || || ||
|-
|1493||Kandahar||Afghanistan||Afghanistan||Asia||Desert||Arid||40||No|| || || || || ||
|-
|1494||Karachi||Pakistan||India||Asia||Hills||Mediterranean||80||Yes|| ||1|| || || ||
|-
|1495||Chah Bahar||East Persia||Persia||Asia||Desert||Arid||60||Yes|| || || || || ||
|-
|1496||Birjand||East Persia||Persia||Asia||Desert||Arid||20||No||2||2||2|| ||1||1
|-
|1497||Bandar Abbas||East Persia||Persia||Asia||Desert||Arid||60||No|| || || || || ||
|-
|1498||Babolsar||South Persia||Persia||Asia||Mountain||Mediterranean||60||No|| ||1|| || || ||
|-
|1499||Yazd||East Persia||Persia||Asia||Desert||Arid||20||No|| || || || || ||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 1500 ==
|Mashhad||East Persia||Persia||Asia||Hills||Arid||60||No||2||2||2|| ||1||
|-
|1501||Dasht-i-Kavir||East Persia||Persia||Asia||Desert||Arid||20||No|| || || || || ||
|-
|1502||Teheran||North Persia||Persia||Asia||Hills||Arid||60||No||2||2||4|| ||2||1
|-
|1503||Babol||North Persia||Persia||Asia||Mountain||Mediterranean||40||No|| || || || || ||
|-
|1504||Dubai||Persian Gulf Coast||Middle East||Asia||Desert||Arid||40||Yes|| || || || || ||
|-
|1505||Bombay||Bombay||India||Asia||Hills||Subtropical||80||Yes||2||7|| || ||1||
|-
|1506||Pune||Western Ghat||India||Asia||Clear||Tropical||80||Yes|| || || || || ||
|-
|1507||Hyderabad||Deccar||India||Asia||Clear||Tropical||80||No||3||10||3|| ||3||1
|-
|1508||Vijayawada||Eastern Ghat||India||Asia||Clear||Tropical||80||Yes|| || || || || ||
|-
|1509||Madras||Eastern Ghat||India||Asia||Clear||Tropical||80||Yes||1||4||1|| || ||
|-
|1510||Salem||Deccar||India||Asia||Hills||Tropical||80||No|| || || || || ||
|-
|1511||Bangalore||Deccar||India||Asia||Hills||Tropical||80||No||2||6|| || ||14||
|-
|1512||Kolhapur||Western Ghat||India||Asia||Clear||Tropical||80||Yes||1||3||1|| || ||
|-
|1513||Mangalore||Western Ghat||India||Asia||Hills||Tropical||80||Yes|| || || || || ||
|-
|1514||Cochin||Western Ghat||India||Asia||Clear||Tropical||80||Yes||1||4||1|| || ||5
|-
|1515||Madurai||Eastern Ghat||India||Asia||Hills||Tropical||80||Yes||1||4||1|| || ||
|-
|1516||Trincomalee||Ceylon||India||Asia||Jungle||Tropical||80||Yes|| || || || || ||
|-
|1517||Colombo||Ceylon||India||Asia||Mountain||Tropical||80||Yes||2||3||2|| ||1||30
|-
|1518||Andaman Islands||Burma||India||Asia||Clear||Mediterranean||40||Yes|| || || || || ||
|-
|1519||Nicobar Islands||Burma||India||Asia||Clear||Mediterranean||40||Yes|| || || || || ||
|-
|1520||Ulan-Ude||Zabaikalye||China||Asia||Hills||Temperate||60||No|| || || || || ||
|-
|1521||Barguzin||Zabaikalye||China||Asia||Mountain||Temperate||20||No|| || || || || ||
|-
|1522||Mogocha||Zabaikalye||China||Asia||Mountain||Temperate||60||No|| || || || || ||
|-
|1523||Tynda||Amur||Far East Siberia||Asia||Forest||Subarctic||60||No|| || || || || ||
|-
|1524||Magadan||Magadan||Far East Siberia||Asia||Mountain||Subarctic||40||No|| || || || || ||
|-
|1525||Okhotsk||Magadan||Far East Siberia||Asia||Mountain||Subarctic||40||Yes|| || || || || ||
|-
|1526||Chumikan||Amur||Far East Siberia||Asia||Forest||Subarctic||40||Yes|| || || || || ||
|-
|1527||Nikolayevsk-na-Amure||Khabarovsk||Far East Siberia||Asia||Forest||Subarctic||40||Yes|| || || || || ||
|-
|1528||Blagoveshchensk||Amur||Far East Siberia||Asia||Forest||Subarctic||60||No|| || || || || ||
|-
|1529||Birobidzhan||Amur||Far East Siberia||Asia||Forest||Subarctic||60||No|| || || || || ||
|-
|1530||Heihe||Heilongjiang||China||Asia||Forest||Temperate||30||No|| || || || || ||
|-
|1531||Norilsk||Tajmyr_Evenk||Northern Permafrost||Asia||Hills||Subarctic||0||No|| || || || || ||
|-
|1532||Tura||Tajmyr_Evenk||Northern Permafrost||Asia||Marsh||Subarctic||20||No|| || || || || ||
|-
|1533||Igarka||North Krasnoyarsk||Krasnoyarsk||Asia||Marsh||Subarctic||20||No|| || || || || ||
|-
|1534||Poloi||North Krasnoyarsk||Krasnoyarsk||Asia||Marsh||Subarctic||20||No|| || || || || ||
|-
|1535||Angutikha||North Krasnoyarsk||Krasnoyarsk||Asia||Forest||Subarctic||20||No|| || || || || ||
|-
|1536||Turukhansk||North Krasnoyarsk||Krasnoyarsk||Asia||Forest||Subarctic||20||No|| || || || || ||
|-
|1537||Baikit||Tajmyr_Evenk||Krasnoyarsk||Asia||Forest||Subarctic||20||No|| || || || || ||
|-
|1538||Severo-Yenisejsk||South Krasnoyarsk||Krasnoyarsk||Asia||Forest||Subarctic||40||No|| || || || || ||
|-
|1539||Yenisejsk||North Krasnoyarsk||Krasnoyarsk||Asia||Forest||Muddy||40||No|| || || || || ||
|-
|1540||Kolpachevo||Tomsk||Tomsk||Asia||Forest||Subarctic||40||No|| || || || || ||
|-
|1541||Nizhnevartovsk||Tomsk||Tomsk||Asia||Forest||Subarctic||40||No|| || || || || ||
|-
|1542||Aleksandrovskoye||Tomsk||Tomsk||Asia||Forest||Subarctic||40||No|| || || || || ||
|-
|1543||Kargasok||Tomsk||Tomsk||Asia||Forest||Subarctic||40||No|| || || || || ||
|-
|1544||Tomsk||Tomsk||Tomsk||Asia||Forest||Subarctic||60||No|| ||1|| || || ||
|-
|1545||Asino||Tomsk||Tomsk||Asia||Forest||Subarctic||60||No|| || || || || ||
|-
|1546||Kemerovo||Novosibirsk||Novosibirsk||Asia||Forest||Subarctic||40||No||2||2||132|| ||6||
|-
|1547||Barnaul||Novosibirsk||Novosibirsk||Asia||Forest||Subarctic||60||No||2||2||2|| ||2||
|-
|1548||Novosibirsk||Novosibirsk||Novosibirsk||Asia||Hills||Subarctic||60||No||2||2||2|| ||2||1
|-
|1549||Rubcovsk||Kazakstan||Kazakstan||Asia||Mountain||Temperate||60||No|| || || || || ||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 1550 ==
|Semipalatinsk||Kazakstan||Kazakstan||Asia||Clear||Subarctic||60||No|| || || || || ||
|-
|1551||Pavlodar||Kazakstan||Kazakstan||Asia||Clear||Subarctic||60||No|| || || || || ||
|-
|1552||Omsk||Omsk||Urals||Asia||Forest||Subarctic||60||No||1||1||1|| || ||
|-
|1553||Ekibastuz||Kazakstan||Kazakstan||Asia||Clear||Subarctic||60||No|| || || || || ||
|-
|1554||Karaganda||Kazakstan||Kazakstan||Asia||Clear||Muddy||40||No||1||1||45|| || ||
|-
|1555||Balkhash||Melkosopotjnik||Kazakstan||Asia||Clear||Muddy||40||No|| || || || || ||
|-
|1556||Ust-Kamenogorsk||Kazakstan||Kazakstan||Asia||Clear||Muddy||60||No|| ||1|| || || ||
|-
|1557||Bijsk||Novosibirsk||Novosibirsk||Asia||Mountain||Temperate||60||No|| || || || || ||
|-
|1558||Ojrot-Tura||Novosibirsk||Novosibirsk||Asia||Mountain||Temperate||60||No|| || || || || ||
|-
|1559||Abakan||Novosibirsk||Novosibirsk||Asia||Forest||Muddy||40||No|| || || || || ||
|-
|1560||Krasnoyarsk||South Krasnoyarsk||Krasnoyarsk||Asia||Forest||Muddy||60||No||1||1||33|| || ||
|-
|1561||Achinsk||South Krasnoyarsk||Krasnoyarsk||Asia||Forest||Subarctic||60||No|| || ||30|| || ||
|-
|1562||Kezhma||South Krasnoyarsk||Krasnoyarsk||Asia||Forest||Subarctic||40||No|| || || || || ||
|-
|1563||Vanavara||Tajmyr_Evenk||Krasnoyarsk||Asia||Forest||Subarctic||40||No|| || || || || ||
|-
|1564||Muzhi||Tyumen||Urals||Asia||Marsh||Subarctic||20||No|| || || || || ||
|-
|1565||Saranpaul||Tyumen||Urals||Asia||Marsh||Subarctic||20||No|| || || || || ||
|-
|1566||Berezniki||Ufa||Urals||Asia||Hills||Subarctic||60||No|| || || || ||7||
|-
|1567||Ufa||Ufa||Urals||Asia||Hills||Muddy||60||No||2||2||6|| ||15||3
|-
|1568||Uralsk||Kirgiz Steppe||Kazakstan||Asia||Clear||Muddy||60||No|| || || || || ||
|-
|1569||Guriev||Kirgiz Steppe||Kazakstan||Asia||Clear||Muddy||60||No|| || || || || ||
|-
|1570||Chkalov||Kuybyshev||Urals||Asia||Clear||Muddy||60||No||1||1||3||2||9||
|-
|1571||Serov||Sverdlovsk||Urals||Asia||Forest||Subarctic||60||No|| || || || || ||
|-
|1572||Sverdlovsk||Sverdlovsk||Urals||Asia||Hills||Muddy||60||No||3||3||9|| ||18||6
|-
|1573||Nizhnij Tagil||Sverdlovsk||Urals||Asia||Forest||Muddy||60||No|| || || || || ||
|-
|1574||Chelyabinsk||Sverdlovsk||Urals||Asia||Hills||Muddy||60||No||2||2||6|| ||15||3
|-
|1575||Kurgan||Sverdlovsk||Urals||Asia||Clear||Muddy||60||No||1||1||1|| || ||
|-
|1576||Kostanai||Sverdlovsk||Urals||Asia||Clear||Muddy||40||No|| || || || || ||
|-
|1577||Orsk||Kirgiz Steppe||Kazakstan||Asia||Hills||Muddy||60||No|| || || || || ||
|-
|1578||Aktyubinsk||Kirgiz Steppe||Kazakstan||Asia||Clear||Muddy||60||No|| || || || || ||35
|-
|1579||Kulsary||Kirgiz Steppe||Kazakstan||Asia||Desert||Arid||40||No|| || || || || ||
|-
|1580||Chelkar||Kirgiz Steppe||Kazakstan||Asia||Clear||Muddy||60||No|| || || || || ||
|-
|1581||Turgai||Kazakstan||Kazakstan||Asia||Clear||Muddy||40||No|| || || || || ||
|-
|1582||Aralsk||Turkestan||Kazakstan||Asia||Clear||Mediterranean||60||No|| || || || || ||
|-
|1583||Fort Shevchenko||Kirgiz Steppe||Kazakstan||Asia||Desert||Arid||40||No|| || || || || ||
|-
|1584||Kungrad||Uzbekistan||Central Asia||Asia||Desert||Arid||40||No|| || || || || ||
|-
|1585||Nukus||Uzbekistan||Central Asia||Asia||Desert||Arid||40||No|| || || || || ||
|-
|1586||Kazalinsk||Melkosopotjnik||Kazakstan||Asia||Desert||Arid||60||No|| || || || || ||
|-
|1587||Baikonur||Melkosopotjnik||Kazakstan||Asia||Clear||Subarctic||40||No|| || || || || ||
|-
|1588||Zhezkazgan||Melkosopotjnik||Kazakstan||Asia||Clear||Subarctic||40||No|| || || || || ||
|-
|1589||Samarkandskij||Melkosopotjnik||Kazakstan||Asia||Clear||Subarctic||40||No|| || || || || ||
|-
|1590||Akmolinsk||Kazakstan||Kazakstan||Asia||Clear||Muddy||40||No|| || || || || ||
|-
|1591||Kokchetav||Kazakstan||Kazakstan||Asia||Forest||Muddy||40||No|| || || || || ||
|-
|1592||Petropavlovsk||Omsk||Urals||Asia||Forest||Muddy||60||No|| || || || || ||
|-
|1593||Tyumen||Tyumen||Urals||Asia||Clear||Muddy||60||No||1||1||1|| || ||
|-
|1594||Tobolsk||Omsk||Urals||Asia||Forest||Subarctic||40||No|| || || || || ||
|-
|1595||||-||-||-||Ocean||Temperate||100||No|| || || || || ||
|-
|1596||Surgut||Omsk||Urals||Asia||Forest||Subarctic||20||No|| || || || || ||
|-
|1597||Khanty-Mansijsk||Tyumen||Urals||Asia||Forest||Subarctic||20||No|| || || || || ||
|-
|1598||Tarko-Sale||Omsk||Urals||Asia||Forest||Subarctic||20||No|| || || || || ||
|-
|1599||Iwo Jima||Bonin||Asian Pacific||Asia||Hills||Subtropical||60||Yes|| || || || || ||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 1600 ==
|Bikini||Marshalls||Asian Pacific||Asia||Clear||Tropical||60||Yes|| || || || || ||
|-
|1601||Eniwetok||Marshalls||Asian Pacific||Asia||Clear||Tropical||60||Yes|| || || || || ||
|-
|1602||Wotje||Marshalls||Asian Pacific||Asia||Clear||Tropical||60||Yes|| || || ||&nbsp;|| ||
|-
|1603||Maloelap||Marshalls||Asian Pacific||Asia||Clear||Tropical||60||Yes|| || || || || ||
|-
|1604||Wolelai||Carolinese||Asian Pacific||Asia||Clear||Tropical||60||Yes|| || || || || ||
|-
|1605||Majuro||Marshalls||Asian Pacific||Asia||Clear||Tropical||60||Yes|| || || || || ||
|-
|1606||Mili||Marshalls||Asian Pacific||Asia||Clear||Tropical||60||Yes|| || || || || ||
|-
|1607||Jaluit||Marshalls||Asian Pacific||Asia||Clear||Tropical||60||Yes|| || || || || ||
|-
|1608||Kwajalein||Marshalls||Asian Pacific||Asia||Clear||Tropical||60||Yes|| || || || || ||
|-
|1609||Kosrae||Senjavin||Asian Pacific||Asia||Clear||Tropical||60||Yes|| || || || || ||
|-
|1610||Ponape||Senjavin||Asian Pacific||Asia||Clear||Tropical||60||Yes|| || || || || ||
|-
|1611||Nauru||Nauru||Asian Pacific||Asia||Clear||Tropical||60||Yes|| || || || || ||1
|-
|1612||Satawan||Carolinese||Asian Pacific||Asia||Clear||Tropical||60||Yes|| || || || || ||
|-
|1613||Truk||Carolinese||Asian Pacific||Asia||Clear||Tropical||60||Yes|| || || || || ||
|-
|1614||Vella Lavella||Central Solomons||North Solomon Islands||Asia||Jungle||Tropical||60||Yes|| || || || || ||
|-
|1615||Ulul||Carolinese||Asian Pacific||Asia||Clear||Tropical||60||Yes|| || || || || ||
|-
|1616||Pulusuk||Carolinese||Asian Pacific||Asia||Clear||Tropical||60||Yes|| || || || || ||
|-
|1617||Woleai||Carolinese||Asian Pacific||Asia||Clear||Tropical||60||Yes|| || || || || ||
|-
|1618||Ulithi||Carolinese||Asian Pacific||Asia||Clear||Tropical||60||Yes|| || || || || ||
|-
|1619||Yap||Carolinese||Asian Pacific||Asia||Clear||Tropical||60||Yes|| || || || || ||
|-
|1620||Ngulu||Carolinese||Asian Pacific||Asia||Clear||Tropical||60||Yes|| || || || || ||
|-
|1621||Palau||Carolinese||Asian Pacific||Asia||Hills||Tropical||60||Yes|| || || || || ||
|-
|1622||Kolombangara||Central Solomons||North Solomon Islands||Asia||Jungle||Tropical||40||Yes|| || || || || ||
|-
|1623||||-||-||-||Ocean||Temperate||60||No|| || || || || ||
|-
|1624||Guam||North Marianes||Asian Pacific||Asia||Jungle||Tropical||60||Yes|| || || || || ||
|-
|1625||Rota||North Marianes||Asian Pacific||Asia||Jungle||Tropical||60||Yes|| || || || || ||
|-
|1626||Tinian||North Marianes||Asian Pacific||Asia||Jungle||Tropical||60||Yes|| || || || || ||
|-
|1627||Saipan||North Marianes||Asian Pacific||Asia||Jungle||Tropical||60||Yes|| || || || || ||
|-
|1628||Batavia||West Java||Indonesia||Asia||Clear||Tropical||60||Yes|| || || || || ||5
|-
|1629||Tjilatjap||West Java||Indonesia||Asia||Hills||Tropical||60||Yes||1||4||1|| || ||5
|-
|1630||Semarang||West Java||Indonesia||Asia||Clear||Tropical||60||Yes||2||5||2|| ||1||15
|-
|1631||Djokjakarta||East Java||Indonesia||Asia||Hills||Tropical||60||Yes|| ||1|| || || ||5
|-
|1632||Soerabaja||East Java||Indonesia||Asia||Clear||Tropical||60||Yes||2||6||2|| ||1||7
|-
|1633||Malang||East Java||Indonesia||Asia||Hills||Tropical||60||Yes|| || || || || ||3
|-
|1634||Madura||East Java||Indonesia||Asia||Marsh||Tropical||60||Yes|| || || || || ||5
|-
|1635||Bali||Sunda Islands||Indonesia||Asia||Forest||Tropical||60||Yes|| || || || || ||
|-
|1636||Lombok||Sunda Islands||Indonesia||Asia||Forest||Tropical||60||Yes|| || || || || ||
|-
|1637||Sumbawa||Sunda Islands||Indonesia||Asia||Forest||Tropical||40||Yes|| ||1|| || || ||
|-
|1638||Sumba||Sunda Islands||Indonesia||Asia||Forest||Tropical||40||Yes|| || || || || ||
|-
|1639||Flores||Flores_Timor||Indonesia||Asia||Forest||Tropical||40||Yes|| || || || || ||
|-
|1640||Makassar||Celebes||Indonesia||Asia||Forest||Tropical||60||Yes|| ||1|| || || ||
|-
|1641||Bandjermasin||South Borneo||Indonesia||Asia||Jungle||Tropical||40||Yes|| || || ||4|| ||
|-
|1642||Pontianak||South Borneo||Indonesia||Asia||Jungle||Tropical||40||Yes|| || || ||4|| ||
|-
|1643||Semitau||South Borneo||Indonesia||Asia||Mountain||Tropical||20||No|| || || || || ||
|-
|1644||Kuching||North Borneo||Indonesia||Asia||Jungle||Tropical||40||Yes|| || || || || ||7
|-
|1645||Mahakam||North Borneo||Indonesia||Asia||Mountain||Tropical||20||No|| || || || || ||
|-
|1646||Miri||North Borneo||Indonesia||Asia||Jungle||Tropical||40||Yes|| || || ||11|| ||
|-
|1647||Jesselton||North Borneo||Indonesia||Asia||Jungle||Tropical||40||Yes|| || || || || ||3
|-
|1648||Tarakan||North Borneo||Indonesia||Asia||Jungle||Tropical||40||Yes|| || || ||4|| ||
|-
|1649||Samarinda||South Borneo||Indonesia||Asia||Jungle||Tropical||40||Yes|| || || || || ||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 1650 ==
|Balikpapan||South Borneo||Indonesia||Asia||Jungle||Tropical||40||Yes|| || || || || ||
|-
|1651||Palu||Celebes||Indonesia||Asia||Jungle||Tropical||60||Yes|| || || || || ||
|-
|1652||Kendari||Celebes||Indonesia||Asia||Forest||Tropical||60||Yes|| || || || || ||
|-
|1653||Menado||Celebes||Indonesia||Asia||Forest||Tropical||60||Yes|| ||1|| || || ||
|-
|1654||Helmahera||Molucks||Indonesia||Asia||Forest||Tropical||60||Yes|| || || || || ||
|-
|1655||Buru||Molucks||Indonesia||Asia||Jungle||Tropical||60||Yes|| || || || || ||
|-
|1656||Ceram||Molucks||Indonesia||Asia||Jungle||Tropical||60||Yes|| || || || || ||
|-
|1657||West Timor||Flores_Timor||Indonesia||Asia||Jungle||Tropical||40||Yes|| ||1|| || || ||
|-
|1658||East Timor||Flores_Timor||Indonesia||Asia||Jungle||Tropical||40||Yes|| || || || || ||
|-
|1659||Sorong||Babo||New Guinea||Asia||Jungle||Tropical||40||Yes|| || || || || ||
|-
|1660||Babo||Babo||New Guinea||Asia||Jungle||Tropical||40||Yes|| || || || || ||
|-
|1661||Biak Island||Babo||New Guinea||Asia||Jungle||Tropical||40||Yes|| || || || || ||
|-
|1662||Kokonau||Agats||New Guinea||Asia||Mountain||Subtropical||20||Yes|| || || || || ||
|-
|1663||Arare||Sarmi||New Guinea||Asia||Jungle||Tropical||40||Yes|| || || || || ||
|-
|1664||Sarmi||Sarmi||New Guinea||Asia||Jungle||Tropical||40||Yes|| || || || || ||
|-
|1665||Hollandia||Sarmi||New Guinea||Asia||Jungle||Tropical||40||Yes|| || || || || ||
|-
|1666||Aitape||Lae||New Guinea||Asia||Jungle||Tropical||40||Yes|| || || || || ||
|-
|1667||Wewak||Lae||New Guinea||Asia||Jungle||Tropical||40||Yes|| || || || || ||
|-
|1668||Admiralty Islands||North Bismarck Archipelago||Bismarck Archipelago||Asia||Jungle||Tropical||60||Yes|| || || || || ||
|-
|1669||New Ireland||North Bismarck Archipelago||Bismarck Archipelago||Asia||Jungle||Tropical||60||Yes|| || || || || ||
|-
|1670||Rabaul||Rabaul||Bismarck Archipelago||Asia||Forest||Tropical||60||Yes|| || || || || ||
|-
|1671||Gasmata||Rabaul||Bismarck Archipelago||Asia||Jungle||Tropical||60||Yes|| || || || || ||
|-
|1672||Lae||Lae||New Guinea||Asia||Jungle||Tropical||40||Yes|| || || || || ||
|-
|1673||Agats||Agats||New Guinea||Asia||Mountain||Subtropical||20||Yes|| || || || || ||
|-
|1674||Merauke||Agats||New Guinea||Asia||Jungle||Tropical||20||Yes|| || || || || ||
|-
|1675||Kerema||Port Moresby||New Guinea||Asia||Jungle||Tropical||20||Yes|| || || || || ||
|-
|1676||Bismarck Range||Lae||New Guinea||Asia||Mountain||Subtropical||20||No|| || || || || ||
|-
|1677||Buna||Port Moresby||New Guinea||Asia||Jungle||Tropical||40||Yes|| || || || || ||
|-
|1678||Owen Stanley Mountains||Port Moresby||New Guinea||Asia||Mountain||Subtropical||20||No|| || || || || ||
|-
|1679||Port Moresby||Port Moresby||New Guinea||Asia||Jungle||Tropical||40||Yes|| || || || || ||
|-
|1680||Milne Bay||Port Moresby||New Guinea||Asia||Jungle||Tropical||40||Yes|| || || || || ||
|-
|1681||Buka Island||Bougainville||North Solomon Islands||Asia||Jungle||Tropical||40||Yes|| || || || || ||
|-
|1682||Bougainville||Bougainville||North Solomon Islands||Asia||Jungle||Tropical||40||Yes|| || || || || ||
|-
|1683||Shortland Island||Central Solomons||North Solomon Islands||Asia||Jungle||Tropical||40||Yes|| || || || || ||
|-
|1684||New Georgia||Guadalcanal||North Solomon Islands||Asia||Jungle||Tropical||40||Yes|| || || || || ||
|-
|1685||Guadalcanal||Guadalcanal||North Solomon Islands||Asia||Jungle||Tropical||40||Yes|| || || || || ||
|-
|1686||Santa Cruz Islands||North New Hebrides||South Solomon Islands||Asia||Jungle||Tropical||40||Yes|| || || || || ||
|-
|1687||Mare||South New Hebrides||South Solomon Islands||Asia||Jungle||Tropical||40||Yes|| || || || || ||
|-
|1688||Bank Islands||Espirtu Santo||South Solomon Islands||Asia||Jungle||Tropical||40||Yes|| || || || || ||
|-
|1689||Espirtu Santo||Espirtu Santo||South Solomon Islands||Asia||Jungle||Tropical||40||Yes|| || || || || ||
|-
|1690||Efate||Espirtu Santo||South Solomon Islands||Asia||Jungle||Tropical||40||Yes|| || || || || ||
|-
|1691||Lifou||South New Hebrides||South Solomon Islands||Asia||Jungle||Tropical||40||Yes|| || || || || ||
|-
|1692||Noumea||South New Hebrides||South Solomon Islands||Asia||Jungle||Tropical||40||Yes|| || || || || ||
|-
|1693||Cairns||Cairns||Australia||Asia||Forest||Mediterranean||60||No|| || || || || ||
|-
|1694||Weipa||Cairns||Australia||Asia||Forest||Subtropical||60||Yes|| || || || || ||
|-
|1695||Normanton||Cairns||Australia||Asia||Clear||Subtropical||60||Yes|| || || || || ||
|-
|1696||Townsville||Cairns||Australia||Asia||Clear||Subtropical||60||No|| || || || || ||
|-
|1697||Hughenden||Cairns||Australia||Asia||Clear||Mediterranean||40||No|| || || || || ||
|-
|1698||Rockhampton||Brisbane||Australia||Asia||Clear||Mediterranean||60||No|| || || || || ||
|-
|1699||Blackall||Brisbane||Australia||Asia||Clear||Mediterranean||40||No|| || || || || ||
|}
[[Category:Reference]]
[[Category:Provinces by ID]]
4cdbe62c19056ba6dbfd1967cf56d72492aa2475
Provinces by ID, part 3
0
657
1148
1147
2017-03-18T11:51:56Z
Meneth
2
1 revision imported: Import from HoI2 Wiki
wikitext
text/x-wiki
This overview shows provinces with IDs ranging from '''1700''' to '''2700''' sorted numerically. Lower ID in [[Provinces_by_ID,_part_1|Part 1 ('''1''' to '''849''')]] and [[Provinces_by_ID,_part_2|Part 2 ('''850''' to '''1699''']].
__TOC__
Data has been updated for version '''1.1'''.
{| border="1" cellpadding="1" cellspacing="0" style="font-size: 85%; border: gray solid 1px; border-collapse: collapse; text-align: center;" WIDTH='95%'
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 1700 ==
|Mount Isa||Darwin||Australia||Asia||Clear||Subtropical||20||No|| || || || ||3||
|-
|1701||Borroloola||Darwin||Australia||Asia||Clear||Subtropical||40||Yes|| || || || || ||
|-
|1702||Nhulunbuy||Darwin||Australia||Asia||Forest||Subtropical||40||Yes|| || || || || ||
|-
|1703||Darwin||Darwin||Australia||Asia||Forest||Subtropical||60||Yes|| || || || || ||
|-
|1704||Katherine||Darwin||Australia||Asia||Forest||Subtropical||40||Yes|| || || || || ||
|-
|1705||Barrow Creek||Alice Springs||Australia||Asia||Clear||Subtropical||20||No|| || || || || ||
|-
|1706||Wyndham||Darwin||Australia||Asia||Forest||Subtropical||20||No|| || || || || ||
|-
|1707||Wave Hill||Darwin||Australia||Asia||Clear||Subtropical||20||No|| || || || || ||
|-
|1708||Broome||Darwin||Australia||Asia||Clear||Subtropical||40||No|| || || || || ||
|-
|1709||Goldsworthy||Perth||Australia||Asia||Desert||Arid||40||No|| || || || || ||
|-
|1710||Carnarvon||Perth||Australia||Asia||Clear||Mediterranean||60||Yes|| || || || || ||
|-
|1711||Geraldton||Perth||Australia||Asia||Clear||Mediterranean||60||Yes|| || || || || ||
|-
|1712||Perth||Perth||Australia||Asia||Forest||Mediterranean||60||Yes||1|| ||1|| || ||
|-
|1713||Esperance||Perth||Australia||Asia||Clear||Mediterranean||20||Yes|| || || || || ||
|-
|1714||Laverton||Alice Springs||Australia||Asia||Desert||Arid||0||No|| || || || || ||
|-
|1715||Gibson Desert||Alice Springs||Australia||Asia||Desert||Arid||0||No|| || || || || ||
|-
|1716||Penong||Adelaide||Australia||Asia||Desert||Arid||20||Yes|| || || || || ||
|-
|1717||Port Lincoln||Adelaide||Australia||Asia||Clear||Mediterranean||60||Yes|| || || || || ||
|-
|1718||Port Augusta||Adelaide||Australia||Asia||Clear||Mediterranean||60||Yes|| || || || || ||
|-
|1719||Birdsville||Alice Springs||Australia||Asia||Desert||Arid||0||No|| || || || || ||
|-
|1720||Quilpie||Alice Springs||Australia||Asia||Clear||Arid||20||No|| || || || || ||
|-
|1721||Mitchell||Brisbane||Australia||Asia||Clear||Mediterranean||40||No|| || ||20|| || ||
|-
|1722||Brisbane||Brisbane||Australia||Asia||Hills||Mediterranean||80||Yes||1||1||1|| ||1||
|-
|1723||Coff's Harbour||Brisbane||Australia||Asia||Hills||Mediterranean||80||Yes|| || || || || ||
|-
|1724||Newcastle||Sydney||Australia||Asia||Hills||Mediterranean||80||Yes|| || ||20|| || ||
|-
|1725||Wentworth||Sydney||Australia||Asia||Hills||Mediterranean||40||No|| || || || || ||
|-
|1726||Cobar||Sydney||Australia||Asia||Clear||Mediterranean||40||No|| || || || || ||
|-
|1727||Sydney||Sydney||Australia||Asia||Hills||Mediterranean||80||Yes||4||2||4|| ||2||1
|-
|1728||Canberra||Melbourne||Australia||Asia||Hills||Mediterranean||80||Yes||5||5||10|| ||5||3
|-
|1729||Tasmania||Melbourne||Australia||Asia||Hills||Subtropical||60||Yes|| || || || ||15||
|-
|1730||Melbourne||Melbourne||Australia||Asia||Clear||Mediterranean||80||Yes||3||2||3|| ||2||1
|-
|1731||Hay||Melbourne||Australia||Asia||Hills||Mediterranean||40||No|| || || || || ||
|-
|1732||Mount Gambier||Adelaide||Australia||Asia||Clear||Mediterranean||60||Yes|| || || || || ||
|-
|1733||Adelaide||Adelaide||Australia||Asia||Clear||Mediterranean||60||Yes||1||1||1|| || ||
|-
|1734||Broken Hill||Adelaide||Australia||Asia||Clear||Mediterranean||40||No|| || || || ||31||
|-
|1735||Palawan||Palawan_Mindoro||Philippines||Asia||Jungle||Tropical||40||Yes|| || || || || ||
|-
|1736||Mindoro||Palawan_Mindoro||Philippines||Asia||Forest||Tropical||40||Yes|| || || || || ||
|-
|1737||Manila||Luzon||Philippines||Asia||Clear||Tropical||60||No||4||5||11|| ||6||4
|-
|1738||Bataan||Luzon||Philippines||Asia||Hills||Tropical||60||No|| || || || || ||
|-
|1739||Clark Field||Luzon||Philippines||Asia||Clear||Tropical||60||No|| || || || || ||
|-
|1740||Lingayen Gulf||Luzon||Philippines||Asia||Clear||Tropical||60||Yes||1||1||1|| || ||
|-
|1741||Aparri||Luzon||Philippines||Asia||Hills||Tropical||60||Yes|| || || || || ||
|-
|1742||Lamon Bay||Luzon||Philippines||Asia||Forest||Tropical||60||Yes|| || || || || ||
|-
|1743||Legaspi||Luzon||Philippines||Asia||Forest||Tropical||60||Yes||1||1||1|| || ||
|-
|1744||Samar||Leyte Island Group||Philippines||Asia||Jungle||Tropical||40||Yes|| || || || || ||
|-
|1745||Leyte||Leyte Island Group||Philippines||Asia||Forest||Tropical||60||Yes|| || || || || ||
|-
|1746||Panay||Leyte Island Group||Philippines||Asia||Jungle||Tropical||40||Yes||1||1||1|| ||1||1
|-
|1747||Negros||Leyte Island Group||Philippines||Asia||Forest||Tropical||40||Yes||1||1||1|| ||1||
|-
|1748||Zamboanga||Mindanao||Philippines||Asia||Hills||Tropical||40||Yes|| || || || || ||
|-
|1749||Cagayan||Mindanao||Philippines||Asia||Forest||Tropical||40||Yes|| ||1|| || ||4||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 1750 ==
|Davao||Mindanao||Philippines||Asia||Forest||Tropical||40||Yes|| || || || || ||
|-
|1751||Tahiti||Polynesia||American Pacific||Asia||Clear||Tropical||80||Yes|| || || || || ||
|-
|1752||Fiji||Fiji||American Pacific||Asia||Clear||Tropical||80||Yes|| || || || || ||
|-
|1753||Vanua Levu||Fiji||American Pacific||Asia||Clear||Tropical||80||Yes|| || || || || ||
|-
|1754||Lau Group||Fiji||American Pacific||Asia||Clear||Tropical||80||Yes|| || || || || ||
|-
|1755||Taveuni||Fiji||American Pacific||Asia||Clear||Tropical||80||Yes|| || || || || ||
|-
|1756||Samoa||Samoa||American Pacific||Asia||Clear||Tropical||80||Yes|| || || || || ||
|-
|1757||Tamana||South Gilberts||American Pacific||Asia||Clear||Tropical||80||Yes|| || || || || ||
|-
|1758||Arorae||South Gilberts||American Pacific||Asia||Clear||Tropical||80||Yes|| || || || || ||
|-
|1759||Tabiteuea||South Gilberts||American Pacific||Asia||Clear||Tropical||80||Yes|| || || || || ||
|-
|1760||Nonouti||South Gilberts||American Pacific||Asia||Clear||Tropical||80||Yes|| || || || || ||
|-
|1761||Apamama||North Gilberts||American Pacific||Asia||Clear||Tropical||80||Yes|| || || || || ||
|-
|1762||Phoenix Island||Phoenix||American Pacific||Asia||Clear||Tropical||80||Yes|| || || || || ||
|-
|1763||Christmas Island||Phoenix||American Pacific||Asia||Clear||Tropical||80||Yes|| || || || || ||
|-
|1764||Jarvis Island||Phoenix||American Pacific||Asia||Clear||Tropical||80||Yes|| || || || || ||
|-
|1765||Palmyra||Phoenix||American Pacific||Asia||Clear||Tropical||80||Yes|| || || || || ||
|-
|1766||Johnson Island||Johnson Island||American Pacific||Asia||Clear||Tropical||80||Yes|| || || || || ||
|-
|1767||Makin||North Gilberts||American Pacific||Asia||Clear||Tropical||80||Yes|| || || || || ||
|-
|1768||Abaiang||North Gilberts||American Pacific||Asia||Clear||Tropical||80||Yes|| || || || || ||
|-
|1769||Tarawa||North Gilberts||American Pacific||Asia||Clear||Tropical||80||Yes|| || || || || ||
|-
|1770||Maiana||North Gilberts||American Pacific||Asia||Clear||Tropical||80||Yes|| || || || || ||
|-
|1771||Mezen||Arkhangelsk||White Sea Tundra||Europe||Marsh||Subarctic||40||No|| || || || || ||
|-
|1772||Ukhta||Perm||Urals||Asia||Marsh||Arctic||20||No|| || || ||2|| ||
|-
|1773||Syktyvkar||Perm||Urals||Asia||Marsh||Subarctic||40||No||1||1||1|| || ||
|-
|1774||Kotelnich||Kazan||Russia||Europe||Forest||Muddy||60||No|| || || || || ||
|-
|1775||Yoskar Ola||Kazan||Russia||Europe||Forest||Muddy||50||No|| || || || || ||
|-
|1776||Cheboksary||Kazan||Russia||Europe||Forest||Muddy||50||No||1||1||1|| || ||
|-
|1777||Saransk||Kazan||Russia||Europe||Clear||Muddy||60||No||1||1||1|| || ||
|-
|1778||Ulyanovsk||Kuybyshev||Russia||Europe||Forest||Muddy||60||No||1||1||1|| || ||
|-
|1779||||-||-||-||Ocean||Temperate||100||No|| || || || || ||
|-
|1780||Kazan||Kuybyshev||Russia||Europe||Clear||Muddy||60||No||2||2||2|| ||2||1
|-
|1781||Melekess||Kuybyshev||Russia||Europe||Clear||Muddy||60||No|| || || || || ||
|-
|1782||Izhevsk||Kazan||Russia||Europe||Forest||Muddy||60||No||1||1||1|| || ||
|-
|1783||Kirov||Kazan||Russia||Europe||Forest||Muddy||60||No||1||1||1|| || ||
|-
|1784||Bonin Islands||Bonin||Asian Pacific||Asia||Hills||Subtropical||60||Yes|| || || || || ||
|-
|1785||Marcus Island||Marcus_Wake||Asian Pacific||Asia||Desert||Arid||60||Yes|| || || || || ||
|-
|1786||Wake Island||Marcus_Wake||Asian Pacific||Asia||Clear||Tropical||60||Yes|| || || || || ||
|-
|1787||Rasht||North Persia||Persia||Asia||Mountain||Mediterranean||40||No|| || || || || ||
|-
|1788||Hamadan||North Persia||Persia||Asia||Mountain||Arid||40||No|| || || || || ||
|-
|1789||Bakhtaran||South Persia||Persia||Asia||Clear||Arid||60||No|| || || || || ||
|-
|1790||Hilla||Iraq||Middle East||Asia||Desert||Arid||40||No|| || || || || ||
|-
|1791||Karbala||Iraq||Middle East||Asia||Desert||Arid||20||No|| || || || || ||
|-
|1792||Damascus||Lebanon_Syria||Middle East||Asia||Desert||Arid||40||No|| ||1|| || || ||
|-
|1793||Tripoli||Lebanon_Syria||Middle East||Asia||Hills||Mediterranean||60||Yes|| || || || || ||
|-
|1794||Beirut||Lebanon_Syria||Middle East||Asia||Hills||Mediterranean||60||Yes||1||1||1|| || ||
|-
|1795||Golan||Lebanon_Syria||Middle East||Asia||Hills||Mediterranean||40||No|| || || || || ||
|-
|1796||Amman||Transjordan||Middle East||Asia||Clear||Mediterranean||40||No|| || || || || ||
|-
|1797||Jerusalem||Palestine||Middle East||Asia||Hills||Mediterranean||40||No|| || || || || ||
|-
|1798||Tel Aviv||Palestine||Middle East||Asia||Clear||Mediterranean||60||Yes||1||1||1|| || ||
|-
|1799||Gaza||Palestine||Middle East||Asia||Clear||Mediterranean||60||Yes|| || || || || ||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 1800 ==
|el-Arish||Palestine||Middle East||Asia||Desert||Arid||40||Yes|| || || || || ||
|-
|1801||Sharm el-Sheikh||Suez Channel Area||Middle East||Asia||Desert||Arid||40||Yes|| || || || || ||
|-
|1802||Akaba||Transjordan||Middle East||Asia||Desert||Arid||20||No|| || || || || ||
|-
|1803||Bayir||Transjordan||Middle East||Asia||Desert||Arid||20||No|| || || || || ||
|-
|1804||Medina||Hedjaz||Middle East||Asia||Desert||Arid||40||No|| || || || || ||
|-
|1805||Jawf||Arabian Desert||Middle East||Asia||Desert||Arid||20||No|| || || || || ||
|-
|1806||Najaf||Iraq||Middle East||Asia||Desert||Arid||20||No|| || || || || ||
|-
|1807||Riyadh||Arabian Desert||Middle East||Asia||Desert||Arid||20||No||6||6||11|| ||6||3
|-
|1808||Jiddah||Hedjaz||Middle East||Asia||Desert||Arid||40||No|| || || || || ||
|-
|1809||Abha||Hedjaz||Middle East||Asia||Hills||Mediterranean||40||Yes|| || || || || ||
|-
|1810||||-||-||-||Ocean||Temperate||100||No|| || || || || ||
|-
|1811||||-||-||-||Ocean||Temperate||100||No|| || || || || ||
|-
|1812||Sanaa||Hedjaz||Middle East||Asia||Hills||Mediterranean||40||Yes||6||7||11|| ||6||3
|-
|1813||Aden||Yemenite Mountains||Middle East||Asia||Hills||Mediterranean||60||Yes|| || || || || ||
|-
|1814||Mukalla||Yemenite Mountains||Middle East||Asia||Desert||Arid||40||No|| || || || || ||
|-
|1815||Socotra||Somalia||Horn of Africa||Africa||Hills||Tropical||40||Yes|| || || || || ||
|-
|1816||The Seychelles||Madagascar||Madagascar||Africa||Clear||Tropical||40||Yes|| || || || || ||
|-
|1817||Diego Garcia Island||Diego Garcia Island||Diego Garcia Island||Asia||Clear||Tropical||60||Yes|| || || || || ||
|-
|1818||Rub al Khali||Arabian Desert||Middle East||Asia||Desert||Arid||0||No|| || || || || ||
|-
|1819||Mascate||Yemenite Mountains||Middle East||Asia||Desert||Arid||40||Yes||5||5||10|| ||5||3
|-
|1820||Doha||Persian Gulf Coast||Middle East||Asia||Desert||Arid||40||Yes|| || || ||4|| ||
|-
|1821||Dammam||Persian Gulf Coast||Middle East||Asia||Desert||Arid||40||Yes|| || || ||12|| ||
|-
|1822||Kuweit City||Persian Gulf Coast||Middle East||Asia||Desert||Arid||40||Yes|| || || ||2|| ||
|-
|1823||Basrah||Iraq||Middle East||Asia||Desert||Arid||60||Yes|| || || || || ||
|-
|1824||Nasiriyah||Iraq||Middle East||Asia||Marsh||Mediterranean||60||No|| ||1|| || || ||
|-
|1825||Abadan||South Persia||Persia||Asia||Clear||Mediterranean||60||Yes|| || || ||40|| ||
|-
|1826||Esfahan||South Persia||Persia||Asia||Mountain||Arid||40||No|| || || || || ||
|-
|1827||Naberezhnye Chelny||Kuybyshev||Russia||Europe||Clear||Muddy||60||No|| || || ||2|| ||
|-
|1828||Kuybyshev||Kuybyshev||Russia||Europe||Clear||Muddy||60||No||2||2||6||2||6||3
|-
|1829||Engels||Kuybyshev||Russia||Europe||Clear||Muddy||60||No|| || || || || ||
|-
|1830||Syzran||Kuybyshev||Russia||Europe||Forest||Muddy||60||No|| || || || || ||
|-
|1831||Nikolayevka||Kuybyshev||Russia||Europe||Forest||Muddy||60||No|| || || || || ||
|-
|1832||Saratov||Kuybyshev||Russia||Europe||Forest||Muddy||60||No||2||2||2|| ||2||1
|-
|1833||Enotaevka||Stalingrad||Russia||Europe||Desert||Arid||40||No|| || || || || ||
|-
|1834||Krasnya Sloboda||Stalingrad||Russia||Europe||Clear||Muddy||60||No|| || || || || ||
|-
|1835||Nikolayevsk||Stalingrad||Russia||Europe||Clear||Muddy||60||No|| || || || || ||
|-
|1836||Elton||Stalingrad||Russia||Europe||Clear||Muddy||20||No|| || || || || ||
|-
|1837||Elista||Astrakhan||Kaukasus||Europe||Desert||Arid||40||No|| || || || || ||
|-
|1838||Astrakhan||Astrakhan||Kaukasus||Europe||Marsh||Temperate||40||No|| || || || || ||
|-
|1839||Novouzensk||Kuybyshev||Russia||Europe||Clear||Muddy||60||No|| || || || || ||
|-
|1840||Kotlas||Kirov||White Sea Tundra||Europe||Marsh||Subarctic||40||No|| || || || || ||
|-
|1841||Velikij Ustyug||Kirov||White Sea Tundra||Europe||Forest||Subarctic||0||No|| || || || || ||
|-
|1842||Bashanta||Astrakhan||Kaukasus||Europe||Clear||Arid||20||No|| || || || || ||
|-
|1843||Armavil||Krasnodar||Kaukasus||Europe||Hills||Temperate||60||No|| || || || || ||
|-
|1844||Maikop||Georgia||Kaukasus||Europe||Mountain||Temperate||40||No|| || || ||6|| ||
|-
|1845||Tuapse||Georgia||Kaukasus||Europe||Mountain||Mediterranean||40||No|| || || || || ||
|-
|1846||Voroshilovsk||Astrakhan||Kaukasus||Europe||Hills||Arid||60||No||1||1||1|| || ||
|-
|1847||Grozny||Astrakhan||Kaukasus||Europe||Hills||Mediterranean||60||No||1||1||3||6|| ||
|-
|1848||Batum||Georgia||Kaukasus||Europe||Mountain||Mediterranean||40||Yes|| || || || || ||
|-
|1849||Nalchik||Georgia||Kaukasus||Europe||Mountain||Temperate||40||No|| || || || || ||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 1850 ==
|Tblisi||Georgia||Kaukasus||Europe||Mountain||Temperate||40||No||2||2||15|| ||6||3
|-
|1851||Kars||Eastern Anatolia||Anatolia||Asia||Hills||Mediterranean||40||No|| || || || || ||
|-
|1852||Erzurum||Eastern Anatolia||Anatolia||Asia||Hills||Temperate||40||No|| || || || || ||3
|-
|1853||Elazig||Eastern Anatolia||Anatolia||Asia||Hills||Temperate||40||No|| || || || || ||
|-
|1854||Batman||Eastern Anatolia||Anatolia||Asia||Hills||Mediterranean||40||No|| || || || || ||
|-
|1855||Van||Eastern Anatolia||Anatolia||Asia||Mountain||Temperate||40||No|| || || || || ||
|-
|1856||Yerevan||Armenia_Azerbaijan||Kaukasus||Europe||Mountain||Temperate||40||No||1||1||1|| || ||
|-
|1857||Makhachkala||Armenia_Azerbaijan||Kaukasus||Europe||Mountain||Mediterranean||40||No||1||1||1|| || ||
|-
|1858||Kirovabad||Armenia_Azerbaijan||Kaukasus||Europe||Mountain||Temperate||40||No|| || || || || ||
|-
|1859||Tabriz||North Persia||Persia||Asia||Mountain||Temperate||40||No|| ||1|| || || ||
|-
|1860||Kirkuk||Iraq||Middle East||Asia||Hills||Arid||40||No|| || || || || ||
|-
|1861||Dair az Zawr||Lebanon_Syria||Middle East||Asia||Clear||Arid||40||No|| || || || || ||
|-
|1862||Aleppo||Lebanon_Syria||Middle East||Asia||Hills||Mediterranean||60||Yes|| || || || || ||
|-
|1863||Hims||Lebanon_Syria||Middle East||Asia||Desert||Arid||20||No|| || || || || ||
|-
|1864||Mosul||Iraq||Middle East||Asia||Clear||Arid||40||No|| || || ||12|| ||
|-
|1865||Samarra||Iraq||Middle East||Asia||Desert||Arid||60||No|| || || || || ||
|-
|1866||Baghdad||Iraq||Middle East||Asia||Desert||Arid||60||No||6||6||11|| ||6||3
|-
|1867||The Azores||The Azores||Portugal||Africa||Clear||Mediterranean||40||Yes|| || || || || ||
|-
|1868||Auckland||New Zealand||Australia||Asia||Forest||Mediterranean||60||Yes||1||1||1|| ||1||1
|-
|1869||Napier||New Zealand||Australia||Asia||Clear||Mediterranean||60||No|| || || || || ||
|-
|1870||New Plymouth||New Zealand||Australia||Asia||Clear||Mediterranean||60||Yes|| || || || || ||
|-
|1871||Wellington||New Zealand||Australia||Asia||Forest||Mediterranean||80||Yes||6||5||11|| ||5||3
|-
|1872||Christchurch||New Zealand||Australia||Asia||Hills||Temperate||80||Yes|| || ||4|| || ||
|-
|1873||Dunedin||New Zealand||Australia||Asia||Hills||Temperate||60||No|| || || || || ||
|-
|1874||Polotsk||Polotsk||Belarus||Europe||Forest||Muddy||60||No|| || || || || ||
|-
|1875||||-||-||-||Ocean||Temperate||100||No|| || || || || ||
|-
|1876||||-||-||-||Ocean||Temperate||100||No|| || || || || ||
|-
|1877||Fort Hertz||North Burma||Indochine||Asia||Mountain||Subtropical||20||No|| || || || || ||
|-
|1878||Ledo||East Bengal||India||Asia||Hills||Subtropical||20||No|| || || || || ||
|-
|1879||Far East Aleutian Plateau||East Bering Sea||Bering Sea||Asia||Ocean||Arctic||100||No|| || || || || ||
|-
|1880||Norten Sound||East Bering Sea||Bering Sea||Asia||Ocean||Arctic||100||No|| || || || || ||
|-
|1881||Bristol Bay||East Bering Sea||Bering Sea||Asia||Ocean||Arctic||100||No|| || || || || ||
|-
|1882||Northwest Aleutian Trench||Aleutians||North Pacific Ocean||Asia||Ocean||Subtropical||100||No|| || || || || ||
|-
|1883||New Hebrides Trench||East Coral Sea||Coral Sea||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|1884||||-||-||-||Ocean||Temperate||100||No|| || || || || ||
|-
|1885||||-||-||-||Ocean||Temperate||100||No|| || || || || ||
|-
|1886||||-||-||-||Ocean||Temperate||100||No|| || || || || ||
|-
|1887||||-||-||-||Ocean||Temperate||100||No|| || || || || ||
|-
|1888||||-||-||-||Ocean||Temperate||100||No|| || || || || ||
|-
|1889||||-||-||-||Ocean||Temperate||100||No|| || || || || ||
|-
|1890||||-||-||-||Ocean||Temperate||100||No|| || || || || ||
|-
|1891||||-||-||-||Ocean||Temperate||100||No|| || || || || ||
|-
|1892||||-||-||-||Ocean||Temperate||100||No|| || || || || ||
|-
|1893||||-||-||-||Ocean||Temperate||100||No|| || || || || ||
|-
|1894||||-||-||-||Ocean||Temperate||100||No|| || || || || ||
|-
|1895||||-||-||-||Ocean||Temperate||100||No|| || || || || ||
|-
|1896||||-||-||-||Ocean||Temperate||100||No|| || || || || ||
|-
|1897||||-||-||-||Ocean||Temperate||100||No|| || || || || ||
|-
|1898||Nai Ga||North Burma||Indochine||Asia||Mountain||Subtropical||20||No|| || || || || ||
|-
|1899||||-||-||-||Ocean||Temperate||100||No|| || || || || ||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 1900 ==
|West Bering Strait||East Bering Sea||Bering Sea||Asia||Ocean||Arctic||100||No|| || || || || ||
|-
|1901||East Aleutian Basin||West Bering Sea||Bering Sea||Asia||Ocean||Arctic||100||No|| || || || || ||
|-
|1902||Southeast Aleutian Basin||West Bering Sea||Bering Sea||Asia||Ocean||Subarctic||100||No|| || || || || ||
|-
|1903||Far West Aleutian Plateau||East Bering Sea||Bering Sea||Asia||Ocean||Arctic||100||No|| || || || || ||
|-
|1904||West Aleutian Plateau||East Bering Sea||Bering Sea||Asia||Ocean||Arctic||100||No|| || || || || ||
|-
|1905||East Bering Strait||East Bering Sea||Bering Sea||Asia||Ocean||Arctic||100||No|| || || || || ||
|-
|1906||East Aleutian Plateau||East Bering Sea||Bering Sea||Asia||Ocean||Arctic||100||No|| || || || || ||
|-
|1907||Baku||Armenia_Azerbaijan||Kaukasus||Europe||Clear||Mediterranean||60||No||2||2||6||58||6||3
|-
|1908||Cape Masoala||Northeast Coast of Madagascar||Coast of Madagascar||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|1909||Rivière-du-Loup||Quebec||Eastern Canada||North America||Hills||Temperate||60||Yes|| || || || || ||
|-
|1910||Valdés Peninsula||Coast of Argentina||Southwest Atlantic Ocean||Indian Ocean||Ocean||Temperate||100||No|| || || || || ||
|-
|1911||Northeast Aleutian Trench||Aleutians||North Pacific Ocean||North America||Ocean||Arctic||100||No|| || || || || ||
|-
|1912||Cook Inlet||Gulf of Alaska||West Coast of North America||North America||Ocean||Subarctic||100||No|| || || || || ||
|-
|1913||Cross Sound||Gulf of Alaska||West Coast of North America||North America||Ocean||Subarctic||100||No|| || || || || ||
|-
|1914||Dixon Entrance||Gulf of Alaska||West Coast of North America||North America||Ocean||Subarctic||100||No|| || || || || ||
|-
|1915||Gilbert Seamount||Gulf of Alaska||West Coast of North America||North America||Ocean||Subarctic||100||No|| || || || || ||
|-
|1916||North Aleutian Trench||Aleutians||North Pacific Ocean||North America||Ocean||Subarctic||100||No|| || || || || ||
|-
|1917||Central Aleutian Trench||Aleutians||North Pacific Ocean||North America||Ocean||Subarctic||100||No|| || || || || ||
|-
|1918||East Aleutian Trench||Aleutians||North Pacific Ocean||North America||Ocean||Subarctic||100||No|| || || || || ||
|-
|1919||Tufts Plain||North Northeast Pacific Basin||North Pacific Ocean||North America||Ocean||Subarctic||100||No|| || || || || ||
|-
|1920||Eickelburg Seamount||West Coast of the United States||West Coast of North America||North America||Ocean||Subarctic||100||No|| || || || || ||
|-
|1921||Queen Charlotte Sound||Gulf of Alaska||West Coast of North America||North America||Ocean||Subarctic||100||No|| || || || || ||
|-
|1922||Strait of Juan de Fuca||West Coast of the United States||West Coast of North America||North America||Ocean||Subarctic||100||No|| || || || || ||
|-
|1923||Willapa Bay||West Coast of the United States||West Coast of North America||North America||Ocean||Temperate||100||No|| || || || || ||
|-
|1924||Cornstock Seamount||North Northeast Pacific Basin||North Pacific Ocean||North America||Ocean||Temperate||100||No|| || || || || ||
|-
|1925||Harris Seamount||North Northeast Pacific Basin||North Pacific Ocean||North America||Ocean||Temperate||100||No|| || || || || ||
|-
|1926||Chinook Trought||Northwest Pacific Basin||North Pacific Ocean||North America||Ocean||Temperate||100||No|| || || || || ||
|-
|1927||West Hawaiian Rise||Hawaiian Rise||Central Pacific Ocean||North America||Ocean||Subtropical||100||No|| || || || || ||
|-
|1928||North Hawaiian Rise||Hawaiian Rise||Central Pacific Ocean||North America||Ocean||Temperate||100||No|| || || || || ||
|-
|1929||North Central Hawaiian Rise||Hawaiian Rise||Central Pacific Ocean||North America||Ocean||Subtropical||100||No|| || || || || ||
|-
|1930||West Murray Fracture Zone||Hawaiian Rise||Central Pacific Ocean||North America||Ocean||Temperate||100||No|| || || || || ||
|-
|1931||Mendelssohn Seamount||Hawaiian Rise||Central Pacific Ocean||North America||Ocean||Subtropical||100||No|| || || || || ||
|-
|1932||East Murray Fracture Zone||North East Pacific Ocean||East Pacific Ocean||Asia||Ocean||Temperate||100||No|| || || || || ||
|-
|1933||West Mendocino Fracture Zone||North Northeast Pacific Basin||North Pacific Ocean||North America||Ocean||Temperate||100||No|| || || || || ||
|-
|1934||East Menocino Fracture Zone||North East Pacific Ocean||East Pacific Ocean||Asia||Ocean||Temperate||100||No|| || || || || ||
|-
|1935||Patton Escarpment||West Coast of the United States||West Coast of North America||North America||Ocean||Temperate||100||No|| || || || || ||
|-
|1936||Cape Mendocino||West Coast of the United States||West Coast of North America||North America||Ocean||Temperate||100||No|| || || || || ||
|-
|1937||San Francisco Bay||West Coast of the United States||West Coast of North America||North America||Ocean||Temperate||100||No|| || || || || ||
|-
|1938||Santa Barbara Channel||West Coast of the United States||West Coast of North America||North America||Ocean||Temperate||100||No|| || || || || ||
|-
|1939||Sebastian Vizcaino Bay||West Coast of Mexico||West Coast of North America||North America||Ocean||Subtropical||100||No|| || || || || ||
|-
|1940||Cedros Trench||West Coast of Mexico||West Coast of North America||North America||Ocean||Subtropical||100||No|| || || || || ||
|-
|1941||Magdelena Bay||West Coast of Mexico||West Coast of North America||North America||Ocean||Tropical||100||No|| || || || || ||
|-
|1942||East Molokai Fracture Zone||North East Pacific Ocean||East Pacific Ocean||Asia||Ocean||Subtropical||100||No|| || || || || ||
|-
|1943||West Molokai Fracture Zone||North East Pacific Ocean||East Pacific Ocean||Asia||Ocean||Subtropical||100||No|| || || || || ||
|-
|1944||French Frigate Shoals||Hawaiian Rise||Central Pacific Ocean||North America||Ocean||Tropical||100||No|| || || || || ||
|-
|1945||South Central Hawaiian Rise||Hawaiian Rise||Central Pacific Ocean||North America||Ocean||Tropical||100||No|| || || || || ||
|-
|1946||Magellan Rise||Carolines||Central Pacific Ocean||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|1947||South Hawaiian Rise||Hawaiian Rise||Central Pacific Ocean||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|1948||West Magellan Rise||Line Islands||South Pacific Ocean||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|1949||East Magellan Rise||Line Islands||South Pacific Ocean||Asia||Ocean||Tropical||100||No|| || || || || ||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 1950 ==
|South Magellan Rise||Line Islands||South Pacific Ocean||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|1951||Central Gilberts||Gilberts||South Pacific Ocean||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|1952||Gilberts-Phoenix Passage||Line Islands||South Pacific Ocean||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|1953||South Line Islands||Line Islands||South Pacific Ocean||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|1954||Central Line Islands||Line Islands||South Pacific Ocean||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|1955||North Line Islands||Line Islands||South Pacific Ocean||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|1956||West Clarion Fracture Zone||Line Islands||South Pacific Ocean||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|1957||Far West Clipperton Fracture Zone||Line Islands||South Pacific Ocean||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|1958||West Clipperton Fracture Zone||South East Pacific Ocean||East Pacific Ocean||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|1959||East Clipperton Fracture Zone||South East Pacific Ocean||East Pacific Ocean||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|1960||Far East Clipperton Fracture Zone||South East Pacific Ocean||East Pacific Ocean||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|1961||South Guatamala Basin||North Southeast Pacific Ocean||Southeast Pacific Ocean||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|1962||North Guatamala Basin||West Coast of Central America||West Coast of North America||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|1963||North Peru-Chile Trench||West Coast of Peru||West Coast of South America||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|1964||Manta Bay||West Coast of Peru||West Coast of South America||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|1965||Gulf of Guayaquil||West Coast of Peru||West Coast of South America||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|1966||Samanco Bay||West Coast of Peru||West Coast of South America||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|1967||Central Peru-Chile Trench||West Coast of Peru||West Coast of South America||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|1968||Peru Basin||North Southeast Pacific Ocean||Southeast Pacific Ocean||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|1969||East Easter Fracture Zone||North Southeast Pacific Ocean||Southeast Pacific Ocean||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|1970||East Marquesas Fracture Zone||North Southeast Pacific Ocean||Southeast Pacific Ocean||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|1971||West Easter Fracture Zone||North Southeast Pacific Ocean||Southeast Pacific Ocean||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|1972||Central Marquesas Fracture Zone||North Southeast Pacific Ocean||Southeast Pacific Ocean||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|1973||West Marquesas Fracture Zone||North Southeast Pacific Ocean||Southeast Pacific Ocean||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|1974||Manihiki Plateau||Fiji Basin||South Pacific Ocean||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|1975||North Tonga Trench||Fiji Basin||South Pacific Ocean||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|1976||Norfolk Ridge||Fiji Basin||South Pacific Ocean||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|1977||Kermadec Trench||East Cost of New Zealand||Pacific-Antarctic Ridge||Indian Ocean||Ocean||Temperate||100||No|| || || || || ||
|-
|1978||East Campbell Plateau||Southwest Pacific Basin||Pacific-Antarctic Ridge||Indian Ocean||Ocean||Subarctic||100||No|| || || || || ||
|-
|1979||West Louisville Ridge||Southwest Pacific Basin||Pacific-Antarctic Ridge||Indian Ocean||Ocean||Temperate||100||No|| || || || || ||
|-
|1980||West Tonga Trench||Fiji Basin||South Pacific Ocean||Asia||Ocean||Subtropical||100||No|| || || || || ||
|-
|1981||East Tonga Trench||Fiji Basin||South Pacific Ocean||Asia||Ocean||Subtropical||100||No|| || || || || ||
|-
|1982||East Louisville Ridge||Southwest Pacific Basin||Pacific-Antarctic Ridge||Indian Ocean||Ocean||Temperate||100||No|| || || || || ||
|-
|1983||West Udintsev Fracture Zone||Southwest Pacific Basin||Pacific-Antarctic Ridge||Indian Ocean||Ocean||Subarctic||100||No|| || || || || ||
|-
|1984||Central Udintsev Fracture Zone||Southeast Pacific Basin||Pacific-Antarctic Ridge||Indian Ocean||Ocean||Subarctic||100||No|| || || || || ||
|-
|1985||West Eltanin Fracture Zone||Southwest Pacific Basin||Pacific-Antarctic Ridge||Indian Ocean||Ocean||Temperate||100||No|| || || || || ||
|-
|1986||West Challenger Fracture Zone||South Southeast Pacific Ocean||Southeast Pacific Ocean||Indian Ocean||Ocean||Subtropical||100||No|| || || || || ||
|-
|1987||Central Challenger Fracture Zone||South Southeast Pacific Ocean||Southeast Pacific Ocean||Indian Ocean||Ocean||Subtropical||100||No|| || || || || ||
|-
|1988||Central Eltanin Fracture Zone||Southeast Pacific Basin||Pacific-Antarctic Ridge||Indian Ocean||Ocean||Temperate||100||No|| || || || || ||
|-
|1989||East Udintsev Fracture Zone||Southeast Pacific Basin||Pacific-Antarctic Ridge||Indian Ocean||Ocean||Subarctic||100||No|| || || || || ||
|-
|1990||East Eltanin Fracture Zone||Southeast Pacific Basin||Pacific-Antarctic Ridge||Indian Ocean||Ocean||Temperate||100||No|| || || || || ||
|-
|1991||East Challenger Fracture Zone||South Southeast Pacific Ocean||Southeast Pacific Ocean||Indian Ocean||Ocean||Subtropical||100||No|| || || || || ||
|-
|1992||Northwest Humboldt Plain||Southeast Pacific Basin||Pacific-Antarctic Ridge||Indian Ocean||Ocean||Temperate||100||No|| || || || || ||
|-
|1993||Southwest Humboldt Plain||Southeast Pacific Basin||Pacific-Antarctic Ridge||Indian Ocean||Ocean||Subarctic||100||No|| || || || || ||
|-
|1994||Southeast Humboldt Plain||West Coast of Chile||West Coast of South America||Indian Ocean||Ocean||Subarctic||100||No|| || || || || ||
|-
|1995||Strait of Magellan||West Coast of Chile||West Coast of South America||Indian Ocean||Ocean||Subarctic||100||No|| || || || || ||
|-
|1996||Cape Horn||Coast of Argentina||Southwest Atlantic Ocean||||Ocean||Subarctic||100||No|| || || || || ||
|-
|1997||San Jorge Gulf||Coast of Argentina||Southwest Atlantic Ocean||||Ocean||Temperate||100||No|| || || || || ||
|-
|1998||West Falkland Plateau||Coast of Argentina||Southwest Atlantic Ocean||||Ocean||Subarctic||100||No|| || || || || ||
|-
|1999||West South Georgia Ridge||Coast of Argentina||Southwest Atlantic Ocean||||Ocean||Subarctic||100||No|| || || || || ||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 2000 ==
|East South Georgia Ridge||Argentine Plain||Southwest Atlantic Ocean||||Ocean||Subarctic||100||No|| || || || || ||
|-
|2001||East Falkland Plateau||Argentine Plain||Southwest Atlantic Ocean||||Ocean||Subarctic||100||No|| || || || || ||
|-
|2002||West South Sandwich Trench||Argentine Plain||Southwest Atlantic Ocean||||Ocean||Subarctic||100||No|| || || || || ||
|-
|2003||East South Sandwich Trench||Argentine Plain||Southwest Atlantic Ocean||||Ocean||Subarctic||100||No|| || || || || ||
|-
|2004||Southeast Argentine Plain||Argentine Plain||Southwest Atlantic Ocean||||Ocean||Subarctic||100||No|| || || || || ||
|-
|2005||America-Antactic Ridge||Angola Plain||Southeast Atlantic Ocean||||Ocean||Subarctic||100||No|| || || || || ||
|-
|2006||West Atlantic-Indian Ridge||Atlantic-Indian Ridge||Cape of Good Hope||||Ocean||Subarctic||100||No|| || || || || ||
|-
|2007||Cape Plain||Atlantic-Indian Ridge||Cape of Good Hope||||Ocean||Temperate||100||No|| || || || || ||
|-
|2008||Algoa Bay||Coast of South Africa||Cape of Good Hope||Indian Ocean||Ocean||Subtropical||100||No|| || || || || ||
|-
|2009||East Atlantic-Indian Ridge||Atlantic-Indian Ridge||Cape of Good Hope||Indian Ocean||Ocean||Subarctic||100||No|| || || || || ||
|-
|2010||Agulhas Plateau||Atlantic-Indian Ridge||Cape of Good Hope||Indian Ocean||Ocean||Temperate||100||No|| || || || || ||
|-
|2011||Wild Coast||Coast of South Africa||Cape of Good Hope||Indian Ocean||Ocean||Subtropical||100||No|| || || || || ||
|-
|2012||Delagoa Bay||Coast of South Africa||Cape of Good Hope||Indian Ocean||Ocean||Subtropical||100||No|| || || || || ||
|-
|2013||South Natal Basin||Southwest Indian Ocean||South Indian Ocean||Indian Ocean||Ocean||Temperate||100||No|| || || || || ||
|-
|2014||Southwest Indian Ridge||Southwest Indian Ocean||South Indian Ocean||Indian Ocean||Ocean||Subarctic||100||No|| || || || || ||
|-
|2015||Southwest Madagascar Basin||Southwest Indian Ocean||South Indian Ocean||Indian Ocean||Ocean||Temperate||100||No|| || || || || ||
|-
|2016||Inhambane Bay||South Mozambique Channel||Mozambique Channel||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2017||Sofala Bay||South Mozambique Channel||Mozambique Channel||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2018||Mouth of the Tsiribihina||South Mozambique Channel||Mozambique Channel||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2019||Cape Ankaboa||South Mozambique Channel||Mozambique Channel||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2020||East Natal Basin||Southeast Coast of Madagascar||Coast of Madagascar||Indian Ocean||Ocean||Subtropical||100||No|| || || || || ||
|-
|2021||Cape Sainte-Maire||Southeast Coast of Madagascar||Coast of Madagascar||Indian Ocean||Ocean||Subtropical||100||No|| || || || || ||
|-
|2022||Northwest Madagascar Basin||Southeast Coast of Madagascar||Coast of Madagascar||Indian Ocean||Ocean||Subtropical||100||No|| || || || || ||
|-
|2023||Mouth of the Manambovo||Southeast Coast of Madagascar||Coast of Madagascar||Indian Ocean||Ocean||Subtropical||100||No|| || || || || ||
|-
|2024||Mouth of the Mananara||Southeast Coast of Madagascar||Coast of Madagascar||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2025||Northeast Madagascar Basin||Mascarene Plateau||West Indian Ocean||Indian Ocean||Ocean||Subtropical||100||No|| || || || || ||
|-
|2026||South Mascarene Plateau||Mascarene Plateau||West Indian Ocean||Indian Ocean||Ocean||Subtropical||100||No|| || || || || ||
|-
|2027||East Mascarene Basin||Northeast Coast of Madagascar||Coast of Madagascar||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2028||Cape d'Andre||Northeast Coast of Madagascar||Coast of Madagascar||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2029||Bombetoka Bay||North Mozambique Channel||Mozambique Channel||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2030||Cape Vilanandro||North Mozambique Channel||Mozambique Channel||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2031||Zanzibar Channel||North Mozambique Channel||Mozambique Channel||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2032||South Coast of Somalia||Horn of Africa||Arabian Sea||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2033||West Mascarene Basin||North Mozambique Channel||Mozambique Channel||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2034||West Mascarene Plateau||Mascarene Plateau||West Indian Ocean||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2035||East Somali Basin||South Arabian Sea||Arabian Sea||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2036||South Arabian Basin||South Arabian Sea||Arabian Sea||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2037||West Arabian Basin||North Arabian Sea||Arabian Sea||Indian Ocean||Ocean||Subtropical||100||No|| || || || || ||
|-
|2038||Gulf of Halaniyat||North Arabian Sea||Arabian Sea||Indian Ocean||Ocean||Subtropical||100||No|| || || || || ||
|-
|2039||Gwatar Bay||North Arabian Sea||Arabian Sea||Indian Ocean||Ocean||Subtropical||100||No|| || || || || ||
|-
|2040||Gulf of Oman||Persian Gulf||Arabian Sea||Indian Ocean||Ocean||Mediterranean||100||No|| || || || || ||
|-
|2041||Persian Gulf||Persian Gulf||Arabian Sea||Indian Ocean||Ocean||Mediterranean||100||No|| || || || || ||
|-
|2042||Mouths of the Indus||North Arabian Sea||Arabian Sea||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2043||Gulf of Khambhat||North Arabian Sea||Arabian Sea||Indian Ocean||Ocean||Subtropical||100||No|| || || || || ||
|-
|2044||Padua Bank||South Arabian Sea||Arabian Sea||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2045||Malabar Coast||South Arabian Sea||Arabian Sea||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2046||Nine Degree Channel||Coast of Ceylon||Bay of Bengal||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|2047||Gulf of Mannar||Coast of Ceylon||Bay of Bengal||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|2048||North Mid-Indian Basin||Coast of Ceylon||Bay of Bengal||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|2049||South Chagos-Laccadive Plateau||South Arabian Sea||Arabian Sea||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 2050 ==
|East Mascarene Plateau||Mascarene Plateau||West Indian Ocean||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2051||North Mid-Indian Ridge||Mid-Indian Ridge||West Indian Ocean||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2052||Central Mid-Indian Basin||Ninetyeast Ridge||East Indian Ocean||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|2053||North Ninetyeast Ridge||Ninetyeast Ridge||East Indian Ocean||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|2054||South Bay of Bengal||West Bay of Bengal||Bay of Bengal||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|2055||Central Bay of Bengal||West Bay of Bengal||Bay of Bengal||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|2056||West Andaman Sea||East Bay of Bengal||Bay of Bengal||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|2057||Palk Strait||Coast of Ceylon||Bay of Bengal||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|2058||Mouths of the Krishna||West Bay of Bengal||Bay of Bengal||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|2059||West Mouths of the Ganges||West Bay of Bengal||Bay of Bengal||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|2060||East Mouths of the Ganges||East Bay of Bengal||Bay of Bengal||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|2061||Gulf of Martapan||East Bay of Bengal||Bay of Bengal||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|2062||South Andaman Sea||East Bay of Bengal||Bay of Bengal||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|2063||Central Mid-Indian Ridge||Mid-Indian Ridge||West Indian Ocean||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2064||South Mid-Indian Ridge||Mid-Indian Ridge||West Indian Ocean||Indian Ocean||Ocean||Subtropical||100||No|| || || || || ||
|-
|2065||Southeast Madagascar Basin||Southwest Indian Ocean||South Indian Ocean||Indian Ocean||Ocean||Temperate||100||No|| || || || || ||
|-
|2066||Crozet Basin||Southwest Indian Ocean||South Indian Ocean||Indian Ocean||Ocean||Subarctic||100||No|| || || || || ||
|-
|2067||Southeast Indian Ridge||Southeast Indian Ocean||South Indian Ocean||Indian Ocean||Ocean||Subarctic||100||No|| || || || || ||
|-
|2068||West Broken Ridge||Southeast Indian Ocean||South Indian Ocean||Indian Ocean||Ocean||Temperate||100||No|| || || || || ||
|-
|2069||East Broken Ridge||Southeast Indian Ocean||South Indian Ocean||Indian Ocean||Ocean||Temperate||100||No|| || || || || ||
|-
|2070||South Mid-Indian Basin||Ninetyeast Ridge||East Indian Ocean||Asia||Ocean||Subtropical||100||No|| || || || || ||
|-
|2071||South Ninetyeast Ridge||Ninetyeast Ridge||East Indian Ocean||Asia||Ocean||Subtropical||100||No|| || || || || ||
|-
|2072||East Andaman Sea||East Bay of Bengal||Bay of Bengal||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|2073||North Malacca Strait||Malacca Strait||Java Sea||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|2074||Tapanuli Gulf||Java Ridge||Java Sea||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|2075||Mentawi Strait||Java Ridge||Java Sea||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|2076||Central Java Trench||Java Trench||East Indian Ocean||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|2077||Sunda Strait||Java Ridge||Java Sea||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|2078||Investigator Ridge||Ninetyeast Ridge||East Indian Ocean||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|2079||Wallaby Plateau||Ninetyeast Ridge||East Indian Ocean||Asia||Ocean||Subtropical||100||No|| || || || || ||
|-
|2080||South Java Trench||Java Trench||East Indian Ocean||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|2081||East Java Trench||Java Ridge||Java Sea||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|2082||North Australian Basin||Timor Sea||Java Sea||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|2083||Cuvier Plateau||West Coast of Australia||East Indian Ocean||Asia||Ocean||Subtropical||100||No|| || || || || ||
|-
|2084||Perth Basin||Southeast Indian Ocean||South Indian Ocean||Asia||Ocean||Temperate||100||No|| || || || || ||
|-
|2085||West South Australian Basin||West Great Australian Bight||Great Australian Bight||Asia||Ocean||Subarctic||100||No|| || || || || ||
|-
|2086||West Continental Slope||West Great Australian Bight||Great Australian Bight||Asia||Ocean||Temperate||100||No|| || || || || ||
|-
|2087||Cape Naturaliste||West Coast of Australia||East Indian Ocean||Asia||Ocean||Subtropical||100||No|| || || || || ||
|-
|2088||Shark Bay||West Coast of Australia||East Indian Ocean||Asia||Ocean||Subtropical||100||No|| || || || || ||
|-
|2089||Exmouth Gulf||West Coast of Australia||East Indian Ocean||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|2090||Exmouth Plateau||Timor Sea||Java Sea||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|2091||King Sound||Timor Sea||Java Sea||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|2092||East South Australian Basin||East Great Australian Bight||Great Australian Bight||Asia||Ocean||Subarctic||100||No|| || || || || ||
|-
|2093||East Continental Slope||East Great Australian Bight||Great Australian Bight||Asia||Ocean||Temperate||100||No|| || || || || ||
|-
|2094||West Cape Howe||West Great Australian Bight||Great Australian Bight||Asia||Ocean||Subtropical||100||No|| || || || || ||
|-
|2095||Sandy Bight||West Great Australian Bight||Great Australian Bight||Asia||Ocean||Subtropical||100||No|| || || || || ||
|-
|2096||Head of Bight||East Great Australian Bight||Great Australian Bight||Asia||Ocean||Subtropical||100||No|| || || || || ||
|-
|2097||Spencer Gulf||East Great Australian Bight||Great Australian Bight||Asia||Ocean||Subtropical||100||No|| || || || || ||
|-
|2098||West Bass Strait||South Tasman Sea||Tasman Sea||Asia||Ocean||Temperate||100||No|| || || || || ||
|-
|2099||South Tasman Rise||South Tasman Sea||Tasman Sea||Asia||Ocean||Subarctic||100||No|| || || || || ||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 2100 ==
|East Bass Strait||South Tasman Sea||Tasman Sea||Asia||Ocean||Temperate||100||No|| || || || || ||
|-
|2101||East South Solomon Trench||East Coral Sea||Coral Sea||Asia||Ocean||Temperate||100||No|| || || || || ||
|-
|2102||West Cape||South Tasman Sea||Tasman Sea||Asia||Ocean||Temperate||100||No|| || || || || ||
|-
|2103||Foveaux Strait||East Cost of New Zealand||Pacific-Antarctic Ridge||Pacific Ocean||Ocean||Temperate||100||No|| || || || || ||
|-
|2104||West Campbell Plateau||East Cost of New Zealand||Pacific-Antarctic Ridge||Pacific Ocean||Ocean||Subarctic||100||No|| || || || || ||
|-
|2105||Hawke Bay||East Cost of New Zealand||Pacific-Antarctic Ridge||Pacific Ocean||Ocean||Temperate||100||No|| || || || || ||
|-
|2106||Bay of Plenty||East Cost of New Zealand||Pacific-Antarctic Ridge||Pacific Ocean||Ocean||Subtropical||100||No|| || || || || ||
|-
|2107||New Caledonia Basin||North Tasman Sea||Tasman Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2108||North Cape||North Tasman Sea||Tasman Sea||Pacific Ocean||Ocean||Subtropical||100||No|| || || || || ||
|-
|2109||Lord Howe Rise||North Tasman Sea||Tasman Sea||Pacific Ocean||Ocean||Temperate||100||No|| || || || || ||
|-
|2110||Cook Strait||North Tasman Sea||Tasman Sea||Pacific Ocean||Ocean||Temperate||100||No|| || || || || ||
|-
|2111||Botany Bay||North Tasman Sea||Tasman Sea||Pacific Ocean||Ocean||Subtropical||100||No|| || || || || ||
|-
|2112||Cape Byron||North Tasman Sea||Tasman Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2113||Southwest Great Barrier Reef||West Coral Sea||Coral Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2114||Southeast Great Barrier Reef||West Coral Sea||Coral Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2115||Central South Solomon Trench||East Coral Sea||Coral Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2116||Northeast Great Barrier Reef||West Coral Sea||Coral Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2117||Central Solomon Sea||Solomon Sea||Coral Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2118||The Slot||Solomon Sea||Coral Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2119||South Solomon Sea||Solomon Sea||Coral Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2120||West South Solomon Trench||East Coral Sea||Coral Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2121||St. George's Channel||Solomon Sea||Coral Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2122||Huon Gulf||Solomon Sea||Coral Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2123||Ysabel Channel||South Bismarck Sea||Bismarck Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2124||Northwest Gilberts||Gilberts||South Pacific Ocean||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2125||West Gilberts||Gilberts||South Pacific Ocean||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2126||Gulf of Papua||West Coral Sea||Coral Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2127||Goodenough Bay||Solomon Sea||Coral Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2128||Northwest Great Barrier Reef||West Coral Sea||Coral Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2129||Gulf of Carpentaria||West Coral Sea||Coral Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2130||Coast of Merauke||Arafura Sea||Moluccas||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2131||Torres Strait||West Coral Sea||Coral Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2132||Flamingo Gulf||Arafura Sea||Moluccas||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2133||Lakahia Gulf||Arafura Sea||Moluccas||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2134||Egeron Strait||Arafura Sea||Moluccas||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2135||South Banda Sea||Banda Sea||Moluccas||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2136||Arafura Shelf||Arafura Sea||Moluccas||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2137||Van Diemen Gulf||Timor Sea||Java Sea||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|2138||Savu Sea||Flores Sea||Java Sea||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2139||South Molucca Sea||Molucca Sea||Moluccas||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2140||Sape Strait||Flores Sea||Java Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2141||Madura Strait||Flores Sea||Java Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2142||Bali Strait||Flores Sea||Java Sea||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2143||Cape Awarawar||Flores Sea||Java Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2144||Gaspar Strait||Java Ridge||Java Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2145||Serasan Strait||Coast of Brunei||South China Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2146||Bangka Strait||Malacca Strait||Java Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2147||South Malacca Strait||Malacca Strait||Java Sea||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2148||Bight of Bangkok||Gulf of Siam||South China Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2149||East Gulf of Siam||Gulf of Siam||South China Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 2150 ==
|West Gulf of Siam||Gulf of Siam||South China Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2151||Strait of Singapore||Gulf of Siam||South China Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2152||South Spratly Sea||Spratly Sea||South China Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2153||Brunei Bay||Coast of Brunei||South China Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2154||Central Spratly Sea||Spratly Sea||South China Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2155||Camranh Bay||Coast of Indochina||South China Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2156||Gulf of Tonkin||Coast of Indochina||South China Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2157||North Spratly Sea||Spratly Sea||South China Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2158||Hainan Strait||Coast of Indochina||South China Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2159||Palawan Passage||Coast of Brunei||South China Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2160||West Celebes Sea||Celebes Sea||Moluccas||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2161||Macassar Strait||Flores Sea||Java Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2162||North Molucca Sea||Molucca Sea||Moluccas||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2163||Central Molucca Sea||Molucca Sea||Moluccas||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2164||Ceram Sea||Banda Sea||Moluccas||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2165||North Banda Sea||Banda Sea||Moluccas||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2166||East Celebes Sea||Celebes Sea||Moluccas||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2167||Geelvink Bay||Coast of New Guinea||Bismarck Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2168||Humboldt Bay||Coast of New Guinea||Bismarck Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2169||Dampier Strait||South Bismarck Sea||Bismarck Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2170||East Caroline Basin||Coast of New Guinea||Bismarck Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2171||Southwest Marshalls||Carolines||Central Pacific Ocean||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2172||Central Marshalls||Carolines||Central Pacific Ocean||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2173||South Magellan Seamounts||East Mariana Basin||Central Pacific Ocean||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2174||South East Mariana Basin||East Mariana Basin||Central Pacific Ocean||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2175||South Mariana Trench||Mariana Trench||Philippine Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2176||Mariana Trough||Mariana Trench||Philippine Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2177||Yap Trench||North Bismarck Sea||Bismarck Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2178||West Caroline Basin||Coast of New Guinea||Bismarck Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2179||Buka Passage||South Bismarck Sea||Bismarck Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2180||Southeast Marshalls||Carolines||Central Pacific Ocean||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2181||North Mariana Trench||Mariana Trench||Philippine Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2182||West Mariana Basin||Central Philippine Sea||Philippine Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2183||North Kyushu-Palau Trench||Central Philippine Sea||Philippine Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2184||Ryukyu Trench||Central Philippine Sea||Philippine Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2185||South Ryukyu||Ryukyus||East China Sea||Pacific Ocean||Ocean||Subtropical||100||No|| || || || || ||
|-
|2186||Hangzhou Bay||Taiwan Strait||East China Sea||Pacific Ocean||Ocean||Subtropical||100||No|| || || || || ||
|-
|2187||North Ryukyu||Ryukyus||East China Sea||Pacific Ocean||Ocean||Subtropical||100||No|| || || || || ||
|-
|2188||South Yellow Sea||Yellow Sea||East China Sea||Pacific Ocean||Ocean||Temperate||100||No|| || || || || ||
|-
|2189||North Yellow Sea||Yellow Sea||East China Sea||Pacific Ocean||Ocean||Temperate||100||No|| || || || || ||
|-
|2190||Bohai Sea||Yellow Sea||East China Sea||Pacific Ocean||Ocean||Temperate||100||No|| || || || || ||
|-
|2191||Vladivostok Bay||Sea of Japan||Home Islands||Pacific Ocean||Ocean||Temperate||100||No|| || || || || ||
|-
|2192||Tsushima Strait||Sea of Japan||Home Islands||Pacific Ocean||Ocean||Temperate||100||No|| || || || || ||
|-
|2193||Inland Sea||Coast of Japan||Home Islands||Pacific Ocean||Ocean||Temperate||100||No|| || || || || ||
|-
|2194||Toyama Bay||Sea of Japan||Home Islands||Pacific Ocean||Ocean||Temperate||100||No|| || || || || ||
|-
|2195||Izu Trench||Coast of Japan||Home Islands||Pacific Ocean||Ocean||Subtropical||100||No|| || || || || ||
|-
|2196||Bonin Trench||Mid-Pacific Mountains||Central Pacific Ocean||Pacific Ocean||Ocean||Subtropical||100||No|| || || || || ||
|-
|2197||North East Mariana Basin||East Mariana Basin||Central Pacific Ocean||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2198||North Magellan Seamounts||East Mariana Basin||Central Pacific Ocean||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2199||Northwest Marshalls||Carolines||Central Pacific Ocean||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 2200 ==
|Southwest Mid-Pacific Mountains||Mid-Pacific Mountains||Central Pacific Ocean||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2201||Southeast Mid-Pacific Mountains||Mid-Pacific Mountains||Central Pacific Ocean||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2202||Northeast Marshalls||Carolines||Central Pacific Ocean||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2203||Mapmaker Seamounts||Mid-Pacific Mountains||Central Pacific Ocean||Pacific Ocean||Ocean||Subtropical||100||No|| || || || || ||
|-
|2204||Grosvenor Seamount||Mid-Pacific Mountains||Central Pacific Ocean||Pacific Ocean||Ocean||Subtropical||100||No|| || || || || ||
|-
|2205||Japan Trench||Coast of Japan||Home Islands||Pacific Ocean||Ocean||Temperate||100||No|| || || || || ||
|-
|2206||Makarov Seamount||Northwest Pacific Basin||North Pacific Ocean||Pacific Ocean||Ocean||Temperate||100||No|| || || || || ||
|-
|2207||Shatskiy Rise||Northwest Pacific Basin||North Pacific Ocean||Pacific Ocean||Ocean||Temperate||100||No|| || || || || ||
|-
|2208||Emperor Seamounts||Northwest Pacific Basin||North Pacific Ocean||Pacific Ocean||Ocean||Temperate||100||No|| || || || || ||
|-
|2209||Hess Rise||Northwest Pacific Basin||North Pacific Ocean||Pacific Ocean||Ocean||Temperate||100||No|| || || || || ||
|-
|2210||Isakov Seamount||Northwest Pacific Basin||North Pacific Ocean||Pacific Ocean||Ocean||Temperate||100||No|| || || || || ||
|-
|2211||South Kurile Trench||Northwest Pacific Basin||North Pacific Ocean||Pacific Ocean||Ocean||Subarctic||100||No|| || || || || ||
|-
|2212||Abashiri Bay||Coast of Japan||Home Islands||Pacific Ocean||Ocean||Subarctic||100||No|| || || || || ||
|-
|2213||Tsugaru Strait||Coast of Japan||Home Islands||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2214||West Kuril Basin||South Sea of Okhotsk||Sea of Okhotsk||Pacific Ocean||Ocean||Subarctic||100||No|| || || || || ||
|-
|2215||Southern Gulf of Tartary||South Sea of Okhotsk||Sea of Okhotsk||Pacific Ocean||Ocean||Subarctic||100||No|| || || || || ||
|-
|2216||Northern Gulf of Tartary||South Sea of Okhotsk||Sea of Okhotsk||Pacific Ocean||Ocean||Subarctic||100||No|| || || || || ||
|-
|2217||Gulf of Sakhalin||West Sea of Okhotsk||Sea of Okhotsk||Pacific Ocean||Ocean||Subarctic||100||No|| || || || || ||
|-
|2218||Ulban Bay||West Sea of Okhotsk||Sea of Okhotsk||Pacific Ocean||Ocean||Subarctic||100||No|| || || || || ||
|-
|2219||Erinea Gulf||West Sea of Okhotsk||Sea of Okhotsk||Pacific Ocean||Ocean||Subarctic||100||No|| || || || || ||
|-
|2220||Central Sea of Okhotsk||West Sea of Okhotsk||Sea of Okhotsk||Pacific Ocean||Ocean||Subarctic||100||No|| || || || || ||
|-
|2221||Taui Bay||West Sea of Okhotsk||Sea of Okhotsk||Pacific Ocean||Ocean||Subarctic||100||No|| || || || || ||
|-
|2222||East Kuril Basin||South Sea of Okhotsk||Sea of Okhotsk||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2223||Kurile Strait||South Sea of Okhotsk||Sea of Okhotsk||Pacific Ocean||Ocean||Subarctic||100||No|| || || || || ||
|-
|2224||East Sea of Okhotsk||East Sea of Okhotsk||Sea of Okhotsk||Pacific Ocean||Ocean||Subarctic||100||No|| || || || || ||
|-
|2225||Shelikhov Gulf||East Sea of Okhotsk||Sea of Okhotsk||Pacific Ocean||Ocean||Subarctic||100||No|| || || || || ||
|-
|2226||Penzhina Bay||East Sea of Okhotsk||Sea of Okhotsk||Pacific Ocean||Ocean||Subarctic||100||No|| || || || || ||
|-
|2227||Kronotski Bay||Coast of Kamchatka||Bering Sea||Pacific Ocean||Ocean||Subarctic||100||No|| || || || || ||
|-
|2228||Gulf of Kamchatka||Coast of Kamchatka||Bering Sea||Pacific Ocean||Ocean||Arctic||100||No|| || || || || ||
|-
|2229||North Kurile Trench||Coast of Kamchatka||Bering Sea||Pacific Ocean||Ocean||Subarctic||100||No|| || || || || ||
|-
|2230||Southwest Aleutian Basin||West Bering Sea||Bering Sea||Pacific Ocean||Ocean||Subarctic||100||No|| || || || || ||
|-
|2231||South Aleutian Basin||West Bering Sea||Bering Sea||Pacific Ocean||Ocean||Subarctic||100||No|| || || || || ||
|-
|2232||Central Aleutian Basin||West Bering Sea||Bering Sea||Pacific Ocean||Ocean||Arctic||100||No|| || || || || ||
|-
|2233||West Aleutian Basin||West Bering Sea||Bering Sea||Pacific Ocean||Ocean||Arctic||100||No|| || || || || ||
|-
|2234||Northwest Aleutian Basin||West Bering Sea||Bering Sea||Pacific Ocean||Ocean||Arctic||100||No|| || || || || ||
|-
|2235||South Shirshov Ridge||Coast of Kamchatka||Bering Sea||Pacific Ocean||Ocean||Arctic||100||No|| || || || || ||
|-
|2236||Olyutorskiy Gulf||Coast of Kamchatka||Bering Sea||Pacific Ocean||Ocean||Arctic||100||No|| || || || || ||
|-
|2237||Gulf of Anadyr||Coast of Kamchatka||Bering Sea||Pacific Ocean||Ocean||Arctic||100||No|| || || || || ||
|-
|2238||North Shirshov Ridge||Coast of Kamchatka||Bering Sea||Pacific Ocean||Ocean||Arctic||100||No|| || || || || ||
|-
|2239||North Aleutian Basin||West Bering Sea||Bering Sea||Pacific Ocean||Ocean||Arctic||100||No|| || || || || ||
|-
|2240||Gulf of Ob||Lake||Lake||Lake||Ocean||Arctic||100||No|| || || || || ||
|-
|2241||Lake Baikal||Lake||Lake||Lake||Ocean||Temperate||100||No|| || || || || ||
|-
|2242||Lake Poyang||Lake||Lake||Lake||Ocean||Subtropical||100||No|| || || || || ||
|-
|2243||Lake Dongting||Lake||Lake||Lake||Ocean||Temperate||100||No|| || || || || ||
|-
|2244||Lake Qinghai||Lake||Lake||Lake||Ocean||Mediterranean||100||No|| || || || || ||
|-
|2245||Lake Zaysan||Lake||Lake||Lake||Ocean||Temperate||100||No|| || || || || ||
|-
|2246||Lake Balkhash||Lake||Lake||Lake||Ocean||Temperate||100||No|| || || || || ||
|-
|2247||East Carolines||North Bismarck Sea||Bismarck Sea||||Ocean||Tropical||100||No|| || || || || ||
|-
|2248||North Carolines||North Bismarck Sea||Bismarck Sea||||Ocean||Tropical||100||No|| || || || || ||
|-
|2249||Central Carolines||North Bismarck Sea||Bismarck Sea||||Ocean||Tropical||100||No|| || || || || ||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 2250 ==
|South Philippine Trench||Philipine Trench||Philippine Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2251||Davao Gulf||Celebes Sea||Moluccas||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2252||Panay Gulf||Sulu Sea||South China Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2253||Surigao Strait||Sulu Sea||South China Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2254||Sibuyan Sea||Sulu Sea||South China Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2255||Leyte Gulf||Philipine Trench||Philippine Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2256||Manila Bay||Sulu Sea||South China Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2257||Lingayen Gulf||Luzon Strait||South China Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2258||Lamon Bay||Philipine Trench||Philippine Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2259||San Bernardino Strait||Philipine Trench||Philippine Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2260||Oras Bay||Philipine Trench||Philippine Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2261||Divilacan Bay||Philipine Trench||Philippine Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2262||Babuyan Channel||Luzon Strait||South China Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2263||Shenquan Gulf||Taiwan Strait||East China Sea||Pacific Ocean||Ocean||Subtropical||100||No|| || || || || ||
|-
|2264||North Philippine Trench||Philipine Trench||Philippine Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2265||Central Philippine Trench||Philipine Trench||Philippine Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2266||South Kyushu-Palau Trench||Central Philippine Sea||Philippine Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2267||Palau Trench||Mariana Trench||Philippine Sea||Pacific Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2268||Cape Alguhas||Coast of South Africa||Cape of Good Hope||||Ocean||Temperate||100||No|| || || || || ||
|-
|2269||False Bay||Coast of South Africa||Cape of Good Hope||||Ocean||Temperate||100||No|| || || || || ||
|-
|2270||West Walvis Ridge||Angola Plain||Southeast Atlantic Ocean||||Ocean||Temperate||100||No|| || || || || ||
|-
|2271||Central Angola Plain||Angola Plain||Southeast Atlantic Ocean||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2272||East Walvis Ridge||Coast of Angola-Namibia||Southeast Atlantic Ocean||||Ocean||Temperate||100||No|| || || || || ||
|-
|2273||McDougall's Bay||Coast of South Africa||Cape of Good Hope||||Ocean||Temperate||100||No|| || || || || ||
|-
|2274||Walvis Bay||Coast of Angola-Namibia||Southeast Atlantic Ocean||||Ocean||Temperate||100||No|| || || || || ||
|-
|2275||Cape Fria||Coast of Angola-Namibia||Southeast Atlantic Ocean||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2276||Coast of Angola||Coast of Angola-Namibia||Southeast Atlantic Ocean||||Ocean||Tropical||100||No|| || || || || ||
|-
|2277||East Congo Cone||Coast of Angola-Namibia||Southeast Atlantic Ocean||||Ocean||Tropical||100||No|| || || || || ||
|-
|2278||Cape Lopez||Coast of Angola-Namibia||Southeast Atlantic Ocean||||Ocean||Tropical||100||No|| || || || || ||
|-
|2279||Bay of Corisco||Gulf of Guinea||Southcentral Atlantic||||Ocean||Tropical||100||No|| || || || || ||
|-
|2280||Niger Delta||Gulf of Guinea||Southcentral Atlantic||||Ocean||Tropical||100||No|| || || || || ||
|-
|2281||Lake Chad||Lake||Lake||Lake||Ocean||Mediterranean||100||No|| || || || || ||
|-
|2282||Lake Victoria||Lake||Lake||Lake||Ocean||Mediterranean||100||No|| || || || || ||
|-
|2283||Lake Tanganyika||Lake||Lake||Lake||Ocean||Mediterranean||100||No|| || || || || ||
|-
|2284||Lake Nyasa||Lake||Lake||Lake||Ocean||Mediterranean||100||No|| || || || || ||
|-
|2285||East Guinea Bay||Gulf of Guinea||Southcentral Atlantic||||Ocean||Tropical||100||No|| || || || || ||
|-
|2286||West Congo Cone||Coast of Angola-Namibia||Southeast Atlantic Ocean||||Ocean||Tropical||100||No|| || || || || ||
|-
|2287||East Guinea Basin||Ascension Fracture Zone||Southcentral Atlantic||||Ocean||Tropical||100||No|| || || || || ||
|-
|2288||Centralwest Guinea Bay||Gulf of Guinea||Southcentral Atlantic||||Ocean||Tropical||100||No|| || || || || ||
|-
|2289||Slave Coast||Gulf of Guinea||Southcentral Atlantic||||Ocean||Tropical||100||No|| || || || || ||
|-
|2290||Gold Coast||Gulf of Guinea||Southcentral Atlantic||||Ocean||Tropical||100||No|| || || || || ||
|-
|2291||Ivory Coast||Gulf of Guinea||Southcentral Atlantic||||Ocean||Tropical||100||No|| || || || || ||
|-
|2292||Pepper Coast||Gulf of Guinea||Southcentral Atlantic||||Ocean||Tropical||100||No|| || || || || ||
|-
|2293||Leonean Archipelago||Coast of Bissao||Eastern Atlantic||||Ocean||Tropical||100||No|| || || || || ||
|-
|2294||Bijagos Archipelago||Coast of Bissao||Eastern Atlantic||||Ocean||Tropical||100||No|| || || || || ||
|-
|2295||Gambian Basin||Coast of Bissao||Eastern Atlantic||||Ocean||Tropical||100||No|| || || || || ||
|-
|2296||Bay of Gambia||Coast of Bissao||Eastern Atlantic||||Ocean||Tropical||100||No|| || || || || ||
|-
|2297||Cap Blanc||Coast of Africa||Eastern Atlantic||||Ocean||Tropical||100||No|| || || || || ||
|-
|2298||South Cap Verde Approach||Cap Verde||Eastern Atlantic||||Ocean||Tropical||100||No|| || || || || ||
|-
|2299||North Cap Verde Approach||Central Atlantic||Eastern Atlantic||||Ocean||Tropical||100||No|| || || || || ||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 2300 ==
|Canary Approach||Coast of Africa||Eastern Atlantic||||Ocean||Tropical||100||No|| || || || || ||
|-
|2301||Gulf of Cintra||Coast of Africa||Eastern Atlantic||||Ocean||Tropical||100||No|| || || || || ||
|-
|2302||Cap Bojador||Coast of Africa||Iberian West Coast||||Ocean||Tropical||100||No|| || || || || ||
|-
|2303||Cap Draa||Cap St Vincent||Iberian West Coast||||Ocean||Tropical||100||No|| || || || || ||
|-
|2304||Sea of Azores South||Azores||Iberian West Coast||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2305||East Mid-Atlantic Ridge||Central Atlantic||Eastern Atlantic||||Ocean||Tropical||100||No|| || || || || ||
|-
|2306||East Central Mid-Atlantic Ridge||Central Atlantic||Central Mid-Atlantic Ridge||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2307||Northern South-Central Mid-Atlantic Ridge||South-Central Mid-Atlantic Ridge||Central Mid-Atlantic Ridge||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2308||Southern Central Mid-Atlantic Ridge||Central Mid-Atlantic Ridge||Central Mid-Atlantic Ridge||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2309||Northern Central Mid-Atlantic Ridge||Central Mid-Atlantic Ridge||Central Mid-Atlantic Ridge||||Ocean||Temperate||100||No|| || || || || ||
|-
|2310||South-Eastern Saragasso Sea||Central Mid-Atlantic Ridge||Central Mid-Atlantic Ridge||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2311||Eastern Sargasso Sea||Central Mid-Atlantic Ridge||Central Mid-Atlantic Ridge||||Ocean||Temperate||100||No|| || || || || ||
|-
|2312||East Bermuda||Bermuda Triangle||Eastern Seaboard||||Ocean||Temperate||100||No|| || || || || ||
|-
|2313||Northern Guiana Basin||Guiana Basin||Sargassos||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2314||South Bermuda||Bermuda Triangle||Sargassos||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2315||West Bermuda||Bermuda Triangle||Sargassos||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2316||Blake Plateau||Florida Strait||Sargassos||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2317||Cape Canaveral||Florida Strait||Sargassos||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2318||Cape Fear||Florida Strait||Sargassos||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2319||Lake Erie||Lake||Lake||Lake||Ocean||Temperate||100||No|| || || || || ||
|-
|2320||Lake Ontario||Lake||Lake||Lake||Ocean||Temperate||100||No|| || || || || ||
|-
|2321||Lake Huron||Lake||Lake||Lake||Ocean||Temperate||100||No|| || || || || ||
|-
|2322||Lake Michigan||Lake||Lake||Lake||Ocean||Temperate||100||No|| || || || || ||
|-
|2323||Lake Superior||Lake||Lake||Lake||Ocean||Temperate||100||No|| || || || || ||
|-
|2324||Lake Nipigon||Lake||Lake||Lake||Ocean||Temperate||100||No|| || || || || ||
|-
|2325||Lake Manitoba||Lake||Lake||Lake||Ocean||Subarctic||100||No|| || || || || ||
|-
|2326||Lake Winnipeg||Lake||Lake||Lake||Ocean||Subarctic||100||No|| || || || || ||
|-
|2327||Lake Winnipegosis||Lake||Lake||Lake||Ocean||Subarctic||100||No|| || || || || ||
|-
|2328||Great Slave Lake||Lake||Lake||Lake||Ocean||Arctic||100||No|| || || || || ||
|-
|2329||Great Bear Lake||Lake||Lake||Lake||Ocean||Temperate||100||No|| || || || || ||
|-
|2330||Chesterfield Inlet||Hudson Bay||Canadian Arctic||||Ocean||Arctic||100||No|| || || || || ||
|-
|2331||Foxe Basin||Hudson Bay||Canadian Arctic||||Ocean||Arctic||100||No|| || || || || ||
|-
|2332||James Bay||Hudson Bay||Canadian Arctic||||Ocean||Arctic||100||No|| || || || || ||
|-
|2333||Hudson Strait||Hudson Bay||Canadian Arctic||||Ocean||Arctic||100||No|| || || || || ||
|-
|2334||Bafin Bay||Northern Sea of Labrador||Canadian Arctic||||Ocean||Arctic||100||No|| || || || || ||
|-
|2335||Melville Bay||Northern Sea of Labrador||Canadian Arctic||||Ocean||Arctic||100||No|| || || || || ||
|-
|2336||Cumberland Sound||Northern Sea of Labrador||Canadian Arctic||||Ocean||Arctic||100||No|| || || || || ||
|-
|2337||Ungava Bay||Northern Sea of Labrador||Canadian Arctic||||Ocean||Arctic||100||No|| || || || || ||
|-
|2338||Goose Bay||Southern Sea of Labrador||Canadian Arctic||||Ocean||Subarctic||100||No|| || || || || ||
|-
|2339||White Bay||Grand Banks||Grand Banks Shelf||||Ocean||Subarctic||100||No|| || || || || ||
|-
|2340||Bonavista Bay||Grand Banks||Grand Banks Shelf||||Ocean||Subarctic||100||No|| || || || || ||
|-
|2341||Fortune Bay||Grand Banks||Grand Banks Shelf||||Ocean||Subarctic||100||No|| || || || || ||
|-
|2342||Strait Of Belle Isle||Canadian Maritimes||Eastern Seaboard||||Ocean||Temperate||100||No|| || || || || ||
|-
|2343||Gulf of St. Lawrence||Canadian Maritimes||Eastern Seaboard||||Ocean||Temperate||100||No|| || || || || ||
|-
|2344||Cabot Strait||Canadian Maritimes||Eastern Seaboard||||Ocean||Temperate||100||No|| || || || || ||
|-
|2345||Bay of Fundy||Canadian Maritimes||Eastern Seaboard||||Ocean||Temperate||100||No|| || || || || ||
|-
|2346||Gulf of Maine||US Maritimes||Eastern Seaboard||||Ocean||Temperate||100||No|| || || || || ||
|-
|2347||Nantucket Sound||US Maritimes||Eastern Seaboard||||Ocean||Temperate||100||No|| || || || || ||
|-
|2348||Chesapeake Bay||US Maritimes||Eastern Seaboard||||Ocean||Temperate||100||No|| || || || || ||
|-
|2349||Cape Hatteras||US Maritimes||Eastern Seaboard||||Ocean||Temperate||100||No|| || || || || ||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 2350 ==
|New England Shelf||US Maritimes||Eastern Seaboard||||Ocean||Temperate||100||No|| || || || || ||
|-
|2351||North Bermuda||US Maritimes||Eastern Seaboard||||Ocean||Temperate||100||No|| || || || || ||
|-
|2352||Sable Island Bank||Canadian Maritimes||Eastern Seaboard||||Ocean||Temperate||100||No|| || || || || ||
|-
|2353||New England Seamounts||The Seamounts||Grand Banks Shelf||||Ocean||Temperate||100||No|| || || || || ||
|-
|2354||Grand Banks||Grand Banks||Grand Banks Shelf||||Ocean||Subarctic||100||No|| || || || || ||
|-
|2355||Corner Spearmounts||The Seamounts||Grand Banks Shelf||||Ocean||Temperate||100||No|| || || || || ||
|-
|2356||Southern North Mid-Atlantic Sea Ridge||The Seamounts||Grand Banks Shelf||||Ocean||Temperate||100||No|| || || || || ||
|-
|2357||Sea of Azores East||Azores||Iberian West Coast||||Ocean||Tropical||100||No|| || || || || ||
|-
|2358||Sea of Azores North||Western Approaches||Northeast Atlantic||||Ocean||Temperate||100||No|| || || || || ||
|-
|2359||Gibbs Fracture East||Western Approaches||Northeast Atlantic||||Ocean||Temperate||100||No|| || || || || ||
|-
|2360||Flemish Cap||The Seamounts||Grand Banks Shelf||||Ocean||Temperate||100||No|| || || || || ||
|-
|2361||Gibbs Fracture West||The Seamounts||Grand Banks Shelf||||Ocean||Subarctic||100||No|| || || || || ||
|-
|2362||South West Sea of Labrador||Southern Sea of Labrador||Canadian Arctic||||Ocean||Subarctic||100||No|| || || || || ||
|-
|2363||Davis Strait||Northern Sea of Labrador||Canadian Arctic||||Ocean||Subarctic||100||No|| || || || || ||
|-
|2364||South Central Sea of Labrador||Southern Sea of Labrador||Canadian Arctic||||Ocean||Subarctic||100||No|| || || || || ||
|-
|2365||Tordenskjold Bank||Greenland Coast||Northeast Atlantic||||Ocean||Subarctic||100||No|| || || || || ||
|-
|2366||Skjoldungen Bank||Greenland Coast||Northeast Atlantic||||Ocean||Arctic||100||No|| || || || || ||
|-
|2367||West Denmark Strait||Denmark Strait||Western Ice Sea||||Ocean||Arctic||100||No|| || || || || ||
|-
|2368||Northwest Denmark Strait||Denmark Strait||Western Ice Sea||||Ocean||Arctic||100||No|| || || || || ||
|-
|2369||Central Denmark Strait||Denmark Strait||Western Ice Sea||||Ocean||Arctic||100||No|| || || || || ||
|-
|2370||Irminger Basin||Greenland Coast||Northeast Atlantic||||Ocean||Subarctic||100||No|| || || || || ||
|-
|2371||Central Sea of Labrador||North Atlantic||Northeast Atlantic||||Ocean||Temperate||100||No|| || || || || ||
|-
|2372||North Sea of Labrador||North Atlantic||Northeast Atlantic||||Ocean||Temperate||100||No|| || || || || ||
|-
|2373||South Denmark Strait||North Atlantic||Northeast Atlantic||||Ocean||Temperate||100||No|| || || || || ||
|-
|2374||Faxa Bay||Denmark Strait||Western Ice Sea||||Ocean||Temperate||100||No|| || || || || ||
|-
|2375||Huna Bay||Denmark Strait||Western Ice Sea||||Ocean||Subarctic||100||No|| || || || || ||
|-
|2376||West Greenland Sea||Arctic Ocean||Ice Sea||||Ocean||Subarctic||100||No|| || || || || ||
|-
|2377||Northwest Faroes Gap||Faroes Gap||Western Ice Sea||||Ocean||Temperate||100||No|| || || || || ||
|-
|2378||Central Greenland Sea||Arctic Ocean||Ice Sea||||Ocean||Arctic||100||No|| || || || || ||
|-
|2379||East Greenland Sea||Arctic Ocean||Ice Sea||||Ocean||Arctic||100||No|| || || || || ||
|-
|2380||South Greenland Sea||Arctic Ocean||Ice Sea||||Ocean||Subarctic||100||No|| || || || || ||
|-
|2381||Cape Kanin||Barents Sea||Ice Sea||Europe||Ocean||Subarctic||100||No|| || || || || ||
|-
|2382||Central Barents Sea||Barents Sea||Ice Sea||Europe||Ocean||Arctic||100||No|| || || || || ||
|-
|2383||South Barents Sea||Barents Sea||Ice Sea||Europe||Ocean||Subarctic||100||No|| || || || || ||
|-
|2384||White Sea||Barents Sea||Ice Sea||Europe||Ocean||Subarctic||100||No|| || || || || ||
|-
|2385||Varanger Fjord||Barents Sea||Ice Sea||Europe||Ocean||Subarctic||100||No|| || || || || ||
|-
|2386||North Cape||Barents Sea||Ice Sea||Europe||Ocean||Subarctic||100||No|| || || || || ||
|-
|2387||Alten Fjord||Norwegian Sea||Ice Sea||Europe||Ocean||Subarctic||100||No|| || || || || ||
|-
|2388||Vest Fjord||Norwegian Sea||Ice Sea||Europe||Ocean||Subarctic||100||No|| || || || || ||
|-
|2389||Trondheim Fjord||Norwegian Sea||Ice Sea||Europe||Ocean||Subarctic||100||No|| || || || || ||
|-
|2390||Molde Fjord||Norwegian Sea||Ice Sea||Europe||Ocean||Temperate||100||No|| || || || || ||
|-
|2391||Central Norwegian Sea||Norwegian Sea||Ice Sea||Europe||Ocean||Subarctic||100||No|| || || || || ||
|-
|2392||Sogne Fjord||East North Sea||North Sea||Europe||Ocean||Temperate||100||No|| || || || || ||
|-
|2393||Bokn Fjord||East North Sea||North Sea||Europe||Ocean||Temperate||100||No|| || || || || ||
|-
|2394||Southcentral North Sea||Southeast Northsea||North Sea||Europe||Ocean||Temperate||100||No|| || || || || ||
|-
|2395||Mouth of the Thames||West Northsea||North Sea||Europe||Ocean||Temperate||100||No|| || || || || ||
|-
|2396||The Wash||West Northsea||North Sea||Europe||Ocean||Temperate||100||No|| || || || || ||
|-
|2397||Mouth of the Tyne||West Northsea||North Sea||Europe||Ocean||Temperate||100||No|| || || || || ||
|-
|2398||Firth of Forth||West Northsea||North Sea||Europe||Ocean||Temperate||100||No|| || || || || ||
|-
|2399||Dogger Bank||Central Northsea||North Sea||Europe||Ocean||Temperate||100||No|| || || || || ||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 2400 ==
|Westcentral North Sea||Central Northsea||North Sea||Europe||Ocean||Temperate||100||No|| || || || || ||
|-
|2401||Rockall Bank||Irish West Coast||Celtic Sea||||Ocean||Temperate||100||No|| || || || || ||
|-
|2402||Pentland Firth||West Northsea||North Sea||Europe||Ocean||Temperate||100||No|| || || || || ||
|-
|2403||The Minch||The Hebreides||Celtic Sea||||Ocean||Temperate||100||No|| || || || || ||
|-
|2404||Little Minch||The Hebreides||Celtic Sea||||Ocean||Temperate||100||No|| || || || || ||
|-
|2405||North Channel||Irish Sea||Celtic Sea||||Ocean||Temperate||100||No|| || || || || ||
|-
|2406||Solway Firth||Irish Sea||Celtic Sea||||Ocean||Temperate||100||No|| || || || || ||
|-
|2407||Donegal Bay||Irish West Coast||Celtic Sea||||Ocean||Temperate||100||No|| || || || || ||
|-
|2408||Galway Bay||Irish West Coast||Celtic Sea||||Ocean||Temperate||100||No|| || || || || ||
|-
|2409||Mouth of Shannon||Irish Sea||Celtic Sea||||Ocean||Temperate||100||No|| || || || || ||
|-
|2410||St. George's Channel||Irish Sea||Celtic Sea||||Ocean||Temperate||100||No|| || || || || ||
|-
|2411||Celtic Sea||Irish Sea||Celtic Sea||||Ocean||Temperate||100||No|| || || || || ||
|-
|2412||Eastern English Channel||English Channel||Celtic Sea||||Ocean||Temperate||100||No|| || || || || ||
|-
|2413||Western English Channel||English Channel||Celtic Sea||||Ocean||Temperate||100||No|| || || || || ||
|-
|2414||Channel Approach||English Channel||Celtic Sea||||Ocean||Temperate||100||No|| || || || || ||
|-
|2415||North Bay of Biscaya||Bay of Biscay||Celtic Sea||||Ocean||Temperate||100||No|| || || || || ||
|-
|2416||Central Bay of Biscaya||Bay of Biscay||Celtic Sea||||Ocean||Temperate||100||No|| || || || || ||
|-
|2417||South Bay of Biscaya||Bay of Biscay||Celtic Sea||||Ocean||Temperate||100||No|| || || || || ||
|-
|2418||Southwest Bay of Biscaya||Bay of Biscay||Celtic Sea||||Ocean||Temperate||100||No|| || || || || ||
|-
|2419||Costa Verde||Cape Finisterre||Celtic Sea||||Ocean||Temperate||100||No|| || || || || ||
|-
|2420||West Biscaya Basin||Cape Finisterre||Celtic Sea||||Ocean||Temperate||100||No|| || || || || ||
|-
|2421||Hatton Bank||North Atlantic||Northeast Atlantic||||Ocean||Temperate||100||No|| || || || || ||
|-
|2422||West Celtic Shelf||Western Approaches||Northeast Atlantic||||Ocean||Temperate||100||No|| || || || || ||
|-
|2423||Sea of Azores West||Azores||Iberian West Coast||||Ocean||Temperate||100||No|| || || || || ||
|-
|2424||South Iberian Shelf||Portugese Coast||Iberian West Coast||||Ocean||Temperate||100||No|| || || || || ||
|-
|2425||Rias Bajas||Cape Finisterre||Iberian West Coast||||Ocean||Temperate||100||No|| || || || || ||
|-
|2426||Coast of Porto||Portugese Coast||Iberian West Coast||||Ocean||Temperate||100||No|| || || || || ||
|-
|2427||Coast of Lissabon||Portugese Coast||Iberian West Coast||||Ocean||Temperate||100||No|| || || || || ||
|-
|2428||Gulf of Cadiz||Cap St Vincent||Iberian West Coast||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2429||Gulf of Morocco||Cap St Vincent||Iberian West Coast||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2430||Straits of Gibraltar||Costa del Sol||Western mediterranean||Europe||Ocean||Mediterranean||100||No|| || || || || ||
|-
|2431||Gulf of Almeira||Costa del Sol||Western mediterranean||Europe||Ocean||Mediterranean||100||No|| || || || || ||
|-
|2432||Costa Blanca||Costa del Sol||Western mediterranean||Europe||Ocean||Mediterranean||100||No|| || || || || ||
|-
|2433||Balearic Sea||Gulf of Lyon||Western mediterranean||Europe||Ocean||Mediterranean||100||No|| || || || || ||
|-
|2434||Coast of Algiers||Algerian Coast||Western mediterranean||Europe||Ocean||Mediterranean||100||No|| || || || || ||
|-
|2435||Central Gulf of Lyon||Gulf of Lyon||Western mediterranean||Europe||Ocean||Mediterranean||100||No|| || || || || ||
|-
|2436||Coast of Philippeville||Algerian Coast||Western mediterranean||Europe||Ocean||Mediterranean||100||No|| || || || || ||
|-
|2437||Gulf of Cagliari||Algerian Coast||Western mediterranean||Europe||Ocean||Mediterranean||100||No|| || || || || ||
|-
|2438||Gulf of Genoa||Gulf of Lyon||Western mediterranean||Europe||Ocean||Mediterranean||100||No|| || || || || ||
|-
|2439||Ligurian Sea||Tyrrhenian Sea||Central mediterranean||Europe||Ocean||Mediterranean||100||No|| || || || || ||
|-
|2440||Gulf of Gabès||Tyrrhenian Sea||Central mediterranean||Europe||Ocean||Mediterranean||100||No|| || || || || ||
|-
|2441||Gulf of Salerno||Tyrrhenian Sea||Central mediterranean||Europe||Ocean||Mediterranean||100||No|| || || || || ||
|-
|2442||Gulf of Sidra||Tyrrhenian Sea||Central mediterranean||Europe||Ocean||Mediterranean||100||No|| || || || || ||
|-
|2443||Gulf of Taranto||Tyrrhenian Sea||Central mediterranean||Europe||Ocean||Mediterranean||100||No|| || || || || ||
|-
|2444||North Adriatic Sea||Adriatic Sea||Central mediterranean||Europe||Ocean||Mediterranean||100||No|| || || || || ||
|-
|2445||Central Adriatic Sea||Adriatic Sea||Central mediterranean||Europe||Ocean||Mediterranean||100||No|| || || || || ||
|-
|2446||South Adriatic Sea||Adriatic Sea||Central mediterranean||Europe||Ocean||Mediterranean||100||No|| || || || || ||
|-
|2447||Lake Balaton||Lake||Lake||Lake||Ocean||Mediterranean||100||No|| || || || || ||
|-
|2448||Ionian Sea||Aegean Sea||Central mediterranean||Europe||Ocean||Mediterranean||100||No|| || || || || ||
|-
|2449||Balta Brailei||Lake||Lake||Lake||Ocean||Temperate||100||No|| || || || || ||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 2450 ==
|Balta Ialometei||Lake||Lake||Lake||Ocean||Temperate||100||No|| || || || || ||
|-
|2451||Coast of Tobruk||Egyptian Coast||Eastern Mediterranean||Europe||Ocean||Mediterranean||100||No|| || || || || ||
|-
|2452||Levant Sea||Egyptian Coast||Eastern Mediterranean||Europe||Ocean||Mediterranean||100||No|| || || || || ||
|-
|2453||Suez Canal||Red Sea||Arabian Sea||Europe||Ocean||Mediterranean||100||No|| || || || || ||
|-
|2454||Coast of Alexandria||Egyptian Coast||Eastern Mediterranean||Asia||Ocean||Mediterranean||100||No|| || || || || ||
|-
|2455||North Red Sea||Red Sea||Arabian Sea||Asia||Ocean||Subtropical||100||No|| || || || || ||
|-
|2456||South Red Sea||Red Sea||Arabian Sea||Asia||Ocean||Subtropical||100||No|| || || || || ||
|-
|2457||West Gulf of Aden||Horn of Africa||Arabian Sea||Asia||Ocean||Subtropical||100||No|| || || || || ||
|-
|2458||Central Gulf of Aden||Horn of Africa||Arabian Sea||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2459||East Gulf of Aden||Horn of Africa||Arabian Sea||Indian Ocean||Ocean||Subtropical||100||No|| || || || || ||
|-
|2460||East Coast of Somalia||Horn of Africa||Arabian Sea||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2461||Southeast Coast of Somalia||Horn of Africa||Arabian Sea||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2462||West Somali Basin||Horn of Africa||Arabian Sea||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2463||Sea of Crete||Aegean Sea||Eastern Mediterranean||Europe||Ocean||Mediterranean||100||No|| || || || || ||
|-
|2464||North Aegean Sea||Aegean Sea||Eastern Mediterranean||Europe||Ocean||Mediterranean||100||No|| || || || || ||
|-
|2465||South Black Sea||Black Sea||Black Sea||Europe||Ocean||Temperate||100||No|| || || || || ||
|-
|2466||Central Black Sea||Black Sea||Black Sea||Europe||Ocean||Temperate||100||No|| || || || || ||
|-
|2467||Southeast Black Sea||Black Sea||Black Sea||Europe||Ocean||Temperate||100||No|| || || || || ||
|-
|2468||Sea of Azov||Black Sea||Black Sea||Europe||Ocean||Temperate||100||No|| || || || || ||
|-
|2469||Caspian Sea||Lake||Lake||Europe||Ocean||Mediterranean||100||No|| || || || || ||
|-
|2470||Aral Sea||Lake||Lake||Europe||Ocean||Mediterranean||100||No|| || || || || ||
|-
|2471||Cromarty Firth||West Northsea||North Sea||Europe||Ocean||Temperate||100||No|| || || || || ||
|-
|2472||Waddenzee||Southeast Northsea||North Sea||Europe||Ocean||Temperate||100||No|| || || || || ||
|-
|2473||Helgoland Bight||Kattegat||North Sea||Europe||Ocean||Temperate||100||No|| || || || || ||
|-
|2474||Skagerrak||Kattegat||North Sea||Europe||Ocean||Temperate||100||No|| || || || || ||
|-
|2475||Kattegat||Kattegat||North Sea||Europe||Ocean||Temperate||100||No|| || || || || ||
|-
|2476||Store Bält||Kattegat||Baltic Sea||Europe||Ocean||Temperate||100||No|| || || || || ||
|-
|2477||Pomeranian Bay||Southern Baltic||Baltic Sea||Europe||Ocean||Temperate||100||No|| || || || || ||
|-
|2478||Gulf of Danzig||Southern Baltic||Baltic Sea||Europe||Ocean||Temperate||100||No|| || || || || ||
|-
|2479||Kalmar Sound||Southern Baltic||Baltic Sea||Europe||Ocean||Temperate||100||No|| || || || || ||
|-
|2480||Courland Lagoon||Southern Baltic||Baltic Sea||Europe||Ocean||Temperate||100||No|| || || || || ||
|-
|2481||Coast of Stockholm||Northern Baltic||Baltic Sea||Europe||Ocean||Subarctic||100||No|| || || || || ||
|-
|2482||Central Baltic Sea||Northern Baltic||Baltic Sea||Europe||Ocean||Subarctic||100||No|| || || || || ||
|-
|2483||Gulf of Riga||Northern Baltic||Baltic Sea||Europe||Ocean||Subarctic||100||No|| || || || || ||
|-
|2484||Gulf of Finland||Northern Baltic||Baltic Sea||Europe||Ocean||Subarctic||100||No|| || || || || ||
|-
|2485||Lake Peipus||Lake||Lake||Europe||Ocean||Subarctic||100||No|| || || || || ||
|-
|2486||Lake Onega||Lake||Lake||Europe||Ocean||Subarctic||100||No|| || || || || ||
|-
|2487||Lake Ladoga||Lake||Lake||Europe||Ocean||Subarctic||100||No|| || || || || ||
|-
|2488||Lake Rybinskyje||Lake||Lake||Europe||Ocean||Subarctic||100||No|| || || || || ||
|-
|2489||Southwest Gulf of Bothnia||Bothnian Bay||Baltic Sea||Europe||Ocean||Subarctic||100||No|| || || || || ||
|-
|2490||Vänern & Vättern||Lake||Lake||Europe||Ocean||Subarctic||100||No|| || || || || ||
|-
|2491||Southeast Gulf of Bothnia||Bothnian Bay||Baltic Sea||Europe||Ocean||Subarctic||100||No|| || || || || ||
|-
|2492||Central Gulf of Bothnia||Bothnian Bay||Baltic Sea||Europe||Ocean||Subarctic||100||No|| || || || || ||
|-
|2493||Northeast Gulf of Bothnia||Bothnian Bay||Baltic Sea||Europe||Ocean||Subarctic||100||No|| || || || || ||
|-
|2494||Northwest Gulf of Bothnia||Bothnian Bay||Baltic Sea||Europe||Ocean||Subarctic||100||No|| || || || || ||
|-
|2495||West Guinea Basin||Ascension Fracture Zone||Southcentral Atlantic||||Ocean||Tropical||100||No|| || || || || ||
|-
|2496||South Guinea Basin||Ascension Fracture Zone||Southcentral Atlantic||||Ocean||Tropical||100||No|| || || || || ||
|-
|2497||Guinea Plain||Pernambuco Plain||Southcentral Atlantic||||Ocean||Tropical||100||No|| || || || || ||
|-
|2498||West Angola Plain||Angola Plain||Southeast Atlantic Ocean||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2499||East Argentine Plain||Argentine Plain||Southwest Atlantic Ocean||||Ocean||Tropical||100||No|| || || || || ||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 2500 ==
|Central Argentine Plain||Argentine Plain||Southwest Atlantic Ocean||||Ocean||Tropical||100||No|| || || || || ||
|-
|2501||West Argentine Plain||Coast of Uruguay||Southwest Atlantic Ocean||||Ocean||Temperate||100||No|| || || || || ||
|-
|2502||Blanca Bay||Coast of Uruguay||Southwest Atlantic Ocean||||Ocean||Temperate||100||No|| || || || || ||
|-
|2503||River Plate||Coast of Uruguay||Southwest Atlantic Ocean||||Ocean||Temperate||100||No|| || || || || ||
|-
|2504||South Santos Plateau||Coast of Uruguay||Southwest Atlantic Ocean||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2505||North Santos Plateau||Coast of Brazil||Brazilian Coast||||Ocean||Tropical||100||No|| || || || || ||
|-
|2506||North Argentine Plain||Coast of Brazil||Brazilian Coast||||Ocean||Tropical||100||No|| || || || || ||
|-
|2507||Rio Bay||Coast of Brazil||Brazilian Coast||||Ocean||Tropical||100||No|| || || || || ||
|-
|2508||Baia de Todos os Santos||Coast of Brazil||Brazilian Coast||||Ocean||Tropical||100||No|| || || || || ||
|-
|2509||Lake Tucuruí||Lake||Lake||||Ocean||Tropical||100||No|| || || || || ||
|-
|2510||Brazilian Plain||Coast of Recife||Brazilian Coast||||Ocean||Mediterranean||100||No|| || || || || ||
|-
|2511||Cabo de Sao Roque||Coast of Recife||Brazilian Coast||||Ocean||Tropical||100||No|| || || || || ||
|-
|2512||East Ceara Deep Sea Plain||Coast of Recife||Brazilian Coast||||Ocean||Tropical||100||No|| || || || || ||
|-
|2513||Bay of Fortaleza||Coast of Recife||Brazilian Coast||||Ocean||Tropical||100||No|| || || || || ||
|-
|2514||Bay of Sao Luis||Coast of Recife||Brazilian Coast||||Ocean||Tropical||100||No|| || || || || ||
|-
|2515||Baja de Marajo||Coast of Guyana||Brazilian Coast||||Ocean||Mediterranean||100||No|| || || || || ||
|-
|2516||Delta Amazona||Coast of Guyana||Brazilian Coast||||Ocean||Tropical||100||No|| || || || || ||
|-
|2517||Bay of Guyana||Coast of Guyana||Brazilian Coast||||Ocean||Tropical||100||No|| || || || || ||
|-
|2518||Bocas del Dragon||Windward Islands||Carribean||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2519||Lesser Antilles||Windward Islands||Carribean||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2520||La Tortuga||Windward Islands||Carribean||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2521||Mona Passage||Windward Islands||Carribean||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2522||Gulf of Venezuela||Central Carribean||Carribean||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2523||Gulf of Darien||Central Carribean||Carribean||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2524||Windward Passage||Central Carribean||Carribean||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2525||Cape Gracias a Dios||Yucatan Strait||Carribean||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2526||Gulf of Honduras||Yucatan Strait||Carribean||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2527||Yucatan Channel||Yucatan Strait||Carribean||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2528||Campeche Banks||West Gulf of Mexico||Mexican Gulf||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2529||Gulf of Campeche||West Gulf of Mexico||Mexican Gulf||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2530||Tamaulipas Bay||West Gulf of Mexico||Mexican Gulf||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2531||Galveston Bay||West Gulf of Mexico||Mexican Gulf||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2532||Gulf of Mexico||West Gulf of Mexico||Mexican Gulf||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2533||Mississippi Delta||East Gulf of Mexico||Mexican Gulf||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2534||Apalache Bay||East Gulf of Mexico||Mexican Gulf||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2535||Florida Strait||Florida Strait||Sargassos||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2536||Old Bahama Channel||Florida Strait||Sargassos||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2537||Crooked Island Passage||Florida Strait||Sargassos||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2538||Grand Bahama||Florida Strait||Sargassos||||Ocean||Tropical||100||No|| || || || || ||
|-
|2539||Mayaguana Passage||Central Carribean||Carribean||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2540||South Sargasso Sea||Bermuda Triangle||Sargassos||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2541||Northern Antilles Shelf||Guiana Basin||Sargassos||||Ocean||Tropical||100||No|| || || || || ||
|-
|2542||West Ceara Deep Sea Plain||Coast of Guyana||Brazilian Coast||||Ocean||Tropical||100||No|| || || || || ||
|-
|2543||Guiana Basin||Guiana Basin||Central Mid-Atlantic Ridge||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2544||Eastern Guiana Basin||South-Central Mid-Atlantic Ridge||Central Mid-Atlantic Ridge||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2545||Southern South-Central Mid-Atlantic Ridge||South-Central Mid-Atlantic Ridge||Central Mid-Atlantic Ridge||||Ocean||Tropical||100||No|| || || || || ||
|-
|2546||West Romanche Gap||Cap Verde||Eastern Atlantic||||Ocean||Tropical||100||No|| || || || || ||
|-
|2547||East Romanche Gap||Cap Verde||Eastern Atlantic||||Ocean||Tropical||100||No|| || || || || ||
|-
|2548||Northeast Argentine Plain||Pernambuco Plain||Southcentral Atlantic||||Ocean||Tropical||100||No|| || || || || ||
|-
|2549||South Romanche Gap||Pernambuco Plain||Southcentral Atlantic||||Ocean||Tropical||100||No|| || || || || ||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 2550 ==
|Gulf of Penas||West Coast of Chile||West Coast of South America||North America||Ocean||Temperate||100||No|| || || || || ||
|-
|2551||Gulf of Corcovado||West Coast of Chile||West Coast of South America||North America||Ocean||Temperate||100||No|| || || || || ||
|-
|2552||Northeast Humboldt Plain||West Coast of Chile||West Coast of South America||North America||Ocean||Temperate||100||No|| || || || || ||
|-
|2553||South Peru-Chile Trench||West Coast of Chile||West Coast of South America||North America||Ocean||Subtropical||100||No|| || || || || ||
|-
|2554||South Nazea Ridge||South Southeast Pacific Ocean||Southeast Pacific Ocean||North America||Ocean||Subtropical||100||No|| || || || || ||
|-
|2555||North Nazea Ridge||South Southeast Pacific Ocean||Southeast Pacific Ocean||North America||Ocean||Tropical||100||No|| || || || || ||
|-
|2556||San Nicholas Bay||West Coast of Peru||West Coast of South America||North America||Ocean||Tropical||100||No|| || || || || ||
|-
|2557||Lake Titicaca||Lake||Lake||North America||Ocean||Tropical||100||No|| || || || || ||
|-
|2558||Chiquinata Bay||West Coast of Peru||West Coast of South America||North America||Ocean||Tropical||100||No|| || || || || ||
|-
|2559||Moreno Bay||West Coast of Chile||West Coast of South America||North America||Ocean||Subtropical||100||No|| || || || || ||
|-
|2560||Coquimbo Bay||West Coast of Chile||West Coast of South America||North America||Ocean||Temperate||100||No|| || || || || ||
|-
|2561||Manzano Bay||West Coast of Chile||West Coast of South America||Indian Ocean||Ocean||Temperate||100||No|| || || || || ||
|-
|2562||Necker Ridge||Hawaiian Rise||Central Pacific Ocean||North America||Ocean||Tropical||100||No|| || || || || ||
|-
|2563||East Hawaiian Rise||Hawaiian Rise||Central Pacific Ocean||North America||Ocean||Tropical||100||No|| || || || || ||
|-
|2564||Central Clarion Fracture Zone||South East Pacific Ocean||East Pacific Ocean||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2565||East Clarion Fracture Zone||South East Pacific Ocean||East Pacific Ocean||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2566||East Pacific Rise||West Coast of Mexico||West Coast of North America||North America||Ocean||Tropical||100||No|| || || || || ||
|-
|2567||Bay of Banderas||West Coast of Mexico||West Coast of North America||North America||Ocean||Tropical||100||No|| || || || || ||
|-
|2568||Gulf of California||West Coast of Mexico||West Coast of North America||North America||Ocean||Subtropical||100||No|| || || || || ||
|-
|2569||Bay of Petacalco||West Coast of Mexico||West Coast of North America||North America||Ocean||Tropical||100||No|| || || || || ||
|-
|2570||Bahia Dulce||West Coast of Mexico||West Coast of North America||North America||Ocean||Tropical||100||No|| || || || || ||
|-
|2571||Gulf of Tehuantepec||West Coast of Central America||West Coast of North America||North America||Ocean||Tropical||100||No|| || || || || ||
|-
|2572||Gulf of Fonseca||West Coast of Central America||West Coast of North America||North America||Ocean||Tropical||100||No|| || || || || ||
|-
|2573||Coronado Bay||West Coast of Central America||West Coast of North America||North America||Ocean||Tropical||100||No|| || || || || ||
|-
|2574||Gulf of Panama||West Coast of Central America||West Coast of North America||North America||Ocean||Tropical||100||No|| || || || || ||
|-
|2575||Panama Canal||West Coast of Central America||West Coast of North America||North America||Ocean||Tropical||100||No|| || || || || ||
|-
|2576||Maizel Islanads||Central Carribean||Carribean||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2577||Southern Antilles Shelf||Guiana Basin||Brazilian Coast||||Ocean||Tropical||100||No|| || || || || ||
|-
|2578||Grand Cayman||Yucatan Strait||Carribean||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2579||Tampa Bay||East Gulf of Mexico||Mexican Gulf||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2580||West Guinea Bay||Coast of Bissao||Eastern Atlantic||||Ocean||Tropical||100||No|| || || || || ||
|-
|2581||Centraleast Guinea Bay||Gulf of Guinea||Southcentral Atlantic||||Ocean||Tropical||100||No|| || || || || ||
|-
|2582||East Angola Plain||Coast of Angola-Namibia||Southeast Atlantic Ocean||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2583||West Natal Basin||South Mozambique Channel||Mozambique Channel||Indian Ocean||Ocean||Subtropical||100||No|| || || || || ||
|-
|2584||North Somali Basin||Horn of Africa||Arabian Sea||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2585||North Arabian Basin||North Arabian Sea||Arabian Sea||Indian Ocean||Ocean||Subtropical||100||No|| || || || || ||
|-
|2586||East Arabian Basin||South Arabian Sea||Arabian Sea||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2587||North Chagos-Laccadive Plateau||South Arabian Sea||Arabian Sea||Indian Ocean||Ocean||Tropical||100||No|| || || || || ||
|-
|2588||West Java Trench||Java Trench||East Indian Ocean||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|2589||Tokyo Bay||Coast of Japan||Home Islands||Asia||Ocean||Temperate||100||No|| || || || || ||
|-
|2590||Ishikari Bay||Sea of Japan||Home Islands||Asia||Ocean||Temperate||100||No|| || || || || ||
|-
|2591||East Tasman Plateau||South Tasman Sea||Tasman Sea||Asia||Ocean||Temperate||100||No|| || || || || ||
|-
|2592||Macquarie Ridge||South Tasman Sea||Tasman Sea||Asia||Ocean||Tropical||100||No|| || || || || ||
|-
|2593||Madeiran Approach||Cap St Vincent||Iberian West Coast||||Ocean||Subtropical||100||No|| || || || || ||
|-
|2594||East Cap Verde Approach||Coast of Africa||Eastern Atlantic||||Ocean||Tropical||100||No|| || || || || ||
|-
|2595||North Iberian Shelf||Portugese Coast||Iberian West Coast||||Ocean||Temperate||100||No|| || || || || ||
|-
|2596||East Biscaya Basin||Bay of Biscay||Celtic Sea||||Ocean||Temperate||100||No|| || || || || ||
|-
|2597||East Celtic Shelf||Cape Finisterre||Celtic Sea||||Ocean||Temperate||100||No|| || || || || ||
|-
|2598||Central Faroes Gap||Faroes Gap||Western Ice Sea||||Ocean||Temperate||100||No|| || || || || ||
|-
|2599||Southeast Faroes Gap||Faroes Gap||Western Ice Sea||||Ocean||Temperate||100||No|| || || || || ||
|- BGCOLOR="ffff66"
!ID!!Province name!!Area!!Region!!Continent!!Terrain!!Climate!!Infra!!Beach?!!IC!!Manpower!!Energy!!Oil!!Metal!!Rare Materials
|-
|
== 2600 ==
|East Central North Sea||East North Sea||North Sea||Europe||Ocean||Temperate||100||No|| || || || || ||
|-
|2601||North Norwegian Sea||Norwegian Sea||Ice Sea||Europe||Ocean||Arctic||100||No|| || || || || ||
|}
[[Category:Reference]]
[[Category:Provinces by ID]]
50709a9ec92422d27e83ec429fc6aeca371aa398
Prussia Strategy
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If you are going to play with Prussian in either Armageddon or the Abyss, you must keep in mind 3 things:
|. You are going to be the battlefield of 5 nations.( Rome, Swedden, "France", Soviets and Russia. The cossacks don't use to DOW)
2. It going to be very frustrating. (For something no one had try to write a guide for this scenario with Prussia)
3. The "historic description" is right the opposite of what you are. You are essentially screw in middle of 5 possible enemies.
Personally I recommend the Abyss scenario, cause it give you a little more time, and low aggressive settings (But even with this, the peace isn't going to last more than a few months anyway).
== The Abyss ==
'''Research'''
You start only with the more elemental things, and your research teams left much to desire (At least in comparison with the level of the techs). The plus side: You can research whatever you want. One of the first techs that you should try to archive is Infantry '36, trankette and any land doctrine.
Keep in mind that in land doctrines the IA prefer the Firepower path, but the Mobility path gives you bigger early advantages.
Also, seems that the IA ignore all the naval aspect of the game except for the initial naval force.
'''Resources'''
You don't have enough resources to run your industry even to begin with (All are in the same position). You should immediately attempt to trade as much supplies as you can to get a bare minimum of war materials flowing in. Unfortunately everybody else is in pretty much the same position as you, so don't hold your breath.
Don't even think about building (factories, AA, coastal fortress, infraestructure): It will take a long time before you could capitalize any possible benefits, time that you don't have. Use all you IC in recruiting soldiers, cavalry and tanks(This ones in less proportion cause it huge time to produce).
'''Relationships'''
You don't really need to worry about this: Your possible allies will do it for you. And even if not, they will send you request to joint to axis (and get war with half of the word in the process). If you want, try to raise the relationships with Sweden, Italy or France and then reclaim your territories from them (Works surprisingly quick if they don't DOW you before)
I recommend move your troops immediately to the west and DOW the European Soviets. Why? The democracies don't use to DOW early, so your Cossack and Swedish frontier is safe for the time being. After that grave all the land that you can before their troops reach the coast, and crush them as they come. In my case, their left Great Britain almost unprotected: If is the case attempt a amphibious assault with a couple or two of units.
At some point, the Comintern will be formed and Rome will DOW and invade you. Don't panic. Use your planes to gain time (and make a good damage), and finish you first front before move your troops. The ottomans can help.
'''Sliders'''
In this part I use freedom to move all my sliders to the positions that I wont. Anyway, it isn't much difference cause your troops take a eternity to be ready and you can really much in the incoming troops. I recommend go for full Central Planning first, but it just an opinion.
'''Spying'''
No AI player will ever use the intelligence system, so if you want to ignore it go ahead. It can be worthwhile to build up spies to gain info about the other country's army, but unless you want to spend a lot of time and money on other operations, it's probably not worth it.
'''Armed Forces'''
Try to form the biggest and faster army that you can. The only plausible form of victory is destroy all the possible armies the faster that you can. Surround your enemy, leave it without supplies and crush them. Also, attempt to destroy their Air forces capturing their airports.
'''Miscellaneous'''
Try to keep a maximum of 2 fronts at the same time. In other words: Try to keep a friendly France while you beat the soviets and delay all what you can the entrance of Rome into war. Unfortunately, the NAPs are useless (They will attack someone of you alliance and you will take 5 of dissent for defend it).
The democracies won't work together (so you can expect some peace offerings from them), but the commies and axis will do.
Expect a concentrate of air power over you when you have the upper hand in the war, so try to capture quickly the airports with airplanes.
I didn't finish this scenario cause was to frustrating for my taste (a bug that changed my available IC day to day in the form of a variable "peace time modifier", even when I was at war almost right from the beginning; the multiples fronts; the crappy armies; etc) , but I as able to annex the Soviets, Sweden and Rome. Took it a while though.
17227274cdabe7eefced56ca55fe69cd7dfaf368
Radar
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#REDIRECT [[Radar Station]]
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Radar Station
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{{anthology}}
=== What is the purpose of radar station? ===
The functions are:
* Reduces enemy air units' combat efficiency by 2.5% for each level of radar you have in the territory.
* The effectiveness of this factor can be increased by research. A 30% radar efficiency would mean 1.3*2.5.
* Coastal radar stations have a combat air battle factor in adjacent seazones. On land, however, each province's radar is used only for that province without any adjacency effects.
* Radar stations [http://forum.paradoxplaza.com/forum/showthread.php?t=218736 do not detect naval units].
* Radar is [http://forum.paradoxplaza.com/forum/showthread.php?t=218736 absolutely vital for a good air-defence] in HOI2 and HOI2 DD versions 1.0 and 1.1:
** Without it the airunits on air-superiority missions will just move towards random provinces within the area.
** With it, the airunit will know about any planes nearby that is heading to/through the province with the radar.
* Radar [http://forum.paradoxplaza.com/forum/showpost.php?p=8204611&postcount=27 does not provide detection] after HOI2DD 1.2 through ARMA 1.2. Two comments by Johan on pg 2 of a long thread:[http://forum.paradoxplaza.com/forum/showthread.php?t=346220&page=2 Johan mentions but does not explain the change]
* In ARMA, the radar naval brigade improves naval engagement range
* Since radar is intelligence related, it's always us vs them comparisons for spotting purposes. Slider (open vs closed society), relative tech levels for encryption and decryption, and difficulty levels influence how well radar detects the enemy.
[[Category:Terminology]]
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Rare Materials
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Rare materials represent a classification of industrial materials essential to wartime production, but no single material being used in large enough quantities to justify a new category. Such materials include rubber, sulphates, gold, potash, rare metals like molybdenum, and other natural and synthetic material.
Each factory will consume one unit of rare materials for every two units of IC it produces.
[[Category:Terminology]]
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Reference
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#REDIRECT [[Reference_Material]]
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Reference material
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__NOTOC__
{|
|- VALIGN=top
|
== Gameplay ==
* [[Cheat Codes]]
* [[AI Behaviour]]
** [[Balkan CF]]
* [[Combat Events]]
* [[Hotkeys]]
* [[Reinforcements, Reorganization and Bases]]
== Leader Traits ==
* [[Leader Traits|Commander Traits]]
* [[Minister Traits]]
* [http://forum.paradoxplaza.com/forum/showthread.php?t=394572 Indepth analysis of German generals]
== Miscellaneous ==
* [[:Category:Terminology|Game Terminology]]
* [[Abbreviations|Abbreviations used by HoI geeks]]
* [[Manual index|Alphabetized index of the game manual]]
* [[Building costs]]
* [[List of countries]]
* [[Total IC and resources|IC and resource distribution on the game map]]
* [[Media:terrain_modifiers.pdf|Overview of terrain modifiers (Arma 1.3b)]]
* [[Games Exported from Victoria]]
| WIDTH=175 |
|
== Unit statistics ==
* [[Land units|Ground Units]]
** [[Land Doctrine]]
** [[Ground unit statistics|Hearts of Iron 2]]
**[[Media:UnitStats_DD12_Land.pdf|Doomsday 1.2]]
* [[Air units]]
** [[Air unit statistics|Hearts of Iron 2]]
**[[Media:UnitStats_DD12_Air.pdf|Doomsday 1.2]]
* [[Naval units]]
** [[Naval Doctrine]]
** [[Naval unit statistics|Hearts of Iron 2]]
**[[Media:UnitStats_DD12_Sea.pdf|Doomsday 1.2]]
== Technology ==
* [[Tech Tree]]
* [[Doomsday Tech ID List with prerequisites]]
* [[Tech Teams by Country]]
* [[Tech Teams by Country 1.1]]
* [[Technology Formula]]
== Nations & Maps ==
* [http://maps.ederon.net/hoi2iom.aspx Interactive Online Map]
* [[Releasing Countries|Complete Nation List]]
* [[Tag List|List of tags used for nations]]
* Province IDs: [[Provinces by ID, part 1|1 - 849]]; [[Provinces by ID, part 2|850 - 1699]]; [[Provinces by ID, part 3|1700+]]
[[Category:Reference]]
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Regarding Brigades
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#REDIRECT [[Brigade Strategy Guide]]
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Reinforcements, Reorganization and Bases
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== Reinforcements ==
=== When do units reinforce? ===
Land units reinforce at midnight during movement (including into enemy territory), strategic redeployment, or standing still. They do not reinforce, if they're out of supply.
Air units reinforce if they're in their base at midnight.
Naval units reinforce if they're in a friendly naval base. They do not reinforce in small ports.
However, the value of the reinforcement slider is only updated once a day, so units which stop during the day will not have a budget allocated and therefore overall repair speed will be slower.
=== How fast do units reinforce? ===
Contrary to common belief, reinforcement speed is pretty constant with the only factors being build time, the tech dependant repair modifier and the reinforcement time parameter in db/misc.txt.
Repair speed is '''not''' influenced by terrain, infrastructure, ESE, airbase or naval base level. Modifiers on build time like the domestic sliders, ministers and technologies will also decrease repair time by the same percentage.
Repair time for a unit is damage_percentage*build_time*(1/(1+repair_modifier))*reinforcement_time
=== How much does reinforcement cost? ===
Daily IC cost is build_cost * reinforce_cost * damage_percentage
This makes reinforcing lightly damaged units much cheaper than heavily damageded units, and is also the reason why repair costs will get cheaper every day.
== Reorganization ==
Disclaimer: To keep the formulas as simple as possible, organisation will be a value between 0 and 100. Morale, Infrastructure and ESE will be a value between 0 and 1, with 1 = 100%.
As a general rule, weather, terrain and unit type (apart from their Base Morale value) have no influence on reorganization.
=== Land units ===
Land units reorganize whenever they don't move or fight. Daily organization increase is the sum of two parts:
The base value influenced by morale. Its value is 2.4*(Morale-0.3)
The second part is influenced by morale, current organization, infrastructure and ESE, so infrastructure is doubled in importance.
:The exact value is 8.64*(1+(Morale-0.3))*ESE.
:If infrastructure is below 60, this will be multiplied by Infrastructure/0.6.
:A final multiplier depends on the ratio between current organization and max organization. The exact multiplier is as follows:
<pre>
percentage of max org | multiplier
0-25% : 1
25%-50% : 2/3
50%-75% : 1/3
75%-100% : 1/6
</pre>
While moving, land units lose 0.48 org/day.
=== Naval units ===
Naval units always reorganize unless in battle. In contrast to land units, their reorganization speed is constant, no matter what the current organization is.
Their daily reorganization value too is composed of two parts.
The base value influenced by morale. Its value is 2.4*(Morale-0.3)
The second part only applies when in port. That value is 1,2 + 1,2*(Morale-0.3)*ESE + 0.48*Naval_Base_Level
=== Air units ===
Air units always reorganize unless in battle. Again like naval units, their reorganization speed is constant, and composed of two parts.
A base value of 0.024*(morale-30) which applies on the ground and while flying.
The second part only occurs when landed. Its value is 2.4*(1+(Morale-0.3)*ESE*Infra. This value is then multiplied with the overcrowding factor.
:The overcrowding factor is the ratio between airbase level and planes based there. This also counts planes which are currently in the air and planes with full organization. (So a level 3 base with 8 planes based will have an overcrowding factor of 3/8, even if all but one plane have full org and are in the air)
:The overcrowding factor can never get bigger than 1 so having a larger airbase than is needed doesn't have any effect.
=== The School of Psychology Chief of Staff ===
This minister will apply his +20% reorg bonus to whatever reorganization value is calculated with the formulas above.
== The influence of Bases ==
=== Naval base ===
* A Naval base provides a 0.48 org per level (daily) for any ship located at the base. It doesn't depend on the number of ships currently based or located at the base. It also doesn't depend on the province the base is located in or on your current TC.
* A Naval base can only provide repairs to ships in dock based on the naval base level. Thus, a level five base can provide repairs for 5 ships each day, while the sixth ship will have to wait.
* A Naval base provides a way to expand the range of your navy.
=== Air base ===
Like with Naval bases, air bases help with reorganization, repairs, and range. However, their effect is a bit more complicated. Air base Level is a part (as part of the overcrowding factor) in the second part of the air reorganization formula. However, since ESE and Infrastructure are also factors in that formula, the location of an airbase is also important. One particular effect of this formula is that an air base in a 0 infrastructure province doesn't help reorganize at all. This also means that air bases are susceptible to logistical strikes and even strategic bombardment (via IC/TC reduction).
The optimal size of an air base is equal to the number of planes to be based there. Less is bad, more is a waste. So in keeping with usual stack sizes, recommended sizes would be 4, 8 or 10.
== Example Tables ==
=== Basic reorganization ===
{| align="right" border="1"
! colspan="2"|Base reorganization value
|-
!Morale
!Daily Reorg
|-
|30%
|0
|-
|40%
|0.24
|-
|60%
|0.72
|-
|80%
|1.2
|-
|100%
|1.68
|}
This is the basic reorganization value that all units get, even under the worst possible circumstances. If a unit for any reason has a morale value of below 30, this will be negative.
=== Land units ===
==== Effect of infrastructure ====
Land units are very much affected by the infrastructure of the province they're in. Once infrastructure falls under 60, reorganization drops quickly. On the other hand, as long as infrastructure stays above 60 the differences are rather small.
{| border="1"
! colspan="4"|Reorganization for different Morale values and 100% TC
|-
!Infrastructure
!Reorg (Morale 30%)
!Reorg (Morale 60%)
!Reorg (Morale 100%)
|-
|0%
|0
|0.72
|1.68
|-
|20%
|1.73
|2.97
|4.62
|-
|40%
|4.03
|5.96
|8.53
|-
|60%
|6.91
|9.71
|13.43
|-
|80%
|7.78
|10.83
|14.90
|-
|100%
|8.64
|11.95
|16.37
|}
=== Air units ===
==== Effect of infrastructure ====
{| border="1"
! colspan="4"|Reorganization for different Morale values with adequate air base and 100% TC
|-
!Infrastructure
!Reorg (Morale 30%)
!Reorg (Morale 60%)
!Reorg (Morale 100%)
|-
|0%
|0
|0.72
|1.68
|-
|20%
|0.29
|1.09
|2.17
|-
|40%
|0.67
|1.59
|2.82
|-
|60%
|1.15
|2.22
|3.64
|-
|80%
|1.73
|2.97
|4.62
|-
|100%
|2.4
|3.84
|5.76
|}
=== Naval units ===
[[Category:Terminology]]
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Releasing Countries
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Liberation costs changed a lot in version HOI2 1.3, and has continued through to ARMA 1.2. You get dissent hits ranging from 0.5 for democracies to 5% dissent for authoritarian governments when you liberate. Liberating colonies gets even higher dissent hits which are described in \db\events\colonial_release.
* [[Africa]] - Countries with their capital in Africa
* [[Asia]] - Countries with their capital in Asia
* [[Europe]] - Countries with their capital in Europe
* [[North America]] - Countries with their capital in North America
* [[South America]] - Countries with their capital in South America
[[Category:Reference]]
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Repair Modifier
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#redirect [[Repair modifier]]
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Repair modifier
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The '''Repair modifier''' increases the rate at which your damaged units repair (or increase their strength).
Please note that the repair rate of damaged province structures (e.g. infrastructure, industry, resource gathering) are '''not''' affected by this modifier, nor are they intended for it to be.
This information is correct as of the HoI2 1.3b patch.
Discussion of the testing done to establish this can be found on the last pages of this thread:
http://forum.paradoxplaza.com/forum/showthread.php?t=247779&page=3&pp=25
[[Category:Terminology]]
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Republican Spain
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{{country guides}}
==Overview==
Republican Spain is a challenging nation to play: meeting its first, most important test, just six months into the game: the Spanish Civil War. Later, Spain will have very few expansionist opportunities since nearly all neighbors are protected with Guarantees by Axis or Allied powers. Finally, war with the Axis will be challenging.
==Technology==
Early research is important in that the third research slot finishes by July 18, 1936, at the date of the outbreak of the war. The "Early Infantry Division" is a good choice here. For a player planning to join the Comintern, abandoning the FirePower Focus land doctrine is a good idea, in order to change to the Mobility/Human Wave doctrine, which is a superior overall doctrine, and the USSR has blueprints for.
Generally, due to relatively poor tech teams, Spain will never be on the leading edge of technology. For this reason, even the Soviet Union is a good technology partner, and can help Spain keep pace in a few areas. Infantry and Land Doctrines are essential, but Spain is able to keep up in some Industrial technologies, as well as very limited air and naval technologies.
==Diplomacy==
===Alliances===
The most likely Ally for Republican Spain is the Comintern, although it is also possible to forge an alliance with the Allies. The Comintern provides Spain with a much needed addition 18 months of build-up before the war. The Comintern also provides good blueprints, and very good trade deals.
===Sliders===
Most of the events Republican Spain receives move the political sliders. Therefore, moving the Hawk slider beginning in 1936 makes sense. Also, the Albania gambit is important as Spain: using "Guarantees of Independence" for key countries such as Albania, Norway, and Denmark, ensuring free interventionism slider moves. Once Hawk and Interventionism are max, moving to Central Planning is recommended.
===Ministers===
Republican Spain begins with 30% dissent, and the General Election will automatically change ministers. The final, event driven, minister changes will end in the Spring of 1937, after the Communist Coup. At that point, Armaments Minister Sanchez is the best choice. For Intelligence Minister, Rubio provides +5% IC, while Mane provides +5% research. Other ministers could use changing, however 1937 dissent levels make the trade-offs not worth it. Later minister moves include various options for manpower and IC bonuses. Generally, Spain has a strong minister pool after 1941.
==Intelligence==
Spain does not have the political configuration to produce a great deal of money, and therefore spying is generally not possible.
==Economy==
The game begins with Republican Spain having 30% dissent. Paying this dissent down is not useful, since the Spanish Civil War event will reset dissent at 15%. Therefore, all early IC should be spent on Reinforcements and an early serial run of [[Militia]].
===Trading===
The Soviet Union is Republican Spain's best trading partner, and can fulfill the necessary energy gap Spain begins the game with. Once allied into the Comintern, Spain will be able to freely account for any resource gaps.
===Industrial Production===
IC building as Spain has very limited utility, and is generally not wise. Three research slots are important for spain to achieve (40 base IC), but achieving 60 base IC is generally impractical in the early game. Later IC growth is possible through conquest, for example achieving over 100 base IC is possible in late game. Due to Spain's economic setup, high early dissent, and massive upgrade needs, all focus should be put into converting manpower into a military force, and industrial building should be neglected.
==Military==
===Army===
Due to Spain's relatively small size, a reliance on infantry and militia is imperative. Spain does not have many military leaders, thus armies of three divisions is necessary.
===Navy===
Spain's Navy will be particularly important in the early war against the Axis powers, namely, Italy. Challenging the Italian navy will be difficult for Republican Spain, thus modernization and strong naval doctrines are important. A surface fleet of heavy cruisers and destroyers is the best combination.
===Air Force===
Spain doesn't have the IC to produce a serious air force. Spain does, however, receive several aircraft from the Spanish Civil War. Thus, upgrading these aircraft, especially the TAC, can be useful.
==War==
===Spanish Civil War===
This is the most important event for Republican Spain. The easiest method to prepare for this is event is to station all aircraft in Madrid, the entire Navy in Valencia, and all army units in Valencia. While some army units will defect, they will quickly be defeated, and have nowhere to retreat to. The number of units to turn traitor is random, but the more than revolt means the fewer the Nationalists get in their deployment pool, and conversely, the more the new units the Republicans will have. Dissent will automatically be re-adjusted to 15%. Any units built should not be deployed: otherwise they may turn into Nationalist traitors. Keep all built units in the deployment queue until after the Civil War begins. Using these techniques, it is possible to win the war within two to three months.
==== Avoiding the Spanish Civil War ====
You can avoid the Civil War completely by moving your first slider (1936) to Authoritarian. Then, elect the National Front. This is just enough to move your governmental ideology from social conservative to paternal autocrat. The Civil War event only fires if Republican Spain is either communist, or a democracy.
===War with the Axis===
Whether or not Republican Spain joins the Comintern or the Allies, war with the Axis is a necessity (otherwise choose Nationalist Spain!). Joining the Comintern will provide Spain nearly two additional years of preparation for war. Spain will not be able to make significant gains against Germany at the outset of war, thus the focus on the German border should be defensive. Meanwhile, an assault of Italy can be quite fruitful, resulting in a relatively quick annexation. Since it is possible for Vichy France to join the Axis as early as 1942, Spain should be prepared with border guards. Generally, holding out until 1943 is necessary, as that is when the Soviet Union will begin to push back the German military. It is possible for a well-played Spain to make significant gains in the West: including the capture of all France and Western Germany through to Austria, Czechoslovakia and Yugoslavia in the South.
==Events==
===February 17, 1936: General Election===
This is an important game event for Spain. The player has the option of the Popular front (a left wing move: allowing the player to align with the Allies or Comintern); or the Nationalist Front (a right wing move: allowing the player to align with the Axis). This strategy guide assumes the player chooses the Popular front. See the [[Nationalist Spain strategy]] guide for details on the other path. An extra 4 dissent is gained, regardless of the choice made.
===June 26, 1936: Outlaw the Fascist Parties===
Selecting yes will move the republicans further to the left, in preparation of a joining with the Comintern.
===Spring, 1937: Communist Coup===
From April 3rd, 1937 to June 3rd, 1937, if Republican Spain has won the war, this event may occur. This event is very important for helping Republican Spain ally within the Comintern, as it will produce a Left-Wing Radical government. This event does not provide options, but produces +10 dissent, and changes all ministers.
[[Category:National Strategy]]
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A '''Required Province''' is a province that is required for the [[Liberation]] (or formation) of a nation.
[[Category:Terminology]]
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#REDIRECT [[Required Province]]
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{{Anthology}}
== Research Basics ==
Each technology consists of 5 parts which have to be researched one after the other. Each of these parts is linked to a certain field of science (chemistry, electronics, rocketry, etc.) and has a difficulty (usually from 3 to 10). Sometimes the last of the 5 parts is called “….Test” or “….Process Development” or something similar. This will often have a very high difficulty number, double that of the other components. (In 1.1 and earlier, the doubled number shows as being the same as all the other components, leaving you to guess whether it is there or not).
Each tech team has a skill level and one or more fields of expertise matching the fields of science from the technologies. Both (skill level and matching fields of expertise) have an influence on the speed of research.
'''Matching fields of expertise:''' Each match halves the research time for this particular part of the technology.
'''Blueprints:''' Each blueprint halves the research time for the whole technology (standard setting, moddable via misc.txt). If you have matched fields of expertise AND blueprints, the research time for the parts having a match is quartered.
Researching a Technology is displayed as having five partial techs accounting for 20% each. The game engine internally counts each part separately with 100% (or 200% if ''double_time = yes'' is specified in the tech file). Each part of the technology is first fully completed before the next part starts. So any excess research progress in the day which finishes a part (to 20%, 40%, 60%, 80% and of course 100%) is lost. This is important to mention, since it is the cause of rounding errors and probably some mismatch between the formula (which I don’t know) and the effective research time. It is also the cause for some minor inconsistencies in the tables below. If anybody has the time to come up with something more precise, he/she is highly welcome. However I believe for the normal gaming the tables below should give enough info.
Research time (in days) with matching skill level (i.e. a skill level 5 team researches a part of a technology with difficulty 5) And WITHOUT matching field of expertise.
Lvl 3: 37
Lvl 4: 40
Lvl 5: 42
Lvl 6: 44
Lvl 7: 46
Lvl 8: 47
Lvl 9: 49
Lvl10: 50
This base time is modified by the difference between difficulty and skill level (=skill level-difficulty) as follows in cumulative days (so -3 would be an effective +12); (I’m pretty sure there is a formula behind it with some integers, so there are rounding errors when giving full days, but as already mentioned it should suffice for planning research):
-7: +9
-6: +8
-5: +7
-4: +6
-3: +5
-2: +4
-1: +3
0: 0
+1: -3
+2: -3
+3: -2
+4: -2
+5: -2
+6: -2
Research efficiency modifier due to techs is a corresponding time modifier (i.e.: + 5% means each part takes 5% less time to research, so a part of a tech which really takes 30 days without the 5%, takes 29 days with the modifier (since the 0,5 days are lost, however it is not very exact with my table, so it can be +/- 1 day). The modifier applies to each part separately. Btw. I didn’t find an effect for the ministers giving research bonus (I just checked Todt of Germany).
== Examples ==
An example calculation for Germany in ’36 (they have a +5% Research modifier due to tech) and Basic Machine tools (a ’36 tech):
Chemistry 5
Industrial Engineering 5
Industrial Engineering 5
Industrial Engineering 6
Industrial Engineering 7 (doubled)
Now let’s IG Farben do the job: Skill 9 and all fields of expertise match:
1.Part: 42 days base, –10 days for higher skill level = 32 days, halved for matching fields = 16 days, -5% = 15 days (could also be 16 for other cases, depends on the rounding)
2.Part: 42 days base, –10 days for higher skill level = 32 days, halved for matching fields = 16 days, -5% = 15 days (could also be 16 for other cases, depends on the rounding)
3.Part: 42 days base, –10 days for higher skill level = 32 days, halved for matching fields = 16 days, -5% = 15 days (could also be 16 for other cases, depends on the rounding)
4.Part: 44 days base, –8 days for higher skill level = 36 days, halved for matching fields = 19 days, -5% = 17 days (could also be 18 for other cases, depends on the rounding)
5.Part: 46 days base, –6 days for higher skill level = 40 days, doubled for being a “…Process” tech and than again halved for matching fields = 40 days, -5% = 38 days (could also be 39 for other cases, depends on the rounding)
Total time: 100 days (so when starting on 01.01.36, you will be finished on 11.04.36
Now let’s have this done by Rheinmetal: Skill 7, only chemistry matches:
1.Part: 42 days base, –6 days for higher skill level = 36 days, halved for matching fields = 18 days, -5% = 17 days (could also be 18 for other cases, depends on the rounding)
2.Part: 42 days base, –6 days for higher skill level = 36 days, -5% = 34 days (could also be 35 for other cases, depends on the rounding)
3.Part: 42 days base, –6 days for higher skill level = 36 days, -5% = 34 days (could also be 35 for other cases, depends on the rounding)
4.Part: 44 days base, –3 days for higher skill level = 41 days, -5% = 39 days
5.Part: 46 days base, +/–0 days for matching skill level = 46 days, doubled for being a “…Process” tech = 92 days, -5% = 87 days (could also be 88 for other cases, depends on the rounding)
Total time: 211 days (so when starting on 01.01.36, you will be finished on 02.08.36
== General things to learn ==
1.) First look for as many matching fields as possible. It's usually better to have more matching fields than to have high skill level (but not always - a Skill-8 team with 4 matching fields is usually faster than a Skill-6 team with 5 fields, for example).
2.) Consider that sometimes the last part of a tech counts double when looking for the absolute number of matching fields.
3.) Then look at skill levels; the higher the better.
4.) It is always nice to have [[blueprints]].
== Researching ahead of time ==
You get a cumulative 0.15% or 0.125% penalty (the latter is correct in Doomsday V. 1.3a) penalty per day for researching ahead of time. The relevant time for a tech is always January 1 of the corresponding year. So a 1938 technology started at 01.01.37 would get a 360*0.15% = 54% penalty for the first day, a 53.85% penalty for the second day and so on until you reach 01.01.38 when you don’t get any penalty for the remaining research of this tech anymore. The cap for the penalty is at 90%. This cap is reached by researching 600 days ahead of time if the penalty is 0.15%, 720 (or exactly two years, HoI years being exactly 360 days) if the penalty is 0.125%. Thus, starting to research a 1938 technology in April of 1936 would have the maximum 90% penalty. For these reasons, it is generally recommended not to "tech rush" more than 1 year early, and wherever possible to stay with current year technologies. There is no bonus for researching old technologies.
== Effect of Rocket Test Sites ==
Rocket test sites dramatically reduce the research times for any tech that has a rocket component. This would include the rocketry component of an inf div tech such as the Tube-launched Rocket for the advanced 1943 inf div as well as the rocket techs themselves.
The size of the test site has an influence at the reduction. It also reduces considerably the effects of skills (in the below example, at site size 6, a skill level 3 team only takes 1 day longer than a lvl. 8 team) and also the effect of the rocketry field of expertise. As an example, I have researched a difficulty 8 tech (without any other research modifiers) with skill lvl. 8 teams (results in days):
rocketry site size / without rocketry field of expertise / with rocketry field of expertise
size 0 / 47d / 24d
size 1 / 28d / 18d
size 2 / 20d / 14d
size 3 / 16d / 12d
size 4 / 13d / 10d
size 5 / 11d / 9d
size 6 / 9d / 8d
size 7 / 8d / 7d
What we can see is, that starting from size 5 onwards, the differences are rather small. Blueprints will further cut these reduced times in half.
== Effect of Nuclear Reactors ==
Nuclear Reactors also dramatically reduce the research times for the nuclear techs (both). The size of the reactor has an influence at the reduction. It also reduces considerably the effects of skills (in the example below, at site size 5, a skill level 3 team only takes 1 day longer than a lvl. 9 team) and also the effect of the nuclear fields of expertise. As an example, I have researched a difficulty 10 tech (without any other research modifiers) with skill lvl. 9 teams (results in days):
nuclear reactor size / without nuclear field of expertise / with nuclear field of expertise
size 0 / 53d / 27d
size 1 / 32d / 20d
size 2 / 23d / 16d
size 3 / 18d / 14d
size 4 / 15d / 12d
size 5 / 13d / 10d
size 6 / 11d / 9d
size 7 / 10d / 8d
What we can see is the same as for rocketry test sites, that starting from size 5 onwards, the differences are rather small. Blueprints will again halve the time.
As a summary for both, we can say, that the biggest differences are until lvl.3, effectively removing two thirds of the research time without matching fields of expertise or halve the research time with matching fields of expertise.
== Research Strategy ==
*The number of tech teams you can use at once is determined by your IC. You get one extra at each of 20, 40, 60 and 80 base IC.
*Many technologies, particularly Industrial techs, give immediate bonuses across your entire economy. The sooner you research them the more you will be able to produce before war breaks out and you should have no hesitation in trying to push them before their historical years.
*Try to match your tech advances with your current spare IC. If you have spare IC (in times of relative peace), you can consider researching new and improved weapons, because you have the IC for the upgrades. If you are in a costly war that chews up IC in re-inforcements, consider researching doctrines or unit types you don't have yet because there is nothing to upgrade. Look at the unit charts to see which upgrades are most worthwhile for your situation.
*Doctrine techs give instant combat bonuses with no IC cost. If you are currently at war, these are very high priority. If you are at peace, you might consider developing new units that require time to build, and then move on to the doctrines later - just in time for the war to start.
*Some ministers give bonuses to some research areas. For instance, Resource Industrialist Armamanents ministers give a bonus to Industrial research as well as to IC. At the start of a campaign you may well be investing heavily in Industrial research and find this worthwhile.
*Plan. This is one of the areas where really long term thinking pays off.
**If you need to project power overseas (even in the far future), you need aircraft carriers, marines and paratroopers and you have to research them before you can build them (which will also take time).
**Control of the skies started important and became more important as the war went on, so consider air research whatever your situation; in particular the Air Doctrine tree requires you to research many easy techs, and to develop your bombers' organisation and morale before your fighters.
**If you are likely to have land conflicts, pay close attention to your Land Doctrine Tree and its attributes. Your doctrine will give you discounts on production of some units; do you want to research these first to maximise the advantages?
*Consider what you have. This has been mentioned elsewhere, but you will probably start with a bunch of vanilla infantry, and you won't be able to replace them overnight with mechanised infantry. If you are heading for war quickly you you really don't want to be fighting with 1918-model infantry and upgrading is your best bet. If war is further away, your best bet may be to replace the divisions entirely rather than upgrade.
*Plan your construction to match your tech level. If you are about to advance to a new level of tanks, wait until you get them before putting in that monster tank order to make the most of the [[Gearing_Bonus|gearing bonus]]; however if major operations are around the corner you may not be able to wait.
*If you need cash for research, and have no dissent, trade for cash. It is often more economical to spend a few ICs on making supplies and trading those for cash than to put IC into excess consumer goods to make cash. However, if you have dissent, you're pouring IC into consumer goods anyway, so it's not really an issue. As with other resources, make friends and trade early for a stockpile of cash before the shooting war starts and then stop worring about it.
*A potential approach to planning your research strategy is to use a process of elimination. For instance, few nations will build large numbers of Battleships AND Carriers, or Strat Bombers AND Close Air Support. If you make such decisions early on you can remove whole chunks of research that would be pointless and lets you focus on what is most important for your forces.
*Consider holding off upgrades if you have the time. Upgrading twice obsolete units is 1/2 the time and 1/2 the cost for the first upgrade. Upgrading Inf '18 once you have researched Inf '39 will cost you 1.25 the normal cost. Upgrading immediately twice will cost the full upgrade amount twice. This is especially apparent with really obsolete [[artillery brigade]]s. Wait until you have researched the models you want to upgrade the units you have.
== Research Assistant Time Calculator ==
Executor made an excellent program to calculate research times, best team for tech etc. An updated version for Armageddon and Doomsday is available in [http://www.europa-universalis.com/forum/showthread.php?t=355277&page=1&pp=20 this thread]. It can be made to work with Arsenal of Democracy if you create a file called HoI2.exe in the AoD install directory and point the program to that folder.
[[Category:Guides]] [[Category:General Guides]]
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A research slot is the number of teams a nation may have actively researching at any given time. A nation will get one tech slot for free. It will gain one extra research slot for every 20 base [[Industrial Capacity]] they currently possess, up to a maximum number of 5 research slots. In other words, if your Industrial Capacity is >= 80, you will have the maximum number of slots available.
More information on research can be found on the [[Research]] page.
[[Category:Terminology]]
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{| WIDTH=95%
|- VALIGN=top
|
Rocket Artillery gives your units an added capability against soft units. Rockets are an area weapon, saturating an area with explosions, and are thus most effective against Infantry concentrations.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_3.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Basic Rocket Artillery || || || || || 5 || 1 || || 2 ||
| width=20 | || 4 || 45 || 2 || -1 || 1.5 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Improved Rocket Artillery || || || || || 6 || 1 || || 3 ||
| width=20 | || 5 || 45 || 2 || -1 || 1.5 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Advanced Rocket Artillery || || || || || 7 || 3 || || 4 ||
| width=20 | || 6 || 45 || 2 || -1 || 1.5 || || || || 0.5 || 1.0 || || || ||
|}
[[Category:Units]]
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#REDIRECT [[Research#Effect_of_Rocket_Test_Sites]]
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{{Country guides}}
Playing Romania is not an easy task, but it can be quite fun. The key of the game is waiting. You will be successful if you decide not to go into action too soon. You have a very bad position, surrounded by enemies, many of whom have claims on your territory.
== Preparations ==
Try to move the sliders towards hawk and interventionism. The biggest problem you have is your army. Upgrade it immediately, and focus on building a task force. Do not worry about economy, because it's the best in your area.
Suck up to Germany and join the Axis. Don't be afraid if Bulgaria and Hungary do the same (because they will do that). In September 1940 you will recive the ultimatum called "The Vienna Diktat" to secede Transylvania to Hungary. Do that, because the alternative means war with Germany, and you cannot afford that. One month later, Bulgaria will ask you to cede Constanta to them. Refuse it, because their demand is not backed by the Germans. Effects: Both you and Bulgaria leave Axis, and Bulgaria declares war.
== Balkan war ==
If you have improved the army, you might be able to destroy Bulgaria. Do not do that! Risk, and let them ocuppy the Constanta province. The result will be interesting, because Hungary declares war.
Now, the battle plan: Concentrate on Bulgaria, drive them out of Constanta, and then push towards Varna and Sofia. Defend the Hungarian border. After you have conquered Bulgaria, annex it, and turn against the real and historical enemy, Hungary. Their army is harder to defeat, but if you have followed the advice and improved yours, you should be able to defeat them.
== Further strategy ==
All the time, suck up to Germany, the UK, and USSR! This way, you will stay out of the war.
Greece should be your next target. It's the easiest country to conquer, and you will overrun them in three months, maximum.
Now your country is big enough and your army strong enough to face an attack. Wait until the Axis or the Allies gain an important advantage and join them. The best alternative, even if it is hard to do, is to join the Comintern. Russians are next to you, and you'll have opportunities to strike whoever you would like. Maybe Yugoslavia, Turkey, or perhaps even Germany.
== A more "Patriotic" alternative ==
Move towards Authorian and Right Wing. Further events should help you move towards Hawk Lobby, Standing Army, Central Planning, and Interventionism.
Trade your oil wisely. Build your stocks and keep some for yourself.
Upgrade your army, use brigades to raise efficiency.
Build an strong Airforce.
Wait up to the Ribbentrop - Molotov Pact, maybe even more
Join the Axis.
Attack Hungary and take as much as you can before the Germans.
When the USSR ask for Bessarabia, fight and don't back up at the second event! Germany will overrun them.
Don't swich sides!
When Bulgaria asks for land, fight them. You'll be out of the big war and should be able to crush them.
If you don't have a choice, wait until Germany no longer guaranties for them. Then crush them!
You now have a secure position.
Your next target should be the oil fields in the Middle East.
==Romania: Balkan Superpower?==
The goal here is an aggressive play for Hungary as soon as possible. Take your rather large starting army and start stacking it on the border with Hungary. In the meantime, make the necessary slider moves to be able to declare war.
Hungary's independence is guaranteed by an ally-less Austria. With any luck, war with Hungary should also mean war with Austria. Both are easy to crush if you made sure to re-enforce and upgrade your starting divisions.
Here is where things can get interesting. If you hadn't noticed, Romania's independence is guaranteed by many of the regional powers, including Italy and Poland. You may see a chain reaction of premature war declarations here, especially if Austria gets involved. Turkey, Bulgaria, Yugoslavia, Italy, Poland, Greece, and Germany all have stakes in your conflict in one way or another, and will start declaring war on one another (When using this strategy I've seen Germany declare war on Italy twice in 1937). You can use all of their wars to your advantage, as everyone is too pre-occupied to care what you're doing in the Balkans.
Your next move could go in one of many directions. I would recommend Yugoslavia first, as they've got a bunch of territory right on your border and not much to defend it with. Be wary with attacking Bulgaria, as the Soviets and the Germans both like to come to their aid.
Not only can you make some impressive territorial gains (and get a ton of IC to boot, 4 tech teams by 1941 is very possible), but you also stop all of those nasty events involving ceding territory, along with stopping many of the event based German gains, leading to...
==An Allied Romania==
This is where your Austrian territory comes into play. Once Germany and the Allies are at war, you'll have a 70-some percent chance to join the Allies if you ask Britain. Assuming Germany and Italy aren't allied, this can be a huge opportunity for Romanian glory. With a neutral Czechoslovakia (thanks to stopping the Anschluss early) and an allied Poland on your northern border, a neutral Italy who tends to be rather friendly to you on your long western border, and a usually Allied Greece to your south, you sit in a prime position to foray into southern Germany through Munich. Chances are the germans will ground your offensive to a halt before you can get deep into Germany, so just dig in and hold tight while your allies win the war for you. If you're bored while you wait, it can be fun to take military control of Poland and try to beat the German blitzkrieg back. The allies will also flood you with blueprints and help defend any German counterattacks, to be sure you can hold your posessions. After sitting behind the Maginot Line for an eternity, a French assault out from it leads to German defeat within 6 months.
==Further Interests==
At this point, all your neighbors but the Soviets will be either an ally or pitifully weak. If Bulgaria is still around, they're a natural target, along with Czechoslovakia. Both have pretty outdated armies and will fall quickly, but make sure you move fast so Greece, France, and Poland can't steal territory from you. Italy is also surprisingly vulnerable at this point in time. Taking the Italian mainland is surprisingly quick and easy, and once it's under your control all you need to do is wait for the British to clear out a supply-less Italian Africa. Once Italy falls, the choice is yours. Betray the Allies? Attack the Soviet Union? Build a navy and assault Turkey? With the IC and manpower your posessions should net you, anything is possibly for once-tiny Romania.
[[Category:National Strategy]]
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#REDIRECT [[Erwin Rommel]]
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#REDIRECT [[Surface Action Group]]
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[[image:SkifExampleDD.jpg|right|thumb|Example of Skif Icon pictures]]
SKIF provides "icon" mods: colorful unit pictures for land, air, and naval units. Eight nations have unique icons for all units, while 10 additional nations have land and air units.
[[image:Skif-mnt.png|center|Example of Mountaineer icons for different nations]]
* Forum: [http://forum.paradoxplaza.com/forum/showthread.php?t=236771 SKIF - icons for HoI2/DD/ARMA]
* Download: [http://www.star.net.pl/~scytth/hoi2/page/down.html]
* Current Version: 1.5
* Last Update: August, 2008
* Popularity: ''1,000 - 5,000 posts''
* Compatibility: [[HOI2]], [[Doomsday]], [[ARMA]]
[[Category:Mods]]
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SMEP leaves the core gameplay of Hearts of Iron II intact. However, some things were not up to snuff. These are the things SMEP attempts to address. Here are some examples...
SMEP has many peace treaty events. Infact, SMEP's work was so stable and impressive that it was included (with typos) in later Hearts of Iron II patches (see "Faith of China", which I meant to type as "Fate of China"). Treaties include...
Soviet-Japanese War, Sino-Japanese War, Russian Civil War, Russo-German War, German-American War, Japanese-American War, Franco-German War, Romano-Hungarian War (included in later HOI patches), Romano-Bulgarian War
...and more!
Other noteworthy event chains include...
Partition of Yugoslavia, Partition of Greece, Post-War Eastern Front events, Post-War Western Front events.
SMEP includes what "capital capture" events to make the Allies and Soviets war against the Nazis competitive! Americans in Budapest? Ally Hungary after the war! Soviets in Denmark? Set up a puppet regime in Copenhagen! This creates a very worthwhile experience; you are rewarded for your actions!
SMEP now includes the Consolidated China Improvement Pack, which is altered to fit SMEP's needs and goals. Thank you to the team!
[http://forum.paradoxplaza.com/forum/showthread.php?t=415865 ] The Official SMEP for Armageddon
[[Category:Mods]]
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Screen Ship
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CLs and DDs, which are operating in the same battle with capital ships, are called screens. They may not necessarily belong to the same task force as the heavies, but they are currently involved in the same battle. For example, an ASW group of 3 CLs and 6 DDs is present in the same seazone as a group of 6 BBs and 6 CLs when an enemy fleet shows up and engages both groups in combat. For purposes of the sea battle that ensues, the group would be considered as having 6 capital ships and 15 screening vessels. This term is only important as it applies to [[positioning]].
[[Category:Terminology]]
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#REDIRECT [[Screen Ship]]
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===[[Sealane Interdiction]]===
SLI is the least popular doctrine, with Germany as its sole worshiper. It emphasises convoy raiding with U-boats, basically weakening the naval might of an enemy you're never going to surpass. It is the shortest tree out of the three, ending in 1942 and gaining most of its bonuses by 1940, when it even outshines the other two doctrines for a brief period. SLI offers the best morale, the best SS positioning, and the best convoy raiding efficiency.
A quick note about raiding and U-boats: Raiding won't make Britain run out of resources because of the pre-war buildup. It's more than capable of stopping supply convoys though, thereby hampering their ability to wage land wars overseas. DD seriously crippled the U-boat's sea attack rating, introduced sonar and ASW upgrades for ships, and added the U-boatkiller CVL into the mix. U-boats are still the best option for convoy raiding, but they will not destroy the enemy fleet like in HoI2. You should abandon this tree if you're going for naval supremacy.
[[Category:Terminology]]
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{{TechTree}}
==== Basic Rocket Interceptor ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
*Prerequisites: None
*Effects:
:*New Model interceptor 5
|
10 - [[Image:rocketry.png|rocketry]] - Basic Rocket Engine
8 - [[Image:aeronautics.png|aeronautics]] - Basic Rocket Interceptor Airframe
5 - [[Image:artillery.png|artillery]] - 30mm Cannons
7 - [[Image:electronics.png|electronics]] - Improved Centimetric Airborne Fighter Radar
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic Rocket Interceptor Prototype Tests (D)
|}
==== Improved Rocket Interceptor ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Secret_Weapons_Tech_Tree#Basic Rocket Interceptor|Basic Rocket Interceptor]]
*Effects:
:*New Model interceptor 6
|
10 - [[Image:rocketry.png|rocketry]] - Improved Rocket Engine
8 - [[Image:aeronautics.png|aeronautics]] - Improved Rocket Interceptor Airframe
7 - [[Image:rocketry.png|rocketry]] - Air-to-Air Missile
7 - [[Image:electronics.png|electronics]] - Advanced Centimetric Airborne Fighter Radar
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved Rocket Interceptor Prototype Tests (D)
|}
==== Basic Turbojet Interceptor ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
*Prerequisites: None
*Effects:
:*New Model interceptor 7
|
10 - [[Image:rocketry.png|rocketry]] - Basic Turbojet Engine
8 - [[Image:aeronautics.png|aeronautics]] - Basic Turbojet Interceptor Airframe
5 - [[Image:artillery.png|artillery]] - 30mm Cannons
7 - [[Image:electronics.png|electronics]] - Improved Centimetric Airborne Fighter Radar
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic Turbojet Interceptor Prototype Tests (D)
|}
==== Improved Turbojet Interceptor ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Secret_Weapons_Tech_Tree#Basic Turbojet Interceptor|Basic Turbojet Interceptor]]
*Effects:
:*New Model interceptor 8
|
10 - [[Image:rocketry.png|rocketry]] - Improved Turbojet Engine
8 - [[Image:aeronautics.png|aeronautics]] - Improved Turbojet Airframe
8 - [[Image:rocketry.png|rocketry]] - Air-to-Air Missile
7 - [[Image:electronics.png|electronics]] - Advanced Centimetric Airborne Fighter Radar
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved Turbojet Interceptor Prototype Tests (D)
|}
==== Turbojet Carrier Air Wing ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1944
*Prerequisites:
:*Modern Air Carrier
*Effects:
:*New Model cag 8
|
10 - [[Image:rocketry.png|rocketry]] - Naval Turbojet Engine
8 - [[Image:aeronautics.png|aeronautics]] - Regular Composite Airframe
5 - [[Image:artillery.png|artillery]] - 30mm Cannons
7 - [[Image:electronics.png|electronics]] - Advanced Centimetric Airborne Fighter Radar
10 - [[Image:technical_efficiency.png|technical_efficiency]] - VTOL Prototype Tests (D)
|}
==== Turbojet Close Air Support Aircraft ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites: None
*Effects:
:*New Model cas 3
|
10 - [[Image:rocketry.png|rocketry]] - Short-Range Turbojet Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Light Turbojet Bomber Airframe
7 - [[Image:artillery.png|artillery]] - 120mm Cannon
7 - [[Image:electronics.png|electronics]] - Advanced Centimetric Airborne Radar Navigation
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Light Turbojet Bomber Prototype Tests (D)
|}
==== Turbojet Tactical Bomber ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites: None
*Effects:
:*New Model tactical_bomber 5
|
10 - [[Image:rocketry.png|rocketry]] - Medium-Range Turbojet Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Medium Bomber Turbojet Airframe
7 - [[Image:chemistry.png|chemistry]] - FAE Bombs
7 - [[Image:electronics.png|electronics]] - Advanced Centimetric Airborne Radar Navigation
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Medium-Range Turbojet Bomber Prototype Tests (D)
|}
==== Turbojet Naval Bomber ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1942
*Prerequisites: None
*Effects:
:*New Model naval_bomber 3
|
10 - [[Image:rocketry.png|rocketry]] - Medium-Range Turbojet Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Medium Bomber Turbojet Airframe
5 - [[Image:general_equipment.png|general_equipment]] - Multiple Weapons Platform
7 - [[Image:electronics.png|electronics]] - Advanced Centimetric Airborne Radar Navigation
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Medium-Range Turbojet Bomber Prototype Tests (D)
|}
==== Turbojet Strategic Bomber ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites: None
*Effects:
:*New Model strategic_bomber 3
|
10 - [[Image:rocketry.png|rocketry]] - Long-Range Turbojet Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Heavy Bomber Turbojet Airframe
7 - [[Image:mechanics.png|mechanics]] - Payload Racket Automatization
7 - [[Image:electronics.png|electronics]] - Advanced Centimetric Airborne Radar Navigation
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Heavy Turbojet Bomber Prototype Tests (D)
|}
==== Flying Bomb ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
*Prerequisites: None
*Effects:
:*Activate Unit Type flying_bomb
|
10 - [[Image:rocketry.png|rocketry]] - Basic Clearing Routines
7 - [[Image:aeronautics.png|aeronautics]] - Modified Steering Fens
7 - [[Image:aeronautics.png|aeronautics]] - Catapult Launch Tests
7 - [[Image:mechanics.png|mechanics]] - Mechanical Autopilot
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Flying Bomb Prototype Test (D)
|}
==== Strategic Rocket ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1942
*Prerequisites:
:*[[Secret_Weapons_Tech_Tree#Flying Bomb|Flying Bomb]]
*Effects:
:*Activate Unit Type flying_rocket
:*New Model flying_rocket 0
|
10 - [[Image:rocketry.png|rocketry]] - Improved Clearing Routines
5 - [[Image:aeronautics.png|aeronautics]] - Reinforced Ribs
8 - [[Image:aeronautics.png|aeronautics]] - Advanced All-Weather Tests
8 - [[Image:electronics.png|electronics]] - Gyroscope Autopilot
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Strategic Rocket Prototype Test (D)
|}
==== Ballistic Missile ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1944
*Prerequisites:
:*[[Secret_Weapons_Tech_Tree#Strategic Rocket|Strategic Rocket]]
*Effects:
:*New Model flying_rocket 1
|
10 - [[Image:rocketry.png|rocketry]] - Advanced Clearing Routines
8 - [[Image:aeronautics.png|aeronautics]] - Multiple Sections
8 - [[Image:aeronautics.png|aeronautics]] - Multi-stage Test Flights
9 - [[Image:electronics.png|electronics]] - Gyrostabilized Launch Computer
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Ballistic Missile Prototype Test (D)
|}
==== Intercontinental Ballistic Missile ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1951
*Prerequisites:
:*[[Secret_Weapons_Tech_Tree#Ballistic Missile|Ballistic Missile]]
*Effects:
:*New Model flying_rocket 2
|
10 - [[Image:rocketry.png|rocketry]] - Semimodern Clearing Routines
9 - [[Image:rocketry.png|rocketry]] - Section Flight Dropping
10 - [[Image:aeronautics.png|aeronautics]] - Multi-stage Ballistic Missile Test Flights
10 - [[Image:electronics.png|electronics]] - ICBM Guidance System Computer
10 - [[Image:technical_efficiency.png|technical_efficiency]] - ICBM Prototype Test (D)
|}
==== Basic Electronic Computers ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
*Prerequisites: None
*Effects:
:*Research Modifier: 5
|
8 - [[Image:mathematics.png|mathematics]] - Assembly Language
8 - [[Image:electronics.png|electronics]] - Cathode Ray Tube Primary Memory
7 - [[Image:chemistry.png|chemistry]] - Magnetic Tape Secondary Memory
6 - [[Image:mathematics.png|mathematics]] - BCD ALU
8 - [[Image:electronics.png|electronics]] - Hardwired CPU (D)
|}
==== Improved Electronic Computers ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Secret_Weapons_Tech_Tree#Basic Electronic Computers|Basic Electronic Computers]]
*Effects:
:*Research Modifier: 5
|
9 - [[Image:mathematics.png|mathematics]] - High Level Language
9 - [[Image:electronics.png|electronics]] - Mercury Delay Line Primary Memory
8 - [[Image:chemistry.png|chemistry]] - Magnetic Drum Secondary Memory
6 - [[Image:mathematics.png|mathematics]] - Binary ALU
9 - [[Image:mathematics.png|mathematics]] - Microprogramming (D)
|}
==== Advanced Electronic Computers ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1945
*Prerequisites:
:*[[Secret_Weapons_Tech_Tree#Improved Electronic Computers|Improved Electronic Computers]]
*Effects:
:*Research Modifier: 5
|
10 - [[Image:mathematics.png|mathematics]] - Functional Programming
10 - [[Image:electronics.png|electronics]] - Semiconductor Primary Memory
10 - [[Image:chemistry.png|chemistry]] - Hard Disk Secondary Memory
8 - [[Image:mathematics.png|mathematics]] - Floating Point ALU
10 - [[Image:mathematics.png|mathematics]] - Batch Processing (D)
|}
==== Nuclear Waste Bomb ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1944
*Prerequisites: None
*Effects:
:*Enable Mission Type: nuke
:*Max Reactor Size: 6
:*abomb_production
:*Subs may now launch Nukes flying_bomb
:*Subs may now launch Nukes flying_rocket
|
8 - [[Image:nuclear_engineering.png|nuclear_engineering]] - Basic Nuclear Bomb Construction
6 - [[Image:electronics.png|electronics]] - Basic Detonator
7 - [[Image:mathematics.png|mathematics]] - Basic Impact Calculations
6 - [[Image:chemistry.png|chemistry]] - Basic Uranium Handling
10 - [[Image:nuclear_physics.png|nuclear_physics]] - Basic Nuclear Detonation Tests (D)
|}
==== Semi-Fission Bomb ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1944
*Prerequisites:
:*[[Secret_Weapons_Tech_Tree#Nuclear Waste Bomb|Nuclear Waste Bomb]]
*Effects:
:*Max Reactor Size: 7
|
8 - [[Image:nuclear_engineering.png|nuclear_engineering]] - Improved Nuclear Bomb Construction
7 - [[Image:electronics.png|electronics]] - Improved Detonator
7 - [[Image:mathematics.png|mathematics]] - Improved Impact Calculations
9 - [[Image:chemistry.png|chemistry]] - Improved Uranium Handling
10 - [[Image:nuclear_physics.png|nuclear_physics]] - Improved Nuclear Detonation Tests (D)
|}
==== Fission Bomb ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1944
*Prerequisites:
:*[[Secret_Weapons_Tech_Tree#Semi-Fission Bomb|Semi-Fission Bomb]]
*Effects:
:*Max Reactor Size: 8
|
10 - [[Image:nuclear_engineering.png|nuclear_engineering]] - Advanced Nuclear Bomb Construction
8 - [[Image:electronics.png|electronics]] - Advanced Detonator
10 - [[Image:mathematics.png|mathematics]] - Advanced Impact Calculations
10 - [[Image:chemistry.png|chemistry]] - Advanced Uranium Handling
10 - [[Image:nuclear_physics.png|nuclear_physics]] - Advanced Nuclear Detonation Tests (D)
|}
==== Nuclear Battleship Propulsion ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1944
*Prerequisites: None
*Effects:
:*New Model battleship 7
|
9 - [[Image:nuclear_engineering.png|nuclear_engineering]] - BB Emergency Shut-down System
8 - [[Image:nuclear_engineering.png|nuclear_engineering]] - BB Fuel Installation and Removal
7 - [[Image:chemistry.png|chemistry]] - BB Nuclear Cooling System
7 - [[Image:naval_engineering.png|naval_engineering]] - BB Modified Hull Construction
10 - [[Image:naval_training.png|naval_training]] - BB Nuclear Vessel Procedure (D)
|}
==== Nuclear Cruiser Propulsion ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1944
*Prerequisites: None
*Effects:
:*New Model heavy_cruiser 6
:*New Model battlecruiser 6
|
9 - [[Image:nuclear_engineering.png|nuclear_engineering]] - CA Emergency Shut-down System
8 - [[Image:nuclear_engineering.png|nuclear_engineering]] - CA Fuel Installation and Removal
7 - [[Image:chemistry.png|chemistry]] - CA Nuclear Cooling System
7 - [[Image:electronics.png|electronics]] - CA Modified Hull Construction
10 - [[Image:naval_training.png|naval_training]] - CA Nuclear Vessel Procedure (D)
|}
==== Nuclear Carrier Propulsion ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1944
*Prerequisites: None
*Effects:
:*New Model carrier 8
|
9 - [[Image:nuclear_engineering.png|nuclear_engineering]] - CV Emergency Shut-down System
8 - [[Image:nuclear_engineering.png|nuclear_engineering]] - CV Fuel Installation and Removal
7 - [[Image:chemistry.png|chemistry]] - CV Nuclear Cooling System
7 - [[Image:electronics.png|electronics]] - CV Modified Hull Construction
10 - [[Image:naval_training.png|naval_training]] - CV Nuclear Vessel Procedure (D)
|}
==== Nuclear-powered Submarine ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1944
*Prerequisites: None
*Effects:
:*New Model submarine 6
|
9 - [[Image:nuclear_engineering.png|nuclear_engineering]] - SS Emergency Shut-down System
8 - [[Image:nuclear_engineering.png|nuclear_engineering]] - SS Fuel Installation and Removal
7 - [[Image:chemistry.png|chemistry]] - SS Nuclear Cooling System
7 - [[Image:electronics.png|electronics]] - SS Modified Hull Construction
10 - [[Image:naval_training.png|naval_training]] - SS Nuclear Vessel Procedure (D)
|}
==== Air Cavalry Division ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1944
*Prerequisites: None
*Effects:
:*New Model cavalry 5
|
7 - [[Image:aeronautics.png|aeronautics]] - Attack Helicopters
7 - [[Image:aeronautics.png|aeronautics]] - Transport Helicopters
5 - [[Image:management.png|management]] - Aerial Support Organization
6 - [[Image:rocketry.png|rocketry]] - Modified Anti-Tank Weaponry
7 - [[Image:combined_arms_focus.png|combined_arms_focus]] - Air Assault Tactics (D)
|}
==== Air-to-Surface Missile (ASM) ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1942
*Prerequisites:
:*[[Secret_Weapons_Tech_Tree#Turbojet Close Air Support Aircraft|Turbojet Close Air Support Aircraft]]
*Effects:
:*New Model cas 4
|
6 - [[Image:aeronautics.png|aeronautics]] - Air-launch tests
7 - [[Image:aeronautics.png|aeronautics]] - Air-to-Surface Wire Guidance
7 - [[Image:electronics.png|electronics]] - Delayed Detonation Fuse
5 - [[Image:chemistry.png|chemistry]] - HEAT payload
8 - [[Image:technical_efficiency.png|technical_efficiency]] - ASM Prototype Test (D)
|}
==== Surface-to-Air Missile (SAM) ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites: None
*Effects:
:*Flak Power 100
|
6 - [[Image:aeronautics.png|aeronautics]] - Ground Launch Tests
7 - [[Image:aeronautics.png|aeronautics]] - Surface-to-Air Wire Guidance
7 - [[Image:electronics.png|electronics]] - Radar Proximity Fuse
5 - [[Image:chemistry.png|chemistry]] - Steel Bullet Ammo
8 - [[Image:technical_efficiency.png|technical_efficiency]] - SAM Prototype Test (D)
|}
==== Basic Turbojet Fighter ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites: None
*Effects:
:*New Model multi_role 3
|
10 - [[Image:rocketry.png|rocketry]] - Basic Turbojet Engine
8 - [[Image:aeronautics.png|aeronautics]] - Basic Turbojet Fighter Airframe
5 - [[Image:artillery.png|artillery]] - 30mm Cannons
7 - [[Image:electronics.png|electronics]] - Improved Centimetric Airborne Fighter Radar
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic Turbojet Fighter Prototype Tests (D)
|}
==== Improved Turbojet Fighter ====
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1944
*Prerequisites:
:*[[Secret_Weapons_Tech_Tree#Basic Turbojet Fighter|Basic Turbojet Fighter]]
*Effects:
:*New Model multi_role 4
|
10 - [[Image:rocketry.png|rocketry]] - Improved Turbojet Engine
8 - [[Image:aeronautics.png|aeronautics]] - Improved Turbojet Airframe
7 - [[Image:rocketry.png|rocketry]] - Air-to-Air Missile
7 - [[Image:electronics.png|electronics]] - Advanced Centimetric Airborne Fighter Radar
10 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved Turbojet Fighter Prototype Tests (D)
|}
[[Category:Reference]] [[Category:Tech Tree]]
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See [[China OOB]]
=Other parts of 1945=
* according to official CPC stats, at the end of the war against japan, the communists had a regular army of 930 000 men and an organized militia of some 2 200 000 (1.253)
Above statistics lacked substantiation as a result of the defeat of the Nationalist Regime in 1949. At the time Japan surrendered, the Chinese communist party was entrenched in Rectification Movement 1942-1945 as well as a party congress for power consolidation. Only American planes from Dixie Mission saved the communist cause by flying out commanders. The exact number, which was also recorded by Russians, did not exceed 300,000-400,000 troops for the communist New Fourth Army and Eight Route Army combined. Even after the expansion of troops in Manchuria, the total headcount did not exceed 500,000 by Nov 1945 when the Nationalist Army began the deployment toward the northeastern territory.
Complete reorganization of the army (1.195)
Alpha Program
* 39 divisions would be trained and equipped
** train 500 000 Chinese troops
** 300 000 will be armed soldiers
* if completed, this plan would have affected approximately 1/6th of the entire Chinese regular army as reorganized
* the plan was fully realized for only 12 as far as equipment was concerned
(Source: [http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* Militarily, Mao Tse-tung agreed to compress to 48 and consecutively 43 divisions, so that communist forces would be amounting to 1/6th and consecutively 1/7th the size of 263 KMT divisions. Chiang Kai-shek stated that they intended to compress the army to 120 divisions, but communists refused to lower to 20 divisions.
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
*94th Corps
** 5th Div commanded by Li Zefen
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
In Manchuria, the forces were:
* New 1st Corps commanded by Zheng Dongguo
* New 6th Corps
* 52nd Corps
* 71st Corps commanded by Liang Huashen
Also the Yunnanese 60th and 92nd corps were coming to Manchuria
== Nov-Dec 1945 ==
On 27 November 1945 General George Marshall began his efforts to mediate a solution to the Chinese civil war. General Marshall arrived in China in December 1945 with the hope of brokering a cease-fire between the KMT and the CCP, and of building a coalition government that would include all of the contending political/military groups in China.
(Source: http://www.globalsecurity.org/military/ops/chinese-civil-war.htm)
=1946=
* Two major campaigns occurred in early 1946 in east and west Manchuria. To the east, government troops recovered the territories of Western Liaoning Province and Jehol [excluding Chifeng and Chengde]; and to the east, government troops routed Lin Biao's communist troops at the Battle of Shaling. A respite ensued till Russians suddenly pulled out of Manchuria beginning from March 1946 when George Marshal took off for America, which was very much a calculated event. Government troops then hastily marched north to recover Shenyang, Changchun and Harbin, but encountered stiff communist resistance along the China Eastern Railway. Fightings centered around the railway nexus of Sipingjie for one and half a month.
* "Dian-jun", the Yunnanese army, designated the 184th Division, of the 50th corps, defected to the Communists in Haiching, Liaoning Province on May 29th. The defection included only one regiment and the division command center. The majority of the defector troops, on a later occasion, fled a north-bound train and re-joined the Nationalist Army to be Re-organized 184th Division.
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* In June 6 1946 a truce was imposed by the Americans in Manchuria, which allowed the Communists to recovered (1.244)
* Natioanlists build their fighting power around a core of 31 divisions equipped with American assistance during the latter part of the war, though not all of them were trained to cmobat readiness (1.246) other fine units were:
** crack Guangxi Armies
** northern troops under Generals Fu Zuoyi and Sun Lianzhong
** hard fighting Xibei San Ma Cavalry
** northwestern armies
* mid 1946, the Nationalists had 3 000 000 men (1.253)
* late Oct, 25th Div of 52nd Corps encircled and destroyed
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* at the end of 1946, the American military estimated that the Red army numbered some 1 150 000 (1.253)
* at the end of 1946, the Nationalists had 2 600 000 men (1.253)
=1947=
* On March 13, Hu Zongnan led a 140 000 strong army against Yan'an and took over the empty city as popular history textbooks claimed. The historical truth, however, shows that Hu Zongnan's actual fighting force consisted of two re-organized Corps or about six re-organized divisions, with a fighting force of about 18 re-organized brigades at varying size of 5000-7000 per brigade. On the cmmunist side, the army at Yenan consisted of about 120,000-150,000 regular troops and military district troops.
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* Also in march, Communist forces under Chen Yi, after suffering a serious defeat at the hands of a Guangxi army column (consisting of the 7th and 48th corps),, seized the opportunity to destroy one of the best US equipped army corps (74th) of the central army at Mengliangkan , killing the commander, Zhang Ningfu (1.252)
* On May 14th, Su Yu forced Zhang Lingfu onto Mt Menglianggu, Shandong Province by encircling KMT Reinforced 74th Division (i.e., originally Yu Jishi's 74th Corps) with 5 echelons and cutting off KMT relief armies with another 4 echelons. On May 16th, 100,000 communist forces totally destroyed 32,000 KMT forces, with a casualty of 12,000 on the communist side
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* Also, Communists in Manchuria launch an offensive
** KMT's 88th Division of 71st Corps was destroyed while en route to the relief of Huaide.
* In mid-June, communist forces, numbering 200,000, surrounded Sipingjie in a surprise move. KMT dispatched 53rd Corps to Shenyang from northern China. In the ensuing months, KMT lost 40 counties and 80,000 soldiers in the fightings with communists.
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* in the 50 day summer offensive in may 1947, communists made extensive use of artillery power against best-equipped gov't units and claimed 89 000 government losses
* in August, Chen Cheng replaces Xiong Shihui as director for Northeast Military District
** Chen Cheng relocates 49th corps to Manchuria from Northern Jiangsu
** shortly after, 105 division of 49th corps destroyed
* Chen Cheng re-organized Du Yuming's local security forces into New 3rd Corps, New 5th Corps, New 7th Corps and New 8th Corps.
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* By mid-Oct, communists, totalling 500,000 in Manchuria area, mounted an "autumn campaign" and destroyed about 100,000 KMT forces, including Chen Xinda's New 5th Corps in Gongzhuling.
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* at the end of 1947, the Red army numbered some 1 622 000 (1.253)
* late 1947, the Nationalists had 2 700 000 men (1.253)
=1948=
* throughout 1948, the Nationalists had about 2 730 000 men (1.253)
* early in the year, several military commands were set up (1.246):
** north China Command led by Fu Zuoyi
** central China command led by Bai Chongxi
** northwest China command led by Ma Bufang
** although they were honored with major commands, none was entrusted with important authority in the central military establishment
* under Bai Chongxi, the central China command did pretty well against the communists(1.248)
* Fu Zuoyi raised and partially trained a 100 000 man militia, but government refused to arm it (1.248)
Forces in Manchuria ([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
* New 7th Corps @ Changchun
* 60th Corps @ Changchun
* 9th Corps Conglomerate @ Central Liaoning Province, consisting of:
** New 1st Corps
** New 3rd Corps
** New 6th Corps
** 49th Corps
* 52nd Corps
* 1 Corps of Zhou Fucheng's 8th Corps Conglomerate @ Southern Liaoning Province and Shenyang
* Dian-jun (Yunnanese) 93rd Corps @ Jinzhou
* 71st Corps commanded by (Xiang Fengwu)
Wei Lihuang regrouped 4 corps-conglomerates of 14 corps or 44 divisions, making Zheng Dongguo's 1st corps-conglomerate (about 6 divisions or 100,000 men) in charge of Changchun in the north, Fan Hanjie's 6th corps-conglomerate (about 14 divisions or 150,000 men) in charge of Jinzhou in the west, and 8th & 9th corps-conglomerates etc (about 300,000 men) in charge of Shenyang, Benxi, Fushun, Tieling and Xinmin in the middle.
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
===Sept===
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
On the evening of Sept 17th 1948 (Oct 1st per Jung Chang's "Wild Swans"), CCP forces sacked Yixian county, to the north of Jinzhou, and destroyed KMT 93rd Corps plus one cavalry column, totalling 10,000 men. Fan Hanjie's forces in Jinzhou city were hence surrounded by CCP forces on all sides. [...] Meantime, Chiang Kai-shek air-lifted 49th Corps to Jinzhou for assistance with city defence. Jinzhou was said to have been cut off from outside world by Sept 26th.
===October===
:"despite the basic soundness of his order for simultaneous attacks from Mukden and Changchun in order to effectuate the breakout of government force from Changchun, his commands were not obeyed in full. General Wei Lihuang's force did not lash out from Mukden in full strength. In despair, one of the garrison units, the 60th Army (Yunnanese) revolted and turned its guns on the loyal New 7th Army. The latter, a parly American trained force, was the backbone of the city's defense forces. On the 20th of the month, Changchun and its starving defenders fell into communist hands." (1.259)
* Jinzhou, a supply base for Manchuria between Mukden and Beiping was surrounded (1.259)
** held some 70 000 nationalist troops, including crack units of the recently arrived 8th Army under General Fan Hanjie, reputedly one of Whampoa's ables commanders
** wei lihuang was in Mukden, and was ordered to bring his 150 000 man force (composed of 12 divisions and 3 cavalry brigades) to the relief of the Jinzhou siege, but delayed and then moved out hesitantly with only a fraction of his strength
** meanwhile, strong gov't reinforcements (9 divisions) were landed at the port of Hulutao, but only a portion of them moved to the aid of besieged Jinzhou
* certain gov't units within the city deserted to the communists and the city fell
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
After receivng the breakout order, Zheng Dongguo ordered that New 38th Division push to the position. On the night of Oct 17th, Zeng Zesheng's 60th Corps declared an uprising for the communist camp, and cut Changchun city into two parts.
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
On Oct 20th, Du Yuming and Wei Lihuang flew back to Shenyang, with order that Liao Yaoxiang's Army Group, with an addition of 207th Division of 6th Corps, attack Heishan and that Liu Yuezhang's 52nd Corps attack Yingkou for securing the withdrawal route of Liao Yaoxiang. Secretly, Wei Lihuang instructed Shenyang garrison division chief Wang Lihuan in guaranteeing the peaceful transfer of Shenyang and its 2 million citizens to CCP.
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
Liao Yaoxiang's army group, the heroes of Burma, were destroyed by the Communists by October 28th
([http://www.uglychinese.org/civil_wars.htm#civilwar uglychinese.org])
Du Yuming was dispatched to Shenyang for assisting Wei Lihuang & Zhou Fucheng in city defence. Shenyang still possessed 53rd Corps, 6th Corps and 207th Division.
*loss of manchuria and some 300 000 of its best troops spelled the beginning of the end for the natioanlists. Nearly 360 000 communist troops from manchuria were now free to move against china proper. (p.260)
** 550 000 men of the communist 3rd and 2nd field armies, commmanded by Chen Yi and Liu Bocheng, marched on Xuzhou, where the gov't had initially maintained 20-odd divisions, later increased to 7 army groups
** Government intended to defend Xuzhou with 66 divisions
** Liu Zhi, assisted by Du Yuming ordered to command the defense of Xuzhou
** air force was hoarded by the incompetent air commanders and was ineffectively employed
* nationalist commanders Generals Li Mi, Jiu Jingzhuan, Huang Bodao
** Jiu Jingzhuan commanded strong gov't forces
* at the end of the first stage of the campaign, communists claimed 178 000 nationalist casualties
* second phase began on Nov 23 1948
** Liu Bocheng impeded General Huang Wei's 12th Army group marching eastward
** gov'ts position in and around Xuzhou was untenable
** Huang Bodao's army group on east flank was destroyed
** Chiang was about to withdraw, when he found out that 4 of the 9 nationalist armies were not being employed
** under command of Du Yuming, 3 army groups moved westward in a desparate effort both to rescue Huang Wei's army group and retreat to a more defensible position
** Huang's army, ordered by Generalissimo Chiang to converge upon Xuzhou, and consisting of 5 army corps, 1 divisions and a mechanized column, was taken away from bai Chongxi's central China command
** it ran into a communist encirclement SW of <Suhsien>
** Du Yuming's 3 army groups were repulsed and fled to the SW, trapped by the communists, and were surrounded
** 6th and 8th armies under Generals Li Yannian and Liu Ruming attempted to relieve Huang Wei from Pengpu but were driven back.
* under Du Yuming's incompotent generalship, 4 army groups were destroyed and General Huang Bodao was killed
* Xuzhou forces and intended reinforcements met with the same fate (destroyed)
* November to December 1948, the Nationalist lost 400 000 men, including most of Chiang's mechanized forces in the Huai Hai campaign
* now the only remaining forces of the once powerful Central Army were those commanded by General Hu Zongnan in the NW and by Gneeral Tang Enbo in the SE
=1949=
:"Fu Zuoyi, commander of North China, concentrated his main force int he Beiping-Tianjin area for a decisive battle, counting upon a communist regrouping period of at least one and a half months before Red general Lin Biao could move his army into the Great Wall. To his surprise, Lin Biao's force appeared in his area barely twenty days after the fall of Mukden and, unfortunately, Fu's war plans and his troop dispositions became known to the communists through internal treachery." (1.264)
* Lin Biao's force and teh Red Army commanded by Nie Rongzheng converged on Fu's left flank, knocking out 2 nationalist army corps at Xinbaoan and Huailai along the strategic Beiping-Suiyuan railway.
* Red force captured Kalgan and decimated 40 000 of Fu's forces around that strategic base
* Tianjin fell on Jan 15, 1949 and strategic gateway of Juyongguan also taken
* Beiping surrounded by Red forces
* Fu Zuoyi, only recently appointed commander of northern forces designated to defend Tianjin and Beiping, surrendered Beiping and 100 000 men to Red general Ye Jianying.
* all of China north of the Yangzi River was int he hands of the communists
* by February, the Nationalists had about 1 500 000 men (1.253)
* the largest single force that president Li Zongren could now rely on were the 350 000 troops under Bai Chongxi, whose HQ was in central China Command at Hankou
* Chiang retained firm control of 2 major army groupings under Tang Ebo and HU Zongnan (1.265)
* instead of defending the Yangtze back from communists, Chiang withdrew Tang Enbo's army to Shanghai in the hope that the main Red forces could be brought to fight around that strongly defnded city where the Chinese might possibly be able to defeat them. The communists occupied Nanjing on april 24. Tang Enbo spoke of making Shanghai a "ssecond Stalingrad" but lost Shanghai a month later
* Tang's forces were not out of battle
* general Xia Wei's army group, under Bai Chongxi's command, chalked up the only nationalist victory in Anqing while General Lin Biao moved down from the north to meet the main body of Bai's troops (1.267)
* in June, 125 000 man communist force under Peng Dehuai was driving General Hu Zongnan's gov't force toward Sichuan. 20 000 cavalry men commanded by Xibei San Ma Moslem general Ma Jiyuan daringly assailed Peng's flank. (1.269)
** Hu's force then counterattacked to squeeze Pen's forces
** Ma Bufang was appointed CiC of China's NW as a measure of the gov'ts gratitude for his son's victory
** however, supplies didn't get to Ma Jiyuan, and Ma Jiyuan ran out of ammunition as reinforcements came to Peng Dehuai's aid.
* Guangzhou falls to the Communists on October 16 (1.269)
* Chongqing and Chengdu fall to the Communists in November
* Chiang's forces under Hu Zongnan and Song Xinian collapse in a week
* Yunnan goes communist
{| border="1" cellspacing="0"
|+ Nationalist Government's estimates on the Chinese Forces during the Civil War
|-
||
! colspan="2" | September 1945
! colspan="2" | June 1948
|-
||| Government<br>Forces || Communist<br>Forces || Government<br>Forces || Communist<br>Forces
|-
| Men || 3 700 000 || 320 000 || 2 180 000 || 2 600 000
|-
| Rifles || 1 600 000 || 160 000 || 980 000 || 970 000
|-
| Artillery || 6 000 || 600 || 2 100 || 2 280
|+ Source: Source: Liu, F.F. ''A Military History of Modern China'': 1924-1949, Princeton University Press: New Jersey, 1956, ISBN 0313230129
|}
{| border="1" cellspacing="0"
|+ Communist estimates on the Chinese Forces during the Civil War
|-
! !! Government Forces !! Communist Forces !! Ratio
|-
| July 1946 || 4 300 000 || 1 200 000 || 3.58:1
|-
| June 1947 || 3 730 000 || 1 950 000 || 1.9:1
|-
| June 1948 || 3 650 000 || 2 800 000 || 1.3:1
|-
| June 1949 || 1 490 000 || 4 000 000 || 0.3:1
|+ Source: Source: Liu, F.F. ''A Military History of Modern China'': 1924-1949, Princeton University Press: New Jersey, 1956, ISBN 0313230129
|}
[[Category:Knowledge Base]]
92cd6e681c54c75ce2196aba82872b4b405c28df
Self-Propelled Artillery Brigade
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{| WIDTH=95%
|- VALIGN=top
|
SP, or Self-Propelled, Artillery gives your armored and mechanized units an additional punch against enemy infantry while not reducing the speed of those units as much as normal artillery.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_2.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Early SP Artillery || || || || || 4 || 2 || 3 || 3 || -5
| width=20 | || 6 || 70 || 2 || || 1.3 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Basic SP Artillery || || || || || 5 || 2 || 4 || 4 || -6
| width=20 | || 7 || 70 || 2 || || 1.4 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Improved SP Artillery || || || || || 6 || 2 || 4 || 4 || -7
| width=20 | || 7 || 70 || 2 || || 1.5 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Advanced SP Artillery || || || || || 7 || 3 || 5 || 5 || -8
| width=20 | || 8 || 70 || 2 || || 1.6 || 1 || || || 0.5 || 1.0 || || || ||
|}
[[Category:Units]]
9dfe63f71e160be98a4c623e22b798c90be80bba
Self-Propelled Rocket Artillery Brigade
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{| WIDTH=95%
|- VALIGN=top
|
SP, or Self-Propelled, Rocket Artillery gives your armored and mechanized units added capability against soft units such as infantry. They are very effective against enemy infantry, and do not reduce the speed of your fast units like normal rocket artillery.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_4.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Basic SP Rct Artillery || || || || || 5 || 1 || 4 || 4 || -6
| width=20 | || 6 || 60 || 2 || || 1.5 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Improved SP Rct Artillery || || || || || 6 || 1 || 4 || 4 || -7
| width=20 | || 7 || 60 || 2 || || 1.5 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Advanced SP Rct Artillery || || || || || 7 || 3 || 5 || 5 || -8
| width=20 | || 8 || 60 || 2 || || 1.5 || 1 || || || 0.5 || 1.0 || || || ||
|}
[[Category:Units]]
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Settling Accounts
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#REDIRECT [[Turtledove]]
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Shanxi
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{{Country guides}}
==Overview==
Shanxi is a minor power, a warlord state controlling the north of China, bordering Communist and Nationalist China, Japan, Mongolia and Xibei San Ma. Thus it is threatened on almost all sides. However one's main concern is the looming Japanese invasion. Playing as Shanxi is no more than a pure fight for survival, and defence is your number one priority.
==Technology==
Shanxi is awful for technology. There is only one team and one slot. The best thing to do is to research land doctrine, following Mobility Focus Doctrine through to Blitzkrieg. This ensures a high Organisation for defence against Japan.
==Diplomacy==
Shanxi is friendly with all Chinese nations bar the Communists and thus a chance of joining the Nationalists and Xibei is very high. However the Japanese and Manchukuo are not your friends and they will be your nemesis throughout the game.
==Sliders==
With a fairly small IC of around 10 you must try to reach Central Planning as soon as possible to attain your 25% IC increase.
==Economy==
===Trading===
Shanxi will need to use its money or supplies to pay for natural resources, which are fairly scarce. Alliance with Nationalist China will result in handouts.
===Industrial Production===
As before, you must have a high production of either supplies or consumer goods. Remember to not let dissent get over 3.50% or you will start losing precious IC.
==Military==
===Army===
Militia is the key to Shanxi military development, they are cheap and quick to build. Continue to build on your already fairly large army with militia and infantry to ensure safety when the Japanese DOW you. You should be able to survive with about 30 divisions.
===Navy===
You have no navy and should have no interest in getting one.
===Air Force===
There is no need for an air force. Ally with Nationalist China and let their planes do the work.
==Walkthrough==
Straight from the off you must move all your troops to the Japanese border. Pay particular attention to the provinces of Jining and Tianjin, where the Japanese could make a breakthrough. AFTER the end of the Communist/Nationalist war, if they have not formed a united front you should join Xibei and Nationalist China in an alliance. Continue steady military growth until Japan DOWs you and your allies. Remember that you are the first line of Chinese defense and that the Nationalists would rather annex you than help you, thus victory over Japan is paramount. Take the Japanese provinces first and wait before launching an attack on Manchukuo to ensure that you regain organization and strength. If you push too much the Japanese will soon push you all the way back and more. Annex Manchukuo and sue for peace with Japan, allowing them a route through to the Nationalists. Then turn on your allies and sweep through Xibei before holding firm against the Nationalists, waiting for the Japanese to destroy them and grabbing as much IC as possible. After that you are free to do what you want, but Yunnan, Sinkiang and Tibet are the obvious targets. Do not attempt to take on the Communists, who have superior armies.
[[Category:National Strategy]]
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Siam
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===Possible list of Armed Forces of Siam at the outbreak of World War II===
:Navy
::4 Sinsamudar class submarines (all manufactured by Japan (Mitsubishi) and delivered 1937-1938) (Comparable to the German Type II submarines in size and ability)
::Various small craft
::2 Taskin class Crusiers were ordered from Italy but were taken over before delivery
:Army
::8 inf Divs
::1 armd Batt (30 Vickers Mk.E Type B)
:Airforce
::Ki-27's
[[Category:Countries]]
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Simple Instructions/Examples on Event Editing
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== Goal and Disclaimer ==
Editing events in HOI2 is an objective many of us have, but few of us have the knowledge or skills to actually open up the files and do this. What I intend to do here is show some very basic and simple ways to edit the files necessary to modify event files. Here’s the disclaimer:
If you choose to modify event files you absolutely need to make a backup copy of the files prior to starting to edit them. Changes to these files can keep you from playing in multiplayer games and could cause your game to not perform in the manner that you desire. Oh yeah…if you don’t know how to backup your files…'''DON’T EDIT THEM'''
If you have questions that aren't answered by this guide, you should head over to Paradox' HOI2 modding forum, where it's rarely trouble finding the help you might be needing.
== Getting Started at the Mundane ==
I'm going to use Finland's event file (finland.txt in the event folder) as the first example due to it's short nature and the fact that it has a semi-complex event in it. The first lines you'll notice in the file are the following:
Lines 1-5:
<pre>
#
# HoI - Finland Events
#
# written by Henrik Fåhraeus
#
</pre>
The first thing about these lines that you should note is the "#" character. In programming event files in almost any circumstance, if you put a "#" you are telling the program to ignore EVERYTHING that comes after the "#". There are caveats, and we'll cover them later.
So we can see that Henrik, in the first 5 lines is telling the program to ignore those 5 lines because he started the line off with the "#". So what purpose do these 5 lines serve? Well the first thing is if you start opening many event files to copy/paste/edit, it's always a good idea to be able to see which file you are working on at any time. By putting the purpose of the file <pre># HoI - Finland Events</pre> at the top of the file, we can quickly see where we are. It's just a helpful reminder. In reality, the HOI2.exe couldn't care less about these lines...but don't tell Henrik, he's probably proud of his work. ;)
Obviously you know that Henrik was the programmer of the finland.txt by the this line
<pre>
# written by Henrik Fåhraeus
</pre>
A good and easy/quick programming practice is that anytime you modify a file to put a new line under the line of the author with your name, the date you COMPLETED the modification of the file and the event number that you worked on. We haven't covered event number yet but stick with me as they'll get clear in a second. You'll also notice that I said completed. Why completed? Because quite frankly most folks don't care how many times you open and modify a file, they just want to know when it was finished and what you did.
Here is an example
<pre>
#
# HoI - Finland Events
#
# written by Henrik Fåhraeus
# modified by Chuck U. Farley - 01/14/2005 - 3200
#
</pre>
Got it? Good...one more thing before we move onward. You'll sometimes come across empty lines. An empty line is basically 2 carriage returns. Here's the finland.txt code that shows a blank line.
<pre>
#
# HoI - Finland Events
#
# written by Henrik Fåhraeus
#
#########################################################################
</pre>
Line 6:<BR>
See line 6? Notice how there is no "#". So what do you think the program does with this line? Did you guess nothing? If so you get a cookie cause this is what happens in the case of an empty line. It ignores it...looks past it...cares nothing about it...
== The Event Itself ==
So lets get started with a true event now that you understand a smidgen of the basics. We're going to jump right into event 3200. What's event 3200? Well it's lines 7-44 of the finland.txt and it looks like this:
<pre>
#########################################################################
# The Winter War
#########################################################################
event = {
id = 3200
random = no
country = FIN
# Triggered by SOV 2620
name = "EVT_3200_NAME"
desc = "EVT_3200_DESC"
style = 0
picture = "Winter_War"
action_a = {
name = "ACTIONNAME3200A" # Let them come if they dare!
ai_chance = 99
command = { type = trigger which = 2621 } #SOV
command = { type = chiefofstaff which = 29137 }
command = { type = chiefofarmy which = 29145 }
command = { type = domestic which = political_left value = -1 }
command = { type = relation which = SOV value = -10 }
command = { type = relation which = SWE value = 5 }
command = { type = relation which = NOR value = 5 }
}
action_b = {
name = "ACTIONNAME3200B" # Fold to Russian Pressure
ai_chance = 1
command = { type = secedeprovince which = SOV value = 145 }
command = { type = secedeprovince which = SOV value = 146 }
command = { type = domestic which = political_left value = 1 }
command = { type = relation which = SOV value = 25 }
command = { type = relation which = GER value = -15 }
command = { type = relation which = SWE value = -10 }
command = { type = trigger which = 2622 } #SOV
}
}
</pre>
Looks kinda complicated doesn't it? While it is definitely fairly readable and you can quickly get the idea of what Henrik is trying to do, I'm still going to step through it line by line. But before I do that we need to have a quick discussion of braces "{}" and parentheses "()".
When you were in school and taking math, one of the things they taught you early on was the algebraic order of operations. That is, 3-2*4 = 3-(2*4). It isn't (3-2)*4 right? It's the same with programming. But with programming, it's less obvious. It can be really hard to keep track of all of those "()", "{}" and "[]". And just as in math, if you put (3-2x4 with no "closing" parenthesis...you get...junk! Programming DEMANDS that you put a closing parenthesis when you open a parenthesis, or bracket, quotation-mark or other 'grouping' symbol. If you don't, then your event or program will not work. So make sure you keep up with them! :-)
Now back to the event and lines 7-9.
<BR>Lines 7-9:<BR>
<pre>
#########################################################################
# The Winter War
#########################################################################
</pre>Lines 7-9 are additional header information similar to lines 1-5 that we have already spoken about. You'll notice that lines 7 and 9 are basically lots of "#" signs. Henrik didn't put all those "#" signs out there because he really really didn't want the program to run the lines, he basically did it so that you can readily tell when the event starts. Like the first 5 lines it just gives you a marker as to where a certain event starts and it makes for easy reading.
Now for a moment of religion in programming. I personally like it when someone who modifies an event puts some details in the event header about what they changed. Some people don't like it, some do. It's kind of up to the modder.
Line 10:
Yippee for us cause we are now at the start of our event. Line 10 shows us the start of the event. <pre>event = {</pre> Gee...somehow I'm just not giddy with excitement. Anyway now that we see the "start" of the event let's move onto the meat.
Lines 11-13:
<pre>id = 3200
random = no
country = FIN</pre> Line 11 is critical....I mean absolutely critical like in breathing critical. You cannot have 2 events with the same id number. And I don't mean just in the finland.txt file. You cannot have 2 events named 3200 in ANY of the files in the events folder. If you somehow end up with the same event id twice, it's just not going to work. Period. So be very careful when making new events that you don't duplicate event id's.
Line 12 is easy to understand. <pre>random = no</pre> All you are telling the program is that this event cannot be "fired" or run randomly. By this I mean that the program will not just arbitrarily decide that it's going to run this event anytime it wants. In order for this event to fire it has to either be triggered by another event (we'll get to triggering in a minute) or it has to be fired/run during a specific timeframe. If you want to create an event or have an event fire at random times during the course of your game, just change the "no" to "yes" and it will.
Finally line 13 is a limiter on which country this particular event can be run against. <pre>country=FIN</pre> In this case this event can only be run for Finland and in the event that this event is "triggered" it will only run against Finland. So if you decide to run this via the F12 cheat (i.e. event 3200) and you are any country other than Finland, you don't get any of the benefits. I think....need to verify that tonight but I'm fairly positive.
So let's move onto the next set of lines
<BR>Lines 14, 15, 16:<BR>
Now we're down to wonderful line 14...which happens to be blank, so we'll do the big skip to line #15.
Line #15 is a thing of absolute wonder.
<pre>#Triggered by SOV 2620</pre>
Of wonder? Why yes...it's a note...which is a great thing in programming. Henrik has left us a wonderful note in his code that simply states that this particular event is only fired/triggered by event 2620 contained in the ussr.txt event file (yes he put SOV and not ussr.txt...bad Henrik...no cookie for you). By the way, in programmer-speak, such notes are called "comments".
Since this event had the "random = no" and from a quick look...no dates for when it kicked off, a casual programmer would have had no idea when or where this event got kicked off. Thanks to Henrik, we now know when this event will be used. So maybe we'll give him a cookie after all. Also he put SOV because this is the country for which USSR is identified by the game. All countries in the game have 3 letter tags which identify that country to the game script.
Note that line 16 is also blank. It is purely a matter of personal taste and style, whether and how, a programmer formats comments. But, whatever the style, it is ever so _good_ to *have* comments!
Lines 17-19:
<pre>
name = "EVT_3200_NAME"
desc = "EVT_3200_DESC"
style = 0
picture = "Winter_War"
</pre>
Next we have this
<pre>
action_a = {
name = "ACTIONNAME3200A" # Let them come if they dare!</pre>
Every single event in the game has at least one choice. Even events which only have the "OK" option still have that one choice. That means that whenever you make or modify an event you have to put at least one choice in it otherwise the event will not fire.
You start by writing what it is. If it only has one choice, then this would be the first choice: action_a. If its the second choice you write action_b of course in order to have an action_b you have to have an action_a. It's kind of like building blocks. You can have, I believe, an unlimited number of actions (although the most i have ever seen was 6). Next, you have that plain old {which tells the game that there is content it has to read coming up and to get ready to read it.
As far as spacing goes, to my knowledge, it does not matter how much spacing you put between the bracket and the "name". For the events I do for my HoI 2 modification, "the ALEXIS Project", I have action_a = {
name = ******
as compared to what we see above where there is some spacing between the bracket and the name the line below it. It does not really matter how much spacing you put. It differs from modder to modder.
Next, you have the name of the choice which is shown by name = . Then you have to put ACTIONNAME****A or ACTIONNAME****B etc.etc. after the name which is telling the game that this is a choice for that specific event denoted by the **** or in a real event the number. If you mess this up by putting a different event number you are in big trouble because your event will not fire correctly.
Next you type a # sign which tells the game that this is what the event choice should be displayed as in the game. If you goof this part up your event will come up as EVENT_3200. With the choice being ACT_NAME_3200A, or something like that. It wont be pretty, the event will still show and work in game as long as the number is correct, but it wont be "clean" and will surely not look professional.
Now you come to the last tiny bit of information you need to tell the game before you can begin telling the game what to make the event do. The ai_chance, its simple enough, when this event is fired by a country being played by the AI what chance should it have for picking this option? In this particular choice the AI will 99% of the time pick the first option and 1% of the time pick the second option. Its actually quite simple as is all of HoI 2 Programming, once you get the hang of it ;).
Next you come to the juicy stuff which tells the game what the choice should do. There are at least a hundred different commands all available on this site under commands. You merely have to type command = { Put in what you want the event to do or one of the things you want the event to do and close your bracket }Make sure you always close the bracket.
The 'type' part of the command is merely a necessity which will in a few spaces tell the game what type of command this is. For example typing 'trigger' will tell the game to trigger an event which = **** which is ironically how the script in game works. After typing the event number press space once and type a } and you're ready to go down to the next line and do another command!
The event command page will tell you what each command does and from my POV it is self explanatory although if the previous author wishes to come back, revise my work and type up what each line does i will not hold a grudge ;).
*Note
You can only do one command to a line and always must do (regardless of what the command is)
command = { type =
that is the only similar part amongst all commands.
After you're done typing the commands, just enter a brace on the next line. This tells the game that this event is finished, and that nothing after this applies to this event.
In my experience, an event will often be missing a brace, and so it will not work. So make sure you double, triple, even quadruple check your braces to make sure that they are all where they need to be and are all braces.
[[Category:Modding]]
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Sleep old guards
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#REDIRECT [[Assorted Guides]]
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Slovakia
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== Slovakia ==
Slovakia only exists in the 1939 and 1941 scenarios (It doesn't in the 1944 standard scenario despite it historically still being in existence then).
'''Advantages:'''
Lots of German support
'''Disadvantages:'''
A puppet
Poor leaders
No access to water
Very poor starting army
Limited manpower
Poor resources
No cores on any other useful territory
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South Africa
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{{Country guides}}
==Overview==
===Advantages===
* Powerful allies, in particular the United Kingdom
* Decent tech teams (in particular Vickers-Armstrong Ltd. and South Africa Railways)
* Decent starting land doctrines
* Far from threats
* Early peace to build a military
===Disadvantages===
* Low IC and manpower
* Poor starting forces (6 transports and 3 garrisons)
* Mediocre starting domestic sliders
* Far from countries to annex
* Some terrible ministers
==Strategies==
===African Conquests with the Allies===
Even if you don't want to declare war personally (at least too often), World War II will present opportunities for gaining more territory in Africa. While most of the land is worthless, at least you won't have to worry about partisans.
====Ethiopia====
A natural first choice is Ethiopia, which has typically been annexed by Italy by the time it becomes at war against the Allies. As soon as you are at war with Italy, load up your troops and make a landing. Make sure you do not land next to one of the United Kingdom's territories, or you'll claim the land for them, not yourself. Rush the capital of Addis Ababa. This will score you some IC, 5 if you are using Full IC Takeover. At most you'll have to deal with five militia/infantry divisions from Italy, but you should be able to defeat them easily.
====Vichy France====
A decent next choice for conquest is Vichy France's colonies in Africa. Unfortunately this will not be as easy as Ethiopia, and as soon as you declare war on them, the United Kingdom will make a land grab as well, so you must make sure you have a head start toward conquering key provinces (read: those on the coast). You may want to try to buy a province from the United Kingdom or (non-Vichy) France to serve as a jumping-off point; generally the easiest way to do this is to spam supplies for a while. Be aware that there is some pretty heavy jungle in the area.
====Portugal====
Waiting until the year 1940 while progressively moving the country towards Authoritarianism until it becomes a dictatorship will allow South Africa to declare war on Portugal's holdings. A war with Portugal is easy to win, as its eastern colonies only hold two infantry divisions and an aerial division. Once you start pushing these two divisions to the sea, the two other divisions in the west will pose no threat, as Portugal will sue for peace and award you almost all of its territories.
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South America
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{{needwiki}}
{|
|Country
|
|Required Provinces
|
|
|Extra Provinces
|
|----
|Tag
|Name
|Id
|Name
|Capital
|Id
|name
|----
|ARG
|Argentina
|851
|Rosario
|
|866
|Falkland Islands
|----
|
|
|667
|Buenos Aires
|C
|843
|San Miguel de Tucumán
|----
|
|
|853
|Bahia Blanca
|
|844
|Corrientes
|----
|
|
|852
|Mar del Plata
|
|845
|Córdoba
|----
|
|
|
|
|
|854
|Viedma
|----
|
|
|
|
|
|855
|Neuquén
|----
|
|
|
|
|
|857
|Puerto Madryn
|----
|
|
|
|
|
|858
|Comodoro Rivadavia
|----
|
|
|
|
|
|859
|San Carlos de Bariloche
|----
|
|
|
|
|
|862
|Sarmiento
|----
|
|
|
|
|
|863
|Santa Cruz
|----
|
|
|
|
|
|865
|Tierra del Fuego
|----
|
|
|
|
|
|850
|Concordia
|----
|BOL
|Bolivia
|836
|Santa Cruz
|
|837
|Asunción
|----
|
|
|833
|Perseverancia
|
|822
|Rio Branco
|----
|
|
|838
|Sucre
|
|839
|Antofagasta
|----
|
|
|832
|La Paz
|C
|
|
|----
|
|
|828
|Cobija
|
|
|
|----
|
|
|827
|Riberalta
|
|
|
|----
|BRA
|Brazil
|835
|Mato Grosso
|
|848
|Pôrto Alegre
|----
|
|
|834
|Cuiabá
|
|847
|Curitiba
|----
|
|
|825
|Pôrto Velho
|
|
|
|----
|
|
|823
|Tefé
|
|
|
|----
|
|
|822
|Rio Branco
|
|
|
|----
|
|
|820
|Solimões
|
|
|
|----
|
|
|872
|Boa Vista
|
|
|
|----
|
|
|824
|Manaus
|
|
|
|----
|
|
|826
|Santarém
|
|
|
|----
|
|
|878
|Marabá
|
|
|
|----
|
|
|876
|Macapá
|
|
|
|----
|
|
|877
|Marajó
|
|
|
|----
|
|
|879
|Belém
|
|
|
|----
|
|
|883
|Goiás
|C
|
|
|----
|
|
|887
|Campinas
|
|
|
|----
|
|
|886
|São Paulo
|
|
|
|----
|
|
|885
|Rio de Janeiro
|
|
|
|----
|
|
|884
|Vitória
|
|
|
|----
|
|
|882
|Salvador
|
|
|
|----
|
|
|880
|Fortaleza
|
|
|
|----
|
|
|881
|Recife
|
|
|
|----
|CHL
|Chile
|840
|Santiago
|C
|864
|Punta Arenas
|----
|
|
|856
|Puerto Montt
|
|839
|Antofagasta
|----
|
|
|860
|Puerto Aisén
|
|841
|Juan Fernández Archipelago
|----
|
|
|861
|Wellington
|
|842
|Isla San Félix
|----
|COL
|Colombia
|803
|Barranquilla
|C
|
|
|----
|
|
|812
|Cúcuta
|
|
|
|----
|
|
|813
|Bogotá
|
|
|
|----
|
|
|890
|Medellín
|
|
|
|----
|
|
|867
|Angostura Falls
|
|
|
|----
|
|
|819
|Mitú
|
|
|
|----
|
|
|868
|Inirida
|
|
|
|----
|ECU
|Ecuador
|814
|Guayaquil
|
|818
|Iquitos
|----
|
|
|815
|Quito
|C
|
|
|----
|
|
|817
|Tigre
|
|
|
|----
|GUY
|Guyana
|873
|Georgetown
|C
|871
|Cuyuni
|----
|
|
|
|
|
|874
|Paramaribo
|----
|
|
|
|
|
|875
|Cayenne
|----
|PAR
|Paraguay
|837
|Asunción
|C
|
|
|----
|
|
|846
|Ciudad del Este
|
|
|
|----
|PRU
|Peru
|831
|Arequipa
|
|818
|Iquitos
|----
|
|
|829
|Cuzco
|
|
|
|----
|
|
|830
|Lima
|C
|
|
|----
|
|
|821
|Pucallpa
|
|
|
|----
|
|
|816
|Trujillo
|
|
|
|----
|URU
|Uruguay
|849
|Montevideo
|C
|
|
|----
|VEN
|Venezuela
|804
|Maracaibo
|
|871
|Cuyuni
|----
|
|
|802
|Barquisimeto
|
|
|
|----
|
|
|810
|Cumaná
|
|
|
|----
|
|
|811
|Caracas
|C
|
|
|----
|
|
|869
|Ciudad Bolivar
|
|
|
|----
|
|
|870
|Ciudad Guayana
|
|
|
|----
|}
[[Category:Reference]]
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Soviet Union strategy for Cold War Tech Tree Extension Mod
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{{delete| Page was pointless - added nothing and not updated for 4 years }}
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Soviet strategy
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#REDIRECT [[USSR strategy]]
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Spain strategy
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#REDIRECT [[Nationalist Spain strategy]]
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Spanish Civil War
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#REDIRECT [[Strategy for Spanish Civil War]]
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Starfire
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Starfire is designed for multiplayer, focusing on the 1939 scenario. It improves accuracy and realism, and uses slower paced combat.
* Mod Site: [http://www.mnstarfire.com/ww2/hoi/hoimain.html Starfire]
* Current Version: F3B
* Last Update: February, 2006 (inactive)
* Popularity: ''less than 1,000 posts''
* Compatibility: [[Abbreviations#H|HOI2]]
[[Category:Mods]]
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Stony Road
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The Historical Stony Road (HSR) mod is designed to give experienced players a tougher, more accurate and detailed game as Germany from 1936 to 1947. The mod addresses historical accuracy, new events with alternate scenarios, changed combat balancing, a new trading system, new brigades, improved AI, and new graphics.
* Mod Site: [http://www.stonyroad.de/ Stony Road]
* Current Version: 2.08
* Last Update: July, 2006 (inactive)
* Popularity: ''over 10,000 posts''
* Compatibility: [[HOI2]], [[Doomsday|DD]] version 1.0 only
== Strategy Guides ==
* [[HSR Nationalist China Strategy]]
[[Category:Mods]]
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Strategic Bombers
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[[Image:Div_15.jpg|thumb]]
Strategic Bombers are the heaviest type of aircraft, designed to deliver a large payload of bombs to enemy provinces, with the aim of crippling his industry, infrastructure, and defensive installations. However, the Strategic Bomber is slow despite its long range, which can make it vulnerable to attack by fighters.
==Strategic Bomber Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Basic Strategic Bomber || 30 || 30 || 1 || 8 || 2 || 1 || 2 || 10 || 5 || 2 || 3
| width=20 | || 22 || 208 || 2 || 250 || 3 || 4 || 800 || || 0.5 || 1.0
|- align=center
| align=left | Improved Strategic Bomber || 30 || 30 || 2 || 12 || 3 || 2 || 3 || 15 || 6 || 3 || 4
| width=20 | || 22 || 220 || 2 || 300 || 3.3 || 4.5 || 1000 || || 0.5 || 1.0
|- align=center
| align=left | Advanced Strategic Bomber || 30 || 30 || 2 || 16 || 5 || 3 || 5 || 22 || 8 || 3 || 4
| width=20 | || 24 || 228 || 2 || 350 || 3.6 || 4.6 || 1300 || || 0.5 || 1.0
|- align=center
| align=left | Turbojet Strategic Bomber || 30 || 30 || 2 || 22 || 6 || 4 || 6 || 35 || 12 || 3 || 4
| width=20 | || 30 || 234 || 2 || 650 || 5 || 5 || 1300 || || 0.5 || 1.0
|}
==Brigades allowed==
* [[Escort Fighter]]
==Notes==
[[Category:Units]]
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Strategic Redeployment
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==== How do I strategically redeploy units? ====
The following requirements must be satisfied for Strategic Redeployment (SR):
* Rear Area Supply Dumps (an Infantry tech) is researched.
* There is a land connection between the current location of division and the target.
Select the unit(s). Hold ctrl + right click in the destination province. For garrisons, a simple right click will do.
* NOTE: you can not SR thru an ally's territory unless you are at war.
* NOTE: As a general rule it is longer, in time, to SR one provience distance but shorter, in time, to SR 2 or more proviences away.
[[Category:FAQ]] [[Category:Terminology]]
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Strategic Rocket
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[[Image:Div_21.jpg|thumb]]
The Rocket or Ballistic Missile (e.g. the German V2) is designed to deliver a payload of explosives to a distant target. Its high speed makes it almost impossible to intercept but it is an expensive way of destroying the enemy with conventional explosives. Nuclear weapons are needed to give it more than psychological effect.
==Strategic Rocket Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Strategic Rocket || 100 || 100 || || 100 || 0 || 0 || || 126 || 100 || ||
| width=20 | || 1 || 40 || 0 || 5000 || 0.5 || 2 || 380 || || 0.5 || 1.0
|- align=center
| align=left | Ballistic Missile || 100 || 100 || || 100 || 0 || 0 || || 180 || 100 || ||
| width=20 | || 1 || 60 || 0 || 6000 || 1 || 2.5 || 2400 || || 0.5 || 1.0
|- align=center
| align=left | ICBM || 100 || 100 || || 100 || 0 || 0 || || 360 || 100 || ||
| width=20 | || 1 || 90 || 0 || 8000 || 2 || 5 || 6000 || || 0.5 || 1.0
|}
==Brigades allowed==
* None
==Notes==
* ICBM missiles may carry [[nuclear Weapons|nuclear bombs]]
[[Category:Units]]
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Strategy for Ardennes Offensive
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{{Scenario guides}}
[[Image:shieldals.jpg]] [[Image:vs.jpg]] [[Image:shieldger.jpg]]
== Allied Strategy ==
The germans are very strong along the east/south east front and any attack along this front will fail. Withdraw as many divisions as possible from this front, leave about five divisions in each province. Move this mobile reserve to the provinces behind Arnhem, this is where the Germans will try to break through.
Forget any history lessons of the Battle of the Bulge, it doesn't play out that way. You should have Patton commanding an army group in the area around Arnhem with a large number of divisions available to exploit an enemy weakness. Attack north when your forces are in position and continue north as far as possible, hooking right into Germany and cutting off the enemy armies.
The enemy will attack north from their positions in the east to retake the territory you have occupied in Germany, you will need to keep your forces positioned for mutual supporting roles in defending the conquered territory.
== German Strategy ==
Your number one goal in this scenario (and the one that will almost guarantee success) is to capture Antwerp. But instead of attacking through the Ardennes, as happened historically, hit the the Allies in the north at Arnhem from multiple directions. Continue to push south, all the while using all you forces in multi-directional attacks, until you link up with your 2 divisons in Dunkirk. By then victory should be yours!
[[Category:Guides]] [[Category:Scenario Strategy]]
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Strategy for D-Day
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{{Scenario guides}}
[[Image:shieldals.jpg]] [[Image:vs.jpg]] [[Image:shieldger.jpg]]
== German Strategy ==
Tested in Very Hard/Furious.
When the scenario begins, move all of your movable units to Argentan, Avaranches and Le Havre. Note that there are some in Rotterdam and Amsterdam, and some in southern France. You have to do it quickly or it is going to be too late. Put all planes on air superiority and interdiction missions in Normandy, and hope they don't all get shot down on the first day.
When the first Allied paratroopers arrive in Caen, attack them the moment they land with all of the adjacent troops. Do not bother trying to recapture Caen since the Allied marines will land there soon. When they do, attack them with everything you have. If you are lucky, they will be destroyed and you win easily. However if you are losing the battle, do not be afraid to call off the attack.
The Allies will capture Cherbourg. If they attack your armies in Avaranches, quickly attack the allied troops in Caen. This is important to make sure that they can not attack effectively. Done properly, the garrisons should hold.
After all of the armies have arrieved in Argentan, Avaranches and Le Havre and their org is full (put them into offensive supply mode if the org is low), attack Caen. If the invasion fails, wait until the org is full and attack again and again until Caen falls.
Hold Caen and destroy the remaining allied troops in Cherbourg. Just put enough troops in Caen and other beachheads and strategic victory is just a matter of waiting.
[[Category:Guides]] [[Category:Scenario Strategy]]
469491993fc398d448ee8bad6357ad7b5c2735bf
Strategy for Desert Fox
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== German Strategy ==
Tested in Very Hard/Furious.
Right away, use your german forces to support attack on Msus, marching the entire italian force in there. As soon as the italian tanks arrive in Msus, use them to support attack Bengazi. Have your german troops attack through it, waypointed through the coast all the way to El Alamein, where they will cut off the entire region from supply. Use your italian tanks to run over the second "line" of provinces, and the italian infantry to support attack and then encircle and destroy the british divisions.
Using your airforce isn't necessary to win, but it can help since retreating british divisions out of supply will move terribly slowly and hold up your advance since you don't want them roaming around behind your lines. They will go down to your CAS without being able to put up a fight.
When the whole area is cleared out, redeploy all your troops to El Alamein and attack Alexandria. Again, use your fast moving german troops (and italian tanks, just in case) to go straigh to Tel Aviv without stopping. When Alexandria falls, make sure you're not advancing through the new capital, just move around it to render just about all of the british army out of supply. If they attack you, flank them. Encircle and destroy their divisions. Your tanks will cut through the british as if they weren't even there.
Done right, you'll achieve a strategic victory before the end of June (with a year and 3 months to spare) on very hard/furious.
== UK Strategy ==
Played in very hard/furious.
The goal of the UK is the opposite of the German's, you must make the battle as long as possible and slow down the German advance. In the beginning, evacuate the air force to Tobruk, move all of the troops in Egypt to Forte Capuzzo and Rabia. The goal is to make a defensive line along Tobruk, Forte Capuzzo and Rabia with the strongest army in Rabia while the weakest should be in Forte Capuzzo. If done correctly Derna, Mechilli, Forte Maddalena and Siwa will become a no-man's land where there will be no army there, thus stalling the Axis indefinitely.
The game begins with Axis attacking both of the frontlines. Do not retreat them immediately, fight for a few hours and then retreat. This will buy a little bit time. The two armies in the frontline should end up in Tobruk. Use the air force to create air superiority in Tobruk. After the defensive line along Tobruk, Forte Capuzzo and Rabia is set, the no-man's land must be created. It can be done by attacking Italian armies in nearby territories while after winning the battle, cancelling the attack instead of going on to occupy the province. Here is the breakdown of invasions:
* Tobruk armies should try to make Derna empty.
* Forte Capuzzo being the weakest should get the help of armies in Tobruk to rout Italian armies in Mechilli. It must also keep Forte Maddalena empty with the help of armies in Rabia.
* Armies in Rabia must keep Siwa empty all the time to avoid being circled.
In 27 April 1941, there will be an event indicating German invasion to Crete. Only the second option (defend with all we can afford) has any chance of holding Crete. Note that it is random so although the second option is chosen, Crete may still fall. In very hard difficulty, hardly any division is expendable so the third option is probably the best.
In 1 June 1941, you will receive an option to declare war on Syria or not. While you gain 2 infantries, 2 aircrafts and 800 supplies for declaring, you will open a new front in Syria. Not declaring on Syria is a better option since it allows you to focus on the German and Italian forces completely.
Keep waiting and maintain the no-man's land until you get reinforcements of two motor and one armor corps (in normal difficulty, you can strike back whenever you are ready). Move slowly and advance to Tripoli. Your superior number should manage to reach it before Torch commences.
[[Category:Guides]] [[Category:Scenario Strategy]]
c1d02e0ed5465ddd51d52fe6e2bb2e8aefeb4789
Strategy for Fall Barbarossa
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== Strategy for Finland ==
Finland can be a refreshing change, playing in a minor and support role of a big operation. You won't be able to do anything major, and if you want that, Germany is probably a better choice.
First order of business is re-taking the territories lost in the Winter War. After that, leave a suitable garrisson in Vipurii, and try to attack Leningrad if at all possible. You should be using the northern troops, especially the German ones to take Murmansk and the nearby territories. With some nice deployment, you should be able to encircle some Russian divisions at Kola. Afterwards, once the Germans reach Leningrad (they do most of the time), you can help them attack it.
Unfortunately, most of the time, the scenario ends with a marginal victory for the SU, if you aren't playing Germany.
[[Category:Guides]] [[Category:Scenario Strategy]]
d0acf3b1b5ac418ad72eaeb16f2a5988030f93f6
Strategy for Fall Blau
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==German Strategy==
As the Germans, you start off with a better army in the field, but it will quickly lose its advantages as the soveits gain reinforcements and retreat to more favorable terrain and weather. Time is critical on this map, as it will be difficult to score any big wins once the ground freezes.
You have until November 18th to get 130 VP which is pretty much all of them.
===Opening moves===
Get all your forces to the front, especially aircraft which will be critical in making breakthroughs and killing divisions with ground attack. The army groups on the front are pretty well aranged, but you will want to consolidate some armies, and regroup them in more appropriate ways. Also, Manstein begins in the Crimea, and once Sevastopol falls he should be redeployed to a central location.
Start by attacking Sevastopol, it should fall by day 2, and it will free up several good divisions and commanders for more important theaters. Just go at it and keep hitting it until it falls. If your first attack fails, use aircraft for interdiction or logistical strike (to lower enemy ESE).
Next start by attacking the weak spots on the Soviet line where you can send armies from multiple provinces into a lightly defended area. On the first day, I recommend attacking north towards Orel, and east to Bilovodsk. Attacking these provences with all possible forces in the region should result in victory by the end to the first day, and it will route a large portion of the Soviet forces at the front, which will give you an advantage in the opening phase.
If your battles drag on for more than a day then the Soviet reserves will arrive, and it will be a waste to continue the attack. The fact that the Soviet troops are set as reserves by default can be exploited, as you can lead their forces away from the key provences by launching feints at weaker ones.
Continue fighting battles like this, being sure to encircle and destroy soviet divisions, until you reach the Don, which really does slow you down, and limit your advance.
===The Don===
You can attack north towards Tula, and using it to flank the forces defending the river, but this is a slow way of crossing the river, and you end up with all your armies in the north, while all the major targets are in the south.
Some good crossing points are at Svoboda, in the east which can be attacked from three provences, and allows a for strong eastward attack through plaines and Salsk in the South, which allows the caucuses to be cut off quckly. If the Soviets ever try to attack you across the river, try to muster a counter attack, and you will get a flanking bonus which negates the river crossing penalties.
===The East===
Once the Don has been crossed, the Soviet lines should be thinned out a bit, and you can make more rapid advances. Head to Grozny in the south to cut off the Caucuses, allowing you to take Baku. In the north head eastward, the ultimate goal being Kuybyshev, which being the farthest VP province is the deciding factor for a strategic victory. A good crossing point over the Volga that will put you in striking distance of Kuybyachev is Engles. Another good idea, if the opportunity presents itself is to turn north and try to drive as many Soviet divisions as possible towards Gorkji were they will be trapped. This will take up some time, but it is one of the last good places for encirclements before the Volga, and if you can get a good number of armied holed up in the north, it will make going east that much easier.
From here you should be in a good place to wrap things up as the winter comes in.
Try to avoid a city fight at stalingrad, as it will take time, just bypass it and run some interdiction missions.
Remember that the Soviets get reinforcements at Stalingrad and Kuybyashev-two of the most vital provinces, so be sure to either occupy them quickly, or bring a large force (this is especially the case with Kuybyachev).
Also be wary of Soviet Counter attacks in lightly defended VP provinces. Because you need every VP to win, and the loss of one minor province will cost you the game.
Be sure to not get slowed down on this map, you'll have to maintain a steady eastward advance to make it.
[[Category:Guides]] [[Category:Scenario Strategy]]
03066be4ab80562d3a7d412810d65be6c91071b4
Strategy for Fall Grün
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== Fall Grün Strategy for Czechoslovakia ==
This strategy is good enough to obtain marginal victory in very hard/furious.
A few points to be mentioned before starting:
# Order your fighters to have air superiority over Bohemia, they are not strong but can help a little.
# Set the bomber to interdiction in Austria. Other regions are also fine but Austria is better if you follow the strategy below.
# Always put all of your troops in offensive mode. You have virtually infinite supply but weak armies and facing constant bombardment.
When the game starts, order the unit in Pilsen (6 divisions) to support defence Strakonice. The original defender will definitely lose in very hard (it can hold on in normal) but you should be able to take hold of Strakonice with the 6 divisions from Pilsen.
After the German attack has ended, from the 6 divisions reinforcing Strakonice, send one unit (preferably the one with artillery) to Usti. This is important since they will try to attack Usti if it is too weak. Move the original retreating garrison of Strakonice back to Strakonice.
Now the next objective is to create enough distraction for the German such that it can not mount an effective offensive. A very good way to do it is by attacking Hollabrun from Brno supported by Bratislava garrison. Capturing it will force German to try move and recapture it. If you captured Hollabrun but lost to the counter attack, do not worry, just fall back to Brno.
An important point is that if you do the strategy above, many German troops will be converging around Hollabrun. This is bad because they will then try to attack Tabor. Of course you can prevent them from winning the battle in Tabor by attacking Hollabrun when they attack Tabor. It will give huge penalty to German attack as well as (most of the time) wins you the battle in Hollabrun.
Keep attacking (and retreating from) Hollabrun until the game ends and you will obtain marginal victory.
[[Category:Guides]] [[Category:Scenario Strategy]]
cbcf4aef854b2581264c1d0f43a17d63a7362af4
Strategy for Fall Weiß
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== Fall Weiß Strategy for Germany ==
This battle scenario is relatively easy for German even in very hard/furious. Some tips to help in the conquest:
* Always put all of the armies in offensive mode.
* Try to attack from two provinces or more.
* You may want to reshuffle (and promote) several leaders.
* At all time, put your bombers in interdiction and air superiority for fighters. Also remember to rebase and change their area after you conquered the area.
* Don’t bother with Polish navy. Just leave them alone since they can not do anything anyway.
* Make sure you advance quickly and capture Warsaw, Zamosc and Brest-Litovsk before Soviet can seize them.
== Fall Weiß Strategy for Poland ==
Probably not a very good tactic, and only tested on normal, but it can get the job done.
Note the rivers around Warsaw, and the two nearby provinces. Simply retreat all of your troops to these three provinces. That'll give you 16 VPs, enough for a strategic victory!
The German AI won't dare to attack you, though you'll probably lose the Danzig garrison.
[[Category:Guides]] [[Category:Scenario Strategy]]
824955d8d1252ddc46af3f95c37fb9443db78198
Strategy for Operation Downfall: Invasion of Japan
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==Operation Downfall: Strategy for the Allies==
The main way to beat this scenario is to hack slowly away at the Japanese possessions. By this I mean first take the southern part of the Korean peninsula (if you play as the Allies, the USSR should handle this). Next, go for Taiwan. All during this time, by the way, you should be using all of your planes to bomb Japanese positions everywhere.
Next, make sure the Japanese southern most island, which consists of 2 provinces, is secure. To do this, land 5 or so divisions of the southern province. Deafeat the troops there, then transport in 10 more divisions. Then, take the northern province.
Take care of the northern most island next. Use the same strategy as above. The only difference is leave a garrison in the southern province because the Japanese can reach that province.
Now it's time to attack the main island. I suggest landing at Hiroshima with 10 divisions. Once you establish a beach head, advance towards the province next to Hiroshima. Speed is crucial in this situation, because it will be difficult to defeat Japan if they're dug in.
During this time, launch an amphibious invasion of the north section of the island. This will catch the Japanese off guard, and you should have an easy victory now. Just capture Tokyo, and you've won!
[[Category:Guides]] [[Category:Scenario Strategy]]
07c9e499ad2d64756b7eba99cc926cefa5843d37
Strategy for Operation Husky
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[[Image:shieldusa.jpg]] [[Image:shieldeng.jpg]] [[Image:vs.jpg]] [[Image:shieldger.jpg]] [[Image:shieldita.jpg]]
==Operation Husky for the Allies==
It will be very easy to overrun Italy and Germany since you have a powerful airforce and regular reinforcements. First, you have to destroy the Axis airforce coming to bomb your territories. Forget Sardinia and try landing on Sicily. Otherwise, you can capture Naples or Tarranto first. But I recommend capturing Sicily first, since you have to seperate your armies to attack Sicily after you seized southern Italy, and a defense line will be created by the event. After you get Sicily, try to get a beachhead on the mainland. It can be even Florence. From now on, bring all your forces from Malta or Tunisia, and clean up the enemies you face with your airforce. And you can march into the Alps. When it is difficult to break the defense line, just make another beachhead in the north.
==Operation Husky for the Axis==
To break the invaders, it is not good to choose Italy, because you have to use Luftwaffe to block the bombardment of the Allies, that makes your forces so weak that the enemies can defeat you easily. Your first objective is putting all your airplanes together and beat each enemy airforce coming. Since you cannot move German units in the beginning, you have to wait until your forces are released by the event breaks out by landing of the Allies. After the event, just remember these tips:
*Kick out the enemies landed.
*Always keep the enemy airplanes from striking your armies.
And now you just wait until February 1945, and get a strategic victory!
[[Category:Guides]]
[[Category:Scenario Strategy]]
c1e67791ce63e6ba3772e6981d14c5e846f37509
Strategy for Operation Watchtower
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== Operation Watchtower Strategy for Japan ==
Playing in Normal/Normal.
This is no picnic. Your first instinct might be to rush the troops you have on Rabaul onto the transports and do an amphibious assault on Guadalcanal right away. This will most likely lead to you ending up fighting a losing battle against the Allied fleet, which right now is much stronger than the Imperial fleet.
Instead, go off and hide your fleet (New Ireland is the easiest and most obvious choice) until you get your first reinforcements. When that happens, you can finally fight the Allied fleet on an equal footing.
As soon as you can win naval battles from the allies, take control of the sea. Now you might be thinking it's best to attack Guadalcanal. But it's not. Start taking the other islands in the south. And as soon as you've captured 2-3 islands, the AI will get nervous and start attacking random islands of you. But to attack you, they will use their troops from Guadalcanal.
So from the moment you see they are attacking an island, you know that Guadalcanal is empty. Send at least 4 divisions to do an amphibious assault. If however the allies are winning the battle for the island they are attacking, just send you're fleet to the boats, and hunt them away. The troops will return to Guadalcanal now, but now they have already lost a lot of organization. So it should be easy to defeat them.
When Guadalcanal is in your hands, all you can now do, is capture the remaining 1-2 islands. And wait during the last three months, while you fleet keeps sinking ships of the poor allies who don't have even the smallest port left.
[[Category:Guides]] [[Category:Scenario Strategy]]
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Strategy for Platinean War
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== Platinean War Strategy for Brazil ==
Played as Brazil in normal/normal
Here is some tips:
* When the game starts, strategically redeploy all of your movable ground units to Curitiba. Evacuate all naval and air units from Porto Alegre to São Paulo. Avoid any naval battle and head straight to port.
* Capturing Concordia after Argentina captures Porto Alegre will leave any Argentinian armies in Porte Alegro stranded. Destroy them.
* Do not produce any factories or infrastructure. Focus on producing infantries at all times.
* When the US offers its assistance, do accept. Although German will also give reinforcement to Argentina, the US will send more troops.
* Focus on annexing Argentina. If any other countries declare on you, ignore them until Argentina is gone. The horrible infrastructure in Amazon jungle will slow them down.
*Don't liberate Argentina. Although it gives you a mighty ally and practically will make the whole of south america your puppet (as Bolivia and/or Peru are easily annexed and liberated), it will get 16 victory points, leaving you with a maximum of 29/30 victory points, if you annex all other nations, your allies included. To have a mayor victory you need at least 40, or 30 VP's for a minor victory.
== Platinean War Strategy for Argentina ==
Played as Argentina against AI:
=== Utilizing assets ===
* Use naval transport to quickest effect. Move infantry units across as needed across the country (i.e. from Neuquén provice to closest port, then embark to frontlines; same with cavaly and infantry down south). Also, you could try amphibious assault on unprotected provinces.
* Research basic construction - this will allow your non-moving units to dig in.
* Order some engineering brigades - you will be doing some fighting in river country.
* Keep a strong naval presence. Carry out naval interdiction missions as close north to the Brazilian coast as possible. Also decouple "Aviación del Ejército" air group and have the naval bomber wing carry out interdiction on its own (avoid flying it close to ground-based fighters).
* Watch who you ally with: accepting an alliance with Bolivia (territorial claims on Chile and Paraguay) will automatically earn you two enemies on your borders, while not adding too much to your alliance. Bolivia is still a good commercial partner even outside the alliance.
* Watch your back: expect Chile to jump into the war anyway and assist Brazil by late 1942. Aim to have mountain infantry back on the border by November 1942 (sea transport or redeploy as needed) as stopgap; then move more infantry divisions in for the offensive. After done, you may move them back to business in Brazil.
* Watch out for the Chilean Battleship, it may be transferred to the Brazilian Navy and do some harm after you think you are safe.
=== Strategic objectives ===
* Kick hard and early. You can punch into Curitiba by concentrating your attack force at Concordia. The AI has apparently not read the above strategy for Brazil but your mileage may vary if playing against a human.
* Minimize a two-front war as much as possible. Defeat Chile as soon as possible after they join Brazil. Attack Santiago, then Antofagasta and annex. As all goes quiet on the western front, you may focus on Brazil.
* Keep Recife as a major strategy objective (this may mean rolling through the coast: São Paulo, Rio, Vitoria, Salvador) as this is where US reinforcements arrive. Note that these will keep coming for as long as the enemy controls Recife.
* Taking the coastal path to Recife will deny the enemy some of his major industrial base.
* By the time you have Recife, strategy should shift to rolling westwards and acquiring the remaining victory point provinces. Annex when done.
* Note that the 40 VPs needed for Strategic Victory must be owned ''by Argentina itself'', not by the alliance as a whole. Therefore, after defeating Brazil, you might be forced to declare war on one of more of your allies in order to achieve Strategic Victory.
[[Category:Guides]] [[Category:Scenario Strategy]]
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Strategy for Spanish Civil War
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== Republican Strategy ==
Start out by sending all of your garrisons to the provinces around Seville, so you can bring your mobile troops north to face the Nationalists. Also send your navy to the Baleric Islands to maintain your toehold there. Remember that you won't be producing any more units or getting reinforcements, so what you have is what you get.
The best strategy in the north is to link up with Oviedo and try to surround Burgos and La Coruna. If you capture La Coruna, then other Nationalist areas will be cut off from supply. Your infantry should be put into the push in the north, while your tanks (they're not much good in the mountains anyway) hold the line north of Madrid.
Generally, the Nationalist strategy is pretty straightforward: sever Oviedo from the rest of Republican territory, capture Madrid, and burst out from Seville. The trick is to maintain the initiative, focusing on one front at a time to keep the Nationalists from doing what they do best. Also, because you'll be using most of your military on the front, it may be a good idea to do whatever necessary to prevent the two revolts which will inevitably happen (although I allowed the Basque revolt because I had troops in that province, but I wouldn't recommend relying on chance to avert revolt).
After conquering the north, focus on taking out the remaining Nationalist pockets. The unfortunate result of winning the northern war, however, means that you have to either rapidly capture Seville (the new Nationalist capital) or wear them down in a war of attrition. If you can't take Seville right away after defeating the Nationalists in the north, don't bother. It’s better to just take their remaining VPs in Africa and the Balerics and settle for your marginal victory than to hammer away and let them keep everything else (and be bored for the last month or so of the scenario).
[[Category:Guides]] [[Category:Scenario Strategy]]
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Strategy for Winter War
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== Winter War Strategy for Soviet Union ==
Played in normal/normal.
This scenario is difficult and very dependent on luck. If you are lucky, you may receive many troops and reinforcement. If you are not, then prepare for a very tough war. Before starting, we should make a good defensive setup to contain Finnish troops. Note that you may change troop allocation depending on the situation. Recommended setup before starting the game:
* Put all fighter planes on air superiority in Karelia.
* Put all bombers on interdiction in Karelia.
* Move 10. Tank Corps in Luga to Petrozavodsk.
* Move the rest of the army in Luga and Kingisep to Leningrad.
* Move 1. Corps in Petrozavodsk to Kem.
* Move the navy in Leningrad to Gulf of Finland.
* Make sure you assign Soviet's best leaders to all of the units (i.e. don't let Zhukov and Konev sit in your leader pool).
When the game starts, attack Kajaani with troops in Murmask and Kandalaksja. Cancel the attack after you win the battle (do not occupy the province). Attack Joensuu with troops in Kem and Petrozavodsk. Like the previous one, cancel the attack after you are victorious and do not occupy the province. The reason is that Finland has many troops thus it will be almost impossible to defend them.
Wait until most of the Finnish army has left Viipuri. While you are waiting, you may receive a number of events asking how much reinforcement you want. Always ask for the most extra manpower and supply. You will need them. If you are lucky, you may receive extra troops randomly. After only around 6 troops left in Viipuri, attack it with all troops in Leningrad. If you lose then fall back, put the troops into offensive mode and try to attack again as soon as possible.
When you have captured Viipuri, the game becomes easy. Just capture all of the VPs in Southern Finland to gain strategic victory.
== Winter War Strategy for Finland ==
Played in very hard/furious.
Compared to the Soviet's, this scenario is relatively easy as Finland. Move all except 6 divisions in Viipuri to Sortavala. For some reason the AI will not attack Viipuri although it has chance to win if it does. When you start the game, you will lose two of the northern provinces. It is not important to hold them, what is important is to hold Oulu (the Northern VP).
In Finnish Foreign Policy Decision event, do not ask for any help. You don't need it and it will prevent early strategic victory.
From Sortavala and Mikkeli, attack and recapture Joensuu. Make sure to leave enough troops in Sortavala. From Joensuu, make your way to Kajaani. At this moment, your northern troops can be overwhelmed by Soviet. If they do, fall back to Oulu. Make sure Oulu does not fall. Just wait until 15 January 1940 and you will gain strategic victory.
[[Category:Guides]] [[Category:Scenario Strategy]]
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Submarine
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{{ARMA v1.2}}[[Image:Div_28.jpg|thumb]]
The Submarine is designed to travel underwater allowing it to operate clandestinely against other naval units. Its main armament consists of torpedoes which are deadly against all other types of vessel, be they Carrier, Battleship, Naval Transport or another Submarine. However, the Submarine can be handicapped by a short range and new technologies to improve them can be expensive.
==Submarine Statistics==
{| cellpadding=1
|- valign=bottom
! align=left | Model !! Year !! Air Attack !! Air Def. !! Sea Attack !! Sub Attack !! Sea Def !! Convoy Attack !! Distance !! Visi-<br />bility !! Surface Detect !! Sub Detect !! Air Detect !! Cost !! Build-<br />time !! Man-<br />power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range
|- align=center
| align=left | Dive Boat Submarine ||1936||0||4||1||1||1||3||0.15||5||2||1||1||2.0||90||0.5||10||0.30||0.50||500
|- align=center
| align=left | Short Range Submarine ||1936||0||5||2||2||2||5||0.16||4||3||1||1||2.0||110||0.5||12||0.40||0.50||2500
|- align=center
| align=left | Medium Rng Submarine ||1936||1||6||3||3||3||6||0.17||3||4||1||1||2.0||160||0.5||16||0.50||0.70||3000
|- align=center
| align=left | Long Range Submarine ||1938||1||8||3||4||4||7||0.18||3||5||1||1||3.0||160||0.5||18||0.60||0.80||3500
|- align=center
| align=left | Electro–Sub Submarine ||1944||1||9||4||8||5||9||0.19||2||5||3||1||4.0||160||0.5||18||0.70||0.50||3500
|- align=center
| align=left | Semi–Modern Submarine ||1945||1||11||5||10||8||10||0.20||1||6||4||1||5.0||160||0.5||21||0.70||0.50||4000
|- align=center
| align=left | Nuclear Submarine ||1945||1||14||6||12||12||12||0.20||1||7||5||1||8.0||320||0.5||25||1.90||0.00||8000
|}
==Brigades allowed==
* None
==Notes==
* Submarines cannot shore bombard. Instead, they have a higher convoy attack value (other ships use their sea attack).
* Please read the [[Submarine Guide]] for a detailed analysis of this unit in the different versions of HoI.
[[Category:units]]
018b27d3c12733b82cb2506f103ae4e2da96f6ba
Submarine Guide
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{{Anthology}}
'''Submarines''' are a powerful unit in HOI2, which the AI finds very difficult to use. Some players consider optimal use of submarines to be a gamey exploit.
==Surface Battles==
Many players consider that there is little historical justification for such results. In World War Two, most submarines acted independently. German 'wolfpack' attacks were generally made by less than a dozen units, and only exceptionally by 20-30 submarines. Coordinating attacks by a large number of submarines was, and remains, a difficult logistical challenge.
A HOI submarine unit represents several (probably about 5) boats. For this reason, many players consider that a stack of a dozen SS units (60 subs) is not only ahistorical but also unrealistic: a fleet of 60 submarines has not only never occurred but would be very difficult to keep together and find a coordinated attack impossible.
Some players have suggested adjusting the stack limits for submarines to adjust for this. As an interim solution some adopt a 'house rule' of a maximum stack size for subs of two or three units.
==Convoy Raiding==
Submarines can conduct convoy raiding attacks with considerable effect. However, many AI countries, particularly large ones such as the UK, build up very large stockpiles of all goods early in the game. This considerably reduces the value of convoy raids, because industry can continue even if no more resources are being imported. Historically, the UK was on the verge of running out of some important goods at many times thanks to sub attacks.
But even if submarines do not hurt the IC of a country directly, a successful submarine campaign forces the victim to build convoys and escorts so there is much less IC left for more dangerous stuff like ships, planes and troops. Additionally, troops at oversea territories don´t get supplied and so starve to death or will be evacuated.
==AI use==
As of version 1.3b, AI development and construction of submarines is disabled. This is because developers felt that the AI was unable to use its submarines effectively, and that switching off their development would result in a more challenging game.
AI nations retain their existing sub fleets, but will build no more.
Players who want a game with a more historical naval construction plan are advised to use patch 1.3a.
==Quote from the HoI2 Lead Script AI Developer Lothos==
"..Subs are not supposed to be able to attack surface fleets head on...I have my own house rule of no more than 6 subs in a fleet..."
==Submarines in Hearts of Iron 2==
Submarines have a high Surface Attack value. A large stack of submarines is often able to defeat a significant enemy surface fleet, sinking core units like battleships and carriers. This is particularly true when attacking at night, when submarine-based doctrines have been researched, and when other attacks have reduced the number of destroyer and light cruiser screens. Note that this is not true in Doomsday, where sub surface attack values have been nerfed and a convoy attack value has been added.
==Submarines in [[Doomsday]]==
Doomsday has seriously crippled the surface attack rating of submarines, and has introduced the convoy attack rating to offset this. The convoy attack rating is the same as the surface attack rating for all sea units except for submarines, who have higher convoy attack ratings. Doomsday also introduced Light Carriers with high sub attack ratings, and the ASW upgrade for other ships.
This means that subs are no longer a viable option to destroy enemy fleets. They are still useful for convoy raiding though, just remember to pay attention to the battle menu, and retreat immediately when your subs are engaged by a surface fleet. All in all, I have found Naval and Tac bombers (flying from Spain) to be a better option for convoy raiding in DD.
==Submarines in [[Armageddon]]==
===Version 1.1===
Functionality essentially unchanged from Doomsday.
===Version 1.2===
The Amageddon patch v1.2 changed submarine behavior from v1.1
* Submarines do not remove [[FOW]] in adjacent [[land]] areas
* Small units (1 to 3) of submarines ''seem'' more vulnerable.
* Large units (24+) of submarines ''seem'' more powerful.
In reviewing [[Combat range]] it becomes apparent that submarines should be grouped into singular models. Combining different model submarines will result in the whole fleet attempting to fight at the range of the shortest range submarine.
[[Category:Guides]] [[Category:Units]]
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Sulphur Production per country 1936-1948
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Source: BR Mitchell
<table border="1">
<tr><td><td>1936<td>1937<td>1938<td>1939<td>1940<td>1941<td>1942<td>1943<td>1944<td>1945<td>1946<td>1947<td>1948</tr>
<tr><td>USA<td>2049<td>2786<td>2432<td>2125<td>2776<td>3190<td>3516<td>2580<td>3270<td>3813<td>3922<td>4512<td>4947</tr>
<tr><td>Mexico<td>0<td>0<td>0<td>0<td>0<td>0<td>0<td>0<td>0<td>10<td>6<td>3<td>3</tr>
<tr><td>Chile<td>26<td>23<td>28<td>32<td>35<td>25<td>24<td>26<td>26<td>21<td>9<td>12<td>13</tr>
<tr><td>Japan<td>198<td>323<td>209<td>206<td>180<td>194<td>169<td>158<td>85<td>41<td>22<td>29<td>41</tr>
<tr><td>Italy*<td>198<td>323<td>209<td>206<td>180<td>194<td>169<td>158<td>85<td>41<td>22<td>29<td>41</tr>
</table>
* Estimated
[[Category:Knowledge Base]]
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Super Heavy Armored Brigade
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{| WIDTH=95%
|- VALIGN=top
|
Super Heavy Armor is the ultimate shock weapon. Nearly impossible to kill, they give horrendous bonuses to your units' hard and soft attack values. They also consume enormous amounts of supplies and fuel, and slow your units to a crawl.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_9.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Super–Heavy Tank || || || || || 7 || 8 || 2 || 8 || -20
| width=20 | || 10 || 120 || 2 || -4 || 1.5 || 5 || || || 0.5 || 1.0 || || || ||
|}
[[Category:Units]]
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Surface Action Group
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===[[Surface Action Group]] (SAG)===
The '''Surface Action Group''' is quite different to the [[Carrier Task Force]] (CTF). The SAG relies on killing its enemy, rather than driving it from the area. A SAG is a task force of surface ships whose primary duty is to attack and sink other surface ships. It relies on ''Gun Ships'' to do direct damage to the Strength of other ships. A SAG also excels in its secondary duty of providing Shore Bombardment support to friendly land units fighting in coastal areas.
====Fleet Composition====
Considering a fleet composition of 18 ships, the strongest SAG is as follows. This model can be followed with less powerful SAGs, by replacing the SHBBs with BBs for a still potent force. Using BBs is more cost effective, since 3 BBs can be built for every 2 SHBBs. Finally, Heavy Cruisers (CA) can be used, for a cheap, yet still reasonably strong SAG.
* 6 [[Battleship|Super Heavy Battleships]] (SHBB) (or normal Battleships)
* 2 [[Escort Carrier|Light Carrier]]s (CVL)
* 10 [[Destroyer]]s (DD)
====Zerg Fleets====
Zerg fleets are considered a [[Gamey tactics|gamey]] exploit of the flawed naval combat engine. This exploit was tested and made popular by [[User:Blue Emu|Blue Emu]], and features a fleet that uses a single [[Combat Range]] as a way of ensuring as many guns as possible are brought to bear on the opposing fleet. Zerg fleets are based on the simple fact that the naval model means that the more ships in combat, the more damage can be done. The Zerg fleet is feasible only if it can close in on its preferred range. Before the Armageddon 1.3beta patch, this was possible due to the amazing strength of the light carriers which ensure closing to within range of the shortest range capital vessel in the fleet. With the Armageddon 1.3beta patch, CVLs still help in closing the range, but no longer magically do so. Having up-to-date doctrines and good leadership and positioning is now impervious for a zerg fleet. Zerg fleets have two basic forms. The original form is less gamey, while the DD zerg is widely considered an exploit.
=====The Original Cruizerg Fleet=====
* 5 (1938) Heavy Cruisers (CA)
* 2 Light Carriers (CVL)
* 11 (1938) Light Cruisers with fire control (CL-FC)
For a total of 18 Ships.
This Cruizerg is effective because the light cruiser screen vessels, when equipped with fire control, have the exact same firing range as the heavy cruisers. A typical BB SAG would have only the Battleships in firing range, while all other naval vessels would simply absorb damage but not otherwise participate in the battle. Thus, when the Cruizerg meets a BB SAG, the Cruizerg is actually more powerful, not to mention [http://forum.paradoxplaza.com/forum/showpost.php?p=9092898&postcount=9 twice as efficient in IC cost].
=====DD Zerg Fleet=====
A zerg fleet based on destroyers is an example of hopelessly [[gamey tactics]], but is certainly an effective killing machine. Usually, plain DD-fleets can close in to 5km range by the second hour of battle.
* 60 - 90 DD
=====Cruizerg Fleets for Doomsday=====
Doomsday lacks naval brigades, so one has to use obsolete vessels to make the strategy work. There are two setups, one involving either all CA-IIs and CL-IVs or a mix of CA-IIs and CA-IIIs, the second consisting of all CA-IIIs and CL-VIs. Note that at least one of the CAs needs to be of one level ''lower'' than the CLs, so that their range is identical. CVLs are necessary as well, to ensure the fleet will close with CTFs. In Doomsday, CVLs can still magically close the combat range to their preferred range. This was rectified with the Armageddon 1.3beta patch.
======Early-Game Composition======
* 2 CA-II (Absolutely necessary for the strategy to work to allow CL-IV to be in range since the CVL will go to the lowest ranged capital ship)
* 4 CA-III (CA-II will work here as well)
* 2 CVL
* 10 CL-IV
======Late-Game Composition======
* 6 CA-III
* 2 CVL
* 10 CL-VI
====Hybrid Fleet Composition====
If you want something with the shore bombardment power of the SAG and battle prowess superior to the the cruizerg, look no further. I've taken down other human players using cruizerg fleets with this, but it can still be taken down by destroyer zerg fleets.
* 4 BB-VII-FX (SHBB)
* 2 BB-III (no FX, important*)
* 2 CVL
* 10 CL-IV-FC(2)
'* BB-III and CL-IV-FC (with an upgraded FC) both have a range of 34, if you put a FX on the BB-III's, the light cruisers will not be able to fire on the enemy. This is not an issue when putting FC's on the SHBB's since they will be firing as soon as they are in range and pack a much bigger punch.
For later naval warfare:
* 4 BB-IX-FX (SHBB2)
* 2 BB)IV (no FX, same reason as above)
* 2 CVL
* 10 CL-VI-FC(2)
The engagement range here is 36 and has better firepower.
[[Category:Guides]] [[Category:General Guides]]
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#REDIRECT [[Surface Action Group]]
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Sweden
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{{Country guides}}
Playing as Sweden is actually rather easy, all you have to is play out the major powers against each other.
== Peacetime ==
First order of business is to get another research team, so build 6 IC each in 3 provinces (it doesn't matter which provinces you build them in since you won't be fighting in Sweden. Move the slider to more free market to get better build bonuses. You could also move the sliders towards Authoritarian if you want to invade Norway later.
Just keep building IC and researching industry, infantry & upgrade your troops in peacetime but then again, it doesn't matter much since you won't be using Swedish forces to win the war.
Kill time by improving relations with Germany.
== Wartime ==
Join the first winter war to get more interventionism and if possible try to take control over the Finnish forces. Don't bother actually trying to win the war by sending your troops into Finland. The SU is just too powerful and you won't gain anything by invading SU from Finland. Instead just let the war drag on and make sure that FIN is weak but not weak enough to be annexed (yet). When the peace-events comes, accept them. By now, FIN is rather weak and should probably have lost a lot of divisions.
And now you are back to peace.
== The Waiting Game ==
Germany will probably run over SU at first so you can just relax for a while and also all of your factories should be done about this time so start producing some Marines and Mountaineers. After a couple of months you should be ready to join the Axis so take military control over Germany and Finland. Move Guderians 9 Panzer to Luleå and at the same time make sure that Finland is annex by SU.
At the same time make sure that you kill as many Russian divisions as possible with German forces, since it's not your troops or your land you can have fun with all kinds of strategies.
When the SU have annexed Finland and most Russian forces are dead, withdraw all German forces from SU and put them on hold in Poland. Now is the time to strike out from Sweden with German panzer. In a matter of months you should have control over all the Baltic's. From there you just have to push forward and annex SU from Swedish territory.
And voilà, a new Swedish empire. From there you can pretty much do whatever you want. Maybe strike into china? Maybe take Norway? Maybe attack Turkey and push forward into Africa?
This was tested in 1.02
== Neutrality ==
Sweden has during her lifetime avoided war and the Swedish people are rather avoiding to interfere in any hostile actions. Why not try this strategy in HOI2?
Before I can give you any hints you should notice that this strategy is different and dove compared to conventional gameplay of Hearts of Iron 2.
Sweden begins with only a few units on land and a practically non-existent airforce wich in case of war would not make significant damage. However her navy is somewhat powerfull and should be used as a first front line to repell aggression from Germany or the Soviet Union. All the neighbours of Sweden will be at war, sooner or later, which will hamper the trade of this country. Be sure to get enough resources to your pool before the war begins, you should be able to survive without any bigger trade deals during the war.
Concentrating a big portion of Industrial Capacity for producing Consumer Goods might sometimes give an additional factory and increase your capacity.
War is not your biggest strength, with underpowered forces and a too big country to defend it is not wise to engage in war, well, at least not in the beginning.
Norwegian and Finnish support is recommended. Try to send forces and supplies to both countries to help them prevent getting occupied by either Germany or the Soviet Union but do not engage in combat yet.
When Germany is at the brink of an utterly defeat, then you can engage in combat by helping the Allies liberate Norway and Denmark. Joining their alliance for a short time is recommended since you will not only get an economic support by also blueprints for future development.
Good luck and try to avoid a bloodshed!
==Use WWII to your advantage==
Sweden starts with rather small army and almost non existing air force but they start with good naval armies. This strategy enables you Sweden to become a Major power and also, It's quite fun to play. Remember to enable the option so that democracies can declare War. Also Full IC Take over is recommended You have to Annex Norway, Denmark, Latvia, Estonia and Lithuania before the German or Soviet Union.
The first you shall do is to trade you metal for a huge amount of energy from Germany, German Energy is quite and you don't have to worry about your metal stockpile. Then Trade supply and metal for money from either Soviet Union or another country nearby (I used to make this deal with USSR and The Republic of Spain). If you want, you can also change your ministers.Before you attack Norway, Be sure to produce some infantries (and IC)
Then Move you troops to the Norwegian border and Cancel the non-aggression pact and Declare war. Attack Oslo from the south but don't battle the divsion in Narvik. Wait until it occupies one Swedish province and then march in to Narvik. Once Narvik is yours, Annex Norway. Ususaly the allied don't attack you if you do this quick and early.
After Norway, Wait until Germany annexes Austria and the Declare war on Denmark. Until now, your Infanteries shall be finished. Ferry some divisions to odense and make more troops to attack and occupie Copenhagen and then take Århus before Denmarks last Divison move there.
By now you shall have around 40 IC and a third Techslot (Maybe a forth if you have build IC in your Country) Continue to upgrade and produce more Divisions. It's also recommended if you have som land doctorine, Infantry, Naval and Artillery researched. Now, Wait until the Finnish Winter-war and choose Swedish intervention. Don't send all your troops to Finland as the Soviet will kick your ass back to Sweden and if you're unlucky: You will lose half of you army. Under this time, It's recommended to have 2 fleets of 3 transports ship and a pool of at least 30 convoy ready to launch an assault on the Baltic stats. When the Winter war is over, declare war on Estonia and Latvia. Ferry some troops and take the weakest of Tallinn or Riga (every Baltic stat only got 1 province with victory points) first and Annex one of them first. Then wait until the other capital is empty and then launch a Amphibious assault and annex.
When your done with Estonia and Latvia, Move your troops to the border, Lithuania shall be very weakened do to the germen attack on Poland. Declare war immediately and rush to the the capital and Annex.
Now you shall be in the middle of 1940 and you may have around 55 IC right now depends on If you have built IC or not. Upgrade your troops to 41 model Infantry and produce more armies to prepare an assault on Ireland, Yes you can do that from Sweden because you controls the northern part of the Atlantic. You shall be around 1942 when your troops are ready and then ferry some men over to Ireland, Launch an Amphibious assault and rush to the Capital and Annex. Now you got around 70 IC and you're now a Swedish major power.
Either you can stop your conquest here OR choose from one of following: Try to take parts of Northern Germany to Control the whole Eastern sea, Do this when Soviet and The Allies are pushing the German back to Germany, OR Produce some more troops and a better fleet to Occupy Spain.
When this is done and WWII is over. You can choose now to stay in Neutrality or Join either the Allies or (If you're lucky enough) Commintern. Depends on what strategy you're to play you shall choose your side Carefully
[[Category:National Strategy]]
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{{Country guides}}
On the first look one might be tempted to think that Switzerland is bound to passively watch Europe burn around it. But that is in fact not true. Though Switzerland has no events at all, save for random ones, one can achieve the necessary slider moves and get into some serious Axis action by 1939.
The trick is to use the (not so) random events in your favour.
== Slider moves ==
The goal is to become an interventionist dictatorship - anything else is secondary - so use your slider moves to aim for that. Using the first move to become more interventionist will trigger an attack on the constitutional policy. If you cave in to the extremists, you're gonna get 2 moves to authoritarian and 2 to closed society for free. It'll change your government type from market liberal to social conservative. Also it will reduce dissent by 5%, so if you want to change any ministers, do it beforehand! Starting from 1937 you should go for authoritarianism. It might trigger some more "random" events (normally an economic policy initiative, because you are still at 7 for free market). You should always choose the option that makes you more interventionist and/or authoritarian, even if you have to pay the price in dissent. But if you don't, you won't be able to go to war in 1939. You will spend most of the time paying down DOW dissent anyways!
If you want to devise a clear "random event" strategy, you can look up the conditions for the events in the ML or SC Events file in the database directory.
== Ministers ==
Switzerland has some ok ministers with more becoming available as your regime changes. Go for everything that ups manpower growth, foreign manpower use and IC bonuses as well as less supply consumption, etc. If you play as Switzerland, you probably already know the basics...
== Military ==
Disband your starting infantry! You won't need it until 1939, so why pay for support and upgrade? Switzerland severely lacks manpower and cannot afford to use simple infantry anyways. Tanks + planes + specialized and/or very agile troops together with brigades are the way to victory. It might be advisable to keep the mountaineers and the bomber though. The bomber will let your Air commanders gain some badly needed experience and the mountaineers are a great asset in conquering northern Italy, eastern France and Spain. BUT DON'T REINFORCE THEM YET! That'll only cost manpower and IC just so you can pay more upkeep for them uselessly standing around for three years.
Using sturdy troops also means that you will rather upgrade your troops than build new ones because of the experience. Switzerland starts with a completely drafted army. You don't really need to change that, just try to produce long chains from the start. You need to plan ahead for that, because if you stop production due to lack of IC at some point, the chaining bonus will be reset. Also you don't want to produce a lot of troops that you'll have to disband later anyways.
If you only focus on one troop tech branch at the time (which doesn't mean that you should research in advance, also you will attain many blueprints ), you can skip one or two upgrades. This way you get them nearly for free. This applies especially for troops that don't go into dogfights with the enemy - bombers or simple landgrabbing/encirclement cavalry.
DON'T USE MILITIA!!! They serve defensive purposes and defending is not the strategy you should apply if you ever want to be more than a little spot on the map! If you must, use Garrisons combined with brigades, but you should rather go with some mobile QRF. You won't have Air Superiority since you are playing Switzerland and you'll eventually crush one backbone of the original Axis - Italy. The main problem for you is to secure your gains in Italy, France and (at least until you puppet it) Spain. If you send weak troops to garrison the beaches, they're gonna be bombed into oblivion and/or drain your oh so precious manpower pool! They don't need to deal damage or "win" those bombardment battles! They only need to hold their ground without loosing strength!
Don't worry about TC and Org.regain for now! Italy and France aren't the SU. One or two really good encirclements are enough to deal them the fatal blow. So it's sufficient if you start out with full Org. and don't squander it in useless attacks.
As soon as you join the Axis and get german blueprints, abandon the superior firepower doctrine and go with the german Spearhead. You'll get all the blueprints from Germany, you have just the man to research it (Henri Guisan) and it fits your (mainly for manpower reasons) tank-based warfare perfectly.
== Production ==
First years are solely IC production, start it in all 4 provinces. You won't be able to produce it all immediately, but that is the only way to get some halfway decent base IC allowing you to have a 2nd research slot before you start to conquer.
Once you are near the year 1939, you should think about producing troops. You have to start earlier, if you disbanded your Mountaineers, or a bit later if you kept them. Continuous IC production (with a chaining bonus) is also a possible way, if you kept your military intact. Especially in easy mode that strategy will pay off, since it efficiently increases your base IC.
As soon as your economy is up and running, you can exchange some supplies for resources to assure continuous production. UK is the best partner for that since you start with the same government type and you can boost your relation up to 200 with trade only making the possible deals better for you. USA might be a good choice, too.
You should also get some trade deals with Germany. Depending on which alliance you want to join (I recommend the Axis for the fun and the fitting blueprints) you might have to set priorities.
Once you start troop production, build tanks and some fast troops.
== Research ==
Until 1939 your research should be focused on IC and manpower generating techs (again don't research in advance!). Also you should make sure that you can produce a somewhat modern army by then. So some newer tank technologys are also necessary. In terms of brigades you are fine for now, since Switzerland starts with some research progress in those.
Don't do aerial research at the beginning - your allies are gonna give air cover for you anyways. Save that for when you actually can accomplish something in the air.
In terms of Land Doctrine go for Spearhead, but don't research it before you have the blueprints; that would simply be a waste of precious research time.
Aerial research should be focused on TAC/NAV and Interceptors.
Naval research and production can wait for now, you don't have a port to deploy anyways. Once you do it though, you can either try to follow in Germanys footsteps because of the blueprints or go for Carrier Warfare and try to steal blueprints from UK/US/J because your Dornier Tech Team is pretty good at researching Carriers (at least for a country that is miles away from any port). No matter what you do, the Naval Doctrines are gonna prevent you from being a naval superpower.
If you play with tech team takeover, that problem is probably gonna solved, but that would kinda spoil the fun of having a Carrier fleet flying the flag of Switzerland dominate the Mediterranean Sea in my opinion.
== Strategy ==
I'll only describe the one I used, I'm sure there are a lot more.
I broke the german event chain by joining the Axis after the Anschluss and before Munich (after Munich and before the attack on Poland might have been more feasible for Germany would have been a bit stronger). I boosted my relation with them a bit and was immediately accepted. To prevent Italy from joining the Axis and thus keeping me from any expansions and to gain a stronger economical base, I DOWed Italy. Now here's a trick: A quick armored strike through Milan to Venice and then north assured that every province conquered by the Axis fell to me and also encircled a few Italian divisions. And once Germany got his army down through Austria, he basically did all the work while I reaped the rewards.
Once you get into the inevitable war with the Allies you can apply the same strategy to France. If everything worked out ok, then Belgium and Netherland are probably still alive and they're gonna stay that way. But you're gonna provide Germany with the needed route into french heartland, so you're gonna win eventually against France. Make sure that France goes to YOU - you'll need it to conquer and puppet Spain and Gibraltar.
Don't puppet Italy, since it's your gate to the west.
If you DOW Yugoslavia, you're gonna trigger the events leading to Bulgaria and Romania joining the axis. You don't want that to happen.
So as soon as you feel strong enough to take them on, DOW those two beforehand. Take your time, they can't reach you except with planes. Don't forget to pay down the dissent as it impairs your fighting capability and raises partisan level which in turn hampers your TC and might lead to partisan revolts.
Once you got a puppeted Nationalist Spain and conquered those three in the east, you might wanna go for Turkey, you could also swallow up Hungary and/or Albania before.
Once you have Turkey conquered, you control the Marmara Sea and the second entry into the mediterranean out of three. And you have then got an unblockable continental supply connection into the Middle East: Suez here we come.
At some point sooner or later you should start to research maritime technologies. Get blueprints from Germany and go their way or try to spy on Britain/US/Japan (whoever seems feasible for diplomatic and tactical reasons). Germany will need your assistance at sea.
From there you're free to go wherever fate takes you, be it Africa, Persia, India, China, Russia or Overseas.
If it makes sense, puppet some bigger countries like the Ottoman Empire, Nationalist (or Republican) Spain, Hungary, Bulgaria, Czechoslovakia etc. You might wanna consider boosting their base IC by building some in their provinces. Since they start with the same techs you have, they could possibly (don't count on it though) help you with your Naval Doctrine Research. And they can do so more effectively with a third research slot. Also it helps them to keep up with the technological pace and be more than cannon fodder. But don't forget one thing: They need Resources to keep their industry running, and since they are your puppets, they need to get them from you. So make sure you fill up their gaps in resource supply by "trading" them some of yours. You can't use them all anyways because of the foreign IC rule.
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#REDIRECT [[Transport Capacity]]
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TRP
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The TRP mod has a long history and thriving community, both on the Paradox site on their own website. The primary focus of the mod is to improve historical realism. The mod includes changes to the AI, technology tree, tech teams, and ministers, in addition to a new interface.
[[Image:Trp-germany.jpg|thumb|280px|right|Screenshot of Germany]]
[[Image:Trp-tech-tree.png|thumb|280px|right|Tech Screenshot]]
* Mod Forum: [http://www.totalrealismproject.com/ Total Realism Project]
* Current Version: 0.9.3
* Last Update: March, 2008
* Popularity: ''over 10,000 posts''
* Compatibility: [[HOI2]], [[DD]], [[ARMA]]
[[Category:Mods]]
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Tactical Bombers
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[[Image:Div_16.jpg|thumb]]
Tactical Bombers are medium-sized aircraft, larger than Fighters, yet smaller than [[Strategic Bombers]], which are used primarily for delivering attacks against enemy ground units such as Armour and Infantry. Unlike close air support aircraft, it is also capable of taking up limited strategic bombardment roles, such as runway cratering or strikes against defensive installations. Although they have a limited dog-fighting capability, they can be easily outmatched by Fighters in air combat.
==Tactical Bombers Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! rans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Interwar Tactical Bomber || 30 || 30 || 1 || 1 || 4 || 0 || 1 || 3 || 3 || 0 || 1
| width=20 | || 11 || 160 || 2 || 180 || 1.5 || 3 || 400 || || 1.0 || 1.0
|- align=center
| align=left | Early Tactical Bomber || 30 || 30 || 1 || 2 || 6 || 2 || 2 || 3 || 4 || 0 || 1
| width=20 | || 13 || 180 || 2 || 200 || 1.7 || 3 || 500 || || 0.5 || 1.0
|- align=center
| align=left | Basic Tactical Bomber || 30 || 30 || 2 || 3 || 8 || 3 || 3 || 5 || 6 || 1 || 2
| width=20 | || 15 || 180 || 2 || 300 || 1.9 || 3.1 || 600 || || 0.5 || 1.0
|- align=center
| align=left | Improved Tactical Bomber || 30 || 30 || 2 || 4 || 10 || 4 || 4 || 8 || 10 || 1 || 2
| width=20 | || 18 || 180 || 3 || 350 || 2.1 || 3.2 || 700 || || 0.5 || 1.0
|- align=center
| align=left | Advanced Tactical Bomber || 30 || 30 || 3 || 4 || 12 || 6 || 5 || 12 || 14 || 1 || 2
| width=20 | || 22 || 180 || 3 || 400 || 2.3 || 3.5 || 800 || || 0.5 || 1.0
|- align=center
| align=left | Turbojet Tactical Bomber || 30 || 30 || 5 || 7 || 14 || 8 || 6 || 14 || 18 || 1 || 2
| width=20 | || 27 || 180 || 2 || 650 || 3.2 || 4 || 1100 || || 0.5 || 1.0
|}
==Brigades allowed==
* [[Escort Fighters]]
==Notes==
[[Category:Units]]
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Tag List
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As of the Armageddon 1.0a patch.
*''Italic'' tags were brought from HoI1
*'''Bold''' tags are Armageddon's fictional countries<BR>
= A (13 tags) =
AFG - Afghanistan<BR>
ALB - Albania<BR>
ALG - Algeria<BR>
<i>ALI - Alien Invaders</i><BR>
<i>ALS - The Allies</i><BR>
<i>ANG - Angola</i><BR>
<i>ARA - Arab Federation</i><BR>
ARG - Argentina<BR>
ARM - Armenia<BR>
AST - [[Australia]]<BR>
AUS - Austria<BR>
<i>AXI - The Axis - (this won't work with events, tested in DD v1.2)</i><BR>
AZB - Azerbaijan<BR>
= B (10 tags) =
BEL - Belgium<BR>
<i>BEN - Benin-Sahel</i><BR>
BHU - Bhutan<BR>
BLR - Byelorussia<BR>
BOL - Bolivia<BR>
<i>BOS - Bosnia</i><BR>
BRA - Brazil<BR>
BRU - Brunei<BR>
BUL - Bulgaria<BR>
BUR - Burma<BR>
= C (19 tags) =
<i>CAL - California</i><BR>
<i>CAM - Cameroon</i><BR>
CAN - Canada<BR>
<i>CGX - Guangxi Clique</i><BR>
CHC - Communist China<BR>
CHI - Nationalist China<BR>
CHL - Chile<BR>
<i>CMB - Cambodia</i><BR>
COL - Colombia<BR>
<i>CON - Congo</i><BR>
COS - Costa Rica<BR>
CRO - Croatia<BR>
<i>CSA - Confederate States</i><BR>
<i>CSX - Shanxi</i><BR>
CUB - Cuba<BR>
<i>CXB - Xibei San Ma</i><BR>
<i>CYN - Yunnan</i><BR>
<i>CYP - Cyprus</i><BR>
CZE - Czechoslovakia<BR>
= D (4 tags) =
<i>DDR - DDR</i><BR>
DEN - Denmark<BR>
<i>DFR - FRG</i><BR>
DOM - Dominican Republic<BR>
= E (8 tags) =
<i>EAF - East African Union</i><BR>
ECU - Ecuador<BR>
EGY - Egypt<BR>
ENG - United Kingdom<BR>
<i>EQA - Equatorial Africa</i><BR>
EST - Estonia<BR>
ETH - Ethiopia<BR>
<i>EUS - Euskadi</i><BR>
= F (3 tags) =
FIN - Finland<BR>
<i>FLA - Flanders</i><BR>
FRA - France<BR>
= G (8 tags) =
<i>GAB - Gabon</i><BR>
GEO - Georgia<BR>
GER - Germany<BR>
<i>GLD - Gold Coast</i><BR>
GRE - Greece<BR>
GUA - Guatemala<BR>
<i>GUI - Guinea</i><BR>
<i>GUY - Guyana</i><BR>
= H (4 tags) =
HAI - Haiti<BR>
HOL - Netherlands<BR>
HON - Honduras<BR>
HUN - Hungary<BR>
= I (8 tags) =
ICL - Iceland<BR>
IDC - [[Indochina]]<BR>
IND - India<BR>
INO - Indonesia<BR>
IRE - Ireland<BR>
IRQ - Iraq<BR>
<i>ISR - Israel</i><BR>
ITA - Italy<BR>
= J (2 tags) =
JAP - Japan<BR>
JOR - Jordan<BR>
= K (4 tags) =
KAZ - Kazakhstan<BR>
KOR - Korea<BR>
<i>KUR - Kurdistan</i><BR>
KYG - Kyrgyzstan<BR>
= L (7 tags) =
<i>LAO - [[Laos]]</i><BR>
LAT - Latvia<BR>
LBY - Libya<BR>
LEB - Lebanon<BR>
LIB - Liberia<BR>
LIT - Lithuania<BR>
LUX - Luxemburg<BR>
= M (11 tags) =
<i>MAD - [[Madagascar]]</i><BR>
<i>MAL - Union of Mali</i><BR>
MAN - Manchukuo<BR>
<i>MEN - [[Mengkukuo]]</i><BR>
MEX - Mexico<BR>
MIN - (Undefined Nation)<BR>
MLY - Malaysia<BR>
MON - Mongolia<BR>
MOR - Morocco<BR>
<i>MOZ - Mozambique</i><BR>
MTN - Montenegro<BR>
= N (6 tags) =
<i>NAM - Namibia</i><BR>
NEP - Nepal<BR>
NIC - Nicaragua<BR>
<i>NIG - Nigeria</i><BR>
NOR - Norway<BR>
NZL - New Zealand<BR>
= O (2 tags) =
OMN - Oman<BR>
<i>OTT - Ottoman Empire</i><BR>
= P (11 tags) =
<i>PAK - Pakistan</i><BR>
PAL - Palestine<BR>
PAN - Panama<BR>
PAR - Paraguay<BR>
PER - Persia<BR>
PHI - Philippines<BR>
POL - Poland<BR>
POR - Portugal<BR>
<i>PRI - Primorsk</i><BR>
<i>PRK - People's Republic of Korea</i><BR>
PRU - Peru<BR>
= Q (1 tag) =
<i>QUE - Quebec</i>
= R (4 tags) =
<i>RHO - Rhodesia</i><BR>
ROM - Romania<BR>
<i>RSI - Italian Social Republic</i><BR>
RUS - Russia<BR>
= S (21 tags) =
SAF - South Africa<BR>
SAL - El Salvador<BR>
SAR - Sarawak<BR>
SAU - Saudi Arabia<BR>
<i>SCA - Scandanavia</i><BR>
SCH - Switzerland<BR>
<i>SCO - Scotland</i><BR>
SER - Serbia<BR>
SIA - Siam<BR>
SIB - Siberia<BR>
<i>SIE - Sierra Leone</i><BR>
SIK - Sinkiang<BR>
SLO - Slovakia<BR>
SLV - Slovenia<BR>
<i>SOM - Somalia</i><BR>
SOV - Soviet Union<BR>
SPA - Nationalist Spain<BR>
SPR - Republican Spain<BR>
<i>SUD - Sudan</i><BR>
SWE - Sweden<BR>
SYR - Syria<BR>
= T (8 tags) =
TAJ - Tajikistan<BR>
TAN - [[Tannu Tuva]]<BR>
<i>TEX - Texas</i><BR>
TIB - Tibet<BR>
<i>TRA - Transural Republic</i><BR>
TRK - Turkmenistan<BR>
TUN - Tunisia<BR>
TUR - Turkey<BR>
= U (22 tags) =
'''UAP - APR'''<BR>
'''UAU - Australasia'''<BR>
'''UBO - Bourbon'''<BR>
'''UCH - Republic of China'''<BR>
'''UCS - The Confederates'''<BR>
'''UER - Empire of Russia'''<BR>
'''UES - European Soviets'''<BR>
'''UGS - Sweden'''<BR>
'''UIC - Indo China'''<BR>
'''UIR - Indian Republic'''<BR>
UKR - Ukraine<BR>
'''UPE - Republic of Persia'''<BR>
'''UPR - Prussia'''<BR>
'''UPS - PRRS'''<BR>
'''URO - Roma'''<BR>
URU - Uruguay<BR>
USA - USA<BR>
'''USN - USNA'''<BR>
'''UTC - The Cossacks'''<BR>
'''UTL - The Libertadores'''<BR>
'''UTO - The Ottomans'''<BR>
UZB - Uzbekistan<BR>
= V (3 tags) =
VEN - Venezuela<BR>
VIC - Vichy France<BR>
<i>VIE - Vietnam</i><BR>
= W (1 tag) =
<i>WLL - Wallonia</i>
= Y (2 tags) =
YEM - Yemen<BR>
YUG - Yugoslavia
= User Defined (20 tags) =
U00, U01, U02, U03, U04, U05, U06, U07, U08, U09, U10, U11, U12, U13, U14, U15, U16, U17, U18, U19<BR>
<BR>
184 Tags in Total
= All in a row (179 tags) =
(except Userdefiend, Aliens, Axis and Allies)<BR>
<BR>
AFG,Afghanistan<BR>
ALB,Albania<BR>
ALG,Algeria<BR>
ANG,Angola<BR>
ARA,Arab Federation<BR>
ARG,Argentina<BR>
ARM,Armenia<BR>
AST,Australia<BR>
AUS,Austria<BR>
AZB,Azerbaijan<BR>
BEL,Belgium<BR>
BEN,Benin-Sahel<BR>
BHU,Bhutan<BR>
BLR,Byelorussia<BR>
BOL,Bolivia<BR>
BOS,Bosnia<BR>
BRA,Brazil<BR>
BRU,Brunei<BR>
BUL,Bulgaria<BR>
BUR,Burma<BR>
CAL,California<BR>
CAM,Cameroon<BR>
CAN,Canada<BR>
CGX,Guangxi Clique<BR>
CHC,Communist China<BR>
CHI,Nationalist China<BR>
CHL,Chile<BR>
CMB,Cambodia<BR>
COL,Colombia<BR>
CON,Congo<BR>
COS,Costa Rica<BR>
CRO,Croatia<BR>
CSA,Confederate States<BR>
CSX,Shanxi<BR>
CUB,Cuba<BR>
CXB,Xibei San Ma<BR>
CYN,Yunnan<BR>
CYP,Cyprus<BR>
CZE,Czechoslovakia<BR>
DDR,DDR<BR>
DEN,Denmark<BR>
DFR,FRG<BR>
DOM,Dominican Republic<BR>
EAF,East African Union<BR>
ECU,Ecuador<BR>
EGY,Egypt<BR>
ENG,United Kingdom<BR>
EQA,Equatorial Africa<BR>
EST,Estonia<BR>
ETH,Ethiopia<BR>
EUS,Euskadi<BR>
FIN,Finland<BR>
FLA,Flanders<BR>
FRA,France<BR>
GAB,Gabon<BR>
GEO,Georgia<BR>
GER,Germany<BR>
GLD,Gold Coast<BR>
GRE,Greece<BR>
GUA,Guatemala<BR>
GUI,Guinea<BR>
GUY,Guyana<BR>
HAI,Haiti<BR>
HOL,Netherlands<BR>
HON,Honduras<BR>
HUN,Hungary<BR>
ICL,Iceland<BR>
IDC,Indochina<BR>
IND,India<BR>
INO,Indonesia<BR>
IRE,Ireland<BR>
IRQ,Iraq<BR>
ISR,Israel<BR>
ITA,Italy<BR>
JAP,Japan<BR>
JOR,Jordan<BR>
KAZ,Kazakhstan<BR>
KOR,Korea<BR>
KUR,Kurdistan<BR>
KYG,Kyrgyzstan<BR>
LAO,Laos<BR>
LAT,Latvia<BR>
LBY,Libya<BR>
LEB,Lebanon<BR>
LIB,Liberia<BR>
LIT,Lithuania<BR>
LUX,Luxemburg<BR>
MAD,Madagascar<BR>
MAL,Union of Mali<BR>
MAN,Manchukuo<BR>
MEN,Mengkukuo<BR>
MEX,Mexico<BR>
MIN,(Undefined Nation)<BR>
MLY,Malaysia<BR>
MON,Mongolia<BR>
MOR,Morocco<BR>
MOZ,Mozambique<BR>
MTN,Montenegro<BR>
NAM,Namibia<BR>
NEP,Nepal<BR>
NIC,Nicaragua<BR>
NIG,Nigeria<BR>
NOR,Norway<BR>
NZL,New Zealand<BR>
OMN,Oman<BR>
OTT,Ottoman Empire<BR>
PAK,Pakistan<BR>
PAL,Palestine<BR>
PAN,Panama<BR>
PAR,Paraguay<BR>
PER,Persia<BR>
PHI,Philippines<BR>
POL,Poland<BR>
POR,Portugal<BR>
PRI,Primorsk<BR>
PRK,People's Republic of Korea<BR>
PRU,Peru<BR>
QUE,Quebec<BR>
RHO,Rhodesia<BR>
ROM,Romania<BR>
RSI,Italian Social Republic<BR>
RUS,Russia<BR>
SAF,South Africa<BR>
SAL,El Salvador<BR>
SAR,Sarawak<BR>
SAU,Saudi Arabia<BR>
SCA,Scandanavia<BR>
SCH,Switzerland<BR>
SCO,Scotland<BR>
SER,Serbia<BR>
SIA,Siam<BR>
SIB,Siberia<BR>
SIE,Sierra Leone<BR>
SIK,Sinkiang<BR>
SLO,Slovakia<BR>
SLV,Slovenia<BR>
SOM,Somalia<BR>
SOV,Soviet Union<BR>
SPA,Nationalist Spain<BR>
SPR,Republican Spain<BR>
SUD,Sudan<BR>
SWE,Sweden<BR>
SYR,Syria<BR>
TAJ,Tajikistan<BR>
TAN,Tannu Tuva<BR>
TEX,Texas<BR>
TIB,Tibet<BR>
TRA,Transural Republic<BR>
TRK,Turkmenistan<BR>
TUN,Tunisia<BR>
TUR,Turkey<BR>
UAP,APR<BR>
UAU,Australasia<BR>
UBO,Bourbon<BR>
UCH,Republic of China<BR>
UCS,The Confederates<BR>
UER,Empire of Russia<BR>
UES,European Soviets<BR>
UGS,Sweden<BR>
UIC,Indo China<BR>
UIR,Indian Republic<BR>
UKR,Ukraine<BR>
UPE,Republic of Persia<BR>
UPR,Prussia<BR>
UPS,PRRS<BR>
URO,Roma<BR>
URU,Uruguay<BR>
USA,USA<BR>
USN,USNA<BR>
UTC,The Cossacks<BR>
UTL,The Libertadores<BR>
UTO,The Ottomans<BR>
UZB,Uzbekistan<BR>
VEN,Venezuela<BR>
VIC,Vichy France<BR>
VIE,Vietnam<BR>
WLL,Wallonia<BR>
YEM,Yemen<BR>
YUG,Yugoslavia<BR>
[[Category:Reference]]
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#REDIRECT [[Tag List]]
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Tank Destroyer Brigade
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{| WIDTH=95%
|- VALIGN=top
|
Tank Destroyers are similar to normal Tanks. The difference is that they don't have a rotating turret, and mount most of their armor to the front. They give your units an added capability against hard targets such as enemy armor.
| WIDTH=20 |
| ALIGN=right |
[[Image:Bri_6.jpg]]
|}
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Early Tank Destroyer || || || || || || 2 || 1 || 1 || -5
| width=20 | || 7 || 70 || 2 || || 0.5 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Basic Tank Destroyer || || || || || || 3 || 2 || 2 || -6
| width=20 | || 7 || 70 || 2 || || 0.6 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Improved Tank Destroyer || || || || || || 5 || 3 || 3 || -7
| width=20 | || 7 || 70 || 2 || || 0.7 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Advanced Tank Destroyer || || || || || 1 || 6 || 4 || 4 || -8
| width=20 | || 8 || 70 || 2 || || 0.75 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Semi–Modern Tank Destroyer || || || || || 1 || 7 || 5 || 5 || -9
| width=20 | || 8 || 70 || 2 || || 0.8 || 1 || || || 0.5 || 1.0 || || || ||
|}
[[Category:Units]]
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Tannu Tuva
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=Provinces=
{|
|Country
|
|Required Provinces
|
|
|Extra Provinces
|
|----
|Tag
|Name
|Id
|Name
|Capital
|Id
|Name
|----
|TAN
|Tannu Tuva
|1418
|[[Kyzyl]]
|C
|
|
|----
|}
=Tech Teams=
{| border="1" cellpadding="2"
|+TAN - Tannu Tuva
|-
|11300||Tannu Tuva Mining Company||tan_001||2||1930||1960||[[Image:Industrial_engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:electronics.png|ELE]]||[[Image:General_equipment.png|EQP]]||[[Image:technical_efficiency.png|TEC]]
|}
=Technical Details=
* TAG => [[TAN]]
=Events=
=Scenerios=
==1936==
* Puppet of the [[USSR]]
===Strategy Guides===
*[[Tannu Tuva strategy]] (Requires the player to first play as [[USSR]] and release Tannu Tuva.)
==1938==
==1941==
==1944==
[[Category:Countries]]
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Tannu Tuva strategy
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{{Country guides}}
== Background ==
[[Tannu Tuva]] is a deceptively fun nation to play as- it just requires an awful lot of patience. Several years' worth, to be precise, in order to build up a credible army and international standing to do anything at all. But just remember- whilst people may initially say Tuva is merely a puppet- remember that in actual fact it is not. You're as free to leave the Comintern as you wish. Even the Mongolians don't have that much choice, and look how much more strategically important their lands are to the Soviets!
If you think leaving the Comintern isn't worth it, think again. What will you gain by staying with the USSR? A load of territorial gains for the Soviets and then being forcibly annexed in 1944.
Not a good deal, I think you'll agree.
First you must accept that there is nothing you can do with regards to territorial gains. Believe me, I've tried. Convincing the USSR won't get you any of the provinces you need to reach Sinkiang- that is, Bijsk or Ziryanovsk, and there's no way Mongolia will give you Khobdo- it being their only victory point save for Ulan Bator.
Basically, the advantages you do have are that:
* In the middle of nowhere surrounded by friendly nations. No way you can be attacked.
* Only one province to defend
Sure, you have some bad ministers and leaders but that can all be sorted out in the years to come when you are the one in a position to make demands.
First, stay in the Comintern until the Winter War of 1938 against Finland. Once the Soviet Union DoWs Finland, if you stay in the Comintern during this time you'll have firmly established yourself in the anti-Axis camp. This is something you really do not want.
The Axis powers and the Japanese will never have cordial relations with you but if you've never actually been at war with Finland they're less likely to DoW you once you leave the Comintern, which I would suggest doing by late 1937.
Tannu Tuva doesn't have many trading materials- so to start off with you'll need to start trades with nations such as Communist China and Sinkiang, who are usually quite willing to give you their energy and supplies. Likewise, some of the left wing nations in South America such as Brazil can emerge as useful trading partners. To be honest, it is probably excusable to cheat a little as Tannu Tuva and give yourself some more cash. I mean, this is a tiny Siberian nation holding its own by 1938- give yourself a break!
== Early Years ==
These should be spent developing, developing, and developing. You've only got one techteam slot- you'll never have a good enough industrial capacity to make [[Kyzyl]] produce infantry divisions as quickly as you'd like so instead research either the latest infantry division models or land doctrines. Start by producing more infantry divisions and adding them to your existing one on Kyzyl- by this time the USSR and Mongolia should be trading like crazy with you and giving you all their best tech blueprints. Forging a friendship with Communist China is a good thing in one sense but could jeapordise your relationship with Sinkiang (which is something you'll want eventually anyway but not just yet). Given that there is absolutely nothing you can do to help them, just use them for trading with. If you do ally with them, by no means send expeditionary forces. If you think your few Tuvan divisions can help at all you'll be proven wrong very unpleasantly by the might of the Japanese Army.
Now it's time to leave the Comintern. If you've played your cards right, you should have got around six to seven blueprints from the USSR and have founded loads of trade agreements with them which will continue even though you're not an ally anymore.
From here on the game will be a war of attrition for you- the next three years will be solely building divisions. Not too fun but highly necessary. Whatever you do, do not cancel the USSR's military access through your lands. You need something to decieve them into thinking you are in their Soviet sphere of influence.
Start by building, then adding a few simple brigades (armoured cars and artillery are good)- but remember you only have 5 IC, so don't get too optimistic.
== The German War Machine ==
By the time Barbarossa is declared, you should reckon on having three units with three divisions in each, two of them definitely under your best commanders- Bogaichuk and Tovarischtaj.
Since you'll have a reasonable army for a nation your size, there's really no worry about consumer goods at least for a few months. Spend all your IC on production- after all, there's only one province where there could be revolts, and that has your entire army standing guard!
It is now incredibly tempting to declare war on the USSR. That would be a fatal mistake. They may look weak but think of all the troops still near the Manchurian border and Vladivostok. Your army will be no match for them.
Remember that under usual circumstances, Tannu Tuva would be sending all its troops to fight Germany. However, remember that you're not doing that at the moment... and since the Soviets need all the troops they can get, your lack of participation may make a dent in their war plans to an extent.
Just casually watch as the German border gets closer to Moscow. If they take Moscow- which they probably should- you have a fairly good bet that the Germans will be chasing the USSR way back past Naberezhniye Chelny- where their capital will be relocated to.
== And now the fun begins! ==
If the Germans reach Omsk, move all your IC to supplies and consumer goods. DoW the USSR before the Germans reach Semipalatinsk and start land-grabbing. By now all the Manchurian border units will have been sent to the West and the Mongols shouldn't be too much of a threat.
Send one of your divisions to Khobdo, and then on to Ulan Bator to annex Mongolia, and the other two on to Irkutsk and Shushkenoye respectively. Irkutsk can be useful in keeping the Soviets in check, as it causes a huge buffer between themselves and the advancing German front, since Lake Baikal is in the way. Wonderful for a natural defensive front, it also gives you 3 more IC points. Shushkenoye and the neighbouring province of Ojrot-Tura are tactically important as they can allow you to reach Abakan and Krasnoyarsk- yet more IC and a way to press on to Yakutsk if necessary.
But remember- after your troops in the North have taken lands for Tuva and the Germans' front presses, on send more troops down to Central Asia. There will still be Soviet divisions there waiting for you who may take the oppurtunity of your distraction with taking Siberia to take Kyzyl. Then you'd really look an idiot. Instead, loop around and take provinces bordering Sinkiang- the more the better- to make the invasion of Sinkiang easier later on. Liberating Kyrgyzstan if possible can help as they get more IC 'from heaven'
== What next? ==
Be careful in future. Getting involved with the Chinese Civil War is incredibly messy- you can be tactful with the Siberian front and making the most of Barbarossa, but there's no way you'll ever be able to match the Chinese manpower. Tactics won't do you any good when the whole Nationalist Chinese Army comes knocking on your door.
If Japan DoWs the Soviet Union, you have won. Even if this happens early on in the game you have a fairly good chance of survival since the USSR will also be fighting the Germans and Finns no matter what happens.
Annexing Sinkiang is well worth it, and maybe even on to Tibet, but don't get too lucky. Afghanistan and Persia would be a lucky strike, but pause and take a breather. Tuva will need plenty of new divisions in order to do much more than take the USSR and Mongolia's territories. Be realistic, be careful, and by all means be patient. Tuva can be rewarding to play as but you need to save often and think carefully. One wrong turn could be your destruction.
'''mehmet12, 23/4/08'''
[[Category:National Strategy]]
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#REDIRECT [[Modding tech files]]
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==[[Australia]] Tech Teams==
This is correct for version 1.3, refer [[Tech Teams by Country]]
{| border="1" cellpadding="2"
|+AST - Australia
|-
|Team ID||Picture ID||Team Name||Skill||Start Year||End Year||Specialties
|-
|500||T500||Army Inventions Directorate||5||1930||1970||[[Image:General_equipment.png|EQP]].[[Image:mechanics.png|MCH]].[[Image:technical_efficiency.png|TEC]].[[Image:Training.png|TRA]]
|-
|501||T501||Challona Tank Assembly Shops||4||1930||1970||[[Image:artillery.png|ART]].[[Image:chemistry.png|CHE]].[[Image:electronics.png|ELE]].[[Image:mechanics.png|MCH]].[[Image:technical_efficiency.png|TEC]]
|-
|502||T502||de Havilland||7||1930||1970||[[Image:aeronautics.png|AER]].[[Image:chemistry.png|CHE]].[[Image:electronics.png|ELE]].[[Image:technical_efficiency.png|TEC]]
|-
|503||T503||Ford Motors||8||1930||1970||[[Image:Industrial_engineering.png|IND]].[[Image:Management.png|MGT]].[[Image:mechanics.png|MCH]].[[Image:technical_efficiency.png|TEC]]
|-
|504||T504||New South Wales State Railways||6||1930||1970||[[Image:General_equipment.png|EQP]].[[Image:Industrial_engineering.png|IND]].[[Image:Management.png|MGT]].[[Image:mechanics.png|MCH]]
|-
|505||T505||Vickers-Armstrong Ltd.||8||1930||1970||[[Image:aeronautics.png|AER]].[[Image:artillery.png|ART]].[[Image:mechanics.png|MCH]].[[Image:Naval_engineering.png|NVE]].[[Image:technical_efficiency.png|TEC]]
|-
|506||T506||Dudley Lavarack||6||1930||1970||[[Image:Combined_arms_focus.png|CAF]].[[Image:Decentralized_execution.png|DEX]].[[Image:Individual_courage.png|CRG]].[[Image:Small_unit_tactics.png|SMT]].[[Image:Training.png|TRA]]
|-
|507||T507||Guy Royle||5||1930||1945||[[Image:Centralized_execution.png|CEX]].[[Image:Naval_training.png|NVT]].[[Image:Seamanship.png|SEA]].[[Image:Submarine_tactics.png|SUB]]
|-
|508||T508||John Collins||6||1930||1970||[[Image:Carrier_tactics.png|CAR]].[[Image:Centralized_execution.png|CEX]].[[Image:Large_taskforce_tactics.png|LTF]].[[Image:Naval_training.png|NVT]].[[Image:Seamanship.png|SEA]]
|-
|509||T509||Ragnar Colvin||4||1930||1970||[[Image:Centralized_execution.png|CEX]].[[Image:Naval_training.png|NVT]].[[Image:Small_taskforce_tactics.png|STF]]
|-
|510||T510||Richard Williams||6||1930||1970||[[Image:Aircraft_testing.png|AIR]].[[Image:Decentralized_execution.png|DEX]].[[Image:Fighter_tactics.png|FTR]].[[Image:Piloting.png|PIL]]
|-
|511||T511||Thomas Blamey||4||1938||1970||[[Image:Centralized_execution.png|CEX]].[[Image:Combined_arms_focus.png|CAF]].[[Image:Individual_courage.png|CRG]].[[Image:Large_unit_tactics.png|LGT]]
|-
|512||T512||William Bostock||5||1930||1946||[[Image:Aircraft_testing.png|AIR]].[[Image:Bomber_tactics.png|BOM]].[[Image:Centralized_execution.png|CEX]].[[Image:Combined_arms_focus.png|CAF]].[[Image:Piloting.png|PIL]]
|-
|513||T513||Cockatoo Island Shipyard||4||1930||1970||[[Image:electronics.png|ELE]].[[Image:Naval_artillery.png|NVA]].[[Image:Naval_engineering.png|NVE]].[[Image:technical_efficiency.png|TEC]]
|}
==Strategy Notes on Tech Teams==
Also consider changing your [[Land Doctrine]]. Have you noticed that '''Dudley Lavarck''' shares ALL four crucial specialties with '''Heinz Guderian''' and is level 6 skilled? Blitzkrieg Doctrine is a viable option.
Don't be afraid to abandon all those old techs: you're getting better ones. You may want to hold off on this, however, until you've got 9-18 infantry Divisions, thereby utilizing the slight discounts already available from your current doctrines.
==References==
[[Tech Tree]]
[[Category:Reference]]
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=Germany=
{|
|
* [http://en.wikipedia.org/wiki/Blohm_%26_Voss Blohm & Voss]
* [http://en.wikipedia.org/wiki/Heinkel Heinkel Flugzeugwerke]
* [http://en.wikipedia.org/wiki/IG_Farben I.G. Farben]
* [http://en.wikipedia.org/wiki/Junkers Junkers]
* [http://en.wikipedia.org/wiki/Konrad_Zuse Konrad Zuse]
* Kriegsmarinewerft
||
* [http://en.wikipedia.org/wiki/Krupp Krupp]
* [http://en.wikipedia.org/wiki/MAN_AG MAN]
* [http://en.wikipedia.org/wiki/Mauser Mauser Werke]
* [http://en.wikipedia.org/wiki/Messerschmidt Messerschmitt]
* [http://en.wikipedia.org/wiki/Opel Opel]
* [http://en.wikipedia.org/wiki/Porsche Porsche]
||
* [http://en.wikipedia.org/wiki/Rheinmetall Rheinmetall]
* [http://en.wikipedia.org/wiki/Siemens_AG Siemens]
* [http://en.wikipedia.org/wiki/Volkswagen Volkswagen]
* [http://en.wikipedia.org/wiki/Werner_Heisenberg Werner Heisenberg]
* [http://en.wikipedia.org/wiki/Werner_Von_Braun Wernher von Braun]
* [http://en.wikipedia.org/wiki/Adolf_Galland Adolf Galland]
||
* [http://en.wikipedia.org/wiki/Erich_Raeder Erich Raeder]
* [http://en.wikipedia.org/wiki/Erich_von_Manstein Erich von Manstein]
* [http://en.wikipedia.org/wiki/Ernst_Udet Ernst Udet]
* [http://en.wikipedia.org/wiki/Heinz_Guderian Heinz Guderian]
* [http://en.wikipedia.org/wiki/Herman_Goering Hermann Göring]
* [http://en.wikipedia.org/wiki/Hugo_Sperrle Hugo Sperrle]
||
* [http://en.wikipedia.org/wiki/Karl_Donitz Karl Dönitz]
|}
=Hungary=
{|
|
* Budapest Chemical Works
* [http://en.wikipedia.org/wiki/Fegyver_%C3%89s_G%C3%A9pgy%C3%A1r FEG]
* [http://en.wikipedia.org/wiki/Ganz Ganz]
* ICN
* Manfred Weiss
* [http://en.wikipedia.org/wiki/MAVAG MAVAG]
||
* MOLAJ
* Ferenc Szombathelyi
* Gyorgy de Brody
* F. Littay
|}
=Romania=
{|
|
* Arsenalul Aeronautic
* Carbosin
* DT-UDR
* [http://en.wikipedia.org/wiki/Industria_Aeronautica_Romana IAR]
* [http://en.wikipedia.org/wiki/Nicolae_Malaxa Malaxa Works]
* SET
||
* Orita
* MAN
* Emanoil Ionescu
* Gheorghe Jienescu
* Horia Macellariu
* [http://en.wikipedia.org/wiki/Ion_Antonescu Ion Antonescu]
||
* Mihail Lascar
* [http://en.wikipedia.org/wiki/Henri_Coand%C4%83 Henri Coanda]
|}
=Soviet Union=
{|
|
* [http://en.wikipedia.org/wiki/Mykolayiv 61 Kommunara Nikolayev Shipyards]
* Barrikada Factory Design Bureau
* [http://en.wikipedia.org/wiki/Morozov_Design_Bureau Charkov Factory Design Bureau]
* [http://en.wikipedia.org/wiki/Sergei_Korolev Sergei Korolev]
* [http://en.wikipedia.org/wiki/Igor_Kurchatov Igor Kurchatov]
* [http://en.wikipedia.org/wiki/Boris_Shaposhnikov Boris Shaposhnikov]
||
* [http://en.wikipedia.org/wiki/Mikhail_Tukhachevsky Mikhail Tukhachevsky]
* [http://en.wikipedia.org/wiki/A._M._Vasilevsky Alexander Vasilevsky]
* Grabin Design Bureau
* [http://en.wikipedia.org/wiki/Ilyushin Ilyushin Design Bureau]
* Kirov Factory Design Bureau
* Nevskoye Design Bureau
||
* Nizny Tagil Factories
* STZ Factory Design Bureau
* [http://en.wikipedia.org/wiki/Tupolev Tupolev Design Bureau]
* [http://en.wikipedia.org/wiki/Nikolai_Gerasimovich_Kuznetsov Nikolai Kuznetsov]
* J.I. Alksnis
* Alexander Novikov
||
* Yakolev Design Bureau
|}
=United States=
{|
|
* [http://en.wikipedia.org/wiki/Boeing Boeing]
* [http://en.wikipedia.org/wiki/Christie_suspension Christie]
* [http://en.wikipedia.org/wiki/Curtiss-Wright Curtiss-Wright]
* [http://en.wikipedia.org/wiki/Douglas_Aircraft_Company Douglas Aircraft Company]
* [http://en.wikipedia.org/wiki/Ford_Motor_Company Ford Motor Company]
* [http://en.wikipedia.org/wiki/Higgins_Industries Higgins Industries, Inc.]
||
* [http://en.wikipedia.org/wiki/John_von_Neumann John von Neumann]
* [http://en.wikipedia.org/wiki/Clarence_Johnson Kelly Johnson's Skunk Works]
* Marmon-Herrington
* [http://en.wikipedia.org/wiki/Newport_News_Shipbuilding Newport News Shipbuilding]
* [http://en.wikipedia.org/wiki/New_York_Navy_Yard New York Naval Yard]
* [http://en.wikipedia.org/wiki/Niels_Bohr Niels Bohr]
||
* [http://en.wikipedia.org/wiki/Norfolk_Naval_Shipyard Norfolk Naval Yard]
* [http://en.wikipedia.org/wiki/Raytheon Raytheon]
* [http://en.wikipedia.org/wiki/Robert_Oppenheimer Robert Oppenheimer]
* Robert Truax
* [http://en.wikipedia.org/wiki/Springfield_Armory Springfield Armory]
* [http://en.wikipedia.org/wiki/Chevron_Corporation Standard Oil of California]
||
* [http://en.wikipedia.org/wiki/Texaco Texas Oil Company]
* [http://en.wikipedia.org/wiki/Winchester_Repeating_Arms_Company Winchester Repeating Arms Co.]
* [http://en.wikipedia.org/wiki/Carl_Spaatz Carl Spaatz]
* [http://en.wikipedia.org/wiki/Chester_Nimitz Chester Nimitz]
* [http://en.wikipedia.org/wiki/Curtis_LeMay Curtis LeMay]
* [http://en.wikipedia.org/wiki/Dwight_Eisenhower Dwight Eisenhower]
||
* [http://en.wikipedia.org/wiki/Ernest_King Ernest King]
* [http://en.wikipedia.org/wiki/Henry_H._Arnold Henry Arnold]
* [http://en.wikipedia.org/wiki/Hyman_G._Rickover Hyman Rickover]
* [http://en.wikipedia.org/wiki/Omar_Bradley Omar Bradley]
|}
[[Category:Knowledge Base]]
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{{needwiki}}
This is a list of all tech teams for each country as of HoI 2 version 1.3., as adapted from the Excel Spreadsheet from Lord Ederon’s Domain. The order of columns is: Team #, Picture #, Team Name, Skill, Start Year, End Year, Specialities. The speciality abbreviations are listed at the bottom of this document.
The list for all countries is far too long for just one article, and so has been split up into multiple pages. This page serves as a holder for the key and portal to the information.
{{CompactTOC8|side=yes|a=[[Tech Teams by Country/A|A]]|b=[[Tech Teams by Country/B|B]]|c=[[Tech Teams by Country/C|C]]|d=[[Tech Teams by Country/D|D]]|e=[[Tech Teams by Country/E|E]]|f=[[Tech Teams by Country/F|F]]|g=[[Tech Teams by Country/G|G]]|h=[[Tech Teams by Country/H|H]]|i=[[Tech Teams by Country/I|I]]|j=[[Tech Teams by Country/J|J]]|k=[[Tech Teams by Country/K|K]]|l=[[Tech Teams by Country/L|L]]|m=[[Tech Teams by Country/M|M]]|n=[[Tech Teams by Country/N|N]]|o=[[Tech Teams by Country/O|O]]|p=[[Tech Teams by Country/P|P]]|q=[[Tech Teams by Country/Q|Q]]|r=[[Tech Teams by Country/R|R]]|s=[[Tech Teams by Country/S|S]]|t=[[Tech Teams by Country/T|T]]|u=[[Tech Teams by Country/U|U]]|v=[[Tech Teams by Country/V|V]]|w=[[Tech Teams by Country/W|W]]|x=|y=[[Tech Teams by Country/Y|Y]]|z=}}
==Key==
{| class=wikitable
! Icon || Speciality
|-
| [[Image:aeronautics.png|AER]] || aeronautics
|-
| [[Image:Aircraft_testing.png| AIR]] || aircraft_testing
|-
| [[Image:artillery.png| ART]] || artillery
|-
| [[Image:Bomber_tactics.png| BOM]] || bomber_tactics
|-
| [[Image:Combined_arms_focus.png| CAF]] || combined_arms_focus
|-
| [[Image:Carrier_tactics.png| CAR]] || carrier_tactics
|-
| [[Image:Centralized_execution.png| CEX]] || centralized_execution
|-
| [[Image:chemistry.png| CHE]] || chemistry
|-
| [[Image:Individual_courage.png| CRG]] || individual_courage
|-
| [[Image:Decentralized_execution.png| DEX]] || decentralized_execution
|-
| [[Image:electronics.png| ELE]] || electronics
|-
| [[Image:General_equipment.png| EQP]] || general_equipment
|-
| [[Image:Fighter_tactics.png| FTR]] || fighter_tactics
|-
| [[Image:Industrial_engineering.png| IND]] || industrial_engineering
|-
| [[Image:Infantry_focus.png| INF]] || infantry_focus
|-
| [[Image:Large_unit_tactics.png| LGT]] || large_unit_tactics
|-
| [[Image:Large_taskforce_tactics.png| LTF]] || large_taskforce_tactics
|-
| [[Image:mechanics.png| MCH]] || mechanics
|-
| [[Image:Management.png| MGT]] || management
|-
| [[Image:Mathematics.png| MTH]] || mathematics
|-
| [[Image:Nuclear_engineering.png| NUC]] || nuclear_engineering
|-
| [[Image:Naval_artillery.png| NVA]] || naval_artillery
|-
| [[Image:Naval_engineering.png| NVE]] || naval_engineering
|-
| [[Image:Naval_training.png| NVT]] || naval_training
|-
| [[Image:Nuclear_physics.png| PHY]] || nuclear_physics
|-
| [[Image:Piloting.png| PIL]] || piloting
|-
| [[Image:Rocketry.png| RKT]] || rocketry
|-
| [[Image:Seamanship.png| SEA]] || seamanship
|-
| [[Image:Small_unit_tactics.png| SMT]] || small_unit_tactics
|-
| [[Image:Small_taskforce_tactics.png| STF]] || small_taskforce_tactics
|-
| [[Image:Submarine_tactics.png| SUB]] || submarine_tactics
|-
| [[Image:technical_efficiency.png| TEC]] || technical_efficiency
|-
| [[Image:Training.png| TRA]] || training
|}
[[Category:Reference]]
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{| class=wikitable style="border: 1px #aaa solid;"
! colspan=11 | AFG - Afghanistan
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|7600 || T7600 || Khurd Zabitan Staff College || 1 || 1930 || 1970 || [[Image:Decentralized execution.png|DEX]] || [[Image:Individual courage.png|CRG]] || [[Image:Infantry focus.png|INF]] || [[Image:Large unit tactics.png|LGT]] || [[Image:Training.png|TRA]]
|-
! colspan=11 | ALB - Albania
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|8200 || T8200 || Skanderbeg Officer College || 1 || 1930 || 1970 || [[Image:Decentralized execution.png|DEX]] || [[Image:Individual courage.png|CRG]] || [[Image:Infantry focus.png|INF]] || [[Image:Large unit tactics.png|LGT]] || [[Image:Training.png|TRA]]
|-
|8201 || T13 || Royal Albanian Army Industries || 1 || 1930 || 1970 || [[Image:aeronautics.png|AER]] || [[Image:artillery.png|ART]] || [[Image:General equipment.png|EQP]] || [[Image:mechanics.png|MCH]]
|-
|8202 || T3802 || Royal Albanian Shipyard || 1 || 1930 || 1970 || [[Image:electronics.png|ELE]] || [[Image:Naval artillery.png|NVA]] || [[Image:Naval engineering.png|NVE]]
|-
|8203 || T3812 || Tirana Industrial Combine || 2 || 1930 || 1970 || [[Image:chemistry.png|CHE]] || [[Image:Industrial engineering.png|IND]] || [[Image:Management.png|MGT]]
|-
! colspan=11 | ALG - Algeria
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|9200 || T9200 || Algerian Railways || 4 || 1930 || 1970 || [[Image:Industrial engineering.png|IND]] || [[Image:Management.png|MGT]] || [[Image:mechanics.png|MCH]]
|-
|9201 || T9201 || Batitic UCC Annaba || 3 || 1930 || 1970 || [[Image:chemistry.png|CHE]] || [[Image:General equipment.png|EQP]] || [[Image:Industrial engineering.png|IND]] || [[Image:mechanics.png|MCH]] || [[Image:technical efficiency.png|TEC]]
|-
|9202 || T9202 || University of Algiers || 2 || 1930 || 1970 || [[Image:chemistry.png|CHE]] || [[Image:Management.png|MGT]] || [[Image:Mathematics.png|MTH]] || [[Image:mechanics.png|MCH]]
|-
|9203 || T9203 || Alfred Heurtaux || 3 || 1930 || 1970 || [[Image:Centralized execution.png|CEX]] || [[Image:Combined arms focus.png|CAF]] || [[Image:Individual courage.png|CRG]] || [[Image:Large unit tactics.png|LGT]]
|-
|9204 || T9204 || Houari Boumedienne || 3 || 1944 || 1970 || [[Image:Decentralized execution.png|DEX]] || [[Image:Individual courage.png|CRG]] || [[Image:Infantry focus.png|INF]] || [[Image:Small unit tactics.png|SMT]]
|-
|9205 || T9205 || Henri Manhés || 2 || 1930 || 1970 || [[Image:Centralized execution.png|CEX]] || [[Image:Large taskforce tactics.png|LTF]] || [[Image:Naval training.png|NVT]] || [[Image:Seamanship.png|SEA]]
|-
|9206 || T9206 || Pierre de Chevigné || 3 || 1942 || 1970 || [[Image:Naval training.png|NVT]] || [[Image:Seamanship.png|SEA]] || [[Image:Small taskforce tactics.png|STF]] || [[Image:Submarine tactics.png|SUB]]
|-
|9207 || T9203 || Alfred Heurtaux || 3 || 1930 || 1970 || [[Image:Aircraft testing.png|AIR]] || [[Image:Bomber tactics.png|BOM]] || [[Image:Combined arms focus.png|CAF]] || [[Image:Decentralized execution.png|DEX]]
|-
|9208 || T9208 || Frantz Fanon || 3 || 1944 || 1970 || [[Image:Aircraft testing.png|AIR]] || [[Image:Bomber tactics.png|BOM]] || [[Image:Fighter tactics.png|FTR]] || [[Image:Piloting.png|PIL]]
|-
! colspan=11 | ANG - Angola
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|9300 || T9300 || Benguela Railway Company || 3 || 1930 || 1970 || [[Image:General equipment.png|EQP]] || [[Image:Industrial engineering.png|IND]] || [[Image:Management.png|MGT]] || [[Image:mechanics.png|MCH]]
|-
|9301 || T9301 || Estudios Gerais Universitarios || 2 || 1945 || 1970 || [[Image:chemistry.png|CHE]] || [[Image:Management.png|MGT]] || [[Image:Mathematics.png|MTH]] || [[Image:mechanics.png|MCH]]
|-
|9302 || T9302 || Jo?o Macedo é Brito || 2 || 1930 || 1970 || [[Image:Centralized execution.png|CEX]] || [[Image:Infantry focus.png|INF]] || [[Image:Small unit tactics.png|SMT]] || [[Image:Training.png|TRA]]
|-
|9303 || T9303 || Julio de Morais Sarmento || 3 || 1940 || 1970 || [[Image:Combined arms focus.png|CAF]] || [[Image:Decentralized execution.png|DEX]] || [[Image:Individual courage.png|CRG]] || [[Image:Small unit tactics.png|SMT]]
|-
|9304 || T9304 || Mousinho de Alburquerque || 2 || 1930 || 1970 || [[Image:Centralized execution.png|CEX]] || [[Image:Naval training.png|NVT]] || [[Image:Seamanship.png|SEA]] || [[Image:Small taskforce tactics.png|STF]]
|-
! colspan=11 | ARA – Arab Federation
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|9400 || T9400 || Arab Bank || 4 || 1930 || 1970 || [[Image:Management.png|MGT]]
|-
|9401 || T9401 || Ayoub Co. || 4 || 1930 || 1970 || [[Image:General equipment.png|EQP]] || [[Image:Industrial engineering.png|IND]] || [[Image:mechanics.png|MCH]] || [[Image:technical efficiency.png|TEC]]
|-
|9402 || T9402 || Cairo University || 3 || 1930 || 1970 || [[Image:chemistry.png|CHE]] || [[Image:Industrial engineering.png|IND]] || [[Image:Management.png|MGT]] || [[Image:Mathematics.png|MTH]]
|-
|9403 || T9403 || Damascus University || 2 || 1930 || 1970 || [[Image:chemistry.png|CHE]] || [[Image:Management.png|MGT]] || [[Image:Mathematics.png|MTH]] || [[Image:mechanics.png|MCH]]
|-
|9404 || T9404 || Egyptian Railways || 4 || 1930 || 1970 || [[Image:Industrial engineering.png|IND]] || [[Image:Management.png|MGT]] || [[Image:mechanics.png|MCH]]
|-
|9405 || T9405 || Ministry of Military Production || 5 || 1930 || 1970 || [[Image:artillery.png|ART]] || [[Image:General equipment.png|EQP]] || [[Image:mechanics.png|MCH]]
|-
|9406 || T9406 || Hassan Sabry Pasha || 3 || 1930 || 1970 || [[Image:Centralized execution.png|CEX]] || [[Image:Combined arms focus.png|CAF]] || [[Image:Large unit tactics.png|LGT]] || [[Image:Management.png|MGT]]
|-
|9407 || T9407 || Mohammed Naguib || 4 || 1930 || 1970 || [[Image:Centralized execution.png|CEX]] || [[Image:Combined arms focus.png|CAF]] || [[Image:Large unit tactics.png|LGT]]
|-
|9408 || T9408 || Abdelhamid Soliman || 3 || 1930 || 1970 || [[Image:Centralized execution.png|CEX]] || [[Image:Naval training.png|NVT]] || [[Image:Seamanship.png|SEA]] || [[Image:Small taskforce tactics.png|STF]]
|-
! colspan=11 | ARG - Argentina
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|400 || T400 || AFNE || 3 || 1930 || 1970 || [[Image:electronics.png|ELE]] || [[Image:Naval artillery.png|NVA]] || [[Image:Naval engineering.png|NVE]] || [[Image:technical efficiency.png|TEC]]
|-
|401 || T401 || Astilleros Alianza S.A. || 3 || 1930 || 1970 || [[Image:electronics.png|ELE]] || [[Image:Naval engineering.png|NVE]] || [[Image:technical efficiency.png|TEC]]
|-
|402 || T402 || Buenos Aires Railway Company || 4 || 1930 || 1970 || [[Image:electronics.png|ELE]] || [[Image:General equipment.png|EQP]] || [[Image:Industrial engineering.png|IND]] || [[Image:Management.png|MGT]] || [[Image:mechanics.png|MCH]]
|-
|403 || T403 || CAC || 4 || 1930 || 1970 || [[Image:aeronautics.png|AER]] || [[Image:electronics.png|ELE]] || [[Image:technical efficiency.png|TEC]]
|-
|404 || T404 || Esteban de Luca || 5 || 1930 || 1970 || [[Image:artillery.png|ART]] || [[Image:General equipment.png|EQP]] || [[Image:mechanics.png|MCH]]
|-
|405 || T405 || Fabricaciones Militares || 5 || 1941 || 1970 || [[Image:artillery.png|ART]] || [[Image:chemistry.png|CHE]] || [[Image:General equipment.png|EQP]] || [[Image:mechanics.png|MCH]]
|-
|406 || T406 || FMA || 3 || 1930 || 1970 || [[Image:aeronautics.png|AER]] || [[Image:electronics.png|ELE]] || [[Image:technical efficiency.png|TEC]]
|-
|407 || T407 || YPF || 5 || 1930 || 1970 || [[Image:chemistry.png|CHE]] || [[Image:Industrial engineering.png|IND]] || [[Image:Management.png|MGT]] || [[Image:technical efficiency.png|TEC]]
|-
|408 || T408 || Antonio Parodi || 4 || 1930 || 1945 || [[Image:Aircraft testing.png|AIR]] || [[Image:Fighter tactics.png|FTR]] || [[Image:Piloting.png|PIL]]
|-
|409 || T409 || Augustín Justo || 2 || 1930 || 1938 || [[Image:Centralized execution.png|CEX]] || [[Image:Infantry focus.png|INF]] || [[Image:Large unit tactics.png|LGT]] || [[Image:Training.png|TRA]]
|-
|410 || T410 || Eleazar Videla || 5 || 1942 || 1960 || [[Image:Centralized execution.png|CEX]] || [[Image:Large taskforce tactics.png|LTF]] || [[Image:Naval training.png|NVT]] || [[Image:Seamanship.png|SEA]]
|-
|411 || T411 || Francisco Velez || 4 || 1930 || 1941 || [[Image:Decentralized execution.png|DEX]] || [[Image:Individual courage.png|CRG]] || [[Image:Small unit tactics.png|SMT]] || [[Image:Training.png|TRA]]
|-
|412 || T412 || Hector del Riva || 4 || 1939 || 1970 || [[Image:Aircraft testing.png|AIR]] || [[Image:Bomber tactics.png|BOM]]
|-
|413 || T413 || Juan Peron || 4 || 1941 || 1960 || [[Image:Centralized execution.png|CEX]] || [[Image:Combined arms focus.png|CAF]] || [[Image:Individual courage.png|CRG]] || [[Image:Large unit tactics.png|LGT]]
|-
|414 || T414 || Pedro Casal || 4 || 1930 || 1946 || [[Image:Centralized execution.png|CEX]] || [[Image:Large taskforce tactics.png|LTF]] || [[Image:Naval training.png|NVT]]
|-
|415 || T415 || Luis F. Leloir || 7 || 1938 || 1944 || [[Image:chemistry.png|CHE]]
|-
|416 || T416 || SOMISA || 6 || 1947 || 1970 || [[Image:artillery.png|ART]] || [[Image:General equipment.png|EQP]] || [[Image:mechanics.png|MCH]]
|-
|417 || T417 || Fábrica Militar de Pólvoras y Explosivos Villa María || 5 || 1937 || 1970 || [[Image:artillery.png|ART]] || [[Image:chemistry.png|CHE]] || [[Image:General equipment.png|EQP]]
|-
|418 || T418 || Manuel Savio || 4 || 1937 || 1970 || [[Image:chemistry.png|CHE]] || [[Image:Management.png|MGT]] || [[Image:mechanics.png|MCH]] || [[Image:technical efficiency.png|TEC]] || [[Image:Training.png|TRA]]
|-
|419 || T419 || Alfredo Baisi || 6 || 1943 || 1948 || [[Image:artillery.png|ART]] || [[Image:mechanics.png|MCH]]
|-
! colspan=11 | ARM - Armenia
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|9500 || T9500 || Yerevan State University || 2 || 1930 || 1970 || [[Image:chemistry.png|CHE]] || [[Image:electronics.png|ELE]] || [[Image:Management.png|MGT]] || [[Image:Mathematics.png|MTH]] || [[Image:mechanics.png|MCH]]
|-
|9501 || T9501 || Antranig Osanian || 5 || 1930 || 1970 || [[Image:Centralized execution.png|CEX]] || [[Image:Individual courage.png|CRG]] || [[Image:Large unit tactics.png|LGT]] || [[Image:Training.png|TRA]]
|-
|9502 || T9502 || Hagop Andonian || 3 || 1940 || 1970 || [[Image:Combined arms focus.png|CAF]] || [[Image:Decentralized execution.png|DEX]] || [[Image:Large unit tactics.png|LGT]] || [[Image:Training.png|TRA]]
|-
|9503 || T9503 || Wilhelm Betche || 4 || 1930 || 1970 || [[Image:Naval training.png|NVT]] || [[Image:Seamanship.png|SEA]] || [[Image:Small taskforce tactics.png|STF]] || [[Image:Submarine tactics.png|SUB]]
|-
|9504 || T9504 || Hans Klein || 4 || 1930 || 1970 || [[Image:Aircraft testing.png|AIR]] || [[Image:Combined arms focus.png|CAF]] || [[Image:Fighter tactics.png|FTR]] || [[Image:Piloting.png|PIL]]
|-
! colspan=11 | AST - Australia
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|500 || T500 || Army Inventions Directorate || 5 || 1930 || 1970 || [[Image:General equipment.png|EQP]] || [[Image:mechanics.png|MCH]] || [[Image:technical efficiency.png|TEC]] || [[Image:Training.png|TRA]]
|-
|501 || T501 || Challona Tank Assembly Shops || 4 || 1930 || 1970 || [[Image:artillery.png|ART]] || [[Image:chemistry.png|CHE]] || [[Image:electronics.png|ELE]] || [[Image:mechanics.png|MCH]] || [[Image:technical efficiency.png|TEC]]
|-
|502 || T502 || de Havilland || 7 || 1930 || 1970 || [[Image:aeronautics.png|AER]] || [[Image:chemistry.png|CHE]] || [[Image:electronics.png|ELE]] || [[Image:technical efficiency.png|TEC]]
|-
|503 || T503 || Ford Motors || 8 || 1930 || 1970 || [[Image:Industrial engineering.png|IND]] || [[Image:Management.png|MGT]] || [[Image:mechanics.png|MCH]] || [[Image:technical efficiency.png|TEC]]
|-
|504 || T504 || New South Wales State Railways || 6 || 1930 || 1970 || [[Image:General equipment.png|EQP]] || [[Image:Industrial engineering.png|IND]] || [[Image:Management.png|MGT]] || [[Image:mechanics.png|MCH]]
|-
|505 || T505 || Vickers-Armstrong Ltd. || 8 || 1930 || 1970 || [[Image:aeronautics.png|AER]] || [[Image:artillery.png|ART]] || [[Image:mechanics.png|MCH]] || [[Image:Naval engineering.png|NVE]] || [[Image:technical efficiency.png|TEC]]
|-
|506 || T506 || Dudley Lavarack || 6 || 1930 || 1970 || [[Image:Combined arms focus.png|CAF]] || [[Image:Decentralized execution.png|DEX]] || [[Image:Individual courage.png|CRG]] || [[Image:Small unit tactics.png|SMT]] || [[Image:Training.png|TRA]]
|-
|507 || T507 || Guy Royle || 5 || 1930 || 1945 || [[Image:Centralized execution.png|CEX]] || [[Image:Naval training.png|NVT]] || [[Image:Seamanship.png|SEA]] || [[Image:Submarine tactics.png|SUB]]
|-
|508 || T508 || John Collins || 6 || 1930 || 1970 || [[Image:Carrier tactics.png|CAR]] || [[Image:Centralized execution.png|CEX]] || [[Image:Large taskforce tactics.png|LTF]] || [[Image:Naval training.png|NVT]] || [[Image:Seamanship.png|SEA]]
|-
|509 || T509 || Ragnar Colvin || 4 || 1930 || 1970 || [[Image:Centralized execution.png|CEX]] || [[Image:Naval training.png|NVT]] || [[Image:Small taskforce tactics.png|STF]]
|-
|510 || T510 || Richard Williams || 6 || 1930 || 1970 || [[Image:Aircraft testing.png|AIR]] || [[Image:Decentralized execution.png|DEX]] || [[Image:Fighter tactics.png|FTR]] || [[Image:Piloting.png|PIL]]
|-
|511 || T511 || Thomas Blamey || 4 || 1938 || 1970 || [[Image:Centralized execution.png|CEX]] || [[Image:Combined arms focus.png|CAF]] || [[Image:Individual courage.png|CRG]] || [[Image:Large unit tactics.png|LGT]]
|-
|512 || T512 || William Bostock || 5 || 1930 || 1946 || [[Image:Aircraft testing.png|AIR]] || [[Image:Bomber tactics.png|BOM]] || [[Image:Centralized execution.png|CEX]] || [[Image:Combined arms focus.png|CAF]] || [[Image:Piloting.png|PIL]]
|-
|513 || T513 || Cockatoo Island Shipyard || 4 || 1930 || 1970 || [[Image:electronics.png|ELE]] || [[Image:Naval artillery.png|NVA]] || [[Image:Naval engineering.png|NVE]] || [[Image:technical efficiency.png|TEC]]
|-
! colspan=11 | AUS - Austria
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|600 || T600 || Daimler || 7 || 1930 || 1970 || [[Image:General equipment.png|EQP]] || [[Image:Industrial engineering.png|IND]] || [[Image:Management.png|MGT]] || [[Image:mechanics.png|MCH]]
|-
|601 || T601 || Hirtenberger || 5 || 1930 || 1970 || [[Image:aeronautics.png|AER]] || [[Image:artillery.png|ART]] || [[Image:General equipment.png|EQP]] || [[Image:technical efficiency.png|TEC]]
|-
|602 || T602 || Pintsch || 4 || 1930 || 1970 || [[Image:aeronautics.png|AER]] || [[Image:electronics.png|ELE]] || [[Image:technical efficiency.png|TEC]]
|-
|603 || T603 || Steyr || 6 || 1930 || 1970 || [[Image:General equipment.png|EQP]] || [[Image:mechanics.png|MCH]] || [[Image:Training.png|TRA]]
|-
|604 || T604 || Alexander Löhr || 6 || 1930 || 1970 || [[Image:Aircraft testing.png|AIR]] || [[Image:Bomber tactics.png|BOM]] || [[Image:Combined arms focus.png|CAF]] || [[Image:Piloting.png|PIL]]
|-
|605 || T605 || Johann Kubena || 3 || 1930 || 1970 || [[Image:Centralized execution.png|CEX]] || [[Image:Individual courage.png|CRG]] || [[Image:Infantry focus.png|INF]] || [[Image:Large unit tactics.png|LGT]] || [[Image:Training.png|TRA]]
|-
|606 || T606 || Julius Yllam || 4 || 1930 || 1942 || [[Image:Aircraft testing.png|AIR]] || [[Image:Fighter tactics.png|FTR]] || [[Image:Piloting.png|PIL]]
|-
|607 || T607 || Lothar Rendulic || 5 || 1930 || 1970 || [[Image:Combined arms focus.png|CAF]] || [[Image:Decentralized execution.png|DEX]] || [[Image:Small unit tactics.png|SMT]] || [[Image:Training.png|TRA]]
|-
|608 || T608 || Erwin Schrödinger || 6 || 1930 || 1970 || [[Image:Mathematics.png|MTH]] || [[Image:Nuclear physics.png|PHY]]
|-
! colspan=11 | AZB - Azerbaijan
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|9600 || T9600 || Azerbaijan Polytechnic Institute || 3 || 1930 || 1970 || [[Image:chemistry.png|CHE]] || [[Image:Industrial engineering.png|IND]] || [[Image:mechanics.png|MCH]] || [[Image:technical efficiency.png|TEC]]
|-
|9601 || T9601 || Azerbaijan Scientific Research Institute on Oil Processing || 3 || 1930 || 1970 || [[Image:chemistry.png|CHE]] || [[Image:Industrial engineering.png|IND]] || [[Image:Management.png|MGT]] ||
|-
|9602 || T9602 || Baku State University || 2 || 1930 || 1970 || [[Image:chemistry.png|CHE]] || [[Image:Management.png|MGT]] || [[Image:Mathematics.png|MTH]] || [[Image:mechanics.png|MCH]]
|-
|9603 || T9603 || Azlan Vezirov || 3 || 1930 || 1970 || [[Image:Centralized execution.png|CEX]] || [[Image:Infantry focus.png|INF]] || [[Image:Large unit tactics.png|LGT]] || [[Image:Training.png|TRA]]
|-
|9604 || T9604 || Khalil Mamedov || 4 || 1930 || 1970 || [[Image:Centralized execution.png|CEX]] || [[Image:Infantry focus.png|INF]] || [[Image:Large unit tactics.png|LGT]]
|-
|9605 || T9605 || Sahmid Bey Mehmandarov Naval College || 2 || 1930 || 1970 || [[Image:Naval training.png|NVT]] || [[Image:Seamanship.png|SEA]] || [[Image:Small taskforce tactics.png|STF]] || [[Image:Submarine tactics.png|SUB]]
|-
|9606 || T9605 || Sahmid Bey Mehmandarov College of Air Warfare || 3 || 1930 || 1970 || [[Image:Aircraft testing.png|AIR]] || [[Image:Fighter tactics.png|FTR]] || [[Image:Piloting.png|PIL]]
|}
910dae5f02420398ce46266d1307220bb7437c3e
Tech Teams by Country/B
0
740
1314
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2017-03-18T11:52:10Z
Meneth
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wikitext
text/x-wiki
{| class=wikitable
! colspan=11 | BEL - Belgium
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|700||T700||Cockerill||6||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:Naval_engineering.png|NVE]]||[[Image:technical_efficiency.png|TEC]]
|-
|701||T701||Fairey||6||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|702||T702||FN Herstal||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:General_equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]
|-
|703||T703||Gevaert||6||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:General_equipment.png|EQP]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:technical_efficiency.png|TEC]]
|-
|704||T704||Renard||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|705||T705||Renault||5||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]||[[Image:technical_efficiency.png|TEC]]
|-
|706||T706||Solvay||7||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]
|-
|707||T707||Vickers-Armstrong||8||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:artillery.png|ART]]||[[Image:mechanics.png|MCH]]||[[Image:Naval_engineering.png|NVE]]||[[Image:technical_efficiency.png|TEC]]
|-
|708||T708||Jean-Baptiste Piron||5||1939||1970||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Individual_courage.png|CRG]]||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|709||T709||Jules Iserentant||3||1930||1970||[[Image:Aircraft_testing.png|AIR]]||[[Image:Fighter_tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|710||T710||Victor Strydonck de Burkel||4||1930||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Individual_courage.png|CRG]]||[[Image:Infantry_focus.png|INF]]||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|711||T711||Fonderie Royale de Cannons||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:chemistry.png|CHE]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]
|-
|712||T712||Forges de Clabecq||6||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|713||T713||La Brugeoise||5||1930||1970||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]||[[Image:technical_efficiency.png|TEC]]
|-
|714||T714||Union Mini?re||7||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:Nuclear_engineering.png|NUC]]
|-
! colspan=11 | BEN - Benin-Sahel
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|9800||T9800||Porto-Novo Arsenal||2||1930||1970||[[Image:artillery.png|ART]]||[[Image:General_equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|9801||T9801||Ali Saibou||3||1941||1970||[[Image:Decentralized_execution.png|DEX]]||[[Image:Individual_courage.png|CRG]]||[[Image:Management.png|MGT]]||[[Image:Small_unit_tactics.png|SMT]]
|-
|9802||T9802||Roger Podeur||3||1930||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Individual_courage.png|CRG]]||[[Image:Infantry_focus.png|INF]]||[[Image:Large_unit_tactics.png|LGT]]
|-
|9803||T9803||Edmond Louveau||3||1930||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Naval_training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|9804||T9804||François Tombalbaye||2||1930||1970||[[Image:Decentralized_execution.png|DEX]]||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Naval_training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|9805||T9805||Fred Scamaroni||2||1942||1970||[[Image:Aircraft_testing.png|AIR]]||[[Image:Bomber_tactics.png|BOM]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Decentralized_execution.png|DEX]]
|-
|9806||T9806||Louis Flury-Hérard||3||1930||1970||[[Image:Aircraft_testing.png|AIR]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Fighter_tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
! colspan=11 | BHU - Bhutan
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|8400||T8400||Bhutan War College||1||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:Individual_courage.png|CRG]]||[[Image:Infantry_focus.png|INF]]||[[Image:Training.png|TRA]]
|-
! colspan=11 | BLR - Byelorussia
|-
|9700||T9700||Belarussian State University||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|9701||T9701||Baranovichi Aviation Repair Plant||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|9702||T9702||Gomel Radio Plant||4||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Management.png|MGT]]
|-
|9703||T9703||Minsk Automobile Plant||5||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:technical_efficiency.png|TEC]]
|-
|9704||T9704||Bronislav Kaminski||2||1930||1970||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|9705||T9705||Jozef Dowbor-Musnicki||4||1930||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Infantry_focus.png|INF]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|9706||T9706||Yurij Gamarnik||3||1930||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|9707||T9707||Erhard Märtens||4||1930||1970||[[Image:Naval_training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Small_taskforce_tactics.png|STF]]||[[Image:Submarine_tactics.png|SUB]]
|-
|9708||T9708||Hans Baur||5||1930||1970||[[Image:Aircraft_testing.png|AIR]]||[[Image:Bomber_tactics.png|BOM]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Piloting.png|PIL]]
|-
! colspan=11 | BOL - Bolivia
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|5000||T5000||Bolivian Oil||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|5001||T5001||Corporación Minera de Bolivia||3||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|5002||T5002||Empresa Nacional de Ferrocarriles||3||1930||1970||[[Image:electronics.png|ELE]]||[[Image:General_equipment.png|EQP]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|5003||T5003||Hochschild||4||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|5004||T5004||Patinos||4||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|5005||T5005||David Toro Ruilova||3||1930||1941||[[Image:Centralized_execution.png|CEX]]||[[Image:Individual_courage.png|CRG]]||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|5006||T5006||Enrique Pe?aranda||2||1930||1944||[[Image:Centralized_execution.png|CEX]]||[[Image:Infantry_focus.png|INF]]||[[Image:Large_unit_tactics.png|LGT]]
|-
|5007||T5007||Eusebio Ayala||2||1930||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Seamanship.png|SEA]]
|-
|5008||T5005||David Toro Ruilova||3||1930||1941||[[Image:Aircraft_testing.png|AIR]]||[[Image:Fighter_tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|5009||T5009||José Santos Quinteros||2||1930||1970||[[Image:Aircraft_testing.png|AIR]]||[[Image:Bomber_tactics.png|BOM]]||[[Image:Centralized_execution.png|CEX]]
|-
! colspan=11 | BOS - Bosnia
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|9900||T3802||Bosnian National Dockyard||3||1930||1970||[[Image:Naval_artillery.png|NVA]]||[[Image:Naval_engineering.png|NVE]]||[[Image:technical_efficiency.png|TEC]]
|-
|9901||T3805||Bosnian State Railways||5||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|9902||T3812||Sarajevo Arsenal||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:General_equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|9903||T9903||University of Sarajevo||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|9904||T9904||Desiderius Hampel||2||1930||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Infantry_focus.png|INF]]||[[Image:Large_unit_tactics.png|LGT]]
|-
|9905||T9905||Draza Mihailovic||3||1940||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Infantry_focus.png|INF]]||[[Image:Large_unit_tactics.png|LGT]]
|-
|9906||T9906||Esat Pasha Toptani||3||1930||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Naval_training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|9907||T9907||Walther Kinzel||3||1930||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Naval_training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Small_taskforce_tactics.png|STF]]||[[Image:Submarine_tactics.png|SUB]]
|-
|9908||T9908||Branko Naumovic||3||1930||1970||[[Image:Aircraft_testing.png|AIR]]||[[Image:Bomber_tactics.png|BOM]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Piloting.png|PIL]]
|-
|9909||T9909||Slavomir Tomic||4||1930||1970||[[Image:Aircraft_testing.png|AIR]]||[[Image:Bomber_tactics.png|BOM]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Fighter_tactics.png|FTR]]
|-
! colspan=11 | BRA - Brazil
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|4400||T4400||Cassio Muniz||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical_efficiency.png|TEC]]
|-
|4401||T4401||CCNA||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical_efficiency.png|TEC]]
|-
|4402||T4402||CCNC||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]
|-
|4403||T4403||Companhia Siderúrgica Nacional||5||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:Industrial_engineering.png|IND]]||[[Image:mechanics.png|MCH]]
|-
|4404||T4404||Departamento Nacional da Produç?o Mineral||4||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|4405||T4405||Ilha das Cobras||5||1930||1970||[[Image:Naval_artillery.png|NVA]]||[[Image:Naval_engineering.png|NVE]]||[[Image:technical_efficiency.png|TEC]]
|-
|4406||T4406||IPT||6||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:technical_efficiency.png|TEC]]
|-
|4407||T4407||Organizac?o Henrique Lage||6||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:Naval_artillery.png|NVA]]||[[Image:Naval_engineering.png|NVE]]
|-
|4408||T4408||Eurico Gaspar Dutra||4||1930||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|4409||T4409||Jo?o Mascarenhas de Morais||4||1930||1970||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|4410||T4410||Aristides Guilhem||4||1930||1938||[[Image:Centralized_execution.png|CEX]]||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Naval_training.png|NVT]]
|-
|4411||T4411||Tarcisio Padilha||3||1930||1970||[[Image:Decentralized_execution.png|DEX]]||[[Image:Naval_training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Small_taskforce_tactics.png|STF]]
|-
|4412||T4412||Salgado Filh?||4||1930||1947||[[Image:Aircraft_testing.png|AIR]]||[[Image:Bomber_tactics.png|BOM]]||[[Image:Fighter_tactics.png|FTR]]
|-
|4413||T4413||Epaminondas dos Santos||4||1930||1945||[[Image:Aircraft_testing.png|AIR]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Fighter_tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
! colspan=11 | BRU - Brunei
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|30000||T30000||University of Darussalam||1||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]
|-
! colspan=11 | BUL - Bulgaria
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|800||T800||CBSA||3||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:Management.png|MGT]]||[[Image:technical_efficiency.png|TEC]]
|-
|801||T801||Darjavna Aeroplanna Rabotilnitza||3||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]
|-
|802||T802||Atanas Burov||5||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|803||T803||Ivan Vulkov||3||1930||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Individual_courage.png|CRG]]||[[Image:Infantry_focus.png|INF]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|804||T804||Nikola Bakyrdjiev||3||1930||1970||[[Image:Decentralized_execution.png|DEX]]||[[Image:Infantry_focus.png|INF]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|805||T805||Sava Ivanov||2||1930||1940||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Naval_training.png|NVT]]
|-
|806||T806||Atanas Shalapatov||2||1940||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Submarine_tactics.png|SUB]]
|-
|807||T807||Zakhari Zakhariev||4||1944||1970||[[Image:Aircraft_testing.png|AIR]]||[[Image:Bomber_tactics.png|BOM]]||[[Image:Combined_arms_focus.png|CAF]]
|-
|808||T808||Stoyan Stoyanov||4||1942||1956||[[Image:Aircraft_testing.png|AIR]]||[[Image:Fighter_tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|809||T809||Vasil Boydev||3||1930||1960||[[Image:Aircraft_testing.png|AIR]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Fighter_tactics.png|FTR]]
|-
|810||T810||Kazanlak State Military Factory||3||1930||1970||[[Image:artillery.png|ART]]||[[Image:chemistry.png|CHE]]||[[Image:General_equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
! colspan=11 | BUR - Burma
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|10000||T10000||Rangoon University||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|10001||T10001||Union of Burma Railways||3||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|10002||T10002||Archibald Cochrane||3||1930||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Management.png|MGT]]
|-
|10003||T10003||Bo Mya||4||1930||1970||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Individual_courage.png|CRG]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|10004||T10004||Ne Win||4||1930||1970||[[Image:Individual_courage.png|CRG]]||[[Image:Infantry_focus.png|INF]]||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|10005||T10005||Hubert Scott-Paine||3||1930||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Naval_training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Small_taskforce_tactics.png|STF]]
|-
|10006||T10006||P.C. Maltby||3||1930||1970||[[Image:Aircraft_testing.png|AIR]]||[[Image:Fighter_tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|10007||T10007||Thaik Tun||4||1942||1970||[[Image:Aircraft_testing.png|AIR]]||[[Image:Bomber_tactics.png|BOM]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Piloting.png|PIL]]
|}
d6fbc92dec4f69b33b6af45ff4d8669fd7d9e206
Tech Teams by Country/C
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2017-03-18T11:52:15Z
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{| class=wikitable
! colspan=11 | CAL - California
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|10300||T10300||Bethlehem Steel Corporation San Francisco||5||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Naval_artillery.png|NVA]]||[[Image:Naval_engineering.png|NVE]]||[[Image:technical_efficiency.png|TEC]]
|-
|10301||T10301||California Institute of Technology||4||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]||[[Image:Rocketry.png|RKT]]
|-
|10302||T10302||California Shipbuilding Corporation||6||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Naval_artillery.png|NVA]]||[[Image:Naval_engineering.png|NVE]]||[[Image:technical_efficiency.png|TEC]]
|-
|10303||T10303||Camp Pendleton||6||1930||1970||[[Image:artillery.png|ART]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:General_equipment.png|EQP]]||[[Image:Naval_engineering.png|NVE]]||[[Image:Training.png|TRA]]
|-
|10304||T10304||Chrysler Motors of California||7||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]||[[Image:technical_efficiency.png|TEC]]
|-
|10305||T10305||Lawrence Berkeley National Laboratory||6||1930||1970||[[Image:Mathematics.png|MTH]]||[[Image:Nuclear_engineering.png|NUC]]||[[Image:Nuclear_physics.png|PHY]]
|-
|10306||T10306||Lockheed||6||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|10307||T10307||North American Aviation||7||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|10308||T10308||Southern Pacific Railroad||5||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|10309||T117||Standard Oil of California||8||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|10310||T10310||Stanford University||5||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]||[[Image:Mathematics.png|MTH]]
|-
|10311||T10311||Western Pacific Railroad||5||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|10312||T10312||The Presidio||6||1930||1970||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|10313||T10313||California Maritime Academy||6||1930||1970||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]||[[Image:Naval_engineering.png|NVE]]||[[Image:Naval_training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|10314||T10314||San Diego Naval Bases||7||1930||1970||[[Image:Carrier_tactics.png|CAR]]||[[Image:Naval_training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Submarine_tactics.png|SUB]]
|-
|10315||T10315||Muroc Army Air Field||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Bomber_tactics.png|BOM]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Fighter_tactics.png|FTR]]
|-
! colspan=11 | CAM - Cameroon
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|10200||T10200||Cameroon National Ports Authority||4||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:Naval_artillery.png|NVA]]||[[Image:Naval_engineering.png|NVE]]||[[Image:technical_efficiency.png|TEC]]
|-
|10201||T10201||Cameroon Railways||3||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|10202||T10202||University of Yaoundé I||1||1945||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|10203||T10203||Alphée Maziéras||3||1940||1970||[[Image:Decentralized_execution.png|DEX]]||[[Image:Individual_courage.png|CRG]]||[[Image:Management.png|MGT]]||[[Image:Small_unit_tactics.png|SMT]]
|-
|10204||T10204||Valentin Abeille||2||1930||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Individual_courage.png|CRG]]||[[Image:Infantry_focus.png|INF]]||[[Image:Large_unit_tactics.png|LGT]]
|-
|10205||T10205||Charles Assalé||2||1930||1970||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Naval_training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|10206||T10206||Jean Sédile||3||1939||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Naval_training.png|NVT]]
|-
|10207||T10207||Louis Ferrant||3||1930||1970||[[Image:Aircraft_testing.png|AIR]]||[[Image:Bomber_tactics.png|BOM]]||[[Image:Fighter_tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|10208||T10208||Roger Motte||4||1940||1970||[[Image:Aircraft_testing.png|AIR]]||[[Image:Bomber_tactics.png|BOM]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Piloting.png|PIL]]
|-
! colspan=11 | CAN - Canada
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|900||T900||Canadian Enfield Arsenal||7||1930||1970||[[Image:artillery.png|ART]]||[[Image:General_equipment.png|EQP]]||[[Image:Training.png|TRA]]
|-
|901||T901||Canadian Pacific Railway||6||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|903||T903||de Havilland||7||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|904||T904||Kingston Shipbuilding Co.||5||1930||1943||[[Image:electronics.png|ELE]]||[[Image:General_equipment.png|EQP]]||[[Image:Naval_engineering.png|NVE]]||[[Image:technical_efficiency.png|TEC]]
|-
|905||T311||Leyland||8||1930||1970||[[Image:artillery.png|ART]]||[[Image:mechanics.png|MCH]]||[[Image:technical_efficiency.png|TEC]]
|-
|906||T906||Montreal Locomotive Works||4||1940||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|907||T907||Vickers-Armstrong||8||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:artillery.png|ART]]||[[Image:mechanics.png|MCH]]||[[Image:Naval_engineering.png|NVE]]||[[Image:technical_efficiency.png|TEC]]
|-
|908||T908||Andrew McNaughton||6||1939||1945||[[Image:Centralized_execution.png|CEX]]||[[Image:Infantry_focus.png|INF]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|909||T909||C.N. Cuffe||6||1930||1970||[[Image:Aircraft_testing.png|AIR]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Fighter_tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|910||T910||Frank-Robert Miller||6||1942||1970||[[Image:Aircraft_testing.png|AIR]]||[[Image:Bomber_tactics.png|BOM]]||[[Image:Fighter_tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|911||T911||George Croil||4||1930||1944||[[Image:Aircraft_testing.png|AIR]]||[[Image:Bomber_tactics.png|BOM]]||[[Image:Centralized_execution.png|CEX]]
|-
|912||T912||Harold Baillie-Grohman||5||1938||1946||[[Image:Centralized_execution.png|CEX]]||[[Image:Naval_training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Small_taskforce_tactics.png|STF]]
|-
|913||T913||Henry Crerar||5||1940||1960||[[Image:Centralized_execution.png|CEX]]||[[Image:Infantry_focus.png|INF]]||[[Image:Large_unit_tactics.png|LGT]]
|-
|914||T914||Percy Nelles||6||1930||1945||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Naval_training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|915||T302||Avro||6||1945||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
! colspan=11 | CGX - Guangxi Clique
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|8700||T8700||Li Zongren||4||1930||1970||[[Image:artillery.png|ART]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|8701||T1003||Kwangtung Arsenal||2||1930||1970||[[Image:artillery.png|ART]]||[[Image:General_equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|8702||T8702||Guangzhou Shipyard||2||1930||1970||[[Image:Naval_artillery.png|NVA]]||[[Image:Naval_engineering.png|NVE]]||[[Image:technical_efficiency.png|TEC]]
|-
|8703||unknown||Chen Jitang||3||1930||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Training.png|TRA]]
|-
|8704||unknown||Bai Chongxi||2||1930||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Naval_training.png|NVT]]
|-
|8705||unknown||Wang Shuming||2||1930||1970||[[Image:Bomber_tactics.png|BOM]]||[[Image:Fighter_tactics.png|FTR]]
|-
|8706||T8706||Zhongshan University||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
! colspan=11 | CHC - Communist China
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|8300||T8300||Deng Xiaoping||5||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|8301||T8301||Lin Pao||3||1930||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Infantry_focus.png|INF]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|8302||T8302||Mao Zedong||2||1930||1970||[[Image:Individual_courage.png|CRG]]||[[Image:Infantry_focus.png|INF]]||[[Image:Large_unit_tactics.png|LGT]]
|-
|8303||T8303||Aviation Industries of China||4||1945||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|8304||T8304||China North Industries Group||4||1939||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:technical_efficiency.png|TEC]]
|-
|8305||T8305||China State Shipbuilding Corporation||3||1945||1970||[[Image:electronics.png|ELE]]||[[Image:Naval_artillery.png|NVA]]||[[Image:Naval_engineering.png|NVE]]
|-
|8306||T8306||General Armament Department||4||1930||1970||[[Image:artillery.png|ART]]||[[Image:General_equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]
|-
|8307||T8307||Fang Tse-Yi||4||1945||1970||[[Image:Bomber_tactics.png|BOM]]||[[Image:Fighter_tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|8308||T8805||School of Oriental Munich||3||1930||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:General_equipment.png|EQP]]||[[Image:Infantry_focus.png|INF]]||[[Image:Training.png|TRA]]
|-
|8309||T13507||Shaanxi Kiln||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:General_equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
! colspan=11 | CHA – Nationalist China
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|1000||T1000||CAMCO||2||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|1001||T1001||Dading Engine Factory||3||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]
|-
|1002||T1002||Hanyang Arsenal||2||1930||1970||[[Image:artillery.png|ART]]||[[Image:General_equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]
|-
|1004||T1004||Chung Hing Coal Company||2||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|1005||T1005||Alexander von Falkenhausen||4||1930||1960||[[Image:Centralized_execution.png|CEX]]||[[Image:Infantry_focus.png|INF]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|1006||T1006||Chiang Kai-shek||2||1930||1970||[[Image:Individual_courage.png|CRG]]||[[Image:Infantry_focus.png|INF]]||[[Image:Large_unit_tactics.png|LGT]]
|-
|1007||T1007||Claire Chennault||4||1970||1970||[[Image:Bomber_tactics.png|BOM]]||[[Image:Fighter_tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|1008||T1008||Huang Chen-tsuo||2||1930||1970||[[Image:Aircraft_testing.png|AIR]]||[[Image:Fighter_tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|1009||T1009||Chen Shao-kuan||2||1930||1970||[[Image:Naval_training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Small_taskforce_tactics.png|STF]]
|-
|1010||T1010||Kiangnan Dock and Engineering Works||2||1930||1970||[[Image:Naval_artillery.png|NVA]]||[[Image:Naval_engineering.png|NVE]]
|-
|1011||T1011||ShIng-shen Chern||5||1930||1970||[[Image:Mathematics.png|MTH]]
|-
|1012||T1012||Academia Sinica||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|1013||T1013||Huangpu Military Academy||1||1930||1970||[[Image:Individual_courage.png|CRG]]||[[Image:Infantry_focus.png|INF]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|1014||T1014||China National Aviation Corporation||2||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:Management.png|MGT]]
|-
|1015||T1015||Chang'an||3||1930||1970||[[Image:artillery.png|ART]]||[[Image:General_equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|1016||T1016||Yong Li||4||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial_engineering.png|IND]]
|-
|1017||T8500||National Machine Works||3||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|1018||T1018||China Development & Finance Corp.||2||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
! colspan=11 | CHL - Chile
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|5100||T5100||Agua Santa Nitrate Railways||3||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|5101||T5101||"Balfour, Williamson & Co."||3||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:Industrial_engineering.png|IND]]
|-
|5102||T5102||Campbell Outram y Cie.||3||1930||1970||[[Image:artillery.png|ART]]||[[Image:chemistry.png|CHE]]||[[Image:General_equipment.png|EQP]]
|-
|5103||T5103||Compa?ia Minera e Industrial de Chile||4||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:technical_efficiency.png|TEC]]
|-
|5104||T5104||CORFO||4||1930||1970||[[Image:electronics.png|ELE]]||[[Image:General_equipment.png|EQP]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:technical_efficiency.png|TEC]]
|-
|5105||T5105||ENDESA||2||1930||1970||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]
|-
|5106||T5106||Escuela Militar||4||1930||1970||[[Image:artillery.png|ART]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:General_equipment.png|EQP]]||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|5107||T5107||Transandine Construction Company||4||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|5109||T5109||C.J. de la Motte du Portail||3||1930||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Naval_training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|5110||T5110||Francisco O'Ryan Orrego||4||1938||1946||[[Image:Centralized_execution.png|CEX]]||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Naval_training.png|NVT]]
|-
|5111||T5111||Diego Aracena||3||1938||1960||[[Image:Aircraft_testing.png|AIR]]||[[Image:Fighter_tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|5112||T5112||Marmaduke Grove||5||1937||1960||[[Image:Aircraft_testing.png|AIR]]||[[Image:Bomber_tactics.png|BOM]]||[[Image:Fighter_tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|5113||T5113||E. Novoa Fuentes||3||1930||1942||[[Image:Centralized_execution.png|CEX]]||[[Image:Individual_courage.png|CRG]]||[[Image:Infantry_focus.png|INF]]||[[Image:Large_unit_tactics.png|LGT]]
|-
|5114||T5114||Carlos Fuentes Rabe||4||1938||1960||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
! colspan=11 | CMB - Cambodia
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|10100||T10100||Royal Khmer University||2||1945||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|10101||T10101||Emile Laffon||5||1930||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Individual_courage.png|CRG]]||[[Image:Infantry_focus.png|INF]]||[[Image:Large_unit_tactics.png|LGT]]
|-
|10102||T10102||Sisowath Monireth||4||1930||1970||[[Image:Decentralized_execution.png|DEX]]||[[Image:Individual_courage.png|CRG]]||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|10103||T10103||André Patou||3||1930||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Naval_training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Small_taskforce_tactics.png|STF]]
|-
|10104||T10104||Jacques Trolley de Prevaux||3||1943||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Naval_training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|10105||T10105||Norodom Sihanouk||3||1941||1970||[[Image:Aircraft_testing.png|AIR]]||[[Image:Bomber_tactics.png|BOM]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Combined_arms_focus.png|CAF]]
|-
|10106||T10106||Jacques Soufflet||3||1930||1970||[[Image:Aircraft_testing.png|AIR]]||[[Image:Fighter_tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|10107||T3802||Kampot Docks||1||1930||1970||[[Image:Naval_artillery.png|NVA]]||[[Image:Naval_engineering.png|NVE]]||[[Image:technical_efficiency.png|TEC]]
|-
|10108||T10401||Phnom Penh Military Depot||3||1930||1970||[[Image:artillery.png|ART]]||[[Image:General_equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
! colspan=11 | COL - Columbia
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|5200||T5200||IFI||3||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|5201||T5201||SCADTA||2||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|5202||T5202||FNC||3||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|5203||T5203||Colombia Railways Company||4||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|5204||T5204||ANDI||3||1944||1970||[[Image:General_equipment.png|EQP]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|5205||T5205||Gustavo Rojas Pinilla||3||1930||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Individual_courage.png|CRG]]||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|5206||T5206||Ramón Rincón Qui?ones||2||1930||1970||[[Image:Decentralized_execution.png|DEX]]||[[Image:Individual_courage.png|CRG]]||[[Image:Infantry_focus.png|INF]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|5207||T5207||Rubén Piedrahita Arango||2||1930||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Naval_training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|5208||T5208||Escuela de Aviación Militar||2||1930||1970||[[Image:Aircraft_testing.png|AIR]]||[[Image:Bomber_tactics.png|BOM]]||[[Image:Fighter_tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|5209||T5209||United Fruit Company||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
! colspan=11 | CON - Congo
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|10400||T10400||Société Nationale des Chemins de fer du Congo||2||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|10401||T10401||Académie Militaire Nationale||2||1930||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Individual_courage.png|CRG]]||[[Image:Infantry_focus.png|INF]]||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|10402||T10402||Académie Navale Nationale||1||1930||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Naval_training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|10403||T3802||Banana Docks||1||1930||1970||[[Image:Naval_artillery.png|NVA]]||[[Image:Naval_engineering.png|NVE]]||[[Image:technical_efficiency.png|TEC]]
|-
|10404||T1004||Katanga Industrial Combine||3||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:Nuclear_engineering.png|NUC]]
|-
|10405||T9800||Léopoldstad Arsenal||3||1930||1970||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]||[[Image:General_equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
! colspan=11 | COS – Costa Rica
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|5900||T5900||Costa Rican Oil||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|5901||T5901||IDC||3||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]
|-
|5902||T5902||Minas d'Oro de CDC||3||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|5903||T5903||Figueras Ferrer||4||1930||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Individual_courage.png|CRG]]||[[Image:Small_unit_tactics.png|SMT]]
|-
|5904||T5209||United Fruit Company||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
! colspan=11 | CRO - Croatia
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|31000||T3805||Croatian State Railroads||5||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|31001||T3800||Ikarus Hrvatska||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|31002||T3801||Industrija Aeroplanskih Motora||3||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:Industrial_engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:technical_efficiency.png|TEC]]
|-
|31003||T13||Osijek Industrial Combine||4||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|31004||T3802||Split Naval Yard||3||1930||1970||[[Image:Naval_artillery.png|NVA]]||[[Image:Naval_engineering.png|NVE]]||[[Image:technical_efficiency.png|TEC]]
|-
|31005||T3812||Zagreb Military Arsenal||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:General_equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|31006||T31006||Slavko Kvaternik||4||1930||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Large_unit_tactics.png|LGT]]
|-
|31007||T31007||Vladimir Laxa||4||1941||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Infantry_focus.png|INF]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|31008||T31008||Friedrich Navratil||1||1930||1970||[[Image:Naval_training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Small_taskforce_tactics.png|STF]]
|-
|31010||T31010||Vladimir Kren||4||1930||1970||[[Image:Aircraft_testing.png|AIR]]||[[Image:Bomber_tactics.png|BOM]]||[[Image:Fighter_tactics.png|FTR]]||[[Image:Piloting.png|PIL]]||
|-
|31011||T31011||University of Zagreb||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
! colspan=11 | CSA - Confederate States
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|10500||T10500||Bell Aircraft Company||6||1940||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]||[[Image:Rocketry.png|RKT]]||[[Image:technical_efficiency.png|TEC]]
|-
|10501||T10501||Duke University||6||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|10502||T10502||Embry-Riddle Aeronautical University||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:electronics.png|ELE]]||[[Image:Piloting.png|PIL]]||[[Image:technical_efficiency.png|TEC]]
|-
|10503||T10503||General Motors||7||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]||[[Image:technical_efficiency.png|TEC]]
|-
|10504||T10504||Gulf Oil Corporation||8||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:technical_efficiency.png|TEC]]
|-
|10505||T105||"Higgins Industries, Inc."||7||1941||1946||[[Image:artillery.png|ART]]||[[Image:General_equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:Naval_engineering.png|NVE]]
|-
|10506||T10506||Langley Research Center||7||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:Rocketry.png|RKT]]||[[Image:technical_efficiency.png|TEC]]
|-
|10507||T109||Newport News Shipbuilding||7||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:Naval_engineering.png|NVE]]||[[Image:technical_efficiency.png|TEC]]
|-
|10508||T112||Norfolk Naval Yard||9||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Naval_artillery.png|NVA]]||[[Image:Naval_engineering.png|NVE]]||[[Image:technical_efficiency.png|TEC]]
|-
|10509||T10509||Oak Ridge National Laboratory||6||1943||1970||[[Image:chemistry.png|CHE]]||[[Image:Nuclear_engineering.png|NUC]]||[[Image:Nuclear_physics.png|PHY]]
|-
|10510||T10510||Redstone Arsenal||6||1942||1970||[[Image:artillery.png|ART]]||[[Image:chemistry.png|CHE]]||[[Image:mechanics.png|MCH]]||[[Image:technical_efficiency.png|TEC]]
|-
|10511||T10511||Southern Railway||5||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|10512||T10512||Fort Benning||7||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:Individual_courage.png|CRG]]||[[Image:Infantry_focus.png|INF]]||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|10513||T10513||Marine Corps Base Quantico||8||1930||1970||[[Image:Combined_arms_focus.png|CAF]]||[[Image:General_equipment.png|EQP]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|10514||T10514||The Citadel||6||1930||1970||[[Image:Decentralized_execution.png|DEX]]||[[Image:Individual_courage.png|CRG]]||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|10515||T10515||Virginia Military Institute||8||1930||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Individual_courage.png|CRG]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Small_unit_tactics.png|SMT]]
|-
|10516||T10516||Norfolk Naval Bases||7||1930||1970||[[Image:Carrier_tactics.png|CAR]]||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Seamanship.png|SEA]]||[[Image:Submarine_tactics.png|SUB]]
|-
|10517||T10517||Langley Field||7||1930||1970||[[Image:Aircraft_testing.png|AIR]]||[[Image:Bomber_tactics.png|BOM]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Piloting.png|PIL]]
|-
|10518||T10518||Naval Air Station Pensacola||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Bomber_tactics.png|BOM]]||[[Image:Piloting.png|PIL]]
|-
! colspan=11 | CSX - Shanxi
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|8800||T8800||Yan Xishan||2||1930||1970||[[Image:artillery.png|ART]]||[[Image:Infantry_focus.png|INF]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|8801||T8801||Taiyuan Arsenal||3||1930||1970||[[Image:artillery.png|ART]]||[[Image:General_equipment.png|EQP]]||[[Image:Training.png|TRA]]
|-
|8802||T8802||Peking University||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|8803||T8803||Baoding Military Academy||2||1930||1970||[[Image:Individual_courage.png|CRG]]||[[Image:Infantry_focus.png|INF]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|8804||T8804||Dagu Shipyard||3||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Naval_artillery.png|NVA]]||[[Image:Naval_engineering.png|NVE]]
|-
|8805||T8805||Tianjin Machinery Factory||2||1930||1970||[[Image:electronics.png|ELE]]||[[Image:General_equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|8806||T1004||Kaiping Coal Mine||3||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|8807||T8807||Tianjin Tram & Electric Co.||3||1930||1970||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]||[[Image:technical_efficiency.png|TEC]]
|-
|8808||T8808||Zhili Gongyi Zongju ||3||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:technical_efficiency.png|TEC]]
|-
! colspan=11 | CUB - Cuba
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|6300||T6300||United Railways||4||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|6301||T6301||Arechalaba Industries||5||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:Industrial_engineering.png|IND]]||[[Image:mechanics.png|MCH]]
|-
|6302||T6302||Compa?ia Transatlantica||3||1930||1970||[[Image:Naval_artillery.png|NVA]]||[[Image:Naval_engineering.png|NVE]]||[[Image:technical_efficiency.png|TEC]]
|-
|6303||T6303||Fulgencio Batista||3||1930||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Individual_courage.png|CRG]]||[[Image:Infantry_focus.png|INF]]||[[Image:Large_unit_tactics.png|LGT]]
|-
|6304||T5209||United Fruit Company||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
! colspan=11 | CXB - Xibei San Ma
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|11000||T10401||Xibei Military & Engineering School||2||1930||1970||[[Image:artillery.png|ART]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Infantry_focus.png|INF]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:mechanics.png|MCH]]
|-
|11001||T11001||Xibei University||2||1940||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|11002||unknown||Ma Buqing||1||1930||1970||[[Image:Infantry_focus.png|INF]]||[[Image:Training.png|TRA]]
|-
|11003||unknown||Ma Bufang||1||1930||1970||[[Image:Bomber_tactics.png|BOM]]
|-
! colspan=11 | CYN - Yunnan
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|11400||T10401||Gdangsonzalin||2||1930||1960||[[Image:artillery.png|ART]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Individual_courage.png|CRG]]||[[Image:Infantry_focus.png|INF]]||[[Image:mechanics.png|MCH]]
|-
|11401||T11401||State Southwest Associated University||3||1938||1948||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|11402||unknown||Long Yun||1||1930||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Combined_arms_focus.png|CAF]]
|-
|11403||unknown||Lu Han||1||1930||1970||[[Image:Bomber_tactics.png|BOM]]||[[Image:Fighter_tactics.png|FTR]]
|-
! colspan=11 | CYP - Cyprus
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|10600||T10600||University of Cyprus||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|10601||T10601||Andrew Barkworth Wright||3||1930||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|10602||T10602||Dighenis Grivas||4||1930||1970||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|10603||T10603||Ormond Norville||3||1930||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Naval_training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Small_taskforce_tactics.png|STF]]
|-
|10604||T10604||Georgios Vayenas||3||1930||1970||[[Image:Aircraft_testing.png|AIR]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Fighter_tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|10605||T10605||William D. Battershill||4||1930||1970||[[Image:Aircraft_testing.png|AIR]]||[[Image:Bomber_tactics.png|BOM]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Piloting.png|PIL]]
|-
! colspan=11 | CZE - Czechoslovakia
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|1100||T1100||Aero||6||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:technical_efficiency.png|TEC]]
|-
|1101||T1101||Avia||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|1102||T1102||Ceská Zbrojovka||5||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|1103||T1103||C-K-D||7||1930||1970||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]
|-
|1104||T1104||Letov||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|1105||T1105||Skoda||8||1930||1970||[[Image:artillery.png|ART]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]||[[Image:technical_efficiency.png|TEC]]
|-
|1106||T1106||Emil Janouska||4||1930||1939||[[Image:Aircraft_testing.png|AIR]]||[[Image:Bomber_tactics.png|BOM]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Piloting.png|PIL]]||
|-
|1107||T1107||Joseph Frantisek||5||1937||1970||[[Image:Aircraft_testing.png|AIR]]||[[Image:Fighter_tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|1108||T1108||Sergej Vojcechovský||4||1930||1970||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|1109||T1109||Jaroslav Heyrovsky||6||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]
|-
|1110||T1110||Charles University Prague||5||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|}
48a10cc443301873105724b78bb72e58470f442c
Tech Teams by Country/D
0
742
1318
1317
2017-03-18T11:52:16Z
Meneth
2
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{| class=wikitable
! colspan=11 | DDR - DDR
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|7100||T7100||Eisenacher Motorenwerke||3||1930||1970||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|7101||T2||Heinkel Flugzeugwerke||7||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|7102||T4||Junkers||8||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:technical efficiency.png|TEC]]
|-
|7103||T7103||Leuna Werke||7||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|7104||T7104||Neptun Werft Rostock||5||1930||1970||[[Image:electronics.png|ELE]]||[[Image:General equipment.png|EQP]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|7105||T7105||Rainer Stahel||4||1930||1970||[[Image:Combined arms focus.png|CAF]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|7106||T7106||VEB Ernst Thälmann Suhl||6||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]
|-
|7107||T7107||Gustav Hertz||7||1930||1970||[[Image:Mathematics.png|MTH]]||[[Image:Nuclear physics.png|PHY]]
|-
|7108||T7108||Hans Kahle||5||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|7109||T7109||Otto Groos||4||1930||1970||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Small taskforce tactics.png|STF]]
|-
|7110||T7110||Willi Bredel||4||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|7111||T7111||Helmut Gröttrup||6||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:Rocketry.png|RKT]]||[[Image:technical efficiency.png|TEC]]
|-
|7112||T7112||Warnow Werft Rostock||6||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
! colspan=11 | DEN - Denmark
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|200||T200||Absalon||3||1930||1970||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|201||T201||Atlas A/S||3||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|202||T202||Burmeister & Wain||6||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|203||T111||Niels Bohr||8||1930||1943||[[Image:Mathematics.png|MTH]]||[[Image:Nuclear engineering.png|NUC]]||[[Image:Nuclear physics.png|PHY]]
|-
|204||T204||F.L. Smidt||6||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|205||T205||HF Vaerkstader||3||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|206||T206||Dansk Industri Syndikat||4||1930||1970||[[Image:artillery.png|ART]]||[[Image:chemistry.png|CHE]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|207||T207||Sadolin & Holmblad A/S||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|208||T208||V?lund||4||1930||1970||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]||[[Image:Naval engineering.png|NVE]]
|-
|209||T209||Carl Hjalf||4||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Infantry focus.png|INF]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|210||T210||Vagn Benneke||3||1942||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|211||T211||Karl W. Essemann||3||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Piloting.png|PIL]]
|-
|212||T212||E. V. Grandjean||3||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Piloting.png|PIL]]
|-
|213||T213||Aage Vedel||4||1942||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Seamanship.png|SEA]]
|-
|214||T214||Hjalmar Rechnitzer||3||1930||1970||[[Image:Seamanship.png|SEA]]||[[Image:Small taskforce tactics.png|STF]]||[[Image:Submarine tactics.png|SUB]]
|-
|215||T215||Novo Nordisk||6||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]
|-
! colspan=11 | DFR - FRG
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|7000||T1||Blohm & Voss||7||1930||1970||[[Image:electronics.png|ELE]]||[[Image:General equipment.png|EQP]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|7001||T5||Konrad Zuse||7||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|7002||T7||Krupp||9||1930||1970||[[Image:artillery.png|ART]]||[[Image:Industrial engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|7003||T8||MAN||8||1930||1970||[[Image:artillery.png|ART]]||[[Image:chemistry.png|CHE]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]
|-
|7004||T9||Mauser Werke||8||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]
|-
|7005||T10||Messerschmitt||9||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]||[[Image:Rocketry.png|RKT]]||[[Image:technical efficiency.png|TEC]]
|-
|7006||T11||Opel||7||1930||1970||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|7007||T12||Porsche||9||1930||1970||[[Image:artillery.png|ART]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|7008||T13||Rheinmetall||7||1930||1970||[[Image:artillery.png|ART]]||[[Image:chemistry.png|CHE]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|7009||T14||Siemens||8||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:technical efficiency.png|TEC]]
|-
|7010||T15||Volkswagen||6||1930||1970||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|7011||T16||Werner Heisenberg||7||1927||1976||[[Image:Mathematics.png|MTH]]||[[Image:Nuclear engineering.png|NUC]]||[[Image:Nuclear physics.png|PHY]]
|-
|7012||T20||Erich von Manstein||8||1930||1970||[[Image:Combined arms focus.png|CAF]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Management.png|MGT]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|7013||T22||Heinz Guderian||9||1930||1970||[[Image:Combined arms focus.png|CAF]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|7014||T7014||Konrad Patzig||6||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Small taskforce tactics.png|STF]]
|-
|7015||T7015||Alfred Bülowius||6||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Piloting.png|PIL]]
|-
|7016||T7016||Josef Kammhuber||6||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
! colspan=11 | DOM - Dominican Republic
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|6700||T6700||CORDE||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:technical efficiency.png|TEC]]
|-
|6701||T6701||Rafael Trujillo||2||1930||1970||[[Image:Individual courage.png|CRG]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|6702||T6702||Universidad Autónoma de Santo Domingo||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|6703||T9800||Santo Domingo Military Arsenal||3||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|6704||T3802||Barahona Dockyard||2||1930||1970||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|6705||T6701||Rafael Trujillo||1||1930||1970||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|}
e512f53a0fdbfe31818144e4e85767ac7e316be8
Tech Teams by Country/E
0
743
1320
1319
2017-03-18T11:52:18Z
Meneth
2
1 revision imported: Import from HoI2 Wiki
wikitext
text/x-wiki
{| class=wikitable
! colspan=11 | EAF - East African Union
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|10700||T10700||East African Railways and Harbours Administration||4||1930||1970||[[Image:electronics.png|ELE]]||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:Naval engineering.png|NVE]]
|-
|10701||T10701||Kenya Railways||3||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|10702||T10702||Tanzania Railways||3||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|10703||T10703||University of Nairobi||1||1941||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|10704||T10704||Henry Dundas Stevenson||4||1930||1940||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|10705||T10705||Daudi Chawa||3||1940||1970||[[Image:Combined arms focus.png|CAF]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|10706||T10605||William D. Battershill||4||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Centralized execution.png|CEX]]||[[Image:Piloting.png|PIL]]
|-
|10707||T10707||Charles Farquharson Dundas||3||1930||1940||[[Image:Aircraft testing.png|AIR]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|10708||T10708||Nasirdas Mehta||3||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Centralized execution.png|CEX]]
|-
! colspan=11 | ECU - Ecuador
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|5300||T5300||IDEAL||3||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|5301||T5301||Guyaquil Puerto Maritimo||3||1930||1970||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|5302||T5302||Anglo-Ecuadorian Oilfields||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|5303||T5303||Alberto Enriquez Gallo||2||1930||1941||[[Image:Decentralized execution.png|DEX]]||[[Image:Individual courage.png|CRG]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]
|-
|5304||T5304||Cosme Renella Barbatto||2||1940||1960||[[Image:Combined arms focus.png|CAF]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Small unit tactics.png|SMT]]
|-
|5305||T5305||Escuela de Aviación Militar||2||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|5306||T5306||Escuela Militar Naval||2||1930||1970||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
! colspan=11 | EGY - Egypt
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|10800||T9401||Ayoub Co.||4||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|10801||T9402||Cairo University||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]
|-
|10802||T9404||Egyptian Railways||4||1930||1970||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|10803||T9405||Ministry of Military Production||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|10804||T9408||Abdelhamid Soliman||3||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Large unit tactics.png|LGT]]
|-
|10807||T9406||Hassan Sabry Pasha||3||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Small taskforce tactics.png|STF]]
|-
|10808||T9407||Mohammed Naguib||4||1942||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Centralized execution.png|CEX]]||[[Image:Piloting.png|PIL]]
|-
|10809||T10809||Suez Canal Company||5||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Management.png|MGT]]||[[Image:technical efficiency.png|TEC]]
|-
! colspan=11 | ENG – United Kingdom
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|300||T300||Alan Turing||9||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|301||T301||Anglo-Iranian Oil Company||9||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:technical efficiency.png|TEC]]
|-
|302||T302||Avro||6||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|303||T303||Cammell Laird & Co.||8||1930||1970||[[Image:electronics.png|ELE]]||[[Image:General equipment.png|EQP]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|304||T304||de Havilland||7||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|305||T305||Enfield Arsenal||7||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]
|-
|306||T306||English Electric Company||8||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|307||T307||Harland & Wolff||8||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|308||T308||Hawker||7||1941||1970||[[Image:aeronautics.png|AER]]||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]
|-
|309||T309||James Chadwick||7||1930||1970||[[Image:Nuclear engineering.png|NUC]]||[[Image:Nuclear physics.png|PHY]]
|-
|310||T310||John Brown & Co.||6||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|311||T311||Leyland||8||1930||1970||[[Image:artillery.png|ART]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|312||T312||Robert Watson-Watt||7||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|313||T313||Royal Small Arms Factory||6||1930||1970||[[Image:artillery.png|ART]]||[[Image:chemistry.png|CHE]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]
|-
|314||T314||Supermarine||9||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:artillery.png|ART]]||[[Image:technical efficiency.png|TEC]]
|-
|315||T315||Vauxhall||7||1930||1970||[[Image:artillery.png|ART]]||[[Image:chemistry.png|CHE]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|316||T316||Vickers-Armstrong||8||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:artillery.png|ART]]||[[Image:mechanics.png|MCH]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|317||T317||Alan Brooke||6||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Management.png|MGT]]
|-
|318||T318||Andrew Cunningham||8||1943||1970||[[Image:Carrier tactics.png|CAR]]||[[Image:Centralized execution.png|CEX]]||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|319||T319||Arthur Harris||8||1941||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Centralized execution.png|CEX]]||[[Image:Piloting.png|PIL]]
|-
|320||T320||Basil Liddell-Hart||8||1937||1940||[[Image:Combined arms focus.png|CAF]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Small unit tactics.png|SMT]]
|-
|321||T321||Charles Portal||6||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Centralized execution.png|CEX]]
|-
|322||T322||Dudley Clarke||7||1939||1970||[[Image:Decentralized execution.png|DEX]]||[[Image:Individual courage.png|CRG]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|323||T323||Dudley Pound||6||1930||1943||[[Image:Centralized execution.png|CEX]]||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|324||T324||Hugh Dowding||8||1930||1942||[[Image:Aircraft testing.png|AIR]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|325||T325||Max Horton||6||1942||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Small taskforce tactics.png|STF]]
|-
|326||T326||Percy Hobart||6||1938||1942||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Large unit tactics.png|LGT]]
|-
|327||T327||Percy Noble||5||1930||1942||[[Image:Centralized execution.png|CEX]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Small taskforce tactics.png|STF]]
|-
|328||T328||Trafford Leigh-Mallory||6||1942||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|329||T329||Frank Whittle||7||1936||1970||[[Image:aeronautics.png|AER]]||[[Image:Rocketry.png|RKT]]||[[Image:technical efficiency.png|TEC]]
|-
|330||T330||George Paget Thomson||5||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:General equipment.png|EQP]]||[[Image:Nuclear engineering.png|NUC]]||[[Image:Nuclear physics.png|PHY]]
|-
! colspan=11 | EQA - Equatorial Africa
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|10900||T10201||Cameroon Railways||3||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|10901||T10901||Henri Sautot||3||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|10902||T10902||Pierre de Saint-Mart||4||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|10903||T10902||Pierre de Saint-Mart||5||1930||1970||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|10904||T10904||Ernest Pruvost||4||1941||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|10905||T10905||James Denis||3||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Centralized execution.png|CEX]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
! colspan=11 | EST - Estonia
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|1200||T1200||Eesti Petro||4||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|1201||T1201||PON||3||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical efficiency.png|TEC]]
|-
|1202||T1202||Eduard Alfred Kubbo||3||1940||1970||[[Image:Individual courage.png|CRG]]||[[Image:Infantry focus.png|INF]]||[[Image:Small unit tactics.png|SMT]]
|-
|1203||T1203||Johann Laidoner||4||1930||1970||[[Image:Combined arms focus.png|CAF]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|1204||T1204||Ernst Opik||5||1930||1970||[[Image:Mathematics.png|MTH]]
|-
|1205||T2001||Tallinn Military Arsenal||4||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|1206||T3802||Paldiski Docks||3||1930||1970||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|1207||T1207||Voldemar Mere||3||1930||1970||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Small taskforce tactics.png|STF]]
|-
! colspan=11 | ETH - Ethiopia
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|6500||T6500||Gemgiabiet||1||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:Training.png|TRA]]
|-
|6501||T6501||Haile Selassie||3||1930||1970||[[Image:Decentralized execution.png|DEX]]||[[Image:Individual courage.png|CRG]]
|-
|6502||T6502||Hapte Mikael||2||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Large unit tactics.png|LGT]]
|-
|6503||T6503||Taezaz||2||1930||1970||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|6504||T6504||Addis Abeba University||2||1940||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
! colspan=11 | EUS - Euskadi
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|20000||T11000||Altos Hornos de Vizcaya||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:chemistry.png|CHE]]||[[Image:mechanics.png|MCH]]
|-
|20001||T11001||Compa?ia Euskalduna||4||1930||1970||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|20002||T3103||Esperanza y Unceta||4||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]
|-
|20003||T11003||Naval de Sestao||4||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|20004||T11004||Cándido Saseta||3||1930||1937||[[Image:Decentralized execution.png|DEX]]||[[Image:Individual courage.png|CRG]]||[[Image:Infantry focus.png|INF]]||[[Image:Small unit tactics.png|SMT]]
|-
|20005||T11005||Felix Likiniano||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Individual courage.png|CRG]]||[[Image:Rocketry.png|RKT]]||[[Image:Small unit tactics.png|SMT]]
|-
|20006||T11006||Kepa Ordoki||5||1939||1970||[[Image:Decentralized execution.png|DEX]]||[[Image:Individual courage.png|CRG]]||[[Image:Infantry focus.png|INF]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|}
79213d1997803f1ff22be8c2195407a92397b853
Tech Teams by Country/F
0
744
1322
1321
2017-03-18T11:52:19Z
Meneth
2
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wikitext
text/x-wiki
{| class=wikitable
! colspan=11 | FIN - Finland
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|1300||T1300||Aero||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|1301||T1301||Crichton-Vulcan||5||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|1302||T1302||Kymmene||5||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|1303||T1303||Tikkakoski||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:Training.png|TRA]]
|-
|1304||T1304||Valmet||4||1946||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|1305||T1305||Carl Mannerheim||7||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Individual courage.png|CRG]]||[[Image:Infantry focus.png|INF]]||[[Image:Small unit tactics.png|SMT]]
|-
|1306||T1306||Richard Lorentz||6||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|1307||T1307||Vilho Nenonen||6||1937||1947||[[Image:artillery.png|ART]]||[[Image:Centralized execution.png|CEX]]||[[Image:electronics.png|ELE]]||[[Image:Training.png|TRA]]
|-
|1308||T1308||K. Lennart Oesch||6||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Individual courage.png|CRG]]||[[Image:Small unit tactics.png|SMT]]
|-
|1309||T1309||Väinö Valve||4||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|1310||T1310||Artturi Virtanen||6||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]
|-
! colspan=11 | FLA - Flanders
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|4200||T700||Cockerill||6||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|4201||T701||Fairey||6||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|4202||T703||Gevaert||6||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:technical efficiency.png|TEC]]
|-
|4203||T705||Renault||5||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|4204||T706||Solvay||7||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]
|-
|4205||T707||Vickers-Armstrong||8||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:artillery.png|ART]]||[[Image:mechanics.png|MCH]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|4206||T713||La Brugeoise||5||1930||1970||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|4207||T4207||Konrad Schellong||5||1940||1970||[[Image:Combined arms focus.png|CAF]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|4208||T4208||Jef François||3||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Large unit tactics.png|LGT]]
|-
|4209||T4209||Ernst Junkermann||3||1940||1970||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Submarine tactics.png|SUB]]
|-
|4210||T4210||Eggert Reeder||3||1940||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Fighter tactics.png|FTR]]
|-
! colspan=11 | FRA - France
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|1400||T1400||AC de St-Nazaire-Penhoët||5||1930||1970||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|1401||T1401||Amiot||6||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]
|-
|1402||T1402||Arsenal de Brest||6||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]
|-
|1403||T1403||Dewoitine||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|1404||T1404||FAMH||4||1930||1970||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]
|-
|1405||T1405||F. Joliot & I. Joliot-Curie||6||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Mathematics.png|MTH]]||[[Image:Nuclear engineering.png|NUC]]||[[Image:Nuclear physics.png|PHY]]
|-
|1406||T1406||Jean-Jacques Barré||3||1930||1970||[[Image:Mathematics.png|MTH]]||[[Image:Rocketry.png|RKT]]
|-
|1407||T1407||Kuhlmann||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|1408||T1408||Manufacture d'Armes St.Etienne||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]
|-
|1409||T1409||Morane-Saulnier||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|1410||T1410||Renault||5||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|1411||T1411||Rhône-Poulenc||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|1412||T1412||Saint-Gobain||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Mathematics.png|MTH]]
|-
|1413||T1413||Schneider||4||1930||1970||[[Image:artillery.png|ART]]||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|1414||T1414||SNPA||4||1941||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:technical efficiency.png|TEC]]
|-
|1415||T1415||SOMUA||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]||[[Image:Industrial engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|1416||T1416||Charles de Gaulle||7||1939||1970||[[Image:Decentralized execution.png|DEX]]||[[Image:Individual courage.png|CRG]]||[[Image:Management.png|MGT]]||[[Image:Small unit tactics.png|SMT]]
|-
|1417||T1417||Etienne Schlumberger||4||1942||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]
|-
|1418||T1418||François Darlan||3||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|1419||T1419||François d'Astier de la Vigerie||3||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Centralized execution.png|CEX]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|1420||T1420||Marcel Gensoul||4||1930||1942||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|1421||T1421||Martial Valín ||6||1940||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|1422||T1422||Maurice Gamelin||1||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Individual courage.png|CRG]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]
|-
|1423||T1423||Maxime Weygand||2||1940||1942||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Individual courage.png|CRG]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]
|-
|1424||T1424||Victor Denain||2||1930||1940||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Decentralized execution.png|DEX]]
|-
|1425||T1425||Louis de Broglie||7||1930||1970||[[Image:Mathematics.png|MTH]]||[[Image:Nuclear physics.png|PHY]]
|}
9ed14decd950024f254cf7cdc106b2d786e24f7b
Tech Teams by Country/G
0
745
1324
1323
2017-03-18T11:52:21Z
Meneth
2
1 revision imported: Import from HoI2 Wiki
wikitext
text/x-wiki
{| class=wikitable
! colspan=11 | GAB - Gabon
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|15000||T15000||Defence Ministry||1||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|15001||T10401||Gabon Military Academy||1||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Individual courage.png|CRG]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]
|-
! colspan=11 | GEO - Georgia
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|21000||T11100||Tbilisi Aerospace Manufacturing||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:Aircraft testing.png|AIR]]||[[Image:Rocketry.png|RKT]]||[[Image:technical efficiency.png|TEC]]
|-
|21001||T11101||Tbilisi State University||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|21002||T10401||Tbilisi Military Academy||3||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:General equipment.png|EQP]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|21003||T10402||Batumi Naval Academy||2||1930||1970||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval training.png|NVT]]||[[Image:Small taskforce tactics.png|STF]]||[[Image:Submarine tactics.png|SUB]]
|-
! colspan=11 | GER - Germany
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|1||T1||Blohm & Voss||6||1930||1970||[[Image:electronics.png|ELE]]||[[Image:General equipment.png|EQP]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|2||T2||Heinkel Flugzeugwerke||7||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|3||T3||I.G. Farben||9||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:technical efficiency.png|TEC]]||
|-
|4||T4||Junkers||8||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:technical efficiency.png|TEC]]
|-
|5||T5||Konrad Zuse||7||1935||1970||[[Image:electronics.png|ELE]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|6||T6||Kriegsmarinewerft||7||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|7||T7||Krupp||9||1930||1970||[[Image:artillery.png|ART]]||[[Image:Industrial engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|8||T8||MAN||8||1930||1970||[[Image:artillery.png|ART]]||[[Image:chemistry.png|CHE]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|9||T9||Mauser Werke||8||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]
|-
|10||T10||Messerschmitt||9||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:artillery.png|ART]]||[[Image:Rocketry.png|RKT]]||[[Image:technical efficiency.png|TEC]]
|-
|11||T11||Opel||7||1930||1970||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|12||T12||Porsche||9||1930||1970||[[Image:artillery.png|ART]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|13||T13||Rheinmetall||7||1930||1970||[[Image:artillery.png|ART]]||[[Image:chemistry.png|CHE]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]
|-
|14||T14||Siemens||8||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:technical efficiency.png|TEC]]
|-
|15||T15||Volkswagen||6||1937||1970||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|16||T16||Werner Heisenberg||7||1927||1976||[[Image:Mathematics.png|MTH]]||[[Image:Nuclear engineering.png|NUC]]||[[Image:Nuclear physics.png|PHY]]
|-
|17||T17||Wernher von Braun||9||1932||1976||[[Image:aeronautics.png|AER]]||[[Image:Rocketry.png|RKT]]||[[Image:technical efficiency.png|TEC]]
|-
|18||T18||Adolf Galland||5||1941||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Centralized execution.png|CEX]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|19||T19||Erich Raeder||7||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Small taskforce tactics.png|STF]]
|-
|20||T20||Erich von Manstein||9||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Management.png|MGT]]||[[Image:Training.png|TRA]]
|-
|21||T21||Ernst Udet||7||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Piloting.png|PIL]]
|-
|22||T22||Heinz Guderian||9||1930||1954||[[Image:Combined arms focus.png|CAF]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|23||T23||Hermann Göring||4||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Centralized execution.png|CEX]]||[[Image:Piloting.png|PIL]]
|-
|24||T24||Hugo Sperrle||7||1938||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Centralized execution.png|CEX]]||[[Image:Fighter tactics.png|FTR]]
|-
|25||T25||Karl Dönitz||8||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Seamanship.png|SEA]]||[[Image:Small taskforce tactics.png|STF]]||[[Image:Submarine tactics.png|SUB]]
|-
|26||T26||Focke-Wulf||8||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
! colspan=11 | GLD – Gold Coast
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|15100||T15100||Defence Ministry||2||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|15101||T10401||Military Academy of the Gold Coast||1||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Small unit tactics.png|SMT]]
|-
! colspan=11 | GRE - Greece
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|1500||T1500||GNAF||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]
|-
|1501||T1501||OASA||4||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|1502||T1502||Royal Hellenic Naval Shipyard||4||1939||1970||[[Image:electronics.png|ELE]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|1503||T1503||SPAP||5||1930||1970||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|1504||T1504||Alexandros Papagos||3||1930||1960||[[Image:Centralized execution.png|CEX]]||[[Image:Individual courage.png|CRG]]||[[Image:Infantry focus.png|INF]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|1505||T1505||Infantry Application School||4||1930||1960||[[Image:General equipment.png|EQP]]||[[Image:Training.png|TRA]]
|-
|1506||T1506||Artillery Ballistics School||3||1930||1960||[[Image:artillery.png|ART]]||[[Image:mechanics.png|MCH]]
|-
! colspan=11 | GUA - Guatemala
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|7900||T7900||Caucho Semillero S.A.||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|7901||T7901||Mahler Fruta S.A.||1||1930||1970||[[Image:Management.png|MGT]]
|-
|7902||T7902||Arbenz Guzman||2||1930||1970||[[Image:Individual courage.png|CRG]]||[[Image:Infantry focus.png|INF]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|7903||T7903||Universidad de San Carlos de Guatemala||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|7904||T5209||United Fruit Company||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
! colspan=11 | GUI - Guinea
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|11200||T11200||Société Nationale des Chemins de Fer du Sénégal||2||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|11201||T11201||Pierre Delsol||3||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Individual courage.png|CRG]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]
|-
|11202||T11202||Jean Brasseur-Kermadec||2||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|11203||T11203||Georges Bergé||3||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Centralized execution.png|CEX]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
! colspan=11 | GUY - Guyana
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|15200||T15200||University of Guyana||1||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|}
6036870b88b06071731f8155ddec54b2bc20fe6d
Tech Teams by Country/H
0
746
1326
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{| class=wikitable
! colspan=11 | HAI - Haiti
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|8100||T8100||Companie Cement de Varrieux||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:mechanics.png|MCH]]
|-
|8101||T8101||Huilerié Nationale S.A.||2||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:mechanics.png|MCH]]
|-
|8102||T8102||Societé Nationale d'Investissement||2||1930||1970||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|8103||T8103||Elie Lescot||1||1930||1970||[[Image:Decentralized execution.png|DEX]]||[[Image:Individual courage.png|CRG]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|8104||T3802||Industries Navales de Port-au-Prince||2||1930||1970||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|8105||T6301||Industries Militaires de Port-au-Prince||1||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
! colspan=11 | HOL - Netherlands
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|2300||T2300||Artillerie Inrichtingen Hemburg||3||1930||1970||[[Image:artillery.png|ART]]||[[Image:chemistry.png|CHE]]||[[Image:General equipment.png|EQP]]||[[Image:Training.png|TRA]]
|-
|2301||T2301||DAF||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|2302||T2302||Fokker||6||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|2303||T2303||HIH Siderius||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]
|-
|2304||T2304||Koninklijke Maatschappij||6||1930||1970||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|2305||T2305||Koolhoven||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|2306||T2306||NSM Amsterdam||5||1930||1970||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]
|-
|2307||T2307||Shell||7||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|2308||T2308||Wilton-Fijenoord||6||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|2309||T2309||Izaak Reynders||4||1930||1940||[[Image:Centralized execution.png|CEX]]||[[Image:Infantry focus.png|INF]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|2310||T2310||Johannes Furstner||4||1930||1970||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|2311||T2311||Marius Raaijmakers||5||1930||1940||[[Image:Aircraft testing.png|AIR]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|2312||T2312||Petrus Best||4||1937||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Piloting.png|PIL]]
|-
|2313||T2313||Henri Winkelman||4||1936||1970||[[Image:Decentralized execution.png|DEX]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|2314||T2314||Philips||7||1936||1970||[[Image:electronics.png|ELE]]||[[Image:Mathematics.png|MTH]]
|-
|2315||T2314||Philips NatLab||6||1930||1970||[[Image:Mathematics.png|MTH]]||[[Image:Nuclear physics.png|PHY]]||[[Image:technical efficiency.png|TEC]]
|-
|2316||T2316||Frits Zernike||5||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]||[[Image:Mathematics.png|MTH]]
|-
! colspan=11 | HON - Honduras
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|7800||T7800||Banco Honduras S.A.||2||1930||1970||[[Image:Management.png|MGT]]
|-
|7801||T7801||Penitenciaria Central S.A.||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|7802||T7802||Didier Masson||5||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Individual courage.png|CRG]]||[[Image:Piloting.png|PIL]]
|-
|7803||T7803||Escuela de Aviación Militar||5||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|7804||T7804||Carias Andina||1||1930||1970||[[Image:Individual courage.png|CRG]]||[[Image:Infantry focus.png|INF]]||[[Image:Training.png|TRA]]
|-
|7805||T5209||United Fruit Company||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
! colspan=11 | HUN - Hungary
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|1600||T1600||Budapest Chemical Works||5||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|1601||T1601||FEG||4||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Training.png|TRA]]
|-
|1602||T1602||Ganz||3||1930||1970||[[Image:artillery.png|ART]]||[[Image:chemistry.png|CHE]]||[[Image:mechanics.png|MCH]]
|-
|1603||T1603||ICN||5||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|1604||T1604||Manfred Weiss||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:technical efficiency.png|TEC]]
|-
|1605||T1602||MAVAG||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|1606||T1606||MOLAJ||6||1944||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|1607||T1607||Ferenc Szombathelyi||4||1930||1960||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|1608||T1608||Gyorgy de Brody||5||1940||1960||[[Image:Aircraft testing.png|AIR]]||[[Image:Centralized execution.png|CEX]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|1609||T1609||F. Littay||3||1930||1941||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Centralized execution.png|CEX]]||[[Image:Piloting.png|PIL]]
|-
|1610||T1610||Roland Eötvös University||4||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Mathematics.png|MTH]]||[[Image:Nuclear engineering.png|NUC]]||[[Image:Nuclear physics.png|PHY]]
|-
|1611||T1610||János Vörös||4||1930||1960||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|1612||T1611||Lajos Csatay von Csatai||4||1930||1944||[[Image:Combined arms focus.png|CAF]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Small unit tactics.png|SMT]]
|-
|1613||T1612||Miklós Horthy de Nagybánya||5||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|1614||T1614||Zoltán Bay||5||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]
|}
1a079a55408891a5afcbb6a3f9f8fbdd67e11495
Tech Teams by Country/I
0
747
1328
1327
2017-03-18T11:52:24Z
Meneth
2
1 revision imported: Import from HoI2 Wiki
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{| class=wikitable
! colspan=11 | ICL - Iceland
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|22000||T11300||Maritime Studies Faculty Rijeka||2||1945||1970||[[Image:Management.png|MGT]]||[[Image:Naval engineering.png|NVE]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|22001||T11301||University of Iceland||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|22002||T10401||Reykjavik Military School||2||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:General equipment.png|EQP]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|22003||T2504||Reykjavik Arsenal||3||1930||1970||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|22004||T3204||Icelandic Navy Dockyards||4||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|22005||T2501||Military Aeroplane Factory||3||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|22006||T1414||Reykjavik Industrial Combine||4||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|22007||T22007||Kai Hammerich||4||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|22008||T22008||August Arendrup||3||1930||1970||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Small taskforce tactics.png|STF]]||[[Image:Submarine tactics.png|SUB]]
|-
|22009||T22009||Asger E.V. Grandjean||3||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Piloting.png|PIL]]
|-
! colspan=11 | IDC - Indochina
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|14400||T9800||Hanoi Aerospace Company||2||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|14401||T9800||Hanoi Arsenal||3||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|14403||T14403||Vietnam Maritime University||4||1930||1970||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]||[[Image:Naval engineering.png|NVE]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|14404||T10401||Vietnam Military Academy||3||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Individual courage.png|CRG]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|14405||T10100||Royal Khmer University||2||1945||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|14406||T3802||Kampot Docks||1||1930||1970||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|14407||T10401||Phnom Penh Military Depot||3||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|14408||T11800||National University of Laos||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|14409||T14302||Hanoi University of Technology||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
! colspan=11 | IND - India
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|23000||T11400||Bharat Electronics Limited||5||1944||1970||[[Image:electronics.png|ELE]]||[[Image:Management.png|MGT]]
|-
|23001||T11401||Defence Research & Development Organisation||6||1930||1970||[[Image:artillery.png|ART]]||[[Image:chemistry.png|CHE]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|23002||T11402||Garden Reach Workshop||5||1930||1970||[[Image:electronics.png|ELE]]||[[Image:General equipment.png|EQP]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|23003||T11403||Hindustan Aircraft Limited||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|23004||T11404||Indian Academy of Sciences||5||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|23005||T11405||Indian Atomic Energy Commission||3||1943||1970||[[Image:Mathematics.png|MTH]]||[[Image:Nuclear engineering.png|NUC]]||[[Image:Nuclear physics.png|PHY]]
|-
|23006||T11406||Indian Government Railways||5||1930||1970||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|23007||T11407||J.R.D. Tata||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:Industrial engineering.png|IND]]||[[Image:Piloting.png|PIL]]||[[Image:technical efficiency.png|TEC]]
|-
|23008||T11408||Mazagon Dock Limited||4||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|23009||T11409||Military Engineering Services||5||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|23010||T11410||Ordnance Factories Board||4||1930||1970||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|23011||T11411||Shri Ghanshyam Das Birla||4||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|23012||T11412||University of Delhi||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|23013||T11413||Jagdish Chandra Bose||6||1930||1937||[[Image:electronics.png|ELE]]||[[Image:Mathematics.png|MTH]]
|-
|23014||T11414||Satyendra Nath Bose||7||1930||1970||[[Image:Mathematics.png|MTH]]
|-
|23015||T11415||Venkata Raman||6||1930||1970||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:Training.png|TRA]]
|-
|23016||T10805||Archibald Wavell||6||1942||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Management.png|MGT]]
|-
|23017||T11417||Frank Messervy||6||1944||1970||[[Image:Combined arms focus.png|CAF]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Small unit tactics.png|SMT]]
|-
|23018||T11418||Victor Lord Linlithgow||3||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Large unit tactics.png|LGT]]
|-
|23019||T11419||William E. Parry||5||1930||1970||[[Image:Carrier tactics.png|CAR]]||[[Image:Centralized execution.png|CEX]]||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|23020||T11420||Aspy Merwan Engineer||5||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Centralized execution.png|CEX]]||[[Image:Piloting.png|PIL]]
|-
! colspan=11 | INO - Indonesia
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|24000||T11500||Indonesian State Railway System||4||1930||1970||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|24001||T9800||Jakarta Arsenal||4||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|24002||T11003||Jakarta Shipyard||3||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|24003||T11403||South East Asia Aircraft||3||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:Aircraft testing.png|AIR]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|24004||T11504||University of Indonesia||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|24005||T10401||National Military Academy of Indonesia||2||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|24006||T10402||Indonesian Navy Training Grounds||2||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Small taskforce tactics.png|STF]]
|-
! colspan=11 | IRE - Ireland
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|4000||T4000||Leyland||4||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]||[[Image:Training.png|TRA]]
|-
|4001||T4001||Goulding Chemicals||4||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]
|-
|4002||T4002||Lennox Chemicals||4||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|4003||T4003||M.J. Costello||4||1930||1970||[[Image:Infantry focus.png|INF]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|4004||T4004||H.T. Green||3||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Small taskforce tactics.png|STF]]
|-
|4005||T4005||P.A. Mulcahy ||3||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|4006||T4006||Ernest T.S. Walton||4||1930||1970||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:Nuclear physics.png|PHY]]||[[Image:Training.png|TRA]]
|-
|4007||T4007||Aer Lingus||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:Management.png|MGT]]||[[Image:technical efficiency.png|TEC]]
|-
|4008||T4008||Dublin Shipbuilding Yards||4||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
! colspan=11 | IRQ - Iraq
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|6000||T6000||Iraq Petroleum Company||6||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|6001||T6001||General Staff||2||1930||1970||[[Image:Decentralized execution.png|DEX]]||[[Image:Individual courage.png|CRG]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]
|-
|6002||T6002||Iraqi Airforce||2||1930||1970||[[Image:Bomber tactics.png|BOM]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|6003||T1410||Baghdad Arsenal||4||1930||1970||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|6004||T6105||Iraq Aeroplane Company||3||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|6005||T6005||John Bagot Glubb||4||1942||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|6006||T6006||Alan Rawlinson||4||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
! colspan=11 | ISR - Israel
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|11600||T11600||Hebrew University of Jerusalem||5||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|11601||T11601||Israel Aircraft Industries||7||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|11602||T11602||Israel Military Industries||7||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:Rocketry.png|RKT]]||[[Image:technical efficiency.png|TEC]]
|-
|11603||T11603||Tadiran Electronic Industries||5||1944||1970||[[Image:electronics.png|ELE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]
|-
|11604||T11604||Armaments Development Authority||6||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|11605||T11605||Elbit Systems Ltd.||6||1944||1970||[[Image:electronics.png|ELE]]||[[Image:Industrial engineering.png|IND]]||[[Image:mechanics.png|MCH]]
|-
|11606||T11606||Moshe Dayan||7||1944||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Management.png|MGT]]||[[Image:Small unit tactics.png|SMT]]
|-
|11607||T11607||Yigael Yadin||5||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|11608||T11608||Moshe Krelitz||4||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Small taskforce tactics.png|STF]]||[[Image:Submarine tactics.png|SUB]]
|-
|11609||T11609||Haim Laskov||7||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Piloting.png|PIL]]
|-
! colspan=11 | ITA - Italy
|-
! Team # || Picture # || Team Name || Skill || Start Year || End Year || colspan=5 | Specialities
|-
|1800||T1800||Arturo Crocco||4||1930||1970||[[Image:Mathematics.png|MTH]]||[[Image:Rocketry.png|RKT]]
|-
|1801||T1801||Beretta||4||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Training.png|TRA]]
|-
|1802||T1802||Breda||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]
|-
|1803||T1803||Bruno de Finetti||4||1943||1970||[[Image:Mathematics.png|MTH]]
|-
|1804||T1804||Cantieri Ansaldo||4||1930||1970||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]
|-
|1805||T1805||Cantieri Navali Riuniti||5||1930||1970||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|1806||T1806||Caproni||3||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]
|-
|1807||T1807||Enrico Fermi||6||1930||1938||[[Image:Nuclear engineering.png|NUC]]||[[Image:Nuclear physics.png|PHY]]
|-
|1808||T1808||FIAT||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|1809||T1809||Guido Fubini||2||1930||1943||[[Image:Mathematics.png|MTH]]
|-
|1810||T1810||Macchi||6||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|1811||T1811||SIAI-Marchetti||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|1812||T1812||Lancia||4||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|1813||T1813||Arturo Riccardi||3||1940||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|1814||T1814||Domenico Cavagnari||4||1930||1942||[[Image:Centralized execution.png|CEX]]||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|1815||T1815||Italo Balbo||5||1930||1960||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Centralized execution.png|CEX]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|1816||T1816||Giovanni Messe||4||1943||1970||[[Image:Combined arms focus.png|CAF]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Small unit tactics.png|SMT]]
|-
|1817||T1817||Pietro Badoglio||4||1930||1945||[[Image:Centralized execution.png|CEX]]||[[Image:Individual courage.png|CRG]]||[[Image:Infantry focus.png|INF]]||[[Image:Training.png|TRA]]
|-
|1818||T1818||Rino Fougier||3||1940||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Centralized execution.png|CEX]]
|-
|1819||T1819||Rodolfo Graziani||3||1930||1970||[[Image:Combined arms focus.png|CAF]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Training.png|TRA]]
|-
|1820||T1820||Societá Montecatini||4||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]
|-
|1821||T1821||Giulio Natta||4||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Training.png|TRA]]
|}
2370a24f6ba7c1fd507fcc9c19960957bf3d6870
Tech Teams by Country/J
0
748
1330
1329
2017-03-18T11:52:24Z
Meneth
2
1 revision imported: Import from HoI2 Wiki
wikitext
text/x-wiki
{| class=wikitable
! colspan=11 | JAP - Japan
|-
|1900||T1900||Aichi||7||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:technical efficiency.png|TEC]]
|-
|1901||T1901||Hino Automobile||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]
|-
|1902||T1902||Kawasaki Heavy Industry||8||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]||[[Image:Naval engineering.png|NVE]]
|-
|1903||T1903||Kure Naval Yard||7||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|1904||T1904||Mitsubishi Hikoki||8||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:technical efficiency.png|TEC]]
|-
|1905||T1905||Mitsubishi Jukogyo||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|1906||T1906||Mitsubishi Zousensho||7||1930||1970||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|1907||T1907||Mitsui||6||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Naval engineering.png|NVE]]
|-
|1908||T1908||Nakajima||6||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:artillery.png|ART]]||[[Image:Rocketry.png|RKT]]||[[Image:technical efficiency.png|TEC]]
|-
|1909||T1909||Nissan||6||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Industrial engineering.png|IND]]||[[Image:mechanics.png|MCH]]
|-
|1910||T1910||Sumimoto||6||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]
|-
|1911||T1911||Teiji Takagi||6||1930||1970||[[Image:Mathematics.png|MTH]]
|-
|1912||T1912||Tokyo Arsenal||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:Training.png|TRA]]
|-
|1913||T1913||Yoshio Nishina||4||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Mathematics.png|MTH]]||[[Image:Nuclear engineering.png|NUC]]||[[Image:Nuclear physics.png|PHY]]
|-
|1914||T1914||Hideki Tojo||5||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Centralized execution.png|CEX]]||[[Image:Individual courage.png|CRG]]||[[Image:Large unit tactics.png|LGT]]
|-
|1915||T1915||Hisaichi Terauchi||6||1930||1970||[[Image:Combined arms focus.png|CAF]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Individual courage.png|CRG]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|1916||T1916||Isoruko Yamamoto||9||1930||1970||[[Image:Carrier tactics.png|CAR]]||[[Image:Centralized execution.png|CEX]]||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|1917||T1917||Osami Nagano||5||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]
|-
|1918||T1918||Shunroku Hata||6||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Centralized execution.png|CEX]]||[[Image:Piloting.png|PIL]]
|-
|1919||T1919||Tomoyoki Yamashita||7||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Small unit tactics.png|SMT]]
|-
|1920||T1920||Sin-Itiro Tomonaga||5||1941||1970||[[Image:electronics.png|ELE]]||[[Image:Mathematics.png|MTH]]||[[Image:Nuclear physics.png|PHY]]
|-
! colspan=11 | JOR - Jordan
|-
|15300||T9800||Amman Arsenal||2||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|15301||T15301||University of Jordan||1||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|15302||T10401||Amman Military School||2||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|}
0a24a633d3a93c6f01e6e2afab3f2b364e6e015c
Tech Teams by Country/K
0
749
1332
1331
2017-03-18T11:52:25Z
Meneth
2
1 revision imported: Import from HoI2 Wiki
wikitext
text/x-wiki
{| class=wikitable
! colspan=11 | KAZ - Kazakhstan
|-
|15400||T11403||Karaganda Aircraft Facilities||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|15401||T15401||Rubtsovsk Machine-Building Plant||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|15402||T15402||Ivan Susaikov||3||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|15403||T15403||Ivan Sergeev||1||1930||1970||[[Image:Naval artillery.png|NVA]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Small taskforce tactics.png|STF]]||[[Image:Submarine tactics.png|SUB]]
|-
|15404||T15404||Arbuz Khan Arsen||2||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
! colspan=11 | KOR - Korea
|-
|13500||T13500||Daewoo Shipbuilding||5||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|13501||T9800||Defense Construction Agency||6||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|13502||T13502||Hyundai Heavy Industries||6||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:Rocketry.png|RKT]]||[[Image:technical efficiency.png|TEC]]
|-
|13503||T13503||Korea Maritime University||4||1930||1970||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]||[[Image:Naval engineering.png|NVE]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|13504||T13504||Korean Air Aerospace Division||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|13505||T13505||Kyongseong Precision||4||1930||1970||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|13506||T9800||Laboratory of Army Research and Development Command||5||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|13507||T13507||Samsung||6||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]||[[Image:Management.png|MGT]]
|-
|13508||T13508||Seoul National University||4||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|13509||T10401||Seoul Military Academy||4||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
! colspan=11 | KUR - Kurdistan
|-
|25000||T15400||Kurdistan Defence Ministry||2||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:artillery.png|ART]]||[[Image:Centralized execution.png|CEX]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
! colspan=11 | KYG - Kyrgyzstan
|-
|11700||T9800||Frunze Arsenal||3||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|11701||T11701||Kyrgyz State National University||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|11702||T11702||Frunze Military Academy||7||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|}
e8a074e84783556ac3e57b7f48e2c3a8f5754d07
Tech Teams by Country/L
0
750
1334
1333
2017-03-18T11:52:26Z
Meneth
2
1 revision imported: Import from HoI2 Wiki
wikitext
text/x-wiki
{| class=wikitable
! colspan=11 | LAO - Laos
|-
|11800||T11800||National University of Laos||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
! colspan=11 | LAT - Latvia
|-
|2000||T2000||Irbitis||3||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|2001||T2001||LKOD||4||1930||1938||[[Image:aeronautics.png|AER]]||[[Image:mechanics.png|MCH]]||[[Image:Naval engineering.png|NVE]]
|-
|2002||T2002||VEF||3||1930||1941||[[Image:electronics.png|ELE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|2003||T2003||Janis Balodis||4||1930||1970||[[Image:Decentralized execution.png|DEX]]||[[Image:Infantry focus.png|INF]]||[[Image:Small unit tactics.png|SMT]]
|-
|2004||T2004||Krisjanis Berkis||3||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Infantry focus.png|INF]]||[[Image:Training.png|TRA]]
|-
|2005||T2005||Alex Vanags-Baginskis||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]
|-
|2006||T2006||Hugo Legzdins||3||1930||1970||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Submarine tactics.png|SUB]]
|-
|2007||T2007||Universitas Latviensis||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
! colspan=11 | LYB - Libya
|-
|15500||T15500||Libyan Ministry of Defence||2||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|15501||T10401||National Military Academy||2||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Small unit tactics.png|SMT]]
|-
! colspan=11 | LEB - Lebanon
|-
|11900||T9400||Arab Bank||4||1930||1970||[[Image:Management.png|MGT]]
|-
|11901||T9800||Beirut Arsenal||3||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|11902||T11003||Tripoli Dockyard||2||1930||1970||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|11903||T11903||Université de Saint-Joseph||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]
|-
|11904||T11904||Adrien Peltier||3||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Individual courage.png|CRG]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]
|-
|11905||T11905||Achille Peretti||2||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|11906||T11906||Henri Soulat||3||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
! colspan=11 | LIB - Liberia
|-
|26000||T3802||Blue Sea Shipping Company||2||1930||1960||[[Image:electronics.png|ELE]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:Naval engineering.png|NVE]]||[[Image:Seamanship.png|SEA]]
|-
|26001||T26001||Firestone Tire & Rubber Company||3||1930||1960||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
! colspan=11 | LIT - Lithuania
|-
|2100||T2100||ANBO||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]
|-
|2101||T2101||CCI||4||1930||1970||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|2102||T2102||Povilas Plechavicius||3||1930||1944||[[Image:Decentralized execution.png|DEX]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|2103||T2103||Antanas Gustaitis||4||1930||1941||[[Image:Aircraft testing.png|AIR]]||[[Image:Piloting.png|PIL]]
|-
|2104||T2104||Lithuanian Railways||3||1930||1960||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|2105||T2105||University of Vilnius||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|2106||T2106||Lithuania Military Academy||2||1930||1970||[[Image:Decentralized execution.png|DEX]]||[[Image:Individual courage.png|CRG]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
! colspan=11 | LUX - Luxemburg
|-
|8500||T8500||Arbed||6||1930||1970||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|8501||T8501||William Kroll||6||1930||1940||[[Image:chemistry.png|CHE]]||[[Image:Nuclear physics.png|PHY]]
|}
da3d9ea4d5c0e3f51e85a4ad534b5def3d4b37ea
Tech Teams by Country/M
0
751
1336
1335
2017-03-18T11:52:27Z
Meneth
2
1 revision imported: Import from HoI2 Wiki
wikitext
text/x-wiki
{| class=wikitable
! colspan=11 | MAD - Madagascar
|-
|14600||T14600||Madagascar Railways||2||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|14601||T14601||Henri Amiel||3||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Individual courage.png|CRG]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|14602||T14602||Jean-Marie Querville||2||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|14603||T14603||Max Guedj||2||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
! colspan=11 | MAL – Union of Mali
|-
|14100||T14100||Régie Nationale de Chemin de fer du Mali||2||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|14101||T14101||Aimé Teisseire||3||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]
|-
|14102||T14102||Henri Verdier||4||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|14103||T14103||Pierre Moguez||4||1943||1970||[[Image:Decentralized execution.png|DEX]]||[[Image:Individual courage.png|CRG]]||[[Image:Management.png|MGT]]||[[Image:Small unit tactics.png|SMT]]
|-
|14104||T14104||Pierre Ponchardier||3||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|14105||T14105||Henri Tourtet||3||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Centralized execution.png|CEX]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
! colspan=11 | MAN - Manchukuo
|-
|6400||T6400||South Manchuria Railway Co.||4||1930||1970||[[Image:electronics.png|ELE]]||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|6401||T6401||Mansyu Hikoki Seizo||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|6402||T6402||Manchuria Colonial Development Organization||4||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|6403||T6403||Heitaro Kimura||5||1940||1970||[[Image:Combined arms focus.png|CAF]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Individual courage.png|CRG]]||[[Image:Small unit tactics.png|SMT]]
|-
|6404||T6404||Seishiro Itagaki||4||1930||1938||[[Image:Centralized execution.png|CEX]]||[[Image:Individual courage.png|CRG]]||[[Image:Infantry focus.png|INF]]
|-
|6405||T6405||Yoshijiro Umezu||6||1939||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Individual courage.png|CRG]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|6406||T6406||Oka Keijun||4||1939||1970||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Submarine tactics.png|SUB]]
|-
|6407||T6405||Yoshijiro Umezu||3||1939||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|6408||T1909||Dowa Automobile Company||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]
|-
|6409||T1902||Manchukwo Zaibatsu Empire||4||1930||1970||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|6410||T1003||Mukden Arsenal||4||1930||1970||[[Image:artillery.png|ART]]||[[Image:chemistry.png|CHE]]||[[Image:General equipment.png|EQP]]||[[Image:Training.png|TRA]]
|-
|6411||T13||Showa Steel Works||5||1930||1970||[[Image:Industrial engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
! colspan=11 | MEX - Mexico
|-
|2200||T2200||TNCA||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|2201||T2201||COMESA||3||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|2202||T2202||PEMEX||4||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|2203||T2203||Manuel Avila Camacho||5||1930||1970||[[Image:Individual courage.png|CRG]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Management.png|MGT]]
|-
|2204||T2204||Compa?ía Metalúrgica Mexicana||5||1930||1970||[[Image:Industrial engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|2205||T2205||Alberto Salinas Carraza||4||1940||1947||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Centralized execution.png|CEX]]
|-
|2206||T2206||Enrique Estrada Reynoso||3||1930||1970||[[Image:Decentralized execution.png|DEX]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|2207||T2207||Gustavo Salinas Camina||4||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|2208||T2208||Heriberto Jara Corona||4||1930||1943||[[Image:Centralized execution.png|CEX]]||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]
|-
|2209||T2209||Luis Hiram Toledo||2||1930||1943||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|2210||T2210||Miguel Alemán González||3||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|2211||T2211||National Autonomous University of Mexico||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
! colspan=11 | MLY - Malaysia
|-
|12000||T12000||Malayan Railway Administration||3||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|12001||T12001||University of Malaya||3||1942||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|12002||T12002||Arthur Percival||3||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
! colspan=11 | MON - Mongolia
|-
|6800||T6800||Nalayh Coal Mine||2||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:mechanics.png|MCH]]
|-
|6801||T6801||Choybalsan Industrial Combine||2||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:technical efficiency.png|TEC]]
|-
|6802||T6802||Sukhe Bator Military Academy||2||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Small unit tactics.png|SMT]]
|-
! colspan=11 | MOR - Morocco
|-
|12100||T12100||Moroccan Railways Company||3||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|12101||T12101||Georges Jeanperrin||3||1942||1970||[[Image:Decentralized execution.png|DEX]]||[[Image:Individual courage.png|CRG]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|12102||T12102||Jacques de la Bollardi?re||4||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Individual courage.png|CRG]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]
|-
|12103||T12103||Georges Cabanier||3||1930||1970||[[Image:Decentralized execution.png|DEX]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Small taskforce tactics.png|STF]]
|-
|12104||T12104||René Cassin||3||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|12105||T12105||Christian Martell||4||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|12106||T12106||Eduard Corniglion-Molinier||3||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Decentralized execution.png|DEX]]
|-
! colspan=11 | MOZ - Mozambique
|-
|12200||T12200||Mozambique North||2||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|12201||T10401||Maputo Military Academy||2||1930||1970||[[Image:artillery.png|ART]]||[[Image:Centralized execution.png|CEX]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
! colspan=11 | MTN - Montenegro
|-
|15600||T3802||Budva Dockyard||3||1930||1970||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|15601||T15601||Montenegro Defence Ministry||3||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:artillery.png|ART]]||[[Image:mechanics.png|MCH]]
|-
|15602||T3805||National Railways of Montenegro||5||1930||1970||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|15603||T3812||Podgorica Arsenal||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|15604||T15604||University of Montenegro||1||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|15605||T10401||Podgorica Military Academy||2||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|}
07f461572c70e40ba1b1dfb57d9cd8a358825e7a
Tech Teams by Country/N
0
752
1338
1337
2017-03-18T11:52:28Z
Meneth
2
1 revision imported: Import from HoI2 Wiki
wikitext
text/x-wiki
{| class=wikitable
! colspan=11 | NAM - Namibia
|-
|12300||T12300||Consolidated Diamond Mines||2||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
! colspan=11 | NEP - Nepal
|-
|6200||T6200||Khetan Group||2||1937||1970||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|6201||T6201||Golcha Organisations||1||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]
|-
|6202||T6202||Biratnagar||2||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
! colspan=11 | NIC - Nicaragua
|-
|5800||T5800||Nicaraguan Oil||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:mechanics.png|MCH]]
|-
|5801||T5801||NSSL||3||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]
|-
|5802||T5802||Anastacio Somoza||2||1930||1970||[[Image:Individual courage.png|CRG]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|5803||T5209||United Fruit Company||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
! colspan=11 | NIG - Nigeria
|-
|12400||T9800||Lagos Arsenal||3||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|12401||T11003||Lagos Shipyard||3||1930||1970||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|12402||T11403||Nigerian Aircraft Ltd.||2||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|12403||T10504||Shell D'Arcy||3||1937||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|12404||T12404||University College of Ibadan||2||1943||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|12405||T10401||Lagos Military Academy||2||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
! colspan=11 | NOR - Norway
|-
|2500||T2500||Horten Naval Yard||3||1930||1970||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|2501||T2501||Kjeller Flyfabrikk||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|2502||T2502||Kongsberg||4||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|2503||T2503||Kvaerner||6||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|2504||T2504||Raufoss Ammunisjonsfabrikk||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|2505||T2505||Carl Gustav Fleischer||4||1930||1970||[[Image:Decentralized execution.png|DEX]]||[[Image:Infantry focus.png|INF]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|2506||T2506||Kristian K. Laake||3||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Centralized execution.png|CEX]]
|-
|2507||T2507||Bj?rn Diesen||3||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|2508||T2508||Odd Hassel||5||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]||[[Image:Management.png|MGT]]
|-
! colspan=11 | NZL – New Zealand
|-
|9000||T9000||Bernard Freyberg||7||1930||1960||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Individual courage.png|CRG]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|9001||T9001||William Sinclair-Burgess||5||1930||1938||[[Image:Centralized execution.png|CEX]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|9002||T9002||Francis Tuker||5||1941||1960||[[Image:artillery.png|ART]]||[[Image:Combined arms focus.png|CAF]]||[[Image:mechanics.png|MCH]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|9003||T9003||W.H. Stratton||5||1930||1960||[[Image:Centralized execution.png|CEX]]||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Small taskforce tactics.png|STF]]
|-
|9004||T9004||Roderick Carr||6||1938||1960||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Piloting.png|PIL]]
|-
|9005||T9005||L.M. Isitt||5||1930||1942||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Centralized execution.png|CEX]]||[[Image:Piloting.png|PIL]]
|-
|9006||T313||Wellington Arsenal||5||1930||1960||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]
|-
|9007||T6||New Zealand Dockyard||4||1930||1960||[[Image:electronics.png|ELE]]||[[Image:General equipment.png|EQP]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|9008||T9008||General Motors Wellington||4||1930||1960||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|9009||T903||de Havilland||7||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|}
decb90f7ca81fb0db5f7da8a0df636ec501a963a
Tech Teams by Country/O
0
753
1340
1339
2017-03-18T11:52:29Z
Meneth
2
1 revision imported: Import from HoI2 Wiki
wikitext
text/x-wiki
{| class=wikitable
! colspan=11 | OMN - Oman
|-
|11100||T10201||Oman International Transport Company||1||1930||1960||[[Image:electronics.png|ELE]]||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
! colspan=11 | OTT – Ottoman Empire
|-
|15700||T3500||Golçuk Shipyards||4||1930||1970||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|15701||T3501||Istanbul Valde Shipyard||5||1930||1970||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|15702||T3502||KTF||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical efficiency.png|TEC]]
|-
|15703||T3503||MKEK||5||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:General equipment.png|EQP]]||[[Image:Mathematics.png|MTH]]
|-
|15704||T3505||Ottoman Empire Petroleum Company||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|15705||T3504||THK||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical efficiency.png|TEC]]
|-
|15706||T15706||Mustapha Kemal Pasha||6||1930||1938||[[Image:Centralized execution.png|CEX]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Individual courage.png|CRG]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Small unit tactics.png|SMT]]
|-
|15707||T1103||Istanbul Military Industries||4||1930||1970||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|15708||T3513||Istanbul University||4||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|15709||T3506||Ali Örlungat||4||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Fighter tactics.png|FTR]]
|-
|15710||T3507||Erkan Gataly||3||1939||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Piloting.png|PIL]]
|-
|15711||T3508||Fevzi Cakmak||4||1930||1945||[[Image:Centralized execution.png|CEX]]||[[Image:Individual courage.png|CRG]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]
|-
|15712||T3509||Ilmur Koya||4||1940||1970||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|15713||T3510||Mehmet Ali Üngen||5||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]
|-
|15714||T3511||Mehmet Nuri Yamut||4||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Small unit tactics.png|SMT]]
|}
914c8c4de4936275b7dc25c9181090cba17029af
Tech Teams by Country/P
0
754
1342
1341
2017-03-18T11:52:31Z
Meneth
2
1 revision imported: Import from HoI2 Wiki
wikitext
text/x-wiki
{| class=wikitable
! colspan=11 | PAK - Pakistan
|-
|12500||T12500||Karachi Shipyard & Engineering Works||3||1930||1970||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|12501||T12501||Military Vehicles R&D||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:Industrial engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|12502||T12502||Pakistan Aeronautical Complex||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical efficiency.png|TEC]]
|-
|12503||T12503||Pakistan Machine Tool Factory||4||1930||1970||[[Image:Industrial engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|12504||T12504||Pakistan Navy Dockyard||4||1930||1970||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|12505||T12505||Pakistan Ordnance Factories||4||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:Management.png|MGT]]
|-
|12506||T12506||University of the Punjab||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|12507||T12507||Muhammad Ayub Khan||3||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Management.png|MGT]]
|-
|12508||T12508||Muhammed Yahya Khan||3||1930||1970||[[Image:Combined arms focus.png|CAF]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|12509||T12509||Haji Mohammad Siddiq Choudri||5||1942||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Small taskforce tactics.png|STF]]
|-
|12510||T12510||James Wilfred Jefford||2||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Small taskforce tactics.png|STF]]
|-
|12511||T12511||John Talbot Savignac Hall||3||1930||1945||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Centralized execution.png|CEX]]
|-
|12512||T12512||Ashgar Khan||6||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
! colspan=11 | PAL - Palestine
|-
|14800||T14800||Al-Quds University||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|14801||T10401||Palestinian Military School||2||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
! colspan=11 | PAN - Panama
|-
|5700||T5700||Panama Canal Company||3||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|5701||T5701||Panama Canal Yards||3||1930||1942||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|5702||T5702||Remón Cantera||4||1942||1970||[[Image:Individual courage.png|CRG]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|5703||T5701||Panama Canal Yards||5||1942||1970||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|5704||T5209||United Fruit Company||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
! colspan=11 | PAR - Paraquay
|-
|5400||T5400||BCP||2||1930||1970||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|5401||T5401||Tannin Industry||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:General equipment.png|EQP]]
|-
|5402||T5402||José Estigarribia||6||1930||1941||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Individual courage.png|CRG]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|5403||T5403||Higinio Morinigo Martinez||3||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Infantry focus.png|INF]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|5404||T5404||Compa?ía Bloom S.A.||4||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|5405||T9800||Asunción Arsenal||3||1930||1970||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|5406||T2601||Paraguay Aeroplane Company||2||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
! colspan=11 | PER - Persia
|-
|6100||T6100||Anglo-Iranian Oil||5||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|6101||T103||Douglas Aircraft Company||5||1970||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|6102||T6102||Jahanbin Constructing||3||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|6103||T6103||Sarcheshmeh Copper Mines||3||1930||1970||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|6104||T14||Siemens Iran||5||1937||1970||[[Image:electronics.png|ELE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:technical efficiency.png|TEC]]
|-
|6105||T6105||State Aircraft Company||3||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|6106||T6106||Trans-Iranian Railway Co.||4||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|6107||T6107||Gholam Reza Pahlavi||2||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|6108||T6108||Reza Pahlavi||5||1930||1945||[[Image:Centralized execution.png|CEX]]||[[Image:Individual courage.png|CRG]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|6109||T6109||Teheran University||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
! colspan=11 | PHI - Philippines
|-
|6900||T6900||Benguet Consolidated Mining Company||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:mechanics.png|MCH]]
|-
|6901||T6901||Elizalde & Co.||6||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|6902||T6902||Manila Electric Company||5||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|6903||T6903||Manila Railway Company||3||1930||1970||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|6904||T6904||Douglas MacArthur||7||1930||1942||[[Image:Combined arms focus.png|CAF]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|6905||T6905||Philippine Army Academy||3||1939||1970||[[Image:Combined arms focus.png|CAF]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|6906||T6906||University of Santo Tomas||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
! colspan=11 | POL - Poland
|-
|2700||T2700||COP||4||1930||1970||[[Image:artillery.png|ART]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|2701||T2701||Stefan Banach||8||1930||1945||[[Image:Mathematics.png|MTH]]
|-
|2702||T2702||Stanislaw Ulam||7||1930||1938||[[Image:chemistry.png|CHE]]||[[Image:Mathematics.png|MTH]]||[[Image:Nuclear engineering.png|NUC]]||[[Image:Nuclear physics.png|PHY]]
|-
|2703||T2703||Fab.Broni Radom||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]||[[Image:General equipment.png|EQP]]
|-
|2704||T2704||Fab. Starachowice||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|2705||T2705||PWS||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|2706||T2706||PZInz||6||1930||1970||[[Image:artillery.png|ART]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|2707||T2707||PZL||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|2708||T2708||Stocznia Gdynia||4||1930||1970||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|2709||T2709||Tadeusz Kutrzeba||4||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|2710||T2710||Marian Rejewski||7||1930||1939||[[Image:electronics.png|ELE]]||[[Image:Mathematics.png|MTH]]
|-
|2711||T2711||Ludomil Rayski||4||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Centralized execution.png|CEX]]||[[Image:Piloting.png|PIL]]
|-
|2712||T2712||Jerzy Swirski||4||1930||1970||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Small taskforce tactics.png|STF]]||[[Image:Submarine tactics.png|SUB]]
|-
! colspan=11 | POR - Portugal
|-
|2800||T2800||Lisbon Dockyard||4||1930||1970||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|2801||T2801||Oficinas Gerais de Material Aeronáutico||3||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical efficiency.png|TEC]]
|-
|2802||T2802||Arsenal do Alfeite||3||1930||1970||[[Image:Management.png|MGT]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|2803||T2803||Caminhos de Ferro Portugueses||5||1930||1970||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|2804||T2804||José Norton de Matos||2||1930||1938||[[Image:Centralized execution.png|CEX]]||[[Image:Infantry focus.png|INF]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|2805||T2805||Francisco Soares||4||1930||1970||[[Image:Combined arms focus.png|CAF]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Individual courage.png|CRG]]||[[Image:Small unit tactics.png|SMT]]
|-
|2806||T2806||Oficinas Gerais de Material de Engenharia||3||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|2807||T2807||Fábrica Militar de Santa Clara||3||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]
|-
|2808||T2808||Jaime Afreixo||3||1930||1970||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Small taskforce tactics.png|STF]]
|-
|2809||T2809||Manuel Gouveia||3||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
! colspan=11 | PRI - Primorsk
|-
|12700||T12700||Amur Shipbuilding Plant||4||1930||1970||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|12701||T12701||Dalzavod Heavy Industries||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|12702||T12702||Dalzavod Naval Industries||5||1930||1970||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]
|-
|12703||T12703||Far Eastern National University||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|12704||T12704||Primorsk Shipping Corporation||3||1930||1970||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|12705||T12705||Primorsk State Railways||5||1930||1970||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|12706||T10401||Vladivostok Military Academy||3||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|12707||T10402||Vladivostok Naval Cadet School||3||1930||1970||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval training.png|NVT]]||[[Image:Small taskforce tactics.png|STF]]||[[Image:Submarine tactics.png|SUB]]
|-
! colspan=11 | PRK - People's Republic of Korea
|-
|12600||T15200||Ministry of Agriculture||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]
|-
|12601||T11403||Ministry of Air Transport||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical efficiency.png|TEC]]
|-
|12602||T10510||Ministry of Chemical Industry||6||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|12603||T13502||Ministry of Construction||5||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|12604||T13507||Ministry of Electronic Industry||4||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Industrial engineering.png|IND]]
|-
|12605||T10509||Ministry of Extractive Industries||6||1930||1970||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|12606||T10300||Ministry of Land & Marine Transport||4||1930||1970||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]||[[Image:Naval engineering.png|NVE]]
|-
|12607||T10504||Ministry of Metal & Machine Building Factories||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|12608||T11000||Ministry of Power & Coal Industries||6||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Industrial engineering.png|IND]]||[[Image:mechanics.png|MCH]]
|-
|12609||T11200||Ministry of Railways||5||1930||1970||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|12610||T11001||Ministry of Shipping||4||1930||1970||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|12611||T10401||National Military Academy||3||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
! colspan=11 | PRU - Peru
|-
|2600||T2600||El Callao||4||1930||1970||[[Image:Industrial engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:Naval engineering.png|NVE]]||[[Image:Training.png|TRA]]
|-
|2601||T2601||FNA||3||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|2602||T2602||Cooperación del Peru||4||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|2603||T2603||Transporte de Picos SA||4||1930||1970||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|2604||T2604||Manuel Odria Amoretti||4||1940||1970||[[Image:Decentralized execution.png|DEX]]||[[Image:Individual courage.png|CRG]]||[[Image:Infantry focus.png|INF]]||[[Image:Small unit tactics.png|SMT]]
|-
|2605||T2605||Ramón Castillo||3||1930||1940||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Individual courage.png|CRG]]||[[Image:Large unit tactics.png|LGT]]
|-
|2606||T2606||Ernesto Scroth||5||1930||1960||[[Image:Centralized execution.png|CEX]]||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|2607||T2607||Luis Navarreté||4||1942||1960||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|2608||T2608||Paul de Beaudiez||5||1930||1939||[[Image:Aircraft testing.png|AIR]]||[[Image:Fighter tactics.png|FTR]]||[[Image:General equipment.png|EQP]]||[[Image:Piloting.png|PIL]]||[[Image:Training.png|TRA]]
|-
|2609||T2609||Fernando M. Quesada Blanco||4||1941||1960||[[Image:Aircraft testing.png|AIR]]||[[Image:Centralized execution.png|CEX]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|2610||T2610||Pedro Paulet||5||1930||1945||[[Image:aeronautics.png|AER]]||[[Image:Rocketry.png|RKT]]
|}
af4cefb38d445dc6d85892f77b7584f897015fb4
Tech Teams by Country/Q
0
755
1344
1343
2017-03-18T11:52:31Z
Meneth
2
1 revision imported: Import from HoI2 Wiki
wikitext
text/x-wiki
{| class=wikitable
! colspan=11 | QUE - Quebec
|-
|12800||T12800||Bombardier||5||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|12801||T12801||Canadian Car & Foundry||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:artillery.png|ART]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|12802||T12802||Federal Aircraft Limited||6||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|12803||T12803||McGill University||4||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|12804||T906||Montréal Locomotive Works||4||1930||1970||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|12805||T10401||Ecole Militaire du Montréal||4||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|}
169e688e3fdf75a7b4c86dc838858cdc57974583
Tech Teams by Country/R
0
756
1346
1345
2017-03-18T11:52:32Z
Meneth
2
1 revision imported: Import from HoI2 Wiki
wikitext
text/x-wiki
{| class=wikitable
! colspan=11 | RHO - Rhodesia
|-
|12900||T12900||Rhodesia Railways Limited||3||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|12901||T12901||Zambia Railways||2||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|12902||T12902||Eric de Burgh||3||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|12903||T12903||Cecil Drummond||3||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|12904||T12904||Charles Arden-Clarke||3||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
! colspan=11 | ROM - Romania
|-
|2901||T2901||Carbosin||4||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|2902||T2902||DT-UDR||4||1930||1970||[[Image:artillery.png|ART]]||[[Image:chemistry.png|CHE]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]
|-
|2903||T2903||IAR||6||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|2904||T2904||Malaxa Works||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|2906||T2906||Orita||4||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]
|-
|2907||T2907||MAN||6||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|2908||T2910||Emanoil Ionescu||6||1944||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|2909||T2915||Gheorghe Jienescu||4||1930||1945||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Fighter tactics.png|FTR]]
|-
|2910||T2916||Horia Macellariu||2||1930||1945||[[Image:Centralized execution.png|CEX]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Submarine tactics.png|SUB]]
|-
|2911||T2908||Ion Antonescu||5||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Individual courage.png|CRG]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]
|-
|2912||T2909||Mihail Lascar||6||1940||1970||[[Image:Decentralized execution.png|DEX]]||[[Image:Individual courage.png|CRG]]||[[Image:Infantry focus.png|INF]]||[[Image:Small unit tactics.png|SMT]]
|-
|2913||T2913||Henri Coanda||5||1930||1944||[[Image:aeronautics.png|AER]]||[[Image:Rocketry.png|RKT]]||[[Image:technical efficiency.png|TEC]]
|-
|2914||T2914||University of Bucharest||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
! colspan=11 | RSI – Italian Social Republic
|-
|7700||T1808||FIAT||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|7701||T1810||Macchi||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|7702||T1818||Rino Corso Fougier||3||1940||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Centralized execution.png|CEX]]
|-
|7703||T1819||Rodolfo Graziani||3||1930||1970||[[Image:Combined arms focus.png|CAF]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Training.png|TRA]]
|-
|7704||T7704||Gastone Gambara||3||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Large unit tactics.png|LGT]]
|-
|7705||T7705||Carlo di Cossato||4||1930||1970||[[Image:Seamanship.png|SEA]]||[[Image:Small taskforce tactics.png|STF]]||[[Image:Submarine tactics.png|SUB]]
|-
|7706||T7706||Pier Angelo Brandimarte||3||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Seamanship.png|SEA]]
|-
|7707||T1801||Beretta||4||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Training.png|TRA]]
|-
|7708||T1804||Cantieri Ansaldo||4||1930||1970||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]
|-
|7709||T1812||Lancia||4||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|7710||T1820||Societá Montecatini||4||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]
|-
! colspan=11 | RUS - Russia
|-
|7200||T11003||Central Research Institute of Shipbuilding Technology||6||1930||1970||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|7201||T3708||Grabin Design Bureau||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:chemistry.png|CHE]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|7202||T7202||Igor Y. Tamm||3||1930||1970||[[Image:Mathematics.png|MTH]]||[[Image:Nuclear engineering.png|NUC]]||[[Image:Nuclear physics.png|PHY]]
|-
|7203||T3709||Ilyushin Design Bureau||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|7204||T7204||Kalinin Machines Plant||5||1930||1970||[[Image:electronics.png|ELE]]||[[Image:General equipment.png|EQP]]||[[Image:Rocketry.png|RKT]]
|-
|7205||T3710||Kirov Factory Design Bureau||6||1930||1970||[[Image:artillery.png|ART]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|7207||T7207||Mikulin Design Bureau||5||1944||1970||[[Image:aeronautics.png|AER]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]||[[Image:Rocketry.png|RKT]]
|-
|7208||T3711||Nevskoye Design Bureau||4||1930||1970||[[Image:electronics.png|ELE]]||[[Image:General equipment.png|EQP]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|7209||T7209||Rubin Marine Engineering||5||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:Nuclear engineering.png|NUC]]||[[Image:technical efficiency.png|TEC]]
|-
|7210||T3703||Sergei Korolev||4||1930||1970||[[Image:Mathematics.png|MTH]]||[[Image:Rocketry.png|RKT]]
|-
|7211||T3713||STZ Factory Design Bureau||4||1930||1970||[[Image:electronics.png|ELE]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|7212||T7212||Sukhoi Design Bureau||4||1939||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|7213||T7213||V.A. Degtyarev Plant||6||1930||1970||[[Image:artillery.png|ART]]||[[Image:chemistry.png|CHE]]||[[Image:General equipment.png|EQP]]
|-
|7214||T10401||Moscow Military Academy||4||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Individual courage.png|CRG]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|7215||T10402||Saint-Petersburg Naval Academy||3||1930||1970||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval training.png|NVT]]||[[Image:Small taskforce tactics.png|STF]]||[[Image:Submarine tactics.png|SUB]]
|}
23cfb0cb34f86fed300b74623b4423fac13881a7
Tech Teams by Country/S
0
757
1348
1347
2017-03-18T11:52:37Z
Meneth
2
1 revision imported: Import from HoI2 Wiki
wikitext
text/x-wiki
{| class=wikitable
! colspan=11 | SAF – South Africa
|-
|3000||unknown||ACAD||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:Rocketry.png|RKT]]||[[Image:technical efficiency.png|TEC]]
|-
|3001||T3001||de Havilland||7||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|3002||T108||Marmon-Herrington||7||1930||1970||[[Image:artillery.png|ART]]||[[Image:chemistry.png|CHE]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]
|-
|3003||T3004||South Africa Railways||6||1930||1970||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|3004||T3003||Vickers-Armstrong Ltd.||8||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:artillery.png|ART]]||[[Image:mechanics.png|MCH]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|3005||T3005||Adolf Malan||6||1941||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|3006||T3006||Jan Smuts||6||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Individual courage.png|CRG]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|3007||T3007||Pierre Oliver-Knoll||5||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Small taskforce tactics.png|STF]]
|-
|3008||T3008||Pierre van Ryneveld||4||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
! colspan=11 | SAL – El Salvador
|-
|8000||T8000||Compa?ía d'Oro de Divisadero||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|8001||T8001||Compa?ía Imberton||3||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Management.png|MGT]]
|-
|8002||T8002||Ferretería Ferrominera||4||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|8003||T8003||Lido Industrias||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|8004||T8004||Puerto de Acajutla||3||1930||1970||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]
|-
|8005||T8005||Hernandez Martinez||4||1930||1970||[[Image:Individual courage.png|CRG]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
! colspan=11 | SAR - Sarawak
|-
|14500||T14500||University of Sarawak||1||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
! colspan=11 | SAU – Saudi Arabia
|-
|8601||T117||Standard Oil of California||5||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:technical efficiency.png|TEC]]
|-
|8602||T8602||King Saud University||3||1940||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
! colspan=11 | SCA - Scandinavia
|-
|32000||T200||Absalon||3||1930||1970||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|32001||T3200||Arne Beurling||7||1930||1970||[[Image:Mathematics.png|MTH]]
|-
|32002||T201||Atlas A/S||3||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|32003||T3201||Bofors AB||7||1930||1970||[[Image:artillery.png|ART]]||[[Image:chemistry.png|CHE]]||[[Image:mechanics.png|MCH]]
|-
|32004||T202||Burmeister & Wain||6||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|32005||T204||F.L. Smidt||6||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|32006||T3202||Götaverken||5||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]
|-
|32007||T205||HF Vaerkstader||3||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|32008||T2500||Horten Naval Yard||3||1930||1970||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|32009||T3203||Husqvarna||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|32010||T3205||KaMeVe||5||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:Naval engineering.png|NVE]]
|-
|32011||T3204||Karlskrona Naval Yard||6||1930||1970||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]
|-
|32012||T2501||Kjeller Flyfabrikk||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|32013||T2502||Kongsberg||4||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|32014||T2503||Kvaerner||6||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|32015||T3206||Landsverk AB||6||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|32016||T3207||LM Ericsson||7||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Industrial engineering.png|IND]]
|-
|32017||T111||Niels Bohr||8||1930||1943||[[Image:Mathematics.png|MTH]]||[[Image:Nuclear engineering.png|NUC]]||[[Image:Nuclear physics.png|PHY]]
|-
|32018||T2508||Odd Hassel||5||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]||[[Image:Management.png|MGT]]
|-
|32019||T2504||Raufoss Ammunisjonsfabrikk||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|32020||T206||Riffelsyndikatet A/S||4||1930||1970||[[Image:artillery.png|ART]]||[[Image:chemistry.png|CHE]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|32021||T3208||SAAB||6||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:Industrial engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|32022||T207||Sadolin & Holmblad A/S||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|32023||T3209||Scania-Vabis||6||1930||1970||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|32024||T3213||The Svedberg||6||1930||1970||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:Nuclear physics.png|PHY]]
|-
|32025||T208||V?lund||4||1930||1970||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]||[[Image:Naval engineering.png|NVE]]
|-
|32026||T3210||Volvo||6||1930||1970||[[Image:Industrial engineering.png|IND]]||[[Image:mechanics.png|MCH]]
|-
|32027||T209||Carl Hjalf||4||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Infantry focus.png|INF]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|32028||T3212||Helge Jung||5||1930||1970||[[Image:Combined arms focus.png|CAF]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Small unit tactics.png|SMT]]
|-
|32029||T2507||Bj?rn Diesen||3||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|32030||T3211||Bengt Nordenskiöld||5||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Piloting.png|PIL]]
|-
! colspan=11 | SCH - Switzerland
|-
|3300||T3300||Brown-Bovery||5||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Industrial engineering.png|IND]]
|-
|3301||T3301||Dornier Werke Schweiz||6||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|3302||T3302||EKW||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical efficiency.png|TEC]]
|-
|3303||T3303||Furrer||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|3304||T3304||La Roche||5||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|3305||T3305||Maschinenfabrik Oerlikon||6||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|3306||T3306||Oederlin Metallwaren||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|3307||T3307||Sandoz||6||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]
|-
|3308||T3308||SIG||6||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|3309||T3309||Sulzer||7||1930||1970||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|3310||T3310||Etienne Primault||6||1942||1960||[[Image:Aircraft testing.png|AIR]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|3311||T3311||Fritz Rihner||5||1930||1960||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Piloting.png|PIL]]
|-
|3312||T3312||Henri Guisan||5||1930||1960||[[Image:Combined arms focus.png|CAF]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|3313||T609||Wolfgang Pauli||8||1937||1941||[[Image:Nuclear physics.png|PHY]]
|-
! colspan=11 | SCO - Scotland
|-
|13000||T13000||Blackburn Aircraft Company||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical efficiency.png|TEC]]
|-
|13001||T13001||Gloster Aircraft Company||7||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical efficiency.png|TEC]]
|-
|13002||T13002||Harland & Wolff||7||1930||1970||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|13003||T13003||Rosyth Dockyard||6||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|13004||T13004||Scottish Ordnance Factories||6||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|13005||T13005||Scottish Railways||6||1930||1970||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|13006||T13006||University of Edinburgh||4||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|13007||T13007||Richard McCreery||7||1941||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|13008||T13008||W.M. St.George Kirke||4||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Large unit tactics.png|LGT]]
|-
|13009||T13009||Geoffrey Layton||4||1942||1970||[[Image:Carrier tactics.png|CAR]]||[[Image:Centralized execution.png|CEX]]||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|13010||T13010||T.L. Bruce-Fraser||4||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|13011||T13011||Perry Keene||5||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Centralized execution.png|CEX]]
|-
|13012||T13012||William Sholto Douglas||7||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Centralized execution.png|CEX]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
! colspan=11 | SER - Serbia
|-
|15800||T15800||Belgrade University||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|15801||T3800||Ikarus||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|15802||T3801||Industrija Aeroplanskih Motora||3||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:Industrial engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|15803||T3802||Jadransko Brodogradiliste||3||1930||1970||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|15804||T3803||Memorandum Teleoptik||5||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Industrial engineering.png|IND]]||[[Image:technical efficiency.png|TEC]]
|-
|15805||T3804||Mikron||4||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|15806||T3805||Serbian State Railways||5||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|15807||T3812||Zastava Arsenal||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||
|-
|15808||T3806||Zivojin Rogozarski||3||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:Management.png|MGT]]||[[Image:technical efficiency.png|TEC]]
|-
|15809||T3807||ZMAJ||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|15810||T10401||Belgrade Military Academy||3||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
! colspan=11 | SIA - Siam
|-
|9100||T9100||Luang Phibunsongkhram||3||1930||1960||[[Image:Centralized execution.png|CEX]]||[[Image:Individual courage.png|CRG]]||[[Image:Infantry focus.png|INF]]||[[Image:Small unit tactics.png|SMT]]
|-
|9101||T9101||Pridi Phanomyong||3||1930||1960||[[Image:Centralized execution.png|CEX]]||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]
|-
|9102||T9102||Luang Kajsongkram||4||1942||1960||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Centralized execution.png|CEX]]||[[Image:Piloting.png|PIL]]
|-
|9103||T9103||Luang Sinthusongkhramchai||2||1930||1944||[[Image:Aircraft testing.png|AIR]]||[[Image:Centralized execution.png|CEX]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|9104||T6||Bangkok Dockyard||3||1930||1960||[[Image:electronics.png|ELE]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|9105||T13||Bangkok Arsenal||4||1930||1960||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]
|-
|9106||T6401||Royal Aeronautical Services||4||1930||1960||[[Image:aeronautics.png|AER]]||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]
|-
|9107||T10504||Siam Cement||5||1930||1960||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:mechanics.png|MCH]]
|-
|9108||T2704||Siam Electricity Company||5||1930||1960||[[Image:electronics.png|ELE]]||[[Image:Industrial engineering.png|IND]]||[[Image:technical efficiency.png|TEC]]
|-
|9109||T9109||Thammasat University||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
! colspan=11 | SIB - Siberia
|-
|13100||T13100||Chaplygin Siberian Scientific Research Institute of Aviation||7||1941||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]
|-
|13101||T13101||Chkalov Aeronautical Industries||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|13102||T13102||Irkutsk Aviation Industrial Association||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:Rocketry.png|RKT]]||[[Image:technical efficiency.png|TEC]]
|-
|13103||T3712||Nizny Tagil Factories||4||1930||1970||[[Image:artillery.png|ART]]||[[Image:Industrial engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|13104||T13104||Novosibirsk Institute of Electrical Engineering||4||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Management.png|MGT]]
|-
|13105||T10504||Novosibirsk National Tin Factory||3||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|13106||T10504||Novosibirsk Oil Processing||4||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|13107||T13107||Novosibirsk Radio Components Plant||4||1930||1970||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]
|-
|13108||T13108||Omsk Engine Design Bureau||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]
|-
|13109||T13109||PO Sibselmash||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|13110||T13110||Ulan-Ude Aviation Plant||5||1939||1970||[[Image:aeronautics.png|AER]]||[[Image:technical efficiency.png|TEC]]
|-
|13111||T10401||Siberian Military Academy||4||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
! colspan=11 | SIE – Sierra Leone
|-
|13200||T13200||Fourah Bay College||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]
|}
{| class=wikitable
! colspan=11 | SIK - Sinkiang
|-
|14900||T14900||Sinkiang University||1||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|14901||T14901||Sheng Shicai||2||1930||1970||[[Image:artillery.png|ART]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|14902||T11401||Soviet-Sinkiang Trading Company||1||1930||1970||[[Image:artillery.png|ART]]||[[Image:chemistry.png|CHE]]||[[Image:General equipment.png|EQP]]||[[Image:Management.png|MGT]]
|-
! colspan=11 | SLO - Slovakia
|-
|4100||T1103||C-K-D||7||1930||1970||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]
|-
|4101||T4101||Ludvik Svoboda||5||1940||1970||[[Image:Combined arms focus.png|CAF]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Individual courage.png|CRG]]||[[Image:Small unit tactics.png|SMT]]
|-
|4102||T4102||Jan Golian||5||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Large unit tactics.png|LGT]]
|-
|4103||T4103||Comenius University||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|4104||T4104||Ministry of Defence||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]||[[Image:General equipment.png|EQP]]
|-
|4105||T1600||Bratislava Industries||4||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|4106||T1604||Slovakian Airforce Factory||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
! colspan=11 | SLV - Slovenia
|-
|13300||T13300||Institut Jozef Stefan||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Mathematics.png|MTH]]||[[Image:Nuclear physics.png|PHY]]
|-
|13301||T13301||Iskra||3||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|13302||T13302||Melamin||4||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|13303||T13303||MLM||4||1930||1970||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|13304||T13304||Svila||5||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|13305||T13305||Univerza v Ljubljani||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]||[[Image:Mathematics.png|MTH]]
|-
|13306||T13306||Franz von Ulm||3||1930||1945||[[Image:Combined arms focus.png|CAF]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|13307||T13307||Joseph Kövess||4||1930||1941||[[Image:Centralized execution.png|CEX]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]
|-
|13308||T13308||Tivador Stupka||2||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Centralized execution.png|CEX]]||[[Image:Fighter tactics.png|FTR]]
|-
|13309||T13309||Friedrich Mazal||3||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Seamanship.png|SEA]]||[[Image:Small taskforce tactics.png|STF]]||[[Image:Submarine tactics.png|SUB]]
|-
! colspan=11 | SOM - Somalia
|-
|13400||T10504||AMB||2||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Management.png|MGT]]
|-
|13401||T10401||Mogadishu Military School||1||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
! colspan=11 | SOV – Soviet Union
|-
|3700||T3700||61 Kommunara Nikolayev Shipyards||4||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|3701||T3701||Barrikada Factory Design Bureau||4||1930||1970||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]
|-
|3702||T3702||Charkov Factory Design Bureau||7||1930||1970||[[Image:artillery.png|ART]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|3703||T3703||Sergei Korolev||4||1930||1970||[[Image:Mathematics.png|MTH]]||[[Image:Rocketry.png|RKT]]
|-
|3704||T3704||Igor Kurchatov||3||1930||1960||[[Image:Mathematics.png|MTH]]||[[Image:Nuclear engineering.png|NUC]]||[[Image:Nuclear physics.png|PHY]]
|-
|3705||T3705||Boris Shaposhnikov||4||1930||1945||[[Image:Centralized execution.png|CEX]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|3706||T3706||Mikhail Tukhachevsky||5||1930||1970||[[Image:Combined arms focus.png|CAF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|3707||T3707||Alexander Vasilevsky||7||1940||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|3708||T3708||Grabin Design Bureau||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:chemistry.png|CHE]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|3709||T3709||Ilyushin Design Bureau||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|3710||T3710||Kirov Factory Design Bureau||6||1930||1970||[[Image:artillery.png|ART]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|3711||T3711||Nevskoye Design Bureau||4||1930||1970||[[Image:electronics.png|ELE]]||[[Image:General equipment.png|EQP]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|3712||T3712||Nizny Tagil Factories||4||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|3713||T3713||STZ Factory Design Bureau||4||1930||1970||[[Image:electronics.png|ELE]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|3714||T3714||Tupolev Design Bureau||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]||[[Image:Rocketry.png|RKT]]||[[Image:technical efficiency.png|TEC]]
|-
|3715||T3715||Nikolai Kuznetsov||6||1930||1970||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval artillery.png|NVA]]||[[Image:Small taskforce tactics.png|STF]]||[[Image:Submarine tactics.png|SUB]]
|-
|3716||T3716||J.I. Alksnis||5||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|3717||T3717||Alexander Novikov||6||1940||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Fighter tactics.png|FTR]]
|-
|3718||T3718||Yakolev Design Bureau||7||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:artillery.png|ART]]||[[Image:technical efficiency.png|TEC]]
|-
! colspan=11 | SPA – Nationalist Spain
|-
|3100||T3100||CASA||3||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|3101||T3101||"CROS, SA"||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|3102||T3102||Dr. Areilza y Mtez.-Rodas||3||1930||1970||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]
|-
|3103||T3103||Esperanza & Unceta||4||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]
|-
|3104||T3104||Fábrica de Armas de Trubia||4||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|3105||T3105||Maestranza Artillería Ferrol||4||1930||1970||[[Image:artillery.png|ART]]||[[Image:chemistry.png|CHE]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]||[[Image:Training.png|TRA]]
|-
|3106||T3106||Juan López Soler||4||1930||1970||[[Image:Mathematics.png|MTH]]
|-
|3108||T3108||Franco Bahamonde||4||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]
|-
|3109||T3109||García Vali?o||5||1930||1970||[[Image:Decentralized execution.png|DEX]]||[[Image:Individual courage.png|CRG]]||[[Image:Infantry focus.png|INF]]||[[Image:Small unit tactics.png|SMT]]
|-
|3110||T3110||Instituto Químico de Sarriá||4||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Nuclear physics.png|PHY]]
|-
|3111||T3111||García Morato||5||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Centralized execution.png|CEX]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|3112||T3112||La Hispano||5||1937||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|3113||T3113||SECN||5||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|3115||T3115||Cervera Valderrama||4||1930||1970||[[Image:Decentralized execution.png|DEX]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Small taskforce tactics.png|STF]]
|-
|3116||T3116||Kinderlán Duany||3||1930||1946||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Piloting.png|PIL]]
|-
|3117||T3117||Compa?ía Espa?ola de Petróleos SA||4||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]
|-
! colspan=11 | SPR – Republican Spain
|-
|3900||T3900||CASA||3||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|3901||T3101||"CROS, SA"||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|3902||T3902||Dr. Leret Ruiz||3||1930||1937||[[Image:Mathematics.png|MTH]]||[[Image:Piloting.png|PIL]]||[[Image:Rocketry.png|RKT]]
|-
|3903||T3103||Esperanza & Unceta||4||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]
|-
|3904||T3104||Fábrica de Armas de Trubia||4||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|3905||T3905||Miaja Menant||4||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|3906||T3906||Unión Naval de Levante||4||1930||1937||[[Image:artillery.png|ART]]||[[Image:mechanics.png|MCH]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|3907||T3907||Líster Forján||4||1937||1970||[[Image:Individual courage.png|CRG]]||[[Image:Infantry focus.png|INF]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|3908||T3908||Mendiola Nú?ez||5||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Centralized execution.png|CEX]]||[[Image:Piloting.png|PIL]]
|-
|3909||T3909||Rojo Lluch||5||1937||1970||[[Image:Decentralized execution.png|DEX]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|3910||T3910||Hispano-Suiza||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|3911||T3911||Centro de Estudios Químicos||4||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Nuclear physics.png|PHY]]
|-
|3912||T3912||SECN||5||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|3913||T3913||Puig Adam||4||1930||1970||[[Image:Mathematics.png|MTH]]
|-
|3914||T3914||Buiza Palacios||3||1930||1937||[[Image:Centralized execution.png|CEX]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Small taskforce tactics.png|STF]]
|-
|3915||T3915||González Ubieta||3||1937||1970||[[Image:Decentralized execution.png|DEX]]||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|3916||T3916||Hidalgo de Cisneros||5||1936||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|3917||T3117||"Compa?ía Espa?ola de Petróleos, SA"||4||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]
|-
! colspan=11 | SUD - Sudan
|-
|13600||T13600||Khartoum University College||3||1940||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|13601||T13601||Sudan Railways Corporation||3||1930||1970||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|13602||T13602||George Stewart Symes||2||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Large unit tactics.png|LGT]]
|-
|13603||T13603||Richard Craddock||5||1943||1970||[[Image:Decentralized execution.png|DEX]]||[[Image:Individual courage.png|CRG]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|13605||T13605||Ian Trelawny||4||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Small taskforce tactics.png|STF]]
|-
|13606||T13606||Clement Robertson||2||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Centralized execution.png|CEX]]
|-
|13607||T13607||Horace R. Campbell||3||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
! colspan=11 | SWE - Sweden
|-
|3200||T3200||Arne Beurling||7||1930||1970||[[Image:Mathematics.png|MTH]]
|-
|3201||T3201||Bofors AB||7||1930||1970||[[Image:artillery.png|ART]]||[[Image:chemistry.png|CHE]]||[[Image:mechanics.png|MCH]]
|-
|3202||T3202||Götaverken||5||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]
|-
|3203||T3203||Husqvarna||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|3204||T3204||Karlskrona Naval Yard||6||1930||1970||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]
|-
|3205||T3205||KaMeVe||5||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:Naval engineering.png|NVE]]
|-
|3206||T3206||Landsverk AB||6||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|3207||T3207||LM Ericsson||7||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Industrial engineering.png|IND]]
|-
|3208||T3208||SAAB||6||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:Industrial engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|3209||T3209||Scania-Vabis||6||1930||1970||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|3210||T3210||Volvo||6||1930||1970||[[Image:Industrial engineering.png|IND]]||[[Image:mechanics.png|MCH]]
|-
|3211||T3211||Bengt Nordenskiöld||5||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Piloting.png|PIL]]
|-
|3212||T3212||Helge Jung||5||1930||1970||[[Image:Combined arms focus.png|CAF]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Small unit tactics.png|SMT]]
|-
|3213||T3213||The Svedberg||6||1930||1970||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:Nuclear physics.png|PHY]]
|-
|3214||T3214||Olof Thörnell||5||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|3215||T3215||Charles de Champs||5||1930||1939||[[Image:Centralized execution.png|CEX]]||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|3216||T3216||Gösta Ehrensvärd||5||1939||1960||[[Image:Centralized execution.png|CEX]]||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|3217||T3217||Manne Siegbahn||6||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Mathematics.png|MTH]]||[[Image:Nuclear physics.png|PHY]]
|-
! colspan=11 | SYR - Syria
|-
|13700||T11403||Aleppo Aircraft||2||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical efficiency.png|TEC]]
|-
|13701||T9800||Aleppo Arsenal||3||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|13702||T9403||Damascus University||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|13703||T11003||Latakia Dockyard||2||1930||1970||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|13704||T10401||Damascus Military Academy||3||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|}
24409441a674e66646de3bb59c6cc7a4f8ccd145
Tech Teams by Country/T
0
758
1350
1349
2017-03-18T11:52:39Z
Meneth
2
1 revision imported: Import from HoI2 Wiki
wikitext
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{| class=wikitable
! colspan=11 | TAJ - Tajikistan
|-
|15900||T15900||Tajik State National University||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|15901||T10401||Tajik Military School||2||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
! colspan=11 | TAN – Tannu Tuva
|-
|11300||T1004||Tannu Tuva Mining Company||2||1930||1960||[[Image:electronics.png|ELE]]||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
! colspan=11 | TEX - Texas
|-
|13800||T13800||Consolidated Aircraft Corporation||6||1943||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|13801||T13801||Fort Bliss Air Defence Center||6||1942||1970||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]
|-
|13802||T13802||Consolidated Steel Corp.||5||1941||1970||[[Image:artillery.png|ART]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|13803||T13803||Houston Shipbuilding Corporation||6||1930||1970||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|13804||T13804||Humble Oil and Refining Company||7||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|13805||T13805||Lone Star Aviation||6||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|13806||T13806||Southern Pacific Railroad||5||1930||1970||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|13807||T13807||Texas & Pacific Railroad||6||1930||1970||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|13808||T13808||Texas A&M University||5||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Decentralized execution.png|DEX]]||[[Image:mechanics.png|MCH]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|13809||T118||Texas Oil Company||8||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:technical efficiency.png|TEC]]
|-
|13810||T13810||University of Texas||4||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|13811||T13811||White Sands Proving Ground||6||1930||1970||[[Image:Management.png|MGT]]||[[Image:Rocketry.png|RKT]]
|-
|13812||T13812||Fort Hood||7||1930||1970||[[Image:artillery.png|ART]]||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Infantry focus.png|INF]]||[[Image:Training.png|TRA]]
|-
|13813||T13803||Houston Naval Bases||6||1930||1970||[[Image:Carrier tactics.png|CAR]]||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Submarine tactics.png|SUB]]
|-
|13814||T13814||Naval Air Station Corpus Christi||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:Aircraft testing.png|AIR]]||[[Image:Piloting.png|PIL]]
|-
|13815||T13815||San Antonio Aviation Cadet Center||5||1940||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
! colspan=11 | TIB - Tibet
|-
|11450||T10401||Royal Military Academy||2||1930||1960||[[Image:artillery.png|ART]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Individual courage.png|CRG]]||[[Image:mechanics.png|MCH]]||[[Image:Small unit tactics.png|SMT]]
|-
! colspan=11 | TRA – Transural Republic
|-
|14700||T14700||Aviadvigatel||5||1939||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|14701||T14701||Chelyabinsk Tractor Plant||5||1930||1970||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|14702||T14702||Chelyabinsk-65||4||1942||1970||[[Image:chemistry.png|CHE]]||[[Image:Nuclear engineering.png|NUC]]||[[Image:Nuclear physics.png|PHY]]
|-
|14703||T14703||Izhevsk Electromechanical Plant||5||1945||1970||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]
|-
|14704||T14704||Izhevsk Ordnance and Steel Plant||7||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:Rocketry.png|RKT]]
|-
|14705||T14705||Kurganmashzavod||6||1930||1970||[[Image:artillery.png|ART]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|14706||T3712||Nizny Tagil Factories||4||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|14707||T14702||Sverdlovsk-44||4||1944||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Mathematics.png|MTH]]||[[Image:Nuclear engineering.png|NUC]]||[[Image:Nuclear physics.png|PHY]]
|-
|14708||T14708||Uralvagonzavod||6||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|14709||T14709||Votkinsky Zavod Association||6||1930||1970||[[Image:artillery.png|ART]]||[[Image:chemistry.png|CHE]]||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:mechanics.png|MCH]]
|-
|14710||T10401||Chelyabinsk Military Academy||4||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|14711||T10402||Transural Air Force Cadet Center||3||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
! colspan=11 | TRK - Turkmenistan
|-
|16000||T9800||Ashgabat Arsenal||2||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|16001||T11403||Turkmeni Aircraft||2||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|16002||T10401||Ashgabat Military Academy||1||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
! colspan=11 | TUN - Tunisia
|-
|13900||T13900||Tunisian Railways||3||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|13901||T13901||Bohumil Vazac||3||1945||1970||[[Image:Decentralized execution.png|DEX]]||[[Image:Individual courage.png|CRG]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|13902||T13902||Henri d'Astier de la Vigerie||4||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Individual courage.png|CRG]]||[[Image:Large unit tactics.png|LGT]]
|-
|13903||T13903||Jean Laurent-Champrosay||3||1942||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]
|-
|13904||T13904||Jules Evenou||3||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|13905||T13905||Emile Allegret||4||1945||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|13906||T13906||Emile Ginas||3||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Centralized execution.png|CEX]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
! colspan=11 | TUR - Turkey
|-
|3500||T3500||Golçuk Shipyards||4||1930||1970||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|3501||T3501||Istanbul Valde Shipyard||5||1930||1970||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|3502||T3502||KTF||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical efficiency.png|TEC]]
|-
|3503||T3503||MKEK||5||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:General equipment.png|EQP]]||[[Image:Mathematics.png|MTH]]
|-
|3504||T3504||THK||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical efficiency.png|TEC]]
|-
|3505||T3505||Turkish Petroleum Company||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|3506||T3506||Ali Örlungat||4||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Fighter tactics.png|FTR]]
|-
|3507||T3507||Erkan Gataly||3||1939||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Piloting.png|PIL]]
|-
|3508||T3508||Fevzi Cakmak||4||1930||1945||[[Image:Centralized execution.png|CEX]]||[[Image:Individual courage.png|CRG]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]
|-
|3509||T3509||Ilmur Koya||4||1940||1970||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|3510||T3510||Mehmet Ali Üngen||5||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]
|-
|3511||T3511||Mehmet Nuri Yamut||4||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Small unit tactics.png|SMT]]
|-
|3512||T1103||Istanbul Military Industries||4||1930||1970||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|3513||T3513||Istanbul University||4||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|}
6f395584dbb85d94cb73899c507f00ae4d998349
Tech Teams by Country/U
0
759
1352
1351
2017-03-18T11:52:40Z
Meneth
2
1 revision imported: Import from HoI2 Wiki
wikitext
text/x-wiki
{| class=wikitable
! colspan=11 | UKR - Urkraine
|-
|14000||T3700||61 Kommunara Nikolayev Shipyards||4||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|14001||T14001||Antonov Design Bureau||6||1946||1970||[[Image:aeronautics.png|AER]]||[[Image:Rocketry.png|RKT]]||[[Image:technical efficiency.png|TEC]]
|-
|14002||T14002||Beriev Design Bureau||6||1939||1970||[[Image:aeronautics.png|AER]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|14003||T3702||Charkov Factory Design Bureau||7||1930||1970||[[Image:artillery.png|ART]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|14004||T14004||Chernomorsky Shipbuilding Yard||5||1930||1970||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|14005||T14005||Kharkov Aviation Institute||6||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:Management.png|MGT]]||[[Image:Rocketry.png|RKT]]||[[Image:technical efficiency.png|TEC]]
|-
|14006||T14006||Kiev University||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|14007||T14007||Morozov Design Bureau||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|14008||T14008||Motor-Sich||5||1930||1970||[[Image:electronics.png|ELE]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|14009||T3714||Tupolev Design Bureau||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]||[[Image:Rocketry.png|RKT]]||[[Image:technical efficiency.png|TEC]]
|-
|14010||T10401||Kiev Military Academy||4||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|14011||T14011||Odessa State Maritime Academy||4||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Submarine tactics.png|SUB]]
|-
|14012||T10402||Charkov Air Command Center||4||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Fighter tactics.png|FTR]]
|-
! colspan=11 | URU - Uruguay
|-
|3600||T3600||ANCAP||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:mechanics.png|MCH]]
|-
|3601||T3601||EMW||3||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]
|-
|3602||T3602||Ferrocarriles y Tranvías del Estado||3||1930||1970||[[Image:electronics.png|ELE]]||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:Training.png|TRA]]
|-
|3603||T3603||Baldomir Ferrari||2||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]
|-
|3604||T3604||Daners Isamendi||3||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Individual courage.png|CRG]]||[[Image:Large unit tactics.png|LGT]]
|-
|3605||T3802||Montevideo Dockyard||4||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
! colspan=11 | USA – USA
|-
|100||T100||Boeing||8||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|101||T101||Christie||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|102||T102||Curtiss-Wright||8||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|103||T103||Douglas Aircraft Company||7||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|104||T104||Ford Motor Company||8||1930||1970||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|105||T105||"Higgins Industries, Inc."||7||1941||1946||[[Image:artillery.png|ART]]||[[Image:mechanics.png|MCH]]||[[Image:Naval engineering.png|NVE]]
|-
|106||T106||John von Neumann||8||1941||1957||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]||[[Image:Mathematics.png|MTH]]
|-
|107||T107||Kelly Johnson's Skunk Works||8||1943||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:Rocketry.png|RKT]]||[[Image:technical efficiency.png|TEC]]
|-
|108||T108||Marmon-Herrington||7||1930||1970||[[Image:artillery.png|ART]]||[[Image:chemistry.png|CHE]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|109||T109||Newport News Shipbuilding||7||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|110||T110||New York Naval Yard||7||1930||1970||[[Image:electronics.png|ELE]]||[[Image:General equipment.png|EQP]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|111||T111||Niels Bohr||8||1943||1970||[[Image:Mathematics.png|MTH]]||[[Image:Nuclear engineering.png|NUC]]||[[Image:Nuclear physics.png|PHY]]
|-
|112||T112||Norfolk Naval Yard||9||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|113||T113||Raytheon||7||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]
|-
|114||T114||Robert Oppenheimer||9||1930||1953||[[Image:Mathematics.png|MTH]]||[[Image:Nuclear engineering.png|NUC]]||[[Image:Nuclear physics.png|PHY]]
|-
|115||T115||Robert Truax||6||1930||1967||[[Image:Rocketry.png|RKT]]||[[Image:technical efficiency.png|TEC]]
|-
|116||T116||Springfield Armory||7||1930||1970||[[Image:artillery.png|ART]]||[[Image:chemistry.png|CHE]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|117||T117||Standard Oil of California||8||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:technical efficiency.png|TEC]]
|-
|118||T118||Texas Oil Company||9||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:technical efficiency.png|TEC]]
|-
|119||T119||Winchester Repeating Arms Co.||6||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|120||T120||Carl Spaatz||7||1939||1955||[[Image:aeronautics.png|AER]]||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]
|-
|121||T121||Chester Nimitz||8||1939||1950||[[Image:Centralized execution.png|CEX]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Small taskforce tactics.png|STF]]||[[Image:Submarine tactics.png|SUB]]
|-
|122||T122||Curtis LeMay||7||1938||1965||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Centralized execution.png|CEX]]||[[Image:Piloting.png|PIL]]
|-
|123||T123||Dwight Eisenhower||7||1939||1952||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|124||T124||Ernest King||7||1930||1946||[[Image:Carrier tactics.png|CAR]]||[[Image:Centralized execution.png|CEX]]||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|125||T125||Henry Arnold||7||1930||1948||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Fighter tactics.png|FTR]]
|-
|126||T126||Hyman Rickover||7||1947||1970||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]||[[Image:Naval training.png|NVT]]||[[Image:Nuclear engineering.png|NUC]]
|-
|127||T127||Omar Bradley||7||1938||1954||[[Image:Combined arms focus.png|CAF]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|128||T128||General Electric||8||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Management.png|MGT]]||[[Image:technical efficiency.png|TEC]]
|-
|129||T129||Philadelphia Naval Shipyard||6||1970||1970||[[Image:electronics.png|ELE]]||[[Image:General equipment.png|EQP]]||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
! colspan=11 | UZB - Uzbekistan
|-
|14200||T14200||Tashkent Aviation Production Organisation||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|14201||T14201||Uzbek National University||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]||[[Image:mechanics.png|MCH]]
|-
|14202||T10402||Tashkent Cadet Recruitment Center||2||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]||[[Image:Training.png|TRA]]
|}
7175c525e2be9fdc1e5ab2d28bd2acdad2c57bfa
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{| class=wikitable
! colspan=11 | VEN - Venezuela
|-
|5500||T5500||JFPN||5||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|5501||T5501||Venezuelan Oil||6||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|5502||T5502||Instituto Autónomo Ferrocarriles del Estado||4||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|5503||T5503||Delgado Chabaud||3||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Piloting.png|PIL]]
|-
|5504||T5504||Escuela de Aviación Militar||2||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Fighter tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|5505||T5505||Escuela Naval de Venezuela||2||1930||1970||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|5506||T5506||Isaías Medina Angarita||4||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Infantry focus.png|INF]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|5507||T9800||Caracas Military Arsenal||4||1930||1970||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|5508||T11403||Venezuelan Aircraft Company||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
! colspan=11 | VIC – Vichy France
|-
|6601||T1401||Amiot||6||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]
|-
|6603||T1403||Dewoitine||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|6604||T1404||FAMH||4||1930||1970||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]
|-
|6607||T1407||Kuhlmann||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|6608||T1408||Manufacture d'Armes St.Etienne||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]
|-
|6611||T1411||Rhône-Poulenc||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|6613||T1413||Schneider||4||1930||1970||[[Image:artillery.png|ART]]||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|6614||T1414||SNPA||4||1941||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:technical efficiency.png|TEC]]
|-
|6615||T1415||SOMUA||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]||[[Image:Industrial engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|6617||T1418||François Darlan||3||1930||1960||[[Image:Centralized execution.png|CEX]]||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|6619||T1420||Marcel Gensoul||4||1930||1942||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|6621||T1422||Maurice Gamelin||1||1930||1940||[[Image:Centralized execution.png|CEX]]||[[Image:Individual courage.png|CRG]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]
|-
|6622||T1423||Maxime Weygand||2||1940||1942||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Individual courage.png|CRG]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]
|-
! colspan=11 | VIE - Vietnam
|-
|14300||T11403||Hanoi Aerospace Company||2||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|14301||T9800||Hanoi Arsenal||3||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|14302||T14302||Hanoi University of Technology||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|14304||T14403||Vietnam Maritime University||4||1930||1970||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]||[[Image:Naval engineering.png|NVE]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|14305||T10401||Vietnam Military Academy||3||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Decentralized execution.png|DEX]]||[[Image:Individual courage.png|CRG]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|}
c93c1a858c80e577ab13e5cdc386e9297a5d2112
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{| class=wikitable
! colspan=11 | WLL - Wallonia
|-
|4300||T700||Cockerill||6||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|4301||T702||FN Herstal||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]
|-
|4302||T704||Renard||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|4303||T705||Renault||5||1930||1970||[[Image:General equipment.png|EQP]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|4304||T706||Solvay||7||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]
|-
|4305||T711||Fonderie Royale de Cannons||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:chemistry.png|CHE]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]
|-
|4306||T712||Forges de Clabecq||6||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|4307||T714||Union Mini?re||7||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:Nuclear engineering.png|NUC]]
|-
|4308||T4308||Jean Vermeire||3||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Large unit tactics.png|LGT]]
|-
|4309||T4309||Lucien Lippert||4||1940||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:Individual courage.png|CRG]]||[[Image:Large unit tactics.png|LGT]]
|-
|4310||T4309||Lucien Lippert||3||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Fighter tactics.png|FTR]]
|}
ca05f0acc385f39138da19bb735841d0e52365df
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{| class=wikitable
! colspan=11 | YEM - Yemen
|-
|11500||T10401||Royal Academy of Engineering||2||1930||1960||[[Image:artillery.png|ART]]||[[Image:Centralized execution.png|CEX]]||[[Image:Combined arms focus.png|CAF]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
! colspan=11 | YUG - Yugoslavia
|-
|3800||T3800||Ikarus||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical efficiency.png|TEC]]
|-
|3801||T3801||Industrija Aeroplanskih Motora||3||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:Industrial engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:technical efficiency.png|TEC]]
|-
|3802||T3802||Jadransko Brodogradiliste||3||1930||1970||[[Image:Naval artillery.png|NVA]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|3803||T3803||Memorandum Teleoptik||5||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Industrial engineering.png|IND]]||[[Image:technical efficiency.png|TEC]]
|-
|3804||T3804||Mikron||4||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Industrial engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|3805||T3805||Yugoslavian State Railroads||5||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|3806||T3806||Zivojin Rogozarski||3||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:Management.png|MGT]]||[[Image:technical efficiency.png|TEC]]
|-
|3807||T3807||ZMAJ||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]||[[Image:Naval engineering.png|NVE]]||[[Image:technical efficiency.png|TEC]]
|-
|3808||T3808||Bogoljub Ilic||3||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Large taskforce tactics.png|LTF]]||[[Image:Naval training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|3809||T3809||Dusan Simovic||3||1930||1970||[[Image:Aircraft testing.png|AIR]]||[[Image:Bomber tactics.png|BOM]]||[[Image:Centralized execution.png|CEX]]||[[Image:Piloting.png|PIL]]
|-
|3810||T3810||Josip Broz Tito||6||1942||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Individual courage.png|CRG]]||[[Image:Infantry focus.png|INF]]||[[Image:Small unit tactics.png|SMT]]||[[Image:Training.png|TRA]]
|-
|3811||T3811||Aleksandar Cincar-Markovic||3||1930||1970||[[Image:Centralized execution.png|CEX]]||[[Image:Infantry focus.png|INF]]||[[Image:Large unit tactics.png|LGT]]
|-
|3812||T3812||Zastava Arsenal||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:General equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|}
c7017841bdcc2344b74ce4015ddd92879cddb755
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This is a list of all tech teams for each country as of HoI 2 version 1.1. The order of columns is: Team #, Team Name, Picture #, Skill, Start Year, End Year, Specialties. The specialty abbreviations are listed at the bottom of this document.
{| border="1" cellpadding="2"
|+AFG - Afghanistan
|-
|7600||Khurd Zabitan Staff College||T7600||1||1930||1970||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Training.png|TRA]]||[[Image:Infantry_focus.png|INF]]||[[Image:Individual_courage.png|CRG]]
|}
{| border="1" cellpadding="2"
|+ALB - Albania
|-
|8200||Skanderbeg Officer College||T8200||1||1930||1970||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Training.png|TRA]]||[[Image:Infantry_focus.png|INF]]||[[Image:Individual_courage.png|CRG]]
|}
{| border="1" cellpadding="2"
|+ARG - Argentina
|-
|400||AFNE||T400||4||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:electronics.png|ELE]]||[[Image:Naval_artillery.png|NVA]]
|-
|401||Astilleros Alianza S.A.||T401||3||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:technical_efficiency.png|TEC]]||[[Image:electronics.png|ELE]]
|-
|402||Buenos Aires Railway Company||T402||5||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:electronics.png|ELE]]||[[Image:General_equipment.png|EQP]]||[[Image:Management.png|MGT]]
|-
|403||CAC||T403||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|404||Esteban de Luca||T404||5||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:artillery.png|ART]]||[[Image:General_equipment.png|EQP]]
|-
|405||Fabricaciones Militares||T405||6||1941||1970||[[Image:General_equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:chemistry.png|CHE]]||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]
|-
|406||FMA||T406||3||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|407||YPF||T407||5||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:chemistry.png|CHE]]||[[Image:technical_efficiency.png|TEC]]||[[Image:Management.png|MGT]]
|-
|408||Antonio Parodi||T408||4||1930||1945||[[Image:Aircraft_testing.png|AIR]]||[[Image:Fighter_tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|-
|409||Augustín Justo||T409||2||1930||1938||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Infantry_focus.png|INF]]
|-
|410||Eleazar Videla||T410||5||1942||1960||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Naval_training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|411||Francisco Velez||T411||4||1930||1941||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Individual_courage.png|CRG]]
|-
|412||Hector del Riva||T412||4||1939||1970||[[Image:Aircraft_testing.png|AIR]]||[[Image:Bomber_tactics.png|BOM]]
|-
|413||Juan Peron||T413||4||1941||1960||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Individual_courage.png|CRG]]
|-
|414||Pedro Casal||T414||4||1930||1946||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Naval_training.png|NVT]]
|}
{| border="1" cellpadding="2"
|+AST - Australia
|-
|500||Army Inventions Directorate||T500||5||1930||1970||[[Image:technical_efficiency.png|TEC]]||[[Image:General_equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|501||Chullona Tank Assembly Shops||T501||4||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:electronics.png|ELE]]||[[Image:artillery.png|ART]]||[[Image:technical_efficiency.png|TEC]]
|-
|502||de Havilland||T502||7||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:Rocketry.png|RKT]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|503||Ford Motors||T503||8||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:Industrial_engineering.png|IND]]||[[Image:General_equipment.png|EQP]]||[[Image:Management.png|MGT]]||[[Image:technical_efficiency.png|TEC]]
|-
|504||New South Wales State Railways||T504||6||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:General_equipment.png|EQP]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|505||Vickers-Armstrong Ltd.||T505||8||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:aeronautics.png|AER]]||[[Image:Rocketry.png|RKT]]||[[Image:artillery.png|ART]]||[[Image:Naval_engineering.png|NVE]]
|-
|506||Dudley Lavarack||T506||6||1930||1970||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Individual_courage.png|CRG]]
|-
|507||Guy Royle||T507||5||1930||1945||[[Image:Submarine_tactics.png|SUB]]||[[Image:Naval_training.png|NVT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Seamanship.png|SEA]]
|-
|508||John Collins||T508||6||1930||1970||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Carrier_tactics.png|CAR]]||[[Image:Naval_training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|509||Ragnar Colvin||T509||4||1930||1970||[[Image:Small_taskforce_tactics.png|STF]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Naval_training.png|NVT]]
|-
|510||Richard Williams||T510||6||1930||1970||[[Image:Fighter_tactics.png|FTR]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Piloting.png|PIL]]
|-
|511||Thomas Blamey||T511||3||1930||1970||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Combined_arms_focus.png|CAF]]
|-
|512||William Bostock||T512||4||1930||1946||[[Image:Bomber_tactics.png|BOM]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Centralized_execution.png|CEX]]
|}
{| border="1" cellpadding="2"
|+AUS - Austria
|-
|600||Daimler||T600||7||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Training.png|TRA]]||[[Image:General_equipment.png|EQP]]||[[Image:Management.png|MGT]]
|-
|601||Hirtenberger||T601||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical_efficiency.png|TEC]]||[[Image:artillery.png|ART]]||[[Image:General_equipment.png|EQP]]
|-
|602||Pintsch||T602||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|603||Steyr||T603||6||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:General_equipment.png|EQP]]||[[Image:Training.png|TRA]]
|-
|604||Alexander Löhr||T604||6||1930||1970||[[Image:Bomber_tactics.png|BOM]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Piloting.png|PIL]]
|-
|605||Johann Kubena||T605||3||1930||1970||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Individual_courage.png|CRG]]||[[Image:Infantry_focus.png|INF]]
|-
|606||Julius Yllam||T606||4||1930||1942||[[Image:Fighter_tactics.png|FTR]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Piloting.png|PIL]]
|-
|607||Lothar Rendulic||T607||5||1930||1970||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Combined_arms_focus.png|CAF]]
|}
{| border="1" cellpadding="2"
|+BEL - Belgium
|-
|700||Cockerill||T700||7||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:technical_efficiency.png|TEC]]||[[Image:General_equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|701||Fairey||T701||6||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|702||FN Herstal||T702||5||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:General_equipment.png|EQP]]||[[Image:Training.png|TRA]]||[[Image:artillery.png|ART]]
|-
|703||Gevaert||T703||6||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:General_equipment.png|EQP]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:technical_efficiency.png|TEC]]
|-
|704||Renard||T704||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|705||Renault||T705||7||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:Industrial_engineering.png|IND]]||[[Image:General_equipment.png|EQP]]||[[Image:Management.png|MGT]]||[[Image:technical_efficiency.png|TEC]]
|-
|706||Solvay||T706||7||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Mathematics.png|MTH]]||[[Image:Management.png|MGT]]
|-
|707||Vickers-Armstrong||T707||8||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:aeronautics.png|AER]]||[[Image:Rocketry.png|RKT]]||[[Image:artillery.png|ART]]||[[Image:Naval_engineering.png|NVE]]
|-
|708||Jean-Baptiste Piron||T708||5||1939||1970||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Individual_courage.png|CRG]]
|-
|709||Jules Iserentant||T709||3||1930||1970||[[Image:Fighter_tactics.png|FTR]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Piloting.png|PIL]]
|-
|710||Victor Strydonck de Burkel||T710||4||1930||1970||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Individual_courage.png|CRG]]||[[Image:Infantry_focus.png|INF]]
|}
{| border="1" cellpadding="2"
|+BHU - Bhutan
|-
|8400||Bhutan War College||T8400||1||1930||1970||[[Image:Infantry_focus.png|INF]]||[[Image:Individual_courage.png|CRG]]||[[Image:Training.png|TRA]]||[[Image:General_equipment.png|EQP]]
|}
{| border="1" cellpadding="2"
|+BOL - Bolivia
|-
|5000||Bolivian Oil||T5000||2||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]
|-
|5001||Corporación Minera de Bolivia||T5001||3||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:Management.png|MGT]]
|-
|5002||Empresa Nacional de Ferrocarriles||T5002||3||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:General_equipment.png|EQP]]||[[Image:Management.png|MGT]]||[[Image:electronics.png|ELE]]||[[Image:Training.png|TRA]]
|-
|5003||Hochschild||T5003||4||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|5004||Patinos||T5004||4||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|5005||David Toro Ruilova||T5005||3||1930||1941||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Individual_courage.png|CRG]]
|-
|5006||Enrique Peñaranda||T5006||2||1930||1944||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Infantry_focus.png|INF]]
|}
{| border="1" cellpadding="2"
|+BRA - Brazil
|-
|4400||Cassio Muniz||T4400||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical_efficiency.png|TEC]]||[[Image:electronics.png|ELE]]
|-
|4401||CCNA||T4401||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical_efficiency.png|TEC]]||[[Image:electronics.png|ELE]]||[[Image:artillery.png|ART]]
|-
|4402||CCNC||T4402||6||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]
|-
|4403||Companhia Siderúrgica Nacional||T4403||4||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:General_equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:technical_efficiency.png|TEC]]
|-
|4404||Departamento Nacional da Produção Mineral||T4404||3||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]
|-
|4405||Ilha das Cobras||T4405||4||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:technical_efficiency.png|TEC]]||[[Image:Naval_artillery.png|NVA]]||[[Image:electronics.png|ELE]]
|-
|4406||IPT||T4406||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:Management.png|MGT]]||[[Image:electronics.png|ELE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:technical_efficiency.png|TEC]]
|-
|4407||Organizacão Henrique Lage||T4407||5||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:chemistry.png|CHE]]||[[Image:Naval_engineering.png|NVE]]||[[Image:Naval_artillery.png|NVA]]
|-
|4408||Eurico Gaspar Dutra||T4408||4||1930||1970||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Individual_courage.png|CRG]]
|-
|4409||João Mascarenhas de Morais||T4409||4||1930||1970||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Individual_courage.png|CRG]]
|-
|4410||Aristides Guilhem||T4410||5||1930||1938||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Naval_training.png|NVT]]
|-
|4411||Tarcisio Padilha||T4411||4||1930||1970||[[Image:Small_taskforce_tactics.png|STF]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Naval_training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|4412||Salgado Filhõ||T4412||4||1930||1947||[[Image:Fighter_tactics.png|FTR]]||[[Image:Bomber_tactics.png|BOM]]||[[Image:Aircraft_testing.png|AIR]]
|-
|4413||Epaminondas dos Santos||T4413||5||1930||1945||[[Image:Fighter_tactics.png|FTR]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Piloting.png|PIL]]
|}
{| border="1" cellpadding="2"
|+BUL - Bulgaria
|-
|800||CBSA||T800||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical_efficiency.png|TEC]]||[[Image:electronics.png|ELE]]||[[Image:Management.png|MGT]]
|-
|801||DAR||T801||3||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]
|-
|802||Atanas Burov||T802||5||1930||1970||[[Image:Management.png|MGT]]||[[Image:Industrial_engineering.png|IND]]
|-
|803||Ivan Vulkov||T803||3||1930||1970||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Infantry_focus.png|INF]]||[[Image:Individual_courage.png|CRG]]
|-
|804||Nikola Bakyrdjiev||T804||2||1930||1970||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Infantry_focus.png|INF]]
|-
|805||Sava Ivanov||T805||2||1930||1940||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Naval_training.png|NVT]]
|-
|806||Atanas Shalapatov||T806||2||1940||1970||[[Image:Submarine_tactics.png|SUB]]||[[Image:Centralized_execution.png|CEX]]
|-
|807||Zakhari Zakhariev||T807||4||1944||1970||[[Image:Bomber_tactics.png|BOM]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Aircraft_testing.png|AIR]]
|-
|808||Stoyan Stoyanov||T808||4||1942||1956||[[Image:Fighter_tactics.png|FTR]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Piloting.png|PIL]]
|-
|809||Vasil Boydev||T809||3||1930||1944||[[Image:Fighter_tactics.png|FTR]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Aircraft_testing.png|AIR]]
|}
{| border="1" cellpadding="2"
|+CAN - Canada
|-
|900||Canadian Enfield Arsenal||T900||8||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:artillery.png|ART]]||[[Image:General_equipment.png|EQP]]||[[Image:Training.png|TRA]]
|-
|901||Canadian Pacific Railway||T901||6||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:General_equipment.png|EQP]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:Training.png|TRA]]
|-
|903||de Havilland||T903||7||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:Rocketry.png|RKT]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|904||Kingston Shipbuilding Co.||T904||4||1930||1943||[[Image:Naval_engineering.png|NVE]]||[[Image:technical_efficiency.png|TEC]]||[[Image:electronics.png|ELE]]
|-
|905||Leyland||T311||8||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:General_equipment.png|EQP]]||[[Image:artillery.png|ART]]||[[Image:technical_efficiency.png|TEC]]
|-
|906||Montreal Locomotive Works||T906||4||1940||1970||[[Image:mechanics.png|MCH]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|907||Vickers-Armstrong||T907||8||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:aeronautics.png|AER]]||[[Image:Rocketry.png|RKT]]||[[Image:artillery.png|ART]]||[[Image:Naval_engineering.png|NVE]]
|-
|908||Andrew McNaughton||T908||6||1939||1943||[[Image:Infantry_focus.png|INF]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:technical_efficiency.png|TEC]]
|-
|909||C.N. Cuffe||T909||5||1930||1970||[[Image:Fighter_tactics.png|FTR]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Piloting.png|PIL]]
|-
|910||Frank-Robert Miller||T910||5||1942||1970||[[Image:Bomber_tactics.png|BOM]]||[[Image:Fighter_tactics.png|FTR]]||[[Image:Aircraft_testing.png|AIR]]
|-
|911||George Croil||T911||4||1930||1944||[[Image:Bomber_tactics.png|BOM]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Centralized_execution.png|CEX]]
|-
|912||Harold Baillie-Grohman||T912||5||1938||1946||[[Image:Naval_training.png|NVT]]||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Centralized_execution.png|CEX]]
|-
|913||Henry Crerar||T913||5||1940||1943||[[Image:Infantry_focus.png|INF]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Centralized_execution.png|CEX]]
|-
|914||Percy Nelles||T914||6||1930||1945||[[Image:Naval_training.png|NVT]]||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Seamanship.png|SEA]]
|}
{| border="1" cellpadding="2"
|+CGX - Guanxi Clique
|-
|8700||Li Zongren||T8700||4||1930||1970||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Training.png|TRA]]||[[Image:General_equipment.png|EQP]]||[[Image:artillery.png|ART]]
|}
{| border="1" cellpadding="2"
|+CHC - Communist China
|-
|8300||Deng Xiaoping||T8300||3||1930||1970||[[Image:Management.png|MGT]]||[[Image:Industrial_engineering.png|IND]]
|-
|8301||Lin Pao||T8301||3||1930||1970||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Infantry_focus.png|INF]]||[[Image:Individual_courage.png|CRG]]
|-
|8302||Mao Zedong||T8302||1||1930||1970||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Infantry_focus.png|INF]]||[[Image:Individual_courage.png|CRG]]
|}
{| border="1" cellpadding="2"
|+CHI - Nationalist China
|-
|1000||CAMCO||T1000||2||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|1001||Chu||T1001||2||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:artillery.png|ART]]
|-
|1002||Hanyang Arsenal||T1002||2||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:artillery.png|ART]]||[[Image:General_equipment.png|EQP]]||[[Image:Training.png|TRA]]
|-
|1003||Kwangtung Arsenal||T1003||2||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:artillery.png|ART]]||[[Image:General_equipment.png|EQP]]
|-
|1004||Chung Hing Coal Company||T1004||2||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|1005||Alexander von Falkenhausen||T1005||4||1930||1960||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Infantry_focus.png|INF]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Training.png|TRA]]
|-
|1006||Chiang Kai-shek||T1006||2||1930||1970||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Infantry_focus.png|INF]]||[[Image:Individual_courage.png|CRG]]
|-
|1007||Claire Chennault||T1007||4||1937||1942||[[Image:Fighter_tactics.png|FTR]]||[[Image:Bomber_tactics.png|BOM]]||[[Image:Piloting.png|PIL]]
|-
|1008||Huang Chen-tsuo||T1008||2||1930||1960||[[Image:Fighter_tactics.png|FTR]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Piloting.png|PIL]]
|}
{| border="1" cellpadding="2"
|+CHL - Chile
|-
|5100||Agua Santa Nitrate Railways||T5100||3||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:electronics.png|ELE]]||[[Image:General_equipment.png|EQP]]||[[Image:Management.png|MGT]]
|-
|5101||Balfour, Williamson & Co.||T5101||3||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:General_equipment.png|EQP]]
|-
|5102||Campbell Outram y Cie.||T5102||3||1930||1970||[[Image:artillery.png|ART]]||[[Image:chemistry.png|CHE]]||[[Image:General_equipment.png|EQP]]||[[Image:Training.png|TRA]]
|-
|5103||Compañia Minera e Industrial de Chile||T5103||4||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:General_equipment.png|EQP]]||[[Image:Training.png|TRA]]||[[Image:technical_efficiency.png|TEC]]
|-
|5104||CORFO||T5104||4||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:General_equipment.png|EQP]]||[[Image:Management.png|MGT]]||[[Image:technical_efficiency.png|TEC]]||[[Image:electronics.png|ELE]]
|-
|5105||ENDESA||T5105||2||1930||1970||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]
|-
|5106||Escuela Militar||T5106||4||1930||1970||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Small_unit_tactics.png|SMT]]||[[Image:General_equipment.png|EQP]]||[[Image:artillery.png|ART]]||[[Image:Training.png|TRA]]
|-
|5107||Transandine Construction Company||T5107||4||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:electronics.png|ELE]]||[[Image:General_equipment.png|EQP]]||[[Image:Management.png|MGT]]
|-
|5109||C.J. de la Motte du Portail||T5109||3||1930||1970||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Naval_training.png|NVT]]||[[Image:Centralized_execution.png|CEX]]
|-
|5110||Francisco O'Ryan Orrego||T5110||4||1938||1946||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Naval_training.png|NVT]]||[[Image:Centralized_execution.png|CEX]]
|-
|5111||Diego Aracena||T5111||3||1938||1960||[[Image:Fighter_tactics.png|FTR]]||[[Image:Piloting.png|PIL]]||[[Image:Aircraft_testing.png|AIR]]
|-
|5112||Marmaduke Grove||T5112||5||1937||1960||[[Image:Fighter_tactics.png|FTR]]||[[Image:Piloting.png|PIL]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Bomber_tactics.png|BOM]]
|-
|5113||E. Novoa Fuentes||T5113||3||1930||1942||[[Image:Centralized_execution.png|CEX]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Individual_courage.png|CRG]]||[[Image:Infantry_focus.png|INF]]
|-
|5114||Carlos Fuentes Rabe||T5114||4||1938||1960||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Training.png|TRA]]
|}
{| border="1" cellpadding="2"
|+COL - Colombia
|-
|5200||IFI||T5200||3||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:General_equipment.png|EQP]]||[[Image:Management.png|MGT]]
|-
|5201||SCADTA||T5201||2||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical_efficiency.png|TEC]]||[[Image:electronics.png|ELE]]
|-
|5202||FNC||T5202||3||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:Training.png|TRA]]||[[Image:mechanics.png|MCH]]
|-
|5203||Colombia Railways Company||T5203||4||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:electronics.png|ELE]]||[[Image:General_equipment.png|EQP]]||[[Image:Management.png|MGT]]
|-
|5204||ANDI||T5204||3||1944||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:General_equipment.png|EQP]]||[[Image:Training.png|TRA]]
|-
|5205||Gustavo Rojas Pinilla||T5205||3||1930||1970||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Individual_courage.png|CRG]]||[[Image:Combined_arms_focus.png|CAF]]
|-
|5206||Ramón Rincón Quiñones||T5206||2||1930||1970||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Infantry_focus.png|INF]]||[[Image:Individual_courage.png|CRG]]
|-
|5207||Rubén Piedrahita Arango||T5207||1||1930||1970||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Naval_training.png|NVT]]
|-
|5208||Escuela de Aviación Militar||T5208||2||1930||1970||[[Image:Aircraft_testing.png|AIR]]||[[Image:Fighter_tactics.png|FTR]]||[[Image:Bomber_tactics.png|BOM]]||[[Image:Piloting.png|PIL]]
|}
{| border="1" cellpadding="2"
|+COS - Costa Rica
|-
|5900||Costa Rican Oil||T5900||2||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]
|-
|5901||IDC||T5901||3||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:Training.png|TRA]]||[[Image:mechanics.png|MCH]]
|-
|5902||Minas d'Oro de CDC||T5902||3||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|5903||Figueras Ferrer||T5903||4||1930||1970||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Individual_courage.png|CRG]]
|}
{| border="1" cellpadding="2"
|+CSX - Shanxi
|-
|8800||Yan Xishan||T8800||2||1930||1970||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Training.png|TRA]]||[[Image:Infantry_focus.png|INF]]||[[Image:artillery.png|ART]]
|}
{| border="1" cellpadding="2"
|+CUB - Cuba
|-
|6300||United Railways||T6300||4||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:General_equipment.png|EQP]]||[[Image:Management.png|MGT]]||[[Image:electronics.png|ELE]]||[[Image:Training.png|TRA]]
|-
|6301||Arechalaba Industries||T6301||5||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:General_equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:Management.png|MGT]]||[[Image:technical_efficiency.png|TEC]]
|-
|6302||Compañia Transatlantica||T6302||3||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:electronics.png|ELE]]||[[Image:Naval_artillery.png|NVA]]||[[Image:technical_efficiency.png|TEC]]
|-
|6303||Fulgencio Batista||T6303||3||1930||1970||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Individual_courage.png|CRG]]||[[Image:Infantry_focus.png|INF]]
|}
{| border="1" cellpadding="2"
|+CXB - Xibei San Ma
|-
|11000||Xibei Military & Engineering School||cxb_001||2||1930||1960||[[Image:Infantry_focus.png|INF]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:artillery.png|ART]]||[[Image:mechanics.png|MCH]]
|}
{| border="1" cellpadding="2"
|+CYN - Yunnan
|-
|11400||Gdangsonzalin||cyn_001||2||1930||1960||[[Image:Infantry_focus.png|INF]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Individual_courage.png|CRG]]||[[Image:mechanics.png|MCH]]||[[Image:artillery.png|ART]]
|}
{| border="1" cellpadding="2"
|+CZE - Czechoslovakia
|-
|1100||Aero||T1100||7||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|1101||Avia||T1101||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|1102||Ceská Zbrojovka||T1102||5||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:General_equipment.png|EQP]]
|-
|1103||C-K-D||T1103||7||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]||[[Image:electronics.png|ELE]]
|-
|1104||Letov||T1104||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]
|-
|1105||Skoda||T1105||8||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:technical_efficiency.png|TEC]]||[[Image:artillery.png|ART]]
|-
|1106||Emil Janouska||T1106||3||1930||1939||[[Image:Bomber_tactics.png|BOM]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Aircraft_testing.png|AIR]]
|-
|1107||Joseph Frantisek||T1107||5||1937||1970||[[Image:Fighter_tactics.png|FTR]]||[[Image:Piloting.png|PIL]]||[[Image:Aircraft_testing.png|AIR]]
|-
|1108||Sergej Vojcechovský||T1108||3||1930||1970||[[Image:Training.png|TRA]]||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Decentralized_execution.png|DEX]]
|}
{| border="1" cellpadding="2"
|+DDR - DDR
|-
|7100||Eisenacher Motorenwerke||T7100||3||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|7101||Heinkel Flugzeugwerke||T2||7||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|7102||Junkers||T4||8||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:technical_efficiency.png|TEC]]
|-
|7103||Leuna Werke||T7013||7||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|7104||Neptun-Werft Rostock||T7104||5||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:Naval_artillery.png|NVA]]||[[Image:technical_efficiency.png|TEC]]
|-
|7105||Rainer Stahel||T7105||3||1930||1970||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Combined_arms_focus.png|CAF]]
|}
{| border="1" cellpadding="2"
|+DEN - Denmark
|-
|200||Absalon||T200||3||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:technical_efficiency.png|TEC]]||[[Image:electronics.png|ELE]]
|-
|201||Atlas A/S||T201||3||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:Naval_engineering.png|NVE]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|202||Burmeister & Wain||T202||6||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:Naval_engineering.png|NVE]]||[[Image:mechanics.png|MCH]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|203||Dr. Bohr||T111||8||1930||1943||[[Image:Nuclear_physics.png|PHY]]||[[Image:Nuclear_engineering.png|NUC]]||[[Image:Mathematics.png|MTH]]
|-
|204||F.L. Smidt||T204||6||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:Industrial_engineering.png|IND]]||[[Image:electronics.png|ELE]]
|-
|205||HF Vaerkstader||T205||3||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|206||Riffelsyndikatet A/S||T206||4||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:artillery.png|ART]]||[[Image:General_equipment.png|EQP]]
|-
|207||Sadolin & Holmblad A/S||T207||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|208||Vølund||T208||4||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:Naval_engineering.png|NVE]]||[[Image:electronics.png|ELE]]
|-
|209||Carl Hjalf||T209||3||1930||1970||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Infantry_focus.png|INF]]
|-
|210||Vagn Benneke||T210||3||1942||1970||[[Image:Fighter_tactics.png|FTR]]||[[Image:Aircraft_testing.png|AIR]]
|}
{| border="1" cellpadding="2"
|+DFR - FRG
|-
|7000||Blohm & Voss||T1||7||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:electronics.png|ELE]]||[[Image:Naval_artillery.png|NVA]]
|-
|7001||Konrad Zuse||T5||8||1930||1970||[[Image:Mathematics.png|MTH]]||[[Image:electronics.png|ELE]]
|-
|7002||Krupp||T7||9||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]||[[Image:artillery.png|ART]]
|-
|7003||MAN||T8||8||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:electronics.png|ELE]]||[[Image:artillery.png|ART]]||[[Image:Training.png|TRA]]
|-
|7004||Mauser Werke||T9||7||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]||[[Image:artillery.png|ART]]
|-
|7005||Messerschmitt||T10||9||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:Rocketry.png|RKT]]||[[Image:electronics.png|ELE]]||[[Image:artillery.png|ART]]||[[Image:technical_efficiency.png|TEC]]
|-
|7006||Opel||T11||7||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:Management.png|MGT]]||[[Image:technical_efficiency.png|TEC]]
|-
|7007||Porsche||T12||9||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:electronics.png|ELE]]||[[Image:artillery.png|ART]]||[[Image:technical_efficiency.png|TEC]]
|-
|7008||Rheinmetall||T13||7||1930||1970||[[Image:artillery.png|ART]]||[[Image:mechanics.png|MCH]]||[[Image:General_equipment.png|EQP]]||[[Image:chemistry.png|CHE]]
|-
|7009||Siemens||T14||8||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:technical_efficiency.png|TEC]]||[[Image:Management.png|MGT]]
|-
|7010||Volkswagen||T15||6||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:Industrial_engineering.png|IND]]||[[Image:technical_efficiency.png|TEC]]||[[Image:Management.png|MGT]]
|-
|7011||Werner Heisenberg||T16||7||1927||1976||[[Image:Nuclear_physics.png|PHY]]||[[Image:Nuclear_engineering.png|NUC]]||[[Image:Mathematics.png|MTH]]
|-
|7012||Erich von Manstein||T20||8||1930||1970||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Training.png|TRA]]
|-
|7013||Heinz Guderian||T22||9||1930||1970||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Training.png|TRA]]
|}
{| border="1" cellpadding="2"
|+DOM - Dominican Republic
|-
|6700||CORDE||T6700||2||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:General_equipment.png|EQP]]||[[Image:Management.png|MGT]]||[[Image:technical_efficiency.png|TEC]]||[[Image:chemistry.png|CHE]]
|-
|6701||Rafael Trujillo||T6701||1||1930||1970||[[Image:Training.png|TRA]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Individual_courage.png|CRG]]
|}
{| border="1" cellpadding="2"
|+ECU - Ecuador
|-
|5300||IDEAL||T5300||3||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:General_equipment.png|EQP]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|5301||Guyaquil Puerto Maritimo||T5301||3||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]||[[Image:Naval_artillery.png|NVA]]
|-
|5302||Anglo-Ecuadorian Oilfields||T5302||3||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:technical_efficiency.png|TEC]]
|-
|5303||Alberto Enriquez Gallo||T5303||2||1930||1941||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Individual_courage.png|CRG]]||[[Image:Infantry_focus.png|INF]]
|-
|5304||Cosme Renella Barbatto||T5304||2||1940||1960||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Combined_arms_focus.png|CAF]]
|-
|5305||Escuela de Aviación Militar||T5305||2||1930||1970||[[Image:Aircraft_testing.png|AIR]]||[[Image:Fighter_tactics.png|FTR]]||[[Image:Bomber_tactics.png|BOM]]||[[Image:Piloting.png|PIL]]
|-
|5306||Escuela Militar Naval||T5306||1||1930||1970||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Naval_training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|}
{| border="1" cellpadding="2"
|+ENG - England
|-
|300||Alan Turing||T300||9||1930||1970||[[Image:Mathematics.png|MTH]]||[[Image:electronics.png|ELE]]
|-
|301||Anglo-Iranian Oil Company||T301||8||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:technical_efficiency.png|TEC]]
|-
|302||Avro||T302||6||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]||[[Image:chemistry.png|CHE]]
|-
|303||Cammell Laird & Co.||T303||8||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:electronics.png|ELE]]||[[Image:General_equipment.png|EQP]]||[[Image:technical_efficiency.png|TEC]]
|-
|304||de Havilland||T304||7||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:Rocketry.png|RKT]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]||[[Image:chemistry.png|CHE]]
|-
|305||Enfield Arsenal||T305||8||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:artillery.png|ART]]||[[Image:General_equipment.png|EQP]]||[[Image:Training.png|TRA]]
|-
|306||English Electric Company||T306||8||1930||1970||[[Image:electronics.png|ELE]]||[[Image:aeronautics.png|AER]]||[[Image:Industrial_engineering.png|IND]]||[[Image:General_equipment.png|EQP]]||[[Image:Management.png|MGT]]
|-
|307||Harland & Wolff||T307||8||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:Naval_artillery.png|NVA]]||[[Image:aeronautics.png|AER]]||[[Image:technical_efficiency.png|TEC]]
|-
|308||Hawker||T308||7||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:artillery.png|ART]]
|-
|309||James Chadwick||T309||7||1930||1970||[[Image:Nuclear_physics.png|PHY]]||[[Image:Nuclear_engineering.png|NUC]]
|-
|310||John Brown & Co.||T310||6||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:Naval_artillery.png|NVA]]||[[Image:technical_efficiency.png|TEC]]
|-
|311||Leyland||T311||8||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:technical_efficiency.png|TEC]]||[[Image:electronics.png|ELE]]||[[Image:artillery.png|ART]]
|-
|312||Robert Watson-Watt||T312||7||1930||1970||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|313||Royal Small Arms Factory||T313||5||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:General_equipment.png|EQP]]||[[Image:Training.png|TRA]]||[[Image:artillery.png|ART]]
|-
|314||Supermarine||T314||9||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical_efficiency.png|TEC]]||[[Image:artillery.png|ART]]
|-
|315||Vauxhall||T315||6||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:electronics.png|ELE]]||[[Image:artillery.png|ART]]||[[Image:technical_efficiency.png|TEC]]
|-
|316||Vickers-Armstrong||T316||8||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:aeronautics.png|AER]]||[[Image:Rocketry.png|RKT]]||[[Image:artillery.png|ART]]||[[Image:Naval_engineering.png|NVE]]
|-
|317||Alan Brooke||T317||6||1930||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Combined_arms_focus.png|CAF]]
|-
|318||Andrew Cunningham||T318||8||1943||1970||[[Image:Naval_training.png|NVT]]||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Seamanship.png|SEA]]||[[Image:Carrier_tactics.png|CAR]]
|-
|319||Arthur Harris||T319||8||1941||1970||[[Image:Bomber_tactics.png|BOM]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Piloting.png|PIL]]||[[Image:Centralized_execution.png|CEX]]
|-
|320||Basil Liddell-Hart||T320||8||1937||1940||[[Image:Decentralized_execution.png|DEX]]||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Combined_arms_focus.png|CAF]]
|-
|321||Charles Portal||T321||6||1930||1970||[[Image:Bomber_tactics.png|BOM]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Centralized_execution.png|CEX]]
|-
|322||Dudley Clarke||T322||7||1939||1970||[[Image:Decentralized_execution.png|DEX]]||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Training.png|TRA]]||[[Image:Individual_courage.png|CRG]]
|-
|323||Dudley Pound||T323||6||1930||1943||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Seamanship.png|SEA]]||[[Image:Naval_training.png|NVT]]||[[Image:Centralized_execution.png|CEX]]
|-
|324||Hugh Dowding||T324||8||1930||1942||[[Image:Fighter_tactics.png|FTR]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Piloting.png|PIL]]||[[Image:Decentralized_execution.png|DEX]]
|-
|325||Max Horton||T325||6||1942||1970||[[Image:Small_taskforce_tactics.png|STF]]||[[Image:Naval_training.png|NVT]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Seamanship.png|SEA]]
|-
|326||Percy Hobart||T326||6||1938||1942||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Centralized_execution.png|CEX]]
|-
|327||Percy Noble||T327||5||1930||1942||[[Image:Small_taskforce_tactics.png|STF]]||[[Image:Naval_training.png|NVT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Seamanship.png|SEA]]
|-
|328||Trafford Leigh-Mallory||T328||6||1942||1970||[[Image:Fighter_tactics.png|FTR]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Piloting.png|PIL]]
|}
{| border="1" cellpadding="2"
|+EST - Estonia
|-
|1200||Eesti Petro||T1200||4||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]
|-
|1201||PON||T1201||3||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|1202||Eduard Alfred Kubbo||T1202||3||1940||1970||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Individual_courage.png|CRG]]||[[Image:Infantry_focus.png|INF]]
|-
|1203||Johann Laidoner||T1203||4||1930||1970||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Training.png|TRA]]
|}
{| border="1" cellpadding="2"
|+ETH - Ethiopia
|-
|6500||Gemgiabiet||T6500||1||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:Training.png|TRA]]||[[Image:artillery.png|ART]]
|-
|6501||Haile Selassie||T6501||3||1930||1970||[[Image:Decentralized_execution.png|DEX]]||[[Image:Individual_courage.png|CRG]]
|-
|6502||Hapte Mikael||T6502||2||1930||1970||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Combined_arms_focus.png|CAF]]
|-
|6503||Taezaz||T6503||2||1930||1970||[[Image:Training.png|TRA]]||[[Image:Small_unit_tactics.png|SMT]]
|}
{| border="1" cellpadding="2"
|+FIN - Finland
|-
|1300||Aero||T1300||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical_efficiency.png|TEC]]||[[Image:electronics.png|ELE]]
|-
|1301||Crichton-Vulcan||T1301||5||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:mechanics.png|MCH]]||[[Image:Industrial_engineering.png|IND]]||[[Image:electronics.png|ELE]]
|-
|1302||Kymmene||T1302||5||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:Management.png|MGT]]
|-
|1303||Tikkakoski||T1303||5||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:Training.png|TRA]]||[[Image:artillery.png|ART]]
|-
|1304||Valmet||T1304||4||1946||1970||[[Image:aeronautics.png|AER]]||[[Image:technical_efficiency.png|TEC]]||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]
|-
|1305||Carl Mannerheim||T1305||7||1930||1970||[[Image:Infantry_focus.png|INF]]||[[Image:Individual_courage.png|CRG]]||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Centralized_execution.png|CEX]]
|-
|1306||Richard Lorentz||T1306||6||1930||1970||[[Image:Aircraft_testing.png|AIR]]||[[Image:Fighter_tactics.png|FTR]]||[[Image:Piloting.png|PIL]]
|}
{| border="1" cellpadding="2"
|+FLA - Flanders
|-
|4200||Cockerill||T700||7||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:mechanics.png|MCH]]||[[Image:General_equipment.png|EQP]]||[[Image:Industrial_engineering.png|IND]]
|-
|4201||Fairey||T701||6||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]
|-
|4202||Gevaert||T703||6||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:General_equipment.png|EQP]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:technical_efficiency.png|TEC]]
|-
|4203||Renault||T705||7||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:Industrial_engineering.png|IND]]||[[Image:General_equipment.png|EQP]]||[[Image:Management.png|MGT]]||[[Image:technical_efficiency.png|TEC]]
|-
|4204||Solvay||T706||7||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Mathematics.png|MTH]]||[[Image:Management.png|MGT]]
|-
|4205||Vickers-Armstrong||T707||8||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:aeronautics.png|AER]]||[[Image:Rocketry.png|RKT]]||[[Image:artillery.png|ART]]||[[Image:Naval_engineering.png|NVE]]
|}
{| border="1" cellpadding="2"
|+FRA - France
|-
|1400||AC de St-Nazaire-Penhoët||T1400||4||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:electronics.png|ELE]]||[[Image:Naval_artillery.png|NVA]]
|-
|1401||Amiot||T1401||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:chemistry.png|CHE]]
|-
|1402||Arsenal de Brest||T1402||4||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:Naval_artillery.png|NVA]]
|-
|1403||Dewoitine||T1403||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|1404||FAMH||T1404||4||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]||[[Image:electronics.png|ELE]]||[[Image:General_equipment.png|EQP]]
|-
|1405||F. Joliot & I. Joliot-Curie||T1405||6||1930||1970||[[Image:Nuclear_physics.png|PHY]]||[[Image:Nuclear_engineering.png|NUC]]||[[Image:Mathematics.png|MTH]]||[[Image:chemistry.png|CHE]]
|-
|1406||Jean-Jacques Barré||T1406||3||1930||1970||[[Image:Rocketry.png|RKT]]||[[Image:Mathematics.png|MTH]]
|-
|1407||Kuhlmann||T1407||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|1408||Manufacture d'Armes St.Etienne||T1408||5||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:artillery.png|ART]]||[[Image:General_equipment.png|EQP]]||[[Image:Training.png|TRA]]
|-
|1409||Morane-Saulnier||T1409||3||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]
|-
|1410||Renault||T1410||5||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:Industrial_engineering.png|IND]]||[[Image:General_equipment.png|EQP]]||[[Image:Management.png|MGT]]||[[Image:technical_efficiency.png|TEC]]
|-
|1411||Rhône-Poulenc||T1411||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:General_equipment.png|EQP]]
|-
|1412||Saint-Gobain||T1412||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Mathematics.png|MTH]]
|-
|1413||Schneider||T1413||3||1930||1970||[[Image:artillery.png|ART]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]||[[Image:electronics.png|ELE]]
|-
|1414||SNPA||T1414||4||1941||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:technical_efficiency.png|TEC]]
|-
|1415||SOMUA||T1415||5||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:Industrial_engineering.png|IND]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]||[[Image:artillery.png|ART]]
|-
|1416||Charles de Gaulle||T1416||7||1939||1970||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Individual_courage.png|CRG]]
|-
|1417||Etienne Schlumberger||T1417||4||1942||1970||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Naval_training.png|NVT]]||[[Image:Centralized_execution.png|CEX]]
|-
|1418||François Darlan||T1418||3||1930||1942||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Naval_training.png|NVT]]||[[Image:Centralized_execution.png|CEX]]
|-
|1419||François d'Astier de la Vigerie||T1419||3||1930||1970||[[Image:Fighter_tactics.png|FTR]]||[[Image:Piloting.png|PIL]]||[[Image:Aircraft_testing.png|AIR]]
|-
|1420||Marcel Gensoul||T1420||4||1930||1942||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Naval_training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|1421||Martial Valín ||T1421||6||1940||1970||[[Image:Fighter_tactics.png|FTR]]||[[Image:Piloting.png|PIL]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Bomber_tactics.png|BOM]]
|-
|1422||Maurice Gamelin||T1422||1||1930||1940||[[Image:Centralized_execution.png|CEX]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Individual_courage.png|CRG]]||[[Image:Infantry_focus.png|INF]]
|-
|1423||Maxime Weygand||T1423||2||1940||1942||[[Image:Centralized_execution.png|CEX]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Individual_courage.png|CRG]]||[[Image:Infantry_focus.png|INF]]||[[Image:Combined_arms_focus.png|CAF]]
|-
|1424||Victor Denain||T1424||2||1930||1940||[[Image:Bomber_tactics.png|BOM]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Aircraft_testing.png|AIR]]
|}
{| border="1" cellpadding="2"
|+GER - Germany
|-
|1||Blohm & Voss||T1||7||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:electronics.png|ELE]]||[[Image:Naval_artillery.png|NVA]]
|-
|2||Heinkel Flugzeugwerke||T2||7||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|3||I.G. Farben||T3||9||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:General_equipment.png|EQP]]||[[Image:Management.png|MGT]]||[[Image:technical_efficiency.png|TEC]]
|-
|4||Junkers||T4||8||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:technical_efficiency.png|TEC]]
|-
|5||Konrad Zuse||T5||8||1935||1970||[[Image:Mathematics.png|MTH]]||[[Image:electronics.png|ELE]]
|-
|6||Kriegsmarinewerft||T6||8||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:technical_efficiency.png|TEC]]||[[Image:Naval_artillery.png|NVA]]||[[Image:electronics.png|ELE]]
|-
|7||Krupp||T7||9||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]||[[Image:artillery.png|ART]]
|-
|8||MAN||T8||8||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:electronics.png|ELE]]||[[Image:artillery.png|ART]]||[[Image:technical_efficiency.png|TEC]]
|-
|9||Mauser Werke||T9||7||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]||[[Image:artillery.png|ART]]
|-
|10||Messerschmitt||T10||9||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:Rocketry.png|RKT]]||[[Image:artillery.png|ART]]||[[Image:technical_efficiency.png|TEC]]
|-
|11||Opel||T11||7||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:Management.png|MGT]]||[[Image:technical_efficiency.png|TEC]]
|-
|12||Porsche||T12||9||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:electronics.png|ELE]]||[[Image:artillery.png|ART]]||[[Image:technical_efficiency.png|TEC]]
|-
|13||Rheinmetall||T13||7||1930||1970||[[Image:artillery.png|ART]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]||[[Image:chemistry.png|CHE]]
|-
|14||Siemens||T14||8||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:technical_efficiency.png|TEC]]||[[Image:Management.png|MGT]]
|-
|15||Volkswagen||T15||6||1937||1970||[[Image:mechanics.png|MCH]]||[[Image:Industrial_engineering.png|IND]]||[[Image:technical_efficiency.png|TEC]]||[[Image:Management.png|MGT]]
|-
|16||Werner Heisenberg||T16||7||1927||1976||[[Image:Nuclear_physics.png|PHY]]||[[Image:Nuclear_engineering.png|NUC]]||[[Image:Mathematics.png|MTH]]
|-
|17||Wernher von Braun||T17||9||1932||1976||[[Image:Rocketry.png|RKT]]||[[Image:aeronautics.png|AER]]||[[Image:technical_efficiency.png|TEC]]
|-
|18||Adolf Galland||T18||5||1941||1970||[[Image:Fighter_tactics.png|FTR]]||[[Image:Piloting.png|PIL]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Centralized_execution.png|CEX]]
|-
|19||Erich Raeder||T19||7||1930||1970||[[Image:Small_taskforce_tactics.png|STF]]||[[Image:Naval_training.png|NVT]]||[[Image:Seamanship.png|SEA]]||[[Image:Centralized_execution.png|CEX]]
|-
|20||Erich von Manstein||T20||8||1930||1970||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Training.png|TRA]]
|-
|21||Ernst Udet||T21||7||1930||1941||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Piloting.png|PIL]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Bomber_tactics.png|BOM]]||[[Image:Decentralized_execution.png|DEX]]
|-
|22||Heinz Guderian||T22||9||1930||1954||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Training.png|TRA]]
|-
|23||Hermann Göring||T23||4||1930||1970||[[Image:Bomber_tactics.png|BOM]]||[[Image:Piloting.png|PIL]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Centralized_execution.png|CEX]]
|-
|24||Hugo Sperrle||T24||7||1938||1970||[[Image:Bomber_tactics.png|BOM]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Fighter_tactics.png|FTR]]
|-
|25||Karl Dönitz||T25||8||1930||1970||[[Image:Submarine_tactics.png|SUB]]||[[Image:Small_taskforce_tactics.png|STF]]||[[Image:Seamanship.png|SEA]]||[[Image:Centralized_execution.png|CEX]]
|}
{| border="1" cellpadding="2"
|+GRE - Greece
|-
|1500||GNAF||T1500||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:mechanics.png|MCH]]||[[Image:electronics.png|ELE]]
|-
|1501||OASA||T1501||4||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:electronics.png|ELE]]||[[Image:Management.png|MGT]]||[[Image:technical_efficiency.png|TEC]]
|-
|1502||Royal Hellenic Naval Shipyard||T1502||4||1939||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:technical_efficiency.png|TEC]]||[[Image:electronics.png|ELE]]||[[Image:Naval_artillery.png|NVA]]
|-
|1503||SPAP||T1503||5||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:Management.png|MGT]]
|-
|1504||Alexandros Papagos||T1504||3||1930||1960||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Infantry_focus.png|INF]]||[[Image:Individual_courage.png|CRG]]
|}
{| border="1" cellpadding="2"
|+GUA - Guatemala
|-
|7900||Caucho Semillero S.A.||T7900||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:Industrial_engineering.png|IND]]
|-
|7901||Mahler Fruta S.A.||T7901||2||1930||1970||[[Image:Management.png|MGT]]||[[Image:General_equipment.png|EQP]]
|-
|7902||Arbenz Guzman||T7902||1||1930||1970||[[Image:Training.png|TRA]]||[[Image:Infantry_focus.png|INF]]||[[Image:Individual_courage.png|CRG]]
|}
{| border="1" cellpadding="2"
|+HAI - Haiti
|-
|8100||Companie Cement de Varrieux||T8100||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:mechanics.png|MCH]]
|-
|8101||Huilerié Nationale S.A.||T8101||2||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:Industrial_engineering.png|IND]]
|-
|8102||Societé Nationale d'Investissement||T8102||2||1930||1970||[[Image:Management.png|MGT]]||[[Image:Industrial_engineering.png|IND]]
|-
|8103||Elie Lescot||T8103||1||1930||1970||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Training.png|TRA]]||[[Image:Infantry_focus.png|INF]]||[[Image:Individual_courage.png|CRG]]
|}
{| border="1" cellpadding="2"
|+HOL - Netherlands
|-
|2300||Artillerie Inrichtingen Hemburg||T2300||3||1930||1970||[[Image:artillery.png|ART]]||[[Image:chemistry.png|CHE]]||[[Image:General_equipment.png|EQP]]||[[Image:Training.png|TRA]]
|-
|2301||DAF||T2301||5||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:technical_efficiency.png|TEC]]||[[Image:artillery.png|ART]]
|-
|2302||Fokker||T2302||6||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical_efficiency.png|TEC]]||[[Image:electronics.png|ELE]]
|-
|2303||HIH Siderius||T2303||5||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:artillery.png|ART]]||[[Image:Training.png|TRA]]
|-
|2304||Koninklijke Maatschappij||T2304||6||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:Naval_artillery.png|NVA]]||[[Image:technical_efficiency.png|TEC]]
|-
|2305||Koolhoven||T2305||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical_efficiency.png|TEC]]||[[Image:electronics.png|ELE]]
|-
|2306||NSM Amsterdam||T2306||5||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:Naval_artillery.png|NVA]]
|-
|2307||Shell||T2307||8||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:technical_efficiency.png|TEC]]
|-
|2308||Wilton-Fijenoord||T2308||6||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|2309||Izaak Reynders||T2309||4||1930||1940||[[Image:Infantry_focus.png|INF]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Large_unit_tactics.png|LGT]]
|-
|2310||Johannes Furstner||T2310||3||1930||1970||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Naval_training.png|NVT]]
|-
|2311||Marius Raaijmakers||T2311||5||1930||1940||[[Image:Fighter_tactics.png|FTR]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Piloting.png|PIL]]
|-
|2312||Petrus Best||T2312||4||1937||1970||[[Image:Bomber_tactics.png|BOM]]||[[Image:Aircraft_testing.png|AIR]]
|}
{| border="1" cellpadding="2"
|+HON - Honduras
|-
|7800||Banco Honduras S.A.||T7800||2||1930||1970||[[Image:Management.png|MGT]]
|-
|7801||Penitenciaria Central S.A.||T7801||2||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:General_equipment.png|EQP]]||[[Image:mechanics.png|MCH]]
|-
|7802||Didier Masson||T7802||5||1930||1970||[[Image:Piloting.png|PIL]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Fighter_tactics.png|FTR]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Individual_courage.png|CRG]]
|-
|7803||Escuela de Aviación Militar||T7803||5||1930||1970||[[Image:Piloting.png|PIL]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Fighter_tactics.png|FTR]]||[[Image:Bomber_tactics.png|BOM]]
|-
|7804||Carias Andina||T7804||1||1930||1970||[[Image:Infantry_focus.png|INF]]||[[Image:Individual_courage.png|CRG]]||[[Image:Training.png|TRA]]
|}
{| border="1" cellpadding="2"
|+HUN - Hungary
|-
|1600||Budapest Chemical Works||T1600||5||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:technical_efficiency.png|TEC]]
|-
|1601||FEG||T1601||4||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:General_equipment.png|EQP]]||[[Image:Training.png|TRA]]
|-
|1602||Ganz||T1602||3||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:artillery.png|ART]]||[[Image:Training.png|TRA]]||[[Image:chemistry.png|CHE]]
|-
|1603||ICN||T1603||5||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|1604||Manfred Weiss||T1604||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:Industrial_engineering.png|IND]]||[[Image:technical_efficiency.png|TEC]]||[[Image:electronics.png|ELE]]||[[Image:Management.png|MGT]]
|-
|1605||MAVAG||T1602||6||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical_efficiency.png|TEC]]||[[Image:electronics.png|ELE]]||[[Image:artillery.png|ART]]
|-
|1606||MOLAJ||T1606||6||1944||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:technical_efficiency.png|TEC]]
|-
|1607||Ferenc Szombathelyi||T1607||4||1930||1945||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Combined_arms_focus.png|CAF]]
|-
|1608||Gyorgy de Brody||T1608||5||1940||1960||[[Image:Fighter_tactics.png|FTR]]||[[Image:Piloting.png|PIL]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Centralized_execution.png|CEX]]
|-
|1609||F. Littay||T1609||3||1930||1941||[[Image:Bomber_tactics.png|BOM]]||[[Image:Piloting.png|PIL]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Centralized_execution.png|CEX]]
|}
{| border="1" cellpadding="2"
|+IND - India
|-
|1700||Hindustan Aircraft||T1700||3||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:mechanics.png|MCH]]||[[Image:electronics.png|ELE]]
|}
{| border="1" cellpadding="2"
|+IRE - Ireland
|-
|4000||Leyland||T4000||3||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]||[[Image:technical_efficiency.png|TEC]]
|-
|4001||Goulding Chemicals||T4001||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:technical_efficiency.png|TEC]]
|-
|4002||Lennox Chemicals||T4002||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:General_equipment.png|EQP]]||[[Image:Management.png|MGT]]
|}
{| border="1" cellpadding="2"
|+IRQ - Iraq
|-
|6000||Iraq Petroleum Company||T6000||6||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|}
{| border="1" cellpadding="2"
|+ITA - Italy
|-
|1800||Arturo Crocco||T1800||4||1930||1970||[[Image:Rocketry.png|RKT]]||[[Image:Mathematics.png|MTH]]
|-
|1801||Beretta||T1801||2||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:General_equipment.png|EQP]]
|-
|1802||Breda||T1802||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:General_equipment.png|EQP]]||[[Image:technical_efficiency.png|TEC]]||[[Image:artillery.png|ART]]
|-
|1803||Bruno de Finetti||T1803||4||1943||1970||[[Image:Mathematics.png|MTH]]
|-
|1804||Cantieri Ansaldo||T1804||3||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:Naval_artillery.png|NVA]]||[[Image:electronics.png|ELE]]
|-
|1805||Cantieri Navali Riuniti||T1805||4||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:technical_efficiency.png|TEC]]||[[Image:Naval_artillery.png|NVA]]
|-
|1806||Caproni||T1806||3||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:chemistry.png|CHE]]
|-
|1807||Enrico Fermi||T1807||6||1930||1938||[[Image:Nuclear_physics.png|PHY]]||[[Image:Nuclear_engineering.png|NUC]]
|-
|1808||FIAT||T1808||7||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:electronics.png|ELE]]||[[Image:aeronautics.png|AER]]
|-
|1809||Guido Fubini||T1809||2||1930||1943||[[Image:Mathematics.png|MTH]]
|-
|1810||Macchi||T1810||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|1811||SIAI-Marchetti||T1811||2||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]
|-
|1812||Lancia||T1812||4||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:Industrial_engineering.png|IND]]||[[Image:General_equipment.png|EQP]]||[[Image:Management.png|MGT]]||[[Image:artillery.png|ART]]
|-
|1813||Arturo Riccardi||T1813||3||1940||1970||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Naval_training.png|NVT]]
|-
|1814||Domenico Cavagnari||T1814||4||1930||1940||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Naval_training.png|NVT]]
|-
|1815||Italo Balbo||T1815||5||1930||1940||[[Image:Bomber_tactics.png|BOM]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Piloting.png|PIL]]||[[Image:Fighter_tactics.png|FTR]]
|-
|1816||Giovanni Messe||T1816||3||1943||1970||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Combined_arms_focus.png|CAF]]
|-
|1817||Pietro Badoglio||T1817||2||1930||1945||[[Image:Training.png|TRA]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Infantry_focus.png|INF]]||[[Image:Individual_courage.png|CRG]]
|-
|1818||Rino Fougier||T1818||4||1940||1970||[[Image:Bomber_tactics.png|BOM]]||[[Image:Centralized_execution.png|CEX]]
|-
|1819||Rodolfo Graziani||T1819||2||1930||1970||[[Image:Training.png|TRA]]||[[Image:Combined_arms_focus.png|CAF]]
|}
{| border="1" cellpadding="2"
|+JAP - Japan
|-
|1900||Aichi||T1900||7||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|1901||Hino Automobile||T1901||5||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]
|-
|1902||Kawasaki Heavy Industry||T1902||8||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:aeronautics.png|AER]]||[[Image:mechanics.png|MCH]]||[[Image:Management.png|MGT]]
|-
|1903||Kure Naval Yard||T1903||7||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:electronics.png|ELE]]||[[Image:Naval_artillery.png|NVA]]||[[Image:technical_efficiency.png|TEC]]
|-
|1904||Mitsubishi Hikoki||T1904||7||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:technical_efficiency.png|TEC]]
|-
|1905||Mitsubishi Jukogyo||T1905||6||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:General_equipment.png|EQP]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|1906||Mitsubishi Zousensho||T1906||7||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:Naval_artillery.png|NVA]]||[[Image:technical_efficiency.png|TEC]]
|-
|1907||Mitsui||T1907||7||1930||1970||[[Image:electronics.png|ELE]]||[[Image:chemistry.png|CHE]]||[[Image:General_equipment.png|EQP]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Naval_engineering.png|NVE]]
|-
|1908||Nakajima||T1908||7||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical_efficiency.png|TEC]]||[[Image:artillery.png|ART]]
|-
|1909||Nissan||T1909||6||1930||1970||[[Image:electronics.png|ELE]]||[[Image:chemistry.png|CHE]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]||[[Image:technical_efficiency.png|TEC]]
|-
|1910||Sumimoto||T1910||6||1930||1970||[[Image:electronics.png|ELE]]||[[Image:chemistry.png|CHE]]||[[Image:General_equipment.png|EQP]]||[[Image:Industrial_engineering.png|IND]]
|-
|1911||Teiji Takagi||T1911||6||1930||1970||[[Image:Mathematics.png|MTH]]
|-
|1912||Tokyo Arsenal||T1912||6||1930||1970||[[Image:electronics.png|ELE]]||[[Image:artillery.png|ART]]||[[Image:Training.png|TRA]]||[[Image:General_equipment.png|EQP]]
|-
|1913||Yoshio Nishina||T1913||4||1930||1970||[[Image:Nuclear_physics.png|PHY]]||[[Image:Mathematics.png|MTH]]||[[Image:chemistry.png|CHE]]||[[Image:Nuclear_engineering.png|NUC]]
|-
|1914||Hideki Tojo||T1914||5||1930||1970||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Individual_courage.png|CRG]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Bomber_tactics.png|BOM]]
|-
|1915||Hisaichi Terauchi||T1915||6||1930||1970||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Training.png|TRA]]||[[Image:Individual_courage.png|CRG]]
|-
|1916||Isoruko Yamamoto||T1916||9||1930||1970||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Carrier_tactics.png|CAR]]||[[Image:Naval_training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|1917||Osami Nagano||T1917||4||1930||1970||[[Image:Naval_training.png|NVT]]||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Centralized_execution.png|CEX]]
|-
|1918||Shunroku Hata||T1918||6||1930||1970||[[Image:Bomber_tactics.png|BOM]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Piloting.png|PIL]]||[[Image:Aircraft_testing.png|AIR]]
|-
|1919||Tomoyoki Yamashita||T1919||7||1930||1970||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Bomber_tactics.png|BOM]]
|}
{| border="1" cellpadding="2"
|+LAT - Latvia
|-
|2000||Irbitis||T2000||3||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical_efficiency.png|TEC]]||[[Image:electronics.png|ELE]]
|-
|2001||LKOD||T2001||4||1930||1938||[[Image:aeronautics.png|AER]]||[[Image:Naval_engineering.png|NVE]]||[[Image:mechanics.png|MCH]]||[[Image:electronics.png|ELE]]||[[Image:Training.png|TRA]]
|-
|2002||VEF||T2002||2||1930||1941||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|2003||Janis Balodis||T2003||4||1930||1970||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Decentralized_execution.png|DEX]]
|-
|2004||Krisjanis Berkis||T2004||2||1930||1970||[[Image:Infantry_focus.png|INF]]||[[Image:Training.png|TRA]]
|}
{| border="1" cellpadding="2"
|+LIB - Liberia
|-
|11200||Blue Sea Shipping Company||lib_001||2||1930||1960||[[Image:Naval_engineering.png|NVE]]||[[Image:mechanics.png|MCH]]||[[Image:General_equipment.png|EQP]]||[[Image:electronics.png|ELE]]||[[Image:Seamanship.png|SEA]]
|-
|11201||Liberia Rubber Trading Company||lib_002||3||1930||1960||[[Image:Industrial_engineering.png|IND]]||[[Image:General_equipment.png|EQP]]||[[Image:technical_efficiency.png|TEC]]||[[Image:mechanics.png|MCH]]||[[Image:Management.png|MGT]]
|}
{| border="1" cellpadding="2"
|+LIT - Lithuania
|-
|2100||ANBO||T2100||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:mechanics.png|MCH]]||[[Image:electronics.png|ELE]]
|}
{| border="1" cellpadding="2"
|+LUX - Luxembourg
|-
|8500||Arbed||T8500||6||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]
|}
{| border="1" cellpadding="2"
|+MAN - Manchuria
|-
|6400||South Manchuria Railway Co.||T6400||4||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:General_equipment.png|EQP]]||[[Image:electronics.png|ELE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|6401||Mansyu Hikoki Seizo||T6401||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical_efficiency.png|TEC]]||[[Image:electronics.png|ELE]]
|}
{| border="1" cellpadding="2"
|+MEX - Mexico
|-
|2200||TNCA||T2200||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|2201||COMESA||T2201||3||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]||[[Image:artillery.png|ART]]
|-
|2202||PEMEX||T2202||4||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]
|-
|2203||Manuel Avila Camacho||T2203||5||1930||1970||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Individual_courage.png|CRG]]||[[Image:Management.png|MGT]]
|-
|2204||Compañía Metalúrgica Mexicana||T2204||5||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:General_equipment.png|EQP]]||[[Image:technical_efficiency.png|TEC]]
|-
|2205||Alberto Salinas Carraza||T2205||4||1940||1947||[[Image:Bomber_tactics.png|BOM]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Centralized_execution.png|CEX]]
|-
|2206||Enrique Estrada Reynoso||T2206||3||1930||1970||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Combined_arms_focus.png|CAF]]
|-
|2207||Gustavo Salinas Camina||T2207||4||1930||1970||[[Image:Fighter_tactics.png|FTR]]||[[Image:Piloting.png|PIL]]||[[Image:Aircraft_testing.png|AIR]]
|-
|2208||Heriberto Jara Corona||T2208||4||1930||1943||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Naval_training.png|NVT]]||[[Image:Centralized_execution.png|CEX]]
|-
|2209||Luis Hiram Toledo||T2209||2||1930||1943||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Naval_training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|2210||Miguel Alemán González||T2210||3||1930||1970||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Infantry_focus.png|INF]]
|}
{| border="1" cellpadding="2"
|+MON - Mongolia
|-
|6800||Nalayh Coal Mine||T6800||2||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:General_equipment.png|EQP]]
|-
|6801||Choybalsan Industrial Combine||T6801||2||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:General_equipment.png|EQP]]||[[Image:Management.png|MGT]]||[[Image:technical_efficiency.png|TEC]]
|}
{| border="1" cellpadding="2"
|+NEP - Nepal
|-
|6200||Khetan Group||T6200||2||1937||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:General_equipment.png|EQP]]||[[Image:Management.png|MGT]]
|-
|6201||Golcha Organisations||T6201||1||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:General_equipment.png|EQP]]
|-
|6202||Biratnagar||T6202||2||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]
|}
{| border="1" cellpadding="2"
|+NIC - Nicaragua
|-
|5800||Nicaraguan Oil||T5800||2||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:chemistry.png|CHE]]
|-
|5801||NSSL||T5801||3||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:Training.png|TRA]]||[[Image:mechanics.png|MCH]]
|-
|5802||Anastacio Somoza||T5802||1||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:Training.png|TRA]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Individual_courage.png|CRG]]
|}
{| border="1" cellpadding="2"
|+NOR - Norway
|-
|2500||Horten Naval Yard||T2500||3||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:Naval_artillery.png|NVA]]
|-
|2501||Kjeller Flyfabrikk||T2501||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical_efficiency.png|TEC]]||[[Image:electronics.png|ELE]]
|-
|2502||Kongsberg||T2502||4||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|2503||Kvaerner||T2503||6||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:chemistry.png|CHE]]||[[Image:technical_efficiency.png|TEC]]
|-
|2504||Raufoss Ammunisjonsfabrikk||T2504||5||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:artillery.png|ART]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]
|-
|2505||Gen. Fleischer||T2505||3||1930||1970||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Infantry_focus.png|INF]]
|}
{| border="1" cellpadding="2"
|+NZL - New Zealand
|-
|9000||Bernard Freyberg||T9000||6||1930||1960||[[Image:Centralized_execution.png|CEX]]||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Individual_courage.png|CRG]]||[[Image:Training.png|TRA]]
|-
|9001||William Sinclair-Burgess||T9001||5||1930||1938||[[Image:Centralized_execution.png|CEX]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Infantry_focus.png|INF]]||[[Image:Individual_courage.png|CRG]]||[[Image:Training.png|TRA]]
|-
|9002||Francis Tuker||T9002||5||1941||1960||[[Image:mechanics.png|MCH]]||[[Image:artillery.png|ART]]||[[Image:Training.png|TRA]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Small_unit_tactics.png|SMT]]
|-
|9003||W.H. Stratton||T9003||4||1930||1960||[[Image:Small_taskforce_tactics.png|STF]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Naval_training.png|NVT]]
|-
|9004||Roderick Carr||T9004||6||1938||1960||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Piloting.png|PIL]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Bomber_tactics.png|BOM]]||[[Image:Centralized_execution.png|CEX]]
|-
|9005||L.M. Isitt||T9005||5||1930||1942||[[Image:Bomber_tactics.png|BOM]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Piloting.png|PIL]]||[[Image:Aircraft_testing.png|AIR]]
|-
|9006||Wellington Arsenal||T313||5||1930||1960||[[Image:artillery.png|ART]]||[[Image:mechanics.png|MCH]]||[[Image:electronics.png|ELE]]||[[Image:General_equipment.png|EQP]]||[[Image:Training.png|TRA]]
|-
|9007||New Zealand Dockyard||T6||4||1930||1960||[[Image:Naval_engineering.png|NVE]]||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]
|}
{| border="1" cellpadding="2"
|+OMN - Oman
|-
|11100||Oman International Transport Company||omn_001||1||1930||1960||[[Image:Industrial_engineering.png|IND]]||[[Image:General_equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:electronics.png|ELE]]||[[Image:Management.png|MGT]]
|}
{| border="1" cellpadding="2"
|+PAN - Panama
|-
|5700||Panama Canal Company||T5700||3||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:General_equipment.png|EQP]]||[[Image:Training.png|TRA]]||[[Image:Management.png|MGT]]
|-
|5701||Panama Canal Yards||T5701||2||1930||1942||[[Image:Naval_engineering.png|NVE]]||[[Image:technical_efficiency.png|TEC]]
|-
|5702||Remón Cantera||T5702||4||1942||1970||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Training.png|TRA]]||[[Image:Individual_courage.png|CRG]]
|-
|5703||Panama Canal Yards||T5701||4||1942||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:technical_efficiency.png|TEC]]
|}
{| border="1" cellpadding="2"
|+PAR - Paraguay
|-
|5400||BCP||T5400||1||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|5401||Tannin Industry||T5401||2||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:chemistry.png|CHE]]||[[Image:Training.png|TRA]]
|-
|5402||José Estigarribia||T5402||6||1930||1941||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Training.png|TRA]]||[[Image:Individual_courage.png|CRG]]
|-
|5403||Higinio Morinigo Martinez||T5403||3||1930||1970||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Infantry_focus.png|INF]]
|-
|5404||Compania Bloom S.A.||T5404||4||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|}
{| border="1" cellpadding="2"
|+PER - Persia
|-
|6100||Anglo-Iranian Oil||T6100||5||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:technical_efficiency.png|TEC]]
|-
|6101||Douglas Aircraft Company||T103||5||1942||1970||[[Image:aeronautics.png|AER]]||[[Image:technical_efficiency.png|TEC]]||[[Image:electronics.png|ELE]]
|-
|6102||Jahanbin Constracting||T6102||2||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:General_equipment.png|EQP]]||[[Image:Management.png|MGT]]
|-
|6103||Sarcheshmeh Copper Mines||T6103||3||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:General_equipment.png|EQP]]||[[Image:Management.png|MGT]]
|-
|6104||Siemens Iran||T14||5||1937||1942||[[Image:electronics.png|ELE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:technical_efficiency.png|TEC]]||[[Image:Management.png|MGT]]
|-
|6105||State Aircraft Company||T6105||2||1930||1941||[[Image:aeronautics.png|AER]]||[[Image:technical_efficiency.png|TEC]]||[[Image:electronics.png|ELE]]
|-
|6106||Trans-Iranian Railway Co.||T6106||4||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:General_equipment.png|EQP]]||[[Image:Management.png|MGT]]||[[Image:technical_efficiency.png|TEC]]
|-
|6107||Gholam Reza Pahlavi||T6107||2||1930||1970||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Infantry_focus.png|INF]]
|-
|6108||Reza Pahlavi||T6108||4||1930||1941||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Infantry_focus.png|INF]]||[[Image:Individual_courage.png|CRG]]
|}
{| border="1" cellpadding="2"
|+PHI - Philippines
|-
|6900||Benguet Consolidated Mining Company||T6900||3||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:General_equipment.png|EQP]]
|-
|6901||Elizalde & Co.||T6901||6||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:chemistry.png|CHE]]||[[Image:Naval_engineering.png|NVE]]||[[Image:General_equipment.png|EQP]]||[[Image:technical_efficiency.png|TEC]]
|-
|6902||Manila Electric Company||T6902||5||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|6903||Maníla Railway Company||T6903||3||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:technical_efficiency.png|TEC]]||[[Image:Management.png|MGT]]
|-
|6904||Douglas MacArthur||T6904||7||1930||1970||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Individual_courage.png|CRG]]
|}
{| border="1" cellpadding="2"
|+POL - Poland
|-
|2700||COP||T2700||4||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:artillery.png|ART]]||[[Image:General_equipment.png|EQP]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|2701||Stefan Banach||T2701||8||1930||1945||[[Image:Mathematics.png|MTH]]||[[Image:technical_efficiency.png|TEC]]
|-
|2702||Stanislaw Ulam||T2702||7||1930||1938||[[Image:Nuclear_physics.png|PHY]]||[[Image:Nuclear_engineering.png|NUC]]||[[Image:Mathematics.png|MTH]]||[[Image:chemistry.png|CHE]]
|-
|2703||Fab.Broni Radom||T2703||5||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]||[[Image:Industrial_engineering.png|IND]]
|-
|2704||Fab. Starachowice||T2704||5||1930||1970||[[Image:artillery.png|ART]]||[[Image:General_equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:technical_efficiency.png|TEC]]
|-
|2705||PWS||T2705||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]
|-
|2706||PZInz||T2706||6||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]||[[Image:Training.png|TRA]]||[[Image:Industrial_engineering.png|IND]]
|-
|2707||PZL||T2707||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|2708||Stocznia Gdynia||T2708||4||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:Naval_artillery.png|NVA]]
|-
|2709||Tadeusz Kutrzeba||T2709||4||1930||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|2710||Marian Rejewski||T2710||7||1930||1939||[[Image:Mathematics.png|MTH]]||[[Image:electronics.png|ELE]]
|-
|2711||Ludomil Rayski||T2711||4||1930||1970||[[Image:Aircraft_testing.png|AIR]]||[[Image:Bomber_tactics.png|BOM]]||[[Image:Piloting.png|PIL]]
|-
|2712||Jerzy Swirski||T2712||4||1930||1970||[[Image:Naval_training.png|NVT]]||[[Image:Small_taskforce_tactics.png|STF]]||[[Image:Submarine_tactics.png|SUB]]
|}
{| border="1" cellpadding="2"
|+POR - Portugal
|-
|2800||Lisbon Dockyard||T2800||4||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]||[[Image:Naval_artillery.png|NVA]]
|-
|2801||OGMA||T2801||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical_efficiency.png|TEC]]||[[Image:electronics.png|ELE]]
|-
|2802||Arsenal do Alfeite||T2802||3||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:technical_efficiency.png|TEC]]||[[Image:electronics.png|ELE]]||[[Image:Management.png|MGT]]
|-
|2803||Caminhos de Ferro Portugueses||T2803||5||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:General_equipment.png|EQP]]||[[Image:Management.png|MGT]]||[[Image:technical_efficiency.png|TEC]]
|-
|2804||José Norton de Matos||T2804||2||1930||1938||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Infantry_focus.png|INF]]
|-
|2805||Francisco Soares||T2805||4||1930||1970||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Individual_courage.png|CRG]]
|}
{| border="1" cellpadding="2"
|+PRU - Peru
|-
|2600||El Callao||T2600||4||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Training.png|TRA]]||[[Image:mechanics.png|MCH]]
|-
|2601||FNA||T2601||3||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:mechanics.png|MCH]]||[[Image:electronics.png|ELE]]
|-
|2602||Cooperación del Peru||T2602||4||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:General_equipment.png|EQP]]||[[Image:Management.png|MGT]]||[[Image:Training.png|TRA]]
|-
|2603||Transporte de Picos SA||T2603||4||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:Management.png|MGT]]||[[Image:technical_efficiency.png|TEC]]
|-
|2604||Manuel Odria Amoretti||T2604||4||1940||1970||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Infantry_focus.png|INF]]||[[Image:Individual_courage.png|CRG]]
|-
|2605||Ramón Castillo||T2605||3||1930||1940||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Individual_courage.png|CRG]]||[[Image:Combined_arms_focus.png|CAF]]
|-
|2606||Ernesto Scroth||T2606||5||1930||1960||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Seamanship.png|SEA]]||[[Image:Naval_training.png|NVT]]||[[Image:Centralized_execution.png|CEX]]
|-
|2607||Luis Navarreté||T2607||4||1942||1960||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Naval_training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|2608||Paul de Beaudiez||T2608||6||1930||1939||[[Image:Training.png|TRA]]||[[Image:General_equipment.png|EQP]]||[[Image:Fighter_tactics.png|FTR]]||[[Image:Piloting.png|PIL]]||[[Image:Aircraft_testing.png|AIR]]
|-
|2609||Fernando M. Quesada Blanco||T2609||4||1941||1960||[[Image:Fighter_tactics.png|FTR]]||[[Image:Piloting.png|PIL]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Centralized_execution.png|CEX]]
|}
{| border="1" cellpadding="2"
|+ROM - Romania
|-
|2900||Arsenalul Aeronautic||unknown||4||1930||1939||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|2901||Carbosin||unknown||4||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:technical_efficiency.png|TEC]]
|-
|2902||DT-UDR||T2902||4||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:artillery.png|ART]]||[[Image:Training.png|TRA]]||[[Image:General_equipment.png|EQP]]||[[Image:chemistry.png|CHE]]
|-
|2903||IAR||T2903||6||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:mechanics.png|MCH]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]||[[Image:General_equipment.png|EQP]]
|-
|2904||Malaxa Works||T2904||5||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:artillery.png|ART]]||[[Image:technical_efficiency.png|TEC]]
|-
|2905||SET||unknown||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical_efficiency.png|TEC]]||[[Image:electronics.png|ELE]]||[[Image:Management.png|MGT]]
|-
|2906||Orita||T2906||4||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:General_equipment.png|EQP]]||[[Image:Training.png|TRA]]
|-
|2907||MAN||T2907||6||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:Management.png|MGT]]
|-
|2908||Emanoil Ionescu||T2910||6||1944||1970||[[Image:Bomber_tactics.png|BOM]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Fighter_tactics.png|FTR]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Piloting.png|PIL]]
|-
|2909||Gheorghe Jienescu||T2915||4||1930||1945||[[Image:Fighter_tactics.png|FTR]]||[[Image:Bomber_tactics.png|BOM]]||[[Image:Aircraft_testing.png|AIR]]
|-
|2910||Horia Macellariu||T2916||2||1930||1945||[[Image:Submarine_tactics.png|SUB]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Seamanship.png|SEA]]
|-
|2911||Ion Antonescu||T2908||5||1930||1970||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Individual_courage.png|CRG]]||[[Image:Infantry_focus.png|INF]]
|-
|2912||Mihail Lascar||T2909||6||1940||1970||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Infantry_focus.png|INF]]||[[Image:Individual_courage.png|CRG]]
|}
{| border="1" cellpadding="2"
|+RSI - Italian Social Republic
|-
|7700||FIAT||T1808||7||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:electronics.png|ELE]]||[[Image:aeronautics.png|AER]]
|-
|7701||Macchi||T1810||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|7702||Rino Fougier||T1818||4||1940||1970||[[Image:Bomber_tactics.png|BOM]]||[[Image:Centralized_execution.png|CEX]]
|-
|7703||Rodolfo Graziani||T1819||4||1930||1970||[[Image:Training.png|TRA]]||[[Image:Combined_arms_focus.png|CAF]]
|}
{| border="1" cellpadding="2"
|+RUS - Russia
|-
|7200||Dr. Korolev||T3703||3||1930||1970||[[Image:Rocketry.png|RKT]]||[[Image:Mathematics.png|MTH]]
|-
|7201||Dr. Kurchatov||T3704||3||1930||1970||[[Image:Nuclear_physics.png|PHY]]||[[Image:Nuclear_engineering.png|NUC]]
|-
|7202||Grabin Design Bureau||T3708||4||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:artillery.png|ART]]||[[Image:technical_efficiency.png|TEC]]||[[Image:Training.png|TRA]]||[[Image:General_equipment.png|EQP]]
|-
|7203||Ilyushin Design Bureau||T3709||3||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]||[[Image:Rocketry.png|RKT]]
|-
|7204||Kirov Factory Design Bureau||T3710||6||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:artillery.png|ART]]||[[Image:Training.png|TRA]]||[[Image:General_equipment.png|EQP]]||[[Image:Management.png|MGT]]
|-
|7205||Nevskoye Design Bureau||T3711||3||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]||[[Image:electronics.png|ELE]]||[[Image:artillery.png|ART]]
|-
|7206||Nizny Tagil Factories||T3712||3||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:chemistry.png|CHE]]||[[Image:artillery.png|ART]]||[[Image:General_equipment.png|EQP]]
|-
|7207||STZ Factory Design Bureau||T3713||3||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:artillery.png|ART]]||[[Image:Training.png|TRA]]||[[Image:electronics.png|ELE]]
|}
{| border="1" cellpadding="2"
|+SAF - South Africa
|-
|3000||ACAD||unknown||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:Rocketry.png|RKT]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|3001||de Havilland||T3001||7||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:Rocketry.png|RKT]]||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]
|-
|3002||Marmon-Herrington||T108||5||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]
|-
|3003||South Africa Railways||T3004||6||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:General_equipment.png|EQP]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|3004||Vickers-Armstrong Ltd.||T3003||8||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:aeronautics.png|AER]]||[[Image:Rocketry.png|RKT]]||[[Image:artillery.png|ART]]||[[Image:Naval_engineering.png|NVE]]
|-
|3005||Adolf Malan||T3005||6||1941||1970||[[Image:Fighter_tactics.png|FTR]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Piloting.png|PIL]]
|-
|3006||Jan Smuts||T3006||6||1930||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Training.png|TRA]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Individual_courage.png|CRG]]
|-
|3007||Pierre Oliver-Knoll||T3007||4||1930||1970||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Naval_training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|3008||Pierre van Ryneveld||T3008||4||1930||1970||[[Image:Fighter_tactics.png|FTR]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Piloting.png|PIL]]
|}
{| border="1" cellpadding="2"
|+SAL - El Salvador
|-
|8000||Compañia d'Oro de Divisadero||T8000||3||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|8001||Compania Imberton||T8001||3||1930||1970||[[Image:Management.png|MGT]]||[[Image:General_equipment.png|EQP]]
|-
|8002||Ferretería Ferrominera||T8002||4||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:General_equipment.png|EQP]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|8003||Lido Industrias||T8003||5||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:artillery.png|ART]]||[[Image:Training.png|TRA]]||[[Image:mechanics.png|MCH]]
|-
|8004||Puerto de Acajutla||T8004||3||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:Naval_artillery.png|NVA]]
|-
|8005||Hernandez Martinez||T8005||4||1930||1970||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Training.png|TRA]]||[[Image:Individual_courage.png|CRG]]
|}
{| border="1" cellpadding="2"
|+SAU - Saudi Arabia
|-
|8601||Standard Oil of California||T117||5||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:technical_efficiency.png|TEC]]
|}
{| border="1" cellpadding="2"
SCH - Switzerland
|-
|3300||Brown-Bovery||T3300||4||1930||1970||[[Image:electronics.png|ELE]]||[[Image:General_equipment.png|EQP]]
|-
|3301||Dornier Werke Schweiz||T3301||6||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical_efficiency.png|TEC]]||[[Image:electronics.png|ELE]]||[[Image:Rocketry.png|RKT]]
|-
|3302||EKW||T3302||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical_efficiency.png|TEC]]||[[Image:electronics.png|ELE]]
|-
|3303||Furrer||T3303||6||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:artillery.png|ART]]||[[Image:General_equipment.png|EQP]]
|-
|3304||La Roche||T3304||5||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|3305||Maschinenfabrik Oerlikon||T3305||6||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:Industrial_engineering.png|IND]]||[[Image:General_equipment.png|EQP]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|3306||Oederlin Metallwaren||T3306||6||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:Industrial_engineering.png|IND]]||[[Image:General_equipment.png|EQP]]||[[Image:artillery.png|ART]]||[[Image:Management.png|MGT]]
|-
|3307||Sandoz||T3307||6||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial_engineering.png|IND]]
|-
|3308||SIG||T3308||7||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:General_equipment.png|EQP]]||[[Image:artillery.png|ART]]
|-
|3309||Sulzer||T3309||7||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:Industrial_engineering.png|IND]]||[[Image:General_equipment.png|EQP]]||[[Image:technical_efficiency.png|TEC]]||[[Image:Management.png|MGT]]
|-
|3310||Etienne Primault||T3310||6||1942||1960||[[Image:Fighter_tactics.png|FTR]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Piloting.png|PIL]]||[[Image:Decentralized_execution.png|DEX]]
|-
|3311||Fritz Rihner||T3311||5||1930||1960||[[Image:Bomber_tactics.png|BOM]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Piloting.png|PIL]]
|-
|3312||Henri Guisan||T3312||5||1930||1960||[[Image:Training.png|TRA]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Individual_courage.png|CRG]]
|}
{| border="1" cellpadding="2"
|+SIA - Siam
|-
|9100||Luang Phibunsongkhram||T9100||3||1930||1960||[[Image:Individual_courage.png|CRG]]||[[Image:Infantry_focus.png|INF]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Small_unit_tactics.png|SMT]]
|-
|9101||Pridi Phanomyong||T9101||3||1930||1960||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Naval_training.png|NVT]]||[[Image:Centralized_execution.png|CEX]]
|-
|9102||Luang Kajsongkram||T9102||4||1942||1960||[[Image:Bomber_tactics.png|BOM]]||[[Image:Piloting.png|PIL]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Centralized_execution.png|CEX]]
|-
|9103||Luang Sinthusongkhramchai||T9103||2||1930||1944||[[Image:Fighter_tactics.png|FTR]]||[[Image:Piloting.png|PIL]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Centralized_execution.png|CEX]]
|-
|9104||Bangkok Dockyard||T6||3||1930||1960||[[Image:Naval_engineering.png|NVE]]||[[Image:technical_efficiency.png|TEC]]||[[Image:Naval_artillery.png|NVA]]||[[Image:electronics.png|ELE]]
|-
|9105||Bangkok Arsenal||T13||4||1930||1960||[[Image:mechanics.png|MCH]]||[[Image:artillery.png|ART]]||[[Image:Training.png|TRA]]||[[Image:General_equipment.png|EQP]]||[[Image:electronics.png|ELE]]
|}
{| border="1" cellpadding="2"
|+SIB - Siberia
|-
|7400||Nizny Tagil Factories||T3712||3||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:chemistry.png|CHE]]||[[Image:artillery.png|ART]]||[[Image:General_equipment.png|EQP]]
|}
{| border="1" cellpadding="2"
|+SLO - Slovakia
|-
|4100||C-K-D||T1103||7||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]||[[Image:electronics.png|ELE]]
|-
|4101||Gen. Svoboda||unknown||5||1940||1970||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Individual_courage.png|CRG]]
|-
|4102||Gen. Golian||unknown||5||1930||1970||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Combined_arms_focus.png|CAF]]
|}
{| border="1" cellpadding="2"
|+SOV - Soviet Union
|-
|3700||61 Kommunara Nikolayev Shipyards||T3700||4||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:electronics.png|ELE]]||[[Image:Naval_artillery.png|NVA]]
|-
|3701||Barrikada Factory Design Bureau||T3701||4||1930||1970||[[Image:artillery.png|ART]]||[[Image:mechanics.png|MCH]]||[[Image:General_equipment.png|EQP]]||[[Image:Training.png|TRA]]||[[Image:electronics.png|ELE]]
|-
|3702||Charkov Factory Design Bureau||T3702||7||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:artillery.png|ART]]||[[Image:technical_efficiency.png|TEC]]||[[Image:electronics.png|ELE]]
|-
|3703||Dr. Korolev||T3703||4||1930||1970||[[Image:Rocketry.png|RKT]]||[[Image:Mathematics.png|MTH]]
|-
|3704||Dr. Kurchatov||T3704||3||1930||1970||[[Image:Nuclear_physics.png|PHY]]||[[Image:Nuclear_engineering.png|NUC]]||[[Image:Mathematics.png|MTH]]
|-
|3705||Boris Shaposhnikov||T3705||4||1930||1945||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Training.png|TRA]]
|-
|3706||Mikhail Tukhachevsky||T3706||5||1930||1937||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Training.png|TRA]]
|-
|3707||Alexander Vasilevsky||T3707||7||1940||1970||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Training.png|TRA]]
|-
|3708||Grabin Design Bureau||T3708||5||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:artillery.png|ART]]||[[Image:technical_efficiency.png|TEC]]||[[Image:chemistry.png|CHE]]||[[Image:General_equipment.png|EQP]]
|-
|3709||Ilyushin Design Bureau||T3709||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:artillery.png|ART]]
|-
|3710||Kirov Factory Design Bureau||T3710||6||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:artillery.png|ART]]||[[Image:technical_efficiency.png|TEC]]||[[Image:Management.png|MGT]]
|-
|3711||Nevskoye Design Bureau||T3711||3||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:technical_efficiency.png|TEC]]||[[Image:Naval_artillery.png|NVA]]
|-
|3712||Nizny Tagil Factories||T3712||4||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:chemistry.png|CHE]]||[[Image:technical_efficiency.png|TEC]]||[[Image:Industrial_engineering.png|IND]]
|-
|3713||STZ Factory Design Bureau||T3713||4||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:General_equipment.png|EQP]]||[[Image:electronics.png|ELE]]
|-
|3714||Tupolev Design Bureau||T3714||6||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:chemistry.png|CHE]]||[[Image:Rocketry.png|RKT]]
|-
|3715||Nikolai Kuznetsov||T3715||6||1930||1970||[[Image:Naval_artillery.png|NVA]]||[[Image:Small_taskforce_tactics.png|STF]]||[[Image:Submarine_tactics.png|SUB]]||[[Image:Large_taskforce_tactics.png|LTF]]
|-
|3716||J.I. Alksnis||T3716||5||1930||1938||[[Image:Aircraft_testing.png|AIR]]||[[Image:Piloting.png|PIL]]||[[Image:Fighter_tactics.png|FTR]]
|-
|3717||Alexander Novikov||T3717||6||1940||1970||[[Image:Aircraft_testing.png|AIR]]||[[Image:Bomber_tactics.png|BOM]]||[[Image:Fighter_tactics.png|FTR]]
|}
{| border="1" cellpadding="2"
|+SPA - Nationalist Spain
|-
|3100||CASA||T3100||2||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:mechanics.png|MCH]]||[[Image:electronics.png|ELE]]||[[Image:Aircraft_testing.png|AIR]]
|-
|3101||CROSS||unknown||2||1930||1970||[[Image:chemistry.png|CHE]]
|-
|3102||Dr. Areilza y Mtez.-Rodas||T3102||3||1930||1970||[[Image:Management.png|MGT]]||[[Image:Mathematics.png|MTH]]
|-
|3103||Esperanza & Unceta||T3103||4||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]||[[Image:electronics.png|ELE]]
|-
|3104||Fábrica de Armas de Trubia||T3104||4||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:artillery.png|ART]]||[[Image:Training.png|TRA]]
|-
|3108||Franco Bahamonde||T3108||4||1930||1970||[[Image:Infantry_focus.png|INF]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Centralized_execution.png|CEX]]
|-
|3109||García Valiño||T3109||5||1930||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Large_unit_tactics.png|LGT]]
|-
|3110||Millán Astray||T3110||3||1930||1970||[[Image:Individual_courage.png|CRG]]||[[Image:Infantry_focus.png|INF]]
|-
|3111||Hispano Suiza||T3111||5||1930||1937||[[Image:aeronautics.png|AER]]||[[Image:mechanics.png|MCH]]||[[Image:electronics.png|ELE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Aircraft_testing.png|AIR]]
|-
|3112||La Hispano||T3112||5||1937||1970||[[Image:aeronautics.png|AER]]||[[Image:mechanics.png|MCH]]||[[Image:electronics.png|ELE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Aircraft_testing.png|AIR]]
|-
|3113||SECN||T3113||5||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]
|-
|3114||Maestranza Artillería Ferrol||T3114||4||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:artillery.png|ART]]||[[Image:chemistry.png|CHE]]||[[Image:Training.png|TRA]]
|-
|3115||Cervera Valderrama||T3115||4||1930||1970||[[Image:Naval_training.png|NVT]]||[[Image:Small_taskforce_tactics.png|STF]]||[[Image:Seamanship.png|SEA]]
|-
|3116||Kinderlán Duany||T3116||4||1930||1946||[[Image:Aircraft_testing.png|AIR]]||[[Image:Fighter_tactics.png|FTR]]||[[Image:Bomber_tactics.png|BOM]]||[[Image:Piloting.png|PIL]]
|}
{| border="1" cellpadding="2"
|+SPR - Republican Spain
|-
|3900||CASA||T3900||2||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:mechanics.png|MCH]]||[[Image:electronics.png|ELE]]||[[Image:Aircraft_testing.png|AIR]]
|-
|3901||CROSS||unknown||2||1930||1970||[[Image:chemistry.png|CHE]]
|-
|3902||Dr. Leret Ruiz||T3902||3||1930||1937||[[Image:Rocketry.png|RKT]]||[[Image:Mathematics.png|MTH]]||[[Image:Piloting.png|PIL]]
|-
|3903||Esperanza & Unceta||T3903||4||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]
|-
|3904||Fábrica de Armas de Trubia||T3904||4||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:artillery.png|ART]]||[[Image:Training.png|TRA]]
|-
|3905||Asensio Torrado||T3905||3||1930||1937||[[Image:Infantry_focus.png|INF]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Centralized_execution.png|CEX]]
|-
|3908||Miaja Menant||T3908||4||1930||1970||[[Image:Infantry_focus.png|INF]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Decentralized_execution.png|DEX]]
|-
|3909||Rojo Lluch||T3909||5||1937||1970||[[Image:Infantry_focus.png|INF]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Individual_courage.png|CRG]]
|-
|3910||Hispano-Suiza||T3910||5||1930||1937||[[Image:mechanics.png|MCH]]||[[Image:electronics.png|ELE]]||[[Image:aeronautics.png|AER]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Aircraft_testing.png|AIR]]
|-
|3911||La Hispano||T3911||5||1937||1970||[[Image:mechanics.png|MCH]]||[[Image:electronics.png|ELE]]||[[Image:aeronautics.png|AER]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Aircraft_testing.png|AIR]]
|-
|3912||SECN||T3912||5||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:artillery.png|ART]]||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]||[[Image:Naval_artillery.png|NVA]]
|-
|3913||Unión Naval de Levante||T3913||4||1930||1937||[[Image:mechanics.png|MCH]]||[[Image:artillery.png|ART]]||[[Image:Training.png|TRA]]||[[Image:Naval_engineering.png|NVE]]||[[Image:Naval_artillery.png|NVA]]
|-
|3914||Buiza Palacios||T3914||3||1930||1937||[[Image:Naval_training.png|NVT]]||[[Image:Small_taskforce_tactics.png|STF]]||[[Image:Seamanship.png|SEA]]
|-
|3915||González Ubieta||T3915||2||1937||1970||[[Image:Naval_training.png|NVT]]||[[Image:Small_taskforce_tactics.png|STF]]||[[Image:Seamanship.png|SEA]]
|-
|3916||Hidalgo de Cisneros||T3916||4||1936||1970||[[Image:Aircraft_testing.png|AIR]]||[[Image:Fighter_tactics.png|FTR]]||[[Image:Bomber_tactics.png|BOM]]||[[Image:Piloting.png|PIL]]
|}
{| border="1" cellpadding="2"
|+SWE - Sweden
|-
|3200||Arne Beurling||T3200||7||1930||1970||[[Image:Mathematics.png|MTH]]
|-
|3201||Bofors AB||T3201||7||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:artillery.png|ART]]||[[Image:chemistry.png|CHE]]
|-
|3202||Götaverken||T3202||5||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:Naval_artillery.png|NVA]]||[[Image:electronics.png|ELE]]
|-
|3203||Husqvarna||T3203||5||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:artillery.png|ART]]
|-
|3204||Karlskrona Naval Yard||T3204||6||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:Naval_artillery.png|NVA]]
|-
|3205||KaMeVe||T3205||5||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:General_equipment.png|EQP]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Naval_engineering.png|NVE]]
|-
|3206||Landsverk AB||T3206||7||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:technical_efficiency.png|TEC]]||[[Image:General_equipment.png|EQP]]||[[Image:electronics.png|ELE]]||[[Image:artillery.png|ART]]
|-
|3207||LM Ericsson||T3207||7||1930||1970||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|3208||SAAB||T3208||7||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:Industrial_engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:technical_efficiency.png|TEC]]||[[Image:Management.png|MGT]]
|-
|3209||Scania-Vabis||T3209||6||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]||[[Image:Management.png|MGT]]||[[Image:technical_efficiency.png|TEC]]
|-
|3210||Volvo||T3210||6||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:Industrial_engineering.png|IND]]||[[Image:electronics.png|ELE]]
|-
|3211||Bengt Nordenskiöld||T3211||5||1930||1970||[[Image:Bomber_tactics.png|BOM]]||[[Image:Aircraft_testing.png|AIR]]
|-
|3212||Helge Jung||T3212||5||1930||1970||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Decentralized_execution.png|DEX]]
|}
{| border="1" cellpadding="2"
|+TAN - Tannu Tuva
|-
|11300||Tannu Tuva Mining Company||tan_001||2||1930||1960||[[Image:Industrial_engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:electronics.png|ELE]]||[[Image:General_equipment.png|EQP]]||[[Image:technical_efficiency.png|TEC]]
|}
{| border="1" cellpadding="2"
|+TIB - Tibet
|-
|11450||Royal Military Academy||tib_001||2||1930||1960||[[Image:Individual_courage.png|CRG]]||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:mechanics.png|MCH]]||[[Image:artillery.png|ART]]
|}
{| border="1" cellpadding="2"
|+TRA - Transural Republic
|-
|7500||Nizny Tagil Factories||T3712||3||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:chemistry.png|CHE]]||[[Image:artillery.png|ART]]||[[Image:General_equipment.png|EQP]]
|}
{| border="1" cellpadding="2"
|+TUR - Turkey
|-
|3500||Golçuk Shipyards||T3500||4||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:technical_efficiency.png|TEC]]||[[Image:electronics.png|ELE]]||[[Image:Naval_artillery.png|NVA]]
|-
|3501||Istanbul Valde Shipyard||T3501||5||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:technical_efficiency.png|TEC]]||[[Image:electronics.png|ELE]]||[[Image:Naval_artillery.png|NVA]]||[[Image:Training.png|TRA]]
|-
|3502||KTF||T3502||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical_efficiency.png|TEC]]||[[Image:electronics.png|ELE]]
|-
|3503||MKEK||T3503||5||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Mathematics.png|MTH]]||[[Image:General_equipment.png|EQP]]
|-
|3504||THK||T3504||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical_efficiency.png|TEC]]||[[Image:electronics.png|ELE]]
|-
|3505||Turkish Petroleum Company||T3505||3||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:mechanics.png|MCH]]
|-
|3506||Ali Örlungat||T3506||4||1930||1970||[[Image:Fighter_tactics.png|FTR]]||[[Image:Bomber_tactics.png|BOM]]||[[Image:Aircraft_testing.png|AIR]]
|-
|3507||Erkan Gataly||T3507||3||1939||1970||[[Image:Bomber_tactics.png|BOM]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Piloting.png|PIL]]
|-
|3508||Fevzi Cakmak||T3508||4||1930||1945||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Infantry_focus.png|INF]]||[[Image:Individual_courage.png|CRG]]
|-
|3509||Ilmur Koya||T3509||4||1940||1970||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Naval_training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|3510||Mehmet Ali Üngen||T3510||5||1930||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Naval_training.png|NVT]]
|-
|3511||Mehmet Nuri Yamut||T3511||4||1930||1970||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Combined_arms_focus.png|CAF]]
|}
{| border="1" cellpadding="2"
|+UKR - Ukraine
|-
|7300||61 Kommunara Nikolayev Shipyards||T3700||3||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:Training.png|TRA]]||[[Image:mechanics.png|MCH]]
|-
|7301||Charkov Factory Design Bureau||T3702||6||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:artillery.png|ART]]||[[Image:technical_efficiency.png|TEC]]||[[Image:Training.png|TRA]]||[[Image:electronics.png|ELE]]
|-
|7302||Tupolev Design Bureau||T3714||5||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]||[[Image:Rocketry.png|RKT]]
|}
{| border="1" cellpadding="2"
|+URU - Uruguay
|-
|3600||ANCAP||T3600||2||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:chemistry.png|CHE]]||[[Image:Industrial_engineering.png|IND]]
|-
|3601||EMW||T3601||3||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:mechanics.png|MCH]]||[[Image:electronics.png|ELE]]
|-
|3602||Ferrocarriles y Tranvías del Estado||T3602||3||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:General_equipment.png|EQP]]||[[Image:Management.png|MGT]]||[[Image:electronics.png|ELE]]||[[Image:Training.png|TRA]]
|-
|3603||Baldomir Ferrari||T3603||2||1930||1970||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Infantry_focus.png|INF]]
|-
|3604||Daners Isamendi||T3604||3||1930||1970||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Individual_courage.png|CRG]]
|}
{| border="1" cellpadding="2"
|+USA - USA
|-
|100||Boeing||T100||8||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:Rocketry.png|RKT]]||[[Image:technical_efficiency.png|TEC]]||[[Image:electronics.png|ELE]]||[[Image:chemistry.png|CHE]]
|-
|101||Christie||T101||7||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:General_equipment.png|EQP]]||[[Image:artillery.png|ART]]||[[Image:Training.png|TRA]]||[[Image:electronics.png|ELE]]
|-
|102||Curtiss-Wright||T102||8||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical_efficiency.png|TEC]]||[[Image:artillery.png|ART]]
|-
|103||Douglas Aircraft Company||T103||7||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical_efficiency.png|TEC]]||[[Image:electronics.png|ELE]]||[[Image:chemistry.png|CHE]]
|-
|104||Ford Motor Company||T104||9||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:Industrial_engineering.png|IND]]||[[Image:General_equipment.png|EQP]]||[[Image:technical_efficiency.png|TEC]]||[[Image:Management.png|MGT]]
|-
|105||Higgins Industries, Inc.||T105||7||1941||1946||[[Image:General_equipment.png|EQP]]||[[Image:Naval_engineering.png|NVE]]||[[Image:mechanics.png|MCH]]
|-
|106||John von Neumann||T106||8||1941||1957||[[Image:Nuclear_physics.png|PHY]]||[[Image:electronics.png|ELE]]||[[Image:Mathematics.png|MTH]]
|-
|107||Kelly Johnson's Skunk Works||T107||8||1943||1970||[[Image:Rocketry.png|RKT]]||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|108||Marmon-Herrington||T108||7||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]||[[Image:electronics.png|ELE]]
|-
|109||Newport News Shipbuilding||T109||7||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:technical_efficiency.png|TEC]]||[[Image:electronics.png|ELE]]||[[Image:aeronautics.png|AER]]
|-
|110||New York Naval Yard||T110||7||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:technical_efficiency.png|TEC]]||[[Image:electronics.png|ELE]]||[[Image:Naval_artillery.png|NVA]]
|-
|111||Niels Bohr||T111||8||1943||1970||[[Image:Nuclear_physics.png|PHY]]||[[Image:Nuclear_engineering.png|NUC]]||[[Image:Mathematics.png|MTH]]
|-
|112||Norfolk Naval Yard||T112||9||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:technical_efficiency.png|TEC]]||[[Image:electronics.png|ELE]]||[[Image:Naval_artillery.png|NVA]]
|-
|113||Raytheon||T113||7||1930||1970||[[Image:electronics.png|ELE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:General_equipment.png|EQP]]||[[Image:Management.png|MGT]]||[[Image:technical_efficiency.png|TEC]]
|-
|114||Robert Oppenheimer||T114||9||1930||1953||[[Image:Nuclear_physics.png|PHY]]||[[Image:Nuclear_engineering.png|NUC]]||[[Image:Mathematics.png|MTH]]
|-
|115||Robert Truax||T115||6||1930||1967||[[Image:Rocketry.png|RKT]]||[[Image:technical_efficiency.png|TEC]]
|-
|116||Springfield Armory||T116||5||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:artillery.png|ART]]||[[Image:Training.png|TRA]]
|-
|117||Standard Oil of California||T117||8||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:technical_efficiency.png|TEC]]
|-
|118||Texas Oil Company||T118||9||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:technical_efficiency.png|TEC]]
|-
|119||Winchester Repeating Arms Co.||T119||6||1930||1970||[[Image:General_equipment.png|EQP]]||[[Image:mechanics.png|MCH]]||[[Image:artillery.png|ART]]||[[Image:Training.png|TRA]]
|-
|120||Carl Spaatz||T120||7||1930||1955||[[Image:Aircraft_testing.png|AIR]]||[[Image:Bomber_tactics.png|BOM]]||[[Image:Centralized_execution.png|CEX]]||[[Image:aeronautics.png|AER]]||[[Image:Combined_arms_focus.png|CAF]]
|-
|121||Chester Nimitz||T121||8||1930||1950||[[Image:Small_taskforce_tactics.png|STF]]||[[Image:Submarine_tactics.png|SUB]]||[[Image:Naval_training.png|NVT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Seamanship.png|SEA]]
|-
|122||Curtis LeMay||T122||7||1938||1965||[[Image:Centralized_execution.png|CEX]]||[[Image:Bomber_tactics.png|BOM]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Piloting.png|PIL]]
|-
|123||Dwight Eisenhower||T123||7||1930||1952||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Training.png|TRA]]
|-
|124||Ernest King||T124||7||1930||1946||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Carrier_tactics.png|CAR]]||[[Image:Naval_training.png|NVT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Seamanship.png|SEA]]
|-
|125||Henry Arnold||T125||7||1930||1948||[[Image:Decentralized_execution.png|DEX]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Bomber_tactics.png|BOM]]||[[Image:Fighter_tactics.png|FTR]]
|-
|126||Hyman Rickover||T126||7||1947||1970||[[Image:Nuclear_engineering.png|NUC]]||[[Image:chemistry.png|CHE]]||[[Image:electronics.png|ELE]]||[[Image:Naval_training.png|NVT]]
|-
|127||Omar Bradley||T127||7||1930||1954||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Decentralized_execution.png|DEX]]||[[Image:Training.png|TRA]]||[[Image:Combined_arms_focus.png|CAF]]
|}
{| border="1" cellpadding="2"
|+VEN - Venezuela
|-
|5500||JFPN||T5500||5||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:General_equipment.png|EQP]]
|-
|5501||Venezuelan Oil||T5501||7||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:chemistry.png|CHE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]||[[Image:technical_efficiency.png|TEC]]
|-
|5502||Instituto Autónomo Ferrocarriles del Estado||T5502||4||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:General_equipment.png|EQP]]||[[Image:Management.png|MGT]]||[[Image:electronics.png|ELE]]||[[Image:Training.png|TRA]]
|-
|5503||Delgado Chabaud||T5503||3||1930||1970||[[Image:Centralized_execution.png|CEX]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Piloting.png|PIL]]||[[Image:Bomber_tactics.png|BOM]]
|-
|5504||Escuela de Aviación Militar||T5504||2||1930||1970||[[Image:Aircraft_testing.png|AIR]]||[[Image:Fighter_tactics.png|FTR]]||[[Image:Bomber_tactics.png|BOM]]||[[Image:Piloting.png|PIL]]
|-
|5505||Escuela Naval de Venezuela||T5505||1||1930||1970||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Naval_training.png|NVT]]
|-
|5506||Isaías Medina Angarita||T5506||4||1930||1970||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Infantry_focus.png|INF]]||[[Image:Individual_courage.png|CRG]]
|}
{| border="1" cellpadding="2"
|+VIC - Vichy France
|-
|6601||Amiot||T1401||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:chemistry.png|CHE]]
|-
|6603||Dewoitine||T1403||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|6604||FAMH||T1404||4||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]||[[Image:electronics.png|ELE]]||[[Image:General_equipment.png|EQP]]
|-
|6607||Kuhlmann||T1407||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Management.png|MGT]]
|-
|6608||Manufacture d'Armes St.Etienne||T1408||5||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:artillery.png|ART]]||[[Image:General_equipment.png|EQP]]||[[Image:Training.png|TRA]]
|-
|6611||Rhône-Poulenc||T1411||3||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:General_equipment.png|EQP]]
|-
|6613||Schneider||T1413||3||1930||1970||[[Image:artillery.png|ART]]||[[Image:mechanics.png|MCH]]||[[Image:Training.png|TRA]]||[[Image:electronics.png|ELE]]
|-
|6614||SNPA||T1414||4||1941||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:chemistry.png|CHE]]||[[Image:Management.png|MGT]]||[[Image:technical_efficiency.png|TEC]]
|-
|6615||SOMUA||T1415||5||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:Industrial_engineering.png|IND]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]||[[Image:artillery.png|ART]]
|-
|6617||François Darlan||T1418||3||1930||1942||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Naval_training.png|NVT]]||[[Image:Centralized_execution.png|CEX]]
|-
|6619||Marcel Gensoul||T1420||4||1930||1942||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Naval_training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|6621||Maurice Gamelin||T1422||1||1930||1940||[[Image:Centralized_execution.png|CEX]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Individual_courage.png|CRG]]||[[Image:Infantry_focus.png|INF]]
|-
|6622||Maxime Weygand||T1423||2||1940||1942||[[Image:Centralized_execution.png|CEX]]||[[Image:Large_unit_tactics.png|LGT]]||[[Image:Individual_courage.png|CRG]]||[[Image:Infantry_focus.png|INF]]||[[Image:Combined_arms_focus.png|CAF]]
|}
{| border="1" cellpadding="2"
|+WLL - Wallonia
|-
|4300||Cockerill||T700||7||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:mechanics.png|MCH]]||[[Image:General_equipment.png|EQP]]||[[Image:Industrial_engineering.png|IND]]
|-
|4301||FN Herstal||T702||5||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Training.png|TRA]]||[[Image:artillery.png|ART]]
|-
|4302||Renard||T704||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]
|-
|4303||Renault||T705||7||1930||1970||[[Image:mechanics.png|MCH]]||[[Image:Industrial_engineering.png|IND]]||[[Image:General_equipment.png|EQP]]||[[Image:Management.png|MGT]]||[[Image:technical_efficiency.png|TEC]]
|-
|4304||Solvay||T706||7||1930||1970||[[Image:chemistry.png|CHE]]||[[Image:Industrial_engineering.png|IND]]||[[Image:Mathematics.png|MTH]]||[[Image:Management.png|MGT]]
|}
{| border="1" cellpadding="2"
|+YEM - Yemen
|-
|11500||Royal Academy of Engineering||yem_001||2||1930||1960||[[Image:Centralized_execution.png|CEX]]||[[Image:Combined_arms_focus.png|CAF]]||[[Image:mechanics.png|MCH]]||[[Image:artillery.png|ART]]||[[Image:General_equipment.png|EQP]]
|}
{| border="1" cellpadding="2"
|+YUG - Yugoslavia
|-
|3800||Ikarus||T3800||4||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical_efficiency.png|TEC]]||[[Image:electronics.png|ELE]]
|-
|3801||Industrija Aeroplanskih Motora||T3801||3||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:technical_efficiency.png|TEC]]||[[Image:General_equipment.png|EQP]]||[[Image:aeronautics.png|AER]]
|-
|3802||Jadransko Brodogradiliste||T3802||3||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:technical_efficiency.png|TEC]]||[[Image:Naval_artillery.png|NVA]]
|-
|3803||Memorandum Teleoptik||T3803||5||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]||[[Image:Management.png|MGT]]
|-
|3804||Mikron||T3804||4||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:electronics.png|ELE]]||[[Image:mechanics.png|MCH]]||[[Image:Management.png|MGT]]
|-
|3805||Yugoslavian State Railroads||T3805||5||1930||1970||[[Image:Industrial_engineering.png|IND]]||[[Image:mechanics.png|MCH]]||[[Image:electronics.png|ELE]]||[[Image:Management.png|MGT]]||[[Image:General_equipment.png|EQP]]
|-
|3806||Zivojin Rogozarski||T3806||3||1930||1970||[[Image:aeronautics.png|AER]]||[[Image:technical_efficiency.png|TEC]]||[[Image:electronics.png|ELE]]||[[Image:Management.png|MGT]]
|-
|3807||ZMAJ||T3807||4||1930||1970||[[Image:Naval_engineering.png|NVE]]||[[Image:aeronautics.png|AER]]||[[Image:mechanics.png|MCH]]||[[Image:electronics.png|ELE]]||[[Image:technical_efficiency.png|TEC]]
|-
|3808||Bogoljub Ilic||T3808||3||1930||1970||[[Image:Large_taskforce_tactics.png|LTF]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Naval_training.png|NVT]]||[[Image:Seamanship.png|SEA]]
|-
|3809||Dusan Simovic||T3809||3||1930||1970||[[Image:Bomber_tactics.png|BOM]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Aircraft_testing.png|AIR]]||[[Image:Piloting.png|PIL]]
|-
|3810||Josip Broz Tito||T3810||6||1942||1970||[[Image:Small_unit_tactics.png|SMT]]||[[Image:Centralized_execution.png|CEX]]||[[Image:Infantry_focus.png|INF]]||[[Image:Individual_courage.png|CRG]]||[[Image:Training.png|TRA]]
|}
{| border="1" cellpadding="2"
|+Specialty Key
|-
|ICON||SPECIALTY
|-
|[[Image:aeronautics.png|AER]]||aeronautics
|-
|[[Image:Aircraft_testing.png|AIR]]||aircraft_testing
|-
|[[Image:artillery.png|ART]]||artillery
|-
|[[Image:Bomber_tactics.png|BOM]]||bomber_tactics
|-
|[[Image:Combined_arms_focus.png|CAF]]||combined_arms_focus
|-
|[[Image:Carrier_tactics.png|CAR]]||carrier_tactics
|-
|[[Image:Centralized_execution.png|CEX]]||centralized_execution
|-
|[[Image:chemistry.png|CHE]]||chemistry
|-
|[[Image:Individual_courage.png|CRG]]||individual_courage
|-
|[[Image:Decentralized_execution.png|DEX]]||decentralized_execution
|-
|[[Image:electronics.png|ELE]]||electronics
|-
|[[Image:General_equipment.png|EQP]]||general_equipment
|-
|[[Image:Fighter_tactics.png|FTR]]||fighter_tactics
|-
|[[Image:Industrial_engineering.png|IND]]||industrial_engineering
|-
|[[Image:Infantry_focus.png|INF]]||infantry_focus
|-
|[[Image:Large_unit_tactics.png|LGT]]||large_unit_tactics
|-
|[[Image:Large_taskforce_tactics.png|LTF]]||large_taskforce_tactics
|-
|[[Image:mechanics.png|MCH]]||mechanics
|-
|[[Image:Management.png|MGT]]||management
|-
|[[Image:Mathematics.png|MTH]]||mathematics
|-
|[[Image:Nuclear_engineering.png|NUC]]||nuclear_engineering
|-
|[[Image:Naval_artillery.png|NVA]]||naval_artillery
|-
|[[Image:Naval_engineering.png|NVE]]||naval_engineering
|-
|[[Image:Naval_training.png|NVT]]||naval_training
|-
|[[Image:Nuclear_physics.png|PHY]]||nuclear_physics
|-
|[[Image:Piloting.png|PIL]]||piloting
|-
|[[Image:Rocketry.png|RKT]]||rocketry
|-
|[[Image:Seamanship.png|SEA]]||seamanship
|-
|[[Image:Small_unit_tactics.png|SMT]]||small_unit_tactics
|-
|[[Image:Small_taskforce_tactics.png|STF]]||small_taskforce_tactics
|-
|[[Image:Submarine_tactics.png|SUB]]||submarine_tactics
|-
|[[Image:technical_efficiency.png|TEC]]||technical_efficiency
|-
|[[Image:Training.png|TRA]]||training
|}
[[Category:Reference]]
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{{TechTree}}
The Tech Tree represents all the aspects of research a nation may conduct. Due to the extremely large size of the tree, it has been broken into its various branches to improve readability and organization.
[[Category: Reference]]
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== Updates ==
The following updates are the most recent updates released for the Hearts of Iron II series (as of September 30, 2009):
* Original Hearts of Iron 2 (HoI2): [http://forum.paradoxplaza.com/forum/showthread.php?t=226786 Update 1.3b (Apr, 2006)] Checksum: JLQC
* Hearts of Iron 2, Doomsday (HoI2:DD): [http://forum.paradoxplaza.com/forum/showthread.php?t=293247 Update 1.3a (March, 2007)] Checksum: JCJS
* Hearts of Iron 2, Armageddon (HoI2:ARMA): [http://forum.paradoxplaza.com/forum/showthread.php?t=402220 Update 1.3 beta2 (April, 2009)] Checksum: PHVR
Note that Paradox has officially confirmed that HOI2 and HOI2:DD updates are the final updates for those games. The last one for Arma was not officially confirmed but given the time that has now passed, it can be taken as final.
== Bugs and Bug Reporting ==
There are no further updates being made to any version of HoI2. Any found bugs will need to be corrected yourself using the modding tools if possible.
== Configuring Routers for Multiplayer Games ==
The first suggestion is to check the [http://www.europa-universalis.com/forum/showthread.php?t=163998 Router Configuration Library], hosted at the Paradox forums. It covers all of Paradox's games, and is a repository for '''successful''' router configurations.
If you are unsuccessful there, ask your questions in [http://forum.paradoxplaza.com/forum/showthread.php?187623-Step-By-Step-Router-Setup this forum thread]. Many experts that lurk about the forums subscribe to the threads above, so your questions will be seen.
Even with v1.2 the "moddir" feature is still '''broken''' for multiplayer play. Thus if you try and play a mod in multiplayer it will fail. The only work around is to modify the main game itself.
== Screen Issues ==
=== Screen Flicker ===
If you are experiencing screen flicker at seemingly random intervals while playing the came, the following steps may be of use, as prescribed by Castellon:
1) Rename the AVI folder to AVI_back<br>
2) Set the color depth to 16BIT<br>
3) If you're using the auto-hide feature of the task bar, disable it.<br>
4) If you have an Explorer window searching for a file or displaying search results, close it.<br>
5) Turn off everything in the background like E-mail/ICQ/Messenger, Virus protection and everything in the system tray beside the clock.<br>
6) Update your Windows, update your Video card drivers and audio card drivers. Then repeat steps 1-3.<br>
'''98% of flicker problems are caused by other programs running in the background.'''
Also, alt+tabbing tends to increase screen flicker.
[http://support.microsoft.com/?scid=kb;en-us;331796 How to run Windows with minimal load of background services]
=== Screen Resolution ===
According to developer Johan, the screen resolution for the game is locked at 1024x768.
There is [http://www.geocities.jp/soukan_n/f/index.html an unofficial patch] that can alter the value, though. You can also take a look at [http://www.paradoxian.org/hoi2wiki/index.php/Utilities#Screen_Related Screen Related Utilities]. If you have difficulty playing HoI2 with the "offical" resolution, it might help you solve the problem.
=== Windowed Mode ===
If you want to play Hearts of Iron 2 in window, you must apply some unofficial "patch" first. Look at [http://www.paradoxian.org/hoi2wiki/index.php/Utilities#Screen_Related Screen Related Utilities] for concrete one. For Doomsday, there is new command line parameter WINDOWED, which activated windowed mode without need of any hacking. You must also set your screen color depth to 16bit (applies to both Hearts of Iron 2 and Doomsday) prior to running game in a window. If you don't do that, you'll get error message and game won't run.
== Game Slow downs ==
The game gradually slows down as time progresses. This is especially true of a 1936 campaign, and generally starts around 1942 or later, depending on your CPU speed. Generally, this occurs due to the large number of units that have been created, and the amount of work the AI must perform every game hour to determine what should be done with units. [http://forum.paradoxplaza.com/forum/showthread.php?p=8576604 Testing this issue] has led to the conclusion that CPU speed has a significant effect on game speed.
The Doomsday scenario is a good test for these slowdowns due to the large number of units. Each test was conducted by choosing the nation of Tibet, setting game speed to maximum, and timing how long it takes for one month of game time to elapse. Testing produced the following results:
{| border="1" cellpadding=5
|- valign=bottom
! User !! Brand !! Type !! Speed !! Cache !! RAM !! Scenario time
|- align=center
| align=left | Lennartos || Intel || Quad Core || 3.7 Ghz || 12MB || 4 GB || 1 min, 25 s.
|- align=center
| align=left | SBR || Intel || Core 2 Duo || 2.4 Ghz || 8MB || 2 GB || 2 min, 26 s.
|- align=center
| align=left | Bholstege|| Intel || Core 2 || 3.0 Ghz || 1 MB || 4 GB || 2 min, 30 s.
|- align=center
| align=left | BBasgen || AMD || Athlon 64 || 2.2 Ghz || 0.5 MB || 2 GB || 3 min, 28 s.
|- align=center
| align=left | forlath || Intel || Pentium M || 2.0 Ghz || 0.5 MB || 1 GB || 3 min, 30 s.
|- align=center
| align=left | The RC || Intel || Pentium 4 || 2.6 Ghz || 0.5 MB || 1.5 GB || 5 min, 50 s.
|- align=center
| align=left | MacLeod || Intel || Pentium 4 || 2.4 Ghz || 0.5 MB || 1 GB || 8 min, 18 s.
|- align=center
| align=left | forlath || Intel || Pentium 4 || 3.4 Ghz || 0.5 MB || 1 GB || 9 min, 30 s.
|}
===Helpful Fixes===
====Sprites====
This change will allow you to both load and play the game much faster, but it only works if you use counters instead of sprite.
Note that the file to be left alone in those folders do not have to be the one mentioned. Any of the other files will do as long as their file name match.
# Open HoI 2 directory\GFX\map\units.
# Backup this folder and its subfolder just in case you want to play with sprite again later or if anything wrong happens.
# Delete all files in HoI 2 directory\GFX\map\units except "T-BATTLESHIP A-WALK C-MIN L-1 D-NW.spr".
# Open HoI 2 directory\GFX\map\units\bmp.
# Delete all files in HoI 2 directory\GFX\map\units\bmp except "T-BATTLESHIP A-WALK C-MIN L-1 D-NW.bmp".
# Start the game and feel the speed.
====Ghost Fleets====
Ghost fleets began as a problem in the HOI2 DD expansion pack and continued until ARMA version 1.3, when the problem was finally fixed. The net result of a Ghost fleet can be tens of thousands of non-existent ships in a port. The sheer number of units involved creates enormous lag on the game engine: the main symptom being a delay at a certain hour of the day for seconds or even minutes.
* [http://www.modhoi.com/index.php?option=com_content&task=view&id=54&Itemid=37 Download the Ghost Fleet save game fixer]
====Event History====
Save games grow very large over time, depending on your event logging settings. In a default installation, the size of the game file will double in less than 10 years. Minor speed improvements can be made by deleting the event history.
====Delete all units====
While late game slow down is not really caused by a large number of units, deleting all units does help. Lord Finnish created this event:
* [http://forum.paradoxplaza.com/forum/showpost.php?p=8560061&postcount=9 Kill all AI units]
====Movies====
If you find the movies annoying, and prefer to open the game and go somewhere else while it loads (thus not being there to skip over the movies), there's a simple way to get rid of them. The only movies in the game are the ones at the start. Just rename (or delete) the avi directory where you installed HoI2 and the game will just skip over them.
== General problem Solving ==
It is difficult to track problems effectively in current jungle of software products and their versions. When problem pups up, it is best to go from simple to more complex solutions. Here is recommended procedure for solving problems (it may work with problems related to other games/programs too):
# Refer to [http://forum.paradoxplaza.com/forum/forumdisplay.php?f=255 forum] first. Your problem may have been addressed already. If you don't succeed there, try following procedure.
# If problem showed up recently and you were able to play before without problems (in same conditions), try to remember what has changed since then and focus on it.
# End all programs and tasks which are not really necessary. Use CTRL+ALT+DEL and 'Task Manager' to end tasks.
# In Windows 2000 or XP Professional you may also want to stop unnecessary 'Services' running on backgound. Type 'services.msc /s' in 'Run' (Start -> Run) to run console to view and manage services on your system. You require administrator's right to do so. It may help improve performace and limit possible problems. List of services you must have running may vary from system to system. Be careful when stopping services! ([http://support.microsoft.com/?scid=kb;en-us;331796 How to run Windows with minimal load of background services])
# Installing other games with different (and sometimes problematic) version of DirectX may be cause of problems. In this case uninstalling DirectX ([http://fileforum.betanews.com/detail/DirectX_Uninstaller/978209241/1 DirectX Uninstaller]) first. Then download latest version of DirectX (if you don't have it already, [http://www.microsoft.com/downloads/results.aspx?sortCriteria=date&OSID=&productID=&CategoryID=&freetext=directX+runtime&DisplayLang=en&DisplayEnglishAlso= here]) and install it.
# Reinstall game. If you want to preserve your data (savegames), archive them first (by copying/moving them to non game folder). Saves are stored in '\scenarios\save games' subfolder of directory where you installed HoI2. Then uninstall game by using uninstaller and delete remaining data manually (delete your HoI2 installation directory). Then install game with all patches and restore your archived savegames.
# If problem is still there, post in [http://forum.paradoxplaza.com/forum/forumdisplay.php?f=255 forum] and/or [http://forum.paradoxplaza.com/forum/showthread.php?t=179636 report bug].
# In-game speed increasing trough message logging : Whenever possible disable evens from game log : for example another nation trade with third nation, another nation influenced/failed to influence third nation, another nation diplomatic deal with third nation, any logging of player aggreeing/refusing trade or diplomatic action suggested by AI is by default also written to game log. One has to be careful what is doing and if one needs any log evidence. It is always useful to go carefuly trough message settings in game menu and select what should be logged an how (4 levels of notification - none - log - window - pause game with window). Consider events that are not necessary for your gameplay and set them not to be displayed at all. Exclude all duplicate messages pointing to one occasion for example do not log demand territory but log give-in/refuse of demand territory.
[[Category:Technical_Issues]]
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#REDIRECT [[Technology Formula]]
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The formula to calculate the number of days required is calculated using the following logic:
*Each component is given a progress bar, with the percent completed at zero percent, and the total percent of the component as 100%. For Double-timed components, the total percent is doubled (to 200%).
*Rocketry components are given a bonus from the size of the rocket site in the country (there should be only one such site). This bonus is calculated with the formula:
Component_Bonus = Rocket_Site_Size * 5
*Nuclear components are given a bonus from the size of the nuclear reactor in the country (there should be only one such reactor). This bonus is calculated with the formula:
Component_Bonus = Nuclear_Reactor_Size * 5
*Each component is then compared with the tech team researching it, to see if the tech team has specialties that match the component type. The formula used to determine this is:
<pre>
If Component_Match(Current_Component, Tech_Team_Index) Then
Daily_Increase = (Base_Increase_Matched / ((2 + Min(TECHS(Current_Component).Difficulty, 3)) * 10)) + ((3 * (TECH_TEAMS(Tech_Team_Index).Skill + Bonus_Level - 1)) / (2 + Min(TECHS(Current_Component).Difficulty, 3)))
Else
Daily_Increase = ((Base_Increase_Unmatched / ((2 + Min(TECHS(Current_Component).Difficulty, 3)) * 10)) + ((3 * (TECH_TEAMS(Tech_Team_Index).Skill + Bonus_Level * 2 - 1)) / (2 + Min(TECHS(Current_Component).Difficulty, 3)))) / 2
End If
Early_Research_Penalty = 0
Do Until Percent_Complete >= Percent_Total
If Start_Year < TECHS(Tech_Application_Index).Historical_Year Then
Early_Research_Penalty = Min(Early_Research_Mod * Min((Time_Difference(Start_Day, Start_Month, Start_Year, 1, 1, TECHS(Tech_Application_Index).Historical_Year) - Total_Days - 1), 0), Max_Early_Research_Penalty)
End If
If Not Have_Blueprint Then
Percent_Complete = Percent_Complete + Daily_Increase * (1 + Early_Research_Penalty) * Research_Mod * (1 + Difficulty_Mod)
Else
Percent_Complete = Percent_Complete + Daily_Increase * (1 + Early_Research_Penalty) * Research_Mod * (1 + Difficulty_Mod) * Blueprint_Bonus
End If
Total_Days = Total_Days + 1
If Total_Days > 9999 Then Exit For 'To avoid infinite loops
Loop
Next Current_Component
Calculate_Research_Time = Total_Days
End Function
</pre>
The values for the parameters can be found in the misc.txt file in the db directory. Default in HoI2 1.3 the value for Max_Early_Research_Penalty is 0.9, Early_Research_Mod is 0.0015
[[Category: Reference]]
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#REDIRECT [[Technology and Research FAQ]]
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=[[Technology and Research FAQ|Technology and Research]]=
=== How many tech teams slots can a country have? ===
Countries can have a maximum of 5. Each country starts with one. For every 20 base IC (modifiers do not matter for this), a country gets 1 more tech team slot. 20 to 39 base has two slots, 40 to 59 base has three slots, 60 to 79 base has four slots, and 80+ means the maximum of 5 slots.
=== Why isn't Rolls-Royce in the game? ===
From '''Johnny Cannuck''':<br>
''In terms of Rolls-Royce, the decision was made to exclude it on the basis that the major British aircraft manufacturers were already included, such as Supermarine. Not having Rolls-Royce does not in any real way affect the ability of the British to research aircraft techs.''
This same theory also applies to other tech teams, organizations, and corporations that exist in the real world but are not present in the game. Oftentimes, they simply duplicate what is already in a nation's tech team list and do not add anything new to the nation's ability to research tech. This is most commonly seen in tech tree branches that are linear, like nuclear research or synthetic oil production. You may only research one of these techs at a time, so there is really no need for other teams in the game that have the same skills.
=== What effect does blueprint have? ===
It halves the research time.
=== What is the difference between blue and red specialties? ===
Red denotes doctrines.
=== Why the last part (fifth) of the research sub-topic seem to take longer time than the others? ===
The last part of many research categories take twice as long as the other sub-topics. Unfortunately there is no sure-fire in-game way of knowing whether a particular category has a double_time last component. Although a good rule of thumb is that if the last component is named either "prototype" or "processes" it will take twice as long as normal. Version 1.2 highlights the difficult component with a very high value e.g. 20.
=== What effect does it have if I have research team with matching specialty with my research topic? ===
The sub-topic that uses that matching specialty will have the research time halved. There is much more information available in the [[Research]] guide.
=== What's the deal with oil conversion techs? ===
See the primer on [[Energy_to_Oil_Conversion]].
=== What do Encryption/Decryption technologies actually do? ===
The Army Detection chance modifiers affect your ability to see what type of units and exactly how many your enemy has. That is, if your decryption is higher than the enemy's encryption, you gain information on unit composition, numbers, etc, and it works in reverse as well, hiding the true composition of your forces from the enemy.
Surprise Chance modifiers are applied to combat efficiency. When you attack a territory, you may surprise your enemy, gaining a 20% bonus. You may check for this bonus by holding the cursor over any unit in combat.
IntOp Chance modifiers are used to determine various events within the game, such as stealing blueprints, sabotage events, and assassination attempts. The true mechanism for triggering these events remains a mystery.
[[Category:Guides]] [[Category:FAQ]]
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#REDIRECT [[Allies]]
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#REDIRECT [[Axis]]
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#REDIRECT [[Comintern]]
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The Complete Newbie Guide
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{{Anthology}}
== Game Versions ==
Hearts of Iron 2 has had many [[versioning|versions]]. The original game is referred to as HoI2, or "vanilla" and was released in 2005. This game had a series of patches that ended with version 1.3. An expansion pack called Doomsday or "DD" was released in 2006, and also had a series of patches that ended in version 1.3. Doomsday is a standalone and thus does not require the original HoI2 to be installed. Finally, [[Armageddon]] or "ARMA", is a booster pack for Doomsday that was released in 2007, and has had a series of patches that have ended in version 1.2. Since early 2009, there is a 1.3(beta) patch for Armageddon which fixes all known bugs and introduces a new espionage system. It is being developed by the community but with the blessing of Paradox.
Armageddon is the latest game version and includes all features of the previous two. In the Anthology pack, Armageddon is a standalone (and thus does not require any other game version to be installed) while as a separate game it is an add-on for Doomsday and thus requires Doomsday to be installed.
== Choose Game Type ==
In order to start on the right foot select a game type that makes the most sense for your learning style.
* Tutorials: These are a good starting point for the real basics. Remember that those tutorials have not been adjusted to the expansions and thus may result in errors when playing Doomsday or Armageddon.
* Battle Scenarios: These are good for limiting complexity, and learning the basics. The [[Spanish Civil War]] scenario which is a fun, eventful little package that will introduce you to all the fundamentals.
* 1936 campaign:
** For a peaceful, simple game of just the basics, [[Brazil strategy|Brazil]] is a good choice.
** For a start at war, [[USSR strategy|USSR]] is an excellent choice because it is possible to defeat Germany without much skill.
** As a general rule, trying to reverse history (German or Japanese victory) is more challenging gameplay than a victory with the Allies.
== Walk through ==
Some step by step guides have been created to help new players:
* '''Germany, 1936:''' [http://forum.paradoxplaza.com/forum/showthread.php?t=378841 "How the heck do you play this game?!" A simple tutorial AAR]
== General Overview ==
=== Intelligence ===
Available in HoI2, Doomsday:
* Using the Intelligence system is not essential for gameplay. Beginners should ignore it for simplicity: some advanced players ignore it due to its relatively low impact/benefit.
* Before performing any mission, it is a good idea to set up 10 spies in the target country (which also includes your own), as spy mission success chance depends largely on the number of spies and failed missions make you lose one spy. In Armageddon 1.3beta the espionage system has been changed drastically: there failed missions don't have any negative effect apart from the money lost, so you can happily spy away.
* It helps to remove all AI spies in your nation, as they can disrupt production, etc. (Not possible in Armageddon 1.3beta.)
* The most widely used feature of the spying system is to steal blueprints.
=== Technology ===
* Always use as many [[Research Slot|research slots]] as possible.
* Avoid researching technologies whose historical year is in the future due to penalties to research time.
* Match the specialties of the selected tech team with whatever you intend to research.
* See the [[Research]] guide for more information on how to maximize research.
=== Production ===
* Serial runs provide bonuses to time to complete due to the [[Gearing_Bonus]]. Thus, a serial run of 10 infantry is much quicker to produce, and is much easier to manage as a player. Since cancelling an ongoing serial yields no negative consequences, it is even feasible to order each build as a 99 serial and simply abort it once you've produced enough. That way you'll get your builds done the quickest.
=== Diplomacy ===
* Take a look at the [[Domestic_Policy_FAQ|Domestic Policy FAQ]] for advice on changing your domestic policy sliders. There are definite directions you want to move your nation to accomplish certain goals.
* Examine your resource situation carefully, and if you are tight in anything, scour the world for trades to build up stockpiles in it. Italy and [[Japan]] have a particular need for this monitoring. Once war starts your national trade with nations who are non-neighbours will drop sharply in efficiency, so build up stockpiles while the world is at peace.
== Military Basics ==
* Your leaders have a rank which determines how many divisions they can command. To increase the rank, simply press the "promote" button in the leader selection window. This will cost the leader in question one skill point and it will reset his experience to zero. Keep in mind not to over-stack leaders: which means a Major General should only have 1 division, a Lt. General should only have 3 divisions or less, a General should have no more than 9 divisions and a Field Marshal should be content with commanding no more than 12 divisions.
* Enabling the Auto-promotions option for your leaders will give you "free" promotions, without those leaders losing skill level.
* Always be mindful of the terrain and weather you are fighting in (hills, plains, swamp forest, mountains, rivers -- mud, winter, rain, etc): it makes a huge difference.
* Units like Marines and Mountaineers exist for a reason: they are masters of certain terrain types and/or mission types such as amphibious assaults.
* Garrisons with MP brigades are useful in order to reduce partisan activities (which lowers your Transport Capacity, or "TC"). Units that are in good supply fight better.
* Always remember to check your time of day and weather before an attack. Badly timed attacks can wear down even the best prepared attacker.
* Time your offensives on a strategic (long-term) time-scale. For example, attacking the Soviet Union as Germany in winter will wear you down for little gain, and almost eliminate the chance for the all-important encirclements. Winter warfare is no fun, just ask the German general staff.
* Encirclement is the only practical way of 'killing' enemy units. Plan strategic traps such as cutting units off against the coast and try deep striking tank attacks to get the enemy units behind your lines.
* If your attack (or defense) is going badly, or even if it's stalled call it off (or retreat) and think of a new approach. Your units will keep their valuable organisation and strength, and will be ready for the next attack (or counter-attack).
* Use HQ units for any large attacks to prevent over-stacking penalties, and use support attack from other provinces to bring an overwhelming force against the enemy.
* Remember to give your HQ units general or field-marshal leaders, or else the HQ units are effectively useless.
* Don't be afraid of trading land for time or strategic advantage. On defensive fronts consider letting the enemy take a front-line province if your line is attacked by a superior force, and then counter-attack from the flanking provinces using the unit(s) you cunningly withdrew. Then the enemy gets a 20% penalty and things will probably go badly for him.
* Check the detailed combat status of your (and enemy) units by reading the tool-tip on the unit in the detailed battle view. This is a neat summary of the factors affecting the combat and a great way of learning when and why you have the advantage or disadvantage in battle.
== Things to ignore ==
* Don't worry about convoys. Convoys are important for amphibious landings and maintaining overseas supply, but are safe to ignore for a new player.
* Don't worry about leader assignment. Switch on auto-assign and the AI will find suitable leaders to leaderless stacks at midnight every day.
* Air Force and Navy are best ignored for beginning players.
[[Category:Guides]] [[Category:General Guides]]
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Source: BR Mitchell (ISBN 0333994132).
Numbers are 1000s of metric tons
<table border="1">
<tr><td><td>1936<td>1937<td>1938<td>1939<td>1940<td>1941<td>1942<td>1943<td>1944<td>1945<td>1946<td>1947<td>1948</tr>
<tr><td>Argentina<td>904<td>1356<td>1747<td>1729<td>1480<td>1189<td>872<td>785<td>1002<td>1101<td>795<td>558<td>284</tr>
<tr><td>Australia<td>2900<td>3200<td>3400<td>3700<td>3300<td>3600<td>3000<td>2600<td>2600<td>2300<td>2100<td>2500<td>1900</tr>
<tr><td>Bolivia<td>24438<td>25531<td>25894<td>27916<td>38531<td>42740<td>38907<td>40960<td>39341<td>43168<td>38222<td>33800<td>37935</tr>
<tr><td>Burma<td>5200<td>5300<td>5000<td>6100<td>4600<td>5700<td>600<td>600<td>500<td>400<td>300<td>1800<td>1200</tr>
<tr><td>Canada<td>0<td>0<td>0<td>0<td>0<td>29<td>562<td>353<td>235<td>385<td>396<td>324<td>314</tr>
<tr><td>China<td>10800<td>11500<td>13400<td>12500<td>11400<td>6400<td>5800<td>3900<td>2000<td>2000<td>2700<td>4400<td>4900</tr>
<tr><td>Indonesia<td>3120<td>38200<td>30200<td>27200<td>42000<td>54200<td>10100<td>19400<td>7700<td>1100<td>6500<td>16200<td>31100</tr>
<tr><td>[[Japan]]<td>2100<td>2200<td>2100<td>1500<td>1800<td>2200<td>1900<td>1100<td>400<td>100<td>100<td>100<td>100</tr>
<tr><td>[[Laos]]<td>1400<td>1600<td>1600<td>1500<td>1500<td>1300<td>1000<td>700<td>400<td>100<td>0<td>0<td>0</tr>
<tr><td>Malaya<td>67800<td>78500<td>44100<td>48200<td>84300<td>80700<td>16000<td>26400<td>9500<td>3200<td>8600<td>27500<td>45500</tr>
<tr><td>Nigeria<td>9900<td>11000<td>9100<td>9600<td>12200<td>12300<td>12600<td>12900<td>12700<td>11400<td>10500<td>9300<td>9400</tr>
<tr><td>South Africa<td>600<td>500<td>600<td>500<td>600<td>500<td>500<td>500<td>500<td>500<td>500<td>500<td>500</tr>
<tr><td>Thailand<td>12900<td>16200<td>15100<td>15900<td>17400<td>16100<td>8000<td>5900<td>3300<td>1800<td>1100<td>1400<td>4300</tr>
<tr><td>UK<td>2100<td>2000<td>2000<td>1700<td>1600<td>1500<td>1400<td>1400<td>1300<td>1200<td>800<td>900<td>900</tr>
<tr><td>Zaire<td>7400<td>9300<td>9800<td>8300<td>12500<td>16000<td>16100<td>17300<td>17100<td>17300<td>14500<td>12600<td>13100</tr>
</table>
[[Category:Knowledge Base]]
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Because the strategic aim of warfare in Hoi2 is to secure your own country's place in the world by conquering provinces with high IC and resources, it might be interesting to know how many of them are out there to claim. The following data is collected from the db/province.csv file and shows the raw numbers on the 1936 campaign start. Note that you will not gain the full value if the respective province is not a core of your country and also note that the raw values can be modified by a variety of factors ranging from research to events.
Thanks to the Paradox forum user BritishImperial, for it was his question which initiated this endeavour!
==Hearts of Iron 2 Doomsday Armageddon 1.2==
<table border="1" cellpadding="3" cellspacing="0">
<tr><td>Total IC</td><td>1855</td><td>in 637 provinces</td></tr>
<tr><td>Total manpower</td><td>1524</td><td>in 634 provinces</td></tr>
<tr><td>Total oil</td><td>1031</td><td>in 57 provinces</td></tr>
<tr><td>Total metal</td><td>3420</td><td>in 493 provinces</td></tr>
<tr><td>Total energy</td><td>6969</td><td>in 653 provinces</td></tr>
<tr><td>Total rares</td><td>1505</td><td>in 362 provinces</td></tr>
</table>
==MOD: World in Flames Platinum (HoI2 DD Arma)==
Note that manpower is computed differently in this mod, so while the raw values are much higher than in the standard game, the effective values are quite similar (even somewhat lower).
<table border="1" cellpadding="3" cellspacing="0">
<tr><td>Total IC</td><td>1991</td><td>in 653 provinces</td></tr>
<tr><td>Total manpower</td><td>10654</td><td>in 1452 provinces</td></tr>
<tr><td>Total oil</td><td>1064</td><td>in 68 provinces</td></tr>
<tr><td>Total metal</td><td>3470</td><td>in 498 provinces</td></tr>
<tr><td>Total energy</td><td>7044</td><td>in 660 provinces</td></tr>
<tr><td>Total rares</td><td>1529</td><td>in 373 provinces</td></tr>
</table>
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{{Anthology}}[[Image:Div_29.jpg|thumb]]
Naval Transports are used for moving supplies and resources around the world. They can also be used to ferry land units across stretches of water. They are completely unarmed and, unless well protected, will be vulnerable to attack by other naval units or aircraft.
==Transports Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Sea Attack !! Sub Attack !! Sea Def !! Shore Bombard !! Distance !! Visi-<BR>bility !! Surface Detect !! Sub Detect !! Air Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap.
|- align=center
| align=left | Transport || 30 || 30 || 0 || 0 || 0 || 0 || 0 || 0 || 0.1 || 90 || 0 || 0 || 0
| width=20 | || 5 || 90 || 1 || 18 || 0.3 || 1 || 3000 || 40
|}
==Brigades allowed==
* None
==Notes==
* Transports do not attack in combat and can ferry troops for an [[amphibious assault]].
* Each transport can hold a single division, regardless of its type.
[[Category:units]]
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=Transport Capacity=
'''Transport Capacity''' (TC) is described in the TC tooltip rollover as ''trucks trains and river barges which are used to supply your armed forces with fuel and supply.'' TC is an abstract number as it is primarily based upon Industrial Capacity. The various modifiers that affect TC are shown in the tooltip:
''TC is a direct function of IC – each point of IC gives you 1.5 TC''
Note that IC for the TC calcuation is overall IC - it is not base IC. Multiply your overall IC by the two modifiers (technology and minister) and then by your infantry supply techs to get your Transport Capacity number. Ex.: multiply overall modified IC of 349 by 1.5 and then by 1.3 if you have the three infantry supply techs to get 681 TC.
The tooltip then repeats the overall TC status by displaying Used TC and Available TC. That line is followed by a list of modifiers that affect the TC calculation:
* ''Technology Modifier on IC -> TC''
* ''Minister Modifier on IC ->TC''
* ''Fuel and Supply Transportation''
* ''Occupied Territory Maintenance''
* ''Redeployment Load''
* ''Partisan Activity''
* ''Undeployed Bases''
The net effect of these modifiers are calculated and shown as:
'' == Current supply efficiency:'' 100.00%
Also note that convoys used for oversea resources and units are NOT part of the TC calculation. TC is very abstract as it is primarily based upon Industrial capacity. If convoys were used for countries like [[Japan]], [[UK]], and [[USA]] as part of the TC calculation, that would also severely handicap those countries that have to operate overseas and make a difficult situation almost impossible to handle within the game.
==Technologies==
Each of the following technology's has a positive +10% TC modifier:
* [[Infantry_Tech_Tree#Rear_Area_Supply_Dumps|Rear Area Supply Dumps]] (1936) ''note; some contries have this at the beginning of the 1936 scenerio''
* [[Infantry_Tech_Tree#Deep_Logistic_Organization|Deep Logistic Organization]] (1940)
* [[Infantry_Tech_Tree#Frontline_Supply_Service|Frontline Supply Service]] (1942)
* [[Advanced Logistic Organization]] (1945) -Armageddon-
== What happen if my TC is overloaded (displayed in red)? ==
Your troops will have lower [[supply efficiency]], they gain [[org]] slower and thier [[speed]] will be reduced.
==Further Information==
Refer to the [[Transport Capacity and Supply Efficiency FAQ]] for more information.
===Transport Capacity in HOI2 v1.3===
*Partisan Activity greatly increased by a factor of 4x. You need to actively suppress partisans in order to improve your TC. [# TC Load from partisans changed from 3.0 to 12.]
*Base Partisan levels no longer decrease in annexed territory. Partisan levels slowly rise in all non national territory. [controlled by Nationalism settings in \db\misc.txt. # Monthly Nationalism reduction was 0.2 and is changed to -0.002 for version 1.3]
*Building garrison div and MP bde is the best way to suppress partisan activity. The more that partisans are suppressed, the better that your TC will be when you are conquering territory.
*Occupied Territory Maintenance (OTM) decreases by 1/3. Less OTM but much higher Partisan Activity.
**[These OTM and partisan factors are controlled by the \db\misc.txt file.]
*Accepting events like Vichy becomes even more important. Provinces acquired in events have only a 2% partisan activity base while in annexed territory the partisan activity base is much higher (24% for Germany). Partisan base level is 32% for Germany in occupied territory.
*Both liberation and releasing colonies get dissent penalties in 1.3 Dissent from liberation ranges from 0.5 for democracies to 5 for authoritarian governments (puppet part of the government slider). Note that only in Doomsday, the dissent hit for liberation is cut in half for smaller countries which have around 5 or fewer total Victory Points.
*Releasing colonies gets a even larger dissent hit; this is controlled by the new \db\events\colonial_release file in 1.3
*Dissent is about a 1.5x multiplier for partisans. Get rid of dissent immediately in order to reduce partisan effects on your TC.
[[Category:Guides]] [[Category:Terminology]]
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#redirect[[Transport Capacity]]
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Transport Capacity and Supply Efficiency FAQ
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{{Anthology}}
=='''Transport Capacity and Supply Efficiency FAQ'''==
=== What is Transport Capacity?===
[[Transport Capacity]] (TC) is described in the TC tooltip rollover as ''trucks trains and river barges which are used to supply your armed forces with fuel and supply.'' TC is an abstract number as it is primarily based upon Industrial Capacity. The various modifiers that affect TC are shown in the tooltip:
''TC is a direct function of IC – each point of IC gives you 1.5 TC''
Note that IC for the TC calculation is overall IC - it is not base IC. Multiply your overall IC by the two modifiers (technology and minister) and then by your infantry supply techs to get your Transport Capacity number. Ex.: multiply overall modified IC of 349 by 1.5 and then by 1.3 if you have the three infantry supply techs to get 681 TC.
The tooltip then repeats the overall TC status by displaying Used TC and Available TC. That line is followed by a list of modifiers that affect the TC calculation:
* ''Technology Modifier on IC -> TC''
* ''Minister Modifier on IC ->TC''
* ''Fuel and Supply Transportation''
* ''Occupied Territory Maintenance''
* ''Redeployment Load''
* ''Partisan Activity''
* ''Undeployed Bases''
The net effect of these modifiers are calculated and shown as:
'' == Current supply efficiency:'' 100.00%
Also note that convoys used for oversea resources and units are NOT part of the TC calculation. TC is very abstract as it is primarily based upon Industrial capacity. If convoys were used for countries like Japan, UK, and USA as part of the TC calculation, that would also severely handicap those countries that have to operate overseas and make a difficult situation almost impossible to handle within the game.
== What is Effective Supply Efficiency (ESE)? ==
The '''Supply Efficiency''' number is calculated once a day at midnight and is the base number for any supply efficiency calculations for that day for your divisions. This '''Average Supply Efficiency''' number is combined with the infrastructure value in each province for each division to produce an '''Effective Supply Efficiency''' for that corps/division. ESE has a combat effect and also potentially affects unit speed, upgrading progress, organization gain and the reinforcement rate. While your TC has some overall effects, each corps does it own separate ESE calculation and this ESE calculation has direct effects.
Many postings are about TC when they should instead focus on ESE as shown below. It is possible to have no TC problems by being under your TC capacity while some of your divisions will still have ESE problems due to being in low-infrastructure provinces.
ESE will be discussed first, and then TC, though mostly they are so intertwined that discussing one means having to discuss the other as well.
=== How is ESE Calculated? ===
When you click on a corps, ESE is shown in the line between the province name and the list of divisions in the corps. When you wait for the tooltip rollover, you see a calculation that averages the overall Supply Efficiency base number with the infrastructure of the province where the division is deployed in. Any Headquarters’ ESE bonus is added to that average.
Example of tooltip details showing an ESE of 93.03 percent:
<pre>
Average Division ESE: 100.00
Infrastructure: 76.06
HQ Bonus: 5
(Average 100.00 + Infra 76.06)/2 = 88.03
+ HQ Bonus 5.00
------------------------
ESE 93.03
</pre>
=== How does ESE affect combat? ===
ESE has a direct combat effect for land combat that is shown in the list of combat modifiers for each div. when the div. is in combat. To calculate the ESE combat effect:
<pre>
Subtract 100 from the division’s ESE then divide that by 2.
</pre>
Ex. with an ESE of 108.04: (108.04-100) = 8.04 = ESE +4.02 which is shown in the combat modifiers.
Ex. with an ESE of 71.90: (71.90-100) = -28.10 = ESE –14.05 which is shown in the combat modifiers.
ESE combat effects can be positive but are usually negative. Defenders in their own countries can have negative ESE combat effects due primarily to low infrastructure. ESE is calculated by using a friendly province's infrastructure, not the province in which combat takes place. ESE combat modifiers can often be the equivalent of subtracting several skill levels from your Generals.
ESE lower than 100 has other unit effects. Unit with <100 ESE will recover organization slower and will get upgrades and reinforcements slower. ESE also has a speed effect which reduces speed by up to 50% that is proportional to the ESE: lower ESE means lower speed. The HQ’s ESE effect is directly added to the speed so that an HQ which gives 5% ESE will also given nearby corps a 5% speed boost. Speed calculations including ESE effects are discussed in
[http://www.europa-universalis.com/forum/showthread.php?t=191553 this Paradox forum thread about speed]
== What can I do if my divisions have low ESE? ==
=== Offensive Supply ===
Put your corps on '''Offensive Supply'''. Offensive supply increases the average Supply Efficiency for just that corps by +50 for one month. The tooltip reads: ''Assign fuel and supplies for an Offensive to the selected units. This will increase their supply efficiency by 50% for 30 days.''
If your Average Supply Efficiency was 100 (you are under your Transport Capacity), that corps gets an Average Division ESE of 150 for it’s specific ESE calculation when given an Offensive Supply order. Ex.:
in an 80 infrastructure province, 150 and 80 average to 115 which with a 5 HQ effect nets 120 for that corps. Without offensive supply, the ESE calculation would be to average 100+80 and then add the 5 HQ effect netting 95. The Offensive Supply order results in +25 ESE. In combat that would mean changing a –2.5 ESE combat modifier to a +10 ESE combat modifier, which is the equivalent of adding more than 2 skill levels to the leader of that corps.
If your are exceeding your Transport Capacity: If your average Supply Efficiency was 80%, with an Offensive Supply order that becomes 130% (shown in the ESE tooltip for that corps as Average Supply Efficiency: 130). That 130 would then be averaged with the infrastructure that the province is in. If the infrastructure was 60, the before and after Offensive Supply calculations would be (without any HQ effects):
BEFORE: 80+60 Average: 70
AFTER: 130+60 Average: 95
Example from screenshots: Motor Inf with ENG brigade fighting deep in Russia June 1942 go from 57.4 ESE to 82.4 ESE after they get Offensive Supply. ESE will increase by about 25 for each corps which gets Offensive Supply Orders.
==== How much does Offensive Supply Cost? ====
The supply and oil amount for each div and each brigade that is put on offensive supply are shown in the Offensive Supply icon tooltip rollover if you pause before giving the order. The Offensive Supply Icon is in the bottom right of the Corps information window and has an --> over a supply graphic. Examples of the Offensive Supply order costs for one month:
<pre>
3 Inf Eng Supply Cost: 217.2 Fuel Cost: 0.0
9 Inf Supply Cost: 492.5 Fuel Cost: 0.0
9 Pz eng Supply Cost: 2189.3 Fuel Cost: 3603.8
</pre>
These supply and fuel costs are additional costs beyond the normal daily costs. For the 9 inf div in the example above, that’s an additional supply cost of 1.82 supplies a day for the offensive supply order. Each inf div normally uses 1 supply each day.
* Note that you can not add brigades to a division that has been given an offensive supply order as brigade are part of the supply and fuel cost calculations. If you could add them, this would be an exploit as the brigade fuel and supply costs would not be factored into the offensive supply calculation.
* Offensive supply also decreases your TC capacity by a small percentage. If you put a lot of divisions on offensive supply at the same time for a major offensive, you can notice that effect on your TC tooltip.
==== Can Offensive Supply be useful in high infrastructure provinces when you do not exceed your TC? ====
'''Yes.''' Your ESE combat effect would be +12.5 (150 + 100 infra average to 125 from which 100 is subtracted with 25 cut in half for the combat effect). Infrastructure in provinces can also temporarily decrease due to combat. Example: German Pz take an open Amiens which is just north of Paris. Infrastructure is 0.50/100 due to combat damage when you pause over infrastructure in the province info screen. Without offensive supply, those Panzer div attacking Paris would have an ESE of 75 (average of 100+50) and an ESE: -12.5 combat effect. With offensive supply, their ESE is 100 (average of 150+50) which results in a neutral ESE combat effect rather than a negative ESE combat modifier.
==== Where else would Offensive Supply be useful? ====
Any place where province infra is below 100 (which is ¾ of the world) and when your Transport Capacity is exceeded. It is particularly useful where you need certain div to more quickly regain strength and organization.
=== What other immediate steps can I take to increase my ESE? ===
# Move an '''HQ''' next to your corps to get a small ESE boost. The amount of ESE boost from an HQ is determined by your land doctrines. Any ESE from an HQ is directly added to the ESE for that corps as shown above. The USA gets the most benefit from HQ for ESE from their land doctrine path, Germany starts high, and the Soviet Union has almost no HQ ESE effect early on (though it can eventually catch up to the Germans). See [http://hoi2.nsen.ch/wiki/index.php/Land_Doctrine_FAQ the Land Doctrine FAQ on Wiki] for more details.
# Use '''Logistics Generals''' as much as possible especially in quieter areas. Each Logistics General reduces supply and fuel usage by 25% when the formation is stationary. That results in fewer supplies and oil having to be sent to your divisions and that will reduce the Fuel and Supply Transportation modifier to your TC.
# Put all div in non national provinces on '''anti partisan duty'''. Zoom and sweep the mouse to grab a lot of corps in an area. Then look at their mission list to make sure that these div are on anti partisan duty.
# When anything that uses fuel moves, that increases the strain on your TC as more fuel needs to be shipped and that decreases the average Supply Efficiency. Fuel [http://forum.paradoxplaza.com/forum/showthread.php?t=215485 when moving is 4x] the fuel used when stationary.
## Example.: I had most of my German Panzer and Motor Inf div stationary in Russia in 1942 and my overall Supply Efficiency was 64.06% I deliberately gave them all move commands and waited until midnight for the daily calculation and Supply Efficiency dropped down to 52.50% That's an 11.56% drop in average Supply Efficiency just because more oil was consumed when all the Panzer and Motor div started moving and using lots more fuel. While you can’t avoid moving your armor and other oil using div and brigade, movement affects your TC and ESE.
# You can '''liberate occupied territory'''. This reduces two major negative TC factors: Partisan Activity and Occupied Territory Maintenance. In 1.3, you get a dissent hit for liberating which is a direct read of the democratic/authoritarian slider; this ranges from 0.5 for democracies to 5 for authoritarian government (in Doomsday for small countries with less than around 5 IC, the dissent hit is cut in half).
# Dissent also increases base partisan activity levels by about a 1.5x factor, so you will need to get rid of any dissent as soon as possible to improve both your IC and your TC.
# Don’t keep a lot of brigade or div or bases in your deployment pool. Deploy newly built brigade immediately as they cost as much as a division for the Redeployment Load (10 each) (in Doomsday undeployed brigade cost 3 TC due to a new parameter in \db\misc.txt). Undeployed Bases add 100 to the TC costs.
# Switch ministers to those that increase IC or to the guns and butter minister that reduces supplies used.
== How does Fuel and Supply for your troops affect TC load? ==
# The precise stats for the TC load for Fuel and Supply for your troops are given on the statistics page of each division (the screen where you add brigades). Just add the supplies used and the fuel used (the fuel number here is the extra fuel used when moving). For example, one Basic Armor III div with SPA-2 uses 3 supply and 7.4 fuel when moving, and that counts against your TC load, meaning that one armor div uses more TC than 10 plain inf div use. Ships at sea use oil and planes use oil when in the air; that oil has to be shipped and also counts against your TC load.
# Due to the much higher fuel costs when moving, when you start a major operation with armor and motor div you will get a very large TC hit. Example for Barbarossa with 15 basic medium Panzer div with basic SPA brigades along with 12 improved motor inf div with improved AC brigade: Panzer+spa use 4.9 TC when stationary and 10.4 when moving while motor+ac uses 2.6 TC when stationary and 5.4 TC when moving (TC costs approximately doubled). The TC differential with 15 Panzer and 12 motor is about 116 TC points which might be 20% of your TC. A corps with 2 Panzer + 1 motor uses 27 TC points when moving while a corps with 1 Panzer + 2 motor div uses 21 TC points when moving: the same TC as either 27 inf div or 21 inf div!
# You can save on supplies and your TC load with a Guns and Butter minister (15%) or with logistics commanders (25%). Note that the division statistics do not show these savings as they are only displayed in the overall Fuel and Supply for your troops calculation.
== What are the strategic considerations for better TC and ESE? ==
* The more IC that you have, the higher the TC you have due to the direct 1.5x factor (TC = 1.5x your net IC).
* Keep a large supply surplus rather than building yet another unit. You need to balance whether having more divisions in the field is as effective as using Offensive Supply for your units that are already in action.
* The fuel costs for oil using divisions and brigades such as Panzer divisions can be a big strain on your TC. Consider substituting air power or using infantry divisions rather than using Armored or Mechanised Infantry Divisions. Oil using divisions use 4x the oil when moving or in combat contrasted with just sitting there, which means that 4x the fuel has to be transported. You probably shouldn’t just use unbrigaded infantry, but the fuel and supply drain on your TC from a unit's fuel and supply requirements is yet another factor that you need to consider.
* The biggest factors affecting your TC will likely be Fuel and Supply Transportation (FST) for your troops and Partisan Activity after you conquer some territory. You need to suppress partisans to improve your TC. Occupied Territory Maintenance (OTM) can also be a major problem if you have a lot of occupied territory. Air and navy bases are a big TC drain unless you deploy them immediately.
* '''Minister Effect''': the TC tooltip has a line for a minister effect. That minister is the Head of State Resigned Generalissimo who has a positive 15% TC modifier. Since head of states can not be easily changed, you might want to consider in advance whether or not it might be possible to select a Resigned Generalissimo head of state in an election or via an event. The minister file for each country is in \db\ministers and is a csv file which can be opened up any wordprocessor to see whether your country potentially has a Resigned Generalissimo who can be installed at some point. The RG entry looks like this in a csv file:
21001;Head of State;Miklós Horthy de Nagybánya;NA;FA;Resigned Generalissimo;High;M21001;x
== What modifiers affect TC? ==
The \db\misc.txt has these factors:
<pre>
TC Undeployed Division Load
10.0
TC Occupied Province Load
1.0
TC Land Division Load Multiplier
1.0
TC Air Division Load Multiplier
1.0
TC Naval Division Load Multiplier
0.3333
TC Load from partisans
12.0
TC load factor from offensives
1.5
TC Load from province dev
5.0
TC Load from bases in queue
100.0
</pre>
Notes:
* Each undeployed brigade also seems to cost 10 (same as a division). The manual’s info about these costs is incorrect. Doomsday reduces the TC cost of brigades to 3 instead of 10.
* There were several significant changes in version 1.3. Undeployed div, brigade and strategically redeployed div now cost 10 instead of 5 TC points. Occupied Territory Maintenance was decreased by 1/3 but Partisan Activity increased by 4x.
=== Occupied Territory Maintenance calculations ===
'''Each occupied province costs 1 TC''' ''but that can be reduced by inf/supply research''. The formula for each supply tech level uses the TC_occupied_mod value = 20 found in each inf/supply tech. These are cumulatively added which results in these factors:
*(1/(1+0.2)) for one tech or 0.83 TC points
*(1/(1+0.4)) for the second supply tech or 0.71 TC points
*(1/(1+0.6)) for the third supply tech or 0.625 TC points
The importance of Occupied Territory Maintenance was greatly reduced in version 1.3 Unsuppressed Partisan Activity is now the main concern.
=== Partisan Activities calculations and considerations ===
* The 12.0 TC Load from partisans adds up all the '''partisan activities''' and then multiplies them by 12. Since the partisan activity is displayed as 14%, 8%, etc., that means multiplying 0.14*12. If you just add up the partisan numbers for each province such as partisan activities in Poland after Germany annexes it, the numbers on the partisan activity line add up precisely to the sum of the partisan activity numbers multiplied by 12. To verify this, you would obviously need to focus on only a few provinces at a time.
* The line on the tooltip summarizes all unsuppressed activity. Putting units on antipartisan duty will directly (though perhaps minutely) reduce this TC penalty. Putting units on '''antipartisan duty''' doubles the suppression in the province. There is also a small percentage of the suppression that is applied to adjacent provinces of around 20 to 25%. Due to rounding, it is difficult to be more precise than that.
Partisan activity was dramatically changed in 1.3 and is now a significant factor for TC. The 12.0 TC load from partisans used to be 3, so this is a 4x increase.
* Partisan activity in 1.3 does not diminish over time like it did in previous versions of the game. Base partisan values will slowly increase in non-national provinces. This value, which was 0.2 thru version 1.2, is found in the misc.txt as
<pre>
# Monthly Nationalism reduction
-0.002
</pre>
Partisan activity starts with a base value of 15 which can be increased by several settings on the domestic policy slider factors. The primary slider effect is the government slider where partisan levels range from -5 to +5, meaning that base partisan activity differ by 10 when contrasting democracies and authoritarian governments.
Example: Germany will usually get 25 as its base partisan value when it annexes territory in Europe; without any suppression, that's 25*.12 = negative 3 TC points for each province. The base value for partisan activities in also in misc.txt
<pre># Nationalism starting value
15
</pre>
This value was 20 in previous versions of the game.
=== Reducing Base Partisan Levels with slider moves ===
Reducing Base Revolt Risk with slider moves: your partisan tooltip in a province tells you what the Base Revolt Risk (BRR) is in that province. There can be a lot of variance for that BRR number. Factors such as slider settings affect the BRR as do annexed vs controlled status. There is also a regional variation for the BRR: some parts of the world have no nationalism, others have some, while others have around 24% BRR. Germany for example in Europe starts with 25% BRR for annexed provinces and 33% for controlled while SOV get 25% for annexed and 24% for controlled. Events seceding territory result in just 2% BRR. Note that dissent will increase the BRR until the dissent is eliminated.
It is possible as a dictatorship to move your sliders to reduce the BRR, meaning that you end up with fewer partisans that need to be suppressed. If you move towards an Open Society, that reduces BRR, but as a dictatorship you usually have to make other slider moves toward the Political Center and towards Democracy to see some dramatic effects. Germany or the Soviet Union, for example, with about 10 slider moves on the democratic, political, and open society sliders, can dramatically reduce their BRR. Consult
[http://forum.paradoxplaza.com/forum/showthread.php?t=279878 this thread] for further details as the interactions of these sliders on BRR is very complicated:
== How do I deal with partisans and rebels? ==
Unsuppressed Partisan Activity is calculated in each non national province. All of the percentages are added up and then multiplied by 12 to give the Partisan Activity number on your TC tooltip. Unsuppressed Partisan Activity can negatively and severely affect your TC.
Improve your TC by suppressing partisan activity. The more than you conquer, the more that you need to garrison in order to suppress Partisan Activity. Always remember that partisan activity will happen when you conquer more territory (except in parts of Africa and Asia where nationalism is not a factor).
===Suppressing Partisans===
Suppression works in three ways:
*1) Any unit in a province uses its standard suppression value. Large numbers of units in a province automatically suppress some or all partisan activity. After the units move on to the next battle, however, you need to do something else to suppress partisans.
*2) Units put on antipartisan missions double their suppression value. Any units at full organization should be put on anti partisan missions.
*3) There is a spillover effect for suppression in adjacent provinces. A range of between 1/5 to 1/4 (20% to 25%) of the suppression in a province is applied to adjacent provinces. Due to the small percentages involved and rounding, it is not possible to be more precise than that.
To see the effects of suppression, pause over the partisan icon in a province and review the tooltip. Base revolt risk is the first number while Current Suppressing is the second number. The partisan icon displays net unsuppressed partisan activity which becomes a penalty to your Transport Capacity.
===Garrison div usefulness for TC problems===
The best unit by far to suppress partisans is the garrison div, especially the garrison div with a Police (MP) brigade. As your partisan activity levels increase due to conquering, build garrison div and MP bdes and put them on antipartisan missions. A 1939 garrison div has 8 suppression which is doubled to 16 when on antipartisan missions. In just its own province, that would mean a reduction of 1.92 on the Partisan Activity line of your TC tooltip and a net reduction of 3.84 from four adjacent provinces. 40 Garrison div could reduce Partisan Activity by 150 or higher while 40 with MP bde could reduce Partisan Activity by more than 200.
===Garrison div placements: web pattern===
Because garrison div can not move but have to be strategically redeployed, you need to figure out what suppression pattern you will set up with them. A pattern of either every other province (one in between) or two provinces apart will take best advantage of the spillover adjacency effect. Also put garrison div in any high IC conquered province as this seems to increase IC from that foreign province. High partisan levels in a province seem to decrease industrial production, but like non national IC, this effect is bundled into the base IC number and is not displayed anywhere in the game.
Example of using adjacency suppression: donut hole pattern. Deploy one garrison div with mp brigades on antipartisan duty around but not in a province that has six adjacent provinces. Even with no units in a province such as Kielce (Poland), the 1939 garrison div with MP bde in the adjacent provinces will suppress 27% base partisan activity in Kielce.
Generally aim for an overall web pattern that will reduce overall partisan activity levels. You probably can not afford to build enough garrison div to cover every non national province that has a high partisan activity base level. Spread them around to take advantage of the adjacency effect, add MP brigade, and remember to put the garrison div on anti partisan missions.
===Dissent increases TC problems===
Dissent increases base partisan activity levels (partisan activity - base revolt risk). Because unsuppressed partisan activity
% are multiplied by 12, this can greatly impair your TC. The math seems to be approximately: partisan base number + (dissent * 1.5). With rounding, that formula approximately matches these observed figures after a 5% dissent hit. Partisan activity base goes from 2 to 7 after a 5% dissent hit; partisan activity rises from base 24% to 33% after the same 5% dissent hit. Reduce dissent immediately to improve your TC.
===Rebels===
When rebels pop up, however, garrison div are not able to do anything about that unless the rebels are in the same province as the garrison div. The role of the garrison div is to suppress partisan activity - it is not to fight rebels. Other units that can move have to fight rebels. The best units for fighting rebels are allied units under your military control because allied units do not count against your TC. If allied units are not available, build a few cav units and scatter them around. Cav move fast enough and have enough fighting power to defeat rebels. Any land unit that moves except militia and HQ can move and defeat rebels. In mountain territory or in other areas where movement is slow, a pattern of inf with mp brigades set on antipartisan missions should be able to cover enough territory to handle any rebels that pop up.
== How is ESE calculated for Allied Troops and Expeditionary Forces? ==
The TC/ESE rules for allied troops on your territory are somewhat complicated. You provide supplies and oil for allied troops on your territory, but your allies use their own TC to calculate their ESE. Allied troops from minor countries might have very low ESE because they either have too many divisions for their limited IC and TC or because their IC and TC have declined due to lack of resources for industrial production such as rare minerals.
When you are in an ally's territory, your ally provides you with supplies and oil, but you use your own TC/ESE.
Expeditionary forces that you send to your ally use the TC calculations of your ally rather than your own TC/ESE.
== What is still unclear about TC? ==
* Each inf/supply tech shows the same effect: supply_dist_mod value = 10. It’s not clear to me whether the supply_dist_ means supply distance or supply distribution. Since this is an inf/supply tech, I guess it has something to do with enhancing supply distribution rather than any TC effects. The information in the research screen, however, reads as Supply Distance Modifier: +10.0%. Where this is shown in the game and what it really is remains a mystery to me. A forum administrator says that this effects organization gain.
* Distance factors: The unit load and province factors in the TC rollover seem to be straight forward and don’t show any discernible distance effects. The game calculates ESE for each corps by using only the infrastructure of the province that the corps is in rather than trying to calculate the infrastructure of each province along a supply chain (info from the manual). Whether one of your divisions is in the capital or thousands of km away from the capital on a different continent does not seem to be part of the TC calculations. Having to send supplies 89 km or 1438 km does not seem to be a factor in the game.
* TC load factor from offensives: this is mentioned in the \db\misc.txt file. Using offensive supply will hurt your TC somewhat, but the precise math for that is yet unknown.
With assistance from several posters in [http://www.europa-universalis.com/forum/showthread.php?t=191871 this Paradox forum thread]
[[Category:Guides]] [[Category:FAQ]]
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[[Image:Div_19.jpg|thumb]]
Transport planes are designed to ferry men and materials over long distances quickly. [[Paratroop Division|Paratroopers]] need transport planes in order to make a [[airborne assault|paradrop]].
==Transport Plane Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Basic Transport Plane || 20 || 30 || 0 || 1 || 0 || 0 || 0 || 0 || 4 || 1 || 3
| width=20 | || 40 || 150 || 4 || 250 || 1 || 2 || 800 || 1 || 0.5 || 1.0
|- align=center
| align=left | Improved Transport Plane || 20 || 30 || 0 || 1 || 0 || 0 || 0 || 0 || 6 || 1 || 3
| width=20 | || 32 || 150 || 4 || 300 || 0.8 || 1.6 || 1000 || 1 || 0.5 || 1.0
|- align=center
| align=left | Advanced Transport Plane || 20 || 30 || 0 || 2 || 0 || 0 || 0 || 0 || 8 || 1 || 3
| width=20 | || 24 || 150 || 4 || 350 || 0.6 || 1.2 || 1300 || 1 || 0.5 || 1.0
|}
==Brigades allowed==
* None (is this true, please check)
==Notes==
* to be able to start an [[airborne assault]], the transport planes need to have full organisation.
[[Category:Units]]
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#REDIRECT [[Transport]]
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#REDIRECT [[Transport]]
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{{Country guides}}
== General ==
Because of its location, Turkey has many advantages. With Istanbul as a starting point, it can exert its military might on Eastern Europe is militarily superior to its two immediate European neighbors, Greece and Bulgaria. It also has a pathway to the Middle East via Syria and Iraq, and a large resultant income of oil. It has fairly good research teams overall, and an IC which is substantially higher than any of its immediate neighbors. It also benefits from good relations with the Soviet Union and adequately good relations with Germany. It is not rich in natural resources, but it has enough to get by and can trade with Germany or the Soviet Union for the resources it needs. It does not have exceptional military leaders, but there are sufficiently good high-rank leaders which should be capable of leading Turkey's army. The main disadvantage of Turkey is its isolationist, democratic policies after the death of the Great Turk, which make it difficult to plunge into war without a huge dissent hit. It s research teams, while not top-of-the-line, are decent.
== Research ==
Since you only have two research slots, it would be best to focus only on the absolute necessities. You can keep one slot open for industrial research and use the Turkish Petroleum Company for machine tool research -- since you have a low IC base, any additional gains in IC are sorely needed, even if the technology required to achieve them is one year in the future. Istanbul Military Industries are very good for infantry and cavalry research. Around 1937-1941, you should start to research your land doctrines. Generally, you should do this as late as possible and aim to complete the research just before going to war so you can research more immediately important technologies first. You may wish to invest in more improved bombers and fighters if you have an extra slot that you can't do anything more productive with, but you can also requisition some planes from the Soviet Union if you are allied with them (a group of four tactical bombers should be enough to achieve your goals).
== Trade/Production ==
As long as you can give metal, Germany is a good trading partner for most of your resource needs. The Soviet Union would also be a good choice, and the sooner you can get an alliance with either Germany or the Soviet Union, the better. However, an alliance with Germany can get very risky. You cannot stand alone against the United States in the Middle East, and you can be crushed if the Allies decide to attack you from North Africa. The Soviet Union is a much better choice for an alliance. You should first reinforce and upgrade everything before producing any units. Don't bother producing 1918 infantry at the start -- if you have extra time before you research basic infantry, just stockpile on supplies, which you can later stop producing if you have a sufficient quantity. You should aim for 2 parallel series of 12-15 infantry units each at the start. when these are produced, you should deploy them to Istanbul.
== War ==
By the time Germany declares war on Poland, you should try to have an alliance with the Soviet Union. Your army should be substantially better than both Greece's and Bulgaria's. Wait until the Vichy Regime event triggers, then declare war on Syria. You can move your army (you don't need more than one division) into Syria and Lebanon unopposed, and you can annex them quickly. Next, you can invade Bulgaria and Greece via Istanbul, as long as you make sure no wacky declarations of war result, pitting you against Germany or the United Kingdom. With Soviet tactical bombers to mow down enemy troops, this should not pose a challenge. You can go wild in Eastern Europe, and can even conquer Yugoslavia and Romania and Hungary, if they are not allied with Germany.
== Fortress Turkey ==
You will be unable to defeat Germany military, and the same goes for the Soviet Union. However, the Soviet Union will frequently declare war on Germany in 1942 or afterwards if Germany has not declared war on it yet, and it will proceed to take a pounding. To protect against this eventuality, a minimal defense plan would be best. Leave Eastern Europe to Germany and concentrate a significant contingent of troops in Istanbul, Trebizond, and Kars. Start building forts there like mad, and you should be prepared to successfully defend Istanbul very early on, and should be able to defend your northern border by the time German troops get there, in around 1942/1943. Just wait patiently until the Soviet Union launches a counter-attack or the United States or United Kingdom lands troops in Europe for your chance to go on the offensive. When the chance comes, you should be able to reclaim your lost territory with significant interest.
[[Category:National Strategy]]
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== Introduction ==
Based on the Harry Turtledove novels, players unfamiliar with those novels may well enjoy this mod anyway. Consider a world where the Confederate States of America still exists and with their British and French allies lost WW1 to the powers of the German Empire and the United States. It is now 1936 and war looms again. The Entente powers have swung towards extremist governments, the USA and Germany have become complacent and the Communist forces never took power in Russia; in the pacific the Japanese are still hungry for more territory...
* Mod Forum: [http://forum.paradoxplaza.com/forum/showthread.php?t=213106 Settling Accounts]
* Download: None - The links on the Forum website are dead
* Current Version: 3.0
* Last Update: August, 2008
* Popularity: ''1,000 - 5,000 posts''
* Compatibility: [[HOI2]], [[DD]], [[ARMA]]
==Features==
{| border="1" cellpadding=2
|- valign=bottom bgcolor="lightgrey"
! Feature !! Description
|- align=left
| Graphics & Sound ||
|- align=left
| AI ||
|- align=left
| Technology ||
|- align=left
| Territory || Confederacy, A UK and France with much of their empires broken up, an occupied Canada, an Austro-Hungarian Empire that never fell, plus much more.
Many new puppet states.
|- align=left
| Events ||
|- align=left
| New Units || Take command of 'specific to this timeline' units... The CS 'Stalwart' Infantry Division, the British 'Silvershirts' Armoured Division plus many others.
|- align=left
| Game Mechanics ||
|}
[[Category:Mods]]
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#REDIRECT [[Tannu Tuva strategy]]
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[[Image:Eng-topbar.JPG]]
{{Nationstyle}}
{{Country guides}}
==Overview==
An Empire Under the Sun. But the sun is fading. And so is the Empire.
Great Britain has a large empire over the whole world, including powerhouse India. It is an advantage as long as the UK can hold it and it is the worst nightmare as soon as the UK loses its colonies. Without them, the UK is far less powerful. Fortunately in this game the player can even expand the empire.
As an island nation the UK will not get any manpower from overseas territory when at war, so the manpower growth will shrink considerably as soon as the war starts. Considerably? Yes, India is national territory and so nearly half the peace manpower growth comes from there.
Another important restriction is the peace-time IC penalty. At the start of the game the UK has -50% [[IC]]. If the road to war develops historically that penalty is lowered to zero due to events when the war finally starts.
The United Kingdom is the leader of the Allies and has several diplomatic options.
==Technology==
* Industrial: try to get industry research as high as possible (especially the ones with + manpower, + IC, + IC efficiency, faster production time and + research efficiency). It is a good idea to watch the research of France carefully as they have a very high priority here. Maybe it is worth to wait a few months to research some of those techs so you can do it with French blueprints.
* Infantry/tanks: Again, France will often research the ´39 infantry very, very early, so maybe you wait for the blueprint. Wait for the tank blueprints as well if you do not plan to start building them early.
* Air: The UK will be fighting in every theatre of the war: and will need a massive air force if they are to be successful.The United Kingdom can afford and benefit from researching and building both [[fighters]] and [[interceptors]]. The benefit would be "cheap" home defence and powerful fighters for the Med, India and the Pacific. [[CAS]] are a bad idea: their range is an issue and if you don´t build them you save yourself some doctrine research. Doctrines should be kept up to date if one aspires to a world-class air force.
* Navy: carriers and destroyers are your best friends. Make sure to research and produce them. Very important are escort carriers as they improve the British Battleship fleets considerably.
==Diplomacy==
As the leader of the Allies the UK has a lot of options.
===Alliances===
The UK can ally with many countries when at peace. Some of those alliances are considered [[gamey tactics|gamey]], especially the alliance with Republican Spain.
===Sliders===
As UK, you may want to focus on increasing the defense lobby slider. Move it to max hawk although be aware that a lot of events prior to 1941 can modify your lobby and move it toward hawk as well, so you may instead want to advance the slider toward standing army. Interventionism is useful in reducing the amount of consumer goods required. However, you do not need the bonus it gives on belligerence required for declaring war until Germany is defeated since Germany will declare on you.
You need one move towards hawk if all other events happen historically. For the manpower (UK needs it!) that would be a natural first move. Then move towards full free market and then move political right. What? Yes, become social conservative. Market Liberal governments tend to loose full free market due to events, social conservatives can´t reach it, but also won´t get the event that reduces free market. Of course this can be considered gamey.
===Ministers===
In January your HoS dies and is replaced by a -10% IC one. Fortunately this one is replaced by a better one in December of the same year. With that one you stick to the end. Also the HoG, Stanley Baldwin, will retire in late ´36 and will be replaced by Neville Chamberlain. Later (´40) there will be an event that replaces N. Chamberlain with Winston Churchill.
The other ministers are:
* '''Foreign Minister''': Anthony Eden as ideological crusader is available from the beginning. You may lose him in an event 1938. Choose the option that you keep him, he is the only ideological crusader until ´45!
* '''Armaments Ministers''': Sir John Simon gives +5% IC and +10% industry research and is available from 1937 on.
* '''Minister of Security''': Viscount Templewood is a man of the people and available from 37 on and can replace Baldwin (also a man of the people), who´s often lost due an event.
* '''Head of Intelligence''': William Gallacher from the start or one year later Lord Cecil of Chelwood, both industrial specialists.
* '''Chief of Staff''': That´s the player´s choice, until Sir Alan Brooke and his +25% manpower bonus becomes available in ´40.
* '''Chief of Army''': Again, player´s choice. Sir Alan Brooke becomes available in ´41 and offers Decisive Battle Doctrine, not the worst choice. Elastic Defence from Sir John Dill is definitely another good option.
* '''Chief of Navy''': From ´37 on you have Sir Dudley Pound, he offers Decisive Battle and that´s most likely the best choice for the Battleship-heavy Royal Navy.
* '''Chief of Air''': There is a great variety of ministers available. Most naturally Air Superiority seems a good option, but it has penalties for both strategic and naval bombers, so it might be a good idea to change to someone else if the RAF will build those planes. When the UK starts to build a wider variety of planes, maybe a Carpet Bombing Doctrine minister fits better, as that doctrine gives only a bonus for the most expensive planes and not a penalty for anything else.
==Intelligence==
Intelligence does cost much and you have very good research teams already. So the potential benefit is arguably not so great.
==Economy==
===Trading===
You are self sufficient and as such, you do not need to get more resources. However you may want to trade for money and supplies. In peacetime, trade the UK's plentiful Energy and Metal resources for the Soviet Union's Supplies. The more IC the UK can free from supplies by trading, the stronger the armed forces can become. Aim for the Supplies / IC slider to read 0.00. You also need to supply your allies with resources they are lacking. To check how much resource they have, go to diplomacy screen and open negotiations with them. You can check in the slider on their current stockpile. To see if they produce a specific resource, just look in the diplomacy screen in Allied section.
===Industrial Production===
[[IC]] production is useful for any nation. But it depends very much on your strategy how much you build. If you will try to hold France and defeat Germany early you need a bigger army than if you decide to stay relatively passive at first. One thing is a must have by 40 at the latest: 16 fighters/interceptors against the Germans and Italians. So don´t build too much IC.
==Military==
===Army===
At first you need troops so build infantry. But as your manpower is far from infinite and you want to defeat Axis you should switch to build tanks/motorized/mechanized units not too late. It is a good idea to start one serial of tanks in ´39/40 and one of motorized for some [[Combined Arms]] corps and keep it running a long time. If navy and air force are not your main investments even more. Marines are a very good idea, and Great Britain can also profit from mountaineers.
===Navy===
The RN has lots of ships at the start, the priority should be to improving the existing navy. Skip Battleships, the RN has 12 already and that should be enough for the whole game. Do not build too many carriers, Germany and Italy are easy enough to defeat. Against Japan you can either go the "more carrier" route or just send your Battleships. With [[Fleet In Being]] the last is definitely a good choice.
So, what does the RN need? Screens! Lots of them, an awful lot. For the Battleships, for the carriers and for your cruisers and (in Armageddon) to form some cruizerg fleets is an option for all the level II CA´s GB starts with. Modern destroyers in your fleets are essential to hunt the German subs.
===Air Force===
The RAF will be the sharpest knife of the United Kingdom, if used correctly, see [[Effective Use of Airpower]]. At first to gain air superiority and then to destroy the enemy. Invest heavily here. Players with experience in naval warfare may consider to skip naval bombers as TAC´s are good enough and your navy will rule. More TAC´s is very nice to have. The UK can´t have enough of them. But never neglect fighters/interceptors, GB has to fight the Italian and German bombers/fighters nearly alone and can´t rely on the USAF against Japan.
==Events==
===Spanish Civil War - UK intervention===
As soon as the Spanish Civil war brakes out in July 1936 the UK has the option to intervene or not.
* Don´t support causes
** +2 [[dissent]]
** +1 isolationism
* Support causes
** -200 money
** -10 manpower
** - x supplies. x = 10 times the number of your maximum daily production.
** +4 dissent
** +1 interventionism
** +1 political left
If the UK helped and the Republicans won the UK gets
* +5 manpower
* -1 dissent
* one random blueprint
In all those events the minor influences on relations to several nations are missing, but all are really minor changes.
===UK gears up for war===
This event will fire five times in an historical road to war. It´s always triggered by German events:
* Reoccupation of the Rhineland in the first months of ´36
* Anschluß of Austria in Spring ´38
* Sudetenland in Autumn ´38
* Treaty of Munich in Spring ´39
* Molotov-Ribbentrob Pact in August ´39
The effects are:
* 10% peacetime IC penalty removed
* one move towards hawk lobby
* +15 manpower
===Guarantee Independence of Poland===
If the treaty of Munich happens historically the UK offers Poland an alliance shortly after that. Historically, the treaty contained secret clauses that specifically stated that Britain and France only had to fulfil their obligations to Poland if specifically Germany invaded. This was done to keep the Allies from having to declare war on the Soviet Union. The two option are:
* Offer alliance
** relations to France and Poland
** relations to Germany suffer
** +1 interventionism
* Don´t offer alliance
** +15 [[dissent]]
** relations to France and Poland become worse
** relations to Germany improve
** +2 isolationism
===Altmark Incident===
From September ´39 on there is a chance the Altmark incident will happen.
If the UK decides to intervene:
* +1 manpower
* -1 dissent
* +1 hawk lobby
Otherwise:
* +1 manpower
* -1 dissent
* +1 dove lobby
===Destroyers for bases===
If Paris is in Axis hands there is a 15% chance every 20 days that the USA offer destroyers to the UK
* +1 Hawk lobby
* +10 relations with USA
* -5 manpower
* +50 escorts in convoy pool
* Military access for USA
===Lend and Lease Shipment===
If Germany is at war with the Allies and GB owns the home islands there is a good chance that the USA send Lend and Lease shipments to the Britain. The first shipment arrives usually shortly after the Vichy event fired and has the following effects for GB:
* supplies +5000
* oil +2500
* metal +2500
* +6 base IC in six different cities.
Every following shipment delivers
* 3000 supplies
* 1000 oil
* 1000 metal
* +6 base IC in the same cities.
===Independence of India===
If Germany does not exist there is a 8% chance every month from November ´45 on that India declares their independence from GB.
No matter what option the player chooses, the UK cores are removed from Pakistan, India and Burma.
* They cannot be hold back releases Pakistan and India as free nations, not in your alliance.
* This must not be allowed causes +20 [[dissent]].
==Basic Tactical Situation==
===Advantages===
*Natural ability to strike anywhere in the world, which could allow for a multitude of different play styles, from historical play-through to global conquest.
*Generally in good shape resource wise making it easy to manage any deficiencies that show up.
*Once "Lend-Lease" is triggered they received numerous boosts of IC.
*Large starting navy.
*Hardest nation in the world to be annexed.
*AI normally will not (and won't at all on lower levels) invade england.
===Disadvantages===
*Far flung worldwide territories are difficult to defend, which is compounded with small defense forces in each general area.
*Long Dangerous supply convoys.
*Transporting units to a hot zone often takes a long time, and it's very dangerous.
==War==
There are numerous options for the war in Europe when playing UK. Some of them are:
# Send all infantry divisions to France. If you array them properly, you can stall Germany indefinitely.
# Wait until Germany declares war on USSR and perform D-Day without the help of USA.
# Let France falls and after Italy joins Axis, invade North Africa and then mainland Italy. In HoI2 and Doomsday there is the Sicily Problem (see gamey tactics below).
=== Norway ===
As UK you can try to hold Norway easily with the RN only. With air superiority over the sea around Denmark the RN should be able to intercept all German transports.
The day Germany DoW´s Denmark and Norway the United Kingdom should buy the Danish and Norwegian tactical bomber wings. Otherwise the Danish ones are lost in the capitulation event and the Norwegian ones will very soon do suicidal missions.
=== Holding Germany in Ardennes ===
If you choose the first option, you should build as many infantry divisions and aircrafts during peace time as possible. Consider attaching them with engineer brigade or artillery to increase their strength.
Before and during the war, keep piling up the troops in northern France. Do not send them to France as expeditionary troops! The AI will waste them. Since sometimes the AI France will try to counterattack Germany even leaving their provinces weakly defended, you need to move the defenders around to make sure that there will be no weak point.
After stalling Germany indefinitely, start to make landing in North West Germany with marines. It will disrupt their offense and let you claim those territories for yourself instead of giving them to France.
=== Waiting for USSR ===
This is a simple strategy. Let Germany declare war on USSR and then once you are ready, land your troops in France. Germany will have a big problem since it has to fight on two fronts. It is absolutely the player´s choice where to land, the Balkans or Italy are also good choice after Axis troops moved east a while.
=== Italy first ===
After the Vichy regime is established and British forces cleared Africa there is no need to stop. Invading and taking Italy should not be that difficult and with enough bombers any German troops moving south should be destroyed before they can cause trouble. Doing this early in game will need much more effort than waiting until Axis is at war with the Soviets, so British troops may lack in India/Asia. you can also land in northern Italy and take the north and create a puppet state up their so you can deal with the other Italians who in the end will regain their rightful provinces. this is a good way to keep Italy from becoming to strong.
=== Japan ===
No matter how the UK deals with Europe, from late ´41 on it is likely that Japan DoW´s the USA and the UK. If the USA are not yet part of the Allies invite them into your alliance asap. No matter how the situation in Europe is, many of your troops are likely to be stalled there, either against Axis or at the border to the Soviet Union. You have the RAF and the RN and should have several divisions in Burma. Let all your mobile troops stay in Europe (and continue to build them), but move enough infantry, the marines and, if available, the mountaineers to Asia. Also bring some "air field guards" to Asia, either militia or garrison troops.
Fighting in Burma can take long time. Marching through Burma is even worse. GB has three air fields in that area and should definitely use them. Counter-attack enemy advances and let your bombers do the work. This way GB should be able to hold Burma easily. If, finally, British troops are on the offence make sure to take out Siam´s last VP´s at the same time so Britain can annex them rather than the capitulation event.
If there are enough troops you can try to hold every base/island you have, but especially in the first months of the war the strong IJN and enemy naval bombers will make it difficult to fight like you want. Defending all colonies needs far more divisions than Britain probably has there. So let Japan land where they want, there is not much you can do against it. Hit their convoy routes, use your bombers against the troops if possible and retake the islands you or your allies lost against less opposition after Japan removed parts of the invasion forces. This way you destroy a lot of enemy troops with very few casualties.
Most interesting is the naval war. Use all your battleships in Asia and have your carrier fleet(s) ready. There should be no reason to hold strong units back at home as the navies of Germany and Italy should be long beaten by now. The RAF has to provide air cover for your fleets or the RN risks some very unpleasant surprises. With the best leader(s) the British Battleships should be able to take out many Japanese ships. If the Japanese fleet does not use one large carrier fleet the RN should be able to take out every CTF separately relatively easy. Wait for the latest carrier warfare doctrines until you try a carrier vs carrier engagement, and even then make sure there are more British than Japanese carriers.
If, finally, the IJN is crippled and all Japanese conquests are retaken, Britain should take Taiwan and go for Japan mainland. Without manpower reserves the remaining Japanese troops still own China (most likely), but fighting against them should become easier. Thinking about World War III Britain it is very important that the USA get a (strong) foothold in China/Korea, so don´t take all for Britain.
===World War III===
After Japan is defeated UK is at peace. (Un)fortunately only until either the SU or the USA decide that the "Cold War gets hot", then the UK is at war once again. As GB is most likely low on manpower it should rely heavily on air power, let the bombers do the work. Use the mobile corps to keep the enemy moving and destroy everything with the RAF. Don´t forget the fronts at Norway, Persia and perhaps India. Especially from Persia the UK can take some high IC good provinces.
A landing in the backyard of the SU (Archangelsk) is a good move to divert enemy troops from the main frontline in Europe and to keep them moving for your bombers.
If needed help the USA in China/Korea with bombers, it´s far better to help there early than to find out the hard way that the Red Army managed to reach Burma.
Last but most important: Watch the manpower!!! If necessary the UK troops should retreat from every fight and attack carefully (perhaps even with mobile corps only).
===Britskrieg===
Britain is a powerful country, but problematically it has to fight multiple other powerful countries all at once. In real life this diluted Britain's resources so much that it could only just hold on in multiple theatres until the Americans arrived. In HoI2, armed with superior strategy and a little fore-knowledge, you can easily change this outcome. The key principle is: apply overwhelming force to the decisive points quickly, and then move on. You will have a number of battles to fight, in order:
*1940 - Save Norway
*1940/1 - Drive Italy out of North Africa
*1941/2 - Defeat Japan and protect your Far Eastern possessions
*1943- - Rescue Europe from German domination
If you get bogged down trying to fight Italy, Japan and Germany all at once you will not be able to defeat any of them. Instead, try to end each of these confrontations before the next one starts, allowing you to deploy all of your forces against each in turn. Thanks to Britain's powerful navy you have the ability to do this. In the course of the game you will need to build at least five squadrons (each 4 units) of FTR to defend Britain and your navy, a strong force of TACs and at least 4-8 CVs by 1942. After this invest in your ground forces. Don't be afraid to buy expensive formations like ARM, MAR and MOT. Your IC may seem tight at first, but you will run out of MP long before the war ends.
When Germany invades Norway deploy your fleet and 10-12 INF to defend it. Make sure that whenever you send your fleet in range of an enemy coast you cover it with FTR, or you will start taking heavy losses to enemy bombers. Norway should be fairly easy to hold. Move at least a squadron of TACs there and start bombing Kiel with your fleet stationed outside under the protection of your FTR. You want to destroy the Kriegsmarine so you can redeploy all your naval strength to the East later. When Italy enters the war, with the bulk of your army in North Africa you should be able to quickly overrun them. MAR and ARM-MOT will help greatly here as you can encircle the Italians. From Libya you can bomb Taranto and destroy the Regia Marina too. DO NOT invade Sicily, even though you can easily hold it with your navy, until after Germany declares war on USSR. Otherwise it can spook them into defending Italy rather than attacking the Soviets, and this will hurt you greatly later.
Italy should be finished in 1940. As soon as you destroy the axis fleets spend 1941 bombing Germany if you like, while moving your army and navy to the Far East. Deploy your INF to Burma and Malaya, but take your ARM-MOT too. When Japan declares war you need at least one and ideally two strong carrier task forces to immediately advance into the South China Sea. Again make sure to keep FTR cover. The war in Burma will be extremely slow and both sides will find it difficult to advance. But this is Britskrieg! With the Japanese Navy destroyed or forced into port, take the Chinese islands, then Okinawa, and finally launch an assault on the Japanese mainland with all your mobile forces. Problematically it is unlikely that Japan will surrender even after you take almost all of its cores, but they're no longer directly a threat. Code a surrender event if you like, or try to peace with them via the game's diplomacy system. White peace should be fairly easy, but puppetting them is preferable and that can be problematic. You can simply leave large INF stacks in a 3/4 province border in India and leave them to it, but bear in mind that China will likely spam a lot of INF for Japan which can become problematic over time.
However you mop up the situation, Japan is now finished, and you want to move all your forces back to Europe. By 1943/44, Sovs will have been fighting Germany for some time and hopefully should have them on the ropes. You want to invade just before the high ebb of Nazi conquests, so as much of it as possible goes to you rather than the Soviet Empire. You can try for Italy first which will be easy and provide a reasonably strong ally, but Italy doesn't provide a good way into Central and Eastern Europe. Alternatively you can invade Germany itself around Kiel and try to grab a border with the Soviets as far East as possible. At that point, the world should be Britain's. Japan is likely to be a puppet, as is most of Europe except France and Benelux which are returned by event. Destroy the Soviets, return America to the Crown, or just sit back and enjoy your new Germanic colonies.
==Gaming the System==
===The Spanish Civil War===
In ’36, Britain is crippled by the restrictions of its leadership and peace-time economy. While the monarchy sorts itself out, start influencing Republican Spain as actively as you can, all the way up to 200. - Trade with the Netherlands and Belgium for cash, if you have to. Once the Spanish civil war hits, ask them to your alliance until they accept. Congratulations, you are now at war. Take military control of both Republican Spain and France, and if you haven’t already, pull British troops from India and Egypt back to your island. Keep a French guard on their borders, and then … let the Nationalists win. The goal is to gain more territory for Britain, so once Republican Spain has been annexed, start landing your own troops. If you’re British troops are having trouble beating the Nationalists, take the territories bordering France. Then, French troops can move across British territory to help the fight, giving all newly conquered territory to the British. Destroy the Nationalists, but don’t annex! Keep the phony war going until the Germans declare war on Poland in ’39.
With the additional resources from your war-time economy, you will be in a position to destroy Germany. Focus on a strong Army. Unless you want German to annex Poland, you must move quickly. Germany will leave its northern shores almost completely defenceless. Land in bulk, take Berlin, and crush Germany as you please. You can repeat the French tactic if you want, hugging the western border all the way down to France and letting their tanks roll across your territory and then the rest of Germany.
Once Germany is annexed, the next war will be fought against Japan. Prepare by building up Hong Kong and India. You’ll be fighting a land war in Asia and a hard Navy battle in the Pacific, so you’ll need a well-rounded fighting force. Be careful – by the time Japan declares war, it will have many state-of-the-art CV´s to throw at you. The quickest way to win this war is to take the island of Japan and then make landings all across the Chinese coast, but the enterprise is risky with the Japanese fleet in action. Make sure your CV tech, naval doctrine, and fighter doctrines are prioritized. If the Japanese fleet is giving you trouble, invade China from the west while building your navy up to strength.
Taking China will take years, but once that’s done, you’ll now have a long border across the south of Russia. If Poland was annexed earlier by Germany, you may want to liberate it and ban it from the alliance, to create a buffer between British-Germany and Russia. Be prepared for an epic ground war broken by long winters. Take your time and build a large army, and maybe a few nukes, before attempting. Afterwards, the world is yours, congratulations!
===Sicily Problem===
Another exploitive course of action (in HoI2 and Doomsday) is the following: Let France fall. Place most of your troops in North Africa. Once Italy joins the Axis, overrun them so you will conquer most of North Africa. This will allow you to land in Sicily island, as well as providing naval and air bases.
After France falls and before Germany declares war on USSR, you need to invade Sicily. Have your fleet perform shore bombardments, fighters on air superiority and bombers on interdiction. Land 3 marines in the weakest beachhead in Sicily (the island south of Italian peninsula). If you lose the battle, use other marines and try to land again. Keep trying until you gain a province. Land enough troops there to take out the other province.
Once you secured Sicily, the AI Germany will become anxious and send most of its troops to the southern tip of the peninsula trying to cross it and invade Sicily. There are two options that allow you to hold Sicily indefinitely:
* Place a fleet between Italian mainland and Sicily.
* Garrison enough troops to defend against AI invasion.
If you decide to place a fleet to guard Sicily, be very careful with Italian naval bombers. Return damaged ships to port to avoid being sunk.
With the bulk of German army in Italy, you can run wild in other parts of Europe. Land the troops in France and make your way to annex Germany.
===Avoid the German Surrender event===
The German surrender event may not be the best choice when British troops liberated mainland Germany but not all conquests as (in Armageddon) most territories go to the Soviets. In this situation encircle Berlin before the Red Army arrives. It will cut off the rest of Germany from supplies, but in that situation this exploit should not play an important role.
== Playing with a mod (such as HSR) ==
If you are playing with a mod such as Historical Stony Road, Germany becomes a very powerful opponent and your only strategy when the war starts seems to desperately try to hold on to what you already have. In most cases, Germans will have enough ground forces to cut through any French (and your) defense and trigger Vichy France event. With that said, a player should concentrate on maintaining NAVY superiority, building tons of destroyers and carriers, as well as a lot of RAF fighter planes to suppress those annoying naval bombers. The first priority for ground attack is securing your position in Mediterranean and taking Africa. The second, I would say is annexing Siam since Japan will join the war shortly, and proceeding further north, help Nat China with their little Japanese problem. D-Day without US in most cases becomes a wishful thinking. You can hope for your soviet friends to help you take Germany, but you will not win the game that way, Comintern will have a lot more points by the end.
So step by step, here is what one should do if playing with HSR:
* Build tons of carriers/destroyers
* Marines and infantry should be your other specialization
* Don't bother with armor before early 1943; armor in the desert/jungles does not help much
* With enough troops (15 should be more than enough) prepare for a full scale African assault when Germany and Italy DOW you
* Have at least two major fleets with carriers floating in the Mediterranean, making sure no German on Italian fleet goes through
* Secure the English Channel with lots of destroyers
* Put some more destroyers around Gibraltar and to the west of it, even to the west of Africa - this is where your convoys are usually attacked by German subs
* Expect a lot of air support, especially naval bombers, so make fighters and place them accordingly
* Send about 20+ troops, some with artillery and heavy division attachments, to India to secure Sino-Indian border and commence an attack on Siam (from Indonesia and India on two fronts)
* Take and annex Siam ASAP and advance into Chinese mainland if Japanese has already taken it
* Continue to push them for as long as you can/want.
* You will lose many islands in the Pacific, but don't bother taking them back; US will do that for you later
* D-day requires a lot of planning and units. When you think you're ready and have enough US support (should be around 1943-1944), make a lot of infantry/mechanized/armored divisions and with all your remaining marines, land on any part of the beach and then proceed to establishing a beachhead/new front.
* I recommend taking control of US armies at this point, the D-Day in HSR proved to be a very difficult thing mostly due to highly advanced German forces and their determination to kick you back to where you came from
* Rush toward Berlin and try to take it before the Russkies
* If you manage, you'll win this game; if not....try again later.
== Additional Tips for 1936 Scenario - multiplayer ==
Your priorities should be as follows:
* 1) Maintaining naval supremacy -
In the North Sea you can keep the German player bottled up from the beginning and not allow his transports to seize Iceland (for example, as this is not a naval base you want him to have) or much worse, attempt a SeaLion.
Same goes for the English channel, you don't want the Hun's hordes crossing your channel and landing in England, and the best way to insure this is to 1) not start work on the 'chunnel' just yet, and 2) maintain naval supremacy in the channel
Almost as importantly is keeping superiority in the mediterranean. Believe it or not, you are in a good position to do this, Malta can be as much of a pain in the Axis neck in the game as it was historically. Your goal here is to keep the Italians/Germans from getting reinforcements to Africa, it is essential to keep the Suez open - if you control the med this shouldn't be a problem.
* 2) Air supremacy - In order to accomplish item one, you're going to need a lot of planes. Naval bombers are your most dreaded nightmare, and since they can wreck your fleet in almost no time (and when this happens the game can go south very very quickly), so to address this you're going to need to build some fighters, the 3 interceptors you start the game with will not cut it I'm afraid.
If you succeed in these two endeavors, you should be able to hold the Suez open (especially critical as most German players will plow through Spain and capture Gibraltar), keep the Germans off your island and generally be a continued annoyance to the German player, even in your darkest days of fighting them almost single-handedly.
[[Category:National Strategy]]
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USNA Strategy
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==General Guide==
If you are going to play as the USNA, on either Armageddon or the Abyss you've got a long game ahead of you. You'll be at war for the vast majority of the game, without enough preparation.
In Abyss, you do not start immediately at war you'll have a little more time to prepare, but not nearly enough. Armageddon throws you straight into it, and trying to fight a World War with 1918 equipment. Hopefully with these tips you can try and win an equal world war.
==Abyss==
===Research===
This is going to be an extremely frustrating area. You start at a huge disadvantage compared to a normal game in terms of research of modern weaponry, techniques, and doctrines, starting with only the most basic technologies. On the plus side, you can pick whatever way you want to go, and your tech teams are all good, but none are extraordinary. Your land researcher, Omar Bradley, is best suited for the German Spearhead doctrine, so you should probably pick that. In terms of naval research, you are equally good at either Base Strike, or Fleet in Being, so that is your choice. However, you should probably not be worrying about naval research until you have stabilized your terrible ground situation. The first things that you should definitely research are Rear Area Supply Dumps, 1936 Infantry, your land doctrine of choice, probably Machine tools for the IC boost and whatever else you think you need without delay. You might want to research Improved Construction as soon as you can so you can start building Naval and Air bases too when you start conquering new territories. Secret weapons probably are not worth the effort because of how quickly the war starts, and how much IC will be taken up just trying to survive. Once you've made allies, trade blueprints with them of course. You will not be able to research everything, so pick an strategy for naval combat, air combat, and ground combat, and try and stick with it.
===Resources===
You do not have enough resources to run your industry even to begin with. You should immediately attempt to trade as much supplies as you can to get a bare minimum of war materials flowing in. Unfortunately everybody else is in pretty much the same position as you, so don't hold your breath. Building more factories is probably unnecessary; again you will probably be heading to war quickly.
===Relationships===
Try and build up friendly relations with all the democracies as quickly as possible. You are the leader of the allies, and if you don't bring them together, nothing will. Don't ally immediately unless you want to ensure that when one of your democratic allies declares war on somebody, or has war declared on them, you'll be drawn into it. You'll often see the AI players start declaring war on one another in January when the game is set to Furious, so usually by the time you build up good enough relationships to ensure alliances they will already be at war. Only build up relationships with countries you are not going to ally with if you are feeling particularly generous or need resources from them. You will be at war with them rather quickly anyway. Signing non-aggression pacts is a great way to delay war for you, but if you do you will have to sign it with every non-democracy. All can, and probably will, declare war on you. If you do this however, you'll be leaving your allies in the cold, probably leading to their collapse if you do not intervene quickly.
===Spying===
No AI player will ever use the intelligence system, so if you want to ignore it go ahead. It can be worthwhile to build up spies to gain info about the other country's army, but unless you want to spend a lot of time and money on other operations, it's probably not worth it.
===Sliders and Ministers===
You start with good sliders in some ways, but they are crappy in their own way. Everything except democracy and interventionism are in the middle. You only get the yearly change to definitly change your sliders, and while you might get random events to change your policy but don't count on it, so you are going to have to decide what is most important you change first.
Ministers are all very good, it's your choice about what you want to focus on and who to choose, and when.
===Armed Forces===
War will start early. Therefore, as soon as your 1936 infantry research has finished start a big run of those guys. Organize your navy and air force as you see fit, but they will basically be useless to deciding things in the short to medium term. If you do want them to be decisive you are going to have to do a ton of research in those fields and a ton of construction. Your navy is definitely your second most important branch, but it will take too long to build a respectable force unless you manage to worm your way out of war for two years or more. You should probably disband your subs, but not your whole fleet. If you want to try building a few more vessels to ensure numerical superiority, go ahead, nobody else will even try to build up their navy. Your first enemy will be the Confederates and they own the Caribbean, and you'll need something to secure your transports as you take their victory point islands. Naval forces are also very helpful against the Liberatores in South America where big, poorly traversable, heavily defended provinces make land attack almost impossible, and landings can make a huge difference in distracting them long enough for your main forces to punch through. Air forces can always aid, but you will probably not have enough spare IC in the short term to build something respectable, and the enemy's force is as weak as yours, so defending against it will not be particularly difficult or life and death either. Infrastructure is good throughout the map, even in Africa, Asia, South America where in a normal game the infrastructure is normally very poor, so tanks can be used almost anywhere, so save up and buy them when you have enough spare IC, and good enough tanks researched.
===Other Notes===
You'll need a lot of transports if you want to fight in Eurasia, which you probably will have to if you want to keep your allies from collapsing, particularly China, which has enemies on all sides, or to finish off Africa, where the large provinces make it difficult for the AI players to manage conquering, on top of your ally in Africa having to deal with his main provinces in Europe being under attack by three different countries. Generally, however, you can relax after the Confederates and, to a lesser extent, the Liberatores, have been crushed, take the time to build up your forces, watch the world slowly fight itself into exhaustion, then send your forces in where you want, and conquer huge swaths of territory, which you then have to garrison and occupy. This can be really fun game, much like playing the United States in a regular game, but with more powerful allies.
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Soviet Union
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[[Image:Sov-topbar.JPG]]
{{Country guides}}
==Overview==
The Soviet Union is a military powerhouse: it is the strongest nation in the game aside from the USA. Playing as the Soviet Union is relatively easy, and is often suggested for new players. New players can keep it simple, make many mistakes and yet still win! The Soviet Union has a huge advantage over Germany, especially if the game starts in 1936. Some of the advantages are:
* Five years of peace to build the military
* Large starting industry
* Good technology teams
* Self sufficient with resources
* Good leaders
==Technology==
The Soviet Union has above average technology teams. Start by researching industry technologies research industry bonuses and research time bonuses, do not research more than 1 year ahead of time.
Only start to research military technology when industry technologies is to far ahead of time and only research what you will use. Air technology, particularly CAS and TAC, are next in importance though by no means essential, and naval technology can safely be ignored.
The most important thing to do if you are playing the 1936 campaign is to change from the Soviet doctrine to Spearhead doctrine since the game and all of its mechanics greatly benefits organization. And the bonuses to tanks and mobile infantry are also very good.
==Diplomacy==
=== Potential Allies ===
The USSR is essentially alone in the world, with ''only two'' opportunities for a new alliance: Brazil and Republican Spain. Due to these limited options, the best way to grow the Comintern is through the liberation of conquered land. In Europe, it is not necessary to liberate countries manually: with the defeat of Germany an event that "redraws the borders" will create Eastern European puppet states. A final option for growing the Comintern is through using coups, as discussed in the intelligence section below.
==== Brazil ====
As a Left-wing radical nation, if the USSR establishes +200 relations, bringing Brazil into the Comintern will have a 31% chance (assuming Normal difficulty, and assuming Brazil does not change government types after an election). As a practical matter, getting Brazil into the Comintern is requires considerable financial resources. Even after normalizing relations through trade (e.g. a trade agreement will bring relations to +50 over the next year), around 15 "influence" actions would be necessary, at a cost of around $100 each (assuming 2 intervention moves), requiring a total of $1500. Brazil as an ally is not a particularly strong strategic partner during a historical WW2. During a late game, after the defeat of the Axis, if the cold war becomes WW3 then Brazil would act as an important strategic foothold in the Americas.
==== Communist China ====
Historically, Communist China and the Soviet Union had a very tepid relationship, which is partly reflected in the game. While they begin with +99 relations, even with +200 relations with Communist China, there is a 0% chance for them to join the Comintern! Yet, a successful Communist China can be a helpful strategic Ally against Japan. In order for Communist China to be successful, two things are necessary:
* Make a free trade with Communist China to provide them some supplies, metals, energy, and rares.
* Nationalist China: In March or April, 1936, Nationalist China will have the Xi'an Incident. They '''must''' select "Arrest them all as traitors!" in order for Communist China to stay at war with the Nationalists, signaling the failure of the United Front. The chance the AI will select this option is only 10%, according to event 90.
==== Republican Spain ====
On July 18, 1936, the Spanish Civil War will begin. Republican Spain will usually loose when the player is the Soviet Union; while the Nationalists will usually loose if the player is Germany. Thus, since a Soviet game is weighted against the Republicans, you can choose to ignore them completely, or make dedicated efforts to intervene in order to gain an important strategic partner in Western Europe.
If the Soviet player chooses to intervene, begin by sending aid to Republican Spain through the event. Immediately after that, send some free resources to the Republicans. Most importantly, however, the Soviet Union will need to have some transports (e.g. by building them at the beginning of the game), and send its relatively weak fleet to the shores of Spain to attack Nationalist Spain. Only an outright assault by Soviet forces will guarantee a Republican victory. The Soviet Union must do everything necessary for the Republicans to win by April 3rd, 1937. If Republican Spain annexes Nationalist Spain within this two month period until June 3rd, 1937, the Republicans will crush the Anarchists, and Spain will become "Left-Wing Radical". This then means that with +200 relations, they will have a 30% chance of joining the Comintern and radically shifting the balance of power in Western Europe.
A Republican Spain under military control by the Soviet player can mass troops on its Northern border. This then demands a serious military commitment from Germany, which results in a much smaller force on the Soviet border. If Vichy France does not join the Axis, Republican Spain can easily become an impenetrable barrier to Germany, which would only be able to access Spain via one mountainous land province.
=== Sliders ===
The USSR will receive historical events that move the Diplomatic Sliders to within one step of full Hawk (Zet offensive, Chasan Lake, Khalkin Ghol) and within three steps of full Interventionism by 1940. There are several primary ways to adjust sliders:
* In 1936 move Hawk. Then move standing army. Then use GoI to get the rest of your intervention slider moves. Each move towards standing army gives 2% more organization along with cheaper upgrades.
* In 1936 move Hawk. In 1937, 1938, 1939 move to interventionism (both will be max in 1939). In 1940, move towards Standing Army. This method provides Standing Army bonuses earlier.
* If the Soviet player will not purge the officers: In 1936, 1937 & 1938 move Hawk (Hawk will be max by 1939). In 1939, 1940, 1941, move towards Interventionism, then Standing Army in 1942. This method provides Hawk production bonuses earlier.
* One way to avoid the interventionism slider moves is to use Blue Emu's Albania Gambit and Guarantee the Independence (GOI) of Albania or other European countries that will likely be attacked such as Denmark or Luxembourg. Each violation of a GoI gives two Intervention slider moves. In this way, the move to Standing Army can begin as early as 1937, or when not purging the officers, in 1939.
=== Ministers ===
The USSR has the worst ministers of any major power, and very few useful ministers to choose from over the course of the game.
In 1937, two new ministers become available which are worthwhile to change: Uritskij –10% consumer goods, and Shaposhnikov +25% manpower –5% Infantry.
No minister changes are needed after 1937.
== Intelligence ==
Historically, the Soviet Union had one of the best spy networks in the world. Unfortunately, the game does not reflect these advancements. Fortunately, in the early game the USSR makes a fairly large sum of money due to the enormous dissent levels the USSR must get rid of, which allows a player to address the first intelligence concern: create 10 spies in your own country, and then begin counter-espionage efforts.
Intelligence can be used for two primary gains:
* Stealing blueprints from your more advanced adversaries. Focus on Germany, Japan, UK, and USA.
* Couping minor nations (such as Turkey, Finland, Greece, Bulgaria, etc)
== Economy ==
The Soviet economy has the potential to rival the US economy through massive IC building in the early game.
=== Trades ===
The USSR begins the game with two trades to Germany. Naturally, it is in the best interest of the USSR not to trade with Germany, since they are short of key resources. That being technically true, most players consider it gamey/unfair to not trade with Germany.
On January 2nd, 1936, you will have 700+ spare energy, 200+ metal, and 100 rares to trade away. Not many countries will give you a good deal due to your lower relations, however these nations are decent trading partners at the beginning of the game:
* Japan
* USA
* Germany
* France
* Italy
* Bulgaria
* Hungary
* Yugoslavia
* Rumania
* Poland
=== Production ===
Generally, a series of 4 to 5 runs is considered the most appropriate for the USSR, since the war will not start in earnest until the summer of 1941. Running factories for 3 series ends by November, 1938 (depending on your slider moves); while a 4 series run ends October, 1939; and a 5 series run will end in October 1940. The USSR can support a maximum effective IC of 550 with its native resources. But you will have built up a reserve of raw materials that with proper trading could enable you to have an effective IC of 1000.
The use of IC towards upgrades is most effective as your technology increases, since upgrading units from 1918 infantry directly to 1941 infantry, for example, is much cheaper than doing the upgrade from 1918 to 1936 to 1939 to 1941. Also, dissent will come again during the great purge, and is best paid down after the Hawk (reduced dissent) and Interventionism (reduced demand for consumer goods) sliders are working to your maximum advantage. It is essential to get rid of all dissent before war with Germany, and is easily achievable before event the Winter War.
== Military ==
The key to the Soviet military is industry. The Soviet Union can produce a large amount of Tanks and motorized infantry and. These units make it possible to win quickly against Germany. Head Quarters (HQ) will soon become a key to Soviet success in conducting counter-attacks. A key tactical point is to change the Soviet military doctrines for Spearhead which makes it easier to win the game.
Air support is used by more advanced players to decimate the German forces more quickly, primarily with CAS and TAC.
=== Early Annexations ===
Generally, the Soviet player has no need to create early wars, and very little to gain, from early annexations. Generally, the small IC gain (about 2 total IC gain) plus the dissent caused by a declaration of war does not make these wars a wise/efficient decision. SOV also have very low Ground Defence Efficiency [see below] which means much higher casualties in any early wars.
===The Great Officer Purge===
In March, 1938, the event "The Great Officer Purge" fires. It is one of the most punitive events in the entire game, and is certainly the worst event that happens to the Soviet Union. You have two options:
* Purge the Traitors: Gain 10% dissent, lose 10 manpower and 170 military leaders. 60 historical leaders will be killed, ''in addition to'' 110 randomly selected leaders. Additionally, lose six ministers and two technology teams.
* No need for Brutality: Gain 30% dissent, Hawk sliders move 2 towards Dove.
Purging the officers is typically seen as the most beneficial strategy for the following reasons:
* The Soviet Union has a very large number of leaders
* The extra 20% dissent penalty from "no need for brutality" has a significantly negative economic affect
* The two moves to Dove from "no need for brutality" erase the 10% production bonus, and reduce dissent growth to -2% (from -6%) and manpower growth to just 2% (from 6%). Additionally, if you purge, the Soviet Union only needs one slider move (in 1936) towards Hawk. The rest can be done via events (mostly Soviet influence in China) and via Guarantees of Independence in Europe. Standing army means more organization and cheaper upgrades: By 1941 you can have 12 more organization with upgrades at 25% (from the army slider) instead of 50%. The net effect is 50% vs 75% including the Central Planning effects).
Some players advocate for saving the officers for the following reasons:
* Roleplaying a more benevolent USSR
* Saving historical leaders (such as Zhukov) that may have be randomly purged by the event
* Using a Soviet strategy that is *not* manpower/attrition focused, and could benefit from stronger leaders
* Tech team Alksnis, level 6, is the only team that can research air doctrines until 1940
* Tech team Tukhachevsky, level 5, is better than Shaposhnikov
* Minister Berzin, Head of Intelligence, is the only minister who provides a 5% research bonus
* Minister Alksnis, Chief of Air Force, is the only minister who provides bonuses for fighters and interceptors.
===Soviet Ground Defense Efficiency===
[[Image:Sov-stalingrad.jpg|right|Red Army soldiers in Stalingrad]]
====In Hearts of Iron 2====
In order to simulate the ineffectiveness of Soviet defenses before the war with Germany, the Soviet Union has significant defensive penalties for its military that cannot be adjusted in-game by the player. The GDE (Ground Defense Efficiency) score is essentially a percentage of the effectiveness of your units on defense. Thus, a GDE of 0.2 means 20% effective, or put another way, fighting at an 80% penalty when on the defense. The normal value of GDE for other nations is 0.8: due to all the advantages defenders have in the game, GDE never rises above 0.8.
* The Soviet Union starts with 0.2 GDE.
* It increases by 0.1 in May 1940 and later years for a total of +0.4.
* When anyone DOWs you get all these future increases plus an additional 0.1 are received.
* When Finns offer you peace through the event you get +0.1 (note this is the event not any other offer of peace).
* Grand total gets you back to 0.8.
* AI gets +0.6 at the start instead of the above events EXCEPT that they still get the Winter War event allowing the AI to get 0.9 GDE.
Timeline of GDE values:
* Prior to Dec 12th, 1939, your GDE should be 0.2
* From Dec 12th, 1939 to May 1st, 1940, it should be 0.3
* From May 2nd, 1940 to May 1st, 1941, it should be 0.4
* From May 2nd, 1941 to May 1st, 1942, it should be 0.5
* From May 2nd, 1942 to May 1st, 1943, it should be 0.6
* From May 2nd, 1943 to May 1st, 1944, it should be 0.7
* From May 2nd, 1944 on, it should be 0.8
Being attacked by a major power (eg: Germany) will automatically boost your GDE up to 0.7 (after a random delay of a few weeks to as much as several months)... but ONLY if they attack you, not vice versa; and the last boost (from 0.7 to 0.8 GDE) only happens in 1944, regardless. Note that all of this applies ONLY to a Human-controlled Russia... an AI-controlled Russia has a GDE of 0.8 right from January 1936 on.
Details are available in [http://forum.paradoxplaza.com/forum/showthread.php?t=201702 this thread].
====In Doomsday or Armageddon====
There is a different event chain in Doomsday and Armageddon. One important difference is that the Finnish Winter War has no effect on the GDE. The Winter War is fought at 0.4 GDE. Then there are two GDE gearing up events in January 1940 and June 1940, raising GDE to 0.5 and then 0.6 GDE. In June ´41 the GDE gets the last but one raise to 0.7 GDE. The last raise to 0.8 GDE depends on whether the Soviet Union is human or AI controlled. The AI gets maximum GDE when they lost 10% of their provinces in the "Great Patriotic War" event. A human controlled Soviet Union gets the same event when it is under attack (!), lost 5% of its territory and lost one major western city OR by June ´42 at the latest.
===Molotov-Ribbentrop Pact===
* No Deal with the Enemies of the Workers: This option does not provide any benefits to the player.
* Accept the pact: You will receive many free territory claims as well as a free slider move towards Interventionism.
* Propose an alliance with Germany: If it is accepted, the USSR will be in the Axis. It will lead to a bizarre game where fascists and communists are allied together to defeat democracy.
==== Historic Molotov Ribbentrop national provinces: ====
It is not necessary to declare war on the Baltic States (Lithuania, Estonia and Latvia) if SOV get the historic Moltov Ribbentrop treaty. Beginning on May 17, 1940, the USSR will have a 20% chance of successfully demanding territory (in the Diplomacy screen) to annex the Baltic States. Historically the Baltic states folded in stages in spring and summer 1940. You can also use the acceptall diplomatic cheat to simulate the historic events. Romania should also give up three Bessarabian provinces via the Pact on 27 JUN 1940.
===The Winter War===
[[Image:KW-2.jpg|left|KV-2 heavy tank]]
Assuming [[Poland]] has been annexed by Germany, a historical event fires in November 1939. The event gives you an option to give an ultimatumn to Finland, demanding two border provinces near Leningrad (Viipuri and Sortavala). AI Finland refuses to cede over the provinces 99% of the time, triggering a war. It is generally best to press claims as Stalin did historically since refusing to demand the provinces changes your Interventionism value by -1.
If you plan to choose the "Press claims" option and therefore almost certainly start the war, it's best that you prepare for the conflict before it breaks out, during the summer months of 1939. Remember to concentrate your army near the Finnish border in time. Also if you haven't upgraded your divisions by now prioritize the divisions you're planning to use for the war and move the upgrade slider just enough to turn their equipment more lethal.
====The quick way to win====
Send most of your mobile troops to the Finnish border around june of 1939, including your starting 10 Motorized Divisions and 4 tank divisions. Use these 14 divisions as your main strike force: split them up into 2 motorized and one tank division. Deploy close to 30 infantry divisions close to the Finnish border and have at least one 11 division plus the one "Stavka" the hq unit in one big army under a Field Marshal. To win quickly in less than a month attack the middle of Finland and do NOT attack the fortified areas, you only need to take a few of the middle provinces cutting Finland in half and then a screen will pop up where you can get what you originally asked for or take the whole of Finland.
There is an interesting alternative approach: build 2+ transports and make landing on Finnish costal provinces (including Turku and Vaasa) and send one huge juggernout to Viipuri-Helsinki. You don't need Marines because there is no defense usually. If things go well, you'll annex Finland in 7 days without diplomatic penalty before peace event fires.
====The end of the Finnish Winter War====
Once you've taken Helsinki or approximately four Finnish provinces, event #2627 will fire. You'll get a chance to re-state your ultimatumn, which this time will be accepted 99% of the time, or continue the war in hopes of annexation ("Let's bring them Socialism!").
This time deciding which option is the best one is a bit more debatable. Settling for two provinces bordering Leningrad means that you'll have to divert your attention (and around 20-30 divisions) to the northern front once Operation Barbarossa starts, while going for the annexation shoots up not only your Interventionism (by 1) but your belligerence as well, and immediately ends any existing non-aggression pacts with Germany, France, Great Britain and USA. Both selections also have their positive effects: Settling for two provinces lowers your dissent value by an impressive 10 (altough there's a 1% chance it goes up by 5), and annexation means you get the IC's and resources of Finland. If your dissent is over 10%, then it's a no-brainer to settle what you asked for. But otherwise it's up to you.
== War with Germany ==
Everything the USSR player does should be directed towards the ultimate war in Germany, which will usually begin around June 22, 1941. The player should ensure that all dissent is gone, and all upgrades are complete before June, 1941. At the beginning of the war, an event will ask regarding the movement of industry to Siberia. There is no reason not to accept this event, as it greatly helps the USSR.
==The really quick way to win==
To win quickly against Germany all you need to do is this
*In 1936 change the doctrine from Soviet land Doctrine to Spearhead
*Make sure to build industry all the way up to Feb 1940
*In Feb 1940 start to build Motorized infantry and tank divisions.
*When Germany Is in France, but before France, has fallen attack Germany or Romania, Romania can be a better choice since then Germany will Declare war upon you.
By doing these 4 things you are guaranteed to win before the end of 1940 despite the fact that your Gde is very gimped.
What you need to do is to have 2 motorized divisions for every 1 tank division and each one under a skilled Major General, and for every 12 divisions place a field marshal.
Research tactical bomber and fighter technologies since you already have some built, and upgrades those before you attack.
By correctly attacking and using your air power you can win over Germany in late 1940.
=== Force Deployment & Tactics===
If you choose not to attack in 1940 but want to wait for the Axis to attack you then you should build up your industry all the way until summer 1940.
By starting on building up industry in 1936 preferably to the east of Moscow so that it is hard to get to by enemy forces, and using ALL available IC to build industry. Make sure to asign all divisions under logistical wizards so that they consume as little goods as possible and do not reinforce them until you need them.
Only reinforce those units you are going to use in the winter war and only upgrade those and do it at during the summer of 39.
Make sure that you have researched the spearhead doctrine since it is several times better then the games “soviet land doctrine”, doctrine. And the point is to win as quickly and as easily as possible.
If you do this and do it properly then by the Summer of 1940 you should have an effective IC anywhere from 650-850 depending on how well you trade and what slider options you have chosen.
During the summer of 1940 start by building tanks and motorized divisions and tactical fighters and headquarters. When the war comes in 1941 you will have a large motorized army which can easily destroy the attacking axis within a few month and you never need to lose a single province.
=== Winning the Easy Way with the Soviet land Doctrine ===
The Soviet Union is extremely powerful, and beating Germany is quite easy using the correct approach. Two simple steps, also known as "spamming industry & infantry", will ensure an easy victory:
* 3 rounds of using all IC for factory building
* Then, massive parallel serialized builds of infantry (though taking care to pay down all dissent, upgrades, and reinforcements): 400-500 infantry by the time of Barbarrosa is a good figure. Combined with Milita, and the USSR can easily attain 600+ army units.
Using this method, it is possible to never surrender a single province to Germany, and to essentially go on the offensive at the very beginning of the war. In fact, if done with careful effeciency, the Soviet military will be so strong and so overpowering that the German AI, knowing how massive the Soviet army is, will not dare declare war! If a Soviet game goes into the summer of 1942 without a German declaration of war, it means the Soviet player has created a massive military that will steam roll Germany all the way to Berlin and beyond. :)
== Alternative War Options ==
===War with China===
For the expansive player who likes to conquer everything in sight, an oft neglected direction is China in 1936. Why China? It's a large land mass that no one in the west is going to go to war with you over. I generally do not like to share with anyone so I personally often find ways to eliminate or isolate Mongolia from the war effort, but that's of minor importance. Their are two main ways to enter China. Either you can smash through Japan and her puppet Manchouko, which will bring you into war with Japan as well which you probably don't want.
Or you can skip war with Japan all together by invading through Sinkiang. The main problem here is that invading through Sinkiang means crossing those damn mountains and that can take 6 months to a year, if not more. Additionally you should either have conquered Mongolia (puppet state of USSR I know, but still) or moved troops their so they can invade Shanxi. Main reason? Keeping the Japanese out.
The two times I've done it, Japan did not go to war with China, but I don't guarantee that they won't, however, you don't have to go war with them. If that happens you'll be in a race with Japan to capture all the territory you can.
It is a tough war though, and winter 37 is going to be very tough. Generally going through a careful step by step invasion process pushing for the pacific, you can be done with war in China by late 1938 (including all warlord states) no later than may of 39, so you can still have all your army back in Europe just in time for the winter war. You'll have the advantage of going into the winter war, and then world war 2 with the most experienced army in the whole game. In fact, I'd recommend that any units left behind in China be newer units so you can fully benefit from that edge.
From this point on, the war in the game should play out as mentioned in the war with Germany section, other than the advantage you'll get in additional manpower, resources, and IC, but of course, you're not going to war with China because you need something. You're doing it because it seemed like a fun idea, (at least in my case)
Additionally, if you're looking for war with england, you'll suddenly find yourself in perfect location for a two pronged strike into India. However if you do this, you still need to keep a strong army at the polish (and later german) border because Germany will declare war on you no matter what you're doing to England.
==Multiplayer Suggestions==
In a Multiplayer game, Germany is the most serious enemy of the Soviet Union, and will typically force Barbarrosa in May, 1940. Germany will be technically superior to the Soviet Union in every way at this time, and may even have more industrial capacity. Wise German adversaries will focus on land doctrines, infantry, armor, and air superiority. All German units, especially in 1940, will be a level more advanced than Soviet units.
To win easily in Multilayer as the USSR if you start in the 1936 scenario change to Spearhead doctrine, Build industry for 2-3 rounds and then build motorized units and tanks and combine them in 1 tank 2 motorized groups each specific division under s killed Major General and of course 1 Field Marshal for every 12 Divisions that you have
{{Anthology}}
[[Category:National Strategy]]
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{{USAStrategyGuides}}
==Overview==
The United States is perhaps the easiest nation to play. The USA is separated from hostile nations by two huge oceans, and it also has the highest industrial capacity of all nations. The resource production of the USA is the best in the game as well, with enough resources to supply the nation's entire industrial base even after considerable growth. For these reasons, a player can choose nearly any strategy with the USA for a successful game.
The USA starts with a solid navy, but is exceedingly weak in most other regards. The army is a skeleton crew, the airforce moderate and starting tech poor (aside from industrial and naval). Worse, isolationist policies hamstring the nation and lock you into a high percent of consumer goods production. Your industrial base is massive and has even greater potentital, plus you have the resources on your home soil to properly exploit industrial expansion . Your tech teams are excellent, allowing you to pursue several possible strategic avenues. The USA has the potential to do just about anything you want.
==Technology==
The USA has some of the best research teams in the world, second only to Germany overall. The US does start significantly behind other major nations in starting technologies, however. The US land doctrine of Superior Firepower is one of the worst trees possible, becoming truly effectively only after 1944. Some players may choose to abandon this tree for that reason, however doing so could be considered [[gamey tactics|gamey]] since the US is tremendously overpowered in every other respect.
By August, 1937, it is possible for the USA to have researched ''every'' 1936 and 1937 technology.
==Diplomacy==
===Alliances===
The USA has various alliance possibilities. The most obvious alliance is with the Allies, however a Fascist USA or a Communist USA are possible.
===Sliders===
The USA's weakest point are its political sliders. The USA begins the game with only one positive slider position: Free Market. The sliders for Drafted Army, Dove Lobby, and Isolationism are all set to the extreme worst position.
===Ministers===
Total slider moves by events:
Drafted Army:-1
Hawk: +10
Interventionism:+8
==Intelligence==
The USA creates more money than any other nation in the game, making it particularly well suited for the Intelligence system. The counter-point, however, is the the US open society causes severe penalties for spying.
==Economy==
===Trading===
The USA does not have to exert any effort in trading. It is fairly easy for the USA not only to have all of its supplies paid for by trading, but even to amass a daily stockpile increase of +20 supplies or more after just the first two months in the game. With enough industrial expansion (around +10 IC), the USA will be short of Rare Materials. These are very easy to trade for via the UK or the USSR, and the best trade good to use is money, since the USA produces huge amounts.
===Industrial Production===
In the early years of the game, the USA has very little use for its IC other than ship building and IC building. While IC spamming is certainly possible, the USA begins the game with over 100 more IC than any other nation. Therefore, a balance of IC building and naval building is recommended. An early starting run of 4 - 6 IC provides a fairly good balance.
==Military==
===Army===
The USA can field a modern army that combines large numbers of high cost units. Armor, Motorized, Mechanized, Marines, Mountain, Infantry and brigades can all be buit and should be built. Usually, the USA does not need to, nor can it, start building large numbers of Armor and Motor prior to '40-'41. Instead, it should focus on developing and deploying the most modern Marine and Mountain units. But do not fail to build some Armor and Motor. It's better to have a handful on hand than to be stuck playing catchup. Further, every nation needs Infantry and to neglect them is to weaken yourself. For the USA, they are important early on for garrison work and later on for holding those islands. Fancy units like Armor, Motor, Mountain and Marines take the ground, but Infantry hold it.
Later, the bulk of your army should be composed of Motorized Infantry. These units are perfect for the US and the US can afford to build them in large numbers. In most games I shoot for 40 Motorized divisions and continue to build them till the end of the game. Armor is critical as well, and I often field 20+ armored division. Mechinized are useful, but are best used in conjunction with the Mechanized Assualt doctrine.
===Navy===
The United States begins the game with an enormous Navy (112 ships in total), that probably ranks about third in terms of total strength (beneath Japan and the UK). Many of these ships, however, are obsolete level one destroyers that are best disbanded at the beginning of the game. The USA also begins the game with level four Battleship technology, thus early Battleship building is wise for the creation of powerful [[Surface Action Group]]s. An early production run of convoys (99 serial) is also essential, since the USA will rely very heavily on convoys. The mainstay of the United States Navy, however, is its carrier superiority, or [[Carrier Task Force|Carrier Taskforce Fleet]]. A powerful CTF is essential in HOI2, but with the introduction of the CVL (light carrier) in DD and ARMA, the United States could rule the seas with SAGs.
===Air Force===
The USA can build an extremely powerful Air Force if desired. As is the case with every nation, TAC and CAS are extremely effective units. STRAT is not usually useful in the game, but for the USA can be used to deliver nukes and bomb the Japanese mainland, for example, into submission.
==Events==
=== Election of 1936 ===
* Roosevelt: Dissent -2, Manpower +20.
* Landon: Political Right set to 2, Isolationism +1, Dissent +2; +10 IC.
=== Revolution ===
If the USA ever gets 65 dissent or higher, a revolution event will fire and the player can choose either a Communist or Socialist government.
=== Pitman Act: Assistance to China ===
This will occur after the Japanese invasion of China, around July 1, 1937. In HoI2, the Japanese will never take over China. In DD and ARMA, the Japanese will always defeat China. The US has two options:
* Pass the Act: -1000 supplies.
* Do not Pass the Act: +1 isolationism
=== Nanking Massacre ===
Around the winter of 1937, the Japanese will likely capture Nanking, causing the event to fire. The USA gains +1 interventionism.
===Panay Incident===
In May, 1939, Japanese vessels will sink a US warship in China. The USA will receive money +500, and dissent +1.
===Gearing up for War===
'''After the Dutch capitulation, typically in May, 1940:'''
* Prepare for War: +3 IC, +3 Hawk, +200 Manpower, Peace time modified by +25%.
* These measures are not needed: +1 dove; +50 manpower
'''After the German attack on the Soviet Union:'''
* Prepare for War: +3 IC, +1 Hawk, +1 Isolationism, +100 Manpower, Peace time modified by +15%.
* These measures are not needed: +1 dove; +50 manpower
'''August, 1941'''
* Prepare for War: +3 IC, +1 Hawk, +1 Isolationism, +100 Manpower, Peace time modified by +15%.
* These measures are not needed: +1 dove; +50 manpower
'''Destroyers for Bases'''
In the Summer of 1940 this event will fire.
* Sign the Agreement: +5 manpower, -50 convoy escorts
* We need these ships: +1 isolationism
'''Presidential Election: 1940''''
* Roosevelt: Dissent -2; Manpower +10.
* Wilkie: Change of government
'''There is one more thing, the Japanese surprise attack. This has to be added but one caveat, I have seen the Japanse surprise attack on Pearl have two different values:'''
The Japanse Surprise attack on Pearl Harbor can sometimes NOT happen, so do not depend on it. The AI seems to usually pick it but I have had a few games where it has not done this at all. This is true in all three versions (HOI2, DD, Arma). For multiplayer purposes, the way it works is that the Japanse player gets the war with the US thru one event and then after the war fires, the Japanese player gets another event with the option to do the Surprise attack.
'''Normal Japanese Surprise attack on Pearl Harbor:'''
* +2 Hawk, +3 Intervention
'''Occasional value for the same attack (not sure what modifies it, maybe random chance?):'''
* +3 Hawk, +4 Intervention
===Arsenal of Democracy===
Occurs when the USA goes to war with Germany (likely around December 1941 or later):
* Pass the Act: -5000 supplies, -2500 oil, -2500 metal. Interventionism +1. Provides considerable help to the Allies.
* Remain Completely Neutral: Isolationism +1
=== Lend Lease Act ===
This event provides considerable help to the UK and the USSR.
* Pass the Act: -5000 Supplies, -2500 Oil, -2500 Metal
* Don't Pass: +1 Isolationism
==War==
=== War with Japan ===
Around December, 1941, Japan will DOW on the USA. The war against Japan is extremely easy: Japan does not defend its main land. A US player that has planned a modest invasion force of marines can occupy the Japanese mainland and cripple Japan. That is not however, terribly fun. Most players will instead refrain from building Marines or a serious army before Pearl Harbor. After that point, they will follow the historical route of intensive naval battles. Then, naval hopping to every single island in the Pacific, until landings in China combined with an attack on the mainland.
=== War with Germany ===
War with Germany is also quite easy, mainly since it does not defend its Atlantic wall. Most players will instead travel through North Africa and Italy, proceeded by an invasion of France.
==Gaming the System==
A player of the USA can use a litany of [[gamey tactics]], including:
* Early declaration of war to erase the IC penalties
* Early to join the Allies, and help research
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I am relatively new to HOI2, but since no-one else has done the 1939 scenario, I figured I would give it a whirl. I don't claim to be an expert at the game, and other people may well have different approaches to playing the U.S. that work better. I should mention that I am a military historian in my off-hours. My [http://www.shatteredswordbook.com/ book on the battle of Midway] was published in 2005, and I'm currently working on a new book on the year 1942. As such, I'm reasonably conversant with the macroeconomic issues that drove the war. That knowledge certainly pertains to the development of production strategies, which is what the U.S. is really all about.
I should also mention that I play using the DAIM (Determined AI Mod) pak, which makes the Axis and Soviet Union much tougher than the current HOI2 1.1 AI module. This affects U.S. grand strategy in pretty profound ways. In particular, this means that the U.S. is almost certain to be drawn into a large-scale ground war in Asia. Why is this? Because the DAIM Japanese player is not artificially constrained to only take a certain percentage of China over before it suspends offensive activities. Instead, if left to its own devices, the DAIM Japanese will take over not only all of China, but likely all of India, Afghanistan, and even portions of the Mideast. Furthermore, while it is relatively easy to beat the Japanese player, and get it to offer surrender terms to the U.S., unless you have physically occupied practically all of Japan's territorial gains in mainland Asia, Japan will retain those ill-gotten gains even after you've dictated peace terms in Tokyo. From a historical perspective, that really grinds on my buzz. I want to shape the New World Order the way ''I'' want it shaped, thank you very much. Consequently, I play to not only destroy Japan's military, but also to physically occupy her colonial holdings. By doing so, I can annex, puppet, and liberate nations according to ''my'' wishes, not theirs.
What this inevitably leads to is a reversal of the famous military maxim of "never getting involved in a land war in Asia." It also means setting aside the "Germany first" approach that was the cardinal grand-strategic principle that nominally guided U.S. actions during World War II. As we'll see, though, it is possible to apply this reversed strategy successfully, clean up all of Asia by the fall of 1943, and still be in good shape to turn our attentions to the Germans in 1944.
__TOC__
=Production / Research Strategy=
The U.S. has hands-down the most formidable economy in the game, and the U.S. player should use every means available to maximize this advantage. Your goal is to create the basis for economic and logistical superiority before the war begins. Once war starts, you'll rely on very large, long serial runs of good weaponry as the game goes along. Given the vast scientific prowess of the U.S., it is tempting to research and develop every type of weapons system available, and then build a little bit of everything along the way. Historically, though, the U.S. didn't do this, and you shouldn't either. Instead, the U.S. mated its enormous productive resources to the manufacture of a reasonably small set of serviceable hardware, and then churned it out like crazy. This same principle works well in the game, too. Consequently, the U.S. player should not only focus on developing military technologies with a definite strategy in mind, but should also be content with saying that a given branch of technology is "good enough." You then use the gearing bonus to crank out large quantities of that particular system. That approach informs every aspect of my U.S. production strategy, particularly with regard to naval equipment.
== Pre-War Production and Research ==
The U.S. enters the 1939 scenario with a relatively anemic IC base, but is well advanced in several military technologies. The goal here is not to try rebuilding the military too soon, but instead to lay the basis for future economic dominance. I don't build a single land or air unit until the middle of 1941. Not one. Typically, the Japanese will declare war in the Oct/Nov. 1941 timeframe, so I've got until then to put the rudiments of a defense in place in the Pacific Basin. Fortunately, though, I have *plenty* of crappy National Guard infantry units already built. They just need to be upgraded to Inf 39 or 41, augmented with some stiffening (like Arty brigades), and then distributed across the Pacific before the balloon goes up. Instead of building units, the majority of IC should be spent on building factories in my 100% infrastructure areas (although I will build in 80% areas as well). I continue building factories well into 1942 (albeit not as many after I'm at war.) The last of my factories typically gets built in Sept/Oct '42. I also feverishly work trade deals during peacetime (after all, what else is there to do?), and try to build up stocks of materials, in particular Rare Materials and Supplies. Every Rare ''I'' get is one that Hitler isn't getting for the Wehrmacht, and that's worth giving up plenty of Energy, Oil, and supplies for.
The results of playing the trading floor can be dramatic. If you start the game at the beginning of the "stock" 1941 scenario, the U.S. player gets typically 1000-2000 of each strategic material in June 1941, and $100 in the bank. That sucks. But starting in 1939 pays big dividends in this regard. By enduring the tedium of two years of peace, the U.S. player can come into June 1941 with resource pools of 500K Energy, 400K Metal, 38K Rare, 300K Oil, 25K in Supplies, and $10K in the bank. You will also have a slightly greater IC, ''and'' a larger population to boot, and your military will be only slightly smaller (and even that mostly because I scrap all my Level I destroyers and battleships from the get-go to save their TC). You do the math. All in all, it's ''well'' worth it to spend that extra hour in the game in order to lay down that foundation.
Naval units, of course, have very long build times, particularly carriers. Carriers are the naval club we are going to use to stomp Japan in short order, so we need more of those than just the six flattops we start the game with. However, until we've researched "Ship Assembly Line", we don't want to lay any new ships down. So researching that tech, along with Advanced Destroyer ("Fletcher-class") and Advanced Carrier ("Essex-class") are absolute priority To-Do's at the beginning of the 1939 Scenario. These are both classic examples of "good enough" weapons. Once I've got 'em in 1940, that's the last naval tech I am likely to research for the rest of the game (which is damned ironic for a naval historian to admit, but there it is). Don't bother researching new cruisers or battleships--we don't need those to win. Once the war starts, the Brits will probably give you the blueprints to the Advanced Battlecruiser. Politely tell them, "Thanks, gents" and then put the plans up on the shelf. Remember to dust occasionally. DO research the better sub, though, as they are somewhat useful. Subs are cheap, and we need a lot of them to hurt Japanese supply on the mainland.
As soon as "Ship Assembly Line" is completed, I will lay down two groups of six carriers, typically a month or two apart. I will typically also lay down a couple ''long'' serial runs of Fletcher-class destroyers. And some submarines, too. All of this starts in late 1940/mid-1941, depending on the lead time of the item. Subs are fast to build: I start them last, because I want to be building more factories up to the last minute. Done right, though, you're going to be getting twelve new carriers in the water by March 1942. That's all you will need. You already have enough cruisers in the U.S. inventory--you'll never need to build any new ones. Also start two long serial runs of Transports sometime in 1941 as well--we're going to be moving a lot of people around all game long. Transports have the laudable attribute of never needing to be upgraded, so we know the gearing bonus is always going to be buying us top-notch cargo ships. I will often build 40+ of the things. It's all about the Gearing Bonus, baby.
Once the ships are laid down, the U.S. should begin focusing on researching technologies that increase IC (Advanced Machine Tools), TC (Deep Supply, etc.), and reduce your troop attrition (Deep Supply, again). We're going to be doing a lot of fighting in jungles and other yucky places. Winter in Manchuria is harsh, and we're going to be exposed to the elements. So we need big, brawny TC modifiers. We also want to research Early and Advanced computers quite early on, as well as Agricultural production. We're going to need as much of an edge in future research projects as we can get, as well as lots of warm bodies to put into uniform. The longer the war, the more those cumulative modifiers stack up if I can get those goodies in 1940. That's why God made Raytheon and Ford and Boeing: to give you nice Industrial techs.
When fighting in Asia, we're going to need Marines (I build 4-6 typically) and lots of Mountain troops (8-10 is good), in addition to Mech. Inf. (tons) and Armor (also tons). We'll call on Christie and Winchester to research those for us, and maybe Douglas Aircraft for a few. Airborne is less important, as is Motorized Infantry (which is nothing more than a technological means to building better Mech. Inf. in my book). Upgrading our basic foot infantry techs is likewise important, as we are going to deploy every single foot infantry unit we have in our entire Army into the Pacific. Every single one. Heck, I even take the Cavalry divs I have out there. So start shipping those units out of the American heartland and East Coast *now*, and get 'em into the West Coast. We need lots of Engineer brigades, because they increase movement, which is precious in both jungle and mountain settings. "Speed Kills" (especially when you're angling to grab a strategic piece of ground ''before'' the enemy can retreat there, so you can put him in a pocket and then murder him). So as war approaches, start streaming Engineers with long serial runs. Do a smaller run of SP Arty for some of the Arm. and Mech. Bear in mind that we don't want to have too many unattached brigades sitting waiting to be deployed (they chew a lot of TC as they wait there in limbo). But in general, we want the ability to brigade every single unit we send overseas, if possible. I will also produce Artillery for my Marines and some other Inf units I intend to use as shock troops or defensive units. Marines aren't going to be marching anywhere anyway, so the speed penalty of towed Arty won't hurt us--we use Marines to assault islands and beaches (where the extra firepower of Arty is useful). After the invasion, we're going to insert Engineered Infantry to launch followup overland attacks, or Garrisons, and then pull the Marines back out again to assault the next beach. Marines don't walk, so they can afford to drag along big, heavy guns.
In terms of aircraft, you need two types--TAC and Escort Fighters. Asia is big and has few airbases. You need planes with range. You can research Mustangs and Corsairs later in the war for use in Europe, but Fighters and Interceptors are less useful for the fighting we're going to do through 1943. Ditto Strategic Bombers--they've got the range, but we're going to capture the Japanese productive centers for ourselves in short order, so who needs to bomb 'em? There will be plenty of time to build heavy bombers for blasting the Ruhr later. Naval Air is useful for initial defensive purposes in the Philippines, but you don't need many. Just a couple will likely suffice in keeping the Japanese out of the Philippines. We're going to destroy the rest of the Japanese Navy with our carriers and older battleships. And as with ships, of course, we aren't going to build ''any'' aircraft until we've researched Aircraft Assembly Line--to do otherwise is to simply give away precious ICs that could be spent on building factories that can give us ''more'' precious ICs during the war years. "All in good time, my pretty; all in good time."
== Wartime Production and Research ==
Once the balloon goes up, your production will suddenly expand dramatically, and you can likewise shove domestic spending way down to focus on making things that go 'BOOM!' On the research front, you will want to continue doing everything you can to improve your Inf., Marines, Mountains, Armor, Mech. Inf. TAC, and Escort Fighters. You don't want to get too aggressive with trying to research 1944 technologies in 1942, say: the research penalties are too harsh to try and get too far ahead of the curve. But be diligent in keeping your unit types reasonably up to date. You don't need Tank Destroyers or Heavy Tanks at this point in the war--the Japanese don't have any armor to speak of. Ditto Rocket Arty., Airborne, CAS, Strategic, or Motorized Inf. Better Radar? No: it's a defensive technology, and we ain't the ones getting bombed. We want to be focusing our gearing bonuses and tech advances on maximizing a discrete set of weaponry and doctrine that will help us offensively on the ground and in the air.
During the war, it's important to be laying down at least some short runs of various weapons (Marines, Air Transport, maybe a few more DDs, or perhaps some SP Arty). Why? Because you want to have some elasticity in your production. There's nothing worse than being geared up with long serial runs on ''everything,'' and not having the ability to introduce new weapons, emergency builds, or whatnot. So think carefully before you ratchet up your production with a long run of that new kind of armor--if your production bonks, and a run goes into slowdown, you lose that precious gearing bonus anyway. A few short runs of this'n'that give us the flexibility we need. If we goof up, we can always pull the plug on them without much harm, while still keeping the really important long runs chugging along with no fear of bonking. I typically keep my early war production (factories and ships) at about 300IC for the first few months, but that means watching the Production screen like a hawk, as you will be right on the rivet. Once you start fighting in China in earnest, you're going to have to back down unit production to the 250-275IC range, because Reinforcements (and Upgrades) and Supply usage are guaranteed to go way up. This is *particularly* true if you decide to fight in the winter in Manchuria. My population will typically start the war at 2100 or so; by the beginning of 1943 it's down to 1300, especially if I'm pumping out lots of Garrison units.
=Fighting Japan=
There are four fundamental principles we'll use to fight Japan:
1) Defend India
2) Defend the Philippines
3) Defend our Pacific holdings, and (most important)
4) Capture the Japanese Home Islands as soon as possible.
Here's how we can do all of those.
== Defend India ==
Playing against DAIM, it is absolutely guaranteed that the Japanese will have crushed all of China by 1941. As soon as the whistle blows, they go after Burma and Malaya, and there's not a lot that the Brits can do about it. You think that division from Bhutan is gonna plug the gap? Please. So, we need to help. Why do we care about India? Well, really we don't. But if we don't stop them, the Japanese will take over another big chunk of land here, and I want to be fighting the Germans in 1944, not cleaning up Bangalore and the Hindu Kush. Plus, it doesn't take many divisions (8-10) to stabilize things in this neck of the woods, and potentially turn Burma into what it historically was--a slaughterhouse of epic proportions for the Japanese Army.
When war breaks out, we want to be in the Allied alliance as quickly as possible. I will have been ratcheting my Intervention slider for the last two years. I won't lie and say I've never Nevilled to get into the Allies--everyone knows the diplomatic model in HOI2 is still broken with regards to getting the U.S. into the Alliance. Historically, the Brits were crying for help anywhere they could get it; I just persuade the game that such is the case. Ahem. Next, we get British military access, and then we send an expeditionary force from the U.S. to India with all the fixins. That means a couple divs of Mtn. troops, some Inf, maybe even some Mech if we think the Japanese might get loose on the plains of India. Some TAC and Escort are nice, too. We load 'em up in San Diego. Now, at this point in the game we only have six carriers (which I put into a single mondo task force; we'll talk more about that in a bit). But we *don't* drive that convoy through the Central Pacific. It's crawling with units of the Imperial Navy, and even though I'm confident that my carriers can handle that, why go looking for trouble? Instead, we rebase both the carrier formation and the big Transport formation it's covering from San Diego-->Sydney-->Perth-->Calcutta. Voila. I may leave a couple of the transports with the troops in Calcutta. I'll probably do a second run into Calcutta via the same route sometime in early '42, bringing some more Inf. and maybe some Marines. If possible, I'd like to take back Rangoon, but that can be tough, as there are an awful lot of Japanese divisions in Burma in fairly short order. Stabilizing the line in the mountains near Mandalay is often good enough--we just don't want the Japanese to make it into the plains of India. If you *can* take Rangoon, though, then try to insert your Mtn troops into the massif, to start breaking things up a bit up there. Don't forget that your normal foot Inf, especially if they have Eng brigades, can fight well here, too. And being up in the mountains is a buttload better than being down there in the jungle, with snakes and attrition for company. In late 1942/early '43, our plan will come more fully to fruition...
== Defend the Philippines ==
Luzon is a very nice place for launching attacks against practically any portion of the Asian land mass. So we want to keep it. Fortunately, a couple NavAir units, plus some moderately beefy ground forces in Clark Field, will practically guarantee that we will make Dugout Doug's vow that "I Will Return" a historic irrelevancy. By early/mid-1941, I will probably have finally stoked up a single run of M3 Lee Armored divisions, meaning that by September 1941 I should have gotten two of them off the end of the line. Give 'em to Patton and Hodges and ship 'em out to Clark Field, pronto, along with another pair of Inf + Arty divs. With that in place, there's no way the Japanese are going to take Luzon from you. M3's aren't great against the Germans, but with SP Arty brigades they work just fine against Japanese 41 Inf, thank you very much. Plus, once those forces are in Luzon, they're nicely positioned for use in China later on. All of this ''must'' be pre-positioned before October '41, of course, because once the war starts the Pacific is just crawling with Japanese warships. I will also deploy the majority of my submarines forward to Manila or Clark in fall of '41. A word to the wise, though: don't bother putting them into the Straits of Tsushima immediately when war is declared. The Japanese fleet has a tendency to come through there at the outset, and they will steamroller your poor subs. I put mine off of [[Indochina]] for a month or two, and *then* move them up to the Japanese coastlines a little bit later.
== Defend our Pacific Holdings ==
Guam, in particular, must be held at all costs. You'll see why in a bit. To do so, we put an Inf + Arty early on (so they can dig in) on Hawaii, Midway, Wake, and Guam. That should do the trick.
== Capture the Japanese Home Islands ASAP ==
This is why we didn't build any new battleships or cruisers: we don't have any intention of getting caught in painful attritional night surface battles in stinking hellholes like the Solomons. That's for chumps. We want Tokyo, and we want it NOW. Fortunately for us, we're getting twelve shiny new Essex-class carriers by March '42. Mmmmmm, yummmy. And as soon as they hit the water, I group them into two more groups of six carriers apiece, with cruisers and DDs. Why do I use carriers en masse? Because the AI currently ''doesn't,'' and six of my flight decks will mop pretty much whatever is out there that I run into. By March '42, my First Carrier Striking Force is probably done escorting the second troop convoy to Calcutta. We move him back to San Diego, and now we have 3 CV task forces with 18 flight decks, one or two groups of older battleships (for shore bombardment and indirect screening of our Transport group(s)), and one or two big Transport groups loaded up with a couple Mtn., maybe a couple Marines + Arty, some Inf. + Arty, some Mech, and some Armor. We rebase San Diego-->Pearl Harbour-->Guam. As long as we stick together, ain't nobody gonna be able to mess with 50-70 flottilas, including 18 carriers. From Guam (tee hee) we can amphib assault Osaka. How convenient. Do so, with shore bombardment, carrier strikes on airfields, and the whole shebang. Crunch. Once you've taken Osaka, you rebase your warships there. Your Mtn assault Nagoya, while the Arm and Mech drive on Shikoku and Hiroshima. You reload the Marines and Inf, and hit Tokyo a couple days later, then drive north into Sendai and Akita--mobile forces in the east, Mtn up the spine on the west. The Japanese Home Islands should be taken out completely by April/May '42.
After that, you're likely to get Peace offers from Japan in fairly short order. I turn them down, because if they capitulate at this point, the Japanese still will end up with all of China, etc. etc. The war ain't over til ''I'' say it's over, Tojo, and I'm making the world safe for democracy, damnit. Which brings us to...
== The ''Fabulous'' Ground War in Asia! ==
Once the Japanese Home Islands are stomped, it's time for the real fun to begin. We hit Korea right away with a couple Mtn pulled outta Japan, some Mech and Armor, and whatnot. You crush the Japanese in Busan, then drive up the east side of the peninsula. You trap the remainder of their forces in Pyonyang or Seoul and annihilate them. You then want to capture the line of mountains from Hyesan (for the airfield) to Dalian (for the port) by the time the snow flies, which shouldn't be hard if you have lots of engineers. From there I will often just leave a line of 4-6 divisions defending in those mountains to suffer through the winter (Manchurian winters are way harsh), and perhaps a corps of Infantry in Busan to recapture any areas in Korea that happen to get taken by Japanese amphib assault (the Imperial Navy, after all, is still drifting around, and they love to take places like Seoul and Okinawa back from us once we've pulled our troops out.) Keeping just token forces in Korea (and Japan too, for that matter) will keep our attrition down.
At sea, you should keep at least one carrier task force covering your transport groups for the time being. You've got three CV groups, so you can move things around and cover the amphibs pretty flexibly. Your battleships will also help out in that regard. It's guaranteed that the Imperial Navy will show up in dribs and drabs and take swipes at you for several months. But if you retain the advantage of mass, you'll crush them every time they show up. However, putting a few cruisers and DDs into your transport groups is always a good idea, just in case you have to tangle with smaller combatants. If your transports ever come under the gun, run for it and call for the carriers. They should be right there with you in any case.
By summer of 1942, we should now be in a position to put significant mechanized forces into China. The Chinese coastline is long, and you should have no problem putting Marines ashore and capturing a major port somewhere. Once you do, you just pour Arm. and Mech. in there. China isn't exactly great tank country, but it's not awful, either. With enough Engineer brigades we can move along pretty well. The goal is to punch armored groups into the heartland, then turn and trap pockets of Japanese troops against the coastline, where they will be annihilated. More important, though, we want to push an armored column into the northwest and get Mtn. troops into the mountains east of Burma/Thailand as rapidly as possible. Kangding is the plug that is going to keep the Japanese forces (and there's a lot of them, typically) bottled up in the killing zone in upper Burma. It's a nice big north/south province that plugs up a lot of other provinces leading out of the mountains. With a couple dug-in Mtn. divs across their escape route, and our mechanized forces lurking in the hills below in Kunming and Wenshan, they ain't going anywhere. They can't possibly take on our Armor on the flat. This means we can cut them off from whatever supply they have left, feed them to the jungle attrition factory for a few months, and then annihilate them in '43. It's a classic "let the jungle kill 'em" strategy ''a la'' MacArthur in New Guinea.
At the same time, I will put a picket line of mechanized troops across my northern flank, typically trailing west from Shanghai towards Mongolia. That pretty much represents the southernmost snow line, and saves us from undue attrition during the winter. Now, I have been known to fight in Manchuria in the winter (if I don't care about casualties), but it can be avoided if you're not feeling hardcore. And it will really ratchet up your supply and reinforcement requirements. So think carefully before doing this--the first time I went up there, I got caught with large mechanized forces on the ground, and I hadn't researched my logistics technologies yet. The attrition was just unbelievable. So learn from my mistakes, bruthah.
The winter of '42 is also a peachy time to split off 3-4 Marine divisions into a like number of small assault transport groups, and send them around the Pacific Basin cleaning up all of Japan's territorial holdings out in the Nanyo. Hey, we want to do A-Bomb tests out here after the war, right? So we need to take back that real-estate. Take a battleship division with you for kicks, as you will occasionally run into Japanese subs and smaller combatants lurking in places like Truk. Single-division assaults will clean up most of these garrisons; occasionally two divisions will be required for the larger places that have actual infantry divisions occcupying them (Truk and Kwajalein being typical examples). Don't forget to send one or two of the boys ''way'' up north to nab Etorofu and the Kuriles. We want it all. "''Everything'' is going according to my Master Plan..."
Come spring of '43, we move a horde of mechanized troops out of Dalian, and clean out the rest of Manchuria. It's forest and hills, mostly, so the going is slow, but it can be done by the summer of '43, with the holdouts up near Mongolia probably the last to go down. There shouldn't be much left of the Japanese units by then, and they won't be getting resupplied.
Concurrently, the same thing (albeit on a much larger scale), is happening to them in Siam, Indochina, and Burma. You launch multiple amphib assaults along the coasts, push the Japanese into the jungle, surround them, and annihilate them. It should all be over by the end of the summer of '43. Now you can annex, puppetize, and liberate to your heart's content. The Brits will have gotten Malaya and Burma back (largely thanks to you), but you get everything else. Bwah ha ha!
= Fighting Germany =
Once the mess in Asia is cleaned up, it's time for Germany. During the time we were fighting in China, I will have been feeding very small numbers of ground troops (one or two Arm/Mech corps) into the UK, just to make sure that nothing funny happens (like the Germans invading Ireland)(which happens more often than you might think). Beginning in late 1943 it's time to start turning on the Strategic Air production (if you want), or simply cranking out more ground troops, TAC, and fighters of various ilk. Now, the Germans obviously have better aircraft than the Japanese, so it behooves you to begin building up airpower beforehand, regaining their organization after flying them in from Dalian (or whereever), and then starting to apply your airpower with a will. If you want to go to Strategic Bombing, now's the time to start in earnest. My experience has been that unlesss you've developed your air doctrines (particularly those pertaining to fighters) the Germans will beat the snot out of your airgroups with their own highly developed interceptors and whatnot. So, much more so than in Asia, it behooves you to have lots of aircraft, and use them ''en masse''.
During the interim in 1943, I will have been researching some additional technologies, such as better Artillery and Tank Destroyers, as both of these will be more useful in Europe than they were in Asia. Having sophisticated Artillery is axiomatically a "Good Thing(tm)." Plus, I do like to attach SP Arty to some of my shock mechanized groups, and Better Arty = Better SP Arty. I may also indulge in researching better Fighter technologies, if I feel like I have nothing better to do. With good blueprint swapping from the UK at the beginning of the war, I can charge through most of the essential technologies by late '42, and '43 can be spent doing things that weren't as crucial in the beginning of the conflict, like moving the A-Bomb along, or whatever.
Waging the ground war in Europe, I think, is potentially a lot easier than driving around in the swamps of Manchuria. Europe's a much smaller place, for one thing, and the terrain is generally more conducive to mechanized combat as well--not so many mountains. If that sounds almost anti-climactic, well, it sort of is. By now, you've got a great Marine Corps and a large mechanized military--all you need to do is bring them back from Asia and get them ready to go.
But there's the rub! Moving all those divisions back from China and putting them in place to assault Festung Europe is going to take most of the winter of '43/'44 to accomplish. THIS is where building all those scads of Transports earlier in the war pays off. I want to be able to move literally dozens of divisions at at time, because it's a ''long'' way to get those troops to the UK (or whereever) we're going to stage from. It's the transit time that will kill you, so you don't want to make too many trips. It's perfectly viable to ship your stuff west to east, i.e. China-->San Diego-->Boston-->UK, rather than China-->India-->Suez-->Gibralter-->UK (or worse, around the Cape of Good Hope and Africa). The Mediterranean may not necessarily be a friendly place to travel, so going back across the Pacific spares you from potential hassles. After all, the Pacific's ''your'' lake now. Alternately, you can just dump people in San Diego and have them Strategically redeployed to the east coast of the States, meaning you can focus your Transports on making shorter runs back and forth across the Pacific, and then moving *all* of them to the East Coast just once. Thereupon, you can start picking up the road-trippin' Strategic Redeployment boys from the West Coast as they show up, and then take them over to Jolly Olde Englande.
Jolly Olde Englande has the notable virtue of having lots of dark beer and also being close to Hitler's main productive centers. This is why I prefer using J.O.E. as a staging area in preference to attacking through southern France or Italy. Of course, that's also in keeping with a classic vein of American military thought that says that the overall goal of warfare is to place the main force of your military in contact with the enemy and destroy him. Peripheral operations are to be avoided. That's not to say that you can't make a southern or indirect approach work. But I'm a traditionalist in my love of doing up my own Operation Overlord.
Anyway, after six months of buildup or so, right about when it historically actually occurred (June 1944), it's time to smash into France. You'll have all the Marines you need to storm ashore somewhere, and can probably do it across 2-3 provinces simultaneously. After that, you just pour your troops in and try to develop some deep attacks into France and the Low Countries, using the same techniques to turn and pin German formations against the sea, and wipe them out. Trapping lots of troops in Brest and Denmark is classic for this sort of thing.
Hopefully, though, the Germans will already have been caught in the Russian sausage grinder for a few years prior, and will have the bulk of their forces located elsewhere when you finally decide to pay your long-awaited visit on the ground. Still, you will have to re-orient your strategy (pardon the pun) into a more large-scale format. Single Mech Inf divisions are no longer capable of holding entire provinces against enemy infantry opposition like they were in China--they will be kicked to the curb by the Wehrmacht. So you need to start thinking in terms of Corps-level combat, and pushing large mechanized Armies around. In all, though, it shouldn't be too difficult to eviscerate Germany's productive areas in fairly short order. Game over.
Then all you have to worry about is whether you want to take on the Russians... if so, you better have left your Inf in Manchuria!
[[Category:Guides]] [[Category:National Strategy]] [[Category:United States Strategy]]
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US Strategy - Fascist US Scenario
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{{USAStrategyGuides}}
Paradox Interactive has included an entire alternate history fascist USA scenario, with fascist "elections" and the like, in the Hearts of Iron II game, for those who choose to take the US this route.
In the fascist USA scenario, you will be faced with two enemies -- one, the UK and its Allies, and two, the Soviet Union. If you choose not to align with Germany, you can pick and choose which of these alliances you wish to fight. If you choose to align with Germany (and who wouldn't), you will ultimately come into contact with both.
__TOC__
=Going Fascist (or Communist, for that matter)=
The US starts as a left-leaning democracy under Roosevelt. You're goal is to push the authoritarian and the right wing sliders as far over as possible. In doing this, you will find it impossible, in the early game, to move away from Isolationism and Drafted Army, and you will be stuck with Open Markets. Don't worry -- these can change later.
When you start the game, click the Democratic-Authoritarian slider over to the right one move. In the 1936 elections, choose the Alf Landon victory event. Landon is a very moderate "right-winger" and his election won't help you too much, though it will push you towards isolationism and give you increased money.
Click the authoritarian slider over to the right in 1937, and move it to the right each year, right throughy 1941 and 1942. You will start to trigger a number of events, where you will be given the choice as to whether your dictatorship will have a right or a left wing flavor. In particular, you will trigger the following events:
1) Ban the fascist parties. This is the main event pushing you towards either fascism or communism. Don't ban the parties, and you will go right.
2) An event objecting to controls on civil liberties. You will be allowed to ally with socialists, liberals, conservatives or the military. Ally with the military.
Also, as you go right, there will be an event where socialists protest your policies, ally against them.
By 1940 you should be "Paternal Autocrat", and by 1941 you can be fascist. I have not yet pushed things to the "National Socialist", but such an outcome is certainly possible.
Note that each of these events creates a large (5% - 10%) amount of dissent. Further, when your dissent rating is high, Great Britain will try to influence your government, and will try to reverse the gains of national socialism by political pressure. Keep consumer goods high, though, and you will be able to eat up all the dissent within a year of the event occurring, and avoid revolution, a coup, or outside influence.
Also note that the "Gearing Up For War" events will push you towards drafted army, so don't waste points on building a professional army early in the game. Japans acts in East Asia will give you some intervention points, but you will end up mostly isolationist (as the right wingers you install are exactly that).
=Starting a Phony War=
Because of the peacetime modifier to your IC and resource production, the US is operating at a fraction of its potential for many years. In a normal US strategy, this cannot be avoided, as you will not be going to war before September of '39 at the earliest. However, under this strategy, you can choose to go to war far earlier, as soon as the Authoritarian slider is far enough to the right. Even if you are limited to the annual slider shifts and the standard events, you can be there by early '38. With a lucky break, you might get a random event that moves you even faster.
Once you have the ability to start a war, you can do so, albeit at a hideous cost in dissent. If you choose a nearby and relatively helpless neighbor, like Uruguay or El Salvador, you won't have to worry much about the likelihood of the Allies stepping in (though they might not regardless), but you will have to pay even high dissent costs in getting rid of the non-aggression pact and the guarantee of independence. Be careful not to DoW a puppet of an Allied nation! Nepal might look nice and isolated, but has powerful friends.
In any case, the incredible increase in IC and resource production will make throwing off the extra dissent a snap, as you can maintain your current production and throw a ton of points into CG. You will also emerge absolutely swimming in money, even more than normal with this strategy. Of course, you will lose the benefit of any events that require you to be at peace, but [[wikipedia:TANSTAAFL|TANSTAAFL]].
Obviously, don't let the war end until you are prepared to enter another large rone. Your poor quarry will constantly whimper for a white peace...just say no. You can invade them for their pathetic stockpiles, if you like, but I just let them quiver in terror for a few years.
When you are ready to go to war in earnest, you might want to go ahead and give them the white peace, or they will join the Allies (assuming you allied with the Axis, if you did not, they might not, I haven't tried that). If you wish to use this to your advantage, you could try declaring war on a more significant country, such as Mexico, if you are feeling acquisitive. All those non-aggression pacts and independence gaurantees make your neighbors expensive to attack.
=The Fascist Cabinet=
Alf Landon will stay President through 1940. In 1940, if you have moved to Paternal Autocrat, you will have the election of Charles Lindbergh. Lindberg is a "pig headed isolationist", which means he will make it hard to declare war and make your economy extremely productive. You don't need to declare war, though, because your alliance with Germany will take you there on your own.
America under fascism produces huge amounts of money -- more than I've seen with any other nation. By 1941, $15,000 - $20,000 in stockpile is not unusual. Of course, given that you need to keep consumer goods production high during the transition to fascism, lots of money is the natural result.
Once you get to a fascist state, you will have an amusing variety of ministers to choose from -- most of whom are better than the liberal or conservative ministers you get under the Roosevelt or Republican administrations.
The biggest loss as minister is Marshall as your Chief of Staff for the military. However, you still have MacArthur and Eisenhower, with MacArthur being my choice.
In exchange though, you get the following setup (1941, government type = fascist, I'm only mentioning the notable ones):
* Head of Government :
'''Robert Wood''' -- Chairman of Sears, Roebuck and Company and member of the America First
committee (Silent Workhorse -- +5% IC)
* Minister of State:
'''Charles Coughlin''' -- the radio priest, founder of the National League for Social
Justice, etc (Ideological Crusader), or;
'''Ezra Pound''' -- the poet (Biased Intellectual)
* Minister of Armaments:
'''Henry Ford''' -- President of Ford Motor Company (Administrative Genius -- +10% IC!); or,
'''Francis Townsend''' -- aide to Charles Coughlin and co-founder of the National League
for Social Justice(Resource Industrialist -- +5% IC / +10% Industrial Resource)
* Minister of Security:
'''Fritz Kuhn''' -- head of the German-American Bund(Prince of Terror); or,
'''Samuel Green''' -- Imperial Wizard of the Ku Klux Klan through 1949 (Man of the People); or,
'''Gerald Winrod''' -- head of the Defenders of the Christian Faith (Efficient Sociopath)
* Head of Intelligence:
'''Hiram Evans''' -- Imperial Wizard of the Ku Klux Klan through 1939 (Naval Intelligence); or,
'''William Donovan''' -- founder of the US CIA (Political Specialist); or,
'''Hoyt Vandenburg''' -- the actual Deputy Air Commander In Chief durign WW II (Technical Specialist); or,
'''James Colescott''' -- Imperial Wizard of the Ku Klux Klan through 1944 (Political Specialist)
* Chief of the Army:
'''Kenneth Althaus''' -- a brigadier general who served in Italy (Armored Operations)
* Chief of the Navy:
'''James Colescott''' -- Imperial Wizard of the Ku Klux Klan through 1944 (Open Seas)
* Chief of the Air Force:
'''Nathan B Forrest III''' -- grandson of the founder of the Ku Klux Klan and US pilot who
died in a bombing run over Kiel in 1943 (Army Aviation); or,
'''Charles Lindbergh''' (Air Superiority)
And note there are a lot of minor ministers whose names are not recognizable to me and whose powers aren't that great.
Also note that Charles Lindbergh is available as Chief of the Air Force under most of the more minor Republican administrations.
Given the deadweight that you dump when you go fascist (J Edgar Hoover, Cordell Hull, lots of minors with penalties, etc) and the lack of really good ministers for US domestic policy, at least early in the game, the fascist cabinet really gives the US some power.
=Preparing For War With The Allies=
If you go fascist, your first war is going to be with Canada, and, by extension, Britain.
As has been noted here, the US starts out with almost no army. Further, the transition towards fascism is going to involves a lot of resources being dedicated to consumer goods and economic development, in order to keep the people happy. Further, the first front in the war is going to be New England and the US east coast -- the place most of your industrial capacity is initially concentrated.
Look into developing industrial capacity and infrastructure in the West, Southwest and Midwest. When Britain attacks, New England and the South will be its preferred targets, and Canada will attempt a march right down the Eastern seaboard through Maine.
You are going to need immediate ground forces to war with Canada, and much of your initial Navy will be eaten up by Britain in short order. You will also need units to protect against naval landings on the East Coast.
I would recommend disbanding your horse-cavalry and lumping your infantry together, then developing three strike units, a coastal defense line, and a defensive line in New Hampshire and Boston. Your goal is to compel Canada's surrender and impose a fascist government there, so you can give Canada Maine -- there are no victory points there.
Have at least three garrison units, or their equivalent, in each of Boston and Concord -- Canada's tanks will destroy anything less -- and have garrisons in each British landing position in the US. Britain will land troops on the Eastern Seaboard with these preferences:
1) Washington
2) Norfolk
3) New York
4) Newark
5) Boston
6) either Atlantic City or the area between Boston and New York
7) Florida (Orlando, Miami, etc)
8) the South (Charleston, Charlottesville, etc)
Keep garrison units, infantry and/or militia in these provinces and you won't have a problem.
You will also want at least two strike forces of three to four divisions of either motorized infantry or armor, plus a force that can attack Canada around Winnipeg.
I try to reinforce most of my divisions with either Engineers or Self-Propelled Artilley brigades, and these brigades do make the difference in one on one infantry combat, like you will have out West.
=War With Britain, Canada and the Commonwealth=
Your goal is to annex Canada, secure its coasts, and then build a Marine invasion force to eliminate Britain.
==Canada==
Canada has only a few victory provinces, all of which can be conquered within a month of your launching an offensive, if you have sufficient troops.
Place one of your strike forces in Detroit, and another in Plattsburgh. Send the troops in Detroit through Toronto to Ottawa. Send your troops in Plattsburgh towards Montreal. The Canadians will attack down through Maine, and give Maine to them. Hold them in the mountains of New Hampshire and at Boston.
Send your infantry force north to Winnipeg and capture it. Canada will attempt to recapture it before attacking another point in the Northern US.
Wait for the Canadian forces in Vancouver to invade Juneau, then attack their remaining 1-2 divisions from Seattle.
When Vancouver, Winnipeg, Toronto, Ottawa and Montreal are in your hands, annex Canada.
After annexation, I typically liberate conquered nations, because they use their ICs much more efficiently than you do, and they will produce their own military for their defense -- relieving you of the responsibility. You will have the option of liberating either Canada or Quebec, and I would choose liberating the whole thing.
==New Zealand / Australia==
New Zealand and / or Australia will attempt naval landings in and around Vancouver to try to retake Canada. Keep an appropriate garrison and they will fail. Also, garrison Anchorage, Alaska, because there is a victory point there.
==United Kingdom -- North American Defense==
Britain will attempt to retake Canada by landings in Newfoundland, in Labrador and across that coastline. They will also attempt landings on the Eastern Seaboard of the US.
The British strategy is to first land in the area of Washington, DC and capture it, if possible. If not, they will attempt to secure New England. Failing that, they will attack Florida and the South. If you have a coastal defence force made up, you should be able to block many of these attacks.
If the British manage to land, they will send their tanks rampaging deep into the country while using infantry to hold and expand a beachhead. Their mobile units will try to encircle your shore garrison, infantry and militia and then destroy them. Often, they will not have enough units to hold every territory they capture, which makes them vulnerable to counter-encirclement.
Ultimately, the British will devote as much as half of their army to their attack on the United States and Canada -- removing units particularly from the African and Indian campaigns to do so. Italy generally has a field day in Egypt, the Sudan and even Iraq with Britain distracted and bogged down in North America.
What Britain offers, through its tactics, is an excellent opportunity to encircle and destroy as much as half of their army before you have to go overseas to get them. Take this opportunity, and wipe them out.
==United Kingdom -- North American Counter Offensive==
After the Canada campaign, while on the defensive, improve your naval forces and build Marines. Try to build generation IV ships, with carriers at the core of your fleet, and battleships and support vehicles secondary.
Once you have sufficient ships, capture Newfoundland (if you haven't already), the Bermuda, and then the Bahamas. Newfoundland is the base for British attacks on Canada. Bermuda is the base for attacks on your Eastern seaboard. The only other British port within striking distance of the US is the Bahamas, so take that too.
Then, to wrap up the Americas, capture British Honduras, Jamaica, Curacao, the Eastern Carribean Islands, Trinidas and Tobago, Guiana and Surinam. This will be much easier if you build a port in Puerto Rico, since not all of South America is accessible for generation III-IV ships from Miami or the Bahamas. Among those, only French Guiana is worth any points. Don't try capturing a port from a Carribean nation, as there is too much dissent involved in any warmongering activity.
Once you capture the northern parts of South America, liberate the nation of Guiana, and save yourself from having to defend the area. France and the Netherlands will occassionally launch marine invasions of any undefended territory there.
=Defending Germany From Bolshevism=
The Brits will, potentially, deploy as much as one half to two thirds of their armed forces to liberating Canada and defeating the United States. When you beat them, they will have essentially no army left, except for their home guard, and it may appear like an excellent time to invade their island. However, by the time you beat them, a more dangerous threat will likely have emerged -- the threat of the defeat of Germany by Soviet Bolshevism.
The German-Bolshevik conflict usually plays out this way: Germany invades the Soviet Union in 1941 and runs the Soviets back, roughly, to Leningrad-Moscow-Stalingrad by the end of the year. Around mid-1942, however, the Soviets go on the offensive, and by the end of 1943, Germany has been run back into France.
Your goal is to help Germany before they get run back into France, and you find yourself having to D-Day a Soviet Fortress Europa.
More specifically, your goal is to fight the Soviets to a stalemate on the Eastern front and protect Germany so you can invade the British isles.
==Baltic Landing==
By the time you've beaten Britain, your Navy should be ruling the Atlantic. As long you've managed to preserve a Type-IV aircraft carrier and have a few modern ships to accompany it, you should be okay.
If the Soviets have already begun over-running the Baltic nations, consider landing some Marines to form a Beachhead. This will give you the advantage of captured territory being blue (yours), rather than gray (German), and will allow you to liberate nations, rather than turn them over the Reich.
Your troops will be of infinitely better quality than the Soviets, and you will easily be able to emulate Germany's feat, and drive the Soviets back -- if not, immediately, quite as far, as it will take time for you to build up the number of divisions you need.
The Soviet Army will generally comprise about 400 divisions before the Germans invade; Germany will likely whittle them down to about 300 when you have to face them. Your job will be the same as it was when you defended against the British -- use your armor to punch holes in Soviet lines, surround their forces, and eliminate their divisions. Given that most of the Soviet forces will be low-quality, slow moving infantry, and you will have motorized, mechanized and armored formations, this should not be so difficult.
As you advance and build a new line in the Northern portion of the Eastern front, the Soviets will launch an offensive against the Southern portion, into Romania, Hungary, and whatever other nations ally with the Reich. It will take the Soviets several months to successfully launch this offensive, and you should be able to build up 60-70 divisions in Europe before the Soviet offensive begins.
The best response to the inevitable collapse of the German-Axis line in the South is to allow the Soviets to advance, then strike through Poland and across Romania-Moldova to the Black Sea, and cut their advance troops in Austria, Hungary, Romania and Southern Germany off from the main body of their nation. Then, encircle them, whittle away at their positions, and annihilate them. By the time this is done, the Soviets should be down under 200 divisions, and you should have about 125-150 divisions on your side (at least).
You will find that the Russian winter runs down your manpower, and the same strategic advice for the Germans fighting on the Eastern front applies to you too. Limit combat during the winter, use your massive advantage in mobility and quality of equipment to inflict disproportionate casualties on the Soviets, and use breakthrough and surround armored spearhead tactics. Your advantage is that Soviet manpower is already critical when you attack them -- its not longer the unlimited sea of men the Germans faced in their offensive.
After you stop the Soviet advance, start rolling the Soviets back until you've captured Moscow, Leningrad and Stalingrad. When you've done this, you've beaten them. To make them surrender, take Vladivostock, but you'll find that, by the time you manage to get through Japan to do this, the Germans and your forces will have overrun most of the victory points in the Soviet Uniion anyways.
=Invade Britain=
After fighting the Soviets to a halt, invade Britain. You'll find that, with your defeat of the Brits in North America, they also lost Africa (to Italy) and India (to Japan). They have essentially no soldiers left in the home islands, and overruning them is a cakewalk. Take a few moments to do it, just to clean up the European theater, and then liberate Scotland. When you finish capturing the rest of Britain's Victory Points, liberate Britain and install Oswald Mosley in place of Winston Churchill.
Note that one bar to doing that will be Gibraltar. You cannot invade it by sea, and Nationalist Spain often stays neutral. This may mean you have to go to war with Nationalist Spain to annex Britain. If so, land troops on both coasts and overrun them. They have do usually have a lot of divisions (50-60), decent infantry and terrain, but they cannot stand against the combined military might of the US and Germany.
=War With Japan=
Yes, Japan will still launch Pearl Harbor, even if you are part of the Axis, as long as they have not officially joined the Axis (which I have never seen them do on their own). Sometimes they wait until 1942 to do this. Don't let that fool you. It is coming.
If you are fighting the Soviet Union when Japan attacks you, don't waste time taking troops to the Pacific theater to respond. You will be in a much better position to defeat Japan in China and Manchuria after you have overrun the Soviet Union, and the Japanese generally do not attempt an invasion of the United States -- they tend to devote most of their land forces to overrunning India and fighting in China, and burn the rest up fighting Australia in New Guinea and the Australian mainland. They will overrun Guam and the Phillipines, but let them -- you can retake them later.
Earlier in the game, right as Japan is about to overrun and annex Nationalist China, it will sign a peace treaty returning the Southern half of China to Nationalist control. This is to your advantage. Nationalist China will attack Tibet and the other Chinese warlords, unite China, and then launch a renewed war on Japan, if peace gives them a chance to.
Your strategy in attacking Japan is immediate and direct conquest of the home islands via Midway, Wake and Tokyo. Japan will not station troops to defend their home islands until after you have invaded. This makes life quite easy. Just set up a ferry for your troops from Western Europe to a naval base in the Carribean to Pearl Harbor to Tokyo. The Japanese have nothing that can match your tanks and mechanized divisions, and you'll wipe them out.
There is a Japan surrenders event once you capture the home islands, but I have never been able to trigger it. Once you've taken the home islands, you are left with the annoying task of island hopping onto every Victory Point Japan has in the Pacific. While doing that, take out Australia and New Zealand. The easiest way to do so is to simultaneously land troops on all their major cities and then annex them before they know what hit them.
When Japan pulls all its troops back to defend the homeland, Nationalist China will declare war and drive the Japanese out of mainland China. If you beat the Soviets before launching your offensive, the Germans will overrun Manchuria and the Korea Penninsula. The AI never seems to liberate anyone, but if you get a chance to take Korea, you can liberate the People's Republic. In the East Indies, you are limited to liberating either Indonesia or Malaysia (in conjunction with the Malay penninsula and Singapore) -- you don't get the same choice of puppet states as the Japanese. Take those, take Southeast Asia, then take India, annex Japan, and that should be the end of things -- all of your enemies are defeated, the war is over and it is you, Germany and your puppet nations, leading the world to a National Socialist future.
==Variant for Communist US Scenario==
===Introduction===
As with the Fascist scenario described above, there is also a Communist version. I find this a more powerful strategy than the Fascist because of the possibility of a “phony war” unlocking the full power of the US in early 1938. Interestingly, although it becomes more difficult to ally with Germany as a Communist nation, it is not impossible to do so.
It used to also be trivially possible to turn the US Red through the classic means: revolution. With a dissent above 65%, the US government would collapse and a Communist dictatorship would take over. This event was apparently commented out in 1.2, probably since it's ridiculously easy as the US to drive your dissent up should you so choose.
As of 1.3a, "The Revolution has Come" event is not commented out.
===Primary Changes===
The most important change is that you must ban the Fascist parties. This will push you left. This way you will be given a radical political event in early ’38 that will allow you to choose an Ultraleftist option that pushes you two clicks towards Authoritarianism. This is sufficient to make you a Dictatorship, and you can then start a Phony War.
===Starting a Phony War===
Because of the peacetime modifier to your IC and resource production, the US is operating at a fraction of its potential for many years. In a normal US strategy, this cannot be avoided, as you will not be going to war before September of '39 at the earliest. However, under this strategy, you can choose to go to war far earlier, as soon as the Authoritarian slider is far enough to the right. Even if you are limited to the annual slider shifts and the standard events, you can be there by early '38. With a lucky break, you might get a random event that moves you even faster.
Once you have the ability to start a war, you can do so, albeit at a hideous cost in dissent. If you choose a nearby and relatively helpless neighbor, like Uruguay or El Salvador, you won't have to worry much about the likelihood of the Allies stepping in (though they might not regardless), but you will have to pay even high dissent costs in getting rid of the non-aggression pact and the guarantee of independence. Be careful not to DoW a puppet of an Allied nation! Nepal might look nice and isolated, but has powerful friends.
In any case, the incredible increase in IC and resource production will make throwing off the extra dissent a snap, as you can maintain your current production and throw a ton of points into CG. You will also emerge absolutely swimming in money, even more than normal with this strategy. Of course, you will lose the benefit of any events that require you to be at peace, but [[wikipedia:TANSTAAFL|TANSTAAFL]].
Obviously, don't let the war end until you are prepared to enter another larger one. Your poor quarry will constantly whimper for a white peace...just say no. You can invade them for their pathetic stockpiles, if you like, but I just let them quiver in terror for a few years.
When you are ready to go to war in earnest, you might want to go ahead and give them the white peace, or they will join the Allies (assuming you allied with the Axis, if you did not, they might not, I haven't tried that). If you wish to use this to your advantage, you could try declaring war on a more significant country, such as Mexico, if you are feeling acquisitive. All those non-aggression pacts and independence guarantees make your neighbors expensive to attack.
===Joining the Axis===
As stated previously, it is still possible to join the Axis. You will have to be at +200 relations (of course), and the chance will only be in the low 20s, but four or five attempts should get you in. Even if the odds turn against you, keep at it. You have plenty of money, and nothing else to do with it.
==US splinter nations==
If the US falls apart because of dissent, there are a number of splinter nations that can emerge. I do not know all of them, but they include a new Confederate States of America, a California Republic, a Texas Republic, and more.
[[Category:Guides]] [[Category:National Strategy]] [[Category:United States Strategy]]
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=[[Unit FAQ|Units]]=
=== General Unit Questions ===
==== My aircraft/ships never get repaired! What can I do? ====
You may prioritize units for upgrade/repair by clicking the "Prioritize" checkbox in the bottom left-hand corner of the unit's information window. Units with this option checked will be repaired and upgraded before units without this option checked. It is important to note that ships cannot be upgraded. Also bear in mind that if you prioritize most of your units, you'll still have to wait for the CPU to work through that repair/upgrade queue. Only prioritize the ones you need most. Of course you will need to allocate some IC to your "reinforcements" slider to repair all unit types, even ships.
==== How to target a specific province with air units? ====
It is not possible. You can only target an area. However, ground attack and interdiction missions will tend to target provinces where combat is occurring. This can be further encouraged by setting the air units' mission to begin an hour after land combat starts.
==== How to move garrison to another island? ====
Move transports (with enough capacity) to the province's port, select the garrison and press the load button. Send the transport to the island you wish to deploy the garrison unit.
==== Why I can not rebase my aircraft and naval units to my ally's province? ====
To rebase them, you need to make sure that the province has naval or air base. Moreover, it is not possible to do that during peace time. You must be at war to use an ally's bases.
==== How do I strategically redeploy units? ====
The following requirements must be satisfied for [[Strategic Redeployment]] (SR):
* Rear Area Supply Dumps (an Infantry tech) is researched.
* There is a land connection between the current location of division and the target.
Select the unit(s). Hold ctrl + right click in the destination province. For garrisons, a simple right click will do.
* NOTE: you can not SR thru an ally's territory unless you are at war.
==== How to perform airborne assault? ====
Airborne assault is a mission that must be completed using paratrooper division and transport plane. Each transport plane can carry one airborne division. To be able to perform the mission, the following conditions must be satisfied:
* Battlefield Interdiction Doctrine (air doctrine tech) has been researched.
* Target province is within the transport's range.
* The transport plane has to be at full organization. To make sure that the air transport is at full organization, click on the air transport formation and pause over the organization bar; if it's says daily regain is greater than zero, then the air transport is not yet back to full organization.
* The paratrooper and transport must be in the same province. Load the paratrooper just before the mission begins. Use offensive supply for the para if you can afford it.
* [[Weather]] must not be stormy (stormy weather grounds all air operations).
* Also note that flying divisions around with air transports is not allowed in the game. Historically divisions in WW2 moved around by land or sea. Gliders also were a component of every air transport fleet. Smaller units that are not represented in the game were sometimes flown in as reinforcements, but entire divisions were not air transported in WW2.
* Air supply can be done in small quantities by air transports after you have researched the 2nd 1940 air transport model.
* See also this [http://forum.paradoxplaza.com/forum/showthread.php?t=245902 Paratrooper FAQ]
==== I'm unable to rebase planes onto my carriers! What's wrong? ====
Unlike in original HoI, in Hearts of Iron 2 you cannot place aircraft squadrons on carrier vessels (CV). There is special brigade attachment called "Carrier Air Group" (CAG) that represents planes carried by carrier ships. You must build and deploy CAG's (like other brigades) to take full advantage of carriers. Note that only in Doomsday, there is a new light carrier unit which is built with it's own small air component and to which a CAG can not be attached.
==== Why doesn't my HQ double the command limit for my leaders? ====
HQ must be commanded by a General or Field Marshall in an adjacent province to have any effect. HQ allow you to have more div attacking, but they do not allow you to exceed the rank formation capacities of 1, 3, 9, and 12 div. For more information on HQ range, please refer to this [[HQ_Units_in_Action|guide]]. For a comprehensive review of land combat and HQ, review [[Land Combat Efficiency FAQ]].
==== How to select more than one air groups? ====
Select one air group and hold the shift key while drawing a box (hold left mouse button and drag it) around the air base icon.
==== Why can't I merge certain air groups together? ====
In 1.2 there is a limit of 4 divisions in an air group. This parameter can be changed in the \db\ misc.txt file.
NOTE: Currently, in 1.3a, the above limitation applies only to the human player and not the AI. If you undo "fog of war" you will see stacks ranging from five to ten, sometimes higher. To test this, try saving the game and reloading as another nation. If the nation you've selected has a large air force, then in the game log you will immediately see a list of squadrons being "reassigned" as this rule is implemented due to you taking control. It remains unclear whether this is a bug or a design decision.
==== What is the purpose of higher ranked air leaders when there is a limitation of 4 air units to a formation? ====
If more than 4 air units engage in one combat, you get an over command max penalty of -25 for each unit above the leader's rank command capacity. Two air groups of four fighting in the same air space would need either an Air General or an Air Marshall leading one of the two groups. With Lt Gen in charge of each group, four of the eight air units would get this penalty.
==== Is it better to create homogenous or mixed stacks? ====
This question can be applied to stacks of troops or their brigades, and it has everything to do with speed. Homogenous troop stacks should always be better, so they maintain the speed of the movement. Once you have a homogenous troop stack, it helps to have specialized roles sometimes, especially when it comes to engineering squads (which raise the speed of movement again), and allow the entire stack to storm across rivers, or artillery (which lowers speed of all by 1, but adds great attack bonuses). When it comes to defence, you can mix AA, and AT and even police.
"Just remember the movement speed" is the best answer here.
====Why can't my troops dig in?====
You need the 1936 basic construction engineering tech. Your troops can not dig in while you are at peace. They automatically start digging in when you are at war. If they move or attack or support attack, they lose their dug in status and then have to start digging in again.
=== Upgrades ===
==== Can I upgrade ships? ====
No, you can not. You may only upgrade land and air units as well as brigade attachments. Carrier Air Groups (CAG) attached to carriers (or in your TC pool) can be upgraded.
The Armageddon expansion introduced naval brigades which can enhance the stats of the ships they're attached to. Those - like all other brigades - can be upgraded normally.
==== Why is my light armor upgraded to medium armor? ====
After you researched basic medium armor, they will be upgraded automatically since medium armor has superior statistics compared to light armor. Even speed for medium armor divisions is better than light armor.
=== Reinforcements ===
==== Why do I suffer so much Manpower-Drain during the winter? ====
This is a bug, which was fixed in patch 1.2.
If you ever attacked the Soviet Union during the winter, you will notice this. The MP drains very fast. According to [http://forum.paradoxplaza.com/forum/showthread.php?t=181561 this thread], it is a bug that can by circumvented by stopping reinforcements during winter. The attrition damage will be much lower and the troops can survive the winter.
[[Category:Guides]] [[Category:FAQ]]
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'''Units''' refers to military units in the game. There are three types of units: [[air units]], [[naval units]] and [[land units]].
See also: [[Unit FAQ]]
[[Category:Terminology]] [[Category:Units]]
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== The base cost for upgrades is 1/2 and the base time is 1/4==
There are two parameters for upgrading: one in \db\misc.txt and the other for each unit or bde in your \db\units files which is almost uniformly the same unless modified. This typically looks like:
<pre>upgrade_time_factor = 0.5
upgrade_cost_factor = 1.0</pre>
From misc.txt:
<pre>
# Upgrade cost
0.5
# Upgrade time
0.5</pre>
Then calculate the upgrade percentages from the standing/drafted army slider and the free_trade/central_planning slider. These sliders determine [[Gearing Bonus]], in addition to upgrade time. Use decimal format rather than percentages (85% means .85)
<pre>Multiply the .5 * (1+upgrade) for cost
Multiply the .25 * (1+upgrade) for time</pre>
So if your upgrade total was .8,
<pre>cost would be .5 * 1.8 * IC cost for the new model
time would be .25 * 1.8 * time needed for the new model</pre>
Upgrades can be done for land and air units and most brigades. Naval units can not be upgraded.
== '''EXAMPLE''' ==
Soviet Union upgrades 1936 mountain div to 1939 mountain div.
SU has 90% upgrade from army slider and 25% upgrade from the
economy slider netting 115%. New 1939 mountain div costs
6.4 IC for 96 days (upgrades are based upon your current model and all minister, slider, and tech effects apply to the upgrade cost and time).
<pre>
Cost = 6.4 * .5 * (1+1.15) = 6.88
Time = 96 * .25 * (1+1.15) = 51.6 days
</pre>
'''''Cost comparisons''''': Total cost for new units and for upgrading is IC cost per day * total numbers of days. Ignoring the rounding factor for days (51.6 would mean 52 days), the comparative costs are:
<pre>
New model = 6.4 * 96 = 614.4 IC days
Upgrading = 6.88 * 51.6 = 355.008 IC costs
Comparative upgrade percentage = 355.008/614.4 = 57.78%
</pre>
Basically the percentages you see on the diplomatic screen slider section are higher than the actual calculated upgrade cost. Upgrades are not as expensive as they seem until you do the math. Note that the army slider upgrade percentages are cut in half in Doomsday which ranges from 5% to 50% while in HOI2 the upgrade percentages range from 10% to 100%.
== Table comparing displayed with actual upgrade cost % ==
Here is a table of the actual upgrading costs for the displayed upgrading percentages:
<pre>
display % cost
125 63.28%
115 57.78%
105 52.53%
95 47.53%
85 42.78%
80 40.50%
75 38.28%
70 36.13%
65 34.03%
60 32.00%
55 30.03%
50 28.13%
45 26.28%
40 24.50%
35 22.78%
30 21.13%
</pre>
== Upgrading Twice Obsolete Models ==
In version 1.3, upgrading twice obsolete models is very fast due to a second 1/4 time reduction. By twice obsolete, that means first finishing the research on model 3 and then upgrading model 1 to model 2. It takes only around 14 days to upgrade Int-1 to Int-2 if you already have Basic Interceptors (Int-3) researched. It takes only around 18 days to upgrade Tac-1 to Tac-2 if you have Basic Tactical Bombers (Tac-3) already researched.
''More details can be found in [http://forum.paradoxplaza.com/forum/showthread.php?t=228288 this thread].''
== Upgrading an old serial run vs starting a new run ==
The math for this is complicated. Slider positions influence this somewhat, but gearing is more important than your slider positions. Generally it can be cheaper if you keep an old run going if you do not build much of a new run. ''More details can be found in [http://forum.paradoxplaza.com/forum/showthread.php?t=299726 this thread ] and [http://forum.paradoxplaza.com/forum/showthread.php?p=9651733#post9651733 or a thread which shows the math]."
=== General rules of thumb contrasting keeping an old serial run going vs starting a new serial run with a new model: ===
1) By the 5th or 6th new model, the new model is cheaper than keeping the old run going with it's production + upgrade costs. This is primarily due to gearing costs equalizing.
2) If you consider the average cost, however, it takes until the 9th or 10th production of the new model to be better on average than continuing the old model.
3) If the production costs of the old model are cheaper than the new model [ex. armor or bombers], it is even more advantageous to continue the old model.
4) Slider positions do NOT influence this a lot compared with gearing. Gearing is more important, which is why continuing an old model that has lots of gearing is usually preferable.
=== Light armor exception ===
There is one exception to the general rules on upgrading: light armor divisions. Light armor crosses model category since light armor upgrades to armor. Due to this crossover, light armor upgrades have 2 rather than 1 full time and cost upgrades: first to the improved light armor division model and then another full time and cost upgrade to armor [basic medium armor III]. If you want to build up armor with a long serial run, do this with armor-II, not with light armor such as the tankette.
[[Category:Guides]] [[Category:General Guides]]
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{{Template:HoI2 v1.3}}
==A User’s Guide to the 1.1 Update==
Anyone who has taken the trouble to read through the enormous “readme” that comes with this update may well come away wondering what it’s all about. As one player’s contribution to highlighting the more significant changes among this thicket, here is a user’s guide to the most significant changes you can expect to see in-game from it.
===Land Combat===
A great deal of attention has been paid to slowing land combat down and making it more difficult. “[[Fortress Buster]]” generals are now less powerful, which translates into making fortresses more effective. Attacking in poor weather will now prove more harmful for the attacker, and both sides will find attacking (or counterattacking) at night more difficult. The bonus awarded to dug-in defenders now has a maximum of 20%, doubling the old bonus of 10%. A number of factors affecting land combat have been exported to the misc.txt file, where they can be modified according to your priorities. In particular, the effect of experience on combat have been halved in this patch and exported to misc.txt, where it can be adjusted further. Note too that the delay for units to recover from combat has been extended to 24 hours and also exported for further tweaking. A lot of comment in the general forum has already focused on the centrality of this factor in gameplay, so its availability for adjustment is particularly noteworthy. Another change, which Johan signaled would be forthcoming after discussion about it in the general forum, was to make it possible to arrange for units from more than one province to arrive at their destination simultaneously. So now, when you give the order to a unit to attack, you will see a button on the pop-up allowing you to designate simultaneous arrival. Note, however, that ordering the units to arrive simultaneously doesn't actually make them all pop into place at the same moment. But it will get them there closer together.
===Convoys and submarines===
If I had to pick the most significant group of changes in the entire update, these would be my choice. The intent of these changes has been three-fold: 1) To make submarine attacks on convoys less lethal, both by reducing the number of attacks the subs can make and by increasing the convoys’ protection by escorts. 2) To make convoying less susceptible to sub attacks by directing the convoy a.i. to choose sea zones that are not currently being attacked by submarines. Of course, this places a greater burden on a nation’s convoy pool, but the advantage for convoy survivability should be noticeable. 3) To make submarines less vulnerable to detection and destruction by aircraft carriers or sub-hunting surface ships. The overall effect, therefore, should be to keep submarines at sea for longer periods without being destroyed and to reduce their effect on convoys. You should note that the presence of the submarines will also have an effect on the efficiency of your trade agreements. More subs at sea translates into lower trade efficiency, which is handled separately from convoys.
===Air combat===
In an attempt to avoid the creation of huge stacks of air units locked in seemingly eternal combat, a limit of 4 units has been placed on the size of any one single air stack. The command limits of commanders have been defined as 2 units for a major general, 4 for a lt. general, 8 for an air general and 16 for an air marshal. In principle, this means an air marshal still could assemble and command a 16-unit “stack” (4 x 4-unit stacks) for a major “Battle of Britain,” but given the randomness built into the air mission routine this should not be too frequent. Noteworthy too here is the attempt to better coordinate the air and naval portions of the game. The a.i. will provide better air cover for naval units and the effectiveness of naval bombers has been raised slightly.
===Diplomacy and political considerations===
One of the most important changes in this part of the game has been made with respect to guarantees of independence. When countries are a.i.-controlled, those guarantees should now be honored more often, making it more difficult for would-be world conquerors to go rampaging around without consequences. Some effort has been paid to keeping an a.i.-controlled US from entering the game too early. Isolationist countries (read “USA”) will no longer provide guarantees of independence or form alliances. The effects of breaking non-aggression pacts are now more severe in terms of a country’s belligerence rating, which again should slow down WC (World Conquest). One of the most important changes is a small one: dissent now affects your IC total, just as it did in HOI. Dissent had lost much of its meaning in this game – this change makes it something you once again have to pay attention to. It now should be easier to create puppets from your conquered territories, a must for countries hoping to reduce their belligerence levels. And on the subject of puppets, veterans of HOI will want to know that now you can attack from a puppet's territory, and, when a province is taken, the province falls to the puppet master, not the puppet.
===Production and research===
A number of miscellaneous changes have been made in the production of particular units. Air transports are now less expensive, as are rockets and atomic bombs. When you deploy province installations such as radar sites or air bases, what you are “deploying” is only an increased capacity for those installations. Only over time will they grow to be the size specified. The effects of tech advances on the rate of airbase construction has been reduced, which should slow a player’s ability to continually hop forward with new bases (again, slowing WC). One of the more interesting and easily overlooked changes has been the placement of an upgrade and reinforcement cap (a limit on the sliders, actually) on a.i.-controlled countries. The aim here has been to get the a.i. to produce a more varied military force. These caps have been exported to misc.txt for further tweaking. A considerable number of tech blocks (i.e., instructions not to research given techs) have been inserted for a.i.-controlled countries.
There you have it. Along with many, many other miscellaneous changes, I hope this provides a satisfactory overview of the 1.1 update. And by the way -- I have been playing with the beta version of this update as Japan on hard/aggressive and having one hell of a hard time. I hope you will have similar fun!
==A User’s Guide to the 1.2 Update==
There are three main elements to this patch. The first is a comprehensive upgrading of the AI. Now that the humans have learnt how to play HOI 2 well, the AI has been given the benefit of their understanding.
The second element is a large number of bug fixes and tweaks for gameplay, balance and historicity. Some important examples are:
* The Soviet Union has a combat penalty in the early years to reflect the chaos, incompetence and paranoia of the purge era. It will find it more difficult to bully its neighbours and so the debacle of the Winter War against Finland may be reproduced. It only becomes more effective after the Great Patriotic War is declared and the country is fighting for survival.
* You can no longer retreat immediately from naval combat. This means that you have to take your lumps before you can run away and so weak naval forces should be more cautious.
* Fuel-consuming units like armoured divisions no longer suffer from such severe movement penalties in badlands like the desert. They will now outpace infantry in such terrain and so can more effectively be used for deep thrusts, flanking moves and encirclements. To help fuel these units, the effectiveness of the oil conversion technologies has been improved so that the output of converted oil increases as the technology is developed.
* The technology teams have been reviewed and rebalanced. You will need to check the skills of your favourite teams to see if they have changed and maybe look for new choices for your research. Many technologies have an especially difficult prototype stage and the importance of this can now be seen more clearly.
* The countries which have large peacetime penalties like the USA now get corresponding decreases in their raw material output too. This means that the balance between output and consumption of raw materials is more closely matched at a global level and so you will need to trade harder in the early years to build up large stockpiles.
The third element of the patch is the new features. There are interface improvements like the display of the techs that your allies are researching. There are new modding features like the improved support for the custom sprites that we'd all like to see. And there are new scenarios including a complete new campaign starting in 1938. This starts just before the Munich crisis - one year before the historical outbreak of the war between the Allies and Germany over Poland. This is intended to get you into the action sooner while still giving you some time to prepare for it. Germany has yet to develop its full strength but the Allies are still not ready for war and the Soviets are wracked by the purges. Who will make the first move ... ?
==A User’s Guide to the 1.3 Update==
There are basically three elements to this patch. First of all, we've worked on eliminated the reminaing bugs and complaints, as well as removing exploits. Secondly, we've finetuned and balanced the game, to provide a richer experience. Thirdly, we've severly improved the AI to provide more challeging and rewarding gameplay.
Features include the following
* The Front AI has been vastly improved. Expect to see much more of a challenge in attacking or defending. You want to make sure that your units org is high and use the principles of combined arms.
* The production AI will now do a better job of fielding the latest technology units.
* The Production Queue AI has been revamped for many countries to produce a better mix of units. In particular national asset units like transport planes and paratroopers are now built in moderation.
*The AI now knows better how to concentrate and use its Naval Power creating more effective Task Forces.
*Polished MP game experience by getting rid of some annoying MP-only bugs, like the well known mismatch on serial production of province developments.
* Revamped the cost and supply/oil usage of nearly every brigade to make them more worthwhile to build. You'll find that it's a good sport to build a mixed army more, instead of just plain infantry armies.
* A bunch of new events were included as a feature: Vichy has a complete new event chain, there's surrender events for China & Japan towards eachother, Bulgaria can claim Constanta,... and more.
* Beware of partisans now! They will be there. The partisans parameters were reworked and you'll actively have to suppress them in a number of areas.
* King Winter is back in town and carries a big stick! Think twice before fighting long fights and carrying through big offensives in the heart of winter. You'll find your troops in a bit more trouble if you do, especially those nifty panzers, cool trucks and halftracks with their frozen engines.
* Close Air Support and Tactical Bombing can now cause alot more mayhem amongst the enemy units. Use your bombers wisely though. They'll be more effective in a number of roles, ranging from bombing stationary units in defence to retreating units and units in a fight.
[[Category:Guides]] [[Category:General Guides]]
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{{Anthology}}
Assuming normal difficulty, the CG need for your country is determined as a fraction of your total net IC, modified by all production bonuses. Generally it can be seen as the middle number in the IC indicator in the upper right corner of the screen. The formula to compute Consumer goods need CGN is following:
CGN = CGF * IC * WT * ME * DPE
where
* Consumer goods fraction (CGF) - is equal to 0.2
* War Time Modifier (WT) - is equal to 1 when your nation is in peace and 0.5 if you are at war.
* Minister Effect (ME) - is (100% + sum of minister modifiers to CG need)/100% - I have seen it as low as 0.65 and as high as 1.1, but it depends on what ministers you ave available.
* Domestic Policy Effect (DPE) - comes from your slider settings. It is computed as (100% + sum of all DP sliders modifiers to CG need)/100%. Available sliders that give such modifiers are Democracy (+20;-20), Free Trade (-20;+20), Interventionist (+10;+100). Thus the value of DPE is 0.7-2.4
== What the numbers mean ==
The modifiers gained from ministers and DP sliders are added separately and then multiplied. Thus the relative effect from ministers lowering the CG needs is greater if you are in peace, and have high Democracy, Free Trade and Isolationist. In an extreme case the net effect of minister - 20 % CG can be greater than that of + 10 % IC.
[[Category:Guides]]
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#REDIRECT [[User guide to Consumer Goods]]
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== Multi Editor ==
=== HoiEditor ===
Tool for editing various gamefiles. Currently able to edit ministers, tech teams, leaders, units, techs, and more.
[http://forum.paradoxplaza.com/forum/showthread.php?t=334347 Information/Download/Discussion]
=== Hallsten's Unified HOI2/DD Generator Utility ===
This tool contains all of Hallsten's three generator-utilities for leaders, ministers and tech-teams in one program, now with a new user-friendly Windows-frontend.
[http://forum.paradoxplaza.com/forum/showthread.php?t=272399 Discussion at forums] - All download locations now dead
=== Lord Ederon's Web site ===
has a lot of Paradox related utilities which include screen resolution changers for HOI2 and for Doomsday.
[http://www.ederon.net/default.aspx Lord Ederon web site]
== Tech Team ==
=== Complete list of HoI2 Research Teams ===
Compiled Excel sheet(table) of Hearts of Iron 2 and Doomsday research teams of all countries. All in form that is easy to filter, sort and print.
[http://forum.paradoxplaza.com/forum/showthread.php?t=217451 Discussion at forums] - All download links now dead
== Minister ==
=== Complete List of HoI2 Ministers ===
Compiled Excel sheet(table) of Hearts of Iron 2 and Doomsday ministers of all countries. All in form that is easy to filter and print.
[http://forum.paradoxplaza.com/forum/showthread.php?t=217256 Discussion at forums]- All download links are now dead
== Leader ==
=== Kucing's leader editor, death date remover/randomizer and random leader generator ===
Kucing has made an editor for changing leader files and generating new leaders automatically.
You need to have [http://www.microsoft.com/downloads/details.aspx?FamilyID=262d25e3-f589-4842-8157-034d1e7cf3a3&displaylang=en the .NET framework] for this to work, and as with all modding, ''make sure you back up your files before changing them''.
[http://www.europa-universalis.com/forum/showthread.php?t=180945 Download and discussion at forums]
=== Leader deathdate changer ===
Packman has made this easy to use leader deathdate changer
* Easy graphic gui
* Built in backup feature
* Allows you to set the deathdate yourself
* Allows you to set the directory in which the leader file(s) are
[http://www.modhoi.com/download/ldc.zip Download]
[http://forum.paradoxplaza.com/forum/showthread.php?t=247364 Discussion at forums]
=== Leader deathdate remover ===
Stonewall has made a utility that sets all leader deathdates to 1960.
Currently works for the following nations:
{|
|- VALIGN=top
|
* Australia
* Canada
* Finland
* France
* Germany
* Holland
* Italy
* Japan
| WIDTH=50 |
|
* Nationalist China
* Nationalist Spain
* Poland
* Russia
* United Kingdom
* United States
* USSR
|}
To use, download the zip and unpack it into you db/leader-folder
[http://forum.paradoxplaza.com/forum/attachment.php?attachmentid=4706 Download]
[http://forum.paradoxplaza.com/forum/showthread.php?t=180922 Discussion at forums]
=== Leader deathdate remover/randomizer ===
This is a small utility created by Pmanlig that can remove or randomize
the death dates for all leaders very easily. To use, download the zip and
run the .exe file. This utility does not require any runtime package.
Updated version now supports variable death rate and tech team death dates.
[http://hoi2.nsen.ch/wiki/images/4/40/DeathDate.zip Deathdate utility]
=== Full List of HoI2 Leaders ===
Compiled Excel sheet(table) of Hearts of Iron 2 and Doomsday leaders with all information you need. Rank, skill, single traits, etc. All in form that is easy to filter and print. When you enable macros, you'll have ability to quickly readjust layout or update some information according year you are curretly in (leader's rank, active service status).
[http://forum.paradoxplaza.com/forum/showthread.php?p=3760340#post3760340 Discussion at forums] - All download links are now dead
=== Trait names patcher ===
This tool allows you to update leader names to include a prefix with their leader traits. For example "Rommel" becomes "[lw,tr,pz] Rommel". This makes it easier to sort out the leaders with the traits you want by using the alphabetical sort rather than having to go via the ledger pages. Address any comments to Kanitatlan on the Paradox forums.
[http://hoi2.nsen.ch/wiki/images/0/0c/Leaders.zip Try it now]
=== Hallsten's Old Guard Purge Event generator ===
This creates an event that gets rid of the Old Guard Leaders for Germany. It can be adapted for other countries. [http://forum.paradoxplaza.com/forum/showthread.php?p=4679908 Hallsten's posting] in this thread shows you what it looks like while another poster did his version for Japan.
=== klas_a's Old Guard Purge Event generator ===
This package include events that retires the Old Guard Leaders of '''all''' nations. Source code and programs for generating the events are included. Download it from [http://www.lysator.liu.se/~klas/OldGuardEvents http://www.lysator.liu.se/~klas/OldGuardEvents].
==[[Map (Utilities)]]==
The [[Map (Utilities)]] section contains both online maps and printable maps.
== Graphics ==
=== Flag/Shield Generator ===
A simple tool for creating shield and waving flag bitmaps.
Download it [http://www.geocities.com/veylon_ii/FlagMakerV01.zip Here].
== Screen Related ==
=== Generalized Screen Switch ===
One of unknown's tool which enables you to play HoI2 in either windowed or full screen mode.
[http://www.geocities.jp/soukan_n/f/index.html Download] [http://forum.paradoxplaza.com/forum/showthread.php?t=181757 Discussion at forums]
=== Resolution Changer ===
One of unknown's tool which enables you to play HoI2 in resolution other than 1024x768. (eg. 1280x768, 1280x1024) Unfortunately, it seems it won't work well with aspect ratio of 8:5.
[http://www.geocities.jp/soukan_n/f/index.html Download] Discussion at forums [http://forum.paradoxplaza.com/forum/showthread.php?t=197139 1] [http://forum.paradoxplaza.com/forum/showthread.php?t=197130 2]
=== Ever Running Patcher ===
One of unknown's tool which makes your HoI2 keeps running while inactive.
[http://www.geocities.jp/soukan_n/f/index.html Download]
=== Lord Ederon's Web site ===
has a lot of Paradox related utilities which include screen resolution changers for HOI2 and for Doomsday.
[http://www.ederon.net/default.aspx Lord Ederon web site]
== Misc. ==
=== No Time Limit Mod Tool ===
A tool to remove the 1948 time limit can be found at [http://www.stonyroad.de/dload.php?action=file&file_id=15 Stony Road]
or in the old HOI I section of the [http://www.europa-universalis.com/forum/showthread.php?t=91395 Paradox Forum]
Another one can be found at [http://future_world_studio.tripod.com/index.html The Regent's Patch Page]
=== Research Assistant Time Calculator ===
Executor made an excellent program to calculate research times, best team for tech etc. A [http://forum.paradoxplaza.com/forum/showthread.php?t=355277 new version for Doomsday]was released in May 2008.
Updated version for Hearts of Iron II 1.3 is discussed in
[http://forum.paradoxplaza.com/forum/showthread.php?t=231054 this thread]
This is the official download link for version 1.3
[http://site.voila.fr/hoifiles42/hoi2ra.zip for the Research Assistant], but it is dead right now. As an alternative, use [http://www.totalrealismproject.com/dload.php?action=file&file_id=8 this link].
=== Manpower Losses Sheet ===
An Excel sheet made by "rugged defense" wich calculates manpower losses for every year for HoI2. Does not work for DD. [[Media:MP1.zip|Download sheet]].
=== Simplified Manpower Losses Sheet ===
Works Doomsday. Easy to use. Use it if you have Excel.
[[Media:MPS.zip|Download Sheet]]
=== KeyMapper ===
A tool that allows you to remap the pause/break key to another key
[http://www.hemweb.se/mds/keymapper.exe Download]
=== Pegasus Hexa Wizard ===
A tool for one-click editing of executable. It can be used to enable you to play in higher resolution or windowed mode. And mybe even more...
[http://www.ederon.net/program.aspx?id=40004 Read more/Download] [http://www.ederon.net/images/misc/phw01.gif Screenshot]
=== GAGA's land doctrine data sheets ===
Excel file for land doctrine overview and comparison from 1936-1944. Features cost, combat modification and chance of combat events.
[http://rapidshare.de/files/20735805/Land_Doctrines_1.3b.xls.html Download]
=== Stopping Expeditionary Force Spamming ===
If you are getting frustrated with getting lots and lots of exp. forces that hurt your TC, some solutions are:<br>
1) Editing the saved game<br>
2) Using G'Kar's event to stop the spamming:
[http://forum.paradoxplaza.com/forum/showthread.php?t=271140 How to disable expeditionary force spamming]<br>
3) Using this utility:
[http://forum.paradoxplaza.com/forum/showthread.php?t=280910 New version of NoExpForces 1.1b to DD 1.2 is out]<br>
Please note, that the official "booster-pack" Armageddon adds a diplomatic option, where you can chose not to receive Expeditionary forces from an ally.
=== Bitter Peace modified event allowing Axis allies to keep conquered territory ===
[http://ramet.elte.hu/~kunadam/ussr-event-BP-fixed.txt Note that this replaces the USSR file in \db\events]
[[Category:Utilities]]
[[vic:Utilities]]
[[ck:Third Party Utilities]]
[[eu2:Utilities]]
=== EventMaker===
:With this program you can create events quickly, the use is very simple and with a little practice you can do any thing
:[http://rs15.rapidshare.com/files/104325119/eventmakereng.zip Alternative Link]
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Vietnam War Version 4.0 by FRVP
Fantastic historical scenario 1963 - 1975. Although you play longer if you wish.
Playable countries: North and South Vietnam, Viet Cong, USA, USSR, Thailand, China, North and South Korea. Also included are
Laos, Cambodia, Malaysia, Phillipines and Taiwan. Best played with agressive AI and hard difficulty settings.
Made for Armageddon v1.1 but should work for all with the patches. Unzip to Armaggedon, Doomsday or Ho2 directory.
Major change to map files, 25 textured territories added. Backup your originals! (see below)
There are some minor changes and additions to some config, db, minister, leader and tech files.
New graphics were added for a few new units, ministers, leaders and events.
A few counters, flags and shields were modified.
New AI files for countries involved were added.
New units: Nuclear Sub, M41 Light-Tank, Titan ICBM, Special Forces Green Beret.
New technology: Jungle Warfare.
New music: optional awesome sound track for the era in two zips: pre 68 and post 67, use one or both.
Requirements:
VNMAP is required
You will need a time-limit fix for your version to go beyond 1964!
For HOI2 users only: You will need to unzip the VN_HO2 patch to your HOI2 directory.
For DD users only: You may need to unzip the VN_DD patch to your DD directory.
All files scanned for virises:
VNMAP 4.0 = 34mb
Vietnam 4.0 - 6mb
Pre 68 soundtrack - 35mb
Post 67 soundtrack - 37mb
VN_ho2 patch - 50k
VN_DD patch - 10k
Files Amended: (you may want to back these up)
Config: world_names.csv, tech_names.csv, unit_names.csv, models.csv, province_names.csv
DB: country.csv, revolt.txt, province.csv
/Ministers: all playable countries
/Leaders: all playable countries
/Tech: special_weapons_tech.txt, infantry_tech.txt, armor_tech.txt
/Units/divisions: flying_rocket.txt, light_armor.txt, paratrooper.txt, nuclear_submarine.txt
GFX/map/shields: shield_u72.bmp, shield_idc.bmp
GFX/map/flags: flag_u72.bmp, flag_idc.bmp
GFX/palete: counter_idc.bmp, counter_U72.bmp
GFX/skins/default: fullscreen.bmp, sidebar_A.bmp, topbar.bmp
MAP: all map files
Thank you's to Jamie for his Map Maker and Hilsdorf for his OOB and Leader contributions!
Enjoy!
[http://forum.paradoxplaza.com/forum/showthread.php?t=391628 Forum link]
[[Category:Mods]]
7c9254d3fc84a6e5ebfe38f6f031720424c657ad
Vietnam War
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'''The Vietnam War version 5.0 by FRVP with Map, Final Version'''<br>
compatable with all versions! new map ~ new units ~ new music ~ new sprites
Great historical full-function scenario of the American war in Vietnam 1963 - 1975, with other possible outcomes to certain events. Many rivers, monsoons, jungles and VC guerrilla atacks.
Start out in 1963 with the Diem and Kennedy assasinations and proceed though the many Vietnam era events from the Gulf of Tonkin incident to past the S.A.L.T. treaty in 1975. Nuclear tensions are high with USA, Soviets and China while Laos, Cambodia, Taiwan, and Korea battle with communism. Besides the Vietnam War, Vietnam offers other possible regional conflicts such as another Korean war (technically they are still at war today), the Soviet-China conflict, Malaysia-Indonisian conflict and a China-Taiwan conflict. It also has civil wars for the shaping of government in countries such as Cambodia and Laos which could allow attacks within their neutral territories.
Playable countries: North or South Vietnam, Viet Cong, USA, USSR, China, Thailand, North
or South Korea. Also included are Laos, Cambodia, Taiwan, Phillipines, Indonisia, Malaysia and Singapore. Hmong, Australian and New Zealand are represented. Best played with agressive AI settings.
New units: Green Beret, AH-1 Cobra, Advanced Supersonic Fighter, Nuclear Sub, M41 Light-Tank, Titan ICBM, ABM, Paladin, Missile Launcher, Attack Helicopters, Advanced Air Cavalry.
New brigades: M42 Duster, M113 armored car, Mobile rocket launcher, Improved transport.
New sprites: M-41 complete sprite other basic 'stand' sprites for both Vietnams and USA.
New music: Awesome optional sound track for the era in two zips: pre 68 and post 67, use one or both. To get the whole effect you really need both. Sound track rated PG!
Major map files change: 29 textured new territories added. Back up your originals? (see below)
There are some minor changes or additions to some config, db, minister, leader and tech files.
New graphics were added for a few new units, ministers, leaders and events.
A couple counters, flags and shields were modified. A helicopter sprite was added.
New AI files for all countries involved were added. Jungle warfare is enhanced.
Made vanilla friendly for Armageddon v1.1 but will work for all with the correct patch. Unzip files to Armaggedon, Doomsday or HOI2 top-level directory. No patch needed for Armageddon.
Files Amended: (you may want to back these up)
Config: world_names.csv, tech_names.csv, unit_names.csv, models.csv, province_names.csv
DB: country.csv, revolt.txt, province.csv
/Ministers: all playable countries
/Leaders: all playable countries
/Tech: special_weapons_tech.txt, infantry_tech.txt, armor_tech.txt, aircraft_tech.txt
/Units/divisions: flying_rocket.txt, light_armor.txt, paratrooper.txt, cavalry.txt, multirole.txt
GFX/map/shields: shield_u72.bmp, shield_idc.bmp
GFX/map/flags: flag_u72.bmp, flag_idc.bmp
GFX/palete: counter_idc.bmp, counter_U72.bmp
GFX/skins/default: fullscreen.bmp, sidebar_A.bmp, topbar.bmp
MAP: all map files
Requirements: <br>
Vietnam5.zip, 9MB. Version 5.2 is the latest.
VNMAP.zip, 33 MB. Version 5.0 is the latest.
You will need a no-time-limit fix for your version to go beyond 1964!
For DD users only: You will need to unzip the VN_DD patch to your DD directory.
For HOI2 users only: You will need to unzip the VN_HOI2 patch to your HOI2 directory.
''Thanks to Jamie for his Map Maker and Hilsdorf and Strits1945 for their contributions!''
FRVP ~ Creator of Vietnam War Scenario
'''Download here, Enjoy!:'''
[http://forum.paradoxplaza.com/forum/showthread.php?t=394839 Forum link]
[http://vietafghan.frvp.com/ Download link here (Versions after Version 4 are paid for)]
[[Category:Mods]]
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WERS
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WERS (White Eagle, Red Star) is a battle mod for the Hearts of Iron 2 game. The main theme is Polands fight for independence from 1919-1921. Player will be also witness a dramatic fight between White Russians loyal to the Czar and the Red Army. War theatre covers Middle-Eastern Europe.
The Mod download sites have all now expired - there is no known location to download this mod from anymore.
[[Category:Mods]]
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WIF
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[[image:wif.png|center]]
The WIF mod is designed to make Hearts of Iron a more challenging, realistic and historic game with many events, a new combat system, new AI, new graphics and sounds. Will you surrender to an AI for the first time ?
* Mod Forum: [http://forum.paradoxplaza.com/forum/forumdisplay.php?f=445 Paradox Forum] and [http://forum.jeux-strategie.com/index.php?showforum=264 Strategium Forum]
* Current Version: Titanium Edition (final version for HOI2DDA)
* Last Update: February, 2010
* Popularity: ''over 10,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD, ARMA]]
'''Features Explained:'''
{| border="1" cellpadding=2
|- valign=bottom bgcolor="lightgrey"
! Feature !! Description
|- align=left
| Graphics & Sound || [[GIP]] & [[SKIF]] are included, as well as alot of custom graphics made by the WiF team. New music playlists that you can choose in game to bring a whole new atmosphere to the game (something like 600 MB when compressed). Some event trigger certain tracks such as Pearl Harbor announcement, including many speeches.
|- align=left
| AI || All major AI revised, many minors as well. AI is no longer sitting around. It now DOES want to destroy you.
|- align=left
| Technology || Land doctrine and naval trees completely revised. Small changes in the other trees.
|- align=left
| Territory || Changed the whole infrastructure/resources/manpower/ICs/terrain type layout. Political map includes graphic depictions of terrain types.
|- align=left
| Events || A large number of new events, especially with gameplay
|- align=left
| New Units || Waffen SS, Gurkhas, SAS, US Marines, US Rangers, Soviet winter troops and many other specific units.
|- align=left
| Game Mechanics || Revised land/sea/air combat systems.
|}
[[Category:Mods]]
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Wasted IC
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Wasted [[Industrial Capacity]] represents the amount of IC you have allocated over the actual amounted needed for the [[Production Slider]], [[Reinforcements Slider]], and [[Upgrades Slider]]. For example, if your production queue requires 100 IC to run at full capacity, and you have allocated 103 IC with the Production Slider, you will have 3 Wasted IC.
Allocating amounts over that needed in the [[Consumer Goods Slider]] and [[Supplies Slider]] results in gaining extra money or supplies. These IC are not considered wasted.
You may always see the amount of wasted IC you have at the upper right corner of the screen.
[[Category:Terminology]]
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Weather
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There are six types of '''weather''' in Hearts of Iron 2. They are listed below with appropriate notes
=Long Term Weather=
The first two weather states are long term and apply to specific provences at specific times on the year
==Frozen==
Winter
* Refered to in the movement files as MOV_FROZEN
==Muddy==
* Refered to in the movement files as MOV_MUDDY
=Short Term Weather=
The remaining four weather states are tempory and will exist in proviences for a short period of time.
==Blizzard==
* Refered to in the movement files as MOV_BLIZZARD
==Raining==
* Refered to in the movement files as MOV_RAIN
==Snowing==
* Refered to in the movement files as MOV_SNOW
==Storm==
* Refered to in the movement files as MOV_STORM
[[Category:Terminology]]
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Wolfpack
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===Submarine [[Wolfpack]]===
Any group of [[submarine]]s that includes no surface ships forms a '''wolfpack'''. Large groups are good for naval combat in HoI2 and ARMA, but considered ahistorical and gamey.
==== Convoy Raiding ====
When using submarines to create pickets, Subs should be positioned on the high seas, as far as possible from enemy Air and Naval bases, in order to force the enemy to come out and fight the player's subs under conditions that give the enemy no advantage (no Air support, no Air spotting, no quick reaction from supporting forces in a nearby Port).
The other requirement for Sub-fleet positioning is that together they must form a complete blockade-cordon, cutting the enemy capital from all possible convoy destinations. The AI will automatically shift the route of a Convoy that has suffered U-Boat or Air attack... but this won't help it at all as long as ''all possible'' Convoy-routes are covered by subs.
====Doomsday and Armageddon====
In Doomsday, submarines were significantly reduced in power, so much so that many players called them worthless. In an infamous thread on the Paradox forums (Blue Emu's [http://forum.paradoxplaza.com/forum/showthread.php?t=264824 Are Submarines Worthless]), it is shown that a German wolfpack strategy can be highly devastating to English supply convoys, effectively destroying their ability to fight overseas. With a 63 Uboat fleet (1938 model), Blue Emu tallied the following losses for the UK in 1939:
September : 227 Convoys, 27 Escorts<br />
October : 149 Convoys, 33 Escorts<br />
November : 117 Convoys, 13 Escorts<br />
December : 161 Convoys, 26 Escorts<br />
This accounted for nearly half of the British convoy fleet in the first four months of war. While England's home supply stockpile was not affected due to pre-war build up, their armies overseas (North Africa, India, and South East Asia) were rendered out of supply. This means relatively easy victories for Italy and Japan. Further, trade efficiencies drastically suffered:
Trade with Norway, Sweden and Latvia is 100%.<br />
Trade with the USA, Mexico, Chile and Panama is 57.9%.<br />
Trade with Saudi Arabia is 51.8%.<br />
Trade with Yugoslavia is 51.1%.<br />
Trade with China is 26.0%<br />
Beginning with Armageddon 1.2, players have reported large success in using large sub stacks against surface ships, especially in the early war years.
[[Category:Guides]] [[Category:General Guides]]
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Xibei San Ma
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== Xibei San Ma ==
'''Advantages:'''
Access to blueprints from Nationalist China
Allied with Nationalist China at the start
'''Disadvantages:'''
Very poor IC, especially compared to Guangxi and Shanxi clique
Poor leaders
Poor ministers with no alternatives
Very poor tech teams
No access to water
No airforce
Limited manpower
Poor resources
Few cores on any other Chinese territory
Starts as a puppet of Nationalist China
Starts at war with Communist China
Will be attacked by Japan
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Yugoslav Wars
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[[http://img38.imageshack.us/img38/9817/logojx.png]]
[[http://img690.imageshack.us/img690/1423/selectionbutton.jpg]]
[[http://images1.wikia.nocookie.net/heartsofiron/images/1/11/Za_stranicu.png]]
Join the fight that ravages ex-Yugoslavia! Relive Europe's last and most taboo war!
End the civil war with NATO, the Serbs, Albanians, Croatians and other warring factions in this controversy proof mod.
The Scenario Time:
Starts: 25 June 1991
Ends: 31 December 1999
The countrys:
ALB Albania
BOS Bosnia
CRO Croatia
SER Serbia
SLV Slovenia
MTN Montenegro
U00 NATO
U01 Kosova
U02 Vojvodina
U03 Herzeg-Bosna
U04 Republika Srpska
U05 Sandzak
U06 Republika Srpska Krajina
U07 Serbia and Montenegro
U08 Federal Republic of Yugoslavia
U09 Autonomous Province of Western Bosnia
U10 Macedonia
YUG Socialist Federal Republic of Yugoslavia
Timelines:
Albania
Albania, recently regaining its independancy from the Axis occupation of World War II, was the only Country in the East that was able to throw the Germans out without the assistance of Communist Troops.
Enver Hoxha, a French-Educated Politican became the leader of the Communist Party, and ruled the country with an iron fist for almost 40 Years, established an Alliance with the Soviet Union. After breaking with the Soviet Union, Albania was closely tied to Mao Zedong's China,
receiving a lot of aid from the Asian power. In the 70s, following the death of Mao Zedong and the ending of Albania's political ties with China, a lot of state officials were purged in the 70s.
Following the Death of Enver Hoxha, the Iron Fisted Dictator of Albania, only time may tell what the future of this country might be, a country that has fought so hard and long for its independence...
Bosnia
The 1990 parliamentary elections led to a national assembly dominated by three ethnically based parties, which had formed a loose coalition to oust the communists from power. Croatia and Slovenia's subsequent declarations of independence and the warfare that ensued placed Bosnia and Herzegovina and its three constituent peoples in an awkward position. A significant split soon developed on the issue of whether to stay with the Yugoslav federation (overwhelmingly favoured among Serbs) or seek independence (overwhelmingly favoured among Bosniaks and Croats). The Serb members of parliament, consisting mainly of the Serb Democratic Party members, abandoned the central parliament in Sarajevo, and formed the Assembly of the Serb People of Bosnia and Herzegovina on 24 October 1991, which marked the end of the three-ethnic coalition that governed after the elections in 1990. After the start of the war in Bosnia, the peoples which it consisted of have split in an all out war. But except the civil war, Bosnia also got attacked by its neighbours. The only populace, which remained loyal to the Bosnian government was the Bosniak population. The Bosniak army was formed in poor circumstances and suffered from a very limited supply of arms. Critical deficiencies include tanks and other heavy weaponry.
Will Bosnia survive in this dire times as a united country, or will it collapse and be partitioned among its enemies?
Croatia
The Republic of Croatia, inhabited by a strongly nationalistic population, was a part of the Socialist Federal Republic of Yugoslavia. Some would have called it a socialist republic with autonomy. In the 1980s Albania demanded the separation of Kosovo from Serbia, which was the beginning of the end of the Socialist Federal Republic of Yugoslavia. The Serbs began to influence government officials and in 1992 Milan Babic, president of the Republika Srbska Krajina stated that he had been "strongly influenced by Serb propaganda." In the pending Operation Storm, and Serb rebellions, will the Croatian army be able to liberate their beloved country?
Republika Srpska Krajina
The Self-Proclaimed Republic of Krajina, a Serb-dominated entity within the borders of Croatia, came under the rule of Milan Babic, a Croatian dentist.
The Serbs, with the help of the Yugoslav Army, established the Republic, and exiled almost 100.000 Croatians and Non-Serbs to the Croatian-Controlled parts of Croatia.
Under the lead of Milan Martic and Milan Babic, will the strong Serbian Military be able to hold their ground, so that their beloved Republic may remain, or will they fail, and order in Croatia will be restored once more...?
Slovenia
Slovenia became a part of Yugoslavia in the year 1918, following the collapse of the Austo-Hungarian empire. In the seven decades in which Slovenia was a part of Yugoslavia, it was the most developed republic of the state. Since the 1950s, the Socialist Republic of Slovenia enjoyed a relatively wide autonomy. In 1990, Slovenia abandoned its socialist infrastructure, the first free and democratic elections were held, and the DEMOS coalition defeated the former Communist parties. The state reconstituted itself as the Republic of Slovenia. In December 1990, the overwhelming majority of Slovenian citizens voted for independence, which was declared on 25 June 1991. Just 2 days later the Yugoslav army attacked Slovenia in order to subdue the defected republic. Will the slovenian territorial defence be able to repulse the intervention and get international recognition?
Vojvodina
At first, the province enjoyed only a small level of autonomy within Serbia, but it gained extensive rights of self-rule under the 1974 Yugoslav constitution, which gave both Kosovo and Vojvodina de facto veto power in the Serbian and Yugoslav parliaments, as changes to their status could not be made without the consent of the two Provincial Assemblies. The 1974 Serbian constitution, adopted at the same time, reiterated that "the Socialist Republic of Serbia comprises the Socialist Autonomous Province of Vojvodina and the Socialist Autonomous Province of Kosovo, which originated in the common struggle of nations and nationalities of Yugoslavia in the National Liberation War (the Second World War) and socialist revolution".
Under the rule of the Serbian president Slobodan Miloševic, Vojvodina and Kosovo lost most of their autonomy in September 1990. Vojvodina was still referred to as an autonomous province of Serbia, but most of its autonomous powers - including, crucially, its vote on the Yugoslav collective presidency - were transferred to the control of Belgrade. The province, however, still had its own parliament and government and some other autonomous functions as well.
Will Vojvodina try to restore its autonomy or try to fully defect from Serbia.
The Autonomous Province of Western Bosnia
The Autonomous Province of Western Bosnia was a small unrecognized entity in the northwest of Bosnia and Herzegovina. It consisted of the town of Velika Kladuša and a few nearby villages, and existed between 1993 and 1995 as a result of secessionist politics by Fikret Abdić against the Bosnian central government during the Bosnian War. The capital of Western Bosnia was Velika Kladuša. The Autonomous Province cooperated with Serbia as well as Croatia against Bosnian government in the light of Karađorđevo agreement meant to redistribute Bosnia and Herzegovina between Croatia and Serbia. Fikret Abdić's role in undermining the Bosnian government was awarded by Croatian regime as well as Serbian. His company was granted free-custom trade zone in Croatian port of Rijeka, and free trade with Serbian-controlled territories.
Socialist Federal Republic of Yugoslavia
The Federal Republic of Yugoslavia has its origins in the ending of the Second World War, as Yugoslav Partisans took control of the Area after Nazi Germany's surrender, and established the FPRY, or the Federative People's Republic of Yugoslavia.
Its first President, Ivan Ribar, ruled for 7 years after being succeeded by Josip Broz - Tito, the former Prime Minister of Ribar's Cabinet. Tito allied Yugoslavia with the Soviet Union under Joseph Stalin, the Soviet Dictator, and the Yugoslav Army shot down 2 American Airplanes that flew over Yugoslav Airspace.
This caused a deep distrust of Tito in the US, and even Stalin himself distrusted Tito.
In 1948, a Crisis between Yugoslavia and the Soviet Union led to the end of all remaining friendly relations between the Soviet Union and Yugoslavia.
Yugoslavia was now free from the Soviet Union, and formed its own Communism, called "Titoism".
Yugoslavia remained neutral in the Cold War, and now, with several cultural groups demanding independence, it will be up to its leaders and once proud patriotic people to lead them through this unstable period...
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{{Country guides}}
== Background ==
Pros:
# Generous manpower pool and an exceptional manpower growth rate for a minor, enough for supporting your country into major status. Shortage of manpower is the downfall of many other minors.
# Easy to max out central planning, meaning a small amount of IC can turn into a large amount of IC.
# Proximity to other countries means the possibility for lightning fast conquests and great prospects
# Generous starting army, although they are outdated and depleted.
# Access to the Mediterranean sea, making an invasion of Africa and the Middle East possible.
# OK tech teams, and by the time you annex your neighbors, you will have a powerful and well rounded mix of teams.
# Decent ministers, the manpower chief of staff especially is useful for Yugoslavia moreso than a typical 20% org regain minister would be.
Cons:
# Horrid generals, but by the time you get done with Italy, you will have an experienced officer corps
# Outdated and worthless starting air force and navy
# No transports
# No merchant marine
# Dependent on supply trades to maintain resource levels until she expands
# Proximity to other countries and a tangled web of guarantees of independence means you will have to fight on multiple fronts during any war you choose to partake in, and will have to fight delaying actions within your own country while your offensive forces fight elsewhere.
# In the latest DD/ARMA patch, you will have to devote the majority of your money to the intelligence system or be smothered by foreign meddling - this disables your ability to use the diplomacy system.
== Strategy ==
# The key to Yugoslavian supremacy is to conquer the dominions of Italy, this will propel you into major power status.
# Disband your fleet, it is worthless. Set your air force to not reinforce or upgrade.
# Start the game and build 4 IC, put all your divisions under logistic generals.
# Move your sliders to central planning, when you can no longer move to central planning, move to authoritarian, then move to central planning again, by 1940 you should have +25% IC from central planning.
# Technologies: Modern infantry, mountain divisions, cavalry, but most importantly: machine tools, agriculture, ground doctrines, rear area dumps.
# Make sure you have the manpower chief of staff, and that you remove the -IC% minister ASAP.
# The first 3 IC will finish first, you won't have enough IC to finish the fourth on time.
# When the 3 IC finish, let your army reinforce and upgrade.
# Trade supplies for energy/metal/rares from Germany if need be.
# When this is finished, 2 serials of unbrigaded infantry, 1 serial of unbrigaded mountain troops, when the last IC finishes, 1 more serial of unbrigaded infantry and leave the rest IC for upgrades/reinforcements.
# By Anschluss of Austria you should have at least 35 modern, reinforced divisions, enough to surprise Italy with an attack.
# DO NOT DECLARE WAR ON ITALY DIRECTLY - Germany will likely declare war on you in retaliation. Instead, declare war on defenseless Albania, after making sure all but 1 of your divisions is on the Italian border. You will be able to annex Albania within 2 weeks - and meanwhile, Italy will declare war on you because it guaranteed the independence of Albania.
# Invade Italy, they should be caught completely by surprise since up until that point you had good relations. They will begin to rush reinforcements from Africa. Before the reinforcements arrive you should have Genoa/Turin pocketed and have a firm defensive line at La Spezia.
# When you approach 30-40 manpower (for me it was when I had ~45 divisions), stop building units and build a few transports and at least 3 parallel runs of convoys (these will be used to invade north Africa and eastern Africa). The remaining manpower will be used to reinforce losses and build the occasional unit.
# Slowly push Italy into the boot, you will most likely not be able to encircle them and will push a battered army group into Sicily. Cross into Sicily by foot and wipe them out.
# The Italian colonies should be COMPLETELY EMPTY - send a few divisions to capture the victory points there.
# Once Italy is annexed, you should have about 73 IC and a new resource stockpile. Your biggest problem, which has probably become obvious to you, is a lack of manpower. From this point on, we are only going to build infantry when it is commandos (namely mountain), and even then, in small quantities. Build tanks from this point on, although you might not be up to tech until 1941. Tanks cost less manpower, and give you more bang for your buck. Do only build modern medium tanks, ancient tanks and light tanks are a waste of time and will take a substantial amount of time to upgrade.
# I recommend making Libya and Somalia as puppets, they will augment your army with more infantry, and if you can deal with losing 1-2 IC, then also release Ethiopia. By the end of the year they will have 6+ divisions each, and if you released them with central planning all the way to the right, they should have 8-9 IC, not bad. If you notice your puppet countries' IC going down, make sure you supply them with rare materials, energy and metal, if need be. Even a small deficit can cripple a puppet nation and take away several IC.
# Do not bother making military police/garrisons for Italy, it might seem tempting, but you would need a dozen or more garrisons to suppress the partisan revolt risk, and you simply don't have the manpower to do this.
# Yugoslavia has now come into its own, but you are still missing several things to flesh out into a major power: an airforce, maneuver forces (tanks) and a navy. Focus on this now, especially the first two. 2-3 groups of interceptors should be enough to ensure local air superiority, while 1-2 groups of tactical bombers will prove to be extremely useful for operational elasticity. Most importantly, you need at least 2 corps (3 division armies) of tanks, preferably 3. These units will use up much less manpower to make than the infantry we were spamming previously and hence their manufacture will be orderly.
# At this point, several major options are open to you. Joining the allies, you would open a second front against the Germans, which may result in the offensive against the low countries and France grinding to a halt. The underbelly of the Reich will be exposed and little will stand between you and Berlin. Alternatively, if for some reason your previous campaigns dragged past spring of 1940, and western Europe has already been invaded, joining the Axis would also offer an interesting option: a surprise attack across Africa would result in an immediate victory and the capture of the Suez, the eventual seizure of the Middle Eastern oil fields, while you could also augment the german Army Group South in its offensive against Stalingrad and Baku. If you don't want to make a major decision like this now, you could invade Hungary to gain some more IC - chances are, they didn't join the Axis and that the guarantee of independence on them is no more.
#Tip: Do not attack Germany 1v1 - while you might think you could pull it off because most of your units are 2-3 stars now and your generals have gone from 1 skill to 4-5, it won't make up for Germany's numerical advantage, air superiority and doctrinal superiority. I would only recommend engaging Germany if the Western front is still intact or you are willing to military control your allies and bring reinforcements to your theater. If Germany seems impossible to take down, just join the Axis, you are fascist anyway and you wont need +200 relations to get a decent chance of joining up.
#Tip: When you declare war on Germany, you will likely be attacked by Hungary, Romania and Bulgaria. My recommendation is to form a defensive line along the Austrian border, and Romania-Hungary, and devote the rest of your divisions to invading Bulgaria. You will have to give up Novisad and other provinces north of the Danube - it will be impossible to defend them. Consider military controlling some minor allies to help bolster your defensive line - Iraq is especially useful. It will probably be a 1:1 fight in Bulgaria (that's all you can spare and not have the rest of your country be over-run), but your experienced and modern troops will overpower the Bulgarians. It may seem like you are in a world of trouble, but if you can manage to annex Bulgaria, you will win the war.
== Axis or no Axis? ==
Entering the axis can be worthwhile, especially if you control Bulgaria and Albania. When you enter, you will receive the coup event. Ignore it and do not violate the pact of steel. Note that it'll get you a total of 20 dissent, or a DoW from Germany if you decide to break the pact.
Other option is to join the Comintern (The Allies are probably the worst choice, since they can't help you much). Joining the Comintern, SU might be able to help you by sending troops in your territory, plus you don't need to garrison a SU border you might have, freeing most (if not all) of your forces to fight Germany. Do this if you want more of a challenge.
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Yunnan
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== Yunnan Clique ==
'''Advantages:'''
Far from the Japanese advance
Reasonable sized starting army
Relatively good defensive terrain
Access to blueprints assuming you ally with the other Chinese factions
'''Disadvantages:'''
Very poor IC, especially compared to Guangxi and Shanxi clique
Poor leaders
Poor ministers with no alternatives
Very poor tech teams
No access to water
No airforce
Limited manpower
Poor resources
No cores on any other Chinese territory
5e095ae02d19bd06b8c392344c1e139b543c4dd2
Zinc Production per country 1936-1948 (Zn content of ore)
0
815
1466
1465
2017-03-18T11:53:04Z
Meneth
2
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Source: BR Mitchell.
Numbers are 1000s of metric tons
<table border ="1">
<tr><td><td>1936<td>1937<td>1938<td>1939<td>1940<td>1941<td>1942<td>1943<td>1944<td>1945<td>1946<td>1947<td>1948</tr>
<tr><td>Australia<td>193<td>207<td>224<td>220<td>246<td>251<td>224<td>184<td>176<td>153<td>175<td>185<td>194</tr>
<tr><td>Burma<td>62<td>59<td>57<td>55<td>52<td>51<td>?<td>?<td>?<td>?<td>?<td>?<td>2</tr>
<tr><td>Canada<td>151<td>168<td>173<td>179<td>192<td>232<td>263<td>277<td>250<td>235<td>214<td>189<td>212</tr>
<tr><td>Germany<td>156.5<td>165.6<td>196.4<td>190.2<td>261.8<td>287<td>277.7<td>297.5<td>?<td>?<td>?<td>?<td>53.6</tr>
<tr><td>Italy<td>68.2<td>73.7<td>107.7<td>106<td>81.6<td>70.7<td>75.9<td>67.9<td>21.2<td>10.3<td>25.4<td>57.8<td>73.5</tr>
<tr><td>Japan<td>38<td>45<td>51<td>52<td>70<td>74<td>82<td>91<td>82<td>31<td>21<td>27<td>33</tr>
<tr><td>Korea<td>1<td>0<td>1<td>1<td>1<td>1<td>1<td>3<td>2<td>?<td>?<td>?<td>13</tr>
<tr><td>Mexico<td>150<td>155<td>172<td>134<td>115<td>155<td>189<td>197<td>219<td>210<td>139<td>196<td>179</tr>
<tr><td>Namibia<td>0<td>0<td>0<td>11<td>1<td>0<td>0<td>0<td>0<td>0<td>0<td>0<td>12</tr>
<tr><td>Newfoundland<td>64<td>64<td>67<td>60<td>65<td>63<td>51<td>60<td>64<td>51<td>49<td>40<td>39</tr>
<tr><td>Peru<td>11<td>29<td>25<td>36<td>18<td>23<td>24<td>33<td>49<td>61<td>53<td>58<td>59</tr>
<tr><td>Poland<td>55<td>72<td>70<td>?<td>?<td>?<td>?<td>?<td>?<td>?<td>46<td>57<td>71</tr>
<tr><td>Turkey<td>13<td>15<td>17<td>14<td>0<td>0<td>0<td>0<td>0<td>0<td>0<td>1<td>2</tr>
<tr><td>USA<td>522<td>568<td>419<td>530<td>603<td>680<td>697<td>675<td>652<td>557<td>521<td>578<td>571</tr>
<tr><td>Yugoslavia<td>30.5<td>47.7<td>44.5<td>33.1<td>31.8<td>?<td>?<td>?<td>?<td>7.7<td>22.4<td>35<td>36.7</tr>
<tr><td>Zaire<td>0<td>3<td>6<td>10<td>25<td>26<td>41<td>47<td>55<td>75<td>89<td>99<td>126</tr>
<tr><td>Zambia<td>27<td>19<td>13<td>15<td>15<td>18<td>18<td>17<td>19<td>15<td>17<td>21<td>22</tr>
</table>
[[Category:Knowledge Base]]
6fce577f8f24d354bc31d3f270f17c8d90ec2f6e
Airborne
0
312
1467
456
2017-03-19T06:00:09Z
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Dove Lobby
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1468
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2017-03-19T08:26:05Z
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US Strategy- 1939 Scenario
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{{USAStrategyGuides}}
I am relatively new to HOI2, but since no-one else has done the 1939 scenario, I figured I would give it a whirl. I don't claim to be an expert at the game, and other people may well have different approaches to playing the U.S. that work better. I should mention that I am a military historian in my off-hours. My [http://www.shatteredswordbook.com/ book on the battle of Midway] was published in 2005, and I'm currently working on a new book on the year 1942. As such, I'm reasonably conversant with the macroeconomic issues that drove the war. That knowledge certainly pertains to the development of production strategies, which is what the U.S. is really all about.
I should also mention that I play using the DAIM (Determined AI Mod) pak, which makes the Axis and Soviet Union much tougher than the current HOI2 1.1 AI module. This affects U.S. grand strategy in pretty profound ways. In particular, this means that the U.S. is almost certain to be drawn into a large-scale ground war in Asia. Why is this? Because the DAIM Japanese player is not artificially constrained to only take a certain percentage of China over before it suspends offensive activities. Instead, if left to its own devices, the DAIM Japanese will take over not only all of China, but likely all of India, Afghanistan, and even portions of the Mideast. Furthermore, while it is relatively easy to beat the Japanese player, and get it to offer surrender terms to the U.S., unless you have physically occupied practically all of Japan's territorial gains in mainland Asia, Japan will retain those ill-gotten gains even after you've dictated peace terms in Tokyo. From a historical perspective, that really grinds on my buzz. I want to shape the New World Order the way ''I'' want it shaped, thank you very much. Consequently, I play to not only destroy Japan's military, but also to physically occupy her colonial holdings. By doing so, I can annex, puppet, and liberate nations according to ''my'' wishes, not theirs.
What this inevitably leads to is a reversal of the famous military maxim of "never getting involved in a land war in Asia." It also means setting aside the "Germany first" approach that was the cardinal grand-strategic principle that nominally guided U.S. actions during World War II. As we'll see, though, it is possible to apply this reversed strategy successfully, clean up all of Asia by the fall of 1943, and still be in good shape to turn our attentions to the Germans in 1944.
== Strategy for production and research ==
The U.S. has hands-down the most formidable economy in the game, and the U.S. player should use every means available to maximize this advantage. Your goal is to create the basis for economic and logistical superiority before the war begins. Once war starts, you'll rely on very large, long serial runs of good weaponry as the game goes along. Given the vast scientific prowess of the U.S., it is tempting to research and develop every type of weapons system available, and then build a little bit of everything along the way. Historically, though, the U.S. didn't do this, and you shouldn't either. Instead, the U.S. mated its enormous productive resources to the manufacture of a reasonably small set of serviceable hardware, and then churned it out like crazy. This same principle works well in the game, too. Consequently, the U.S. player should not only focus on developing military technologies with a definite strategy in mind, but should also be content with saying that a given branch of technology is "good enough." You then use the gearing bonus to crank out large quantities of that particular system. That approach informs every aspect of my U.S. production strategy, particularly with regard to naval equipment.
=== Pre-War production and research ===
The U.S. enters the 1939 scenario with a relatively anemic IC base, but is well advanced in several military technologies. The goal here is not to try rebuilding the military too soon, but instead to lay the basis for future economic dominance. I don't build a single land or air unit until the middle of 1941. Not one. Typically, the Japanese will declare war in the Oct/Nov. 1941 timeframe, so I've got until then to put the rudiments of a defense in place in the Pacific Basin. Fortunately, though, I have *plenty* of crappy National Guard infantry units already built. They just need to be upgraded to Inf 39 or 41, augmented with some stiffening (like Arty brigades), and then distributed across the Pacific before the balloon goes up. Instead of building units, the majority of IC should be spent on building factories in my 100% infrastructure areas (although I will build in 80% areas as well). I continue building factories well into 1942 (albeit not as many after I'm at war.) The last of my factories typically gets built in Sept/Oct '42. I also feverishly work trade deals during peacetime (after all, what else is there to do?), and try to build up stocks of materials, in particular Rare Materials and Supplies. Every Rare ''I'' get is one that Hitler isn't getting for the Wehrmacht, and that's worth giving up plenty of Energy, Oil, and supplies for.
The results of playing the trading floor can be dramatic. If you start the game at the beginning of the "stock" 1941 scenario, the U.S. player gets typically 1000-2000 of each strategic material in June 1941, and $100 in the bank. That sucks. But starting in 1939 pays big dividends in this regard. By enduring the tedium of two years of peace, the U.S. player can come into June 1941 with resource pools of 500K Energy, 400K Metal, 38K Rare, 300K Oil, 25K in Supplies, and $10K in the bank. You will also have a slightly greater IC, ''and'' a larger population to boot, and your military will be only slightly smaller (and even that mostly because I scrap all my Level I destroyers and battleships from the get-go to save their TC). You do the math. All in all, it's ''well'' worth it to spend that extra hour in the game in order to lay down that foundation.
Naval units, of course, have very long build times, particularly carriers. Carriers are the naval club we are going to use to stomp Japan in short order, so we need more of those than just the six flattops we start the game with. However, until we've researched "Ship Assembly Line", we don't want to lay any new ships down. So researching that tech, along with Advanced Destroyer ("Fletcher-class") and Advanced Carrier ("Essex-class") are absolute priority To-Do's at the beginning of the 1939 Scenario. These are both classic examples of "good enough" weapons. Once I've got 'em in 1940, that's the last naval tech I am likely to research for the rest of the game (which is damned ironic for a naval historian to admit, but there it is). Don't bother researching new cruisers or battleships--we don't need those to win. Once the war starts, the Brits will probably give you the blueprints to the Advanced Battlecruiser. Politely tell them, "Thanks, gents" and then put the plans up on the shelf. Remember to dust occasionally. DO research the better sub, though, as they are somewhat useful. Subs are cheap, and we need a lot of them to hurt Japanese supply on the mainland.
As soon as "Ship Assembly Line" is completed, I will lay down two groups of six carriers, typically a month or two apart. I will typically also lay down a couple ''long'' serial runs of Fletcher-class destroyers. And some submarines, too. All of this starts in late 1940/mid-1941, depending on the lead time of the item. Subs are fast to build: I start them last, because I want to be building more factories up to the last minute. Done right, though, you're going to be getting twelve new carriers in the water by March 1942. That's all you will need. You already have enough cruisers in the U.S. inventory--you'll never need to build any new ones. Also start two long serial runs of Transports sometime in 1941 as well--we're going to be moving a lot of people around all game long. Transports have the laudable attribute of never needing to be upgraded, so we know the gearing bonus is always going to be buying us top-notch cargo ships. I will often build 40+ of the things. It's all about the Gearing Bonus, baby.
Once the ships are laid down, the U.S. should begin focusing on researching technologies that increase IC (Advanced Machine Tools), TC (Deep Supply, etc.), and reduce your troop attrition (Deep Supply, again). We're going to be doing a lot of fighting in jungles and other yucky places. Winter in Manchuria is harsh, and we're going to be exposed to the elements. So we need big, brawny TC modifiers. We also want to research Early and Advanced computers quite early on, as well as Agricultural production. We're going to need as much of an edge in future research projects as we can get, as well as lots of warm bodies to put into uniform. The longer the war, the more those cumulative modifiers stack up if I can get those goodies in 1940. That's why God made Raytheon and Ford and Boeing: to give you nice Industrial techs.
When fighting in Asia, we're going to need Marines (I build 4-6 typically) and lots of Mountain troops (8-10 is good), in addition to Mech. Inf. (tons) and Armor (also tons). We'll call on Christie and Winchester to research those for us, and maybe Douglas Aircraft for a few. Airborne is less important, as is Motorized Infantry (which is nothing more than a technological means to building better Mech. Inf. in my book). Upgrading our basic foot infantry techs is likewise important, as we are going to deploy every single foot infantry unit we have in our entire Army into the Pacific. Every single one. Heck, I even take the Cavalry divs I have out there. So start shipping those units out of the American heartland and East Coast *now*, and get 'em into the West Coast. We need lots of Engineer brigades, because they increase movement, which is precious in both jungle and mountain settings. "Speed Kills" (especially when you're angling to grab a strategic piece of ground ''before'' the enemy can retreat there, so you can put him in a pocket and then murder him). So as war approaches, start streaming Engineers with long serial runs. Do a smaller run of SP Arty for some of the Arm. and Mech. Bear in mind that we don't want to have too many unattached brigades sitting waiting to be deployed (they chew a lot of TC as they wait there in limbo). But in general, we want the ability to brigade every single unit we send overseas, if possible. I will also produce Artillery for my Marines and some other Inf units I intend to use as shock troops or defensive units. Marines aren't going to be marching anywhere anyway, so the speed penalty of towed Arty won't hurt us--we use Marines to assault islands and beaches (where the extra firepower of Arty is useful). After the invasion, we're going to insert Engineered Infantry to launch followup overland attacks, or Garrisons, and then pull the Marines back out again to assault the next beach. Marines don't walk, so they can afford to drag along big, heavy guns.
In terms of aircraft, you need two types--TAC and Escort Fighters. Asia is big and has few airbases. You need planes with range. You can research Mustangs and Corsairs later in the war for use in Europe, but Fighters and Interceptors are less useful for the fighting we're going to do through 1943. Ditto Strategic Bombers--they've got the range, but we're going to capture the Japanese productive centers for ourselves in short order, so who needs to bomb 'em? There will be plenty of time to build heavy bombers for blasting the Ruhr later. Naval Air is useful for initial defensive purposes in the Philippines, but you don't need many. Just a couple will likely suffice in keeping the Japanese out of the Philippines. We're going to destroy the rest of the Japanese Navy with our carriers and older battleships. And as with ships, of course, we aren't going to build ''any'' aircraft until we've researched Aircraft Assembly Line--to do otherwise is to simply give away precious ICs that could be spent on building factories that can give us ''more'' precious ICs during the war years. "All in good time, my pretty; all in good time."
=== Wartime production and research ===
Once the balloon goes up, your production will suddenly expand dramatically, and you can likewise shove domestic spending way down to focus on making things that go 'BOOM!' On the research front, you will want to continue doing everything you can to improve your Inf., Marines, Mountains, Armor, Mech. Inf. TAC, and Escort Fighters. You don't want to get too aggressive with trying to research 1944 technologies in 1942, say: the research penalties are too harsh to try and get too far ahead of the curve. But be diligent in keeping your unit types reasonably up to date. You don't need Tank Destroyers or Heavy Tanks at this point in the war--the Japanese don't have any armor to speak of. Ditto Rocket Arty., Airborne, CAS, Strategic, or Motorized Inf. Better Radar? No: it's a defensive technology, and we ain't the ones getting bombed. We want to be focusing our gearing bonuses and tech advances on maximizing a discrete set of weaponry and doctrine that will help us offensively on the ground and in the air.
During the war, it's important to be laying down at least some short runs of various weapons (Marines, Air Transport, maybe a few more DDs, or perhaps some SP Arty). Why? Because you want to have some elasticity in your production. There's nothing worse than being geared up with long serial runs on ''everything,'' and not having the ability to introduce new weapons, emergency builds, or whatnot. So think carefully before you ratchet up your production with a long run of that new kind of armor--if your production bonks, and a run goes into slowdown, you lose that precious gearing bonus anyway. A few short runs of this'n'that give us the flexibility we need. If we goof up, we can always pull the plug on them without much harm, while still keeping the really important long runs chugging along with no fear of bonking. I typically keep my early war production (factories and ships) at about 300IC for the first few months, but that means watching the Production screen like a hawk, as you will be right on the rivet. Once you start fighting in China in earnest, you're going to have to back down unit production to the 250-275IC range, because Reinforcements (and Upgrades) and Supply usage are guaranteed to go way up. This is *particularly* true if you decide to fight in the winter in Manchuria. My population will typically start the war at 2100 or so; by the beginning of 1943 it's down to 1300, especially if I'm pumping out lots of Garrison units.
== Fighting Japan ==
There are four fundamental principles we'll use to fight Japan:
# Defend India
# Defend the Philippines
# Defend our Pacific holdings, and (most important)
# Capture the Japanese Home Islands as soon as possible.
Here's how we can do all of those.
=== Defend India ===
Playing against DAIM, it is absolutely guaranteed that the Japanese will have crushed all of China by 1941. As soon as the whistle blows, they go after Burma and Malaya, and there's not a lot that the Brits can do about it. You think that division from Bhutan is gonna plug the gap? Please. So, we need to help. Why do we care about India? Well, really we don't. But if we don't stop them, the Japanese will take over another big chunk of land here, and I want to be fighting the Germans in 1944, not cleaning up Bangalore and the Hindu Kush. Plus, it doesn't take many divisions (8-10) to stabilize things in this neck of the woods, and potentially turn Burma into what it historically was--a slaughterhouse of epic proportions for the Japanese Army.
When war breaks out, we want to be in the Allied alliance as quickly as possible. I will have been ratcheting my Intervention slider for the last two years. I won't lie and say I've never Nevilled to get into the Allies--everyone knows the diplomatic model in HOI2 is still broken with regards to getting the U.S. into the Alliance. Historically, the Brits were crying for help anywhere they could get it; I just persuade the game that such is the case. Ahem. Next, we get British military access, and then we send an expeditionary force from the U.S. to India with all the fixins. That means a couple divs of Mtn. troops, some Inf, maybe even some Mech if we think the Japanese might get loose on the plains of India. Some TAC and Escort are nice, too. We load 'em up in San Diego. Now, at this point in the game we only have six carriers (which I put into a single mondo task force; we'll talk more about that in a bit). But we *don't* drive that convoy through the Central Pacific. It's crawling with units of the Imperial Navy, and even though I'm confident that my carriers can handle that, why go looking for trouble? Instead, we rebase both the carrier formation and the big Transport formation it's covering from San Diego → Sydney → Perth → Calcutta. Voila. I may leave a couple of the transports with the troops in Calcutta. I'll probably do a second run into Calcutta via the same route sometime in early '42, bringing some more Inf. and maybe some Marines. If possible, I'd like to take back Rangoon, but that can be tough, as there are an awful lot of Japanese divisions in Burma in fairly short order. Stabilizing the line in the mountains near Mandalay is often good enough--we just don't want the Japanese to make it into the plains of India. If you *can* take Rangoon, though, then try to insert your Mtn troops into the massif, to start breaking things up a bit up there. Don't forget that your normal foot Inf, especially if they have Eng brigades, can fight well here, too. And being up in the mountains is a buttload better than being down there in the jungle, with snakes and attrition for company. In late 1942/early '43, our plan will come more fully to fruition...
=== Defend the Philippines ===
Luzon is a very nice place for launching attacks against practically any portion of the Asian land mass. So we want to keep it. Fortunately, a couple NavAir units, plus some moderately beefy ground forces in Clark Field, will practically guarantee that we will make Dugout Doug's vow that "I Will Return" a historic irrelevancy. By early/mid-1941, I will probably have finally stoked up a single run of M3 Lee Armored divisions, meaning that by September 1941 I should have gotten two of them off the end of the line. Give 'em to Patton and Hodges and ship 'em out to Clark Field, pronto, along with another pair of Inf + Arty divs. With that in place, there's no way the Japanese are going to take Luzon from you. M3's aren't great against the Germans, but with SP Arty brigades they work just fine against Japanese 41 Inf, thank you very much. Plus, once those forces are in Luzon, they're nicely positioned for use in China later on. All of this ''must'' be pre-positioned before October '41, of course, because once the war starts the Pacific is just crawling with Japanese warships. I will also deploy the majority of my submarines forward to Manila or Clark in fall of '41. A word to the wise, though: don't bother putting them into the Straits of Tsushima immediately when war is declared. The Japanese fleet has a tendency to come through there at the outset, and they will steamroller your poor subs. I put mine off of [[Indochina]] for a month or two, and *then* move them up to the Japanese coastlines a little bit later.
=== Defend our Pacific holdings ===
Guam, in particular, must be held at all costs. You'll see why in a bit. To do so, we put an Inf + Arty early on (so they can dig in) on Hawaii, Midway, Wake, and Guam. That should do the trick.
=== Capture the Japanese home islands ASAP ===
This is why we didn't build any new battleships or cruisers: we don't have any intention of getting caught in painful attritional night surface battles in stinking hellholes like the Solomons. That's for chumps. We want Tokyo, and we want it NOW. Fortunately for us, we're getting twelve shiny new Essex-class carriers by March '42. Mmmmmm, yummmy. And as soon as they hit the water, I group them into two more groups of six carriers apiece, with cruisers and DDs. Why do I use carriers en masse? Because the AI currently ''doesn't,'' and six of my flight decks will mop pretty much whatever is out there that I run into. By March '42, my First Carrier Striking Force is probably done escorting the second troop convoy to Calcutta. We move him back to San Diego, and now we have 3 CV task forces with 18 flight decks, one or two groups of older battleships (for shore bombardment and indirect screening of our Transport group(s)), and one or two big Transport groups loaded up with a couple Mtn., maybe a couple Marines + Arty, some Inf. + Arty, some Mech, and some Armor. We rebase San Diego → Pearl Harbour → Guam. As long as we stick together, ain't nobody gonna be able to mess with 50-70 flottilas, including 18 carriers. From Guam (tee hee) we can amphib assault Osaka. How convenient. Do so, with shore bombardment, carrier strikes on airfields, and the whole shebang. Crunch. Once you've taken Osaka, you rebase your warships there. Your Mtn assault Nagoya, while the Arm and Mech drive on Shikoku and Hiroshima. You reload the Marines and Inf, and hit Tokyo a couple days later, then drive north into Sendai and Akita--mobile forces in the east, Mtn up the spine on the west. The Japanese Home Islands should be taken out completely by April/May '42.
After that, you're likely to get Peace offers from Japan in fairly short order. I turn them down, because if they capitulate at this point, the Japanese still will end up with all of China, etc. etc. The war ain't over til ''I'' say it's over, Tojo, and I'm making the world safe for democracy, damnit. Which brings us to...
=== The ''Fabulous'' ground war in Asia! ===
Once the Japanese Home Islands are stomped, it's time for the real fun to begin. We hit Korea right away with a couple Mtn pulled outta Japan, some Mech and Armor, and whatnot. You crush the Japanese in Busan, then drive up the east side of the peninsula. You trap the remainder of their forces in Pyonyang or Seoul and annihilate them. You then want to capture the line of mountains from Hyesan (for the airfield) to Dalian (for the port) by the time the snow flies, which shouldn't be hard if you have lots of engineers. From there I will often just leave a line of 4-6 divisions defending in those mountains to suffer through the winter (Manchurian winters are way harsh), and perhaps a corps of Infantry in Busan to recapture any areas in Korea that happen to get taken by Japanese amphib assault (the Imperial Navy, after all, is still drifting around, and they love to take places like Seoul and Okinawa back from us once we've pulled our troops out.) Keeping just token forces in Korea (and Japan too, for that matter) will keep our attrition down.
At sea, you should keep at least one carrier task force covering your transport groups for the time being. You've got three CV groups, so you can move things around and cover the amphibs pretty flexibly. Your battleships will also help out in that regard. It's guaranteed that the Imperial Navy will show up in dribs and drabs and take swipes at you for several months. But if you retain the advantage of mass, you'll crush them every time they show up. However, putting a few cruisers and DDs into your transport groups is always a good idea, just in case you have to tangle with smaller combatants. If your transports ever come under the gun, run for it and call for the carriers. They should be right there with you in any case.
By summer of 1942, we should now be in a position to put significant mechanized forces into China. The Chinese coastline is long, and you should have no problem putting Marines ashore and capturing a major port somewhere. Once you do, you just pour Arm. and Mech. in there. China isn't exactly great tank country, but it's not awful, either. With enough Engineer brigades we can move along pretty well. The goal is to punch armored groups into the heartland, then turn and trap pockets of Japanese troops against the coastline, where they will be annihilated. More important, though, we want to push an armored column into the northwest and get Mtn. troops into the mountains east of Burma/Thailand as rapidly as possible. Kangding is the plug that is going to keep the Japanese forces (and there's a lot of them, typically) bottled up in the killing zone in upper Burma. It's a nice big north/south province that plugs up a lot of other provinces leading out of the mountains. With a couple dug-in Mtn. divs across their escape route, and our mechanized forces lurking in the hills below in Kunming and Wenshan, they ain't going anywhere. They can't possibly take on our Armor on the flat. This means we can cut them off from whatever supply they have left, feed them to the jungle attrition factory for a few months, and then annihilate them in '43. It's a classic "let the jungle kill 'em" strategy ''a la'' MacArthur in New Guinea.
At the same time, I will put a picket line of mechanized troops across my northern flank, typically trailing west from Shanghai towards Mongolia. That pretty much represents the southernmost snow line, and saves us from undue attrition during the winter. Now, I have been known to fight in Manchuria in the winter (if I don't care about casualties), but it can be avoided if you're not feeling hardcore. And it will really ratchet up your supply and reinforcement requirements. So think carefully before doing this--the first time I went up there, I got caught with large mechanized forces on the ground, and I hadn't researched my logistics technologies yet. The attrition was just unbelievable. So learn from my mistakes, bruthah.
The winter of '42 is also a peachy time to split off 3-4 Marine divisions into a like number of small assault transport groups, and send them around the Pacific Basin cleaning up all of Japan's territorial holdings out in the Nanyo. Hey, we want to do A-Bomb tests out here after the war, right? So we need to take back that real-estate. Take a battleship division with you for kicks, as you will occasionally run into Japanese subs and smaller combatants lurking in places like Truk. Single-division assaults will clean up most of these garrisons; occasionally two divisions will be required for the larger places that have actual infantry divisions occcupying them (Truk and Kwajalein being typical examples). Don't forget to send one or two of the boys ''way'' up north to nab Etorofu and the Kuriles. We want it all. "''Everything'' is going according to my Master Plan..."
Come spring of '43, we move a horde of mechanized troops out of Dalian, and clean out the rest of Manchuria. It's forest and hills, mostly, so the going is slow, but it can be done by the summer of '43, with the holdouts up near Mongolia probably the last to go down. There shouldn't be much left of the Japanese units by then, and they won't be getting resupplied.
Concurrently, the same thing (albeit on a much larger scale), is happening to them in Siam, Indochina, and Burma. You launch multiple amphib assaults along the coasts, push the Japanese into the jungle, surround them, and annihilate them. It should all be over by the end of the summer of '43. Now you can annex, puppetize, and liberate to your heart's content. The Brits will have gotten Malaya and Burma back (largely thanks to you), but you get everything else. Bwah ha ha!
== Fighting Germany ==
Once the mess in Asia is cleaned up, it's time for Germany. During the time we were fighting in China, I will have been feeding very small numbers of ground troops (one or two Arm/Mech corps) into the UK, just to make sure that nothing funny happens (like the Germans invading Ireland)(which happens more often than you might think). Beginning in late 1943 it's time to start turning on the Strategic Air production (if you want), or simply cranking out more ground troops, TAC, and fighters of various ilk. Now, the Germans obviously have better aircraft than the Japanese, so it behooves you to begin building up airpower beforehand, regaining their organization after flying them in from Dalian (or whereever), and then starting to apply your airpower with a will. If you want to go to Strategic Bombing, now's the time to start in earnest. My experience has been that unlesss you've developed your air doctrines (particularly those pertaining to fighters) the Germans will beat the snot out of your airgroups with their own highly developed interceptors and whatnot. So, much more so than in Asia, it behooves you to have lots of aircraft, and use them ''en masse''.
During the interim in 1943, I will have been researching some additional technologies, such as better Artillery and Tank Destroyers, as both of these will be more useful in Europe than they were in Asia. Having sophisticated Artillery is axiomatically a "Good Thing(tm)." Plus, I do like to attach SP Arty to some of my shock mechanized groups, and Better Arty = Better SP Arty. I may also indulge in researching better Fighter technologies, if I feel like I have nothing better to do. With good blueprint swapping from the UK at the beginning of the war, I can charge through most of the essential technologies by late '42, and '43 can be spent doing things that weren't as crucial in the beginning of the conflict, like moving the A-Bomb along, or whatever.
Waging the ground war in Europe, I think, is potentially a lot easier than driving around in the swamps of Manchuria. Europe's a much smaller place, for one thing, and the terrain is generally more conducive to mechanized combat as well--not so many mountains. If that sounds almost anti-climactic, well, it sort of is. By now, you've got a great Marine Corps and a large mechanized military--all you need to do is bring them back from Asia and get them ready to go.
But there's the rub! Moving all those divisions back from China and putting them in place to assault Festung Europe is going to take most of the winter of '43/'44 to accomplish. THIS is where building all those scads of Transports earlier in the war pays off. I want to be able to move literally dozens of divisions at at time, because it's a ''long'' way to get those troops to the UK (or whereever) we're going to stage from. It's the transit time that will kill you, so you don't want to make too many trips. It's perfectly viable to ship your stuff west to east, i.e. China → San Diego → Boston → UK, rather than China → India → Suez → Gibralter → UK (or worse, around the Cape of Good Hope and Africa). The Mediterranean may not necessarily be a friendly place to travel, so going back across the Pacific spares you from potential hassles. After all, the Pacific's ''your'' lake now. Alternately, you can just dump people in San Diego and have them Strategically redeployed to the east coast of the States, meaning you can focus your Transports on making shorter runs back and forth across the Pacific, and then moving *all* of them to the East Coast just once. Thereupon, you can start picking up the road-trippin' Strategic Redeployment boys from the West Coast as they show up, and then take them over to Jolly Olde Englande.
Jolly Olde Englande has the notable virtue of having lots of dark beer and also being close to Hitler's main productive centers. This is why I prefer using J.O.E. as a staging area in preference to attacking through southern France or Italy. Of course, that's also in keeping with a classic vein of American military thought that says that the overall goal of warfare is to place the main force of your military in contact with the enemy and destroy him. Peripheral operations are to be avoided. That's not to say that you can't make a southern or indirect approach work. But I'm a traditionalist in my love of doing up my own Operation Overlord.
Anyway, after six months of buildup or so, right about when it historically actually occurred (June 1944), it's time to smash into France. You'll have all the Marines you need to storm ashore somewhere, and can probably do it across 2-3 provinces simultaneously. After that, you just pour your troops in and try to develop some deep attacks into France and the Low Countries, using the same techniques to turn and pin German formations against the sea, and wipe them out. Trapping lots of troops in Brest and Denmark is classic for this sort of thing.
Hopefully, though, the Germans will already have been caught in the Russian sausage grinder for a few years prior, and will have the bulk of their forces located elsewhere when you finally decide to pay your long-awaited visit on the ground. Still, you will have to re-orient your strategy (pardon the pun) into a more large-scale format. Single Mech Inf divisions are no longer capable of holding entire provinces against enemy infantry opposition like they were in China--they will be kicked to the curb by the Wehrmacht. So you need to start thinking in terms of Corps-level combat, and pushing large mechanized Armies around. In all, though, it shouldn't be too difficult to eviscerate Germany's productive areas in fairly short order. Game over.
Then all you have to worry about is whether you want to take on the Russians... if so, you better have left your Inf in Manchuria!
[[Category:Guides]] [[Category:National Strategy]] [[Category:United States Strategy]]
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{{Country guides}}
== Background ==
During the war, France planned to advance into Belgium to create a static, defensive front not unlike their experience in WWI. The plan failed when Germany attacked from the Ardennes forest and the French lacked the mobility and time to respond. You have the chance to avoid the mistake by making fortresses in northern France or build sufficient troops to invade Germany when it declares war. Before continuing on, let’s examine France’s weaknesses:
* Bad starting technology
* Low manpower
* Low IC
* Exposed northern front
* Weak starting army
* A navy that probably saw service with Napoleon
==Technology==
France will always be able to research more than it can effectively build with its limited IC. Navy can be entirely ignored. All research should be primarily poured into Industrial, Infantry, Land Doctrine, and Armor/Artillery. Air power is useful only for TAC, INT, and possibly CAS. For this reason, by around 1939 France can be significantly ahead of all the Allies, including even the USA, in technology research.
* Industrial: get industry research as high as possible (especially the ones which increase manpower, IC, IC efficiency, quicken production time and increase research efficiency)
* Infantry: focus on completing 1941 infantry by May, 1940.
* Armor: ART, SP-ART, and ARM are useful areas to research.
* Fighter/interceptor: Research the Interceptor tree, since France begins the game with several.
==Diplomacy==
===Alliances===
France begins the game in the Allies, with the UK as the Alliance leader. As such, France cannot do anything to alter the alliance save for leaving it. An ahistorical alternative would be to create a Fascist France by allying with Germany.
===Sliders===
France will receive "free" interventionism moves to 9, just one short of full interventionism. France is best moving to Hawk in 1936, 1937, and 1938. Afterwards, moving to Standing Army is best. Alternatively, a France that elects a right wing government should make two moves to Free market in order to gain those excellent bonuses.
===Ministers===
France begins with some decent ministers, with Social Liberal and Social Democrat ministers providing the best bonuses throughout the early years. Generally, IC bonuses are important for France, especially for a Leftist France. Chief of Staff Lattre de Tassigny (Manpower +25%; Infantry Construction Bonus -5%) is a good choice. Chief of the Army Victor Bourgeois is worth considering with his -15% supply consumption for players who intend to build a large army. As an alternative, Gamelin provides an -5% infantry construction bonus, in addition to a -10% fort construction bonus for players who intend to play defensive. Head of Intelligence Salengro provides +5% IC and +5% steal blueprint.
==Intelligence==
France can gain limited benefit through the intelligence system by stealing blueprints from Germany. Generally, however, it is not particularly valuable.
==Economy==
===Trading===
France has good resources, and for what it lacks, its Allies will readily address. For these reasons, France can stockpile all major materials with no real effort. The UK is a good source for Supplies, while the USA is a good source for money.
===Industrial Production===
Early French IC production is not practical, since France begins with large IC penalties, and requires a large army in order to defend against Germany. For players who intend a defensive strategy, IC production can begin as early as around June, 1940, assuming France has established safe defensive lines. Troop production will always be important in a defensive war in order to keep pace with Germany, however, so only limited IC production would be possible. Achieving this balance is important, since a long defensive war will eventually stretch France's limited TC, thus TC expansion is important.
==Military==
France requires complete focus on building a large Army in order to defend against Germany.
===Army===
France must focus considerable effort into building a land force of infantry and [[militia]] capable of defending France's borders against the coming German blitzkrieg. On May 1st, 1940, an Army of around 100 infantry with around 50 militia is about the minimum necessary for a sound defense. France has a number of underused troops in Morocco, Algeria, Tunisia, and Djibouti. Transport all of them to the border with Belgium to help the defence. Move all other troops to the border but leave a limited number of troops on the Italian border since Italy will likely join Axis. France also requires a mobile and preferably hard force. ARM with MOT or MEC are useful in creating holes in defensive German lines, while CAV can be useful for holes and grabbing territory. Self-propelled Artillery, and to a limited extent Artillery brigades, will be useful for the limited French forces.
===Navy===
France cannot afford and does not need Naval distractions until Germany has been successfully repulsed. The Navy is only useful for war with Italy, and the starting Navy is surprisingly sufficient to this task, thanks largely to France's sole CV.
===Air Force===
France cannot afford any serious Air Force production until a defensive posture against Germany has solidified. As a result, France's existing air force should be better utilized with research focused on TAC and INT. TAC and possibly CAS can act as very effective force multipliers, however, and are worthy of consideration especially since France will inevitably encounter TC overload with over emphasis on ground forces. TAC is especially useful in an African campaign against Italy, and in operations behind German defensive lines to clean-up straggler units.
==Events==
===Elections ===
* '''1936:''' In June, 1936, France will have elections. This provides a negative 3 dissent, and thus is a good time for changing ministers before the event fires. The ministers of the Left are generally the best option. A move to the right would make France "Paternal Autocrat" with limited minister choices.
* '''1938:''' In June elections recur. The Left remains a good option, retaining Social Democracy. The Social Liberal minister Auriol (+10% IC) should be reappointed to Armaments, while the Social Democrat Salengro (+5% IC) should be reappointed to Intelligence.
===Spanish Civil War===
A few days after the Spanish Civil War begins on July 18, 1936, France will be asked for intervention. Naturally, sending volunteers is the best option:
* Why support anarchists: +10 dissent; +1 isolationism; +1 right
* Send volunteers: +5 dissent; -200 money; -10 manpower; +2 interventionism.
==War==
France has three major strategic postures that can lead to victory:
* Maginot Defense: Extend Maginot line such that it will extend to the border with Belgium and wait.
* Infantry Defense: Build enough infantry to defend Belgium, and by extension, France.
* Polish Gambit: Invade Germany when it declares war on Poland.
=== Maginot Defense ===
This strategy is the easiest, and probably the most boring. Building and garrisoning level-10 forts across the division will stop the Germans in their tracks. Then, one can easily invade and annex Italy, bringing France's IC to a competitive level with Germany's. If a breakthrough cannot be achieved, it's simply a matter of waiting until the Soviet Union declares war on Germany. From that point on, the game is basically just a race to grab as much territory as possible.
[ It is entirely possible that the game will become bugged as the war drags on and all Germany will do is garrison more and more troops along the Line, and only attack you in Italy. In this case, it may be necessary to either force the USSR or Germany to declare war on their respective rivals to get the ball rolling. ]
=== Infantry Defense ===
[[image:France-defense.jpg|right|thumb|Example of extended French line]]
As an Allied nation with a peacetime modifier penalty, France will not enter into the war until Danzig on August 30, 1939. Assuming a reasonably defended Maignot line, however, France will not see actual combat until May 1, 1940, when Germany invades the low countries. Generally, France can create a defensive line by rushing north into Belgium when the war begins. A line can be formed from Ghent to Antwerp to Namur to Reims. The weakest point of this line is Antwerp owing to a land border with Eindhoven. Therefore, extending the line to Eindhoven can be ideal, since France will then be completely protected by rivers. However, Eindhoven is quite exposed to German envelopment, and thus requires an army large enough to sufficiently hold both an extended front and repulse massive attacks against Eindhoven. These tactics also have the effect of saving both the Netherlands and Belgium.
'''Stalemate:''' Not surprisingly, a successful defense of Belgium and the Netherlands will considerably stymy Germany. They will never progress to an invasion of Yugoslavia or Greece, nor will they ever amass troops on the Soviet border. As a result, Germany will never launch Operation Barbarrossa, and Italy will very likely never join the Axis. This can potentially result in a stalemate that lasts for several years, with Germany becoming progressively stronger over time due to its much higher IC. Players seeking this strategy should DOW Italy. Capturing the Italian peninsula won't take longer than a few months, and Northern Italy/Southern Germany offer strong defensive positions in the Alps. This will have the effect of creating a static defensive front once again with Germany. This time, however, France is a bit more powerful owing to Italian IC.
'''Breakthrough:''' Alternatively, France can attempt to bust through German lines. This must be done immediately after France has successfully created a defensive line, preferably by June, 1940. A Breakthrough will focus on a region with a relatively small German force, punching through with an ARM, MOT, and CAV force, with INF staggering behind in order to shore up captured province defenses. Once a breakthrough is completed, immediate exploitation of German rear areas is critical, including a swift drive to Berlin.
=== Polish Gambit ===
From the beginning of 1936, begin researching 1939 Infantry. Research should finish around 1938: before that time churn out any non-infantry units needed. Ignore building up an air force or a navy: your allies should provide you with air cover, and the starting French navy is good enough for its limited uses. Avoid development into expensive fields like tanks, as these will chew up France's limited IC. Instead, concentrate production in IC creation. By the time research into 1939 infantry finishes, you should have around 100 base IC. Once research into 1939 infantry is complete, immediately begin production of at least 12 serial runs of infantry. Group these infantry divisions into the two provinces on the German border, Strasbourg and Mulhouse. When the war rolls around with the German invasion of Poland you should have around 100 infantry divisions concentrated in those provinces. Attack immediately while the German army is preoccupied in Poland. You should be able to steamroll through the country with little resistance, and Berlin should fall by 1940.
==Gaming the System==
The most prominent use of [[gamey tactics]] for France is to remove the peacetime IC penalty through an early war. Attacking Nationalist Spain, as an example, would be one method to do this.
=== Japanese Ally ===
In a single player game, the main drawback of France is low IC. There is a way to gain a lot of IC in the beginning of the game: ally with Japan and use its war against China to conquer a lot of Chinese territory, then leave the alliance and fight along the Allies.
In order to do that, France needs to:
* get really friendly with Japan: use you fairly large amout of cash to influence it up to 200.
* move the entire French army to Indochina... it takes a lot of time but around 1937 it should be done. Yes mainland France is unprotected, but it is still a peaceful time in old Europe.
* move your slider toward the "interventionism" policy... it's important beacause the starting level does NOT allow you to leave alliances or to join new ones...
* when the war breaks in China, leave the alliance with the British and ask to join the Japanese aliiance. If you have a 200 relationship they will accept.
* attack from the South and, as fast as you can, move North to get the interesting provinces (your 3 cavalery division and you 2 light armored divisions are very useful for this. The Chinese army shouldn't be a real problem (use encirclement and destroy their armies).
If the things go well, by 1938 French IC could be as high as 120. In addition, wartime allows you to divert IC from consumers' good to unit building. Then a good idea is to stay in war the longer you can. But don't forget to transport your troops back home! Also it may be preferable to leave the alliance with Japan before they attack the USA (but a war against the british is what the french await since Waterloo... so why not?). If you are at war with Germany the British will propose you to join the Allied, but if it is not the case they will refuse. So if Germany never declared war at you you may have to do it in order to join the Allied (the main purpose is to get their blueprints and to get wartime bonus).
Don't forget that in the Far East you have a nearly undefended border with Japan. Sooner or later they will enter in a war with the USA (and therefore with you), and march to the south. The main weak point of the japanese is that their armies are slow (mainly infantery divisions). With relatively few motorized, armored and mechanized divisions you can beat them in China by encircling and destroying them. A few divisions in the north indochina's jungle will stop the japanese, allowing you to counter-attack when the motorized renforts arrive. But you need a decent navy to transport them there : start to build carriers early, and chose Saigon as a port to unload the troops (southern, then less vunerable than Hanoi to japanese attack). Naval bomber are also a good idea. Take every continental province of Japan : you IC should reach 200. It may be time to attack Germany with a little more chances of success...
[[Category:National Strategy]]
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#REDIRECT [[France]]
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{{Country guides}}
== Overview ==
Italy has the potential to dominate the Mediterranean theatre, but is hampered by a lack of everything: good tech teams, industry, resources, and skilled military leadership.
It is imperative to make some choices right at the beginning. Do you want to immediately go on a small conquering spree, putting you in an ahistorically strong position (if you do not get DoW'd by the entire Balkans and Turkey, or let alone the major powers)? Will you depend on Germany to give you the support to defend your home while most of your forces are conquering Egypt? Should you defend or abandon Ethiopia?
Italy is one of the most fun countries to play since it has enough handicaps and plenty of potential. It is easy to overextend, and when you do, you are at the mercy of the magical allied magnifying glass. If it focuses on you, rather than the action in France or the Far East, Rome will burn.
=== See also ===
[[Italy 1941 Strategy Guide]]
== Technology ==
Italy begins the game with only four research slots, thus a common first objective is to expand to the fifth research slot, which is possible once base IC is 80. This can most rapidly be achieved through a combination of IC building and an early annexation of Spain. Italy has average technology teams, thus only limited branches of technology can effectively be researched.
For land doctrine, some players choose to completely abandon the "Firepower Focus" land doctrines, widely considered among the weakest doctrine in the game. If you stick to it and go for the Infiltration Assault path in ´42 you get the best infantry available from ´43 on, due to the high night attack bonus you will receive. Until then you will have relatively poor organization and morale. Within the Mobility Focus doctrine, Human Wave is a good choice for Italy, with a level 4 tech team with four specialties in many branches, especially late game. The most common choice, however, is Spearhead Doctrine. With an early alliance with Germany, blueprints for the entire tech tree can be typically acquired long in advance of the historical year, making the research reasonably rapid even with Italy's inferior teams. Italy needs to also focus on Manufacturing, Infantry, with limited Naval and Air. Within Naval, generally Battleships and Destroyers should be the focus, and within Air TAC/NAV is a necessary limitation.
== Diplomacy ==
===Alliances===
Italy's first possible ally is Ethiopia, in the event Italy sues for peace and forces Ethiopia to become a puppet. Italy's natural ideological ally is Germany, and joining the Axis is possible as early as 1936. This is extremely advantageous for Italy to do, as it grants them many key blueprints and free resources. Once Italy has joined the Axis, all future alliances are contingent on Germany, as leader of the alliance. If you plan to wage some earlier wars be careful not to ruin the important German events, so be at peace from spring ´38 on for Anschluss and the following events. Also be warned that Germany going to war unhistorical early triggers (in Armageddon) one of the US events that removes some of their peacetime IC penalty. If you don´t plan to wage early wars it is better for Axis if you finish Ethiopia before you join.
Italy can also create some early puppets through liberation:
* Ethiopia
* Libya
* Somalia
Although Libya and Somalia have no factories with they will automatically have 5 IC (off map) when liberated. On first look, liberation may look good to save TC and provide extra units to hold the beaches. However, the problem is that you could get up to 25% dissent as a result (anger at colonial policy event: DD & ARMA). As a result, liberation of nations is not considered a wise strategy.
===Sliders===
Italy begins the game with very poor slider positions: as a general rule, the game favors extreme positions, and Italy begins with many moderate settings. Italy will not receive much slider help either, with only three free Interventionism slider moves (1936 Spanish Civil war, 1937 Anti-Comintern pact, 1939 Albania). The best opening move for Italy is Hawk moves in 1936, 1937, and 1938, which will bring full Hawk. In 1939, an Interventionism move would assure full interventionism by March of that year due to Albania.
Players may instead use 1939 to begin the long march to Central Planning. This requires 6 moves, thus starting in 1939 would finish in January, 1944. Since Germany is frequently influencing Italy, it is possible, but unlikely, for Germany to have a "complete influence" event that assists with this slider. This is generally a better choice than the Standing Army move, since that will require 7 moves, and Italy arguably needs IC more than organisation and experience bonuses.
=== Ministers ===
Italy has excellent starting Ministers.
In 1940, Minister of Security Umberto Albini will become available. For an Italy that holds many foreign territories (France, Spain, Greece, etc), changing to this minister with 15% foreign IC use is very beneficial.
==Economy==
Italy has the weakest economy out of all the major nations (USA, USSR, Germany, Japan, and the UK). This puts Italy at a significant disadvantage over the course of the game, and creates an added challenge for players.
===Trading===
Italy begins the game with supply deficits, and a few existing trade deals. The existing deals help Italy stay barely ahead with Rare materials, while around 30 energy and 10 metal is lost every day. This means that without trade deals, Italy will immediately begin suffering shortages affecting Industry in February, 1936. Italy's best trading partners (in order):
* Germany
* Soviet Union
* Sweden
* Siam
* Japan
===Industrial Production===
Italy will never be an industrial powerhouse, owing to its weak starting position. Italy's first production goal, however, is industrial improvement to attain the fifth technology team slot. This requires a minimum of 80 base IC. Italy is able to begin the game with 7 parallel factories in construction. After the first run is complete, five more factories can be added. How many serial runs factories should be produced depend on a player's Italian strategy.
If Italy will join the Axis in 1936, this means the war will begin August 30, 1939. Italy shares borders with both France and the UK's colonial holdings, thus Italy must be militarily prepared, especially if it wants to excel in warfare. This means a two serial run of a 7 parallel factories (ending in December, 1937) is a good starting point, possibly with a few more factories to get Italy over the 80 IC base threshold. This will provide a 20 month for a strong military build up.
If Italy will not join the Axis until 1941, Italy essentially has two additional years for IC building and manpower growing. This additional IC can bring Italy an extra 20 base IC.
==Military==
=== Army ===
While the mainstay of the Italian army must be [[infantry]] and [[Militia Strategy Guide|militia]], Italy can greatly benefit from specialization. The Balkans and Turkey, for example, are significantly helped with mountaineers. Mountaineers can continue to be used in a war against the Soviet Union, both in the Caucasus region, but also Mountaineers have significant bonuses when fighting in Arctic conditions. Marines are essential for Jungle fighting in the resource rich Central African region, if Italy so chooses. A Paratrooper division can help since Italy starts with a Transport Aircraft, and can have limited use.
Generally, Italy does not have the resources (or more importantly: the TC) for tank building. A few limited Motorized Infantry units with SP-ART, followed by Mechanized units, can be beneficial. Cavalry with AC is also helpful for fast operations, and does not consume as much TC. Cavalry is specifically helpful when attacking Southern USSR, and taking vast tracks of land relatively quickly.
====Leaders====
As usual, Italy is the weakest of the major powers in this aspect as well. However, they're more than adequate and used properly will work just fine. Army wise, you got about two dozen leaders that will top out at skill levels of 5 or higher. Between Messe, Zingali and Bitossi you should have your armored needs covered, and you got a handful leaders who share both Winter Specialist and Commando traits and make for excellent mountaineer leaders.
Your starting position is terrible, with just Messe and Balbo over skill level 2. The rest of your commanders will need a lot of practice, or you'll be stuck with yet another disadvantage to the other majors.
=== Navy ===
In HOI2 DD, the best main battle fleet composition for Italy's limited resources is comprised of CA (Heavy cruisers) with CVL (light carriers) and DD (destroyers). This is an effective combination of good firepower, and a fleet size of 8 CA + 8 DD + 2 CVL can be effective in a fight against the carriers of the Royal Navy. Additionally, this type of fleet moves fast, and is very cheap to build and repair.
In HOI2 Armageddon firecontrol brigades for the DD´s are a very nice thing, as you will get very cheap cruizerg fleets, as the FC give 10km additional range when you upgraded them after you researched the Advanced Computing Machine. More about cruizerg fleets can be found here: [[Surface Action Group]].
Four firecontrol brigades for the starting BB´s in combination with one of the best leaders you have enables them to destroy many enemy ships very effectively at maximum range, so your own ships don´t take damage. This way, you can also take down the old French and British BB´s.
In addition, Italy will greatly benefit from a wolfpack strategy if it is going to fight any Allied nation (obviously against the USSR this isn't necessary). Build submarines (1938 level) for convoy raiding missions, and you will greatly reduce the fighting ability of Allied troops whereever you engage them. If you choose an African strategy, for example, the British can be fairly easily overrun (it will still take a long time, however) with successful convoy raiding. As South Africa, Free France and Iraq usually deliver supplies to the Brits they may suffer from supply shortage, but in Armageddon it is not really possible to cut the Brits off from supplies totally. With an extensive sub campaign you will be able to sink many, many convoys and that is definitely a nice thing, but you won´t starve the troops in Africa. As Fleet in Being is the worst naval doctrine path for subs be warned that your subs are effective early in the game but will have a very bad time from ´41/´42 on as the Allies will have doctrine advantage and better destroyers by then.
=== Air Force===
Italy does not have the industrial capacity to produce a large air force. It is possible, however, to produce a limited air force to fulfill particular roles. Tactical bombers (TAC) and Naval bombers are very well suited for Italy's theaters of war, and are highly recommended. Interceptors are not as important, and likely beyond Italy's limited resources.
If you plan to play a longer game interceptors or fighters are a must have for Italy, as the Allies will bomb Europe to death from ´41 on if you are defenceless. Enemy naval bombers in the Med are something you probably do not want to tolerate (at least in Armageddon they can become a pain in the a**), so prepare to do something against them.
==War==
Unlike all other major powers who have very clear adversaries that must be challenged, Italy does not have any direct opponents. This allows an Italian player to choose their own path with a great deal of flexibility. The most essential sphere of warfare for Italy is the Mediterranean Sea, best managed through Gibraltar in the West and Suez in the East. Control of the Mediterranean is vital to the defense of Italy's home shores, and enables Italy free movement throughout Northern Africa, Southern Europe, and the Middle East. Historically, Africa was an important theater of war due to Italian holdings in Libya and Ethiopia, yet involvement in Africa is a questionable strategy in-game.
===Italo-Ethiopian War===
The game begins with Italy at war with Ethiopia. It is quite easy to direct Italian units straight to the Ethiopian capital, Addis Ababa, and win the war. With Italian units in the capital, the player has two choices for resolving the war:
* Annex Ethiopia outright, and gain two IC, and enough resources to support those two IC.
* Sue for peace with Ethiopia, and demand they become a puppet. This avoids dissent caused by annexation and then liberation (DD & ARMA), and it also keeps the Ethiopian army intact. This will allow Ethiopia to have an army of around 15 divisions by the fall of 1939, which can be military controlled by Italy.
If you don't mind the gamey-ness, keeping the war with Ethiopia going for a while has numerous benefits. Militia on militia action is excellent training for your commanders, and consumer goods demand will stay low as long as you're at war. Attack with a few militia divisions, and add more as the fight progresses and your troops start to get beat up. A good battle will last a week. You can use your naval bombers on Interdiction missions to get them valuble experience without doing much damage to the ethiopians. All in all, you can get your army a decent experience boost, half a dozen (the good ones) leaders up to skill level 6-7 and another dozen or two a couple levels higher without commiting more than a few weeks of manpower production - and Italy doesn't have the IC to use all that manpower anyway.
===Spanish Civil War===
On July 18, 1936, the Spanish Civil War will occur. Playing as an Axis nation means the odds are stacked against the Nationalists, who will likely loose. Italy should always send help, via the in-game event, to Nationalist Spain to avoid 5 dissent and an isolationist move. Beyond that event, Italy has three practical choices:
* Do nothing and let the Nationalists loose.
* Assist the Nationalists in regaining their country by declaring war on Republican Spain at the beginning of the war
* Wait until the Nationalists have been defeated (between 6 - 18 months), and invade Republican Spain in order to annex it. An annexed Spain will provide 8 IC, 39 energy, 18 rares, and 28 metal. This is particularly helpful since Italy is short on all major resources. Note that Spain is key to capturing Gibraltar, which is imperative for achieving strategic control of the Mediterranean Sea. Also note that Spain provides a second front against France when Fall Weiss occurs.
===Albanian Occupation===
At the end of March, 1939 (following the German invasion of Czechoslovakia) Italy will have the option to give King Zog an ultimatum regarding annexation. While Albania does not offer significant value, it provides Italy a foothold in the Balkans, and a staging point for possible actions in Greece and Yugoslavia. Taking Albania is simple, since it does not produce troops (DD & ARMA).
===Early opportunities for war===
Italy has several nonaggression pacts with its neighbors, which considerably reduce Italy's opportunity for local war mongering. All these non-aggression pacts, however, will eventually expire:
* January, 1939: Pact with Turkey expires. An Italy with a high belligerence, however, will likely cause a Soviet DOW if Italy decides to attack Turkey.
* March, 1939: Pact with Greece expires. After the annexation of Albania at the end of March, Greece is a fairly easy target. Romania will likely declare war as a result.
* June, 1939: Pact with France expires. Italy may find France challenging if they are not in the Axis. If Italy is in the Axis, and early war with France will spoil the war with Poland.
===Fall Weiss===
The German invasion of Poland in August 30, 1939 is an important date for Italy, either as an early warning of the wider war soon to come, or as the beginning of open conflict with the Allies due to an early join with the Axis. Italy has several important military objectives:
* Secure the Mediterranean Sea by taking Gibraltar and Suez.
* Defend Italian borders with France, possibly lead offensive assaults into France.
* Resolve North Africa strategy: abandon Libya and Egypt or engage in a North African campaign
===Sitzkrieg ===
After the invasion of Poland, Europe goes quiet for quite some time. Italy has a few options during this lull, starting with Yugoslavia. Italy has claims on Yugoslavian territories. Since Yugoslavia has several guarantees of independence, an early declaration of war (before 1939) is risky, and could embroil Italy into WWII with the Allies attacking, or could trigger war from Turkey, Greece, or even Germany. Therefore, war with Yugoslavia should only occur after Fall Weiss, and/or after Italy is prepared to go to war with the Allies. Full annexation of Yugoslavia within three weeks is achievable. With 25 total IC, Italy will gain 5 base IC in normal conditions, or 9 base IC in the event that Albini is the Minister of Security.
If Northern Africa has been successfully secured, a campaign against Southern Africa can be fruitful. No Italian controlled port is within 3000 km of South Africa, and taking Italian troops on ground throughout the length of Africa could easily take years. Thus, an alternate (quite challenging) method is to capture the Diego Garcia Island (from Port Massaua). This port island can take transports within range of Durban. While South Africa is not heavily guarded (SA has extremely low manpower), landing will be difficult.
== Strategy ==
Strategically, Italy has two primary objectives:
* Control the Mediterranean Sea (Gibraltar & Suez).
* Ensure the Soviet Union is defeated.
An Italy that achieves both objectives can play a significant role in ensuring the Axis rules the world. If either objective fails, Italy is almost certainly doomed.
=== Mediterranean Control ===
The most important key to a successful Italy is control of the Mediterranean. The most effective way to control the Mediterranean is through the capture of Gibraltar and Suez, preventing any new allied ships from entering the Mediterranean. With that accomplished, the remaining UK fleet will need to be destroyed, since the French fleet will disappear with the fall of France by Germany.
In HOI2, the most effective way to destroy the Royal Navy is through maintaining air superiority over the Mediterranean and making good use of Naval Bombers. By using Naval Bombers you will slowly whittle down the Royal Navy and after a series of heavy Port Strikes on Gibraltar, Malta and the Egyptian coast, the RN may well be grounded and you will be able to roam freely across the Med.
In DD & ARMA, control of the Mediterranean is more challenging. First, a Northern African campaign that removes all ports, including those in the Middle East, will considerably help. Next, waiting for several months as the Royal Navy runs out of supplies and oil helps greatly amplify Italy's tiny Naval force. Then, Naval bombers will help soften up the Royal Naval. Finally, Italy's starting navy can begin to sink the Royal Navy.
=== European Strategy ===
On this path, Italy's warfare focuses almost exclusively on the European theater, putting little, if any, resources into Africa. This could mean early war with Spain, Greece, and Yugoslavia. This path also requires Italian involvement in the war against the Soviet Union, to ensure Germany wins. This can be accomplished by joining German forces on their front lines, or by opening up a new front against the Soviet Union. One way to create a new front is to invade and Annex Turkey, which will provide Italy direct access to the Baku, oil rich region, in addition the the Black Sea. This strategy requires emphasis on land and bomber forces, and will entirely neglect the Navy. Italy's most pressing need when fighting the Soviet Union will be manpower, due to the sheer size of the land and number of Soviet divisions. A quick victory is imperative for the Axis. When manpower has been exhausted, focus on IC intensive units such as the air force. After the defeat of the Soviet Union, a Navy should be built.
=== African Strategy ===
Most of Africa is an infrastructure nightmare, meaning that troops will be low on combat efficiency (ESE), TC will be considerably stressed, and moving troops will be extremely slow: moving from one province to the next may take months!
Africa has some strategic value:
* Northern Africa has airbases that the Allies can be use to pester your forces.
* Northern Africa also has ports, and while the Royal Navy may be trapped after Italy controls the Mediterranean Sea, they will still be in supply, and able to harass the Italian navy.
* Central and Southern Africa have some good resources, including metals and rares.
An effective Africa strategy can be conducted with the following steps:
* Ensure Ethiopia is a puppet, and take military control of their armies. Use their armies to grab as much land in Africa as possible.
* Limit Italian military involvement.
* Use Infantry and Militia, don´t use MOT, MEC, ARM in the central African jungles and never use CAV in Africa.
* For Central Africa, use Marines if possible; for Southern Africa, use Mountaineers.
=== Fortress Italy ===
In this strategy, Italy essentially ignores the rest of the world, refuses to join the Axis or the Allies, and simply fortifies its home lands. This means abandoning Libya for pragmatic reasons.
Securing Italy's beaches is a relatively easy task, although it will require a fair amount of time and effort. Italy has a large number of beaches, which can be quite strongly secured with a three unit stack of: (a) infantry division plus artillery; (b) militia; (c) militia. Make a note of the "crossroads" provinces, ones that border 3 beach provinces. Perugia and Potenza are best. These are the provinces for Italy to store reaction forces: Armoured, motorized, mechanized, calvary, etc. With their speed, use them to rapidly reinforce beach defenders using the "support defense" mission. A Navy is not important since beaches can be more efficiently defended, and no Italian Navy could match the Royal Navy or the USN.
The most vulnerable location for Italy are its land borders. Eventually, the Soviet Union and the Allies will be on those borders, and they may declare war. Therefore, land forts are a necessity along Italy's Northern borders, combined with a strong emphasis on Interceptors.
=== Italy the Traitor ===
Italy can join the Allies! Most players would consider this gamey, just as attacking Germany or the USA in 1936, for example, is gamey. In any event, an Italy that joins the Allies, especially in the fall of 1941 when Germany has all forces on the Eastern front, can score an easy victory for Italy.
=== Roman Strategy ===
It is possible to get a 20th century Roman Empire. No doubt this is very gamey and ahistorical, but given Italy's numerous handicaps it is also quite a feat to accomplish. At the start of the game, make peace with Ethiopia and forget about them and Somalia for the rest of the game. Your troops will be spread thin enough as it is whithout defending their useless deserts. Start building two factories, and allocate the rest of your IC to reinforcements and upgrades while you shuttle your troops back from Ethiopia. You'll want to build around 10 factories as early as possible - that'll give you the 5th research slot when you annex Spain. Don't cancel the light cruiser that starts in your production queue, it is only 16 days from completion. Change your ministers to maximize IC and manpower bonuses. You will not join the Axis, as it would be a disgrace for the noble Romans to seek any sort of agreement with the Germanic barbarians. Merely sharing common enemies with them will be enough.
Ressearch will be focused on industrial techs at first. The cryptography techs are a must, even if they take forever to ressearch thanks to your bad tech teams. You also want the 1936 manpower techs as early as possible. You want to get to the small arms assembly line ASAP, and that means non-stop ressearch in this field. For your military you will need infantry, mountaineers, militia and cavalry. You'll never have enough TC to support large motorized formations so you might as well not try. Artillery will also be useful (and possibly SP-Art for your cav divs) to augment the strength of your relatively small armies.
Once these essential techs are ressearched far enough down the tree you can do Interceptors and Tac bombers, along with some air and naval doctrines. Just keep in mind that no matter how much effort you put into these, you'll always be a step behind your main opponents. Do not abandon your land doctrine. The infiltration assault path is perfectly suited to the forces you are going to field. Anyways you won't ally with Germany so it won't be possible to get all the blueprints for the spearhead doctrine. The diplomacy sliders should be moved to full hawk first, and then begin to move to full standing army. After that it doesn't matter that much since you'll either have won or lost the game. It will pay off to set the sliders to generate extra money and engage heavily in intelligence activities (to steal blueprints).
Your army should be organized into army corps of Mil/Inf/Inf. Militia is key as it bolsters your ranks significantly and you only have so much manpower to spare. Your navy is obsolete but some of it will be useful in shore bombardment duties. Assemble an 18 ship SAG with your 4 BBI's and 5 CAIII's, plus your 9 best screens. Then put some sort of a transport fleet together with the CAII'S and CLII's as protection, and disband anything that's left over. Submarines can be kept as they can be useful as pickets. Keep your starting air force, as it will be a long time before you can spare the IC to build more.
After your troops are reinforced and upgraded to 1936 infantry, you're ready to invade and annex Spain. This will open up a second front against France - which you will need. Once Spain is yours, you must build up your army as much as possible before the outbreak of WWII. Send some spies into France and build at least as many infantry divisions as they will (you can count your militia as an infantry div. for that purpose).
Guarantee the independence of germany so that when France and the UK declare war on them, you can DOW them without suffering dissent. When the war breaks out, you must beat Germany into France and deny them any conquests there. It really is a race against the clock, because you essentially need to wrap up the war before winter or the German blitzkrieg in the spring of 1940 will deny northern France to the greatness of Rome. Conquering France can be difficult, as they are likely to have a doctrine and cryptography lead on you. In fact the war with France is the most likely point where this strategy will break down. To secure victory you will most certainly need to have an excellent grasp of the combat mechanics and use every advantage you can. Since you're not allied with the german barbarians, Vichy France will not trigger and you'll get to keep it all.
One thing to keep in mind is that if you can find the spare cash to influence them you might be able to bribe the Axis minors into allying with you instead of Germany. This will really turn the tide against Hitler and when the time comes you'll be glad to have them with you instead of against you.
Don't forget to leave some troops in Africa to push the brits back to Suez and also a few divs in Spain to quickly seize Gibraltar. A goal of sealing off the Mediterranean before the new year is reasonable. Once France has fallen, redeploy your troops to Venice and launch an offensive into the Balkans. Again you need to do this before the germans have a chance to try so don't wait any longer than you need. You want to annex Yugoslavia and Greece. If you've gotten to this point, all there is left is Turkey and every province bordering the Med will be green. However you should probably wait until Germany is at war with the Soviet Union before declaring war upon the Turks. Since you'll have sky-high beligerence by then, your DOW might trigger them into attacking you. Common sense dictates that a war against both of these behemoths could only end badly for Rome. If they do declare war, at least they'll also be fighting each other so the situation will be a little more manageable.
Now assuming that you avoided war with Germany and the SU, there is one last nut to crack: Londinium. Before you can safely try this you need to modernize your navy and build a sufficiently strong surface fleet to support the landing, which will likely take years. Look up the German strategy page if you need to know more about invading England. So essentially you're left with a lot of time to kill and a huge empire to pacify so you'll likely need to build lots of garrison divs. You may want to try to take France's overseas territories (so you can annex them) and keep your military on guard in Africa and the Middle-East as a British offensive from Iraq is not completely out of the question. In fact taking Iraq would be a good thing to do to occupy your time as your new navy is being built. Speaking of which - a 30 ship SAG of 13 CA'S, 2 CVL's and 15 DD's (all 1941 models) should be up to the task. If you're lucky you'll have captured some transports from the french ports, but most likely you'll need to build some of those as well.
After England has fallen you will have most of the land that was historically comprised in the Roman Empire. At this point, depending on the strategic situation in Europe, you might want to try to take on Germany. If they're losing on the eastern front (which they most likely will, considering you have denied them almost everything else), it might be possible to blitz into their industrial heartland and cripple them significantly before they have a chance to bring reaction forces back from the East.
There is also the possibility that your conquests confuse the German AI enough that it will never attack the soviets. In that case you need to keep in mind that you will face 150+ divs and that the germans will have a huge doctrine advantage on you until you ressearch the 'infiltration in depth' tech. Assuming everything has gone as planned your army is probably around 100 div strong at this point, so a considerable expansion will be required. Another problem arises from the fact that your army is almost entirely soft and that you have nothing to counter the german armor effectively. Building armor is not an option because TC is already way too overloaded, so the best bet is probably to build some of the otherwise useless AT brigades for your infantry. This will give your army some punch against the panzer divs without adding more TC load. Moreover, infantry divs brigaded with AT will retain full benefits from the infiltration doctrine while armor would not.
Alternatively, although this is beyond gamey, you can edit a saved game and add all your new conquests as national territories (simulating a unified Roman Empire). This will bump your IC into the 300's, quell all dissent, and turn your TC back to a 'green' figure (and you probably haven't seen that since 1938). Now you can safely take on Germany and the SU. At the same time.
Addendum : After some testing, the general strategy was shown to work. In the test game the war with France was nearly disastrous but succeeded in the end. Turkey can be attacked/annexed before 1941 and Germany had almost defeated the Soviet Union when I attacked - and successfuly defeated - it.
{{Anthology}}
[[Category:National Strategy]]
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Italy strategy
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Germany Strategy Guide
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{{Country guides}}
{{GermanyStrategyGuides}}
__TOC__
==Overview==
Germany is one of the most played nations in HoI2. Using AAR production as an indication of popularity, Germany is #1 with hundreds of AARs on the Paradox boards. USA is in 2nd place, and the USSR in 3rd place, neither with more than one hundred. The reason for this is probably that Germany is a nation with great potential that was foiled historically and people enjoy ahistorical success. Success with Germany for veteran players is fairly easy, even on very hard difficulty. For beginning players, Germany can be a challenging nation.
Germany is fairly heavily event driven. With technology, production, economy and politics set up properly, the game can run more or less hands free for the first 3 years. Events will benefit Germany immensely, so wait for them to happen, largely in 1938 and 1939. Events will also lead Germany into war with the Allies, on August 31, 1939. By that date, Germany should be fully prepared for war. Note that even veteran players of HOI2, for the most part, abide by historical events at least until war with Poland.
==Technology==
Germany has the best research teams in the game which allows Germany to be considerably far ahead of all her rivals in research. For example, assuming Germany ignores Tank Destroyers and Anti-Tank Artillery (considered worthless units in game), by May, 1937, it is possible for Germany to have researched ''every'' 1936 and 1937 technology. By January 1, 1939, Germany is capable of having researched every 1938 technology as well, with the only exception being aircraft carriers, which are not commonly used as Germany. Advanced players may take different routes, such as tech rushing key technologies. Since Germany's teams are so strong, researching technologies 1 year in advance is comparatively easy. The only point of weakness in German research is in the Navy.
''' Industrial Research '''
I.G. Farben is the best manufacturing tech team in the game. Use them for all your manufacturing research except Production Planning, which only requires management so use Erich Von Manstein (level 9 and has management) while I.G. Farben researches Production Control. Every industrial field should be researched as Germany with the exception of Radar.
Three tech-teams should be put on the following Industrial Research at start:
* Basic Machine Tools
* Agrichemistry
* Basic Computing Machine
''' Infantry & Armor '''
Infantry and Supply are the most important research topics here. Mountaineers are helpful in winter fighting, and marines are helpful for Sea Lion. Paratroopers are generally not worth it. Light and Medium Tank research is important for Germany. Static Anti-Air could also be important if Germany doesn't plan on invading England.
''' Naval & Naval Doctrine'''
Germany does not require a Navy to defeat the Soviet Union, which is the most important objective. A Navy is useful, however, for invading England and even the USA. Germany's Naval tech teams are its weakest area, in addition to its naval doctrines, which are not conductive to a surface fleet. A typical German navy will focus exclusively on submarines for convoy raiding. A player that seeks to make Germany into a Naval Superpower would abandon the Sealane Interdiction doctrine, and likely go for Fleet-in-Being instead.
''' Aircraft & Air Doctrine '''
Germany's air research teams are good enough that it is possible to keep up to the latest technological level with five of the eight aircraft types, in addition to nearly up to date research on all air doctrine technologies for a player that devotes a serious effort to it. For basics, however, Germany needs to only focus on Interceptors, Close Air Support, and Tactical Bombers to be highly successful.
==Diplomacy==
===Alliances===
Germany will be able to enlist several nations into the Axis throughout the course of the game. Through events, Germany can get Hungary, Romania, and Bulgaria into the Axis. Finland, Vichy France, Japan and Italy can manually be asked to join the Axis beginning in 1940 with relatively high degrees of success. Germany can also manage to convince some nations to join the Axis before the start of war (August 31, 1939), without using coups. While the list below seems fairly large, Germany will only be able to focus on a few nations in a game due to the costs involved in influencing nations. Generally, the most strategically important allies from the below list are Nationalist Spain and Turkey.
{| CELLPADDING=10
|- VALIGN=top
|
Reasonable chance (above 10% at 200 relations):
*Nationalist Spain (during Spanish Civil War)
*Portugal
*Argentina
*Turkey (before 11/1938)
*Yugoslavia
*Japan
*Greece
*Afghanistan
|
Low chance (below 10% at 200 relations):
*Persia
*Venezuela
*Peru
*Guatemala
*Siam
|}
===Sliders===
Germany's starting sliders are below average. Fortunately, Germany will receive events that shift Germany fully to Hawk Lobby and Interventionism by 1939. Thus, adjusting those sliders is not necessary. Therefore, Germany's first slider moves should be towards Central Planning: Germany is unable to move to free market due to its Authoritarianism. This shift requires 4 moves (1936, 1937, 1938 & 1939) in order to attain the valuable 25% IC bonus. Once this is achieved, in 1940, Germany should begin the move to Standing Army in order to get the experience and organization bonuses. This can be accomplished by January, 1942.
===Ministers===
Germany's starting ministers have fairly good [[Minister Traits|traits]], but the setup can be improved. A few obvious changes should be made before occupation of the Rhineland: Minster of Security: Gurtner; and Armaments Minister: Schacht (10% IC bonus). Also Head of Intelligence to Oskar von Hindenburg is a good idea if Germany is planning on influencing countries.
In 1937, switching the Foreign Minister to Ribbentrop is a good idea if Germany plans on influencing countries.
In 1938 Germany might want to switch the Chief of Staff to Erich Hoepner (5% Armour and artillery research and artillery construction bonuses) until the war starts.
In 1939, Germany should switch to Minister of Security: Daluege in order to benefit from +15% foreign IC use. When prompted for Schacht's resignation by event, refuse due to his excellent 10% IC bonus. Chief of Staff Ludwig Beck is a decent Chief of Staff (Land Unit speed +10%), but not an obvious or necessary early pick. Germany also already has quick land forces and switching to Fritz Bayerlein (+20% organization regain) is probably the better choice here. In Armageddon, Germany should also switch to Head of Intelligence: Hans Oster in order to benefit from his 5% IC bonus.
In 1941, switching to a Guns and Butter Chief of Army, like von Blomberg, will improve the supply and TC situation.
For Naval Minister, the best pick depends on the naval policy:
* '''Decisive Naval Battle''' is best for conventional [[Surface Action Group]]s and [[Surface Action Group#Cruizergs|Cruizerg]] fleets, but hurts carriers, available at start.
* '''Open Seas''' is best for convoy defense, but makes subs more vulnerable, available at start.
* '''Indirect Approach''' makes subs and BCs hit harder, but makes transports and destroyers more expensive, available from 1939.
* '''Base Control''' makes marines, transports and destroyers cheaper, but also makes cruisers more expensive and hurts the offensive power of BBs and BCs, available from 1940.
* '''Power Projection''' is not available for Germany.
For Air Force, '''Army Aviation''' and '''Air Superiority''' are both good choices, but the NAV construction penalty with Air Superiority makes Army Aviation a better pick. Both are available at start. Access to a '''Carpet Bombing''' minister is gained in 1939 - which may be useful if a long strategic bombing campaign against UK is planned. However this requires research in relevant aircrafts and doctrines. '''Vertical Envenlopment''' and '''Naval Aviation''' ministers are gained in 1944 and 1945.
See also a complete list of [[German Ministers]].
==Intelligence==
Germany can make decent use of spies. Stealing blueprints will be only marginally helpful, since Germany is usually far ahead of all its adversaries in research. The best use of spies for Germany is simply to identify troops levels in enemy nations, and to avoid having spies within Germany. Japan, the UK, and the USA are all reasonable targets for blueprint stealing -- any other nations are sure to be far behind Germany in their research.
==Economy==
Germany has a very strong economy that can rival the USA in time.
===Trading===
Germany has a general need for rares, oil, and metal, thus trading should secure those resources, and preferably build large stockpiles. To some extent, Germany can trade excess energy for supplies, which helps redirect IC elsewhere. Germany's strongest trading partners:
* Soviet Union: trade energy, supplies, and cash for metal and rare materials
* Romania: Will trade supplies and oil for energy.
* Italy, Bulgaria, Finland, Switzerland: Will trade supplies for energy
* Brazil: get some rare materials in exchange for energy and/or some supplies.
* Venezuela: offers a lot precious oil in exchange for supplies.
===Industrial Production===
The majority of Germany's IC capacity should go into factory building. Upgrades should be ignored until 1939, since Germany will advance several technologies over the course of the first few years, and will thus benefit from the leap-frog effect. At a minimum, Germany can create a parallel run of 12 factories, with at least 2 serial runs (e.g. 24 new factories by December, 1937). Advanced players sometimes perform 3 serial runs of factories, but this requires a very rapid buildup and organization of your armed forces in 1939, which can be challenging for new players.
==Military==
===Army===
The majority of the German Army (Wehrmacht) should consist of infantry. [[Militia]] can also be helpful if used properly, since Germany has a need for defensive divisions to hold front lines (especially against the Soviet Union). An efficient Infantry/Militia mix for defensive lines is a 9 division army of 4 militia and 5 infantry. Ideally, around 75% of the German Army should consist of infantry/militia before the onset of Barbarossa, with the remaining 25% being tanks and motorized infantry. Building too many tanks is a common mistake for new players, due to high fuel/supply costs and TC load. Unless, of course, you are playing ''very'' historical and seek to emulate the failures of Germany! As a general rule, Germany may have oil shortages (exacerbated with a heavy emphasis on vehicles), and will definitely have TC problems as the invasion of the Soviet Union progresses.
[http://forum.paradoxplaza.com/forum/showthread.php?t=346656 Additional Reading]
===Navy===
The German Navy (Kriegsmarine) has two practical/realistic options:
* Limited Navy: This is the historical route of building U-boats en-mass (the 1938 submarine is a key component). Submarines can be used (in DD) for very successful convoy raiding on England. Doing this will simply hurt England's military overseas (Africa and India). In some sense, this is not a very important strategic goal for Germany, even though convoy raiding can be very successful (see Blue Emu's "Are Submarines Worthless" thread). In ARMA submarines are more powerful, and when serving in large wolf packs (30 sub stacks), they can seriously damage nearly any opposing fleet.
* Surface Fleet: Germany can abandon the [[Sealane Interdiction]] doctrine favored by submarines, and go for the [[Fleet-in-Being]] doctrine. On this route, Germany can build Battleships (SHBB & BB) and use destroyers as screens. This requires considerable time and investment, but when combined with light carriers, Germany will be a formidable Naval power.
===Air Force===
The German Air Force (Luftwaffe) has a large variety of options. Generally, an emphasis on TAC and CAS bombers is the most effective use of firepower against land forces. These will help the German Army significantly eliminate enemy divisions in mass, effectively negating the manpower advantage held by adversaries such as the Soviet Union. Meanwhile, Germany can be successful with large numbers of INT in order to defend against frequent Allied bombing attacks. Since German strategy is contingent on fast conquest of enemy land, STR bombers are not particularly useful. They are also more expensive to build, unless the Chief of Air Force is switched. Later in the game, adding FTR is recommended, since the short range and the upgrade path of INT will hurt during World conquest campaigns.
== Events ==
These events do more than what is specified below, but this is just a summary of the major effects. All events have triggers that will normally trigger unless Germany does something erratic, like starting the war ahead of schedule. Since these events are so helpful to Germany, most players play historically through events.
''' Re-occupation of the Rhineland: '''
At the very start of the scenario, you need to move at least one ground unit to Cologne. This will trigger an event called "Re-Occuptation of the Rhineland" which will give:
* +1 Hawk Lobby
If you dont trigger this event, you will recieve "Great War Manifestation" events that give you +3 dissent until you move a unit into Cologne. So dont wait! You have a unit nearby when the scenario starts, just march in there.
''' Anschluss of Austria: '''
March 1938: Assuming you make the historical choice and the AI accepts:
* Annex Austria
* +1 Authoritarianism
* +1 Hawk Lobby (occurs when Austria accepts, not in original event)
''' Treaty of Munich: '''
September 29th, 1938:
Assuming you make the historical choice and the AI accepts:
* Annex Sudetenland
* +1 Hawk Lobby
* +3 Interventionism
* +1 Hawk Lobby (occurs when Czech accepts, not in original event)
''' The End of Czechoslovakia: '''
March 14th, 1939:
Assuming you make the historical choice and the AI accepts:
* Annex Czechoslovakia
* Create puppet Slovakia OR give territory to Hungary and they join Axis
* +1 Interventionism
* +1 Hawk Lobby (occurs when Czech accepts, not in original event)
''' Claiming Memel: '''
March 23rd, 1939:
Assuming you make the historical choice and the AI accepts:
* Lithuania cedes Memel province
* +1 Interventionism
''' Total Domestic Policy Shift '''
Assuming Germany makes all the historical choices and the AI always accepts:
* +1 Authoritarianism
* +5 Interventionism
* +5 Hawk Lobby
This is sufficient to totally max out the Hawk Lobby and Interventionism Sliders
==War==
Since Germany is the most event driven nation of the game, most players (noob and veteran alike) conduct war on the basis of events. Since Germany is a major power, however, early war is a possibility, including [[Germany Early Annexations |early annexations]]. Generally, however, early war is viewed as gamey and too easy for Germany.
=== Condor Legion: Spanish Civil War ===
On 18 July 1936, the Spanish Civil War (SCW) breaks out. Nationalist Spain will likely loose without German intervention. While the intervention by event helps, Nationalist Spain will typically require direct intervention of the German Army, which means war with Republican Spain. A friendly Spain serves two strategic goals for Germany:
* Access to Gibraltar, which allows Germany to help seize control of the Mediterranean Sea for [[Italy]].
* A soft underbelly to France, making the invasion of France easier.
Historically, Nationalist Spain was neutral in the war and German intervention was limited. Involving Germany in the SCW is by no means necessary, and is generally only used by players seeking total dominance. Also it changes the french ai to a more aggressive one and thus ensures an early DOW from France.
=== Fall Grün: Czechoslovakia ===
Generally, Czechoslovakia can be annexed and made into a puppet entirely through events, as happened historically. On rare occasion, however, Czechoslovakia will refuse German annexation plans, and Germany will be forced to choose to let well enough alone or fight. The Czech army is not a concern due to its very limited size, but its forts in the Sudetenland are very powerful owing to a level 10 size, and hilly terrain. Ostrava, Brno, and Bratislava all do not have forts and border Germany. Thus, this underbelly makes victory fairly swift and relatively easy because the Sudentenland does not have any victory points.
=== Fall Weiß: Poland ===
On 1 September 1939, the war with Poland and the Allies begins by event. Germany will need enough troops (around 6 divisions each) in the three provinces bordering France to protect her Western front. Defeating Poland is possible within two weeks. The [[HQ Units in Action]] strategy guide provides an excellent guide in the effective use of HQ units, combined with armor and motorized infantry, in order to quickly annex Poland.
=== Fall Gelb: France ===
After Poland is annexed, Germany's next significant target is France. In order to get to France, an invasion of the low countries is necessary. Strictly speaking, only war with Belgium is necessary. An invasion of the Netherlands provides Germany IC and large supply stockpiles after the capture of their capital. While neither nation can be "annexed" by taking their European holdings, events fire that ensure Germany receives their European land as "national" provinces.
The invasion of the Low Countries and ultimately France can begin as soon as forces arrive from the defeat of Poland; e.g. sometime in October, 1939. Historically, Germany waited until May, 1940, when weather conditions were more favorable. This can be a problem for inexperienced players attacking too early, and make for some good, early lessons for what not to do when fighting the Soviet Union! Veteran HOI2 players are able to defeat France in less than 2 weeks, primarily through the use of around 5 - 10 tank divisions.
The primary intent of a successful Blitzkrieg is a spearhead attack that cripples the enemy. This means a direct spearhead to Paris. It is possible for the invasion route to go through the forests of France (Liege -> Reims -> Compiegne to Paris), however tanks do quite poorly in the winter in the forest. A more tank friendly route is Ghent -> Lille -> Amiens -> Paris. Once Paris is captured, German forces can branch out in all directions to make a dash for land. When France looses enough territories, it wil surrender.
The event asking for the creation of Vichy France can occur if:
* Paris is not under France's control.
* France lost 25% of its national provinces.
* Germany is at war with France.
* Germany is not at war with Soviet.
* The year is before 1942.
* France is not a puppet of Germany.
* Vichy is not a puppet of Germany.
The event has 25% chance of triggering every 3 days. If France loses at least 40% of its national provinces, the event will automatically trigger. Note that the AI France has 3% chance of rejecting the creation of Vichy. If this happens, Germany is forced to occupy the entire French territory. Accepting the creation of Vichy if the best move for Germany, since it provides Western France as national provinces and drastically lowers dissent, while also providing a reasonably powerful ally.
=== Weserübung: Denmark and Norway ===
This is completely optional.
The advantage of capturing Denmark is rendering Baltic Sea unreachable by UK’s (and later USA’s) navy as well as giving you a launching pad to the American continent (provided you do not let Denmark surrenders event to trigger, see below). However, the benefit from Norway is much more subtle. You only gain a low amount of resource and a not very feasible route to the USSR. The best reason why you want to invade Norway is probably because it is part of operation Fall Weserübung. The additional ports might also be useful if you decide to go for starving Britain with submarine warfare.
A very easy way to defeat Denmark is to capture the province Kolding. There is 99% chance that Denmark will ask for cease fire and then a few days later Denmark is annexed “peacefully” by Germany. Unfortunately if you take this path, you will lose Greenland and Iceland to USA. See the method on how to prevent it in [[Germany_Strategy_Guide#Annexing_Denmark_with_Greenland_and_Iceland|tricks]] section.
Revisiting Norway, a simple and low-risk means of capturing it is by first taking Sweden. This may be accomplished with relative ease by landings just north and South of Stockholm supplemented by an attack from the Odense or Copenhagen. With Sweden in hand, simply walk into Oslo and Narvik from the adjacent Swedish provinces. Alternatively, capture Oslo and Narvik with paratroopers, then annex Norway immediately.
=== Directive 25: Yugoslavia, and Operation Marita: Greece ===
This is completely optional, if you do not wish to invade them, skip right to USSR section.
Securing Yugoslavia and Greece is useful since it makes your allies stronger and gives you access to the Mediterranean Sea. After the annexation of Yugoslavia, you will receive an event that allows you to create Croatia. Creating it will remove some TC burden as well as gaining more manpower and three divisions, making it a good option.
Greece may provide a little harder challenge. It is relatively easy to conquer all of the VPs except the last VP in Crete. The best way to capture it is probably by sending paratroopers on airborne assault. Amphibious assault may prove to be difficult if you or Italy has not neutralized UK’s navy.
=== Operation Barbarossa: Taming the Bear ===
*''See the article [[Germany Strategy- Taming the Bear]]''
==== The Bitter Peace ====
Conditions that must be satisfied to trigger bitter peace:
* Germany controls Paris.
* Germany is not at war with Italy and Japan.
* Do not sign the Tripartite pact with Japan if you intend to attack the USSR without them. Just sign it with Italy.
* Soviet does not control these provinces:
** Leningrad (one of the northern provinces, very close to Finland)
** Moscow
** Stalingrad
** Baku (southern province, next to Persia)
** Sverdlovsk (in Trans-Siberia railway, quite far away)
If you fulfill those conditions, there is 5% chance every week that Stalin may sue for peace. When the event triggers, there is 90% chance USSR will surrender and Germany will obtain a large amount of provinces. Unfortunately if Soviet refuses, the war goes on and you may need to annex USSR to claim victory. The refusal message is:
Soviet Union went with Fight to the bitter end! in Sue for peace with the Germans
There are two Bitter Peace chains, one with Japan in the Axis and one without.
*Without the Tripartite pact being signed by Japan and without Japan in the Axis, # Sue for peace with the Germans, event 2624 SOV starts the event chain which is completed by the Germans accepting it: event 2024 GER # Stalin sues for Peace (Japan is not Axis).
* Providing Japan is in the Axis (and at war with Soviet), Sverdlovsk is not required. But Soviet must lose Vladivostok (next to Japan's Korea). Event 2645 SOV which triggers event 2046 GER
* There is a third and somewhat unusual Bitter Peace if you are not at war with the Allies (UK, France and USA), you only need to conquer 25% of the Soviet national provinces (note that Eastern Poland provinces are not Soviet's national provinces).
==== The Bitter Peace in Doomsday ====
The ideas are generally the same, but there are some significant differences in Doomsday:
1) The Tripartite Pact is now irrelevant. Offer it to both Japan and Italy since there are no Bitter Peace problems.
2) If Japan is Axis or fighting the Soviet Union, the 5th Russian province can be either Sverdlovsk or Vladivostok. The other 4 needed Russian provinces remain Baku, Leningrad, Moscow, and Stalingrad, and either Germany or Vichy France has to own Paris.
3) The AI has to accept the Bitter Peace, there's now a 100% chance of the AI accepting the Bitter Peace once it fires.
4) The % chance for the event to fire has been increased to random = 35 meaning that it should fire in 3 or 4 weeks, but there is no guarantee that it will fire, just a much increased chance that it will fire. Also the time interval between checks has been changed from every 7 days to every 10 days.
5) Other conditions such as Paris not being controlled by France are still the same. Either Germany or Vichy must control Paris.
6) When the Bitter Peace fires, you get 150 provinces at only 2% base partisan levels with a dissent reduction of 50%.
=== Gibraltar ===
There are two ways to reach Mediterranean Sea, from Gibraltar and Suez. Having these two provinces will mean the whole sea is in your control. The problem with capturing Gibraltar is that it is not possible to conduct amphibious assault there. You may try using airborne invasion, invite Spain into your alliance, ask military access to Spain (almost impossible) or invade Spain (best for practical reasons).
During the Soviet war you should try to work on Spain and getting them into your alliance. If they do join then take control of Spanish army and capture Gibraltar with them. Failing that, you need to declare war on Spain in order to obtain Gibraltar.
Alternatively, intercede on Nationalist Spain's behalf during their civil war. Do this by first guaranteeing their independence, then declaring war on Republican Spain (who has a province next to Gibraltar). This will make Nationalist Spain want to join the Axis. Now, you can either just help them win the war, or, if you're a greedy one like me, use the Nationalist Spain fleet to transport your armies (use Send Expeditionary Force to allow them to board) to the southern end of Spain and from there conquer Republican Spain for Germany.
Gibraltar is frequently unguarded, so you can alternatively capture it with paratroopers from Bordeaux, saving you the intervention in Spain.
=== Reaching Africa ===
After the fall of Gibraltar, the most important British territory in Africa is Suez. Controlling this will mean controlling Mediterranean Sea. There are a number of feasible ways to reach Suez:
* Annex Turkey or Persia and then Iraq (slow because of the poor infrastructure of these regions)
* Annex Turkey or Greece to open more ports (you can launch amphibious landings on Alexandria from Athens)
* If you have a strong navy, put him under Grand Admiral Raeder and make amphibious landing in Africa
If you manage to land in Africa with sufficient force, you can chase them out of the continent for good.
=== Operation Seelöwe: Great Britain ===
This can be done before or after gaining complete control of North Africa or even just after the creation of Vichy France. To invade UK successfully you need either a large surface navy (with two or more carriers) or a navy full of submarines. Other units that will prove useful are marines, fighters/interceptors, naval bomber and tactical bomber.
Southern and Eastern provinces of British island are the natural choices for amphibious landing. The best province depends on the province's garrison as well as its adjacent provinces' troops. If the province is lightly defended but an adjacent province has a very large army, you should think twice since that large army may obliterate your landing troops. To see the number of troops in provinces that do not have coast line, use fighters on air superiority over the areas where those provinces at.
The landing party should consist of three marine divisions. Sending more than three divisions will reduce the effectiveness of the whole invasion. Make sure to put the tactical bomber on interdiction and fighters on air superiority to get a beachhead. Since the specific province that is going to be bombed is decided by AI, you may need to follow where your bomber goes. It is not very nice but it works. Success in doing it will spell the doom of the British island.
Another effective way to gain a beachhead is to move your invasion forces next to Cardiff, land paratroopers there, and sail your forces to the now peaceful port. Why? Because Cardiff has no beach to land on, the AI does not defend it, so you can easily capture it with just 1 paratrooper. If landed at nightfall, you will have till dawn to move your transports into the port. No amphibious assaults needed! Another good province for an airborne assault is Norwich, from where you can easily strike at the heart of England.
It may be a good idea if you combine operation Sealion with invasion in Ireland and Iceland (if you did not try to [[Germany_Strategy_Guide#Annexing_Denmark_with_Greenland_and_Iceland|keep]] it). Iceland will serve as a good launch pad for further invasion on Greenland and America.
=== Made in India ===
With British island gone, African possessions ransacked, only India left for UK. The best attack route is from Persia. There is an event that can lead to UK's surrender. The conditions are:
* Paris is in German hand or Germany is not at war with France
* London is captured by Germany
* UK lost at least 75% IC
* UK lost at least 75% VPs
* Germany is not at war with Soviet
* Germany is not at war with USA
UK has 50% chance to accept it. If it does, UK will surrender a number of provinces to Germany, Italy, Canada and USA as well as liberating Lebanon, Egypt, India and Jordan. Chances are if you are able to trigger the event, you can completely annex UK very easily. Because of this reason and the fact that the benefit of accepting the peace is very small, it is a good idea to strive for total annexation of UK.
=== USA ===
It is very difficult to land directly in US coasts. An easier route is from Canada. Capture Iceland, Greenland and then proceed to Canada. If you manage to stockpile troops in Canada and invade USA's mainland, you will see that its defence is very weak. The problem with invading the North American continent via Canada is Canada's poor infrastructure. An alternative strategy that doesn't slow your forces down is to capture Newfoundland and from there parachute into Boston. Use Boston as a beachhead for landing your invasion force (which should be in the region of 100 and above divisions). Strike fast at New York and Washington - New England is the USA's industrial heartland. After an intense initial battle, the rest should be a walkover.
There is an event that allows German Player to demand USA's surrender. The conditions of USA surrender to Germany are:
* USA lost at least 75% IC
* USA lost at least 75% VPs
* Germany is not at war with Soviet
* Germany is not at war with UK
There is 50% chance that AI USA will accept the offer. If it does, Germany will receive three provinces and there will be a large change in USA’s government. Else you can always spend a few more months to annex USA.
=== What's next? ===
Conquer the world! If you need more time, use the no time limit mod in [[Utilities|utilities]] section.
== Miscellaneous ==
=== Advantages ===
''' High Quality Tech Teams '''
* I.G. Farben is the best manufacturing research tech team in the game.
* Konrad Zuse is one of the best cryptographic research tech teams in the game, ensuring further dominance in research.
* Top Tier tech teams for all other areas except Naval Doctrines.
''' Strong Stable Industrial Base '''
* Scattered industrial areas difficult to effectively bomb strategically even from England.
* Pre-War industry in top tier allowing long build up.
* Easy conquests of IC rich areas (Essentially All of Continental Europe).
''' Excellent Starting Land Doctrines '''
* Only one Land Doctrine to research between 1936 and 1939 to have best land doctrine in the world available at the time.
''' Good Consumer Goods Income '''
* Even producing the minimum consumer goods available, peacetime revenue is sufficient to support extensive espionage.
''' Excellent Leaders '''
* Start with large numbers of 3-5 skill generals of various rank.
* Top tier air generals (not better than England, but damn good).
* Top tier admirals (again, not better than England, but good).
* Including Rommel, Manstein, Guderian etc
''' Good Starting Units '''
* Larger starting army than any European power except USSR.
* Large starting airforce
''' Optimal Domestic Sliders for Warfare by 1939 '''
* Lots of free event-driven movements towards Hawk Lobby & Interventionism.
* Player can use their manual slider movements as they wish without being beholden to Hawk Lobby or Interventionism.
* Free DOWs available relatively quickly allows conquest of numerous minor nations without dissent.
''' Flexiblity to choose from a wide range of Force Compositions '''
* Flexible starting forces & solid industry enable the player to build whatever army/navy/airforce compositions they want.
''' Good Historical Events '''
* No huge dissent events.
* No events force-switching or killing your good cabinet members.
* Free annexations via event
* Free declarations of war via event, like ''Danzig or war''
=== Disadvantages ===
''' Weak Allies '''
* Poor quality expeditionary divisions from allies.
* Poor quality tech teams for allies.
* Few in number with low IC prevents good blueprint trading from occuring.
''' Enemies with far-flung possessions that are not easily annexed '''
* UK possesses tiny islands all over the world with victory point values
* USSR has enormous territorial depth. Germany must reach Pacific to annex.
* USA seperated from Germany by huge ocean and strong navy with enormous IC power.
''' Relatively Poor Starting Naval Forces '''
* Without substantial investment, no possibility of victory vs major rivals.
''' Limited access to Naval Doctrines and mediocre naval doctrine tech teams '''
* Kriegsmarinewerft is a good naval unit tech team, but Raeder is your only really good naval doctrine tech team.
* Only access to a few carrier enhancing doctrines useful in the late game naval war vs USA.
''' Must stand alone vs enemies with enormous manpower reserves '''
* Even with immediate research of manpower boosting techs, very difficult to match Soviets or USA in divisions.
* Poor planning can cause you to exhaust your manpower pool and find yourself unable to reinforce your units, much less build more.
''' Poor Raw Materials production pre-war '''
* Peacetime trading strategy must be focused on acquiring [[Rare_Materials|rare materials]], usually at the price of supplies (i.e. purchased with IC).
* After expanding throughout Europe, less of a problem. Especially after extensive stockpiling of resources during peacetime.
''' Mediocre Metal production '''
* Can be mitigated through numerous energy-for-metal trades with minor nations (Sweden makes a 1-for-1 offer every couple months).
''' Located in the center of Europe '''
* Although this makes it attacking easier, it also means Germany is surrounded by enemies.
* Multi-front situation can be managed if Operation Sealion is successful before 1941.
==Gamey Tactics==
Germany has a variety of [[gamey tactics]] possible.
=== Germanic Ireland: Totally Optional===
When the game starts, build a whole bunch of transports and create about 2 Tank divisions, 3 Militias, and about 2 infantry. (Ireland is only given one infantry division so you can easily bomb rush them). quickly board up your troops and head toward Ireland. This will create you a small navel base to attack the british mainland. It will help you attack Brest and having a 2 sided french attack.
== Germany multiplayer strategy ==
=== Prolog ===
Have you ever tried to play with Germany and for some reason lost in multiplayer game? It will change now. The main point is, that you have to build a very strong and speedy army. You can't only focus on infantry. Of course you need them, too, but what you really need (especially against Soviet Union) are motorized and armored units. If you follow my instructions, you will be very strong opponent in the future.
=== Blitzkrieg ===
At the beginning build factories. Only factories. When the war breaks out, you don't have much army but enough to invade Poland. Then, start to build 6 motorized units and 3 armored units, and airforces and some infantry. When you attack France in 1940, there is just no way you could lose, because your army is so tough. French infantry just can't do much against them. You should attack the Soviet Union in 1941. Just keep pumping more armors and mechanized/motorized units. And when the battle begins, use blitzkrieg. Use all your airforce to destroy the enemy's poor infantry, and move forward with your units. You'll see that this strategy is very simple and effective.
== Year 1939 –40 Invading Poland and France ==
Invading Poland should be easy thing to do, altough your army isn’t so great yet. Remember to leave some garrisons against France. It is always good to remember necessary defence. But the main point against Poland is your airforce. Bomb enemy units down and then you won’t lose so much manpower either. When Poland has been annexed you should immediately start to move your units against France, but don’t attack yet. Just wait. But during this ‘phony war’ you should start to build very tough army. First of all, start to pump 3 tanks and 6 motorized infantry + headquarters and some infantry (and CAS!!). With this strategy you will see that France will surrender very soon. If player who plays with United Kingdom transports all his/her allies there, they can’t fight against your tanks. This is so obvious, because tanks have so good toughness and with self propelled brigades they are almost impossible to destroy. BUT!! You have to be careful that you don’t use your tanks and motorized units wrong. Don’t try to attack through mountains or mud or you will ruin everything. With this strategy weather is very important. So when you attack to France (after you have invaded Denmark [don’t attack to Norway]) just invade Netherlands and Belgium and push forward to Reims. Just bomb enemy’s separated units and try to force him/her to move his/her units to Reims. The you have to be speedy. Attack with 8 CAS at night and 8 in morning. Then, concentrate 11 tanks+ HQ + 15 motorized + 20 infantry to Reims, and use some good panzer general. Then, you’ll see, you can’t lose. Then push forward to Paris, and try to destroy as many Britons you can.
== Year 1941 – Operation Barbarossa ==
COMING SOON
[[Category:National Strategy]] [[Category:Germany Strategy]]
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{{Country guides}}
==Overview==
{{Anthology}}
[[Japan]] must expand to thrive. Japan has the second weakest industrial base of all Major powers (better only than Italy), and limited resources. Japan is one of the most challenging, and also the most fun, major power to play because it requires a mastery of land and naval warfare. The need for expansion is not optional, as Japan will drive deep into the mountains of China to the jungles of Indonesia, and if successful far beyond.
==Technology==
* Industrial: Japan's highest priority are techs that boost IC, IC efficiency, production time and research efficiency. Generally, oil conversion techs are also important due to Japans lack of this resource. Try to always be a step ahead with decryption and encryption techs, as these will help you win naval battles. Manpower techs might be good, but if you choose to rely on puppets to supply the bulk of your infantry, these techs can be safely ignored until later in the war.
* Infantry: Good infantry and marines are essential, while cavalry and mountaineers are good but not necessary. Japan do begin with quite a few cavalry divisions, and it might be worthwhile keeping them up to date.
* Air force: Fighters and tactical and naval bombers are most important due to the great ranges necessary in Asia and the Pacific, but you can also build airfields near expected fronts and research interceptors and CAS.
* Navy: Aircraft Carriers and up-to-date support ships are a must, with Admiral Isoroku Yamamoto Japan can easily rival the US in leading the world in Naval Doctrine techs.
See a complete listing of all [[Japanese Tech Team]]s.
==Diplomacy==
===Alliances===
Japan begins the game with a puppet state Manchukuo, which is also its first ally. During the invasion of China, Japan will be prompted to create Mengukuko as a new puppet, which is always a good choice. Later in the game, Japan must decide whether or not to join the Axis. Joining the Axis too early is dangerous, as it will embroil Japan in a war against the Allies, and later, the Soviet Union. For these reasons, Japan does not typically join the Axis.
===Sliders===
Japan receives several free slider moves. Assuming a historical direction, Japan will have 6 hawk moves and 6 interventionism moves by 1939. Since only 2 of each are needed in 1936, both can be safely ignored. Therefore, early slider moves are best towards Central Planning, which will provide immediate IC bonuses. With Central Planning maxxed by 1937, in 1938 slider moves should drive towards Standing Army.
===Ministers===
Japan begins the game with decent ministers, but fortunately a good pool of alternatives. If Japan will listen to the demands after the 2-2-6 incident, no initial minister changes are worthwhile.
* '''Chief of the Army:''' Satoru provides a -15% supply consumption bonus
* '''Head of Intelligence:''' Shiro provides a +5% IC bonus
* '''Armaments Minister:''' Gotaro provides a +5% IC bonus, and +10% industrial research bonus
Before the Sino-Japanese war begins in the summer of 1937, minister changes are essentially "free" due to the reduction of dissent the war causes. Changes can include:
* '''Armaments Minister:''' Kazue provides +20% supplies
* '''Chief of the Army:''' Satoru provides a -15% supply consumption bonus
* '''Chef of the Navy:''' Jisaburo provides a minor carrier defensive bonus
* '''Chief of Staff:''' Tashiro provides a +20% org regain
* '''Minister of Security:''' Keisuke provides +15% foreign IC use, while Kesago provides manpower bonuses.
==Intelligence==
Japan will benefit from spying, particularly in stealing blueprints from the USA.
==Economy==
===Trading===
Japan has several resource shortages at the beginning of the game, including a deficit of rare materials and metal. In fact, without having Manchukuo as a puppet, Japan would have extreme resource shortages, which accurately reflects Japan's enormous reliance on foreign holdings to support its nascent industry. Japan's best trading partners are, in order:
* USA: Japan's best trade partner before war. Trading the USA for money is a great way to free-up IC used on consumer goods.
* Siam: Favorable trades, but not much to trade.
* Germany
* Italy
* Turkey
* Soviet Union
* France
===Industrial Production===
Early industrial production for Japan is not wise nor necessary, due to the early war with China. Japan needs to perform all upgrades to ensure all infantry are 1936. Airbase production can be helpful for islands, since airbases lift the fog of war for the adjacent sea province.
==Military==
===Army===
For Japan's existing military, some players prefer to remove island based garrisons in order to use them to quell dissent in occupied China. The Japanese military begins the game very heavily brigaded, with a huge amount of anti-aircraft brigades, and some anti-tank brigades. AA brigades will only slowdown mainland China infantry, but can provide some benefit to island garrisons.
For military production, Japan will rely heavily almost exclusively on Infantry without brigades and HQ units. Some players may also build Marines, Cavalry and Mountaineers for rapid movement in some terrain types. Militia can help bulk out Japan's armies in China, and are very affordable as Japan has lots of manpower to burn but not the best IC. Generally, Japan does not have the TC nor the fuel necessary for a serious motorized army until later in the game. After a summer of upgrades, Japan can build a nine-parallel run of infantry, creating around 45 infantry divisions before the war with China.
===Navy===
Mastery of the seas is vital for Japanese success. As such, the [[Naval Primer]] is required reading for a Japanese player, with particular focus on [[Carrier Task Force]]. All ships are useful, but carriers, light carriers, destroyers and submarines especially so.
The Japanese starting fleet is arguably the most powerful in the world, with the UK's Royal Navy being a close second. When the starting fleet is properly re-organized into a CTF and SAGs, the Japanese Navy is a formidable force. The main limitation of the older naval models is limited range, but these are still very useful for local defensive missions, particularly sub hunting. The entire starting fleet -- 97 vessels in total -- require 6.3 IC dedicated to supplies. A simple reorganization will create two SAG fleets (30 vessels each); two transport fleets (10 vessels each); a sub fleet (6 vessels); and a CTF fleet (3 carriers). The CTF, with a 3000 km range, is best accompanied by modern destroyers.
Despite its early dominance, Japan will need to dedicate considerable time and effort to its Navy, with a strong focus on carriers. No less than two parallel carrier builds should begin no later than 1938. Extra transports and convoy vessels are also particularly helpful.
===Air Force===
The vast distances and varied terrain over which Japan can expect combat make air power a good investment. The mountains and low infrastructure of China translate into long, ORG-sapping marches for your infantry, which means that anything you can do to ORG losses in combat is important. Bombers can keep Nationalist forces at low ORG, making for easy victories and a faster conquest of China. In the Pacific, the huge distances between island fortresses and both sides' dependence upon sea transport and supply means that careful use of aircraft give you freedom of movement and deny it to your enemies. However, Japan's relatively low IC means that fewer aircraft can be built and maintained. This forces Japan to concentrate on fewer types of aircraft than its primary opponent, the United States.
Japan starts with TAC, INT, and NAV. INT are less useful in the Pacific, due to their shorter range, but can still perform well, especially if you focus on Asia and Africa or even Europe rather than the US. As for bombers, Japan need only focus on TAC and NAV, though CAS can be great. STR are pointless in Asia, since IC is spread thin, and would only be useful against the USA after capturing Hawaii. Their high IC cost means that they will provide very little bang for their buck. TAC and NAV should be your highest aircraft priority. They benefit from the same doctrines and TAC is versatile enough to reduce ORG of land units and inflict some damage on ships. NAV is really a no-brainer for Japan.
Due to Japan's lack of IC, you might be tempted to skimp on ESC for your TAC and NAV. Don't. A couple of bad rounds of combat can end up costing more IC and time than it would have taken to build them in the first place.
==Events==
=== The 2-2-6 Incident ===
This event occurs on February 25, 1936:
* Crush this coup: Gain 1 dissent, 1 move to interventionism, 3 to democratic, 4 to political left, and 1 to closed society. Remain Paternal Autocrat.
* Listen to their demands: Gain 3 dissent, 2 moves to interventionism, 3 to authoritarian, 3 to political right, 3 to closed society, 1 to hawk lobby. Become a National Socialist nation. Minister changes include Shiro to Head of Intelligence, and the loss of Social Conservative ministers such as Gataro.
For a normal game, listening to demands is a far more powerful choice.
=== Anti-Comintern Pact===
Beginning in January, 1937, Germany will likely seek agreement in the anti-comintern pact. If it does, Japan has the following options:
* Sign the Pact: move 1 authoritarian, 1 interventionism.
* move 1 isolationism
=== Marco Polo Bridge Incident ===
This event is among the most important events for Japan, as it signals the beginning of the Sino-Japanese war. The event may fire anytime between June 1, 1937 and August 29, 1937.
* Teach the Chinese a Lesson: War with China. Loose 10 dissent, gain 1 interventionism, 2 moves to hawk, 50 new manpower.
* We Cannot Afford a War: Gain 3 dissent, move 1 to dove lobby, and 1 to isolationism.
=== Panay Incident ===
After the Nanjing Massacre, the Japanese attack US vessels:
* Compensation must be paid: Loose $500, and 1 move to isolationism
* Let them know fear: move 1 toward interventionism, loose 1 dissent, gain 1% belligerence.
=== Capture of Automedon ===
This event will occur sometime in 1940:
* These documents are important: Gain 1 interventionism, 1 hawk, and 1000 oil
* These documents are irrelevant: Move 1 isolationism, 1 dove lobby
=== The Fate of China ===
After a Japanese victory against China, Japan has three options:
* '''Install a loyal puppet:''' All existing Chinese warlords will be annexed. Nationalist China will be recreated in part, with Japanese holdings surrounding it. This is a powerful choice, and many players see this as the most gamey choice: Nationalist China will provide Japan an enormous number of free infantry.
* '''Carve up the Chinese lands:''' Japan will recreate four Chinese warlords as puppets, while Nationalist China will disappear. Each puppet is larger than they were in 1936, but still relatively weak. This is often considered the most historical option, since Japan did historically create two puppet enclaves. This option also prevents any one puppet from being ridiculously strong, while still being strong enough to provide Japan with some assistance.
* '''Total occupation:''' Japan will automatically annex all adversaries, with the exception of Sinkiang, and gain 3 dissent. Japan gains a total of 34 base IC with this option. In HoI2 and Doomsday, the partisan activity in such a massive land mass will seriously hurt Japan, and cripple Japanese [[TC]]. In Armageddon, partisan activity will disappear within 2 years, well in time for the war with the Allies.
===Changfukeng Incident===
This will occur between July 15, 1938 and September 20, 1938. The player does not have a choice about the effects, which are: loose 3 manpower, loose 500 supplies, move 1 hawk.
=== Tri-Partitate Pact ===
Beginning January, 1939, Germany will likely seek agreement in the Tri-Partiate Pact. This is a meaningless agreement in game terms. If Germany offers the pact, Japan has the following options:
* Sign the Pact: Gain 10 money, 1 move to interventionism
* This Pact is not Needed: Loose 10 money, move 1 isolationism.
===Nomonhan Incident===
This will occur between May 11, 1939 and September 20, 1939.
* We have lost this battle: Gain 1 dissent, loose 40 manpower, loose 1500 supplies, 1 step hawk.
* This defeat must be avenged: War with the Soviet Union. Gain 1 dissent, loose 40 manpower, loose 1500 supplies, 2 steps hawk.
=== Colonies of Vichy France ===
After Germany defeats France and creates Vichy, this event will fire (usually around June 26, 1941).
* Demand Indochina: Inherit all of Indochina, receive four garrison divisions.
* Demand Airbases: Gain 3 militia divisions, and two territories in Indochina.
* Demand Indochina and Madagascar: It is very likely Vichy will refuse this request. Otherwise, Japan will gain all of Indochina and Madagascar.
=== Pearl Harbor ===
As soon as the war against the USA starts you can choose to carry out the Surprise attack against Pearl Harbor or not.
If you do so you get
* Ambush Chance +30%
* Air and naval surprise chance +40%
* Land surprise chance + 20%
* one move towards hawk lobby
From now on there is a 10% chance every two months that the enemy recovers.
If Japan carries out the surprise attack the USA get
* -1 dissent
* +3 hawk lobby
* +4 interventionism
* +250 manpower
* +50 relations with UK
So the benefit for Japan is relatively small, the benefit for the USA is huge. So consider carefully which option you choose, only a very fast moving and very aggressive Japan will find that the bonus may outweigh the bonus for the USA. It is, however, gamey to "cancel the operation" when at war with the USA.
=== Japan pressures Siam ===
After the war with the Allies begins, this event will occur:
* Lean on Siam: Siam joins the Japanese Alliance
* Siam is Unimportant: No effect.
=== Siam aligns with Japan ===
In Armageddon this event fires as soon as Japan and Siam are in the same alliance, no matter how that happened:
* Siam becomes puppet state of Japan
==War==
Japan's militaristic expansion is the most complicated to manage of any other nation in the game. The war with China is fairly structured in terms of game events, and will proceed relatively easily. After a Japanese victory against China, however, Japan will not have any other events that lead into war until Pearl Harbor at the end of 1941.
=== Sino-Japan War ===
China has large tracts of land with low infrastructure and difficult terrain, so victory will not be swift: defeating China in one year is a good goal. All available forces can be dedicated to the war effort since Japan has complete naval supremacy over its neighbors: no invasion of the home islands, for example, is possible. Japan begins the game with three HQ units which is a reasonable amount to have for a successful Chinese campaign.
Japan's strategy during the war is to drive to complete annexation, and this can be achieved generally through force overruns, since the Japanese infantry and land doctrines are more advanced. Additionally, Japan can benefit from amphibious landings to split the Chinese force. Note that attacking the warlords (with the obvious exception of Shanxi) is not necessary and best avoided, since after the defeat of Japan they will capitulate. Otherwise, attacking a warlord means their nation and army will be annexed by Nationalist China after they've lost a few provinces. Communist China is not a typical warlord, and does not always join the war against Japan, but if it has it will be a thorn in Japan's side. The Communists have very defensible terrain due to land forts, mountainous terrain, and rivers. A containment strategy is effective -- dealing with them only after Nationalist China has been defeated.
==== Partisans ====
During your advance (and later, occupation) partisans will prove to be a very annoying menace. This is especially true in HoI2 and Doomsday, but not in Armageddon. Partisans reduce your transport capacity and will likely spark random province revolts. Since Japan starts the game with 31 garrisons, a good portion of these can be redeployed to reduce the partisan rating of occupied provinces. Each garrison exerts influence not only in the province where it is stationed, but in adjacent provinces as well. Therefore it's not necessary to have a garrison in each province, and many players use a checker board pattern. Mountaineers are the best weapon in dealing with revolts, since the vast majority of China is mountainous.
=== Japanese-Soviet War ===
Historically Japan had several skirmishes with the Soviets which eventually led to Japan attempting to increase its borders by a few kilometers into Mongolia. The game models these essentially tactical level battles via events in 1938 and 1939. The Nomonhan Incident event will allow the player to declare war on the USSR. If Japan attempts to take on the Soviet Union in 1939, it will be an uphill battle. Japan will at best acheive a stalemate or some few gains in Siberia until the germans attack; when they do, Soviet is likely doomed.
Some players suggest attacking the USSR immediately after Germany's Barbarrossa. This would allow Japan a fairly easy battle against the Soviet Union, especially by attacking through Sinkiang. This soft underbelly of the USSR will have vast amounts of resources and industry in a relatively short distance. Due to this extreme Soviet weaknesses, most players view this as a gamey strategy.
=== Pacific War ===
Planning the war against the Allies is incredibly complex, far more than the planning required for any other nation. Specifically, Japan must develop distinct plans for:
* Far West: formerly the border of Sinkiang, now Japan borders British India and Pakistan. This presents the fastest opportunity to take India.
* South East Asia: Japanese border with British Burma. This is a difficult border and movement will be slow.
* Hong Kong: British stronghold
* Malaysia: Enormous source of British rare materials, with almost no defenses.
* Indonesia: Annex the Netherlands government in exile after taking just 7 VP territories, usually without any defenses.
* Philippines: A US puppet close to the homeland.
* Australia: A friendly harbor for US and British forces
* Pacific Islands: Guam, Wake Island, Midway, Johnson Island & Hawaii
A veteran HoI2 player can achieve all these objectives as Japan in less than 6 months. In fact, the key to such sweeping success is extremely rapid movement, as giving the enemy time to recover, especially the USA, will lead to disastrous results. Historically, Japan understood that while Malaysia and Indonesia were its main targets, the USA would ultimately interfere with its expansionism. For this reason, Japan's first most important target are the US Pacific Islands followed by the Philippines.
At least one major naval battle will occur, likely early in the war. The British fleet is no concern, but the US Navy will have a fairly powerful fleet. It is very important to engage relatively early (before the USA begins massive carrier building programs), and ensure enough carriers are in the battle. Typically, an eight carrier engagement (two 12 CTF fleets, for example) with 1941 CAG upgrades are sufficient. With advanced naval doctrines and upgraded CAGs, the US Navy will suffer a devastating blow. So long as at least one US carrier remains in the battle, Japanese carriers will continue sinking US ships beyond firing range.
Pacific Islands, Malaysia, the Philippines, Indonesia, Burma and India all cause zero dissent when captured. This makes it possible for Japanese TC to remain green despite tremendous expansion of the empire. Australia, however, has very high dissent when territories are taken, and garrisons are essential for quelling future revolts. Due to the horrible landscape and infrastructure, try to capture provinces using troops from transports. Even after troops make landfall, instead of moving them on the ground, load them back onto transports to take the next territory. It is not necessary to take every province when attacking the Netherlands, Philippines, and Australia: focus on the VP provinces for annexation.
=== Beyond the Pacific ===
After a complete conquest of the Pacific Theater, what will Japan do? Japan has three distinct options:
* Defense: Defend all pacific islands captured, continue fleet building, and see how long you can last against the US Navy. This is the most realistic option.
* Soviet War: Considering the Pacific War can be won by the summer of 1942, the German offensive against the Soviet Union has likely begun to stall. This option is fairly realistic considering past tension with the USSR. The Soviet far east, in particular, had long been sought after by Japan, and the nation of Primorsk can be released.
* USA mainland: This can be challenging, but also surprisingly easy. The invasion route is simply: San Diego --> Panama --> New York. Focus all efforts on the North Eastern USA, as that will hurt the US the most.
==== Defensive Strategy ====
An effective defense relies on a good offense. Japan can take all islands in the Pacific and garrison them. Some islands, such as the Aleutian Islands in the North and Christmas Island in the South, can be a good place to build naval bases. A naval base on Christmas island can later be used to capture Panama, and make US naval travel a little more difficult. Airbases are also very useful, since they lift the fog of war for adjacent sea provinces, so massive airbase building and deployment to islands is helpful. Moreover, airbases provide a staging ground for naval bombers.
==== Soviet Far East Strategy ====
A good attack on the USSR needs a lot of cavalry or motorized infantry to quickly grab VP provinces before they can respond.
====US Mainland Strategy ====
== Gaming the System ==
Considerable abuse of the AI and game system (e.g. "gamey tactics") are possible. Almost all [[gamey tactics]] are completely ahistorical and unrealistic, and many players consider them cheating. For example, a puppet Nationalist China is extremely powerful, producing hordes of infantry. Even Communist China can be made into a puppet through a peace deal, giving Japan access to excellent commanders and a relatively advanced army of infantry and mountaineers.
===Colonies===
==== Persio-Japan War ====
The year is 1936, we're in August and Persia is the key toward the world. Declaring war will be easy because most nations ignore the Persians. Landing in Persia is easy because they don't idolize a navy and can't stand up toward your mighty armada of death. you will need about 5 infantry units and 7 militias. once conquering Persia you will have entries into the middle east, Soviet union, Afghanistan, and India. Build up all troops into Persia and create garrison borders around you colony.
==== Congo-Japan War ====
After Persian Victory, you are at war at china. play correctly and you will win by 1938. This gives you 3 years until the next major war. During this period, Japan is having a peaceful year. We can change this. Quickly declare war on Belgium and land in there colonies. They never bother to defend them. After your conquest of colonies, build up units and hit the main land. Taking Belgium will give you a french entry point. More importantly, Ireland.
==== Ireo-Japan War ====
With your colonies, you are in the early 1939 period. Declare war on Ireland because they are weakly defended. land in the ireland with 2 Tanks and 1 infantry. Push them away from Dublin and move them west. soon Ireland is beaten and you have a great colonized empire.
==== Advantages ====
Now you can attack France from Brest, North east France and all of western Africa. Once you conquer France, you should offer an Axis alliance so you can create the massive mega power.
[[Category:National Strategy]]
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{{Nationstyle}}
{{Country guides}}
==Overview==
An Empire Under the Sun. But the sun is fading. And so is the Empire.
Great Britain has a large empire over the whole world, including powerhouse India. It is an advantage as long as the UK can hold it and it is the worst nightmare as soon as the UK loses its colonies. Without them, the UK is far less powerful. Fortunately in this game the player can even expand the empire.
As an island nation the UK will not get any manpower from overseas territory when at war, so the manpower growth will shrink considerably as soon as the war starts. Considerably? Yes, India is national territory and so nearly half the peace manpower growth comes from there.
Another important restriction is the peace-time IC penalty. At the start of the game the UK has -50% [[IC]]. If the road to war develops historically that penalty is lowered to zero due to events when the war finally starts.
The United Kingdom is the leader of the Allies and has several diplomatic options.
==Technology==
* Industrial: try to get industry research as high as possible (especially the ones with + manpower, + IC, + IC efficiency, faster production time and + research efficiency). It is a good idea to watch the research of France carefully as they have a very high priority here. Maybe it is worth to wait a few months to research some of those techs so you can do it with French blueprints.
* Infantry/tanks: Again, France will often research the ´39 infantry very, very early, so maybe you wait for the blueprint. Wait for the tank blueprints as well if you do not plan to start building them early.
* Air: The UK will be fighting in every theatre of the war: and will need a massive air force if they are to be successful.The United Kingdom can afford and benefit from researching and building both [[fighters]] and [[interceptors]]. The benefit would be "cheap" home defence and powerful fighters for the Med, India and the Pacific. [[CAS]] are a bad idea: their range is an issue and if you don´t build them you save yourself some doctrine research. Doctrines should be kept up to date if one aspires to a world-class air force.
* Navy: carriers and destroyers are your best friends. Make sure to research and produce them. Very important are escort carriers as they improve the British Battleship fleets considerably.
==Diplomacy==
As the leader of the Allies the UK has a lot of options.
===Alliances===
The UK can ally with many countries when at peace. Some of those alliances are considered [[gamey tactics|gamey]], especially the alliance with Republican Spain.
===Sliders===
As UK, you may want to focus on increasing the defense lobby slider. Move it to max hawk although be aware that a lot of events prior to 1941 can modify your lobby and move it toward hawk as well, so you may instead want to advance the slider toward standing army. Interventionism is useful in reducing the amount of consumer goods required. However, you do not need the bonus it gives on belligerence required for declaring war until Germany is defeated since Germany will declare on you.
You need one move towards hawk if all other events happen historically. For the manpower (UK needs it!) that would be a natural first move. Then move towards full free market and then move political right. What? Yes, become social conservative. Market Liberal governments tend to loose full free market due to events, social conservatives can´t reach it, but also won´t get the event that reduces free market. Of course this can be considered gamey.
===Ministers===
In January your HoS dies and is replaced by a -10% IC one. Fortunately this one is replaced by a better one in December of the same year. With that one you stick to the end. Also the HoG, Stanley Baldwin, will retire in late ´36 and will be replaced by Neville Chamberlain. Later (´40) there will be an event that replaces N. Chamberlain with Winston Churchill.
The other ministers are:
* '''Foreign Minister''': Anthony Eden as ideological crusader is available from the beginning. You may lose him in an event 1938. Choose the option that you keep him, he is the only ideological crusader until ´45!
* '''Armaments Ministers''': Sir John Simon gives +5% IC and +10% industry research and is available from 1937 on.
* '''Minister of Security''': Viscount Templewood is a man of the people and available from 37 on and can replace Baldwin (also a man of the people), who´s often lost due an event.
* '''Head of Intelligence''': William Gallacher from the start or one year later Lord Cecil of Chelwood, both industrial specialists.
* '''Chief of Staff''': That´s the player´s choice, until Sir Alan Brooke and his +25% manpower bonus becomes available in ´40.
* '''Chief of Army''': Again, player´s choice. Sir Alan Brooke becomes available in ´41 and offers Decisive Battle Doctrine, not the worst choice. Elastic Defence from Sir John Dill is definitely another good option.
* '''Chief of Navy''': From ´37 on you have Sir Dudley Pound, he offers Decisive Battle and that´s most likely the best choice for the Battleship-heavy Royal Navy.
* '''Chief of Air''': There is a great variety of ministers available. Most naturally Air Superiority seems a good option, but it has penalties for both strategic and naval bombers, so it might be a good idea to change to someone else if the RAF will build those planes. When the UK starts to build a wider variety of planes, maybe a Carpet Bombing Doctrine minister fits better, as that doctrine gives only a bonus for the most expensive planes and not a penalty for anything else.
==Intelligence==
Intelligence does cost much and you have very good research teams already. So the potential benefit is arguably not so great.
==Economy==
===Trading===
You are self sufficient and as such, you do not need to get more resources. However you may want to trade for money and supplies. In peacetime, trade the UK's plentiful Energy and Metal resources for the Soviet Union's Supplies. The more IC the UK can free from supplies by trading, the stronger the armed forces can become. Aim for the Supplies / IC slider to read 0.00. You also need to supply your allies with resources they are lacking. To check how much resource they have, go to diplomacy screen and open negotiations with them. You can check in the slider on their current stockpile. To see if they produce a specific resource, just look in the diplomacy screen in Allied section.
===Industrial Production===
[[IC]] production is useful for any nation. But it depends very much on your strategy how much you build. If you will try to hold France and defeat Germany early you need a bigger army than if you decide to stay relatively passive at first. One thing is a must have by 40 at the latest: 16 fighters/interceptors against the Germans and Italians. So don´t build too much IC.
==Military==
===Army===
At first you need troops so build infantry. But as your manpower is far from infinite and you want to defeat Axis you should switch to build tanks/motorized/mechanized units not too late. It is a good idea to start one serial of tanks in ´39/40 and one of motorized for some [[Combined Arms]] corps and keep it running a long time. If navy and air force are not your main investments even more. Marines are a very good idea, and Great Britain can also profit from mountaineers.
===Navy===
The RN has lots of ships at the start, the priority should be to improving the existing navy. Skip Battleships, the RN has 12 already and that should be enough for the whole game. Do not build too many carriers, Germany and Italy are easy enough to defeat. Against Japan you can either go the "more carrier" route or just send your Battleships. With [[Fleet In Being]] the last is definitely a good choice.
So, what does the RN need? Screens! Lots of them, an awful lot. For the Battleships, for the carriers and for your cruisers and (in Armageddon) to form some cruizerg fleets is an option for all the level II CA´s GB starts with. Modern destroyers in your fleets are essential to hunt the German subs.
===Air Force===
The RAF will be the sharpest knife of the United Kingdom, if used correctly, see [[Effective Use of Airpower]]. At first to gain air superiority and then to destroy the enemy. Invest heavily here. Players with experience in naval warfare may consider to skip naval bombers as TAC´s are good enough and your navy will rule. More TAC´s is very nice to have. The UK can´t have enough of them. But never neglect fighters/interceptors, GB has to fight the Italian and German bombers/fighters nearly alone and can´t rely on the USAF against Japan.
==Events==
===Spanish Civil War - UK intervention===
As soon as the Spanish Civil war brakes out in July 1936 the UK has the option to intervene or not.
* Don´t support causes
** +2 [[dissent]]
** +1 isolationism
* Support causes
** -200 money
** -10 manpower
** - x supplies. x = 10 times the number of your maximum daily production.
** +4 dissent
** +1 interventionism
** +1 political left
If the UK helped and the Republicans won the UK gets
* +5 manpower
* -1 dissent
* one random blueprint
In all those events the minor influences on relations to several nations are missing, but all are really minor changes.
===UK gears up for war===
This event will fire five times in an historical road to war. It´s always triggered by German events:
* Reoccupation of the Rhineland in the first months of ´36
* Anschluß of Austria in Spring ´38
* Sudetenland in Autumn ´38
* Treaty of Munich in Spring ´39
* Molotov-Ribbentrob Pact in August ´39
The effects are:
* 10% peacetime IC penalty removed
* one move towards hawk lobby
* +15 manpower
===Guarantee Independence of Poland===
If the treaty of Munich happens historically the UK offers Poland an alliance shortly after that. Historically, the treaty contained secret clauses that specifically stated that Britain and France only had to fulfil their obligations to Poland if specifically Germany invaded. This was done to keep the Allies from having to declare war on the Soviet Union. The two option are:
* Offer alliance
** relations to France and Poland
** relations to Germany suffer
** +1 interventionism
* Don´t offer alliance
** +15 [[dissent]]
** relations to France and Poland become worse
** relations to Germany improve
** +2 isolationism
===Altmark Incident===
From September ´39 on there is a chance the Altmark incident will happen.
If the UK decides to intervene:
* +1 manpower
* -1 dissent
* +1 hawk lobby
Otherwise:
* +1 manpower
* -1 dissent
* +1 dove lobby
===Destroyers for bases===
If Paris is in Axis hands there is a 15% chance every 20 days that the USA offer destroyers to the UK
* +1 Hawk lobby
* +10 relations with USA
* -5 manpower
* +50 escorts in convoy pool
* Military access for USA
===Lend and Lease Shipment===
If Germany is at war with the Allies and GB owns the home islands there is a good chance that the USA send Lend and Lease shipments to the Britain. The first shipment arrives usually shortly after the Vichy event fired and has the following effects for GB:
* supplies +5000
* oil +2500
* metal +2500
* +6 base IC in six different cities.
Every following shipment delivers
* 3000 supplies
* 1000 oil
* 1000 metal
* +6 base IC in the same cities.
===Independence of India===
If Germany does not exist there is a 8% chance every month from November ´45 on that India declares their independence from GB.
No matter what option the player chooses, the UK cores are removed from Pakistan, India and Burma.
* They cannot be hold back releases Pakistan and India as free nations, not in your alliance.
* This must not be allowed causes +20 [[dissent]].
==Basic Tactical Situation==
===Advantages===
*Natural ability to strike anywhere in the world, which could allow for a multitude of different play styles, from historical play-through to global conquest.
*Generally in good shape resource wise making it easy to manage any deficiencies that show up.
*Once "Lend-Lease" is triggered they received numerous boosts of IC.
*Large starting navy.
*Hardest nation in the world to be annexed.
*AI normally will not (and won't at all on lower levels) invade england.
===Disadvantages===
*Far flung worldwide territories are difficult to defend, which is compounded with small defense forces in each general area.
*Long Dangerous supply convoys.
*Transporting units to a hot zone often takes a long time, and it's very dangerous.
==War==
There are numerous options for the war in Europe when playing UK. Some of them are:
# Send all infantry divisions to France. If you array them properly, you can stall Germany indefinitely.
# Wait until Germany declares war on USSR and perform D-Day without the help of USA.
# Let France falls and after Italy joins Axis, invade North Africa and then mainland Italy. In HoI2 and Doomsday there is the Sicily Problem (see gamey tactics below).
=== Norway ===
As UK you can try to hold Norway easily with the RN only. With air superiority over the sea around Denmark the RN should be able to intercept all German transports.
The day Germany DoW´s Denmark and Norway the United Kingdom should buy the Danish and Norwegian tactical bomber wings. Otherwise the Danish ones are lost in the capitulation event and the Norwegian ones will very soon do suicidal missions.
=== Holding Germany in Ardennes ===
If you choose the first option, you should build as many infantry divisions and aircrafts during peace time as possible. Consider attaching them with engineer brigade or artillery to increase their strength.
Before and during the war, keep piling up the troops in northern France. Do not send them to France as expeditionary troops! The AI will waste them. Since sometimes the AI France will try to counterattack Germany even leaving their provinces weakly defended, you need to move the defenders around to make sure that there will be no weak point.
After stalling Germany indefinitely, start to make landing in North West Germany with marines. It will disrupt their offense and let you claim those territories for yourself instead of giving them to France.
=== Waiting for USSR ===
This is a simple strategy. Let Germany declare war on USSR and then once you are ready, land your troops in France. Germany will have a big problem since it has to fight on two fronts. It is absolutely the player´s choice where to land, the Balkans or Italy are also good choice after Axis troops moved east a while.
=== Italy first ===
After the Vichy regime is established and British forces cleared Africa there is no need to stop. Invading and taking Italy should not be that difficult and with enough bombers any German troops moving south should be destroyed before they can cause trouble. Doing this early in game will need much more effort than waiting until Axis is at war with the Soviets, so British troops may lack in India/Asia. you can also land in northern Italy and take the north and create a puppet state up their so you can deal with the other Italians who in the end will regain their rightful provinces. this is a good way to keep Italy from becoming to strong.
=== Japan ===
No matter how the UK deals with Europe, from late ´41 on it is likely that Japan DoW´s the USA and the UK. If the USA are not yet part of the Allies invite them into your alliance asap. No matter how the situation in Europe is, many of your troops are likely to be stalled there, either against Axis or at the border to the Soviet Union. You have the RAF and the RN and should have several divisions in Burma. Let all your mobile troops stay in Europe (and continue to build them), but move enough infantry, the marines and, if available, the mountaineers to Asia. Also bring some "air field guards" to Asia, either militia or garrison troops.
Fighting in Burma can take long time. Marching through Burma is even worse. GB has three air fields in that area and should definitely use them. Counter-attack enemy advances and let your bombers do the work. This way GB should be able to hold Burma easily. If, finally, British troops are on the offence make sure to take out Siam´s last VP´s at the same time so Britain can annex them rather than the capitulation event.
If there are enough troops you can try to hold every base/island you have, but especially in the first months of the war the strong IJN and enemy naval bombers will make it difficult to fight like you want. Defending all colonies needs far more divisions than Britain probably has there. So let Japan land where they want, there is not much you can do against it. Hit their convoy routes, use your bombers against the troops if possible and retake the islands you or your allies lost against less opposition after Japan removed parts of the invasion forces. This way you destroy a lot of enemy troops with very few casualties.
Most interesting is the naval war. Use all your battleships in Asia and have your carrier fleet(s) ready. There should be no reason to hold strong units back at home as the navies of Germany and Italy should be long beaten by now. The RAF has to provide air cover for your fleets or the RN risks some very unpleasant surprises. With the best leader(s) the British Battleships should be able to take out many Japanese ships. If the Japanese fleet does not use one large carrier fleet the RN should be able to take out every CTF separately relatively easy. Wait for the latest carrier warfare doctrines until you try a carrier vs carrier engagement, and even then make sure there are more British than Japanese carriers.
If, finally, the IJN is crippled and all Japanese conquests are retaken, Britain should take Taiwan and go for Japan mainland. Without manpower reserves the remaining Japanese troops still own China (most likely), but fighting against them should become easier. Thinking about World War III Britain it is very important that the USA get a (strong) foothold in China/Korea, so don´t take all for Britain.
===World War III===
After Japan is defeated UK is at peace. (Un)fortunately only until either the SU or the USA decide that the "Cold War gets hot", then the UK is at war once again. As GB is most likely low on manpower it should rely heavily on air power, let the bombers do the work. Use the mobile corps to keep the enemy moving and destroy everything with the RAF. Don´t forget the fronts at Norway, Persia and perhaps India. Especially from Persia the UK can take some high IC good provinces.
A landing in the backyard of the SU (Archangelsk) is a good move to divert enemy troops from the main frontline in Europe and to keep them moving for your bombers.
If needed help the USA in China/Korea with bombers, it´s far better to help there early than to find out the hard way that the Red Army managed to reach Burma.
Last but most important: Watch the manpower!!! If necessary the UK troops should retreat from every fight and attack carefully (perhaps even with mobile corps only).
===Britskrieg===
Britain is a powerful country, but problematically it has to fight multiple other powerful countries all at once. In real life this diluted Britain's resources so much that it could only just hold on in multiple theatres until the Americans arrived. In HoI2, armed with superior strategy and a little fore-knowledge, you can easily change this outcome. The key principle is: apply overwhelming force to the decisive points quickly, and then move on. You will have a number of battles to fight, in order:
*1940 - Save Norway
*1940/1 - Drive Italy out of North Africa
*1941/2 - Defeat Japan and protect your Far Eastern possessions
*1943- - Rescue Europe from German domination
If you get bogged down trying to fight Italy, Japan and Germany all at once you will not be able to defeat any of them. Instead, try to end each of these confrontations before the next one starts, allowing you to deploy all of your forces against each in turn. Thanks to Britain's powerful navy you have the ability to do this. In the course of the game you will need to build at least five squadrons (each 4 units) of FTR to defend Britain and your navy, a strong force of TACs and at least 4-8 CVs by 1942. After this invest in your ground forces. Don't be afraid to buy expensive formations like ARM, MAR and MOT. Your IC may seem tight at first, but you will run out of MP long before the war ends.
When Germany invades Norway deploy your fleet and 10-12 INF to defend it. Make sure that whenever you send your fleet in range of an enemy coast you cover it with FTR, or you will start taking heavy losses to enemy bombers. Norway should be fairly easy to hold. Move at least a squadron of TACs there and start bombing Kiel with your fleet stationed outside under the protection of your FTR. You want to destroy the Kriegsmarine so you can redeploy all your naval strength to the East later. When Italy enters the war, with the bulk of your army in North Africa you should be able to quickly overrun them. MAR and ARM-MOT will help greatly here as you can encircle the Italians. From Libya you can bomb Taranto and destroy the Regia Marina too. DO NOT invade Sicily, even though you can easily hold it with your navy, until after Germany declares war on USSR. Otherwise it can spook them into defending Italy rather than attacking the Soviets, and this will hurt you greatly later.
Italy should be finished in 1940. As soon as you destroy the axis fleets spend 1941 bombing Germany if you like, while moving your army and navy to the Far East. Deploy your INF to Burma and Malaya, but take your ARM-MOT too. When Japan declares war you need at least one and ideally two strong carrier task forces to immediately advance into the South China Sea. Again make sure to keep FTR cover. The war in Burma will be extremely slow and both sides will find it difficult to advance. But this is Britskrieg! With the Japanese Navy destroyed or forced into port, take the Chinese islands, then Okinawa, and finally launch an assault on the Japanese mainland with all your mobile forces. Problematically it is unlikely that Japan will surrender even after you take almost all of its cores, but they're no longer directly a threat. Code a surrender event if you like, or try to peace with them via the game's diplomacy system. White peace should be fairly easy, but puppetting them is preferable and that can be problematic. You can simply leave large INF stacks in a 3/4 province border in India and leave them to it, but bear in mind that China will likely spam a lot of INF for Japan which can become problematic over time.
However you mop up the situation, Japan is now finished, and you want to move all your forces back to Europe. By 1943/44, Sovs will have been fighting Germany for some time and hopefully should have them on the ropes. You want to invade just before the high ebb of Nazi conquests, so as much of it as possible goes to you rather than the Soviet Empire. You can try for Italy first which will be easy and provide a reasonably strong ally, but Italy doesn't provide a good way into Central and Eastern Europe. Alternatively you can invade Germany itself around Kiel and try to grab a border with the Soviets as far East as possible. At that point, the world should be Britain's. Japan is likely to be a puppet, as is most of Europe except France and Benelux which are returned by event. Destroy the Soviets, return America to the Crown, or just sit back and enjoy your new Germanic colonies.
==Gaming the System==
===The Spanish Civil War===
In ’36, Britain is crippled by the restrictions of its leadership and peace-time economy. While the monarchy sorts itself out, start influencing Republican Spain as actively as you can, all the way up to 200. - Trade with the Netherlands and Belgium for cash, if you have to. Once the Spanish civil war hits, ask them to your alliance until they accept. Congratulations, you are now at war. Take military control of both Republican Spain and France, and if you haven’t already, pull British troops from India and Egypt back to your island. Keep a French guard on their borders, and then … let the Nationalists win. The goal is to gain more territory for Britain, so once Republican Spain has been annexed, start landing your own troops. If you’re British troops are having trouble beating the Nationalists, take the territories bordering France. Then, French troops can move across British territory to help the fight, giving all newly conquered territory to the British. Destroy the Nationalists, but don’t annex! Keep the phony war going until the Germans declare war on Poland in ’39.
With the additional resources from your war-time economy, you will be in a position to destroy Germany. Focus on a strong Army. Unless you want German to annex Poland, you must move quickly. Germany will leave its northern shores almost completely defenceless. Land in bulk, take Berlin, and crush Germany as you please. You can repeat the French tactic if you want, hugging the western border all the way down to France and letting their tanks roll across your territory and then the rest of Germany.
Once Germany is annexed, the next war will be fought against Japan. Prepare by building up Hong Kong and India. You’ll be fighting a land war in Asia and a hard Navy battle in the Pacific, so you’ll need a well-rounded fighting force. Be careful – by the time Japan declares war, it will have many state-of-the-art CV´s to throw at you. The quickest way to win this war is to take the island of Japan and then make landings all across the Chinese coast, but the enterprise is risky with the Japanese fleet in action. Make sure your CV tech, naval doctrine, and fighter doctrines are prioritized. If the Japanese fleet is giving you trouble, invade China from the west while building your navy up to strength.
Taking China will take years, but once that’s done, you’ll now have a long border across the south of Russia. If Poland was annexed earlier by Germany, you may want to liberate it and ban it from the alliance, to create a buffer between British-Germany and Russia. Be prepared for an epic ground war broken by long winters. Take your time and build a large army, and maybe a few nukes, before attempting. Afterwards, the world is yours, congratulations!
===Sicily Problem===
Another exploitive course of action (in HoI2 and Doomsday) is the following: Let France fall. Place most of your troops in North Africa. Once Italy joins the Axis, overrun them so you will conquer most of North Africa. This will allow you to land in Sicily island, as well as providing naval and air bases.
After France falls and before Germany declares war on USSR, you need to invade Sicily. Have your fleet perform shore bombardments, fighters on air superiority and bombers on interdiction. Land 3 marines in the weakest beachhead in Sicily (the island south of Italian peninsula). If you lose the battle, use other marines and try to land again. Keep trying until you gain a province. Land enough troops there to take out the other province.
Once you secured Sicily, the AI Germany will become anxious and send most of its troops to the southern tip of the peninsula trying to cross it and invade Sicily. There are two options that allow you to hold Sicily indefinitely:
* Place a fleet between Italian mainland and Sicily.
* Garrison enough troops to defend against AI invasion.
If you decide to place a fleet to guard Sicily, be very careful with Italian naval bombers. Return damaged ships to port to avoid being sunk.
With the bulk of German army in Italy, you can run wild in other parts of Europe. Land the troops in France and make your way to annex Germany.
===Avoid the German Surrender event===
The German surrender event may not be the best choice when British troops liberated mainland Germany but not all conquests as (in Armageddon) most territories go to the Soviets. In this situation encircle Berlin before the Red Army arrives. It will cut off the rest of Germany from supplies, but in that situation this exploit should not play an important role.
== Playing with a mod (such as HSR) ==
If you are playing with a mod such as Historical Stony Road, Germany becomes a very powerful opponent and your only strategy when the war starts seems to desperately try to hold on to what you already have. In most cases, Germans will have enough ground forces to cut through any French (and your) defense and trigger Vichy France event. With that said, a player should concentrate on maintaining NAVY superiority, building tons of destroyers and carriers, as well as a lot of RAF fighter planes to suppress those annoying naval bombers. The first priority for ground attack is securing your position in Mediterranean and taking Africa. The second, I would say is annexing Siam since Japan will join the war shortly, and proceeding further north, help Nat China with their little Japanese problem. D-Day without US in most cases becomes a wishful thinking. You can hope for your soviet friends to help you take Germany, but you will not win the game that way, Comintern will have a lot more points by the end.
So step by step, here is what one should do if playing with HSR:
* Build tons of carriers/destroyers
* Marines and infantry should be your other specialization
* Don't bother with armor before early 1943; armor in the desert/jungles does not help much
* With enough troops (15 should be more than enough) prepare for a full scale African assault when Germany and Italy DOW you
* Have at least two major fleets with carriers floating in the Mediterranean, making sure no German on Italian fleet goes through
* Secure the English Channel with lots of destroyers
* Put some more destroyers around Gibraltar and to the west of it, even to the west of Africa - this is where your convoys are usually attacked by German subs
* Expect a lot of air support, especially naval bombers, so make fighters and place them accordingly
* Send about 20+ troops, some with artillery and heavy division attachments, to India to secure Sino-Indian border and commence an attack on Siam (from Indonesia and India on two fronts)
* Take and annex Siam ASAP and advance into Chinese mainland if Japanese has already taken it
* Continue to push them for as long as you can/want.
* You will lose many islands in the Pacific, but don't bother taking them back; US will do that for you later
* D-day requires a lot of planning and units. When you think you're ready and have enough US support (should be around 1943-1944), make a lot of infantry/mechanized/armored divisions and with all your remaining marines, land on any part of the beach and then proceed to establishing a beachhead/new front.
* I recommend taking control of US armies at this point, the D-Day in HSR proved to be a very difficult thing mostly due to highly advanced German forces and their determination to kick you back to where you came from
* Rush toward Berlin and try to take it before the Russkies
* If you manage, you'll win this game; if not....try again later.
== Additional Tips for 1936 Scenario - multiplayer ==
Your priorities should be as follows:
* 1) Maintaining naval supremacy -
In the North Sea you can keep the German player bottled up from the beginning and not allow his transports to seize Iceland (for example, as this is not a naval base you want him to have) or much worse, attempt a SeaLion.
Same goes for the English channel, you don't want the Hun's hordes crossing your channel and landing in England, and the best way to insure this is to 1) not start work on the 'chunnel' just yet, and 2) maintain naval supremacy in the channel
Almost as importantly is keeping superiority in the mediterranean. Believe it or not, you are in a good position to do this, Malta can be as much of a pain in the Axis neck in the game as it was historically. Your goal here is to keep the Italians/Germans from getting reinforcements to Africa, it is essential to keep the Suez open - if you control the med this shouldn't be a problem.
* 2) Air supremacy - In order to accomplish item one, you're going to need a lot of planes. Naval bombers are your most dreaded nightmare, and since they can wreck your fleet in almost no time (and when this happens the game can go south very very quickly), so to address this you're going to need to build some fighters, the 3 interceptors you start the game with will not cut it I'm afraid.
If you succeed in these two endeavors, you should be able to hold the Suez open (especially critical as most German players will plow through Spain and capture Gibraltar), keep the Germans off your island and generally be a continued annoyance to the German player, even in your darkest days of fighting them almost single-handedly.
[[Category:National Strategy]]
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{{Country guides}}
==Overview==
The Soviet Union is a military powerhouse: it is the strongest nation in the game aside from the USA. Playing as the Soviet Union is relatively easy, and is often suggested for new players. New players can keep it simple, make many mistakes and yet still win! The Soviet Union has a huge advantage over Germany, especially if the game starts in 1936. Some of the advantages are:
* Five years of peace to build the military
* Large starting industry
* Good technology teams
* Self sufficient with resources
* Good leaders
==Technology==
The Soviet Union has above average technology teams. Start by researching industry technologies research industry bonuses and research time bonuses, do not research more than 1 year ahead of time.
Only start to research military technology when industry technologies is to far ahead of time and only research what you will use. Air technology, particularly CAS and TAC, are next in importance though by no means essential, and naval technology can safely be ignored.
The most important thing to do if you are playing the 1936 campaign is to change from the Soviet doctrine to Spearhead doctrine since the game and all of its mechanics greatly benefits organization. And the bonuses to tanks and mobile infantry are also very good.
==Diplomacy==
=== Potential Allies ===
The USSR is essentially alone in the world, with ''only two'' opportunities for a new alliance: Brazil and Republican Spain. Due to these limited options, the best way to grow the Comintern is through the liberation of conquered land. In Europe, it is not necessary to liberate countries manually: with the defeat of Germany an event that "redraws the borders" will create Eastern European puppet states. A final option for growing the Comintern is through using coups, as discussed in the intelligence section below.
==== Brazil ====
As a Left-wing radical nation, if the USSR establishes +200 relations, bringing Brazil into the Comintern will have a 31% chance (assuming Normal difficulty, and assuming Brazil does not change government types after an election). As a practical matter, getting Brazil into the Comintern is requires considerable financial resources. Even after normalizing relations through trade (e.g. a trade agreement will bring relations to +50 over the next year), around 15 "influence" actions would be necessary, at a cost of around $100 each (assuming 2 intervention moves), requiring a total of $1500. Brazil as an ally is not a particularly strong strategic partner during a historical WW2. During a late game, after the defeat of the Axis, if the cold war becomes WW3 then Brazil would act as an important strategic foothold in the Americas.
==== Communist China ====
Historically, Communist China and the Soviet Union had a very tepid relationship, which is partly reflected in the game. While they begin with +99 relations, even with +200 relations with Communist China, there is a 0% chance for them to join the Comintern! Yet, a successful Communist China can be a helpful strategic Ally against Japan. In order for Communist China to be successful, two things are necessary:
* Make a free trade with Communist China to provide them some supplies, metals, energy, and rares.
* Nationalist China: In March or April, 1936, Nationalist China will have the Xi'an Incident. They '''must''' select "Arrest them all as traitors!" in order for Communist China to stay at war with the Nationalists, signaling the failure of the United Front. The chance the AI will select this option is only 10%, according to event 90.
==== Republican Spain ====
On July 18, 1936, the Spanish Civil War will begin. Republican Spain will usually loose when the player is the Soviet Union; while the Nationalists will usually loose if the player is Germany. Thus, since a Soviet game is weighted against the Republicans, you can choose to ignore them completely, or make dedicated efforts to intervene in order to gain an important strategic partner in Western Europe.
If the Soviet player chooses to intervene, begin by sending aid to Republican Spain through the event. Immediately after that, send some free resources to the Republicans. Most importantly, however, the Soviet Union will need to have some transports (e.g. by building them at the beginning of the game), and send its relatively weak fleet to the shores of Spain to attack Nationalist Spain. Only an outright assault by Soviet forces will guarantee a Republican victory. The Soviet Union must do everything necessary for the Republicans to win by April 3rd, 1937. If Republican Spain annexes Nationalist Spain within this two month period until June 3rd, 1937, the Republicans will crush the Anarchists, and Spain will become "Left-Wing Radical". This then means that with +200 relations, they will have a 30% chance of joining the Comintern and radically shifting the balance of power in Western Europe.
A Republican Spain under military control by the Soviet player can mass troops on its Northern border. This then demands a serious military commitment from Germany, which results in a much smaller force on the Soviet border. If Vichy France does not join the Axis, Republican Spain can easily become an impenetrable barrier to Germany, which would only be able to access Spain via one mountainous land province.
=== Sliders ===
The USSR will receive historical events that move the Diplomatic Sliders to within one step of full Hawk (Zet offensive, Chasan Lake, Khalkin Ghol) and within three steps of full Interventionism by 1940. There are several primary ways to adjust sliders:
* In 1936 move Hawk. Then move standing army. Then use GoI to get the rest of your intervention slider moves. Each move towards standing army gives 2% more organization along with cheaper upgrades.
* In 1936 move Hawk. In 1937, 1938, 1939 move to interventionism (both will be max in 1939). In 1940, move towards Standing Army. This method provides Standing Army bonuses earlier.
* If the Soviet player will not purge the officers: In 1936, 1937 & 1938 move Hawk (Hawk will be max by 1939). In 1939, 1940, 1941, move towards Interventionism, then Standing Army in 1942. This method provides Hawk production bonuses earlier.
* One way to avoid the interventionism slider moves is to use Blue Emu's Albania Gambit and Guarantee the Independence (GOI) of Albania or other European countries that will likely be attacked such as Denmark or Luxembourg. Each violation of a GoI gives two Intervention slider moves. In this way, the move to Standing Army can begin as early as 1937, or when not purging the officers, in 1939.
=== Ministers ===
The USSR has the worst ministers of any major power, and very few useful ministers to choose from over the course of the game.
In 1937, two new ministers become available which are worthwhile to change: Uritskij –10% consumer goods, and Shaposhnikov +25% manpower –5% Infantry.
No minister changes are needed after 1937.
== Intelligence ==
Historically, the Soviet Union had one of the best spy networks in the world. Unfortunately, the game does not reflect these advancements. Fortunately, in the early game the USSR makes a fairly large sum of money due to the enormous dissent levels the USSR must get rid of, which allows a player to address the first intelligence concern: create 10 spies in your own country, and then begin counter-espionage efforts.
Intelligence can be used for two primary gains:
* Stealing blueprints from your more advanced adversaries. Focus on Germany, Japan, UK, and USA.
* Couping minor nations (such as Turkey, Finland, Greece, Bulgaria, etc)
== Economy ==
The Soviet economy has the potential to rival the US economy through massive IC building in the early game.
=== Trades ===
The USSR begins the game with two trades to Germany. Naturally, it is in the best interest of the USSR not to trade with Germany, since they are short of key resources. That being technically true, most players consider it gamey/unfair to not trade with Germany.
On January 2nd, 1936, you will have 700+ spare energy, 200+ metal, and 100 rares to trade away. Not many countries will give you a good deal due to your lower relations, however these nations are decent trading partners at the beginning of the game:
* Japan
* USA
* Germany
* France
* Italy
* Bulgaria
* Hungary
* Yugoslavia
* Rumania
* Poland
=== Production ===
Generally, a series of 4 to 5 runs is considered the most appropriate for the USSR, since the war will not start in earnest until the summer of 1941. Running factories for 3 series ends by November, 1938 (depending on your slider moves); while a 4 series run ends October, 1939; and a 5 series run will end in October 1940. The USSR can support a maximum effective IC of 550 with its native resources. But you will have built up a reserve of raw materials that with proper trading could enable you to have an effective IC of 1000.
The use of IC towards upgrades is most effective as your technology increases, since upgrading units from 1918 infantry directly to 1941 infantry, for example, is much cheaper than doing the upgrade from 1918 to 1936 to 1939 to 1941. Also, dissent will come again during the great purge, and is best paid down after the Hawk (reduced dissent) and Interventionism (reduced demand for consumer goods) sliders are working to your maximum advantage. It is essential to get rid of all dissent before war with Germany, and is easily achievable before event the Winter War.
== Military ==
The key to the Soviet military is industry. The Soviet Union can produce a large amount of Tanks and motorized infantry and. These units make it possible to win quickly against Germany. Head Quarters (HQ) will soon become a key to Soviet success in conducting counter-attacks. A key tactical point is to change the Soviet military doctrines for Spearhead which makes it easier to win the game.
Air support is used by more advanced players to decimate the German forces more quickly, primarily with CAS and TAC.
=== Early Annexations ===
Generally, the Soviet player has no need to create early wars, and very little to gain, from early annexations. Generally, the small IC gain (about 2 total IC gain) plus the dissent caused by a declaration of war does not make these wars a wise/efficient decision. SOV also have very low Ground Defence Efficiency [see below] which means much higher casualties in any early wars.
===The Great Officer Purge===
In March, 1938, the event "The Great Officer Purge" fires. It is one of the most punitive events in the entire game, and is certainly the worst event that happens to the Soviet Union. You have two options:
* Purge the Traitors: Gain 10% dissent, lose 10 manpower and 170 military leaders. 60 historical leaders will be killed, ''in addition to'' 110 randomly selected leaders. Additionally, lose six ministers and two technology teams.
* No need for Brutality: Gain 30% dissent, Hawk sliders move 2 towards Dove.
Purging the officers is typically seen as the most beneficial strategy for the following reasons:
* The Soviet Union has a very large number of leaders
* The extra 20% dissent penalty from "no need for brutality" has a significantly negative economic affect
* The two moves to Dove from "no need for brutality" erase the 10% production bonus, and reduce dissent growth to -2% (from -6%) and manpower growth to just 2% (from 6%). Additionally, if you purge, the Soviet Union only needs one slider move (in 1936) towards Hawk. The rest can be done via events (mostly Soviet influence in China) and via Guarantees of Independence in Europe. Standing army means more organization and cheaper upgrades: By 1941 you can have 12 more organization with upgrades at 25% (from the army slider) instead of 50%. The net effect is 50% vs 75% including the Central Planning effects).
Some players advocate for saving the officers for the following reasons:
* Roleplaying a more benevolent USSR
* Saving historical leaders (such as Zhukov) that may have be randomly purged by the event
* Using a Soviet strategy that is *not* manpower/attrition focused, and could benefit from stronger leaders
* Tech team Alksnis, level 6, is the only team that can research air doctrines until 1940
* Tech team Tukhachevsky, level 5, is better than Shaposhnikov
* Minister Berzin, Head of Intelligence, is the only minister who provides a 5% research bonus
* Minister Alksnis, Chief of Air Force, is the only minister who provides bonuses for fighters and interceptors.
===Soviet Ground Defense Efficiency===
[[Image:Sov-stalingrad.jpg|right|Red Army soldiers in Stalingrad]]
====In Hearts of Iron 2====
In order to simulate the ineffectiveness of Soviet defenses before the war with Germany, the Soviet Union has significant defensive penalties for its military that cannot be adjusted in-game by the player. The GDE (Ground Defense Efficiency) score is essentially a percentage of the effectiveness of your units on defense. Thus, a GDE of 0.2 means 20% effective, or put another way, fighting at an 80% penalty when on the defense. The normal value of GDE for other nations is 0.8: due to all the advantages defenders have in the game, GDE never rises above 0.8.
* The Soviet Union starts with 0.2 GDE.
* It increases by 0.1 in May 1940 and later years for a total of +0.4.
* When anyone DOWs you get all these future increases plus an additional 0.1 are received.
* When Finns offer you peace through the event you get +0.1 (note this is the event not any other offer of peace).
* Grand total gets you back to 0.8.
* AI gets +0.6 at the start instead of the above events EXCEPT that they still get the Winter War event allowing the AI to get 0.9 GDE.
Timeline of GDE values:
* Prior to Dec 12th, 1939, your GDE should be 0.2
* From Dec 12th, 1939 to May 1st, 1940, it should be 0.3
* From May 2nd, 1940 to May 1st, 1941, it should be 0.4
* From May 2nd, 1941 to May 1st, 1942, it should be 0.5
* From May 2nd, 1942 to May 1st, 1943, it should be 0.6
* From May 2nd, 1943 to May 1st, 1944, it should be 0.7
* From May 2nd, 1944 on, it should be 0.8
Being attacked by a major power (eg: Germany) will automatically boost your GDE up to 0.7 (after a random delay of a few weeks to as much as several months)... but ONLY if they attack you, not vice versa; and the last boost (from 0.7 to 0.8 GDE) only happens in 1944, regardless. Note that all of this applies ONLY to a Human-controlled Russia... an AI-controlled Russia has a GDE of 0.8 right from January 1936 on.
Details are available in [http://forum.paradoxplaza.com/forum/showthread.php?t=201702 this thread].
====In Doomsday or Armageddon====
There is a different event chain in Doomsday and Armageddon. One important difference is that the Finnish Winter War has no effect on the GDE. The Winter War is fought at 0.4 GDE. Then there are two GDE gearing up events in January 1940 and June 1940, raising GDE to 0.5 and then 0.6 GDE. In June ´41 the GDE gets the last but one raise to 0.7 GDE. The last raise to 0.8 GDE depends on whether the Soviet Union is human or AI controlled. The AI gets maximum GDE when they lost 10% of their provinces in the "Great Patriotic War" event. A human controlled Soviet Union gets the same event when it is under attack (!), lost 5% of its territory and lost one major western city OR by June ´42 at the latest.
===Molotov-Ribbentrop Pact===
* No Deal with the Enemies of the Workers: This option does not provide any benefits to the player.
* Accept the pact: You will receive many free territory claims as well as a free slider move towards Interventionism.
* Propose an alliance with Germany: If it is accepted, the USSR will be in the Axis. It will lead to a bizarre game where fascists and communists are allied together to defeat democracy.
==== Historic Molotov Ribbentrop national provinces: ====
It is not necessary to declare war on the Baltic States (Lithuania, Estonia and Latvia) if SOV get the historic Moltov Ribbentrop treaty. Beginning on May 17, 1940, the USSR will have a 20% chance of successfully demanding territory (in the Diplomacy screen) to annex the Baltic States. Historically the Baltic states folded in stages in spring and summer 1940. You can also use the acceptall diplomatic cheat to simulate the historic events. Romania should also give up three Bessarabian provinces via the Pact on 27 JUN 1940.
===The Winter War===
[[Image:KW-2.jpg|left|KV-2 heavy tank]]
Assuming [[Poland]] has been annexed by Germany, a historical event fires in November 1939. The event gives you an option to give an ultimatumn to Finland, demanding two border provinces near Leningrad (Viipuri and Sortavala). AI Finland refuses to cede over the provinces 99% of the time, triggering a war. It is generally best to press claims as Stalin did historically since refusing to demand the provinces changes your Interventionism value by -1.
If you plan to choose the "Press claims" option and therefore almost certainly start the war, it's best that you prepare for the conflict before it breaks out, during the summer months of 1939. Remember to concentrate your army near the Finnish border in time. Also if you haven't upgraded your divisions by now prioritize the divisions you're planning to use for the war and move the upgrade slider just enough to turn their equipment more lethal.
====The quick way to win====
Send most of your mobile troops to the Finnish border around june of 1939, including your starting 10 Motorized Divisions and 4 tank divisions. Use these 14 divisions as your main strike force: split them up into 2 motorized and one tank division. Deploy close to 30 infantry divisions close to the Finnish border and have at least one 11 division plus the one "Stavka" the hq unit in one big army under a Field Marshal. To win quickly in less than a month attack the middle of Finland and do NOT attack the fortified areas, you only need to take a few of the middle provinces cutting Finland in half and then a screen will pop up where you can get what you originally asked for or take the whole of Finland.
There is an interesting alternative approach: build 2+ transports and make landing on Finnish costal provinces (including Turku and Vaasa) and send one huge juggernout to Viipuri-Helsinki. You don't need Marines because there is no defense usually. If things go well, you'll annex Finland in 7 days without diplomatic penalty before peace event fires.
====The end of the Finnish Winter War====
Once you've taken Helsinki or approximately four Finnish provinces, event #2627 will fire. You'll get a chance to re-state your ultimatumn, which this time will be accepted 99% of the time, or continue the war in hopes of annexation ("Let's bring them Socialism!").
This time deciding which option is the best one is a bit more debatable. Settling for two provinces bordering Leningrad means that you'll have to divert your attention (and around 20-30 divisions) to the northern front once Operation Barbarossa starts, while going for the annexation shoots up not only your Interventionism (by 1) but your belligerence as well, and immediately ends any existing non-aggression pacts with Germany, France, Great Britain and USA. Both selections also have their positive effects: Settling for two provinces lowers your dissent value by an impressive 10 (altough there's a 1% chance it goes up by 5), and annexation means you get the IC's and resources of Finland. If your dissent is over 10%, then it's a no-brainer to settle what you asked for. But otherwise it's up to you.
== War with Germany ==
Everything the USSR player does should be directed towards the ultimate war in Germany, which will usually begin around June 22, 1941. The player should ensure that all dissent is gone, and all upgrades are complete before June, 1941. At the beginning of the war, an event will ask regarding the movement of industry to Siberia. There is no reason not to accept this event, as it greatly helps the USSR.
==The really quick way to win==
To win quickly against Germany all you need to do is this
*In 1936 change the doctrine from Soviet land Doctrine to Spearhead
*Make sure to build industry all the way up to Feb 1940
*In Feb 1940 start to build Motorized infantry and tank divisions.
*When Germany Is in France, but before France, has fallen attack Germany or Romania, Romania can be a better choice since then Germany will Declare war upon you.
By doing these 4 things you are guaranteed to win before the end of 1940 despite the fact that your Gde is very gimped.
What you need to do is to have 2 motorized divisions for every 1 tank division and each one under a skilled Major General, and for every 12 divisions place a field marshal.
Research tactical bomber and fighter technologies since you already have some built, and upgrades those before you attack.
By correctly attacking and using your air power you can win over Germany in late 1940.
=== Force Deployment & Tactics===
If you choose not to attack in 1940 but want to wait for the Axis to attack you then you should build up your industry all the way until summer 1940.
By starting on building up industry in 1936 preferably to the east of Moscow so that it is hard to get to by enemy forces, and using ALL available IC to build industry. Make sure to asign all divisions under logistical wizards so that they consume as little goods as possible and do not reinforce them until you need them.
Only reinforce those units you are going to use in the winter war and only upgrade those and do it at during the summer of 39.
Make sure that you have researched the spearhead doctrine since it is several times better then the games “soviet land doctrine”, doctrine. And the point is to win as quickly and as easily as possible.
If you do this and do it properly then by the Summer of 1940 you should have an effective IC anywhere from 650-850 depending on how well you trade and what slider options you have chosen.
During the summer of 1940 start by building tanks and motorized divisions and tactical fighters and headquarters. When the war comes in 1941 you will have a large motorized army which can easily destroy the attacking axis within a few month and you never need to lose a single province.
=== Winning the Easy Way with the Soviet land Doctrine ===
The Soviet Union is extremely powerful, and beating Germany is quite easy using the correct approach. Two simple steps, also known as "spamming industry & infantry", will ensure an easy victory:
* 3 rounds of using all IC for factory building
* Then, massive parallel serialized builds of infantry (though taking care to pay down all dissent, upgrades, and reinforcements): 400-500 infantry by the time of Barbarrosa is a good figure. Combined with Milita, and the USSR can easily attain 600+ army units.
Using this method, it is possible to never surrender a single province to Germany, and to essentially go on the offensive at the very beginning of the war. In fact, if done with careful effeciency, the Soviet military will be so strong and so overpowering that the German AI, knowing how massive the Soviet army is, will not dare declare war! If a Soviet game goes into the summer of 1942 without a German declaration of war, it means the Soviet player has created a massive military that will steam roll Germany all the way to Berlin and beyond. :)
== Alternative War Options ==
===War with China===
For the expansive player who likes to conquer everything in sight, an oft neglected direction is China in 1936. Why China? It's a large land mass that no one in the west is going to go to war with you over. I generally do not like to share with anyone so I personally often find ways to eliminate or isolate Mongolia from the war effort, but that's of minor importance. Their are two main ways to enter China. Either you can smash through Japan and her puppet Manchouko, which will bring you into war with Japan as well which you probably don't want.
Or you can skip war with Japan all together by invading through Sinkiang. The main problem here is that invading through Sinkiang means crossing those damn mountains and that can take 6 months to a year, if not more. Additionally you should either have conquered Mongolia (puppet state of USSR I know, but still) or moved troops their so they can invade Shanxi. Main reason? Keeping the Japanese out.
The two times I've done it, Japan did not go to war with China, but I don't guarantee that they won't, however, you don't have to go war with them. If that happens you'll be in a race with Japan to capture all the territory you can.
It is a tough war though, and winter 37 is going to be very tough. Generally going through a careful step by step invasion process pushing for the pacific, you can be done with war in China by late 1938 (including all warlord states) no later than may of 39, so you can still have all your army back in Europe just in time for the winter war. You'll have the advantage of going into the winter war, and then world war 2 with the most experienced army in the whole game. In fact, I'd recommend that any units left behind in China be newer units so you can fully benefit from that edge.
From this point on, the war in the game should play out as mentioned in the war with Germany section, other than the advantage you'll get in additional manpower, resources, and IC, but of course, you're not going to war with China because you need something. You're doing it because it seemed like a fun idea, (at least in my case)
Additionally, if you're looking for war with england, you'll suddenly find yourself in perfect location for a two pronged strike into India. However if you do this, you still need to keep a strong army at the polish (and later german) border because Germany will declare war on you no matter what you're doing to England.
==Multiplayer Suggestions==
In a Multiplayer game, Germany is the most serious enemy of the Soviet Union, and will typically force Barbarrosa in May, 1940. Germany will be technically superior to the Soviet Union in every way at this time, and may even have more industrial capacity. Wise German adversaries will focus on land doctrines, infantry, armor, and air superiority. All German units, especially in 1940, will be a level more advanced than Soviet units.
To win easily in Multilayer as the USSR if you start in the 1936 scenario change to Spearhead doctrine, Build industry for 2-3 rounds and then build motorized units and tanks and combine them in 1 tank 2 motorized groups each specific division under s killed Major General and of course 1 Field Marshal for every 12 Divisions that you have
{{Anthology}}
[[Category:National Strategy]]
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#REDIRECT [[Soviet Union]]
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{{Country guides}}
==Axis Argentina==
This a 1936 GC guide, playing HoI2 v1.3b.1 (Mac). Work in progress, please bear with me. :)
===Focus===
The idea here is not to score World Conquest, but to turn Argentina into a credible Axis junior partner and play a major role in the Southern hemisphere. Or die trying...
===Startup===
Argentina starts with a few obsolete and underpowered divisions, one mountain division and, most important, a HQ. You also have an obsolete interceptor and a naval bomber, plus a bunch of ancient ships. That's not too bad: true, you're nowhere near major powers level, but compared to your neighbours, you're a tiger. or, more appropriately, a jaguar. Well, something nasty, anyway... Your only true rival is Brazil.
The first thing you need to decide is, what to do with the bunch of obsolete units that is pompously known as "Argentinian Navy". One the one hand, they eat up a lot of supplies; on the other, even obsolete battleships bear a formidable amount of firepower and can be very useful later, if used wisely. Plus, you can't really afford the research and IC to build newer types. My advice is thus to keep them, for the moment.
Spend some IC on reinforcements, to bring your infantry up to strength; set aside one or two points to upgrade, but don't sweat it: you have time.
Lastly, move the political slider towards Interventionism; you'll go to war, sooner or later, and this means taking a huge dissent hit (we're talking 10-12% here). In prevision for that, start stocking on supplies. Trade what's necessary to cover your needs and also try to trade for money. The US is a very good partner for this. You will need the money to influence Germany.
Your goal is to join the Axis as soon as possible: the earlier you join, the more blueprints you get. Which leads us to...
===Research===
Face it: you don't have the best tech teams in the world. On the other hand, you have some of the best in the southern hemisphere and quite likely the best in Latin America. The biggest problem you face is that you only have two tech slots: you will have to make choices.
Your first two research should be Machine Tools and Census Tabulating Machine. For your next moves, I would recommend:
* Industrial techs: Manufacturing (for the IC) and Computers (for the research bonus). As often said, don't go into nuclear research, you're not up to par, anyway. Rockets can be useful later, for rocket- and turbojet-propelled aircraft, but don't rush it, either. Agriculture has its use for increased manpower, as does the oil techs. Radar are more likely lower priority.
* Infantry: get Infantry 1936 soon; it's not that urgent, but by the end of 1936, go for it! If you have the resources, check Mountain troops, maybe Marines, too. Also, don't underestimate the Supply techs.
* Armor and Artillery: if you must research something there, focus on artillery, possibly static AA. Don't bother with tanks: South America is not the best-suited terrain for these.
* Aircraft: don't sweat it, for the time being. Your Naval Bombers (which will be your main air force) won't be upgradable until 1940. Look into Interceptor techs, maybe CAS, which are nice all-around ground- and sea-attack planes.
* Naval: decisions, decisions... You cannot research everything, you cannot build everything, so I would advise you to focus on Submarines. Research up until Long-Range and then let it rest. Later on, you may wish to build a larger surface fleet, but limit it to smaller ships (CL and CA may be the best value here).
* Doctrines: land and sea doctrines take a lot of research time, but are vital for your combat efficiency. They are not that important early in the game, but don't forget them after 1938. Try to bargain for blueprints -- except, of course, Germany has a different Land Doctrine path... Air doctrines are usually faster.
Whenever you can do so, start building a small quantity of industries (such as 2x4 or even 2x3). This will be important in getting to the 40 IC holy grail. Also have a couple transport ships ready for 1939; get some Marines, too, if you can.
===The road to war (1936-1939)===
This is the time when you go wild in South America. Attack, annex, recover; rinse, repeat. Have a few garrison in the construction queue (with Police if you already have Infantry 1936 tech).
Your biggest problem will most likely be the dissent hit due to low Interventionism, which is why supplies stockpiles are important. Right after you declare war, move all your sliders (except construction) to Consumer Goods and hope you have enough supplies to last until it's down to reasonable levels. You most likely won't have large production queues, but make sure your IC allocation to construction is always 100%.
Your first targets should be '''Uruguay''' and '''Paraguay'''. For each one it's fairly simple: move all your armies to a province adjacent to the capital province (Asunción holds the only VP for Paraguay, Montevideo the only VP for Uruguay), attack with your mountain division (which is fastest), possibly with air support (although it will be quick and you might wish to save your oil supplies) and all your other unit in Support Attack. Annex and garrison.
Next in line should be '''Chile'''. This is a bit trickier, as they have a bigger army and the front will be very wide. Also, they have the nasty habit of attacking you when you attack them... Put the bulk of your army near Santiago; the mountain division near the Chilean VP at Punta Arenas and another infantry division next to that one.
On day one, attack Santiago with all your strength and move your mountain division in the southern VP province. Remember to keep a division guarding your VP at San Miguel de Tucumán and also watch for invasion on industrial provinces; you don't have a lot of IC, don't lose them to the enemy. Here, air support might help. Once Santiago is taken, immediately attack Antofagasta with all your strength. It will take a while to get there, but, in the mean time, continue to attach Chilean troops: it keeps them busy and weak and it gives your leaders and troops some experience. Once Antofagasta is gone, annex and garrison.
For Chile, I would recommend to garrison every province: it will be useful later as early warning systems, when the Allies will come knocking on your door with massive transport fleets.
Next in line is '''Bolivia'''. The trick here is not to attack the capital directly: by the time you can do so, they will have close to six divisions in an mountain province -- got a good plan! First, have you main attack forces (with Moutain divisions) in Antofagasta; then move three infantry divisions to Sucre (which should be unoccupied), with the rest of the forces supporting the attack. Once Sucre has fallen, you can attack with your main forces and with support from your Sucre divisions. Hold off on air support: Bolivia has an Interceptor that can put serious amounts of hurt into your NAV... Annex and garrison.
You can try and attack '''Peru''', but only do so if you're certain you can annex it before the war starts in Europe. Because, when it does, Peru will almost automatically join the Allies -- and you can expect a fair deal of Allied troops joining the tango... Should you choose to attack, Peru is a nasty customer: its VPs are in mountainous areas and the Peruvian army is marginally better than its neighbour's; yours is most likely better, but still. Your best chance for a quick victory is to first launch an attack on Arequipa with your mountain troops, and then, when victory is achieved, double up with an amphibious assault on Lima. Taking Cuzco first will help, of course.
The gist of it is, '''as soon as the war starts, conclude any ongoing conquest activity, as soon as possible'''. Now, by the time you're there, you should be well into 1939. By that time, you should be allied with the Axis power(s) (that can be done by late 1937) and have 40 IC -- and the third tech team.
===Alternate strategy===
Attept to build a axis Alliance in South America, with Bolivia, and Peru, which will allow you to have a much easier fight against Brazil, and Chile. Also those two countries are ripe for fascism to take them.
===Argentina in the War (1940-?)===
Now is the time for defense and construction.
The good news is, you have a priviledged position: you're deep south, far from the main zone of conflict. The bad news is, this only means the Allies will take longer to get at you -- but they will! This is why it is very important to grab the Falklands from the UK as soon as the war starts: first of all, because it's a major air and naval base next to your home turf, second because the Malvinas are yours by right, those Brits be damned!
From now on, you have three priorities:
# Safeguarding your land, by garrisoning the coastline;
# Safeguarding your waters, by building submarines and naval bombers;
# Planning your future conquests.
Build a few more infantry, possibly one fairly long queue. These will be your garrison troops for Argentina proper. One per province should be enough (maybe a reserve three-division force, for reinforcenments), as you will be mostly counting on them to sound the alarm for subs and NAVs to intervene.
One nasty trick is to leave Tierra del Fuego open and to wait and see Allies placing themselves in the "prison camp" island. They won't be able to attack if there are hostile fleets in the surrounding waters, so keep a couple subs cruising around. It's dangerous, but attrition might do much larger damage to those troops that your army can ever hope to do...
Your main builds, however, will be subs. Try to get 4-6 series running for a long time. They build fast and you should get a nice gearing bonus there. You will, however, lose a lot of them. With any luck, you will also do a good deal of damage to the Allied fleets. Also have 1, possibly 2 NAV series. Try to upgrade to Improved NAV as soon as possible and push those Sea and Air Doctrines to the maximum. Encryption/Decryption techniques are also good for detection and surprise.
Have your old fleet (remember them?) set up near the most frequent Allied landing point (it's usually Santiago, but your mileage may vary) and bring them out as a backup force when the US tries something. They may be old, but they can still turn a good deal of transports and their escorts into artificial reef. And if they are sunk, at least they went in a blaze of glory...
''Coming Soon: Back to the offensive''
[[Category:National Strategy]]
==Argentina as a major power==
===AIM===
It is possible to conquer any nation (possibly Germany and Soviet Union?) with Argentina in the 1936 GC.
===Technology and ministers===
Since the biggest problem for all minor powers is manpower, swap the ministers to give the most manpower bonus (you need them to fight USA later). The intel and armament ministers should give +5% IC bonus. However, some ministers don't come until 1938 so check after every year to get maximum effect on manpower.
Boosting manpower sacrifices valuable IC, thus less tech slot avalible. Trim your research to the following (* means priority):
Food production*
The assembly lines (SM*, vehicle* and aircraft)
Land doctrines*
Infantry*
Artillery*
Supply efficiency
Mot
CAS
CAS doctrines
You will only have 3 free slots most of your time so don't research anything else.
===Diplomacy===
Use all your spare metal and oil to trade with the USA for food. Keep influencing the USA and the allies because they are annoying pests who will attack you prematurely and end your game. You must sign NAPs before a war with USA when your belliengerance is too high.
Just push for interventionsm. Going Hawk and/or standing army is useless, USA will influence you to screw up your sliders anyway. However, they don't seem to do anything to my intervention and authorian slider. You can exploit this later on. Since USA has full open society and free market, you will recive free slides and have less partisans and get your free market slider maxed(the only way you can get it because you are too authorian anyway). Later events will make USA full intervention and probably 8 points in Hawk, you will get your Hawk slider back so don't worry if you became Dove early in the game.
===Bang on to War in South America===
Do not worry about dissent at all, you are going to have it for a few years, so attack when your army's ready. Set your production automatic. Trade all your oil and metal with USA for food. Disband your interceptor and NAV. Disband all brigades. March your Mtn to the southern part(the province next to the chile VP). The others attack Montevideo and do not annex yet. Striaght after that march everything to paraguay, attack and annex. Build one convoy now, after it is completed, do a series of 3 transports.
Move everything to Chile and attack their 3 VPs at once. They have minimal resistance so its fairly easy to take down. Move all your army to the south of Bolivia. Do the same old attack and annex trick. You may experience problems when attacking their army of 5. Simply lure some of their troops into the moutainous province before taking their capital.
Your first transport probably has arrived. Load up one division and do an Amphabious landing in Peru. The trick is having your main army to support attack at the adjacent province. You should have annexed them in no time. Build 3 inf divisions and one naval port(without the naval port you are screwed). Place one division in Ascioun to defend it. If your dissent is leveled already, build some artillery for your inf to give extra punch. When the port is nearly done, declare war on Brazil and use the amph+support attack to take all the coastal VPs. There is one VP province you have to march in to take it. Have 1 division walk there and 4-5 supporting attack with HQ. Keep taking coastline VPs with your remaining army. After you have taken Recife. You realised you need a port there to take the last VP. Place the Port in Recife and finish the Job. Remember to annex Uruaguay now. Or else the USA will come down and kill you.
I HAVE TO STRESS THIS: DO NOT GO TO WAR WITH ANOTHER COUNTRY WITHOUT A NAP WITH THE USA AFTER THIS POINT. They hate you, they want to kill you so get a NAP before doing any conquests. Build 2x3 transports. In the meantime, finish off the remaining South American Countries. When you have 9 transports, attack Panama with everything. If you do this too late, these tiny countries will probably have 2-3 divisions, which is hard to get in. You should have completed this by late 1938.
===Central America and Carrabian===
It must be so attempting to switch to a Prince of Terror by now since you have 200+ manpower, and get another tech slot. However, 200+ manpower only equals 20 divisions. Not even enough to cover all your coastal provinces. Disband your mountain division because we are not getting up that tech tree, and recive some extra manpower. All you should build is inf with art. Don't even lay a finger on garrisons. You don't have the manpower to do it. At this point, some majors like France would probably declare war on you, so get your relations better with them. (The following is not tested: I have -200 relations with France by early 1939, they always declare war on me. However, I spent a few months improving relations and have neutral relations with them, they don't seem to do anything to me. Thus you can probably carry on conquering central America and the carribian earlier if you get good relations with them.) If my theory isn't right. Wait till mid 1940 because our pal Germany is punishing them for their pesty behaviour. Then you can take all the minor powers in America. You should get your 4th tech team slot by now. (However, its base IC is 61 so a few stratigic bombing will finish you off. before you go to war with USA, make sure your 4th team finished researching).
===Total dominance in America===
Before you go to war, garrision ALL beach heads with inf with artillery. You don't want a cock up after you went this far. Your army should be consisting Mot and Inf-art. Mot because it is cheap and quick. Build as many CAS as you can. When you go to war, remember to take the four allied province in South america by amph landing, colon, falklands and Belize City. You should be able to defeat the USA and its minion Canada.
===After you rule America===
I allied with Germany and got only a few blueprints, its probably not worth joining the Axis if you want to fight them later ((From Emperor Gumby IV- Buy the blueprints from them with Oil and Metal. It's not like you can use everything you have))
==Emperor Gumby's Argentina Strategy (Axis Junior-into-Senior Member)==
HOI2 DD v1.2, 1936 GC
The objective to this strategy is to turn Argentina into a credible world threat. This isn't for inexperienced players as I set some pretty tough early goals. They can all be achieved however.
===Phase 1: Initial Growth===
There's no way we can help the Axis or anyone else by staying within the borders of Argentina. We must expand. Ignore the tiny countries on your border; we're taking on Brazil first. And we're going to win by the end of July '36.
====Before unpausing:====
Move your intervention slider toward intervention. Dissent will be through the roof until we get this bumped back a little.
Begin construction of 2x2 Milita and 2x1 Transports
For research, I usually pick Census Tabulating Machine and start with the Machine Tools line, and then Rear Area Dumps, and the Agricultural line. In that order.
Also, don't rush to join the Axis. Strictly speaking, the game will probably never register that we're even in the axis because we're siding with Japan, not Germany, but it's all the same in the end. The Axis will rule the world... or there will be the Argentine World Order.
Last, make sure your advisers give IC bonuses if you have a minister for that type that would.
====After unpausing:====
Sell oil to the Americans for cash. We don't need it and it will free up IC from consumer goods so our militia and transports will finish on schedule. Divide up your troops so that you have a bunch of one-division armies. Make sure you have a General or Field Marshal in charge of the HQ. Leave them all in Buenos Aires.
Now take a look at the “Argentine Navy” . . . Pretty pathetic, right? Anywhere else in the world, yeah, it would be the laughing stock of the seas. We're in South America though, and it's the most powerful fleet around. Combine all the heavy cruisers and battleships into one group, and everything else into another. Rebase both fleets to Buenos Aires. We're going to need these later.
When the first batch of militia are ready to go in February, put one in Concordia and the other in Buenos Aries. Group both transports when they finish in March (on the 10th) and base them out of Buenos Aires. Move your battle fleets to block the escape of wherever the Brazilian fleet is hiding... usually Porto Alegre. They only have 3 ports, so it's not that hard to find them. Also, check to make certain Curitiba is undefended, if not, find another nearby province that is.
As soon as the second batch of militia are ready on the 19th, deploy them to Buenos Aires and declare war on Brazil. Don't start building anything new. Let the consumer goods bring down our dissent.
===War with Brazil===
Load your mountaineer division and the HQ into the transports and do an amphibious assault on Curitiba if it was undefended earlier. You'll take the province and ensure this is an entirely defensive war for Brazil. March that militia group from Concordia to Porto Alegre. Start using the transports to quickly move your divisions from Buenos Aires to the next point up the coast. Don't do amphibious assaults onto defended positions. This wastes valuable readiness. Use the troops from the province you just captured to attack. They will seldom have more than one or two divisions to defend each province. If they put up a fight, land more divisions, then attack again. Use your battle fleets to ensure the Brazilian navy stays in port and doesn't harass our transports. Use Coastal Bombardment when you're certain there is no threat to the transports.
Don't advance inland yet. All but one IC and VPs are located along the coast. Recife might pose a small problem. There's a river between it and Salvador, but Fortaleza is never defended and you can land troops there and attack from both directions. Your last amphibious assault should be on Belem. Use a militia for this as it won't be a defended province and there's no harbor there to pick up the unit, so it will have to march to another province. Advance a unit from Vitoria to Golias, support the attack from all directions that can, or they might get defeated due to poor infrastructure and losing lots of organization while moving. As soon as you control Golias, annex Brazil, dissent or no dissent. We don't have time to keep fighting them.
===Post-Brazil===
As I said, we don't have time to keep messing with Brazil. We have to finish taking over South America before the USA starts raising their intervention to the point where we can't sneeze without Patton showing up in our capital. Try not to worry about Partisans unless it actually spawns a unit.
There are three real gems in South America as countries go: Argentina, Brazil, and Venezuela. You can guess where we're going next, can't you? Use your transports to start moving troops to Macapa. You'll probably have to rebase the transports to Rio de Janeiro. With your first three or four divisions that arrive there, march to Boa Vista. Don't use your HQ for this, it moves very slow through the jungle.
As soon as dissent is back to 0%, invade Venezuela. Send those guys in the jungle to Cuidad Guyana. As soon as the garrison there is defeated, load the transports again and move them to Bocas del Dragon (the water in front of the province we just attacked). The game will tell you they cant get close enough to do an amphibious assault on the province, but this is rubbish. Click the button to see the troops loaded on the transports and manually move them to the land. Do this with the rest of your forces as well since we won't be able to do another invasion like Brazil. This one will require grunt work.
Annex Venezuela as soon as they're boot-heeled. If you have a prince of terror, you should be at the magical 40 IC to start another tech team. Sometimes there's a weird glitch and I only get 39 IC, but that just means we need to kill another neighbor. You can do what you like with the new research team, but I strongly recommend abandoning the firepower doctrine and starting toward the infiltration doctrines while we still have a team that can do this efficiently. You will lose Justo as a research team whether you have the sudden change of government event or not in 1938, so use him while you've got him. Also note, you won't lose him until after whatever he is researching finishes, so if it is December 1937, by all means, start another doctrine.
After Venezuela, Colombia is the obvious choice since all of our troops are right next to their victory points anyway. Start selling the oil we just acquired to the Germans, we'll need the cash to influence our way into an alliance with Japan, and the Germans will need the oil. When dissent hits 0%, invade Colombia.
Keep kicking in the neighbors. The Americans might hate us, but they won't usually do anything until they raise their intervention, guarantee of independence or no. So we've got a deadline to keep, after Colombia and Ecuador fall, strat-deploy where you have to in order to get troops in position on time. Tick-tock.
As you start nearing the last two countries, start building 2x2 more transports and start influencing Japan. You might consider switching foreign ministers to the Apologetic Clerk for cheaper influence. You're not really going to have a cash shortage, but it can't hurt.
===Alliance with Japan===
Once you are lord and master of South America, join Japan's alliance. If you have done all this right, it should be mid 1938. If you try joining Japan while still conquering your home continent, Japan will carry out Pearl Harbor on the USA and you'll be stuck fighting them. You'll need more troops for the next part, so you might as well start building 6x2 or 7x2 infantry as soon as you have the spare IC. Once these are finished and your dissent is at 0, start building more IC. Buy whatever blueprints you can from Japan. You won't have any lack of resources so don't get stingy with the oil and metal. Their land doctrines are good, and their aircraft carriers are way more useful than the submarines you'd have gotten from Germany.
Also, a change in ministers from prince of terror to man of the people is in order. Also, the chief of staff that gives 25% more manpower too. Otherwise you're going to run out of troops while fighting some of the bigger nations later. You might be able to get away with not doing this, but I don't recommend it. You'll lose quite a bit of IC, but you'll double your manpower. Be careful about switching too early with Prince of Terror or you'll lose the third tech team and anything they were doing until you're back to 40 IC. Be warned that the sudden change of government event might make this change for you and there's not anything you can do... so don't mess around with the dissent and make sure you've been moving your intervention slider all this time.
Joining Japan's alliance will automatically put you at war with China, but with no penalty to dissent. Rebase your transports to Quito and begin moving troops across the pacific. You won't be able to use Sea Transport missions, but you can tell your transports to rebase to allied ports in Asia via the dropdown menu. Shanghai is usually a good spot, if not, just use Dalian. Once your troops are in Asia, rebase back to Quito and restart the process. Until you have 16-ish divisions in Asia, loan them to Japan as expeditionary forces. Once the bulk of your army has arrived, start trying to take key points like Guangzhou, Guilin, and Chongqing. This normally leads to Japan achieving victory over China around the time things start to heat up in Europe.
===Post-China===
Once China is defeated, Japan will still be at war with Sinkiang, but they won't need any help with that. Communist China, might be good for some free XP for your generals if Japan is still fighting them.
Now is the time to start thinking more long term. I'm not making a detailed guide on what to do next, because there are lots of guides that already tell how to take down the Americans, Russians, or British with a minor nation. I usually go after the Russians because if you don't, Japan will attack the Americans in late 1941 or early 1942 and you'll be pulled into fighting your much more powerful neighbor. With Japan, Argentina, and whatever happened to China attacking on one side, and the Germans attacking from the other, the Commitern is doomed and then you only have to fight the Allies (Brits and Americans). You might have to edit your save file, but sometimes when I attack Russia, the non-aggression pact between Japan and the Russians doesn't go away and its me and China vs the Russians, which is winable, but Japanese troops will unrealistically do nothing.
Something else to consider, drop the Alliance with Japan in late 1941 and build industry and infrastructure in your 3 home provinces that have 20% infrastructure (need 40% to build IC). Attack the other industrial minors, Spain like and Portugal (and later Vichy when Germany starts losing) and you can establish your own worldwide empire. Or do something crazy like join the allies and lead an attack on the red menace. I mean, seriously. This is very open ended. Good luck.
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Argentina strategy
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#REDIRECT [[Argentina]]
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Australia
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{{Country guides}}
==Overview==
Australia ([[Tag List#A (13 tags)|AST]]) can be a fun and challenging country to play. Historically, like Canada it has held subordinate role, first to the United Kingdom and later to the USA, but playing that way is rather dull. As with any scenario and country, the goal is usually to conquer vast tracts of territory, and this guide is written with that in mind, particularly for a 1936 scenario.
Advantages:
* Geographical isolation (AI is almost never interested in you)
* Lots of allies that give you blueprints and resources
* Low infrastructure, large home provinces (advantageous because you can give ground in a defensive war, e.g. the famous Brisbane line)
* OK tech teams (not as hot as Germany but certainly much better than Nationalist China)
Disadvantages:
* Low [[manpower]]
* Low [[IC]]
* Low [[infrastructure]] (this renders mobile-reserves near-useless unless you upgrade your infrastructure)
* Only two research slots in the beginning
* Difficult conquests
* Relatively mediocre [[leaders]]
===General Tips===
* Disband the garrisons. You won't be policing territories and their manpower is useful.
* Disband at least the old destroyer and light cruiser, even if you want to keep the two CAs and modern CLs.
* Trade some supplies to the USA for money. You can then research, conduct intelligence, and diplomacy, while not using IC for overproducing goods.
* Try to have at least 100 convoy transports. A beachhead in the Balkans requires around 70 transports to support several Corps.
===Manpower===
Australia's biggest problem is manpower. Resources and blueprints can be traded for, IC captured, but manpower can only be slowly grown. Annexed territory yields just 10% of the indicated manpower, and non-contiguous territory yields no manpower at all during wartime. This limits growth of every kind by capping military power and so slowing conquest. To maximize manpower you ''must'' take every step possible to increase growth. You will start with 25 manpower stockpiled with an increase of 0.10 manpower per day. To increase your manpower growth research the two agriculture technologies, install Sir Cyril Bingham-White, and a Man of the People Security Minister. This greatly benefits manpower growth.
If you're not interested in the reasoning, skip this section. I'm not sure precisely how manpower works as even when factoring in all known modifiers I find a serious discrepancy between expected and calculated values; 13 manpower assuming no modifiers would yield 0.04 manpower per day, not 0.10. All the same, anyone can see the value of the manpower modifiers when the maths is done. Australia begins with -8% growth due to a [[Dove Lobby]], and +10% due to two techs, thus 36.5 is 98% of your base growth. If the player researches the next two Agricultural technologies, which are 5% each, installs Sir Cyril and a Man of the People, we reach 55% additional manpower growth. Once the [[Hawk Lobby]] is maximized (which takes years, but is well worth it) we reach a whopping 65% additional manpower. As far as I'm aware this is the maximum until the later Agricultural technologies. Now if we do the maths, our base manpower growth is 37.3 per year. This leaps to an amazing 61.5 manpower per year when all effects are active, or 0.16 manpower per day. Thus it is obviously apparent we can build another pair of infantry Divisions per year with extra left over for other projects. If we average this 1936-9 we see that another six Divisions is nothing to sniff at.
==[[Research]]==
Australia has some excellent [[Tech Team (Australia)|Tech teams]], but with only two slots to begin with you're limited to whatever you get via blueprints. You can, however, research independently for various reasons. I highly recommend the [[Industry Tech Tree#Agriculture|Agricultural]] researches as they're easily accomplished, boost your manpower, and you can trade them to France for resources. Any blueprints you complete can be traded around the Allies for some extra change. It's worth the money cost.
Also consider changing your Land Doctrine. Have you noticed that Dudley Lavarck shares four crucial specialties with Heinz Guderian and is level 6 skilled? Blitzkrieg Doctrine is a viable option. Don't be afraid to abandon all those old techs: you're getting better ones. You may want to hold off on this, however, until you've got 9-18 infantry Divisions, thereby utilizing the slight discounts already available from your current doctrines.
==Diplomacy==
===Alliances===
Australia as Commonwealth nation starts as member of the Allies. You may want to join Japan and leave the petty Commonwealth. Simply influence and attack all! :D
===Sliders===
Australia's initial domestic policy is not suited to conquest, and you'll be wanting to maximize the interventionism, hawk lobby, and probably standing army. All three are pretty far to the right, and it would take you several decades to bring them left manually. Maximizing interventionism is simple however: guarantee the independence of a country you expect to be attacked, such as Nationalist China and Albania. This will kick your interventionism up a lot, which helps equalize the fact that Germany, UK, France, USSR, and even USA have gearing up for war events that Australia doesn't get.
Moving the [[Domestic_Policy_FAQ#Hawk Lobby - Dove Lobby|hawk lobby]] and standing army isn't as easy, but given that you don't have to fix your interventionism it's a lot quicker. When both your interventionism and hawk lobby reach 5, as a Social Conservative government you have a chance of Defense Policy Initiatives or Attacks. Because your interventionism is boosted by guarantees, you're sure to get the events, and a lot quicker than manually dragging the sliders once per year. Whichever you get, you're given the option of increasing some sliders at the cost of others and a penalty in dissent. If you get the chance to exchange interventionism for hawk lobby or standing army then do it: interventionism is fairly easily gained by guaranteeing countries in the line of fire, but the others can't be moved except by policy challenges and once-per-year shifts. Dissent is easily burned away by brief overproduction of consumer goods.
You may wish to move towards authoritarianism to allow easier DoW on your targets, but as a member of the Allies you should have enough potential targets without needing that. Unfortunately, as a social-conservative government you can't maximize Free Market, which is superior to Controlled Economy, and much easier to attain as Australia, but you may consider going Social-Liberal to make the change to Market Liberal.
===Ministers===
Your starting pool of ministers is pretty good, choose those who suit you and stick with them. Unfortunately your conservative HoG will die in '40 or '41 and be replaced by a -5% one. If you choose elect left the next election you get a +5% one, but have to replace nearly your complete cabinet and loose the +10% manpower minister you had before. So consider carefully.
==Intelligence==
As you get most blueprints you need from your allies there is only one target that may be worth the effort: Japan. They start with a few more naval doctrines and research some very early due to blueprints they have. Maybe that's a reason good enough for you to steal blueprints from them.
==Economy==
===Trading===
Most of the needed resources are delivered for free from your allies, especially after the USA joined. But you will need some extra money to keep your research running, trade that with USA or any South American country you want. Choose democratic ones so relations get up to +200, then you can renegotiate the deal to much better conditions.
===Industrial Production===
Of course, what strategy you use is up to you, but this is Australia and not Germany or the USA - you can't afford profligacy in this austere land. And after all, you're reading this guide for tips on the best management of Australia.
It is my sincere recommendation that anyone playing as Australia avoids spending manpower on additional IC, AA, Radar Stations, rocket test sites, or nuclear reactors. Don't scoff: when you've got 250 IC to your name through conquest you'll be looking for things to build, especially as without any manpower you can't build anything except infrastructure.
==Military==
=== Army ===
Read the [[Poor man's army]] guide. It will explain somethings quite well
Airborne, Marines, and Mountain infantry are fools' gold for Australia. The additional abilities, especially Marines, are tempting, but ultimately they're mitigated by the cost. You're on a shoestring budget and for every 2 special Divisions you could have 3 infantry Divisions, or more than four armoured Divisions. I recommend a large armoured Corps for Australia: it's 3 less manpower per Division, it will decrease your manpower losses, and with the Blitzkrieg doctrine they're cheaper. The increased pace of offensives also reduces casualties. Consider armoured cars for your units: they increase the hard value and hence reduce manpower losses. Personally I've always added artillery to my infantry, but in this case I believe it's worth considering any options to reduce manpower losses. I have also read that militia with artillery is exceptional for purely defensive use, as they cost far less, take fewer casualties, and with artillery are nearly as powerful as infantry when in defense.
=== Navy ===
The Royal Australian Navy starts with [[Fleet-in-Being]], read the [[Naval Doctrine FAQ]] for more information.
The Royal Australian Navy will have to be royally shafted. You start with seven transports, and by adding two you can move three optimal sized Corps at a time. However, in terms of warships there's not much you can do: Japan is a true naval power, you cannot possibly defeat them directly. Even Italy and Germany, far from first-rate navies, are above Australia's weight class. Australia can stamp out heavy cruisers and destroyers, using British blueprints to save time, but even if Australia musters a full nine CAs and nine DDs against the Italians without Royal Navy support you'll be torn to shreds by their motley collection of battleships supported by a score of their own Heavy Cruisers. From observation, in a standard 1936 scenario the RN can be relied upon to bottle up the Italians and Germans, but Japan is the USN's responsibility. Armageddon may have affected the AI, however, as in the last scenario as Australia I found the RN scattering half the capital ships into ASW packets and the rest patrolling the North Sea, thereby making it all blockade runs against the Italians. If this is an AI change then unfortunately you cannot rely on the AI to assist you in the Med anymore. All the same, unless you intend to strike it out alone against medium powers, forget the Navy. Read the [[Naval Doctrine FAQ]] for more information
=== Air Force ===
I highly recommend a tactical air force. If you're not an airpower type, read [[Effective Use of Airpower]] and prepare to change your view. I suggest a TAF over a SAF for severals reasons: cost of strategic bombing is higher, Australia can't realistically amass a large enough SAF to cripple a large nation, while a TAF will reduce attrition. Four CAS can easily maul your enemies' Divisions, but costs a mere 8 manpower - less than one infantry Division. For 12 manpower you can assemble four CAS and four fighters. Usually I work with both interceptors and fighters, but Australia can't afford it, and regardless the interceptor's eponymous abilities are irrelevant in this situation. Fighters' usefulness in CAS as a secondary ability makes it far better pound-for-pound. The true value of a TAF is in interdicting the enemy in combat to quickly defeat them, then switching to ground attack to tear them up while they're horribly vulnerable. This greatly reduces your own manpower losses as it's a compounding effect: you speed up combat, reducing losses, then wear the enemy's effectiveness down, further reducing time-in-combat, further reducing losses.
==Events==
There are only election events.
==War==
There are many possible expansionist strategies for Australia, varying from leaving turning on the Allies to make easy killings among their weaker members and their colonies while they're distracted, to blitzing Japan. The only proven strategy I have used, however, is the Balkan route, and I will not cover the other strategies.
The Balkan route has many advantages. When launched in 1941 it provides a five year build up period, which may be too long for some, but is not necessary inactive. You may attempt to stall the invasions of Poland, Denmark, Norway, France and the Benelux, Yugoslavia, and Greece, but even if successful it just means you'll have less prizes after the shooting stops. You can also assist in the conquest of North Africa, but like stalling Axis assaults it's a needless sacrifice of precious manpower that you'll need later on.
It is possible to indefinitely hold Narvik and therefore Norway against the Germans, tying down a handful of Divisions, but I found attempts to stop the other invasions futile. The invasion of France can be seriously slowed by the presence of Australian Corps, in fact as a novice I held out until September. Eventually, though, even with military control of the Netherlands and Belgium, the Allies break. It makes sense to attempt to rescue as many Belgian and Dutch Divisions from the Fall of France to assist your later liberation campaigns. Other armies are unsalvageable (Polish, Danish, Norwegian, Luxembourger, Yugoslav, Greek) because they disappear when their nation is annexed.
I found holding Greece quite easy until Yugoslavia fell; then my handful of Australian and Greek Divisions were overwhelmed by vast numbers of Panzers, German allies, and air superiority. Since that campaign I've learned a lot about combat, and I assume an experienced player could hold Greece against the Axis. However, I don't recommend it.
In 1941, just prior to Operation Barbarossa, the entire Balkan region is in the Axis camp. The Balkans aren't exactly the jewels of Europe, but they're a decent breadbasket for an ambitious Australia. Hopefully the Royal Navy clears the Mediterranean for you, allowing unimpeded landings in Greece. As the Axis will be heavily engaged on the Eastern Front you should have an even chance against the thin but steadily increasing defenders in the Balkans. If you follow my suggestions on army doctrines and composition you should have a highly mobile force capable of repeatedly encircling small packets of enemy Divisions and grinding them down piecemeal. Annexing Hitler's satellites will rapidly deplete the Axis forces against you. You will probably find though, that Australia's small army alone can't face the overwhelming Wehrmacht alone, and require assistance. The New Zealanders, South Africans, and Canadians are largely dormant, allowing you to dragoon them into supporting or spearheading your operations. If you rescued the Dutch and Belgian armies then you can add them to your armies as well.
There's not a lot to be said about strategy after you've landed in the Balkans. In some situations the bulk of Italian Divisions are stuck in Africa, allowing you to lance north along the Dalmatian coast to Trento, isolating the Italians for a handful of units to clear and annex. Alternately a broad front may allow you to prevent the enemy amassing a serious threat on any one flank, and there aren't really any landmarks to aim for; there's no industrial heartland or particular region suited to encirclements. It's probably worth liberating some puppet states, as their manpower is not transferred to you (see below for details) and without additional manpower you can't expand your army, navy, or air force. Puppets, however, can churn out new Divisions to do your bidding via military control. By now you're probably into the early part of 1942, holding a line from the Black Sea to Switzerland. The world is your oyster - go after Germany, or hold the line while they collapse under the weight of the USSR, focusing on the Pacific instead. Once your puppets have build enough forces you can leave the Allies (if the war is over) and strike against them with the Australasian allies.
==Alternative Route==
You don´t want to conquer the Balkans because it´s a long way away from Australia? You want to face and tame the immediate threat in the Pacific? You like naval warfare more than tanks? Then you may want to choose a different first conquest: Japan. Compared to the above strategy you end with a less powerful Australia, but nevertheless you have a fun and challenging game. And you won´t have to fight an excessive land war against the Red Army in World War Three.
===The time before the war against Japan===
Build some IC to get the third tech team in the first years. To be able to face the IJN you can´t rely on cruisers or destroyers only, the true ruler of the Pacific waves are carriers. Never built carriers as such a small country? Me neither ;), but it works. It will cost you much research time as you have to research the [[Base Strike]] doctrine. You won´t have time to research Blitzkrieg or IC to build tanks, so you should stick to your starting land doctrine path. It fits pretty well to your small infantry army.
It is a a very good idea to do an excessive spy campaign against Japan to steal some blueprints. As you are equal or ahead in many research areas and share the same land doctrine path it is *relatively* likely that you steal some of their naval doctrines. Relatively means: you really have to spend some money and time to achieve that goal, but I would say it is definitely worth the effort.
OK, you build up industry, start to build a small infantry force in late ´38 and lay down your first serial run of CV IV´s in late ´38 or early ´39. Oh, and squeeze in some militia. You want to have your air fields secured or be at least warned when enemy troops are approaching your air fields, nothing would ruin your game more effectively than enemy troops capturing your air force. All these "early" production requests mean that you have to build IC a little bit longer but it also means you can do something earlier.
As soon as you researched the ´40 TAC you should start a serial run, you need some air power that can hit the ground and the sea. Move your small army to Egypt to help Britain. In June ´40 I had nine infantry and six militia divisions there and was able to help the Brits significantly without too much manpower losses. As Australia you really want strong Brits, so they can defend India by themselves. In late ´40 all except one last factory was ready and I had built ~15 infantry so I started a series of fighters (of course the ´40 model). To provide a good carrier escort research DD-V in mid ´40 already so you can start to build them early. The next months were relatively easy: The TAC´s started to destroy Italian convoys and ships and as soon as the first four fighters were ready they were sent to Libya.
With air cover in the Med, my second carrier ready in ´41 and enough DD´s for them and a competent Vice Admiral in charge (use the spotter/superior tactician - he gains experience fast and minimizes the risk that an enemy fleet closes the distance) you can send your CV fleet against the Italians. In a long campaign I sunk only very few ships as early carrier warfare is not the most effective way to sink enemy ships, but the Vice Admiral got much experience (very important), many Italian ships were always in port and French and British ships could use the Med nearly freely. Bring your land troops home in ´41, except two or three militia divisions to secure the air fields you use.
From ´40 on I started to buy some transport fleets from allies. With a blueprint and some supplies from you they are really cheap. Oh, and a second carrier serial started after the eighth and last TAC was built.
Finally, in late ´42 Japan started their war.
===The war against Japan===
So, you have two carriers, eight TAC´s, a growing air force of fighters and a tiny army. What to do with them?!? You still have to wait one or two years until you can hope to challenge the remaining IJN with a larger Australian carrier fleet, but that does not mean you can do nothing. Send your army to Burma and help the Brits to defend it until they have enough troops of their own there. Use your bombers and fighters there.
After the Japs are stalled in Burma start to remove your armies from there and retake Indonesia that is most likely lost to Japan. Use the air field(s) and start to use you air power against the IJN. Use your CTF very carefully and defensively, but you have a good chance to sink many small fleets around Indonesia which try to bring new troops and that´s an opportunity you should not miss, so don´t let your carriers miss this time of the war because you are afraid to loose them.
Reinforce or retake the Philippines if you feel that Indonesia is save for the moment. Do that after you found out where the enemy carriers are by watching the map and/or bombing some ports. Yeah, that´s a boring job, but is essential as you can´t afford to loose your CTF and transports.
Use your fighters and bombers to harass Japanese convoys and to bomb some ships. If you are patient you can starve the troops in Taiwan and Okinawa, your next logical conquests that bring you closer to your goal, mainland Japan. From now it is (active) waiting for the IJN to be weak enough so your carriers (should be five or six by now) are strong enough to defend your transport ships against every resistance. Taking Japan when you finally managed to land there is the easy part :).
With Japan secured the ultimate goal of this alternative route is achieved and Australia now has a very good industrial base to do whatever they want as long as it does not cost manpower ;). Maybe Siam and Indochina are your next targets or maybe Italy is now a more tempting target.
==References==
[[Tech Team (Australia)]]
{{anthology}}
[[Category:National Strategy]]
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Australia strategy
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Lillebror moved page [[Australia strategy]] to [[Australia]]
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#REDIRECT [[Australia]]
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Belgium
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Lillebror moved page [[Belgium strategy]] to [[Belgium]]
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{{Country guides}}
== Historical introduction ==
In 1936, the Kingdom of Belgium still controlled a part of Central-Africa roughly the size of Western Europe packed with natural wealth and cheap labor. Furthermore, the area's around Liège and Charleroi made Belgium into an industrial powerhouse, at least when one considers we're talking about a small nation. All in all, Belgium had quite a lot of influence in those days.
=== Translation into HOI ===
Belgium is slightly underpowered in HOI 2, as it's 30 ic don't actually reflect the industrial grandeur of the pre- WW2 era. However, we see some kind of compensation for what concerns the tech teams, which are quite strong. As with other colonies, the makers of the game have also taken some liberty as to the makeup of the Congo - awkward manpower and resource distribution and such.
=== A warning for the handyman - modding and this guide ===
This guide was written without using any mods, or without doing some tweaks by myself (think upping the manpower production for some provinces, adjusting some sliders, ...). Aslo, no free-slider mod was installed (so you'll actually have to make policy decisions). If you modded the files, you'll might want to use other tactics, obviously.
== Strengths and Weaknesses ==
=== Strengths ===
1. Strong teach teams
You have few teach teams with a skill lower than five. As such, you average team skill is higher than that of nations like France and the Soviet Union. You also have a large number of teams, all with skills matching closely to the technologies you'll be needing (Belgium is especially strong in industrial technologies, and the "Union Minière"-team could even land you an A-bomb, given a spare slot). As a matter of fact, you have a decent tech team for almost any technology. You can literally go anywhere qua technology; your limitations will be in other fields.
2. A (relatively) high industrial capacity
You start with 30 base ic. That's not a bad deal for a minor power, you know: most have to make do with 20. If you weren't positioned in between France and Germany, you could have even called yourself an upper-minor power. And 30 is only ten away from the magical 40 - and a third research slot (which will pay dividends, as you are heavy on technology thanks to your strong teams).
3. A solid resource base
You have an incredibly wealthy colony to exploit, full of rare materials for the trading - minors seldom have that advantage (only Belgium and Holland, actually). It also means you can expand the industrial base without having to fear for shortages or trade away hard-earned supplies.
4. A large army to start with
Well, it's true: you start with a decent amount of (outdated) infantry divisions. But, as you're caught in between France and Germany, not to mention the combo democracy - dove - isolationist, you won't have any fun with them.
=== Weaknesses ===
1. Low manpower
This problem is typical for minor-powers, and especially hard on those which have a good ic base: you don't have the manpower to spend all that ic. This is a problem you can't really fix, as no national provinces can be added to the Kingdom. However, it also means you can afford to disband some "vanilla" units to create more exotic ones, like mechanized infantry. As such, your nation can make the jump to a small but high-tech army a-historically fast.
2. Awkward positioning
Tough luck - you're in between Germany and France. And because of the Maginot-line, the only way for those powers to meet in a land war is by going through your country. This means you'll have to pick sides, because you'll end up in the war sooner rather than later: the deadline usually is the first of may 1940 - that's when Germany invades.
This also means, also taking into account how peace loving, democratic and isolationist you actually are, you won't be able to go out on any serious conquests. This will be a defensive game.
3. Policy
Democratic, Isolationist and Dove. Those aren't the best of slider settings. And since you won't be getting a lot of scripted events, these are not prone to change. You might, of course, get lucky and land some policy events, but those are random and usually come at a hight dissent cost.
On the upside, you're only one step away from a totally Free Market, and you're not too Draft-prone either
== Walkthroughs from 1936 onward ==
If you play Belgium, you can of course go a number of ways, and choices early on will determine where you'll end up. So heed this warning: play straight. You can't afford to change strategy half-way. Pick an objective, clearly defined, and don't stray. You can't afford to wait and see how things play out - remember the 1940 deadline.
=== The bastion of democracy ===
The first guide will detail a game wherein Belgium holds it ground in Europe, thus keeping France from falling, and in effect stopping the German war-machine before it even starts rolling.
===== Slow ride - 1936 through 1938 =====
At first, you won't be doing a lot of fun things - I suggest getting a book to read through the waiting periods.
The first thing you do, is optimize your cabinet - put Hendrik De Man on armament and Philip van Isacker on Security. The added ic will compensate for the dissent. Next, optimize you leaders of the army: make 'm all Logistics Wizards. This will cut your supply consumption, allowing you to squeeze out extra ic for production.Use your policy point for this year to slide towards free market.
Put about 15 ic on production (it should about work out). Now, start building factories - you'll want to produce 10 of them to gain a new research slot. For research, focus on industry first, infantry and land doctrine second.
As time progresses, you'll want to save and load a lot, avoiding things like 'major worker strike', a-historical events or negative policy slides because of foreign influence. It's gamey, but it's needed.
Hints: in 1939, you'll receive a new land-doctrine tech team. Hold of any 1938 research in that area until that time. Research the Advanced Construction Engineering before mid 1938 to speed up the fortress building later on.
===== Fortress Belgium =====
If you played it out well, you should have ten extra base ic by mid 1938. Now use all your newfound ic to build 10 land forts in Ghent, Antwerp, Liège (already has two) and Arlon. They will be completed one month befor the German invasion, if you are able to funnel enough ic into it. Also, put some of your extra ic into new infantry units. Spread out your armies over the before mentioned provinces.
===== What now? =====
If all the forts, and the infantry is in place, you'll be able to stop the German advance into Belgium and France. You'll lose Holland, though. From here on, a lot will depend on what the others do. France will be able to hold the line, but don't expect them to do a breakout. The UK is usually not too happy to donate troops for the land war in Europe, so you'll have to wait for a counter offensive until the US joins in on the fun.
As their armies will be tied down in Western Europe, the Germans will usually not attempt Barbarossa. The Russians, however, often attack Germany around 1942 if Barbarossa doesn't occur, so that'll be a major distraction for Germany - basically, It means Germany gets crushed between you, France and the Soviet Union. If you play the counter offensive carefully, you'll be able to grab a decent portion of Germany, along with France and the Soviet Union. You'll probably end up with a base ic of around 60 (you'll probably build some factories yourself too, as you don't have enough manpower to seriously expand your army as you wait behind your forts).
So this way, at the start of the Cold War, you'll have made the Kingdom of Belgium a medium player in Europe. It's not exactly the world, but...
What happens after that, however, is up to Stalin. If he tries anything, you can always withdraw behind your forts again.
===== Spare IC =====
As you might have noticed, Belgium (if not occupied after 1940) usually has a lot of ic and no manpower to spend it on. You can invest this in either more ic (why not a fourth research slot?), or in expensive military hardware with a low manpower demand: planes, a fleet, tanks, ... But these are more of a fancy luxury than actually useful, as you'll spend most your time behind concrete walls. If you're really desperate, go ahead and build a nuclear reactor - Union Minière is capable of doing about half of all research in that area with ease.
=== A fascist henchman ===
Coming soon!
=== Dietsland ===
This one is pretty straightforward: invade, occupy and annex the Netherlands. It goes without say you could just as well turn this around and make Holland annex Belgium (the former was more likely after WWI though, so I'll be describing that scenario). Either one would be equally historically possible.
===== Policies =====
You can't invade another country if you're a democracy. You'll have to put as much effort as possible in going dictatorship, preferably right-leaning. This will be hard without some lucky policy-events, but it can be done without them. Just make a move towards "authoritarian" with every slider-point you get. If you get events, choose those that make you more right-leaning and authoritarian. If you want to become a leftist dictatorship, you'd best wait 'till the first elections (put your starting slider-point in "free-market"), then vote "left" and start moving "authoritarian" from there. The sooner you become a dictatorship, the better. Time is of the essence.
===== Production =====
You of course have to keep a decent army if you want to defeat the Dutch, but don't waste too much ic on it: Holland has an awfully puny army, even for a minor. Their focus is on a strong navy, but their land army (and research teams that go with it) is simply awful. If you just upgrade your starting units, you'll be well upon your way to winning the war for the Low Countries. Also, resist the temptation of building a navy; you'll be relying on others for that.
Building ic is somehow what optional here, as you'll get those extra 10 ic for the third teach-team slot from conquest. Note that you'll still be needing between three and five homemade ic, though. And don't put them in the Congo if you go Axis.
Whether you'll be building forts, is a matter of who you'll be siding with. If you go Allies, this'll be mandatory. However, chances are you won't manage building enough forts in time: you have a war to think about, remember? Also, you'll have to beat Holland before the Germans invade Poland, as you'll be in the Allies while conquering Holland. This means you'll have less time to build up your defenses (as you shouldn't count on France beating Germany as it is occupied with Poland). See the "Gameplay" section for this.
===== Gameplay =====
You'll be doing some creative diplomacy here, which shouldn't be a problem: for a minor power, you're relatively good at generating wealth (especially when taking into account you'll be working down a lot of dissent from your policy-events and DoW).
First of, become a dictatorship and build some transports. Once that is done, invade and occupy the Dutch mainland. This won't be too hard, their ground army is weak. The only possible problem is the Germans defending Holland, so make sure you're close with them: influence Germany until the relation is 200+. do the same with the Allies too.
After that, you'll notice you won't be able to annex Holland yet; they have some oversea colonies. To get them, you'll have to join the Allies (which will work even if you are a dictatorship). As soon as you join the Allies, load some of your troops in the transports and sail off to the enemy colonies (Indonesia etc.). Your newfound Allies will probably grab some land too, but the oversea areas aren't your primary concern (if you go Axis, you'll even lose them). The Allis will also deal with any Dutch fleets; now how nice is that? After grabbing all their land, simply annex them.
Now, you leave the alliance. Just like that! This, you'll do either because you want more time to build up defenses in Europe, or because you'll be joining the Axis. This is why you'll want to wrap up the dutch before 1939. If you go Allies, follow the "Bastion of Democracy" from here (but with a bigger empire) - but do remember you might not be able to do this because of having to little time/ic to build up your defenses, not to mention a longer border with Germany.
If you play Axis, you join Germany just before they invade you (so the Germans will rush through your country to France, in stead of the French going towards Germany and crushing you on the way). Now, you might try to grab northern France (historically a part of Belgium's forerunners in the medieval times), making your European base larger. However, you will lose Congo and the Dutch colonies (Japan might take Indonesia back if it turns Axis, but that's a different story), so you'll have terrible resource shortages (just like all other Axis players). From here, you'll play an Axis support game, probably spending most your time getting annihilated by the Soviets. Or maybe not; Belgium should be a powerful ally for Germany at this point (thirty fully upgraded divisions, possibly some armor and aircraft, great research team, ...; stronger than the typical Central and Eastern European Axis at any length) and might just tip the balance in Germany's favor.
=== Le Congo ===
This isn't so much a guide as it is a simple suggestion, since there really isn't much to tell about this one. In short, the aim here would be to transfer you base of operations from Western-Europe to the Congo.
===== Policies =====
You're free to go as you please for what concerns policy and ministers, although you will get the optimum effect when following the "Bastion of Democracy" road. Also, it goes without say that you should avoid siding with the Axis since you'd be surrounded by enemies, cut-off from Europe and usually outnumbered. Of course, if you're a tactical genius, you could always try to conquer the whole of Africa with 20 divisions. Are you feeling lucky? I'd advise against it, though, as the infrastructure is simply to low for any fancy tricks; the side who has the most divisions usually wins in this slow, grinding war of attrition.
===== Production =====
Depending on what side you'll be going for, you'll need to focus entirely on moving you industrial base to the Congo (building factories, and possibly infrastructure) or balance factory-building with keeping up a decent army (if you're going Axis).
If you decide to play along with the Allies, disband all of your units when you start. They only eat away your supplies (and thus ic), and they will automatically be destroyed as soon as the "Belgian Capitulation" event triggers. Any army you'll be using after 1940 will be one you built from the ground, in the Congo. Also note that keeping your units alive to stall the German advance in Europe is not a good idea, since that means you'll have fewer manpower to use on your new army. The goal for ic in Congo should be about 20, never less (as you'll lose a research slot). What you'll be building after the capitulation (playing an Allies-support game in Africa) is entirely up to you. Keep in mind that you'll be short on research slots and ic, though.
If you go Axis, ship all your units to Africa, then build ic there. You'll be building a bit less ic in Africa because your units will need supplies, which take up ic you'd otherwise use for building more ic. If you're wondering why you'd want ic in Africa (if you go Axis, you get to keep your provinces in Europe), it's because you'll need to provide your troops there with supplies. As the Allies usually control the seas, any supplies will have to be produced locally. Also keep in mind that any resources to keep the factories running will have to come from Africa as well (this might mean you'll be making a push for the energy-rich south Africa early in the war).
===== Gameplay =====
Boring as hell if you go Allies: you'll play a support role in Africa, and you wont be reaping any serious rewards. Not much to say here, really.
If you play Axis, you'll be in for an impossible assignment. Literally impossible. Your pain strategic objectives will be getting a hold of South Africa's energy to the south, and linking up with the Italians to the north. The main problems for this are a lack of infrastructure, which rules out any swift victory, and the arrival of the British. Remember, you lack serious manpower; you'll have 30 devisions tops. This is simply not enough to guard the coasts, make a push south, defend the border to the north and defeat the British Empire and all of it's minions. One positive aspect, though: France usually isn't that big a problem, as they get their ass handed to them by Germany (and thus focus their attention on Europe, as opposed to the British). The only way this can succeed is if it is coordinated with a strong Germany that controls the seas and keeps Britain occupied by executing operation Sea Lion. Feeling lucky?
[[Category:National Strategy]]
e5a8660a10ee19e325f77fdc4257e3f27e2da9eb
Belgium strategy
0
830
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2017-03-21T09:54:53Z
Lillebror
871
Lillebror moved page [[Belgium strategy]] to [[Belgium]]
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text/x-wiki
#REDIRECT [[Belgium]]
78701fba56c6ff7d275c9daa0b4303aba0063580
Brazil
0
354
1498
540
2017-03-21T09:55:02Z
Lillebror
871
Lillebror moved page [[Brazil strategy]] to [[Brazil]]
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text/x-wiki
{{country guides}}
THIS GUIDE IS UNDER CONSTRUCTION!
==Brazil==
This guide is about how Brazil can become a leading role in HoI.
Tip: Try also the Argentina strategy infos, some things are same with Argentina.
===Focus===
In early game (1936) you have to go fast on expansion. Concentrate mainly on all Infantry Types.
Conquer South America as fast as it can be done (with no war coming from USA).
USA has guarantees to all american continent countries! So, this is one (maybe the only?) tricky part.
===Key Data / Timeline ===
Key Facts at a glance:
* Feb. '36 - Annex Uruguay
* Mar. '36 - Annex Paraguay
* Mar. '36 - IC 40, Tech-Slot #3
* Sep. '36 - Annex Venezuela
* Oct. '37 - 11: Election-Event
* Winter'37 - IC 60, Tech-Slot #4
* Summer'39 - Annex Bolivia
* Oct. '39 - 11: Election-Event
* Winter'39 - IC 80, Tech-Slot #5
* Summer'40 - Annex Argentina
* Summer'41 - Annex Peru & Ecuador
* Dec. '41 - Policy Initiative Event
* Summer'42 - Annex Columbia
* ...
...i have to prove some dates etc. - don't believe everything but you can take it as benchmark.
===Startup===
First: Kill your fleet (except the transporters). Produce 3 Militias (the should be ready by Feb.15).
Check your research (industry & research).
* With your bigger army travel to São Paulo - where your transporters will wait for traveling to conquer Uruguay.
* Your smaller army send directly to the Border to Asunción(Paraguay).
Try do this as fast and without timeloss as you can. '''Conquer Uruguay''' before the 10th of Febr. - for some reasons USA will less likely break the non aggression pact with you. '''Next is Paraguay''', wait for the additional forces(3 militias) on Febr. 14/15 let them join your smaller army, choose a leader with engineering because of river (Valgas Neves) and attack Paraquay, maybe you have to attack a second time (snow, frozen, river...).
When finished with building militias immediately build a naval base in the top north region (Macapá) (we'll get to it later).
I tried these two 'Blitzkrieg' several times, and if you're fast enough and a little bit lucky, you still have the non aggression pact with USA.
(since this actions are in the very beginning fast to play, you maybe want to try this several times too ....to get the perfect timing ;))
===The road to war (1936-1938)===
About the 15th of March '36 you should have annexed the both countries - watch out the techtree, you should now have an additional Techslot.
I chose Rear Area Supply Dumps next, that gives you the Engineers addon, witch you really need most - because of this big 'rivercontinent'.
Split your army in Paraguay, you'll need it for 'anti partisan' order. Now build 1 Mountain Inf & 1 normal Inf for the next target!
The next target on your list is Venezuela, this is a big advantage compared to Argentina, if you have Venezuela you control the oilmarket ;) you need these resources and the additional IC for Techslot #4 and Trade!!! In the beginning mainly with USA.
'''Conquering Venezuela''' is easy with the preparations done: End of July/Beginning of August the Naval Base in the north is ready, before that, split your army in Montevideo(Uruguay) just leave the militia for 'anti partisan'. Put everything else in your transportships and rebase to Macapá. Join your forces with the 2 units, its possible to have 2 armies with 3 divisions this time. Put your transporters to the sea square between the 2 key regions - land your troops (Barquisimeto), take the regions, annex. Again split, and 'anti-partisan'.
Now it's about end of 1936 and you did a great job. USA now for sure canceled the NAP - time to build up your regions, advance your research and increase your standings with USA. Build Industry! By the end of 1937, latest Febr. 38 you should have 80 IC = 4 Techslots!
Until this point perfect handling of resources and supply/production sliders is necessary, don't make it automatic, watch your self over it - remember - right click on a slider to fix the position for easier use. Also it's essential to handle all the partisans - to reduce all malus. you should have enough manpower and ressources to build about 4 garrisons with MP thats normally enough to handle the 3 annexed countries.
Don't build to much now! Update some Infrastructure, and build factories, but look forward to get as much money as you can until the end of 1938 - you have to use this for influencing and trading. Trade manually! Make some little presents to instantly increase the relations, you have enough resources.
With your growing masses of res you'll get a role like soviets! Especially the oil-increase is never-ending! Trade for money!
Now you're feeling good right now, everything is flourishing... ok, some workers are striking... but you don't sense that really do you?
You want more... !
===Brazil as a Major Player (1939-1942)===
The next Targets are: Bolivia and Argentina.
'''Bolivia:'''
Early '39 advance from Asunción to Sucre to La Paz (No need to stress, let your army Reorg. in Sucre (you should have some HQ's now by the way).
Annex Bolivia, don't librate, because you'll lose Asunción else - because of claims.
Position your Garrison MP and Circle your troups around North Argentina.
'''Argentina:'''
If you want to stress things up, you can try to take Argentina late '39, i waited until spring '40 (because of some minor mistakes).
Best way to get the key regions is from 3 sides. North (there is your 'old' elite army), and from sea and Montevideo. To do that - i have built 3 more armies (mot. inf!, and some cheaper). Get ready with your Transport @ Mar del Plata, and directly from Montevideo - as back up& support -> river! marines come in handy with a engi leader and engi upgrade - you rock! But you maybe don't really need that, however - building these units is never wrong for later game. Attack! with your' superiour research and 2 or 3 HQ's you will totally own Argentina (maybe it's harder if you try it late '39. in '40 it was very simple).
WOW, you'll say - what's that! - i'fe got about 100 IC Points now??? 5 Techslots and NEVER-ENDING RESOURCES! I'm really a major player now right?.
Yes, and no. You have anything a major player had 4 years ago but you have no tank, no planes, no ships - but a hell of a infantry! You should rest again, just one year - reduce your dissidents - upgrade your army, build maybe some factories more.
Late 1941 '''run for Peru''', if you have enough good Mountain Inf. you can also '''get Ecuador right after it'''.
It's now early 1942 the world is in a great war, USA will declare war to Germany. You have a dangerous high belligerence, maybe you should think about liberating Peru and Ecuador to decrease it.
You can risk '''taking Columbia'''. However you should now really think about defending your big continent (except Chile, yes you don't want them, besides, they love you ;), best west coast defense btw. ). Try to build some Fortresspoints with broad access to shores and much connections eg.: Maracaibo, Boa Vista, Goias, Rosario, San Carlos de Bariloche. Put fast Armies there with about 5 Divisions, the more the better - time is short, manpower will be enough, res you have plenty!
Usually you don't have to fear the west side - concentrate on the east shores.
EDIT:
* Maybe you should choose to attack Columbia first (have to try that) - maybe even before bolivia.
Whenever you're think you're ready let the great war begin...
===Brazil in the Great War (~1942-?)===
If you did it until here. Relax. You can fight now ALL non-Allied Forces. Take everything in Amerika, (except Canada & USA, other allied islands)
If you accomplished that you probably have a higher beligerence than germany... i ended up about 180...
Don't be silly and try to attack Allies or Germany - you'll have no chance winning here... - except USA & Germany had a good fight in europe...
pitty me, usa stayed @ home. so all of their armies are @ home.
You have a tiny little techno. advantage... but that's nothing if you fight with an army of 40 division against 80+ ;)
...however...
There are more Regions out there waiting for you - like Portugal - most of the time they have no alliance. Or Vichy France... and so on.
I stopped the game about 1948 - because Germany had an big advantage - and you had no chance to do anything about it.
This fast game in the beginning is a bad end later in the game - because of your high beligerence no one wants to ally with you. and fighting alone against soviets, germans and allies... no thanks.
===Fazit===
Maybe it's better to relax in the beginning, just taking Venezuela (because of the oil), and then try to get into an alliance, after that follow the path of conquering south & middle america. Use the Fortress strategy with the positions described above, this works very well.
===Research===
Infantry, Land Doctrine, Industry - nothing else.
===Politics & Events===
You have several events where you can switch from radical-left to democratic right, so you don't need to advance here.
USA is influencing a lot, so check the us politics for what you don't like and advance that.
in the beginning: hawk & intervention are your best choices (like most of the campaigns).
[[Category:National Strategy]]
3f56c07f7da0570e603f9489bcba344e0c735815
1500
1498
2017-03-21T09:55:41Z
Lillebror
871
wikitext
text/x-wiki
{{country guides}}
{{under construction}}
==Brazil==
This guide is about how Brazil can become a leading role in HoI.
Tip: Try also the Argentina strategy infos, some things are same with Argentina.
===Focus===
In early game (1936) you have to go fast on expansion. Concentrate mainly on all Infantry Types.
Conquer South America as fast as it can be done (with no war coming from USA).
USA has guarantees to all american continent countries! So, this is one (maybe the only?) tricky part.
===Key Data / Timeline ===
Key Facts at a glance:
* Feb. '36 - Annex Uruguay
* Mar. '36 - Annex Paraguay
* Mar. '36 - IC 40, Tech-Slot #3
* Sep. '36 - Annex Venezuela
* Oct. '37 - 11: Election-Event
* Winter'37 - IC 60, Tech-Slot #4
* Summer'39 - Annex Bolivia
* Oct. '39 - 11: Election-Event
* Winter'39 - IC 80, Tech-Slot #5
* Summer'40 - Annex Argentina
* Summer'41 - Annex Peru & Ecuador
* Dec. '41 - Policy Initiative Event
* Summer'42 - Annex Columbia
* ...
...i have to prove some dates etc. - don't believe everything but you can take it as benchmark.
===Startup===
First: Kill your fleet (except the transporters). Produce 3 Militias (the should be ready by Feb.15).
Check your research (industry & research).
* With your bigger army travel to São Paulo - where your transporters will wait for traveling to conquer Uruguay.
* Your smaller army send directly to the Border to Asunción(Paraguay).
Try do this as fast and without timeloss as you can. '''Conquer Uruguay''' before the 10th of Febr. - for some reasons USA will less likely break the non aggression pact with you. '''Next is Paraguay''', wait for the additional forces(3 militias) on Febr. 14/15 let them join your smaller army, choose a leader with engineering because of river (Valgas Neves) and attack Paraquay, maybe you have to attack a second time (snow, frozen, river...).
When finished with building militias immediately build a naval base in the top north region (Macapá) (we'll get to it later).
I tried these two 'Blitzkrieg' several times, and if you're fast enough and a little bit lucky, you still have the non aggression pact with USA.
(since this actions are in the very beginning fast to play, you maybe want to try this several times too ....to get the perfect timing ;))
===The road to war (1936-1938)===
About the 15th of March '36 you should have annexed the both countries - watch out the techtree, you should now have an additional Techslot.
I chose Rear Area Supply Dumps next, that gives you the Engineers addon, witch you really need most - because of this big 'rivercontinent'.
Split your army in Paraguay, you'll need it for 'anti partisan' order. Now build 1 Mountain Inf & 1 normal Inf for the next target!
The next target on your list is Venezuela, this is a big advantage compared to Argentina, if you have Venezuela you control the oilmarket ;) you need these resources and the additional IC for Techslot #4 and Trade!!! In the beginning mainly with USA.
'''Conquering Venezuela''' is easy with the preparations done: End of July/Beginning of August the Naval Base in the north is ready, before that, split your army in Montevideo(Uruguay) just leave the militia for 'anti partisan'. Put everything else in your transportships and rebase to Macapá. Join your forces with the 2 units, its possible to have 2 armies with 3 divisions this time. Put your transporters to the sea square between the 2 key regions - land your troops (Barquisimeto), take the regions, annex. Again split, and 'anti-partisan'.
Now it's about end of 1936 and you did a great job. USA now for sure canceled the NAP - time to build up your regions, advance your research and increase your standings with USA. Build Industry! By the end of 1937, latest Febr. 38 you should have 80 IC = 4 Techslots!
Until this point perfect handling of resources and supply/production sliders is necessary, don't make it automatic, watch your self over it - remember - right click on a slider to fix the position for easier use. Also it's essential to handle all the partisans - to reduce all malus. you should have enough manpower and ressources to build about 4 garrisons with MP thats normally enough to handle the 3 annexed countries.
Don't build to much now! Update some Infrastructure, and build factories, but look forward to get as much money as you can until the end of 1938 - you have to use this for influencing and trading. Trade manually! Make some little presents to instantly increase the relations, you have enough resources.
With your growing masses of res you'll get a role like soviets! Especially the oil-increase is never-ending! Trade for money!
Now you're feeling good right now, everything is flourishing... ok, some workers are striking... but you don't sense that really do you?
You want more... !
===Brazil as a Major Player (1939-1942)===
The next Targets are: Bolivia and Argentina.
'''Bolivia:'''
Early '39 advance from Asunción to Sucre to La Paz (No need to stress, let your army Reorg. in Sucre (you should have some HQ's now by the way).
Annex Bolivia, don't librate, because you'll lose Asunción else - because of claims.
Position your Garrison MP and Circle your troups around North Argentina.
'''Argentina:'''
If you want to stress things up, you can try to take Argentina late '39, i waited until spring '40 (because of some minor mistakes).
Best way to get the key regions is from 3 sides. North (there is your 'old' elite army), and from sea and Montevideo. To do that - i have built 3 more armies (mot. inf!, and some cheaper). Get ready with your Transport @ Mar del Plata, and directly from Montevideo - as back up& support -> river! marines come in handy with a engi leader and engi upgrade - you rock! But you maybe don't really need that, however - building these units is never wrong for later game. Attack! with your' superiour research and 2 or 3 HQ's you will totally own Argentina (maybe it's harder if you try it late '39. in '40 it was very simple).
WOW, you'll say - what's that! - i'fe got about 100 IC Points now??? 5 Techslots and NEVER-ENDING RESOURCES! I'm really a major player now right?.
Yes, and no. You have anything a major player had 4 years ago but you have no tank, no planes, no ships - but a hell of a infantry! You should rest again, just one year - reduce your dissidents - upgrade your army, build maybe some factories more.
Late 1941 '''run for Peru''', if you have enough good Mountain Inf. you can also '''get Ecuador right after it'''.
It's now early 1942 the world is in a great war, USA will declare war to Germany. You have a dangerous high belligerence, maybe you should think about liberating Peru and Ecuador to decrease it.
You can risk '''taking Columbia'''. However you should now really think about defending your big continent (except Chile, yes you don't want them, besides, they love you ;), best west coast defense btw. ). Try to build some Fortresspoints with broad access to shores and much connections eg.: Maracaibo, Boa Vista, Goias, Rosario, San Carlos de Bariloche. Put fast Armies there with about 5 Divisions, the more the better - time is short, manpower will be enough, res you have plenty!
Usually you don't have to fear the west side - concentrate on the east shores.
EDIT:
* Maybe you should choose to attack Columbia first (have to try that) - maybe even before bolivia.
Whenever you're think you're ready let the great war begin...
===Brazil in the Great War (~1942-?)===
If you did it until here. Relax. You can fight now ALL non-Allied Forces. Take everything in Amerika, (except Canada & USA, other allied islands)
If you accomplished that you probably have a higher beligerence than germany... i ended up about 180...
Don't be silly and try to attack Allies or Germany - you'll have no chance winning here... - except USA & Germany had a good fight in europe...
pitty me, usa stayed @ home. so all of their armies are @ home.
You have a tiny little techno. advantage... but that's nothing if you fight with an army of 40 division against 80+ ;)
...however...
There are more Regions out there waiting for you - like Portugal - most of the time they have no alliance. Or Vichy France... and so on.
I stopped the game about 1948 - because Germany had an big advantage - and you had no chance to do anything about it.
This fast game in the beginning is a bad end later in the game - because of your high beligerence no one wants to ally with you. and fighting alone against soviets, germans and allies... no thanks.
===Fazit===
Maybe it's better to relax in the beginning, just taking Venezuela (because of the oil), and then try to get into an alliance, after that follow the path of conquering south & middle america. Use the Fortress strategy with the positions described above, this works very well.
===Research===
Infantry, Land Doctrine, Industry - nothing else.
===Politics & Events===
You have several events where you can switch from radical-left to democratic right, so you don't need to advance here.
USA is influencing a lot, so check the us politics for what you don't like and advance that.
in the beginning: hawk & intervention are your best choices (like most of the campaigns).
[[Category:National Strategy]]
4a703187b36737753b32fd6d88c33a3f0460eeee
Brazil strategy
0
831
1499
2017-03-21T09:55:02Z
Lillebror
871
Lillebror moved page [[Brazil strategy]] to [[Brazil]]
wikitext
text/x-wiki
#REDIRECT [[Brazil]]
1ebbab94a54675c1ff1a61c62e5edd98d52184d3
Bulgaria
0
357
1501
546
2017-03-21T09:55:51Z
Lillebror
871
Lillebror moved page [[Bulgaria strategy]] to [[Bulgaria]]
wikitext
text/x-wiki
{{Country guides}}
===Preamble===
There are possibly many options for Bulgaria. Other than the historical way, you can always try to seize Yugoslavia alone (in mid ´40 after the last GoI expired) and you always have the chance to take Romania. There is an event that make it likely that Hungary joins the war. The Romanian surrender event gives Bulgaria some new cores, so it sounds like a very nice way to go.
But I decided for another course of action: as an (unhistorical early) loyal Axis member. It´s another possibility to be successful as you will see.
All information based on an Armageddon 1.2 game.
===Starting Position===
Advantages:
* You sit on a nice spot , because you have no major powers as direct neighbours.
* Nice terrain if you have to defend yourself
* 20 IC, enough for a second research team.
* Slider settings allow you to DoW without dissent within three years.
* You have an OK industry tech team (level 5), and a nice Land Doctrine research team (level 3) that has the right five specializations for the Firepower-Focus -> Grand Battle Plan path (the doctrines top right).
Disadvantages:
* Few men available, although not as few as the Netherlands or Belgium.
* Low IC in the beginning
* You start without any useful techs
* No navy, no air force
* Most research teams are level 3 and have not the best specializations.
* Only two research team slots at start
* You have to trade for many resources
* Your Head of state and Head of Government give you -15 IC. Only a +10 IC Armaments minister makes this tolerable.
===In the Beginning===
Set up some trades so you don´t run low on any resources. Trade some oil, you don´t get any and a small stockpile could be helpful later. And trade some money. Do it with Switzerland, so you get +50 relations, you will need their money once you are at war. Before that you can easily trade with US, but that´s not your best trading partner.
Use the money to influence Germany and join Axis.
Don´t upgrade anything, just set up two runs of factories. With the industry increasing, due to new factories and due to new techs, you can build a third run of factories. Make it a short one. My three runs finished in May ´39, October ´39 and April ´40.
Research the usual industry techs (oh yeah, that takes time!), Land Doctrines, and the ´39 infantry. With German blueprints the mountaineers are a nice thing to have.
===First: Greece===
The war begins, and you still have only a small, outdated 1918 army? It does not matter at the moment, as nobody can reach your territory, but that will change. Better be the one who changes it :). In Mid ´39 you should start one run of 39 infantry and have upgrades running. That means you can only have two runs of factories and it should soon be only one so you can upgrade faster and replace the losses that will come. If you have upgraded, one run of new infantry and the last factory under construction you may find some IC to build a run of ´39 mountaineers. I attached engineers, as I wanted to skip artillery research and as they add some speed at this early model.
Now, the tricky part: You want Greece. You want it, before Italians might find it a good idea that they want it. In ´40 you can demand some territory with a great 50% chance, so do it! Now be quick, move most of your army to Edessa and DoW as soon as possible. Seize Larissa and cut of some Greek troops in Salonika. Make sure you destroy them before Greek troops coming from Athens force you to retreat. After you destroyed a few armies there and took Salonika you should have a few more divisions in the west. Take Larissa again, and move most of your army there. Support attacks from Edessa against Ioannina from there. Don´t take Ioannina, just force the enemy to retreat. The AI will move troops north instead of attacking you in Larissa. When Athens is empty enough, attack it and move most troops there. It does not matter, if you will be cut off, as it´s their last VP, so it´s only important you really get it. Annex Greece.
As the UK likes to land at empty beaches you don´t want to have empty beaches. But you have neither IC nor manpower to defend them adequately, so use cheap militias instead. You can´t afford more.
===Second: Yugoslavia===
In mid ´40 I found out, I had no idea, what to do with my IC. After Greece was Bulgarian, I had ~30 base IC and not enough manpower for more than the militias and the one infantry series run. So I decided to go air and started to research the Fighter-II with German blueprints, and the aircraft assembly line. As I still had much IC and I did not want to build any more factories I started to build an HQ mid ´40. My infantry army was poor 20 divisions strong, three mountaineers were all I could be proud of.
At the end of ´40, Italy, Romania and Hungary had joined Axis. France was conquered.
In early ´41, when my army was in position after I manned all beaches with militias, Bulgaria decided to take out Yugoslavia. Bulgarian troops -attacking from Sofia- seized Pristina, so that enemy troops were cut of south of it. The mountaineers+eng did what they could best in winter: Blitz from Vraca over Nis to Belgrade. With support from Hungary and Romania that was very easy and so the 9 IC - capital and all the resources there were seized by Bulgarians. When my troops from the south arrived further north Axis troops had already seized most of the country, so Bulgaria could annex it.
It was February ´41 and so all Bulgarian troops, except the beach defending militias, moved to the Romanian/SU border. All in all the 20 infantry divisions, one HQ (ready in March ´41), and the three mountaineers. At that moment, after the HQ was ready, Bulgaria had lot´s of spare IC that produced supplies then, as the fighter-II model was not yet ready.
===Third: Decide the war against the Soviet Union===
With this small 24 units army I made sure the German southern flank did a good job. Do what you can but don´t engage larger groups of the Red Army alone, you will loose too much manpower most times. Support all the time when you can. March east. Use your fast mountaineers to secure the Caucasus before it can be reinforced, try some minor encirclements. I would like to give more tips, but Barbarossa is so differently every game that most information would be plain useless.
If, after a long time, the front reaches the Ural, try a spearhead towards Sverdlovsk and wait for bitter peace. Be happy :).
===Next steps===
You did it, you helped your ally to win against the Red Army. Main goal achieved. And now? You can use your fighters against the Allied troops in the Mediterranean Sea or over the channel. You can research and build CAS and start to bomb ships and convoys. You can take out Turkey and go for the middle east. You can continue to help the Germans in Persia/India. You can do whatever you want with your shiny little >40 IC Bulgaria :)
[[Category:National Strategy]]
====Bulgaria strategy starting 1944 year:====
===First Steps===
The starting date is very difficult for this country, Germany is on the ropes and the Soviet Union and USA are very strong. You start as an ally of Germany, but to survive and make Bulgaria an empire we have 8 months to change that.
In the meantime you have all this months to group all your forces around Instanbul, concentrate all you have in army build, forget about research at this part of the game. When you have 11 armies front of Instanbul, annul the "Non-aggression pact" but DON'T ATTACK YET ! Set the attack, just the day after Berlin is down, that way u can ask the almost dead Germany for some "help" and u gonna receive 4-5 armies, which are at this momment in Greece. Now attack Turkey and take Instanbul, Bursa and Izmit, but DON'T go further. Now u have around 1 year to make peace with Turkey, yeah i know it's stupid, but gonna explain it.
1. United Kingdom will attack u if u dont make a peace with Turkey.
2. If u continue your conquest further, Syria will send forces to stop u.
3. Newly formed Greece country will try to attack u, while busy.
... so conquer those provinces and use your diplomatic skills to make a peace.
===Germany is down===
U remember i told u make peace with Soviet Union and USA ? Now they wont annihialate u, and the "dead" Germany will leave u some nice ships (in my case 60 ships) + some armies at the Balkans. If u haven't made peace with Turkey be sure to put them near Cyprus and guard there.
- U can try to get atleast one of the provinces of Iugoslavia, this will result it ownt be formed after the war and territories will stay for USA.
===Crysis comes===
Yes, your resources are very low u have many problems, u cant repair, u don't have money, u are almost broke.But don't worry we have a plan ! All set to reinforcements and move as fast as possible and attack Greece(need Turkey peace first). Greece has only 3-4 armies after the Second War and NO FRIENDS. I started to conquer and soon got a perfect piece offer, getting 3 provinces.
So how to resolve the crysis:
1. Make good relations with Canada and start buying iron.
2. Sell supply to Soviet Union
3. Buy oil from Persia
4. Sell oil for energy with Greece
===Peace with Turkey/Greece but still wars===
1. Don't forget:
- Japan is "allive" and AXIS still exist
- Still in war with Syria, no matter the peace with Turkey
- United Kingdom still in war with u, but doesn't attack for now, because of your peace with USA
- If u have done all how it must be, u know should have 40+ battle ships, 45+ armies and some territory expansion.
===Time to become empire===
Do u remember that u didn't had oil and at the same time u were in war with Syria. '''Tacticts to conquer Syria.'''
1. United Kingdom doesn't gave me peace and they were pain in the head all the time.
2. Move "your" fleet and block the entrance to Syria, cause UK will try to help them.(Smart AI)
3. You are very poor to produce a transport ships and u'll have to wait a decade for them, so it's time to convince Turkey we love them:
3.1.1 Since your last attack they have 10-12 armies !
3.1.2 The have relation with u -120-159(before the war it was -59)
3.1.3 They want their provinces back, so lets give them something and use diplomatic skill at the max again...
3.2.1 They have 10-12 armies, but u have ~20 at their border and ~20 in your other provinces.
3.2.2 But still if u attack u can win, but then Syria will finish u
3.2.3 That's why it's good we bought the oil from Persia - the enemy of Syria who will help u.
4. Conquer Turkey, they are weak, will offer u peace.
5. Ignore f*cking UK, all the time they will make u problems, but nothing serious
6. Use Persia to help u against Syria.
7. Make good relations with France so Lebanon doesn't join the war
8. Make good relations with Nationalist Spain, they may be in big help during hte later expansion.
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Canada
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{{Country guides}}
==Background==
[[Image:C_rec_poster.jpg|center|Canadian Recruitment Poster]]
Canadian role in the WW2 is often underappreciated by such military power houses as USA and Russia. Historically, Canada played an important role in many military operations during the war and were along with the United Kingdom part of the biggest military operation in history - Operation Overlord (the D-Day).
Hearts of Iron 2 allows you to play as Canada in a very uninhibited way. You can either pursue a historical Santa's little helper strategy and assist the UK/US invasions or become a military power house on your own. This guide will explain how to achieve the latter.
Canada has many disadvantages, but it also has some obvious advantages in the game.
Advantages:
* Isolation from the actual war, separated by an ocean.
* Huge number of allies.
* Virtually no way of running out of resources.
* Freedom of action
Disadvantages:
* Very few men available
* Low IC in the beginning
* No army
* No NAVY
* Nothing to fight with in general
* Only two research team slots at start
You will most of the time depend on the UK to do the NAVY fighting for you as well as giving you basic land support, but everything else, such as taking enemy provinces, is up to you.
The idea here is to make Canada a new world aggressor. Unrealistic, but fun.
The final goal is: conquest of the USA. This can and has been done (in my case by late 1945).
==Tips==
Use all your menpower to make new divisions, never reinforce old ones (unless you feel very generous)
===In the Beginning===
You start your game slowly. Nothing is happening or will happen for a LONG while, so stock up on coke and pizza pockets. With proper managing, you should have about 45 or so ICs available in total. You start with one single division and six transports, each with a fancy name. Reinforce your single division and transfer it to Halifax, this is going to be your main port. Start making one infantry division. Make it two if you can. For the next 3 or so years, you should be making 1-2 divisions constantly, so by about 1938 or so you should have at least 10 divisions ready. Play around with your minister to make the most output. Don't bother with manpower ministry, they add almost nothing. One of the ministers add +15% from foreign ICs. Remember him because you will use him after your first successful conquest. It also helps to make some basic armor. I usually stick with light armor at first, it's fast and costs cheap. Make two or preferably 3 tanks (once again by 1938).
===Research===
Infantry and armor and industry are your key research areas.
Start with 1 infantry research and 1 industry. Increase your manpower and ICs in industry and make your infatry more advanced. You will also need marines, so as soon as you can, research that area as well.
Don't bother with any of the artilleries, they only waste time/money in the beginning. Do research tanks however. Tanks are your key assault weaponry and almost never need reinforcement due to their low softness.
Later on you will also need mountain divisions, but don't bother with these before early 1940s.
Navy/air are completely useless.
All your research will depend on the blueprints you receive from UK allies. As a matter of fact, always check the UK for what they have. Normally they give you blueprints for free, but if they don't, buy it off them before researching. This way you will have a very up to date and advanced infantry by the time the war starts.
===Canadian Invasion===
You are not going to be a nice guy here. We are making a Canadian empire, so it requires a lot of bloodshed. Here's a little thing about Canada, when you declare war on anyone, nobody gives a damn and you get instant support from the UK and everyone in the allies. Isn't that fun? You get to be a spoiled child and be supported by powerful parents, in a sense.
The only thing is you can only declare war when your democracy goes down quite a few points (2 I believe). So by 1938 you should have enough authoritarianism to be able to declare war with about 9% dissent growth. Dissent won't matter much though since you only have few IC anyway.
So now who do you attack?
I went with Spain as soon as the civil war was finished just because they were weak and had no allies.
To attack Spain, transfer all the division you made to the south of France (Bordeaux I believe) and from there, as soon as you ready, declare war.
Now here's an important part: advance quickly before they can secure their borders and try to take Madrid fast. As soon as you take Madrid and some other key provinces, hold your positions because technically speaking, Spain has about 2x more divisions than you do and you'll need that French/English support that is about to come and help you. UK/France normally finishes off the rest of Spanish resistance and you can then safely annex the country. This is a good time to change your ministers to get as much foreign IC bonus as possible.
Don't worry about lacking resources that you might now have. UK will most likely provide you with all you need.
When this is done, congratulations, you now have Spain as your new province. Let's call it Spaingary.
Edit: This strategy does not work in 1.3, as all of the territories you seize will be taken by France or Britain when you near Gibraltar, and as such you are unable to annex Spain. It is also nigh-impossible to make an amphibious landing since the only provinces in range of your transports are Seville and the other coastal province next to Portugal, and both or these are heavily defended, including by a naval force which can tear your fleet to shreds before Britain or France gets involved.
The only successful route I've found is to try and make an amphibious landing on one of the Portuguese coasts with everything you have, and hope that the British navy will be able to keep your supply convoys and transports safe against the rather formidable Portuguese fleet. However, Portugal's home defences are, quite frankly, pushovers, as long as you've kept up-to-date with your infantry research. You may have to reload a few times to succeed in this. However, once you have succeeded, you have a solid base to assault Spain and take many of its VP provinces and major ports very quickly.
===Portugec===
But why stop now? What's this to your left? Yes, Portugal...and oh, look at that. They have almost no army. TAKE THEM! Extra 15 or so ICs won't hurt. Let's call this Portugec. Bring your family for vacation, see Lissabon, nice place.
By now you should be about 55 or so in your ICs and can start making more divisions/do more research (extra team should be available).
I would do as follows:
* Team for research in industry
* Team for infatry/marines/land doctrines
* Team for armor
What's next? Let's go South!
===South Canada===
Look at South America. You see those green lushes filled with riches and industry? Well, let's get them and turn them into bilingual(or trilingual) empire of Canada!
Start with Mexico. Why Mexico?
* It gives an extra entrance to USA
* It has a UK province next to it, so you can either retreat there if something goes bad or you can wait for UK support.
Land in Belize and strike from there. It helps a lot if you have marines by then. Marines will definitely cut through most mexicans like hot knife through mexican butter.
Even though Mexico might have about 10 divisions by then, you shouldn't have much trouble taking it since they're easy to trap and lack that quality your troops have thanks to the UK blueprints.
Annex Mexico and wait. USA will probably cancel non-aggression pact with you, but won't do anything else. They can't declare war on you and do anythign else for that matter. Try to get rid of that annoying dissent and strike the next country to the south (forgot what it is, but there's about 5 countries between Mexico and Panama, each with a lot of IC, total of about 35).
The idea here is to slowly advance South, taking those Central American provinces and increasing your IC. As your IC increases, you can make more divisions. If you never bothered to reinforce your divisions, you should have enough manpower to produce about 3-4 divisions at once, one of which should be armor.
When you're down to Panama (which should be around 1939 or so). Germany will most likely DOW everyone and start cutting down into France. It is imperative that you reinforce your Spangary position in the North with at least 9 divisions so that they don't get through. Put them in some mountain region where their armor won't harm you and you'll be fine. With 9 divisions gone, you might have trouble advancing further in the South, but when you've got about 10-15 divisions extra, 3 of which are armor, strike futher, preferably at Brazil. Brazil may cause a problem since it's huge and has a lot of army, but it's only fun to have such a challenge. I won't spoil how to fight them best, there are different strategies, but let me stress this: marines kick ass.
===The Rest===
You should now reach a point where you have more ICs than you need. Your manpower doesn't grow fast enough for you to make troops and you have 5 research teams, most doing worthless air or navy research because everything else is either done or in progress.
This would be time to consider the main purpose of all thise conquest: become powerful enough to take USA. Alternatively, you can continue taking South America, but that requires a lot of patience and is frankly, a waste of time.
===US of C===
Conquest of the States.
This is a hard task and I had to reload several times and I am still to find the best working strategy. But what works without failure is a sudden and quick strike on US from both sides, Mexico and Canada, with about 30 or so divisions you might have formed by then. The more the better. Basically, if you don't care enough about your Spanish provinces, you can remove the forces from there and prepare for the main attack. If you do care, you can later on help the Soviets by cutting through France and taking a lot of provinces there as well, but that only becomes possible if Soviets destroyed most German divisions and are quickly advancing toward Berlin.
I'd rather talk about the US invasion though.
HOW TO:
* Put several divisions in every province in Canada and Mexico
* Anticipate your advance, but in general 30 divisions can take about half of USA before US starts reacting. It thus becomes imperative to take important provinces such as New York and Philadelphia first, crippling their production and eliminating a possible counter attack.
* Mexican strike force will advance slowly, but you should have a tank division going NW so that you can take most oil stations fast and possibly secure the ports, getting rid of the pesky US NAVY.
* Don't expect much UK help. Their NAVY has a big chance of collapsing under the US pressure and it's most likely that US will join the axis, but in any case, you should not stop no matter what.
* US normally keeps only garrisoned troops on its soil and those troops tend to be lower quality than your strike forces, so that should cause a problem.
* The problem arises from the troops that USA might be making and so if you're not fast enough in capturing their land, you might be faced with a huge army force.
* You have about 3-4 months before the first new US divisions are made
* Normally, US also keeps a bunch of divisions in the pacific and even in the Hawaii, so you might have some trouble after all, but it seems that AI tends not to move those divisions. It seems to be a random event in a sense.
* You won't be able to annex the US unless you take most key points such as Hawaii, so make sure you secure the western coast, should you be successful in your conquest.
* If you ever manage to get any Navy going, try to take Hawaii and maybe annex the states, otherwise just sit tight and let the Japs do your job.
* Whatever happens, keep your transports intact, don't move them anywhere, they'll get slaughtered instantly.
* Don't forget to take Alaska...
* If you've succeeded, congratulations, this indeed was probably one of the most difficult conquests possible during the WW2.
[[Image:Pp_can_66.jpg|center|Canadian War Poster]]
==Variation of War Against the States==
*Note: Hoi2 Armageddon 1.2
In 1936, you should begin to focus on mainly Light Tank & Infantry research. The manpower techs will come later, once the US is occupied. By 1938, I had most of the Light Tank tree done, and had about 3 Tank Divisions, as well as a few infantry divisions.
'''General Strategy & Goals'''
'''Goals'''
• Taking New England
• Ensuring majority of American territory is yours
'''Strategy'''
Once you have around 7 or so Infantry Divisions, and 2-5 Light Tank Divisions (entirely possible in 1937, even 1936), position your tanks on the New England border. Put your infantry divisions spread out across the Western & Mid-Western part of the USA. Do not put any of them in Army Corps, just keep them single divisions.
Declare war on the USA. What I found best was, land grabbing as much as possible while penetrating as deep as I could into the States. There will be little to no resistance, and by the time that The American Army begins getting more divisions on the field, 40-60% of the United States will be under Canadian control.
The Allies, mainly France, will help you a lot. The French will land in usually California, from French Indochina, and near Washington D.C. from the homeland. They will keep the capital encircled, 70% of the time, allowing you to continue your massive land grab.
By 1938, most of the United States should be Canadian. In 1937, you should have begun Aircraft Carrier & Marine research. The Canadian navy will be no match for the United States Navy, until the Canadians begin to modernize their navy. Until then, proceed through Central America once the US is under your control (not annexed, hard to without any transports, marines, and or navy). Central America, alone, gives you 46 IC, as well as if you take Colon, a valuable route to and from the Pacific & Atlantic oceans.
By that time, you should have somewhere around 500 IC and about 60 manpower, per year. I hope you enjoyed your time, because this usually ignites Allies v Comintern v Axis, which puts you in a difficult position. :P
Cheers!
[[Category:National Strategy]]
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Czechoslovakia
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{{Country guides}}
If you enjoy playing a reasonably powerful Axis minor nation – or if you prefer a desperate, against-all-odds fight for survival on multiple fronts – then Czechoslovakia is the country for you. What many players don’t realize is that the Treaty of Munich event (1936 and 1938 scenarios) leaves Czechoslovakia in charge of its own destiny. Furthermore, intrepid players could choose to have Czechoslovakia’s armed forces seize the reins of power and remake the map of Central Europe, which could in time lead even to the Czechoslovakian capture of Berlin itself.
Unless noted elsewhere by later contributors, these strategy sections were playtested with the Armageddon v 1.3 Beta (the Jan 15 2009 build, checksum DVJN). These strategies may not be applicable with earlier and later builds of the software.
== Standard Strategy Options ==
When playing Czechoslovakia in the 1936 or 1938 scenarios, Germany will almost always press for the return of the Sudetenland (Czechoslovakia’s western hill provinces). The Treaty of Munich event (September 30, 1938) will allow Czechoslovakia to either surrender them and hope for the best (never a good option), defy Germany (and very likely go to war immediately), or instead ally with Germany outright and become an Axis minor nation (while keeping the Sudetenland). If Austria has been annexed by the Reich then Germany all but surrounds Czechoslovakia. War at this point would be difficult to say the least. But, with help from the allies and an AI-controlled Germany, there is always some measure of hope that Czechoslovakia will prevail. That is, at least until Hungary and Rumania join the Axis. In any case if Czechoslovakia defies Hitler and falls, take comfort in knowing Czechoslovakia was defeated with its honor intact.
== Eye of the Storm: A Defiant Czechoslovakian Strategy (1936 Scenario) ==
If you have no interest in becoming an Axis lapdog, the best way for Czechoslovakia to prevail is to take charge of the political situation in Europe before Germany has a chance to. Hitler will be in no position to assert the Treaty of Munich if Germany is at war (the event simply won’t take place). Since no one else is going to declare war on Germany before September 1938, Czechoslovakia will have to shoulder that burden themselves. As suicidal as that may sound, it gets worse: Hungary and Austria will have to be dealt with as well. (Both of them are likely to ally with Germany when the fighting starts, and fighting around Czechoslovakia's entire periphery will be impossible to sustain. Better to deal with the little powers first and shorten Czechoslovakia's lines before Germany joins the fray.)
This strategy was successfully played in a solo game against AI-controlled nations with the Normal Difficulty and an AI level of Furious (Armageddon v1.3 Beta DVJN). This was not tested in the HSR or any other mods. The playtester normally preferred Hard/Furious, but this scenario was challenging enough on the normal setting. Furthermore, playing with an AI setting other than Furious may not allow some of the retaliatory declarations of war to take place, which could foul this strategy and seal Czechoslovakia’s doom. Note that this strategy has only marginal chance of success against an experienced, human-controlled German player; unless France is played by an equally experienced and aggressive player as well.
Czechoslovakia begins in 1936 with a respectable land army including four armored divisions, but no aircraft. Immediately research Interwar Tactical Bombers and build them (or CAS) as soon as possible (a group of four TAC II with escorts were sufficient in playtesting), and research air doctrines as often as possible. Czechoslovakia is hamstrung by a tiny amount of manpower, so use artillery brigades to maximize unit strength while minimizing manpower drain. Don’t forget to build antiaircraft units to keep the Luftwaffe at bay, and consider building armored units when manpower is scarce and you have IC to burn. Remember also that upgrading units does not consume additional manpower, so if you have spare IC keep your troops up to date with the latest equipment. Mountain units may seem attractive to hold the Sudetenland, but remember they use up more manpower than standard divisions. It may be best to focus on military units rather than factories due to the overwhelming force Czechoslovakia will encounter from the start. (In any case the industrial base that can be captured in Hungary and Eastern Austria are enough to afford Czechoslovakia three research slots.)
As a democracy, Czechoslovakia starts the game unable to declare war on any of her neighbors thanks to her annoyingly peace-loving elected government. Watch for multiple events that allow Czechoslovakia to shift towards political right and authoritarian. Thanks to these events, by the summer of 1936 Czechoslovakia can be in the hands of the Paternal Autocrat Jan Syrovy, and the country can declare war as you see fit, although incurring a significant dissent hit.
Czechoslovakia could go to war with Germany directly (and could even make some progress since Germany’s starting army is small), but the prospects for annexing Germany outright without assistance are not good. A better strategy may be a more indirect, Machiavellian approach involving a wider conflict and more combatants that give Czechoslovakia a fighting chance.
Reviewing the diplomatic landscape, the only neighbor of Czechoslovakia whose independence is not guaranteed by Germany or one of the Allied nations is Hungary. However, declaring war on Hungary will likely lead to war with Italy and Austria as well. Since Italy is on the other side of the Alps they can be ignored for the time being, making war with Austria and Hungary in 1936 difficult but not impossible. However it won’t be long before Germany offers Austria an alliance, so war with all four powers is likely by the end of the year. Such is war.
Thinking through the political chain reaction that will follow, it is realistic that an Italian declaration of war (DoW) on Czechoslovakia will likely result in German DoW on Italy; which has the dual benefit of potentially distracting Germany from Czechoslovakia and preventing Italy from joining the Axis. This will also likely draw in Poland, setting the stage for Poland and Czechoslovakia to join the Allies – a necessity if Czechoslovakia is to survive the pandemonium. And thus Czechoslovakia strikes the match that sets off the inferno of World War II.
The first task at hand is to knock Hungary out of the conflict and take Vienna before the Germans decide to intervene. This may only be possible by withdrawing all of your troops from the German border to achieve a proper concentration, but this draw-down must be temporary. One suggestion is to blitz your armored divisions through an extended left hook around Budapest, followed closely by infantry into Miskolc and Szeged. Then attack Budapest once it is surrounded on four sides and your armor doesn’t need to perform a river crossing, as shown below.
[[Image:EOS1.jpg]]
Once the capitol is secured, finish off the rest of the defenders, annex Hungary and continue directly into Vienna (assuming Austria has declared war), while sending some troops back to the German frontier as quickly as possible. By this point the fireworks should have begun and the Allies are likely at war with Italy. This is an excellent time to join the Alliance.
However, if Austria exercises restraint and does not DoW on you, Czechoslovakia is not any better off. The Anchluss or an Austrian alliance with Germany is still possible, which would make an eventual war with Germany very difficult in 1938 and beyond. Czechoslovakia’s only hope is to seize the moment and press on to the provinces around Vienna in order to embed her left flank in the Alps. Thus, Czechoslovakia may have to incur another massive dissent hit by DoW on Austria if Austria doesn’t do it first. If the Allies and Germany were not involved this far, this second DoW is sure to get the wider war started.
And thus an Allied Czechoslovakia finds itself at the center of the storm with a (hopefully) Allied Poland holding her right flank, at war with Germany who is also forced to deal with an advancing Italian onslaught from the south and a French threat to the west. In this desperate hour Czechoslovakia’s mission is clear: it may not be possible to win – but all Czechoslovakia needs to do is ''not lose''.
At this point anything can happen so it is difficult to give specific suggestions. In general plan on using your armored divisions as a central mobile reserve, supported by your tactical bombers to repair holes blown in your front from all directions. If you marshal your troops carefully and defend tenaciously, the AI will seek out the easier adversaries of Poland and Italy as much as possible. Don’t bother to push further into Austria while still at war with Italy, allowing them to fight Germany over western Austria instead. When Poland is near collapse, extend your lines to defend Cracow, allowing it to become their last redoubt capitol city. Even though Poland may be beaten, they could fall back to Cracow with dozens of divisions that will fight on, filling out your right flank to the border of Rumania (and eventually Russia when the U.S.S.R. seizes Stryg). At that point Poland won’t have the industrial base to supply a large army, though, so you may need to donate massive amounts of supplies to keep them in the field. (The playtester did not assume military control of Poland or any other allied nation, but instead donated supplies to Poland until the change in supply value shown in the Diplomacy tab was a positive number). Trade with anyone who will let you during this dark time when Poland and Czechoslovakia are cut off from the other allies, and hope Yugoslavia and Rumania remain neutral!
With all these parties involved in messy, multisided, multi-front wars, it is likely that some of them are going to drop out quickly. If France chooses to invade Italy rather than Germany, Italy will likely cut the Allies a deal and cease hostilities with Allied Czechoslovakia, while fighting on against Germany. When France eventually breaches the Siegfried Line (1940/41 in playtesting) this gives Czechoslovakia the chance to link up with her other allies for the first time. Allied troops are likely to flood into Czechoslovakia, filling out the line and sealing the fate of Hitler’s Germany. Once the floodgates are open it will be hard for an AI-controlled Germany to put the genie back in the bottle. Watch for opportunities to advance while Germany is on the ropes, and with a little luck the Czechoslovakian army could find their way to Berlin (see graphic below).
[[Image:EOS2.jpg]]
This is a desperate strategy to be sure, but one that can be extremely satisfying if Czechoslovakia survives the maelstrom. The most gratifying elements of the playtesting was that Poland was given the unique honor of mopping up the last of the German army, and Czechoslovakia was allowed to officially Annex the Third Reich.
[[Category:National Strategy]]
ad502097007dc262fd99fd2bdfebb459b8a46358
Czechoslovakia Strategy
0
834
1506
2017-03-21T09:56:11Z
Lillebror
871
Lillebror moved page [[Czechoslovakia Strategy]] to [[Czechoslovakia]]
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#REDIRECT [[Czechoslovakia]]
c9a355e10679490d9a4748215a068288d26c3f4e
Guangxi Clique
0
479
1507
790
2017-03-21T09:56:18Z
Lillebror
871
Lillebror moved page [[Guangxi Clique Strategy]] to [[Guangxi Clique]]
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Guangxi Clique may not have what it takes to become a major power, but it can become a vital player in China's fight against Japan. As one of the Chinese warlords, Guangxi Clique will automatically ally with the rest of china if and when the Japanese DOW sometime in mid-1937. Your first year and a half should be devoted to preparing for this war.
== Military ==
You start out with a pretty good sized army, with a makeup of about 1/3 militia 2/3 '18 infantry. Overall, a well equiped army for such a small nation. All focus should be directed at infantry. Some mountain and cavalry troops might do some good as well, but a navy and airforce should be ignored entirely. You lack the tech teams to research these areas, and even if you do, the Imperial Japanese Navy will crush you. (not tested as of yet, but building some interceptors might help in keeping the japanese bombers out of your skies). Now you see why Guangxi Clique does not have any chance of becoming a world power.
== Diplomacy ==
This area is quite straighforward. You have +199 relations with most of the other Chinese factions. However, don't pursue an alliance with the Nationalists right off the bat; for some reason they never accept. wait until the Japanese invasion when the alliance will happen automatically. If you want, you could go for the lands of Yunnan early on, and crush them in a matter of months (the only limiting factor here is the horrible Tc you'll have). This gives your troops some extra experience while granting your industry a slight boost (around 6 IC). However, your sliders all start out very far towards the right, and due to your isolationist leanings you will get a massive dissent boost any time you delcare war. Therefore, a strategy similar top that used for Argentina will suffice. Stock up on supplies, then when the war starts, devote all IC to consumer goods. The dissent should abate quickly. It will of course be tempting to take Tibet and Sinkaing after you deal with Yunnan, but their lands have nothing of interest, and a war in the Himilayas is generally not a good idea. It will also tie up troops far from the action once the war with Japan starts.
== Economy and Tech Teams ==
Lets face it- your economy is mediocre at best and you tech teams are primarily suited for infantry research. You should have the technology for '36 infantry by mid 1936. From here on out, you want to upgrade all of your land forces; only train new units when all of the upgrades are carried out.
== The War Against Japan ==
876a778d8720cc7fe3bc063471857b1314028725
Guangxi Clique Strategy
0
835
1508
2017-03-21T09:56:19Z
Lillebror
871
Lillebror moved page [[Guangxi Clique Strategy]] to [[Guangxi Clique]]
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#REDIRECT [[Guangxi Clique]]
d9afe78d3b852acfa157167b65d5d82e434e7e97
Hungary
0
502
1509
836
2017-03-21T09:56:37Z
Lillebror
871
Lillebror moved page [[Hungary strategy]] to [[Hungary]]
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{{Country guides}}
== Pros/Cons ==
Hungary has a lot of going things going for it, but there are some negative aspects which impede its success worldwide. The good things:
* Decent research teams
* Right in the middle of Eastern Europe (to make conquest easier)
* High IC relative to size
* Good relations with Germany
* Decent tech teams
* OK military leaders
* Metal surplus
* Excellent ministers
And the bad things:
* Lack of many resources
* All neighboring nations have their independence guaranteed by at least 3 countries each
* Low starting IC compared to some neighbors
* Small starting army
* Low manpower
* Only 2 tech slots
* No navy (unimportant, if you don´t have a port)
== Starting Out ==
You probably won't be able to go to war anytime soon with Hungary. Although you are surrounded by nations which are just aching for a whooping, they have their independence guaranteed by the United Kingdom or Germany. You also have to deal with your shortage of resources -- Germany is a good trading partner, as it needs the metal which you can provide. Alternatively, you can stock up on supplies and trade them for whatever else you require. Since you can't do anything for the first 5 years, that means you have to build up you army steadily until the time comes to go to war. Try not to build any 1918 infantry at the start and focus on upgrading and repairing your army until basic infantry has been researched, at which point you should starting building fairly long queues of 1936 infantry. Try to produce extra supplies so you can trade them for other resources down the road. Focus on industrial technologies and infantry/land doctrines as long as you only have two slots -- the rest can come later. You should have in excess of 30 divisions by 1941, as well as an HQ.
== War With Yugoslavia ==
Only declare war on Yugoslavia after no nation is still guaranteeing its independence. Although Yugoslavia's army should roughly equal yours (although most of the time, Yugoslavia focuses on its airforce and only builds 3-5 infantry divisions, making your job easier. Typically, Yugoslavia has its troops spread around throughout the country, while yours are completely focused on the Yugoslavian border. Your aim should be getting to Belgrade as soon as possible. That means you should blitz through Zrenjanin, Novi Sad, Ojisek, and get to Belgrade before Yugoslavia can organize and effective defense. That would net you 11 of Yugoslavia's ICs (2 in Novi Sad and 9 in Belgrade) right off the bat. From there on, you can pretty much do whatever you want with Yugoslavia. Perhaps seeking to divide the country in two would be the best way to win -- but it's up to you. If this war with Yugoslavia starts when you are part of Axis, try to move your armies quickly to sea, perhaps to Bosnia before other Axis reach it, so you can build navy if you want.
== The Vienna Dictate ==
Shortly after the war with Yugoslavia is concluded, the Vienna Dictate should fire. Germany usually tends to endorse giving Transylvania back to Hungary, so you'll get Satu Mare and Cluj Napoca. Usually, Bulgaria will declare war on Romania if its request for Constanta is denied. Accept an alliance with Bulgaria and declare war on Romania. Romania should not be too difficult to conquer, despite its superior army and IC base, since it is forced into war on two fronts, and your army and Bulgaria's combined should be more than a match. Usually, Romania surrenders, giving you most of Western Romania.
== War with Bulgaria ==
Now is the time to backstab Bulgaria. After it has helped you win the war against Romania, show your gratitude by leaving the alliance with it and proceeding to declare war on Bulgaria. Bulgaria tends to have a fairly small army, so the fight should be heavily in your favour. However, Bulgaria is a mountainous country, so it may not be as easy as it first appears (the best thing is to have some mountain inf. as your spearhead). The best bet would be to take Sofia and the rest of Western Bulgaria quickly. After that, if your army is strong enough and a suitable defensive line in Plovdiv and Pleven does not exist, the rest of Bulgaria should fall quickly. Otherwise, it will take a bit more time.
== War with Greece ==
Going to war with Greece may be a bit tricky. Italy will at some point declare war on Greece, at which point Greece will join the Allies. Since you don't want to be in a war against the United Kingdom and eventually the United States, it may be for the best not to invade Greece. Instead, you can turn your attention farther South.
== Turkey and Beyond ==
The Turkish army should be no match for your superior army by now. You can go through Istanbul and subdue Turkey easily, while giving your air force easy targets to prey upon. From there, you can invade Persia. However, you must first make sure that the Soviet Union does not declare war on you. It may be best to wait until Germany progresses to the heart of the Soviet Union before deciding to declare war on Persia. Persia is strategically important as it is a great source of oil -- one of your only sources, in fact. No blood for oil? Pfft. From there, you have carte blanche to invade -- err, liberate -- Afghanistan. After that, there's not much to do. You can declare war on Germany if they're looking weak, or you can take a shot at the Allies or the Soviet Union.
[[Category:National Strategy]]
bc2c91ae942a91e994922ec36da000b13cc8cde2
Hungary strategy
0
836
1510
2017-03-21T09:56:37Z
Lillebror
871
Lillebror moved page [[Hungary strategy]] to [[Hungary]]
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#REDIRECT [[Hungary]]
b7c41faccce4c100f6abd5a47c6453b0bcb19492
Manchukuo strategy
0
556
1511
946
2017-03-21T09:57:17Z
Lillebror
871
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{{Country guides}}
{{merge|Merger=Manchukuo}}
== Background ==
[[Manchukuo]] starts as a [[Puppet]] state, created as a slave of [[Japan]]. But Japan's success could lead to opportunities for your own "Empire".
== Walkthrough for 1936 Scenario ==
=== Preparing for War ===
'''Important Research'''
(Note: Manchuria has terrible tech teams, but can rely on Japanese blueprints. You may be stuck with 1930s technology well into the 1940s, just do what you can do.)
* All agriculture: More manpower = more infantry.
* Industrial: More industry = more infantry.
* Infantry: Focus on infantry and supply technologies. If you can, cavalry and mountain troops.
* Armor and Artillery: Develop artillery only. If your manage to get 3 tech teams, build
'''Trades'''
*Japan: Your one and only resourceful ally, get technologies from them. They will offer you free resources.
*Thailand: An okay ally, trade to prop up a fellow desperate Great East Asia Co-Prosperity Sphere nation.
=== 1936-37 ===
Focus purely on industries. Make sacrifices to all other production for this. It is preferable to have 40 IC but if this becomes unrealistic, above 30 is fine.
Politics-wise, shift around your ministers to increase your IC and Industrial research. Pu Yi helps to fight dissent.
=== Sino-Japan War ===
When your venture into mass industrialization is complete, focus on building entirely infantry and modern cavalry. Do not bother doing this if you're still at a 1918 level.
As a puppet state, a stronger Japan means a stronger Manchuria. Help the Japanese invasion as much as possible, hold strong positions, charge into weak positions. Be as aggressive as possible with the Chinese; if you're lucky, Nationalist China will be defeated or at least stuck in a tough position.
During this period, don't bother with a Navy or Air Force. Though it would display that you're a real country, with your technology they would be useless.
To give you an edge in the war, shift your military leaders to give you an infantry bonus.
When Mengchukuo is created and has a good amount of troops, take control of their army. If a stalemate ever occurs, they can help relieve your attack forces from defending a position.
By the time 1939 rolls around, you can try to upgrade all your infantry to 1939 quality. It would be preferable and would guarantee a somewhat modern army for years to come.
=== Pacific War ===
By the time 1941 rolls around, you should have a massive army of brute strength.
If you wish to help out in the Japanese conquest of Asia, build a Naval Base and transports. Don't bother building up a strong naval force, it's too late to research Naval technology or at least the Great War ships. You might as well have a raft armed with firecrackers.
I recommend you help the invasion of South East Asia or the Philippeans. You don't want to stretch your supply line too thin by sending your armies deep into the Pacific.
Now, the American AI is very sporadic and not realistic sometimes. The Manchurian coasts are in constant threat of invasion which could spell certain doom for you. Unless you can afford a large coastal/land fortress network, I recommend you keep several divisons in Manchukuo as a defense force. The Americans will never send more then a few divisions thanks to the Japanese Navy. If you have up-to-date Garrisons, build them across your coast prior to the war.
By this time, the German invasion of Russia has begun. Sit back, fight the Chinese (or Americans), and cheer for a German victory.
Starting in 1941 or as early as 1940, begin replacing your troops in China with troops from Mengchukuo. You don't want to remove your presence so much that the Chinese will begin overpowering the Japanese, however. Move your troops to the Siberian and Mongolian borders.
=== Japanese-Soviet War ===
This is it, what you've been building up for all these years. When the Germans overrun Moscow/Caucasus (1942/1943) and things look grim for our Red Friends, declare war on the Soviet Union. The sooner you DOW the Comintern, the more land you can sieze from the Soviets. The Great Manchurian Empire must expand at the price of the Soviets. Make sure you are strong enough to attack eariler on, worst case scenario wait until the Germans reach the Soviet Far East and expand into the remains.
First attack, Blitzkrieg throughout Mongolia. Do not use your troops from Mengchukuo to help. Make sure you have a large enough army to race Japan for Mongolia, don't let them take any useful lands for themselves. If you have cavalry or tanks, use them here. Do not use any divisions with artillery, it will slow you down. When Mongolia falls, [[Tannu Tuva]] will be a piece of cake.
In the Soviet Far East, use 40% of your armies against Vladivostok and neighboring provinces. Make sure to also strike further on into every province bordering yours. As a sign of thier looming defeat to Germany, the Soviets should be very weak. Don't be as hostile to Japanese help in this region.
If you're feeling lucky, you can attack the USSR as early as 1941, but like Japan, you will be in a fight for your life if you attack earlier.
You may find yourself overwhelmed by Soviet territory and sporadic resistance, do not bother taking over regions with terrible infrastructure and low resources. Only do this if there are large armies to encircle. If you conquer Mongolia, send your large Mongolian armies directly to Central Asia. It is loosly guarded and contains the Soviet Industries moved from the West during the start of Barbarossa. Good news for your IC, bad news for Russia's. With these captured, it will be the USSR's death sentance.
Another event you need to be worried about is the Bitter Peace event. Not that you have a choice, just hope it doesn't happen or you will lose almost everything.
=== Whats next for Manchukuo? ===
Help Japan defeat its enemies in Asia. If you haven't already, finish of the Chinese (by this time, they should be in a very difficult position) and British India. If Japan hasn't touched Australia or New Zealand and your navy is up for the challenge, you could invade both countries.
[[Category:National Strategy]]
55bc4e657f2349b2d4a87ad44cc575029b2298a7
Nationalist China
0
608
1512
1050
2017-03-21T09:57:31Z
Lillebror
871
Lillebror moved page [[Nationalist China strategy]] to [[Nationalist China]]
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{{Country guides}}
==Overview==
In 1936, China faces many challenges. Among them, internal corruption and cronyism, the communist threat, and perhaps the most dangerous of all, the Japanese. However, China in 1936 has a huge potential for success, and it all depends on how you play it. Unfortunately, China is imperfectly modeled in the game, with some critical end game events missing (e.g. after the defeat of the Japanese, etc). Thus, players should consider using the [[China_Improvement_Pack]].
*'''Advantages'''
**High Manpower
**High IC
**Large army, with more easily acquired
**Large land mass
**Powerful friends
**Good sliders
*'''Disadvantages'''
**Lacks resources
**Bad techteams
**Bad starting technology
**Little space to conquer
**Bad leaders
**Bad ministers
**High initial dissent
**Powerful enemies
==Technology==
Nationalist China begins the game severely behind technologically. In addition, war will begin very early for China, which means that early technology research is critical. Early Infantry (1936), Rear Area Supply (strategic deployments), and a land doctrine are very important early research goals in order to have a reasonably capable military power. Grand battleplan doctrine is an excellent choice for land doctrines. It eventually maximizes the efficiency of the hordes of infantry that you are going to possess and fits in with your two land doctrine research teams. Also you can perhaps steal some blueprints from Japan which you should constantly try if your bankroll allows it. The German General von Falkenhausen is important to use early in the game, as he will leave China in february 1938 during the war with Japan.
If you aim for maritime power, go for carrier warfare! Again you can steal blueprints and your aerial research teams are at least better at researching carriers than your maritime research team is at researching battleships. Also you can upgrade the air groups and with your absurdely slow research progress that's a lot faster than researching and building new models to keep up with your competition.
If you play with tech team takeover, then you obviously have some more options. Decent research teams are to be found in Mengkukuo, Manchukuo, Communist China, Siam and both of the possible Koreas (and of course Japan, but you already need some progress to even get to them). Especially Manchukuo and Korea are interesting since they are relatively easy to get to and provide teams for your most important weaknesses: Navy and Naval doctrine research. The rest of the chinese warlords have even crappier teams than you do.
==Diplomacy==
===Alliances===
The first alliance Nationalist China can create is the United Front. After the defeat of Japan, the United Front will likely be dispersed. China is open to various options, including joining the Allies, Axis or Comintern. Generally, an Axis alliance is the most sensible, since advances against the Soviet Union and Allies are on China's doorstep.
===Sliders===
The free slider moves China receives depend on selections made during events. Assuming historical events, by 1937, China will receive the following:
* 4 Hawk moves (Pitman Act, Marco Polo Bridge Incident, Transfer Industry, Operation Zet)
* 2 Interventionism moves (Make promises, Forge United Front)
* 1 Open Society move (Make promises, Forge United Front, less the Marco Polo Bridge incident)
* 2 Democratic, and 1 Political Left moves (Make Promises, Forge United Front).
For ideological reasons, China cannot move to maximum Free Market, but receives considerable benefits from the current position. It is however fairly easy to maximize Free Market:
* In 1936 and 1937, make shifts to Democratic (creating the Market Liberal government).
* In 1938, maximize Free Market.
===Ministers===
Nationalist China's starting ministers are quite poor, and worse yet, cannot be changed. In 1937, new ministers come available:
'''Armaments Minister:''' Bai Chongxi provides +5% IC, and +10% industrial research
'''Minister of Security:''' Walther Stennes requires +5% consumer goods need, but this is better than the -3% IC penalty Chen Guofu provides.
In 1939, Head of Intelligence He Yaozu becomes available (IC +5%). Additional Chiefs of Staff also come available, including Jiang Baili (+20% Org regain) and Bai Jchongxi (Manpower growth +25%)
==Intelligence==
China will produce a considerable amount of money due to constant dissent levels that need to be paid down. This money could help some steal blueprint actions.
==Economy==
China has a relatively strong economy for a regional power.
===Trading===
China has a fairly severe lack of resources, including energy, rares, and metal.
===Industrial Production===
Early industrial production as China is not wise, since the war with Japan will begin in just 18 months from the beginning of the game.
==Military==
===Army===
The backbone of the Nationalist China army is infantry and [[militia]].
===Navy===
China will not be able to build any Navy until Japan has been defeated.
===Air Force===
China will not be able to build any Air Force until Japan has been defeated. After that, a single specialization (TAC, for example) is possible.
==Events==
Nationalist China has a large number of events.
=== The Xi'an Incident ===
On March 30, 1936 (the date may vary), Nationalist China will have a very important event:
* Make Promises and Hedge Bets: Make peace with Communist China, returning to regular borders. Dissent lowers by -5%, democracy slider moves 1, interventionism moves 1, and open society moves 1. Relations with all neighbors improve.
* Arrest the Traitors: The United Front will never forge, and the war with the Communists continues. Dissent climbs by 10%. Isolationism adds 1, political right 1, and open society moves 2. Nationalist China will become Fascist. Additionally, wars with neighboring states is increasingly likely.
* Forge the United Front : Dissent climbs by 15%. Alliance with all neighbors. Sliders: 2 to democracy, 1 to political left, 1 to central planning, 2 to interventionism, 2 to open society.
Based on dissent and slider moves, making promises and hedging bets is the best move. While early war may be a preferred strategy by some players, choosing the "Make promises" options does not preclude declaring war at a later time when China is better prepared and more organized.
=== Pitman Act ===
Shortly after the beginning of the war with Japan, the USA will decide if it will send aide to China. If it does, China will have the option to accept the aide (1 Hawk move and a new tech team) versus declining (1 dove move). The choice is obvious. Random "lend-lease" caravans will arrive that improve Chinese base IC by +6.
=== Forging the United Front ===
If Nationalist China follows historical events and does not engage in early war mongering, days after the Japanese declaration of war, this event will fire:
* Forge the United Front: 1 move to interventionism, 1 move to democratic, 1 move to left, 1 move to open society. -5% dissent. Alliance with all neighbors.
* We do not need them: 1 move to isolationism, 1 move to Right, 1 move to closed society. +5% dissent.
The United Front allows Nationalist China to gain military control over her neighbors, in order to better deploy their forces.
=== Transfer Industry to the Interior ===
China is able to move its industrial base to the interior of the country, protecting it better from Japanese aggression. This move provides a Hawk bonus, and increased metal and rares production.
=== Operation Zet ===
Shortly after the onset of the war, the Soviet Union will choose whether or not to send assistance to Nationalist China. China recieves an airbase upgrade, a TAC, an INT, 1 hawk move, and 1000 supplies. Refusing results in 1 dove move. The choice is obvious.
=== Recall of German Mission ===
In the Spring of 1939, this event will fire at Japan's request to Germany. China will not be presented a choice, and will loose their German tech team von Falkenhausen and the General von Falkenhausen. At this point there might be an event screw-up. Even if you already annexed Manchukuo, the event will fire and Japan will seek recognition for a state that doesn't exist on territory they don't control. The only remedy is hacking the japanese, german or nationalist chinese event file.
==War==
=== Communist China ===
Nationalist China begins the game at war with Communist China. In HOI2, Communist China was very weak, and easy to defeat. Beginning in Doomsday, however, Communist China is much stronger, and will make gains in early fighting. Significant gains against Communist China will be difficult until Nationalist China can upgrade its infantry to 1936 (fall/winter of 1936). Generally, however, the war with the Communists will end by April due to the Xi'an event.
=== Guangxi ===
In the summer of 1936, the Guangxi Clique will declare war on Nationalist China ''assuming'' China did not forge the united front in the Xi'an incident. Making significant gains against them is not difficult, so long as the entire Chinese army is dedicated to the war effort, and 1936 infantry has been researched and upgraded. After a few victories, offering peace through an event is possible, and China has two options:
* Offer Peace: Includes the secession of many key Guangxi provinces. The secession of territories will provide enough new IC for a fourth research slot.
* Continue war: This will ensure that some of the other Chinese warlords join their Guangxi side, which is beneficial in terms of being able to annex all warlords without independent declarations of war. This will, however, ensure a very early declaration of war from Japan. Also, the far away Sinkiang is likely to join the war, which would take many months to simply reach with ground troops, let alone annex.
=== Japan ===
The most important war in the game for China is the war with Japan. It begins in June or July, 1937, with the Macro Polo Bridge Incident. China will gain 1 move to Closed society, and 1 move to Hawk. If China did not engage in early warmongering, an event to forge the United Front will fire, with all warlords becoming allies. Although their troops are very poor, 1918 infantry, they can help bolster defensive lines when under military control.
China's first goal in the war is purely defensive: survive the Japanese offensive. Every Chinese beach must be guarded by a 3 division stack of soldiers (2 infantry and 1 militia - on normal difficulty or lower 1 infantry and 2 militia will suffice) in order to protect against Japanese amphibious assaults. Depending on game version and gameplay, a defensive war could last as long as 2 years, before China will have produced enough raw manpower to begin counterattacking the Japanese. Shanxi provides a decent buffer zone between China and the advancing Japanese military. A natural defensive line formed by the Yellow River (between Yucheng and Jinan provinces) is an excellent last resort defensive line. If Japan manages to conquer Anyang China will be presented the choice to flood the area (reducing infrastructure and industry along the Yellow River). Either way China will get 1 dissent. Generally, this is not a good option since it hurts China in the long run.
A minimum of 2 HQ units will be necessary in order for China to conduct successful offensive operations. When China is ready for an offensive campaign, it may be wise to allow Japan to annex Shanxi: this ensures all capture territories in Mengchucko and Marchuria fall under Nationalist China's control, and provides a land link between these national provinces. If the war lasts long enough, Germany will create Vichy France in the summer of 1940, which will cause Japan to demand, and very likely receive, Indo-china. This will open up a Southern Front of attack for Japan, which it will successfully exploit if allowed.
==== The Fading Sun ====
In HOI2, defeating the Japanese army was relatively easy, and could be accomplished in a few months after the onset of war. Beginning in Doomsday, the Japanese army became incrementally more powerful over patch versions. In Armageddon, the Japanese AI became quite strong, and the war can fairly easily last 4-5 years. China's main goal is the annexation of Manchuria, and pushing the Japanese completely out of Korea. With this accomplished, "The Fading Sun" event will fire. Nationalist China has to be in possession of Nanjing, Beiping, Mukden, Harbin, Pyongyang, Seoul and Busan. Then the event has a 50% chance to fire every 10 days.
There are a few screw-ups in the event files. For example if you defended Shanxi and they are in possession of Beiping, the "fading sun" will not fire, since you are not in possession of Beiping and you cannot leave the alliance to kill off Shanxi since you are at war. Another example is if the japanese conquer anything they are not supposed to (communist china for instance, or if Mengkukuo is never created and thus cannot be annexed). It won't be handed over to you per event, thus creating japanese enclaves in the middle of the chinese mainland. Apparently including it in the event has been forgotten, since every other warlord is included in the event files. If you play with tech team takeover, you might want to delay annexation of Manchuria and the "fading sun" until the start of 1939. It'll give you a good naval and aerial doctrine research team - things that you could really use. Also you can change your ministers at will and erase the resulting dissent with the "fading sun". These are your options:
* Humiliate the Japanese: Reduces dissent by -20%. War with Japan will end, and Korea will be liberated as a Chinese puppet. Ironically, Korea will start off with several technology advancements, and will offer blueprints. All Japanese territories on the mainland will become Chinese. The war with Siam continues, but they will offer a separate peace. Japan will suffer a coup that transforms their government into Left-Wing Radical.
* Total Victory: Causes 5% dissent, the war will continue as normal.
=== Civil War Resumes ===
The Chinese Civil War will return, by event, ''only if'' the Japanese were defeated on their homeland by the Allies and/or USSR. The Fading Sun event, in itself, will not cause a return of the Chinese Civil War. Technically, Japan must receive event 43, and then become a USA puppet in event 45. That will then fire event 99, where Communist China can decide to continue the Civil War. Alternatively, Nationalist China can remove all its allies and puppets, and DOW them individually to unify China properly. If you feel up to the task (which you should after defeating Japan), you can also remove your puppets and leave the alliance yourself and take them on alltogether. You'll only require one DOW this way to annex all the warlords with the exception of Tibet. A nice bonus for this would be the communist and korean techteams (if you play with techteam takeover).
<!--
This seems to be impossible -- with ARMA, and maybe with Doomsday
=== Early Unification of China ===
Nationalist China can decide if it prefers peaceful coexistence, to eventually lead to forging the United Front, or if outright annexation of its neighbors is desired. The key component for any expansionist aggression is to ensure Nationalist China is ready for war with Japan by the summer of 1937. Therefore, any extraordinary warmongering must begin no later than the fall of 1936. Some consider this warmongering gamey, and makes playing Nationalist China too easy, while others consider it par for the course.
'''Guangxi Clique:''' Guangxi Clique will declare war in the spring (as discussed above). The peace event, however, offers interesting options. For example, after accepting the peace, war against the reduced Guangxi Clique can be won in less than three weeks. Yunnan and Sinkiang will quickly come to their aide. In the unlikely event China annexes Guangxi before this occurs, China will automatically receive all of Guangxi's military.
'''Shanxi:'''
'''Yunnan:'''
'''Communist China:'''
'''Tibet:'''
-->
===USSR===
After defeating Japan and unifying China, the USSR is an enticing target: it will not require a Navy, and plays to China's main strength: its land forces. The Soviet Union is most vulnerable immediately after the German declaration of war. In HOI2, the Soviet Union will be ridiculously easy to defeat. In Doomsday and ARMA, the Soviet Union will be more challenging, but still fairly easy. The key in these game versions is to not join the Axis, as that will seriously impair German's fighting ability. China will need to capture key Soviet provinces such as Baku, Stalingrad, or Sverdlovsk to avoid the Bitter Peace event, in which China would loose all of its gains!
[[Category:National Strategy]]
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Nationalist China strategy
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#REDIRECT [[Nationalist China]]
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Nationalist Spain
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{{Country guides}}
== Starter ==
Spain is a fun minor to mess around with, but doesn’t have a whole lot going for it save for its location! This very humble preview is meant to get some semblance of a starter guide going, if for nothing else than to introduce players to a minor nation that can have an impact on the game.
Nationalist Spain has little IC, poor infrastructure, an outdated army and navy and virtually no air force, and has a shortage of resources. Additionally you have to beat the Republicans in the Spanish Civil war (unless you play another scenario). Clearly it's a weak minor to play, but it can be fun, challenging, and boring. This intro isn't meant to provide a WC guide to Spain, I personally picked up Spain after playing a lot of the other major nations, and I eked out another 20 or so quality gaming hours from HOI2 as a result of the endeavor.
If you're bored with the other majors and want to play a different kind of game, one that mainly supports the Axis and the AI then Spain is a good choice. If you want to dominate and demolish, well, Spain isn't really for you.
== 1936 Scenario Civil War ==
I played as Luxemburg until the civil war event pops up on July 18, 1936. I have noticed that 75% of the time the province split gives the Nationalists Seville, Madrid, and Barcelona. The other 25% of the time the Republicans get Madrid and a large portion of southern Spain, and you get Seville and its immediate western province. In this latter scenario I found the Republicans to be in a stronger position only because you need to encircle Madrid to cut off supply to the other armies. That entails taking lower infrastructure provinces to which the AI will often automatically deploy. Pick your poison, my goal was to win the Civil War as fast as possible and get the Nationalist government up and running. If you get the harder province split and want to have a go, kudos to you, and more experience for your generals.
So you save and reload as the Nationalists, and you get the Spanish fascism event that gives you some militia and an infantry unit in Seville. Split them up and start moving north to get a land connection to your capital. Remember to set up a supply convoy from La Coruna to Seville in the interim. You will notice your TC is red and you have few units; look at your deployment queue to find more units that become available on July 25. Sometimes these vary, but you will mostly have infantry, militia and maybe a tank division or cavalry. I honestly have never checked the AI files so I don’t know if it’s random, or if it's me.
You now are at the mercy of the AI and this is where we employ a gamey tactic. Sometimes Germany and Italy won't support Franco, and in that case you're pretty much screwed as you need the Condor Legion, its tactical bomber, and the Italians to really tackle the Republicans. Not to mention that sometimes France and England will support the Republicans and often that leads to a harder road. I am pretty sure that if France or England support the Republicans they get infantry. I don't know for sure as in my five tests of the event, France and England supported the Republicans the one time Germany and Italy did not support Franco. Are they linked? I don't know, but save and reload if it happens. Yes it's gamey but the point is to get Nationalist Spain up and running.
Once the events occur you want to go hard and fast at Guadalajara and Murcia which are the primary VP provinces remaining (assuming you got the favorable split and got Madrid, Seville and Barcelona.). I can't remember the other VP province in the south, but for the most part it seems that the AI reinforces Murcia and Guadalajara. Make sure that you allow the Republicans an escape to a non-VP province. Why? When you annex the Republicans you get all their units!
It isn't complicated to pull this off, just make sure you don't destroy the Republican units. They may not seem like much now, but you want those infantry divisions or you will have to build them yourself. At this point you need to assign your leaders to your divisions. You don't have a lot, but the experience gained in the Civil War will allow for some major generals to gain enough experience for promotion. The leaders aren't spectacular, but you have a few with offensive doctrine, one tank buster, and one panzer general. Get them in the fight. The experience you gain here with your leaders will make your small army more efficient later for your larger opponents.
When fighting the Republicans you will loose some of the battles as you are using militia, but in the end you should be able to annex by September 1. Just remember, let them have a non-VP province to retreat to! Now here is an admission: I tweaked the .csv files to give myself a slight bump in IC in a few key provinces so that I would have over 40 IC when I annexed the Republicans. Yes it's a cheat, but it's not like you're playing Germany, right? Do it, get the 3rd research slot.
The Spanish Civil War isn't a complex operation, so if you have played HOI2 before you should be able to handle it efficiently. Just remember to assign your leaders and get them experience. Even replace the German and Italian commanders, particularly with the TAC division. You only get 1 tank buster general with Spain, and if you are a proponent of air support for your offensive military operations (how can you not be with 1.03a?) get this guy experience. It will serve you well when (and if) you support Barbarossa.
== Victory and Annexation! ==
You have won the war, annexed the Republicans and now own all of Spain. Congrats! You’re on your way to being a solid contributor to the fascist world cause. Now another dirty revelation by your author: I cheated again and gave a slight bump in skill level to a few tech teams. This is optional, but my rationale was more for fun game play than world conquest. I didn't go nuts, but I made three of my teams level 6 and one team level 7. Now this makes the research faster and makes you a more viable force later in the game, particularly if you choose the Axis path so you can maximize blueprints that are given to you. I'm not going to tell you whom to bump, because it's dependent on your play style. Look at the teams you have, determine who fits your needs, and give them a push. Yeah it's a cheat, but our purpose here is to be a viable contributor to the Axis, not just play defense the entire game.
Remember to adjust your sliders as well. You should have done that right when you reloaded as the Nationalists. Either way it's not going to occur every January 1 so you have to remember to do it. There are a lot of options for your sliders. I went for Central Planning because of the bump in IC. Go read the wiki page on the slider settings to get an idea of what's achievable with Spain.
== Research Priorities ==
I started researching Carriers right away. Spain has crap for techs and you really have to get up to speed to match Italy or the UK, but if you focus on Carriers you will reap benefits by '39 and you should have a formidable fleet that has 6 carriers with your original surface fleet. You can start building level I carriers right away and I recommend this as it takes a year to complete. They aren't quality ships and they won't upgrade, but as they are being built you're researching more carrier techs and with each one a new CAG upgrade. Crucially, CAGs will upgrade, so your level I carriers, by '39, will have level IV CAGs.
Carriers are the powerhouses of the naval theatre and you already have a surface fleet (albeit not a good one), so it's my recommendation that you develop carriers exclusively. You're 3 carrier techs behind in 1936 and it will take you over year to get them all. Once that's done move on to destroyers, the goal being upgraded destroyers that with your level I carriers will give you a nice second fleet and an offensive force. I suggest you read the primer on naval combat. I can't claim to understand it fully, but can confirm that 3:1 or even 2:1 screening for ships does wonders for [[positioning]] and combat. A 6 carrier/18 destroyer force can be a real powerhouse, and with Spain you can achieve this goal and provide a much-needed boost to the Axis shortcomings in naval prowess.
Keep one research slot dedicated to industrial technologies, but stay away from the manpower techs (I know your instinct is to get that up and running) because you don't have the IC to support a large force anyway, and you will have about 1000 manpower in 38-39 which should be sufficient for your needs. Stick to IC and research modifiers. You will need to get radar as well at some point if you want interceptor cover. Just plug away here and research techs in their historical years so you minimize your research time. Remember, you aren't Germany. You don't have high quality research teams nor slots to throw away on completing '39 infantry in '37.
The other tech slot should float between doctrines and your desires. The research aspect of the game is really dependent on the player's preference, and because Spain starts with nothing you can determine its path based on your own style. Bear in mind that once you join an alliance you will likely get blueprints given to you. If you plan to join the Allies you might want to research infantry and armor as they will give you plenty of naval techs, and vice versa with the Axis. I used my third tech slot on naval doctrine to support my carrier fleet. Throw in light armor for your small tank army, and advance your air force one tech level before the war.
== The State of the Army ==
By the end of the Civil War you have probably noticed a couple of issues with your army.
First, your army is outdated with lots of militia and 1918 infantry. Disband the militia straight away as they have little or no value in my opinion and eat supplies. You should have plenty of supplies for the moment so dump your IC into upgrades and get those infantry up to '36. You will burn thousands of supplies this way, but your army is in dire need of a boost. At this point your army should consist of roughly 15-18 infantry divisions, 2 tanks divisions, 1 cavalry division, 1 mountain division and 5 or so assorted brigades. You will notice that some of your divisions in your deployment queue from the Civil War can only be deployed in Africa and the islands. Deploy them and ship them home to Spain ASAP as leaving them in the queue kills your TC, and leaving them abroad serves no purpose. I know the starting military situation is not impressive - it's downright ugly - but remember your commanders got a lot of experience in the Civil War which makes them fight better.
Second, you have virtually no air force at all. You might have 1-2 interceptor squadrons (again this seems to be at random from the Civil War event) which are up to date, but that hardly qualifies as a "force". Having been manhandled by Allied air raids many times, I build interceptors to defend my main holdings, and support them with radar stations in La Coruna, Madrid, Seville and Barcelona. I group 2 squadrons in each province and, over time, develop radar that helps the interceptor missions. La Coruna is a favorite entry point for the Allies as it is closest to the UK, so that should be the focus of your air defense.
I also build an offensive air wing comprised of 4 tactical bomber squadrons. Tactical bombers do a little bit of everything and overall are very diverse units. With 1.3a tactical bombers and interdiction missions have really been beefed up, and for a small country like Spain having a force of TACs to support your offensive maneuvers can be the difference between victory or defeat. Tactical bombers are expensive to build, though, and it's going to hurt when you commit to them, but their offensive value has been tweaked up so much that it's hard to ignore them. Coupled with their ability to complete any air mission (except transport), I strongly urge you to build them.
I upgrade my tank armies to 6 total divisions with engineer brigades. Light tanks are fine for early in the game; you aren't launching Barbarossa yourself, so even for all you Panzer generals 6 divisions is sufficient unless you want to go annexing for oil, which might be a fun alternative game. 3 tank divisions is enough to get by, and should be able to hold their own for the early part of the game - particularly for a quick hit in southern France once you join the Axis.
== Waiting ==
Whatever you decide to do after the Civil War, you're waiting for upgrades and assessing potential military targets. You're also contemplating how you're going to build an air force and tanks when you only have a year and are already dedicated to carriers and CAGs. This is where the Nationalist Spain game is painful, because you have crap to start with. While there are many strategies in HOI, my purpose for this write-up was to show a supporting role for the Axis powers. Their war starts in '39. Yours starts when you want it to. I am not a proponent of building industries or infrastructure, but I accept the other side of the argument that over time it can pay dividends. You decide for yourself. I tweaked my IC to get me 40, then conquered the rest.
I have played offensively and been defeated, and I have played defensively and been defeated. The only time I had a chance of finishing the game as Spain was when my allies (the Axis) got the bitter peace event. We closed off the Mediterranean and Japan was surviving against the US, while I personally performed Sea Lion and after that the UK started to crumble. I bailed on the game for other issues but unless the US had a magic wand I don't think they could have defeated the Axis. As you're waiting for things to upgrade and techs to be researched, decide what you want to do with Spain. Bear in mind that as Spain you're limited in almost every aspect of the HOI2 game engine.
== Axis Support Game ==
You can build up your force and once Germany declares on Belgium (normally after Poland in the spring of 1940), you join the Axis or declare on France yourself. If you wait this long, Gibraltar will have 1 garrison division in defense. I said before that your location was an asset. Gibraltar is why. Take it immediately while you press into southern France; you can usually grab some provinces before Vichy, but France will put up a fight. Gibraltar is still the bigger fish mainly because I have yet to see the Italian AI perform well against the UK in Africa. Closing Gibraltar helps, not only that but depending on your force structure you might be able to help Italy out and grab some land yourself in North Africa.
Helping Italy out is the main function of the “Axis support game”. Germany should be fine on its own (at least early on, though Barbarossa might be another story). Commit your carriers to the Mediterranean and help Italy throw the Brits out of Africa. This opens up the Middle East to conquest and gives you a southern front on the Balkans and Russia. Italy seems to struggle with Greece as well, and should you have forces in the area you might be able to annex them yourself. Helping Italy helps Germany, but remember not to get preoccupied with your own conquests early in the war. If the Mediterranean is secure, Italy can focus on Greece, and you can focus on the Middle East.
Once the Mediterranean is secure begin fortifying your own coastal defenses. Only once have I seen the AI attempt a landing in Spain early on, and that was after I took Portugal. The US will come in eventually and you should use your 6 armor divisions as support for repelling any invasions up and down your portion of the Atlantic coast (remember you may have a good portion of southern France). Now this can be boring as it might be a year or longer before they come, but rest assured that at some point the Axis will have to look west and when they do your ability to defend the Atlantic wall might be its best chance at survival.
In a best case scenario Germany got the bitter peace and now you can go for Sea Lion or move on to Canada. In the worst case you helped Italy defeat the UK in Africa and gave yourself the option of going into the Middle East or the Balkans. Either way you supported the Axis's Achilles heel, the Italian AI. Obviously every game varies, Italy might be just fine and you might be free to take Britain or Ireland if you choose.
== The Spanish Pond Game ==
Italy is clearly your superior in terms of IC and tech but it lacks the ability to execute its objectives without help. In short, the AI Italy isn't up to the task (alone) of controlling the Mediterranean. A human-controlled Spain can, at a price, but that price is very high dissent and probable early entry into the war. Personally I have found Yugoslavia to be the best overall target for a couple of reasons. First, you can use your superior navy to support your invasion, second, you have experienced leaders from the Civil War, and third (and most important), you can devote your entire military to the operation without fear of a DOW from the Allies or the Axis.
You need to land somewhere first, as beachheads are hard to establish. I take Albania as they have no defense and you get an automatic foothold in the Balkans. Sadly it comes at a 7% dissent hit which is no small amount given your lack of IC. However, logistically, it's a great base of operations. Move your navy and most of your army there and DOW Yugoslavia (at another 7% dissent hit).
Yugoslavia has a lot of people who are friendly or guarantors, and depending on your belligerence they may declare on you. I have never had Italy or Germany declare on me, and I declared in early 37 so I wouldn't worry about that. However Hungary and Romania are both possibilities and Turkey (in my experience) is a certainty. Taking out Yugoslavia should be straightforward: your '36 infantry should be sufficient to handle the Slavs. Like the Civil War, Yugoslavia is not a complex operation.
Turkey will pester you with their fleet (assuming they declare), but this can be stopped with the fleet you start with after the Civil War. Annex Yugoslavia and begin probing the Black Sea for Turkish defenses. Turkey is a problem because you have to land on one of their defended beaches, but you should have 6 transports if you didn’t get them sunk during the Civil War. Load them with 3 armies of 2 divisions each and time your landings 3 hours apart. You ought to be able to get a beachhead and from there your army should win the day.
The problem is Hungary, Romania and Bulgaria. If they DOW you might be in some trouble because you're spread thin. Immediately take your Turkish invasion force and land in Romania (even if you haven’t finished in Turkey), if you can get the beachhead you can quickly take two of their VP provinces. I like to puppet Romania because it's got a decent starting army which you can control later during Barbarossa if need be, and which can help deal with your situation in Turkey. Remember the price I talked about? Puppeting, annexing, and general Balkan mischief will cost you in dissent. If you review your ministers, you should find a Prince of Terror who allows you to get more from those foreign territories. You can also edit your dissent down a touch in the save game to provide a way out of the mess as well... you wouldn’t be the first bloke to do so.
If Hungary declares I would consider forcing peace with the acceptall cheat, but give them some territories in Yugoslavia for their trouble. Going to war with Hungary has consequences on the event chain for Germany and might bring them into the war earlier, which in all probability will screw up the long term game for you. If you think you can take them and Romania, be my guest, but that's asking a lot out of Spain. At this point your belligerence is high, but you have a major foothold in the Balkans and are now the dominant force in the Mediterranean Sea. From here I consolidate and maybe appoint a Prince of Terror to get that foreign IC maxed out. Remember conquest is fun, but it also means more land to defend. Once the war starts you have easy access to the Middle East, and to Greece should you choose the Axis.
How are your relations with the USSR? Might make for a good game if you went Comintern considering your now vast Balkan empire. Then again, that's what Republican Spain is for.
== Imperial Spain ==
How could we have gotten this far and not talked about Portugal? Its attractiveness is reduced by the fact that taking it increases your beach provinces in Iberia by 3, which isn't a sexy option by any means. Remember that your IC and TC are limited, so it's not like you're going to have a 75 division army to defend your vast shores. However taking Portugal has one distinct advantage, and that is that you get bases all over the world. Portugal has holdings in Africa as well as Macao in China and East Timor near Australia.
If you DOW Portugal no one is going to take much notice, but keep an eye on your belligerence and relations just in case. It will take time, but since their army is small you should be able to capture Portuguese holdings easily and annex, or at least force a peace resolution that enables you to get Macao. Remember to rebase fleets and set up convoys, and you can cover the globe.
Once you have Macao and get yourself organized you will note a budding little fascist country nearby called Siam. DOW and annex, but be careful here because you have to perform an amphibious assault which is tricky. Did you build marines? Whether you did or not, just use the staggered attack trick mentioned against Turkey and you should be fine. Annex them as well and you’re sitting on a resource gold mine. Singapore is next door should you go Axis, and so is Indochina if France decides to fight to the death.
You now have an African base, an Asian base, and a European base from which to stage operations. Will you take out the Dutch? The Belgian Congo isn't far either. India? Basically this gives you options, but remember that as Spain there is only so much you can do. Observing the AI and understanding what it's trying to do (is Japan heading toward India? Is Germany bogged down in the Ardennes?) will let you piggyback and help you gain territory from which you can create an empire.
== Ministers ==
As it happens, Nationalist Spain has a decent variety available. A man of the people, an administrative genius, a prince a terror (if you conquer). Basically pick your poison. My purpose isn't to get into minister traits and advantages, but you do have some options.
== Resources ==
Once you have annexed the Republicans you're not in too bad a shape. You do need energy, but Germany will often make a trade of 10 supplies for 100 energy without a problem. Remember that you don't need mammoth surpluses as Spain as you don't and won't have the IC to consume them. Grabbing a little oil isn't a bad idea, and here Venezuela will give you a decent deal.
[[Category:National Strategy]]
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#REDIRECT [[Nationalist Spain]]
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Netherlands
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{{Country guides}}
==Overview==
The Netherlands are sitting next to a potential, violent country called Germany, so they should better be prepared. They start with a nice amount of IC, relatively advanced research at start and very good tech teams. Besides the starting position the main problem will always be exactly one: manpower.
The Dutch colonies are some of the very best in the game and that´s the reason why this guide suggests to play a game where you try to hold them. So the two goals are:
* Survive in Europe
* Hold and/or retake the colonies against Japan.
Another viable strategy is to concentrate on Europe and grab as much land as possible from the Germans when the Allies or the Soviets are near your borders in ´43-´45.
==Technology==
First: The usual industry techs (of course including all the manpower techs), infantry, land doctrine, DD´IV. The two most important things are: The third construction tech must be ready in mid ´37 and you should have fighters II researched in time (~early to mid 40), so they can be built when the fortifications are finished. I suggest to go for fighters as the interceptors have the extra rocket techs and also worse range and worse ground/sea attack.
If there is spare research time air doctrines should be researched. From ´40 on, with fighters II researched, air doctrines should become a priority.
==Diplomacy==
===Alliances===
When Germany DoW´s the Netherlands they will join the Allies. According to the forum it is possible to join Axis instead of being attacked, obviously the game will develop a bit different then.
===Sliders===
There are no free moves. Move towards full free market. Then try not to be Market liberal. There are too many events that move the free market slider away from full free market when the government is ML.
==Intelligence==
Early on the Netherlands can profit from stolen blueprints but the IC is needed for building the fortifications. Later, the UK will deliver enough blueprints for free, so stealing blueprints is neither necessary nor advantageous.
==Economy==
===Trading===
The Netherlands can trade away rares for anything they need with nearly everybody they want. Oil will be needed later, so it is important to build a stockpile.
===Industrial Production===
The "Fortress Netherlands" only works one way: At first two rounds of IC, then with the third construction tech ready switch to fortifications completely. Only with the additional IC the Netherlands can build the needed four runs of fortifications as soon as the third construction tech becomes available and the needed infantry as well. If the Netherlands build this way, all border provinces should have level-10 fortifications by spring ´40.
AA is a good idea to build as well as it protects against strategic bombing effectively, but also uses much precious manpower.
As the Netherlands will loose IC in Indonesia some IC should be build in ´41 and ´42 as the third research slot is needed.
==Military==
===Army===
By ´40 the Netherlands need three infantry divisions in every fortress. As the AI loves to land at unprotected beaches also place militias at the Dutch ones. With your production on fortifications it will be hard to build much, but there is enough IC (due to the IC building) to build enough troops. Save manpower for later, don´t build all in infantry.
===Navy===
Early in the game there is not enough IC, but from mid 40 on the Netherlands can build a few DD´s that come in very handy against German subs. Not a top priority, but one serial of DD-IV´s eats up only a bit IC and after a year the Dutch fleet can hunt German wolfpacks.
===Air Force===
From ´40 on most of the IC should be used to build planes. First fighters (at least eight are needed), then, when research is done and IC available, CAS. In order to be able to sink enemy convoys and ships the Dutch Air Force should include fighters to CAS-groups.
==Events==
==War==
===Europe===
The land war in Europe is, hopefully, boring. There is not much the Netherlands can do but sitting in their fortifications and watch France fall. But there is one problem that needs to be addressed: Convoy losses. As manpower grows slowly, there has to be done something against the Germans. Luckily subs are not the main threat but enemy nav bombers. And against those bombers the Dutch have built fighters, so the threat for Dutch convoys can be banned. Subs also hurt, but not as badly as those navs. The Netherlands should be able to hunt and kill all enemy nav bombers. It will take some time - mainly because the Air Force is too small at the beginning - but it is possible.
It helps to micromanage the convoys to minimize losses. Use one, and only one, convoy at any time with all available convoy ships and escorts. Switch the islands you fetch the resources from every few days. This way all the important stuff from the islands is delivered to the capital, but there is only one potential target for enemy navs and subs. That minimizes the convoy losses significantly.
Send as many troops as you can afford to Asia for the next war, hopefully there are some Belgian/French expeditionary forces, so you can spare a few.
===Pacific===
When the convoy losses are under control, the fighter force big (for a medium power) and when the Netherlands finally get bored and start to build CAS as well then, most likely, Japan will join the war. In Armageddon, Japan comes with massive forces early and fast, there is no chance for the Netherlands to hold on against the onslaught the direct way. What does work is to send as many troops down as possible and send down the complete air force and hold an air base/harbour. Choose a province with terrain that helps the defender. Still, the planes are not strong enough to fight the Japs directly, so hit the convoys. It takes time, but it works effectively. Only then, when the Netherlands managed to hold a bit of Indonesia and sunk all Japanese convoys the Netherlands can start to sink enemy ships and start to retake the lost islands.
It is micromanagement to use the air force to spot enemy fleets and squeeze through it with Dutch DD´s and transports, but it is fun if it works. If you are lucky you get a manpower event. In that case, the Netherlands can even take the Japanese home islands with a relatively big DD-fleet and air force and a few ground troops.
===Europe II===
If the war develops relatively historical the Netherlands can grab some land from Germany before it collapses. Watch the map carefully as soon as Allies or Soviets move next to the fortress and try to move out at the right time to take some land.
This guide is based on a Netherlands game played in Armageddon 1.2. I did it nearly the same way in Doomsday, but never lost most of Indonesia and was able to go on the offensive earlier.
[[Category:National Strategy]]
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#REDIRECT [[Netherlands]]
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Poland
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{{Country guides}}
== Background ==
World War 2 is not a good period for Poland. Since it is the first to fight, it is also the first to fall. Fortunately Hearts of Iron 2 is a game that allows you to change the history and allows Poland a chance to fight back and even annex Germany. However it is not for the faint hearted and inexperienced player.
Do not bother playing Poland if:
* Germany is human controlled.
* You are new to this game.
== Tricks ==
=== Make Friends and Influence Countries ===
You generally have extra energy. While some can be traded for other important resources, make trades where you give energy away, but don't receive anything in return. This tends to increase your relations by the amount of energy per month, and is generally better than spending the 100 cash to increase relations.
=== Demand Territory ===
One thing that Poland needs a lot of is money. For the first month, do not build or research anything, but instead put all but the minimum for supplies into consumer goods to increase your cash. Demand Territory from the Soviet Union. Even on Very Hard/Furious they are likely to cave, and you now have extra resources and the extra factories to get that third tech slot.
Note: Because the Molotov-Ribbentrop Pact events were never written for this, this turns out to be an exploit as eastern Poland is seceded to the Soviet Union, but not the provinces the Soviet Union seceded to Poland. The Polish capital moves to Minsk, and this causes all sorts of problems for Germany and the Soviet Union later on.
=== Early Alliance and an Overseas Haven ===
Make trade deals to accumulate a huge surplus in all resources as well as cash.
To get in the allies early, use your cash sparingly to influence the United Kingdom and France. They will also influence you, adjusting your social sliders and increasing your relations with them. An early alliance means a large pool of blueprints and good trade deals.
Your new ally France has a useless province in South America called Cayenne. It has no industry or resources, but has two victory points. They may sell it to you for 5,000 each of energy, metal, rares, oil, and cash. Your priority would be to industrialize this as much as you can before war breaks out.
You now have a place for a government-in-exile.
Since Poland never truly falls, the Finnish Winter War never fires, and the Soviets never demand the Baltics.
This can lead to a dull game. The German AI is not programmed to properly fight on until Poland has fallen. Likewise, the Soviet Union will often be unable to advance on for the same reason.
=== Fortress Warsaw ===
Due to AI's inability to calculate the likely result for battles in urban provinces, it almost never attack an urban province with enough troops in it. You can exploit this weakness and easily stay alive with Poland virtually forever, even if you start in 1939 scenario.
When the game starts, move all of your air and land divisions to Warsaw. Make sure to adjust your production slider since you will lose a lot of territory. After all of the armies arrived in Warsaw, you only need to watch as the absent minded AI stacks a lot of troops around Warsaw but never try to invade it.
=== The Polish Congo ===
In 1936 scenario, it is relatively easy for the Polish to win a war against a minor European nation with a colonial empire (e.g. Belgium).
Moving your [[Domestic Policy FAQ|domestic policy]] sliders to Political Right will make you a Fascist nation in two years, meaning you are able to launch unprovoked attacks with much greater ease. Produce a [[transport fleet]] and load up with troops.
In 1937, Declare War on Belgium. You can relatively easily conquer mainland Belgium. As part of the peace settlement, insist on some provinces in Africa that have victory-point value. When Germany eventually conquers Polish mainland, they will be unable to annex you because of your holdings in Congo.
The main disadvantage with this approach is that it is likely that anyone guaranteeing Belgium will DOW on Poland. This is likely to be BOTH France and Germany, virtually assuring Polish defeat. The key to this strategy is therefore speed. Conquer Belgium before the non-aggression treaties expire.
=== Polish Ireland ===
When beginning the Road To War, quickly build up transports and base about 2 infantry units and 5 militias. Quickly declare war on the irish. Land in and push the enemy away from Dublin.
Once the enemy is separated you push inward and control the poor little nation. As your new colony, Ireland has points of attack toward Brest. It is a great base if Belgium joins the allies and your troops are getting beat out in the mother land.
Once Ireland is captured, you have a base in Dublin to defend from being annexed. (once captured, build up a navy and base them in Dublin. Try to created militias and garrisons from left over production.
Likewise, the United Kingdom is highly likely to DOW over Ireland. Again, speed is essential.
== Walkthrough for 1936 Scenario ==
=== Peace Time ===
In the first year it is very important to build three factories. Build one each in Torun, Danzig and Warsaw. After they are built, you will get the third [[Research_Slot|research slot]].
After the factories are completed, you may build a few additional factories or proceed with military build up. Produce normal infantry units with engineer brigades. Engineer brigades are cheap and will allow your troops to defend better, which is important as Poland. The only other unit that you may want to build later in war time are garrisons with MP brigade.
'''Social Engineering '''
Maximise hawk and then standing army. Every little org bonus is necessary.
'''Important Research'''
Since Poland has a very limited [[Research|research]] capacity, it is very important to prioritize. Always try to research in the year that the tech is supposed to be researched. Do not even think of researching Armor & Artillery, Naval, Naval Doctrine and Secret Weapon. Think twice before researching anything in aircraft and air doctrine.
* Industrial: manufacturing, agriculture and cryptography.
* Infantry: standard infantry, cavalry and supply.
* Air: you may consider researching interceptor although it is difficult to produce enough of them to make a difference.
'''Trades'''
Your main trade partners are UK and France since they have enormous amount of resources and will give you the best deals.
'''Ministers'''
* Armaments Minister: use the person who gives +10% IC
* Head of Intelligence: during peace time, you may want the person with +30% intelligence. However make sure before war to replace him with minister that gives bonus of +30% army intelligence.
=== Troop Placement ===
A good strategy when the war starts is to capture the whole East Prussia then turn to Slovakia and finally to Germany. The German AI only put a few garrisons in East Prussia so it will fall quickly. Put one division in Suwalki and 10 or more divisions in Torun. This is overkill but we need to conquer Prussia as fast as possible.
Important provinces that you need to put a lot of garrisons are: Bydgoszcz, Poznan and Cracow. Put at least 15 divisions each. For other territories that are adjacent to Germany and Slovakia, put at least 6 divisions on each of them. Don’t bother putting any troops in other provinces.
=== Danzig or War! ===
By August 1939 your TC will most probably be overloaded and your troops require a lot of supply. It means that Poland is ready for war! When Germany announced its ultimatum, choose war.
Make sure you advance quickly to East Prussia. Troops in Suwalki and 9 divisions from Torun should advance to Konigsberg. After they reached Konigsberg, use support attack to help the one division in Torun advance to Elbing. Then crush the troops in Memel.
If Germany attacks a province, try to attack the provinces where they are attacking from using your other troops. This will provide flanking bonus, which reduces the attack efficiency. As a bonus, you can even win territories with it.
You may lose battles and provinces. If you do, do not panic! Panicking does not help, and prevents you from thinking clearly. Try to recapture lost territories by using attacks from multiple directions.
=== Slovakia ===
After you capture Prussia, turn the troops there south. Try to recapture any lost provinces if there is any and then turn to Slovakia. Always attack from multiple provinces at once or else it can be difficult to win. Keep advancing and you will soon be able to annex Slovakia.
=== Germany ===
Always try to keep as many troops in one province as possible when facing Germany. Germany has a number of very large provinces such as Kustrin and Cottbus that can serve as good chokepoints.
In the beginning, don’t bother trying to pocket the Germans. It is quite difficult and may jeopardize your own position. Try to advance steadily and slowly instead. Later, when you see the enemy number is decreasing (check the ledger page), you may want to encircle them.
Advance slowly and attack from multiple direction. For example to capture Stettin, attack from Danzig and support attack from Bydgoszcz. Look where the enemy is the weakest at and attack that province (this is one of the reasons why cryptography tech is useful). You may also try to attack two provinces at once to confuse enemy on where to send reinforcements.
It takes months, a lot of patience and skill but if you do it properly, Germany will be gone.
=== Soviet Union ===
Thinking of attacking the Soviet Union? By the time you annex Germany, you will be very low on manpower. That reason alone is quite enough to hold any invasion plan on USSR for a while. However, you may want to demand territory from the Soviets. If you are lucky, you will gain free territories where you have claim.
== Walkthrough for 1936: Option 2 ==
This requires to attack from the word Go. It is easier to implement than the walkthrough above as Germany does not have time for military development.
This is a strategy to play Poland in the 1936 campaign and survive. Once the survival goal has been achieved (about June 1937), what do to next is an open question for which I would appreciate input.
Note: This strategy has been successfully tested against the computer on Furious AI with difficulty level with set to Normal on Version 1.0 of the game. Need to check it against 1.2 of the game. Will appreciate you if you can add your comments for 1.2 to this note. (Please note that this is as of now a work in progress, so if you edit this, your work might get lost on further additions by me.)
I have been fascinated in working out the ideal strategy for Poland. My first attempt was to gear up Poland for war using the three year interval. While I have been moderately successful, I did not complete the game to see whether what the end was. However, I then decided on the strategy below, which works wonderfully.
What do you do:
=== Jan 1 1936 ===
Start Poland on the 1936 campaign. Disband aircraft and naval troops. Separate cavalry troops and group them together. You will use them for anti-partisian duty. Start researching Basic Machine Tools, and Trench Warfare. Set your entire production to upgrading. For this prioritize all other troops other than the reserves that you have (which have very low strength), your cavalry troops, and your brigaded troops. Use diplomacy settings to set Hawk Lobby one step to the right. I did it this way, but I now think it would have been better to be more Interventionist.
=== Jan 2 1936 ===
Get into a trade agreement with France for metals and rare materials by giving away energy and oil.
=== End of Feb 1936 ===
You should be in a position where your 1918 troops (excepting reserves) have been upgraded to 1936. Move them close to Czechoslovakia. Declare war on it. Ouch, your dissent just increased by 10%. The key to winning here is to arrange your troops so that you are able to penetrate hard and fast. Identification of generals is important. Find ones with skill and Offensive Doctrine. Find a commando leader for your mountain troops. I put my reserves against Presov, and did not attack from there. I attacked with 9 divisions into Kocise and won very easily. There are anti-tank divisions which you can use to attack from Cracow where the computer will put its tank divisions. Strike into the heart of the country and within 15 days it is annexed.
Controlling partisian activity is a nuisance then. Set your troops systematically to control it. A unit set on antipartisian activity will do so, in its and neighbouring provinces as well. Use the cavalry units as they are not good for much else. Also use the rest of your units till the time that they are free so as to reduce partisan activity. Change your foreign minister to the one who adds 10% to Foreign IC Use.
Your IC will now go up to 51. As such, this is a much faster way of increasing your IC, then you would by building factories. You will also one more research slot, which I put to researching agriculture.
Comment: playing with 1.3 the Allies declared war on Poland after the attack on Czechoslovakia. Shortly Germany declared war on the Allies and the whole circus began. The only alliance open to Poland is - the Axis! Just make sure to annex Czechoslovakia before joining the Axis, or you may lose some provinces to Hungary. If Hungary has not joined the Axis yet, it makes for easy picking...
Comment: pursuing this path has proven a disaster so far, with the Soviet Union declaring war by late '36 and Germany unable to even hold the Western Front against France. (the original author is welcome to delete or incorporate these observations)
=== Apr to July 1936 ===
Upgrade the rest of your troops, reinforce them, and create one set of 1936 troops by producing them. I created 7.
You are now ready to attack Germany. Your dissent will go still higher to approx 27%. The troop placement is as below:
Put only enough troops in the heavily fortified districts of the Czechoslovakia-German border so that you can defend. You will attack from the Poland border. I put 6 troops in Strakonice, since there are two districts adjoining to it. At the time of attacking the computer had put three troops uniformly in every district in the border with Poland. I attacked from Liberac into Breslau, and from Crecstowa into Oppen. I also attacked all the Polish border provinces (Sttetin, Kustrin). It is easy to win and gain access. The only annoying factor was that I had put one troop unit each in Suwalki, Torun, Danzig, and Bydo to protect against the troops in Elbing, and Konisberg. They were not enough. I lost Torun first, and then Warsaw too. I had to send a six unit troop back from the main war to polish up.
Control partisian activity as you go along. The hardest part came at the end, where I had to defeat the German troops at the Franco-German border, which is heavily fortified. This was done one province at a time, and after a few heart stopping moments, I annexed Germany in Dec 1936.
=== Post Dec 1936 ===
Now I had Base IC of 113, but Actual IC was lower than Base IC. The partisan effect had shot up to 30%. First I put all my troops on antipartisan duty. This did not help much, so I identified the provinces with high IC, and focused on that. This gave slightly better results. However, the basic problem was the very high dissent. This was solved over the next six months by setting all IC to consumer goods. I also discovered that I had mistakenly taken the minister for supplies 20%+, rather than IC 10%.
I now have a situation where I have Poland in June 1937 with 113 Base IC, 131 Actual IC, 260 Transport Capacity, 45 1936 divisions, and approximately 300 MP. What should be the course for Poland to follow. The main threat from Germany has been nullified. The Soviet Union? Attack France? Attack Italy?
This is a work in progress, and I would definitely appreciate comments. Also any improvements.
[[Category:National Strategy]]
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#REDIRECT [[Poland]]
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Republican Spain
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Lillebror moved page [[Republican Spain strategy]] to [[Republican Spain]]
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{{country guides}}
==Overview==
Republican Spain is a challenging nation to play: meeting its first, most important test, just six months into the game: the Spanish Civil War. Later, Spain will have very few expansionist opportunities since nearly all neighbors are protected with Guarantees by Axis or Allied powers. Finally, war with the Axis will be challenging.
==Technology==
Early research is important in that the third research slot finishes by July 18, 1936, at the date of the outbreak of the war. The "Early Infantry Division" is a good choice here. For a player planning to join the Comintern, abandoning the FirePower Focus land doctrine is a good idea, in order to change to the Mobility/Human Wave doctrine, which is a superior overall doctrine, and the USSR has blueprints for.
Generally, due to relatively poor tech teams, Spain will never be on the leading edge of technology. For this reason, even the Soviet Union is a good technology partner, and can help Spain keep pace in a few areas. Infantry and Land Doctrines are essential, but Spain is able to keep up in some Industrial technologies, as well as very limited air and naval technologies.
==Diplomacy==
===Alliances===
The most likely Ally for Republican Spain is the Comintern, although it is also possible to forge an alliance with the Allies. The Comintern provides Spain with a much needed addition 18 months of build-up before the war. The Comintern also provides good blueprints, and very good trade deals.
===Sliders===
Most of the events Republican Spain receives move the political sliders. Therefore, moving the Hawk slider beginning in 1936 makes sense. Also, the Albania gambit is important as Spain: using "Guarantees of Independence" for key countries such as Albania, Norway, and Denmark, ensuring free interventionism slider moves. Once Hawk and Interventionism are max, moving to Central Planning is recommended.
===Ministers===
Republican Spain begins with 30% dissent, and the General Election will automatically change ministers. The final, event driven, minister changes will end in the Spring of 1937, after the Communist Coup. At that point, Armaments Minister Sanchez is the best choice. For Intelligence Minister, Rubio provides +5% IC, while Mane provides +5% research. Other ministers could use changing, however 1937 dissent levels make the trade-offs not worth it. Later minister moves include various options for manpower and IC bonuses. Generally, Spain has a strong minister pool after 1941.
==Intelligence==
Spain does not have the political configuration to produce a great deal of money, and therefore spying is generally not possible.
==Economy==
The game begins with Republican Spain having 30% dissent. Paying this dissent down is not useful, since the Spanish Civil War event will reset dissent at 15%. Therefore, all early IC should be spent on Reinforcements and an early serial run of [[Militia]].
===Trading===
The Soviet Union is Republican Spain's best trading partner, and can fulfill the necessary energy gap Spain begins the game with. Once allied into the Comintern, Spain will be able to freely account for any resource gaps.
===Industrial Production===
IC building as Spain has very limited utility, and is generally not wise. Three research slots are important for spain to achieve (40 base IC), but achieving 60 base IC is generally impractical in the early game. Later IC growth is possible through conquest, for example achieving over 100 base IC is possible in late game. Due to Spain's economic setup, high early dissent, and massive upgrade needs, all focus should be put into converting manpower into a military force, and industrial building should be neglected.
==Military==
===Army===
Due to Spain's relatively small size, a reliance on infantry and militia is imperative. Spain does not have many military leaders, thus armies of three divisions is necessary.
===Navy===
Spain's Navy will be particularly important in the early war against the Axis powers, namely, Italy. Challenging the Italian navy will be difficult for Republican Spain, thus modernization and strong naval doctrines are important. A surface fleet of heavy cruisers and destroyers is the best combination.
===Air Force===
Spain doesn't have the IC to produce a serious air force. Spain does, however, receive several aircraft from the Spanish Civil War. Thus, upgrading these aircraft, especially the TAC, can be useful.
==War==
===Spanish Civil War===
This is the most important event for Republican Spain. The easiest method to prepare for this is event is to station all aircraft in Madrid, the entire Navy in Valencia, and all army units in Valencia. While some army units will defect, they will quickly be defeated, and have nowhere to retreat to. The number of units to turn traitor is random, but the more than revolt means the fewer the Nationalists get in their deployment pool, and conversely, the more the new units the Republicans will have. Dissent will automatically be re-adjusted to 15%. Any units built should not be deployed: otherwise they may turn into Nationalist traitors. Keep all built units in the deployment queue until after the Civil War begins. Using these techniques, it is possible to win the war within two to three months.
==== Avoiding the Spanish Civil War ====
You can avoid the Civil War completely by moving your first slider (1936) to Authoritarian. Then, elect the National Front. This is just enough to move your governmental ideology from social conservative to paternal autocrat. The Civil War event only fires if Republican Spain is either communist, or a democracy.
===War with the Axis===
Whether or not Republican Spain joins the Comintern or the Allies, war with the Axis is a necessity (otherwise choose Nationalist Spain!). Joining the Comintern will provide Spain nearly two additional years of preparation for war. Spain will not be able to make significant gains against Germany at the outset of war, thus the focus on the German border should be defensive. Meanwhile, an assault of Italy can be quite fruitful, resulting in a relatively quick annexation. Since it is possible for Vichy France to join the Axis as early as 1942, Spain should be prepared with border guards. Generally, holding out until 1943 is necessary, as that is when the Soviet Union will begin to push back the German military. It is possible for a well-played Spain to make significant gains in the West: including the capture of all France and Western Germany through to Austria, Czechoslovakia and Yugoslavia in the South.
==Events==
===February 17, 1936: General Election===
This is an important game event for Spain. The player has the option of the Popular front (a left wing move: allowing the player to align with the Allies or Comintern); or the Nationalist Front (a right wing move: allowing the player to align with the Axis). This strategy guide assumes the player chooses the Popular front. See the [[Nationalist Spain strategy]] guide for details on the other path. An extra 4 dissent is gained, regardless of the choice made.
===June 26, 1936: Outlaw the Fascist Parties===
Selecting yes will move the republicans further to the left, in preparation of a joining with the Comintern.
===Spring, 1937: Communist Coup===
From April 3rd, 1937 to June 3rd, 1937, if Republican Spain has won the war, this event may occur. This event is very important for helping Republican Spain ally within the Comintern, as it will produce a Left-Wing Radical government. This event does not provide options, but produces +10 dissent, and changes all ministers.
[[Category:National Strategy]]
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Republican Spain strategy
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#REDIRECT [[Republican Spain]]
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Romania
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Lillebror moved page [[Romania strategy]] to [[Romania]]
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{{Country guides}}
Playing Romania is not an easy task, but it can be quite fun. The key of the game is waiting. You will be successful if you decide not to go into action too soon. You have a very bad position, surrounded by enemies, many of whom have claims on your territory.
== Preparations ==
Try to move the sliders towards hawk and interventionism. The biggest problem you have is your army. Upgrade it immediately, and focus on building a task force. Do not worry about economy, because it's the best in your area.
Suck up to Germany and join the Axis. Don't be afraid if Bulgaria and Hungary do the same (because they will do that). In September 1940 you will recive the ultimatum called "The Vienna Diktat" to secede Transylvania to Hungary. Do that, because the alternative means war with Germany, and you cannot afford that. One month later, Bulgaria will ask you to cede Constanta to them. Refuse it, because their demand is not backed by the Germans. Effects: Both you and Bulgaria leave Axis, and Bulgaria declares war.
== Balkan war ==
If you have improved the army, you might be able to destroy Bulgaria. Do not do that! Risk, and let them ocuppy the Constanta province. The result will be interesting, because Hungary declares war.
Now, the battle plan: Concentrate on Bulgaria, drive them out of Constanta, and then push towards Varna and Sofia. Defend the Hungarian border. After you have conquered Bulgaria, annex it, and turn against the real and historical enemy, Hungary. Their army is harder to defeat, but if you have followed the advice and improved yours, you should be able to defeat them.
== Further strategy ==
All the time, suck up to Germany, the UK, and USSR! This way, you will stay out of the war.
Greece should be your next target. It's the easiest country to conquer, and you will overrun them in three months, maximum.
Now your country is big enough and your army strong enough to face an attack. Wait until the Axis or the Allies gain an important advantage and join them. The best alternative, even if it is hard to do, is to join the Comintern. Russians are next to you, and you'll have opportunities to strike whoever you would like. Maybe Yugoslavia, Turkey, or perhaps even Germany.
== A more "Patriotic" alternative ==
Move towards Authorian and Right Wing. Further events should help you move towards Hawk Lobby, Standing Army, Central Planning, and Interventionism.
Trade your oil wisely. Build your stocks and keep some for yourself.
Upgrade your army, use brigades to raise efficiency.
Build an strong Airforce.
Wait up to the Ribbentrop - Molotov Pact, maybe even more
Join the Axis.
Attack Hungary and take as much as you can before the Germans.
When the USSR ask for Bessarabia, fight and don't back up at the second event! Germany will overrun them.
Don't swich sides!
When Bulgaria asks for land, fight them. You'll be out of the big war and should be able to crush them.
If you don't have a choice, wait until Germany no longer guaranties for them. Then crush them!
You now have a secure position.
Your next target should be the oil fields in the Middle East.
==Romania: Balkan Superpower?==
The goal here is an aggressive play for Hungary as soon as possible. Take your rather large starting army and start stacking it on the border with Hungary. In the meantime, make the necessary slider moves to be able to declare war.
Hungary's independence is guaranteed by an ally-less Austria. With any luck, war with Hungary should also mean war with Austria. Both are easy to crush if you made sure to re-enforce and upgrade your starting divisions.
Here is where things can get interesting. If you hadn't noticed, Romania's independence is guaranteed by many of the regional powers, including Italy and Poland. You may see a chain reaction of premature war declarations here, especially if Austria gets involved. Turkey, Bulgaria, Yugoslavia, Italy, Poland, Greece, and Germany all have stakes in your conflict in one way or another, and will start declaring war on one another (When using this strategy I've seen Germany declare war on Italy twice in 1937). You can use all of their wars to your advantage, as everyone is too pre-occupied to care what you're doing in the Balkans.
Your next move could go in one of many directions. I would recommend Yugoslavia first, as they've got a bunch of territory right on your border and not much to defend it with. Be wary with attacking Bulgaria, as the Soviets and the Germans both like to come to their aid.
Not only can you make some impressive territorial gains (and get a ton of IC to boot, 4 tech teams by 1941 is very possible), but you also stop all of those nasty events involving ceding territory, along with stopping many of the event based German gains, leading to...
==An Allied Romania==
This is where your Austrian territory comes into play. Once Germany and the Allies are at war, you'll have a 70-some percent chance to join the Allies if you ask Britain. Assuming Germany and Italy aren't allied, this can be a huge opportunity for Romanian glory. With a neutral Czechoslovakia (thanks to stopping the Anschluss early) and an allied Poland on your northern border, a neutral Italy who tends to be rather friendly to you on your long western border, and a usually Allied Greece to your south, you sit in a prime position to foray into southern Germany through Munich. Chances are the germans will ground your offensive to a halt before you can get deep into Germany, so just dig in and hold tight while your allies win the war for you. If you're bored while you wait, it can be fun to take military control of Poland and try to beat the German blitzkrieg back. The allies will also flood you with blueprints and help defend any German counterattacks, to be sure you can hold your posessions. After sitting behind the Maginot Line for an eternity, a French assault out from it leads to German defeat within 6 months.
==Further Interests==
At this point, all your neighbors but the Soviets will be either an ally or pitifully weak. If Bulgaria is still around, they're a natural target, along with Czechoslovakia. Both have pretty outdated armies and will fall quickly, but make sure you move fast so Greece, France, and Poland can't steal territory from you. Italy is also surprisingly vulnerable at this point in time. Taking the Italian mainland is surprisingly quick and easy, and once it's under your control all you need to do is wait for the British to clear out a supply-less Italian Africa. Once Italy falls, the choice is yours. Betray the Allies? Attack the Soviet Union? Build a navy and assault Turkey? With the IC and manpower your posessions should net you, anything is possibly for once-tiny Romania.
[[Category:National Strategy]]
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Romania strategy
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#REDIRECT [[Romania]]
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Sweden
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Lillebror moved page [[Sweden strategy]] to [[Sweden]]
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{{Country guides}}
Playing as Sweden is actually rather easy, all you have to is play out the major powers against each other.
== Peacetime ==
First order of business is to get another research team, so build 6 IC each in 3 provinces (it doesn't matter which provinces you build them in since you won't be fighting in Sweden. Move the slider to more free market to get better build bonuses. You could also move the sliders towards Authoritarian if you want to invade Norway later.
Just keep building IC and researching industry, infantry & upgrade your troops in peacetime but then again, it doesn't matter much since you won't be using Swedish forces to win the war.
Kill time by improving relations with Germany.
== Wartime ==
Join the first winter war to get more interventionism and if possible try to take control over the Finnish forces. Don't bother actually trying to win the war by sending your troops into Finland. The SU is just too powerful and you won't gain anything by invading SU from Finland. Instead just let the war drag on and make sure that FIN is weak but not weak enough to be annexed (yet). When the peace-events comes, accept them. By now, FIN is rather weak and should probably have lost a lot of divisions.
And now you are back to peace.
== The Waiting Game ==
Germany will probably run over SU at first so you can just relax for a while and also all of your factories should be done about this time so start producing some Marines and Mountaineers. After a couple of months you should be ready to join the Axis so take military control over Germany and Finland. Move Guderians 9 Panzer to Luleå and at the same time make sure that Finland is annex by SU.
At the same time make sure that you kill as many Russian divisions as possible with German forces, since it's not your troops or your land you can have fun with all kinds of strategies.
When the SU have annexed Finland and most Russian forces are dead, withdraw all German forces from SU and put them on hold in Poland. Now is the time to strike out from Sweden with German panzer. In a matter of months you should have control over all the Baltic's. From there you just have to push forward and annex SU from Swedish territory.
And voilà, a new Swedish empire. From there you can pretty much do whatever you want. Maybe strike into china? Maybe take Norway? Maybe attack Turkey and push forward into Africa?
This was tested in 1.02
== Neutrality ==
Sweden has during her lifetime avoided war and the Swedish people are rather avoiding to interfere in any hostile actions. Why not try this strategy in HOI2?
Before I can give you any hints you should notice that this strategy is different and dove compared to conventional gameplay of Hearts of Iron 2.
Sweden begins with only a few units on land and a practically non-existent airforce wich in case of war would not make significant damage. However her navy is somewhat powerfull and should be used as a first front line to repell aggression from Germany or the Soviet Union. All the neighbours of Sweden will be at war, sooner or later, which will hamper the trade of this country. Be sure to get enough resources to your pool before the war begins, you should be able to survive without any bigger trade deals during the war.
Concentrating a big portion of Industrial Capacity for producing Consumer Goods might sometimes give an additional factory and increase your capacity.
War is not your biggest strength, with underpowered forces and a too big country to defend it is not wise to engage in war, well, at least not in the beginning.
Norwegian and Finnish support is recommended. Try to send forces and supplies to both countries to help them prevent getting occupied by either Germany or the Soviet Union but do not engage in combat yet.
When Germany is at the brink of an utterly defeat, then you can engage in combat by helping the Allies liberate Norway and Denmark. Joining their alliance for a short time is recommended since you will not only get an economic support by also blueprints for future development.
Good luck and try to avoid a bloodshed!
==Use WWII to your advantage==
Sweden starts with rather small army and almost non existing air force but they start with good naval armies. This strategy enables you Sweden to become a Major power and also, It's quite fun to play. Remember to enable the option so that democracies can declare War. Also Full IC Take over is recommended You have to Annex Norway, Denmark, Latvia, Estonia and Lithuania before the German or Soviet Union.
The first you shall do is to trade you metal for a huge amount of energy from Germany, German Energy is quite and you don't have to worry about your metal stockpile. Then Trade supply and metal for money from either Soviet Union or another country nearby (I used to make this deal with USSR and The Republic of Spain). If you want, you can also change your ministers.Before you attack Norway, Be sure to produce some infantries (and IC)
Then Move you troops to the Norwegian border and Cancel the non-aggression pact and Declare war. Attack Oslo from the south but don't battle the divsion in Narvik. Wait until it occupies one Swedish province and then march in to Narvik. Once Narvik is yours, Annex Norway. Ususaly the allied don't attack you if you do this quick and early.
After Norway, Wait until Germany annexes Austria and the Declare war on Denmark. Until now, your Infanteries shall be finished. Ferry some divisions to odense and make more troops to attack and occupie Copenhagen and then take Århus before Denmarks last Divison move there.
By now you shall have around 40 IC and a third Techslot (Maybe a forth if you have build IC in your Country) Continue to upgrade and produce more Divisions. It's also recommended if you have som land doctorine, Infantry, Naval and Artillery researched. Now, Wait until the Finnish Winter-war and choose Swedish intervention. Don't send all your troops to Finland as the Soviet will kick your ass back to Sweden and if you're unlucky: You will lose half of you army. Under this time, It's recommended to have 2 fleets of 3 transports ship and a pool of at least 30 convoy ready to launch an assault on the Baltic stats. When the Winter war is over, declare war on Estonia and Latvia. Ferry some troops and take the weakest of Tallinn or Riga (every Baltic stat only got 1 province with victory points) first and Annex one of them first. Then wait until the other capital is empty and then launch a Amphibious assault and annex.
When your done with Estonia and Latvia, Move your troops to the border, Lithuania shall be very weakened do to the germen attack on Poland. Declare war immediately and rush to the the capital and Annex.
Now you shall be in the middle of 1940 and you may have around 55 IC right now depends on If you have built IC or not. Upgrade your troops to 41 model Infantry and produce more armies to prepare an assault on Ireland, Yes you can do that from Sweden because you controls the northern part of the Atlantic. You shall be around 1942 when your troops are ready and then ferry some men over to Ireland, Launch an Amphibious assault and rush to the Capital and Annex. Now you got around 70 IC and you're now a Swedish major power.
Either you can stop your conquest here OR choose from one of following: Try to take parts of Northern Germany to Control the whole Eastern sea, Do this when Soviet and The Allies are pushing the German back to Germany, OR Produce some more troops and a better fleet to Occupy Spain.
When this is done and WWII is over. You can choose now to stay in Neutrality or Join either the Allies or (If you're lucky enough) Commintern. Depends on what strategy you're to play you shall choose your side Carefully
[[Category:National Strategy]]
749342156e0915fc869244747dae609d5fbda8c8
Sweden strategy
0
843
1525
2017-03-21T09:58:28Z
Lillebror
871
Lillebror moved page [[Sweden strategy]] to [[Sweden]]
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#REDIRECT [[Sweden]]
d9a41496fbf409d4454b99396e7a3b658270f8ca
Turkey
0
783
1526
1400
2017-03-21T09:58:37Z
Lillebror
871
Lillebror moved page [[Turkey strategy]] to [[Turkey]]
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{{Country guides}}
== General ==
Because of its location, Turkey has many advantages. With Istanbul as a starting point, it can exert its military might on Eastern Europe is militarily superior to its two immediate European neighbors, Greece and Bulgaria. It also has a pathway to the Middle East via Syria and Iraq, and a large resultant income of oil. It has fairly good research teams overall, and an IC which is substantially higher than any of its immediate neighbors. It also benefits from good relations with the Soviet Union and adequately good relations with Germany. It is not rich in natural resources, but it has enough to get by and can trade with Germany or the Soviet Union for the resources it needs. It does not have exceptional military leaders, but there are sufficiently good high-rank leaders which should be capable of leading Turkey's army. The main disadvantage of Turkey is its isolationist, democratic policies after the death of the Great Turk, which make it difficult to plunge into war without a huge dissent hit. It s research teams, while not top-of-the-line, are decent.
== Research ==
Since you only have two research slots, it would be best to focus only on the absolute necessities. You can keep one slot open for industrial research and use the Turkish Petroleum Company for machine tool research -- since you have a low IC base, any additional gains in IC are sorely needed, even if the technology required to achieve them is one year in the future. Istanbul Military Industries are very good for infantry and cavalry research. Around 1937-1941, you should start to research your land doctrines. Generally, you should do this as late as possible and aim to complete the research just before going to war so you can research more immediately important technologies first. You may wish to invest in more improved bombers and fighters if you have an extra slot that you can't do anything more productive with, but you can also requisition some planes from the Soviet Union if you are allied with them (a group of four tactical bombers should be enough to achieve your goals).
== Trade/Production ==
As long as you can give metal, Germany is a good trading partner for most of your resource needs. The Soviet Union would also be a good choice, and the sooner you can get an alliance with either Germany or the Soviet Union, the better. However, an alliance with Germany can get very risky. You cannot stand alone against the United States in the Middle East, and you can be crushed if the Allies decide to attack you from North Africa. The Soviet Union is a much better choice for an alliance. You should first reinforce and upgrade everything before producing any units. Don't bother producing 1918 infantry at the start -- if you have extra time before you research basic infantry, just stockpile on supplies, which you can later stop producing if you have a sufficient quantity. You should aim for 2 parallel series of 12-15 infantry units each at the start. when these are produced, you should deploy them to Istanbul.
== War ==
By the time Germany declares war on Poland, you should try to have an alliance with the Soviet Union. Your army should be substantially better than both Greece's and Bulgaria's. Wait until the Vichy Regime event triggers, then declare war on Syria. You can move your army (you don't need more than one division) into Syria and Lebanon unopposed, and you can annex them quickly. Next, you can invade Bulgaria and Greece via Istanbul, as long as you make sure no wacky declarations of war result, pitting you against Germany or the United Kingdom. With Soviet tactical bombers to mow down enemy troops, this should not pose a challenge. You can go wild in Eastern Europe, and can even conquer Yugoslavia and Romania and Hungary, if they are not allied with Germany.
== Fortress Turkey ==
You will be unable to defeat Germany military, and the same goes for the Soviet Union. However, the Soviet Union will frequently declare war on Germany in 1942 or afterwards if Germany has not declared war on it yet, and it will proceed to take a pounding. To protect against this eventuality, a minimal defense plan would be best. Leave Eastern Europe to Germany and concentrate a significant contingent of troops in Istanbul, Trebizond, and Kars. Start building forts there like mad, and you should be prepared to successfully defend Istanbul very early on, and should be able to defend your northern border by the time German troops get there, in around 1942/1943. Just wait patiently until the Soviet Union launches a counter-attack or the United States or United Kingdom lands troops in Europe for your chance to go on the offensive. When the chance comes, you should be able to reclaim your lost territory with significant interest.
[[Category:National Strategy]]
abe36c1b78709c672261867afec3e82b3dfa25cf
Turkey strategy
0
844
1527
2017-03-21T09:58:37Z
Lillebror
871
Lillebror moved page [[Turkey strategy]] to [[Turkey]]
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#REDIRECT [[Turkey]]
10ef157444a71b3179114c2d96f336943032a86d
Yugoslavia
0
813
1528
1462
2017-03-21T09:58:47Z
Lillebror
871
Lillebror moved page [[Yugoslavia strategy]] to [[Yugoslavia]]
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{{Country guides}}
== Background ==
Pros:
# Generous manpower pool and an exceptional manpower growth rate for a minor, enough for supporting your country into major status. Shortage of manpower is the downfall of many other minors.
# Easy to max out central planning, meaning a small amount of IC can turn into a large amount of IC.
# Proximity to other countries means the possibility for lightning fast conquests and great prospects
# Generous starting army, although they are outdated and depleted.
# Access to the Mediterranean sea, making an invasion of Africa and the Middle East possible.
# OK tech teams, and by the time you annex your neighbors, you will have a powerful and well rounded mix of teams.
# Decent ministers, the manpower chief of staff especially is useful for Yugoslavia moreso than a typical 20% org regain minister would be.
Cons:
# Horrid generals, but by the time you get done with Italy, you will have an experienced officer corps
# Outdated and worthless starting air force and navy
# No transports
# No merchant marine
# Dependent on supply trades to maintain resource levels until she expands
# Proximity to other countries and a tangled web of guarantees of independence means you will have to fight on multiple fronts during any war you choose to partake in, and will have to fight delaying actions within your own country while your offensive forces fight elsewhere.
# In the latest DD/ARMA patch, you will have to devote the majority of your money to the intelligence system or be smothered by foreign meddling - this disables your ability to use the diplomacy system.
== Strategy ==
# The key to Yugoslavian supremacy is to conquer the dominions of Italy, this will propel you into major power status.
# Disband your fleet, it is worthless. Set your air force to not reinforce or upgrade.
# Start the game and build 4 IC, put all your divisions under logistic generals.
# Move your sliders to central planning, when you can no longer move to central planning, move to authoritarian, then move to central planning again, by 1940 you should have +25% IC from central planning.
# Technologies: Modern infantry, mountain divisions, cavalry, but most importantly: machine tools, agriculture, ground doctrines, rear area dumps.
# Make sure you have the manpower chief of staff, and that you remove the -IC% minister ASAP.
# The first 3 IC will finish first, you won't have enough IC to finish the fourth on time.
# When the 3 IC finish, let your army reinforce and upgrade.
# Trade supplies for energy/metal/rares from Germany if need be.
# When this is finished, 2 serials of unbrigaded infantry, 1 serial of unbrigaded mountain troops, when the last IC finishes, 1 more serial of unbrigaded infantry and leave the rest IC for upgrades/reinforcements.
# By Anschluss of Austria you should have at least 35 modern, reinforced divisions, enough to surprise Italy with an attack.
# DO NOT DECLARE WAR ON ITALY DIRECTLY - Germany will likely declare war on you in retaliation. Instead, declare war on defenseless Albania, after making sure all but 1 of your divisions is on the Italian border. You will be able to annex Albania within 2 weeks - and meanwhile, Italy will declare war on you because it guaranteed the independence of Albania.
# Invade Italy, they should be caught completely by surprise since up until that point you had good relations. They will begin to rush reinforcements from Africa. Before the reinforcements arrive you should have Genoa/Turin pocketed and have a firm defensive line at La Spezia.
# When you approach 30-40 manpower (for me it was when I had ~45 divisions), stop building units and build a few transports and at least 3 parallel runs of convoys (these will be used to invade north Africa and eastern Africa). The remaining manpower will be used to reinforce losses and build the occasional unit.
# Slowly push Italy into the boot, you will most likely not be able to encircle them and will push a battered army group into Sicily. Cross into Sicily by foot and wipe them out.
# The Italian colonies should be COMPLETELY EMPTY - send a few divisions to capture the victory points there.
# Once Italy is annexed, you should have about 73 IC and a new resource stockpile. Your biggest problem, which has probably become obvious to you, is a lack of manpower. From this point on, we are only going to build infantry when it is commandos (namely mountain), and even then, in small quantities. Build tanks from this point on, although you might not be up to tech until 1941. Tanks cost less manpower, and give you more bang for your buck. Do only build modern medium tanks, ancient tanks and light tanks are a waste of time and will take a substantial amount of time to upgrade.
# I recommend making Libya and Somalia as puppets, they will augment your army with more infantry, and if you can deal with losing 1-2 IC, then also release Ethiopia. By the end of the year they will have 6+ divisions each, and if you released them with central planning all the way to the right, they should have 8-9 IC, not bad. If you notice your puppet countries' IC going down, make sure you supply them with rare materials, energy and metal, if need be. Even a small deficit can cripple a puppet nation and take away several IC.
# Do not bother making military police/garrisons for Italy, it might seem tempting, but you would need a dozen or more garrisons to suppress the partisan revolt risk, and you simply don't have the manpower to do this.
# Yugoslavia has now come into its own, but you are still missing several things to flesh out into a major power: an airforce, maneuver forces (tanks) and a navy. Focus on this now, especially the first two. 2-3 groups of interceptors should be enough to ensure local air superiority, while 1-2 groups of tactical bombers will prove to be extremely useful for operational elasticity. Most importantly, you need at least 2 corps (3 division armies) of tanks, preferably 3. These units will use up much less manpower to make than the infantry we were spamming previously and hence their manufacture will be orderly.
# At this point, several major options are open to you. Joining the allies, you would open a second front against the Germans, which may result in the offensive against the low countries and France grinding to a halt. The underbelly of the Reich will be exposed and little will stand between you and Berlin. Alternatively, if for some reason your previous campaigns dragged past spring of 1940, and western Europe has already been invaded, joining the Axis would also offer an interesting option: a surprise attack across Africa would result in an immediate victory and the capture of the Suez, the eventual seizure of the Middle Eastern oil fields, while you could also augment the german Army Group South in its offensive against Stalingrad and Baku. If you don't want to make a major decision like this now, you could invade Hungary to gain some more IC - chances are, they didn't join the Axis and that the guarantee of independence on them is no more.
#Tip: Do not attack Germany 1v1 - while you might think you could pull it off because most of your units are 2-3 stars now and your generals have gone from 1 skill to 4-5, it won't make up for Germany's numerical advantage, air superiority and doctrinal superiority. I would only recommend engaging Germany if the Western front is still intact or you are willing to military control your allies and bring reinforcements to your theater. If Germany seems impossible to take down, just join the Axis, you are fascist anyway and you wont need +200 relations to get a decent chance of joining up.
#Tip: When you declare war on Germany, you will likely be attacked by Hungary, Romania and Bulgaria. My recommendation is to form a defensive line along the Austrian border, and Romania-Hungary, and devote the rest of your divisions to invading Bulgaria. You will have to give up Novisad and other provinces north of the Danube - it will be impossible to defend them. Consider military controlling some minor allies to help bolster your defensive line - Iraq is especially useful. It will probably be a 1:1 fight in Bulgaria (that's all you can spare and not have the rest of your country be over-run), but your experienced and modern troops will overpower the Bulgarians. It may seem like you are in a world of trouble, but if you can manage to annex Bulgaria, you will win the war.
== Axis or no Axis? ==
Entering the axis can be worthwhile, especially if you control Bulgaria and Albania. When you enter, you will receive the coup event. Ignore it and do not violate the pact of steel. Note that it'll get you a total of 20 dissent, or a DoW from Germany if you decide to break the pact.
Other option is to join the Comintern (The Allies are probably the worst choice, since they can't help you much). Joining the Comintern, SU might be able to help you by sending troops in your territory, plus you don't need to garrison a SU border you might have, freeing most (if not all) of your forces to fight Germany. Do this if you want more of a challenge.
1816a4fa1a640c7682accbbb0f9ae11931bb8ba3
Yugoslavia strategy
0
845
1529
2017-03-21T09:58:47Z
Lillebror
871
Lillebror moved page [[Yugoslavia strategy]] to [[Yugoslavia]]
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#REDIRECT [[Yugoslavia]]
684d5f6e4557ca6e04f64459e46ff51eca9c5239
Austria
0
338
1530
508
2017-03-21T09:58:57Z
Lillebror
871
Lillebror moved page [[Austria strategy]] to [[Austria]]
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{{Country guides}}
== Background ==
Austria is small, poor and underdeveloped. Furthermore it is seen as little more than a pawn by Italy and Germany, two of your neighbours. You need to plan each step wisely if you want to survive.
== Walkthrough for 1936 Scenario ==
I have played several games with Austria, and each one has played out very similarly.
=== Modding Activity to Consider ===
You may (as I have done) consider modding the HoI2 files a little to give Austria more options later in the game. One thing you can do is to make Austria the "true owner" of Hungary, which means you will inherit all Hungarian units when you annex Hungary. It is also not a bad idea to make all provinces of the defunct Austro-Hungarian Empire "national" provinces. You should add at least two tech teams - a naval academy and a naval arsenal. I made them to appear in 1937, as by this time you will have access to water again.
You could also consider giving Austria some basic naval technologies and doctrines. They had a navy until 1918, so this is not ahistorical by any means.
=== War From the Beginning ===
As soon as the game starts, become more interventionist. Research better infantry, and whatever else you see fit.
Move all your troops to the east, and declare war on Hungary. You should be able to reach the Danube and occpy everything up to it easily.
At some point in this campaign, Italy will most likely declare war on you. Germany then usually declares war on Italy, since they guarantee your independance. This is your chance for Austrian world dominance - enter the Axis and try to assume full military control of Germany. This has always worked for me.
=== Turning the Tide in the Alps ===
Now, you govern tiny little Austria, but command the entire German Wehrmacht. This means that for your frustrated field commanders in Hungary and your panicking civilians in western Austria (who are probably being overrun by the Italians) a dream has come true - a real army can save Austria.
Move the entire German army into Austria except for 8-10 divisions to guard the French border (this will be important later!). Split off maybe 6 German divisions and send them to Hungary to help cross the Danube and annex Hungary. The rest should enter the Alps, and begin the offensive into Italy.
Since the conquest of Italy begins from Austria, all of Italy will fall under Austrian control. The conquest of mainland Italy should not prove too difficult, as the Germans are enormously strong, and can be supported by the Austrian army and the German expeditionary force from Hungary if you run into difficulties.
=== Balkans ===
Once Italy is under your control, you need to build some sort of navy, especially [[transport ships]]. This is where modding the game comes in useful, as Austria otherwise has grave difficulties doing this. Well, you can get [[transport]]s anyway.
The snag so far is that Italy is merely Austrian-controlled, it is not part of your territory and you can't deploy any ships there. So you need a port, and quickly. Array your combined Austro-German army around Yugoslavia and attack. Leave enough troops as a garrison on the Franco-Italian border in case the Allies declare war on you. This can happen.
Annexing Yugoslavia should not take long, or be difficult. Greece and Turkey (or other Balkan states) may declare war on you, if they do, onwards with your conquest of the Balkans.
=== The Austrian Navy ===
Sooner or later, your first transports and destroyers will be ready, and for the first time in twenty years an Austrian ship will sail to sea! Use the navy to invade Crete, Libya, and if necessary also Ethiopia, to annex Greece and Italy.
By now it should be early 1937 or so, and Austria rules the Balkans and has access to numerous naval bases in the Mediterranean.
=== The Great War ===
You should keep checking whether the Germans are building new units (they are, obviously!). They will invariably deploy them in Berlin. Send them to the French border (north and south of the Alps). It is only a matter of time now, before the Allies declare war.
When they do, it should be common sense to attack south of the Alps, so France becomes Austrian territory as well. This fight will be incredibly hard. You may suffer some setbacks in the beginning, but persevere and all will be well.
After that, you can try attacking Czechoslovakia, Bulgaria and Romania, although once again some modding will be useful unless you want to see the entire "Sudetenland" in German hands after a bloody war in which primarily Austrian blood was spillt.
=== Beyond This ===
Now everything is up to you. You have a powerful European base from which to launch further campaigns of your own, or with which to support the Germans (especially against the Soviet Union, even more so if you happen to be in control of Turkey).
An option to consider is releasing Ethiopia, Somalia and Libya as independant states, as they can raise hell in Africa and provide at least some research or units. The colonies as they are are merely sand, when they are released they get 5 IC from "Heaven".
[[Category:National Strategy]]
9609ab4e47138a8c8539a86ff822580df5189feb
1532
1530
2017-03-21T09:59:15Z
Lillebror
871
wikitext
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{{Country guides}}
Austria is small, poor and underdeveloped. Furthermore it is seen as little more than a pawn by Italy and Germany, two of your neighbours. You need to plan each step wisely if you want to survive.
== Walkthrough for 1936 Scenario ==
I have played several games with Austria, and each one has played out very similarly.
=== Modding Activity to Consider ===
You may (as I have done) consider modding the HoI2 files a little to give Austria more options later in the game. One thing you can do is to make Austria the "true owner" of Hungary, which means you will inherit all Hungarian units when you annex Hungary. It is also not a bad idea to make all provinces of the defunct Austro-Hungarian Empire "national" provinces. You should add at least two tech teams - a naval academy and a naval arsenal. I made them to appear in 1937, as by this time you will have access to water again.
You could also consider giving Austria some basic naval technologies and doctrines. They had a navy until 1918, so this is not ahistorical by any means.
=== War From the Beginning ===
As soon as the game starts, become more interventionist. Research better infantry, and whatever else you see fit.
Move all your troops to the east, and declare war on Hungary. You should be able to reach the Danube and occpy everything up to it easily.
At some point in this campaign, Italy will most likely declare war on you. Germany then usually declares war on Italy, since they guarantee your independance. This is your chance for Austrian world dominance - enter the Axis and try to assume full military control of Germany. This has always worked for me.
=== Turning the Tide in the Alps ===
Now, you govern tiny little Austria, but command the entire German Wehrmacht. This means that for your frustrated field commanders in Hungary and your panicking civilians in western Austria (who are probably being overrun by the Italians) a dream has come true - a real army can save Austria.
Move the entire German army into Austria except for 8-10 divisions to guard the French border (this will be important later!). Split off maybe 6 German divisions and send them to Hungary to help cross the Danube and annex Hungary. The rest should enter the Alps, and begin the offensive into Italy.
Since the conquest of Italy begins from Austria, all of Italy will fall under Austrian control. The conquest of mainland Italy should not prove too difficult, as the Germans are enormously strong, and can be supported by the Austrian army and the German expeditionary force from Hungary if you run into difficulties.
=== Balkans ===
Once Italy is under your control, you need to build some sort of navy, especially [[transport ships]]. This is where modding the game comes in useful, as Austria otherwise has grave difficulties doing this. Well, you can get [[transport]]s anyway.
The snag so far is that Italy is merely Austrian-controlled, it is not part of your territory and you can't deploy any ships there. So you need a port, and quickly. Array your combined Austro-German army around Yugoslavia and attack. Leave enough troops as a garrison on the Franco-Italian border in case the Allies declare war on you. This can happen.
Annexing Yugoslavia should not take long, or be difficult. Greece and Turkey (or other Balkan states) may declare war on you, if they do, onwards with your conquest of the Balkans.
=== The Austrian Navy ===
Sooner or later, your first transports and destroyers will be ready, and for the first time in twenty years an Austrian ship will sail to sea! Use the navy to invade Crete, Libya, and if necessary also Ethiopia, to annex Greece and Italy.
By now it should be early 1937 or so, and Austria rules the Balkans and has access to numerous naval bases in the Mediterranean.
=== The Great War ===
You should keep checking whether the Germans are building new units (they are, obviously!). They will invariably deploy them in Berlin. Send them to the French border (north and south of the Alps). It is only a matter of time now, before the Allies declare war.
When they do, it should be common sense to attack south of the Alps, so France becomes Austrian territory as well. This fight will be incredibly hard. You may suffer some setbacks in the beginning, but persevere and all will be well.
After that, you can try attacking Czechoslovakia, Bulgaria and Romania, although once again some modding will be useful unless you want to see the entire "Sudetenland" in German hands after a bloody war in which primarily Austrian blood was spillt.
=== Beyond This ===
Now everything is up to you. You have a powerful European base from which to launch further campaigns of your own, or with which to support the Germans (especially against the Soviet Union, even more so if you happen to be in control of Turkey).
An option to consider is releasing Ethiopia, Somalia and Libya as independant states, as they can raise hell in Africa and provide at least some research or units. The colonies as they are are merely sand, when they are released they get 5 IC from "Heaven".
[[Category:National Strategy]]
3258f16cd6524533a7b07c75ae290de88ff5b96b
Austria strategy
0
846
1531
2017-03-21T09:58:57Z
Lillebror
871
Lillebror moved page [[Austria strategy]] to [[Austria]]
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#REDIRECT [[Austria]]
cc33a246cd677602dbc4175bfdb397f5130ce321
Denmark
0
412
1533
656
2017-03-21T09:59:31Z
Lillebror
871
Lillebror moved page [[Denmark Strategy]] to [[Denmark]]
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text/x-wiki
{{Country guides}}
===Summary===
Denmark is a small, little nation on top of the big, bad Nazi Germany. Meaning, any dreams of expanding southward's is already crushed. Starting off, Denmark is one of those ''low'' minors, the ones that have more than 10 IC but less than 15 IC, which Denmark is in the middle of it with 13 IC.
Starting off, Denmark is at the very edge of the democracy slider, meaning you won't be able to declare war anytime soon.
Also, you start off with a 1918 Infantry Division and a fleet of 2 Great War Heavy Cruisers and 2 Great War Submarines.
Denmark's terrain isn't any better. Being all of it flat lands, Germany will have no problem rolling over your provinces in less than a week. Also, starting off with only $10 won't buy you the best of things. Best thing to do is to focus onto Infantry and some important brigades like Artillery, Engineer or Anti-Tank. In the Air force, go for a CAS and Interceptor combo, or if you really want or have the IC, Tactical and Fighters. You shouldn't focus much onto the navy since all of Germany's navy will be close to you when they declare war on you.
===Pro's & Con's===
====Pro's====
* You have positive relations with the Allies and Germany
* Starting out with a fair amount of resources
* Have some great Techteam, Niels Bohr (level 7, good for Nukes), Burmeister & Wain (level 6) and F.L. Smidt (level 6) are great of Industrial techs and some level 4 doctrine teams
* Good position to attack Norway
* A large navy for a minor
====Con's====
* Everyone else either doesn't like you or has 0 relations with you
* Bad starting position since your onto of Germany
* All of the other Industral Techs would be researched slower if your are using Burmeister & Wain or F.L. Smidt
* Why would Denmark need a Nuclear Techteam
* Outdated Navy, meaning a waste of supplies
* Bad, bad terrain
[[Category:National Strategy]]
d1279b52e119c952f9a94b670ba594745bd2594a
Denmark Strategy
0
847
1534
2017-03-21T09:59:31Z
Lillebror
871
Lillebror moved page [[Denmark Strategy]] to [[Denmark]]
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#REDIRECT [[Denmark]]
1ea1784f0619f84b9897c10f654636a17343fb89
Finland
0
450
1535
732
2017-03-21T09:59:39Z
Lillebror
871
Lillebror moved page [[Finland strategy]] to [[Finland]]
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{{Country guides}}
== Finland - the basics==
Now Finland is a nice country to play. It has some nice tech teams such as FM Mannerheim and Tikkakoski. The downside is that you only have 1 research slot open with your low IC so you should concentrate on Industrial techs early on. Note that your starting infantry is already the 1936 model so your army is in theory already capable to fight. The only problem is that you're a democracy. Elect right in 1936 elections and then change for ministers that improve your infantry building and manpower growth since that's what you're going to need. Do not bother researching tanks. You don't have oil and most of the provinces are forest. The Finnish navy is also near useless so you may want to scrap them although they were fine ships in real life.
Research the doctrines that make your infantry cheaper before actually producing any. If you want to play defensively go ahead and build those damn fortifications in Sortavala, Joensuu and Kajaani but remember that you are building a Greater Finland with its borders in Arkangelsk or whatever.
In 1936 you're just 2 leaps from the "may join alliances" on interventionist slider and since you are in a desparate need for blueprints and such I suggest starting off with this slider. Random events that move you towards authoritarianism are also nice since what you want to do in the following strategy is to be able to wage war before the Winter War :)
You could also move the Democracy slider 2-3 steps, and rule as a dictator, giving you the right to attack anybody.
Finland has a nice surplus of rares. Consider trading this with Germany for energy but remember to have a little extra so you can count on having enough of this after building some factories. You have very good relations with Sweden which is nice because they have some excess metal you also need.
Joining the alliance of Latvia and Estonia can be usefull since you get some blueprints from them and money/resource by trading your tech with them. They get annexed anyway after Molotov-Ribbentrop so why not suck up some juice from them before this?
== War with Sweden ==
If you have had the event that moves your democracy-authoritarian slider by 2 and have made other changes accordingly you will be able to declare war in 1939. The USSR, the UK and Germany have however guaranteed the independence of your neighbours so in order to invade your Scandinavian neighbours you should join the Axis right after their attack in Poland (otherwise this has 0% chance). Invade Sweden! After its annexation you'll have enough IC for another tech team. Germany will help you on this but if you don't restrict their advance without assuming their control they will propably get all the best rare-producing provinces in Skåne (southern Sweden)
The downside is that before you are through with Sweden the Winter War triggers. Give them what they want for now so you can build up your army for the next 1½ years so you'll be ready when Barbarossa starts.
== War with Norway ==
Attacking Sweden without an alliance with Germany usually leads to a highly undesirable war with the axis. Attacking Norway, however, rarely causes any additional wars. Fighting Norway without taking Sweden first is a hard task, considering the fact that you have to attack through the wilderness and mountains of lapland. Norway should be attacked as soon as possible to get more industry.
== War with Denmark ==
In versions 1.0 and 1.1, I always took Denmark. In 1.2 Germany will most of the time declare war if you decide to attack Denmark. If you are allied with Germany, you won't be fast enought to annex Denmark before the Germans. Denmark should be left for the Germans.
== Winter War ==
Even if you have taken Sweden and Norway, winning the Winter War is impossible without Germany. If you decide to fight and play well, you might push all the way to Archangelsk. Eventually the Soviets will strike back with 100+ divisions and you will lose. Bulding forts is a good tactic, but then the Soviets tend to do a amphibious assault on the western coast of Finland and you are finished. The only advantage you get for fighting the Soviets is that the AI will send ridiculous amounts of divisions to guard the border after the war if you managed to hold on for months, giving the eventual German invasion of Russia an easy task of pushing deep inside Russia. If you accept the Soviet Unions demands, you will have more time to equip your army for the next war and you will not lose manpower.
== Operation Barbarossa ==
When Germany declares war on Russia, the fun begins. If you fought well in the Winter War, the border will be swarming with Soviet divisions and you should just defend and wait until the germans are somewhere around Estonia. If you did not fight the Winter War, you should try attacking as soon as the war starts.
Start taking all the provinces you can. You should be extra careful when taking over Murmansk and Kola, as the AI usually strategically redeploys troops to Kola and attacks you from behind. The trip from Murmansk to Kola takes a long time, and probably needs more than one division just in case if a soviet division is redeployed on their way.
You should also try to take Leningrad fast and prevent the enemy from hiding in their forts. You will also need very few divisions to defend Leningrad and you can attack with more power in the east.
You can either try taking the areas of Estonia, or push towards Moscow. Taking Moscow is possible, but getting there before the Germans is hard due to poor infrastructure. Estonia will be easy to get, but Moscow is extremely useful for a small country like Finland. If you managed to take either, start taking all the provinces you can grab. The Germans will eventually pass your troops and you can't take any soviet provinces anymore.
== What next? ==
After the Soviet Union and the neighbouring countries have fallen, Finland has very little left to do. It is possible to invade the UK, if you first build giant stacks of subs and get a little lucky. The AI defends the UK very badly, and about 20 divisions will be enought to take Britain. You could also send some divisions to take minor european countries for Germany just to pass time.
[[Category:National Strategy]]
b240766eb333a50f2f3b6941d450a48922be265d
Finland strategy
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2017-03-21T09:59:39Z
Lillebror
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Lillebror moved page [[Finland strategy]] to [[Finland]]
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#REDIRECT [[Finland]]
2dd09c1d9f315f6f22dfef7d9f297b1dd7a2bc14
Greece
0
477
1537
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2017-03-21T09:59:47Z
Lillebror
871
Lillebror moved page [[Greece strategy]] to [[Greece]]
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{{Country guides}}
Greece is a difficult nation to play, but can be especially rewarding and fun if played the right way. Expect an interesting but tough game!
__TOC__
== Summary ==
Greece, in most of the world, would be quite a military power (of the order of Argentina or Brazil). Although its IC is small, its army can be quite significant. Unfortunately, it's in Europe...
Diplomacy-wise, you're Paternal Autocrat, so you can join either Axis or Allies. You also have cores in both (Cyprus, Rhodes and Dodecanese).
You start with 15 INF-18, 1 CAV-18, 2 ancient CLs, 2 equally ancient DDs, 2 subs that probably saw service with Alexander, and 2 transport fleets.
Greece is poor, which rules out building an air force or tanks. It's also mountainous, which means even less tanks. And it's in the Mediterranean, so that antediluvian fleet will get sunk by Italy (if you go Allied) or the UK (if you go Axis). However, you can make it quite an infantry power. And if you manage to build a small but modern navy (some decent destroyers and a couple heavy cruisers for example) you'll be able to fight the war actively around the Med, and even further if all goes well...
== Detailed analysis ==
''' Advantages '''
* Greece starts with a quite respectable (though outdated) army.
* A few good tech teams, especially in the industrial and naval construction fields. Decent in land doctrines if you choose the "Grand Battle Plan Doctrine" path.
* Greece can choose any path between Allies, Axis or non-aligned. Comintern would probably requier an important slider shift though (not play-tested).
* The many hill provinces in Greek homeland give a notable advantage to the defensor.
* Two border provinces start with level 5 land forts : Ioaninna and Salonika.
* A few good leaders with the "offensive" or "defensive" traits. Even the 2 "old guard" generals can progress fairly quickly since their "optimal rank" is field marshal.
* Good ministers available after a few years.
''' Disadvantages '''
* Greece is located in Europe, at the crossroads of the 3 major alliances. The future is dark if the game plays historically...
* Limited IC (starts with 15).
* Thus, only one research slot in 1936.
* Several traits lacking in your tech teams : under average concerning infantry, artillery and aircrafts, almost inexistant concerning naval doctrines and air doctrines.
* The fleet you start with floats only because it's trendy. That may not last.
* A serious flaw in your defenses : Larisa is not fortified.
* Many beaches to defend.
== General advices ==
All general advices concerning minor powers apply to Greece, but since one major alliance will be after you sooner or later, it's especially vital to manage efficiently every resource you have.
* Never research ahead of time, excepted if you have blueprints beforehand (and only in vital fields, like infantry).
* Don't try to upgrade your army to the latest model available (unless it's a matter of life or death) : your IC is limited and it's way cheaper to upgrade them when they are "twice obsolete" (e.g. upgrade all your army to the 1936 standard when you have researched the 1939 standard). Consequence : always research new infantry models as soon as reasonably possible.
* Don't build more infantry than you can use : if the war is overseas, don't cripple your IC by building tens of divisions if your navy can not ship them safely.
* Watch carefully your manpower pool. As far as defense goes, good land forts save you lots of manpower.
* Be especially careful when engaging a country that enjoys a powerful air force, since you probably won't have one. Never let one or two divisions alone in the wild, or enemy CAS will bomb them into oblivion instantly.
* Use the gearing bonus! While virtue is its own reward, the gearing bonus is the reward of a good planning. Plan things ahead, then run the number of item you want to produce in one row with full IC allowed to the construction. It's a lifesaver for minor countries! For example, after the 7th item produced, you'll enjoy a 35% discount on the build time for the rest of the series. Especially useful for: garrison divisions, land forts (if you want to reach level 10), destroyers, artillery brigades, infantry etc.
And naturally, check your available ministers every year : a few good ones kick in at mid-game...
== Tips and strategies to take a good start ==
=== Don't be a bully ===
All countries surrounding you have their independance guaranteed by at least one major alliance (excepted Albania). Put the good old "Warmonger Rampage From The Start Doctrine" (tm) in the closet, you won't need it this time !
=== Make friends ===
If you do nothing about world politics from the start of the game, Italy will go to war against you, then Germany. Knowing that, it's better to make a few friends beforehand.
Since you start "paternal autocrat", you can either join the Allies or the Axis. Both will accept you into their alliance even if they are at peace, if your relation with them reaches a decent level, like +140.
To achieve that, trade supplies for money from the start of the game. While you're at it, boost your relation with your future ally to +200, since once you are allied, you will want to buy blueprints and raw materials : a maxed out relation with you new friends will grant you huge discounts on the long run.
You can trade supplies for raw materials until the war starts. If you plan to leave your alliance and wage the war alone, it's vital to have a large stockpile. If you plan to stay with your allies, don't exhaust yourself by buying raw materials : your allies will probably help you for free if you're using more than you're producing. Use the IC for more important matters.
=== Industrialize ===
The decent army and land forts you start with will buy you security at home until 1939 or 1940. Use the peacetime years to build 5 factories : by the start of 1939 you'll have 20 IC, and a second tech team will be available. Things are looking better already!
=== Win the Spanish Civil War ===
There will be a war close to your home, and you don't want to miss it. It's an excellent occasion to train your troops and leaders while taking no risk for yourself. More over, the spanish navy is not excessively powerful, and you should be able to ferry troops without loosing to much naval battles.
You can choose any side in the war, depending on which alliance you plan to join later on. Note that if you guarantee the independence of Republican Spain, you can declare war against Nat. Spain as soon as the Spanish civil war begins, with no dissent hit.
Also note that you can guarantee the Nationalists as soon as they appear and DOW the Rep. with no dissent hit.
Acquier as much experience as you can while loosing as few men as possible : defend rough terrains, or attack week enemy positions... At the end of the war you should have several level 2 or 3 field marshals, and your divisions will have 1, 2 or even 3 "stars of experience".
If the war does not go well, join your alliance. The French won't leave a chance to Nat. Spain if you go Allies (resp. the Germans will land and annex Rep. Spain if you go Axis). Then your new Spanish friends will join your alliance. Rejoice.
Nota: another possibility is that the friendly spanish side gets annexed: your goal then becomes to grab as much land from Spain as possible before your major ally invades and annexes.
=== Fortress Greece ===
Once you have discovered Advanced Construction Engineering (not before!) start filling in the gap in Larisa : a level 10 land fort there will probably be your life insurance sooner or later. If possible, expand the level 5 forts in Ioaninna and Salonika to level 9 (max available in those provinces). Once this is done, 3 to 6 Garrison divisions in each province will be enough to deter almost any enemy.
Remember to garrison the beaches also : 2 or 3 Garrison divisions (depending if the terrain is hills or plains) should be enough. If you have spare IC, 1 or 2 levels of coastal forts will make the "Fortres Greece" inviolable.
Now your homeland is safe, and you still have spare manpower : you can divert your army to offensive tasks!
=== Don't forget the Navy! ===
The Navy is an essential element of the Greek strategy.
* If you're Allied or independent, the Wehrmacht will descend into the Balkans in 1941, and, hopefully, stop at the gates of your home-made Greek Maginot Line... But there is no way that you can succesfully counter-attack against the bulk of the Axis forces in the Balkans - you'll have to accept the stalemate in Greece (for now at least) and fight in Africa or in the "soft underbelly of Europe", Italy (and later, eventually, in occupied France)
* If you're Axis, you'll want to fight in Egypt and in the Middle-East, or even land in the USSR (excepted if you're content to be Germany's pawn during Barbarossa and only send footsoldiers).
Let's face it: the war will be waged overseas, so, better be prepared. You may have no hope to defeat the Kriegsmarine/Royal Navy head on: basically, what you want is a navy strong enough to:
* win a minor encounter while suffering minimal losses (e.g. a couple of destroyers or subs marauding)
* protect your transport during the first few hours of a major encounter so that you can escape relatively safely.
Fortunately, you have a good tech team that will research new ship models quickly - even quicker if you could trade for blueprints. My advice : build 4 to 6 DD-IV (as soon as available) then 2 to 4 CA-IV. Don't forget transports and supply convoys!
=== Win the Battle of France ===
''' Allies '''
If you're Allied, it's the real crossroads of the game - if France falls, Germany will send its army into the Balkans, and Greece will feel very lonely very soon. That does not mean game over though: if you had time to build your "Maginot Line" with land forts level 9 or 10 in Ioaninna, Larisa and Salonika (and to garrison them properly), you can stalemate the German offensive indefinitely. You will then have to help the Allies on other battlefields until Germany bends under a might greater than hers - this will be a long road but maybe someday you'll have the pleasure to count among Europe's liberators!
But: if you want to take the short way towards victory, you must win the battle of France.
If you already won the Spanish Civil War with Rep. Spain, now they should be Allied, and have sent many divisions to the Franco-Belgian border. The Spanish forces are a nice addition to the French ones, and if you place strategically the 6 to 10 Greek divisions that you can send abroad it becomes possible to win the Battle of France. Or, at least, to stalemate it so that it turns into a war of attrition, effectively neutralizing the German threat (playtested, without any gamey exploit - it works ;) )
If you survive this long, use or create a small navy and move toward Italy. If the have the Libyan coast covered, land in British navel bases close to the middle east and try to grab some southern Libyan provinces. If the italians are beat out in libya or if its looking like it than head south toward Ethopia. once there, grab as much of it as you can. Don't rush it if the Italians won out in africa. ( I have only seen the Italians win out once, so you have great odds.
My advice: place your divisions in Brussels, Namur or Reims, and make them "support attack" against the most likely enemy target. They will take part to battles involving 40+ divisions and earn huge amounts of experience, while saving the Free World altogether. What's not to love? ;)
''' Axis'''
If you're Axis, the Germans handle the Battle of France rather well on their own: your aim will be to grab as much land as possible in North Africa / Syria / Southern France before the armistice.
If Nat. Spain is your ally, it may be a good idea to help them take Gibraltar beforehand: that should increase the life expectancy of your navy significantly and therefore increase your gains...
=== Aftermath ===
Once this is done, you have almost unlimited possibilities about what to do next...
As Allies, you can push into Germany along with the French, and attempt landings of your own if you want to claim your share of land - eventually you may be able to liberate Denmark or Norway as a Greek puppet, for example. Then, remember that there is a war to win in Asia against Japan!
As Axis, you can prepare Barbarossa, or alternatively try to conquer Africa, the Middle-East and even India from the British.
Whatever path you choose, remember to build enough supply convoys and escorts if you want to be able to hold Greek beachheads anywhere in the world!
=== A word about land doctrines ===
You start with the Firepower focus, and your only tech team dedicated to land doctrines is only really efficient if you follow the Grand Battle Plan path.
This path is weak during the early game, but can become really powerful during the late game (after 1944)especially if your choose the Infiltration Assault path, which yields a very high morale score for your divisions (i.e. fast org. regain, really useful for offensives).
A country with a rather small army like Greece would perhaps be better off with the Mobility/Blitzkrieg path which yields higher org values, but the fact that it's harder to research and that your tech team is weaker for this path should make you think twice before you choose this path.
=== A word about sliders ===
A clever move is to make 2 or 3 steps towards Central Planning: you'll receive +15% or +20% IC. Then I suggest all the way towards Hawk Lobby to have the production discounts. Finally, move the slider towards Standing Army: since you'll likely follow the Grand Battle Plan path, every little boost to the org. of your divisions is welcome.
[[Category:National Strategy]]
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Greece strategy
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2017-03-21T09:59:47Z
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Lillebror moved page [[Greece strategy]] to [[Greece]]
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#REDIRECT [[Greece]]
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Ireland
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Lillebror moved page [[Ireland strategy]] to [[Ireland]]
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{{Country guides}}
__TOC__
==Overview==
Ireland has got to be one of the least played nations in HoI2. The reason being;it is almost completely isolationist and 'borders' one of the most powerful nations on the globe, at the time. Playing Ireland may seem pointless, but do not be tricked; Ireland has an impressive group of tech teams and leaders. Some advantages of the republic include the following:
* A wide range of tech teams, including a team with nuclear physics.
* Strong Generals
* Good leaders
* A small surplus of resources
==Technology==
Ireland has excellent industrial, aircraft, naval, air doctrine, and naval doctrines tech teams. Basically, it lacks in ground combat and ground doctrine tech teams. Focus on researching current year technologies because of the penalty involved with researching ahead of the 'historical' year. Research in manufacturing, infantry, and Grand Battle Plan should be given top priority.
==Diplomacy==
Ireland, due to it being completely neutral, has little to no potential for alliances. However, events such as 'foreign policy initiative' may allow Ireland to become more interventionist.
===Foreign Policy Initiative===
There are two ''feasible'' choices for Ireland in this event. The first one is to force it through, which would result in 2 shifts of interventionism and 1 shift towards Political right, with the cost being 10 dissent. The other option, strike a bargain with the Liberals, would result in 1 shift of interventionism, 1 shift towards free market, and 1 shift towards open society at the cost of 5 dissent. The choice is up to you.
===Demand Territory===
In keeping with the limited aims that are possible to achieve with minor powers, one potential aim is to reclaim Northern Ireland. A successful strategy in relation to this goal is first to form as many trades as possible with the U.K. to increase your relationship. Secondly after 1942 begin funding partisans in Northern Ireland. Thirdly, when the partisans rise up, ask to join the Allies so that you can occupy Northern Ireland. By 1946 you should see the Demand Territory probability rise up from 0% to around 2%. However by 1948 you'll have a 20% chance! Just keep Demanding territory and influencing the U.K. and you should have Northern Ireland by 1949.
[[Category:National Strategy]]
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Ireland strategy
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2017-03-21T09:59:55Z
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Lillebror moved page [[Ireland strategy]] to [[Ireland]]
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#REDIRECT [[Ireland]]
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Mexico
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Lillebror
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{{Country guides}}
== What To Expect ==
You are playing a poor, underdeveloped nation. The only military unit you can build at the start that won't take forever is militia. You are pretty well liked by the USA, and have your independence guaranteed by them. Don't expect to get all high and mighty and think "ZOMG IMMA TAKE OVER SOUTH AMERICA AND TEH WORLD!!!11!1". No. Go play the Soviet Union should you want that.
== Alliances ==
'''Axis -'''
Begin influencing Germany right away, and strike up a lot of trade agreements should you want to join the Axis, but that may not be a wise choice, as you have the big blue blob to your north who is sympathetic to the Allies. You also have many allied powers with colonies knocking at your door in the Caribbean.
----
'''Allies -'''
Joining the allies isn't that hard. The United Kingdom is pretty friendly towards you anyway, and France doesn't like you or hate you. Begin trading with the UK and her puppets, and don't worry about France or what they think. They're going to get occupied in a few years anyway. If you want too, you can influence the UK, but it may be wiser to influence the USA, for reasons which will be explained later.
----
'''Comintern -'''
A Communist/Stalinist Mexico IS possible, but may take awhile. The Soviet Union already dislikes you, along with her puppets. The only way to be able to join the Comintern is to adjust to ''their'' ideals, not yours. It simply isn't possible to Facist and in the Comintern. This may not be a good idea, because it can easily anger the USA. And ''nobody'' wants that.
----
'''Japanese Alliance -'''
Joining Japan can be a very good move, and a very bad one. Japan isn't well liked throughout the world, and will continue to be less and less liked as the game progresses. The USA will be most likely be attacked by them in '40 or '41, and that will drag you into a war against the USA. One you simply cannot win. I do ''not'' recommend joining Japan. They are too far away and too selfish to help.
----
'''Argentinian Alliance -'''
Argentina may seem like a good ally, but they aren't. Influencing them and getting better relations with them are a horrible decision, because even when the odds of joining in an alliance with them are high, ''they will not do it''. I don't know why, they simply won't join.
[[Category: National Strategy]]
3614b97a1d0f419965b1999ca4d28613b0f0f47c
Mexico Strategy
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Lillebror
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Lillebror moved page [[Mexico Strategy]] to [[Mexico]]
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#REDIRECT [[Mexico]]
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Peru
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Lillebror moved page [[Peru Strategy]] to [[Peru]]
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{{Country guides}}
==Walkthrough for 1936 Scenario (DD)==
Peru has the potential to be a great South American power- but when playing as Peru, one should always remember two things. The first of these is that:
*Brazil and Argentina are the two strongest South American nations.
*Peru cannot hold its own if the USA decides to declare war on it, so alliance with one of these (preferably Argentina) is essential.
An alliance with Venezuela or Chile can also be helpful due to these nations’ number of IC-rich provinces.
At the onset of 1936, it is important to set to building up units- because of Peru’s limited resources, it’s not that important to bother researching better infantry division models. Instead, use your one tech slot to research Land Warfare Tactics or Industrial development. Your units can be updated to later models later as you take over valuable industrialised provinces from other nations.
==Ecuadorian Invasion==
Your two starting divisions should be placed first at the Ecuadorian border- wait until each of these units contains around three divisions each, and then move them both to a province bordering Quito, the capital of Ecuador. Remember that you can either build divisions or allocate IC towards supplies and reinforcements- there simply is no compromise at this early stage in your empire-building.
Ecuador and Peru will at some stage declare war on each other, due to their territorial dispute over Iquitos- therefore, it doesn’t matter too much if you annex Ecuador. This can be achieved easily by attacking Quito with your five or six divisions, then annexing the nation. Don’t worry if the Ecuadorians have started taking over worthless Peruvian territory in the North- you can annex them and it won’t matter. This is the easy thing about campaigns in South America- most nations have only one or two important provinces so it requires relatively little work to take the necessary territory and annex the entire nation in question.
==Army & Alliance Building==
By this time, other nations will start to realise what you are doing- you should start influencing the USA and Brazil or Argentina, and start eliminating enemy spies. Spend a few months doing this before building a couple more divisions and adding them to your two existing units which should now be on the Bolivian border. It is also useful to have an ally by now- Argentina is a likely choice- by now you should have been able to move the sliders over to Fascist or at least Paternal Autocrat. The Argentineans are usually Fascist in 1936/37 so you should only need to influence them a few times to get them as an ally. If you haven’t moved the sliders further to the left, there’s little point trying to get the Brazilians to join you- they are more likely to join the comintern by around 1938 anyway, if they have become Left-Wing Radical and have Giulio as their Head of State.
==Bolivia and Onwards==
Move your troops to Cuzco and Arequilpa preferably, but the important thing is to let the Bolivian forces in La Paz move straight into Peruvian territory. The Bolivian AI will not resist the bait, leaving La Paz for the taking. Move your troops straight in to La Paz as the Bolivians reach Peruvian territory- do not even bother to pocket and destroy them- simply annex Bolivia and now your border your Argentinean allies.
Argentina is very useful to you by now as it commands a large army- but it can do with more IC to make this more useful to you. Paraguay is easy to defeat if you move some of your forces through Bolivia and take Asuncion. Let the Argentineans have Paraguay- by now they should have just over 30 IC points.
==Northern Chile==
Chile is next- but don’t forget to wait again to build a few divisions and let your armies regain organisation. I’d suggest placing these new troops in Lima, Quito, or other coastal areas. Cheaper divisions should be used for anti-partisan duty in Northern Bolivia and Ecuador, whilst some could be placed along the Brazilian border in the Amazon.
Most of Chile’s IC is concentrated in the North- Antofagasta and Santiago. These provinces will give you a great 12 IC if you can take them- but you will need all 8 or 9 divisions- preferably attacking from La Paz and Sucre- to take over Antofagasta and its huge metal resources. Chile will keep offering to give you some Islands and Antofagasta but who cares? Their capital is ripe for the taking.
Defeating Chile is a race against the clock. They usually have around one division in each province- even the ones far down south. Try to reach Santiago before Chile’s reinforcements from the South arrive- it’s best to wait till when the Chilean Navy is in port there, then it will be destroyed when you take Santiago over. Chile has a fairly good navy which it is best not to engage in battle with. After you have taken Santiago, there is one more province beyond it which you need to annex the nation. With a quick shore bombardment (then rebasing back in Santiago before the Chilean Navy can get you- if it hasn’t been destroyed already, that is) you can take this last important province- Puerto Montt. If you’re allied to them, let Argentina take the rest of Chile before you annex it. That will save you the trouble of having to send troops all the way down to the southern tip of South America to have to defeat some partisans in difficult mountainous territory. Let the Argentineans do that for you! If Argentina needs more IC- declare war on Uruguay for them- they’re usually not brave enough to do it themselves- and if necessary help them do it with some of your troops.
==Second Military Rebuild & War in Brazil==
Building a few cavalry divisions now with your new IC is very helpful- as they can cover the large distances of your new Empire to defeat partisans. Remember that with remote provinces you control, it is essential to keep consumer goods high at all times to stop dissent.
What to do next is really up to you- after this, Peru can be considered about as powerful as Argentina- however; the Argentineans will be reluctant to move their troops north to help you win territory, so you shall have to fight Brazil. Argentina will be able to take all the most important Brazilian cities such as Recife and São Paulo. By doing this they become more powerful and also are able to move their front line North at the same level with you.
One would think that Brazilian territory in the Amazon is valuable- but don’t be mistaken. If you can take territory up to Manaus, you are at a great advantage over Columbia and Venezuela as you can attack them from the back door- through the Amazon Rainforest. Coupling this tactic with your larger divisions in Quito and Iquitos on the Colombian border, you should be able to surround the coastal provinces of Colombia pretty quickly.
==North of the Amazon==
Colombia and Venezuela are very risky. Usually a declaration of war on Colombia is coupled with a declaration of war by the US on you. This is an earlier reason to let Argentina take most of Chile- Argentina will always be the dominant military partner of your little alliance so you will have to rely on it to defend the coast. Your navy will be useless against the Americans, so you’ll have to rely on defending the coast with everything you have. If the Brits declare war on you, take Georgetown and the rest of the Guyanas (French and Dutch) as fast as you can. If you leave it until the last minute, they will pour in troops from Australia and New Zealand. The only way to stop this is to take Guyana or seize the Panama Canal.
What else can Peru do? Well, declaring war on the USA with your Argentinean or Brazilian allies can be useful if you time it with the Japanese declaring war on the USA. Having a few allies in the Carribean can be useful too- Guatemala will maintain around 50+ relations with you- perhaps building on that can get them into an alliance?
'''by Mehmet12, 2007'''
[[Category: National Strategy]]
dca4eb5c333bf9be687a20ec5e215afd25b74a31
Peru Strategy
0
852
1544
2017-03-21T10:00:12Z
Lillebror
871
Lillebror moved page [[Peru Strategy]] to [[Peru]]
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#REDIRECT [[Peru]]
a065f10bfab29f5d92767ae5fe80ae412cd65243
Portugal
0
645
1545
1124
2017-03-21T10:07:48Z
Lillebror
871
merged in Portugal
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{{Country guides}}
==Overview==
As a minor power, Portugal is fairly weak. Yet, Portugal is quite unique in that it can be friends with the world: it is able to join any alliance in the game.
==Technology==
Portugal has very limited Technology options. The first priority is to achieve the second technology slot, possible with Basic Machine Tools, early annexations, and some IC building. Infantry technology should also be an early focus.
==Diplomacy==
===Alliances===
Portugal has a large amount of options in terms of Alliances:
* Portugal can join the Axis as early as the start of the game. Too early an alliance with Germany may complicate early adventurism in annexations. An Axis alliance can provide opportunities for resource gains in Central and South Africa, though very difficult to manage.
* Portugal can also join Japan. This is possible during the war with China, and could provide Portugal with an opportunity to make gains.
* Portugal can work very hard, with influence actions, to be able to join the Allies. This is not entirely easy due to Portugal's inability to generate cash. With relations of +200 with the UK, Portugal's chances of being accepted into the Allies is 95%. When in the Allies, adventures in Ethiopia or Thailand are possible.
===Sliders===
If Portugal will expand early in the game, slider moves to hawk are best. If going the isolationist route, moving to Central Planning is more appropriate.
===Ministers===
Portugal's starting Ministers are better than average for a minor power. Depending on the player's strategy (expansionist versus isolationist), Minister of Security Mario Pais Sousa (-3% IC) should be replaced with Lucas (-5% consumer goods need) or Melo (Foreign IC +10%). Chief of Staff Bastos provides a much needed +25% manpower growth bonus.
==Economy==
===Trading===
Portugal begins the game with Energy and Metal shortages, thus trading with supplies is a necessity.
===Industrial Production===
Building a limited amount of IC can help Portugal to attain a second research slot. IC building beyond this is not helpful, since Portugal needs to devote all of its meagre resources to building a military.
==Military==
A general key to Portugal's military campaigns is the use of convoy transports: Portugal needs a relatively large convoy fleet in order to project its military power overseas.
===Army===
Nearly the entire officer corps of Portugal is old guard. Portugal will have to rely on Infantry and Militia in order to field a decent army.
===Navy===
Portugal's navy is quite weak, and only very minor expansion is possible to defend against other Minor power's navies.
===Air Force===
Portugal begins the game with a single TAC bomber. Expansion is generally unthinkable.
==War==
As a very weak starting country, Portugal has very few options:
* Ireland: Beginning with just a single division, Ireland's weakness and proximity makes it a good target for early war.
* Spanish Civil War: Portugal is nowhere near powerful enough to face the main combatants of the Spanish Civil War. Opportunism, however, is a possibility. Portutgal can prey on the loosing side, and attempt to grab one of their IC rich territories (La Corona, for example) before they are annexed. Capturing an enemy capital province will be a relative boon for Portugal's anemic stockpiles.
* Thailand: A very tough opponent, but a possible target from the Macao naval base.
==[[Tech Teams by Country|Tech Teams]]==
{| class="wikitable"
!Tech Team
!Skill lvl
!Years
!General Area of Expertise
|-
|[http://en.wikipedia.org/wiki/Caminhos_de_Ferro_Portugueses Caminhos de Ferro Portugueses] || 5 || All* || Industry, Armor and Artillery
|-
|Lisbon Dockyard || 4 || All || Naval
|-
|Fransisco Soares || 4 || All || Land Doc
|-
|Arsenal do Alfeite || 3 || All || Nav, Ind
|-
|Fábrica Militar de Santa Clara || 3 || All || Infantry, Arm and Art
|-
|Jaime Afreixo || 3 || All || Naval Doc, Nav
|-
|Manuel Gouveia || 3 || All || Air Doc, Aircraft
|-
|Oficinas Gerais de Material Aeronáutico || 3 || All || Air, AD
|-
|Oficinas Gerais de Material de Engenharia || 3 || All || Arm and Art, Ind
|-
|[http://en.wikipedia.org/wiki/Jose_Norton_de_Matos José Norton de Matos] || 2 || '30-'38 || LD, Inf
|}
[[Category:National Strategy]]
3adf1a65a32625feb6d521eb766f19133fb01cac
1546
1545
2017-03-21T10:07:57Z
Lillebror
871
Lillebror moved page [[Portugal strategy]] to [[Portugal]]
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{{Country guides}}
==Overview==
As a minor power, Portugal is fairly weak. Yet, Portugal is quite unique in that it can be friends with the world: it is able to join any alliance in the game.
==Technology==
Portugal has very limited Technology options. The first priority is to achieve the second technology slot, possible with Basic Machine Tools, early annexations, and some IC building. Infantry technology should also be an early focus.
==Diplomacy==
===Alliances===
Portugal has a large amount of options in terms of Alliances:
* Portugal can join the Axis as early as the start of the game. Too early an alliance with Germany may complicate early adventurism in annexations. An Axis alliance can provide opportunities for resource gains in Central and South Africa, though very difficult to manage.
* Portugal can also join Japan. This is possible during the war with China, and could provide Portugal with an opportunity to make gains.
* Portugal can work very hard, with influence actions, to be able to join the Allies. This is not entirely easy due to Portugal's inability to generate cash. With relations of +200 with the UK, Portugal's chances of being accepted into the Allies is 95%. When in the Allies, adventures in Ethiopia or Thailand are possible.
===Sliders===
If Portugal will expand early in the game, slider moves to hawk are best. If going the isolationist route, moving to Central Planning is more appropriate.
===Ministers===
Portugal's starting Ministers are better than average for a minor power. Depending on the player's strategy (expansionist versus isolationist), Minister of Security Mario Pais Sousa (-3% IC) should be replaced with Lucas (-5% consumer goods need) or Melo (Foreign IC +10%). Chief of Staff Bastos provides a much needed +25% manpower growth bonus.
==Economy==
===Trading===
Portugal begins the game with Energy and Metal shortages, thus trading with supplies is a necessity.
===Industrial Production===
Building a limited amount of IC can help Portugal to attain a second research slot. IC building beyond this is not helpful, since Portugal needs to devote all of its meagre resources to building a military.
==Military==
A general key to Portugal's military campaigns is the use of convoy transports: Portugal needs a relatively large convoy fleet in order to project its military power overseas.
===Army===
Nearly the entire officer corps of Portugal is old guard. Portugal will have to rely on Infantry and Militia in order to field a decent army.
===Navy===
Portugal's navy is quite weak, and only very minor expansion is possible to defend against other Minor power's navies.
===Air Force===
Portugal begins the game with a single TAC bomber. Expansion is generally unthinkable.
==War==
As a very weak starting country, Portugal has very few options:
* Ireland: Beginning with just a single division, Ireland's weakness and proximity makes it a good target for early war.
* Spanish Civil War: Portugal is nowhere near powerful enough to face the main combatants of the Spanish Civil War. Opportunism, however, is a possibility. Portutgal can prey on the loosing side, and attempt to grab one of their IC rich territories (La Corona, for example) before they are annexed. Capturing an enemy capital province will be a relative boon for Portugal's anemic stockpiles.
* Thailand: A very tough opponent, but a possible target from the Macao naval base.
==[[Tech Teams by Country|Tech Teams]]==
{| class="wikitable"
!Tech Team
!Skill lvl
!Years
!General Area of Expertise
|-
|[http://en.wikipedia.org/wiki/Caminhos_de_Ferro_Portugueses Caminhos de Ferro Portugueses] || 5 || All* || Industry, Armor and Artillery
|-
|Lisbon Dockyard || 4 || All || Naval
|-
|Fransisco Soares || 4 || All || Land Doc
|-
|Arsenal do Alfeite || 3 || All || Nav, Ind
|-
|Fábrica Militar de Santa Clara || 3 || All || Infantry, Arm and Art
|-
|Jaime Afreixo || 3 || All || Naval Doc, Nav
|-
|Manuel Gouveia || 3 || All || Air Doc, Aircraft
|-
|Oficinas Gerais de Material Aeronáutico || 3 || All || Air, AD
|-
|Oficinas Gerais de Material de Engenharia || 3 || All || Arm and Art, Ind
|-
|[http://en.wikipedia.org/wiki/Jose_Norton_de_Matos José Norton de Matos] || 2 || '30-'38 || LD, Inf
|}
[[Category:National Strategy]]
3adf1a65a32625feb6d521eb766f19133fb01cac
Portugal strategy
0
853
1547
2017-03-21T10:07:57Z
Lillebror
871
Lillebror moved page [[Portugal strategy]] to [[Portugal]]
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#REDIRECT [[Portugal]]
d28c4b85f363e7fe1b471e580ce9d9ce6a95c190
Shanxi
0
689
1548
1212
2017-03-21T10:08:10Z
Lillebror
871
Lillebror moved page [[Shanxi Strategy]] to [[Shanxi]]
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{{Country guides}}
==Overview==
Shanxi is a minor power, a warlord state controlling the north of China, bordering Communist and Nationalist China, Japan, Mongolia and Xibei San Ma. Thus it is threatened on almost all sides. However one's main concern is the looming Japanese invasion. Playing as Shanxi is no more than a pure fight for survival, and defence is your number one priority.
==Technology==
Shanxi is awful for technology. There is only one team and one slot. The best thing to do is to research land doctrine, following Mobility Focus Doctrine through to Blitzkrieg. This ensures a high Organisation for defence against Japan.
==Diplomacy==
Shanxi is friendly with all Chinese nations bar the Communists and thus a chance of joining the Nationalists and Xibei is very high. However the Japanese and Manchukuo are not your friends and they will be your nemesis throughout the game.
==Sliders==
With a fairly small IC of around 10 you must try to reach Central Planning as soon as possible to attain your 25% IC increase.
==Economy==
===Trading===
Shanxi will need to use its money or supplies to pay for natural resources, which are fairly scarce. Alliance with Nationalist China will result in handouts.
===Industrial Production===
As before, you must have a high production of either supplies or consumer goods. Remember to not let dissent get over 3.50% or you will start losing precious IC.
==Military==
===Army===
Militia is the key to Shanxi military development, they are cheap and quick to build. Continue to build on your already fairly large army with militia and infantry to ensure safety when the Japanese DOW you. You should be able to survive with about 30 divisions.
===Navy===
You have no navy and should have no interest in getting one.
===Air Force===
There is no need for an air force. Ally with Nationalist China and let their planes do the work.
==Walkthrough==
Straight from the off you must move all your troops to the Japanese border. Pay particular attention to the provinces of Jining and Tianjin, where the Japanese could make a breakthrough. AFTER the end of the Communist/Nationalist war, if they have not formed a united front you should join Xibei and Nationalist China in an alliance. Continue steady military growth until Japan DOWs you and your allies. Remember that you are the first line of Chinese defense and that the Nationalists would rather annex you than help you, thus victory over Japan is paramount. Take the Japanese provinces first and wait before launching an attack on Manchukuo to ensure that you regain organization and strength. If you push too much the Japanese will soon push you all the way back and more. Annex Manchukuo and sue for peace with Japan, allowing them a route through to the Nationalists. Then turn on your allies and sweep through Xibei before holding firm against the Nationalists, waiting for the Japanese to destroy them and grabbing as much IC as possible. After that you are free to do what you want, but Yunnan, Sinkiang and Tibet are the obvious targets. Do not attempt to take on the Communists, who have superior armies.
[[Category:National Strategy]]
8c367c0250416e2f313ddfea91b3022506dcdd69
Shanxi Strategy
0
854
1549
2017-03-21T10:08:10Z
Lillebror
871
Lillebror moved page [[Shanxi Strategy]] to [[Shanxi]]
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#REDIRECT [[Shanxi]]
70702b84110721a3b9112c5666f193efc6a91221
South Africa
0
694
1550
1222
2017-03-21T10:08:20Z
Lillebror
871
Lillebror moved page [[South Africa Strategy]] to [[South Africa]]
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{{Country guides}}
==Overview==
===Advantages===
* Powerful allies, in particular the United Kingdom
* Decent tech teams (in particular Vickers-Armstrong Ltd. and South Africa Railways)
* Decent starting land doctrines
* Far from threats
* Early peace to build a military
===Disadvantages===
* Low IC and manpower
* Poor starting forces (6 transports and 3 garrisons)
* Mediocre starting domestic sliders
* Far from countries to annex
* Some terrible ministers
==Strategies==
===African Conquests with the Allies===
Even if you don't want to declare war personally (at least too often), World War II will present opportunities for gaining more territory in Africa. While most of the land is worthless, at least you won't have to worry about partisans.
====Ethiopia====
A natural first choice is Ethiopia, which has typically been annexed by Italy by the time it becomes at war against the Allies. As soon as you are at war with Italy, load up your troops and make a landing. Make sure you do not land next to one of the United Kingdom's territories, or you'll claim the land for them, not yourself. Rush the capital of Addis Ababa. This will score you some IC, 5 if you are using Full IC Takeover. At most you'll have to deal with five militia/infantry divisions from Italy, but you should be able to defeat them easily.
====Vichy France====
A decent next choice for conquest is Vichy France's colonies in Africa. Unfortunately this will not be as easy as Ethiopia, and as soon as you declare war on them, the United Kingdom will make a land grab as well, so you must make sure you have a head start toward conquering key provinces (read: those on the coast). You may want to try to buy a province from the United Kingdom or (non-Vichy) France to serve as a jumping-off point; generally the easiest way to do this is to spam supplies for a while. Be aware that there is some pretty heavy jungle in the area.
====Portugal====
Waiting until the year 1940 while progressively moving the country towards Authoritarianism until it becomes a dictatorship will allow South Africa to declare war on Portugal's holdings. A war with Portugal is easy to win, as its eastern colonies only hold two infantry divisions and an aerial division. Once you start pushing these two divisions to the sea, the two other divisions in the west will pose no threat, as Portugal will sue for peace and award you almost all of its territories.
e20f6da7879baced73580867460c5064416eaf3d
South Africa Strategy
0
855
1551
2017-03-21T10:08:20Z
Lillebror
871
Lillebror moved page [[South Africa Strategy]] to [[South Africa]]
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#REDIRECT [[South Africa]]
78497c44d54ab5de4b8adb9ad82c7332b8c70afe
Switzerland
0
726
1552
1286
2017-03-21T10:08:28Z
Lillebror
871
Lillebror moved page [[Switzerland Strategy]] to [[Switzerland]]
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{{Country guides}}
On the first look one might be tempted to think that Switzerland is bound to passively watch Europe burn around it. But that is in fact not true. Though Switzerland has no events at all, save for random ones, one can achieve the necessary slider moves and get into some serious Axis action by 1939.
The trick is to use the (not so) random events in your favour.
== Slider moves ==
The goal is to become an interventionist dictatorship - anything else is secondary - so use your slider moves to aim for that. Using the first move to become more interventionist will trigger an attack on the constitutional policy. If you cave in to the extremists, you're gonna get 2 moves to authoritarian and 2 to closed society for free. It'll change your government type from market liberal to social conservative. Also it will reduce dissent by 5%, so if you want to change any ministers, do it beforehand! Starting from 1937 you should go for authoritarianism. It might trigger some more "random" events (normally an economic policy initiative, because you are still at 7 for free market). You should always choose the option that makes you more interventionist and/or authoritarian, even if you have to pay the price in dissent. But if you don't, you won't be able to go to war in 1939. You will spend most of the time paying down DOW dissent anyways!
If you want to devise a clear "random event" strategy, you can look up the conditions for the events in the ML or SC Events file in the database directory.
== Ministers ==
Switzerland has some ok ministers with more becoming available as your regime changes. Go for everything that ups manpower growth, foreign manpower use and IC bonuses as well as less supply consumption, etc. If you play as Switzerland, you probably already know the basics...
== Military ==
Disband your starting infantry! You won't need it until 1939, so why pay for support and upgrade? Switzerland severely lacks manpower and cannot afford to use simple infantry anyways. Tanks + planes + specialized and/or very agile troops together with brigades are the way to victory. It might be advisable to keep the mountaineers and the bomber though. The bomber will let your Air commanders gain some badly needed experience and the mountaineers are a great asset in conquering northern Italy, eastern France and Spain. BUT DON'T REINFORCE THEM YET! That'll only cost manpower and IC just so you can pay more upkeep for them uselessly standing around for three years.
Using sturdy troops also means that you will rather upgrade your troops than build new ones because of the experience. Switzerland starts with a completely drafted army. You don't really need to change that, just try to produce long chains from the start. You need to plan ahead for that, because if you stop production due to lack of IC at some point, the chaining bonus will be reset. Also you don't want to produce a lot of troops that you'll have to disband later anyways.
If you only focus on one troop tech branch at the time (which doesn't mean that you should research in advance, also you will attain many blueprints ), you can skip one or two upgrades. This way you get them nearly for free. This applies especially for troops that don't go into dogfights with the enemy - bombers or simple landgrabbing/encirclement cavalry.
DON'T USE MILITIA!!! They serve defensive purposes and defending is not the strategy you should apply if you ever want to be more than a little spot on the map! If you must, use Garrisons combined with brigades, but you should rather go with some mobile QRF. You won't have Air Superiority since you are playing Switzerland and you'll eventually crush one backbone of the original Axis - Italy. The main problem for you is to secure your gains in Italy, France and (at least until you puppet it) Spain. If you send weak troops to garrison the beaches, they're gonna be bombed into oblivion and/or drain your oh so precious manpower pool! They don't need to deal damage or "win" those bombardment battles! They only need to hold their ground without loosing strength!
Don't worry about TC and Org.regain for now! Italy and France aren't the SU. One or two really good encirclements are enough to deal them the fatal blow. So it's sufficient if you start out with full Org. and don't squander it in useless attacks.
As soon as you join the Axis and get german blueprints, abandon the superior firepower doctrine and go with the german Spearhead. You'll get all the blueprints from Germany, you have just the man to research it (Henri Guisan) and it fits your (mainly for manpower reasons) tank-based warfare perfectly.
== Production ==
First years are solely IC production, start it in all 4 provinces. You won't be able to produce it all immediately, but that is the only way to get some halfway decent base IC allowing you to have a 2nd research slot before you start to conquer.
Once you are near the year 1939, you should think about producing troops. You have to start earlier, if you disbanded your Mountaineers, or a bit later if you kept them. Continuous IC production (with a chaining bonus) is also a possible way, if you kept your military intact. Especially in easy mode that strategy will pay off, since it efficiently increases your base IC.
As soon as your economy is up and running, you can exchange some supplies for resources to assure continuous production. UK is the best partner for that since you start with the same government type and you can boost your relation up to 200 with trade only making the possible deals better for you. USA might be a good choice, too.
You should also get some trade deals with Germany. Depending on which alliance you want to join (I recommend the Axis for the fun and the fitting blueprints) you might have to set priorities.
Once you start troop production, build tanks and some fast troops.
== Research ==
Until 1939 your research should be focused on IC and manpower generating techs (again don't research in advance!). Also you should make sure that you can produce a somewhat modern army by then. So some newer tank technologys are also necessary. In terms of brigades you are fine for now, since Switzerland starts with some research progress in those.
Don't do aerial research at the beginning - your allies are gonna give air cover for you anyways. Save that for when you actually can accomplish something in the air.
In terms of Land Doctrine go for Spearhead, but don't research it before you have the blueprints; that would simply be a waste of precious research time.
Aerial research should be focused on TAC/NAV and Interceptors.
Naval research and production can wait for now, you don't have a port to deploy anyways. Once you do it though, you can either try to follow in Germanys footsteps because of the blueprints or go for Carrier Warfare and try to steal blueprints from UK/US/J because your Dornier Tech Team is pretty good at researching Carriers (at least for a country that is miles away from any port). No matter what you do, the Naval Doctrines are gonna prevent you from being a naval superpower.
If you play with tech team takeover, that problem is probably gonna solved, but that would kinda spoil the fun of having a Carrier fleet flying the flag of Switzerland dominate the Mediterranean Sea in my opinion.
== Strategy ==
I'll only describe the one I used, I'm sure there are a lot more.
I broke the german event chain by joining the Axis after the Anschluss and before Munich (after Munich and before the attack on Poland might have been more feasible for Germany would have been a bit stronger). I boosted my relation with them a bit and was immediately accepted. To prevent Italy from joining the Axis and thus keeping me from any expansions and to gain a stronger economical base, I DOWed Italy. Now here's a trick: A quick armored strike through Milan to Venice and then north assured that every province conquered by the Axis fell to me and also encircled a few Italian divisions. And once Germany got his army down through Austria, he basically did all the work while I reaped the rewards.
Once you get into the inevitable war with the Allies you can apply the same strategy to France. If everything worked out ok, then Belgium and Netherland are probably still alive and they're gonna stay that way. But you're gonna provide Germany with the needed route into french heartland, so you're gonna win eventually against France. Make sure that France goes to YOU - you'll need it to conquer and puppet Spain and Gibraltar.
Don't puppet Italy, since it's your gate to the west.
If you DOW Yugoslavia, you're gonna trigger the events leading to Bulgaria and Romania joining the axis. You don't want that to happen.
So as soon as you feel strong enough to take them on, DOW those two beforehand. Take your time, they can't reach you except with planes. Don't forget to pay down the dissent as it impairs your fighting capability and raises partisan level which in turn hampers your TC and might lead to partisan revolts.
Once you got a puppeted Nationalist Spain and conquered those three in the east, you might wanna go for Turkey, you could also swallow up Hungary and/or Albania before.
Once you have Turkey conquered, you control the Marmara Sea and the second entry into the mediterranean out of three. And you have then got an unblockable continental supply connection into the Middle East: Suez here we come.
At some point sooner or later you should start to research maritime technologies. Get blueprints from Germany and go their way or try to spy on Britain/US/Japan (whoever seems feasible for diplomatic and tactical reasons). Germany will need your assistance at sea.
From there you're free to go wherever fate takes you, be it Africa, Persia, India, China, Russia or Overseas.
If it makes sense, puppet some bigger countries like the Ottoman Empire, Nationalist (or Republican) Spain, Hungary, Bulgaria, Czechoslovakia etc. You might wanna consider boosting their base IC by building some in their provinces. Since they start with the same techs you have, they could possibly (don't count on it though) help you with your Naval Doctrine Research. And they can do so more effectively with a third research slot. Also it helps them to keep up with the technological pace and be more than cannon fodder. But don't forget one thing: They need Resources to keep their industry running, and since they are your puppets, they need to get them from you. So make sure you fill up their gaps in resource supply by "trading" them some of yours. You can't use them all anyways because of the foreign IC rule.
663b1de1baec9ec870408026581c1e0e6ec403f8
Switzerland Strategy
0
856
1553
2017-03-21T10:08:28Z
Lillebror
871
Lillebror moved page [[Switzerland Strategy]] to [[Switzerland]]
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#REDIRECT [[Switzerland]]
2ed797a8bc9fd66841b9909741d8266f5429dbe1
Afghanistan
0
307
1554
446
2017-03-21T10:08:42Z
Lillebror
871
Lillebror moved page [[Afghanistan strategy]] to [[Afghanistan]]
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{{Country guides}}
'''Afghanistan''' is small mountain nation in central asia. It's neighbours are [[USSR]], [[United Kingdom|British India]], [[Sinkiang]] and [[Persia]]. You have 6 IC but, because your ministers are so damned bad, you can use only 5.
== General tips ==
# Defeat your weak enemies in 1936, before they can build up their armies.
# Best doctrines for Afghanistan are Mobility Focus/Human Wave, or Firepower Focus/Grand Battle Plan.
# Build only infantry and cavalry.
# Don't join the Axis. This will lead you to a two front war.
== Preview ==
As you see, Afghanistan is not a very powerful nation. On the contrary, it's between two of the world's greatest nations. But there are a few good things. You have 7 divisions, one of them is normal infantry and another is cavalry. Their strength is low, but that's not a problem. Just reinforce them to 100 strength and you have the most powerful army in central Asia. You don't have many resources, but you get enough resources from your motherland. You have surpluses of energy and you can trade it away for supplies. Your state may be isolated by major powers, but I've played HoI2 over one year, and the AI has never attacked Afghanistan. But most things make your game hard. Your slides suck, but it's not a problem, because you never have to hurry playing Afghanistan. Your government's isolationism makes it a bit difficult to declare wars, because your dissent skyrockets in every DoW. Your ministers are also very bad: ''[http://en.wikipedia.org/wiki/Mohammed_Zahir_Shah Muhammed Zahir]'' is an ''autocratic charmer'', which means -10% IC.
== Before war ==
Preparing your nation for war!
=== Policies ===
Your government is extremely bad. Head of state removes -10% IC, security -3% IC and other ministers are useless in war policies. Your sliders also aren't very good for warmaking, because your lobby is almost full dove, and you have zero interventionism. First start moving isolationism-slider towards interventionism. You don't have any ministers you can change to in 1936, but over the next few years you get a few more ministers, and there are some good ones too. Change your minister of security to Carlo Garbasso (prince of terror). He is available in 1938. Always select ministers who increase your IC. You don't care about influencing. You need no friends. Actually, if you join to some alliance this will make you a satellite and your game will be nothing except boring waiting - or it can doom you.
=== Research and build ===
You have only one tech team, and it's really bad. Skill level is 1 and components for Human Wave or Grand Battle Plan doctrine. Start researching manufacturing. You have so much manpower that you don't need to take care about it yet. After these research doctrines, go for infantry and cavalry. Also, researching artillery is a good idea. Another good doctrine is Human Wave. It gives high morale, but synchronize publication of Human Wave to peace time, because it lowers your organization -10.
You have to build 'normal' infantry units, which forms the core of your armies. Militias are also good, because you have so little IC. Build and use cavalry as quick-movement troops, that you can use to encircle enemies, break frontlines etc. But remember, that Afghanistan lacks the IC to fight Blitzkrieg. Put your artillery on militia units, that makes them more powerful.
== First expansions ==
=== Persia ===
In 1936, you have these seven divisions. Your neigbours, Sinkiang and Persia, have 3 and 2 divisions. Move all your armies to Afghani-Persian border and same time reinforce all your divisions to 100 strength. Also, build money and when you have enough money, cancel non-agression pact and declare war. USSR and UK have guaranteed Persia, but normally they don't declare war. If they now declare war, start new game. Put your cavalry in one unit and other divisions to 3 divisions corps. Your cavalry can now quickly storm in southern Persia and take southern and western victory points. Infantry will assault to west, capture victory points and then defeat weak Persian forces what are moving to battle. Their organization is low after marching and you probably have 1:6 superiority. Don't fight frontline war in Persia, just take victory points and annex.
=== Sinkiang ===
After annexing Persia turn around and move all your troops to Sinkiang border. Your dissent is pretty high after declaration of war, so try low it building consumer goods. Don't wait that all your dissent has gone, because this time Sinkiang build divisions and defeating them will be harder. Declare war when all your divisions are 100 strength and ready to attack. Sinkiang has not very big army and you only can push your forces to Urumqi. Then annex.
=== Whats next? ===
You now have have about 10 IC, but you can use only portion of it. Now you have years of time to build up. Build enough consumer goods that your dissent is again zero. You can try to conquer Tibet and Yunnan clique (before Yunnan joins to Chinese united front). Build new divisions and prepare for war...
== Against Soviet Union ==
Germans DoW USSR in 1941. Wait that they conquer all big cities, like Leningrad, Stalingrad, Moscow, Kiev etc. Wait that Red army is almost destroyed and Germans attacking over Ural and Caucasus. Then declare war, right year would be some 1943. If you can take Baku oilfields, it's great thing, but declaring war so early will almost surely condemn you to die. But in Central Asia there's enough to conquer anyway. From Sinkiang you can push on Soviet satellites in Far East.
[[Category:National Strategy]]
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Afghanistan strategy
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#REDIRECT [[Afghanistan]]
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Albania
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{{Country guides}}
== Background ==
'''Albania''' is a small country, 2 provinces, no army at all, no ability to produce one, and of course -30 manpower. They have about 15 leaders for their army, 5 for their airforce, and 4 for their navy.
You are also definitely gonna get attacked by Italy.
== 1936-1939 ==
'''Technology'''
You should focus on manpower. Agriculture and so on. '36 INF divisions are good too.
I suggest you get to the third agri technology as fast as possible. This should be done by 1938, so you will gain ~0.06 manpower a day. Good progress, as you had 0.03 a day.
'''Politics'''
Your moves should be:
1936: 1 step to Free Market
1937: 1 step to Hawk Lobby
1938: One step Authoritian (less dissent after declaring war, will help later)
1939: Standing Army
Also, it is important to get relations with Yugoslavia as up as humanly possible. Then demand Pristina and Skopje.
'''Ministers'''
1936: Replace armaments minister to Haxhi Lleshi(Consumer Goods need: -20%), and Foreign Minister to Llazar Fundua(Great Compromiser)
'''Army'''
By 1939 you should have about 13 MP.
If you have succeded with getting Pristina and Skopje, you are going well. 3 militias in a serial build, then put them in Tirana. Should be enough for the Italians.
[[Category:National Strategy]]
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Albania Strategy
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#REDIRECT [[Albania]]
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Bhutan
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{{country guides}}
==Overview==
For a micro power, Bhutan is as good as any. An outdated army, not much IC or resources, little room to expand. But being a puppet of the UK has its perks, and there are some options to go for if you're looking to expand.
==Technology==
One research slot, one tech team. Even worse, it's terrible at industrial techs and not exactly top notch at infantry either. However it does do land doctrines well (as well as you can expect from a skill level 1 team, at least), and if you plan to stick with the UK (or ally with Japan later on) then it's best to go for Grand Battle Plan. You start with no industrial or doctrine techs at all, and great war equipment for your troops.
==Diplomacy==
Bhutan starts as a puppet to the UK, and thus is a part of the allies. Interesting options later on include going with Japan (if you want to grab parts of India) or even try to get something going with the USSR. Being a paternal autocrat could help if you want to ally with Germany, but they won't be sending you any help and it generally is a terrible idea. Overall, you won't be having the kind of money to turn bad relations good, so sticking with the UK is a good, albeit boring, plan.
==Economy==
You start with 5 IC, and a surplus of energy and metal barely worth mentioning. If you want to trade, you'll have to use the little money gained from being locked into a high consumer goods production or use IC to make supplies.
==Intelligence==
You might have a little extra cash, but nowhere near the amount you need to get useful results out of spying. Get your blueprints from the UK instead.
==Armed forces==
You start with two 1918 infantry divisions, and with a manpower growth of 6.4 per year there's not much you can do about that. After a couple years of IC and manpower techs you'll be able to field an army of a few infantry divisions and some milita. A navy and an air force is pretty much out of the question. You don't have any coast, no air field, and not the means to produce anything capable of hurting anyone. World conquest material, it ain't.
==Strategy==
Build up, go for Tibet (which is as weak as you, but without any allies) and prepare to fight the Japs, or wait for the Japanese to make a push for India, ally with them and start grabbing provinces. There's plenty of resources to the south, and IC to the west and east. Annexing Nepal is a must, and the manpower in Lucknow would certainly be welcome. All in all, a successful alliance with Japan could triple your IC, manpower and resources.
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Bhutan Strategy
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#REDIRECT [[Bhutan]]
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Communist China
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{{Country guides}}
== Introduction ==
Playing as Communist China can be very challenging, but also very rewarding at the end.
You start small, you are at war and nobody likes you. Your main opponent is Nationalist China - your neighbors with different ideology that are so desperate to get rid of you. And if you're not careful, they will do so without hesitation.
== Gameplay ==
Here are a few considerations about Communist China's general gameplay. More specific options are discussed in the "Strategies" part.
=== Research ===
As Communist China, research depends largely on what grand strategy you chose from the start (see : Strategies).
Communist China has decent tech teams for infantry, artillery and some industrial techs ; and a hardly average team for land doctrines. All other research fields are terrible : you especially have no tech team until past 1945 able to do naval or air research. Which doesn't mean that you will not need said techs : just that it will take years to complete.
Globally, if you plan to do anything else but wage a land war with infantry divisions, you will have to plan it very early.
If you're patient enough to play the game into the late 40's and 50's, a few good tech teams become available for naval, air and even nuclear research. But by that time you will probably be already annexed by Nationalist China... or already the master of the world.
=== Construction ===
Communist China starts with a rather large manpower pool, and also enjoys the blueprints for "infantry 1936", which makes infantry the most suited unit to produce from the start. Do not overlook the [[Militia Strategy Guide|usefulness of militia]] : they can be lifesavers when you need to defend a front while sending your best troops to an offensive elsewhere. Artillery brigades are also very useful, to hold the frontline or to launch offensives with reduced losses against Japanese troops.
Remeber that Communist China's manpower poll, though large, is not infinite, especially if you remain in your 3 home provinces from the start : brigaded infantry divisions can be more appropriate than swarms of militia if manpower becomes scarce, especially if your commanders reach their command limit.
Mountain units can be very useful, but they take longer and are more expensive. There are a lot of mountains in China though, so it's up to you. Don't bother building tanks or mec/mot divisions because you simply have no fuel to support them.
Since you will wage a war of large infantry armies against other large infantry armies (be it Japan or Nationalist China), you will absolutely need at least one headquarter to be able to launch large offensives.
Some possible strategies (see : Strategies) will require a navy, which basically means a very early planning, too.
=== Trade ===
Your natural trade partner from the start of the game is the Soviet Union. As long as you are not at war with Sinkiang or have some sort of access to Mongolia, you will be able to trade with them.
Nevertheless, provided you are at peace or have a free access to the sea (i.e., before the war against Japan), you can trade with virtually anyone : the UK or France will often offer you fair deals despite the poor relation.
A general HOI2 tip which is especially useful for Communist China : when trading with a partner with whom you have a poor relation, remember to make numerous small deals so that the relations raise up quickly over time : every deal where 1 or more units of raw materials is exchanged helps to improve the relation. Even with a trade partner who totally hates you (e.g. Japan), you can make a series of small, one-sided deals (e.g. one energy against nothing), and the relation will quickly raise up to +50. You can then cancel those deals without suffering any other penalty than the monetary cost of cancelling a deal (remember to group all deals with that country beforehand).
=== Diplomacy ===
Everybody except for Soviet Union pretty much hates you. Unfortunately, the USSR is quite isolationist at the beginning of the game, and will not let you enter an alliance until it's too late.
Moreover, you start with very little income : you should think carefully about whom you need to influence past +50. Nevertheless, when trying to gain the favors of another country, you can and should always use trade deals to raise the relation from -200 to +50. (see : Trade)
=== Military ===
Communist China does not have so many leaders, but enjoys a rather large manpower pool : ultimately, you want all your leaders to be field marshals, to be able to lead large armies into battle. To obtain that, split your initial army into armies of one division each, to let as many leaders as possible gain experience. Promote them before their skill level is too high, so that they keep earning experience at a fast pace. My advice : promote every leader who reaches skill 3 - or skill 2 if you really need high rank leaders quickly. But if you're a hardcore gamer, look into your leader's stats to see what max rank and max skill they have, and act accordingly...
Your initial troops enjoy high experience : do not let it drop after many casualties. Be careful to stop battles when the outcome does not look good, and make sure to reinforce to max strength after each battle so as not to dilute the experienced troops too much at once.
=== Sliders ===
You start full central planning, totally left and authoritarian. There's no use moving those sliders since it would take years to obtain the bonuses from the other end of the ladder.
But you can start switching toward "professional army" since your default land doctrine path ("human wave") does not give a very high organisation by itself. "Interventionism" is another option, but your consumer goods needs are already quite low, so the benefits are not huge : besides that, Mao has a trait that will let your belligerence diminish faster during peace time but increase during war time, adding to the "interventionism" slider effect.
== Strategies ==
=== Foreword ===
The difficulty with playing Com. China is that the global strategy that will best serve your goals depends entirely on random factors, of which you have no control. These random factors are :
* The Xi'an incident : it is twice random. First, it fires at a random date, usually in March or April 1936, but sometimes much later, or even not at all. Then, Nat. China will have a choice to force a white peace with you, to continue the war, or to forge the unified front. (in Armageddon at least)
* The Marco Polo bridge incident and the Japanese declaration of war : Japan is likely to declare war against Nat. China at the Marco Polo bridge incident ; but it may also choose to avoid the war ; or it may also declare war against Nat. China, Com. China or a warlord much earlier.
* The Unified front : after Japan is at war, Nat. China will have a choice to force Com. China and the warlords into an alliance, or not.
The different strategies exposed here are designed to deal with different risk/reward approaches regarding those random factors.
''' Important warning ! ''' The annexion of Nationalist China, mentioned in several strategies as a possible option, is at best uneasy : after Nationalist China defeats Guangxi Clique, there is a Chinese victory point in Hainan, which is separated from the mainland by a narrow body of water. The Chinese fleet, though small, can block its access to your troops. If you're lucky they will let your troops cross the strait ; but if the AI has minimal skill, they won't. On top of that, your initial provinces have no access to the sea ; Shanxi (once you annex them...) do offer shore provinces but no harbor ; and you start without the technologies needed to build an harbor and any kind of warship. If you want to have anything floating at sea before mid-1937 to land in Hainan and annex Nationalist China, you will have to plan it very carefully from the start (see below : "The Way of the Wanderer" for details).
=== The Way of Passivity ===
This is the "historical" way : do nothing from the start except defend your initial position, and later wage war against Japan along the rest of China.
You hope that Nat. China will hold against Japan, that Japan will declare war against the USA and lose, that the USSR will declare war against Japan and win, and that the "Manchuria to Mao" event will happen. Then hope for the best when the Chinese civil war reignites.
I personnaly never saw the "Manchuria to Mao" event trigger in a 1936 campaign : the game needs to play absolutely historically until the end of the war in the Pacific, and chances are that it won't.
In this Way, you will be restricted to your base 5 IC, 1 tech slot and 3 provinces until Japan is defeated, but you will be allied with Nat. China and the warlords. Raise your relation with Nat. China and trade for blueprints so you can make the maximum with your only tech slot.
=== The Way of Prudence ===
This way supposes that Nat. China will choose peace at the Xi'an incident. It differs slightly from the historical path, but with the same aim : to make sure to oust Japan out of China.
In the war against Nat. China, let your commanders gain as much experience as they can, but avoid to destroy Nat. Chinese armies. When the Xi'an incident event fire :
* if Nat. China chooses peace, rejoice and read below.
* if Nat. China chooses war, change tactics and go for the kill : see the Way of War.
* if Nat. China chooses to forge the united front, you're screwed : you're bound to follow the Way of Passivity.
As soon as your troops have redeployed in your mainland after the Xi'an incident, the next step is to attack and annex Shanxi. Since they are not yet allied with Nat. China, they will not be automatically annexed when you have more than 50% of their victory points : take your time and conquer them fully with minimal losses. You can even stay at war a little longer to spare consumer goods : in that case, remember to annex before the Unified front triggers.
Now that Shanxi has been conquered, you share a border with Japan : it's vital to raise your relation with Japan to +50 as soon as possible, even before the annexion of Shanxi (see : Trade) or they will declare war against you (and you only) long before the Marco Polo bridge incident.
You now have 21 IC, 2 tech slots, and about 1 year to prepare for the Japanese invasion.
'''PROs'''
* During the war against Japan, advancing Chinese troops in Manchuria will claim provinces for Com. China, since your provinces are the one on the border with Japan/Manchuria. Do not annex Manchuria though, because Nat. China would receive all the territory, since they are the leader of the alliance, and those provinces are national for them too.
* This Way gives the best chance that the Chinese will defeat the Japanese, and lets you prepare for the Civil war with a reasonable industrial base (Shanxi, later Manchuria and maybe Korea).
* You will have Nationalist China as a trading partner, and can obtain many blueprints from them during the war against Japan.
'''CONs'''
* If Nat. China picks "Arrest them all" (i.e. war) at the Xi'an incident, you will have less initial advantage against them than with the Way of War.
* Nat. China will still be more powerful than you after the war against Japan, and the Civil war may be tricky.
=== The Way of War ===
The goal is here to defeat Nat. China before the war against Japan.
During the first months of the game :
* try to pocket and destroy as many Nat. Chinese armies as you can.
* do not declare war against any warlord.
* advance prudently into Nat. China territory.
'''If Nat. China chooses peace (most likely option)'''
Redeployed in Yan'an : your next goal is Shanxi. As soon as your troops are ready, declare war and rush to annex.
Then mass your troops in the newly conquered Jinan (southern border with Nat. China). The war between Guangxi Clique and Nat. China should start very soon : as soon as it happens, declare war against Nat. China and rush to Nanjing and Shanghai while their troops are away, then fortify a defensive line and try to hold your gains.
Pocket and destroy as many divisions as you can. If Guangxi is doing well, use their border as an anvil to destroy nat. Chinese forces. Guangxi usually does not last long though, but you now have more IC than Nat. China, and eventually more tech teams : outproduce them and maybe you'll be able to annex before Japan enters the dance.
Note that since annexion of Nationalist China is quite difficult and largely random due to the victory point in Hainan, your best choice would probably be to puppet Nat. China : you will receive everything excepted Nanjing ('' see the "important warning" in the foreword about annexion ''). Another option is to sign a peace treaty giving you as much of China as possible, including Hainan : and then to shamelessly break it and conquer what remains (if you don't mind playing dirty and seeing your belligerance skyrocket).
If the nationalists are still too strong to let you hope a quick victory (June 1937 is your deadline here), try to obtain a favorable peace, including the province of Lanzhou. If you still have time, now that you have a land connexion to the warlords, try to conquer Yunnan and what remains of Guangxi Clique (6 IC and 8 IC respectively), then prepare to defend against Japan. It's unlikely that you'll have time to go after Tibet and Sinkyang in the far west.
If Japan declares war before you could defeat Nat. China, try to obtain a favorable peace treaty. Don't expect too much though : even if you obtain a large buffer of provinces across the Yellow River, you still won't receive that many IC or ressources.
With this strategy, it is vital to raise your relation with Japan as soon as possible : offer them a new deal of 1 something against nothing every week until you reach +50 - if you don't do that they will declare war against you, while all your troops are deep down into China, and you'll have a hard time to recover (and you'll be forced to accept any peace treaty Nat. China will be ready to take altogether).
'''If the Xi'an incident does not fire or if Nat. China chooses war'''
Continue from you positions toward Nanjing. Try to annex Nat. China, if you can. If the annexion seems too difficult to reach, try to obtain a peace treaty where you receive at least Lanzhou. Once Nat. China is annexed or once you have Lanzhou, go and conquer Yunnan, Guangxi and Shanxi. If you lack time before the Japanese aggression, conquer only Shanxi.
'''If Nat. China chooses to forge the united front'''
As usual : you're bound to follow the Way of Passivity.
'''PROs'''
* You can get rid of Nationalist China before the Unified front, or at least grab significant gains before it happens.
* If you puppet Nat. China, you can obtain a few blueprints from them.
* This strategy works also if China picks "Arrest them all" (i.e. war) at the Xi'an incident.
'''CONs'''
* Annexion of Nationalist China is difficult.
* China as a whole will be weaker against Japan during the first years of the war.
* You're very vulnerable to a Japanese early attack while you're busy in China.
* You get 20 points of belligerance after breaking the peace treaty that Nationalist China forced upon you at the Xi'an incident.
=== The Way of the Wanderer ===
This is the strategy that will give you the best possible outcome as Communist China in the 1936 campaign, but it requires a very careful micromanagement. The main goal is to annex several warlords then to ally with Nationalist China against Japan. Ultimately, you will be able to conquer Japan before the USA or USSR.
It assumes that the AI will choose the most likely option at each multiple choices event.
If you follow this way, you will need at each step to prepare the next step very carefully, even before your current goals are met : you must never, ever, overkill anything, because you can not affort any delay or waste of resources. Notably, you will need to plan the production of a navy from the very start of the game.
''' First step : before the Xi'an incident '''
Your goals here are to train your commanders (not unlike the "Way of Prudence") and to start preparing the production of your first naval taskforce.
In detail :
* army : let your troops and commanders gain experience, but without destroying any Chinese army. Keep your troops in your home provinces, so that they will not lose time to redeploy after Xi'an.
* technology : from the very start, research "Improved construction engineering" with your best tech team (Deng Xiaopin) : you'll need it to build a naval base. It's a 1937 tech but you can not afford to research anything else right now.
* production : start a series of 2 transport ships, and a series of 3 convoys. Yes, you can do that without a harbour : they will just stay in your redeployment pool.
''' Second step : after the Xi'an incident, Shanxi '''
Here we assume that Nationalist China choses "peace" at the Xi'an incident (if they chose "arrest them all", see the Way of War).
As soon as you're at peace with Nationalist China, rush into Shanxi. Your goal here is to start building a harbour as soon as possible, while securing your diplomatic position.
In detail :
* war against Shanxi : make sure to conquer Yucheng (or Tianjin) in time to start building a harbor as soon as your tech team finishes researching "Advanced construction engineering". Also, make sure not to lose troops to Shanxi : you will need your experimented troops later.
* production : absolute priority to building the harbor. Also, finish building the transport ships and convoys. If you have spare IC (with the industries captured in Shanxi), build infantry, militias or artillery.
* trade : it's vital to upgrade your relation with Japan through trade (see : Gameplay). As soon as you have a coastal province, you can also trade supplies for resources with the Allies (the UK and France are fair trade partners) : as usual, only what you really need.
* diplomacy : you should delay the proper annexion of Shanxi until Japan is somewhat more friendly toward you. It's also vital to declare war against Guangxi Clique before June 1936 : that will prevent them from DOWing Nationalist China (and thus losing more than half their territory and all their beach provinces).
* research : first Large Front Doctrine (1937 land doctrines) and 1936 infantry (you have the blueprints), then Rear Area Supply Dumps (for the "strategical deployment" mission). In you spare time, infantry and artillery techs.
''' Third step : overseas, Guangxi Clique '''
Your harbor (lvl 1) should be completed around March 1937. You should also have 2 transport ships and 30 convoys. That's enough for an amphibious assault against Guangxi Clique. You should land in Guangxi with a couple mountaineer divisions, and ferry all your army there as quickly as possible. When your beachhead is strong, try to annex Guangxi as fast as possible. When this is done, ferry your troops back to Northern China.
Your goal here is to annex Guangxi quickly and prepare to defend against the Japanese aggression.
In detail :
* war against Guangxi : concentrate your forces against victory points and annex. As usual, you can hardly afford to lose any experienced troops, but fortunately, the army of Guangxi is rather obsolete.
* diplomacy and trade : when your relation with Japan reaches +50, cancel your deals. Start to improve you relation with Nationalist China the same way.
* production : nothing but infantry, militias and artillery.
* research : as soon as your research concerning infantry, land doctrines and artillery is up to date, start to research naval doctrines, and aircraft carriers. Yes, that early.
''' Optional fourth step : Yunnan '''
Guangxi Clique being not too hard to defeat once your troops have been able to cross the Xi River, you can eventually divert your best troops to wage war against Yunnan. It's unlikely that you will have enough time to annex, but if you manage to capture the capital (Kunming), you can negociate of peace treaty where you gain many province from Yunnan, or even puppet them.
Since in any case you will not receive the capital Kunming, those provinces will not be much use (very few resources and a TC drain), but they may prove strategically useful when the Chinese civil war reignites. But until then, you'll have a war to win against Japan.
This fourth step is a high-risk, low-gain option, and is generally not advised.
''' Fifth step : defend the homeland against Japan '''
You have now 41 base IC and 3 tech teams : things are looking good, but it's about July 1937 : Japan will start WW2 about now.
You must hold the northern front along with Nationalist China, with whom you are now allied, and you'll probably have to hold it alone when Japan lands around Nanjing. You will have a couple years of heavy, defensive fighting in the Shanxi area, but then you should be able to push Japan back into Manchuria and even Korea.
Your other goal during this phase is to research what is needed to build a powerful navy.
In detail :
* war against Japan : defensive in mountain provinces or across rivers, until you have enough troops to largely outnumber them and push them back.
* production : spam infantry and artillery brigades, and militias for a defensive use. You will also absolutely need at least one headquarter for offensives.
* research : naval doctrines (remember to buy Nationalist China's early blueprints) and aircraft carriers. Infantry, land doctrines and artillery when needed. Let Nationalist China research things for you as much as you can, but do not count on them to research anything about the navy : they never do. Also, your naval research will be a lot easier if you play with "tech teams takeover" enabled.
* diplomacy : once you start to puch back the Japanese, remember NOT to annex Manchuria : all the land would go to Nationalist China since they are the leader of your alliance. But you will receive full IC from those occupied provinces since they are nationals for you too.
''' Sixth step : prepare the invasion of Japan '''
If you did well, you should occupy Manchuria around 1940, then Korea. You will then have something like 80 IC, and 4 or 5 tech teams, enough to let you hope a victory against Japan, weakened after their lost battle in China.
Your goal here is to build a navy powerful enough to protect an amphibious landing during a few days. Do not hope to sink the whole Japanese fleet though.
In detail :
* war against Japan, before you have a navy : be content to defend your beaches in China and Korea. Remember that, after France falls, Japan may receive Indochina and open a southern front, with the eventual help of Siam. That's good news since you share a border with Indochina (former Guanxi provinces), so that means more land gains for you. Moreover, Japan will further exhaust itself there.
* war against Japan, after you have a navy : prepare a landing taskforce. If Japan has not waged war on land since a long time, their coasts will be heavily garrisoned, and you will need marines. If Japan is still sending all it's forces into Burma or Indochina, expect less resistance in the home islands : mountaineers may be sufficient to land and secure a beachhead.
* navy : wait until you have decent carrier models ready (CV-4 or CV-5 in 1942 or 1943) and produce like 6 of them at the same time. Then destroyers as screens.
* research : naval doctrines, aircraft carriers and destroyers. Second priority : marines and land doctrines.
* production : build a large stock of resources in order to be able to divert your whole production into aircraft carriers and marines when the time comes. When possible, build regular troops to garrison the beaches (they will be useful later on against Nationalist China, too). Remember to build naval convoys and escorts.
''' Seventh step : the fall of Japan and the Chinese civil war '''
Be careful with your navy and try to secure a beachhead in the Japanese homeland : the rest of the conquest should be easy. Just remember to protect your navy in a harbour when it's not protecting a landing, and to build enough convoys to keep your troops supplied.
After that, you can either :
* puppet Japan : you will receive Taiwan and a couple Japanese provinces in China, but Manchuria will be freed and still at war with nationalist China.
* if your navy didn't take too much a beating, annex Japan (they may have victory points in the Pacific, depending on how the war with the USA went).
Once Japan is defeated, remember that your first and main goal is still to bring the joy of socialism to the Chinese masses : you can delay the puppeting/annexion of Japan and farm their IC until you're sure to outpower Nationalist China in the civil war to come.
'''PROs'''
* This strategy allows Communist China to become a major power and defeat Japan around year 1945.
* It gives you the best chance to defeat Nationalist China during the civil war.
* It is quite fun to play.
'''CONs'''
* Requires lots of micromanagement.
* The initial build-up is irrelevant if nationalist China chooses "war" at the Xi'an incident.
===The Way of Intrigue===
This is the most ahistorical route, and some may consider it gamey. However, it is the easiest and fastest way to win the Chinese Civil War, which will give you an advantage when finally taking on Japan. This tstrategy is best for those who are having difficulaty fighting Japan with the rest of China early on in the game.
'''Assuming that Nationalist China chooses peace at Xi'an'''
The initial goals for this strategy are very much similar to those outlined in the Way of the Wanderer, that is, you must rush to annex Shanxi and build a port at Tianjin in preparation for the invasion of Guangxi Clique. Beware- you will only have a three months at the most to annex the country before Japan DOWs nationalist China, at which point not only will the Nationalists annex all of Guangxi, but declare war on you. Timing is thus crucial- make a beeline for the four or so victory points which are pretty far inland.
This next stage is where this strategy becomes more interesting. Rather than ally with the rest of China against Japan, you actually want to declare war on the Nationalists, at which point you can join an alliance with Japan. (assuming that you have increased relations to +50 through trade). This will allow waves a Japanese troops to pour in from Manchuria, conquring land for you as they go. Allow a year or so of infantry production before you go to war, however, so around early 1939, or a few months earlier if you think you are ready. Another benefit of this alliance is the blueprints that you will recieve from Japan, and if you are lucky (I was) they will generously give you Taiwan and some territories bordering Manchuko.
In the south, where Guangxi clique once was, you must set up defensive positions with mountaineers before the war starts. Concentrate your defenses on heavy industrial areas, especially Guangzhou and Guilin, which supply a third of your industrial base. In the south, your only goal is defense, do not waste men and organization trying to make insubstantial gains. Your efforts here wil be bolstered by Japanese troops from indochina once they recieve it in 1941 as well.
Japan will make a landing in Shanghai in late 1939-early 1940 with a substantial amount of troops (30+ divisions) do not fret, however, as you will recieve the land that Japan conqured onnce you annex the nationals. Besides, durring my playthroughs, Japan took Shanghai and Nanjing and just sat there for the rest of the war.
'''The rest of China'''
You should annex the nationals sometime around 1941. Be sure to leave your alliance with Japan as soon as peace is achieved, as Japan will soon attack Pearl harbor, which will drag you into an unwanted war with the allies. This betrayal will anger teh Japanese to well under -50 relations, and they will likely declare war on you, especially once you provoke war with Yunnan and Sinkaing, if you do not improve relations through trade. Your next step was given away in the last sentence- finish the unification of China by annexing Sinkaing and Yunnan.
By now, your belligerence will be amoung the highest in the world, at around 100. The allies, and more importantly Britain, with whom you now share a border, hate you. Improving relations through trade is of the utmost importance, lest they try to take a bite of your new People's Republic.
'''China as a Superpower'''
By now, you have 135 base IC and huge manpower base. Your only formidable rivals now are the U.S., Japan, and Germany. The next steps that you take are pretty much up to you. If the Soviets are losing badly on the eastern front, you could loan them some troops to fight the Germans. 40 or so experienced Chinese divisions could tip the balance in favor of communism. If you do this, however, you are resigning your final fight against Japan until much later, perhaps even after 1945.
If, on the other hand, you are itching to reclaim Manchuria, then you must build up you ground forces considerably. contruct coastal fortifications and deploy garrisons to coastal provinces with beaches, and build up troops on the northern border. If the game has gone at least partially historically, Japan will be at war with the U.S. and its armed forces will be tied up elswhere. If you've started research on naval techs, then an amphibious assault on the home islands is plausible. If not, then hold on to your coastal provinces until either the Soviets or the U.S. end the war in the pacific.
Now that you have achieved you ultimate goal, you can turn your attential to building a massive asian superpower. Who knows? by the 1960s people from New York to Tokyo could be embracing socialism.
'''PROs'''
*this is the fastest way to become a superpower
*Gives the best opportunity to defeat Japan
'''CONs'''
*Your belligerence will skyrocket long before WW2 is over
*requires careful timing and micromanagement in the begining
*a rather gamey strategy
== Conclusion ==
Although the game can be very challenging and at times impossible, you will end up having huge benefits if you succeed.
Your IC will be at least 250 (after modifications) if not more, your manpower 3.11 or so a day, you will literally be almost twice as powerful as Nat China would have been with same amount of land.
=== PROs ===
*When all the land is taken, huge IC/manpower and no partisans since the land is already yours.
*Starting with powerful army compared to anyone else in the region (apart from Japan).
*Mao event adds morale and org to your troops in the beginning. '' (What's that?) ''
*Most fun you will have if you start kicking ass, Communist China is a rewarding faction.
=== CONs ===
*Requires careful planning and micromanagement.
*Bad luck at random events may doom your strategy.
*Other nations hate you.
*Almost constant resource shortage.
*Starting with a shrimp of a country with nothing in it and only few units.
*Almost no research to begin with.
*Average to crappy research teams.
*Not that many generals and most suck.
[[Category:National Strategy]]
25841a6e36848854cb4875af88fc82d513c3de9c
Communist China strategy
0
860
1561
2017-03-21T10:09:08Z
Lillebror
871
Lillebror moved page [[Communist China strategy]] to [[Communist China]]
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#REDIRECT [[Communist China]]
448aa821b79b490a7443c116e6d9f214e013b1f5
Cuba
0
407
1562
646
2017-03-21T10:09:16Z
Lillebror
871
Lillebror moved page [[Cuba Strategy]] to [[Cuba]]
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{{Country guides}}
== Introduction ==
Cuba is small island nation low on IC and does not have much influence in the world. You can change that by expanding to the Americas and taking all of the Caribbean islands that hold something important.
== Starting off ==
At the beginning don't worry about IC. You will need up to 7 infantry divisions, 6 transports and some convoys, so quickly create them using the little IC you have. It would be smart to build some smaller boats to defend them but that is not required. When you're done you will be in a strange time period where all the wars will begin. You're going to have to conquer a lot to become a threat to Europe and the United States.
== Technology ==
Since your nation is weak, you should only concentrate on infantry. Also, don't forget to work on new artillery. In the beginning you will only have 1 tech slot but in the future you will have more.
== Influence ==
Work on influencing the Axis because your future is there and you will need about +120 to join during war time. You can change the world by joining them, even though you're tiny. In the end you will have many puppets and you'll become one of the major Axis leaders.
== Strategy ==
=== Dominican Republic ===
The Dominican Republic has 2 provinces and that will help. Declare war on them and land 6 infantry divisions in the north. Now hit the rest of the Dominican Republic. You'll have to annex the nation before the US cancels the non-aggression pact with you. If you don't have any transports, retreat your armies up to Cuba and build some. Now make 1 factory on your main island. Build some militia if you have some extra IC. It will gain experience with your infantry.
=== Haiti ===
Once you can supply troops in the Dominican Republic you can declare war on Haiti. Move all your troops to the southern province and let them take the upper province which will spread the units and then attack Port-au-Prince an take it. Then annex. You now control 2 major provinces. You have to move quickly before the US cancels their non-aggression pact with you. Continue to spam infantry.
=== Central America ===
Central American nations are rich in terms of IC which can help. Hit El Salvador and annex it. Then take Guatemala. This only takes 10 units at this stage. Quickly rush to Costa Rica and liberate Central America as a nation and let them spam troops. Once they have around 4-5 divisions, move your troops around because your next move will change the world.
=== Alliances ===
Once it is 1939 you should join the Axis and grab all of the Dutch, French and British colonies in the Americas and liberate them as puppets. Keep Jamaica though. This area isn't defended. Take military control of your allies and take over France and then London. This will end the war early but you can't rush into this. To take the main island, you'll need about 50 infantry divisions. Taking military control over Germany is also very helpful. Land in Dover and sweep around the islands. Don't liberate Scotland, England, or Wales, or the UK surrender event wont happen. Now you move all your units to Africa and conquer it. Then prepare to fight the Soviets.
=== What's next ===
The US won't declare war on you unless you declare war on them, which you can do with all the units from your puppets. You will probably need to buy a colony from Italy that is worth something, in case the US overrun you. You will use all your armies against the Soviets because you don't need to defend the French coast so you'll have extra armies to spare. You can also liberate all the British colonies and then you will be stocked with puppets.
0895e105b82a9a7edf9e305ab360c7b04aa3eb2a
Cuba Strategy
0
861
1563
2017-03-21T10:09:16Z
Lillebror
871
Lillebror moved page [[Cuba Strategy]] to [[Cuba]]
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#REDIRECT [[Cuba]]
ff1e64ec268e5ee88587b4819bef52c0ef832072
Dominican Republic
0
423
1564
678
2017-03-21T10:09:31Z
Lillebror
871
Lillebror moved page [[Dominican Republic strategy]] to [[Dominican Republic]]
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{{Country guides}}
'''The Dominican Republic''' is a nation located in the Central Caribbean. The IC is 6. The first thing I noticed was the total lack of IC, capable leaders, and the small army. You start off with a outdated army, that needs reinforcements.
== Tips ==
Fix up the army, upgrade to Infantry '36, and build 3 militia divisions at the least by the time '36 ends (be sure to start off the new year with 1936 Infantry Research, as it is vital to compete with other powers). Also, put the slider towards standing army as far as possible. It's the only way to compete with the South American 'Giants' in war.
== The country ==
It first appears as though the Republic is a total waste of time. Don't be fooled. This country has the ability to become one of the greatest countries of Central America/Central Caribbean. You may have noticed you share the island of Hispaniola with a not so friendly neighbor, Haiti. Haiti has claims on the only 2 provinces you own, Santiago and Santo Domingo. You are relatively well liked by your neighbors, however, which includes Great Britain, The U.S. France, Northern South America (Venezuela, and Columbia). These relationships are vital to Imperialistic ideas.
== Expansion Westward! ==
Well, as you may have expected, Haiti will be your first target. Haiti must be attacked from your two provinces. Once Haiti is annexed, it is not wise to recreate them, as they take up the entire island. Your IC increases from 6 to 11 and this is a huge jump for your expansion. You may have noticed the United States canceled their Non-Aggression pact with you. This is not to fear, just something to remember. Haiti needs all four of your divisions to quell the possible partisan activity. This is the time to begin building convoys, a transport fleet, and a larger army. Your next target is very close to home. Once all is built up (you should have at least 2 transports, 30 convoy ships, and 3 regular infantry divisions), you pretty much have to rely on luck. Save the game before the invasion. I calculated a 50% chance that the United States will declare war on you once you attack Cuba. If luck is on your side, you can land at Guantanamo and march through the island until you reach Havana. The Cubans have a navy, so be sure to have your troops on the ship off the coast of Guantanamo, ready to launch the attack. The navy generally stays around the north of the island, focusing around the Santa Clara area, so you should be OK with transferring troops and goods to Guantanamo. Always keep a mobile force on the island, 4 divisions strong. If the United States declares war, they will ALWAYS land at Santiago. They land one division at a time, so defending the shores isn't a huge problem. Defeating the U.S. is. Eventually, you will either win or lose, depending on if the United States ever joins the Allies, or if Landon is elected. Depending on Germany's situation, it is a smart idea to join them, as they have a surplus of energy, metal, and some good oil. If Germany is a failing country, don't join them. You'll go down fast. Remember: The Non-Aggression pact between you and the States is gone, so don't trick yourself into thinking you're invincible. Cuba and Haiti were the easy part. Now we expand Southward!
== Expansion Southward! ==
South America is more difficult. Venezuela, Columbia, and Great Britain may come into play this time around. This isn't an easy task. Hopefully, with proper military buildup, transport fleets, and more convoys, you will be able to combat some serious firepower. The important thing is to not get ahead of yourself. Too many invasions can lead to a country like France or Great Britain to declare war, and strike swiftly. Britain doesn't play games with you. They send their slave nation, Canada, to do their bidding. If you declare war on Columbia in 1939, the U.S. declares war on you, and lands all over your new empire. If it is declared in 1940, not much action is taken against you. The U.S. AI is fairly neutral until '42 or '43, and The British don't want their lands taken over. Timing is crucial in the Southern Expansion. Venezuela is a good first target, because of the oil-rich province Maracaibo. The Venezuelan Army is fairly well put together, with cavalry units, and an armored unit by '43, stationed at Caracas. Fortunately, we're not attacking in '43, are we? If you maintain good relations with Columbia, and Central America, you may be able to have a flowing alliance. If you join Germany, they will send 1-2 Air divisions just to patrol your skies, and bomb Belize. If you make an alliance with Columbia, and Central America, you have many more troops committed to your cause. It's your choice what you want. There is a 25% chance the U.S. will declare war during WW2, although if Landon is elected, if you have an alliance with Columbia and another Central American country, or if you and Germany are allied, they never declare war(on you at least. There is always a risk of war between Germany and the United States). With the Alliance secured (or not secured, depending on your timing), it is time. Before landing, scope the beaches for the least fortified province, and load up. Use your most able commander with the most experience, and establish a strong beachhead. If you capture Maracaibo, the Venezuelans will sue for peace. Do not accept it, because if your troop level reaches two divisions in the occupied area, they will invade these taken lands. Also: be conscious. If you join Germany, the British and the Canadians will be around the Caribbean a LOT, and the French will begin making incursions once they are defeated in Europe. Once Venezuela is defeated (it is best to corner them in a jungle of your choice), gear up for an invasion of Columbia. If you are allied with Columbia, get ready for war against Central America. Columbia's Army is relatively small (5 divisions, 3 infantry and 2 cavalry in '40, and '41), and you should have no problem with them. Once the Colombians are dealt with, the United States problem will no longer haunt you. They risk losing their pride and joy: The Canal. Now Britain will begin influencing you by trying to turn you democratic. They don't want their interests in the Caribbean to go down. But we won't worry about them for now. We need to focus on some Relations with Bolivia. That's right. Bolivia has a very large military by '43 (close to 10 divisions, and a respectable Air Force). If you have an independent alliance, Bolivia may become a great ally. They provide rare materials to a small extent, and their military is invaluable. Your next target will be Ecuador. These guys are a joke. 2 Divisions, and one province of victory points aren't a match to you. Once Ecuador is down, you need to prepare for the worst. Brazil has become aware of your expansion, and they fear you, yes. If you declare war on Peru, Brazil will overrun you with the massive amounts of Military they have amassed at your borders. Brazil is no doubt the power of South America, with 41 total IC. If you begin expanding at a seemingly alarming rate, the Brazilians will increase their army drastically. We will cover them more soon, though.
== Fighting Superpowers ==
Let's face it. If Landon doesn't win, and the Brits hate you, we have a problem. The thing to remember is that you have many islands to defend, with very little IC. By creating resource convoys, you may increase your IC dramatically, and, unfortunately, this is a point not lost on other countries. They know you get power from other lands, so don't rely on these provinces to get you an empire while an increasingly angered U.S. and U.K. stand there doing nothing. Every time war is declared, the other countries of the world calculate your risk against them. France usually keeps their image, and they stay away from you. The British are definitely one of the countries to fear. With an impenetrable Navy, a well regarded Army, and a large Air Force, they don't fear a small country like you. The United States always poses a threat, as they have all countries of the Americas guaranteed with Independence. Brazil is a superpower in the fact that it has the ability to completely destroy you in South America. They stack 4 Divisions per province along your borders, and once you hit too close to home (by attacking Chile or Peru) they unleash some serious whooping on you. With that said, defense must be taken. When not in any war, it is absolutely crucial to increase the military. Without a sizable army, you can be defeated by the smallest of nations (El Salvador, Costa Rica, etc.).
When combating the U.K. and France, the U.K. sends its Navy and Army to you with some scattered Air Force units, while France sends most of its' Air Force. Do not fear. Once The Brits lose France and The Soviet Union is pushed back, the majority of your trouble is over. France and Britain lose interest and only attempt very rare beach incursions. This is your chance to shine! Take all Caribbean Provinces owned by these countries, but watch for Canada's navy (Although much of it's navy is in the Mediterranean fighting the Italians). Now that these countries' provinces are lost, they lack military strong points, naval bases, and air bases. You have the Caribbean. The only way to beat the Caribbean forces is to be patient.
When combating the U.S., you are in for one hell of a ride. They can be held off at best. Any landing in Florida, Louisiana, or along the Eastern Seaboard will result in total annihilation. Luckily, if the U.S. DOES declare war, they are in a sluggish position to do so, and usually it takes a fairly long time (anywhere from 2-12 months) to get an army to attack. They attack with one division of Infantry every time(although if you do not destroy the one division, more divisions will land). I have never been attacked by Mountain, Marine, or any other type of Infantry (or anything else, for that matter!). You can keep destroying their divisions, and sooner or later, they will just leave the war by either never landing again (although they will land if they notice lack of troop presence), or asking for a white peace (which I would recommend accepting promptly). This solves the U.S. problem. Occasionally, they will influence you as well, which I found amusing.
Brazil is a South American superpower. The largest IC is located in the easternmost part of the country, and you must fight a large war with them. You cannot beat the Brazilian Army by yourself unless you have increased ''your'' IC to 41 or higher. This is why alliances with local countries are crucial. Bolivia can defeat many of the Brazilian divisions, and this will cause them to fight a two front war, which, as we all know, is a terrible thing to fight. With enough divisions from both countries, and proper encirclement, Brazil can be defeated within a year of their declaration of war. Once Brazil is defeated, you will feel more empowered than ever. Believe me, defeating Brazil is no easy task. Now you have secured South American expansion and can have a field day with Peru, Chile, Paraguay, and Argentina(and Argentina isn't all too difficult because of the vertical shape of the country).
== Central America ==
Your first Central American country is the hardest. Granted, it's one province for every Central American country, so you may be tricked. Central America is rich with resource, and rich with victory points. It is best to land at a country that has a port facing the Caribbean (like Guatemala) so you can be supplied with less convoys used up, as well as the always possible threat of war with the United States. You can then advance in whichever direction you need to invade. You will have a rare material resource base, and a lot of the supplies you need to keep your country running.
== In conclusion ==
When you control all this land, just build military and technology up. Always use your slider points for a standing army. For technology, you can create that Navy you've always wanted. You should have completed all this by late '43 to mid '44. Then you can have some fun with invasions of Mexico, a very far landing (such as Hawaii, or Australia) and just be sure to enjoy your newly founded empire.
--[[User:UberBenny|UberBenny]] 00:57, 21 January 2008 (CET)
[[Category:National Strategy]]
122b08f2107978a4e5e10e95cb0e6eea805688c5
Dominican Republic strategy
0
862
1565
2017-03-21T10:09:31Z
Lillebror
871
Lillebror moved page [[Dominican Republic strategy]] to [[Dominican Republic]]
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#REDIRECT [[Dominican Republic]]
ec847c744788f32d707d1d66e0e1605a69c6600a
Estonia Strategy
0
438
1566
708
2017-03-21T10:10:12Z
Lillebror
871
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{{merge|Merger=Estonia}}
{{Country guides}}
==Overview==
Estonia is one of the hardest nations to play in Hearts of Iron 2. Estonia is generally in a great danger to be attacked and conquered by the Soviet Union. Soviets may declare war on Estonia if Estonia is in a war with any other state or if the Molotov-Ribbentrop pact will be concluded, they will usually attack Estonia in 1940. Estonia can't build an army that is able to resist Soviets, especially in the given few years. Diplomacy is its only chance.
Do not play as Estonia if:
* Soviet Union is human controlled, or
* you are new to this game.
Estonia is weak in all aspects of its society. The worst thing is its location, for it is placed alongside its historical enemies, both of which are superpowers, and all potential allies are located too far.
==Technology==
The Estonian industrial capacity is horrendous. For this reason you should first research machine tools and everything else that helps increase IC efficiency. Each of these tech upgrades will give a +5% IC increase and this gives the Estonian small economy a big boost. With more IC you can afford to research more advanced infantry units.
If you've got an ally to give you blueprints, first research the techs you have already have blueprints for.
Land doctrines are important too. It's a way to upgrade your army without having to use your valuable IC for it.
Do not even think of researching Armor & Artillery, Naval, Naval Doctrine, Aircraft, Air Doctrine and Secret Weapons. They require either lots of IC or time for realization, neither of which the small nation can afford.
==Politics==
Moving the economy slider towards Central Planning gives Estonia +25% IC after four moves. Being too democratic doesn't let you move the economy slider too far right, so it is recommended to move the first slider towards authoritarian until it's possible to move the economy slider more right.
Switching the Armaments Minister to Jüri Uluots gives the Estonian economy a 10% IC bonus. He is already available from 1936.
Intelligence is expensive. Don't use it.
You must produce enough Consumer Goods to keep the population happy. Dissent is very bad for you and declaring war to other nations will only make matters worse.
The best trading partners for Estonia are firstly the neighboring countries Latvia, Finland and Lithuania. Trading with potential allies such as Germany, UK or France is also a good idea, because it improves the relations between the countries. Those three usually become Estonia's main trade partners, because they have a great amount of resources and can afford the best deals.
Building factories may be more important than building an army. Factories cost 5 IC for 360 days, which can be modified by sliders to shorten the time but not the cost. If you want to achieve any success, you need to augment your IC by all costs. Building factories is better in the long perspective.
In order to be able to produce any troops, you will need to incorporate alternative measures to enhance your industrial capacity. Consider the conquering strategies mentioned below.
The smaller your armies are, the less military potential you have, and thus the better negotiator you need to be.
==Army==
You begin with three [[Infantry Division|infantry]] units in 1936. Unless you're expanding in territory, you will lack the IC to build a bigger army.
When you do achieve a considerable increase in industrial capacity, you will need to upgrade your divisions to make them any useful.
You may use the cheap and quickly built [[Militia Division|militia units]] for controlling territory and occupying empty provinces. They can also be used for combat, but they are far inferior to infantry units.
Filling your border with as much divisions as possible makes unfriendly nations afraid of you. The AI opponent simply counts the number of divisions at the border, without noticing how strong they actually are. A big pile of militiamen might deter the Soviet Union.
Armies containing both Infantry and Militia are the most effective. Infantry supplies the Soft Attack factors, and Militia supplies the extra organization.
Cavalry is basically just as tough as Infantry, but almost twice as fast. They are expensive and thus to be avoided with a low industrial capacity.
If you have survived the beginning of WWII, improved goodly your IC and have some time to relax, you may build some motorized or armored units. Remind that there are things more necessary.
Don't build naval or air units unless you're planning an invasion. In such a case, only produce transport ships and make sure you don't travel far with them.
==A left-wing coup d'état==
If Estonia is at war with Germany between January 1, 1944 and December 30, 1947 and the Soviet Union controls both Minsk and Lublin, a left-wing coup d'état may happen.
If the coup succeeds:
*Authoritarianism set to 10
*Political Left set to 10
*Change of government to Stalinist
*Dissent -1
If the coup is crushed:
*No effect
==Alliance and War Strategy==
Estonia has a lot of neighboring countries. With great effort you can battle
*the Latvians
*the Danes
*the Finns
*any of the three major factions (Allies, Axis, Comintern)
First, remember that unless you alter the historical chain of events, the Soviet Union will invade the Baltic States by June 1940.
[[File:Estonia's defeat.png|thumb|That's what usually happen if Estonia gets into war against Soviets alone]]
One way to defend against the attack is by building land forts, either in Voru and Tartu (Narva is naturally protected by a river) or Tallinn only (the only province with victory points). However, it is advised not to focus on fortresses. They give you no more than a few months and when all the Red Army marches to Estonia, you can't hold them back with forts. Above all, keep in mind that fighting the Soviets alone is a very bad idea.
Estonia can ally with Finland since the Soviet Union attacks them in 1939. Allying while Finland is at war will drag Estonia in the war against Soviets, where Estonia and Finland must hold out until March 1940, when the peace event fires. If you can't take control of the Finnish military, Finland is useless for you, because there is a sea between you and Finland. If you control their military, you must have Transports to take their divisions to Estonia to defend it from Soviet annexation.
[[File:Estonia taking Riga.png|thumb|When Latvian units are guarding the Soviet border, march into undefended Riga.]]
You may simply leave the alliance with Latvia and annex their territory by taking the unprotected capital. Once you have it, you can annex the country. This gives you a little bit more of everything, helping you establish a defensive line against the Soviets.
You can also avoid annexation by acquiring remote provinces with victory points. The easier and more effective way is to buy one from France.
The alternative is to annex a remote country. Denmark is a nice nation to be annexed if you are allied to Germany. You need to build some transport ships for that. Declare war on Denmark and let Germany occupy Kolding and push Danes out of Copenhagen. Then make beachheads to Copenhagen and Århus to claim them for yourself. Once Denmark is annexed, the Soviets can't annex you without conquering the Danish territories as well, but their transport ships are too far away to reach Copenhagen.
Estonia can defeat Finland with 5 divisions and transport ships. First take undefended Turku. Once the AI moves troops out of Viipuri, take it. Then you can take Helsinki. Finally take undefended Vaasa by an amphibious assault and victory is yours.
You can fight Germany after having survived the Comintern. Once Germany begins its downfall, invade it to receive extra provinces. This strategy may be more effective if you're allied to a major alliance.
You can try to invade Great Britain, although you can't annex the UK. You should first build many submarines. Southern and Eastern provinces of the British Island are the natural choices for an amphibious landing. The best province depends on the province's garrison as well as its adjacent provinces' troops. If the province is lightly defended but an adjacent province has a very large army, you should think twice since that large army may obliterate your landing troops. The AI defends the Great Britain very badly, and about 20 divisions will be enough to take Britain.
[[Category:National Strategy]]
3574f4d5e8a7c5de9eaece5865ba8c751593808c
Ethiopia
0
439
1567
710
2017-03-21T10:10:25Z
Lillebror
871
Lillebror moved page [[Ethiopia strategy]] to [[Ethiopia]]
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{{Country guides}}
Surviving the Italian onslaught.
==Are you seriously playing Ethiopia?==
Well, here are some tips:
# Make some [[Militia| militias]] and armored cars; they're the only things you can bother making. But don't make too many! You'll need the IC so you can...
# Oversupply your attacking forces as much as you can without exceeding TC or running out of supplies.
# Research 1936 infantry. You won't be making infantry divisions, but upgrading the Imperial Bodyguard is useful.
# Research Human Wave land doctrine.
# War Hawks and Standing Army are nice as far as sliders go.
# Surround and eliminate Italian forces whenever the opportunity arises.
# Outnumber the Italians in every battle, especially when attacking.
# Reinforce the Imperial Bodyguard and use them for offense whenever you can. Its attack-to-defense ratio is far higher than that of militia divisions.
==Step 1: Pull back==
Start off by pulling your forces into a better defensive position. Just don't retreat too far..."too far" being when you have less than two provinces. If the Italians surround your capital, you're screwed.
==Step 2: Counterattack South==
While holding onto the northern border, push south. With any luck you'll surround and destroy the Italians in Somalia.
As soon as you take a coastline province, start trading supplies for whatever raw material you need with the Brits. For some reason they cancel trade deals if you don't have a coast province. I'm not sure if this varies between game versions or mods or what.
Occupying these provinces will kill your TC, so liberate the nation Somalia as soon as you've removed all Italian territory. Somalia will have absolutely no resources or manpower or IC or anything. The only drawback to liberation is that you lose sea access, and by extension, British trade. But hey, it was nice while it lasted.
==TO BE CONTINUED==
At this point they're still on your north end. Fortunately the only resource up there is one manpower point in Dese. Whoopty-doo.
Should you try a northern offensive? Should you just hold on and hope Italy gets wrapped up in other business? I don't know yet.
Good luck!
--[[User:ZBrisk|ZBrisk]] 11:56, 13 May 2008 (CEST)
[[Category:National Strategy]]
559276d06090ea72ff2038b0d4445598a1d695f0
Ethiopia strategy
0
863
1568
2017-03-21T10:10:25Z
Lillebror
871
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#REDIRECT [[Ethiopia]]
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Guatemala
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Lillebror moved page [[Guatemala strategy]] to [[Guatemala]]
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{{Country guides}}
'''[[Guatemala]]''' is located in Central America. It has 4 neighbors-Britain in [[Belize]], [[Mexico]], [[El Salvador]], and [[Honduras]]. The [[IC]] is 7, the highest in Central America. You also have claims on the one-territory country of [[El Salvador]]. Your government is corrupt, ineffective, and full of just plain ole' bad leaders. Good ministers come at the beginning of WW2.
== Tips ==
* Upgrade your IC. You ''must'' have sufficient IC to wage war against neighbors, and lower dissent.
* Push Diplomacy bar to Interventionism. You need less dissent from war.
* No alliances! [[Germany]] doesn't offer help, and the South Americans are completely greedy and will take your rightfully earned land.
== You always remember your first (And second, and third, and fourth) ==
===[[El Salvador]]===
These guys are a joke. Create a [[Militia Division|Militia division]], and invade away. You may have noticed no partisan activity: They are one of your [[national province]]s. This works for us! No need to set up a puppet El Salvador, and there is a full transfer of El Salvadorian IC to you.
===[[Honduras]]===
After you receive a nice boost of IC from El Salvador and your industrial technology, you can create either 2 more militias or a nice new Infantry division. Whichever one you create, Honduras will fall with a double attack from [[Guatemala]] and [[El Salvador]]. This continues the addition of Rare Materials and energy (which are pretty sorely needed).
=== Nicaragua and possible U.S. Intervention ===
As you may have noticed, The U.S. canceled their Non-Aggression pact with you. Invest your money in them! Influence, influence and more frikkin' influence. The U.S. keeps all trade agreements, and even influences you back if their relation is over +80. This may solve our problem of U.S. intervention. If the U.S. ''does'' declare war on us, there is one thing to do. Fortify by increasing troop presence. Up until the mid 40's, the bulk of the United States army is Infantry, and infantry make fairly poor landings, especially on mountain terrains like Guatemala (and Nicaragua if you have taken it already). Another thing to remember is the fact that The Canal is in this region. If you're the risky type, go ahead and build a transport! Then land on Colòn. Faster than you can say, "The United States offers a white peace"... Er... the United States offers a white peace. Accept it promptly. If the U.S. is that concerned, they will have created an alliance with Nicaragua. This... Well this is not good. But it is important to attack and annex Nicaragua immediately, otherwise the U.S. lands a pretty sizable force (by your standards) that is able of skyrocketing up to 5 divisions. Once Nicaragua is down though, and if the U.S. did remain neutral, you must influence them after the war until your relations are very good. While accumulating the money to do this, be sure to increase either your military or your convoys.
===[[Costa Rica]]===
These guys are a joke. A half strengthened army, and a possible Air Force (depending what part of '37-'38 you invade) are no match and they are overrun immediately. Now you should be increasing your monetary situations. Influence The U.K. and U.S. Next target: Panama.
===[[Panama]], more U.S. Intervention, and Canal Trudging ===
Panama has a fairly decent navy for a Central American country. But we aren't attacking with a navy... Here are some things to remember:
* Panama is... well it's close to the Panama Canal (duh?). The U.S. takes great interest in this war, and without a doubt this is the war that will push you and your empire closer to annihilation by the U.S. then any previous war.
* There is also the chance that the U.S. wusses out. The Canal can cause war or create peace.
* South America begins land-based military buildup. This does not directly affect you but it may later.
* The U.S. ''never'' offers the Canal in a peace agreement. If you take the Canal, it creates a good to bad scenario. It's like sticking a hand in a bees' nest. You get the honey out and it tastes sweet. Then the bees attack. This is what the U.S. does. After replaying the scenario several times over, I came to the conclusion that capturing the Canal is bad, but is completely worth it to achieve an independent empire and a strong base of operation. It is your choice whether or not you end up taking the Canal or if you choose to avoid it altogether.
== South America, onward! ==
[[Columbia]] is a nice target. A small army, and small air force won't be a huge deal. However, you may want to consider [[Ecuador]] first. Your supply efficiency has fallen considerably (to 30% in some cases). Time to land at Guayaquil for supply of South America. One division should be stationed here, so you can easily put a large amount of military presence here. If you got [[Colòn]], you can begin buildup of troops on the Columbian border. After Ecuador is under wraps, invade Columbia! They fall quickly, and there isn't much dissent. Now lets go after [[Venezuela]]. The oil fields at [[Maracaibo]] are a good first target and make you a nation loved by the dictatorships of Europe (Finland, Germany, especially Italy). After Venezuela falls, we turn to the Carribean.
== The landings at [[Cuba]] and Hispaniola ==
Cuba maintains a professional Navy and a small Military (2-3 infantry divisions). Land as far away from the navy as possible. They will destroy your transport fleet easily. Once Cuba has been mounted and defeated, regroup for an invasion of either Haiti or the Dominican Republic.
=== Hint about Hispaniola ===
The Dominican Republic, while more industrialized than its neighbor Haiti, has a serious tactical flaw. The Dominican Republic has 2 provinces, while Haiti has 1. Any able bodied commander can tell you that more defense needed can cause a problem in manpower. The D-Day landings are a perfect example of that. The provinces Santiago and Santo Domingo are owned the the Republic. Santiago has one Infantry division, while the city of Santo Domingo has 2-3. You must land at Santiago first, before Haiti, and before Santo Domingo.
=== Now we're at [[Haiti]] ===
Hopefully you have 4-6 Divisions on the island. Just invade Haiti!
== The New Guatemalan Empire ==
Sounds cool, eh? Now, if you want to, reap the Colonial pigs' Carribean provinces. Canada will be around and when France falls... join the Germans. An alliance with a fully secured Empire to the South of The U.S. may just keep them out of any initial fighting. Hell... Invade Canada, Mexico, even the U.S.!
[[User:UberBenny|UberBenny]] 22:12, 21 January 2008 (CET)
[[Category:National Strategy]]
47284aedea2b72543913efdb4d535dd856c8ec95
Guatemala strategy
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Lillebror moved page [[Guatemala strategy]] to [[Guatemala]]
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#REDIRECT [[Guatemala]]
26c581e2a16013b25b1c10db90e2cc5f618bfc5d
Iraq
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1571
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Lillebror moved page [[Iraq Strategy]] to [[Iraq]]
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{{Country guides}}
== 1938 Scenario ==
This is the only scenario in vanilla when you have any chance of success as Iraq. For you are not a puppet of the United Kingdom. As Iraq you have the terrible shadow of the soviet union above you, and depending on your aggressiveness level, will be happy to put you down. Firstly, you must build a small militia army and move sliders to a more authoritarian stance. This will cause less dissent when you declare war on your first enemy - Iran. Without full IC take over this is harder than it seems. Iran (also known as Persia in vanilla) has a small army but has VPs all over the place. It's best to rush and cut off Tehran and watch the rest of its armies fall. Then annex.
There are now 2 possible routes. One is the very risky route. Declare war on Afghanistan and defeat them (easier said than done, the terrain is just awful). Then head through Sinkiang and try to get as far into China with your now brothers, the Japanese. Getting a large portion of China is nice to see on the map. The second route, can also be done if you finished the first route fast enough. When Vichy is created, Syria and Lebanon form. These are weak states, easily gobbled up the quicker you are able to. Take them of course. Now it's leading into 1941, your army should be nicely experienced and sized and you're ready to strike through Turkey and into the Balkans. Join the Allies if you like, but you may run the risk of the Soviets then declaring war on you, along with the Allies... leading to a very tricky position indeed.
[[Category:National Strategy]]
7b41dcdf49e19a80e37a9e117c9d3b2b1ee3010e
Iraq Strategy
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Lillebror moved page [[Iraq Strategy]] to [[Iraq]]
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#REDIRECT [[Iraq]]
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Latvia
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Lillebror moved page [[Latvia Strategy]] to [[Latvia]]
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{{Country guides}}
Latvia's strategy is based on a defensive doctrine. Her entire military should focus on just defending Latvia against the Soviet invasion in 1940. One should also strive to ally with other Baltic countries and Finland when that becomes possible or even ally with Germany, though that may mess up her invasion of France and the Low Countries. If the former allies are chosen instead of Germany, be sure to keep good relations with Germany in order to avoid being invaded by them.
Latvia starts the game already allied with Estonia, so should try and trade blueprints with each other as often as possible to boost the chance of surviving.
It is unlikely the other two Baltic states (unless human controlled) will do anything other than bow to Soviet pressure starting September 1939, so you cannot count on them to buy you any time at all.
2a17612abee90c3ea5d314c264066049ae0f9a81
Latvia Strategy
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Lillebror
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Lillebror moved page [[Latvia Strategy]] to [[Latvia]]
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#REDIRECT [[Latvia]]
d6bb11fc66fcc1a9dc4b0a846e08ffb0a2825d53
Liberia
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2017-03-21T10:11:09Z
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Lillebror moved page [[Liberia Strategy]] to [[Liberia]]
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{{country guides}}
==Overview==
Liberia is a small one province country on the southwestern coast of Africa. Like all other micro-powers it starts with a small outdated force. It is also limited in expansion prospects and has limited technical capabilities. However, It has one big thing going for it, and thats the US of A.
==Technology==
Like all micro's Liberia only has one tech slot. However, Liberia only has two tech teams at the beginning, so it isn't that bad. The best thing to do it research IC techs with the Liberian Rubber Company. It also helps to get as many blueprints as possible from the USA.
==Diplomacy==
You start out as a puppet government of the USA. In your position, you are surrounded by the colonial holdings of France and the Untied Kingdom.
===Potential Allies===
==Economy==
You start off with 2 IC, and the energy and metal to keep those two IC running. A few extra rare materials can be traded for supplies, but that's about it. Your manpower gain is 11 per year, but there's simply not enough IC to use all of it.
==Intelligence==
It's not worth it to use the intelligence system, since you need the money for more important things.
==Armed forces==
===Army===
You start out with 2 1918 infantry divisions in your one province. Your best bet is to build only infantry, since your entire country is jungle.
===Navy===
You start with 1 transport flottila. This is fine for your little transporting needs. It isn't necessary to build an extensive navy because as a puppet of America, if you get in wars, then America gets in the wars too, and America is much more capable of guarding the seas then you can.
===Air force===
It's best not to build an air force, since you don't have the manpower or IC to spare to make planes. Also, your location in Africa means that you are pretty far away from most action, and your single research slot is much better used on industrial, infantry and doctrine techs.
==Strategy==
Try for a land grab near the end of the SCW, to get their reachable African colonies. Then, when war with Vichy comes, take as much of Africa as you can.
==Pro's==
Powerful Ally-USA
==Con's==
1.Bad tech teams
2.Little chance for outward expansion.
3.No Navy
4.No Air Force
5.Horrid terrain in your country
185df00b01ec7fd97b1a8af56c611f0075894971
Liberia Strategy
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Lillebror moved page [[Liberia Strategy]] to [[Liberia]]
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#REDIRECT [[Liberia]]
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Lithuania
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930
2017-03-21T10:11:18Z
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Lillebror moved page [[Lithuania Strategy]] to [[Lithuania]]
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{{Country guides}}
Lithuania's strategy is based purely on a defensive doctrine. One of her strengths is the good generals she has, the low point is the mere 5 IC the game starts with. To build up IC declare war on Estonia and annex them before they can fight back. Always research Infantry Doctrines to help the defense or Agrichemistry to build up manpower. One should be sure to produce an efficient army and build a few land forts and concentrate them in one province,then when the Soviets attack they will encircle Vilnius but they won't attack it. The Soviets will remain around Vilnius until the Germans arrive and drive them out. Choose an efficient Foreign Minister and keep giving Germany rare materials, this will maintain good relations with Germany and they won't annex Lithuania. If this has worked properly Germany should annex Soviet Union in three years and Lithuania will be free from aggressors.
dee581a6c7f05749031e7c1004a88e19d34f9d5c
Lithuania Strategy
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Lillebror moved page [[Lithuania Strategy]] to [[Lithuania]]
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#REDIRECT [[Lithuania]]
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Luxemburg
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Lillebror moved page [[Luxemburg strategy]] to [[Luxemburg]]
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{{Country guides}}
== Fort [[Luxemburg]] ==
It is possible to survive alone as Luxemburg by building 10 land forts and just sitting there. It will be one of the most boring games you are ever likely to play though and you will not be influencing anything at all until well after the war for Europe has been won (and even then you can only ally with the victor or you will still be unable to do anything). Far better to ally with one side or the other early on.
== Find an Ally ==
First of all, make sure to increase your interventionism each year, as you need either a high interventionism or a dictatorship government to enter alliances while still at peace. Answer events to gain yourself more interventionism and authoritarianism: when "Law Policy Initiative" comes up, choose to "Side with the Ultrarightists", and when a "Rogue Politician" appears, certainly "Ignore him". With the right events, you should have a Paternal Autocrat government by 1937.
=== Joining the Allies ===
Allying with the allies while having these 10 forts will not noticeably affect their chances in Europe as there is still plenty of space north of you for the axis to roll through.
=== Joining the Axis ===
You could try getting an alliance with Germany so that they conquer France through your territory, giving you French provinces. This will not work with some of the patches, unfortunately (1.2 and up?), as Germany will not take provinces for you just by passing through your country.
To obtain an alliance with Germany, start from the 1936 campaign and immediately begin trading your metal and a tiny bit of rare materials with Germany for enough energy to stay positive and as much money as you can get. If necessary, forgo both research and production in order to produce more money. This trade with Germany will gradually improve your negative relations; the more favourable the trade to Germany, the more quickly relations will improve. As you start gaining energy from trade, you will automatically convert some of this to a tiny amount of oil. Give this oil to Germany in a separate trade agreement.
When your relations with Germany reach +50, this is the highest the trade agreements will raise you. At least by the beginning of 1938, start influencing Germany. By this time, your cash reserve and your interventionism level will be so high that you should have enough money to get German relations high enough so that the "Join Alliance" option will have 100% chance of success. When this succeeds, you can end all one-sided trade agreements and maybe actually begin some research or production.
Once you are part of the Axis, your main worry is France. If Germany and the Allies go to war, France will invade you immediately. Either take military control of Germany to reinforce Luxemburg heavily, or, if you don't like taking military control, make certain that Germany never goes to war with the Allies until you are ready to defend Luxemburg. One way of doing this is by declaring war on Tibet, or anyone who isn't in danger of overrunning you. This should stop the "Danzig or war" event from firing, and it will hopefully guarantee a war that will not reach your tiny duchy.
[[Category:National Strategy]]
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/* Fort Luxemburg */
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{{Country guides}}
== Fort Luxemburg ==
It is possible to survive alone as Luxemburg by building 10 land forts and just sitting there. It will be one of the most boring games you are ever likely to play though and you will not be influencing anything at all until well after the war for Europe has been won (and even then you can only ally with the victor or you will still be unable to do anything). Far better to ally with one side or the other early on.
== Find an Ally ==
First of all, make sure to increase your interventionism each year, as you need either a high interventionism or a dictatorship government to enter alliances while still at peace. Answer events to gain yourself more interventionism and authoritarianism: when "Law Policy Initiative" comes up, choose to "Side with the Ultrarightists", and when a "Rogue Politician" appears, certainly "Ignore him". With the right events, you should have a Paternal Autocrat government by 1937.
=== Joining the Allies ===
Allying with the allies while having these 10 forts will not noticeably affect their chances in Europe as there is still plenty of space north of you for the axis to roll through.
=== Joining the Axis ===
You could try getting an alliance with Germany so that they conquer France through your territory, giving you French provinces. This will not work with some of the patches, unfortunately (1.2 and up?), as Germany will not take provinces for you just by passing through your country.
To obtain an alliance with Germany, start from the 1936 campaign and immediately begin trading your metal and a tiny bit of rare materials with Germany for enough energy to stay positive and as much money as you can get. If necessary, forgo both research and production in order to produce more money. This trade with Germany will gradually improve your negative relations; the more favourable the trade to Germany, the more quickly relations will improve. As you start gaining energy from trade, you will automatically convert some of this to a tiny amount of oil. Give this oil to Germany in a separate trade agreement.
When your relations with Germany reach +50, this is the highest the trade agreements will raise you. At least by the beginning of 1938, start influencing Germany. By this time, your cash reserve and your interventionism level will be so high that you should have enough money to get German relations high enough so that the "Join Alliance" option will have 100% chance of success. When this succeeds, you can end all one-sided trade agreements and maybe actually begin some research or production.
Once you are part of the Axis, your main worry is France. If Germany and the Allies go to war, France will invade you immediately. Either take military control of Germany to reinforce Luxemburg heavily, or, if you don't like taking military control, make certain that Germany never goes to war with the Allies until you are ready to defend Luxemburg. One way of doing this is by declaring war on Tibet, or anyone who isn't in danger of overrunning you. This should stop the "Danzig or war" event from firing, and it will hopefully guarantee a war that will not reach your tiny duchy.
[[Category:National Strategy]]
8e90a7646d796b21f199afcaa011c9aa44945c85
Luxemburg strategy
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Lillebror moved page [[Luxemburg strategy]] to [[Luxemburg]]
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#REDIRECT [[Luxemburg]]
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Mongolia
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600
1582
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2017-03-21T10:11:46Z
Lillebror
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Lillebror moved page [[Mongolia Strategy]] to [[Mongolia]]
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{{Country guides}}
Mongolia - the most annoying, or amusing, nation in the game. You have a few provinces, 6 IC, and are a puppet of the Soviet Union. Not bad? Then go on.
== The first years ==
Now. You MUST declare war on Sinkiang as soon as you get the troops on the border. Don't mind the dissent hit. You won't be the one waging the way anyway.
Who will it be then? Look up. Or, in other words, look north. Yes. That red blob is gonna help you. You just have to get to wait a week or so to get help.
Nationalist China may DOW you at the moment, but don't mind that. Just bunker on the borders and let the Soviets do everything for you.
== Mid-1939 ==
The wars should be all done by now. And you should annex the last warlord (For me it was Shanxi, but stuff like that varies)
Japan should kick in 1938 too and go landgrab on it. Halt them AS FAST AS POSSIBLE. If you fail, you'll probably lose the most valuable provinces - Nanking and most of the coast at all.
If you do this perfectly, you get 80 IC on full IC takeover. Without it, just 16. Will do anyways.
== 1940 - 1944 ==
You should build up in these years. SU will be at war with Germany already, but don't mind that, they will survive. If they don't, well, reset the game.
== 1945 ==
Now it's the time for your great showtime.
Declare war on Japan. By now, you are meant to have an army at least the half of Japan's.
Germany should be done with too, so the SU has a lot of free troops to help. If you need them or not, you decide, but they will show up anyway.
== After 1945 ==
Your hand is free now. You hae established a great empire in Asia, taking over China and going at it with Japan. Remember - go for Tokyo before the Americans do it, if you didn't already. That's a hole full of IC, I can say.
Genghis Khan would be proud of you.
[[Category:National Strategy]]
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Mongolia Strategy
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2017-03-21T10:11:46Z
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Lillebror moved page [[Mongolia Strategy]] to [[Mongolia]]
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#REDIRECT [[Mongolia]]
e808e695a163f38311de6b9fbd13115c4f4b3e2b
New Zealand
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622
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2017-03-21T10:11:55Z
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Lillebror moved page [[New Zealand strategy]] to [[New Zealand]]
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{{Country guides}}
== Background ==
[[New Zealand]] is little country with weak armed forces but playing with it will be fun and challenging - as it has some advantages too.
* '''Advantages'''
** Lots of powerful allies
** OK tech teams and a few are very good
** Isolationism: AI never attacks New Zealand
* But there is lots of '''disadvantages'''
** Low [[IC]] and only one tech slot
** Low manpower
** Weak army: land units have only ½ strength...
*** Navy have only few transport ships, no cruisers or battleships
*** No air force
** Dove lobby: low manpower growth
== Before World War ==
The first thing you need to do is building infantry. One infantry costs 4.82 IC so set production slider to 4 or 4.82 but then you must leave reinforcing your first divisions. Try upgrade obsolete divisions and reinforce old divisions... In politics New Zealand have one good thing, it is ''social democrat''. Move Democracy slider to Authoritarian to make your goverment Left-Wing radical or Dove lobby slider to Hawk lobby. Do not research or build tanks.
=== Research & Production ===
Research and product
* Basic [[Infantry]]
* Basic [[Marines]]
* Transports and/or destroyers
Don't
* [[Cavalry]], it is not useful in island-to-island campaigns
* [[Battleships]] (it will be take too long to build any battleships, if you don't use ''no time limit'' -mod =])
;*And really don't waste your low IC on tanks, which are also weak attacking islands
And if you have time, try to research some basic doctrines, New Zealands best tech teams are doctrine-teams...
Regarding planes I won't comment. When I played with New Zealand I didn't build any planes, but on the other hand I didn't conquered very many provinces...
== At war ==
For New Zealand the main strategy is conquering Japanese islands. You need transports, or you are prisoner in your home islands. Marines will be good for operations like this and if you play well, you can start amphibious assault on the [[Japan]]ese main Islands, where you really will need good infantry and luck too..
*Alternatively* What I like to do with NZ, (I didn't write the above piece) is disband my CAV at the start, as they arent worth reinforcing, then spam INF and transport them to Africa where they can get XP stopping the Italians, as generally, the British AI doesn't fight too hard in Africa. Then take your troops into Italy itself, where the IC jackpot is. Try and get the RN to destroy the Italian navy first, or go gamey and splash out for a NAV squadron or two and bomb them. Then landing troops in Anzio for example is a piece of cake. I generally tend to ignore Japan, as they have plenty of trouble from the USA and Britain, and the gains to be made are quite small. Then, once the IC rolls in, build some tanks with the extra tech slots you'll have, or branch out into wherever you feel. Buying planes from Britain doesnt hurt, but you have to reinforce them. I used ground attack quite a bit, but have heard this has been nerfed in Arma 1.2 so thats a blow. Good luck, NZ is quite hard to play, but fun if you get it right.
(just finished a game as NZ, annexed Germany and the rest of Europe, AAR on forums :D
[[Category:National Strategy]]
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New Zealand strategy
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Lillebror moved page [[New Zealand strategy]] to [[New Zealand]]
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#REDIRECT [[New Zealand]]
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Tannu Tuva strategy
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{{merge|Merger=Tannu Tuva}}
{{Country guides}}
== Background ==
[[Tannu Tuva]] is a deceptively fun nation to play as- it just requires an awful lot of patience. Several years' worth, to be precise, in order to build up a credible army and international standing to do anything at all. But just remember- whilst people may initially say Tuva is merely a puppet- remember that in actual fact it is not. You're as free to leave the Comintern as you wish. Even the Mongolians don't have that much choice, and look how much more strategically important their lands are to the Soviets!
If you think leaving the Comintern isn't worth it, think again. What will you gain by staying with the USSR? A load of territorial gains for the Soviets and then being forcibly annexed in 1944.
Not a good deal, I think you'll agree.
First you must accept that there is nothing you can do with regards to territorial gains. Believe me, I've tried. Convincing the USSR won't get you any of the provinces you need to reach Sinkiang- that is, Bijsk or Ziryanovsk, and there's no way Mongolia will give you Khobdo- it being their only victory point save for Ulan Bator.
Basically, the advantages you do have are that:
* In the middle of nowhere surrounded by friendly nations. No way you can be attacked.
* Only one province to defend
Sure, you have some bad ministers and leaders but that can all be sorted out in the years to come when you are the one in a position to make demands.
First, stay in the Comintern until the Winter War of 1938 against Finland. Once the Soviet Union DoWs Finland, if you stay in the Comintern during this time you'll have firmly established yourself in the anti-Axis camp. This is something you really do not want.
The Axis powers and the Japanese will never have cordial relations with you but if you've never actually been at war with Finland they're less likely to DoW you once you leave the Comintern, which I would suggest doing by late 1937.
Tannu Tuva doesn't have many trading materials- so to start off with you'll need to start trades with nations such as Communist China and Sinkiang, who are usually quite willing to give you their energy and supplies. Likewise, some of the left wing nations in South America such as Brazil can emerge as useful trading partners. To be honest, it is probably excusable to cheat a little as Tannu Tuva and give yourself some more cash. I mean, this is a tiny Siberian nation holding its own by 1938- give yourself a break!
== Early Years ==
These should be spent developing, developing, and developing. You've only got one techteam slot- you'll never have a good enough industrial capacity to make [[Kyzyl]] produce infantry divisions as quickly as you'd like so instead research either the latest infantry division models or land doctrines. Start by producing more infantry divisions and adding them to your existing one on Kyzyl- by this time the USSR and Mongolia should be trading like crazy with you and giving you all their best tech blueprints. Forging a friendship with Communist China is a good thing in one sense but could jeapordise your relationship with Sinkiang (which is something you'll want eventually anyway but not just yet). Given that there is absolutely nothing you can do to help them, just use them for trading with. If you do ally with them, by no means send expeditionary forces. If you think your few Tuvan divisions can help at all you'll be proven wrong very unpleasantly by the might of the Japanese Army.
Now it's time to leave the Comintern. If you've played your cards right, you should have got around six to seven blueprints from the USSR and have founded loads of trade agreements with them which will continue even though you're not an ally anymore.
From here on the game will be a war of attrition for you- the next three years will be solely building divisions. Not too fun but highly necessary. Whatever you do, do not cancel the USSR's military access through your lands. You need something to decieve them into thinking you are in their Soviet sphere of influence.
Start by building, then adding a few simple brigades (armoured cars and artillery are good)- but remember you only have 5 IC, so don't get too optimistic.
== The German War Machine ==
By the time Barbarossa is declared, you should reckon on having three units with three divisions in each, two of them definitely under your best commanders- Bogaichuk and Tovarischtaj.
Since you'll have a reasonable army for a nation your size, there's really no worry about consumer goods at least for a few months. Spend all your IC on production- after all, there's only one province where there could be revolts, and that has your entire army standing guard!
It is now incredibly tempting to declare war on the USSR. That would be a fatal mistake. They may look weak but think of all the troops still near the Manchurian border and Vladivostok. Your army will be no match for them.
Remember that under usual circumstances, Tannu Tuva would be sending all its troops to fight Germany. However, remember that you're not doing that at the moment... and since the Soviets need all the troops they can get, your lack of participation may make a dent in their war plans to an extent.
Just casually watch as the German border gets closer to Moscow. If they take Moscow- which they probably should- you have a fairly good bet that the Germans will be chasing the USSR way back past Naberezhniye Chelny- where their capital will be relocated to.
== And now the fun begins! ==
If the Germans reach Omsk, move all your IC to supplies and consumer goods. DoW the USSR before the Germans reach Semipalatinsk and start land-grabbing. By now all the Manchurian border units will have been sent to the West and the Mongols shouldn't be too much of a threat.
Send one of your divisions to Khobdo, and then on to Ulan Bator to annex Mongolia, and the other two on to Irkutsk and Shushkenoye respectively. Irkutsk can be useful in keeping the Soviets in check, as it causes a huge buffer between themselves and the advancing German front, since Lake Baikal is in the way. Wonderful for a natural defensive front, it also gives you 3 more IC points. Shushkenoye and the neighbouring province of Ojrot-Tura are tactically important as they can allow you to reach Abakan and Krasnoyarsk- yet more IC and a way to press on to Yakutsk if necessary.
But remember- after your troops in the North have taken lands for Tuva and the Germans' front presses, on send more troops down to Central Asia. There will still be Soviet divisions there waiting for you who may take the oppurtunity of your distraction with taking Siberia to take Kyzyl. Then you'd really look an idiot. Instead, loop around and take provinces bordering Sinkiang- the more the better- to make the invasion of Sinkiang easier later on. Liberating Kyrgyzstan if possible can help as they get more IC 'from heaven'
== What next? ==
Be careful in future. Getting involved with the Chinese Civil War is incredibly messy- you can be tactful with the Siberian front and making the most of Barbarossa, but there's no way you'll ever be able to match the Chinese manpower. Tactics won't do you any good when the whole Nationalist Chinese Army comes knocking on your door.
If Japan DoWs the Soviet Union, you have won. Even if this happens early on in the game you have a fairly good chance of survival since the USSR will also be fighting the Germans and Finns no matter what happens.
Annexing Sinkiang is well worth it, and maybe even on to Tibet, but don't get too lucky. Afghanistan and Persia would be a lucky strike, but pause and take a breather. Tuva will need plenty of new divisions in order to do much more than take the USSR and Mongolia's territories. Be realistic, be careful, and by all means be patient. Tuva can be rewarding to play as but you need to save often and think carefully. One wrong turn could be your destruction.
'''mehmet12, 23/4/08'''
[[Category:National Strategy]]
97e6409684256a78befaa13c3023062a0a22edc4
Xibei San Ma
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Lillebror
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== Xibei San Ma ==
'''Advantages:'''
Access to blueprints from Nationalist China
Allied with Nationalist China at the start
'''Disadvantages:'''
Very poor IC, especially compared to Guangxi and Shanxi clique
Poor leaders
Poor ministers with no alternatives
Very poor tech teams
No access to water
No airforce
Limited manpower
Poor resources
Few cores on any other Chinese territory
Starts as a puppet of Nationalist China
Starts at war with Communist China
Will be attacked by Japan
32e32eb0102fdde254fa2c04ff339c4f1b681641
Xibei San Ma Strategy
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Lillebror
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#REDIRECT [[Xibei San Ma]]
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Yunnan
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Lillebror
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== Yunnan Clique ==
'''Advantages:'''
Far from the Japanese advance
Reasonable sized starting army
Relatively good defensive terrain
Access to blueprints assuming you ally with the other Chinese factions
'''Disadvantages:'''
Very poor IC, especially compared to Guangxi and Shanxi clique
Poor leaders
Poor ministers with no alternatives
Very poor tech teams
No access to water
No airforce
Limited manpower
Poor resources
No cores on any other Chinese territory
5e095ae02d19bd06b8c392344c1e139b543c4dd2
Yunnan Strategy
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873
1590
2017-03-21T10:12:59Z
Lillebror
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Lillebror moved page [[Yunnan Strategy]] to [[Yunnan]]
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#REDIRECT [[Yunnan]]
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Slovakia
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Lillebror
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Lillebror moved page [[Slovakia Strategy]] to [[Slovakia]]
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== Slovakia ==
Slovakia only exists in the 1939 and 1941 scenarios (It doesn't in the 1944 standard scenario despite it historically still being in existence then).
'''Advantages:'''
Lots of German support
'''Disadvantages:'''
A puppet
Poor leaders
No access to water
Very poor starting army
Limited manpower
Poor resources
No cores on any other useful territory
8e1fd24df362fb9c3190ffe2ede3137ce3d88049
Slovakia Strategy
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Lillebror
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Lillebror moved page [[Slovakia Strategy]] to [[Slovakia]]
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#REDIRECT [[Slovakia]]
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Template:Infobox
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Lillebror
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<div style="width:{{{width|500px}}}; height:{{{height|auto}}}; float:{{{float|none}}}; clear:{{{clear|none}}}" class="eu4box {{{class|}}}">
<div class="heading">
<noinclude><div style="font-size:150%;padding: 3px 0px;"></noinclude>{{{header}}}<noinclude></div></noinclude>
</div>{{{content}}}</div><noinclude>
[[Category:Infoboxes|*]]</noinclude>
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Template:Country guides
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try of a restore with an infobox
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{{infobox
|width= 330px
|float= right
|clear= right
|header=<div style="font-size:larger; padding: 3px 0px; text-align:center;">[[Country guides]]</div>
|content=
{{Infobox/row|heading|[[Major power]]}}
{{Infobox/row|1|[[France strategy]]}}
{{Infobox/row|1|[[Germany Strategy]]}}
{{Infobox/row|1|[[Italy strategy]]}}
{{Infobox/row|1|[[Japan strategy]]}}
{{Infobox/row|1|[[United Kingdom Strategy]]}}
{{Infobox/row|1|[[USA Strategy]]}}
{{Infobox/row|1|[[Soviet Union Strategy]]}}
{{Infobox/row|heading|Regional powers}}
{{Infobox/row|1|[[Argentina strategy]]}}
{{Infobox/row|1|[[Australia strategy]]}}
{{Infobox/row|1|[[Belgium strategy]]}}
{{Infobox/row|1|[[Bulgaria strategy]]}}
{{Infobox/row|1|[[Brazil strategy]]}}
{{Infobox/row|1|[[Canada strategy]]}}
{{Infobox/row|1|[[Czechoslovakia Strategy]]}}
{{Infobox/row|1|[[Guangxi Clique Strategy]]}}
{{Infobox/row|1|[[Hungary strategy]]}}
{{Infobox/row|1|[[Manchukuo strategy]]}}
{{Infobox/row|1|[[Nationalist China strategy]]}}
{{Infobox/row|1|[[Nationalist Spain strategy]]}}
{{Infobox/row|1|[[Netherlands strategy]]}}
{{Infobox/row|1|[[Poland strategy]]}}
{{Infobox/row|1|[[Republican Spain strategy]]}}
{{Infobox/row|1|[[Romania strategy]]}}
{{Infobox/row|1|[[Sweden strategy]]}}
{{Infobox/row|1|[[Turkey strategy]]}}
{{Infobox/row|1|[[Yugoslavia strategy]]}}
{{Infobox/row|heading|[[Minor power]]s}}
{{Infobox/row|1|[[Austria strategy]]}}
{{Infobox/row|1|[[Chile Strategy]]}}
{{Infobox/row|1|[[Colombia Strategy]]}}
{{Infobox/row|1|[[Denmark Strategy]]}}
{{Infobox/row|1|[[Finland strategy]]}}
{{Infobox/row|1|[[Greece strategy]]}}
{{Infobox/row|1|[[Ireland strategy]]}}
{{Infobox/row|1|[[Mexico Strategy]]}}
{{Infobox/row|1|[[Norway Strategy]]}}
{{Infobox/row|1|[[Peru Strategy]]}}
{{Infobox/row|1|[[Portugal strategy]]}}
{{Infobox/row|1|[[Shanxi Strategy]]}}
{{Infobox/row|1|[[South Africa Strategy]]}}
{{Infobox/row|1|[[Switzerland Strategy]]}}
{{Infobox/row|heading|[[Micro power]]s}}
{{Infobox/row|1|[[Afghanistan strategy]]}}
{{Infobox/row|1|[[Albania Strategy]]}}
{{Infobox/row|1|[[Bhutan Strategy]]}}
{{Infobox/row|1|[[Bolivia Strategy]]}}
{{Infobox/row|1|[[Communist China strategy]]}}
{{Infobox/row|1|[[Costa Rica Strategy]]}}
{{Infobox/row|1|[[Cuba Strategy]]}}
{{Infobox/row|1|[[Dominican Republic strategy]]}}
{{Infobox/row|1|[[Ecuador Strategy]]}}
{{Infobox/row|1|[[El Salvador Strategy]]}}
{{Infobox/row|1|[[Estonia Strategy]]}}
{{Infobox/row|1|[[Ethiopia strategy]]}}
{{Infobox/row|1|[[Guatemala strategy]]}}
{{Infobox/row|1|[[Haiti Strategy]]}}
{{Infobox/row|1|[[Honduras Strategy]]}}
{{Infobox/row|1|[[Iraq Strategy]]}}
{{Infobox/row|1|[[Latvia Strategy]]}}
{{Infobox/row|1|[[Liberia Strategy]]}}
{{Infobox/row|1|[[Lithuania Strategy]]}}
{{Infobox/row|1|[[Luxemburg strategy]]}}
{{Infobox/row|1|[[Mongolia Strategy]]}}
{{Infobox/row|1|[[New Zealand strategy]]}}
{{Infobox/row|1|[[Nepal Strategy]]}}
{{Infobox/row|1|[[Nicaragua Strategy]]}}
{{Infobox/row|1|[[Oman Strategy]]}}
{{Infobox/row|1|[[Panama Strategy]]}}
{{Infobox/row|1|[[Paraguay Strategy]]}}
{{Infobox/row|1|[[Persia Strategy]]}}
{{Infobox/row|1|[[Philippines Strategy]]}}
{{Infobox/row|1|[[Saudi Arabia Strategy]]}}
{{Infobox/row|1|[[Siam Strategy]]}}
{{Infobox/row|1|[[Sinkiang Strategy]]}}
{{Infobox/row|1|[[Tannu Tuva strategy]]}}
{{Infobox/row|1|[[Tibet Strategy]]}}
{{Infobox/row|1|[[Venezuela Strategy]]}}
{{Infobox/row|1|[[Uruguay Strategy]]}}
{{Infobox/row|1|[[Xibei San Ma Strategy]]}}
{{Infobox/row|1|[[Yemen Strategy]]}}
{{Infobox/row|1|[[Yunnan Strategy]]}}
}}
cf816df63f40a21104b37f5da2fee90a2e2e7ffa
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{{infobox
|width= 330px
|float= right
|clear= right
|header=<div style="font-size:larger; padding: 3px 0px; text-align:center;">[[Country guides]]</div>
|content=
<div style="font-weight: bold; text-align:center; >[[Major power]]s</div>
----
{{MultiColumn|[[France]]<br />[[Germany]]<br />[[Italy]]<br />[[Japan]]<br />[[Soviet Union]]<br />[[United Kingdom]]<br />[[USA]]
|3|105px|5px}}
<div style="font-weight: bold; text-align:center;" >Regional powers</div>
----
{{MultiColumn|[[Argentina]]<br />[[Australia]]<br />[[Belgium]]<br />[[Bulgaria]]<br />[[Brazil]]<br />[[Canada]]<br />[[Czechoslovakia]]<br />[[Guangxi Clique]]<br />[[Hungary]]<br />[[Manchukuo]]<br />[[Nationalist China]]<br />[[Nationalist Spain]]<br />[[Netherlands]]<br />[[Poland]]<br />[[Republican Spain]]<br />[[Romania]]<br />[[Sweden]]<br />[[Turkey]]<br />[[Yugoslavia]]
|3|105px|5px}}
<div style="font-weight: bold; text-align:center;" >[[Minor power]]s</div>
----
{{MultiColumn|[[Austria]]<br />[[Chile]]<br />[[Colombia]]<br />[[Denmark]]<br />[[Finland]]<br />[[Greece]]<br />[[Ireland]]<br />[[Mexico]]<br />[[Norway]]<br />[[Peru]]<br />[[Portugal]]<br />[[Shanxi]]<br />[[South Africa]]<br />[[Switzerland]]
|3|105px|5px}}
<div style="font-weight: bold; text-align:center;" >[[Micro power]]s</div>
----
{{MultiColumn|[[Afghanistan]]<br />[[Albania]]<br />[[Bhutan]]<br />[[Bolivia]]<br />[[Communist China]]<br />[[Costa Rica]]<br />[[Cuba]]<br />[[Dominican Republic]]<br />[[Ecuador]]<br />[[El Salvador]]<br />[[Estonia]]<br />[[Ethiopia]]<br />[[Guatemala]]<br />[[Haiti]]<br />[[Honduras]]<br />[[Iraq]]<br />[[Latvia]]<br />[[Liberia]]<br />[[Lithuania]]<br />[[Luxemburg]]<br />[[Mongolia]]<br />[[New Zealand]]<br />[[Nepal]]<br />[[Nicaragua]]<br />[[Oman]]<br />[[Panama]]<br />[[Paraguay]]<br />[[Persia]]<br />[[Philippines]]<br />[[Saudi Arabia]]<br />[[Siam]]<br />[[Sinkiang]]<br />[[Tannu Tuva]]<br />[[Tibet]]<br />[[Venezuela]]<br />[[Uruguay]]<br />[[Xibei San Ma]]<br />[[Yemen]]<br />[[Yunnan]]
|3|105px|5px}}
}}
d2fec3979e6ceabae570d409b30c8e9365d51e66
1604
1603
2017-03-22T10:35:21Z
Lillebror
871
wikitext
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{{infobox
|width= 330px
|float= right
|clear= right
|header=<div style="font-size:larger; padding: 3px 0px; text-align:center;">[[Country guides]]</div>
|content=
<div style="font-weight: bold; text-align:center; >[[Major power]]s</div>
----
{{MultiColumn|[[France]]<br />[[Germany]]<br />[[Italy]]<br />[[Japan]]<br />[[Soviet Union]]<br />[[United Kingdom]]<br />[[USA]]
|3|105px|5px}}
<div style="font-weight: bold; text-align:center;" >Regional powers</div>
----
{{MultiColumn|[[Argentina]]<br />[[Australia]]<br />[[Belgium]]<br />[[Bulgaria]]<br />[[Brazil]]<br />[[Canada]]<br />[[Czechoslovakia]]<br />[[Guangxi Clique]]<br />[[Hungary]]<br />[[Manchukuo]]<br />[[Nationalist China]]<br />[[Nationalist Spain]]<br />[[Netherlands]]<br />[[Poland]]<br />[[Republican Spain]]<br />[[Romania]]<br />[[Sweden]]<br />[[Turkey]]<br />[[Yugoslavia]]
|3|105px|5px}}
<div style="font-weight: bold; text-align:center;" >[[Minor power]]s</div>
----
{{MultiColumn|[[Austria]]<br />[[Chile]]<br />[[Colombia]]<br />[[Denmark]]<br />[[Finland]]<br />[[Greece]]<br />[[Ireland]]<br />[[Mexico]]<br />[[Norway]]<br />[[Peru]]<br />[[Portugal]]<br />[[Shanxi]]<br />[[South Africa]]<br />[[Switzerland]]
|3|105px|5px}}
<div style="font-weight: bold; text-align:center;" >[[Micro power]]s</div>
----
{{MultiColumn|[[Afghanistan]]<br />[[Albania]]<br />[[Bhutan]]<br />[[Bolivia]]<br />[[Communist China]]<br />[[Costa Rica]]<br />[[Cuba]]<br />[[Dominican Republic]]<br />[[Ecuador]]<br />[[El Salvador]]<br />[[Estonia]]<br />[[Ethiopia]]<br />[[Guatemala]]<br />[[Haiti]]<br />[[Honduras]]<br />[[Iraq]]<br />[[Latvia]]<br />[[Liberia]]<br />[[Lithuania]]<br />[[Luxemburg]]<br />[[Mongolia]]<br />[[New Zealand]]<br />[[Nepal]]<br />[[Nicaragua]]<br />[[Oman]]<br />[[Panama]]<br />[[Paraguay]]<br />[[Persia]]<br />[[Philippines]]<br />[[Saudi Arabia]]<br />[[Siam]]<br />[[Sinkiang]]<br />[[Tannu Tuva]]<br />[[Tibet]]<br />[[Venezuela]]<br />[[Uruguay]]<br />[[Xibei San Ma]]<br />[[Yemen]]<br />[[Yunnan]]
|3|105px|5px}}
}}<noinclude>
[[Category:Infoboxes]]</noinclude>
698f401faa559b5c7ee75001006eae36f7dbf210
Template:Navboxcell
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<span style="white-space:nowrap;">[[{{{1}}}]] {{#ifeq:{{{2}}}|end||•}}</span><noinclude>
== Usage ==
Used alongside {{Template|Navbox}} to create a non-breackable cell.
[[Category:Navboxes]]</noinclude>
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#REDIRECT [[Austria]]
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#REDIRECT [[France]]
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Ireland Strategy
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Ireland Strategy Guide
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Template talk:Version
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Created page with "Perhaps it is a good idea to use the [[V2:template:version|versioning template]] from Victoria 2 wiki also here. What do you think? ~~~~"
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Perhaps it is a good idea to use the [[V2:template:version|versioning template]] from Victoria 2 wiki also here. What do you think? [[User:Lillebror|– Lillebror]] ([[User talk:Lillebror|talk]]) 07:42, 22 March 2017 (CET)
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HOI2 Patch1.3B
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/* AI improvements */
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{{RFD}}
{{needwiki}}
{{HOI2 Patch}}
Hearts of Iron 2 patch 1.3B is different from other patches: It's a main focus was to improve the AI and did not support e new hoi2.exe file.
== AI improvements==
* USA rewrote build loading AI to do a gradual buildup of land units rather than trying to build 300 divisions as soon as the war starts
* USA had a change to his building of Air Transports AI to spread the build out more
* SOV will build longer serial runs when his Land or Panic building AI are loaded to take advantage of the +10% gearing bonus
* SOV Stalin will take over as Armament Minister when atwar
* SOV Semen will take over as Chief of the Army when atwar
* ENG will now research to level 5 carriers (useto stop at level 3)
* USA Armament Minsiter will switch to a Resource Industrialist once atwar
* USA Chief of Staff AI Minister changed slightly for atpeace and atwar
* USA Chief of the Army Minister AI changed to use Marshall
* SOV Fixed a bug in his build AI where he was not loading his Panic building AI
* JAP will no longer build fatories
* JAP will no longer mass build militia early on
* JAP Armament Minister AI has been tweaked
* JAP will build airfields and forts throughout the Pacific and then stop when war starts
* JAP will no longer build HQs (the three he starts with is it)
* JAP should build longer serial runs when atwar with CHI
* JAP will no longer be in such a rush to DOW the warlords and CHC as he did before once war with CHI begins
* GER will now try and keep 3 transports up at all times
* CGX will send more forces to help CHI than the other warlords
* GER had a bug fix where the AI events would get stuck if HUN attacked YUG with aggressive AI loaded
* ITA had a bug fix where the AI events would get stuck if HUN attacked YUG with aggressive AI loaded
* HOL, MON, BEL AI File events are now included in the scenario(explains why HOL never listened to Embargo)
* GER had a bug fix where sometimes he would not DOW SOV
* BRA had a bug fix where Getulio Vargas showed up in Romania
* GER will wait to build forts till he has all the fort bonus techs
* GER will never build Marines
* GER will build more interceptors
* GER will build more flack accross his country
* GER Norway invasion improved
* GER will no longer build/research armoured cars
* Air AI mission weights reworked
* USA has an Air AI
* ENG will no longer build armoured cars and police units
* ENG will no longer build Strategic Bombers in the early years
* SOV will build some forts in their country
* SOV will no longer build Mechanized units
* SOV will no longer build Cavalry units
* SOV will no longer build armoured cars and police units
* USA will no longer build armoured cars and police units
* USA will no longer build/research subs
* ENG will no longer build/research subs
* JAP will no longer research armoured cars
* JAP will no longer build submarines
* JAP will no longer build/research Escort Fighters
* HUN\BUL\ROM sending forces to Italy if GER was human controled fixed
* USA should no longer help his allies with EXP forces (causing to many issues with no DDay being launched)
* CZE should give in less to HUN demands
* MAN should send less troops early on to help JAP if CHI is AI controled (will send when JAP/USA atwar)
* HUN should no longer research ship assembly
* ITA should no longer build police/armoured cars
* ITA will no longer research armoured cars
* HOL capital moved fixed so it could not be exploited via the pacific
* BEL capital moved fixed so it could not be exploited via Congo
* SOV has a capital move AI now
* FRA will no longer build Police
* JAP has new front rations for Pacific war with PHI, HOL and USA
* ITA garrison max lower to let more troops fight in Libya
* HUN will no longer research Ship Assembly Line
* Updated research prios for a bunch of minors
* CAN has an Air AI
* AST has an Air AI
* GER had a bug fix in minster AI that put the wrong minister in Chief of Staff
* GER had a minister AI change to his Chief of Army position
* JAP will no longer build nor research armor divisions
* JAP will no longer build nor research motorized infantry
* JAP had his tech preferences enhanced
* JAP will research and build CAS
* JAP will ignore cavalry and Mechanized techs
* TUR Neutrality raised
* JAP fixed an event that was causing JAP to build armor when he shouldn't
* SLO should not cave into HUN demands so easily anymore
* Fixed a bug where CHI and the warlords where not research the proper Land Doctrines
* ENG will no longer research Escort Fighters
* SOV fixed an issue where he would DOW even when he had a non-aggression pact
* CHC should be more defensive in nature vs JAP
* SOV will no longer research or build Escort Fighters
* CHC had changes to his Research weights
* CHI will no longer research or build TAC
* CHI will now research and build CAS
* CHI will no longer research Cavalry
* CHI will no longer research Static Anti Aircraft Guns
* CHI will no longer research Anti Aircraft Brigade
* CHI will research Artillery and Anti-Tank brigade
* CHI had changes to his Research weights
* FRA will no longer research Static Anti Aircraft Guns
* FRA will no longer research Static Tank Destroyers
* FRA will no longer research Static SP Guns
* FRA will no longer research Static SP Rockety Artillery
* FRA will no longer research Armoured Cars
* FRA will no longer research Motorized Infantry
* FRA will no longer research Cavalry
* FRA will no longer research Mechanized Infantry
* SOV will no longer research Static Anti Aircraft Guns
* CGX/SIK/CSX/CXB/CYN had a bunch of research prios and ignores added
* GER/ITA/SOV/JAP/CHI/FRA had Strategic Air Doctrines added to ignore list
* FRA will no longer build/research subs
* USA/ENG will no longer research CAS Air Doctrines
* HUN/ROM/BUL will help Germany more in invading Yugoslavia
* CAN/AST/SIA/MAN prefered techs and build weights have changed
* COL/ECU/MEX had bug fixes to their minister AI
* FRA/ENG should no longer send EXP forces to POL/DEN/CZE
* POL will no longer send EXP forces to FRA/ENG
* POL will no longer build any ships
* ENG Homeland defense improved (OOB Changes and AI Changes)
* ENG had changes to his Armament Minister AI and his Chief of the Army minister AI
* FIN Tech Research and build weights redone
* SWE Tech Research and build weights redone
* POL Tech Research and build weights redone
* ROM Tech Research and build weights redone
* HUN Tech Research and build weights redone
* BUL Tech Research and build weights redone
* YUG Tech Research and build weights redone
* GRE Tech Research and build weights redone
* TUR Tech Research and build weights redone
* BEL has a minister AI
* BEL Tech Research and build weights redone
* HOL Tech Research and build weights redone
* AUS Tech Research and build weights redone
* SCH Tech Research and build weights redone
* CZE Tech Research and build weights redone
* NOR Tech Research and build weights redone
* SPA/SPR Tech Research and build weights redone
* POR Tech Research and build weights redone
* MEX Tech Research and build weights redone
* MEX will build up some industry
* CAN will build up some industry
* BRA will build up some industry
* BRA Tech Research and build weights redone
* ARG Tech Research and build weights redone
* VEN Tech Research and build weights redone
* BHU Tech Research and build weights redone
* NEP Tech Research and build weights redone
* CHL will build up some industry
* CHL Tech Research and build weights redone
* BOL has a minister AI
* BOL will build up some industry
* BOL Tech Research and build weights redone
* PRU Tech Research and build weights redone
* ECU Tech Research and build weights redone
* COL Tech Research and build weights redone
* SAF will build up some industry
* SAF Tech Research and build weights redone
* PER has a minister AI
* PER will build up some industry
* PER Tech Research and build weights redone
* SAU Tech Research and build weights redone
* AST will build up some industry
* AST Tech Research and build weights redone
* TAN Tech Research and build weights redone
* MON Tech Research and build weights redone
* SLO Tech Research and build weights redone
* IRQ Tech Research and build weights redone
* YEM Tech Research and build weights redone
* OMN Tech Research and build weights redone
* IRQ/OMN/YEM will send EXP forces to the UK
* LIB Tech Research and build weights redone
* LIB will send EXP forces to the UK/USA
* NZL Tech Research and build weights redone
* TIB Tech Research and build weights redone
* AFG Tech Research and build weights redone
* IRE Tech Research and build weights redone
* HON Tech Research and build weights redone
* COS Tech Research and build weights redone
* GUA Tech Research and build weights redone
* HAI Tech Research and build weights redone
* PAN Tech Research and build weights redone
* SAL Tech Research and build weights redone
* CUB Tech Research and build weights redone
* DOM Tech Research and build weights redone
* NIC Tech Research and build weights redone
* PAR Tech Research and build weights redone
* CRO Tech Research and build weights redone
* VIC Tech Research and build weights redone
* MEN Tech Research and build weights redone
* URU Tech Research and build weights redone
* SOV tech teams skill increased by 2
* ENG added SIK, TIB, AFK, PER and SAU to border ignore list
* PHI Tech Research and build weights redone
* FRA Tech Research and build weights redone
* SOV will cancel his Non-Aggression pact with GER under certain conditions
* POL has a minister AI
* POL will buld some IC
* POL Tech Research and build weights redone
* FRA slight change to Chief of Army minister AI
* JAP slight change to Chief of Army/Staff minister AI
* ITA slight change to Chief of Army/Staff and Administrator minister AI
* ENG will build paratroopers and transport planes when he starts going on the attack
* USA will build paratroopers and transport planes
* ENG will no longer send EXP forces to FRA/BEL/HOL/LUX (this is to avoid his airforce being destroyed on the ground)
* JAP Pacific War event should fire less in early 41
* Minor Build and research changes to Central America Countries
* USA will build a larger carrier presences if atwar or after 1941
* SOV GDE event reworked
* SOV tech team adjustments
==Download==
*[http://forum.paradoxplaza.com/forum/showthread.php?t=226786 Announcment at Paradox Forum]
[[Category:Technical_Issues]]
828a418d385d1ea270e79c5b764c10ed53780b63
1606
1605
2017-03-22T11:24:53Z
Lillebror
871
wikitext
text/x-wiki
{{RFD}}
{{needwiki}}
{{HOI2 Patch}}
Hearts of Iron 2 patch 1.3B<ref>Forum thread inclusive download file: [[forum:226786|AI Enhancement for 1.3 (1.3b)]]</ref> is different from other patches: It's a main focus was to improve the AI and did not support e new hoi2.exe file.
== AI improvements==
* USA rewrote build loading AI to do a gradual buildup of land units rather than trying to build 300 divisions as soon as the war starts
* USA had a change to his building of Air Transports AI to spread the build out more
* SOV will build longer serial runs when his Land or Panic building AI are loaded to take advantage of the +10% gearing bonus
* SOV Stalin will take over as Armament Minister when atwar
* SOV Semen will take over as Chief of the Army when atwar
* ENG will now research to level 5 carriers (useto stop at level 3)
* USA Armament Minsiter will switch to a Resource Industrialist once atwar
* USA Chief of Staff AI Minister changed slightly for atpeace and atwar
* USA Chief of the Army Minister AI changed to use Marshall
* SOV Fixed a bug in his build AI where he was not loading his Panic building AI
* JAP will no longer build fatories
* JAP will no longer mass build militia early on
* JAP Armament Minister AI has been tweaked
* JAP will build airfields and forts throughout the Pacific and then stop when war starts
* JAP will no longer build HQs (the three he starts with is it)
* JAP should build longer serial runs when atwar with CHI
* JAP will no longer be in such a rush to DOW the warlords and CHC as he did before once war with CHI begins
* GER will now try and keep 3 transports up at all times
* CGX will send more forces to help CHI than the other warlords
* GER had a bug fix where the AI events would get stuck if HUN attacked YUG with aggressive AI loaded
* ITA had a bug fix where the AI events would get stuck if HUN attacked YUG with aggressive AI loaded
* HOL, MON, BEL AI File events are now included in the scenario(explains why HOL never listened to Embargo)
* GER had a bug fix where sometimes he would not DOW SOV
* BRA had a bug fix where Getulio Vargas showed up in Romania
* GER will wait to build forts till he has all the fort bonus techs
* GER will never build Marines
* GER will build more interceptors
* GER will build more flack accross his country
* GER Norway invasion improved
* GER will no longer build/research armoured cars
* Air AI mission weights reworked
* USA has an Air AI
* ENG will no longer build armoured cars and police units
* ENG will no longer build Strategic Bombers in the early years
* SOV will build some forts in their country
* SOV will no longer build Mechanized units
* SOV will no longer build Cavalry units
* SOV will no longer build armoured cars and police units
* USA will no longer build armoured cars and police units
* USA will no longer build/research subs
* ENG will no longer build/research subs
* JAP will no longer research armoured cars
* JAP will no longer build submarines
* JAP will no longer build/research Escort Fighters
* HUN\BUL\ROM sending forces to Italy if GER was human controled fixed
* USA should no longer help his allies with EXP forces (causing to many issues with no DDay being launched)
* CZE should give in less to HUN demands
* MAN should send less troops early on to help JAP if CHI is AI controled (will send when JAP/USA atwar)
* HUN should no longer research ship assembly
* ITA should no longer build police/armoured cars
* ITA will no longer research armoured cars
* HOL capital moved fixed so it could not be exploited via the pacific
* BEL capital moved fixed so it could not be exploited via Congo
* SOV has a capital move AI now
* FRA will no longer build Police
* JAP has new front rations for Pacific war with PHI, HOL and USA
* ITA garrison max lower to let more troops fight in Libya
* HUN will no longer research Ship Assembly Line
* Updated research prios for a bunch of minors
* CAN has an Air AI
* AST has an Air AI
* GER had a bug fix in minster AI that put the wrong minister in Chief of Staff
* GER had a minister AI change to his Chief of Army position
* JAP will no longer build nor research armor divisions
* JAP will no longer build nor research motorized infantry
* JAP had his tech preferences enhanced
* JAP will research and build CAS
* JAP will ignore cavalry and Mechanized techs
* TUR Neutrality raised
* JAP fixed an event that was causing JAP to build armor when he shouldn't
* SLO should not cave into HUN demands so easily anymore
* Fixed a bug where CHI and the warlords where not research the proper Land Doctrines
* ENG will no longer research Escort Fighters
* SOV fixed an issue where he would DOW even when he had a non-aggression pact
* CHC should be more defensive in nature vs JAP
* SOV will no longer research or build Escort Fighters
* CHC had changes to his Research weights
* CHI will no longer research or build TAC
* CHI will now research and build CAS
* CHI will no longer research Cavalry
* CHI will no longer research Static Anti Aircraft Guns
* CHI will no longer research Anti Aircraft Brigade
* CHI will research Artillery and Anti-Tank brigade
* CHI had changes to his Research weights
* FRA will no longer research Static Anti Aircraft Guns
* FRA will no longer research Static Tank Destroyers
* FRA will no longer research Static SP Guns
* FRA will no longer research Static SP Rockety Artillery
* FRA will no longer research Armoured Cars
* FRA will no longer research Motorized Infantry
* FRA will no longer research Cavalry
* FRA will no longer research Mechanized Infantry
* SOV will no longer research Static Anti Aircraft Guns
* CGX/SIK/CSX/CXB/CYN had a bunch of research prios and ignores added
* GER/ITA/SOV/JAP/CHI/FRA had Strategic Air Doctrines added to ignore list
* FRA will no longer build/research subs
* USA/ENG will no longer research CAS Air Doctrines
* HUN/ROM/BUL will help Germany more in invading Yugoslavia
* CAN/AST/SIA/MAN prefered techs and build weights have changed
* COL/ECU/MEX had bug fixes to their minister AI
* FRA/ENG should no longer send EXP forces to POL/DEN/CZE
* POL will no longer send EXP forces to FRA/ENG
* POL will no longer build any ships
* ENG Homeland defense improved (OOB Changes and AI Changes)
* ENG had changes to his Armament Minister AI and his Chief of the Army minister AI
* FIN Tech Research and build weights redone
* SWE Tech Research and build weights redone
* POL Tech Research and build weights redone
* ROM Tech Research and build weights redone
* HUN Tech Research and build weights redone
* BUL Tech Research and build weights redone
* YUG Tech Research and build weights redone
* GRE Tech Research and build weights redone
* TUR Tech Research and build weights redone
* BEL has a minister AI
* BEL Tech Research and build weights redone
* HOL Tech Research and build weights redone
* AUS Tech Research and build weights redone
* SCH Tech Research and build weights redone
* CZE Tech Research and build weights redone
* NOR Tech Research and build weights redone
* SPA/SPR Tech Research and build weights redone
* POR Tech Research and build weights redone
* MEX Tech Research and build weights redone
* MEX will build up some industry
* CAN will build up some industry
* BRA will build up some industry
* BRA Tech Research and build weights redone
* ARG Tech Research and build weights redone
* VEN Tech Research and build weights redone
* BHU Tech Research and build weights redone
* NEP Tech Research and build weights redone
* CHL will build up some industry
* CHL Tech Research and build weights redone
* BOL has a minister AI
* BOL will build up some industry
* BOL Tech Research and build weights redone
* PRU Tech Research and build weights redone
* ECU Tech Research and build weights redone
* COL Tech Research and build weights redone
* SAF will build up some industry
* SAF Tech Research and build weights redone
* PER has a minister AI
* PER will build up some industry
* PER Tech Research and build weights redone
* SAU Tech Research and build weights redone
* AST will build up some industry
* AST Tech Research and build weights redone
* TAN Tech Research and build weights redone
* MON Tech Research and build weights redone
* SLO Tech Research and build weights redone
* IRQ Tech Research and build weights redone
* YEM Tech Research and build weights redone
* OMN Tech Research and build weights redone
* IRQ/OMN/YEM will send EXP forces to the UK
* LIB Tech Research and build weights redone
* LIB will send EXP forces to the UK/USA
* NZL Tech Research and build weights redone
* TIB Tech Research and build weights redone
* AFG Tech Research and build weights redone
* IRE Tech Research and build weights redone
* HON Tech Research and build weights redone
* COS Tech Research and build weights redone
* GUA Tech Research and build weights redone
* HAI Tech Research and build weights redone
* PAN Tech Research and build weights redone
* SAL Tech Research and build weights redone
* CUB Tech Research and build weights redone
* DOM Tech Research and build weights redone
* NIC Tech Research and build weights redone
* PAR Tech Research and build weights redone
* CRO Tech Research and build weights redone
* VIC Tech Research and build weights redone
* MEN Tech Research and build weights redone
* URU Tech Research and build weights redone
* SOV tech teams skill increased by 2
* ENG added SIK, TIB, AFK, PER and SAU to border ignore list
* PHI Tech Research and build weights redone
* FRA Tech Research and build weights redone
* SOV will cancel his Non-Aggression pact with GER under certain conditions
* POL has a minister AI
* POL will buld some IC
* POL Tech Research and build weights redone
* FRA slight change to Chief of Army minister AI
* JAP slight change to Chief of Army/Staff minister AI
* ITA slight change to Chief of Army/Staff and Administrator minister AI
* ENG will build paratroopers and transport planes when he starts going on the attack
* USA will build paratroopers and transport planes
* ENG will no longer send EXP forces to FRA/BEL/HOL/LUX (this is to avoid his airforce being destroyed on the ground)
* JAP Pacific War event should fire less in early 41
* Minor Build and research changes to Central America Countries
* USA will build a larger carrier presences if atwar or after 1941
* SOV GDE event reworked
* SOV tech team adjustments
== References ==
<references/>
[[Category:Technical_Issues]]
a755bc5509117deb20624debda95cd1aa98190fa
1607
1606
2017-03-22T11:25:18Z
Lillebror
871
wikitext
text/x-wiki
{{RFD}}
{{HOI2 Patch}}
Hearts of Iron 2 patch 1.3B<ref>Forum thread inclusive download file: [[forum:226786|AI Enhancement for 1.3 (1.3b)]]</ref> is different from other patches: It's a main focus was to improve the AI and did not support e new hoi2.exe file.
== AI improvements==
* USA rewrote build loading AI to do a gradual buildup of land units rather than trying to build 300 divisions as soon as the war starts
* USA had a change to his building of Air Transports AI to spread the build out more
* SOV will build longer serial runs when his Land or Panic building AI are loaded to take advantage of the +10% gearing bonus
* SOV Stalin will take over as Armament Minister when atwar
* SOV Semen will take over as Chief of the Army when atwar
* ENG will now research to level 5 carriers (useto stop at level 3)
* USA Armament Minsiter will switch to a Resource Industrialist once atwar
* USA Chief of Staff AI Minister changed slightly for atpeace and atwar
* USA Chief of the Army Minister AI changed to use Marshall
* SOV Fixed a bug in his build AI where he was not loading his Panic building AI
* JAP will no longer build fatories
* JAP will no longer mass build militia early on
* JAP Armament Minister AI has been tweaked
* JAP will build airfields and forts throughout the Pacific and then stop when war starts
* JAP will no longer build HQs (the three he starts with is it)
* JAP should build longer serial runs when atwar with CHI
* JAP will no longer be in such a rush to DOW the warlords and CHC as he did before once war with CHI begins
* GER will now try and keep 3 transports up at all times
* CGX will send more forces to help CHI than the other warlords
* GER had a bug fix where the AI events would get stuck if HUN attacked YUG with aggressive AI loaded
* ITA had a bug fix where the AI events would get stuck if HUN attacked YUG with aggressive AI loaded
* HOL, MON, BEL AI File events are now included in the scenario(explains why HOL never listened to Embargo)
* GER had a bug fix where sometimes he would not DOW SOV
* BRA had a bug fix where Getulio Vargas showed up in Romania
* GER will wait to build forts till he has all the fort bonus techs
* GER will never build Marines
* GER will build more interceptors
* GER will build more flack accross his country
* GER Norway invasion improved
* GER will no longer build/research armoured cars
* Air AI mission weights reworked
* USA has an Air AI
* ENG will no longer build armoured cars and police units
* ENG will no longer build Strategic Bombers in the early years
* SOV will build some forts in their country
* SOV will no longer build Mechanized units
* SOV will no longer build Cavalry units
* SOV will no longer build armoured cars and police units
* USA will no longer build armoured cars and police units
* USA will no longer build/research subs
* ENG will no longer build/research subs
* JAP will no longer research armoured cars
* JAP will no longer build submarines
* JAP will no longer build/research Escort Fighters
* HUN\BUL\ROM sending forces to Italy if GER was human controled fixed
* USA should no longer help his allies with EXP forces (causing to many issues with no DDay being launched)
* CZE should give in less to HUN demands
* MAN should send less troops early on to help JAP if CHI is AI controled (will send when JAP/USA atwar)
* HUN should no longer research ship assembly
* ITA should no longer build police/armoured cars
* ITA will no longer research armoured cars
* HOL capital moved fixed so it could not be exploited via the pacific
* BEL capital moved fixed so it could not be exploited via Congo
* SOV has a capital move AI now
* FRA will no longer build Police
* JAP has new front rations for Pacific war with PHI, HOL and USA
* ITA garrison max lower to let more troops fight in Libya
* HUN will no longer research Ship Assembly Line
* Updated research prios for a bunch of minors
* CAN has an Air AI
* AST has an Air AI
* GER had a bug fix in minster AI that put the wrong minister in Chief of Staff
* GER had a minister AI change to his Chief of Army position
* JAP will no longer build nor research armor divisions
* JAP will no longer build nor research motorized infantry
* JAP had his tech preferences enhanced
* JAP will research and build CAS
* JAP will ignore cavalry and Mechanized techs
* TUR Neutrality raised
* JAP fixed an event that was causing JAP to build armor when he shouldn't
* SLO should not cave into HUN demands so easily anymore
* Fixed a bug where CHI and the warlords where not research the proper Land Doctrines
* ENG will no longer research Escort Fighters
* SOV fixed an issue where he would DOW even when he had a non-aggression pact
* CHC should be more defensive in nature vs JAP
* SOV will no longer research or build Escort Fighters
* CHC had changes to his Research weights
* CHI will no longer research or build TAC
* CHI will now research and build CAS
* CHI will no longer research Cavalry
* CHI will no longer research Static Anti Aircraft Guns
* CHI will no longer research Anti Aircraft Brigade
* CHI will research Artillery and Anti-Tank brigade
* CHI had changes to his Research weights
* FRA will no longer research Static Anti Aircraft Guns
* FRA will no longer research Static Tank Destroyers
* FRA will no longer research Static SP Guns
* FRA will no longer research Static SP Rockety Artillery
* FRA will no longer research Armoured Cars
* FRA will no longer research Motorized Infantry
* FRA will no longer research Cavalry
* FRA will no longer research Mechanized Infantry
* SOV will no longer research Static Anti Aircraft Guns
* CGX/SIK/CSX/CXB/CYN had a bunch of research prios and ignores added
* GER/ITA/SOV/JAP/CHI/FRA had Strategic Air Doctrines added to ignore list
* FRA will no longer build/research subs
* USA/ENG will no longer research CAS Air Doctrines
* HUN/ROM/BUL will help Germany more in invading Yugoslavia
* CAN/AST/SIA/MAN prefered techs and build weights have changed
* COL/ECU/MEX had bug fixes to their minister AI
* FRA/ENG should no longer send EXP forces to POL/DEN/CZE
* POL will no longer send EXP forces to FRA/ENG
* POL will no longer build any ships
* ENG Homeland defense improved (OOB Changes and AI Changes)
* ENG had changes to his Armament Minister AI and his Chief of the Army minister AI
* FIN Tech Research and build weights redone
* SWE Tech Research and build weights redone
* POL Tech Research and build weights redone
* ROM Tech Research and build weights redone
* HUN Tech Research and build weights redone
* BUL Tech Research and build weights redone
* YUG Tech Research and build weights redone
* GRE Tech Research and build weights redone
* TUR Tech Research and build weights redone
* BEL has a minister AI
* BEL Tech Research and build weights redone
* HOL Tech Research and build weights redone
* AUS Tech Research and build weights redone
* SCH Tech Research and build weights redone
* CZE Tech Research and build weights redone
* NOR Tech Research and build weights redone
* SPA/SPR Tech Research and build weights redone
* POR Tech Research and build weights redone
* MEX Tech Research and build weights redone
* MEX will build up some industry
* CAN will build up some industry
* BRA will build up some industry
* BRA Tech Research and build weights redone
* ARG Tech Research and build weights redone
* VEN Tech Research and build weights redone
* BHU Tech Research and build weights redone
* NEP Tech Research and build weights redone
* CHL will build up some industry
* CHL Tech Research and build weights redone
* BOL has a minister AI
* BOL will build up some industry
* BOL Tech Research and build weights redone
* PRU Tech Research and build weights redone
* ECU Tech Research and build weights redone
* COL Tech Research and build weights redone
* SAF will build up some industry
* SAF Tech Research and build weights redone
* PER has a minister AI
* PER will build up some industry
* PER Tech Research and build weights redone
* SAU Tech Research and build weights redone
* AST will build up some industry
* AST Tech Research and build weights redone
* TAN Tech Research and build weights redone
* MON Tech Research and build weights redone
* SLO Tech Research and build weights redone
* IRQ Tech Research and build weights redone
* YEM Tech Research and build weights redone
* OMN Tech Research and build weights redone
* IRQ/OMN/YEM will send EXP forces to the UK
* LIB Tech Research and build weights redone
* LIB will send EXP forces to the UK/USA
* NZL Tech Research and build weights redone
* TIB Tech Research and build weights redone
* AFG Tech Research and build weights redone
* IRE Tech Research and build weights redone
* HON Tech Research and build weights redone
* COS Tech Research and build weights redone
* GUA Tech Research and build weights redone
* HAI Tech Research and build weights redone
* PAN Tech Research and build weights redone
* SAL Tech Research and build weights redone
* CUB Tech Research and build weights redone
* DOM Tech Research and build weights redone
* NIC Tech Research and build weights redone
* PAR Tech Research and build weights redone
* CRO Tech Research and build weights redone
* VIC Tech Research and build weights redone
* MEN Tech Research and build weights redone
* URU Tech Research and build weights redone
* SOV tech teams skill increased by 2
* ENG added SIK, TIB, AFK, PER and SAU to border ignore list
* PHI Tech Research and build weights redone
* FRA Tech Research and build weights redone
* SOV will cancel his Non-Aggression pact with GER under certain conditions
* POL has a minister AI
* POL will buld some IC
* POL Tech Research and build weights redone
* FRA slight change to Chief of Army minister AI
* JAP slight change to Chief of Army/Staff minister AI
* ITA slight change to Chief of Army/Staff and Administrator minister AI
* ENG will build paratroopers and transport planes when he starts going on the attack
* USA will build paratroopers and transport planes
* ENG will no longer send EXP forces to FRA/BEL/HOL/LUX (this is to avoid his airforce being destroyed on the ground)
* JAP Pacific War event should fire less in early 41
* Minor Build and research changes to Central America Countries
* USA will build a larger carrier presences if atwar or after 1941
* SOV GDE event reworked
* SOV tech team adjustments
== References ==
<references/>
[[Category:Technical_Issues]]
86244263cfde6a46c62c51e7384e2fd87be46a4c
HOI2 Patch1.3A
0
485
1608
802
2017-03-22T11:39:11Z
Lillebror
871
wikitext
text/x-wiki
{{RFD}}
{{HOI2 Patch}}
Hearts of Iron 2 patch 1.3A<ref>Forum thread inclusive download file: [[forum:226786|Hotfix for 1.3]]</ref> was released on November 18, 2005, and has a filesize of 30.4 MB. The checksum with a clean install is '''JLQA'''.
== Bugfixes ==
* Fixed the crashbug with viewing navalunits stats when at sea.
* Fixed the exploit which allowed unlimited resource convoys from puppets.
* Puppets will no longer take control over their masters territory.
* Fixed a problem where control of provinces sometimes was taken from a neutral.
* The Soviet GDE problem has been fixed.
* Improved AI for production slightly.
* Nations liberated from events no longer gives you dissent hits.
* Added a few pics that went missing.
* Fixed the danish stand down ctd.
[[Category:Technical_Issues]]
49ec7c24ab78555f35f5714879421526f2743141
1609
1608
2017-03-22T11:39:24Z
Lillebror
871
Reverted edits by [[Special:Contributions/Lillebror|Lillebror]] ([[User talk:Lillebror|talk]]) to last revision by [[User:Meneth|Meneth]]
wikitext
text/x-wiki
{{RFD}}
{{HOI2 Patch}}
Hearts of Iron 2 patch 1.3A was released on November 18, 2005, and has a filesize of 30.4 MB. The checksum with a clean install is '''JLQA'''.
==Bugfixes==
# Fixed the crashbug with viewing navalunits stats when at sea.
# Fixed the exploit which allowed unlimited resource convoys from puppets.
# Puppets will no longer take control over their masters territory.
# Fixed a problem where control of provinces sometimes was taken from a neutral.
# The Soviet GDE problem has been fixed.
# Improved AI for production slightly.
# Nations liberated from events no longer gives you dissent hits.
# Added a few pics that went missing.
# Fixed the danish stand down ctd.
[[Category:Technical_Issues]]
54cdcd35772480c910eb23c29dfd09faf9d2cae2
HOI2 Patch1.3A
0
485
1610
1609
2017-03-22T11:39:56Z
Lillebror
871
wikitext
text/x-wiki
{{RFD}}
{{HOI2 Patch}}
Hearts of Iron 2 patch 1.3A was released on November 18, 2005, and has a filesize of 30.4 MB. The checksum with a clean install is '''JLQA'''.
==Bugfixes==
* Fixed the crashbug with viewing navalunits stats when at sea.
* Fixed the exploit which allowed unlimited resource convoys from puppets.
* Puppets will no longer take control over their masters territory.
* Fixed a problem where control of provinces sometimes was taken from a neutral.
* The Soviet GDE problem has been fixed.
* Improved AI for production slightly.
* Nations liberated from events no longer gives you dissent hits.
* Added a few pics that went missing.
* Fixed the danish stand down ctd.
[[Category:Technical_Issues]]
937cc4377a7ecbb874d84eb997a47094034548d3
1617
1610
2017-03-23T09:02:41Z
Lillebror
871
removed HOI2 Patch template - not necessary
wikitext
text/x-wiki
{{RFD}}
Hearts of Iron 2 patch 1.3A was released on November 18, 2005, and has a filesize of 30.4 MB. The checksum with a clean install is '''JLQA'''.
==Bugfixes==
* Fixed the crashbug with viewing navalunits stats when at sea.
* Fixed the exploit which allowed unlimited resource convoys from puppets.
* Puppets will no longer take control over their masters territory.
* Fixed a problem where control of provinces sometimes was taken from a neutral.
* The Soviet GDE problem has been fixed.
* Improved AI for production slightly.
* Nations liberated from events no longer gives you dissent hits.
* Added a few pics that went missing.
* Fixed the danish stand down ctd.
[[Category:Technical_Issues]]
77fd74defb275cf8a04a71567031675ebb3808e0
1625
1617
2017-03-24T09:58:12Z
Lillebror
871
wikitext
text/x-wiki
Hearts of Iron 2 patch 1.3A was released on November 18, 2005, and has a filesize of 30.4 MB. The checksum with a clean install is '''JLQA'''.
==Bugfixes==
* Fixed the crashbug with viewing navalunits stats when at sea.
* Fixed the exploit which allowed unlimited resource convoys from puppets.
* Puppets will no longer take control over their masters territory.
* Fixed a problem where control of provinces sometimes was taken from a neutral.
* The Soviet GDE problem has been fixed.
* Improved AI for production slightly.
* Nations liberated from events no longer gives you dissent hits.
* Added a few pics that went missing.
* Fixed the danish stand down ctd.
[[Category:Technical_Issues]]
a380320af8e39fb691992f1c285b0dbb480fe6a7
HOI2 Patch1.3
0
484
1611
800
2017-03-22T11:53:13Z
Lillebror
871
wikitext
text/x-wiki
{{RFD}}
{{HOI2 Patch}}
Hearts of Iron 2 patch 1.3<ref>Forum: [[forum:219160|November 2005 Enhancement - (v1.3)]]</ref> on 2005-11-11.
<div style="float:right;">__TOC__</div>
== Gameplay Balancing==
=== Diplomatic ===
* Coups now have a much bigger chance to actually succeed.
* Now a puppet can't invite his master to an alliance.
* Now you will get a dissent hit when liberating a puppet.
* You now recieve a boost of 2 steps on interventonism instead of 1 whenever someone atacks someone you guarantee.
=== Common Military ===
* Larger nations in the same alliance will now take control over provinces as they invade allies occupied overseas territories, to maintain coherent supplied fronts.
* Fixed so that when you liberate a province occupied by your enemy, while you not have access with the original owner, then you take control over it directly.
* Fixed a loophole that allowed someone to immediately deploy divisions that are in delayed strat-redeploy.
* Rebalanced settings for partisans and transport capacity.
* Whenever a new model is researched, the older models are automatically scrapped, this is of course not valid for fleets.
* Minister research modifiers for technology is now applied.
* Its no longer possible to scout radar/rocket/nuke sites by just clicking on an enemy province.
=== Land ===
* Due to fun exploits units in strat redeployment are now deployed back to where they came from if possible, or the closest controlled province from that position. These units also drop out to the closest possible place as soon as the target is overrun.
* Brigades can now be assigned to units in provinces that have the same owner as the owner of the unit.
* The chance for a Encirclement or Breakthrough will now be happen 10% more often for every 1 km/h over 3 km/h. There is a cap on 40%.
* Units retreating to enemy-controlled territory with enemy units in both target and source province will now be eliminated.
* Reduced the toughness of more advanced infantry models somewhat.
* Raised the toughness values of the earlier MOT divisions to generally be 2 points above their equivalent regular INF counterparts.
* Softness of MOT & MEC divisions now decreases when models get more advanced.
* Doubled the movement & attack penalties in frozen & mud conditions.
* Supply & fuel usage of brigades is now 40% of the old values.
* Heavy Armor and Super Heavy Armor brigades are now allowed to be attached to INF (if you're stupid enough :p)
* Manpower requirement for Mountaineers and Marines changed from 10 to 15, like Paras already had (-> elite troops)
* Buildtime for Mountaineers, Marines and Paratroopers increased by 30 days
* Tech difficulty of Mountaineer, Marines and Paratrooper techs increased by 1 (5 to 6)
* Edited the Engineer brigade as follows: MP need from 2.0 to 2.5, lowered their speed bonus from 1 to 0.5 and added a small fuelconsumption of 0.2 to them. This keeps them a very strong brigade but less of a no-brainer.
* Edited the tech tree of mtn, par & mar a bit and fixed a bug there
* Lowered the MP requirement for garrisons
=== Naval ===
* Made a full overhaul of CV & CAG balance.
* Tweaked the CL subattack values to 1-1-2-2-3-4 in that order of appearance
* Tweaked the DD ranges to be the same as the various CL ranges
* Fixed a bug in the range for Nuclear Battlecruisers
* Lowered air defence of submarines somewhat
* Lowered speed for 36 & 39 infantry by one point (5->4).
* Research difficulty of legged division types raised by 1 across the board.
* Research difficulty for most brigades dropped by 2 across the board.
=== Air ===
* Only airunits on air-superiority mission will now attempt to engage other airunits in the same province.
* Increased effect from interdiction by 66%.
* Starting efficiency of AA is now 10%.
* Reduced the effcts of Static AA improvements
* Rewrote targeting algoritms for ground attack and interdiction, to focus on combats as much as possible.
* Air battle XP gain lowered from 2.25 to 2
* Reduced the cost of transport_planes a tiny bit.
* Lowered the naval attack ratings of naval bombers by 3 for each model.
* Gave CAS the same naval attack value as their equivalent naval bomber models, with a correction of -2. So if a NAV has a NA of 9, the equivalent CAS has 7.
* Gave TAC a +2 boost to their strategic attack rating.
* Raised the cost for flying bombs and flying rockets (2 IC for bomb, 3 for the first two rockets, 4 for the ICBM)
* Tweaked the starting efficiency of AA batteries downward, their efficiency now increases exponentially when more advanced AA batteries become available.
* Raised Soft and Hard Attack values on CAS by 2,2,3,3 over the various levels. CAS gets an additional 1 point in Hard Attack at Improved and Advanced models.
* Naval stacking penalty is now applied properly versus air-units bombing them as well.
=== Economical ===
* A puppet now has a max-pool of 1000 instead of 100 in resources.
* Now it is possible to build coastal fort, land fort, anti air, infrastructure, airbase, naval base, radar station, nuclear reactor, rocket test site, and factory in occupied territories.
* Tweaked a lot of techteams, leaders & ministers.
* Lowered cost of Radar Stations from 3 to 2
== Interface Enhancements ==
* Interface: Armies are now sorted by division type.
* Current capital is now shown on the capital button in a province instead of 'set capital'.
* Added amounts to tooltips for metal energy etc in province list.
== AI Improvements ==
=== Misc ===
* Rewrote trade AI to look at last 30 days of income instead of current situation only.
* The AI will no longer attempt to retreat if under military control.
* Added preferred doctrines to lots of different countries.
* All countries had infantry techs added to prefered research list
=== Construction AI ===
* Added some inertia to the AI's slider management.
* Improved the ai building logics, fixing several bugs which caused it to ignore preferences set in scripts.
* Rewrote some aspects of the "relative=no buildscheme" to make it spread even between land/naval/air depending on script.
* Improved AI to make it better at always building the latest stuff it has technology for.
=== Land AI ===
* AI learned to analyse fortress effects on odds properly. Old scripted evals are no longer supported.
* Improved the ai troop deployment algoritms to make them use troops at more theaters if they have more.
* Improved AI reaction for garrison and reserves.
* Passivity is now ignored versus any nation controlled by a human.
* The AI learned to consider allied player-units in the combat together with it when determening if to retreat or not.
* Changed alot of global odds calculations.
* All AI Files updated to have several more front AI parms use the settings right from the exe
* Garrison AI now ignores bombers bombing the ground when considering combats it must garrison against.
=== Naval AI ===
* AI's ASW units will no longer move into areas where they are scripted to ignore.
* Rewrote AI fleet composition logics to use carriers almost exclusively in battle fleets instead of in small ASW fleets.
* The AI learned to not let its transport fleets sit around on the ocean waiting.
* The Naval AI will no longer let his ASW fleets sit on the ocean waiting, when going to peace.
* Wolfpack AI are now more likely to actually go out and sink enemy shipping.
* Rewrote logics for invasion, and the AI will now actually do lots of them.
* The transportation/invasion AI now reacts a fair bit quicker.
* Fixed a problem with the transport AI that made it refuse to transport troops to some types of territories.
* All minors have naval specifc areas where their fleets will stay in.
* The AI now knows how to reinforce overseas territories it conquers from an enemy.
* Changed naval ai to concentrate it's attack fleets more.
=== Air AI ===
* The AI now runs its air-missions at a minimum of 50% org and strength.
* Made some improvements to logics that would cause the air-AI to sleep sometimes after a rebase.
=== Commonwealth AI (ENG+SAF+CAN+AST+NZL) ===
* ENG should do a better garrison of the UK
* ENG had his prefered ports changed slightly so its harder for GER to get to them
* ENG had a change in his Battle for Britain AI so he does not shift his troops in the UK around so much
* ENG added Glasgow to coastal fort list in 36
* ENG added SAF to his preferd trading list
* ENG builds adjusted in 1936, he will build less garrison and more destroyers
* ENG had a bug fixed in his construction AI
* ENG had a few beaches in Africa and the Middle East put on ignore for garrison purposes
* ENG had his builds adjusted slightly
* ENG had his Naval AI enhanced to ignore the pacific if Japan is at war with them and the USA
* ENG had his research prios adjusted a little
* ENG had some fixes in his Naval AI when ignoring the Med if Italy is atwar with them
* ENG has a minsiter AI
* ENG has a new Air AI that adjust to enemy fleets moving near its home country and when he invades Europe
* ENG has a new construction AI that will fluctuate with his main enemies builds
* ENG has a new Italian invasion AI
* ENG has a new naval AI (should make it harder for GER to trick him to port strike and counter with nav bombers)
* ENG Naval AI learned how to monitor his naval combat ability to fight in the med.
* ENG no longer has a target list for the admiral section
* ENG should do a better job protecting his beaches
* ENG should no longer offer white peace to Axis
* ENG will build coastal forts on most of their mainland beaches
* ENG will fortify Alexandria
* ENG will no longer build coastal forts in Gibraltar (he will build regular forts)
* ENG will put more troops in ENG than overseas while at peace in the 36GC
* ENG will rotate his naval AI if he detects USA launching D-Day and send EXP forces
* ENG will try and keep his transport fleet up
* ENG will turn his Norway invasion on and off as needed
* ENG will no longer send their fleets near the coast of Norway or Germany
* AST had his builds adjusted
* AST had his EXP force ration lowered from 0.25 to 0.15
* AST has a minister AI
* AST raised neutrality from 50 to 80
* SAF has a minister AI
* SAF raised neutrality from 50 to 80
* CAN has a minister AI
* CAN no longer has a target list for the admiral section
* CAN raised neutrality from 50 to 80
=== French AI (FRA+VIC) ===
* FRA bug fixed were French kepted sending his fleet off Norway coast
* FRA had some beaches around the world put on ignore list
* FRA has a homeland defense AI (He will try and pull forces back to France
* FRA has a minister AI
* FRA has a new building AI that switches depending on what his main enemies are doing
* FRA no longer has a target list for the admiral section
* FRA should no longer try an invasion of Denmark while waitting for Germany to attack
* FRA will defend SPA/SPR border if ITA DOW either SPR/SPA them
* FRA will guard the Spanish border if SPR or SPA allies with GER or SOV
* FRA will ignore borders with CYN and CGX plus his overseas garrison has been adjusted
* FRA will no longer send their fleets near the coast of Norway or Germany
* VIC had adjustments made to garrison AI so he keeps most of his army in Vichy Main-
* VIC will now garrison his home country as well as overseas
=== German AI (GER) ===
* GER AI has 3 sub patrol patern AIs which he will select one every 2 months
* GER Air AI completely re-written with new event codding. Germany will now adjust his air missions depending on circumstances in game. He will also refresh his Air AI every single month to fix the sleeping air ai bug
* GER allied with SPA/SPR he will not wait till the spring to attack FRA
* GER and ITA will replace their lost paratroopers if they have transport planes
* GER attack on YUG AI tweaked to be more aggressive
* GER DOWing of Russia enhanced: starting in July he does a daily check on how many forces he has on the front before DOW
* GER Fixed and issue where German subs where going through areas and virtually commiting suicide
* GER fixed the Stuggart empty province when attacking POL bug
* GER Garrisoning of the Baltic beaches updated with the new flag event design it will now fire as many time as need be no matter how back and forth the allies do to get access to the baltic
* GER had a bug fix in his Russian invasion buildup AI
* GER had a fix in his YUG buildup AI that would cause French beaches not to be covered
* GER had another bug fix in his buildup on the Russian front AI
* GER had another change to his minister AI
* GER had his monitoring of the Baltic for enemy ships tweeked
* GER had Lomza (486) added to his buildup for Russian invasion
* GER had some tweeks to his minister AI
* GER had the entire Baltic added to CORE list in admiral section
* GER has a new build AI
* GER has an improved Sea Lion AI
* GER Hoepner will become Chief of Staff if not atwar
* GER invading norway will concentrate his fleets better for this
* GER invasion of France AI improved a little
* GER invasion of NOR, SWE or FIN AI has been changed to now execute under certain conditions and no longer dependent on the Atmark event.
* GER invasion of Norway AI tweaked
* GER invasion of Yugoslavia will happen if Germany plans to invade Russia
* GER Jodl will become Chief of Staff if atwar with SOV
* GER Learned how to attack Poland due to an early war with France if he is planning on attacking Russia
* GER learned how to build up and invade Yugoslavia
* GER Learned how to buildup prior to his invasion of Spain
* GER learned how to change some of his ministers around for better performance
* GER Learned how to mass at the low countries before he invades (if early war starts)
* GER Minister AI changed a little due to changes in minister traits
* GER minor tweek to minister AI
* GER should no longer build Strategic Bombers
* GER should not really DOW anyone if it has been puppeted
* GER switches to a standard front AI on occasion to save supply usage (more like camp up for the winter and wait)
* GER updated for Armament minister changes
* GER Von Bock will become Chief of Army if atwar with SOV
* GER will attack YUG in February instead of March
* GER will build a few more garrison units
* GER Will build a few more transports in the 36GC early on (Help with Norway)
* GER will build less transport planes (changed to reactive AI file)
* GER will build max 2 air transports and try and always keep it at 2
* GER will build some strategic bombers
* GER will cancel Sea Lion and go after Russia if he has no transports to invade with
* GER will garrison some of the ports on the French and German coast
* GER will keep a solid presence of submarines
* GER will keep his cap at about 10 subs during peace and when atwar he will go up to 20
* GER will keep his fleets in the Atlantic, Med and Northesea area
* GER will no longer give FIN exp forces if atwar with SOV
* GER will no longer send EXP forces to anyone (this solved the ships in the channel problem and trying to go to Ethiopia)
* GER will no longer send EXP forces to FIN (was causing to many probs in Norway)
* GER will no longer send his fleet out into the Atlantic if a historical game is going on till he starts his low countries invasion
* GER will send ITA allot of troops to defend Italy under certain conditions
* GER wont DOW SOV unless he has about 4/5th the size army of the soviets or better
* GER Yugoslavia invasion AI tweaked
* GER Paratrooper Reactive events are turned back on
* Fixed GER winter war (attacking SOV) trigger events
=== Italian AI (ITA) ===
* ITA Bug keeping 10 divisions in Ethiopia has been fixed
* ITA builds changed slightly
* ITA fixed a bug in his invasion of Greece where if he lost territory to France he would not invade Greece
* ITA had his early years garrison AI adjusted
* ITA has a build AI
* ITA has a minister AI
* ITA has a new Air AI that decides prios between Naval and Ground support
* ITA Home garrison multiplier lowered to 0.5 unless threatened
* ITA Invasion AI to switches around with Naval AI beach prios
* ITA invasion of Greece AI improved
* ITA neutrality lowered when certain conditions are met (was 95 now goes down to 50)
* ITA switching between his Russian, Greece and Homeland AIs have been improved and updated to new style so they can switch around as much as needed
* ITA will build a paratrooper(AI_Reactive.txt)
* ITA will no longer send EXP forces to GER, ROM, HUN, BUL, FIN this is to keep his nav bombers in the Med
* ITA will release more troops for combat once Greece Falls
* ITA Will research Multi Role Fighters
* ITA will tighten his homeland defenses under certain conditions
* ITA Paratrooper Reactive events are turned back on
* ITA has a new Naval AI that will shift it's forces around the Med (including subs in the Altantic)
=== Japanese AI (JAP) ===
* JAP 36GC Build AI adjusted to build destroyers and not just ground troops
* JAP fixed a problem with backoff AI that was causing JAP to sleep a little on the front
* JAP had a bug in build prios missing 4 points in 1936 AI
* JAP had a major bug fix in his Pacific War AI that was causing him to stop after conquering PHI
* JAP had Carrier techs added to his prefer research list
* JAP had his attack on China AI improved a bit more
* JAP had his backoff AI not fire if CHI is human controlled
* JAP had minor change to his minister AI
* JAP had some changes to his build AI weights and front distribution
* JAP has a build transport AI and will always try and keep at least a level of 10 transports
* JAP has a homeland defense AI now
* JAP has a new Air AI that prios and shifts when need be
* JAP has a new construction AI that fluctuates depending on what his enemies do
* JAP has a new passive AI if he gets control of Indo-China and Siam allies with him he will be passive against CGX and CYN
* JAP has an entire new Pacific War AI that shifts prios around in the Pacific as need be
* JAP invasion of PHI AI had his Naval AI tightened up to be more focused
* JAP learned how to switch his ministers around depending on in-game circumstances
* JAP minor changes to production prios
* JAP no longer has any passitivity for most of the warlords
* JAP should loose less ground to CHI if he taks Hainan
* JAP should no longer accept white peace from Warlords
* JAP should no longer DOW the allies in 1940
* JAP should not DOW the USA if it has been puppeted
* JAP some changes to his backoff garrison AI to help with Pacific War
* JAP updated with new beaches
* JAP will adjust himself in attacking China and increase the amount of territory he wants on an anual basis if he looses territory he will go back on the attack if he is below his quota (AI vs AI only)
* JAP will always keep his fleets in the Pacific area
* JAP will have more diplomatic resistance to USA, ENG, FRA and SOV
* JAP will invade central or south China if the Chinese are not garrisoning those areas well
* JAP will monitor Chinas politics and get involved if it feels threatened
* JAP will no longer launch invasions in Chinese central area if it is AI vs AI
* JAP will use his Prince of Terror minister under certain circumstances
=== Soviet Union AI (SOV) ===
* SOV bug where he DOWed GER for no reason fixed
* SOV does a better buildup for the Winter War
* SOV DOWing of Baltic states event broken into 3 events (one for each baltic state)
* SOV fix to garrison buildup in response to GER border buildup when trying to invade FIN
* SOV fixed a bug that caused SOV to get a quick jump on FIN
* SOV fixed a Murmansk garrison bug
* SOV had a bug fix in his new Finland AI
* SOV had a minor bug fix in his build AI
* SOV had some tweeks to his minister AI
* SOV has a new build prio AI
* SOV is more intelligent with his builds if GER is human controled
* SOV learned how to counter attack the Fins if they advance while at war with Germany
* SOV learned how to monitor their border with German (if historical) and to try and match buildup
* SOV learned how to use his ministers
* SOV should no longer charge into ROM when GER DOWs them
* SOV should not cave into demands very easily
* SOV Upgrade cap to 0.15 whilte at war
* SOV Upgrade cap to 0.25 while at peace
* SOV will concentrate more on upgrading of units while at peace
* SOV will load a handicap AI against GER to give them a chance on invasion
* SOV will now monitor GER aggression against the Baltics and Turkey
* SOV will now react to an aggressive Germany better he may push into the baltics and poland early to get to Germany
* SOV will take advantage of the 36GC and mass build IC
* Fixed SOV winter war (being attacked by GER) trigger events
=== United Staes AI (USA) ===
* USA DDay AI Greatly inproved
* USA DDay AI will reload if he gets pushed out of France
* USA had a bug fix to his invade UK AI
* USA had a bug fixed in his construction AI
* USA had Carrier techs added to his prefer research list
* USA had more changes done to his DDay
* USA has a homeland defense AI were he will mass build ground forces to defend the USA. This is a new AI flag event design that will fire no matter how many times you invade the USA.
* USA has a minister AI
* USA has a much more complicated Embargo AI against ITA, GER and JAP
* USA has a new construction AI that will fluctuate with his main enemies builds
* USA has a new Italian invasion AI
* USA may invade the UK if it is taken over by an enemy
* USA may invade the UK if they are atwar
* USA should no longer offer white peace to Axis
* USA will take advantage of the 36GC and mass build IC
* USA will try and keep his transport fleet up
=== European Minors AI ===
* AUS raised neutrality from 30 to 90
* BEL has a DDay AI
* BUL has a minister AI
* BUL will send EXP forces to Germany
* FIN had some bug fixes to various AI events
* FIN has a minister AI
* FIN has a new Winter War AI (not so aggressive) he tries to protect his home country mainly
* FIN raised neutrality from 30 to 70
* FIN will no longer auto join a German AI if he has hardly any army left from the winter war
* GRE raised neutrality from 80 to 90
* HOL has a DDay AI
* HOL has a much more complicated Embargo AI against ITA, GER and JAP
* HUN has a minister AI
* HUN should cover the SOV border if he goes aggressive
* HUN will go on the offensive and invade other countries if CZE caves in to his territorial demands
* HUN will go up to 95% of his forces as EXP to GER when atwar with SOV
* IRE has a minister AI
* IRE raised neutrality from 80 to 90
* NOR raised neutrality from 30 to 90
* POL will defend his entire border until he views GER as a large threat then he will switch everything against GER
* POR raised neutrality from 95 to 110
* ROM has a minister AI
* ROM will go up to 90% of his forces as EXP to GER when atwar with SOV
* ROM, BUL, HUN events for handing YUG territory to GER (AI Controlled) had a bug fix
* SLO should not cave into HUN demands so easily anymore
* SLO will no longer send EXP forces to Finland
* SPA (44 scenario) raised neutrality from 80 to 120
* SPA has a minister AI
* SPA/SPR should no longer DOW Slovakia
* SPR has a minister AI
* SPR/SPA had neutrality increased once the civil war starts
* SWE has a minister AI
* SCH has a minister AI
* TUR has a minister AI
* YUG has a minister AI
=== American Minors AI ===
* ARG has a minister AI
* ARG raised neutrality from 80 to 95
* BOL raised neutrality from 80 to 95
* BRA has a minister AI
* CHL has a minister AI
* CHL raised neutrality from 80 to 95
* COL has a minister AI
* COL raised neutrality from 80 to 95
* COS has a minister AI
* CUB has a minister AI
* DOM has a minister AI
* ECU has a minister AI
* ECU raised neutrality from 80 to 90
* GUA has a minister AI
* HAI has a minister AI
* HON has a minister AI
* MEX has a DDay AI
* MEX has a minister AI
* MEX raised neutrality from 80 to 95
* NIC has a minister AI
* PAN has a minister AI
* VEN has a minister AI
* VEN raised neutrality from 80 to 95
* URU has a minister AI
=== Asian Theatre AI ===
* CHC had a change to his inherit CHI event to make it harder for them to be inherited
* SIA will send 50% of his troops as EXP forces to JAP if they are allied and not atwar with ENG
* CGX had bug fixes done to his ChinaFeeder event chain
* CGX will attack JAP if he looses some home territory
* CGX will put all his forces under Chinese control for certain circumstances
* CHC fixed a bug that made CHC to aggressive
* CHC had a 120 day handicapp added against CXB and CHI
* CHC had his passitivity removed agains CHI
* CHC has a more defensive AI against JAP but will go on the attack if they loose territory or SOV DOW Japan
* CHC will leave the United front if CHI is AI controled and give military access to CHI and should not accept peace with anyone
* CHI EXP Force feeder from Warlords will adjust up and down to keep a 0.8 ratio with AI JAP or 1.2 ratio with Human JAP
* CHI fixed a problem wich caused them to be more aggressive than they should be.
* CHI had bug fixes done to his ChinaFeeder event chain
* CHI had his passitivity and handicap removed when atwar with JAP
* CHI had his passitivity removed against CHC
* CHI had some changes done to his garrison settings for war with JAP
* CHI learned how to use his ministers
* CHI will adjust himself along side with JAP in regards to territory lost quotas if he looses more than he should he will go back on the attack ferociously (AI vs AI only)
* CHI will concentrate more on upgrading units than building new ones
* CHI will launch less counter attacks against JAP (AI Controled)... CHI was wearing himself out slowly
* CXB had a bug fix to his border Garrison force shifting AI
* CXB had bug fixes done to his ChinaFeeder event chain
* CXB will now give a 0.4 exp ration in the 36GC
* CXB Will put his entire army under Chinese control under certain circumstances
* CYN had bug fixes done to his ChinaFeeder event chain
* CYN will attack JAP if he looses some home territory
* CZE resistant to claims has been raised a little
* MEN has an AI file
* MON will only release EXP forces to SOV under certain conditions
* NEP has a minister AI
* NZL has a minister AI
* SIK had bug fixes done to his ChinaFeeder event chain
* TAN will only release EXP forces to SOV under certain conditions
* Warlord events all moved out of AI_CHI.txt file into their appropriate files
* Warlords have a new EXP force feeder AI that will try and keep JAP and CHI at a 0.8 military ratio instead of sending everything in one shot
* Warlords should not longer accept white peace with JA
=== Misc National AI. ===
* LIB has a minister AI
* PHI had his builds adjusted to build more ships
* SAL has a minister AI
* SAU has a minister AI
== Modding Support ==
* Added an 'army = X' trigger which returns true if that country has at least that many land-divisions.
* Added a 'day = x' trigger.
* Added a 'land_percentage = { country = XXX value = 1.2 }' trigger that returns true if the target has at least 120% of the number of land-divisions the desired opponent has.
* Added "manpower = X" to the free-resources field.
* Global flags now work the same way as local flags.
* Added a "free_manpower" event command.
== Bugfixes ==
* Tracked down and fixed a bug which gave fleets perfect positioning after 1 hour.
* Fixed a crashbug with aircombat.
* Divisiontype-triggers now work properly.
* Fixed a bug with actual manpower used for reinforcement being bigger than it should be.
* Fixed the problem where a convoy from puppet's would never ship the resources.
* Fixed several event commands which caused crashes if they referred to countries not existing anymore.
* Fixed a crashbug which happened when a large navalcombat occurred with hundreds of ships got sunk.
* Divisions in strategic redeployment and under construction are now considered for the division-types trigger.
* Fixed the minister trigger so that it will not return true if the ministers startdate has not arrived OR the minister is dormant.
* Fixed the Vichy crashbug.
* Liberating a puppet now doesn't unlock all secret techs for the puppet.
* Removed crash on MAKE_PUPPET command when the new puppet was allied with the new puppeteer.
* Units Loaded onto transports now leaves combat.
* Leaders no longer lost upon annexation.
* Friendly troops aboard alliance transports no longer become citizens of the nation's ships upon reload.
* Tracked down and fixed reason for mismatch on serial production of province developments in MP.
* Fixed pathfinding for aircrafts and other units, used an inadmissible heuristic for a* before.
* Fixed puppets leaving masters alliance.
== Events ==
=== Misc ===
* Fixed a bunch of scripting errors in various event files
* The 'Major Worker Strike' random event won't happen anymore in a national socialist or fascist country.
* Edited the Lend-Lease events a bit more to make them trigger every 9 months (no random trigger) but with higher chance of rejection by the USA to counter this.
* Edited the USA Lend-Lease to Nationalist China event, it should now actually trigger more often.
* Reworked the amount of offmap goodies the various revolters get.
* The 'Cold War gets hot' events can now hit as early as 1936.
* Cold War Gets Hot event now checks for more stuff
=== Europe ===
* Completely reworked the way Vichy is handled. Vichy now has a ton of events to handle various colonies seceding, Operation Torch, the Vichy surrender and more...
* Germany, Italy, USSR, UK & France now get some blueprints should they intervene in the Spanish Civil War and their side wins.
* Reworked the triggers to the Hitler Assassination events extensively. The event will now have a chance of occuring when the war goes bad, and not necessarily when you have alot of dissent.
* The following ministers/leaders will no longer be slept when Hitler is assassinated: Heinz Guderian, Walther von Brauchitsch, Eberhard Milch
* German government should now be properly made PA when Hitler has been assassinated (Beck-Goerdeler government)
* Edited the trigger of the German 'Easter Poland to the USSR' event to make it trigger properly
* Removed the intervenionist slider moves for Germany in the Spanish Civil War, Rheinland and Anschluss events. Extra moves added to Sudetenland Events
* Edited the 'German annexation of Czechoslovakia' event trigger a bit
* Tweaked the trigger of the Anschluss event somewhat
* Added some forgotten province ID's to Bitter Peace events
* Reworked the Molotov-Ribbentrop sequence severely.
* Smaller German allies now have an event to return provinces when Molotov-Ribbentrop triggers
* Amended an event in the Molotov-Ribbentrop chain a bit as to not always cause a DOW from SOV upon GER
* If Molotov-Ribbentrop choice b or c is taken, the Winter War event won't happen anymore (anachronistic).
* Amended the USSR 'Moving Industry to Siberia' events so the USSR does not *gain* IC anymore.
* The various USSR ground_def_eff tweaking events (2651 to 2659) now properly sleep the 'cheated' event 2660 to prevent exploits
* There now is an AI_Event to make sure the USSR AI doesn't get *too* high ground_def_eff
* Added in three AI_Events for the USSR to release and puppetize BUL, CZE and POL after the war.
* If Molotov-Ribbentrop choice b or c is taken, the Winter War event won't happen anymore (anachronistic)
* The End of the Winter War got its trigger reworked
* Action_b of the End of the Winter War now drops relations alot more and end possible SOV non_aggression pacts with Allies & Germany
* Fixed a problem with the Soviet Claims on Bessarabia event
* Tweaked splitting of czech army after the Munich event-series.
* The 'End of Czechoslovakia' was tweaked a bit so that most of the territory doesn't go to HUN anymore
* Added new event The End of Czechoslovakia (2041) an ahistorical case that HUN does not exist
* The The End of Czechoslovakia (2040) will not happen if CZE is a puppet
* Enchanced the triggers for Great Patriotic War so that it does not trigger multiple times.
* Yugoslavia should now also sign peace with the Allies and (possibly) the USSR when they withdraw from the Axis
* Deleted the puppet commands for POL, BUL & CZE from event 35.
* Denmark, Norway and Luxembourg should now be set free by the Allies when Germany surrenders
* Allies should now also correctly cede Greek, Czech, Italian and Hungarian provinces when Germany surrenders
* Croatia now gets a tiny bit of free_ic and stuff to be at least viable when they are released by GER
* There now is a French variant of the Liberation of Europe event
* Amended the Surrender of Italy trigger a bit
* The events concerning the Creation of Slovakia have been reworked
* Moved the alliance command in the Croatian Independance events from the CRO event to the GER event so that Croatia now actually ''joins'' the Axis upon creation
* Edited the 'UK Guarantee of Polish Independance' trigger a bit
* Churchill can now also come to power if ENG ends up at war with SOV (anti-commie role)
* The Spanish Civil War Intervention events for FRA, ENG and SOV now checks for those countries *not* being in an alliance with Republican Spain
* Extensively reworked the way Slovakia is established
* Added a death event for Finnish PM Kyösti Kallio
* The End of Germany event series now make Niels Bohr return to Denmark (slept in USA)
* There's now an event that removes the Maginot line when its flanked.
* There's now an event series that makes Bulgaria claim the Constanta region from Romania. If the claims are refused, this might lead to a Third Balkan War.
* Tweaked some AI_chances in Anschluss and Leadership of Free France events
* Reduced '36 GC FRA MP by 100 and added +15MP to the FRA Gearing up for War event (52)
* Germany now gets allied to Hungary if they chose to partition Czechoslovakia with them instead of installing Tiso.
* Fixed a few problems with the Annexation of Czechoslovakia events
* There's now an event that removes the Maginot line when its flanked
* Thoroughly reworked the Italian surrender chain's triggers and effects.
* Reworked the various events that tweaked the GDE of the USSR. At long last, all scenarios should now be corresponding correctly.
* When the Netherlands and Belgium are overrun, their European provinces become owned by Germany now. NOTE: Their troops will keep on fighting since they 'continue the fight from the colonies'.
* If Poland declines an alliance with the United Kingdom or the United Kingdom does not offer an alliance at all, Poland has a higher chance of caving in to Germany demanding Danzig.
* Croatia now properly gets less free_ic when liberated (3 <-> 7).
=== USA ===
* Fixed the three 'US Gearing up for War' triggers so that they don't return true in the first few days of the game anymore
* Tweaked and reworked the 'USA Gearing up for War' event chain.
* Tweaked the triggers for the Undeclared War and the Arsenal for Democracy events.
* Added some logical Monroe Doctrine triggers to events 56, 57 & 58
* The USA gearing up for war will now also happen as a reaction to premature Soviet aggression
* Event action_b in event 57 no longer sleeps event 58
* If Japan puppets PHI, the American Phillipine leaders & tech teams (i.e. MacArthur etc.) are slept
* USA now moves a bit more towards interventionism if 'Pearl Harbour' hits
* USA now gets claims on Iceland & Greenland when they get it offered (to counter nationalism there).
* US Oil Embargo now needs 40 JAP belligerence instead of 35.
* Chinese Tech Team Claire Chennault will only be there if USA offers assistance to CHI (as it is with leader Chennault).
* Should USA lose California/Texas, it is weakened by losing some CAL/TEX based tech teams
* Destroyer Transfer (30 & 31) tweaked with changes to USA'S '36, '38, '39 GC scenario files
=== Asia-Pacific and Africa ===
* The surprise effect events around Pearl Harbour can now occur till 1947 instead of 1943
* Japan now annexes the Phillipines if the USA yields for peace
* Japan now allies with Manchukwo and Mengkukwo should it chose action_b in the Khalkin Gol incident (small chance)
* The 'Panay Incident' no longer gives Japan belligerence. Also corrected a province ID there.
* Added in two events for the case where MAD becomes a JAP puppet in the Vichy chain.
* Cut the manpower values in japanmanpower.txt by a factor 30 since they should represent daily MP gain.
* The 'Japan surrenders to China' event now cedes previously warlord owned territory as well.
* The Japanese side of the 'US Oil Embargo' event now kills alot of trades instead of reducing their oil stockpile
* Nomonhan Incident (event 22) now has a small chance the Japanese AI will delcare war on the USSR
* Reworked the Surrender of Japan events a tiny bit. They should now properly cede [[Indochina]] to France again.
* Edited the badly used add_corps and add_division commands in the Operation Zet event(s).
* There now is a nice event series concerning peace between China and Japan. Various options are available to both sides like installing a puppet regime, balkanizing the opponent,...
* When the Chinese Industry Move to the interior happens, industry will now also be moved away from Nanjing and Hangzhou to the interior. 50% of the resources there will now also appear inland.
* The Chinese Industry Move to the Interior now also triggers a Burma Road event that hands a small portion of free resources and stuff to China. The Burma Road can be closed (and China weakened) by capturing Burma. It can be re-opened if ENG takes it back.
* Reworked the 'Burma Road' triggers to account for a bit more possible outcomes. If the Southern China warlords are at war with China for example, the Burma Road can't open anymore.
* Persian Coup (936) tweaked
* Included a new event file (colonial_release.txt) that gives dissent to nations setting their colonial revolters free. We want to discourage ahistorical mass-liberating
* There's now some new events surrounding the Iraqi coup and counter-coup
* There's now an event that establishes the Japanese puppet in Mengkukuo
* Added in three 'death events' for SAF politicians
* There's now events that might establish the People's Republic of Korea and South Korea.
* There's now an event that potentially transfers Soviet conquered parts of China to the Chinese Communists.
* Included a small chance for Persia going to war with USSR & UK in the Persian Coup event
* Removed 1272 from the 'Mengkukuo established' event trigger
* Persian Coup (236) deleted, it was replaced by Persian Coup (936) in hoi2.txt file
* There now is an event to simulate the establishment of the Persian Corridor if Persia leans towards Germany
* Added Death of King Ghazi of Iraq (393)
* Edited the Iraqi Coup events in HOI2.txt a bit to trigger properly
* Expanded the trigger for the 'Siam Gives Up' event.
* There now is a 'South Africa at the Crossroads' event where SAF can choose to stay with the Allies, or side more with the Axis.
== Scenario Setup ==
=== Common ===
* Properly included event_picture references in the new 'Experience from Spanish Civil War' events
* Edited some sprite coordinates to make stuff better visible
* Added a big number of propaganda pics for revolter nations
* Added some model pictures for ARG & CHI
* Added model photos for all Canadian air divisions
* Removed some forbidden symbols in four propaganda posters
* Fixed some French translation errors in text.csv
* Fixed an error in revolt.txt where Abadan (in Persia) was required instead of Kuwait City
* The revolt.txt entry should now properly make Bratislava the Slovakian capital
* OTT now has a revolter entry
* Removed an erroneous province for KAZ in revolt.txt
* Lowered MP levels of small minors across the map
* Gave MAN a bit of offmap stuff to keep on running
* When the Netherlands & Belgium surrender, their army is now properly deleted as well
* Denmark now secedes its provinces to Germany when it stands down (no partisans)
* Fixed an error in the adj-defs.csv file that made some Pacific chain connect to *whistle* North Africa.
* Andaman Islands are no longer needed to liberate India
* Reduced philippine manpower.
* CSA got intrinsic_gov_type = fascist removed
* BEL: +4 IC (2 tech teams)
* SWE: +3 IC (1 tech team ##> 2 tech teams)
* Moved all 'ruling cabinets' in minister files to 'replacements' since liberated nations would else always get the ruling cabinet, instead of a cabinet suited for their puppetmaster
* Fixed an ID error in German ministers
* Some Finnish minister tweaks
* IDC got some new tech teams (copied from LAO, CMB, VIE)
* Tweaked a Swiss tech team, a Nigerian one, removed Millikan from USA, tweaked Canadian Avro
* Trivial tweaks to some USA tech team dates
* Pocket Defence Doctrine historical year changed to 1941
* Most of all the names in various Chinese ministers & leader files are now in Pinyin
* Added a few forts to the Franco-Italian border
* Added rares to New Caledonia
* DFR & DDR generals now available a bit earlier just in case they're liberated earlier
* German relations with FRA/ENG should now get a much larger hit when the 'End of Czechoslovakia' happens
* Tweaked the belligerence requirement for US Oil Embargo to 40.
* Weather in provinces 1643 & 1645 changed to subtropical
* Made Gibraltar mountain again
* added some better and more historical supply & oil pools
* Mengkukuo now has some offmap IC to keep on running
* Raised INFRA in Gorkij from 50 to 60
* Suez region is now extra for Egypt
* Cyprus is now an extra for OTT
* Province 1049 got its infra upped a bit
* Added a beach in Manilla & removed a fort there in 1936
* The Istanbul port now exits in the Sea of Marmara insead of the Aegean Sea.
* Removed the land connection between China and Hong Kong for AI purposes and made Hong Kong hills.
* Added sea connections between some of the Philippine islands, so they can be crossed by troops but ships can still block them.
=== Battlescenarios ===
* Added and removed some logical and illogical techs:
* Coral Sea: added techs 8310 and 8130 to AST
* D-Day: removed 8130 from GER
* Fall Weiss: removed 5360 from POL
* Platinean War: removed 5380 and added 5310 and 5320 to BRA
* Southern Conquests: removed 8310 and added 5310 and 5320 to JAP
* Husky: enhanced a trigger
=== 1936: ===
* fixed a bug in the SWE slider setup: free_market twice instead of one freedom
* Germany's isolationism slider moved to step 5
* Republican Spain's relations with the United Kingdom, France & the Soviet Union lowered
* Japan moved 3 steps towards professional army for gameplay purposes.
* Set up the 1936 minister cabinets to correspond with the new setup of the minister files
* BEL is now Market Liberal at start (Van Zeeland government)
* Canadian interventionism slider moved to 4- 1936: Added a level 3 air_base to Chengdu in CHI in anticipation of a possible Operation Zet
* Oman now has the correct capital
* USSR now has blueprints for tech 1070
* CGX naval unit now correctly has a naval base
* CHI naval unit now correctly has a naval base
* Deleted two invalid brigades in ENG OOB
* German 'Baltische Flotte' moved to a correct naval base
* Italian '4a Squadra di Marina' now correctly has a naval base
* Italian '19a Squadra di Marine' moved to a correct naval base
* Polish 'III/1 Dyon Brygady Poscigowej' moved to a correct air base
* USA '2nd USN Submarine Fleet' moved to a correct naval base
* USA '7th USAAF Bombardment Wing' moved to a correct air base
* Added 'Improved Light Cruiser' (3100) to ENG (accidentally omitted)
* An American airfield is now correctly in Phoenix instead of Dublin :)
* Expanded the naval base in Dublin
* Added naval bases to Rotterdam and Dunkirk
* added some better and more historical supply & oil pools
* fixed alot of incoherent and one-side-defined relations settings
* added some missing prerequisite techs
* Upped the amount of Belgian transports
* 1936/1939: Removed mutual Military Access between Commonwealth countries to remedy the currently broken end_access command. Their access is automatic anyway, since they're Allies.
* edited SAF sliders a bit to make them slightly less democratic
* added a locked garrison to Panama in all scenarios
* made Cyprus UK national to ensure they don't give it away under any circumstance
* Cyprus also made Turkish national
* Added Algeria as French national
* Added some more airfields to the Eastern Front area and along the Transsiberian Railway.
* Moved the British professional_army slider to position 7.
* Removed the Land Fort in Hong Kong and changed it to a Coastal Fort (lvl 3 in 36/39, lvl 5 in 41/44).
* Added an 'ahistorically early' alliance between Japan & Manchukwo
* MP pool of PHI to 0
* Fixed some control over provinces between Xibei San Mai and Sinkiang
* Moved FRA two steps towards drafted_army
* Set a few gameplay-important trades to cancel = no
* Moved GER two steps more towards professional_army
* Reduced the MP pools of most Central & South American states by 60-66%
* German ArmMin Hjalmar Schacht made available in 1936.
=== 1938: ===
* Tweaked German and Czech techs.
* Tweaked UK garrisons.
* Further balancing tweaks done
* Fixed the Czech forts.
* Increased partisan levels in China.
* Reduced the quality of the Chinese army.
* Tweaked base sizes, techs and AA to sensible levels for 1938
* Added Japanese naval build program
* Iraq is now a playable nation
* 1938: adding airfields to the Soviet Union
* 1938: adding the Vallo Alpino fortifcations to Italy
* 1938: the GDE/GPW events
* 1938: Reduced UK manpower
* 1938: increase Soviet isolationism
* 1938: weaken Spanish economic techs
* 1938: correcting the membership of the British Empire and Allies (removing YEM and IRQ)
* 1938: lowering the quality of the Italian army
* 1938: resolving incompatibility with the Soviet gearing/GPW events
* 1938: sundry minor tweaks to diplomacy, tech and other details
=== 1939: ===
* Japan moved 3 steps towards professional army for gameplay purposes.
* Added a level 3 air_base to Chengdu in CHI
* Fixed a minister fluke in TIB
* Oman and CSC now have their correct capitals set
* Argentinian 'Aviación del Ejército' and 'Aviación Naval' now correctly have air bases
* Australian 'HMAS Perth' now correctly has a naval base
* Finnish 'Lentorykmentti 1' and 'Lentorykmentti 4' now correctly have air bases
* French 'Zone d'Opérations Aériennes Est' moved to a correct air base
* French 'Zone d'Opérations Afrique Ouest' moved to a correct air base
* Added an airbase to PROV528 Lyon
* French 'Zone d'Opérations Aériennes des Alpes' now correctly has an air base
* German 'Erkundungsflotte' now correctly has a naval base
* Dutch '1e Luchtvloot' moved to a correct airbase
* Iraqi 'Royal Army Air Force' moved to a correct airbase
* Japanese '2. Hikoutai', '8. Kaigun' and '3. Hikoutai' now correctly have airbases and navalbases
* Japanese '1 Zerosen no Hikodan' and '1. Hikoutai' moved to correct airbases
* Soviet 'Arctic Fleet' moved to a correct navalbase
* Spanish 'Región Estrecho' and 'Región Pirineos' moved to correct airbases
* An American Dublin is now correctly in Phoenix instead of Ireland :)
* Expanded the naval base in Dublin
* Added naval bases to Rotterdam and Dunkirk
* added some better and more historical supply & oil pools
* fixed alot of incoherent and one-side-defined relations settings
* added some missing prerequisite techs
* Upped the amount of Belgian transports
* Iraq is now a playable nation
* Removed mutual Military Access between Commonwealth countries to remedy the currently broken end_access command. Their access is automatic anyway, since they're Allies.
* edited SAF sliders a bit to make them slightly less democratic
* added a locked garrison to Panama in all scenarios
* made Cyprus UK national to ensure they don't give it away under any circumstance
* Cyprus also made Turkish national
* Added Algeria as French national
* Added some more airfields to the Eastern Front area and along the Transsiberian Railway.
* Moved the British professional_army slider to position 7.
* Removed the Land Fort in Hong Kong and changed it to a Coastal Fort (lvl 3 in 36/39, lvl 5 in 41/44).
* Germany now has Mil.Acc to Uruguay
* Mengkukuo now has some offmap IC to keep on running
* Significantly cut down the PHI OOB
* MP pool of PHI to 0
* Moved FRA two steps towards drafted_army
* Set a few gameplay-important trades to cancel = no
* Moved GER two steps more towards professional_army
* Reduced the MP pools of most Central & South American states by 60-66%
=== 1941: ===
* Tweaked US tech setup.
* Japan moved 3 steps towards professional army for gameplay purposes.
* Added a level 3 air_base to Chengdu in CHI
* Oman now has the correct capital
* Fixed some minister flukes in SOV and TAN
* Deleted Advanced Interceptor (Ki-84) & Improved Interceptor (Ki-61) techs from JAP but added Basic Escort Fighter (Ki-38)
* Fixed some bases for Australia
* Specified base province for the Guangxi Clicque naval unit
* Moved a Chinese air unit to a correct airbase
* Moved two British naval units to a correct naval base
* Edited two forbidden German brigades
* Added two Italian airbases (Sardinia & Rome)
* Added bases to a few Japanese air units
* Edited some forbidden Japanese brigades
* Added a base for the Romanian fleet
* Edited some forbidden Soviet brigades
* Moved the Soviet Pacific Fleet to a correct naval base
* Added a naval base to Karlskrona in Sweden
* Moved an American air unit to a correct airbase
* French government changed to SC
* Expanded the naval base in Dublin
* added some better and more historical supply & oil pools
* fixed alot of incoherent and one-side-defined relations settings
* added some missing prerequisite techs
* Upped the amount of Belgian transports
* 1941: SOV GDE set to 0.6
* edited SAF sliders a bit to make them slightly less democratic
* added a locked garrison to Panama in all scenarios
* made Cyprus UK national to ensure they don't give it away under any circumstance
* Cyprus also made Turkish national
* Added Algeria as French national
* Added some more airfields to the Eastern Front area and along the Transsiberian Railway.
* Moved the British professional_army slider to position 7.
* Removed the Land Fort in Hong Kong and changed it to a Coastal Fort (lvl 3 in 36/39, lvl 5 in 41/44).
* Fixed some ID errors.
* Mengkukuo now has some offmap IC to keep on running
* Significantly cut down the PHI OOB
* Moved FRA one step towards drafted_army
* Set a few gameplay-important trades to cancel = no
* Moved GER two steps more towards professional_army
* Reduced the MP pools of most Central & South American states by 60-66%
=== 1944: ===
* Added naval bases to Rotterdam and Dunkirk
* Japan moved 3 steps towards professional army for gameplay purposes.
* Corrected a tech id type in SOV
* Corrected some minister flukes in ARG, CUB and POR
* Oman now has the correct capital
* Corrected alot of base errors in a big number of files
* Corrected alot of unallowed brigades in a number of OOB's
* French government changed to SC
* Expanded the naval base in Dublin
* added some better and more historical supply & oil pools
* fixed alot of incoherent and one-side-defined relations settings
* added some missing prerequisite techs
* Argentina now has a claim on the Falklands
* Iraq is now a playable nation
* edited SAF sliders a bit to make them slightly less democratic
* added a locked garrison to Panama in all scenarios
* made Cyprus UK national to ensure they don't give it away under any circumstance
* Cyprus also made Turkish national
* Added Algeria as French national
* Added some more airfields to the Eastern Front area and along the Transsiberian Railway.
* Moved the British professional_army slider to position 7.
* Removed the Land Fort in Hong Kong and changed it to a Coastal Fort (lvl 3 in 36/39, lvl 5 in 41/44).
* Switzerland now properly uses the Superior Firepower Doctrine path
* Germany has a bit more historical static AA
* Significantly cut down the PHI OOB
* Set a few gameplay-important trades to cancel = no
* Moved GER two steps more towards professional_army
* Reduced the MP pools of most Central & South American states by 60-66%
[[Category:Technical_Issues]]
68aeab73e5ccb410ae6bbff4db4d826f4110aeca
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2017-03-22T12:36:40Z
Lillebror
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wikitext
text/x-wiki
{{RFD}}
{{HOI2 Patch}}
Hearts of Iron 2 patch 1.3<ref>Forum: [[forum:219160|November 2005 Enhancement - (v1.3)]]</ref> was released on 2005-11-11.
<div style="float:right;">__TOC__</div>
== Gameplay Balancing==
=== Diplomatic ===
* Coups now have a much bigger chance to actually succeed.
* Now a puppet can't invite his master to an alliance.
* Now you will get a dissent hit when liberating a puppet.
* You now recieve a boost of 2 steps on interventonism instead of 1 whenever someone atacks someone you guarantee.
=== Common Military ===
* Larger nations in the same alliance will now take control over provinces as they invade allies occupied overseas territories, to maintain coherent supplied fronts.
* Fixed so that when you liberate a province occupied by your enemy, while you not have access with the original owner, then you take control over it directly.
* Fixed a loophole that allowed someone to immediately deploy divisions that are in delayed strat-redeploy.
* Rebalanced settings for partisans and transport capacity.
* Whenever a new model is researched, the older models are automatically scrapped, this is of course not valid for fleets.
* Minister research modifiers for technology is now applied.
* Its no longer possible to scout radar/rocket/nuke sites by just clicking on an enemy province.
=== Land ===
* Due to fun exploits units in strat redeployment are now deployed back to where they came from if possible, or the closest controlled province from that position. These units also drop out to the closest possible place as soon as the target is overrun.
* Brigades can now be assigned to units in provinces that have the same owner as the owner of the unit.
* The chance for a Encirclement or Breakthrough will now be happen 10% more often for every 1 km/h over 3 km/h. There is a cap on 40%.
* Units retreating to enemy-controlled territory with enemy units in both target and source province will now be eliminated.
* Reduced the toughness of more advanced infantry models somewhat.
* Raised the toughness values of the earlier MOT divisions to generally be 2 points above their equivalent regular INF counterparts.
* Softness of MOT & MEC divisions now decreases when models get more advanced.
* Doubled the movement & attack penalties in frozen & mud conditions.
* Supply & fuel usage of brigades is now 40% of the old values.
* Heavy Armor and Super Heavy Armor brigades are now allowed to be attached to INF (if you're stupid enough :p)
* Manpower requirement for Mountaineers and Marines changed from 10 to 15, like Paras already had (-> elite troops)
* Buildtime for Mountaineers, Marines and Paratroopers increased by 30 days
* Tech difficulty of Mountaineer, Marines and Paratrooper techs increased by 1 (5 to 6)
* Edited the Engineer brigade as follows: MP need from 2.0 to 2.5, lowered their speed bonus from 1 to 0.5 and added a small fuelconsumption of 0.2 to them. This keeps them a very strong brigade but less of a no-brainer.
* Edited the tech tree of mtn, par & mar a bit and fixed a bug there
* Lowered the MP requirement for garrisons
=== Naval ===
* Made a full overhaul of CV & CAG balance.
* Tweaked the CL subattack values to 1-1-2-2-3-4 in that order of appearance
* Tweaked the DD ranges to be the same as the various CL ranges
* Fixed a bug in the range for Nuclear Battlecruisers
* Lowered air defence of submarines somewhat
* Lowered speed for 36 & 39 infantry by one point (5->4).
* Research difficulty of legged division types raised by 1 across the board.
* Research difficulty for most brigades dropped by 2 across the board.
=== Air ===
* Only airunits on air-superiority mission will now attempt to engage other airunits in the same province.
* Increased effect from interdiction by 66%.
* Starting efficiency of AA is now 10%.
* Reduced the effcts of Static AA improvements
* Rewrote targeting algoritms for ground attack and interdiction, to focus on combats as much as possible.
* Air battle XP gain lowered from 2.25 to 2
* Reduced the cost of transport_planes a tiny bit.
* Lowered the naval attack ratings of naval bombers by 3 for each model.
* Gave CAS the same naval attack value as their equivalent naval bomber models, with a correction of -2. So if a NAV has a NA of 9, the equivalent CAS has 7.
* Gave TAC a +2 boost to their strategic attack rating.
* Raised the cost for flying bombs and flying rockets (2 IC for bomb, 3 for the first two rockets, 4 for the ICBM)
* Tweaked the starting efficiency of AA batteries downward, their efficiency now increases exponentially when more advanced AA batteries become available.
* Raised Soft and Hard Attack values on CAS by 2,2,3,3 over the various levels. CAS gets an additional 1 point in Hard Attack at Improved and Advanced models.
* Naval stacking penalty is now applied properly versus air-units bombing them as well.
=== Economical ===
* A puppet now has a max-pool of 1000 instead of 100 in resources.
* Now it is possible to build coastal fort, land fort, anti air, infrastructure, airbase, naval base, radar station, nuclear reactor, rocket test site, and factory in occupied territories.
* Tweaked a lot of techteams, leaders & ministers.
* Lowered cost of Radar Stations from 3 to 2
== Interface Enhancements ==
* Interface: Armies are now sorted by division type.
* Current capital is now shown on the capital button in a province instead of 'set capital'.
* Added amounts to tooltips for metal energy etc in province list.
== AI Improvements ==
=== Misc ===
* Rewrote trade AI to look at last 30 days of income instead of current situation only.
* The AI will no longer attempt to retreat if under military control.
* Added preferred doctrines to lots of different countries.
* All countries had infantry techs added to prefered research list
=== Construction AI ===
* Added some inertia to the AI's slider management.
* Improved the ai building logics, fixing several bugs which caused it to ignore preferences set in scripts.
* Rewrote some aspects of the "relative=no buildscheme" to make it spread even between land/naval/air depending on script.
* Improved AI to make it better at always building the latest stuff it has technology for.
=== Land AI ===
* AI learned to analyse fortress effects on odds properly. Old scripted evals are no longer supported.
* Improved the ai troop deployment algoritms to make them use troops at more theaters if they have more.
* Improved AI reaction for garrison and reserves.
* Passivity is now ignored versus any nation controlled by a human.
* The AI learned to consider allied player-units in the combat together with it when determening if to retreat or not.
* Changed alot of global odds calculations.
* All AI Files updated to have several more front AI parms use the settings right from the exe
* Garrison AI now ignores bombers bombing the ground when considering combats it must garrison against.
=== Naval AI ===
* AI's ASW units will no longer move into areas where they are scripted to ignore.
* Rewrote AI fleet composition logics to use carriers almost exclusively in battle fleets instead of in small ASW fleets.
* The AI learned to not let its transport fleets sit around on the ocean waiting.
* The Naval AI will no longer let his ASW fleets sit on the ocean waiting, when going to peace.
* Wolfpack AI are now more likely to actually go out and sink enemy shipping.
* Rewrote logics for invasion, and the AI will now actually do lots of them.
* The transportation/invasion AI now reacts a fair bit quicker.
* Fixed a problem with the transport AI that made it refuse to transport troops to some types of territories.
* All minors have naval specifc areas where their fleets will stay in.
* The AI now knows how to reinforce overseas territories it conquers from an enemy.
* Changed naval ai to concentrate it's attack fleets more.
=== Air AI ===
* The AI now runs its air-missions at a minimum of 50% org and strength.
* Made some improvements to logics that would cause the air-AI to sleep sometimes after a rebase.
=== Commonwealth AI (ENG+SAF+CAN+AST+NZL) ===
* ENG should do a better garrison of the UK
* ENG had his prefered ports changed slightly so its harder for GER to get to them
* ENG had a change in his Battle for Britain AI so he does not shift his troops in the UK around so much
* ENG added Glasgow to coastal fort list in 36
* ENG added SAF to his preferd trading list
* ENG builds adjusted in 1936, he will build less garrison and more destroyers
* ENG had a bug fixed in his construction AI
* ENG had a few beaches in Africa and the Middle East put on ignore for garrison purposes
* ENG had his builds adjusted slightly
* ENG had his Naval AI enhanced to ignore the pacific if Japan is at war with them and the USA
* ENG had his research prios adjusted a little
* ENG had some fixes in his Naval AI when ignoring the Med if Italy is atwar with them
* ENG has a minsiter AI
* ENG has a new Air AI that adjust to enemy fleets moving near its home country and when he invades Europe
* ENG has a new construction AI that will fluctuate with his main enemies builds
* ENG has a new Italian invasion AI
* ENG has a new naval AI (should make it harder for GER to trick him to port strike and counter with nav bombers)
* ENG Naval AI learned how to monitor his naval combat ability to fight in the med.
* ENG no longer has a target list for the admiral section
* ENG should do a better job protecting his beaches
* ENG should no longer offer white peace to Axis
* ENG will build coastal forts on most of their mainland beaches
* ENG will fortify Alexandria
* ENG will no longer build coastal forts in Gibraltar (he will build regular forts)
* ENG will put more troops in ENG than overseas while at peace in the 36GC
* ENG will rotate his naval AI if he detects USA launching D-Day and send EXP forces
* ENG will try and keep his transport fleet up
* ENG will turn his Norway invasion on and off as needed
* ENG will no longer send their fleets near the coast of Norway or Germany
* AST had his builds adjusted
* AST had his EXP force ration lowered from 0.25 to 0.15
* AST has a minister AI
* AST raised neutrality from 50 to 80
* SAF has a minister AI
* SAF raised neutrality from 50 to 80
* CAN has a minister AI
* CAN no longer has a target list for the admiral section
* CAN raised neutrality from 50 to 80
=== French AI (FRA+VIC) ===
* FRA bug fixed were French kepted sending his fleet off Norway coast
* FRA had some beaches around the world put on ignore list
* FRA has a homeland defense AI (He will try and pull forces back to France
* FRA has a minister AI
* FRA has a new building AI that switches depending on what his main enemies are doing
* FRA no longer has a target list for the admiral section
* FRA should no longer try an invasion of Denmark while waitting for Germany to attack
* FRA will defend SPA/SPR border if ITA DOW either SPR/SPA them
* FRA will guard the Spanish border if SPR or SPA allies with GER or SOV
* FRA will ignore borders with CYN and CGX plus his overseas garrison has been adjusted
* FRA will no longer send their fleets near the coast of Norway or Germany
* VIC had adjustments made to garrison AI so he keeps most of his army in Vichy Main-
* VIC will now garrison his home country as well as overseas
=== German AI (GER) ===
* GER AI has 3 sub patrol patern AIs which he will select one every 2 months
* GER Air AI completely re-written with new event codding. Germany will now adjust his air missions depending on circumstances in game. He will also refresh his Air AI every single month to fix the sleeping air ai bug
* GER allied with SPA/SPR he will not wait till the spring to attack FRA
* GER and ITA will replace their lost paratroopers if they have transport planes
* GER attack on YUG AI tweaked to be more aggressive
* GER DOWing of Russia enhanced: starting in July he does a daily check on how many forces he has on the front before DOW
* GER Fixed and issue where German subs where going through areas and virtually commiting suicide
* GER fixed the Stuggart empty province when attacking POL bug
* GER Garrisoning of the Baltic beaches updated with the new flag event design it will now fire as many time as need be no matter how back and forth the allies do to get access to the baltic
* GER had a bug fix in his Russian invasion buildup AI
* GER had a fix in his YUG buildup AI that would cause French beaches not to be covered
* GER had another bug fix in his buildup on the Russian front AI
* GER had another change to his minister AI
* GER had his monitoring of the Baltic for enemy ships tweeked
* GER had Lomza (486) added to his buildup for Russian invasion
* GER had some tweeks to his minister AI
* GER had the entire Baltic added to CORE list in admiral section
* GER has a new build AI
* GER has an improved Sea Lion AI
* GER Hoepner will become Chief of Staff if not atwar
* GER invading norway will concentrate his fleets better for this
* GER invasion of France AI improved a little
* GER invasion of NOR, SWE or FIN AI has been changed to now execute under certain conditions and no longer dependent on the Atmark event.
* GER invasion of Norway AI tweaked
* GER invasion of Yugoslavia will happen if Germany plans to invade Russia
* GER Jodl will become Chief of Staff if atwar with SOV
* GER Learned how to attack Poland due to an early war with France if he is planning on attacking Russia
* GER learned how to build up and invade Yugoslavia
* GER Learned how to buildup prior to his invasion of Spain
* GER learned how to change some of his ministers around for better performance
* GER Learned how to mass at the low countries before he invades (if early war starts)
* GER Minister AI changed a little due to changes in minister traits
* GER minor tweek to minister AI
* GER should no longer build Strategic Bombers
* GER should not really DOW anyone if it has been puppeted
* GER switches to a standard front AI on occasion to save supply usage (more like camp up for the winter and wait)
* GER updated for Armament minister changes
* GER Von Bock will become Chief of Army if atwar with SOV
* GER will attack YUG in February instead of March
* GER will build a few more garrison units
* GER Will build a few more transports in the 36GC early on (Help with Norway)
* GER will build less transport planes (changed to reactive AI file)
* GER will build max 2 air transports and try and always keep it at 2
* GER will build some strategic bombers
* GER will cancel Sea Lion and go after Russia if he has no transports to invade with
* GER will garrison some of the ports on the French and German coast
* GER will keep a solid presence of submarines
* GER will keep his cap at about 10 subs during peace and when atwar he will go up to 20
* GER will keep his fleets in the Atlantic, Med and Northesea area
* GER will no longer give FIN exp forces if atwar with SOV
* GER will no longer send EXP forces to anyone (this solved the ships in the channel problem and trying to go to Ethiopia)
* GER will no longer send EXP forces to FIN (was causing to many probs in Norway)
* GER will no longer send his fleet out into the Atlantic if a historical game is going on till he starts his low countries invasion
* GER will send ITA allot of troops to defend Italy under certain conditions
* GER wont DOW SOV unless he has about 4/5th the size army of the soviets or better
* GER Yugoslavia invasion AI tweaked
* GER Paratrooper Reactive events are turned back on
* Fixed GER winter war (attacking SOV) trigger events
=== Italian AI (ITA) ===
* ITA Bug keeping 10 divisions in Ethiopia has been fixed
* ITA builds changed slightly
* ITA fixed a bug in his invasion of Greece where if he lost territory to France he would not invade Greece
* ITA had his early years garrison AI adjusted
* ITA has a build AI
* ITA has a minister AI
* ITA has a new Air AI that decides prios between Naval and Ground support
* ITA Home garrison multiplier lowered to 0.5 unless threatened
* ITA Invasion AI to switches around with Naval AI beach prios
* ITA invasion of Greece AI improved
* ITA neutrality lowered when certain conditions are met (was 95 now goes down to 50)
* ITA switching between his Russian, Greece and Homeland AIs have been improved and updated to new style so they can switch around as much as needed
* ITA will build a paratrooper(AI_Reactive.txt)
* ITA will no longer send EXP forces to GER, ROM, HUN, BUL, FIN this is to keep his nav bombers in the Med
* ITA will release more troops for combat once Greece Falls
* ITA Will research Multi Role Fighters
* ITA will tighten his homeland defenses under certain conditions
* ITA Paratrooper Reactive events are turned back on
* ITA has a new Naval AI that will shift it's forces around the Med (including subs in the Altantic)
=== Japanese AI (JAP) ===
* JAP 36GC Build AI adjusted to build destroyers and not just ground troops
* JAP fixed a problem with backoff AI that was causing JAP to sleep a little on the front
* JAP had a bug in build prios missing 4 points in 1936 AI
* JAP had a major bug fix in his Pacific War AI that was causing him to stop after conquering PHI
* JAP had Carrier techs added to his prefer research list
* JAP had his attack on China AI improved a bit more
* JAP had his backoff AI not fire if CHI is human controlled
* JAP had minor change to his minister AI
* JAP had some changes to his build AI weights and front distribution
* JAP has a build transport AI and will always try and keep at least a level of 10 transports
* JAP has a homeland defense AI now
* JAP has a new Air AI that prios and shifts when need be
* JAP has a new construction AI that fluctuates depending on what his enemies do
* JAP has a new passive AI if he gets control of Indo-China and Siam allies with him he will be passive against CGX and CYN
* JAP has an entire new Pacific War AI that shifts prios around in the Pacific as need be
* JAP invasion of PHI AI had his Naval AI tightened up to be more focused
* JAP learned how to switch his ministers around depending on in-game circumstances
* JAP minor changes to production prios
* JAP no longer has any passitivity for most of the warlords
* JAP should loose less ground to CHI if he taks Hainan
* JAP should no longer accept white peace from Warlords
* JAP should no longer DOW the allies in 1940
* JAP should not DOW the USA if it has been puppeted
* JAP some changes to his backoff garrison AI to help with Pacific War
* JAP updated with new beaches
* JAP will adjust himself in attacking China and increase the amount of territory he wants on an anual basis if he looses territory he will go back on the attack if he is below his quota (AI vs AI only)
* JAP will always keep his fleets in the Pacific area
* JAP will have more diplomatic resistance to USA, ENG, FRA and SOV
* JAP will invade central or south China if the Chinese are not garrisoning those areas well
* JAP will monitor Chinas politics and get involved if it feels threatened
* JAP will no longer launch invasions in Chinese central area if it is AI vs AI
* JAP will use his Prince of Terror minister under certain circumstances
=== Soviet Union AI (SOV) ===
* SOV bug where he DOWed GER for no reason fixed
* SOV does a better buildup for the Winter War
* SOV DOWing of Baltic states event broken into 3 events (one for each baltic state)
* SOV fix to garrison buildup in response to GER border buildup when trying to invade FIN
* SOV fixed a bug that caused SOV to get a quick jump on FIN
* SOV fixed a Murmansk garrison bug
* SOV had a bug fix in his new Finland AI
* SOV had a minor bug fix in his build AI
* SOV had some tweeks to his minister AI
* SOV has a new build prio AI
* SOV is more intelligent with his builds if GER is human controled
* SOV learned how to counter attack the Fins if they advance while at war with Germany
* SOV learned how to monitor their border with German (if historical) and to try and match buildup
* SOV learned how to use his ministers
* SOV should no longer charge into ROM when GER DOWs them
* SOV should not cave into demands very easily
* SOV Upgrade cap to 0.15 whilte at war
* SOV Upgrade cap to 0.25 while at peace
* SOV will concentrate more on upgrading of units while at peace
* SOV will load a handicap AI against GER to give them a chance on invasion
* SOV will now monitor GER aggression against the Baltics and Turkey
* SOV will now react to an aggressive Germany better he may push into the baltics and poland early to get to Germany
* SOV will take advantage of the 36GC and mass build IC
* Fixed SOV winter war (being attacked by GER) trigger events
=== United Staes AI (USA) ===
* USA DDay AI Greatly inproved
* USA DDay AI will reload if he gets pushed out of France
* USA had a bug fix to his invade UK AI
* USA had a bug fixed in his construction AI
* USA had Carrier techs added to his prefer research list
* USA had more changes done to his DDay
* USA has a homeland defense AI were he will mass build ground forces to defend the USA. This is a new AI flag event design that will fire no matter how many times you invade the USA.
* USA has a minister AI
* USA has a much more complicated Embargo AI against ITA, GER and JAP
* USA has a new construction AI that will fluctuate with his main enemies builds
* USA has a new Italian invasion AI
* USA may invade the UK if it is taken over by an enemy
* USA may invade the UK if they are atwar
* USA should no longer offer white peace to Axis
* USA will take advantage of the 36GC and mass build IC
* USA will try and keep his transport fleet up
=== European Minors AI ===
* AUS raised neutrality from 30 to 90
* BEL has a DDay AI
* BUL has a minister AI
* BUL will send EXP forces to Germany
* FIN had some bug fixes to various AI events
* FIN has a minister AI
* FIN has a new Winter War AI (not so aggressive) he tries to protect his home country mainly
* FIN raised neutrality from 30 to 70
* FIN will no longer auto join a German AI if he has hardly any army left from the winter war
* GRE raised neutrality from 80 to 90
* HOL has a DDay AI
* HOL has a much more complicated Embargo AI against ITA, GER and JAP
* HUN has a minister AI
* HUN should cover the SOV border if he goes aggressive
* HUN will go on the offensive and invade other countries if CZE caves in to his territorial demands
* HUN will go up to 95% of his forces as EXP to GER when atwar with SOV
* IRE has a minister AI
* IRE raised neutrality from 80 to 90
* NOR raised neutrality from 30 to 90
* POL will defend his entire border until he views GER as a large threat then he will switch everything against GER
* POR raised neutrality from 95 to 110
* ROM has a minister AI
* ROM will go up to 90% of his forces as EXP to GER when atwar with SOV
* ROM, BUL, HUN events for handing YUG territory to GER (AI Controlled) had a bug fix
* SLO should not cave into HUN demands so easily anymore
* SLO will no longer send EXP forces to Finland
* SPA (44 scenario) raised neutrality from 80 to 120
* SPA has a minister AI
* SPA/SPR should no longer DOW Slovakia
* SPR has a minister AI
* SPR/SPA had neutrality increased once the civil war starts
* SWE has a minister AI
* SCH has a minister AI
* TUR has a minister AI
* YUG has a minister AI
=== American Minors AI ===
* ARG has a minister AI
* ARG raised neutrality from 80 to 95
* BOL raised neutrality from 80 to 95
* BRA has a minister AI
* CHL has a minister AI
* CHL raised neutrality from 80 to 95
* COL has a minister AI
* COL raised neutrality from 80 to 95
* COS has a minister AI
* CUB has a minister AI
* DOM has a minister AI
* ECU has a minister AI
* ECU raised neutrality from 80 to 90
* GUA has a minister AI
* HAI has a minister AI
* HON has a minister AI
* MEX has a DDay AI
* MEX has a minister AI
* MEX raised neutrality from 80 to 95
* NIC has a minister AI
* PAN has a minister AI
* VEN has a minister AI
* VEN raised neutrality from 80 to 95
* URU has a minister AI
=== Asian Theatre AI ===
* CHC had a change to his inherit CHI event to make it harder for them to be inherited
* SIA will send 50% of his troops as EXP forces to JAP if they are allied and not atwar with ENG
* CGX had bug fixes done to his ChinaFeeder event chain
* CGX will attack JAP if he looses some home territory
* CGX will put all his forces under Chinese control for certain circumstances
* CHC fixed a bug that made CHC to aggressive
* CHC had a 120 day handicapp added against CXB and CHI
* CHC had his passitivity removed agains CHI
* CHC has a more defensive AI against JAP but will go on the attack if they loose territory or SOV DOW Japan
* CHC will leave the United front if CHI is AI controled and give military access to CHI and should not accept peace with anyone
* CHI EXP Force feeder from Warlords will adjust up and down to keep a 0.8 ratio with AI JAP or 1.2 ratio with Human JAP
* CHI fixed a problem wich caused them to be more aggressive than they should be.
* CHI had bug fixes done to his ChinaFeeder event chain
* CHI had his passitivity and handicap removed when atwar with JAP
* CHI had his passitivity removed against CHC
* CHI had some changes done to his garrison settings for war with JAP
* CHI learned how to use his ministers
* CHI will adjust himself along side with JAP in regards to territory lost quotas if he looses more than he should he will go back on the attack ferociously (AI vs AI only)
* CHI will concentrate more on upgrading units than building new ones
* CHI will launch less counter attacks against JAP (AI Controled)... CHI was wearing himself out slowly
* CXB had a bug fix to his border Garrison force shifting AI
* CXB had bug fixes done to his ChinaFeeder event chain
* CXB will now give a 0.4 exp ration in the 36GC
* CXB Will put his entire army under Chinese control under certain circumstances
* CYN had bug fixes done to his ChinaFeeder event chain
* CYN will attack JAP if he looses some home territory
* CZE resistant to claims has been raised a little
* MEN has an AI file
* MON will only release EXP forces to SOV under certain conditions
* NEP has a minister AI
* NZL has a minister AI
* SIK had bug fixes done to his ChinaFeeder event chain
* TAN will only release EXP forces to SOV under certain conditions
* Warlord events all moved out of AI_CHI.txt file into their appropriate files
* Warlords have a new EXP force feeder AI that will try and keep JAP and CHI at a 0.8 military ratio instead of sending everything in one shot
* Warlords should not longer accept white peace with JA
=== Misc National AI. ===
* LIB has a minister AI
* PHI had his builds adjusted to build more ships
* SAL has a minister AI
* SAU has a minister AI
== Modding Support ==
* Added an 'army = X' trigger which returns true if that country has at least that many land-divisions.
* Added a 'day = x' trigger.
* Added a 'land_percentage = { country = XXX value = 1.2 }' trigger that returns true if the target has at least 120% of the number of land-divisions the desired opponent has.
* Added "manpower = X" to the free-resources field.
* Global flags now work the same way as local flags.
* Added a "free_manpower" event command.
== Bugfixes ==
* Tracked down and fixed a bug which gave fleets perfect positioning after 1 hour.
* Fixed a crashbug with aircombat.
* Divisiontype-triggers now work properly.
* Fixed a bug with actual manpower used for reinforcement being bigger than it should be.
* Fixed the problem where a convoy from puppet's would never ship the resources.
* Fixed several event commands which caused crashes if they referred to countries not existing anymore.
* Fixed a crashbug which happened when a large navalcombat occurred with hundreds of ships got sunk.
* Divisions in strategic redeployment and under construction are now considered for the division-types trigger.
* Fixed the minister trigger so that it will not return true if the ministers startdate has not arrived OR the minister is dormant.
* Fixed the Vichy crashbug.
* Liberating a puppet now doesn't unlock all secret techs for the puppet.
* Removed crash on MAKE_PUPPET command when the new puppet was allied with the new puppeteer.
* Units Loaded onto transports now leaves combat.
* Leaders no longer lost upon annexation.
* Friendly troops aboard alliance transports no longer become citizens of the nation's ships upon reload.
* Tracked down and fixed reason for mismatch on serial production of province developments in MP.
* Fixed pathfinding for aircrafts and other units, used an inadmissible heuristic for a* before.
* Fixed puppets leaving masters alliance.
== Events ==
=== Misc ===
* Fixed a bunch of scripting errors in various event files
* The 'Major Worker Strike' random event won't happen anymore in a national socialist or fascist country.
* Edited the Lend-Lease events a bit more to make them trigger every 9 months (no random trigger) but with higher chance of rejection by the USA to counter this.
* Edited the USA Lend-Lease to Nationalist China event, it should now actually trigger more often.
* Reworked the amount of offmap goodies the various revolters get.
* The 'Cold War gets hot' events can now hit as early as 1936.
* Cold War Gets Hot event now checks for more stuff
=== Europe ===
* Completely reworked the way Vichy is handled. Vichy now has a ton of events to handle various colonies seceding, Operation Torch, the Vichy surrender and more...
* Germany, Italy, USSR, UK & France now get some blueprints should they intervene in the Spanish Civil War and their side wins.
* Reworked the triggers to the Hitler Assassination events extensively. The event will now have a chance of occuring when the war goes bad, and not necessarily when you have alot of dissent.
* The following ministers/leaders will no longer be slept when Hitler is assassinated: Heinz Guderian, Walther von Brauchitsch, Eberhard Milch
* German government should now be properly made PA when Hitler has been assassinated (Beck-Goerdeler government)
* Edited the trigger of the German 'Easter Poland to the USSR' event to make it trigger properly
* Removed the intervenionist slider moves for Germany in the Spanish Civil War, Rheinland and Anschluss events. Extra moves added to Sudetenland Events
* Edited the 'German annexation of Czechoslovakia' event trigger a bit
* Tweaked the trigger of the Anschluss event somewhat
* Added some forgotten province ID's to Bitter Peace events
* Reworked the Molotov-Ribbentrop sequence severely.
* Smaller German allies now have an event to return provinces when Molotov-Ribbentrop triggers
* Amended an event in the Molotov-Ribbentrop chain a bit as to not always cause a DOW from SOV upon GER
* If Molotov-Ribbentrop choice b or c is taken, the Winter War event won't happen anymore (anachronistic).
* Amended the USSR 'Moving Industry to Siberia' events so the USSR does not *gain* IC anymore.
* The various USSR ground_def_eff tweaking events (2651 to 2659) now properly sleep the 'cheated' event 2660 to prevent exploits
* There now is an AI_Event to make sure the USSR AI doesn't get *too* high ground_def_eff
* Added in three AI_Events for the USSR to release and puppetize BUL, CZE and POL after the war.
* If Molotov-Ribbentrop choice b or c is taken, the Winter War event won't happen anymore (anachronistic)
* The End of the Winter War got its trigger reworked
* Action_b of the End of the Winter War now drops relations alot more and end possible SOV non_aggression pacts with Allies & Germany
* Fixed a problem with the Soviet Claims on Bessarabia event
* Tweaked splitting of czech army after the Munich event-series.
* The 'End of Czechoslovakia' was tweaked a bit so that most of the territory doesn't go to HUN anymore
* Added new event The End of Czechoslovakia (2041) an ahistorical case that HUN does not exist
* The The End of Czechoslovakia (2040) will not happen if CZE is a puppet
* Enchanced the triggers for Great Patriotic War so that it does not trigger multiple times.
* Yugoslavia should now also sign peace with the Allies and (possibly) the USSR when they withdraw from the Axis
* Deleted the puppet commands for POL, BUL & CZE from event 35.
* Denmark, Norway and Luxembourg should now be set free by the Allies when Germany surrenders
* Allies should now also correctly cede Greek, Czech, Italian and Hungarian provinces when Germany surrenders
* Croatia now gets a tiny bit of free_ic and stuff to be at least viable when they are released by GER
* There now is a French variant of the Liberation of Europe event
* Amended the Surrender of Italy trigger a bit
* The events concerning the Creation of Slovakia have been reworked
* Moved the alliance command in the Croatian Independance events from the CRO event to the GER event so that Croatia now actually ''joins'' the Axis upon creation
* Edited the 'UK Guarantee of Polish Independance' trigger a bit
* Churchill can now also come to power if ENG ends up at war with SOV (anti-commie role)
* The Spanish Civil War Intervention events for FRA, ENG and SOV now checks for those countries *not* being in an alliance with Republican Spain
* Extensively reworked the way Slovakia is established
* Added a death event for Finnish PM Kyösti Kallio
* The End of Germany event series now make Niels Bohr return to Denmark (slept in USA)
* There's now an event that removes the Maginot line when its flanked.
* There's now an event series that makes Bulgaria claim the Constanta region from Romania. If the claims are refused, this might lead to a Third Balkan War.
* Tweaked some AI_chances in Anschluss and Leadership of Free France events
* Reduced '36 GC FRA MP by 100 and added +15MP to the FRA Gearing up for War event (52)
* Germany now gets allied to Hungary if they chose to partition Czechoslovakia with them instead of installing Tiso.
* Fixed a few problems with the Annexation of Czechoslovakia events
* There's now an event that removes the Maginot line when its flanked
* Thoroughly reworked the Italian surrender chain's triggers and effects.
* Reworked the various events that tweaked the GDE of the USSR. At long last, all scenarios should now be corresponding correctly.
* When the Netherlands and Belgium are overrun, their European provinces become owned by Germany now. NOTE: Their troops will keep on fighting since they 'continue the fight from the colonies'.
* If Poland declines an alliance with the United Kingdom or the United Kingdom does not offer an alliance at all, Poland has a higher chance of caving in to Germany demanding Danzig.
* Croatia now properly gets less free_ic when liberated (3 <-> 7).
=== USA ===
* Fixed the three 'US Gearing up for War' triggers so that they don't return true in the first few days of the game anymore
* Tweaked and reworked the 'USA Gearing up for War' event chain.
* Tweaked the triggers for the Undeclared War and the Arsenal for Democracy events.
* Added some logical Monroe Doctrine triggers to events 56, 57 & 58
* The USA gearing up for war will now also happen as a reaction to premature Soviet aggression
* Event action_b in event 57 no longer sleeps event 58
* If Japan puppets PHI, the American Phillipine leaders & tech teams (i.e. MacArthur etc.) are slept
* USA now moves a bit more towards interventionism if 'Pearl Harbour' hits
* USA now gets claims on Iceland & Greenland when they get it offered (to counter nationalism there).
* US Oil Embargo now needs 40 JAP belligerence instead of 35.
* Chinese Tech Team Claire Chennault will only be there if USA offers assistance to CHI (as it is with leader Chennault).
* Should USA lose California/Texas, it is weakened by losing some CAL/TEX based tech teams
* Destroyer Transfer (30 & 31) tweaked with changes to USA'S '36, '38, '39 GC scenario files
=== Asia-Pacific and Africa ===
* The surprise effect events around Pearl Harbour can now occur till 1947 instead of 1943
* Japan now annexes the Phillipines if the USA yields for peace
* Japan now allies with Manchukwo and Mengkukwo should it chose action_b in the Khalkin Gol incident (small chance)
* The 'Panay Incident' no longer gives Japan belligerence. Also corrected a province ID there.
* Added in two events for the case where MAD becomes a JAP puppet in the Vichy chain.
* Cut the manpower values in japanmanpower.txt by a factor 30 since they should represent daily MP gain.
* The 'Japan surrenders to China' event now cedes previously warlord owned territory as well.
* The Japanese side of the 'US Oil Embargo' event now kills alot of trades instead of reducing their oil stockpile
* Nomonhan Incident (event 22) now has a small chance the Japanese AI will delcare war on the USSR
* Reworked the Surrender of Japan events a tiny bit. They should now properly cede [[Indochina]] to France again.
* Edited the badly used add_corps and add_division commands in the Operation Zet event(s).
* There now is a nice event series concerning peace between China and Japan. Various options are available to both sides like installing a puppet regime, balkanizing the opponent,...
* When the Chinese Industry Move to the interior happens, industry will now also be moved away from Nanjing and Hangzhou to the interior. 50% of the resources there will now also appear inland.
* The Chinese Industry Move to the Interior now also triggers a Burma Road event that hands a small portion of free resources and stuff to China. The Burma Road can be closed (and China weakened) by capturing Burma. It can be re-opened if ENG takes it back.
* Reworked the 'Burma Road' triggers to account for a bit more possible outcomes. If the Southern China warlords are at war with China for example, the Burma Road can't open anymore.
* Persian Coup (936) tweaked
* Included a new event file (colonial_release.txt) that gives dissent to nations setting their colonial revolters free. We want to discourage ahistorical mass-liberating
* There's now some new events surrounding the Iraqi coup and counter-coup
* There's now an event that establishes the Japanese puppet in Mengkukuo
* Added in three 'death events' for SAF politicians
* There's now events that might establish the People's Republic of Korea and South Korea.
* There's now an event that potentially transfers Soviet conquered parts of China to the Chinese Communists.
* Included a small chance for Persia going to war with USSR & UK in the Persian Coup event
* Removed 1272 from the 'Mengkukuo established' event trigger
* Persian Coup (236) deleted, it was replaced by Persian Coup (936) in hoi2.txt file
* There now is an event to simulate the establishment of the Persian Corridor if Persia leans towards Germany
* Added Death of King Ghazi of Iraq (393)
* Edited the Iraqi Coup events in HOI2.txt a bit to trigger properly
* Expanded the trigger for the 'Siam Gives Up' event.
* There now is a 'South Africa at the Crossroads' event where SAF can choose to stay with the Allies, or side more with the Axis.
== Scenario Setup ==
=== Common ===
* Properly included event_picture references in the new 'Experience from Spanish Civil War' events
* Edited some sprite coordinates to make stuff better visible
* Added a big number of propaganda pics for revolter nations
* Added some model pictures for ARG & CHI
* Added model photos for all Canadian air divisions
* Removed some forbidden symbols in four propaganda posters
* Fixed some French translation errors in text.csv
* Fixed an error in revolt.txt where Abadan (in Persia) was required instead of Kuwait City
* The revolt.txt entry should now properly make Bratislava the Slovakian capital
* OTT now has a revolter entry
* Removed an erroneous province for KAZ in revolt.txt
* Lowered MP levels of small minors across the map
* Gave MAN a bit of offmap stuff to keep on running
* When the Netherlands & Belgium surrender, their army is now properly deleted as well
* Denmark now secedes its provinces to Germany when it stands down (no partisans)
* Fixed an error in the adj-defs.csv file that made some Pacific chain connect to *whistle* North Africa.
* Andaman Islands are no longer needed to liberate India
* Reduced philippine manpower.
* CSA got intrinsic_gov_type = fascist removed
* BEL: +4 IC (2 tech teams)
* SWE: +3 IC (1 tech team ##> 2 tech teams)
* Moved all 'ruling cabinets' in minister files to 'replacements' since liberated nations would else always get the ruling cabinet, instead of a cabinet suited for their puppetmaster
* Fixed an ID error in German ministers
* Some Finnish minister tweaks
* IDC got some new tech teams (copied from LAO, CMB, VIE)
* Tweaked a Swiss tech team, a Nigerian one, removed Millikan from USA, tweaked Canadian Avro
* Trivial tweaks to some USA tech team dates
* Pocket Defence Doctrine historical year changed to 1941
* Most of all the names in various Chinese ministers & leader files are now in Pinyin
* Added a few forts to the Franco-Italian border
* Added rares to New Caledonia
* DFR & DDR generals now available a bit earlier just in case they're liberated earlier
* German relations with FRA/ENG should now get a much larger hit when the 'End of Czechoslovakia' happens
* Tweaked the belligerence requirement for US Oil Embargo to 40.
* Weather in provinces 1643 & 1645 changed to subtropical
* Made Gibraltar mountain again
* added some better and more historical supply & oil pools
* Mengkukuo now has some offmap IC to keep on running
* Raised INFRA in Gorkij from 50 to 60
* Suez region is now extra for Egypt
* Cyprus is now an extra for OTT
* Province 1049 got its infra upped a bit
* Added a beach in Manilla & removed a fort there in 1936
* The Istanbul port now exits in the Sea of Marmara insead of the Aegean Sea.
* Removed the land connection between China and Hong Kong for AI purposes and made Hong Kong hills.
* Added sea connections between some of the Philippine islands, so they can be crossed by troops but ships can still block them.
=== Battlescenarios ===
* Added and removed some logical and illogical techs:
* Coral Sea: added techs 8310 and 8130 to AST
* D-Day: removed 8130 from GER
* Fall Weiss: removed 5360 from POL
* Platinean War: removed 5380 and added 5310 and 5320 to BRA
* Southern Conquests: removed 8310 and added 5310 and 5320 to JAP
* Husky: enhanced a trigger
=== 1936: ===
* fixed a bug in the SWE slider setup: free_market twice instead of one freedom
* Germany's isolationism slider moved to step 5
* Republican Spain's relations with the United Kingdom, France & the Soviet Union lowered
* Japan moved 3 steps towards professional army for gameplay purposes.
* Set up the 1936 minister cabinets to correspond with the new setup of the minister files
* BEL is now Market Liberal at start (Van Zeeland government)
* Canadian interventionism slider moved to 4- 1936: Added a level 3 air_base to Chengdu in CHI in anticipation of a possible Operation Zet
* Oman now has the correct capital
* USSR now has blueprints for tech 1070
* CGX naval unit now correctly has a naval base
* CHI naval unit now correctly has a naval base
* Deleted two invalid brigades in ENG OOB
* German 'Baltische Flotte' moved to a correct naval base
* Italian '4a Squadra di Marina' now correctly has a naval base
* Italian '19a Squadra di Marine' moved to a correct naval base
* Polish 'III/1 Dyon Brygady Poscigowej' moved to a correct air base
* USA '2nd USN Submarine Fleet' moved to a correct naval base
* USA '7th USAAF Bombardment Wing' moved to a correct air base
* Added 'Improved Light Cruiser' (3100) to ENG (accidentally omitted)
* An American airfield is now correctly in Phoenix instead of Dublin :)
* Expanded the naval base in Dublin
* Added naval bases to Rotterdam and Dunkirk
* added some better and more historical supply & oil pools
* fixed alot of incoherent and one-side-defined relations settings
* added some missing prerequisite techs
* Upped the amount of Belgian transports
* 1936/1939: Removed mutual Military Access between Commonwealth countries to remedy the currently broken end_access command. Their access is automatic anyway, since they're Allies.
* edited SAF sliders a bit to make them slightly less democratic
* added a locked garrison to Panama in all scenarios
* made Cyprus UK national to ensure they don't give it away under any circumstance
* Cyprus also made Turkish national
* Added Algeria as French national
* Added some more airfields to the Eastern Front area and along the Transsiberian Railway.
* Moved the British professional_army slider to position 7.
* Removed the Land Fort in Hong Kong and changed it to a Coastal Fort (lvl 3 in 36/39, lvl 5 in 41/44).
* Added an 'ahistorically early' alliance between Japan & Manchukwo
* MP pool of PHI to 0
* Fixed some control over provinces between Xibei San Mai and Sinkiang
* Moved FRA two steps towards drafted_army
* Set a few gameplay-important trades to cancel = no
* Moved GER two steps more towards professional_army
* Reduced the MP pools of most Central & South American states by 60-66%
* German ArmMin Hjalmar Schacht made available in 1936.
=== 1938: ===
* Tweaked German and Czech techs.
* Tweaked UK garrisons.
* Further balancing tweaks done
* Fixed the Czech forts.
* Increased partisan levels in China.
* Reduced the quality of the Chinese army.
* Tweaked base sizes, techs and AA to sensible levels for 1938
* Added Japanese naval build program
* Iraq is now a playable nation
* 1938: adding airfields to the Soviet Union
* 1938: adding the Vallo Alpino fortifcations to Italy
* 1938: the GDE/GPW events
* 1938: Reduced UK manpower
* 1938: increase Soviet isolationism
* 1938: weaken Spanish economic techs
* 1938: correcting the membership of the British Empire and Allies (removing YEM and IRQ)
* 1938: lowering the quality of the Italian army
* 1938: resolving incompatibility with the Soviet gearing/GPW events
* 1938: sundry minor tweaks to diplomacy, tech and other details
=== 1939: ===
* Japan moved 3 steps towards professional army for gameplay purposes.
* Added a level 3 air_base to Chengdu in CHI
* Fixed a minister fluke in TIB
* Oman and CSC now have their correct capitals set
* Argentinian 'Aviación del Ejército' and 'Aviación Naval' now correctly have air bases
* Australian 'HMAS Perth' now correctly has a naval base
* Finnish 'Lentorykmentti 1' and 'Lentorykmentti 4' now correctly have air bases
* French 'Zone d'Opérations Aériennes Est' moved to a correct air base
* French 'Zone d'Opérations Afrique Ouest' moved to a correct air base
* Added an airbase to PROV528 Lyon
* French 'Zone d'Opérations Aériennes des Alpes' now correctly has an air base
* German 'Erkundungsflotte' now correctly has a naval base
* Dutch '1e Luchtvloot' moved to a correct airbase
* Iraqi 'Royal Army Air Force' moved to a correct airbase
* Japanese '2. Hikoutai', '8. Kaigun' and '3. Hikoutai' now correctly have airbases and navalbases
* Japanese '1 Zerosen no Hikodan' and '1. Hikoutai' moved to correct airbases
* Soviet 'Arctic Fleet' moved to a correct navalbase
* Spanish 'Región Estrecho' and 'Región Pirineos' moved to correct airbases
* An American Dublin is now correctly in Phoenix instead of Ireland :)
* Expanded the naval base in Dublin
* Added naval bases to Rotterdam and Dunkirk
* added some better and more historical supply & oil pools
* fixed alot of incoherent and one-side-defined relations settings
* added some missing prerequisite techs
* Upped the amount of Belgian transports
* Iraq is now a playable nation
* Removed mutual Military Access between Commonwealth countries to remedy the currently broken end_access command. Their access is automatic anyway, since they're Allies.
* edited SAF sliders a bit to make them slightly less democratic
* added a locked garrison to Panama in all scenarios
* made Cyprus UK national to ensure they don't give it away under any circumstance
* Cyprus also made Turkish national
* Added Algeria as French national
* Added some more airfields to the Eastern Front area and along the Transsiberian Railway.
* Moved the British professional_army slider to position 7.
* Removed the Land Fort in Hong Kong and changed it to a Coastal Fort (lvl 3 in 36/39, lvl 5 in 41/44).
* Germany now has Mil.Acc to Uruguay
* Mengkukuo now has some offmap IC to keep on running
* Significantly cut down the PHI OOB
* MP pool of PHI to 0
* Moved FRA two steps towards drafted_army
* Set a few gameplay-important trades to cancel = no
* Moved GER two steps more towards professional_army
* Reduced the MP pools of most Central & South American states by 60-66%
=== 1941: ===
* Tweaked US tech setup.
* Japan moved 3 steps towards professional army for gameplay purposes.
* Added a level 3 air_base to Chengdu in CHI
* Oman now has the correct capital
* Fixed some minister flukes in SOV and TAN
* Deleted Advanced Interceptor (Ki-84) & Improved Interceptor (Ki-61) techs from JAP but added Basic Escort Fighter (Ki-38)
* Fixed some bases for Australia
* Specified base province for the Guangxi Clicque naval unit
* Moved a Chinese air unit to a correct airbase
* Moved two British naval units to a correct naval base
* Edited two forbidden German brigades
* Added two Italian airbases (Sardinia & Rome)
* Added bases to a few Japanese air units
* Edited some forbidden Japanese brigades
* Added a base for the Romanian fleet
* Edited some forbidden Soviet brigades
* Moved the Soviet Pacific Fleet to a correct naval base
* Added a naval base to Karlskrona in Sweden
* Moved an American air unit to a correct airbase
* French government changed to SC
* Expanded the naval base in Dublin
* added some better and more historical supply & oil pools
* fixed alot of incoherent and one-side-defined relations settings
* added some missing prerequisite techs
* Upped the amount of Belgian transports
* 1941: SOV GDE set to 0.6
* edited SAF sliders a bit to make them slightly less democratic
* added a locked garrison to Panama in all scenarios
* made Cyprus UK national to ensure they don't give it away under any circumstance
* Cyprus also made Turkish national
* Added Algeria as French national
* Added some more airfields to the Eastern Front area and along the Transsiberian Railway.
* Moved the British professional_army slider to position 7.
* Removed the Land Fort in Hong Kong and changed it to a Coastal Fort (lvl 3 in 36/39, lvl 5 in 41/44).
* Fixed some ID errors.
* Mengkukuo now has some offmap IC to keep on running
* Significantly cut down the PHI OOB
* Moved FRA one step towards drafted_army
* Set a few gameplay-important trades to cancel = no
* Moved GER two steps more towards professional_army
* Reduced the MP pools of most Central & South American states by 60-66%
=== 1944: ===
* Added naval bases to Rotterdam and Dunkirk
* Japan moved 3 steps towards professional army for gameplay purposes.
* Corrected a tech id type in SOV
* Corrected some minister flukes in ARG, CUB and POR
* Oman now has the correct capital
* Corrected alot of base errors in a big number of files
* Corrected alot of unallowed brigades in a number of OOB's
* French government changed to SC
* Expanded the naval base in Dublin
* added some better and more historical supply & oil pools
* fixed alot of incoherent and one-side-defined relations settings
* added some missing prerequisite techs
* Argentina now has a claim on the Falklands
* Iraq is now a playable nation
* edited SAF sliders a bit to make them slightly less democratic
* added a locked garrison to Panama in all scenarios
* made Cyprus UK national to ensure they don't give it away under any circumstance
* Cyprus also made Turkish national
* Added Algeria as French national
* Added some more airfields to the Eastern Front area and along the Transsiberian Railway.
* Moved the British professional_army slider to position 7.
* Removed the Land Fort in Hong Kong and changed it to a Coastal Fort (lvl 3 in 36/39, lvl 5 in 41/44).
* Switzerland now properly uses the Superior Firepower Doctrine path
* Germany has a bit more historical static AA
* Significantly cut down the PHI OOB
* Set a few gameplay-important trades to cancel = no
* Moved GER two steps more towards professional_army
* Reduced the MP pools of most Central & South American states by 60-66%
== References ==
<references/>
[[Category:Technical_Issues]]
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{{RFD}}
Hearts of Iron 2 patch 1.3<ref>Forum: [[forum:219160|November 2005 Enhancement - (v1.3)]]</ref> was released on 2005-11-11.
<div style="float:right;">__TOC__</div>
== Gameplay Balancing==
=== Diplomatic ===
* Coups now have a much bigger chance to actually succeed.
* Now a puppet can't invite his master to an alliance.
* Now you will get a dissent hit when liberating a puppet.
* You now recieve a boost of 2 steps on interventonism instead of 1 whenever someone atacks someone you guarantee.
=== Common Military ===
* Larger nations in the same alliance will now take control over provinces as they invade allies occupied overseas territories, to maintain coherent supplied fronts.
* Fixed so that when you liberate a province occupied by your enemy, while you not have access with the original owner, then you take control over it directly.
* Fixed a loophole that allowed someone to immediately deploy divisions that are in delayed strat-redeploy.
* Rebalanced settings for partisans and transport capacity.
* Whenever a new model is researched, the older models are automatically scrapped, this is of course not valid for fleets.
* Minister research modifiers for technology is now applied.
* Its no longer possible to scout radar/rocket/nuke sites by just clicking on an enemy province.
=== Land ===
* Due to fun exploits units in strat redeployment are now deployed back to where they came from if possible, or the closest controlled province from that position. These units also drop out to the closest possible place as soon as the target is overrun.
* Brigades can now be assigned to units in provinces that have the same owner as the owner of the unit.
* The chance for a Encirclement or Breakthrough will now be happen 10% more often for every 1 km/h over 3 km/h. There is a cap on 40%.
* Units retreating to enemy-controlled territory with enemy units in both target and source province will now be eliminated.
* Reduced the toughness of more advanced infantry models somewhat.
* Raised the toughness values of the earlier MOT divisions to generally be 2 points above their equivalent regular INF counterparts.
* Softness of MOT & MEC divisions now decreases when models get more advanced.
* Doubled the movement & attack penalties in frozen & mud conditions.
* Supply & fuel usage of brigades is now 40% of the old values.
* Heavy Armor and Super Heavy Armor brigades are now allowed to be attached to INF (if you're stupid enough :p)
* Manpower requirement for Mountaineers and Marines changed from 10 to 15, like Paras already had (-> elite troops)
* Buildtime for Mountaineers, Marines and Paratroopers increased by 30 days
* Tech difficulty of Mountaineer, Marines and Paratrooper techs increased by 1 (5 to 6)
* Edited the Engineer brigade as follows: MP need from 2.0 to 2.5, lowered their speed bonus from 1 to 0.5 and added a small fuelconsumption of 0.2 to them. This keeps them a very strong brigade but less of a no-brainer.
* Edited the tech tree of mtn, par & mar a bit and fixed a bug there
* Lowered the MP requirement for garrisons
=== Naval ===
* Made a full overhaul of CV & CAG balance.
* Tweaked the CL subattack values to 1-1-2-2-3-4 in that order of appearance
* Tweaked the DD ranges to be the same as the various CL ranges
* Fixed a bug in the range for Nuclear Battlecruisers
* Lowered air defence of submarines somewhat
* Lowered speed for 36 & 39 infantry by one point (5->4).
* Research difficulty of legged division types raised by 1 across the board.
* Research difficulty for most brigades dropped by 2 across the board.
=== Air ===
* Only airunits on air-superiority mission will now attempt to engage other airunits in the same province.
* Increased effect from interdiction by 66%.
* Starting efficiency of AA is now 10%.
* Reduced the effcts of Static AA improvements
* Rewrote targeting algoritms for ground attack and interdiction, to focus on combats as much as possible.
* Air battle XP gain lowered from 2.25 to 2
* Reduced the cost of transport_planes a tiny bit.
* Lowered the naval attack ratings of naval bombers by 3 for each model.
* Gave CAS the same naval attack value as their equivalent naval bomber models, with a correction of -2. So if a NAV has a NA of 9, the equivalent CAS has 7.
* Gave TAC a +2 boost to their strategic attack rating.
* Raised the cost for flying bombs and flying rockets (2 IC for bomb, 3 for the first two rockets, 4 for the ICBM)
* Tweaked the starting efficiency of AA batteries downward, their efficiency now increases exponentially when more advanced AA batteries become available.
* Raised Soft and Hard Attack values on CAS by 2,2,3,3 over the various levels. CAS gets an additional 1 point in Hard Attack at Improved and Advanced models.
* Naval stacking penalty is now applied properly versus air-units bombing them as well.
=== Economical ===
* A puppet now has a max-pool of 1000 instead of 100 in resources.
* Now it is possible to build coastal fort, land fort, anti air, infrastructure, airbase, naval base, radar station, nuclear reactor, rocket test site, and factory in occupied territories.
* Tweaked a lot of techteams, leaders & ministers.
* Lowered cost of Radar Stations from 3 to 2
== Interface Enhancements ==
* Interface: Armies are now sorted by division type.
* Current capital is now shown on the capital button in a province instead of 'set capital'.
* Added amounts to tooltips for metal energy etc in province list.
== AI Improvements ==
=== Misc ===
* Rewrote trade AI to look at last 30 days of income instead of current situation only.
* The AI will no longer attempt to retreat if under military control.
* Added preferred doctrines to lots of different countries.
* All countries had infantry techs added to prefered research list
=== Construction AI ===
* Added some inertia to the AI's slider management.
* Improved the ai building logics, fixing several bugs which caused it to ignore preferences set in scripts.
* Rewrote some aspects of the "relative=no buildscheme" to make it spread even between land/naval/air depending on script.
* Improved AI to make it better at always building the latest stuff it has technology for.
=== Land AI ===
* AI learned to analyse fortress effects on odds properly. Old scripted evals are no longer supported.
* Improved the ai troop deployment algoritms to make them use troops at more theaters if they have more.
* Improved AI reaction for garrison and reserves.
* Passivity is now ignored versus any nation controlled by a human.
* The AI learned to consider allied player-units in the combat together with it when determening if to retreat or not.
* Changed alot of global odds calculations.
* All AI Files updated to have several more front AI parms use the settings right from the exe
* Garrison AI now ignores bombers bombing the ground when considering combats it must garrison against.
=== Naval AI ===
* AI's ASW units will no longer move into areas where they are scripted to ignore.
* Rewrote AI fleet composition logics to use carriers almost exclusively in battle fleets instead of in small ASW fleets.
* The AI learned to not let its transport fleets sit around on the ocean waiting.
* The Naval AI will no longer let his ASW fleets sit on the ocean waiting, when going to peace.
* Wolfpack AI are now more likely to actually go out and sink enemy shipping.
* Rewrote logics for invasion, and the AI will now actually do lots of them.
* The transportation/invasion AI now reacts a fair bit quicker.
* Fixed a problem with the transport AI that made it refuse to transport troops to some types of territories.
* All minors have naval specifc areas where their fleets will stay in.
* The AI now knows how to reinforce overseas territories it conquers from an enemy.
* Changed naval ai to concentrate it's attack fleets more.
=== Air AI ===
* The AI now runs its air-missions at a minimum of 50% org and strength.
* Made some improvements to logics that would cause the air-AI to sleep sometimes after a rebase.
=== Commonwealth AI (ENG+SAF+CAN+AST+NZL) ===
* ENG should do a better garrison of the UK
* ENG had his prefered ports changed slightly so its harder for GER to get to them
* ENG had a change in his Battle for Britain AI so he does not shift his troops in the UK around so much
* ENG added Glasgow to coastal fort list in 36
* ENG added SAF to his preferd trading list
* ENG builds adjusted in 1936, he will build less garrison and more destroyers
* ENG had a bug fixed in his construction AI
* ENG had a few beaches in Africa and the Middle East put on ignore for garrison purposes
* ENG had his builds adjusted slightly
* ENG had his Naval AI enhanced to ignore the pacific if Japan is at war with them and the USA
* ENG had his research prios adjusted a little
* ENG had some fixes in his Naval AI when ignoring the Med if Italy is atwar with them
* ENG has a minsiter AI
* ENG has a new Air AI that adjust to enemy fleets moving near its home country and when he invades Europe
* ENG has a new construction AI that will fluctuate with his main enemies builds
* ENG has a new Italian invasion AI
* ENG has a new naval AI (should make it harder for GER to trick him to port strike and counter with nav bombers)
* ENG Naval AI learned how to monitor his naval combat ability to fight in the med.
* ENG no longer has a target list for the admiral section
* ENG should do a better job protecting his beaches
* ENG should no longer offer white peace to Axis
* ENG will build coastal forts on most of their mainland beaches
* ENG will fortify Alexandria
* ENG will no longer build coastal forts in Gibraltar (he will build regular forts)
* ENG will put more troops in ENG than overseas while at peace in the 36GC
* ENG will rotate his naval AI if he detects USA launching D-Day and send EXP forces
* ENG will try and keep his transport fleet up
* ENG will turn his Norway invasion on and off as needed
* ENG will no longer send their fleets near the coast of Norway or Germany
* AST had his builds adjusted
* AST had his EXP force ration lowered from 0.25 to 0.15
* AST has a minister AI
* AST raised neutrality from 50 to 80
* SAF has a minister AI
* SAF raised neutrality from 50 to 80
* CAN has a minister AI
* CAN no longer has a target list for the admiral section
* CAN raised neutrality from 50 to 80
=== French AI (FRA+VIC) ===
* FRA bug fixed were French kepted sending his fleet off Norway coast
* FRA had some beaches around the world put on ignore list
* FRA has a homeland defense AI (He will try and pull forces back to France
* FRA has a minister AI
* FRA has a new building AI that switches depending on what his main enemies are doing
* FRA no longer has a target list for the admiral section
* FRA should no longer try an invasion of Denmark while waitting for Germany to attack
* FRA will defend SPA/SPR border if ITA DOW either SPR/SPA them
* FRA will guard the Spanish border if SPR or SPA allies with GER or SOV
* FRA will ignore borders with CYN and CGX plus his overseas garrison has been adjusted
* FRA will no longer send their fleets near the coast of Norway or Germany
* VIC had adjustments made to garrison AI so he keeps most of his army in Vichy Main-
* VIC will now garrison his home country as well as overseas
=== German AI (GER) ===
* GER AI has 3 sub patrol patern AIs which he will select one every 2 months
* GER Air AI completely re-written with new event codding. Germany will now adjust his air missions depending on circumstances in game. He will also refresh his Air AI every single month to fix the sleeping air ai bug
* GER allied with SPA/SPR he will not wait till the spring to attack FRA
* GER and ITA will replace their lost paratroopers if they have transport planes
* GER attack on YUG AI tweaked to be more aggressive
* GER DOWing of Russia enhanced: starting in July he does a daily check on how many forces he has on the front before DOW
* GER Fixed and issue where German subs where going through areas and virtually commiting suicide
* GER fixed the Stuggart empty province when attacking POL bug
* GER Garrisoning of the Baltic beaches updated with the new flag event design it will now fire as many time as need be no matter how back and forth the allies do to get access to the baltic
* GER had a bug fix in his Russian invasion buildup AI
* GER had a fix in his YUG buildup AI that would cause French beaches not to be covered
* GER had another bug fix in his buildup on the Russian front AI
* GER had another change to his minister AI
* GER had his monitoring of the Baltic for enemy ships tweeked
* GER had Lomza (486) added to his buildup for Russian invasion
* GER had some tweeks to his minister AI
* GER had the entire Baltic added to CORE list in admiral section
* GER has a new build AI
* GER has an improved Sea Lion AI
* GER Hoepner will become Chief of Staff if not atwar
* GER invading norway will concentrate his fleets better for this
* GER invasion of France AI improved a little
* GER invasion of NOR, SWE or FIN AI has been changed to now execute under certain conditions and no longer dependent on the Atmark event.
* GER invasion of Norway AI tweaked
* GER invasion of Yugoslavia will happen if Germany plans to invade Russia
* GER Jodl will become Chief of Staff if atwar with SOV
* GER Learned how to attack Poland due to an early war with France if he is planning on attacking Russia
* GER learned how to build up and invade Yugoslavia
* GER Learned how to buildup prior to his invasion of Spain
* GER learned how to change some of his ministers around for better performance
* GER Learned how to mass at the low countries before he invades (if early war starts)
* GER Minister AI changed a little due to changes in minister traits
* GER minor tweek to minister AI
* GER should no longer build Strategic Bombers
* GER should not really DOW anyone if it has been puppeted
* GER switches to a standard front AI on occasion to save supply usage (more like camp up for the winter and wait)
* GER updated for Armament minister changes
* GER Von Bock will become Chief of Army if atwar with SOV
* GER will attack YUG in February instead of March
* GER will build a few more garrison units
* GER Will build a few more transports in the 36GC early on (Help with Norway)
* GER will build less transport planes (changed to reactive AI file)
* GER will build max 2 air transports and try and always keep it at 2
* GER will build some strategic bombers
* GER will cancel Sea Lion and go after Russia if he has no transports to invade with
* GER will garrison some of the ports on the French and German coast
* GER will keep a solid presence of submarines
* GER will keep his cap at about 10 subs during peace and when atwar he will go up to 20
* GER will keep his fleets in the Atlantic, Med and Northesea area
* GER will no longer give FIN exp forces if atwar with SOV
* GER will no longer send EXP forces to anyone (this solved the ships in the channel problem and trying to go to Ethiopia)
* GER will no longer send EXP forces to FIN (was causing to many probs in Norway)
* GER will no longer send his fleet out into the Atlantic if a historical game is going on till he starts his low countries invasion
* GER will send ITA allot of troops to defend Italy under certain conditions
* GER wont DOW SOV unless he has about 4/5th the size army of the soviets or better
* GER Yugoslavia invasion AI tweaked
* GER Paratrooper Reactive events are turned back on
* Fixed GER winter war (attacking SOV) trigger events
=== Italian AI (ITA) ===
* ITA Bug keeping 10 divisions in Ethiopia has been fixed
* ITA builds changed slightly
* ITA fixed a bug in his invasion of Greece where if he lost territory to France he would not invade Greece
* ITA had his early years garrison AI adjusted
* ITA has a build AI
* ITA has a minister AI
* ITA has a new Air AI that decides prios between Naval and Ground support
* ITA Home garrison multiplier lowered to 0.5 unless threatened
* ITA Invasion AI to switches around with Naval AI beach prios
* ITA invasion of Greece AI improved
* ITA neutrality lowered when certain conditions are met (was 95 now goes down to 50)
* ITA switching between his Russian, Greece and Homeland AIs have been improved and updated to new style so they can switch around as much as needed
* ITA will build a paratrooper(AI_Reactive.txt)
* ITA will no longer send EXP forces to GER, ROM, HUN, BUL, FIN this is to keep his nav bombers in the Med
* ITA will release more troops for combat once Greece Falls
* ITA Will research Multi Role Fighters
* ITA will tighten his homeland defenses under certain conditions
* ITA Paratrooper Reactive events are turned back on
* ITA has a new Naval AI that will shift it's forces around the Med (including subs in the Altantic)
=== Japanese AI (JAP) ===
* JAP 36GC Build AI adjusted to build destroyers and not just ground troops
* JAP fixed a problem with backoff AI that was causing JAP to sleep a little on the front
* JAP had a bug in build prios missing 4 points in 1936 AI
* JAP had a major bug fix in his Pacific War AI that was causing him to stop after conquering PHI
* JAP had Carrier techs added to his prefer research list
* JAP had his attack on China AI improved a bit more
* JAP had his backoff AI not fire if CHI is human controlled
* JAP had minor change to his minister AI
* JAP had some changes to his build AI weights and front distribution
* JAP has a build transport AI and will always try and keep at least a level of 10 transports
* JAP has a homeland defense AI now
* JAP has a new Air AI that prios and shifts when need be
* JAP has a new construction AI that fluctuates depending on what his enemies do
* JAP has a new passive AI if he gets control of Indo-China and Siam allies with him he will be passive against CGX and CYN
* JAP has an entire new Pacific War AI that shifts prios around in the Pacific as need be
* JAP invasion of PHI AI had his Naval AI tightened up to be more focused
* JAP learned how to switch his ministers around depending on in-game circumstances
* JAP minor changes to production prios
* JAP no longer has any passitivity for most of the warlords
* JAP should loose less ground to CHI if he taks Hainan
* JAP should no longer accept white peace from Warlords
* JAP should no longer DOW the allies in 1940
* JAP should not DOW the USA if it has been puppeted
* JAP some changes to his backoff garrison AI to help with Pacific War
* JAP updated with new beaches
* JAP will adjust himself in attacking China and increase the amount of territory he wants on an anual basis if he looses territory he will go back on the attack if he is below his quota (AI vs AI only)
* JAP will always keep his fleets in the Pacific area
* JAP will have more diplomatic resistance to USA, ENG, FRA and SOV
* JAP will invade central or south China if the Chinese are not garrisoning those areas well
* JAP will monitor Chinas politics and get involved if it feels threatened
* JAP will no longer launch invasions in Chinese central area if it is AI vs AI
* JAP will use his Prince of Terror minister under certain circumstances
=== Soviet Union AI (SOV) ===
* SOV bug where he DOWed GER for no reason fixed
* SOV does a better buildup for the Winter War
* SOV DOWing of Baltic states event broken into 3 events (one for each baltic state)
* SOV fix to garrison buildup in response to GER border buildup when trying to invade FIN
* SOV fixed a bug that caused SOV to get a quick jump on FIN
* SOV fixed a Murmansk garrison bug
* SOV had a bug fix in his new Finland AI
* SOV had a minor bug fix in his build AI
* SOV had some tweeks to his minister AI
* SOV has a new build prio AI
* SOV is more intelligent with his builds if GER is human controled
* SOV learned how to counter attack the Fins if they advance while at war with Germany
* SOV learned how to monitor their border with German (if historical) and to try and match buildup
* SOV learned how to use his ministers
* SOV should no longer charge into ROM when GER DOWs them
* SOV should not cave into demands very easily
* SOV Upgrade cap to 0.15 whilte at war
* SOV Upgrade cap to 0.25 while at peace
* SOV will concentrate more on upgrading of units while at peace
* SOV will load a handicap AI against GER to give them a chance on invasion
* SOV will now monitor GER aggression against the Baltics and Turkey
* SOV will now react to an aggressive Germany better he may push into the baltics and poland early to get to Germany
* SOV will take advantage of the 36GC and mass build IC
* Fixed SOV winter war (being attacked by GER) trigger events
=== United Staes AI (USA) ===
* USA DDay AI Greatly inproved
* USA DDay AI will reload if he gets pushed out of France
* USA had a bug fix to his invade UK AI
* USA had a bug fixed in his construction AI
* USA had Carrier techs added to his prefer research list
* USA had more changes done to his DDay
* USA has a homeland defense AI were he will mass build ground forces to defend the USA. This is a new AI flag event design that will fire no matter how many times you invade the USA.
* USA has a minister AI
* USA has a much more complicated Embargo AI against ITA, GER and JAP
* USA has a new construction AI that will fluctuate with his main enemies builds
* USA has a new Italian invasion AI
* USA may invade the UK if it is taken over by an enemy
* USA may invade the UK if they are atwar
* USA should no longer offer white peace to Axis
* USA will take advantage of the 36GC and mass build IC
* USA will try and keep his transport fleet up
=== European Minors AI ===
* AUS raised neutrality from 30 to 90
* BEL has a DDay AI
* BUL has a minister AI
* BUL will send EXP forces to Germany
* FIN had some bug fixes to various AI events
* FIN has a minister AI
* FIN has a new Winter War AI (not so aggressive) he tries to protect his home country mainly
* FIN raised neutrality from 30 to 70
* FIN will no longer auto join a German AI if he has hardly any army left from the winter war
* GRE raised neutrality from 80 to 90
* HOL has a DDay AI
* HOL has a much more complicated Embargo AI against ITA, GER and JAP
* HUN has a minister AI
* HUN should cover the SOV border if he goes aggressive
* HUN will go on the offensive and invade other countries if CZE caves in to his territorial demands
* HUN will go up to 95% of his forces as EXP to GER when atwar with SOV
* IRE has a minister AI
* IRE raised neutrality from 80 to 90
* NOR raised neutrality from 30 to 90
* POL will defend his entire border until he views GER as a large threat then he will switch everything against GER
* POR raised neutrality from 95 to 110
* ROM has a minister AI
* ROM will go up to 90% of his forces as EXP to GER when atwar with SOV
* ROM, BUL, HUN events for handing YUG territory to GER (AI Controlled) had a bug fix
* SLO should not cave into HUN demands so easily anymore
* SLO will no longer send EXP forces to Finland
* SPA (44 scenario) raised neutrality from 80 to 120
* SPA has a minister AI
* SPA/SPR should no longer DOW Slovakia
* SPR has a minister AI
* SPR/SPA had neutrality increased once the civil war starts
* SWE has a minister AI
* SCH has a minister AI
* TUR has a minister AI
* YUG has a minister AI
=== American Minors AI ===
* ARG has a minister AI
* ARG raised neutrality from 80 to 95
* BOL raised neutrality from 80 to 95
* BRA has a minister AI
* CHL has a minister AI
* CHL raised neutrality from 80 to 95
* COL has a minister AI
* COL raised neutrality from 80 to 95
* COS has a minister AI
* CUB has a minister AI
* DOM has a minister AI
* ECU has a minister AI
* ECU raised neutrality from 80 to 90
* GUA has a minister AI
* HAI has a minister AI
* HON has a minister AI
* MEX has a DDay AI
* MEX has a minister AI
* MEX raised neutrality from 80 to 95
* NIC has a minister AI
* PAN has a minister AI
* VEN has a minister AI
* VEN raised neutrality from 80 to 95
* URU has a minister AI
=== Asian Theatre AI ===
* CHC had a change to his inherit CHI event to make it harder for them to be inherited
* SIA will send 50% of his troops as EXP forces to JAP if they are allied and not atwar with ENG
* CGX had bug fixes done to his ChinaFeeder event chain
* CGX will attack JAP if he looses some home territory
* CGX will put all his forces under Chinese control for certain circumstances
* CHC fixed a bug that made CHC to aggressive
* CHC had a 120 day handicapp added against CXB and CHI
* CHC had his passitivity removed agains CHI
* CHC has a more defensive AI against JAP but will go on the attack if they loose territory or SOV DOW Japan
* CHC will leave the United front if CHI is AI controled and give military access to CHI and should not accept peace with anyone
* CHI EXP Force feeder from Warlords will adjust up and down to keep a 0.8 ratio with AI JAP or 1.2 ratio with Human JAP
* CHI fixed a problem wich caused them to be more aggressive than they should be.
* CHI had bug fixes done to his ChinaFeeder event chain
* CHI had his passitivity and handicap removed when atwar with JAP
* CHI had his passitivity removed against CHC
* CHI had some changes done to his garrison settings for war with JAP
* CHI learned how to use his ministers
* CHI will adjust himself along side with JAP in regards to territory lost quotas if he looses more than he should he will go back on the attack ferociously (AI vs AI only)
* CHI will concentrate more on upgrading units than building new ones
* CHI will launch less counter attacks against JAP (AI Controled)... CHI was wearing himself out slowly
* CXB had a bug fix to his border Garrison force shifting AI
* CXB had bug fixes done to his ChinaFeeder event chain
* CXB will now give a 0.4 exp ration in the 36GC
* CXB Will put his entire army under Chinese control under certain circumstances
* CYN had bug fixes done to his ChinaFeeder event chain
* CYN will attack JAP if he looses some home territory
* CZE resistant to claims has been raised a little
* MEN has an AI file
* MON will only release EXP forces to SOV under certain conditions
* NEP has a minister AI
* NZL has a minister AI
* SIK had bug fixes done to his ChinaFeeder event chain
* TAN will only release EXP forces to SOV under certain conditions
* Warlord events all moved out of AI_CHI.txt file into their appropriate files
* Warlords have a new EXP force feeder AI that will try and keep JAP and CHI at a 0.8 military ratio instead of sending everything in one shot
* Warlords should not longer accept white peace with JA
=== Misc National AI. ===
* LIB has a minister AI
* PHI had his builds adjusted to build more ships
* SAL has a minister AI
* SAU has a minister AI
== Modding Support ==
* Added an 'army = X' trigger which returns true if that country has at least that many land-divisions.
* Added a 'day = x' trigger.
* Added a 'land_percentage = { country = XXX value = 1.2 }' trigger that returns true if the target has at least 120% of the number of land-divisions the desired opponent has.
* Added "manpower = X" to the free-resources field.
* Global flags now work the same way as local flags.
* Added a "free_manpower" event command.
== Bugfixes ==
* Tracked down and fixed a bug which gave fleets perfect positioning after 1 hour.
* Fixed a crashbug with aircombat.
* Divisiontype-triggers now work properly.
* Fixed a bug with actual manpower used for reinforcement being bigger than it should be.
* Fixed the problem where a convoy from puppet's would never ship the resources.
* Fixed several event commands which caused crashes if they referred to countries not existing anymore.
* Fixed a crashbug which happened when a large navalcombat occurred with hundreds of ships got sunk.
* Divisions in strategic redeployment and under construction are now considered for the division-types trigger.
* Fixed the minister trigger so that it will not return true if the ministers startdate has not arrived OR the minister is dormant.
* Fixed the Vichy crashbug.
* Liberating a puppet now doesn't unlock all secret techs for the puppet.
* Removed crash on MAKE_PUPPET command when the new puppet was allied with the new puppeteer.
* Units Loaded onto transports now leaves combat.
* Leaders no longer lost upon annexation.
* Friendly troops aboard alliance transports no longer become citizens of the nation's ships upon reload.
* Tracked down and fixed reason for mismatch on serial production of province developments in MP.
* Fixed pathfinding for aircrafts and other units, used an inadmissible heuristic for a* before.
* Fixed puppets leaving masters alliance.
== Events ==
=== Misc ===
* Fixed a bunch of scripting errors in various event files
* The 'Major Worker Strike' random event won't happen anymore in a national socialist or fascist country.
* Edited the Lend-Lease events a bit more to make them trigger every 9 months (no random trigger) but with higher chance of rejection by the USA to counter this.
* Edited the USA Lend-Lease to Nationalist China event, it should now actually trigger more often.
* Reworked the amount of offmap goodies the various revolters get.
* The 'Cold War gets hot' events can now hit as early as 1936.
* Cold War Gets Hot event now checks for more stuff
=== Europe ===
* Completely reworked the way Vichy is handled. Vichy now has a ton of events to handle various colonies seceding, Operation Torch, the Vichy surrender and more...
* Germany, Italy, USSR, UK & France now get some blueprints should they intervene in the Spanish Civil War and their side wins.
* Reworked the triggers to the Hitler Assassination events extensively. The event will now have a chance of occuring when the war goes bad, and not necessarily when you have alot of dissent.
* The following ministers/leaders will no longer be slept when Hitler is assassinated: Heinz Guderian, Walther von Brauchitsch, Eberhard Milch
* German government should now be properly made PA when Hitler has been assassinated (Beck-Goerdeler government)
* Edited the trigger of the German 'Easter Poland to the USSR' event to make it trigger properly
* Removed the intervenionist slider moves for Germany in the Spanish Civil War, Rheinland and Anschluss events. Extra moves added to Sudetenland Events
* Edited the 'German annexation of Czechoslovakia' event trigger a bit
* Tweaked the trigger of the Anschluss event somewhat
* Added some forgotten province ID's to Bitter Peace events
* Reworked the Molotov-Ribbentrop sequence severely.
* Smaller German allies now have an event to return provinces when Molotov-Ribbentrop triggers
* Amended an event in the Molotov-Ribbentrop chain a bit as to not always cause a DOW from SOV upon GER
* If Molotov-Ribbentrop choice b or c is taken, the Winter War event won't happen anymore (anachronistic).
* Amended the USSR 'Moving Industry to Siberia' events so the USSR does not *gain* IC anymore.
* The various USSR ground_def_eff tweaking events (2651 to 2659) now properly sleep the 'cheated' event 2660 to prevent exploits
* There now is an AI_Event to make sure the USSR AI doesn't get *too* high ground_def_eff
* Added in three AI_Events for the USSR to release and puppetize BUL, CZE and POL after the war.
* If Molotov-Ribbentrop choice b or c is taken, the Winter War event won't happen anymore (anachronistic)
* The End of the Winter War got its trigger reworked
* Action_b of the End of the Winter War now drops relations alot more and end possible SOV non_aggression pacts with Allies & Germany
* Fixed a problem with the Soviet Claims on Bessarabia event
* Tweaked splitting of czech army after the Munich event-series.
* The 'End of Czechoslovakia' was tweaked a bit so that most of the territory doesn't go to HUN anymore
* Added new event The End of Czechoslovakia (2041) an ahistorical case that HUN does not exist
* The The End of Czechoslovakia (2040) will not happen if CZE is a puppet
* Enchanced the triggers for Great Patriotic War so that it does not trigger multiple times.
* Yugoslavia should now also sign peace with the Allies and (possibly) the USSR when they withdraw from the Axis
* Deleted the puppet commands for POL, BUL & CZE from event 35.
* Denmark, Norway and Luxembourg should now be set free by the Allies when Germany surrenders
* Allies should now also correctly cede Greek, Czech, Italian and Hungarian provinces when Germany surrenders
* Croatia now gets a tiny bit of free_ic and stuff to be at least viable when they are released by GER
* There now is a French variant of the Liberation of Europe event
* Amended the Surrender of Italy trigger a bit
* The events concerning the Creation of Slovakia have been reworked
* Moved the alliance command in the Croatian Independance events from the CRO event to the GER event so that Croatia now actually ''joins'' the Axis upon creation
* Edited the 'UK Guarantee of Polish Independance' trigger a bit
* Churchill can now also come to power if ENG ends up at war with SOV (anti-commie role)
* The Spanish Civil War Intervention events for FRA, ENG and SOV now checks for those countries *not* being in an alliance with Republican Spain
* Extensively reworked the way Slovakia is established
* Added a death event for Finnish PM Kyösti Kallio
* The End of Germany event series now make Niels Bohr return to Denmark (slept in USA)
* There's now an event that removes the Maginot line when its flanked.
* There's now an event series that makes Bulgaria claim the Constanta region from Romania. If the claims are refused, this might lead to a Third Balkan War.
* Tweaked some AI_chances in Anschluss and Leadership of Free France events
* Reduced '36 GC FRA MP by 100 and added +15MP to the FRA Gearing up for War event (52)
* Germany now gets allied to Hungary if they chose to partition Czechoslovakia with them instead of installing Tiso.
* Fixed a few problems with the Annexation of Czechoslovakia events
* There's now an event that removes the Maginot line when its flanked
* Thoroughly reworked the Italian surrender chain's triggers and effects.
* Reworked the various events that tweaked the GDE of the USSR. At long last, all scenarios should now be corresponding correctly.
* When the Netherlands and Belgium are overrun, their European provinces become owned by Germany now. NOTE: Their troops will keep on fighting since they 'continue the fight from the colonies'.
* If Poland declines an alliance with the United Kingdom or the United Kingdom does not offer an alliance at all, Poland has a higher chance of caving in to Germany demanding Danzig.
* Croatia now properly gets less free_ic when liberated (3 <-> 7).
=== USA ===
* Fixed the three 'US Gearing up for War' triggers so that they don't return true in the first few days of the game anymore
* Tweaked and reworked the 'USA Gearing up for War' event chain.
* Tweaked the triggers for the Undeclared War and the Arsenal for Democracy events.
* Added some logical Monroe Doctrine triggers to events 56, 57 & 58
* The USA gearing up for war will now also happen as a reaction to premature Soviet aggression
* Event action_b in event 57 no longer sleeps event 58
* If Japan puppets PHI, the American Phillipine leaders & tech teams (i.e. MacArthur etc.) are slept
* USA now moves a bit more towards interventionism if 'Pearl Harbour' hits
* USA now gets claims on Iceland & Greenland when they get it offered (to counter nationalism there).
* US Oil Embargo now needs 40 JAP belligerence instead of 35.
* Chinese Tech Team Claire Chennault will only be there if USA offers assistance to CHI (as it is with leader Chennault).
* Should USA lose California/Texas, it is weakened by losing some CAL/TEX based tech teams
* Destroyer Transfer (30 & 31) tweaked with changes to USA'S '36, '38, '39 GC scenario files
=== Asia-Pacific and Africa ===
* The surprise effect events around Pearl Harbour can now occur till 1947 instead of 1943
* Japan now annexes the Phillipines if the USA yields for peace
* Japan now allies with Manchukwo and Mengkukwo should it chose action_b in the Khalkin Gol incident (small chance)
* The 'Panay Incident' no longer gives Japan belligerence. Also corrected a province ID there.
* Added in two events for the case where MAD becomes a JAP puppet in the Vichy chain.
* Cut the manpower values in japanmanpower.txt by a factor 30 since they should represent daily MP gain.
* The 'Japan surrenders to China' event now cedes previously warlord owned territory as well.
* The Japanese side of the 'US Oil Embargo' event now kills alot of trades instead of reducing their oil stockpile
* Nomonhan Incident (event 22) now has a small chance the Japanese AI will delcare war on the USSR
* Reworked the Surrender of Japan events a tiny bit. They should now properly cede [[Indochina]] to France again.
* Edited the badly used add_corps and add_division commands in the Operation Zet event(s).
* There now is a nice event series concerning peace between China and Japan. Various options are available to both sides like installing a puppet regime, balkanizing the opponent,...
* When the Chinese Industry Move to the interior happens, industry will now also be moved away from Nanjing and Hangzhou to the interior. 50% of the resources there will now also appear inland.
* The Chinese Industry Move to the Interior now also triggers a Burma Road event that hands a small portion of free resources and stuff to China. The Burma Road can be closed (and China weakened) by capturing Burma. It can be re-opened if ENG takes it back.
* Reworked the 'Burma Road' triggers to account for a bit more possible outcomes. If the Southern China warlords are at war with China for example, the Burma Road can't open anymore.
* Persian Coup (936) tweaked
* Included a new event file (colonial_release.txt) that gives dissent to nations setting their colonial revolters free. We want to discourage ahistorical mass-liberating
* There's now some new events surrounding the Iraqi coup and counter-coup
* There's now an event that establishes the Japanese puppet in Mengkukuo
* Added in three 'death events' for SAF politicians
* There's now events that might establish the People's Republic of Korea and South Korea.
* There's now an event that potentially transfers Soviet conquered parts of China to the Chinese Communists.
* Included a small chance for Persia going to war with USSR & UK in the Persian Coup event
* Removed 1272 from the 'Mengkukuo established' event trigger
* Persian Coup (236) deleted, it was replaced by Persian Coup (936) in hoi2.txt file
* There now is an event to simulate the establishment of the Persian Corridor if Persia leans towards Germany
* Added Death of King Ghazi of Iraq (393)
* Edited the Iraqi Coup events in HOI2.txt a bit to trigger properly
* Expanded the trigger for the 'Siam Gives Up' event.
* There now is a 'South Africa at the Crossroads' event where SAF can choose to stay with the Allies, or side more with the Axis.
== Scenario Setup ==
=== Common ===
* Properly included event_picture references in the new 'Experience from Spanish Civil War' events
* Edited some sprite coordinates to make stuff better visible
* Added a big number of propaganda pics for revolter nations
* Added some model pictures for ARG & CHI
* Added model photos for all Canadian air divisions
* Removed some forbidden symbols in four propaganda posters
* Fixed some French translation errors in text.csv
* Fixed an error in revolt.txt where Abadan (in Persia) was required instead of Kuwait City
* The revolt.txt entry should now properly make Bratislava the Slovakian capital
* OTT now has a revolter entry
* Removed an erroneous province for KAZ in revolt.txt
* Lowered MP levels of small minors across the map
* Gave MAN a bit of offmap stuff to keep on running
* When the Netherlands & Belgium surrender, their army is now properly deleted as well
* Denmark now secedes its provinces to Germany when it stands down (no partisans)
* Fixed an error in the adj-defs.csv file that made some Pacific chain connect to *whistle* North Africa.
* Andaman Islands are no longer needed to liberate India
* Reduced philippine manpower.
* CSA got intrinsic_gov_type = fascist removed
* BEL: +4 IC (2 tech teams)
* SWE: +3 IC (1 tech team ##> 2 tech teams)
* Moved all 'ruling cabinets' in minister files to 'replacements' since liberated nations would else always get the ruling cabinet, instead of a cabinet suited for their puppetmaster
* Fixed an ID error in German ministers
* Some Finnish minister tweaks
* IDC got some new tech teams (copied from LAO, CMB, VIE)
* Tweaked a Swiss tech team, a Nigerian one, removed Millikan from USA, tweaked Canadian Avro
* Trivial tweaks to some USA tech team dates
* Pocket Defence Doctrine historical year changed to 1941
* Most of all the names in various Chinese ministers & leader files are now in Pinyin
* Added a few forts to the Franco-Italian border
* Added rares to New Caledonia
* DFR & DDR generals now available a bit earlier just in case they're liberated earlier
* German relations with FRA/ENG should now get a much larger hit when the 'End of Czechoslovakia' happens
* Tweaked the belligerence requirement for US Oil Embargo to 40.
* Weather in provinces 1643 & 1645 changed to subtropical
* Made Gibraltar mountain again
* added some better and more historical supply & oil pools
* Mengkukuo now has some offmap IC to keep on running
* Raised INFRA in Gorkij from 50 to 60
* Suez region is now extra for Egypt
* Cyprus is now an extra for OTT
* Province 1049 got its infra upped a bit
* Added a beach in Manilla & removed a fort there in 1936
* The Istanbul port now exits in the Sea of Marmara insead of the Aegean Sea.
* Removed the land connection between China and Hong Kong for AI purposes and made Hong Kong hills.
* Added sea connections between some of the Philippine islands, so they can be crossed by troops but ships can still block them.
=== Battlescenarios ===
* Added and removed some logical and illogical techs:
* Coral Sea: added techs 8310 and 8130 to AST
* D-Day: removed 8130 from GER
* Fall Weiss: removed 5360 from POL
* Platinean War: removed 5380 and added 5310 and 5320 to BRA
* Southern Conquests: removed 8310 and added 5310 and 5320 to JAP
* Husky: enhanced a trigger
=== 1936: ===
* fixed a bug in the SWE slider setup: free_market twice instead of one freedom
* Germany's isolationism slider moved to step 5
* Republican Spain's relations with the United Kingdom, France & the Soviet Union lowered
* Japan moved 3 steps towards professional army for gameplay purposes.
* Set up the 1936 minister cabinets to correspond with the new setup of the minister files
* BEL is now Market Liberal at start (Van Zeeland government)
* Canadian interventionism slider moved to 4- 1936: Added a level 3 air_base to Chengdu in CHI in anticipation of a possible Operation Zet
* Oman now has the correct capital
* USSR now has blueprints for tech 1070
* CGX naval unit now correctly has a naval base
* CHI naval unit now correctly has a naval base
* Deleted two invalid brigades in ENG OOB
* German 'Baltische Flotte' moved to a correct naval base
* Italian '4a Squadra di Marina' now correctly has a naval base
* Italian '19a Squadra di Marine' moved to a correct naval base
* Polish 'III/1 Dyon Brygady Poscigowej' moved to a correct air base
* USA '2nd USN Submarine Fleet' moved to a correct naval base
* USA '7th USAAF Bombardment Wing' moved to a correct air base
* Added 'Improved Light Cruiser' (3100) to ENG (accidentally omitted)
* An American airfield is now correctly in Phoenix instead of Dublin :)
* Expanded the naval base in Dublin
* Added naval bases to Rotterdam and Dunkirk
* added some better and more historical supply & oil pools
* fixed alot of incoherent and one-side-defined relations settings
* added some missing prerequisite techs
* Upped the amount of Belgian transports
* 1936/1939: Removed mutual Military Access between Commonwealth countries to remedy the currently broken end_access command. Their access is automatic anyway, since they're Allies.
* edited SAF sliders a bit to make them slightly less democratic
* added a locked garrison to Panama in all scenarios
* made Cyprus UK national to ensure they don't give it away under any circumstance
* Cyprus also made Turkish national
* Added Algeria as French national
* Added some more airfields to the Eastern Front area and along the Transsiberian Railway.
* Moved the British professional_army slider to position 7.
* Removed the Land Fort in Hong Kong and changed it to a Coastal Fort (lvl 3 in 36/39, lvl 5 in 41/44).
* Added an 'ahistorically early' alliance between Japan & Manchukwo
* MP pool of PHI to 0
* Fixed some control over provinces between Xibei San Mai and Sinkiang
* Moved FRA two steps towards drafted_army
* Set a few gameplay-important trades to cancel = no
* Moved GER two steps more towards professional_army
* Reduced the MP pools of most Central & South American states by 60-66%
* German ArmMin Hjalmar Schacht made available in 1936.
=== 1938: ===
* Tweaked German and Czech techs.
* Tweaked UK garrisons.
* Further balancing tweaks done
* Fixed the Czech forts.
* Increased partisan levels in China.
* Reduced the quality of the Chinese army.
* Tweaked base sizes, techs and AA to sensible levels for 1938
* Added Japanese naval build program
* Iraq is now a playable nation
* 1938: adding airfields to the Soviet Union
* 1938: adding the Vallo Alpino fortifcations to Italy
* 1938: the GDE/GPW events
* 1938: Reduced UK manpower
* 1938: increase Soviet isolationism
* 1938: weaken Spanish economic techs
* 1938: correcting the membership of the British Empire and Allies (removing YEM and IRQ)
* 1938: lowering the quality of the Italian army
* 1938: resolving incompatibility with the Soviet gearing/GPW events
* 1938: sundry minor tweaks to diplomacy, tech and other details
=== 1939: ===
* Japan moved 3 steps towards professional army for gameplay purposes.
* Added a level 3 air_base to Chengdu in CHI
* Fixed a minister fluke in TIB
* Oman and CSC now have their correct capitals set
* Argentinian 'Aviación del Ejército' and 'Aviación Naval' now correctly have air bases
* Australian 'HMAS Perth' now correctly has a naval base
* Finnish 'Lentorykmentti 1' and 'Lentorykmentti 4' now correctly have air bases
* French 'Zone d'Opérations Aériennes Est' moved to a correct air base
* French 'Zone d'Opérations Afrique Ouest' moved to a correct air base
* Added an airbase to PROV528 Lyon
* French 'Zone d'Opérations Aériennes des Alpes' now correctly has an air base
* German 'Erkundungsflotte' now correctly has a naval base
* Dutch '1e Luchtvloot' moved to a correct airbase
* Iraqi 'Royal Army Air Force' moved to a correct airbase
* Japanese '2. Hikoutai', '8. Kaigun' and '3. Hikoutai' now correctly have airbases and navalbases
* Japanese '1 Zerosen no Hikodan' and '1. Hikoutai' moved to correct airbases
* Soviet 'Arctic Fleet' moved to a correct navalbase
* Spanish 'Región Estrecho' and 'Región Pirineos' moved to correct airbases
* An American Dublin is now correctly in Phoenix instead of Ireland :)
* Expanded the naval base in Dublin
* Added naval bases to Rotterdam and Dunkirk
* added some better and more historical supply & oil pools
* fixed alot of incoherent and one-side-defined relations settings
* added some missing prerequisite techs
* Upped the amount of Belgian transports
* Iraq is now a playable nation
* Removed mutual Military Access between Commonwealth countries to remedy the currently broken end_access command. Their access is automatic anyway, since they're Allies.
* edited SAF sliders a bit to make them slightly less democratic
* added a locked garrison to Panama in all scenarios
* made Cyprus UK national to ensure they don't give it away under any circumstance
* Cyprus also made Turkish national
* Added Algeria as French national
* Added some more airfields to the Eastern Front area and along the Transsiberian Railway.
* Moved the British professional_army slider to position 7.
* Removed the Land Fort in Hong Kong and changed it to a Coastal Fort (lvl 3 in 36/39, lvl 5 in 41/44).
* Germany now has Mil.Acc to Uruguay
* Mengkukuo now has some offmap IC to keep on running
* Significantly cut down the PHI OOB
* MP pool of PHI to 0
* Moved FRA two steps towards drafted_army
* Set a few gameplay-important trades to cancel = no
* Moved GER two steps more towards professional_army
* Reduced the MP pools of most Central & South American states by 60-66%
=== 1941: ===
* Tweaked US tech setup.
* Japan moved 3 steps towards professional army for gameplay purposes.
* Added a level 3 air_base to Chengdu in CHI
* Oman now has the correct capital
* Fixed some minister flukes in SOV and TAN
* Deleted Advanced Interceptor (Ki-84) & Improved Interceptor (Ki-61) techs from JAP but added Basic Escort Fighter (Ki-38)
* Fixed some bases for Australia
* Specified base province for the Guangxi Clicque naval unit
* Moved a Chinese air unit to a correct airbase
* Moved two British naval units to a correct naval base
* Edited two forbidden German brigades
* Added two Italian airbases (Sardinia & Rome)
* Added bases to a few Japanese air units
* Edited some forbidden Japanese brigades
* Added a base for the Romanian fleet
* Edited some forbidden Soviet brigades
* Moved the Soviet Pacific Fleet to a correct naval base
* Added a naval base to Karlskrona in Sweden
* Moved an American air unit to a correct airbase
* French government changed to SC
* Expanded the naval base in Dublin
* added some better and more historical supply & oil pools
* fixed alot of incoherent and one-side-defined relations settings
* added some missing prerequisite techs
* Upped the amount of Belgian transports
* 1941: SOV GDE set to 0.6
* edited SAF sliders a bit to make them slightly less democratic
* added a locked garrison to Panama in all scenarios
* made Cyprus UK national to ensure they don't give it away under any circumstance
* Cyprus also made Turkish national
* Added Algeria as French national
* Added some more airfields to the Eastern Front area and along the Transsiberian Railway.
* Moved the British professional_army slider to position 7.
* Removed the Land Fort in Hong Kong and changed it to a Coastal Fort (lvl 3 in 36/39, lvl 5 in 41/44).
* Fixed some ID errors.
* Mengkukuo now has some offmap IC to keep on running
* Significantly cut down the PHI OOB
* Moved FRA one step towards drafted_army
* Set a few gameplay-important trades to cancel = no
* Moved GER two steps more towards professional_army
* Reduced the MP pools of most Central & South American states by 60-66%
=== 1944: ===
* Added naval bases to Rotterdam and Dunkirk
* Japan moved 3 steps towards professional army for gameplay purposes.
* Corrected a tech id type in SOV
* Corrected some minister flukes in ARG, CUB and POR
* Oman now has the correct capital
* Corrected alot of base errors in a big number of files
* Corrected alot of unallowed brigades in a number of OOB's
* French government changed to SC
* Expanded the naval base in Dublin
* added some better and more historical supply & oil pools
* fixed alot of incoherent and one-side-defined relations settings
* added some missing prerequisite techs
* Argentina now has a claim on the Falklands
* Iraq is now a playable nation
* edited SAF sliders a bit to make them slightly less democratic
* added a locked garrison to Panama in all scenarios
* made Cyprus UK national to ensure they don't give it away under any circumstance
* Cyprus also made Turkish national
* Added Algeria as French national
* Added some more airfields to the Eastern Front area and along the Transsiberian Railway.
* Moved the British professional_army slider to position 7.
* Removed the Land Fort in Hong Kong and changed it to a Coastal Fort (lvl 3 in 36/39, lvl 5 in 41/44).
* Switzerland now properly uses the Superior Firepower Doctrine path
* Germany has a bit more historical static AA
* Significantly cut down the PHI OOB
* Set a few gameplay-important trades to cancel = no
* Moved GER two steps more towards professional_army
* Reduced the MP pools of most Central & South American states by 60-66%
== References ==
<references/>
[[Category:Technical_Issues]]
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Hearts of Iron 2 patch 1.3<ref>Forum: [[forum:219160|November 2005 Enhancement - (v1.3)]]</ref> was released on 2005-11-11.
<div style="float:right;">__TOC__</div>
== Gameplay Balancing==
=== Diplomatic ===
* Coups now have a much bigger chance to actually succeed.
* Now a puppet can't invite his master to an alliance.
* Now you will get a dissent hit when liberating a puppet.
* You now recieve a boost of 2 steps on interventonism instead of 1 whenever someone atacks someone you guarantee.
=== Common Military ===
* Larger nations in the same alliance will now take control over provinces as they invade allies occupied overseas territories, to maintain coherent supplied fronts.
* Fixed so that when you liberate a province occupied by your enemy, while you not have access with the original owner, then you take control over it directly.
* Fixed a loophole that allowed someone to immediately deploy divisions that are in delayed strat-redeploy.
* Rebalanced settings for partisans and transport capacity.
* Whenever a new model is researched, the older models are automatically scrapped, this is of course not valid for fleets.
* Minister research modifiers for technology is now applied.
* Its no longer possible to scout radar/rocket/nuke sites by just clicking on an enemy province.
=== Land ===
* Due to fun exploits units in strat redeployment are now deployed back to where they came from if possible, or the closest controlled province from that position. These units also drop out to the closest possible place as soon as the target is overrun.
* Brigades can now be assigned to units in provinces that have the same owner as the owner of the unit.
* The chance for a Encirclement or Breakthrough will now be happen 10% more often for every 1 km/h over 3 km/h. There is a cap on 40%.
* Units retreating to enemy-controlled territory with enemy units in both target and source province will now be eliminated.
* Reduced the toughness of more advanced infantry models somewhat.
* Raised the toughness values of the earlier MOT divisions to generally be 2 points above their equivalent regular INF counterparts.
* Softness of MOT & MEC divisions now decreases when models get more advanced.
* Doubled the movement & attack penalties in frozen & mud conditions.
* Supply & fuel usage of brigades is now 40% of the old values.
* Heavy Armor and Super Heavy Armor brigades are now allowed to be attached to INF (if you're stupid enough :p)
* Manpower requirement for Mountaineers and Marines changed from 10 to 15, like Paras already had (-> elite troops)
* Buildtime for Mountaineers, Marines and Paratroopers increased by 30 days
* Tech difficulty of Mountaineer, Marines and Paratrooper techs increased by 1 (5 to 6)
* Edited the Engineer brigade as follows: MP need from 2.0 to 2.5, lowered their speed bonus from 1 to 0.5 and added a small fuelconsumption of 0.2 to them. This keeps them a very strong brigade but less of a no-brainer.
* Edited the tech tree of mtn, par & mar a bit and fixed a bug there
* Lowered the MP requirement for garrisons
=== Naval ===
* Made a full overhaul of CV & CAG balance.
* Tweaked the CL subattack values to 1-1-2-2-3-4 in that order of appearance
* Tweaked the DD ranges to be the same as the various CL ranges
* Fixed a bug in the range for Nuclear Battlecruisers
* Lowered air defence of submarines somewhat
* Lowered speed for 36 & 39 infantry by one point (5->4).
* Research difficulty of legged division types raised by 1 across the board.
* Research difficulty for most brigades dropped by 2 across the board.
=== Air ===
* Only airunits on air-superiority mission will now attempt to engage other airunits in the same province.
* Increased effect from interdiction by 66%.
* Starting efficiency of AA is now 10%.
* Reduced the effcts of Static AA improvements
* Rewrote targeting algoritms for ground attack and interdiction, to focus on combats as much as possible.
* Air battle XP gain lowered from 2.25 to 2
* Reduced the cost of transport_planes a tiny bit.
* Lowered the naval attack ratings of naval bombers by 3 for each model.
* Gave CAS the same naval attack value as their equivalent naval bomber models, with a correction of -2. So if a NAV has a NA of 9, the equivalent CAS has 7.
* Gave TAC a +2 boost to their strategic attack rating.
* Raised the cost for flying bombs and flying rockets (2 IC for bomb, 3 for the first two rockets, 4 for the ICBM)
* Tweaked the starting efficiency of AA batteries downward, their efficiency now increases exponentially when more advanced AA batteries become available.
* Raised Soft and Hard Attack values on CAS by 2,2,3,3 over the various levels. CAS gets an additional 1 point in Hard Attack at Improved and Advanced models.
* Naval stacking penalty is now applied properly versus air-units bombing them as well.
=== Economical ===
* A puppet now has a max-pool of 1000 instead of 100 in resources.
* Now it is possible to build coastal fort, land fort, anti air, infrastructure, airbase, naval base, radar station, nuclear reactor, rocket test site, and factory in occupied territories.
* Tweaked a lot of techteams, leaders & ministers.
* Lowered cost of Radar Stations from 3 to 2
== Interface Enhancements ==
* Interface: Armies are now sorted by division type.
* Current capital is now shown on the capital button in a province instead of 'set capital'.
* Added amounts to tooltips for metal energy etc in province list.
== AI Improvements ==
=== Misc ===
* Rewrote trade AI to look at last 30 days of income instead of current situation only.
* The AI will no longer attempt to retreat if under military control.
* Added preferred doctrines to lots of different countries.
* All countries had infantry techs added to prefered research list
=== Construction AI ===
* Added some inertia to the AI's slider management.
* Improved the ai building logics, fixing several bugs which caused it to ignore preferences set in scripts.
* Rewrote some aspects of the "relative=no buildscheme" to make it spread even between land/naval/air depending on script.
* Improved AI to make it better at always building the latest stuff it has technology for.
=== Land AI ===
* AI learned to analyse fortress effects on odds properly. Old scripted evals are no longer supported.
* Improved the ai troop deployment algoritms to make them use troops at more theaters if they have more.
* Improved AI reaction for garrison and reserves.
* Passivity is now ignored versus any nation controlled by a human.
* The AI learned to consider allied player-units in the combat together with it when determening if to retreat or not.
* Changed alot of global odds calculations.
* All AI Files updated to have several more front AI parms use the settings right from the exe
* Garrison AI now ignores bombers bombing the ground when considering combats it must garrison against.
=== Naval AI ===
* AI's ASW units will no longer move into areas where they are scripted to ignore.
* Rewrote AI fleet composition logics to use carriers almost exclusively in battle fleets instead of in small ASW fleets.
* The AI learned to not let its transport fleets sit around on the ocean waiting.
* The Naval AI will no longer let his ASW fleets sit on the ocean waiting, when going to peace.
* Wolfpack AI are now more likely to actually go out and sink enemy shipping.
* Rewrote logics for invasion, and the AI will now actually do lots of them.
* The transportation/invasion AI now reacts a fair bit quicker.
* Fixed a problem with the transport AI that made it refuse to transport troops to some types of territories.
* All minors have naval specifc areas where their fleets will stay in.
* The AI now knows how to reinforce overseas territories it conquers from an enemy.
* Changed naval ai to concentrate it's attack fleets more.
=== Air AI ===
* The AI now runs its air-missions at a minimum of 50% org and strength.
* Made some improvements to logics that would cause the air-AI to sleep sometimes after a rebase.
=== Commonwealth AI (ENG+SAF+CAN+AST+NZL) ===
* ENG should do a better garrison of the UK
* ENG had his prefered ports changed slightly so its harder for GER to get to them
* ENG had a change in his Battle for Britain AI so he does not shift his troops in the UK around so much
* ENG added Glasgow to coastal fort list in 36
* ENG added SAF to his preferd trading list
* ENG builds adjusted in 1936, he will build less garrison and more destroyers
* ENG had a bug fixed in his construction AI
* ENG had a few beaches in Africa and the Middle East put on ignore for garrison purposes
* ENG had his builds adjusted slightly
* ENG had his Naval AI enhanced to ignore the pacific if Japan is at war with them and the USA
* ENG had his research prios adjusted a little
* ENG had some fixes in his Naval AI when ignoring the Med if Italy is atwar with them
* ENG has a minsiter AI
* ENG has a new Air AI that adjust to enemy fleets moving near its home country and when he invades Europe
* ENG has a new construction AI that will fluctuate with his main enemies builds
* ENG has a new Italian invasion AI
* ENG has a new naval AI (should make it harder for GER to trick him to port strike and counter with nav bombers)
* ENG Naval AI learned how to monitor his naval combat ability to fight in the med.
* ENG no longer has a target list for the admiral section
* ENG should do a better job protecting his beaches
* ENG should no longer offer white peace to Axis
* ENG will build coastal forts on most of their mainland beaches
* ENG will fortify Alexandria
* ENG will no longer build coastal forts in Gibraltar (he will build regular forts)
* ENG will put more troops in ENG than overseas while at peace in the 36GC
* ENG will rotate his naval AI if he detects USA launching D-Day and send EXP forces
* ENG will try and keep his transport fleet up
* ENG will turn his Norway invasion on and off as needed
* ENG will no longer send their fleets near the coast of Norway or Germany
* AST had his builds adjusted
* AST had his EXP force ration lowered from 0.25 to 0.15
* AST has a minister AI
* AST raised neutrality from 50 to 80
* SAF has a minister AI
* SAF raised neutrality from 50 to 80
* CAN has a minister AI
* CAN no longer has a target list for the admiral section
* CAN raised neutrality from 50 to 80
=== French AI (FRA+VIC) ===
* FRA bug fixed were French kepted sending his fleet off Norway coast
* FRA had some beaches around the world put on ignore list
* FRA has a homeland defense AI (He will try and pull forces back to France
* FRA has a minister AI
* FRA has a new building AI that switches depending on what his main enemies are doing
* FRA no longer has a target list for the admiral section
* FRA should no longer try an invasion of Denmark while waitting for Germany to attack
* FRA will defend SPA/SPR border if ITA DOW either SPR/SPA them
* FRA will guard the Spanish border if SPR or SPA allies with GER or SOV
* FRA will ignore borders with CYN and CGX plus his overseas garrison has been adjusted
* FRA will no longer send their fleets near the coast of Norway or Germany
* VIC had adjustments made to garrison AI so he keeps most of his army in Vichy Main-
* VIC will now garrison his home country as well as overseas
=== German AI (GER) ===
* GER AI has 3 sub patrol patern AIs which he will select one every 2 months
* GER Air AI completely re-written with new event codding. Germany will now adjust his air missions depending on circumstances in game. He will also refresh his Air AI every single month to fix the sleeping air ai bug
* GER allied with SPA/SPR he will not wait till the spring to attack FRA
* GER and ITA will replace their lost paratroopers if they have transport planes
* GER attack on YUG AI tweaked to be more aggressive
* GER DOWing of Russia enhanced: starting in July he does a daily check on how many forces he has on the front before DOW
* GER Fixed and issue where German subs where going through areas and virtually commiting suicide
* GER fixed the Stuggart empty province when attacking POL bug
* GER Garrisoning of the Baltic beaches updated with the new flag event design it will now fire as many time as need be no matter how back and forth the allies do to get access to the baltic
* GER had a bug fix in his Russian invasion buildup AI
* GER had a fix in his YUG buildup AI that would cause French beaches not to be covered
* GER had another bug fix in his buildup on the Russian front AI
* GER had another change to his minister AI
* GER had his monitoring of the Baltic for enemy ships tweeked
* GER had Lomza (486) added to his buildup for Russian invasion
* GER had some tweeks to his minister AI
* GER had the entire Baltic added to CORE list in admiral section
* GER has a new build AI
* GER has an improved Sea Lion AI
* GER Hoepner will become Chief of Staff if not atwar
* GER invading norway will concentrate his fleets better for this
* GER invasion of France AI improved a little
* GER invasion of NOR, SWE or FIN AI has been changed to now execute under certain conditions and no longer dependent on the Atmark event.
* GER invasion of Norway AI tweaked
* GER invasion of Yugoslavia will happen if Germany plans to invade Russia
* GER Jodl will become Chief of Staff if atwar with SOV
* GER Learned how to attack Poland due to an early war with France if he is planning on attacking Russia
* GER learned how to build up and invade Yugoslavia
* GER Learned how to buildup prior to his invasion of Spain
* GER learned how to change some of his ministers around for better performance
* GER Learned how to mass at the low countries before he invades (if early war starts)
* GER Minister AI changed a little due to changes in minister traits
* GER minor tweek to minister AI
* GER should no longer build Strategic Bombers
* GER should not really DOW anyone if it has been puppeted
* GER switches to a standard front AI on occasion to save supply usage (more like camp up for the winter and wait)
* GER updated for Armament minister changes
* GER Von Bock will become Chief of Army if atwar with SOV
* GER will attack YUG in February instead of March
* GER will build a few more garrison units
* GER Will build a few more transports in the 36GC early on (Help with Norway)
* GER will build less transport planes (changed to reactive AI file)
* GER will build max 2 air transports and try and always keep it at 2
* GER will build some strategic bombers
* GER will cancel Sea Lion and go after Russia if he has no transports to invade with
* GER will garrison some of the ports on the French and German coast
* GER will keep a solid presence of submarines
* GER will keep his cap at about 10 subs during peace and when atwar he will go up to 20
* GER will keep his fleets in the Atlantic, Med and Northesea area
* GER will no longer give FIN exp forces if atwar with SOV
* GER will no longer send EXP forces to anyone (this solved the ships in the channel problem and trying to go to Ethiopia)
* GER will no longer send EXP forces to FIN (was causing to many probs in Norway)
* GER will no longer send his fleet out into the Atlantic if a historical game is going on till he starts his low countries invasion
* GER will send ITA allot of troops to defend Italy under certain conditions
* GER wont DOW SOV unless he has about 4/5th the size army of the soviets or better
* GER Yugoslavia invasion AI tweaked
* GER Paratrooper Reactive events are turned back on
* Fixed GER winter war (attacking SOV) trigger events
=== Italian AI (ITA) ===
* ITA Bug keeping 10 divisions in Ethiopia has been fixed
* ITA builds changed slightly
* ITA fixed a bug in his invasion of Greece where if he lost territory to France he would not invade Greece
* ITA had his early years garrison AI adjusted
* ITA has a build AI
* ITA has a minister AI
* ITA has a new Air AI that decides prios between Naval and Ground support
* ITA Home garrison multiplier lowered to 0.5 unless threatened
* ITA Invasion AI to switches around with Naval AI beach prios
* ITA invasion of Greece AI improved
* ITA neutrality lowered when certain conditions are met (was 95 now goes down to 50)
* ITA switching between his Russian, Greece and Homeland AIs have been improved and updated to new style so they can switch around as much as needed
* ITA will build a paratrooper(AI_Reactive.txt)
* ITA will no longer send EXP forces to GER, ROM, HUN, BUL, FIN this is to keep his nav bombers in the Med
* ITA will release more troops for combat once Greece Falls
* ITA Will research Multi Role Fighters
* ITA will tighten his homeland defenses under certain conditions
* ITA Paratrooper Reactive events are turned back on
* ITA has a new Naval AI that will shift it's forces around the Med (including subs in the Altantic)
=== Japanese AI (JAP) ===
* JAP 36GC Build AI adjusted to build destroyers and not just ground troops
* JAP fixed a problem with backoff AI that was causing JAP to sleep a little on the front
* JAP had a bug in build prios missing 4 points in 1936 AI
* JAP had a major bug fix in his Pacific War AI that was causing him to stop after conquering PHI
* JAP had Carrier techs added to his prefer research list
* JAP had his attack on China AI improved a bit more
* JAP had his backoff AI not fire if CHI is human controlled
* JAP had minor change to his minister AI
* JAP had some changes to his build AI weights and front distribution
* JAP has a build transport AI and will always try and keep at least a level of 10 transports
* JAP has a homeland defense AI now
* JAP has a new Air AI that prios and shifts when need be
* JAP has a new construction AI that fluctuates depending on what his enemies do
* JAP has a new passive AI if he gets control of Indo-China and Siam allies with him he will be passive against CGX and CYN
* JAP has an entire new Pacific War AI that shifts prios around in the Pacific as need be
* JAP invasion of PHI AI had his Naval AI tightened up to be more focused
* JAP learned how to switch his ministers around depending on in-game circumstances
* JAP minor changes to production prios
* JAP no longer has any passitivity for most of the warlords
* JAP should loose less ground to CHI if he taks Hainan
* JAP should no longer accept white peace from Warlords
* JAP should no longer DOW the allies in 1940
* JAP should not DOW the USA if it has been puppeted
* JAP some changes to his backoff garrison AI to help with Pacific War
* JAP updated with new beaches
* JAP will adjust himself in attacking China and increase the amount of territory he wants on an anual basis if he looses territory he will go back on the attack if he is below his quota (AI vs AI only)
* JAP will always keep his fleets in the Pacific area
* JAP will have more diplomatic resistance to USA, ENG, FRA and SOV
* JAP will invade central or south China if the Chinese are not garrisoning those areas well
* JAP will monitor Chinas politics and get involved if it feels threatened
* JAP will no longer launch invasions in Chinese central area if it is AI vs AI
* JAP will use his Prince of Terror minister under certain circumstances
=== Soviet Union AI (SOV) ===
* SOV bug where he DOWed GER for no reason fixed
* SOV does a better buildup for the Winter War
* SOV DOWing of Baltic states event broken into 3 events (one for each baltic state)
* SOV fix to garrison buildup in response to GER border buildup when trying to invade FIN
* SOV fixed a bug that caused SOV to get a quick jump on FIN
* SOV fixed a Murmansk garrison bug
* SOV had a bug fix in his new Finland AI
* SOV had a minor bug fix in his build AI
* SOV had some tweeks to his minister AI
* SOV has a new build prio AI
* SOV is more intelligent with his builds if GER is human controled
* SOV learned how to counter attack the Fins if they advance while at war with Germany
* SOV learned how to monitor their border with German (if historical) and to try and match buildup
* SOV learned how to use his ministers
* SOV should no longer charge into ROM when GER DOWs them
* SOV should not cave into demands very easily
* SOV Upgrade cap to 0.15 whilte at war
* SOV Upgrade cap to 0.25 while at peace
* SOV will concentrate more on upgrading of units while at peace
* SOV will load a handicap AI against GER to give them a chance on invasion
* SOV will now monitor GER aggression against the Baltics and Turkey
* SOV will now react to an aggressive Germany better he may push into the baltics and poland early to get to Germany
* SOV will take advantage of the 36GC and mass build IC
* Fixed SOV winter war (being attacked by GER) trigger events
=== United Staes AI (USA) ===
* USA DDay AI Greatly inproved
* USA DDay AI will reload if he gets pushed out of France
* USA had a bug fix to his invade UK AI
* USA had a bug fixed in his construction AI
* USA had Carrier techs added to his prefer research list
* USA had more changes done to his DDay
* USA has a homeland defense AI were he will mass build ground forces to defend the USA. This is a new AI flag event design that will fire no matter how many times you invade the USA.
* USA has a minister AI
* USA has a much more complicated Embargo AI against ITA, GER and JAP
* USA has a new construction AI that will fluctuate with his main enemies builds
* USA has a new Italian invasion AI
* USA may invade the UK if it is taken over by an enemy
* USA may invade the UK if they are atwar
* USA should no longer offer white peace to Axis
* USA will take advantage of the 36GC and mass build IC
* USA will try and keep his transport fleet up
=== European Minors AI ===
* AUS raised neutrality from 30 to 90
* BEL has a DDay AI
* BUL has a minister AI
* BUL will send EXP forces to Germany
* FIN had some bug fixes to various AI events
* FIN has a minister AI
* FIN has a new Winter War AI (not so aggressive) he tries to protect his home country mainly
* FIN raised neutrality from 30 to 70
* FIN will no longer auto join a German AI if he has hardly any army left from the winter war
* GRE raised neutrality from 80 to 90
* HOL has a DDay AI
* HOL has a much more complicated Embargo AI against ITA, GER and JAP
* HUN has a minister AI
* HUN should cover the SOV border if he goes aggressive
* HUN will go on the offensive and invade other countries if CZE caves in to his territorial demands
* HUN will go up to 95% of his forces as EXP to GER when atwar with SOV
* IRE has a minister AI
* IRE raised neutrality from 80 to 90
* NOR raised neutrality from 30 to 90
* POL will defend his entire border until he views GER as a large threat then he will switch everything against GER
* POR raised neutrality from 95 to 110
* ROM has a minister AI
* ROM will go up to 90% of his forces as EXP to GER when atwar with SOV
* ROM, BUL, HUN events for handing YUG territory to GER (AI Controlled) had a bug fix
* SLO should not cave into HUN demands so easily anymore
* SLO will no longer send EXP forces to Finland
* SPA (44 scenario) raised neutrality from 80 to 120
* SPA has a minister AI
* SPA/SPR should no longer DOW Slovakia
* SPR has a minister AI
* SPR/SPA had neutrality increased once the civil war starts
* SWE has a minister AI
* SCH has a minister AI
* TUR has a minister AI
* YUG has a minister AI
=== American Minors AI ===
* ARG has a minister AI
* ARG raised neutrality from 80 to 95
* BOL raised neutrality from 80 to 95
* BRA has a minister AI
* CHL has a minister AI
* CHL raised neutrality from 80 to 95
* COL has a minister AI
* COL raised neutrality from 80 to 95
* COS has a minister AI
* CUB has a minister AI
* DOM has a minister AI
* ECU has a minister AI
* ECU raised neutrality from 80 to 90
* GUA has a minister AI
* HAI has a minister AI
* HON has a minister AI
* MEX has a DDay AI
* MEX has a minister AI
* MEX raised neutrality from 80 to 95
* NIC has a minister AI
* PAN has a minister AI
* VEN has a minister AI
* VEN raised neutrality from 80 to 95
* URU has a minister AI
=== Asian Theatre AI ===
* CHC had a change to his inherit CHI event to make it harder for them to be inherited
* SIA will send 50% of his troops as EXP forces to JAP if they are allied and not atwar with ENG
* CGX had bug fixes done to his ChinaFeeder event chain
* CGX will attack JAP if he looses some home territory
* CGX will put all his forces under Chinese control for certain circumstances
* CHC fixed a bug that made CHC to aggressive
* CHC had a 120 day handicapp added against CXB and CHI
* CHC had his passitivity removed agains CHI
* CHC has a more defensive AI against JAP but will go on the attack if they loose territory or SOV DOW Japan
* CHC will leave the United front if CHI is AI controled and give military access to CHI and should not accept peace with anyone
* CHI EXP Force feeder from Warlords will adjust up and down to keep a 0.8 ratio with AI JAP or 1.2 ratio with Human JAP
* CHI fixed a problem wich caused them to be more aggressive than they should be.
* CHI had bug fixes done to his ChinaFeeder event chain
* CHI had his passitivity and handicap removed when atwar with JAP
* CHI had his passitivity removed against CHC
* CHI had some changes done to his garrison settings for war with JAP
* CHI learned how to use his ministers
* CHI will adjust himself along side with JAP in regards to territory lost quotas if he looses more than he should he will go back on the attack ferociously (AI vs AI only)
* CHI will concentrate more on upgrading units than building new ones
* CHI will launch less counter attacks against JAP (AI Controled)... CHI was wearing himself out slowly
* CXB had a bug fix to his border Garrison force shifting AI
* CXB had bug fixes done to his ChinaFeeder event chain
* CXB will now give a 0.4 exp ration in the 36GC
* CXB Will put his entire army under Chinese control under certain circumstances
* CYN had bug fixes done to his ChinaFeeder event chain
* CYN will attack JAP if he looses some home territory
* CZE resistant to claims has been raised a little
* MEN has an AI file
* MON will only release EXP forces to SOV under certain conditions
* NEP has a minister AI
* NZL has a minister AI
* SIK had bug fixes done to his ChinaFeeder event chain
* TAN will only release EXP forces to SOV under certain conditions
* Warlord events all moved out of AI_CHI.txt file into their appropriate files
* Warlords have a new EXP force feeder AI that will try and keep JAP and CHI at a 0.8 military ratio instead of sending everything in one shot
* Warlords should not longer accept white peace with JA
=== Misc National AI. ===
* LIB has a minister AI
* PHI had his builds adjusted to build more ships
* SAL has a minister AI
* SAU has a minister AI
== Modding Support ==
* Added an 'army = X' trigger which returns true if that country has at least that many land-divisions.
* Added a 'day = x' trigger.
* Added a 'land_percentage = { country = XXX value = 1.2 }' trigger that returns true if the target has at least 120% of the number of land-divisions the desired opponent has.
* Added "manpower = X" to the free-resources field.
* Global flags now work the same way as local flags.
* Added a "free_manpower" event command.
== Bugfixes ==
* Tracked down and fixed a bug which gave fleets perfect positioning after 1 hour.
* Fixed a crashbug with aircombat.
* Divisiontype-triggers now work properly.
* Fixed a bug with actual manpower used for reinforcement being bigger than it should be.
* Fixed the problem where a convoy from puppet's would never ship the resources.
* Fixed several event commands which caused crashes if they referred to countries not existing anymore.
* Fixed a crashbug which happened when a large navalcombat occurred with hundreds of ships got sunk.
* Divisions in strategic redeployment and under construction are now considered for the division-types trigger.
* Fixed the minister trigger so that it will not return true if the ministers startdate has not arrived OR the minister is dormant.
* Fixed the Vichy crashbug.
* Liberating a puppet now doesn't unlock all secret techs for the puppet.
* Removed crash on MAKE_PUPPET command when the new puppet was allied with the new puppeteer.
* Units Loaded onto transports now leaves combat.
* Leaders no longer lost upon annexation.
* Friendly troops aboard alliance transports no longer become citizens of the nation's ships upon reload.
* Tracked down and fixed reason for mismatch on serial production of province developments in MP.
* Fixed pathfinding for aircrafts and other units, used an inadmissible heuristic for a* before.
* Fixed puppets leaving masters alliance.
== Events ==
=== Misc ===
* Fixed a bunch of scripting errors in various event files
* The 'Major Worker Strike' random event won't happen anymore in a national socialist or fascist country.
* Edited the Lend-Lease events a bit more to make them trigger every 9 months (no random trigger) but with higher chance of rejection by the USA to counter this.
* Edited the USA Lend-Lease to Nationalist China event, it should now actually trigger more often.
* Reworked the amount of offmap goodies the various revolters get.
* The 'Cold War gets hot' events can now hit as early as 1936.
* Cold War Gets Hot event now checks for more stuff
=== Europe ===
* Completely reworked the way Vichy is handled. Vichy now has a ton of events to handle various colonies seceding, Operation Torch, the Vichy surrender and more...
* Germany, Italy, USSR, UK & France now get some blueprints should they intervene in the Spanish Civil War and their side wins.
* Reworked the triggers to the Hitler Assassination events extensively. The event will now have a chance of occuring when the war goes bad, and not necessarily when you have alot of dissent.
* The following ministers/leaders will no longer be slept when Hitler is assassinated: Heinz Guderian, Walther von Brauchitsch, Eberhard Milch
* German government should now be properly made PA when Hitler has been assassinated (Beck-Goerdeler government)
* Edited the trigger of the German 'Easter Poland to the USSR' event to make it trigger properly
* Removed the intervenionist slider moves for Germany in the Spanish Civil War, Rheinland and Anschluss events. Extra moves added to Sudetenland Events
* Edited the 'German annexation of Czechoslovakia' event trigger a bit
* Tweaked the trigger of the Anschluss event somewhat
* Added some forgotten province ID's to Bitter Peace events
* Reworked the Molotov-Ribbentrop sequence severely.
* Smaller German allies now have an event to return provinces when Molotov-Ribbentrop triggers
* Amended an event in the Molotov-Ribbentrop chain a bit as to not always cause a DOW from SOV upon GER
* If Molotov-Ribbentrop choice b or c is taken, the Winter War event won't happen anymore (anachronistic).
* Amended the USSR 'Moving Industry to Siberia' events so the USSR does not *gain* IC anymore.
* The various USSR ground_def_eff tweaking events (2651 to 2659) now properly sleep the 'cheated' event 2660 to prevent exploits
* There now is an AI_Event to make sure the USSR AI doesn't get *too* high ground_def_eff
* Added in three AI_Events for the USSR to release and puppetize BUL, CZE and POL after the war.
* If Molotov-Ribbentrop choice b or c is taken, the Winter War event won't happen anymore (anachronistic)
* The End of the Winter War got its trigger reworked
* Action_b of the End of the Winter War now drops relations alot more and end possible SOV non_aggression pacts with Allies & Germany
* Fixed a problem with the Soviet Claims on Bessarabia event
* Tweaked splitting of czech army after the Munich event-series.
* The 'End of Czechoslovakia' was tweaked a bit so that most of the territory doesn't go to HUN anymore
* Added new event The End of Czechoslovakia (2041) an ahistorical case that HUN does not exist
* The The End of Czechoslovakia (2040) will not happen if CZE is a puppet
* Enchanced the triggers for Great Patriotic War so that it does not trigger multiple times.
* Yugoslavia should now also sign peace with the Allies and (possibly) the USSR when they withdraw from the Axis
* Deleted the puppet commands for POL, BUL & CZE from event 35.
* Denmark, Norway and Luxembourg should now be set free by the Allies when Germany surrenders
* Allies should now also correctly cede Greek, Czech, Italian and Hungarian provinces when Germany surrenders
* Croatia now gets a tiny bit of free_ic and stuff to be at least viable when they are released by GER
* There now is a French variant of the Liberation of Europe event
* Amended the Surrender of Italy trigger a bit
* The events concerning the Creation of Slovakia have been reworked
* Moved the alliance command in the Croatian Independance events from the CRO event to the GER event so that Croatia now actually ''joins'' the Axis upon creation
* Edited the 'UK Guarantee of Polish Independance' trigger a bit
* Churchill can now also come to power if ENG ends up at war with SOV (anti-commie role)
* The Spanish Civil War Intervention events for FRA, ENG and SOV now checks for those countries *not* being in an alliance with Republican Spain
* Extensively reworked the way Slovakia is established
* Added a death event for Finnish PM Kyösti Kallio
* The End of Germany event series now make Niels Bohr return to Denmark (slept in USA)
* There's now an event that removes the Maginot line when its flanked.
* There's now an event series that makes Bulgaria claim the Constanta region from Romania. If the claims are refused, this might lead to a Third Balkan War.
* Tweaked some AI_chances in Anschluss and Leadership of Free France events
* Reduced '36 GC FRA MP by 100 and added +15MP to the FRA Gearing up for War event (52)
* Germany now gets allied to Hungary if they chose to partition Czechoslovakia with them instead of installing Tiso.
* Fixed a few problems with the Annexation of Czechoslovakia events
* There's now an event that removes the Maginot line when its flanked
* Thoroughly reworked the Italian surrender chain's triggers and effects.
* Reworked the various events that tweaked the GDE of the USSR. At long last, all scenarios should now be corresponding correctly.
* When the Netherlands and Belgium are overrun, their European provinces become owned by Germany now. NOTE: Their troops will keep on fighting since they 'continue the fight from the colonies'.
* If Poland declines an alliance with the United Kingdom or the United Kingdom does not offer an alliance at all, Poland has a higher chance of caving in to Germany demanding Danzig.
* Croatia now properly gets less free_ic when liberated (3 <-> 7).
=== USA ===
* Fixed the three 'US Gearing up for War' triggers so that they don't return true in the first few days of the game anymore
* Tweaked and reworked the 'USA Gearing up for War' event chain.
* Tweaked the triggers for the Undeclared War and the Arsenal for Democracy events.
* Added some logical Monroe Doctrine triggers to events 56, 57 & 58
* The USA gearing up for war will now also happen as a reaction to premature Soviet aggression
* Event action_b in event 57 no longer sleeps event 58
* If Japan puppets PHI, the American Phillipine leaders & tech teams (i.e. MacArthur etc.) are slept
* USA now moves a bit more towards interventionism if 'Pearl Harbour' hits
* USA now gets claims on Iceland & Greenland when they get it offered (to counter nationalism there).
* US Oil Embargo now needs 40 JAP belligerence instead of 35.
* Chinese Tech Team Claire Chennault will only be there if USA offers assistance to CHI (as it is with leader Chennault).
* Should USA lose California/Texas, it is weakened by losing some CAL/TEX based tech teams
* Destroyer Transfer (30 & 31) tweaked with changes to USA'S '36, '38, '39 GC scenario files
=== Asia-Pacific and Africa ===
* The surprise effect events around Pearl Harbour can now occur till 1947 instead of 1943
* Japan now annexes the Phillipines if the USA yields for peace
* Japan now allies with Manchukwo and Mengkukwo should it chose action_b in the Khalkin Gol incident (small chance)
* The 'Panay Incident' no longer gives Japan belligerence. Also corrected a province ID there.
* Added in two events for the case where MAD becomes a JAP puppet in the Vichy chain.
* Cut the manpower values in japanmanpower.txt by a factor 30 since they should represent daily MP gain.
* The 'Japan surrenders to China' event now cedes previously warlord owned territory as well.
* The Japanese side of the 'US Oil Embargo' event now kills alot of trades instead of reducing their oil stockpile
* Nomonhan Incident (event 22) now has a small chance the Japanese AI will delcare war on the USSR
* Reworked the Surrender of Japan events a tiny bit. They should now properly cede [[Indochina]] to France again.
* Edited the badly used add_corps and add_division commands in the Operation Zet event(s).
* There now is a nice event series concerning peace between China and Japan. Various options are available to both sides like installing a puppet regime, balkanizing the opponent,...
* When the Chinese Industry Move to the interior happens, industry will now also be moved away from Nanjing and Hangzhou to the interior. 50% of the resources there will now also appear inland.
* The Chinese Industry Move to the Interior now also triggers a Burma Road event that hands a small portion of free resources and stuff to China. The Burma Road can be closed (and China weakened) by capturing Burma. It can be re-opened if ENG takes it back.
* Reworked the 'Burma Road' triggers to account for a bit more possible outcomes. If the Southern China warlords are at war with China for example, the Burma Road can't open anymore.
* Persian Coup (936) tweaked
* Included a new event file (colonial_release.txt) that gives dissent to nations setting their colonial revolters free. We want to discourage ahistorical mass-liberating
* There's now some new events surrounding the Iraqi coup and counter-coup
* There's now an event that establishes the Japanese puppet in Mengkukuo
* Added in three 'death events' for SAF politicians
* There's now events that might establish the People's Republic of Korea and South Korea.
* There's now an event that potentially transfers Soviet conquered parts of China to the Chinese Communists.
* Included a small chance for Persia going to war with USSR & UK in the Persian Coup event
* Removed 1272 from the 'Mengkukuo established' event trigger
* Persian Coup (236) deleted, it was replaced by Persian Coup (936) in hoi2.txt file
* There now is an event to simulate the establishment of the Persian Corridor if Persia leans towards Germany
* Added Death of King Ghazi of Iraq (393)
* Edited the Iraqi Coup events in HOI2.txt a bit to trigger properly
* Expanded the trigger for the 'Siam Gives Up' event.
* There now is a 'South Africa at the Crossroads' event where SAF can choose to stay with the Allies, or side more with the Axis.
== Scenario Setup ==
=== Common ===
* Properly included event_picture references in the new 'Experience from Spanish Civil War' events
* Edited some sprite coordinates to make stuff better visible
* Added a big number of propaganda pics for revolter nations
* Added some model pictures for ARG & CHI
* Added model photos for all Canadian air divisions
* Removed some forbidden symbols in four propaganda posters
* Fixed some French translation errors in text.csv
* Fixed an error in revolt.txt where Abadan (in Persia) was required instead of Kuwait City
* The revolt.txt entry should now properly make Bratislava the Slovakian capital
* OTT now has a revolter entry
* Removed an erroneous province for KAZ in revolt.txt
* Lowered MP levels of small minors across the map
* Gave MAN a bit of offmap stuff to keep on running
* When the Netherlands & Belgium surrender, their army is now properly deleted as well
* Denmark now secedes its provinces to Germany when it stands down (no partisans)
* Fixed an error in the adj-defs.csv file that made some Pacific chain connect to *whistle* North Africa.
* Andaman Islands are no longer needed to liberate India
* Reduced philippine manpower.
* CSA got intrinsic_gov_type = fascist removed
* BEL: +4 IC (2 tech teams)
* SWE: +3 IC (1 tech team ##> 2 tech teams)
* Moved all 'ruling cabinets' in minister files to 'replacements' since liberated nations would else always get the ruling cabinet, instead of a cabinet suited for their puppetmaster
* Fixed an ID error in German ministers
* Some Finnish minister tweaks
* IDC got some new tech teams (copied from LAO, CMB, VIE)
* Tweaked a Swiss tech team, a Nigerian one, removed Millikan from USA, tweaked Canadian Avro
* Trivial tweaks to some USA tech team dates
* Pocket Defence Doctrine historical year changed to 1941
* Most of all the names in various Chinese ministers & leader files are now in Pinyin
* Added a few forts to the Franco-Italian border
* Added rares to New Caledonia
* DFR & DDR generals now available a bit earlier just in case they're liberated earlier
* German relations with FRA/ENG should now get a much larger hit when the 'End of Czechoslovakia' happens
* Tweaked the belligerence requirement for US Oil Embargo to 40.
* Weather in provinces 1643 & 1645 changed to subtropical
* Made Gibraltar mountain again
* added some better and more historical supply & oil pools
* Mengkukuo now has some offmap IC to keep on running
* Raised INFRA in Gorkij from 50 to 60
* Suez region is now extra for Egypt
* Cyprus is now an extra for OTT
* Province 1049 got its infra upped a bit
* Added a beach in Manilla & removed a fort there in 1936
* The Istanbul port now exits in the Sea of Marmara insead of the Aegean Sea.
* Removed the land connection between China and Hong Kong for AI purposes and made Hong Kong hills.
* Added sea connections between some of the Philippine islands, so they can be crossed by troops but ships can still block them.
=== Battlescenarios ===
* Added and removed some logical and illogical techs:
* Coral Sea: added techs 8310 and 8130 to AST
* D-Day: removed 8130 from GER
* Fall Weiss: removed 5360 from POL
* Platinean War: removed 5380 and added 5310 and 5320 to BRA
* Southern Conquests: removed 8310 and added 5310 and 5320 to JAP
* Husky: enhanced a trigger
=== 1936: ===
* fixed a bug in the SWE slider setup: free_market twice instead of one freedom
* Germany's isolationism slider moved to step 5
* Republican Spain's relations with the United Kingdom, France & the Soviet Union lowered
* Japan moved 3 steps towards professional army for gameplay purposes.
* Set up the 1936 minister cabinets to correspond with the new setup of the minister files
* BEL is now Market Liberal at start (Van Zeeland government)
* Canadian interventionism slider moved to 4- 1936: Added a level 3 air_base to Chengdu in CHI in anticipation of a possible Operation Zet
* Oman now has the correct capital
* USSR now has blueprints for tech 1070
* CGX naval unit now correctly has a naval base
* CHI naval unit now correctly has a naval base
* Deleted two invalid brigades in ENG OOB
* German 'Baltische Flotte' moved to a correct naval base
* Italian '4a Squadra di Marina' now correctly has a naval base
* Italian '19a Squadra di Marine' moved to a correct naval base
* Polish 'III/1 Dyon Brygady Poscigowej' moved to a correct air base
* USA '2nd USN Submarine Fleet' moved to a correct naval base
* USA '7th USAAF Bombardment Wing' moved to a correct air base
* Added 'Improved Light Cruiser' (3100) to ENG (accidentally omitted)
* An American airfield is now correctly in Phoenix instead of Dublin :)
* Expanded the naval base in Dublin
* Added naval bases to Rotterdam and Dunkirk
* added some better and more historical supply & oil pools
* fixed alot of incoherent and one-side-defined relations settings
* added some missing prerequisite techs
* Upped the amount of Belgian transports
* 1936/1939: Removed mutual Military Access between Commonwealth countries to remedy the currently broken end_access command. Their access is automatic anyway, since they're Allies.
* edited SAF sliders a bit to make them slightly less democratic
* added a locked garrison to Panama in all scenarios
* made Cyprus UK national to ensure they don't give it away under any circumstance
* Cyprus also made Turkish national
* Added Algeria as French national
* Added some more airfields to the Eastern Front area and along the Transsiberian Railway.
* Moved the British professional_army slider to position 7.
* Removed the Land Fort in Hong Kong and changed it to a Coastal Fort (lvl 3 in 36/39, lvl 5 in 41/44).
* Added an 'ahistorically early' alliance between Japan & Manchukwo
* MP pool of PHI to 0
* Fixed some control over provinces between Xibei San Mai and Sinkiang
* Moved FRA two steps towards drafted_army
* Set a few gameplay-important trades to cancel = no
* Moved GER two steps more towards professional_army
* Reduced the MP pools of most Central & South American states by 60-66%
* German ArmMin Hjalmar Schacht made available in 1936.
=== 1938: ===
* Tweaked German and Czech techs.
* Tweaked UK garrisons.
* Further balancing tweaks done
* Fixed the Czech forts.
* Increased partisan levels in China.
* Reduced the quality of the Chinese army.
* Tweaked base sizes, techs and AA to sensible levels for 1938
* Added Japanese naval build program
* Iraq is now a playable nation
* 1938: adding airfields to the Soviet Union
* 1938: adding the Vallo Alpino fortifcations to Italy
* 1938: the GDE/GPW events
* 1938: Reduced UK manpower
* 1938: increase Soviet isolationism
* 1938: weaken Spanish economic techs
* 1938: correcting the membership of the British Empire and Allies (removing YEM and IRQ)
* 1938: lowering the quality of the Italian army
* 1938: resolving incompatibility with the Soviet gearing/GPW events
* 1938: sundry minor tweaks to diplomacy, tech and other details
=== 1939: ===
* Japan moved 3 steps towards professional army for gameplay purposes.
* Added a level 3 air_base to Chengdu in CHI
* Fixed a minister fluke in TIB
* Oman and CSC now have their correct capitals set
* Argentinian 'Aviación del Ejército' and 'Aviación Naval' now correctly have air bases
* Australian 'HMAS Perth' now correctly has a naval base
* Finnish 'Lentorykmentti 1' and 'Lentorykmentti 4' now correctly have air bases
* French 'Zone d'Opérations Aériennes Est' moved to a correct air base
* French 'Zone d'Opérations Afrique Ouest' moved to a correct air base
* Added an airbase to PROV528 Lyon
* French 'Zone d'Opérations Aériennes des Alpes' now correctly has an air base
* German 'Erkundungsflotte' now correctly has a naval base
* Dutch '1e Luchtvloot' moved to a correct airbase
* Iraqi 'Royal Army Air Force' moved to a correct airbase
* Japanese '2. Hikoutai', '8. Kaigun' and '3. Hikoutai' now correctly have airbases and navalbases
* Japanese '1 Zerosen no Hikodan' and '1. Hikoutai' moved to correct airbases
* Soviet 'Arctic Fleet' moved to a correct navalbase
* Spanish 'Región Estrecho' and 'Región Pirineos' moved to correct airbases
* An American Dublin is now correctly in Phoenix instead of Ireland :)
* Expanded the naval base in Dublin
* Added naval bases to Rotterdam and Dunkirk
* added some better and more historical supply & oil pools
* fixed alot of incoherent and one-side-defined relations settings
* added some missing prerequisite techs
* Upped the amount of Belgian transports
* Iraq is now a playable nation
* Removed mutual Military Access between Commonwealth countries to remedy the currently broken end_access command. Their access is automatic anyway, since they're Allies.
* edited SAF sliders a bit to make them slightly less democratic
* added a locked garrison to Panama in all scenarios
* made Cyprus UK national to ensure they don't give it away under any circumstance
* Cyprus also made Turkish national
* Added Algeria as French national
* Added some more airfields to the Eastern Front area and along the Transsiberian Railway.
* Moved the British professional_army slider to position 7.
* Removed the Land Fort in Hong Kong and changed it to a Coastal Fort (lvl 3 in 36/39, lvl 5 in 41/44).
* Germany now has Mil.Acc to Uruguay
* Mengkukuo now has some offmap IC to keep on running
* Significantly cut down the PHI OOB
* MP pool of PHI to 0
* Moved FRA two steps towards drafted_army
* Set a few gameplay-important trades to cancel = no
* Moved GER two steps more towards professional_army
* Reduced the MP pools of most Central & South American states by 60-66%
=== 1941: ===
* Tweaked US tech setup.
* Japan moved 3 steps towards professional army for gameplay purposes.
* Added a level 3 air_base to Chengdu in CHI
* Oman now has the correct capital
* Fixed some minister flukes in SOV and TAN
* Deleted Advanced Interceptor (Ki-84) & Improved Interceptor (Ki-61) techs from JAP but added Basic Escort Fighter (Ki-38)
* Fixed some bases for Australia
* Specified base province for the Guangxi Clicque naval unit
* Moved a Chinese air unit to a correct airbase
* Moved two British naval units to a correct naval base
* Edited two forbidden German brigades
* Added two Italian airbases (Sardinia & Rome)
* Added bases to a few Japanese air units
* Edited some forbidden Japanese brigades
* Added a base for the Romanian fleet
* Edited some forbidden Soviet brigades
* Moved the Soviet Pacific Fleet to a correct naval base
* Added a naval base to Karlskrona in Sweden
* Moved an American air unit to a correct airbase
* French government changed to SC
* Expanded the naval base in Dublin
* added some better and more historical supply & oil pools
* fixed alot of incoherent and one-side-defined relations settings
* added some missing prerequisite techs
* Upped the amount of Belgian transports
* 1941: SOV GDE set to 0.6
* edited SAF sliders a bit to make them slightly less democratic
* added a locked garrison to Panama in all scenarios
* made Cyprus UK national to ensure they don't give it away under any circumstance
* Cyprus also made Turkish national
* Added Algeria as French national
* Added some more airfields to the Eastern Front area and along the Transsiberian Railway.
* Moved the British professional_army slider to position 7.
* Removed the Land Fort in Hong Kong and changed it to a Coastal Fort (lvl 3 in 36/39, lvl 5 in 41/44).
* Fixed some ID errors.
* Mengkukuo now has some offmap IC to keep on running
* Significantly cut down the PHI OOB
* Moved FRA one step towards drafted_army
* Set a few gameplay-important trades to cancel = no
* Moved GER two steps more towards professional_army
* Reduced the MP pools of most Central & South American states by 60-66%
=== 1944: ===
* Added naval bases to Rotterdam and Dunkirk
* Japan moved 3 steps towards professional army for gameplay purposes.
* Corrected a tech id type in SOV
* Corrected some minister flukes in ARG, CUB and POR
* Oman now has the correct capital
* Corrected alot of base errors in a big number of files
* Corrected alot of unallowed brigades in a number of OOB's
* French government changed to SC
* Expanded the naval base in Dublin
* added some better and more historical supply & oil pools
* fixed alot of incoherent and one-side-defined relations settings
* added some missing prerequisite techs
* Argentina now has a claim on the Falklands
* Iraq is now a playable nation
* edited SAF sliders a bit to make them slightly less democratic
* added a locked garrison to Panama in all scenarios
* made Cyprus UK national to ensure they don't give it away under any circumstance
* Cyprus also made Turkish national
* Added Algeria as French national
* Added some more airfields to the Eastern Front area and along the Transsiberian Railway.
* Moved the British professional_army slider to position 7.
* Removed the Land Fort in Hong Kong and changed it to a Coastal Fort (lvl 3 in 36/39, lvl 5 in 41/44).
* Switzerland now properly uses the Superior Firepower Doctrine path
* Germany has a bit more historical static AA
* Significantly cut down the PHI OOB
* Set a few gameplay-important trades to cancel = no
* Moved GER two steps more towards professional_army
* Reduced the MP pools of most Central & South American states by 60-66%
== References ==
<references/>
[[Category:Technical_Issues]]
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1614
796
2017-03-23T09:01:46Z
Lillebror
871
removed HOI2 Patch template - not necessary
wikitext
text/x-wiki
{{RFD}}
{{needwiki}}
== Interface Enhancements ==
- The maximum organisation can now always be seen. In the detail screen, in tooltips, and as small graphical markers.
- Added an indicator to show the current speed of a corps in the interface.
- Improved several tooltips with even further information and/or clarifications.
- Added information in colorcoding to the convoy interface.
- Added a small indicator to the combatlist interface to show which have a combat event.
- Added the option to switch between sprites/counters when rightclicking on the pause-button.
- Added an option to set a synchronized arrival time for landunit stacks when moving/attacking.
- Due to popular demand, detect numbers are now shown instead of "fieldmarshal" names on counters.
- Improved the shown "detected sizes" for stacks. Seperate values for air/surface stacks.
- Colorcoded unitsizes on screens to be red if over command-limit.
- Added support for national names for armies, fleets and airfleets.
- "goto" on a combat-started popupbox now actually selects that combat, instead of just centering on that province.
- Added the "mission finished" message after a sea transport mission is done.
- Added a message for "Leader has died".
- There is now information in the cancelled trade agreement message, about which was cancelled.
== Gameplay Changes ==
- Changed logics of when its possible to attach brigades, to reduce some exploits.
- Rewrote combat algoritms to not always give guaranteed hits when dogpiling.
- Weather and Night affects in landcombat now only affects attacking efficiency for both sides.
- Envelopment in landcombat now requires 3 provinces rather than 2.
- Fortressbuster trait now only reduces fort penalty by 25%.
- Org regain is now significantly higher when low. (<25% of max x3, < 50% x2, > 75% /2 )
- Convoy paths will now attempt to avoid seazones with subs on convoy raiding missions.
- Convoy paths now get reevaluated everytime they get attacked.
- Airplanes should now attempt to move immediately after a combat.
- Added some terrain penalties to bomb-missions for planes.
- Province buildings now only increases max-capacity when they are deployed, and slowly grow to the new one.
- Modified HQ unit speeds and fuelconsumptions, and removed cap on engineers attached.
- The "repair/construct" speed from infrastructure is now never lower than 10%.
- A carrier now always have at least 1 in subattack to avoid endless battles.
- Halved the belligerence impact from annexing countries.
- Improved the efficiency at night for submarines.
- Its now possible to rebase ships with troops on them, if within sea-transport range.
- There is now a hard-cap on how big an airforce taskforce can be. Maximum 4 airwings in it.
- Tweaked air command limits to be 2, 4, 8, 16 to fit the new stack rules.
- Increased penalties for attacking in bad weather and through mud.
- Puppets can no longer invite someone to an alliance.
- Tweaked transport planes to be cheaper and better at later techs to simulate the need of lesser amount of planes.
- Severly decreased the techeffects on airbase building speed.
- Based and other undeployed provincial developments now cause a severe drain on TC.
- Halved the speed of landcombat & air v land bombs.
- Average speed of fleets now modify closing speed in naval combats.
- Tweaked weathercode for battlescenarios to make sure weather patterns are started in the active map.
- Winters are now longer.
- Anyone with a guarantee will get +1 on interventionism whenever anyone else declares war on it, if on the same continent.
- Creating a puppet nolonger gives it a large part of your manpower.
- Isolationists that can not ally with anyone can neither guarantee another nations independence.
- Dissent now affects IC.
- Tweaked effects from strategic bombing missions.
- Increased strategic attack of SBs, TACs, Flying bombs and rockets significantly.
- Decreased cost of rockets and bombs siginifcantly.
- Decreased visibility of submarines.
- Tweaked up effect of submarines versus convoys.
- Moved 5 org from Elastic Defence & Spearhead and added them to Fire Brigade & Spearhead HQs.
- Autoconvoy creation now takes blocked seazones into account if possible.
- Experience is now applied in bombruns as well.
- Infra is now damaged when a province is taken over.
- Increase the range of transports to 3000.
- A unit out of supply can no longer strat-redeploy.
- Units loaded on ships will now clear their orders properly whenever the ship moves.
- Airunits now fight with lesser effectivity if they lack supplies.
- No missions are valid except for rebase for an airunit without oil.
- You can only trade provinces between allies now.
- 0 infra provinces surrounded by only enemy territory with any infra now automatically change control to the enemies.
- Carriers doing port-strike are now slightly less lethal.
- Tactical bombers are now slightly more lethal.
- Reduced IC from non-national even further.
- It is no longer a linear return on bombing infrastructure. The less there is left the less can be damaged now.
- Rebasing now works with multiple airunits selected.
- Newly built units can now only be deployed in owned provinces (on the same continent as the capital).
- Conquering territory out from a puppets territory will now give the occupation to the puppetmaster if the puppetmaster is conquering.
- Puppetstatus now override ai-prefs for ignores in tech/resource trades.
- Provinceimprovements in progress are now cancelled when a province becomes occupied.
- Units now only go to pool when owners change if they are enemies with the new owners.
- Techteams are now properly removed at the end of a project if they are no longer active.
- Rockets can no longer rebase, but instead they can be strategically redeployed.
- Units retreating to something that is cut-off should no longer automatically be deleted if they got at least 50% of their maximum org.
- Neutrals can no longer spot other neutral ships automatically at sea.
- Its no longer possible to attack, then break off the attack after 1 hour and attack again.
- There is now a 5% dissent hit for cancelling a non-agression pact.
- Units in enemy territory when peace is signed is now strat-redeployed back to the capital (using civilian ships if needed.)
- Relations no longer drop if an alliance partner or puppet/master cancels an agreement between them.
== AI Improvements ==
- Worked alot on the front AI to teach it to evaluate attack and defend odds better, also improved its
- Improved the AI's evaluation of when to break off attacks.
- Improved the AI's understanding of establishing reserves.
- AI now tries to group motorized infantry with mechs and armor if possible.
- The AI now synchronizes attacks smarter.
- Now the front AI reacts quicker to the players and other nations actions.
- Air AI taskforce composition has been improved.
- Air AI is now better att evaluating when to evacuate bases.
- Wolfpack AI now spreads out attacks more.
- Convoy AI now adapts better to hostilities, and also attempts to bring home stockpiles more efficiently.
- Improved the cooperation between AIR and Naval AI.
- The AI is now a lot smarter about using its serial runs.
- Improved the AI for researching technologies.
- Pathfing AI is now much smarter and tries to avoid danger if possible.
- The AI for accpeting nations asking to join their alliance was rewritten.
- Diplomatic AI now cancels non-agression pacts in attempts to honor guarantees, and is also more likely to honor guarantees they have given.
- Loads and loads more of AI code and scripts written for various cases of when circumstances change.
== Modding Support ==
- A lot more factors have been exported to the db\misc.txt file, so that modders can tweak.
- Enchanced the scripting capabilites for the AI, see the docs/ai_file_doc.txt for details.
- Fixed a few problems with eventcommands that manipulate the weather.
== Multiplayer Specific ==
- Added a little indicator to show who has not yet pressed "startgame" in the chat listing.
- Added support for up to 20 different countries in the lobby now.
- Fixed a problem with people timing out in the lobby.
== Bugfixes ==
- Ships are now properly flagged as retreating when they are given the order even while moving.
- Oil status is now properly reset for ships in port.
- Ships will no longer target subs if they lack subattack.
- Bases constructed from events now always arrive, even if target country lacks the tech.
- Ships will no longer have the target indicator in the interface if too disorganised to shoot.
- Fixed a problem with asking to join alliance led by a player.
- Fixed a miscalculation to determine valid distance in a navalcombat.
- Fixed so terrain names are properly localised as well.
- Fixed the inversed gearing bonus. Its now capped at 35% bonus.
- Fixed a major problem with the weather system which left loads of "static weather blocks" all over the map.
- Weather is now cleared properly when a scenario is restarted.
- Fixed a problem which caused airplanes to hover indefinitely retreating.
- Fixed a major problem with allied area for supply checking not working if there are oilpools around.
- Time should now be cleared entirely between scenarios.
- Fixed a bug where oil was not shipped home from areas if auto convoy options where not on.
- Fixed a problem with the Warsaw Uprising and the Soviet support option not working.
- Fixed the "dissappearing plane" bug.
- Fixed a problem with being out supply when a supplydepot lacked oil.
- Fixed the case where developments from aborted serial runs did not get a name shown.
- Fixed a problem with convoys not being displayed properly if blocked.
== Events ==
- New Eventseries:
* "Soviet-Romanian War" (over Bessarabia with a limited peace offer)
* "Lin Sen" (death event)
* "Alternative US Elections" (if US is Paternal Authocratic)
* "Democracy Defended" (Republican boost if Franco get no foreign help)
* "Great War Demonstration" (might happen if GER doesn't occupy Rhineland)
* "Independent Croatia" (Croatia become German puppet)
* "Germany Surrender" (if the Soviets can take a bath in the Eng Channel)
- Modified triggers for the following events:
* "The Undeclared War"
* "US Lend-Lease Events"
* "Oil Embargo against Japan"
* "Vichy France"
* "Marco Polo Bridge"
* "Molotov-Ribbentrop Pact"
* "Bitter Peace"
* "Destroyers for bases"
* "Denmark folds"
* "US Elections"
* "Jose Antonio"
* "Victory events for Coral Sea"
* "Victory events for Desert Fox"
* "Vichy leader defection"
* "Hess' flight to Scotland"
* "US Gearing Up events"
- Modified effects in the following events:
* "Destroyers for bases" (USA get access to UK)
* "Lean on Siam"/"Pressure on Siam" (many effects in all events in the serie)
* "ROM/HUN switches side" (will ally the USSR)
* "Bitter Peace-2nd Version" (seccedes Romanian provinces)
* "Spanish Civil War" (supply costs decreased)
* "Wilkie"
* "US Lendlease to USSR"
* "Creation of Vichy"
* "Treaty of Munich/End of Czech"
* "Warsaw Uprising"
- New event commands:
* new trigger "attack" which lets the event check if the country is attacked by another given country.
* command reformulated to allow partisan-controlled provinces to secede.
== Scenario Setup ==
- Modifications to the 1936 campaign
* Switched Manchurian for Korean provinces as nationals for Japan.
* Added missing static anti-air guns in Southern Part of Maginot line for France.
* Decreased Manchurian supply at start from 10000 to 100.
* Added Southern Sakhalin as nationalprovinces for Japan.
* US force at Philippines is now locked in position.
* Added some Australian bases.
* Modifications to Communist and Nationalist unit setups.
* Added Home defense units to the UK and removed all the extra IC.
* Lowered Italian belligerence to 0.
- Modifications to the 1939 campaign
* Switched Manchurian for Korean provinces as nationals for Japan.
* Removed Italian navalbase from inland Turin.
* Added missing static anti-air guns in Southern Part of Maginot line for France.
* Communist China is now allied with Nationalist China.
* US force at Philippines is now locked in position.
* Added some Australian bases.
* Added an airbase for Nationalist China.
* Switched a province from Siam to France.
- Modifications to the 1941 campaign
* Switched Manchurian for Korean provinces as nationals for Japan.
* Communist China is now allied with Nationalist China.
* Switched ownership of a few provinces between Japan and Nationalist China.
* Added Southern Sakhalin as nationalprovinces for Japan.
* Added some Australian bases.
* Modifications to German unit names.
* Moved a Turkish unit from Tblisi to Turkish territory.
- Modifications to the 1944 campaign
* Switched Manchurian for Korean provinces as nationals for Japan.
* Switched ownership of a few provinces between Japan and Nationalist China.
* Modifications to German unit names.
* Moved some German V-rockets from Ghent to Lille, and gave Lille an airbase for them.
* Three provinces added as nationalprovinces for Siam.
- Modifications to Ardennes:
* Modifications to event triggers, dates and effects.
* Tweaked down the offmap supplies/oil to make the supply events more useful.
* Removed static weather, snowstorms will now come and go in the scenario.
* Modifications to German unit names.
* Added a supplypool in Dunkirk and added a German technology.
* Added offensives to many German units.
* Reduced allied oil/supply pool significantly and doubled effect of oil/supply events.
* Changed many artillery brigades to self-propelled artillery.
- Modifications to D-Day:
* Two GER divs will be activated properly in D-Day.
* Panzer Reserve is unlocked if Allies launches Operation Dragoon.
- Terrain Modifications:
* Rearranged some areas in Far East Russia.
* Added two Chinese beaches.
* Modifications to climate for seazones, lakes and provinces.
* Modifications to terrain for provinces.
* Åmål no longer has a port nor a beach.
- Added river connections
* Lille - Mons
* Amsterdam - Leeuwarden
- Modifications to setup technologies
* Added Adv Machine Tools to British setup in GC41.
* Added Air Superiority Doctrine to Nationalist Chinese setup in GC36, GC39 and GC41.
* Added Mobility Focus doctrine to Nationalist Chinese setup in GC39.
* Communist China can now dig-in in GC36.
* Removed the two oil refinery techs from, and added Basic Naval Bomber to the USA in GC36.
* Added air superiority doctrine to Yugoslavia in GC36 and GC39, and to Bulgaria in GC39.
* Modified Finnish land techs in GC39,GC41 and GC44.
- Modifications to Ministers and Leaders.
* RSI now defaults to Fascist state ideology.
* Sweden starts with a Socialdemocratic government in GC36.
* Added Dutch, New Zeelander and Australian leaders to Southern Conquest scenario.
* Modified traits for a number of leaders.
* California,Texas, and Scotland will be fascist if the are released.
* Added US Ministers.
* British land leader "Bourne of Atherstone" should now be Commando + Logistics Wizard.
* Changed death date for a German leader/tech team used by Germany and Nationalist China.
[[Category:Technical_Issues]]
fc095424951ba2e0077993463a4b2ab78e08e642
1622
1614
2017-03-24T09:57:39Z
Lillebror
871
no candidate for deletion
wikitext
text/x-wiki
{{needwiki}}
== Interface Enhancements ==
- The maximum organisation can now always be seen. In the detail screen, in tooltips, and as small graphical markers.
- Added an indicator to show the current speed of a corps in the interface.
- Improved several tooltips with even further information and/or clarifications.
- Added information in colorcoding to the convoy interface.
- Added a small indicator to the combatlist interface to show which have a combat event.
- Added the option to switch between sprites/counters when rightclicking on the pause-button.
- Added an option to set a synchronized arrival time for landunit stacks when moving/attacking.
- Due to popular demand, detect numbers are now shown instead of "fieldmarshal" names on counters.
- Improved the shown "detected sizes" for stacks. Seperate values for air/surface stacks.
- Colorcoded unitsizes on screens to be red if over command-limit.
- Added support for national names for armies, fleets and airfleets.
- "goto" on a combat-started popupbox now actually selects that combat, instead of just centering on that province.
- Added the "mission finished" message after a sea transport mission is done.
- Added a message for "Leader has died".
- There is now information in the cancelled trade agreement message, about which was cancelled.
== Gameplay Changes ==
- Changed logics of when its possible to attach brigades, to reduce some exploits.
- Rewrote combat algoritms to not always give guaranteed hits when dogpiling.
- Weather and Night affects in landcombat now only affects attacking efficiency for both sides.
- Envelopment in landcombat now requires 3 provinces rather than 2.
- Fortressbuster trait now only reduces fort penalty by 25%.
- Org regain is now significantly higher when low. (<25% of max x3, < 50% x2, > 75% /2 )
- Convoy paths will now attempt to avoid seazones with subs on convoy raiding missions.
- Convoy paths now get reevaluated everytime they get attacked.
- Airplanes should now attempt to move immediately after a combat.
- Added some terrain penalties to bomb-missions for planes.
- Province buildings now only increases max-capacity when they are deployed, and slowly grow to the new one.
- Modified HQ unit speeds and fuelconsumptions, and removed cap on engineers attached.
- The "repair/construct" speed from infrastructure is now never lower than 10%.
- A carrier now always have at least 1 in subattack to avoid endless battles.
- Halved the belligerence impact from annexing countries.
- Improved the efficiency at night for submarines.
- Its now possible to rebase ships with troops on them, if within sea-transport range.
- There is now a hard-cap on how big an airforce taskforce can be. Maximum 4 airwings in it.
- Tweaked air command limits to be 2, 4, 8, 16 to fit the new stack rules.
- Increased penalties for attacking in bad weather and through mud.
- Puppets can no longer invite someone to an alliance.
- Tweaked transport planes to be cheaper and better at later techs to simulate the need of lesser amount of planes.
- Severly decreased the techeffects on airbase building speed.
- Based and other undeployed provincial developments now cause a severe drain on TC.
- Halved the speed of landcombat & air v land bombs.
- Average speed of fleets now modify closing speed in naval combats.
- Tweaked weathercode for battlescenarios to make sure weather patterns are started in the active map.
- Winters are now longer.
- Anyone with a guarantee will get +1 on interventionism whenever anyone else declares war on it, if on the same continent.
- Creating a puppet nolonger gives it a large part of your manpower.
- Isolationists that can not ally with anyone can neither guarantee another nations independence.
- Dissent now affects IC.
- Tweaked effects from strategic bombing missions.
- Increased strategic attack of SBs, TACs, Flying bombs and rockets significantly.
- Decreased cost of rockets and bombs siginifcantly.
- Decreased visibility of submarines.
- Tweaked up effect of submarines versus convoys.
- Moved 5 org from Elastic Defence & Spearhead and added them to Fire Brigade & Spearhead HQs.
- Autoconvoy creation now takes blocked seazones into account if possible.
- Experience is now applied in bombruns as well.
- Infra is now damaged when a province is taken over.
- Increase the range of transports to 3000.
- A unit out of supply can no longer strat-redeploy.
- Units loaded on ships will now clear their orders properly whenever the ship moves.
- Airunits now fight with lesser effectivity if they lack supplies.
- No missions are valid except for rebase for an airunit without oil.
- You can only trade provinces between allies now.
- 0 infra provinces surrounded by only enemy territory with any infra now automatically change control to the enemies.
- Carriers doing port-strike are now slightly less lethal.
- Tactical bombers are now slightly more lethal.
- Reduced IC from non-national even further.
- It is no longer a linear return on bombing infrastructure. The less there is left the less can be damaged now.
- Rebasing now works with multiple airunits selected.
- Newly built units can now only be deployed in owned provinces (on the same continent as the capital).
- Conquering territory out from a puppets territory will now give the occupation to the puppetmaster if the puppetmaster is conquering.
- Puppetstatus now override ai-prefs for ignores in tech/resource trades.
- Provinceimprovements in progress are now cancelled when a province becomes occupied.
- Units now only go to pool when owners change if they are enemies with the new owners.
- Techteams are now properly removed at the end of a project if they are no longer active.
- Rockets can no longer rebase, but instead they can be strategically redeployed.
- Units retreating to something that is cut-off should no longer automatically be deleted if they got at least 50% of their maximum org.
- Neutrals can no longer spot other neutral ships automatically at sea.
- Its no longer possible to attack, then break off the attack after 1 hour and attack again.
- There is now a 5% dissent hit for cancelling a non-agression pact.
- Units in enemy territory when peace is signed is now strat-redeployed back to the capital (using civilian ships if needed.)
- Relations no longer drop if an alliance partner or puppet/master cancels an agreement between them.
== AI Improvements ==
- Worked alot on the front AI to teach it to evaluate attack and defend odds better, also improved its
- Improved the AI's evaluation of when to break off attacks.
- Improved the AI's understanding of establishing reserves.
- AI now tries to group motorized infantry with mechs and armor if possible.
- The AI now synchronizes attacks smarter.
- Now the front AI reacts quicker to the players and other nations actions.
- Air AI taskforce composition has been improved.
- Air AI is now better att evaluating when to evacuate bases.
- Wolfpack AI now spreads out attacks more.
- Convoy AI now adapts better to hostilities, and also attempts to bring home stockpiles more efficiently.
- Improved the cooperation between AIR and Naval AI.
- The AI is now a lot smarter about using its serial runs.
- Improved the AI for researching technologies.
- Pathfing AI is now much smarter and tries to avoid danger if possible.
- The AI for accpeting nations asking to join their alliance was rewritten.
- Diplomatic AI now cancels non-agression pacts in attempts to honor guarantees, and is also more likely to honor guarantees they have given.
- Loads and loads more of AI code and scripts written for various cases of when circumstances change.
== Modding Support ==
- A lot more factors have been exported to the db\misc.txt file, so that modders can tweak.
- Enchanced the scripting capabilites for the AI, see the docs/ai_file_doc.txt for details.
- Fixed a few problems with eventcommands that manipulate the weather.
== Multiplayer Specific ==
- Added a little indicator to show who has not yet pressed "startgame" in the chat listing.
- Added support for up to 20 different countries in the lobby now.
- Fixed a problem with people timing out in the lobby.
== Bugfixes ==
- Ships are now properly flagged as retreating when they are given the order even while moving.
- Oil status is now properly reset for ships in port.
- Ships will no longer target subs if they lack subattack.
- Bases constructed from events now always arrive, even if target country lacks the tech.
- Ships will no longer have the target indicator in the interface if too disorganised to shoot.
- Fixed a problem with asking to join alliance led by a player.
- Fixed a miscalculation to determine valid distance in a navalcombat.
- Fixed so terrain names are properly localised as well.
- Fixed the inversed gearing bonus. Its now capped at 35% bonus.
- Fixed a major problem with the weather system which left loads of "static weather blocks" all over the map.
- Weather is now cleared properly when a scenario is restarted.
- Fixed a problem which caused airplanes to hover indefinitely retreating.
- Fixed a major problem with allied area for supply checking not working if there are oilpools around.
- Time should now be cleared entirely between scenarios.
- Fixed a bug where oil was not shipped home from areas if auto convoy options where not on.
- Fixed a problem with the Warsaw Uprising and the Soviet support option not working.
- Fixed the "dissappearing plane" bug.
- Fixed a problem with being out supply when a supplydepot lacked oil.
- Fixed the case where developments from aborted serial runs did not get a name shown.
- Fixed a problem with convoys not being displayed properly if blocked.
== Events ==
- New Eventseries:
* "Soviet-Romanian War" (over Bessarabia with a limited peace offer)
* "Lin Sen" (death event)
* "Alternative US Elections" (if US is Paternal Authocratic)
* "Democracy Defended" (Republican boost if Franco get no foreign help)
* "Great War Demonstration" (might happen if GER doesn't occupy Rhineland)
* "Independent Croatia" (Croatia become German puppet)
* "Germany Surrender" (if the Soviets can take a bath in the Eng Channel)
- Modified triggers for the following events:
* "The Undeclared War"
* "US Lend-Lease Events"
* "Oil Embargo against Japan"
* "Vichy France"
* "Marco Polo Bridge"
* "Molotov-Ribbentrop Pact"
* "Bitter Peace"
* "Destroyers for bases"
* "Denmark folds"
* "US Elections"
* "Jose Antonio"
* "Victory events for Coral Sea"
* "Victory events for Desert Fox"
* "Vichy leader defection"
* "Hess' flight to Scotland"
* "US Gearing Up events"
- Modified effects in the following events:
* "Destroyers for bases" (USA get access to UK)
* "Lean on Siam"/"Pressure on Siam" (many effects in all events in the serie)
* "ROM/HUN switches side" (will ally the USSR)
* "Bitter Peace-2nd Version" (seccedes Romanian provinces)
* "Spanish Civil War" (supply costs decreased)
* "Wilkie"
* "US Lendlease to USSR"
* "Creation of Vichy"
* "Treaty of Munich/End of Czech"
* "Warsaw Uprising"
- New event commands:
* new trigger "attack" which lets the event check if the country is attacked by another given country.
* command reformulated to allow partisan-controlled provinces to secede.
== Scenario Setup ==
- Modifications to the 1936 campaign
* Switched Manchurian for Korean provinces as nationals for Japan.
* Added missing static anti-air guns in Southern Part of Maginot line for France.
* Decreased Manchurian supply at start from 10000 to 100.
* Added Southern Sakhalin as nationalprovinces for Japan.
* US force at Philippines is now locked in position.
* Added some Australian bases.
* Modifications to Communist and Nationalist unit setups.
* Added Home defense units to the UK and removed all the extra IC.
* Lowered Italian belligerence to 0.
- Modifications to the 1939 campaign
* Switched Manchurian for Korean provinces as nationals for Japan.
* Removed Italian navalbase from inland Turin.
* Added missing static anti-air guns in Southern Part of Maginot line for France.
* Communist China is now allied with Nationalist China.
* US force at Philippines is now locked in position.
* Added some Australian bases.
* Added an airbase for Nationalist China.
* Switched a province from Siam to France.
- Modifications to the 1941 campaign
* Switched Manchurian for Korean provinces as nationals for Japan.
* Communist China is now allied with Nationalist China.
* Switched ownership of a few provinces between Japan and Nationalist China.
* Added Southern Sakhalin as nationalprovinces for Japan.
* Added some Australian bases.
* Modifications to German unit names.
* Moved a Turkish unit from Tblisi to Turkish territory.
- Modifications to the 1944 campaign
* Switched Manchurian for Korean provinces as nationals for Japan.
* Switched ownership of a few provinces between Japan and Nationalist China.
* Modifications to German unit names.
* Moved some German V-rockets from Ghent to Lille, and gave Lille an airbase for them.
* Three provinces added as nationalprovinces for Siam.
- Modifications to Ardennes:
* Modifications to event triggers, dates and effects.
* Tweaked down the offmap supplies/oil to make the supply events more useful.
* Removed static weather, snowstorms will now come and go in the scenario.
* Modifications to German unit names.
* Added a supplypool in Dunkirk and added a German technology.
* Added offensives to many German units.
* Reduced allied oil/supply pool significantly and doubled effect of oil/supply events.
* Changed many artillery brigades to self-propelled artillery.
- Modifications to D-Day:
* Two GER divs will be activated properly in D-Day.
* Panzer Reserve is unlocked if Allies launches Operation Dragoon.
- Terrain Modifications:
* Rearranged some areas in Far East Russia.
* Added two Chinese beaches.
* Modifications to climate for seazones, lakes and provinces.
* Modifications to terrain for provinces.
* Åmål no longer has a port nor a beach.
- Added river connections
* Lille - Mons
* Amsterdam - Leeuwarden
- Modifications to setup technologies
* Added Adv Machine Tools to British setup in GC41.
* Added Air Superiority Doctrine to Nationalist Chinese setup in GC36, GC39 and GC41.
* Added Mobility Focus doctrine to Nationalist Chinese setup in GC39.
* Communist China can now dig-in in GC36.
* Removed the two oil refinery techs from, and added Basic Naval Bomber to the USA in GC36.
* Added air superiority doctrine to Yugoslavia in GC36 and GC39, and to Bulgaria in GC39.
* Modified Finnish land techs in GC39,GC41 and GC44.
- Modifications to Ministers and Leaders.
* RSI now defaults to Fascist state ideology.
* Sweden starts with a Socialdemocratic government in GC36.
* Added Dutch, New Zeelander and Australian leaders to Southern Conquest scenario.
* Modified traits for a number of leaders.
* California,Texas, and Scotland will be fascist if the are released.
* Added US Ministers.
* British land leader "Bourne of Atherstone" should now be Commando + Logistics Wizard.
* Changed death date for a German leader/tech team used by Germany and Nationalist China.
[[Category:Technical_Issues]]
e11aee1c09ec725b296c10944831e73d57392e2d
HOI2 Patch1.2
0
483
1615
798
2017-03-23T09:02:09Z
Lillebror
871
removed HOI2 Patch template - not necessary
wikitext
text/x-wiki
{{RFD}}
{{needwiki}}
== New Features ==
* Implemented a new battlescenario for the 'Fall Blau' campaign.
* Added a new campaign, starting in 1938 before the Munich agreement.
* Added a large amount of more pictures to the game.
* Added ministers, leaders & techteams to almost every nation.
== Interface Enhancements ==
=== Enhanced Interface ===
* Shift & ctrl-clicking now works fine on the negotiation screen as well.
* Shift & ctrl-clicking now works fine on the production sliders as well.
* You now get the option to "select" the unit of a leader that has just died.
=== Increased Information ===
* You can now always see what your allies and puppets are researching when clicking on one of their provinces.
* It is now possible to see chances of couping, inviting to alliances and other such thing in the interface.
* The current gearing bonus and max is now shown as a tooltip of a production run.
* Added some fun little tooltips to the country-listing on the diplomatic screen.
* Clarified the merge tooltip for airunits.
* Added a screens/capitals tooltip to the naval unit selected interface.
* Game now keeps tracks of which nations aircrafts have sunk a certain ship.
* Separated the invasion beach penalty and the invasion stacking limit tooltip.
* You can now see available and base IC of another nation.
* You can now see brigades at the combat details screen.
* Double-difficulty is now shown on tech-projects.
* Divisions in strategic-redeploy now show up in the ledger screens.
* You can now only see radar, rocket and nuclear sites in provinces that are not covered by FoW.
* Changed the order of ships to be in the same order in tooltips and the ledger as when they are selected.
=== Cheats===
* Added a "viewtech" cheatcode.
* Changed some cheatcodes "rubber"->"rare", "robespierre"->"freedom", "neville"->"acceptall"
== Gameplay Balancing ==
=== Diplomatic ===
* Removed the hard-coded end of the game whenever two major alliances are gone.
* The peacetime alliance leader is now always the alliance leader in a war, no matter who is attacked.
* Ideology now affects trade-agreements/negotiations a bit more.
* Favored stats now affects negotiations the same as trade agreements.
* The probability to influence another nations sliders affects BASE ic instead of current modified one now.
* Puppets will now leave their alliances if their master does automatically.
* All on the attacking side should now get belligerence according when they declare war.
* A puppet now have exactly the same beliggerence as its master.
* Relations now affect trade-agreements much more.
=== Common Military===
* Only leaders actually in combat or getting bombed will now have a chance to die.
* Air and naval units now take 1% of regular fuel consumption when at bases and port to simulate practices and maintenance.
* Autopromoted leaders no longer lose skill.
* Tweaked org loss from lack of supplies.
=== Land===
* Units will no longer auto-redeploy out of territory you just puppeted.
* Airplanes over neutrally-occupied territory will no longer automatically redeploy back to capital.
* A division after finishing a naval transport, arrives with 1/2 its organization.
* An unloading unit can no longer move out that province immediately. They get the same delay as from an attack.
* Removed the duplicate penalty on fuel-based units in bad terrain.
* Tweaked landcombat to be slightly slower now.
* Digged-in units now take a LOT less damage from ground-attacks.
* Only landunits get affected by HQ's for ESE purposes now.
* Engineer leader trait now gives 20% when crossing a river instead of 30%.
* Limited the synching option for attacks scheduled to start later as that is not supported.
* Manpower lost through attrition now trickles back in same ratio as manpower lost to combat.
* Fuelcosts for offensives are now the same, no longer depending on the unit moving or not.
=== Naval===
* Navalcombat now have a minimum length of 4 hours again.
* Ships now only repair in navalbases.
* Navalunits more likely to retreat towards navalbases now.
* Changed default from 20% to 50% for stop for naval-missions.
* It is now possible to give flee orders to ships out of range.
* Reduced a probability for submarines to evade being hit if out of range in a navalcombat.
=== Air===
* Tweaked airplane targettting code in bombing missions, more likely to focus damage now.
* Changed default from 20% to 50% for stop for air-missions.
=== Economical===
* Peacetime modifier now affects resource gain.
* Moved around some minister modifiers for Chief of Air.
* Reinforcements now only use fractions of IC if they only need a fraction.
* The Professional Army slider now affects upgrade cost. Drafted armies cost alot more to upgrade now.
* Upgrade IC needed is now reduced immediately the day a unit has finished upgrading.
* Reinforcement IC needed is now reduced immediately the day a unit has finished reinforcing.
* Techteams lost cause of losing territory can now be used for other things and are not permanently stuck.
* Tweaked the techresearch formula to allow greater impacts from research modifiers.
* Researchcosts are now always recalculated immediately whenever a team is changed or a project started.
* Increased effect from energy to oil conversion.
* Conversion cap for oil-conversion can now be above 100% and still use all IC.
* Fixed a loophole that allowed you to exploit a 0-supplies production.
=== Convoys===
* Fleets on convoy raiding missions will no longer join other combats unless spotted.
* Convoys are now automatically rerouted when attacked.
* Changed the huge ASW spotting bonus on convoy raiders to only be when a raider has spotted a convoy.. Not when they had TRIED to spot a convoy.
* Increased likelihood of submarines spotting convoys by 20%.
* Slightly reduced the chance to detect convoy raiders immedialtely after hitting.
* Trade Efficiency attempts to go through allies over land if possible now.
* Revise TA efficiency calculations to focus more on blockades than actual wartime status.
* Convoy raiders are now much better at escaping from ASW'ers the bigger the ASW'er's TF is compared to the convoyraiders.
* Convoy paths are now reset if path is no longer accessible.
* Technology & Units.
* Rebalanced all techteams to create more choices.
* For consistency reasons Basic Cav is now a prereq for researching SM Cav
* Changed historical dates for certain naval secret weapons.
* Upgraded Armored-Cars a tad bit.
* Imp SP Art now scraps Early SP Art not Light Tank
* Added missing fuelconsumption to Armored Cavalry model
* Fixed problem that surface defense values had been switched between NAV and STR.
== AI Improvements ==
=== Misc===
* Added more AI files for various countries and situations, including quite a bit more reactive systems.
* Improved AI's management of leaders.
=== Diplomatic AI===
* AI embargo settings now pretty much makes them demand a 20-1 cost for trading with you if you are on their embargo list.
* Improved AI for trade-agreement negotiations.
* AI is now more acceptable to giving blueprints to its allies when asked.
* Vichy will now become non-neutral if somone attacks them.
* Sweden is now much more neutral, and that only changes if they get involved in the winter war.
* A large set of AI files and events now kick in if Soviets are the agressors instead of the Germans.
* Revised Chinese theater diplomatic preferences-AI.
* Rewrote AI logics of determening to go to war with a puppet to use evaluation for a puppets master instead of the puppet itself.
* The USA, UK and France will be less interventionistic once Germany surrenders.
* Improved trade preferences.
* Revised neutrality ratings for several european nations.
* Added more AI-logics for when to send expeditionary forces to help other AI's when in the same war.
* Japan learned that declaring wars directly on Philippines is a bad idea.
* Germany may now dislike potential enemies with fleets in the baltic.
=== Construction AI===
* Recoded logics for supply-sliders to estimate need better.
* The AI learned to not build bigger than max-batches of a building type.
* AI will no longer consider to build AA in a province with 10 aa already.
* Revised every AI preference for which brigades to build
* Improved port-building AI.
* Improved general building AI priorities severely for most nations.
* Improved the absolute buildscheme to work more as desired by scripters.
=== Land AI===
-Severe tweaks of the german/soviet land AI for the eastern-front war, with enhanced ai files and switches. Germany will avoid going on offensives in winter, while soviet tries to stall during german spring offensives the first years. There are also soviet counter offensives.
* Soviet will protect the following cities more if the front hits them Leningrad, Kiev, Dnepropetrovsk, Stalingrad, Kharkov, Bryansk, Vladivostock, Murmansk, Sevastopool, Rostov, Smolensk, Moscow and Kursk
* ALL Front AI Terrain and Weather modifier changed to 1.0 (AI Pulls it from the terrain itself to calculate exact odds making them obsolete).
* Front odds-calculations now take proper values for rivers into account.
* Improved AI's handling of determening whether a unit goes to garrison or front duty.
* Helped the front odds evaluation AI to understand that a unit with ONE bad division is not an entirely crappy army.
* Improved the management of the Maginot line for French and German AI's.
* Both Japan and the Chinese nations have had lots of improvements to their AI's in their main war.
* Improved AI's handling of garrisons.
* Lots of tweaks to all combat sections of the AI's.
=== Naval AI===
* The AI learned how to move fleets out of occupied ports even when at peace
* Japan now attemps invasions at longer distances if possible.
* Improved US D-day Ai.
* UK may attack Norway if Germany does not garrison it.
* GER Sealion AI should now be better at launching invasions into England.
* Enhanced UK's targetting for invasions to adopt to various postures better.
* Tweaked invasion staging and targetting algoritms.
=== Research AI===
* Commonwealth nations will no longer focus on advanced research for special forces, improving the quality of the forces they use.
* Originally landlocked nations will no longer spend anything on researching naval technologies.
* Tweaked almost every nations technology research preferences.
==Modding Support ==
* Fixed a mod-dir bug with saving games.
* Added an event-command to change the offmap IC. 'free_ic'.
* Expanded the divison-type triggers to allow this syntax as well.
[div type] = { country = TAG value = X } # country TAG has X or more of that type of division
* Expanded the technology trigger to allow this syntax as well.
technology = { country = TAG value = x } # True if a certain tech is known by the given country.
* Implemented support for model-based sprites.
* Enabled the wakeleader command.
* Added a system for scripted trade-deals that will not be cancelled if both nations are AI and not at war with each other.
== Multiplayer Specific ==
* Expanded checksum checks to make sure more files are properly synced.
* Revised logics for checksum on files for MP.
* Password for vnet games are no longer case-sensitive.
* Fixed a multiplayer sync problem with trade agreements and non-agression pacts.
* The (!) indicator now works for clients as well.
* Fixed a few bugs with the network protocol and joining the game.
== Bugfixes ==
* All currently reported crashbugs have been tracked down and fixed.
* Fixed a problem where serial production in provinces get all deployed at once.
* Dormant divisions under military control are no longer automatically deployed.
* Nukes are now properly saved.
* Amphibious assaults will now cancel properly when the attackers retreat.
* Militarycontrol is now cleared when you leave an alliance.
* Fixed a major miscalculation when using multiple stacks to amphibious assault.
* Fixed a problem with organisation being set to 0 when in occuppied territory and a new war is declared.
* Fixed a problem which created multiple wars between the same nations.
* Fixed a problem where leaving alliance and joining another would make a country return all occupied territories.
* Fractional changes to unit buildcosts from techs now actually work.
* Fixed a few problems with the offmap production stuff in non-battlescenarios.
* Fixed a fun problem which made it possible to have a ship at multiple places.
* Fixed a problem where strategically redeploying expeditionary forces lost track of who they belonged to.
* Allied player nations in minor alliances will no longer auto-refuse when asked to another alliance in MP.
* Fixed the sync of arrival estimation when having a garrison unit selected as well.
* Infra is now also hurt when taking over provinces with less than 100 infra.
* Fixed the fun little exploit-loophole with convoys and puppets.
* Fixed some reported speling errorrs and badd enlighs.
* Fixed some calculation errors in the tooltips for effects on IC.
* Fixed a mismatch in display of series end of a serial production due to low precision of floats.
* Fixed a "*100" display error in reinforcement tooltips.
* Fixed a calculation display error on manpower needed for reinforcement.
* Fixed a mismatch on manpower needs for reinforcements.
* Fixed a disrepancy between detect count on map and in tooltip.
* Correct modelnumber is now shown in statistics for brigades.
* Fixed a broken connection in Siberia.
* Fixed some seazone coordinate definitions in the Pacific.
* Fuel-consuming units like armoured divisions no longer suffer from such severe movement penalties in badlands like the desert. They will now outpace infantry in such terrain and so can more effectively be used for deep thrusts, flanking moves and encirclements. To help fuel these units, the effectiveness of the oil conversion technologies has been improved so that the output of converted oil increases as the technology is developed.
== Events ==
* Fixed missed ai chance for the USSR claim Bessarabia event
* Fixed a few date errors in the GPW events.
* USSR now leaves the Comintern in case of the Unholy Alliance so that it doesn't get reverted back to Comintern after reload
* Fixed minister bug in event that installs Tiso in Slovakia
* Fixed two missing SOV prov that should go to JAP and one FIN prov in the Bitter Peace event.
* Failure to assassinate Hitler event now sleep Franz Halder
* Fixed UK Defense Lobby in all GCs and for two important events
* Fixed event error which made CRO become a puppet of itself.
* Revised Fall of England event and added some US interventionism events.
* The DDs for bases event tweaked
* The DDs for bases event now give Britain some DDs
* Added triggers to Soviet Moving of Industry events
* US Lend-lease to UK events have been modified so that German occupation of parts of Britain does not benefit Germany.
* Made some tweaks to SCW events
* Changed a wrong command in the Treaty of Munich event
* The Guarantee of Polish Independance will not trigger anymore if Germany does not exist or if POL is at war with (potential) Allies
* Added a logical trigger to the BEL & HOL capital move events
* Corrected two province ID triggers in the "Hess flees to UK" event
* Event for West Germany added to grant good relations and access to the Western Powers.
* Vichy events should make Marseilles Vichy owned correctly and GER will now guarentee VIC
* Removed HUN,ROM,FIN from the event creating SOV satellites.
* Fixed trigger problems regarding JAP involvement in Bitter Peace events
* Fixed wrong ids in triggers for US event Oil Embargo against Japan
* Japanese surprise is now doubled in duration
* Implemented two events to simulate the peace between China and Guangxi
* Removed two commands from japanese_fascist event
* Operation Zet will no longer occur if Soviet and China is at war
* Province Chiang Rai is now correctly ceded in the Japanese Pressure on Siam events
* The extra USA IC in the Gearing Up event series is now properly added to a USA province, not an Asian one
* Fixed US Defense Lobby in all GCs and for five important events
* The dissent (-5) effect in US Election events has been changed to dissent (-2) effect.
* US will not get Greenland/Iceland if allied with GER or SOV
* Fixed Vice-President posistion in FDR dies event
* Removed a double command from USA "Gearing up for War"
* USA "Gearing up for War" event choice b no longer sleeps later "Gearing up for War" events
* Removed a bunch of deathdates from leaders and exported them to random death events.
* Revised, removed and edited some death events.
* New election events for minor and major countries
* New Reactive AI files
== Scenario Setup ==
=== General===
* Made a complete revision of the possible revolters database.
* Added event-files for revolters that gives some off-map resources & IC to revolter nations.
* Added single-supply depots on US islands in all scenarios.
* Corrected several unitnames that was wrong in various databases.
* Added missing prerequisite techs in several battlescenarios.
* Corrected CSA country colour.
* Fixed CAN,AST,NZL,SAF Defense Lobby in all GCs
* Corrected the land tech inconsistencies between YUG setups GC36 and GC39
* Japanese resource deals are now set to non-cancel in 36/38/39/41.
* The Liberian DD unit have been removed from GC36,GC39,GC41, and GC44.
* Added a missing period in the Liberian Description Text.
* Adjustment to CAG Costs in Build Queues for all GCs
* Changed national provinces for CSX in GC36,C39,GC41
* Tweaked Portuguese Convoy Pool in GC39 and GC44
* Changed Professional Army bar for SOV in all GCs.
* Changed BEL and HOL defense_lobby and interventionism sliders to more realistic levels in 36-39-41-44 (38 left to Hort)
* Upgraded TUR and EIR when come to ICs and resources
* Implemented the new setup and event series for Soviet military weaknesses before early 40's.
* Italian Land Doctrine Path changed in all scenarios
* Corrected missed techs in GC39, GC41
* Purged Soviet generals are now dormant in all scenarios from 1938 on, same for French Vichy-ists after 1940
* Fixed tech inconsistencies for Yugoslavia in GC36 & GC39.
* Fixed escort/convoy inconsistencies for Turkey in GC39 & GC44.
* Soerabaia not Batavia is the largest NEI naval base in all relevant scenarios.
* Added a few new ministers to a number of countries
=== Areas===
* There are now two seperate Georgia areas
* Attu Island is now considered a US national province in all GCs.
* Fixed Santa Fe VP issue for all GCs
* Turned Bahia Blanca into a major Argentine naval base in GC36,GC39,GC41,GC44, and Platinean War.
=== Terrains===
* Moved glasgow port to the correct seazone.
* Gave Kiska (Alaska) Hills terrain
* Province 2357 changed to subtropical
=== Manpower===
* There is no longer any manpower in the Dutch East Indies to simulate the incapability of recruitment there for the Dutch.
* Toned down the provincial MP for capital provinces of Bhutan, Nepal,Yemen, and Oman.
* Yemens manpower has been cut down to reasonable figures in all GCs.
* Removed a bunch of US manpower from their 1936/1939/1941 pool and added it to events (gearing up, undeclared war, ...)
=== Connections===
* Removed a land-connection between japan and soviet.
* The connection between Copenhagen and Lübeck is now a river.
=== Resources===
* Added some Rare ressources to Germany and Italy.
=== Misc.===
* Brazil now have Great War Cavalry tech in Platinean War scenario
* Modifications done to the tech setups of 15 battlescenarios
=== 1936:===
* UK starting MP in GC36 toned down considerable. Manpower is added with the gearing up event.
* Removed two CHC national provinces in GC36
* Removed two naval divisioons for Guangxi Clique (CGX) in GC 36.
* Changed Australian Naval Bomber to tactical bomber in GC36, also removed nav bomber tech.
* France more isolationist in GC36
* Changed the name of a Austrian HQ div in GC36.
* Removed redundant German convoy from GC36
* More corrections to Aussie bomber unit in GC36.
* Toned down the starting MP for CAN,AST,SAF,IRQ in GC36.
* Fixed air-missions for China and Italy in 36.
* Made two leaders dormant for CHI in GC36.
* Revised Chinese OOB setup to strengthen warlords, and weaken central authority.
* Fixed all 0 relations to 1 relations to init properly.
* Fixed spelling errors in Italian shipnames in GC36/GC39.
=== 1939:===
* Changed the finish date form dec40 to dec39 for the GER Para in dev pool in GC39
* Added Imp Nav Bomber (4200) and removed a navbomber from devpool for GER in GC39
* Removed doublebooked Swedish cruiser in GC39.
* Changed model on a stray escort fighter for Germany in GC39
* Removed Early Airborne (1070) from ENG 1939
* Fixed error with Kuwait belonging to Saudi-arabia in GC39.
=== 1941:===
* Tweaks to Swedish navy in GC41
* Modified SOV/GER national provinces in GC41
* Fixed a scripterror in Swedish OOB in GC41
=== 1944:===
* 1944 USA Armaments Minister is now correctly Henry Morgenthau
* USA in GC44 got may of their illegal artillery brigades upgraded to sp_artillery.
* Tech setup correction in GC44
* Changes to Japanese Secret Weapons in GC44
* Changes made to US Nuclear Program in GC44
* Corrected a Brazilian unit in Italy in GC44
* V1/V2 Pool for Germany tweaked in GC44
'''Special Note: The minister research bonus was not implemented with this patch.'''
[[Category:Technical Issues]]
a213a8fe7f0735a57cb19b6b5ba4140f69714073
1623
1615
2017-03-24T09:57:50Z
Lillebror
871
wikitext
text/x-wiki
{{needwiki}}
== New Features ==
* Implemented a new battlescenario for the 'Fall Blau' campaign.
* Added a new campaign, starting in 1938 before the Munich agreement.
* Added a large amount of more pictures to the game.
* Added ministers, leaders & techteams to almost every nation.
== Interface Enhancements ==
=== Enhanced Interface ===
* Shift & ctrl-clicking now works fine on the negotiation screen as well.
* Shift & ctrl-clicking now works fine on the production sliders as well.
* You now get the option to "select" the unit of a leader that has just died.
=== Increased Information ===
* You can now always see what your allies and puppets are researching when clicking on one of their provinces.
* It is now possible to see chances of couping, inviting to alliances and other such thing in the interface.
* The current gearing bonus and max is now shown as a tooltip of a production run.
* Added some fun little tooltips to the country-listing on the diplomatic screen.
* Clarified the merge tooltip for airunits.
* Added a screens/capitals tooltip to the naval unit selected interface.
* Game now keeps tracks of which nations aircrafts have sunk a certain ship.
* Separated the invasion beach penalty and the invasion stacking limit tooltip.
* You can now see available and base IC of another nation.
* You can now see brigades at the combat details screen.
* Double-difficulty is now shown on tech-projects.
* Divisions in strategic-redeploy now show up in the ledger screens.
* You can now only see radar, rocket and nuclear sites in provinces that are not covered by FoW.
* Changed the order of ships to be in the same order in tooltips and the ledger as when they are selected.
=== Cheats===
* Added a "viewtech" cheatcode.
* Changed some cheatcodes "rubber"->"rare", "robespierre"->"freedom", "neville"->"acceptall"
== Gameplay Balancing ==
=== Diplomatic ===
* Removed the hard-coded end of the game whenever two major alliances are gone.
* The peacetime alliance leader is now always the alliance leader in a war, no matter who is attacked.
* Ideology now affects trade-agreements/negotiations a bit more.
* Favored stats now affects negotiations the same as trade agreements.
* The probability to influence another nations sliders affects BASE ic instead of current modified one now.
* Puppets will now leave their alliances if their master does automatically.
* All on the attacking side should now get belligerence according when they declare war.
* A puppet now have exactly the same beliggerence as its master.
* Relations now affect trade-agreements much more.
=== Common Military===
* Only leaders actually in combat or getting bombed will now have a chance to die.
* Air and naval units now take 1% of regular fuel consumption when at bases and port to simulate practices and maintenance.
* Autopromoted leaders no longer lose skill.
* Tweaked org loss from lack of supplies.
=== Land===
* Units will no longer auto-redeploy out of territory you just puppeted.
* Airplanes over neutrally-occupied territory will no longer automatically redeploy back to capital.
* A division after finishing a naval transport, arrives with 1/2 its organization.
* An unloading unit can no longer move out that province immediately. They get the same delay as from an attack.
* Removed the duplicate penalty on fuel-based units in bad terrain.
* Tweaked landcombat to be slightly slower now.
* Digged-in units now take a LOT less damage from ground-attacks.
* Only landunits get affected by HQ's for ESE purposes now.
* Engineer leader trait now gives 20% when crossing a river instead of 30%.
* Limited the synching option for attacks scheduled to start later as that is not supported.
* Manpower lost through attrition now trickles back in same ratio as manpower lost to combat.
* Fuelcosts for offensives are now the same, no longer depending on the unit moving or not.
=== Naval===
* Navalcombat now have a minimum length of 4 hours again.
* Ships now only repair in navalbases.
* Navalunits more likely to retreat towards navalbases now.
* Changed default from 20% to 50% for stop for naval-missions.
* It is now possible to give flee orders to ships out of range.
* Reduced a probability for submarines to evade being hit if out of range in a navalcombat.
=== Air===
* Tweaked airplane targettting code in bombing missions, more likely to focus damage now.
* Changed default from 20% to 50% for stop for air-missions.
=== Economical===
* Peacetime modifier now affects resource gain.
* Moved around some minister modifiers for Chief of Air.
* Reinforcements now only use fractions of IC if they only need a fraction.
* The Professional Army slider now affects upgrade cost. Drafted armies cost alot more to upgrade now.
* Upgrade IC needed is now reduced immediately the day a unit has finished upgrading.
* Reinforcement IC needed is now reduced immediately the day a unit has finished reinforcing.
* Techteams lost cause of losing territory can now be used for other things and are not permanently stuck.
* Tweaked the techresearch formula to allow greater impacts from research modifiers.
* Researchcosts are now always recalculated immediately whenever a team is changed or a project started.
* Increased effect from energy to oil conversion.
* Conversion cap for oil-conversion can now be above 100% and still use all IC.
* Fixed a loophole that allowed you to exploit a 0-supplies production.
=== Convoys===
* Fleets on convoy raiding missions will no longer join other combats unless spotted.
* Convoys are now automatically rerouted when attacked.
* Changed the huge ASW spotting bonus on convoy raiders to only be when a raider has spotted a convoy.. Not when they had TRIED to spot a convoy.
* Increased likelihood of submarines spotting convoys by 20%.
* Slightly reduced the chance to detect convoy raiders immedialtely after hitting.
* Trade Efficiency attempts to go through allies over land if possible now.
* Revise TA efficiency calculations to focus more on blockades than actual wartime status.
* Convoy raiders are now much better at escaping from ASW'ers the bigger the ASW'er's TF is compared to the convoyraiders.
* Convoy paths are now reset if path is no longer accessible.
* Technology & Units.
* Rebalanced all techteams to create more choices.
* For consistency reasons Basic Cav is now a prereq for researching SM Cav
* Changed historical dates for certain naval secret weapons.
* Upgraded Armored-Cars a tad bit.
* Imp SP Art now scraps Early SP Art not Light Tank
* Added missing fuelconsumption to Armored Cavalry model
* Fixed problem that surface defense values had been switched between NAV and STR.
== AI Improvements ==
=== Misc===
* Added more AI files for various countries and situations, including quite a bit more reactive systems.
* Improved AI's management of leaders.
=== Diplomatic AI===
* AI embargo settings now pretty much makes them demand a 20-1 cost for trading with you if you are on their embargo list.
* Improved AI for trade-agreement negotiations.
* AI is now more acceptable to giving blueprints to its allies when asked.
* Vichy will now become non-neutral if somone attacks them.
* Sweden is now much more neutral, and that only changes if they get involved in the winter war.
* A large set of AI files and events now kick in if Soviets are the agressors instead of the Germans.
* Revised Chinese theater diplomatic preferences-AI.
* Rewrote AI logics of determening to go to war with a puppet to use evaluation for a puppets master instead of the puppet itself.
* The USA, UK and France will be less interventionistic once Germany surrenders.
* Improved trade preferences.
* Revised neutrality ratings for several european nations.
* Added more AI-logics for when to send expeditionary forces to help other AI's when in the same war.
* Japan learned that declaring wars directly on Philippines is a bad idea.
* Germany may now dislike potential enemies with fleets in the baltic.
=== Construction AI===
* Recoded logics for supply-sliders to estimate need better.
* The AI learned to not build bigger than max-batches of a building type.
* AI will no longer consider to build AA in a province with 10 aa already.
* Revised every AI preference for which brigades to build
* Improved port-building AI.
* Improved general building AI priorities severely for most nations.
* Improved the absolute buildscheme to work more as desired by scripters.
=== Land AI===
-Severe tweaks of the german/soviet land AI for the eastern-front war, with enhanced ai files and switches. Germany will avoid going on offensives in winter, while soviet tries to stall during german spring offensives the first years. There are also soviet counter offensives.
* Soviet will protect the following cities more if the front hits them Leningrad, Kiev, Dnepropetrovsk, Stalingrad, Kharkov, Bryansk, Vladivostock, Murmansk, Sevastopool, Rostov, Smolensk, Moscow and Kursk
* ALL Front AI Terrain and Weather modifier changed to 1.0 (AI Pulls it from the terrain itself to calculate exact odds making them obsolete).
* Front odds-calculations now take proper values for rivers into account.
* Improved AI's handling of determening whether a unit goes to garrison or front duty.
* Helped the front odds evaluation AI to understand that a unit with ONE bad division is not an entirely crappy army.
* Improved the management of the Maginot line for French and German AI's.
* Both Japan and the Chinese nations have had lots of improvements to their AI's in their main war.
* Improved AI's handling of garrisons.
* Lots of tweaks to all combat sections of the AI's.
=== Naval AI===
* The AI learned how to move fleets out of occupied ports even when at peace
* Japan now attemps invasions at longer distances if possible.
* Improved US D-day Ai.
* UK may attack Norway if Germany does not garrison it.
* GER Sealion AI should now be better at launching invasions into England.
* Enhanced UK's targetting for invasions to adopt to various postures better.
* Tweaked invasion staging and targetting algoritms.
=== Research AI===
* Commonwealth nations will no longer focus on advanced research for special forces, improving the quality of the forces they use.
* Originally landlocked nations will no longer spend anything on researching naval technologies.
* Tweaked almost every nations technology research preferences.
==Modding Support ==
* Fixed a mod-dir bug with saving games.
* Added an event-command to change the offmap IC. 'free_ic'.
* Expanded the divison-type triggers to allow this syntax as well.
[div type] = { country = TAG value = X } # country TAG has X or more of that type of division
* Expanded the technology trigger to allow this syntax as well.
technology = { country = TAG value = x } # True if a certain tech is known by the given country.
* Implemented support for model-based sprites.
* Enabled the wakeleader command.
* Added a system for scripted trade-deals that will not be cancelled if both nations are AI and not at war with each other.
== Multiplayer Specific ==
* Expanded checksum checks to make sure more files are properly synced.
* Revised logics for checksum on files for MP.
* Password for vnet games are no longer case-sensitive.
* Fixed a multiplayer sync problem with trade agreements and non-agression pacts.
* The (!) indicator now works for clients as well.
* Fixed a few bugs with the network protocol and joining the game.
== Bugfixes ==
* All currently reported crashbugs have been tracked down and fixed.
* Fixed a problem where serial production in provinces get all deployed at once.
* Dormant divisions under military control are no longer automatically deployed.
* Nukes are now properly saved.
* Amphibious assaults will now cancel properly when the attackers retreat.
* Militarycontrol is now cleared when you leave an alliance.
* Fixed a major miscalculation when using multiple stacks to amphibious assault.
* Fixed a problem with organisation being set to 0 when in occuppied territory and a new war is declared.
* Fixed a problem which created multiple wars between the same nations.
* Fixed a problem where leaving alliance and joining another would make a country return all occupied territories.
* Fractional changes to unit buildcosts from techs now actually work.
* Fixed a few problems with the offmap production stuff in non-battlescenarios.
* Fixed a fun problem which made it possible to have a ship at multiple places.
* Fixed a problem where strategically redeploying expeditionary forces lost track of who they belonged to.
* Allied player nations in minor alliances will no longer auto-refuse when asked to another alliance in MP.
* Fixed the sync of arrival estimation when having a garrison unit selected as well.
* Infra is now also hurt when taking over provinces with less than 100 infra.
* Fixed the fun little exploit-loophole with convoys and puppets.
* Fixed some reported speling errorrs and badd enlighs.
* Fixed some calculation errors in the tooltips for effects on IC.
* Fixed a mismatch in display of series end of a serial production due to low precision of floats.
* Fixed a "*100" display error in reinforcement tooltips.
* Fixed a calculation display error on manpower needed for reinforcement.
* Fixed a mismatch on manpower needs for reinforcements.
* Fixed a disrepancy between detect count on map and in tooltip.
* Correct modelnumber is now shown in statistics for brigades.
* Fixed a broken connection in Siberia.
* Fixed some seazone coordinate definitions in the Pacific.
* Fuel-consuming units like armoured divisions no longer suffer from such severe movement penalties in badlands like the desert. They will now outpace infantry in such terrain and so can more effectively be used for deep thrusts, flanking moves and encirclements. To help fuel these units, the effectiveness of the oil conversion technologies has been improved so that the output of converted oil increases as the technology is developed.
== Events ==
* Fixed missed ai chance for the USSR claim Bessarabia event
* Fixed a few date errors in the GPW events.
* USSR now leaves the Comintern in case of the Unholy Alliance so that it doesn't get reverted back to Comintern after reload
* Fixed minister bug in event that installs Tiso in Slovakia
* Fixed two missing SOV prov that should go to JAP and one FIN prov in the Bitter Peace event.
* Failure to assassinate Hitler event now sleep Franz Halder
* Fixed UK Defense Lobby in all GCs and for two important events
* Fixed event error which made CRO become a puppet of itself.
* Revised Fall of England event and added some US interventionism events.
* The DDs for bases event tweaked
* The DDs for bases event now give Britain some DDs
* Added triggers to Soviet Moving of Industry events
* US Lend-lease to UK events have been modified so that German occupation of parts of Britain does not benefit Germany.
* Made some tweaks to SCW events
* Changed a wrong command in the Treaty of Munich event
* The Guarantee of Polish Independance will not trigger anymore if Germany does not exist or if POL is at war with (potential) Allies
* Added a logical trigger to the BEL & HOL capital move events
* Corrected two province ID triggers in the "Hess flees to UK" event
* Event for West Germany added to grant good relations and access to the Western Powers.
* Vichy events should make Marseilles Vichy owned correctly and GER will now guarentee VIC
* Removed HUN,ROM,FIN from the event creating SOV satellites.
* Fixed trigger problems regarding JAP involvement in Bitter Peace events
* Fixed wrong ids in triggers for US event Oil Embargo against Japan
* Japanese surprise is now doubled in duration
* Implemented two events to simulate the peace between China and Guangxi
* Removed two commands from japanese_fascist event
* Operation Zet will no longer occur if Soviet and China is at war
* Province Chiang Rai is now correctly ceded in the Japanese Pressure on Siam events
* The extra USA IC in the Gearing Up event series is now properly added to a USA province, not an Asian one
* Fixed US Defense Lobby in all GCs and for five important events
* The dissent (-5) effect in US Election events has been changed to dissent (-2) effect.
* US will not get Greenland/Iceland if allied with GER or SOV
* Fixed Vice-President posistion in FDR dies event
* Removed a double command from USA "Gearing up for War"
* USA "Gearing up for War" event choice b no longer sleeps later "Gearing up for War" events
* Removed a bunch of deathdates from leaders and exported them to random death events.
* Revised, removed and edited some death events.
* New election events for minor and major countries
* New Reactive AI files
== Scenario Setup ==
=== General===
* Made a complete revision of the possible revolters database.
* Added event-files for revolters that gives some off-map resources & IC to revolter nations.
* Added single-supply depots on US islands in all scenarios.
* Corrected several unitnames that was wrong in various databases.
* Added missing prerequisite techs in several battlescenarios.
* Corrected CSA country colour.
* Fixed CAN,AST,NZL,SAF Defense Lobby in all GCs
* Corrected the land tech inconsistencies between YUG setups GC36 and GC39
* Japanese resource deals are now set to non-cancel in 36/38/39/41.
* The Liberian DD unit have been removed from GC36,GC39,GC41, and GC44.
* Added a missing period in the Liberian Description Text.
* Adjustment to CAG Costs in Build Queues for all GCs
* Changed national provinces for CSX in GC36,C39,GC41
* Tweaked Portuguese Convoy Pool in GC39 and GC44
* Changed Professional Army bar for SOV in all GCs.
* Changed BEL and HOL defense_lobby and interventionism sliders to more realistic levels in 36-39-41-44 (38 left to Hort)
* Upgraded TUR and EIR when come to ICs and resources
* Implemented the new setup and event series for Soviet military weaknesses before early 40's.
* Italian Land Doctrine Path changed in all scenarios
* Corrected missed techs in GC39, GC41
* Purged Soviet generals are now dormant in all scenarios from 1938 on, same for French Vichy-ists after 1940
* Fixed tech inconsistencies for Yugoslavia in GC36 & GC39.
* Fixed escort/convoy inconsistencies for Turkey in GC39 & GC44.
* Soerabaia not Batavia is the largest NEI naval base in all relevant scenarios.
* Added a few new ministers to a number of countries
=== Areas===
* There are now two seperate Georgia areas
* Attu Island is now considered a US national province in all GCs.
* Fixed Santa Fe VP issue for all GCs
* Turned Bahia Blanca into a major Argentine naval base in GC36,GC39,GC41,GC44, and Platinean War.
=== Terrains===
* Moved glasgow port to the correct seazone.
* Gave Kiska (Alaska) Hills terrain
* Province 2357 changed to subtropical
=== Manpower===
* There is no longer any manpower in the Dutch East Indies to simulate the incapability of recruitment there for the Dutch.
* Toned down the provincial MP for capital provinces of Bhutan, Nepal,Yemen, and Oman.
* Yemens manpower has been cut down to reasonable figures in all GCs.
* Removed a bunch of US manpower from their 1936/1939/1941 pool and added it to events (gearing up, undeclared war, ...)
=== Connections===
* Removed a land-connection between japan and soviet.
* The connection between Copenhagen and Lübeck is now a river.
=== Resources===
* Added some Rare ressources to Germany and Italy.
=== Misc.===
* Brazil now have Great War Cavalry tech in Platinean War scenario
* Modifications done to the tech setups of 15 battlescenarios
=== 1936:===
* UK starting MP in GC36 toned down considerable. Manpower is added with the gearing up event.
* Removed two CHC national provinces in GC36
* Removed two naval divisioons for Guangxi Clique (CGX) in GC 36.
* Changed Australian Naval Bomber to tactical bomber in GC36, also removed nav bomber tech.
* France more isolationist in GC36
* Changed the name of a Austrian HQ div in GC36.
* Removed redundant German convoy from GC36
* More corrections to Aussie bomber unit in GC36.
* Toned down the starting MP for CAN,AST,SAF,IRQ in GC36.
* Fixed air-missions for China and Italy in 36.
* Made two leaders dormant for CHI in GC36.
* Revised Chinese OOB setup to strengthen warlords, and weaken central authority.
* Fixed all 0 relations to 1 relations to init properly.
* Fixed spelling errors in Italian shipnames in GC36/GC39.
=== 1939:===
* Changed the finish date form dec40 to dec39 for the GER Para in dev pool in GC39
* Added Imp Nav Bomber (4200) and removed a navbomber from devpool for GER in GC39
* Removed doublebooked Swedish cruiser in GC39.
* Changed model on a stray escort fighter for Germany in GC39
* Removed Early Airborne (1070) from ENG 1939
* Fixed error with Kuwait belonging to Saudi-arabia in GC39.
=== 1941:===
* Tweaks to Swedish navy in GC41
* Modified SOV/GER national provinces in GC41
* Fixed a scripterror in Swedish OOB in GC41
=== 1944:===
* 1944 USA Armaments Minister is now correctly Henry Morgenthau
* USA in GC44 got may of their illegal artillery brigades upgraded to sp_artillery.
* Tech setup correction in GC44
* Changes to Japanese Secret Weapons in GC44
* Changes made to US Nuclear Program in GC44
* Corrected a Brazilian unit in Italy in GC44
* V1/V2 Pool for Germany tweaked in GC44
'''Special Note: The minister research bonus was not implemented with this patch.'''
[[Category:Technical Issues]]
b4c6496447895d7a176865db5d9a847d8d484a5a
HOI2 Patch1.3B
0
486
1618
1607
2017-03-23T09:02:56Z
Lillebror
871
removed HOI2 Patch template - not necessary
wikitext
text/x-wiki
{{RFD}}
Hearts of Iron 2 patch 1.3B<ref>Forum thread inclusive download file: [[forum:226786|AI Enhancement for 1.3 (1.3b)]]</ref> is different from other patches: It's a main focus was to improve the AI and did not support e new hoi2.exe file.
== AI improvements==
* USA rewrote build loading AI to do a gradual buildup of land units rather than trying to build 300 divisions as soon as the war starts
* USA had a change to his building of Air Transports AI to spread the build out more
* SOV will build longer serial runs when his Land or Panic building AI are loaded to take advantage of the +10% gearing bonus
* SOV Stalin will take over as Armament Minister when atwar
* SOV Semen will take over as Chief of the Army when atwar
* ENG will now research to level 5 carriers (useto stop at level 3)
* USA Armament Minsiter will switch to a Resource Industrialist once atwar
* USA Chief of Staff AI Minister changed slightly for atpeace and atwar
* USA Chief of the Army Minister AI changed to use Marshall
* SOV Fixed a bug in his build AI where he was not loading his Panic building AI
* JAP will no longer build fatories
* JAP will no longer mass build militia early on
* JAP Armament Minister AI has been tweaked
* JAP will build airfields and forts throughout the Pacific and then stop when war starts
* JAP will no longer build HQs (the three he starts with is it)
* JAP should build longer serial runs when atwar with CHI
* JAP will no longer be in such a rush to DOW the warlords and CHC as he did before once war with CHI begins
* GER will now try and keep 3 transports up at all times
* CGX will send more forces to help CHI than the other warlords
* GER had a bug fix where the AI events would get stuck if HUN attacked YUG with aggressive AI loaded
* ITA had a bug fix where the AI events would get stuck if HUN attacked YUG with aggressive AI loaded
* HOL, MON, BEL AI File events are now included in the scenario(explains why HOL never listened to Embargo)
* GER had a bug fix where sometimes he would not DOW SOV
* BRA had a bug fix where Getulio Vargas showed up in Romania
* GER will wait to build forts till he has all the fort bonus techs
* GER will never build Marines
* GER will build more interceptors
* GER will build more flack accross his country
* GER Norway invasion improved
* GER will no longer build/research armoured cars
* Air AI mission weights reworked
* USA has an Air AI
* ENG will no longer build armoured cars and police units
* ENG will no longer build Strategic Bombers in the early years
* SOV will build some forts in their country
* SOV will no longer build Mechanized units
* SOV will no longer build Cavalry units
* SOV will no longer build armoured cars and police units
* USA will no longer build armoured cars and police units
* USA will no longer build/research subs
* ENG will no longer build/research subs
* JAP will no longer research armoured cars
* JAP will no longer build submarines
* JAP will no longer build/research Escort Fighters
* HUN\BUL\ROM sending forces to Italy if GER was human controled fixed
* USA should no longer help his allies with EXP forces (causing to many issues with no DDay being launched)
* CZE should give in less to HUN demands
* MAN should send less troops early on to help JAP if CHI is AI controled (will send when JAP/USA atwar)
* HUN should no longer research ship assembly
* ITA should no longer build police/armoured cars
* ITA will no longer research armoured cars
* HOL capital moved fixed so it could not be exploited via the pacific
* BEL capital moved fixed so it could not be exploited via Congo
* SOV has a capital move AI now
* FRA will no longer build Police
* JAP has new front rations for Pacific war with PHI, HOL and USA
* ITA garrison max lower to let more troops fight in Libya
* HUN will no longer research Ship Assembly Line
* Updated research prios for a bunch of minors
* CAN has an Air AI
* AST has an Air AI
* GER had a bug fix in minster AI that put the wrong minister in Chief of Staff
* GER had a minister AI change to his Chief of Army position
* JAP will no longer build nor research armor divisions
* JAP will no longer build nor research motorized infantry
* JAP had his tech preferences enhanced
* JAP will research and build CAS
* JAP will ignore cavalry and Mechanized techs
* TUR Neutrality raised
* JAP fixed an event that was causing JAP to build armor when he shouldn't
* SLO should not cave into HUN demands so easily anymore
* Fixed a bug where CHI and the warlords where not research the proper Land Doctrines
* ENG will no longer research Escort Fighters
* SOV fixed an issue where he would DOW even when he had a non-aggression pact
* CHC should be more defensive in nature vs JAP
* SOV will no longer research or build Escort Fighters
* CHC had changes to his Research weights
* CHI will no longer research or build TAC
* CHI will now research and build CAS
* CHI will no longer research Cavalry
* CHI will no longer research Static Anti Aircraft Guns
* CHI will no longer research Anti Aircraft Brigade
* CHI will research Artillery and Anti-Tank brigade
* CHI had changes to his Research weights
* FRA will no longer research Static Anti Aircraft Guns
* FRA will no longer research Static Tank Destroyers
* FRA will no longer research Static SP Guns
* FRA will no longer research Static SP Rockety Artillery
* FRA will no longer research Armoured Cars
* FRA will no longer research Motorized Infantry
* FRA will no longer research Cavalry
* FRA will no longer research Mechanized Infantry
* SOV will no longer research Static Anti Aircraft Guns
* CGX/SIK/CSX/CXB/CYN had a bunch of research prios and ignores added
* GER/ITA/SOV/JAP/CHI/FRA had Strategic Air Doctrines added to ignore list
* FRA will no longer build/research subs
* USA/ENG will no longer research CAS Air Doctrines
* HUN/ROM/BUL will help Germany more in invading Yugoslavia
* CAN/AST/SIA/MAN prefered techs and build weights have changed
* COL/ECU/MEX had bug fixes to their minister AI
* FRA/ENG should no longer send EXP forces to POL/DEN/CZE
* POL will no longer send EXP forces to FRA/ENG
* POL will no longer build any ships
* ENG Homeland defense improved (OOB Changes and AI Changes)
* ENG had changes to his Armament Minister AI and his Chief of the Army minister AI
* FIN Tech Research and build weights redone
* SWE Tech Research and build weights redone
* POL Tech Research and build weights redone
* ROM Tech Research and build weights redone
* HUN Tech Research and build weights redone
* BUL Tech Research and build weights redone
* YUG Tech Research and build weights redone
* GRE Tech Research and build weights redone
* TUR Tech Research and build weights redone
* BEL has a minister AI
* BEL Tech Research and build weights redone
* HOL Tech Research and build weights redone
* AUS Tech Research and build weights redone
* SCH Tech Research and build weights redone
* CZE Tech Research and build weights redone
* NOR Tech Research and build weights redone
* SPA/SPR Tech Research and build weights redone
* POR Tech Research and build weights redone
* MEX Tech Research and build weights redone
* MEX will build up some industry
* CAN will build up some industry
* BRA will build up some industry
* BRA Tech Research and build weights redone
* ARG Tech Research and build weights redone
* VEN Tech Research and build weights redone
* BHU Tech Research and build weights redone
* NEP Tech Research and build weights redone
* CHL will build up some industry
* CHL Tech Research and build weights redone
* BOL has a minister AI
* BOL will build up some industry
* BOL Tech Research and build weights redone
* PRU Tech Research and build weights redone
* ECU Tech Research and build weights redone
* COL Tech Research and build weights redone
* SAF will build up some industry
* SAF Tech Research and build weights redone
* PER has a minister AI
* PER will build up some industry
* PER Tech Research and build weights redone
* SAU Tech Research and build weights redone
* AST will build up some industry
* AST Tech Research and build weights redone
* TAN Tech Research and build weights redone
* MON Tech Research and build weights redone
* SLO Tech Research and build weights redone
* IRQ Tech Research and build weights redone
* YEM Tech Research and build weights redone
* OMN Tech Research and build weights redone
* IRQ/OMN/YEM will send EXP forces to the UK
* LIB Tech Research and build weights redone
* LIB will send EXP forces to the UK/USA
* NZL Tech Research and build weights redone
* TIB Tech Research and build weights redone
* AFG Tech Research and build weights redone
* IRE Tech Research and build weights redone
* HON Tech Research and build weights redone
* COS Tech Research and build weights redone
* GUA Tech Research and build weights redone
* HAI Tech Research and build weights redone
* PAN Tech Research and build weights redone
* SAL Tech Research and build weights redone
* CUB Tech Research and build weights redone
* DOM Tech Research and build weights redone
* NIC Tech Research and build weights redone
* PAR Tech Research and build weights redone
* CRO Tech Research and build weights redone
* VIC Tech Research and build weights redone
* MEN Tech Research and build weights redone
* URU Tech Research and build weights redone
* SOV tech teams skill increased by 2
* ENG added SIK, TIB, AFK, PER and SAU to border ignore list
* PHI Tech Research and build weights redone
* FRA Tech Research and build weights redone
* SOV will cancel his Non-Aggression pact with GER under certain conditions
* POL has a minister AI
* POL will buld some IC
* POL Tech Research and build weights redone
* FRA slight change to Chief of Army minister AI
* JAP slight change to Chief of Army/Staff minister AI
* ITA slight change to Chief of Army/Staff and Administrator minister AI
* ENG will build paratroopers and transport planes when he starts going on the attack
* USA will build paratroopers and transport planes
* ENG will no longer send EXP forces to FRA/BEL/HOL/LUX (this is to avoid his airforce being destroyed on the ground)
* JAP Pacific War event should fire less in early 41
* Minor Build and research changes to Central America Countries
* USA will build a larger carrier presences if atwar or after 1941
* SOV GDE event reworked
* SOV tech team adjustments
== References ==
<references/>
[[Category:Technical_Issues]]
11e1c3f3addeea92f1458f20275b24979d7da3ca
1626
1618
2017-03-24T09:58:23Z
Lillebror
871
wikitext
text/x-wiki
Hearts of Iron 2 patch 1.3B<ref>Forum thread inclusive download file: [[forum:226786|AI Enhancement for 1.3 (1.3b)]]</ref> is different from other patches: It's a main focus was to improve the AI and did not support e new hoi2.exe file.
== AI improvements==
* USA rewrote build loading AI to do a gradual buildup of land units rather than trying to build 300 divisions as soon as the war starts
* USA had a change to his building of Air Transports AI to spread the build out more
* SOV will build longer serial runs when his Land or Panic building AI are loaded to take advantage of the +10% gearing bonus
* SOV Stalin will take over as Armament Minister when atwar
* SOV Semen will take over as Chief of the Army when atwar
* ENG will now research to level 5 carriers (useto stop at level 3)
* USA Armament Minsiter will switch to a Resource Industrialist once atwar
* USA Chief of Staff AI Minister changed slightly for atpeace and atwar
* USA Chief of the Army Minister AI changed to use Marshall
* SOV Fixed a bug in his build AI where he was not loading his Panic building AI
* JAP will no longer build fatories
* JAP will no longer mass build militia early on
* JAP Armament Minister AI has been tweaked
* JAP will build airfields and forts throughout the Pacific and then stop when war starts
* JAP will no longer build HQs (the three he starts with is it)
* JAP should build longer serial runs when atwar with CHI
* JAP will no longer be in such a rush to DOW the warlords and CHC as he did before once war with CHI begins
* GER will now try and keep 3 transports up at all times
* CGX will send more forces to help CHI than the other warlords
* GER had a bug fix where the AI events would get stuck if HUN attacked YUG with aggressive AI loaded
* ITA had a bug fix where the AI events would get stuck if HUN attacked YUG with aggressive AI loaded
* HOL, MON, BEL AI File events are now included in the scenario(explains why HOL never listened to Embargo)
* GER had a bug fix where sometimes he would not DOW SOV
* BRA had a bug fix where Getulio Vargas showed up in Romania
* GER will wait to build forts till he has all the fort bonus techs
* GER will never build Marines
* GER will build more interceptors
* GER will build more flack accross his country
* GER Norway invasion improved
* GER will no longer build/research armoured cars
* Air AI mission weights reworked
* USA has an Air AI
* ENG will no longer build armoured cars and police units
* ENG will no longer build Strategic Bombers in the early years
* SOV will build some forts in their country
* SOV will no longer build Mechanized units
* SOV will no longer build Cavalry units
* SOV will no longer build armoured cars and police units
* USA will no longer build armoured cars and police units
* USA will no longer build/research subs
* ENG will no longer build/research subs
* JAP will no longer research armoured cars
* JAP will no longer build submarines
* JAP will no longer build/research Escort Fighters
* HUN\BUL\ROM sending forces to Italy if GER was human controled fixed
* USA should no longer help his allies with EXP forces (causing to many issues with no DDay being launched)
* CZE should give in less to HUN demands
* MAN should send less troops early on to help JAP if CHI is AI controled (will send when JAP/USA atwar)
* HUN should no longer research ship assembly
* ITA should no longer build police/armoured cars
* ITA will no longer research armoured cars
* HOL capital moved fixed so it could not be exploited via the pacific
* BEL capital moved fixed so it could not be exploited via Congo
* SOV has a capital move AI now
* FRA will no longer build Police
* JAP has new front rations for Pacific war with PHI, HOL and USA
* ITA garrison max lower to let more troops fight in Libya
* HUN will no longer research Ship Assembly Line
* Updated research prios for a bunch of minors
* CAN has an Air AI
* AST has an Air AI
* GER had a bug fix in minster AI that put the wrong minister in Chief of Staff
* GER had a minister AI change to his Chief of Army position
* JAP will no longer build nor research armor divisions
* JAP will no longer build nor research motorized infantry
* JAP had his tech preferences enhanced
* JAP will research and build CAS
* JAP will ignore cavalry and Mechanized techs
* TUR Neutrality raised
* JAP fixed an event that was causing JAP to build armor when he shouldn't
* SLO should not cave into HUN demands so easily anymore
* Fixed a bug where CHI and the warlords where not research the proper Land Doctrines
* ENG will no longer research Escort Fighters
* SOV fixed an issue where he would DOW even when he had a non-aggression pact
* CHC should be more defensive in nature vs JAP
* SOV will no longer research or build Escort Fighters
* CHC had changes to his Research weights
* CHI will no longer research or build TAC
* CHI will now research and build CAS
* CHI will no longer research Cavalry
* CHI will no longer research Static Anti Aircraft Guns
* CHI will no longer research Anti Aircraft Brigade
* CHI will research Artillery and Anti-Tank brigade
* CHI had changes to his Research weights
* FRA will no longer research Static Anti Aircraft Guns
* FRA will no longer research Static Tank Destroyers
* FRA will no longer research Static SP Guns
* FRA will no longer research Static SP Rockety Artillery
* FRA will no longer research Armoured Cars
* FRA will no longer research Motorized Infantry
* FRA will no longer research Cavalry
* FRA will no longer research Mechanized Infantry
* SOV will no longer research Static Anti Aircraft Guns
* CGX/SIK/CSX/CXB/CYN had a bunch of research prios and ignores added
* GER/ITA/SOV/JAP/CHI/FRA had Strategic Air Doctrines added to ignore list
* FRA will no longer build/research subs
* USA/ENG will no longer research CAS Air Doctrines
* HUN/ROM/BUL will help Germany more in invading Yugoslavia
* CAN/AST/SIA/MAN prefered techs and build weights have changed
* COL/ECU/MEX had bug fixes to their minister AI
* FRA/ENG should no longer send EXP forces to POL/DEN/CZE
* POL will no longer send EXP forces to FRA/ENG
* POL will no longer build any ships
* ENG Homeland defense improved (OOB Changes and AI Changes)
* ENG had changes to his Armament Minister AI and his Chief of the Army minister AI
* FIN Tech Research and build weights redone
* SWE Tech Research and build weights redone
* POL Tech Research and build weights redone
* ROM Tech Research and build weights redone
* HUN Tech Research and build weights redone
* BUL Tech Research and build weights redone
* YUG Tech Research and build weights redone
* GRE Tech Research and build weights redone
* TUR Tech Research and build weights redone
* BEL has a minister AI
* BEL Tech Research and build weights redone
* HOL Tech Research and build weights redone
* AUS Tech Research and build weights redone
* SCH Tech Research and build weights redone
* CZE Tech Research and build weights redone
* NOR Tech Research and build weights redone
* SPA/SPR Tech Research and build weights redone
* POR Tech Research and build weights redone
* MEX Tech Research and build weights redone
* MEX will build up some industry
* CAN will build up some industry
* BRA will build up some industry
* BRA Tech Research and build weights redone
* ARG Tech Research and build weights redone
* VEN Tech Research and build weights redone
* BHU Tech Research and build weights redone
* NEP Tech Research and build weights redone
* CHL will build up some industry
* CHL Tech Research and build weights redone
* BOL has a minister AI
* BOL will build up some industry
* BOL Tech Research and build weights redone
* PRU Tech Research and build weights redone
* ECU Tech Research and build weights redone
* COL Tech Research and build weights redone
* SAF will build up some industry
* SAF Tech Research and build weights redone
* PER has a minister AI
* PER will build up some industry
* PER Tech Research and build weights redone
* SAU Tech Research and build weights redone
* AST will build up some industry
* AST Tech Research and build weights redone
* TAN Tech Research and build weights redone
* MON Tech Research and build weights redone
* SLO Tech Research and build weights redone
* IRQ Tech Research and build weights redone
* YEM Tech Research and build weights redone
* OMN Tech Research and build weights redone
* IRQ/OMN/YEM will send EXP forces to the UK
* LIB Tech Research and build weights redone
* LIB will send EXP forces to the UK/USA
* NZL Tech Research and build weights redone
* TIB Tech Research and build weights redone
* AFG Tech Research and build weights redone
* IRE Tech Research and build weights redone
* HON Tech Research and build weights redone
* COS Tech Research and build weights redone
* GUA Tech Research and build weights redone
* HAI Tech Research and build weights redone
* PAN Tech Research and build weights redone
* SAL Tech Research and build weights redone
* CUB Tech Research and build weights redone
* DOM Tech Research and build weights redone
* NIC Tech Research and build weights redone
* PAR Tech Research and build weights redone
* CRO Tech Research and build weights redone
* VIC Tech Research and build weights redone
* MEN Tech Research and build weights redone
* URU Tech Research and build weights redone
* SOV tech teams skill increased by 2
* ENG added SIK, TIB, AFK, PER and SAU to border ignore list
* PHI Tech Research and build weights redone
* FRA Tech Research and build weights redone
* SOV will cancel his Non-Aggression pact with GER under certain conditions
* POL has a minister AI
* POL will buld some IC
* POL Tech Research and build weights redone
* FRA slight change to Chief of Army minister AI
* JAP slight change to Chief of Army/Staff minister AI
* ITA slight change to Chief of Army/Staff and Administrator minister AI
* ENG will build paratroopers and transport planes when he starts going on the attack
* USA will build paratroopers and transport planes
* ENG will no longer send EXP forces to FRA/BEL/HOL/LUX (this is to avoid his airforce being destroyed on the ground)
* JAP Pacific War event should fire less in early 41
* Minor Build and research changes to Central America Countries
* USA will build a larger carrier presences if atwar or after 1941
* SOV GDE event reworked
* SOV tech team adjustments
== References ==
<references/>
[[Category:Technical_Issues]]
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Category:Flags
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This category contains all flags.
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File:Yugoslavia.png
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== Licensing ==
{{C-PD-because|of its simple geometry.}}
[[Category:Flags]]
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== Licensing ==
{{C-PD-because|of its simple geometry.}}
[[Category:Flags]]
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<includeonly><span style="white-space:nowrap;">[[File:{{{1}}}.png|20px|border|alt=Flag of {{{1}}}|link={{{1}}}]] {{#ifeq:{{{2|}}}|0||[[{{{1}}}]]}}</span></includeonly><noinclude>
==Usage==
Used to place flags inline.
* <code><nowiki>{{flag|Aachen}}</nowiki></code> generates {{flag|Aachen}}
* <code><nowiki>{{flag|Aachen|0}}</nowiki></code> generates {{flag|Aachen|0}}
[[Category:Templates]]
</noinclude>
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<includeonly><span style="white-space:nowrap;">[[File:{{{1}}}.png|20px|border|alt=Flag of {{{1}}}|link={{{1}}}]] {{#ifeq:{{{2|}}}|0||[[{{{1}}}]]}}</span></includeonly><noinclude>
==Usage==
Used to place flags inline.
* <code><nowiki>{{flag|Yugoslavia}}</nowiki></code> generates {{flag|Yugoslavia}}
* <code><nowiki>{{flag|Yugoslavia|0}}</nowiki></code> generates {{flag|Yugoslavia|0}}
[[Category:Templates]]
</noinclude>
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Template:C-CC-BY-SA
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{{Ambox
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|image = [[File:CC-by-sa.png|link=]]
|text=This file is licensed under the '''Creative Commons [http://creativecommons.org/licenses/by-sa/{{{version|3.0}}}/ {{#switch: {{{version|3.0}}}
| 1.0
| 2.0
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| 3.0 = Attribution-ShareAlike 3.0 Unported]
| 4.0 = Attribution-ShareAlike 4.0 International]
| #default = <span style="color: red;"> wrong version parameter</span>]}}''' license.<br>
You are free to '''share and adapt''' under the following terms: '''attribution and share alike'''.<hr>
{{{!}} style="text-align:left; width:100%;"
! width="55px" {{!}} Author:
{{!}} {{{attribution|{{{author}}}}}}
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== Parameters ==
{| class="wikitable"
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| The version of the Creative Commons BY-SA license. (possible values: <code>1.0</code>, <code>2.0</code>, <code>2.5</code>, <code>3.0</code> and <code>4.0</code>)
| <code>3.0</code>
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|-
| author/attribution
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| ''empty''
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Template:C-CC-BY-SA-self
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{{Ambox
|type=other
|image = [[File:CC-by-sa.png|link=]]
|text=''I, the copyright holder of this work, hereby publish it under the following license:'' '''Creative Commons [http://creativecommons.org/licenses/by-sa/{{{version|3.0}}}/ {{#switch: {{{version|3.0}}}
| 1.0
| 2.0
| 2.5 = Attribution-ShareAlike {{{version}}} Generic]
| 3.0 = Attribution-ShareAlike 3.0 Unported]
| 4.0 = Attribution-ShareAlike 4.0 International]
| #default = <span style="color: red;"> wrong version parameter</span>]}}'''.<br>
You are free to '''share and adapt''' under the following terms: '''attribution and share alike'''.
{{#if:{{{attribution|{{{author|}}}}}} |<hr>
{{{!}} style="text-align:left; width:100%;"
! width="55px" {{!}} Author:
{{!}} {{{attribution|{{{author}}}}}}
{{#if:{{{source|}}} |! width="55px" {{!}} Source:
{{!}} {{{source}}}
}}
{{!}}}
}}
}}
<includeonly>[[Category:CC-BY-SA images]]</includeonly><noinclude>
== Parameters ==
{| class="wikitable"
|-
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|-
| version
| The version of the Creative Commons BY-SA license. (possible values: <code>1.0</code>, <code>2.0</code>, <code>2.5</code>, <code>3.0</code> and <code>4.0</code>)
| <code>3.0</code>
| '''optional'''
|-
| author/attribution
| The author of the work
| ''empty''
| '''optional'''
|-
| source
| Information about where the file is from
| ''empty''
| '''optional'''
|}[[Category:Copyright templates]]</noinclude>
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File:Tannu Tuva.png
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== Licensing ==
{{C-CC-BY-SA
|author=Lumia1234
|source= [https://commons.wikimedia.org/wiki/File:Flag_of_the_Tuvan_People's_Republic_%281933-1939%29.svg Flag of the Tuvinian People's Republic, 1933-1939]
}}
[[Category:Flags]]
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== Licensing ==
{{C-CC-BY-SA
|author=Lumia1234
|source= [https://commons.wikimedia.org/wiki/File:Flag_of_the_Tuvan_People's_Republic_%281933-1939%29.svg Flag of the Tuvinian People's Republic, 1933-1939]
}}
[[Category:Flags]]
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Category:CC-BY-SA images
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This category is for images that are under '''Creative Commons [http://creativecommons.org/licenses/by-sa/3.0/ Attribution-ShareAlike 3.0 Unported]''' license. Please add images to these category by using the proper [[:Category:Copyright templates|copyright template]].
[[Category:Images by copyright status]]
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File:Soviet Union.png
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== Licensing ==
{{C-PD-because|[http://commons.wikimedia.org/wiki/File:Flag_of_the_Soviet_Union.svg this work] is not an object of copyright according to Russian law.}}
[[Category:Flags]]
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== Licensing ==
{{C-PD-because|[http://commons.wikimedia.org/wiki/File:Flag_of_the_Soviet_Union.svg this work] is not an object of copyright according to Russian law.}}
[[Category:Flags]]
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File:Nationalist Spain.png
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== Licensing ==
{{C-CC-BY-SA
|author=[https://commons.wikimedia.org/wiki/User:SanchoPanzaXXI~commonswiki SanchoPanzaXXI]
|source= [https://commons.wikimedia.org/wiki/File:Flag_of_Spain_%281938_-_1945%29.svg State flag of the Spanish State from 1938 to...
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== Licensing ==
{{C-CC-BY-SA
|author=[https://commons.wikimedia.org/wiki/User:SanchoPanzaXXI~commonswiki SanchoPanzaXXI]
|source= [https://commons.wikimedia.org/wiki/File:Flag_of_Spain_%281938_-_1945%29.svg State flag of the Spanish State from 1938 to 1945.]
}}
[[Category:Flags]]
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File:Republican Spain.png
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== Licensing ==
{{C-CC-BY-SA
|author=[https://commons.wikimedia.org/wiki/User:SanchoPanzaXXI~commonswiki SanchoPanzaXXI]
|source= [https://commons.wikimedia.org/wiki/File:Flag_of_Spain_%281931_-_1939%29.svg Flag of Spain during the Second Spanish Repub...
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== Licensing ==
{{C-CC-BY-SA
|author=[https://commons.wikimedia.org/wiki/User:SanchoPanzaXXI~commonswiki SanchoPanzaXXI]
|source= [https://commons.wikimedia.org/wiki/File:Flag_of_Spain_%281931_-_1939%29.svg Flag of Spain during the Second Spanish Republic (1931-1939)]
}}
[[Category:Flags]]
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File:Sweden.png
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== Licensing ==
{{C-PD-because|[https://commons.wikimedia.org/wiki/File:Flag_of_Sweden_%283-2%29.svg it] consists entirely of information that is [[wikipedia:Threshold_of_originality|common property and contains no original authorship]].}}
[[Category:F...
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== Licensing ==
{{C-PD-because|[https://commons.wikimedia.org/wiki/File:Flag_of_Sweden_%283-2%29.svg it] consists entirely of information that is [[wikipedia:Threshold_of_originality|common property and contains no original authorship]].}}
[[Category:Flags]]
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File:Tibet.png
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== Licensing ==
{{C-PD-because|the author released [http://www.hoi3wiki.com/File:Tibet.png his work] into public domain.}}
[[Category:Flags]]
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== Licensing ==
{{C-PD-because|the author released [http://www.hoi3wiki.com/File:Tibet.png his work] into public domain.}}
[[Category:Flags]]
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File:Redcommandplan39.jpg
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== Summary ==
Sreenshot made by czar1111
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{{C-Paradox}}
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== Summary ==
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File:Redcommandextended39.jpg
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== Summary ==
Sreenshot made by czar1111
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== Summary ==
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== Licensing ==
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File:Redcommand39.jpg
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== Summary ==
Sreenshot made by czar1111
== Licensing ==
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File:Polandplan2 39.jpg
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== Summary ==
Sreenshot made by czar1111
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File:Polandplan3 39.jpg
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== Summary ==
Sreenshot made by czar1111
== Licensing ==
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File:Warsawsurrounded5thsept.jpg
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== Summary ==
Sreenshot made by czar1111
== Licensing ==
{{C-Paradox}}
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== Summary ==
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File:Rbgcommand39.jpg
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== Summary ==
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== Summary ==
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File:Rbcommandkberg39.jpg
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== Summary ==
Sreenshot made by czar1111
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== Summary ==
Sreenshot made by czar1111
== Licensing ==
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File:Rbcommandelbing39.jpg
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== Summary ==
Sreenshot made by czar1111
== Licensing ==
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== Licensing ==
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National Security
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An overview of what various nations would consider tolerable international conduct, 1936-41.
=== Spheres of Interest ===
The following were the approximate spheres of interest of the various nations. Interfering in a sphere of interest would have caused anything from alarm to a declaration of war depending on the relative power of the interferer and the extent of their action.
'''Great Britain''' - most of the world, barring perhaps Mongolia/[[Tannu Tuva]]/Siberia/Xinjiang.
'''France''' - countries neighboring French territories, Central & Eastern Europe.
'''Germany''' - countries neighboring German territories, Europe.
'''Italy''' - countries neighboring Italian territories, Mediterranean.
'''USSR''' - countries neighboring USSR.
'''Japan''' - countries neighboring Japanese territories, East and Southeast Asia.
'''USA''' - Americas, Greenland, Philippines, eastern China, Southeast Asia.
'''China''' - territories composing former Chinese Empire, including Manchuria, Mongolia, [[Tannu Tuva]], Xinjiang, and Tibet.
'''Small countries''' - immediate neighbors.
''Note that only Japan, USSR, and other warlords would have been likely to intervene against moves by Chinese warlords or Tibet. Pre-1937, Japan intervened in the Northeast south to Shanghai and west into Inner Mongolia. From the 1930s to 1954, the USSR interfered in Xinjiang and involved itself in Mongolia's border disputes with China and Manchukuo. Britain was the other major intervener in China, but avoided confrontation except when its concessions were threatened.''
=== Spheres of Influence ===
The following were the approximate spheres of influence of the various nations. Interfering in a sphere of influence would have led to a warning followed by a declaration of war in most cases.
'''Great Britain''' - the Americas & Greenland (in support of the US), Iceland, Ireland, Belgium, Holland, Norway, Denmark, France, Spain, Portugal, Egypt, South Africa, the Middle East (might have accepted a Saudi invasion of Yemen), Iran, Afghanistan?, Thailand (esp. Kra isthmus), Dutch East Indies, Australia, NZ.
'''USSR''' - Eastern Europe, Turkey?, Iran?, Afghanistan?, Mongolia.
'''Japan''' - Manchuria.
'''USA''' - Americas, Greenland, Philippines.
=== British Naval Security ===
A transport loaded with troops and headed into the Atlantic, or in the general direction of a British colony, would have been intercepted and stopped by the Royal Navy.
For instance, in February/March 1941, British colonial governments were advised to authorise military counter measures if the Japanese were to move into Thailand west of 100°E or south of 10°N or their warships were to move towards the Kra isthmus or cross the 6°N parallel between Malaya and Borneo.<ref>{{cite book | title=Britain, Southeast Asia and the onset of the Pacific war| author=Tarling, Nicholas| publisher=Cambridge University Press | year=1996 | id=ISBN 0-521-55346-6 | pages=225}}</ref>
=== The Monroe Doctrine and Western Hemispheric Security ===
US isolationism was a policy that essentially only applied to wars outside the Americas. Were a foreign imperial power to attempt to assert control over a part of the Western Hemisphere (including Greenland), the US would almost certainly respond militarily and with the support of other American states. In such a case, the British would probably also join in support.
Likewise, if one Latin American state were to attempt to conquer another, that state would have been met by an alliance of US-backed neighbors. The forming of coalitions to block expansionism was a constant feature of Latin America after independence. Since the late 19th century, coalition wars were replaced by US intervention and insistence on mediating over border disputes. The sentiment for isolationism did not contradict this - while avoiding World War I, for example, the US sent military expeditions to Mexico, Nicaragua, Haiti, and the Dominican Republic. Although interventionism was renounced in the Good Neighbor Policy of 1933, this policy in itself was aimed to reduce Latin American resentment and help unify the hemisphere in the face of potential foreign aggression.
=== The Soviet Union ===
===== The Soviet Union vs Germany =====
The Soviet Union would never have surrendered. Compare Stalin with Lenin and Chiang Kaishek. Despite unbelievable reverses in the Russian Civil War (Lenin) and the Sino-Japanese War (Chiang), both of these leaders fought on. Stalin was arguably more ferocious than either of these two and his USSR had more to lose. Lenin was facing the defeat of his revolution; Chiang, the recognition of puppet states; whereas Stalin was looking at the potential enslavement and extermination of his people.
The best peace terms that Germany could have got, without the war to the death that Hitler wanted, would probably have been something akin to Brest-Litovsk where the USSR acknowledged the "independence" of the non-Russian SRs. Lenin only accepted the terms of Brest-Litovsk because he had no army, and even then it was deeply unpopular. It seems unlikely that Hitler would have accepted a Brest-Litovsk prior to Stalingrad (if then) or that Stalin would have agreed to one after then.
There is simply no way that a Soviet leader would have accepted a western border at the Urals so long as they held territory to the west. They had all fought in the Civil War and knew the near-impossibility of reconquering Russia from Siberia.
===== The Soviet Far East =====
Siberia and the Far East, on the other hand, were more expendable. If a combined east-west offensive imperiled the existence of the USSR, it would probably have opted to cede large territories in the east until it could consolidate its hold on the west (similar to what happened in the Russian Civil War).
Depending on the composition of the invaders, such cessions might have included a combination of the following: "returning" Outer Manchuria and Vladivostok to Manchukuo, North Sakhalin to Japan, part of central Asia to Xinjiang, recognising the "independence" of a Far Eastern republic extending from Irkutsk or Baikal to perhaps Kamchatka and Chukotsk, recognising an "independent" Yakutia, and/or accepting Japanese influence over an enlarged Mongolia (Inner, Outer, [[Tannu Tuva]], ...?). Historically, a few of these cessions would probably have been enough to satisfy Japan. It's main aim was to protect the home islands and Manchuria - once a suitable buffer had been established, it would probably have been more interested in preserving a weakened but independent Russia than in conquering Siberia.
=== Integrity of China ===
Tibet, Xinjiang, [[Tannu Tuva]], Mongolia, and Manchuria were considered integral parts of China by both the KMT and the CCP. While a Great Power might have intervened in these areas without creating a war with China, any such act would have resulted in Chinese resentment (and probable denouncement by the US).
=== Southeast Asia ===
In 1922, Japan guaranteed the inviolability of the Dutch East Indies as part of a general agreement with the US, Britain, France and Holland to maintain the status quo in Southeast Asia.
===== US Attitude =====
With the exception of granting colonies independence, the US frowned upon any attempts to alter the 1922 status quo. Even the perfectly reasonable attempt by Siam to renegotiate its borders with [Vichy] French [[Indochina]] was met with unflinching US opposition, even though the British made efforts to persuade them otherwise.
Despite this attitude, the US refused to make any solid security guarantees to either the British or the Dutch. By July 1941, in the wake of Barbarossa, the US decided it would would respond to the next overt Japanese act with an economic embargo. This overt act was to be the Japanese push into southern Indochina later that month.
===== The Japanese move into Southern Indochina and the US Embargo =====
On July 23, Vichy permitted Japan to establish naval and air bases in Southern Indochina (troops began landing on July 28 - prior to this Japanese control did not extend south of Hanoi on the game map (an important historical detail that HOI2 ignores)). On July 26, FDR responded by freezing Japanese assets in the US. On August 17, the Japanese were told that if they took further steps toward military domination of their neighbors, the US would do whatever it deemed necessary to safeguard US interests. On December 3, FDR commented to the British that a Japanese attack on the Dutch East Indies would be easy to present to the US public as a threat to encircle the Philippines. This was enough to instill confidence in the British that America would join them in coming to Dutch aid if the East Indies were invaded.
The US response to Japan's move into southern Indochina was rather severe given that Japan was already in the north and the deployment of its troops south met no French resistance (indeed, the US acted before Japan actually moved in). This suggests that any further major act of aggression on Japan's part would have been met by war with the US. That realisation, plus the impact of the embargo, may have been instrumental in determining that Japan's next attack would fall on Pearl Harbor rather than Vladivostok (as British intelligence had believed in July).
{{Reflist}}
[[Category:Knowledge Base]]
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{{merge|Merger=Germany Strategy Guide}}
'''Germany''' is a [[major power]] in almost every scenario, and is the leader of the [[Axis]] powers. Germany is the most powerful of the traditional Axis countries and is also the most commonly played.
== Overview ==
For strategic guidance for playing Germany, see the [[Germany Strategy Guide]].
== Territory ==
Germany begins with a dominant territorial position in Central Europe.
* '''Capital:''' [[Berlin]]
== Resources ==
Germany is strong in most resources with a couple of notable exceptions.
=== Natural resources ===
Natural resources are plentiful, with sizeable surplus level of [[energy]] (from Germany's huge coal reserves). [[Oil]] is however almost non-existant, although during peacetime at least, Germany should be able to trade for whatever she needs and maintain growing stockpiles in all areas.
Due to Germany's hungry industrial base, [[rare material]]s are in short supply despite production. Prolonged wars will eventually starve the industry if trade can not be maintained for rares.
Germany has a large population which should be able to maintain most military building strategies well into a war, but heavy casualties will eventually drain her. Germany does well to build units which economize on manpower as main combatants, as the need for infantry and garrisons to fill in behind advances will require large amounts later.
Initial stockpiles are 1000 [[energy]], 1000 [[metal]], 500 [[rare material]], 500 [[oil]], 500 [[supplies]], 70 [[money]], and 850 [[manpower]]
=== Industry ===
Germany has a powerful industrial base, although it is concentrated in a few vulnerable areas of the country. Once Germany expands beyond her borders these will be harder for enemies to target, but will still need to be protected against strategic attack. As long as it is well fed, Germany's industry should be able to maintain healthy production of supplies and new units to support offensives, but if it falters, Germany will feel the pinch quickly. A side benefit is the large [[transportation capacity]] resulting from her [[IC]] level, although this will be necessary once Germany's empire expands and occupation of territory bleeds the [[TC]] level.
=== Infrastructure ===
Germany's basic infrastructure is superb, at 100% over nearly her entire territory (only [[Oppeln]] is at 80%). This allows rapid movement between east and west front.
Airbases are maintained throughout the country, although the number of full size airbases leaves room for growth. Besides Berlin, [[Breslau]] and [[Konigsberg]] are the only two airbases in the east, although both are level 10. [[Kassel]] and [[Munich]] are the only two other full size airbases. Six level 4 bases exist, with [[Rostock]], [[Kiel]], and [[Wilhelmshafen]] covering the north while [[Essen]], [[Frankfurt-am-Main]], and [[Stuttgart]] watch the west. Germany can look forward to peaceful acquisition of [[Vienna]], a level 10 airbase, as well as [[Innsbruck]] (level 4), [[Prague]] (level 3) and [[Memel]] (level 1).
Naval facilities are quite good for such limited coastline, with two full size ports facing the [[North Sea]] at [[Kiel]] and [[Wilhelmshaven]], and two further full size harbors at [[Rostock]] and [[Konigsberg]] on the [[Baltic Sea]].
== Military ==
Germany has a capable military in 1936. It is only of moderate size, with little advanced equipment, but all infantry are to current standard, and organization levels are very high for the period. The navy is incapable of substantial operations at this stage, but the air force is ready to begin supporting the army.
=== Static defenses ===
German static defenses are inadequate to provide much help against ground or air units. Germany should be on the offensive however, so the weak ground fortifications won't be greatly needed. The West Wall gives Germany a level one land fort in [[Aachen]], [[Cologne]], [[Saarbrucken]], [[Stuttgart]], and [[Freiburg]]. This won't stop anyone, but for the thin line left to face France while German forces mount attacks elsewhere, it is at least some help.
Antiaircraft defenses are scattered throughout the country, with more to the west. These will need to be beefed up if the Allies begin any kind of strategic air campaign. Major flak centers are [[Konigsberg]] (4), [[Essen]] (3), and [[Frankfurt-am-Main]] (3). Smaller flak nests (level 2) are stationed in [[Berlin]], [[Munich]], [[Stuttgart]], [[Saarbrucken]], [[Dortmund]], [[Kassel]], [[Magdeburg]], [[Breslau]], [[Rostock]], [[Hamburg]], and [[Wilhelmshafen]]. Level one defenses are found in [[Kiel]], [[Lubeck]], [[Leipzig]], and [[Nuremburg]].
=== Army ===
Germany's army is of moderate size (#8 in the world), but very good quality. The heart of the army is its infantry, with 36 divisions (#3 in the world) of [[Infantry 36|infantry]] divided amongst a dozen corps spread through the country. These are bolstered by a mix of brigades (4 [[artillery brigade]]s, 3 [[antitank brigade]]s, 2 [[engineer brigade]]s and an [[antiaircraft brigade]]). while Germany's industry provides a strong engine for steady growth, high organization levels give German units good capabilities early.
Germany's armored force is small but not bad compared to some competitors (#3 in the world). Its three [[light armor division I|type I light divisions]] are not very capable in 1936, but are the basis for Germany's future panzer juggernauts, and should be gaining experience, as they can be upgraded to regular armor later.
A single headquarters ([[Headquarters I|type I]]) is located in Berlin to begin with in 1936, and Germany will undoubtedly need more.
Germany has a strong stable of land commanders to begin with. See [[Generals of Germany]] for more info.
=== Air Force ===
Germany's air force is designed for tactical support of the land forces. Thus it begins 1936 with a force of 8 [[tactical bomber]] units and 3 [[interceptor]]s for the job. All of these units are type I, but both types may be upgraded immediately.
=== Navy ===
Germany's navy is of limited combat value outside of the Baltic Sea. It is led by two [[Battlecruiser|battlecruisers]], but both are Great War vintage, as are the three [[destroyer]] flotillas that accompany them in the Baltic Fleet. A more modern cruiser force is at hand, with two [[Heavy Cruiser|improved heavy cruisers]] and an [[Light Cruiser|improved light cruiser]] in the fleet as well as four basic light cruisers. One early light cruiser and a flotilla of early destroyers round out the surface fleet.
Germany also has the seeds of a [[submarine]] force, although the boats it begins with are limited. Two short-range flotillas and a single dive boat flotilla are in service to begin with.
Underway production will add another improved heavy cruiser, an early destroyer flotilla, and a short-range submarine flotilla to the fleet within the first three months of 1936.
== Technology ==
Germany has some strengths technologically, and has great research teams to give it the edge in other areas. The money to pay for the teams should be available in most circumstances as long as things don't turn to badly against Germany.
Germany's infantry tech is moderately advanced, with the [[early infantry division]] and [[semi-motorized cavalry division]] already discovered. Logistics are ahead of the game with [[rear area supply dumps]] and Germany has also the ability to build [[early mountain division]]s. Germany is poised to develop the [[basic motorized division]] and [[early marine division]].
Germany is at a basic level in armor tech, possessing the [[early tank]], but ready to develop the [[basic light tank]], [[basic heavy tank]], and [[early tank destroyer]]. [[Early field artillery]] is in service, as are [[early antitank artillery]] and [[early static antiaircraft artillery]]. Germany also has the capacity for [[basic antiaircraft brigade]]s and [[basic armored car]]s.
Germany has an advanced level of naval technology in surface combatants, already possessing improved technology for the [[light cruiser]]s, [[heavy cruiser]]s, [[battlecruiser]]s, and [[battleship]]s. She is on par with the [[medium range submarine]], but lags with only an [[early destroyer]] and [[Great War aircraft carrier]] design.
Germany has a balanced contemporary aircraft technology, with both [[early bomber]]s and [[early fighter]]s available, as well as a [[basic air transport]] design. Germany can branch out in any direction desired for aviation.
Industrial technology in Germany is well-rounded, with mechanized [[agriculture]], [[census tabulating]], basic [[oil refining]], and improved [[construction engineering]]. She lags however, needing basic [[machine tools]]. Advanced sciences are poised for development, as Germany has both a faculty for [[nuclear research]] and a [[rocket test and research facility]] capability.
German operational doctrines are very well advanced for all branches, compared to other nations, giving Germany a strong early advantage. German [[land doctrine]] is well advanced along the [[spearhead doctrine]], with [[delay doctrine]], [[elastic defense doctrine]], and [[schwerpunkt doctrine]] all developed. [[Naval doctrine]] is also well advanced along the lines of [[sealane interdiction doctrine]], with [[raider patrol doctrine]] and [[unrestricted submarine warfare doctrine]] developed. [[Air doctrine]] has been developed along the lines of [[battlefield destruction]] and [[operational destruction]], with [[dive bombing doctrine]] developed as well.
For information of research teams, see [[research teams of Germany]]
== Diplomacy ==
Germany is not in a strong position diplomatically. As leader of the [[Axis]], she is currently alone, with even like-minded nations such as [[Italy]] not wanting to ally. Meanwhile, most of her actions will sour relations with the western powers and possibly the Soviets as well if she is not careful. Germany has only minor diplomatic agreements in place in 1936:
* '''[[Non-agression pact]]s''': [[Soviet Union]], [[Poland]], [[Austria]], [[Turkey]]
* '''[[Independence guarantee]]s to''': [[Italy]], [[Sweden]], [[Turkey]], [[Poland]], [[Denmark]], [[Switzerland]], [[Bulgaria]], [[Yugoslavia]], [[Romania]], [[Austria]], [[Czechoslovakia]], [[Finland]]
* '''[[Territorial claim]]s on''': [[France]], [[Luxembourg]]
* '''[[Trade agreement]]s''':
** [[Soviet Union]]: 3 [[supplies]] for 10 [[oil]], 2 [[metal]], 4 rare; 5 supplies for 13 oil
** [[Netherlands]]: 1 supplies and 12 energy for 3 metal and 4 rare
** [[Italy]]: 20 energy for 2 supplies
** [[Sweden]]: 8 energy for 4 metal
== Domestic ==
Germany begins with a mixed bag of leaders, but with its political sliders set for hawkish authoritarian rule.
The [[head of state]] is [[Adolf Hitler]], a [[power-hungry demagogue]]. He is able to assuage the western powers as long as all out war doesn't break out, and will help gather the likes of Italy and Hungary into the Axis alliance. [[Head of government]] [[Rudolf Hess]], a [[silent workhorse]], is nice for the IC bonus, but makes diplomacy a good bit more expensive.
[[Foreign minister]] [[Constantin von Neurath]], a [[great compromiser]], is not very helpful early on, as Germany will have few allies to cajole, and has little need for independence guarantees. [[Armaments minister]] [[Werner von Blomberg]] is an infantry proponent, and good to have while advancing infantry tech. [[Rudolf Hess]] will only help if building a strategic bomber force, so is unlikely to be a good choice. [[Administrative genius]] [[Hjalmar Schacht]] will give a big IC bonus, but three [[resource industrialist]]s are also available ([[Johann Schwerin von Krosigk]], [[Franz Xavier-Schwarz]], and [[Konstantin Hierl]]), which will give an IC bonus as well as assist industrial research. [[Military entrepreneur]] [[Franz Seldte]] may help later when supply demands grow excessive. [[Laissez-faire capitalist]] [[Fritz Thyssen]] can keep [[consumer good]]s demand down, but this is usually not a great problem for Germany. Finally, [[Franz Xavier Ritter von Epp]] is a carbon copy of von Blomberg.
Security is in the hands of [[Wilhelm Frick]], a [[prince of terror]] which will help extract increased IC from foreign lands. The similar [[Kurt Daluege]] is also available for the [[Minister of Security]] job, as is the [[silent lawyer]] [[Franz Gurtner]], who will alleviate [[consumer good]]s demand. [[Head of intelligence]] is [[Wilhelm Canaris]], a [[dismal enigma]], who will help on intelligence across the board, but has no specialty. [[Carl von Schubert]], a [[logistics specialist]], will boost army intelligence, while [[political specialist]] [[Oskar von Hindenburg]] offers improved diplomatic chances during peacetime.
The military is led by [[chief of staff]] [[Ludwig Beck]], a believer in [[strategic manoeuvre]], allowing German units to move faster. [[Fritz Bayerlein]], of the school of [[small-unit leadership]], giving units great ability to regain organization losses. Finally, with a vision for [[strategic depth]], is [[Wilhelm Gruner]], able to give all units a bonus when defending. [[Chief of the army]] is [[Werner von Fritsch]], who employs the [[armored spearhead doctrine]]. [[Walter von Luttwitz]], with his [[decisive battle doctrine]], and [[Erich Ludendorff]], with an [[elastic defense doctrine]] are available replacements.
The navy is under the command of [[Erich Raeder]], employing [[decisive naval battle doctrine]] as [[chief of the navy]]. Potential replacement [[Ludwig Fulda]] is of similar doctrine, but [[Alfred Saalwachter]] instead offers an [[open seas doctrine]]. [[Chief of the air force]] is [[Hermann Goring]], who employs the air force as [[army aviation doctrine|army support]]. Replacement [[Karl Koller]] employs similar doctrine, but [[Carl Friedrich von Siemens]] and [[Ulrich Grauert]] would instead employ an [[air superiority doctrine]].
[[Category:Countries]]
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Japan
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[[Image:Jap-topbar.JPG]]
{{Country guides}}
==Overview==
{{Anthology}}
[[Japan]] must expand to thrive. Japan has the second weakest industrial base of all Major powers (better only than Italy), and limited resources. Japan is one of the most challenging, and also the most fun, major power to play because it requires a mastery of land and naval warfare. The need for expansion is not optional, as Japan will drive deep into the mountains of China to the jungles of Indonesia, and if successful far beyond.
==Technology==
* Industrial: Japan's highest priority are techs that boost IC, IC efficiency, production time and research efficiency. Generally, oil conversion techs are also important due to Japans lack of this resource. Try to always be a step ahead with decryption and encryption techs, as these will help you win naval battles. Manpower techs might be good, but if you choose to rely on puppets to supply the bulk of your infantry, these techs can be safely ignored until later in the war.
* Infantry: Good infantry and marines are essential, while cavalry and mountaineers are good but not necessary. Japan do begin with quite a few cavalry divisions, and it might be worthwhile keeping them up to date.
* Air force: Fighters and tactical and naval bombers are most important due to the great ranges necessary in Asia and the Pacific, but you can also build airfields near expected fronts and research interceptors and CAS.
* Navy: Aircraft Carriers and up-to-date support ships are a must, with Admiral Isoroku Yamamoto Japan can easily rival the US in leading the world in Naval Doctrine techs.
See a complete listing of all [[Japanese Tech Team]]s.
==Diplomacy==
===Alliances===
Japan begins the game with a puppet state Manchukuo, which is also its first ally. During the invasion of China, Japan will be prompted to create Mengukuko as a new puppet, which is always a good choice. Later in the game, Japan must decide whether or not to join the Axis. Joining the Axis too early is dangerous, as it will embroil Japan in a war against the Allies, and later, the Soviet Union. For these reasons, Japan does not typically join the Axis.
===Sliders===
Japan receives several free slider moves. Assuming a historical direction, Japan will have 6 hawk moves and 6 interventionism moves by 1939. Since only 2 of each are needed in 1936, both can be safely ignored. Therefore, early slider moves are best towards Central Planning, which will provide immediate IC bonuses. With Central Planning maxxed by 1937, in 1938 slider moves should drive towards Standing Army.
===Ministers===
Japan begins the game with decent ministers, but fortunately a good pool of alternatives. If Japan will listen to the demands after the 2-2-6 incident, no initial minister changes are worthwhile.
* '''Chief of the Army:''' Satoru provides a -15% supply consumption bonus
* '''Head of Intelligence:''' Shiro provides a +5% IC bonus
* '''Armaments Minister:''' Gotaro provides a +5% IC bonus, and +10% industrial research bonus
Before the Sino-Japanese war begins in the summer of 1937, minister changes are essentially "free" due to the reduction of dissent the war causes. Changes can include:
* '''Armaments Minister:''' Kazue provides +20% supplies
* '''Chief of the Army:''' Satoru provides a -15% supply consumption bonus
* '''Chef of the Navy:''' Jisaburo provides a minor carrier defensive bonus
* '''Chief of Staff:''' Tashiro provides a +20% org regain
* '''Minister of Security:''' Keisuke provides +15% foreign IC use, while Kesago provides manpower bonuses.
==Intelligence==
Japan will benefit from spying, particularly in stealing blueprints from the USA.
==Economy==
===Trading===
Japan has several resource shortages at the beginning of the game, including a deficit of rare materials and metal. In fact, without having Manchukuo as a puppet, Japan would have extreme resource shortages, which accurately reflects Japan's enormous reliance on foreign holdings to support its nascent industry. Japan's best trading partners are, in order:
* USA: Japan's best trade partner before war. Trading the USA for money is a great way to free-up IC used on consumer goods.
* Siam: Favorable trades, but not much to trade.
* Germany
* Italy
* Turkey
* Soviet Union
* France
===Industrial Production===
Early industrial production for Japan is not wise nor necessary, due to the early war with China. Japan needs to perform all upgrades to ensure all infantry are 1936. Airbase production can be helpful for islands, since airbases lift the fog of war for the adjacent sea province.
==Military==
===Army===
For Japan's existing military, some players prefer to remove island based garrisons in order to use them to quell dissent in occupied China. The Japanese military begins the game very heavily brigaded, with a huge amount of anti-aircraft brigades, and some anti-tank brigades. AA brigades will only slowdown mainland China infantry, but can provide some benefit to island garrisons.
For military production, Japan will rely heavily almost exclusively on Infantry without brigades and HQ units. Some players may also build Marines, Cavalry and Mountaineers for rapid movement in some terrain types. Militia can help bulk out Japan's armies in China, and are very affordable as Japan has lots of manpower to burn but not the best IC. Generally, Japan does not have the TC nor the fuel necessary for a serious motorized army until later in the game. After a summer of upgrades, Japan can build a nine-parallel run of infantry, creating around 45 infantry divisions before the war with China.
===Navy===
Mastery of the seas is vital for Japanese success. As such, the [[Naval Primer]] is required reading for a Japanese player, with particular focus on [[Carrier Task Force]]. All ships are useful, but carriers, light carriers, destroyers and submarines especially so.
The Japanese starting fleet is arguably the most powerful in the world, with the UK's Royal Navy being a close second. When the starting fleet is properly re-organized into a CTF and SAGs, the Japanese Navy is a formidable force. The main limitation of the older naval models is limited range, but these are still very useful for local defensive missions, particularly sub hunting. The entire starting fleet -- 97 vessels in total -- require 6.3 IC dedicated to supplies. A simple reorganization will create two SAG fleets (30 vessels each); two transport fleets (10 vessels each); a sub fleet (6 vessels); and a CTF fleet (3 carriers). The CTF, with a 3000 km range, is best accompanied by modern destroyers.
Despite its early dominance, Japan will need to dedicate considerable time and effort to its Navy, with a strong focus on carriers. No less than two parallel carrier builds should begin no later than 1938. Extra transports and convoy vessels are also particularly helpful.
===Air Force===
The vast distances and varied terrain over which Japan can expect combat make air power a good investment. The mountains and low infrastructure of China translate into long, ORG-sapping marches for your infantry, which means that anything you can do to ORG losses in combat is important. Bombers can keep Nationalist forces at low ORG, making for easy victories and a faster conquest of China. In the Pacific, the huge distances between island fortresses and both sides' dependence upon sea transport and supply means that careful use of aircraft give you freedom of movement and deny it to your enemies. However, Japan's relatively low IC means that fewer aircraft can be built and maintained. This forces Japan to concentrate on fewer types of aircraft than its primary opponent, the United States.
Japan starts with TAC, INT, and NAV. INT are less useful in the Pacific, due to their shorter range, but can still perform well, especially if you focus on Asia and Africa or even Europe rather than the US. As for bombers, Japan need only focus on TAC and NAV, though CAS can be great. STR are pointless in Asia, since IC is spread thin, and would only be useful against the USA after capturing Hawaii. Their high IC cost means that they will provide very little bang for their buck. TAC and NAV should be your highest aircraft priority. They benefit from the same doctrines and TAC is versatile enough to reduce ORG of land units and inflict some damage on ships. NAV is really a no-brainer for Japan.
Due to Japan's lack of IC, you might be tempted to skimp on ESC for your TAC and NAV. Don't. A couple of bad rounds of combat can end up costing more IC and time than it would have taken to build them in the first place.
==Events==
=== The 2-2-6 Incident ===
This event occurs on February 25, 1936:
* Crush this coup: Gain 1 dissent, 1 move to interventionism, 3 to democratic, 4 to political left, and 1 to closed society. Remain Paternal Autocrat.
* Listen to their demands: Gain 3 dissent, 2 moves to interventionism, 3 to authoritarian, 3 to political right, 3 to closed society, 1 to hawk lobby. Become a National Socialist nation. Minister changes include Shiro to Head of Intelligence, and the loss of Social Conservative ministers such as Gataro.
For a normal game, listening to demands is a far more powerful choice.
=== Anti-Comintern Pact===
Beginning in January, 1937, Germany will likely seek agreement in the anti-comintern pact. If it does, Japan has the following options:
* Sign the Pact: move 1 authoritarian, 1 interventionism.
* move 1 isolationism
=== Marco Polo Bridge Incident ===
This event is among the most important events for Japan, as it signals the beginning of the Sino-Japanese war. The event may fire anytime between June 1, 1937 and August 29, 1937.
* Teach the Chinese a Lesson: War with China. Loose 10 dissent, gain 1 interventionism, 2 moves to hawk, 50 new manpower.
* We Cannot Afford a War: Gain 3 dissent, move 1 to dove lobby, and 1 to isolationism.
=== Panay Incident ===
After the Nanjing Massacre, the Japanese attack US vessels:
* Compensation must be paid: Loose $500, and 1 move to isolationism
* Let them know fear: move 1 toward interventionism, loose 1 dissent, gain 1% belligerence.
=== Capture of Automedon ===
This event will occur sometime in 1940:
* These documents are important: Gain 1 interventionism, 1 hawk, and 1000 oil
* These documents are irrelevant: Move 1 isolationism, 1 dove lobby
=== The Fate of China ===
After a Japanese victory against China, Japan has three options:
* '''Install a loyal puppet:''' All existing Chinese warlords will be annexed. Nationalist China will be recreated in part, with Japanese holdings surrounding it. This is a powerful choice, and many players see this as the most gamey choice: Nationalist China will provide Japan an enormous number of free infantry.
* '''Carve up the Chinese lands:''' Japan will recreate four Chinese warlords as puppets, while Nationalist China will disappear. Each puppet is larger than they were in 1936, but still relatively weak. This is often considered the most historical option, since Japan did historically create two puppet enclaves. This option also prevents any one puppet from being ridiculously strong, while still being strong enough to provide Japan with some assistance.
* '''Total occupation:''' Japan will automatically annex all adversaries, with the exception of Sinkiang, and gain 3 dissent. Japan gains a total of 34 base IC with this option. In HoI2 and Doomsday, the partisan activity in such a massive land mass will seriously hurt Japan, and cripple Japanese [[TC]]. In Armageddon, partisan activity will disappear within 2 years, well in time for the war with the Allies.
===Changfukeng Incident===
This will occur between July 15, 1938 and September 20, 1938. The player does not have a choice about the effects, which are: loose 3 manpower, loose 500 supplies, move 1 hawk.
=== Tri-Partitate Pact ===
Beginning January, 1939, Germany will likely seek agreement in the Tri-Partiate Pact. This is a meaningless agreement in game terms. If Germany offers the pact, Japan has the following options:
* Sign the Pact: Gain 10 money, 1 move to interventionism
* This Pact is not Needed: Loose 10 money, move 1 isolationism.
===Nomonhan Incident===
This will occur between May 11, 1939 and September 20, 1939.
* We have lost this battle: Gain 1 dissent, loose 40 manpower, loose 1500 supplies, 1 step hawk.
* This defeat must be avenged: War with the Soviet Union. Gain 1 dissent, loose 40 manpower, loose 1500 supplies, 2 steps hawk.
=== Colonies of Vichy France ===
After Germany defeats France and creates Vichy, this event will fire (usually around June 26, 1941).
* Demand Indochina: Inherit all of Indochina, receive four garrison divisions.
* Demand Airbases: Gain 3 militia divisions, and two territories in Indochina.
* Demand Indochina and Madagascar: It is very likely Vichy will refuse this request. Otherwise, Japan will gain all of Indochina and Madagascar.
=== Pearl Harbor ===
As soon as the war against the USA starts you can choose to carry out the Surprise attack against Pearl Harbor or not.
If you do so you get
* Ambush Chance +30%
* Air and naval surprise chance +40%
* Land surprise chance + 20%
* one move towards hawk lobby
From now on there is a 10% chance every two months that the enemy recovers.
If Japan carries out the surprise attack the USA get
* -1 dissent
* +3 hawk lobby
* +4 interventionism
* +250 manpower
* +50 relations with UK
So the benefit for Japan is relatively small, the benefit for the USA is huge. So consider carefully which option you choose, only a very fast moving and very aggressive Japan will find that the bonus may outweigh the bonus for the USA. It is, however, gamey to "cancel the operation" when at war with the USA.
=== Japan pressures Siam ===
After the war with the Allies begins, this event will occur:
* Lean on Siam: Siam joins the Japanese Alliance
* Siam is Unimportant: No effect.
=== Siam aligns with Japan ===
In Armageddon this event fires as soon as Japan and Siam are in the same alliance, no matter how that happened:
* Siam becomes puppet state of Japan
==War==
Japan's militaristic expansion is the most complicated to manage of any other nation in the game. The war with China is fairly structured in terms of game events, and will proceed relatively easily. After a Japanese victory against China, however, Japan will not have any other events that lead into war until Pearl Harbor at the end of 1941.
=== Sino-Japan War ===
China has large tracts of land with low infrastructure and difficult terrain, so victory will not be swift: defeating China in one year is a good goal. All available forces can be dedicated to the war effort since Japan has complete naval supremacy over its neighbors: no invasion of the home islands, for example, is possible. Japan begins the game with three HQ units which is a reasonable amount to have for a successful Chinese campaign.
Japan's strategy during the war is to drive to complete annexation, and this can be achieved generally through force overruns, since the Japanese infantry and land doctrines are more advanced. Additionally, Japan can benefit from amphibious landings to split the Chinese force. Note that attacking the warlords (with the obvious exception of Shanxi) is not necessary and best avoided, since after the defeat of Japan they will capitulate. Otherwise, attacking a warlord means their nation and army will be annexed by Nationalist China after they've lost a few provinces. Communist China is not a typical warlord, and does not always join the war against Japan, but if it has it will be a thorn in Japan's side. The Communists have very defensible terrain due to land forts, mountainous terrain, and rivers. A containment strategy is effective -- dealing with them only after Nationalist China has been defeated.
==== Partisans ====
During your advance (and later, occupation) partisans will prove to be a very annoying menace. This is especially true in HoI2 and Doomsday, but not in Armageddon. Partisans reduce your transport capacity and will likely spark random province revolts. Since Japan starts the game with 31 garrisons, a good portion of these can be redeployed to reduce the partisan rating of occupied provinces. Each garrison exerts influence not only in the province where it is stationed, but in adjacent provinces as well. Therefore it's not necessary to have a garrison in each province, and many players use a checker board pattern. Mountaineers are the best weapon in dealing with revolts, since the vast majority of China is mountainous.
=== Japanese-Soviet War ===
Historically Japan had several skirmishes with the Soviets which eventually led to Japan attempting to increase its borders by a few kilometers into Mongolia. The game models these essentially tactical level battles via events in 1938 and 1939. The Nomonhan Incident event will allow the player to declare war on the USSR. If Japan attempts to take on the Soviet Union in 1939, it will be an uphill battle. Japan will at best acheive a stalemate or some few gains in Siberia until the germans attack; when they do, Soviet is likely doomed.
Some players suggest attacking the USSR immediately after Germany's Barbarrossa. This would allow Japan a fairly easy battle against the Soviet Union, especially by attacking through Sinkiang. This soft underbelly of the USSR will have vast amounts of resources and industry in a relatively short distance. Due to this extreme Soviet weaknesses, most players view this as a gamey strategy.
=== Pacific War ===
Planning the war against the Allies is incredibly complex, far more than the planning required for any other nation. Specifically, Japan must develop distinct plans for:
* Far West: formerly the border of Sinkiang, now Japan borders British India and Pakistan. This presents the fastest opportunity to take India.
* South East Asia: Japanese border with British Burma. This is a difficult border and movement will be slow.
* Hong Kong: British stronghold
* Malaysia: Enormous source of British rare materials, with almost no defenses.
* Indonesia: Annex the Netherlands government in exile after taking just 7 VP territories, usually without any defenses.
* Philippines: A US puppet close to the homeland.
* Australia: A friendly harbor for US and British forces
* Pacific Islands: Guam, Wake Island, Midway, Johnson Island & Hawaii
A veteran HoI2 player can achieve all these objectives as Japan in less than 6 months. In fact, the key to such sweeping success is extremely rapid movement, as giving the enemy time to recover, especially the USA, will lead to disastrous results. Historically, Japan understood that while Malaysia and Indonesia were its main targets, the USA would ultimately interfere with its expansionism. For this reason, Japan's first most important target are the US Pacific Islands followed by the Philippines.
At least one major naval battle will occur, likely early in the war. The British fleet is no concern, but the US Navy will have a fairly powerful fleet. It is very important to engage relatively early (before the USA begins massive carrier building programs), and ensure enough carriers are in the battle. Typically, an eight carrier engagement (two 12 CTF fleets, for example) with 1941 CAG upgrades are sufficient. With advanced naval doctrines and upgraded CAGs, the US Navy will suffer a devastating blow. So long as at least one US carrier remains in the battle, Japanese carriers will continue sinking US ships beyond firing range.
Pacific Islands, Malaysia, the Philippines, Indonesia, Burma and India all cause zero dissent when captured. This makes it possible for Japanese TC to remain green despite tremendous expansion of the empire. Australia, however, has very high dissent when territories are taken, and garrisons are essential for quelling future revolts. Due to the horrible landscape and infrastructure, try to capture provinces using troops from transports. Even after troops make landfall, instead of moving them on the ground, load them back onto transports to take the next territory. It is not necessary to take every province when attacking the Netherlands, Philippines, and Australia: focus on the VP provinces for annexation.
=== Beyond the Pacific ===
After a complete conquest of the Pacific Theater, what will Japan do? Japan has three distinct options:
* Defense: Defend all pacific islands captured, continue fleet building, and see how long you can last against the US Navy. This is the most realistic option.
* Soviet War: Considering the Pacific War can be won by the summer of 1942, the German offensive against the Soviet Union has likely begun to stall. This option is fairly realistic considering past tension with the USSR. The Soviet far east, in particular, had long been sought after by Japan, and the nation of Primorsk can be released.
* USA mainland: This can be challenging, but also surprisingly easy. The invasion route is simply: San Diego --> Panama --> New York. Focus all efforts on the North Eastern USA, as that will hurt the US the most.
==== Defensive Strategy ====
An effective defense relies on a good offense. Japan can take all islands in the Pacific and garrison them. Some islands, such as the Aleutian Islands in the North and Christmas Island in the South, can be a good place to build naval bases. A naval base on Christmas island can later be used to capture Panama, and make US naval travel a little more difficult. Airbases are also very useful, since they lift the fog of war for adjacent sea provinces, so massive airbase building and deployment to islands is helpful. Moreover, airbases provide a staging ground for naval bombers.
==== Soviet Far East Strategy ====
A good attack on the USSR needs a lot of cavalry or motorized infantry to quickly grab VP provinces before they can respond.
====US Mainland Strategy ====
== Gaming the System ==
Considerable abuse of the AI and game system (e.g. "gamey tactics") are possible. Almost all [[gamey tactics]] are completely ahistorical and unrealistic, and many players consider them cheating. For example, a puppet Nationalist China is extremely powerful, producing hordes of infantry. Even Communist China can be made into a puppet through a peace deal, giving Japan access to excellent commanders and a relatively advanced army of infantry and mountaineers.
===Colonies===
==== Persio-Japan War ====
The year is 1936, we're in August and Persia is the key toward the world. Declaring war will be easy because most nations ignore the Persians. Landing in Persia is easy because they don't idolize a navy and can't stand up toward your mighty armada of death. you will need about 5 infantry units and 7 militias. once conquering Persia you will have entries into the middle east, Soviet union, Afghanistan, and India. Build up all troops into Persia and create garrison borders around you colony.
==== Congo-Japan War ====
After Persian Victory, you are at war at china. play correctly and you will win by 1938. This gives you 3 years until the next major war. During this period, Japan is having a peaceful year. We can change this. Quickly declare war on Belgium and land in there colonies. They never bother to defend them. After your conquest of colonies, build up units and hit the main land. Taking Belgium will give you a french entry point. More importantly, Ireland.
==== Ireo-Japan War ====
With your colonies, you are in the early 1939 period. Declare war on Ireland because they are weakly defended. land in the ireland with 2 Tanks and 1 infantry. Push them away from Dublin and move them west. soon Ireland is beaten and you have a great colonized empire.
==== Advantages ====
Now you can attack France from Brest, North east France and all of western Africa. Once you conquer France, you should offer an Axis alliance so you can create the massive mega power.
== Further strategy guides ==
* [[Colonial Empire An Alternative Strategy for Japan]] – A strategy guide for Japan in the 1936 Campaign
* [[Japan Conquering the world - in Very Hard difficulty level]] – This is a strategy guide for playing an ahistorical way of conquering the world.
[[Category:National Strategy]]
[[Category:Countries]]
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{{Country guides}}
==Overview==
{{Anthology}}
[[Japan]] must expand to thrive. Japan has the second weakest industrial base of all Major powers (better only than Italy), and limited resources. Japan is one of the most challenging, and also the most fun, major power to play because it requires a mastery of land and naval warfare. The need for expansion is not optional, as Japan will drive deep into the mountains of China to the jungles of Indonesia, and if successful far beyond.
==Technology==
* Industrial: Japan's highest priority are techs that boost IC, IC efficiency, production time and research efficiency. Generally, oil conversion techs are also important due to Japans lack of this resource. Try to always be a step ahead with decryption and encryption techs, as these will help you win naval battles. Manpower techs might be good, but if you choose to rely on puppets to supply the bulk of your infantry, these techs can be safely ignored until later in the war.
* Infantry: Good infantry and marines are essential, while cavalry and mountaineers are good but not necessary. Japan do begin with quite a few cavalry divisions, and it might be worthwhile keeping them up to date.
* Air force: Fighters and tactical and naval bombers are most important due to the great ranges necessary in Asia and the Pacific, but you can also build airfields near expected fronts and research interceptors and CAS.
* Navy: Aircraft Carriers and up-to-date support ships are a must, with Admiral Isoroku Yamamoto Japan can easily rival the US in leading the world in Naval Doctrine techs.
See a complete listing of all [[Japanese Tech Team]]s.
==Diplomacy==
===Alliances===
Japan begins the game with a puppet state Manchukuo, which is also its first ally. During the invasion of China, Japan will be prompted to create Mengukuko as a new puppet, which is always a good choice. Later in the game, Japan must decide whether or not to join the Axis. Joining the Axis too early is dangerous, as it will embroil Japan in a war against the Allies, and later, the Soviet Union. For these reasons, Japan does not typically join the Axis.
===Sliders===
Japan receives several free slider moves. Assuming a historical direction, Japan will have 6 hawk moves and 6 interventionism moves by 1939. Since only 2 of each are needed in 1936, both can be safely ignored. Therefore, early slider moves are best towards Central Planning, which will provide immediate IC bonuses. With Central Planning maxxed by 1937, in 1938 slider moves should drive towards Standing Army.
===Ministers===
Japan begins the game with decent ministers, but fortunately a good pool of alternatives. If Japan will listen to the demands after the 2-2-6 incident, no initial minister changes are worthwhile.
* '''Chief of the Army:''' Satoru provides a -15% supply consumption bonus
* '''Head of Intelligence:''' Shiro provides a +5% IC bonus
* '''Armaments Minister:''' Gotaro provides a +5% IC bonus, and +10% industrial research bonus
Before the Sino-Japanese war begins in the summer of 1937, minister changes are essentially "free" due to the reduction of dissent the war causes. Changes can include:
* '''Armaments Minister:''' Kazue provides +20% supplies
* '''Chief of the Army:''' Satoru provides a -15% supply consumption bonus
* '''Chef of the Navy:''' Jisaburo provides a minor carrier defensive bonus
* '''Chief of Staff:''' Tashiro provides a +20% org regain
* '''Minister of Security:''' Keisuke provides +15% foreign IC use, while Kesago provides manpower bonuses.
==Intelligence==
Japan will benefit from spying, particularly in stealing blueprints from the USA.
==Economy==
===Trading===
Japan has several resource shortages at the beginning of the game, including a deficit of rare materials and metal. In fact, without having Manchukuo as a puppet, Japan would have extreme resource shortages, which accurately reflects Japan's enormous reliance on foreign holdings to support its nascent industry. Japan's best trading partners are, in order:
* USA: Japan's best trade partner before war. Trading the USA for money is a great way to free-up IC used on consumer goods.
* Siam: Favorable trades, but not much to trade.
* Germany
* Italy
* Turkey
* Soviet Union
* France
===Industrial Production===
Early industrial production for Japan is not wise nor necessary, due to the early war with China. Japan needs to perform all upgrades to ensure all infantry are 1936. Airbase production can be helpful for islands, since airbases lift the fog of war for the adjacent sea province.
==Military==
===Army===
For Japan's existing military, some players prefer to remove island based garrisons in order to use them to quell dissent in occupied China. The Japanese military begins the game very heavily brigaded, with a huge amount of anti-aircraft brigades, and some anti-tank brigades. AA brigades will only slowdown mainland China infantry, but can provide some benefit to island garrisons.
For military production, Japan will rely heavily almost exclusively on Infantry without brigades and HQ units. Some players may also build Marines, Cavalry and Mountaineers for rapid movement in some terrain types. Militia can help bulk out Japan's armies in China, and are very affordable as Japan has lots of manpower to burn but not the best IC. Generally, Japan does not have the TC nor the fuel necessary for a serious motorized army until later in the game. After a summer of upgrades, Japan can build a nine-parallel run of infantry, creating around 45 infantry divisions before the war with China.
===Navy===
Mastery of the seas is vital for Japanese success. As such, the [[Naval Primer]] is required reading for a Japanese player, with particular focus on [[Carrier Task Force]]. All ships are useful, but carriers, light carriers, destroyers and submarines especially so.
The Japanese starting fleet is arguably the most powerful in the world, with the UK's Royal Navy being a close second. When the starting fleet is properly re-organized into a CTF and SAGs, the Japanese Navy is a formidable force. The main limitation of the older naval models is limited range, but these are still very useful for local defensive missions, particularly sub hunting. The entire starting fleet -- 97 vessels in total -- require 6.3 IC dedicated to supplies. A simple reorganization will create two SAG fleets (30 vessels each); two transport fleets (10 vessels each); a sub fleet (6 vessels); and a CTF fleet (3 carriers). The CTF, with a 3000 km range, is best accompanied by modern destroyers.
Despite its early dominance, Japan will need to dedicate considerable time and effort to its Navy, with a strong focus on carriers. No less than two parallel carrier builds should begin no later than 1938. Extra transports and convoy vessels are also particularly helpful.
===Air Force===
The vast distances and varied terrain over which Japan can expect combat make air power a good investment. The mountains and low infrastructure of China translate into long, ORG-sapping marches for your infantry, which means that anything you can do to ORG losses in combat is important. Bombers can keep Nationalist forces at low ORG, making for easy victories and a faster conquest of China. In the Pacific, the huge distances between island fortresses and both sides' dependence upon sea transport and supply means that careful use of aircraft give you freedom of movement and deny it to your enemies. However, Japan's relatively low IC means that fewer aircraft can be built and maintained. This forces Japan to concentrate on fewer types of aircraft than its primary opponent, the United States.
Japan starts with TAC, INT, and NAV. INT are less useful in the Pacific, due to their shorter range, but can still perform well, especially if you focus on Asia and Africa or even Europe rather than the US. As for bombers, Japan need only focus on TAC and NAV, though CAS can be great. STR are pointless in Asia, since IC is spread thin, and would only be useful against the USA after capturing Hawaii. Their high IC cost means that they will provide very little bang for their buck. TAC and NAV should be your highest aircraft priority. They benefit from the same doctrines and TAC is versatile enough to reduce ORG of land units and inflict some damage on ships. NAV is really a no-brainer for Japan.
Due to Japan's lack of IC, you might be tempted to skimp on ESC for your TAC and NAV. Don't. A couple of bad rounds of combat can end up costing more IC and time than it would have taken to build them in the first place.
==Events==
=== The 2-2-6 Incident ===
This event occurs on February 25, 1936:
* Crush this coup: Gain 1 dissent, 1 move to interventionism, 3 to democratic, 4 to political left, and 1 to closed society. Remain Paternal Autocrat.
* Listen to their demands: Gain 3 dissent, 2 moves to interventionism, 3 to authoritarian, 3 to political right, 3 to closed society, 1 to hawk lobby. Become a National Socialist nation. Minister changes include Shiro to Head of Intelligence, and the loss of Social Conservative ministers such as Gataro.
For a normal game, listening to demands is a far more powerful choice.
=== Anti-Comintern Pact===
Beginning in January, 1937, Germany will likely seek agreement in the anti-comintern pact. If it does, Japan has the following options:
* Sign the Pact: move 1 authoritarian, 1 interventionism.
* move 1 isolationism
=== Marco Polo Bridge Incident ===
This event is among the most important events for Japan, as it signals the beginning of the Sino-Japanese war. The event may fire anytime between June 1, 1937 and August 29, 1937.
* Teach the Chinese a Lesson: War with China. Loose 10 dissent, gain 1 interventionism, 2 moves to hawk, 50 new manpower.
* We Cannot Afford a War: Gain 3 dissent, move 1 to dove lobby, and 1 to isolationism.
=== Panay Incident ===
After the Nanjing Massacre, the Japanese attack US vessels:
* Compensation must be paid: Loose $500, and 1 move to isolationism
* Let them know fear: move 1 toward interventionism, loose 1 dissent, gain 1% belligerence.
=== Capture of Automedon ===
This event will occur sometime in 1940:
* These documents are important: Gain 1 interventionism, 1 hawk, and 1000 oil
* These documents are irrelevant: Move 1 isolationism, 1 dove lobby
=== The Fate of China ===
After a Japanese victory against China, Japan has three options:
* '''Install a loyal puppet:''' All existing Chinese warlords will be annexed. Nationalist China will be recreated in part, with Japanese holdings surrounding it. This is a powerful choice, and many players see this as the most gamey choice: Nationalist China will provide Japan an enormous number of free infantry.
* '''Carve up the Chinese lands:''' Japan will recreate four Chinese warlords as puppets, while Nationalist China will disappear. Each puppet is larger than they were in 1936, but still relatively weak. This is often considered the most historical option, since Japan did historically create two puppet enclaves. This option also prevents any one puppet from being ridiculously strong, while still being strong enough to provide Japan with some assistance.
* '''Total occupation:''' Japan will automatically annex all adversaries, with the exception of Sinkiang, and gain 3 dissent. Japan gains a total of 34 base IC with this option. In HoI2 and Doomsday, the partisan activity in such a massive land mass will seriously hurt Japan, and cripple Japanese [[TC]]. In Armageddon, partisan activity will disappear within 2 years, well in time for the war with the Allies.
===Changfukeng Incident===
This will occur between July 15, 1938 and September 20, 1938. The player does not have a choice about the effects, which are: loose 3 manpower, loose 500 supplies, move 1 hawk.
=== Tri-Partitate Pact ===
Beginning January, 1939, Germany will likely seek agreement in the Tri-Partiate Pact. This is a meaningless agreement in game terms. If Germany offers the pact, Japan has the following options:
* Sign the Pact: Gain 10 money, 1 move to interventionism
* This Pact is not Needed: Loose 10 money, move 1 isolationism.
===Nomonhan Incident===
This will occur between May 11, 1939 and September 20, 1939.
* We have lost this battle: Gain 1 dissent, loose 40 manpower, loose 1500 supplies, 1 step hawk.
* This defeat must be avenged: War with the Soviet Union. Gain 1 dissent, loose 40 manpower, loose 1500 supplies, 2 steps hawk.
=== Colonies of Vichy France ===
After Germany defeats France and creates Vichy, this event will fire (usually around June 26, 1941).
* Demand Indochina: Inherit all of Indochina, receive four garrison divisions.
* Demand Airbases: Gain 3 militia divisions, and two territories in Indochina.
* Demand Indochina and Madagascar: It is very likely Vichy will refuse this request. Otherwise, Japan will gain all of Indochina and Madagascar.
=== Pearl Harbor ===
As soon as the war against the USA starts you can choose to carry out the Surprise attack against Pearl Harbor or not.
If you do so you get
* Ambush Chance +30%
* Air and naval surprise chance +40%
* Land surprise chance + 20%
* one move towards hawk lobby
From now on there is a 10% chance every two months that the enemy recovers.
If Japan carries out the surprise attack the USA get
* -1 dissent
* +3 hawk lobby
* +4 interventionism
* +250 manpower
* +50 relations with UK
So the benefit for Japan is relatively small, the benefit for the USA is huge. So consider carefully which option you choose, only a very fast moving and very aggressive Japan will find that the bonus may outweigh the bonus for the USA. It is, however, gamey to "cancel the operation" when at war with the USA.
=== Japan pressures Siam ===
After the war with the Allies begins, this event will occur:
* Lean on Siam: Siam joins the Japanese Alliance
* Siam is Unimportant: No effect.
=== Siam aligns with Japan ===
In Armageddon this event fires as soon as Japan and Siam are in the same alliance, no matter how that happened:
* Siam becomes puppet state of Japan
==War==
Japan's militaristic expansion is the most complicated to manage of any other nation in the game. The war with China is fairly structured in terms of game events, and will proceed relatively easily. After a Japanese victory against China, however, Japan will not have any other events that lead into war until Pearl Harbor at the end of 1941.
=== Sino-Japan War ===
China has large tracts of land with low infrastructure and difficult terrain, so victory will not be swift: defeating China in one year is a good goal. All available forces can be dedicated to the war effort since Japan has complete naval supremacy over its neighbors: no invasion of the home islands, for example, is possible. Japan begins the game with three HQ units which is a reasonable amount to have for a successful Chinese campaign.
Japan's strategy during the war is to drive to complete annexation, and this can be achieved generally through force overruns, since the Japanese infantry and land doctrines are more advanced. Additionally, Japan can benefit from amphibious landings to split the Chinese force. Note that attacking the warlords (with the obvious exception of Shanxi) is not necessary and best avoided, since after the defeat of Japan they will capitulate. Otherwise, attacking a warlord means their nation and army will be annexed by Nationalist China after they've lost a few provinces. Communist China is not a typical warlord, and does not always join the war against Japan, but if it has it will be a thorn in Japan's side. The Communists have very defensible terrain due to land forts, mountainous terrain, and rivers. A containment strategy is effective -- dealing with them only after Nationalist China has been defeated.
==== Partisans ====
During your advance (and later, occupation) partisans will prove to be a very annoying menace. This is especially true in HoI2 and Doomsday, but not in Armageddon. Partisans reduce your transport capacity and will likely spark random province revolts. Since Japan starts the game with 31 garrisons, a good portion of these can be redeployed to reduce the partisan rating of occupied provinces. Each garrison exerts influence not only in the province where it is stationed, but in adjacent provinces as well. Therefore it's not necessary to have a garrison in each province, and many players use a checker board pattern. Mountaineers are the best weapon in dealing with revolts, since the vast majority of China is mountainous.
=== Japanese-Soviet War ===
Historically Japan had several skirmishes with the Soviets which eventually led to Japan attempting to increase its borders by a few kilometers into Mongolia. The game models these essentially tactical level battles via events in 1938 and 1939. The Nomonhan Incident event will allow the player to declare war on the USSR. If Japan attempts to take on the Soviet Union in 1939, it will be an uphill battle. Japan will at best acheive a stalemate or some few gains in Siberia until the germans attack; when they do, Soviet is likely doomed.
Some players suggest attacking the USSR immediately after Germany's Barbarrossa. This would allow Japan a fairly easy battle against the Soviet Union, especially by attacking through Sinkiang. This soft underbelly of the USSR will have vast amounts of resources and industry in a relatively short distance. Due to this extreme Soviet weaknesses, most players view this as a gamey strategy.
=== Pacific War ===
Planning the war against the Allies is incredibly complex, far more than the planning required for any other nation. Specifically, Japan must develop distinct plans for:
* Far West: formerly the border of Sinkiang, now Japan borders British India and Pakistan. This presents the fastest opportunity to take India.
* South East Asia: Japanese border with British Burma. This is a difficult border and movement will be slow.
* Hong Kong: British stronghold
* Malaysia: Enormous source of British rare materials, with almost no defenses.
* Indonesia: Annex the Netherlands government in exile after taking just 7 VP territories, usually without any defenses.
* Philippines: A US puppet close to the homeland.
* Australia: A friendly harbor for US and British forces
* Pacific Islands: Guam, Wake Island, Midway, Johnson Island & Hawaii
A veteran HoI2 player can achieve all these objectives as Japan in less than 6 months. In fact, the key to such sweeping success is extremely rapid movement, as giving the enemy time to recover, especially the USA, will lead to disastrous results. Historically, Japan understood that while Malaysia and Indonesia were its main targets, the USA would ultimately interfere with its expansionism. For this reason, Japan's first most important target are the US Pacific Islands followed by the Philippines.
At least one major naval battle will occur, likely early in the war. The British fleet is no concern, but the US Navy will have a fairly powerful fleet. It is very important to engage relatively early (before the USA begins massive carrier building programs), and ensure enough carriers are in the battle. Typically, an eight carrier engagement (two 12 CTF fleets, for example) with 1941 CAG upgrades are sufficient. With advanced naval doctrines and upgraded CAGs, the US Navy will suffer a devastating blow. So long as at least one US carrier remains in the battle, Japanese carriers will continue sinking US ships beyond firing range.
Pacific Islands, Malaysia, the Philippines, Indonesia, Burma and India all cause zero dissent when captured. This makes it possible for Japanese TC to remain green despite tremendous expansion of the empire. Australia, however, has very high dissent when territories are taken, and garrisons are essential for quelling future revolts. Due to the horrible landscape and infrastructure, try to capture provinces using troops from transports. Even after troops make landfall, instead of moving them on the ground, load them back onto transports to take the next territory. It is not necessary to take every province when attacking the Netherlands, Philippines, and Australia: focus on the VP provinces for annexation.
=== Beyond the Pacific ===
After a complete conquest of the Pacific Theater, what will Japan do? Japan has three distinct options:
* Defense: Defend all pacific islands captured, continue fleet building, and see how long you can last against the US Navy. This is the most realistic option.
* Soviet War: Considering the Pacific War can be won by the summer of 1942, the German offensive against the Soviet Union has likely begun to stall. This option is fairly realistic considering past tension with the USSR. The Soviet far east, in particular, had long been sought after by Japan, and the nation of Primorsk can be released.
* USA mainland: This can be challenging, but also surprisingly easy. The invasion route is simply: San Diego --> Panama --> New York. Focus all efforts on the North Eastern USA, as that will hurt the US the most.
==== Defensive Strategy ====
An effective defense relies on a good offense. Japan can take all islands in the Pacific and garrison them. Some islands, such as the Aleutian Islands in the North and Christmas Island in the South, can be a good place to build naval bases. A naval base on Christmas island can later be used to capture Panama, and make US naval travel a little more difficult. Airbases are also very useful, since they lift the fog of war for adjacent sea provinces, so massive airbase building and deployment to islands is helpful. Moreover, airbases provide a staging ground for naval bombers.
==== Soviet Far East Strategy ====
A good attack on the USSR needs a lot of cavalry or motorized infantry to quickly grab VP provinces before they can respond.
====US Mainland Strategy ====
== Gaming the System ==
Considerable abuse of the AI and game system (e.g. "gamey tactics") are possible. Almost all [[gamey tactics]] are completely ahistorical and unrealistic, and many players consider them cheating. For example, a puppet Nationalist China is extremely powerful, producing hordes of infantry. Even Communist China can be made into a puppet through a peace deal, giving Japan access to excellent commanders and a relatively advanced army of infantry and mountaineers.
===Colonies===
==== Persio-Japan War ====
The year is 1936, we're in August and Persia is the key toward the world. Declaring war will be easy because most nations ignore the Persians. Landing in Persia is easy because they don't idolize a navy and can't stand up toward your mighty armada of death. you will need about 5 infantry units and 7 militias. once conquering Persia you will have entries into the middle east, Soviet union, Afghanistan, and India. Build up all troops into Persia and create garrison borders around you colony.
==== Congo-Japan War ====
After Persian Victory, you are at war at china. play correctly and you will win by 1938. This gives you 3 years until the next major war. During this period, Japan is having a peaceful year. We can change this. Quickly declare war on Belgium and land in there colonies. They never bother to defend them. After your conquest of colonies, build up units and hit the main land. Taking Belgium will give you a french entry point. More importantly, Ireland.
==== Ireo-Japan War ====
With your colonies, you are in the early 1939 period. Declare war on Ireland because they are weakly defended. land in the ireland with 2 Tanks and 1 infantry. Push them away from Dublin and move them west. soon Ireland is beaten and you have a great colonized empire.
==== Advantages ====
Now you can attack France from Brest, North east France and all of western Africa. Once you conquer France, you should offer an Axis alliance so you can create the massive mega power.
== Further strategy guides ==
* [[Colonial Empire An Alternative Strategy for Japan]] – A strategy guide for Japan in the 1936 Campaign
* [[Japan Conquering the world - in Very Hard difficulty level]] – This is a strategy guide for playing an ahistorical way of conquering the world.
[[Category:National Strategy]]
[[Category:Countries]]
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{{Country guides}}
{{USAStrategyGuides}}
==Overview==
The United States is perhaps the easiest nation to play. The USA is separated from hostile nations by two huge oceans, and it also has the highest industrial capacity of all nations. The resource production of the USA is the best in the game as well, with enough resources to supply the nation's entire industrial base even after considerable growth. For these reasons, a player can choose nearly any strategy with the USA for a successful game.
The USA starts with a solid navy, but is exceedingly weak in most other regards. The army is a skeleton crew, the airforce moderate and starting tech poor (aside from industrial and naval). Worse, isolationist policies hamstring the nation and lock you into a high percent of consumer goods production. Your industrial base is massive and has even greater potentital, plus you have the resources on your home soil to properly exploit industrial expansion . Your tech teams are excellent, allowing you to pursue several possible strategic avenues. The USA has the potential to do just about anything you want.
==Technology==
The USA has some of the best research teams in the world, second only to Germany overall. The US does start significantly behind other major nations in starting technologies, however. The US land doctrine of Superior Firepower is one of the worst trees possible, becoming truly effectively only after 1944. Some players may choose to abandon this tree for that reason, however doing so could be considered [[gamey tactics|gamey]] since the US is tremendously overpowered in every other respect.
By August, 1937, it is possible for the USA to have researched ''every'' 1936 and 1937 technology.
==Diplomacy==
===Alliances===
The USA has various alliance possibilities. The most obvious alliance is with the Allies, however a Fascist USA or a Communist USA are possible.
===Sliders===
The USA's weakest point are its political sliders. The USA begins the game with only one positive slider position: Free Market. The sliders for Drafted Army, Dove Lobby, and Isolationism are all set to the extreme worst position.
===Ministers===
Total slider moves by events:
Drafted Army:-1
Hawk: +10
Interventionism:+8
==Intelligence==
The USA creates more money than any other nation in the game, making it particularly well suited for the Intelligence system. The counter-point, however, is the the US open society causes severe penalties for spying.
==Economy==
===Trading===
The USA does not have to exert any effort in trading. It is fairly easy for the USA not only to have all of its supplies paid for by trading, but even to amass a daily stockpile increase of +20 supplies or more after just the first two months in the game. With enough industrial expansion (around +10 IC), the USA will be short of Rare Materials. These are very easy to trade for via the UK or the USSR, and the best trade good to use is money, since the USA produces huge amounts.
===Industrial Production===
In the early years of the game, the USA has very little use for its IC other than ship building and IC building. While IC spamming is certainly possible, the USA begins the game with over 100 more IC than any other nation. Therefore, a balance of IC building and naval building is recommended. An early starting run of 4 - 6 IC provides a fairly good balance.
==Military==
===Army===
The USA can field a modern army that combines large numbers of high cost units. Armor, Motorized, Mechanized, Marines, Mountain, Infantry and brigades can all be buit and should be built. Usually, the USA does not need to, nor can it, start building large numbers of Armor and Motor prior to '40-'41. Instead, it should focus on developing and deploying the most modern Marine and Mountain units. But do not fail to build some Armor and Motor. It's better to have a handful on hand than to be stuck playing catchup. Further, every nation needs Infantry and to neglect them is to weaken yourself. For the USA, they are important early on for garrison work and later on for holding those islands. Fancy units like Armor, Motor, Mountain and Marines take the ground, but Infantry hold it.
Later, the bulk of your army should be composed of Motorized Infantry. These units are perfect for the US and the US can afford to build them in large numbers. In most games I shoot for 40 Motorized divisions and continue to build them till the end of the game. Armor is critical as well, and I often field 20+ armored division. Mechinized are useful, but are best used in conjunction with the Mechanized Assualt doctrine.
===Navy===
The United States begins the game with an enormous Navy (112 ships in total), that probably ranks about third in terms of total strength (beneath Japan and the UK). Many of these ships, however, are obsolete level one destroyers that are best disbanded at the beginning of the game. The USA also begins the game with level four Battleship technology, thus early Battleship building is wise for the creation of powerful [[Surface Action Group]]s. An early production run of convoys (99 serial) is also essential, since the USA will rely very heavily on convoys. The mainstay of the United States Navy, however, is its carrier superiority, or [[Carrier Task Force|Carrier Taskforce Fleet]]. A powerful CTF is essential in HOI2, but with the introduction of the CVL (light carrier) in DD and ARMA, the United States could rule the seas with SAGs.
===Air Force===
The USA can build an extremely powerful Air Force if desired. As is the case with every nation, TAC and CAS are extremely effective units. STRAT is not usually useful in the game, but for the USA can be used to deliver nukes and bomb the Japanese mainland, for example, into submission.
==Events==
=== Election of 1936 ===
* Roosevelt: Dissent -2, Manpower +20.
* Landon: Political Right set to 2, Isolationism +1, Dissent +2; +10 IC.
=== Revolution ===
If the USA ever gets 65 dissent or higher, a revolution event will fire and the player can choose either a Communist or Socialist government.
=== Pitman Act: Assistance to China ===
This will occur after the Japanese invasion of China, around July 1, 1937. In HoI2, the Japanese will never take over China. In DD and ARMA, the Japanese will always defeat China. The US has two options:
* Pass the Act: -1000 supplies.
* Do not Pass the Act: +1 isolationism
=== Nanking Massacre ===
Around the winter of 1937, the Japanese will likely capture Nanking, causing the event to fire. The USA gains +1 interventionism.
===Panay Incident===
In May, 1939, Japanese vessels will sink a US warship in China. The USA will receive money +500, and dissent +1.
===Gearing up for War===
'''After the Dutch capitulation, typically in May, 1940:'''
* Prepare for War: +3 IC, +3 Hawk, +200 Manpower, Peace time modified by +25%.
* These measures are not needed: +1 dove; +50 manpower
'''After the German attack on the Soviet Union:'''
* Prepare for War: +3 IC, +1 Hawk, +1 Isolationism, +100 Manpower, Peace time modified by +15%.
* These measures are not needed: +1 dove; +50 manpower
'''August, 1941'''
* Prepare for War: +3 IC, +1 Hawk, +1 Isolationism, +100 Manpower, Peace time modified by +15%.
* These measures are not needed: +1 dove; +50 manpower
'''Destroyers for Bases'''
In the Summer of 1940 this event will fire.
* Sign the Agreement: +5 manpower, -50 convoy escorts
* We need these ships: +1 isolationism
'''Presidential Election: 1940''''
* Roosevelt: Dissent -2; Manpower +10.
* Wilkie: Change of government
'''There is one more thing, the Japanese surprise attack. This has to be added but one caveat, I have seen the Japanse surprise attack on Pearl have two different values:'''
The Japanse Surprise attack on Pearl Harbor can sometimes NOT happen, so do not depend on it. The AI seems to usually pick it but I have had a few games where it has not done this at all. This is true in all three versions (HOI2, DD, Arma). For multiplayer purposes, the way it works is that the Japanse player gets the war with the US thru one event and then after the war fires, the Japanese player gets another event with the option to do the Surprise attack.
'''Normal Japanese Surprise attack on Pearl Harbor:'''
* +2 Hawk, +3 Intervention
'''Occasional value for the same attack (not sure what modifies it, maybe random chance?):'''
* +3 Hawk, +4 Intervention
===Arsenal of Democracy===
Occurs when the USA goes to war with Germany (likely around December 1941 or later):
* Pass the Act: -5000 supplies, -2500 oil, -2500 metal. Interventionism +1. Provides considerable help to the Allies.
* Remain Completely Neutral: Isolationism +1
=== Lend Lease Act ===
This event provides considerable help to the UK and the USSR.
* Pass the Act: -5000 Supplies, -2500 Oil, -2500 Metal
* Don't Pass: +1 Isolationism
==War==
=== War with Japan ===
Around December, 1941, Japan will DOW on the USA. The war against Japan is extremely easy: Japan does not defend its main land. A US player that has planned a modest invasion force of marines can occupy the Japanese mainland and cripple Japan. That is not however, terribly fun. Most players will instead refrain from building Marines or a serious army before Pearl Harbor. After that point, they will follow the historical route of intensive naval battles. Then, naval hopping to every single island in the Pacific, until landings in China combined with an attack on the mainland.
=== War with Germany ===
War with Germany is also quite easy, mainly since it does not defend its Atlantic wall. Most players will instead travel through North Africa and Italy, proceeded by an invasion of France.
==Gaming the System==
A player of the USA can use a litany of [[gamey tactics]], including:
* Early declaration of war to erase the IC penalties
* Early to join the Allies, and help research
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US Strategy
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Lillebror moved page [[US Strategy]] to [[USA]]
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#REDIRECT [[USA]]
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Assorted guides
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__NOTOC__
{| CELLPADDING=10
|- VALIGN=top
|
== General guides & FAQ ==
* [[The Complete Newbie Guide]]
* [[General Gameplay FAQ]]
* [[Brigade Strategy Guide]]
* [[Nuclear Weapons]]
* [http://forum.paradoxplaza.com/forum/forumdisplay.php?f=287 Paradox Plaza FAQ subforum]
* [[Battle mechanics and formulas]]
|
== Domestic Policy & Economy ==
* [[Domestic Policy]]
* [[Upgrading calculations|Upgrades]]
* [[Research]]
* [[Do I build Factories?|Expanding Industrial Capacity]]
|- VALIGN=top
|
== Land Guides ==
* [[Beginner's_guide_to_army_management|Beginner's guide to army management]]
* [[Transport Capacity and Supply Efficiency FAQ|Transport Capacity and Supply Efficiency]]
* [[HQ Units in Action|HQ Units]]
* [[Land Combat Efficiency]]
* [[Land Doctrine]]
* [[Conquering - What do I gain?|Conquered Territories]]
* [[Poor man's army|Small nation armies]]
* [[On the subject of ground troop investments|Comparison: Infantry, Motorized, or Mechanized?]]
* [[Militia Strategy Guide]]
* [[Conducting Blitzkrieg offensives]]
|
== Naval & Air Guides ==
* [[Naval Primer]]
* [[Submarine Guide|Submarines]]
* [[Naval Doctrine]]
* [[Effective Use of Airpower]]
|- VALIGN=top
|}
== [[Country guides|Country Guides]] ==
<!-- If you add a strategy page here, please also add it to [[Template:Country guides]]. Thanks! -->
{| CELLPADDING=10
|- VALIGN=top
|width="25%"|
===Major Powers===<!-- 60 Base IC and higher = 4-5 tech teams-->
60 and above Base IC.
* {{flag|France}}
* {{flag|Germany}}
* {{flag|Italy}}
* {{flag|Japan}}
* {{flag|United Kingdom}}
* {{flag|USA}}
* {{flag|Soviet Union}}
|width="25%"|
===Regional Powers===<!-- Between 20 and 59 Base IC = 2-3 tech teams -->
Between 20 and 59 Base IC.
*[[image:arg.gif]] [[Argentina strategy]]
*[[image:ast.gif]] [[Australia strategy]]
*[[image:bel.gif]] [[Belgium strategy]]
*[[image:bra.gif]] [[Brazil strategy]]
*[[image:bul.gif]] [[Bulgaria strategy]]
*[[image:can.gif]] [[Canada strategy]]
*[[image:cze.gif]] [[Czechoslovakia Strategy]]
*[[image:cgx.gif]] [[Guangxi Clique Strategy]]
*[[image:hun.gif]] [[Hungary strategy]]
*[[image:man.gif]] [[Manchukuo strategy]]
*[[image:chi.gif]] [[Nationalist China strategy]]
*[[image:spa.gif]] [[Nationalist Spain strategy]] <!-- Not in 1936 scenario, assume same as Rep. Spain -->
*[[image:hol.gif]] [[Netherlands strategy]]
*[[image:pol.gif]] [[Poland strategy]]
*[[image:spr.gif]] [[Republican Spain strategy]]
*[[image:rom.gif]] [[Romania strategy]]
*[[image:swe.gif]] [[Sweden strategy]]
*[[image:tur.gif]] [[Turkey strategy]]
*[[image:vic.gif]] [[Vichy France strategy]]
*[[image:yug.gif]] [[Yugoslavia strategy]]
|width="25%"|
===Minor Powers===<!--- Between 10 and 19 Base IC = 1 tech team -->
Between 10 and 19 Base IC.
*[[image:aus.gif]] [[Austria strategy]]
*[[image:chl.gif]] [[Chile Strategy]]
*[[image:col.gif]] [[Colombia Strategy]]
*[[image:den.gif]] [[Denmark Strategy]]
*[[image:fin.gif]] [[Finland strategy]]
*[[image:gre.gif]] [[Greece strategy]]
*[[image:ire.gif]] [[Ireland strategy]]
*[[image:mex.gif]] [[Mexico Strategy]]
*[[image:nor.gif]] [[Norway Strategy]]
*[[image:pru.gif]] [[Peru Strategy]]
*[[image:por.gif]] [[Portugal strategy]]
*[[image:csx.gif]] [[Shanxi Strategy]]
*[[image:saf.gif]] [[South Africa Strategy]]
*[[Slovakia Strategy]]
*[[image:sch.gif]] [[Switzerland Strategy]]
|width="25%"|
===Micro Powers===<!--- Below 10 Base IC = 1 tech team -->
Below 10 Base IC.
*[[image:afg.gif]] [[Afghanistan strategy]]
*[[image:alb.gif]] [[Albania Strategy]]
*[[image:bhu.gif]] [[Bhutan Strategy]]
*[[image:bol.gif]] [[Bolivia Strategy]]
*[[image:chc.gif]] [[Communist China strategy]]
*[[image:cos.gif]] [[Costa Rica Strategy]]
*[[image:cub.gif]] [[Cuba Strategy]]
*[[image:dom.gif]] [[Dominican Republic strategy]]
*[[image:ecu.gif]] [[Ecuador Strategy]]
*[[image:sal.gif]] [[El Salvador Strategy]]
*[[image:est.gif]] [[Estonia Strategy]]
*[[image:eth.gif]] [[Ethiopia strategy]]
*[[image:gua.gif]] [[Guatemala strategy]]
*[[image:hai.gif]] [[Haiti Strategy]]
*[[image:hon.gif]] [[Honduras Strategy]]
*[[image:irq.gif]] [[Iraq Strategy]]
*[[image:lat.gif]] [[Latvia Strategy]]
*[[image:lib.gif]] [[Liberia Strategy]]
*[[image:lit.gif]] [[Lithuania Strategy]]
*[[image:lux.gif]] [[Luxemburg strategy]]
*[[image:mon.gif]] [[Mongolia Strategy]]
*[[image:nep.gif]] [[Nepal Strategy]]
*[[image:nzl.gif]] [[New Zealand strategy]]
*[[image:nic.gif]] [[Nicaragua Strategy]]
*[[image:omn.gif]] [[Oman Strategy]]
*[[image:pan.gif]] [[Panama Strategy]]
*[[image:par.gif]] [[Paraguay Strategy]]
*[[image:per.gif]] [[Persia Strategy]]
*[[image:phi.gif]] [[Philippines Strategy]]
*[[image:sau.gif]] [[Saudi Arabia Strategy]]
*[[image:sia.gif]] [[Siam Strategy]]
*[[image:sik.gif]] [[Sinkiang Strategy]]
*[[image:tan.gif]] [[Tannu Tuva strategy]]
*[[image:tib.gif]] [[Tibet Strategy]]
*[[image:uru.gif]] [[Uruguay Strategy]]
*[[image:ven.gif]] [[Venezuela Strategy]]
*[[image:cxb.gif]] [[Xibei San Ma Strategy]]
*[[image:yem.gif]] [[Yemen Strategy]]
*[[image:cyn.gif]] [[Yunnan Strategy]]
|- VALIGN=top
|colspan="4"|
== Guides to battlescenarios ==
* [[Strategy for Ardennes Offensive]]
* [[Strategy for Battle of the Coral Sea]]
* [[Strategy for D-Day]]
* [[Strategy for Desert Fox]]
* [[Strategy for Fall Barbarossa]]
* [[Strategy for Fall Blau]]
* [[Strategy for Fall Gelb]]
* [[Strategy for Fall Grün]]
* [[Strategy for Fall Weiß]]
* [[Strategy for Operation Downfall: Invasion of Japan]]
* [[Strategy for Operation Husky]]
* [[Strategy for Platinean War]]
* [[Strategy for Southern Conquests]]
* [[Strategy for Spanish Civil War]]
* [[Strategy for Operation Watchtower]]
* [[Strategy for Winter War]]
== Armageddon and The Abyss Scenarios Guides ==
{| CELLPADDING=10
|- VALIGN=top
|width="33%"|
===Democratic Powers===
*[[image:uau.gif]] [[Australasia Strategy]]
*[[image:ubo.gif]] [[Bourbon Strategy]]
*[[image:uch.gif]] [[Republic of China Strategy]]
*[[image:ugs.gif]] [[Armageddon Sweden Strategy|Sweden Strategy]]
*[[image:utc.gif]] [[The Cossacks Strategy]]
*[[image:usn.gif]] [[USNA Strategy]]
|width="33%"|
===Fascist Powers===
*[[image:uer.gif]] [[Empire of Russia Strategy]]
*[[image:uir.gif]] [[Indian Republic Strategy]]
*[[image:uic.gif]] [[Indo China Strategy]]
*[[image:upr.gif]] [[Prussia Strategy]]
*[[image:ucs.gif]] [[The Confederates Strategy]]
*[[image:uto.gif]] [[The Ottomans Strategy]]
|width="33%"|
===Communist Powers===
*[[image:uap.gif]] [[APR Strategy]]
*[[image:ues.gif]] [[European Soviets Strategy]]
*[[image:ups.gif]] [[PRRS Strategy]]
*[[image:upe.gif]] [[Republic of Persia Strategy]]
*[[image:uro.gif]] [[Roma Strategy]]
*[[image:utl.gif]] [[The Libertadores strategy]]
|- VALIGN=top
|colspan="3"|
[[Category:Guides]]
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Lillebror
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with flag template
wikitext
text/x-wiki
__NOTOC__
{| CELLPADDING=10
|- VALIGN=top
|
== General guides & FAQ ==
* [[The Complete Newbie Guide]]
* [[General Gameplay FAQ]]
* [[Brigade Strategy Guide]]
* [[Nuclear Weapons]]
* [http://forum.paradoxplaza.com/forum/forumdisplay.php?f=287 Paradox Plaza FAQ subforum]
* [[Battle mechanics and formulas]]
|
== Domestic Policy & Economy ==
* [[Domestic Policy]]
* [[Upgrading calculations|Upgrades]]
* [[Research]]
* [[Do I build Factories?|Expanding Industrial Capacity]]
|- VALIGN=top
|
== Land Guides ==
* [[Beginner's_guide_to_army_management|Beginner's guide to army management]]
* [[Transport Capacity and Supply Efficiency FAQ|Transport Capacity and Supply Efficiency]]
* [[HQ Units in Action|HQ Units]]
* [[Land Combat Efficiency]]
* [[Land Doctrine]]
* [[Conquering - What do I gain?|Conquered Territories]]
* [[Poor man's army|Small nation armies]]
* [[On the subject of ground troop investments|Comparison: Infantry, Motorized, or Mechanized?]]
* [[Militia Strategy Guide]]
* [[Conducting Blitzkrieg offensives]]
|
== Naval & Air Guides ==
* [[Naval Primer]]
* [[Submarine Guide|Submarines]]
* [[Naval Doctrine]]
* [[Effective Use of Airpower]]
|- VALIGN=top
|}
== [[Country guides|Country Guides]] ==
<!-- If you add a strategy page here, please also add it to [[Template:Country guides]]. Thanks! -->
{| CELLPADDING=10
|- VALIGN=top
|width="25%"|
===Major Powers===<!-- 60 Base IC and higher = 4-5 tech teams-->
60 and above Base IC.
* {{flag|France}}
* {{flag|Germany}}
* {{flag|Italy}}
* {{flag|Japan}}
* {{flag|United Kingdom}}
* {{flag|USA}}
* {{flag|Soviet Union}}
|width="25%"|
===Regional Powers===<!-- Between 20 and 59 Base IC = 2-3 tech teams -->
Between 20 and 59 Base IC.
* {{flag|Argentina}}
* {{flag|Australia}}
* {{flag|Belgium}}
* {{flag|Brazil}}
* {{flag|Bulgaria}}
* {{flag|Canada}}
* {{flag|Czechoslovakia}}
* {{flag|Guangxi Clique}}
* {{flag|Hungary}}
* {{flag|Manchukuo}}
* {{flag|Nationalist China}}
* {{flag|Nationalist Spain}} <!-- Not in 1936 scenario, assume same as Rep. Spain -->
* {{flag|Netherlands}}
* {{flag|Poland}}
* {{flag|Republican Spain}}
* {{flag|Romania}}
* {{flag|Sweden}}
* {{flag|Turkey}}
* {{flag|Vichy France}}
* {{flag|Yugoslavia}}
|width="25%"|
===Minor Powers===<!--- Between 10 and 19 Base IC = 1 tech team -->
Between 10 and 19 Base IC.
*[[image:aus.gif]] [[Austria strategy]]
*[[image:chl.gif]] [[Chile Strategy]]
*[[image:col.gif]] [[Colombia Strategy]]
*[[image:den.gif]] [[Denmark Strategy]]
*[[image:fin.gif]] [[Finland strategy]]
*[[image:gre.gif]] [[Greece strategy]]
*[[image:ire.gif]] [[Ireland strategy]]
*[[image:mex.gif]] [[Mexico Strategy]]
*[[image:nor.gif]] [[Norway Strategy]]
*[[image:pru.gif]] [[Peru Strategy]]
*[[image:por.gif]] [[Portugal strategy]]
*[[image:csx.gif]] [[Shanxi Strategy]]
*[[image:saf.gif]] [[South Africa Strategy]]
*[[Slovakia Strategy]]
*[[image:sch.gif]] [[Switzerland Strategy]]
|width="25%"|
===Micro Powers===<!--- Below 10 Base IC = 1 tech team -->
Below 10 Base IC.
*[[image:afg.gif]] [[Afghanistan strategy]]
*[[image:alb.gif]] [[Albania Strategy]]
*[[image:bhu.gif]] [[Bhutan Strategy]]
*[[image:bol.gif]] [[Bolivia Strategy]]
*[[image:chc.gif]] [[Communist China strategy]]
*[[image:cos.gif]] [[Costa Rica Strategy]]
*[[image:cub.gif]] [[Cuba Strategy]]
*[[image:dom.gif]] [[Dominican Republic strategy]]
*[[image:ecu.gif]] [[Ecuador Strategy]]
*[[image:sal.gif]] [[El Salvador Strategy]]
*[[image:est.gif]] [[Estonia Strategy]]
*[[image:eth.gif]] [[Ethiopia strategy]]
*[[image:gua.gif]] [[Guatemala strategy]]
*[[image:hai.gif]] [[Haiti Strategy]]
*[[image:hon.gif]] [[Honduras Strategy]]
*[[image:irq.gif]] [[Iraq Strategy]]
*[[image:lat.gif]] [[Latvia Strategy]]
*[[image:lib.gif]] [[Liberia Strategy]]
*[[image:lit.gif]] [[Lithuania Strategy]]
*[[image:lux.gif]] [[Luxemburg strategy]]
*[[image:mon.gif]] [[Mongolia Strategy]]
*[[image:nep.gif]] [[Nepal Strategy]]
*[[image:nzl.gif]] [[New Zealand strategy]]
*[[image:nic.gif]] [[Nicaragua Strategy]]
*[[image:omn.gif]] [[Oman Strategy]]
*[[image:pan.gif]] [[Panama Strategy]]
*[[image:par.gif]] [[Paraguay Strategy]]
*[[image:per.gif]] [[Persia Strategy]]
*[[image:phi.gif]] [[Philippines Strategy]]
*[[image:sau.gif]] [[Saudi Arabia Strategy]]
*[[image:sia.gif]] [[Siam Strategy]]
*[[image:sik.gif]] [[Sinkiang Strategy]]
*[[image:tan.gif]] [[Tannu Tuva strategy]]
*[[image:tib.gif]] [[Tibet Strategy]]
*[[image:uru.gif]] [[Uruguay Strategy]]
*[[image:ven.gif]] [[Venezuela Strategy]]
*[[image:cxb.gif]] [[Xibei San Ma Strategy]]
*[[image:yem.gif]] [[Yemen Strategy]]
*[[image:cyn.gif]] [[Yunnan Strategy]]
|- VALIGN=top
|colspan="4"|
== Guides to battlescenarios ==
* [[Strategy for Ardennes Offensive]]
* [[Strategy for Battle of the Coral Sea]]
* [[Strategy for D-Day]]
* [[Strategy for Desert Fox]]
* [[Strategy for Fall Barbarossa]]
* [[Strategy for Fall Blau]]
* [[Strategy for Fall Gelb]]
* [[Strategy for Fall Grün]]
* [[Strategy for Fall Weiß]]
* [[Strategy for Operation Downfall: Invasion of Japan]]
* [[Strategy for Operation Husky]]
* [[Strategy for Platinean War]]
* [[Strategy for Southern Conquests]]
* [[Strategy for Spanish Civil War]]
* [[Strategy for Operation Watchtower]]
* [[Strategy for Winter War]]
== Armageddon and The Abyss Scenarios Guides ==
{| CELLPADDING=10
|- VALIGN=top
|width="33%"|
===Democratic Powers===
*[[image:uau.gif]] [[Australasia Strategy]]
*[[image:ubo.gif]] [[Bourbon Strategy]]
*[[image:uch.gif]] [[Republic of China Strategy]]
*[[image:ugs.gif]] [[Armageddon Sweden Strategy|Sweden Strategy]]
*[[image:utc.gif]] [[The Cossacks Strategy]]
*[[image:usn.gif]] [[USNA Strategy]]
|width="33%"|
===Fascist Powers===
*[[image:uer.gif]] [[Empire of Russia Strategy]]
*[[image:uir.gif]] [[Indian Republic Strategy]]
*[[image:uic.gif]] [[Indo China Strategy]]
*[[image:upr.gif]] [[Prussia Strategy]]
*[[image:ucs.gif]] [[The Confederates Strategy]]
*[[image:uto.gif]] [[The Ottomans Strategy]]
|width="33%"|
===Communist Powers===
*[[image:uap.gif]] [[APR Strategy]]
*[[image:ues.gif]] [[European Soviets Strategy]]
*[[image:ups.gif]] [[PRRS Strategy]]
*[[image:upe.gif]] [[Republic of Persia Strategy]]
*[[image:uro.gif]] [[Roma Strategy]]
*[[image:utl.gif]] [[The Libertadores strategy]]
|- VALIGN=top
|colspan="3"|
[[Category:Guides]]
8307c32ead7a059b65c604a5d3c887d5fbdc2782
Country guides
0
404
1663
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Lillebror
871
with flag template
wikitext
text/x-wiki
__NOTOC__
== Country guides ==
<!-- If you add a strategy page here, please also add it to [[Template:Country guides]]. Thanks! -->
{| CELLPADDING=10
|- VALIGN=top
|width="25%"|
===Major Powers===<!-- 60 Base IC and higher = 4-5 tech teams-->
60 and above Base IC.
* {{flag|France}}
* {{flag|Germany}}
* {{flag|Italy}}
* {{flag|Japan}}
* {{flag|United Kingdom}}
* {{flag|USA}}
* {{flag|Soviet Union}}
|width="25%"|
===Regional Powers===<!-- Between 20 and 59 Base IC = 2-3 tech teams -->
Between 20 and 59 Base IC.
*[[image:arg.gif]] [[Argentina strategy]]
*[[image:ast.gif]] [[Australia strategy]]
*[[image:bel.gif]] [[Belgium strategy]]
*[[image:bra.gif]] [[Brazil strategy]]
*[[image:bul.gif]] [[Bulgaria strategy]]
*[[image:can.gif]] [[Canada strategy]]
*[[image:cze.gif]] [[Czechoslovakia Strategy]]
*[[image:cgx.gif]] [[Guangxi Clique Strategy]]
*[[image:hun.gif]] [[Hungary strategy]]
*[[image:man.gif]] [[Manchukuo strategy]]
*[[image:chi.gif]] [[Nationalist China strategy]]
*[[image:spa.gif]] [[Nationalist Spain strategy]] <!-- Not in 1936 scenario, assume same as Rep. Spain -->
*[[image:hol.gif]] [[Netherlands strategy]]
*[[image:pol.gif]] [[Poland strategy]]
*[[image:spr.gif]] [[Republican Spain strategy]]
*[[image:rom.gif]] [[Romania strategy]]
*[[image:swe.gif]] [[Sweden strategy]]
*[[image:tur.gif]] [[Turkey strategy]]
*[[image:yug.gif]] [[Yugoslavia strategy]]
|width="25%"|
===Minor Powers===<!--- Between 10 and 19 Base IC = 1 tech team -->
Between 10 and 19 Base IC.
*[[image:aus.gif]] [[Austria strategy]]
*[[image:chl.gif]] [[Chile Strategy]]
*[[image:col.gif]] [[Colombia Strategy]]
*[[image:den.gif]] [[Denmark Strategy]]
*[[image:fin.gif]] [[Finland strategy]]
*[[image:gre.gif]] [[Greece strategy]]
*[[image:ire.gif]] [[Ireland strategy]]
*[[image:mex.gif]] [[Mexico Strategy]]
*[[image:nor.gif]] [[Norway Strategy]]
*[[image:pru.gif]] [[Peru Strategy]]
*[[image:por.gif]] [[Portugal strategy]]
*[[image:csx.gif]] [[Shanxi Strategy]]
*[[image:saf.gif]] [[South Africa Strategy]]
*[[image:sch.gif]] [[Switzerland Strategy]]
|width="25%"|
===Micro Powers===<!--- Below 10 Base IC = 1 tech team -->
Below 10 Base IC.
*[[image:afg.gif]] [[Afghanistan strategy]]
*[[image:alb.gif]] [[Albania Strategy]]
*[[image:bhu.gif]] [[Bhutan Strategy]]
*[[image:bol.gif]] [[Bolivia Strategy]]
*[[image:chc.gif]] [[Communist China strategy]]
*[[image:cos.gif]] [[Costa Rica Strategy]]
*[[image:cub.gif]] [[Cuba Strategy]]
*[[image:dom.gif]] [[Dominican Republic strategy]]
*[[image:ecu.gif]] [[Ecuador Strategy]]
*[[image:sal.gif]] [[El Salvador Strategy]]
*[[image:est.gif]] [[Estonia Strategy]]
*[[image:eth.gif]] [[Ethiopia strategy]]
*[[image:gua.gif]] [[Guatemala strategy]]
*[[image:hai.gif]] [[Haiti Strategy]]
*[[image:hon.gif]] [[Honduras Strategy]]
*[[image:irq.gif]] [[Iraq Strategy]]
*[[image:lat.gif]] [[Latvia Strategy]]
*[[image:lib.gif]] [[Liberia Strategy]]
*[[image:lit.gif]] [[Lithuania Strategy]]
*[[image:lux.gif]] [[Luxemburg strategy]]
*[[image:mon.gif]] [[Mongolia Strategy]]
*[[image:nep.gif]] [[Nepal Strategy]]
*[[image:nzl.gif]] [[New Zealand strategy]]
*[[image:nic.gif]] [[Nicaragua Strategy]]
*[[image:omn.gif]] [[Oman Strategy]]
*[[image:pan.gif]] [[Panama Strategy]]
*[[image:par.gif]] [[Paraguay Strategy]]
*[[image:per.gif]] [[Persia Strategy]]
*[[image:phi.gif]] [[Philippines Strategy]]
*[[image:sau.gif]] [[Saudi Arabia Strategy]]
*[[image:sia.gif]] [[Siam Strategy]]
*[[image:sik.gif]] [[Sinkiang Strategy]]
*[[image:tan.gif]] [[Tannu Tuva strategy]]
*[[image:tib.gif]] [[Tibet Strategy]]
*[[image:uru.gif]] [[Uruguay Strategy]]
*[[image:ven.gif]] [[Venezuela Strategy]]
*[[image:cxb.gif]] [[Xibei San Ma Strategy]]
*[[image:yem.gif]] [[Yemen Strategy]]
*[[image:cyn.gif]] [[Yunnan Strategy]]
|- VALIGN=top
|colspan="4"|
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__NOTOC__
== Country guides ==
<!-- If you add a strategy page here, please also add it to [[Template:Country guides]]. Thanks! -->
{| CELLPADDING=10
|- VALIGN=top
|width="25%"|
===Major Powers===<!-- 60 Base IC and higher = 4-5 tech teams-->
60 and above Base IC.
* {{flag|France}}
* {{flag|Germany}}
* {{flag|Italy}}
* {{flag|Japan}}
* {{flag|United Kingdom}}
* {{flag|USA}}
* {{flag|Soviet Union}}
|width="25%"|
===Regional Powers===<!-- Between 20 and 59 Base IC = 2-3 tech teams -->
Between 20 and 59 Base IC.
* {{flag|Argentina}}
* {{flag|Australia}}
* {{flag|Belgium}}
* {{flag|Brazil}}
* {{flag|Bulgaria}}
* {{flag|Canada}}
* {{flag|Czechoslovakia}}
* {{flag|Guangxi Clique}}
* {{flag|Hungary}}
* {{flag|Manchukuo}}
* {{flag|Nationalist China}}
* {{flag|Nationalist Spain}} <!-- Not in 1936 scenario, assume same as Rep. Spain -->
* {{flag|Netherlands}}
* {{flag|Poland}}
* {{flag|Republican Spain}}
* {{flag|Romania}}
* {{flag|Sweden}}
* {{flag|Turkey}}
* {{flag|Yugoslavia}}
|width="25%"|
===Minor Powers===<!--- Between 10 and 19 Base IC = 1 tech team -->
Between 10 and 19 Base IC.
*[[image:aus.gif]] [[Austria strategy]]
*[[image:chl.gif]] [[Chile Strategy]]
*[[image:col.gif]] [[Colombia Strategy]]
*[[image:den.gif]] [[Denmark Strategy]]
*[[image:fin.gif]] [[Finland strategy]]
*[[image:gre.gif]] [[Greece strategy]]
*[[image:ire.gif]] [[Ireland strategy]]
*[[image:mex.gif]] [[Mexico Strategy]]
*[[image:nor.gif]] [[Norway Strategy]]
*[[image:pru.gif]] [[Peru Strategy]]
*[[image:por.gif]] [[Portugal strategy]]
*[[image:csx.gif]] [[Shanxi Strategy]]
*[[image:saf.gif]] [[South Africa Strategy]]
*[[image:sch.gif]] [[Switzerland Strategy]]
|width="25%"|
===Micro Powers===<!--- Below 10 Base IC = 1 tech team -->
Below 10 Base IC.
*[[image:afg.gif]] [[Afghanistan strategy]]
*[[image:alb.gif]] [[Albania Strategy]]
*[[image:bhu.gif]] [[Bhutan Strategy]]
*[[image:bol.gif]] [[Bolivia Strategy]]
*[[image:chc.gif]] [[Communist China strategy]]
*[[image:cos.gif]] [[Costa Rica Strategy]]
*[[image:cub.gif]] [[Cuba Strategy]]
*[[image:dom.gif]] [[Dominican Republic strategy]]
*[[image:ecu.gif]] [[Ecuador Strategy]]
*[[image:sal.gif]] [[El Salvador Strategy]]
*[[image:est.gif]] [[Estonia Strategy]]
*[[image:eth.gif]] [[Ethiopia strategy]]
*[[image:gua.gif]] [[Guatemala strategy]]
*[[image:hai.gif]] [[Haiti Strategy]]
*[[image:hon.gif]] [[Honduras Strategy]]
*[[image:irq.gif]] [[Iraq Strategy]]
*[[image:lat.gif]] [[Latvia Strategy]]
*[[image:lib.gif]] [[Liberia Strategy]]
*[[image:lit.gif]] [[Lithuania Strategy]]
*[[image:lux.gif]] [[Luxemburg strategy]]
*[[image:mon.gif]] [[Mongolia Strategy]]
*[[image:nep.gif]] [[Nepal Strategy]]
*[[image:nzl.gif]] [[New Zealand strategy]]
*[[image:nic.gif]] [[Nicaragua Strategy]]
*[[image:omn.gif]] [[Oman Strategy]]
*[[image:pan.gif]] [[Panama Strategy]]
*[[image:par.gif]] [[Paraguay Strategy]]
*[[image:per.gif]] [[Persia Strategy]]
*[[image:phi.gif]] [[Philippines Strategy]]
*[[image:sau.gif]] [[Saudi Arabia Strategy]]
*[[image:sia.gif]] [[Siam Strategy]]
*[[image:sik.gif]] [[Sinkiang Strategy]]
*[[image:tan.gif]] [[Tannu Tuva strategy]]
*[[image:tib.gif]] [[Tibet Strategy]]
*[[image:uru.gif]] [[Uruguay Strategy]]
*[[image:ven.gif]] [[Venezuela Strategy]]
*[[image:cxb.gif]] [[Xibei San Ma Strategy]]
*[[image:yem.gif]] [[Yemen Strategy]]
*[[image:cyn.gif]] [[Yunnan Strategy]]
|- VALIGN=top
|colspan="4"|
c39bc6d020861c72bb9df2c1ae78bde032265fa4
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#REDIRECT [[File:USA.png]]
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== Licensing ==
{{C-PD-because|[https://commons.wikimedia.org/wiki/File:Flag_of_Austria_(state).svg this work] is part of a law, ordinance or official decree issued by an Austrian federal or state authority according to Austrian law.}}
[[Category:Flags]]
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== Licensing ==
{{C-PD-because|[https://commons.wikimedia.org/wiki/File:Flag_of_Austria_(state).svg this work] is part of a law, ordinance or official decree issued by an Austrian federal or state authority according to Austrian law.}}
[[Category:Flags]]
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== Licensing ==
{{C-PD-because|the author released [https://commons.wikimedia.org/wiki/File:Flag_of_the_Netherlands.svg his work] into public domain.}}
[[Category:Flags]]
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== Licensing ==
{{C-PD-because|the author released [https://commons.wikimedia.org/wiki/File:Flag_of_the_Netherlands.svg his work] into public domain.}}
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[[Category:Flags]]
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== Licensing ==
{{C-PD-because|[http://commons.wikimedia.org/wiki/File:Flag_of_Norway_%283-2%29.svg it] consists entirely of information that is common property and contains no original authorship.}}
[[Category:Flags]]
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{{C-PD-because|of its simple geometry.}}
[[Category:Flags]]
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== Licensing ==
{{C-PD-because|of its simple geometry.}}
[[Category:Flags]]
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#REDIRECT [[USA]]
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GDP statistics
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{| cellspacing="0" border="1"
|+ '''GDP Change of European Countries and Japan (1939-1947)'''
!Year || {{flag|Austria}} || {{flag|Belgium}} || {{flag|France}} || {{flag|Germany}} || {{flag|Italy}} || {{flag|Netherlands}} || {{flag|Norway}} || {{flag|United Kingdom}} || {{flag|Japan}}
|-
| 1939 || 100,00 || 100,00 || 100,00 || 100,00 || 100,00 || 100,00 || 100,00 || 100,00 || 100,00
|-
| 1940 || 96,65 || 88,59 || 84,33 || 99,93 || 99,56 || 87,15 || 90,51 || 109,48 || 102,07
|-
| 1941 || 102,96 || 84,64 || 69,04 || 105,64 || 97,47 || 81,73 || 92,16 || 119,47 || 102,03
|-
| 1942 || 97,24 || 77,62 || 62,19 || 106,18 || 95,67 || 74,08 || 88,02 || 121,24 || 100,07
|-
| 1943 || 99,25 || 75,87 || 59,67 || 108,96 || 86,32 || 71,81 || 85,61 || 123,67 || 100,18
|-
| 1944 || 101,38 || 79,86 || 48,3 || 122,61 || 69,95 || 47,79 || 80,40 || 118,26 || 94,43
|-
| 1945 || 42,11 || 88,83 || 53,69 || 77,96 || 54,59 || 48,46 || 89,22 || 112,68 || 47,80
|-
| 1946 || 47,76 || 94,64 || 80,43 || 45,11 || 71,08 || 80,38 || 97,61 || 107,71 || 51,27
|-
| 1947 || 52,90 || 92,23 || 86,33 || 49,74 || 82,93 || 91,05 || 107,50 || 105,47 || 54,71
|+ {{noreferences}}
|}
{| border="1" cellspacing="0"
|+ '''Wartime GDP of the Great Powers'''<BR>
''1938 to 1945 in International Dollars and 1990 Prices (billions) (1)''
! Country !! 1938 !! 1939 !! 1940 !! 1941 !! 1942 !! 1943 !! 1944 !! 1945
|-
| {{flag|United States}} || 800 || 869 || 943 || 1094 || 1235 || 1399 || 1499 || 1474
|-
| {{flag|United Kingdom}} || 284 || 287 || 316 || 344 || 353 || 361 || 346 || 331
|-
| {{flag|France}} || 186 || 199 || 164 || 130 || 116 || 110 || 93 || 101
|-
| {{flag|Italy}} || 141 || 151 || 147 || 144 || 145 || 137 || 117 || 92
|-
| {{flag|Soviet Union}} || 359 || 366 || 417 || 359 || 274 || 305 || 362 || 343
|-
| {{flag|Germany}} || 351 || 384 || 387 || 412 || 417 || 426 || 437 || 310
|-
| {{flag|Austria}} || 24 || 27 || 27 || 29 || 27 || 28 || 29 || 12
|-
| {{flag|Japan}} || 169 || 184 || 192 || 196 || 197 || 194 || 189 || 144
|-
| Allied / Axis GDP || 2.4 || 2.3 || 2.1 || 2.0 || 2.1 || 2.3 || 3.1 || 5.0
|+ Source: [http://www.onwar.com/articles/f0302.htm OnWar: Allies and Axis GDP]
|}
(1) Based on Table 1 found in Mark Harrison, [http://www2.warwick.ac.uk/fac/soc/economics/staff/faculty/harrison/papers/totalwar.pdf The USSR and Total War: Why Didn't the Soviet Economy Collapse in 1942]? from Mark Harrison, "The Economics of World War II: an Overview," in Mark Harrison, ed., The Economics of World War II: Six Great Powers in International Comparison, Cambridge University Press (1998), 10.
{| border="1" cellspacing="0"
|+ '''1939 GNP in billions of US$ (1985 dollars) by country'''
! Country !! GNP (billions, 1985 USD$) !! Portion of World GNP
|-
| {{flag|United States}} || 788 || 22.5%
|-
| {{flag|United Kingdom}} || 215 || 6.1%
|-
| {{flag|Soviet Union}} || 308 || 8.5%
|-
| {{flag|Germany}} || 271 || 7.7%
|-
| {{flag|Italy}} || 114 || 3.3%
|-
| {{flag|Japan}} || 135 || 3.9%
|+ {{noreferences}}
|}
World GNP = $3,500 billion
1944 numbers are essentially the same except that the US is twice as large
{| cellspacing="0" border="1"
|+ '''Percentage of GDP Used for War Aims (in percent)'''
|-
! Country !! 1939 !! 1943
|-
| United States || 02 || 55
|-
| United Kingdom || 15 || 55
|-
| USSR || 17 || 53
|-
| Germany || 32 || 71
|-
| Italy || 10 ||40
|+ {{noreferences}}
|}
{| cellspacing="0" border="1"
|+ '''Other Countries During Various Periods'''
|-
! Country !! %age of Nominal GDP
|-
| Belgium || 1.77
|-
| Czechoslavkia || 5.34
|-
| Finland || 3.18%
|-
| Netherlands || 1.57
|-
| Norway || 0.86
|-
| Portugal || 5.2
|-
| Spain || 2.23
|-
| Sweden || 1.45
|-
| Switzerland || 1.22
|+ {{noreferences}}
|}
{| border="1" cellspacing="0"
|+ '''Relative World War 2 Munitions Output (U.S. 1944 = 100)'''
|-
!Year!!{{flag|United States}}!!{{flag|United Kingdom}}!!{{flag|Soviet Union}}!!{{flag|Germany|0}}Nazi Germany!!{{flag|Japan|0}}Imperial Japan
|-
|1937||1||1||3||2||2
|-
|1938||1||2||4||3||3
|-
|1939||2||3||6||4||3
|-
|1940||6||7||7||8||3
|-
|1941||15||10||12||8||4
|-
|1942||53||17||22||11||5
|-
|1943||91||20||28||17||4
|-
|1944||100||19||31||21||3
|+Source: Delong, J. B. ''[http://econ161.berkeley.edu/TCEH/Slouch_Fall18.html Falling into World War II], Feb 1997
|}
[[Category:Knowledge Base]]
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Building costs
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These are the basic costs of all province improvements you can build. The [[Gearing Bonus]] does not apply to buildings.
This overview has been updated for version '''1.1'''.
{| CELLPADDING=5
|-
! !! Building type !! Cost !! Build time !! Manpower !! Size
|- ALIGN=center
| [[File:Airbase.png|90px]] || ALIGN=left | Air Base || 1 || 180 || 0 || 1
|- ALIGN=center
| [[File:aa.png|90px]] || ALIGN=left | Anti-Air || 3 || 60 || 1 || 1
|- ALIGN=center
| [[File:cfort.png|90px]] || ALIGN=left | Coastal Fortifications || 4 || 100 || 0 || 1
|- ALIGN=center
| [[File:factory.png|90px]] || ALIGN=left | Industrial Capacity || 5 || 360 || 0 || 1
|- ALIGN=center
| [[File:cfort.png|90px]] || ALIGN=left | Infrastructure || 1 || 360 || 0 || 0.1
|- ALIGN=center
| [[File:lfort.png|90px]] || ALIGN=left | Land Fortifications || 5 || 120 || 0 || 1
|- ALIGN=center
| [[File:navalbase.png|90px]] || ALIGN=left | Naval Base || 5 || 180 || 0 || 1
|- ALIGN=center
| [[File:nuclear.png|90px]] || ALIGN=left | Nuclear Reactor || 50 || 180 || 0 || 1
|- ALIGN=center
| [[File:radar.png|90px]] || ALIGN=left | Radar Station || 3 || 180 || 0 || 1
|- ALIGN=center
| [[File:rocket.png|90px]] || ALIGN=left | Rocket Test Site || 40 || 180 || 0 || 1
|}
This overview has been updated for HOI2:Doomsday version '''1.3a'''.
{| CELLPADDING=5
|-
! !! Building type !! Cost !! Build time !! Manpower !! Size
|- ALIGN=center
| [[File:Airbase.png|90px]] || ALIGN=left | Air Base || 1 || 180 || 0 || 1
|- ALIGN=center
| [[File:aa.png|90px]] || ALIGN=left | Anti-Air || 3 || 60 || 0.5 || 1
|- ALIGN=center
| [[File:cfort.png|90px]] || ALIGN=left | Coastal Fortifications || 4 || 1000 || 0 || 1
|- ALIGN=center
| [[File:factory.png|90px]] || ALIGN=left | Industrial Capacity || 5 || 360 || 1 || 1
|- ALIGN=center
| [[File:infra.png|90px]] || ALIGN=left | Infrastructure || 1 || 360 || 0 || 0.1
|- ALIGN=center
| [[File:lfort.png|90px]] || ALIGN=left | Land Fortifications || 5 || 1200 || 0 || 1
|- ALIGN=center
| [[File:navalbase.png|90px]] || ALIGN=left | Naval Base || 5 || 180 || 0 || 1
|- ALIGN=center
| [[File:nuclear.png|90px]] || ALIGN=left | Nuclear Reactor || 50 || 180 || 5 || 1
|- ALIGN=center
| [[File:radar.png|90px]] || ALIGN=left | Radar Station || 2 || 180 || 0.5 || 1
|- ALIGN=center
| [[File:rocket.png|90px]] || ALIGN=left | Rocket Test Site || 20 || 180 || 1 || 1
|}
[[Category:Reference]]
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== Licensing ==
{{C-PD-because|[https://commons.wikimedia.org/wiki/File:Flag_of_Australia_%283-2_aspect_ratio%29.svg it] consists entirely of information that is [[wikipedia:Threshold_of_originality|common property and contains no original authorship]]...
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== Licensing ==
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[[Category:Flags]]
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== Licensing ==
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== Licensing ==
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== Licensing ==
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== Licensing ==
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== Licensing ==
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== Licensing ==
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#REDIRECT [[File:United Kingdom.png]]
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== Licensing ==
{{C-PD-because|of the Romanian Law on Copyright and Neighboring Rights, see source at [https://commons.wikimedia.org/wiki/File:Royal_standard_of_Romania_%28Crown_prince,_1881_model%29.svg Wikimedia Commons].}}
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== Licensing ==
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[[Category:Flags]]
2d1bf5b784e79e6f37dfcac0146a7420a0ee74fa
Casualty Statistics for WW2 by country
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''Data Collected by [[User:Finbar|Finbar]]''
{| border="1" cellspacing="0"
|+ Total Military Casualties Lost in the Second World War, by Country (in thousands)
|-
! Country !! Alliance !! Dead !! Wounded !! Total Casualties !! Percent Returned
|-
| {{flag|Australia}} || Allies || 23.3 || 39.8 || 63.1 || 63.07%
|-
| {{flag|Austria}} || Axis || 380 || 350.1 || 730.1 || 47.95%
|-
| {{flag|Belgium}} || Allies || 7.7 || 14.5 || 22.2 || 65.31%
|-
| {{flag|Bulgaria}} || Axis || 10 || 21.8 || 31.8 || 68.55%
|-
| {{flag|Canada}} || Allies || 37.4 || 53.1 || 90.5 || 58.67%
|-
| China* || Allies || 2200 || 1762 || 3962 || 39.62%
|-
| {{flag|Finland}} || Axis || 89.8 || 234.5 || 324.3 || 72.30%
|-
| {{flag|France}} || Allies || 210.6 || 390 || 600.6 || 64.93%
|-
| {{flag|Germany}} || Axis || 3500 || 7250 || 10750 || 67.44%
|-
| {{flag|Great Britain}} (''includes colonials'')|| Allies || 329.2 || 348.4 || 677.6 || 51.41%
|-
| {{flag|Hungary || Axis || 140 || 89.3 || 229.3 || 38.94%
|-
| {{flag|Italy}} || Axis || 77.4 || 120 || 197.4 || 60.79%
|-
| {{flag|Japan}} || Axis || 1219 || 295.2 || 1514.2 || 19.49%
|-
| {{flag|Poland}} || Allies || 320 || 530 || 850 || 62.35%
|-
| {{flag|Romania}} || Axis || 300 || colspan="3" | Unavailable
|-
| {{flag|Soviet Union}} || Allies || 7500 || 5000 || 12500 || 40.00%
|-
| {{flag|United States}} || Allies || 405.3 || 671.2 || 1076.5 || 62.35%
|}
Average Percentage of Casualties Returned to Combat: 55.20%
This is the total military casualties of dead and wounded, not including civilians. ‘Returned’ means the manpower that is returned to the manpower pool (wounded).
<nowiki>*</nowiki> It is unknown whether these figures include both Communist and Nationalist Chinese casualties, or just the Nationalist Chinese casualties.
==References==
*''Encyclopaedia Britannica'', Volume 23, Encyclopaedia Britannica Inc., [[1970]], pp. 729-808
*''The World War 2 Fact Book'', by Christy Campbell, Macdonald & Co. (Publishers) Ltd., London, [[1985]].
*''World War 2 Almanac: 1931-1945'', by Robert Goralski, G.P. Putnam’s Sons, New York, [[1981]]
*''The Second World War'', by John Keegan, Century Hutchinson Ltd., London, [[1989]].
*''Forgotten Allies'', by Ready, J. Lee, Volumes 1-2, McFarland & Company, Inc, Jefferson, [[1985]].
*''Louis L. Snyder's Historical Guide to World War II', by Louis L. Snyder, Greenwood Press, Westwood, [[1982]].
*''The War: A Concise History 1939-1945'', by Louis L. Snyder, Julian Messner Inc., New York, [[1960]].
*''A Short History of World War 2'', by James L. Stokesbury, William Morrow and Company, Inc., New York, [[1980]].
*''World War 2'', by C. L. Sulzberger, American Heritage, New York, [[1966]].
*''World Book Encyclopaedia'', Volume 21, World Book Inc., [[1989]], pp. 470-501
*''The World Almanac of World War 2'', by Brigadier Peter Young (ed.), Pharos Books, New York, [[1981]].
[[Category:Knowledge Base]]
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''Data Collected by [[User:Finbar|Finbar]]''
{| border="1" cellspacing="0"
|+ Total Military Casualties Lost in the Second World War, by Country (in thousands)
|-
! Country !! Alliance !! Dead !! Wounded !! Total Casualties !! Percent Returned
|-
| {{flag|Australia}} || Allies || 23.3 || 39.8 || 63.1 || 63.07%
|-
| {{flag|Austria}} || Axis || 380 || 350.1 || 730.1 || 47.95%
|-
| {{flag|Belgium}} || Allies || 7.7 || 14.5 || 22.2 || 65.31%
|-
| {{flag|Bulgaria}} || Axis || 10 || 21.8 || 31.8 || 68.55%
|-
| {{flag|Canada}} || Allies || 37.4 || 53.1 || 90.5 || 58.67%
|-
| China* || Allies || 2200 || 1762 || 3962 || 39.62%
|-
| {{flag|Finland}} || Axis || 89.8 || 234.5 || 324.3 || 72.30%
|-
| {{flag|France}} || Allies || 210.6 || 390 || 600.6 || 64.93%
|-
| {{flag|Germany}} || Axis || 3500 || 7250 || 10750 || 67.44%
|-
| {{flag|Great Britain}} (''includes colonials'')|| Allies || 329.2 || 348.4 || 677.6 || 51.41%
|-
| {{flag|Hungary}} || Axis || 140 || 89.3 || 229.3 || 38.94%
|-
| {{flag|Italy}} || Axis || 77.4 || 120 || 197.4 || 60.79%
|-
| {{flag|Japan}} || Axis || 1219 || 295.2 || 1514.2 || 19.49%
|-
| {{flag|Poland}} || Allies || 320 || 530 || 850 || 62.35%
|-
| {{flag|Romania}} || Axis || 300 || colspan="3" | Unavailable
|-
| {{flag|Soviet Union}} || Allies || 7500 || 5000 || 12500 || 40.00%
|-
| {{flag|United States}} || Allies || 405.3 || 671.2 || 1076.5 || 62.35%
|}
Average Percentage of Casualties Returned to Combat: 55.20%
This is the total military casualties of dead and wounded, not including civilians. ‘Returned’ means the manpower that is returned to the manpower pool (wounded).
<nowiki>*</nowiki> It is unknown whether these figures include both Communist and Nationalist Chinese casualties, or just the Nationalist Chinese casualties.
==References==
*''Encyclopaedia Britannica'', Volume 23, Encyclopaedia Britannica Inc., [[1970]], pp. 729-808
*''The World War 2 Fact Book'', by Christy Campbell, Macdonald & Co. (Publishers) Ltd., London, [[1985]].
*''World War 2 Almanac: 1931-1945'', by Robert Goralski, G.P. Putnam’s Sons, New York, [[1981]]
*''The Second World War'', by John Keegan, Century Hutchinson Ltd., London, [[1989]].
*''Forgotten Allies'', by Ready, J. Lee, Volumes 1-2, McFarland & Company, Inc, Jefferson, [[1985]].
*''Louis L. Snyder's Historical Guide to World War II', by Louis L. Snyder, Greenwood Press, Westwood, [[1982]].
*''The War: A Concise History 1939-1945'', by Louis L. Snyder, Julian Messner Inc., New York, [[1960]].
*''A Short History of World War 2'', by James L. Stokesbury, William Morrow and Company, Inc., New York, [[1980]].
*''World War 2'', by C. L. Sulzberger, American Heritage, New York, [[1966]].
*''World Book Encyclopaedia'', Volume 21, World Book Inc., [[1989]], pp. 470-501
*''The World Almanac of World War 2'', by Brigadier Peter Young (ed.), Pharos Books, New York, [[1981]].
[[Category:Knowledge Base]]
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File:Hungary.png
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== Licensing ==
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== Licensing ==
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== Licensing ==
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== Licensing ==
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File:Guangxi Clique.png
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File:Brazil.png
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== Licensing ==
{{C-PD-because|see [https://commons.wikimedia.org/wiki/File:Flag_of_Brazil_%281889-1960%29.svg source] at Wikimedia Commons.}}
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== Licensing ==
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File:Manchukuo.png
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== Licensing ==
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== Licensing ==
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== Licensing ==
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{{C-PD-because|the author released [https://commons.wikimedia.org/wiki/File:Naval_Ensign_of_Colombia.svg his work] into public domain.}}
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== Licensing ==
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File:Greece.png
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== Licensing ==
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File:Ireland.png
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== Licensing ==
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File:Mexico.png
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== Licensing ==
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|author=[[user:Lillebror|Lillebror]]
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}}
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|source= Emblem: [https://commons.wikimedia.org/wiki/File:Guion_de_la_FAEM_1944_a_1945.svg Guion de la FAEM]
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== Licensing ==
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|source= Emblem: [https://commons.wikimedia.org/wiki/File:Guion_de_la_FAEM_1944_a_1945.svg Guion de la FAEM]
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== Licensing ==
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|author=[[user:Lillebror|Lillebror]]
|source= HoI3 Wiki: [[hoi3:File:Mexico.png|Mexico.png]]
}}
[[Category:Flags]]
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File:Peru.png
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== Licensing ==
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== Licensing ==
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File:Shanxi.png
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== Licensing ==
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Country guides
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__NOTOC__
== Country guides ==
<!-- If you add a strategy page here, please also add it to [[Template:Country guides]]. Thanks! -->
{| CELLPADDING=10
|- VALIGN=top
|width="25%"|
===Major Powers===<!-- 60 Base IC and higher = 4-5 tech teams-->
60 and above Base IC.
* {{flag|France}}
* {{flag|Germany}}
* {{flag|Italy}}
* {{flag|Japan}}
* {{flag|United Kingdom}}
* {{flag|USA}}
* {{flag|Soviet Union}}
|width="25%"|
===Regional Powers===<!-- Between 20 and 59 Base IC = 2-3 tech teams -->
Between 20 and 59 Base IC.
* {{flag|Argentina}}
* {{flag|Australia}}
* {{flag|Belgium}}
* {{flag|Brazil}}
* {{flag|Bulgaria}}
* {{flag|Canada}}
* {{flag|Czechoslovakia}}
* {{flag|Guangxi Clique}}
* {{flag|Hungary}}
* {{flag|Manchukuo}}
* {{flag|Nationalist China}}
* {{flag|Nationalist Spain}} <!-- Not in 1936 scenario, assume same as Rep. Spain -->
* {{flag|Netherlands}}
* {{flag|Poland}}
* {{flag|Republican Spain}}
* {{flag|Romania}}
* {{flag|Sweden}}
* {{flag|Turkey}}
* {{flag|Yugoslavia}}
|width="25%"|
===Minor Powers===<!--- Between 10 and 19 Base IC = 1 tech team -->
Between 10 and 19 Base IC.
* {{flag|Austria}}
* {{flag|Chile}}
* {{flag|Colombia}}
* {{flag|Denmark}}
* {{flag|Finland}}
* {{flag|Greece}}
* {{flag|Ireland}}
* {{flag|Mexico}}
* {{flag|Norway}}
* {{flag|Peru}}
* {{flag|Portugal}}
* {{flag|Shanxi}}
* {{flag|South Africa}}
* {{flag|Switzerland}}
|width="25%"|
===Micro Powers===<!--- Below 10 Base IC = 1 tech team -->
Below 10 Base IC.
*[[image:afg.gif]] [[Afghanistan strategy]]
*[[image:alb.gif]] [[Albania Strategy]]
*[[image:bhu.gif]] [[Bhutan Strategy]]
*[[image:bol.gif]] [[Bolivia Strategy]]
*[[image:chc.gif]] [[Communist China strategy]]
*[[image:cos.gif]] [[Costa Rica Strategy]]
*[[image:cub.gif]] [[Cuba Strategy]]
*[[image:dom.gif]] [[Dominican Republic strategy]]
*[[image:ecu.gif]] [[Ecuador Strategy]]
*[[image:sal.gif]] [[El Salvador Strategy]]
*[[image:est.gif]] [[Estonia Strategy]]
*[[image:eth.gif]] [[Ethiopia strategy]]
*[[image:gua.gif]] [[Guatemala strategy]]
*[[image:hai.gif]] [[Haiti Strategy]]
*[[image:hon.gif]] [[Honduras Strategy]]
*[[image:irq.gif]] [[Iraq Strategy]]
*[[image:lat.gif]] [[Latvia Strategy]]
*[[image:lib.gif]] [[Liberia Strategy]]
*[[image:lit.gif]] [[Lithuania Strategy]]
*[[image:lux.gif]] [[Luxemburg strategy]]
*[[image:mon.gif]] [[Mongolia Strategy]]
*[[image:nep.gif]] [[Nepal Strategy]]
*[[image:nzl.gif]] [[New Zealand strategy]]
*[[image:nic.gif]] [[Nicaragua Strategy]]
*[[image:omn.gif]] [[Oman Strategy]]
*[[image:pan.gif]] [[Panama Strategy]]
*[[image:par.gif]] [[Paraguay Strategy]]
*[[image:per.gif]] [[Persia Strategy]]
*[[image:phi.gif]] [[Philippines Strategy]]
*[[image:sau.gif]] [[Saudi Arabia Strategy]]
*[[image:sia.gif]] [[Siam Strategy]]
*[[image:sik.gif]] [[Sinkiang Strategy]]
*[[image:tan.gif]] [[Tannu Tuva strategy]]
*[[image:tib.gif]] [[Tibet Strategy]]
*[[image:uru.gif]] [[Uruguay Strategy]]
*[[image:ven.gif]] [[Venezuela Strategy]]
*[[image:cxb.gif]] [[Xibei San Ma Strategy]]
*[[image:yem.gif]] [[Yemen Strategy]]
*[[image:cyn.gif]] [[Yunnan Strategy]]
|- VALIGN=top
|colspan="4"|
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Assorted guides
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__NOTOC__
{| CELLPADDING=10
|- VALIGN=top
|
== General guides & FAQ ==
* [[The Complete Newbie Guide]]
* [[General Gameplay FAQ]]
* [[Brigade Strategy Guide]]
* [[Nuclear Weapons]]
* [http://forum.paradoxplaza.com/forum/forumdisplay.php?f=287 Paradox Plaza FAQ subforum]
* [[Battle mechanics and formulas]]
|
== Domestic Policy & Economy ==
* [[Domestic Policy]]
* [[Upgrading calculations|Upgrades]]
* [[Research]]
* [[Do I build Factories?|Expanding Industrial Capacity]]
|- VALIGN=top
|
== Land Guides ==
* [[Beginner's_guide_to_army_management|Beginner's guide to army management]]
* [[Transport Capacity and Supply Efficiency FAQ|Transport Capacity and Supply Efficiency]]
* [[HQ Units in Action|HQ Units]]
* [[Land Combat Efficiency]]
* [[Land Doctrine]]
* [[Conquering - What do I gain?|Conquered Territories]]
* [[Poor man's army|Small nation armies]]
* [[On the subject of ground troop investments|Comparison: Infantry, Motorized, or Mechanized?]]
* [[Militia Strategy Guide]]
* [[Conducting Blitzkrieg offensives]]
|
== Naval & Air Guides ==
* [[Naval Primer]]
* [[Submarine Guide|Submarines]]
* [[Naval Doctrine]]
* [[Effective Use of Airpower]]
|- VALIGN=top
|}
== [[Country guides|Country Guides]] ==
<!-- If you add a strategy page here, please also add it to [[Template:Country guides]]. Thanks! -->
{| CELLPADDING=10
|- VALIGN=top
|width="25%"|
===Major Powers===<!-- 60 Base IC and higher = 4-5 tech teams-->
60 and above Base IC.
* {{flag|France}}
* {{flag|Germany}}
* {{flag|Italy}}
* {{flag|Japan}}
* {{flag|United Kingdom}}
* {{flag|USA}}
* {{flag|Soviet Union}}
|width="25%"|
===Regional Powers===<!-- Between 20 and 59 Base IC = 2-3 tech teams -->
Between 20 and 59 Base IC.
* {{flag|Argentina}}
* {{flag|Australia}}
* {{flag|Belgium}}
* {{flag|Brazil}}
* {{flag|Bulgaria}}
* {{flag|Canada}}
* {{flag|Czechoslovakia}}
* {{flag|Guangxi Clique}}
* {{flag|Hungary}}
* {{flag|Manchukuo}}
* {{flag|Nationalist China}}
* {{flag|Nationalist Spain}} <!-- Not in 1936 scenario, assume same as Rep. Spain -->
* {{flag|Netherlands}}
* {{flag|Poland}}
* {{flag|Republican Spain}}
* {{flag|Romania}}
* {{flag|Sweden}}
* {{flag|Turkey}}
* {{flag|Vichy France}}
* {{flag|Yugoslavia}}
|width="25%"|
===Minor Powers===<!--- Between 10 and 19 Base IC = 1 tech team -->
Between 10 and 19 Base IC.
* {{flag|Austria}}
* {{flag|Chile}}
* {{flag|Colombia}}
* {{flag|Denmark}}
* {{flag|Finland}}
* {{flag|Greece}}
* {{flag|Ireland}}
* {{flag|Mexico}}
* {{flag|Norway}}
* {{flag|Peru}}
* {{flag|Portugal}}
* {{flag|Shanxi}}
* {{flag|South Africa}}
* {{flag|Slovakia}}
* {{flag|Switzerland}}
|width="25%"|
===Micro Powers===<!--- Below 10 Base IC = 1 tech team -->
Below 10 Base IC.
*[[image:afg.gif]] [[Afghanistan strategy]]
*[[image:alb.gif]] [[Albania Strategy]]
*[[image:bhu.gif]] [[Bhutan Strategy]]
*[[image:bol.gif]] [[Bolivia Strategy]]
*[[image:chc.gif]] [[Communist China strategy]]
*[[image:cos.gif]] [[Costa Rica Strategy]]
*[[image:cub.gif]] [[Cuba Strategy]]
*[[image:dom.gif]] [[Dominican Republic strategy]]
*[[image:ecu.gif]] [[Ecuador Strategy]]
*[[image:sal.gif]] [[El Salvador Strategy]]
*[[image:est.gif]] [[Estonia Strategy]]
*[[image:eth.gif]] [[Ethiopia strategy]]
*[[image:gua.gif]] [[Guatemala strategy]]
*[[image:hai.gif]] [[Haiti Strategy]]
*[[image:hon.gif]] [[Honduras Strategy]]
*[[image:irq.gif]] [[Iraq Strategy]]
*[[image:lat.gif]] [[Latvia Strategy]]
*[[image:lib.gif]] [[Liberia Strategy]]
*[[image:lit.gif]] [[Lithuania Strategy]]
*[[image:lux.gif]] [[Luxemburg strategy]]
*[[image:mon.gif]] [[Mongolia Strategy]]
*[[image:nep.gif]] [[Nepal Strategy]]
*[[image:nzl.gif]] [[New Zealand strategy]]
*[[image:nic.gif]] [[Nicaragua Strategy]]
*[[image:omn.gif]] [[Oman Strategy]]
*[[image:pan.gif]] [[Panama Strategy]]
*[[image:par.gif]] [[Paraguay Strategy]]
*[[image:per.gif]] [[Persia Strategy]]
*[[image:phi.gif]] [[Philippines Strategy]]
*[[image:sau.gif]] [[Saudi Arabia Strategy]]
*[[image:sia.gif]] [[Siam Strategy]]
*[[image:sik.gif]] [[Sinkiang Strategy]]
*[[image:tan.gif]] [[Tannu Tuva strategy]]
*[[image:tib.gif]] [[Tibet Strategy]]
*[[image:uru.gif]] [[Uruguay Strategy]]
*[[image:ven.gif]] [[Venezuela Strategy]]
*[[image:cxb.gif]] [[Xibei San Ma Strategy]]
*[[image:yem.gif]] [[Yemen Strategy]]
*[[image:cyn.gif]] [[Yunnan Strategy]]
|- VALIGN=top
|colspan="4"|
== Guides to battlescenarios ==
* [[Strategy for Ardennes Offensive]]
* [[Strategy for Battle of the Coral Sea]]
* [[Strategy for D-Day]]
* [[Strategy for Desert Fox]]
* [[Strategy for Fall Barbarossa]]
* [[Strategy for Fall Blau]]
* [[Strategy for Fall Gelb]]
* [[Strategy for Fall Grün]]
* [[Strategy for Fall Weiß]]
* [[Strategy for Operation Downfall: Invasion of Japan]]
* [[Strategy for Operation Husky]]
* [[Strategy for Platinean War]]
* [[Strategy for Southern Conquests]]
* [[Strategy for Spanish Civil War]]
* [[Strategy for Operation Watchtower]]
* [[Strategy for Winter War]]
== Armageddon and The Abyss Scenarios Guides ==
{| CELLPADDING=10
|- VALIGN=top
|width="33%"|
===Democratic Powers===
*[[image:uau.gif]] [[Australasia Strategy]]
*[[image:ubo.gif]] [[Bourbon Strategy]]
*[[image:uch.gif]] [[Republic of China Strategy]]
*[[image:ugs.gif]] [[Armageddon Sweden Strategy|Sweden Strategy]]
*[[image:utc.gif]] [[The Cossacks Strategy]]
*[[image:usn.gif]] [[USNA Strategy]]
|width="33%"|
===Fascist Powers===
*[[image:uer.gif]] [[Empire of Russia Strategy]]
*[[image:uir.gif]] [[Indian Republic Strategy]]
*[[image:uic.gif]] [[Indo China Strategy]]
*[[image:upr.gif]] [[Prussia Strategy]]
*[[image:ucs.gif]] [[The Confederates Strategy]]
*[[image:uto.gif]] [[The Ottomans Strategy]]
|width="33%"|
===Communist Powers===
*[[image:uap.gif]] [[APR Strategy]]
*[[image:ues.gif]] [[European Soviets Strategy]]
*[[image:ups.gif]] [[PRRS Strategy]]
*[[image:upe.gif]] [[Republic of Persia Strategy]]
*[[image:uro.gif]] [[Roma Strategy]]
*[[image:utl.gif]] [[The Libertadores strategy]]
|- VALIGN=top
|colspan="3"|
[[Category:Guides]]
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File:Slovakia.png
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== Licensing ==
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Template:Disambiguation
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<noinclude>
This is a '''disambiguation''' template. It automatically adds articles to the [[:Category:Disambiguation]].
=== Parameters ===
*None
=== Template use ===
Please, place the template at the foot of disambiguation pages after all of the disambiguation content.
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| style="padding: 0.25em 0.4em; font-style: italic;" | This disambiguation page lists articles associated with the same title. <br /> <small>If an [[Special:WhatLinksHere/{{{page-title|{{FULLPAGENAME}}}}}|internal link]] led you here, you may wish to change the link to point directly to the intended article.</small>
|}<includeonly>[[Category:Disambiguation]]</includeonly><noinclude>[[Category:Templates]]
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Category:Disambiguation
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Created page with "This page is for all pages that are only there to help visitors reach the page they're actually looking for. [[Category:Hearts of Iron 2]]"
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This page is for all pages that are only there to help visitors reach the page they're actually looking for.
[[Category:Hearts of Iron 2]]
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Category:Hearts of Iron 2
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Created page with "This category is for everything related to the game itself. [[Category:Wiki]]"
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This category is for everything related to the game itself.
[[Category:Wiki]]
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'''DD''' may refer to:
* [[Doomsday]], a stand-alone expansion pack to [[Hearts of Iron 2]]
* a [[destroyer]], a naval unit type
{{disambiguation}}
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== Licensing ==
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== Licensing ==
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== Licensing ==
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== Licensing ==
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== Licensing ==
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== Licensing ==
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== Licensing ==
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== Licensing ==
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== Licensing ==
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[[Category:Flags]]
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File:Liberia.png
6
979
1748
2017-03-26T08:02:38Z
Lillebror
871
== Licensing ==
{{C-PD-because|[https://commons.wikimedia.org/wiki/File:Flag_of_Liberia.svg it] consists entirely of information that is [[wikipedia:Threshold_of_originality|common property and contains no original authorship]].}}
[[Category:Flags]]
wikitext
text/x-wiki
== Licensing ==
{{C-PD-because|[https://commons.wikimedia.org/wiki/File:Flag_of_Liberia.svg it] consists entirely of information that is [[wikipedia:Threshold_of_originality|common property and contains no original authorship]].}}
[[Category:Flags]]
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File:Lithuania.png
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980
1749
2017-03-26T08:03:06Z
Lillebror
871
== Licensing ==
{{C-PD-because|of the Republic of Lithuania Law on Copyright and Related Rights [https://commons.wikimedia.org/wiki/File:Naval_Ensign_of_Lithuania_%281927-40%29.svg this work] is not an object of copyright.}}
[[Category:Flags]]
wikitext
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== Licensing ==
{{C-PD-because|of the Republic of Lithuania Law on Copyright and Related Rights [https://commons.wikimedia.org/wiki/File:Naval_Ensign_of_Lithuania_%281927-40%29.svg this work] is not an object of copyright.}}
[[Category:Flags]]
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File:Luxemburg.png
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981
1750
2017-03-26T08:03:40Z
Lillebror
871
== Licensing ==
{{C-PD-because|of its simple geometry.}}
[[Category:Flags]]
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== Licensing ==
{{C-PD-because|of its simple geometry.}}
[[Category:Flags]]
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File:Mongolia.png
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2017-03-26T08:04:15Z
Lillebror
871
== Licensing ==
{{C-PD-because|the author released [https://commons.wikimedia.org/wiki/File:Flag_of_the_People's_Republic_of_Mongolia_%281924-1940%29.svg his work] into public domain.}}
[[Category:Flags]]
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== Licensing ==
{{C-PD-because|the author released [https://commons.wikimedia.org/wiki/File:Flag_of_the_People's_Republic_of_Mongolia_%281924-1940%29.svg his work] into public domain.}}
[[Category:Flags]]
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File:Oman.png
6
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1752
2017-03-26T08:04:53Z
Lillebror
871
== Licensing ==
{{C-Paradox}}
[[Category:Flags]]
wikitext
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== Licensing ==
{{C-Paradox}}
[[Category:Flags]]
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File:Nepal.png
6
984
1753
2017-03-26T08:11:37Z
Lillebror
871
== Licensing ==
{{C-CC-BY-SA
|author=[[user:Lillebror|Lillebror]]
|source= [[hoi3:File:Nepal.png|File:Nepal.png]] on HOI3 Wiki
}}
[[Category:Flags]]
wikitext
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== Licensing ==
{{C-CC-BY-SA
|author=[[user:Lillebror|Lillebror]]
|source= [[hoi3:File:Nepal.png|File:Nepal.png]] on HOI3 Wiki
}}
[[Category:Flags]]
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File:New Zealand.png
6
985
1754
2017-03-26T08:12:20Z
Lillebror
871
== Licensing ==
{{C-PD-because|because its term of copyright has expired (see [http://commons.wikimedia.org/wiki/File:Flag_of_New_Zealand.svg Wikimedia Commons]).}}
[[Category:Flags]]
wikitext
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== Licensing ==
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[[Category:Flags]]
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File:Nicaragua.png
6
986
1755
2017-03-26T08:12:48Z
Lillebror
871
== Licensing ==
{{C-PD-because|the author released [http://commons.wikimedia.org/wiki/File:Flag_of_Nicaragua_%281908-1971%29.svg his work] into public domain.}}
[[Category:Flags]]
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== Licensing ==
{{C-PD-because|the author released [http://commons.wikimedia.org/wiki/File:Flag_of_Nicaragua_%281908-1971%29.svg his work] into public domain.}}
[[Category:Flags]]
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File:Panama.png
6
987
1756
2017-03-26T08:14:11Z
Lillebror
871
== Licensing ==
{{C-PD-because|the creator released [http://commons.wikimedia.org/wiki/File:Flag_of_Panama.svg his work] into public domain.}}
[[Category:Flags]]
wikitext
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== Licensing ==
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[[Category:Flags]]
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File:Paraguay.png
6
988
1757
2017-03-26T08:14:40Z
Lillebror
871
== Licensing ==
{{C-PD-because|the creator released [http://commons.wikimedia.org/wiki/File:Flag_of_Paraguay_%281842-1954%29.svg his work] into public domain.}}
[[Category:Flags]]
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== Licensing ==
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[[Category:Flags]]
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File:Persia.png
6
989
1758
2017-03-26T08:15:06Z
Lillebror
871
== Licensing ==
{{C-PD-because|the creator released [https://commons.wikimedia.org/wiki/File:State_Flag_of_Iran_%281933-1964%29.svg his work] into public domain.}}
[[Category:Flags]]
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== Licensing ==
{{C-PD-because|the creator released [https://commons.wikimedia.org/wiki/File:State_Flag_of_Iran_%281933-1964%29.svg his work] into public domain.}}
[[Category:Flags]]
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File:Philippines.png
6
990
1759
2017-03-26T08:15:31Z
Lillebror
871
== Licensing ==
{{C-PD-because|the creator released [http://commons.wikimedia.org/wiki/File:Flag_of_the_Philippines.svg his work] into public domain.}}
[[Category:Flags]]
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== Licensing ==
{{C-PD-because|the creator released [http://commons.wikimedia.org/wiki/File:Flag_of_the_Philippines.svg his work] into public domain.}}
[[Category:Flags]]
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File:Saudi Arabia.png
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1760
2017-03-26T08:15:55Z
Lillebror
871
== Licensing ==
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== Licensing ==
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[[Category:Flags]]
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File:Siam.png
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992
1761
2017-03-26T08:16:19Z
Lillebror
871
== Licensing ==
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== Licensing ==
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[[Category:Flags]]
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File:Sinkiang.png
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993
1762
2017-03-26T08:16:54Z
Lillebror
871
== Licensing ==
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== Licensing ==
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[[Category:Flags]]
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Country guides
0
404
1763
1716
2017-03-26T08:17:22Z
Lillebror
871
with flag template
wikitext
text/x-wiki
__NOTOC__
== Country guides ==
<!-- If you add a strategy page here, please also add it to [[Template:Country guides]]. Thanks! -->
{| CELLPADDING=10
|- VALIGN=top
|width="25%"|
===Major Powers===<!-- 60 Base IC and higher = 4-5 tech teams-->
60 and above Base IC.
* {{flag|France}}
* {{flag|Germany}}
* {{flag|Italy}}
* {{flag|Japan}}
* {{flag|United Kingdom}}
* {{flag|USA}}
* {{flag|Soviet Union}}
|width="25%"|
===Regional Powers===<!-- Between 20 and 59 Base IC = 2-3 tech teams -->
Between 20 and 59 Base IC.
* {{flag|Argentina}}
* {{flag|Australia}}
* {{flag|Belgium}}
* {{flag|Brazil}}
* {{flag|Bulgaria}}
* {{flag|Canada}}
* {{flag|Czechoslovakia}}
* {{flag|Guangxi Clique}}
* {{flag|Hungary}}
* {{flag|Manchukuo}}
* {{flag|Nationalist China}}
* {{flag|Nationalist Spain}} <!-- Not in 1936 scenario, assume same as Rep. Spain -->
* {{flag|Netherlands}}
* {{flag|Poland}}
* {{flag|Republican Spain}}
* {{flag|Romania}}
* {{flag|Sweden}}
* {{flag|Turkey}}
* {{flag|Yugoslavia}}
|width="25%"|
===Minor Powers===<!--- Between 10 and 19 Base IC = 1 tech team -->
Between 10 and 19 Base IC.
* {{flag|Austria}}
* {{flag|Chile}}
* {{flag|Colombia}}
* {{flag|Denmark}}
* {{flag|Finland}}
* {{flag|Greece}}
* {{flag|Ireland}}
* {{flag|Mexico}}
* {{flag|Norway}}
* {{flag|Peru}}
* {{flag|Portugal}}
* {{flag|Shanxi}}
* {{flag|South Africa}}
* {{flag|Switzerland}}
|width="25%"|
===Micro Powers===<!--- Below 10 Base IC = 1 tech team -->
Below 10 Base IC.
* {{flag|Afghanistan}}
* {{flag|Albania}}
* {{flag|Bhutan}}
* {{flag|Bolivia}}
* {{flag|Communist China}}
* {{flag|Costa Rica}}
* {{flag|Cuba}}
* {{flag|Dominican Republic}}
* {{flag|Ecuador}}
* {{flag|El Salvador}}
* {{flag|Estonia}}
* {{flag|Ethiopia}}
* {{flag|Guatemala}}
* {{flag|Haiti}}
* {{flag|Honduras}}
* {{flag|Iraq}}
* {{flag|Latvia}}
* {{flag|Liberia}}
* {{flag|Lithuania}}
* {{flag|Luxemburg}}
* {{flag|Mongolia}}
* {{flag|Nepal}}
* {{flag|New Zealand}}
* {{flag|Nicaragua}}
* {{flag|Oman}}
* {{flag|Panama}}
* {{flag|Paraguay}}
* {{flag|Persia}}
* {{flag|Philippines}}
* {{flag|Saudi Arabia}}
* {{flag|Siam}}
* {{flag|Sinkiang}}
* {{flag|Tannu Tuva}}
* {{flag|Tibet}}
* {{flag|Uruguay}}
* {{flag|Venezuela}}
* {{flag|Xibei San Ma}}
* {{flag|Yemen}}
* {{flag|Yunnan}}
|- VALIGN=top
|colspan="4"|
2fe0c809eb1dd17562f752df250f22c6d0507758
Assorted guides
0
334
1764
1717
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Lillebror
871
with flag template
wikitext
text/x-wiki
__NOTOC__
{| CELLPADDING=10
|- VALIGN=top
|
== General guides & FAQ ==
* [[The Complete Newbie Guide]]
* [[General Gameplay FAQ]]
* [[Brigade Strategy Guide]]
* [[Nuclear Weapons]]
* [http://forum.paradoxplaza.com/forum/forumdisplay.php?f=287 Paradox Plaza FAQ subforum]
* [[Battle mechanics and formulas]]
|
== Domestic Policy & Economy ==
* [[Domestic Policy]]
* [[Upgrading calculations|Upgrades]]
* [[Research]]
* [[Do I build Factories?|Expanding Industrial Capacity]]
|- VALIGN=top
|
== Land Guides ==
* [[Beginner's_guide_to_army_management|Beginner's guide to army management]]
* [[Transport Capacity and Supply Efficiency FAQ|Transport Capacity and Supply Efficiency]]
* [[HQ Units in Action|HQ Units]]
* [[Land Combat Efficiency]]
* [[Land Doctrine]]
* [[Conquering - What do I gain?|Conquered Territories]]
* [[Poor man's army|Small nation armies]]
* [[On the subject of ground troop investments|Comparison: Infantry, Motorized, or Mechanized?]]
* [[Militia Strategy Guide]]
* [[Conducting Blitzkrieg offensives]]
|
== Naval & Air Guides ==
* [[Naval Primer]]
* [[Submarine Guide|Submarines]]
* [[Naval Doctrine]]
* [[Effective Use of Airpower]]
|- VALIGN=top
|}
== [[Country guides|Country Guides]] ==
<!-- If you add a strategy page here, please also add it to [[Template:Country guides]]. Thanks! -->
{| CELLPADDING=10
|- VALIGN=top
|width="25%"|
===Major Powers===<!-- 60 Base IC and higher = 4-5 tech teams-->
60 and above Base IC.
* {{flag|France}}
* {{flag|Germany}}
* {{flag|Italy}}
* {{flag|Japan}}
* {{flag|United Kingdom}}
* {{flag|USA}}
* {{flag|Soviet Union}}
|width="25%"|
===Regional Powers===<!-- Between 20 and 59 Base IC = 2-3 tech teams -->
Between 20 and 59 Base IC.
* {{flag|Argentina}}
* {{flag|Australia}}
* {{flag|Belgium}}
* {{flag|Brazil}}
* {{flag|Bulgaria}}
* {{flag|Canada}}
* {{flag|Czechoslovakia}}
* {{flag|Guangxi Clique}}
* {{flag|Hungary}}
* {{flag|Manchukuo}}
* {{flag|Nationalist China}}
* {{flag|Nationalist Spain}} <!-- Not in 1936 scenario, assume same as Rep. Spain -->
* {{flag|Netherlands}}
* {{flag|Poland}}
* {{flag|Republican Spain}}
* {{flag|Romania}}
* {{flag|Sweden}}
* {{flag|Turkey}}
* {{flag|Vichy France}}
* {{flag|Yugoslavia}}
|width="25%"|
===Minor Powers===<!--- Between 10 and 19 Base IC = 1 tech team -->
Between 10 and 19 Base IC.
* {{flag|Austria}}
* {{flag|Chile}}
* {{flag|Colombia}}
* {{flag|Denmark}}
* {{flag|Finland}}
* {{flag|Greece}}
* {{flag|Ireland}}
* {{flag|Mexico}}
* {{flag|Norway}}
* {{flag|Peru}}
* {{flag|Portugal}}
* {{flag|Shanxi}}
* {{flag|South Africa}}
* {{flag|Slovakia}}
* {{flag|Switzerland}}
|width="25%"|
===Micro Powers===<!--- Below 10 Base IC = 1 tech team -->
Below 10 Base IC.
* {{flag|Afghanistan}}
* {{flag|Albania}}
* {{flag|Bhutan}}
* {{flag|Bolivia}}
* {{flag|Communist China}}
* {{flag|Costa Rica}}
* {{flag|Cuba}}
* {{flag|Dominican Republic}}
* {{flag|Ecuador}}
* {{flag|El Salvador}}
* {{flag|Estonia}}
* {{flag|Ethiopia}}
* {{flag|Guatemala}}
* {{flag|Haiti}}
* {{flag|Honduras}}
* {{flag|Iraq}}
* {{flag|Latvia}}
* {{flag|Liberia}}
* {{flag|Lithuania}}
* {{flag|Luxemburg}}
* {{flag|Mongolia}}
* {{flag|Nepal}}
* {{flag|New Zealand}}
* {{flag|Nicaragua}}
* {{flag|Oman}}
* {{flag|Panama}}
* {{flag|Paraguay}}
* {{flag|Persia}}
* {{flag|Philippines}}
* {{flag|Saudi Arabia}}
* {{flag|Siam}}
* {{flag|Sinkiang}}
* {{flag|Tannu Tuva}}
* {{flag|Tibet}}
* {{flag|Uruguay}}
* {{flag|Venezuela}}
* {{flag|Xibei San Ma}}
* {{flag|Yemen}}
* {{flag|Yunnan}}
|- VALIGN=top
|colspan="4"|
== Guides to battlescenarios ==
* [[Strategy for Ardennes Offensive]]
* [[Strategy for Battle of the Coral Sea]]
* [[Strategy for D-Day]]
* [[Strategy for Desert Fox]]
* [[Strategy for Fall Barbarossa]]
* [[Strategy for Fall Blau]]
* [[Strategy for Fall Gelb]]
* [[Strategy for Fall Grün]]
* [[Strategy for Fall Weiß]]
* [[Strategy for Operation Downfall: Invasion of Japan]]
* [[Strategy for Operation Husky]]
* [[Strategy for Platinean War]]
* [[Strategy for Southern Conquests]]
* [[Strategy for Spanish Civil War]]
* [[Strategy for Operation Watchtower]]
* [[Strategy for Winter War]]
== Armageddon and The Abyss Scenarios Guides ==
{| CELLPADDING=10
|- VALIGN=top
|width="33%"|
===Democratic Powers===
*[[image:uau.gif]] [[Australasia Strategy]]
*[[image:ubo.gif]] [[Bourbon Strategy]]
*[[image:uch.gif]] [[Republic of China Strategy]]
*[[image:ugs.gif]] [[Armageddon Sweden Strategy|Sweden Strategy]]
*[[image:utc.gif]] [[The Cossacks Strategy]]
*[[image:usn.gif]] [[USNA Strategy]]
|width="33%"|
===Fascist Powers===
*[[image:uer.gif]] [[Empire of Russia Strategy]]
*[[image:uir.gif]] [[Indian Republic Strategy]]
*[[image:uic.gif]] [[Indo China Strategy]]
*[[image:upr.gif]] [[Prussia Strategy]]
*[[image:ucs.gif]] [[The Confederates Strategy]]
*[[image:uto.gif]] [[The Ottomans Strategy]]
|width="33%"|
===Communist Powers===
*[[image:uap.gif]] [[APR Strategy]]
*[[image:ues.gif]] [[European Soviets Strategy]]
*[[image:ups.gif]] [[PRRS Strategy]]
*[[image:upe.gif]] [[Republic of Persia Strategy]]
*[[image:uro.gif]] [[Roma Strategy]]
*[[image:utl.gif]] [[The Libertadores strategy]]
|- VALIGN=top
|colspan="3"|
[[Category:Guides]]
08a278788333ac30fc913f9aca5abd45cc626ca8
File:Xibei San Ma.png
6
975
1765
1742
2017-03-26T08:33:59Z
Lillebror
871
Lillebror uploaded a new version of [[File:Xibei San Ma.png]]
wikitext
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== Licensing ==
{{C-CC-BY-SA
|author=[[User:Lillebror|Lillebror]]
|source=[[hoi3:File:Xibei_San_Ma.png|File:Xibei_San_Ma.png]] on HOI3 Wiki
}}
[[Category:Flags]]
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Lillebror
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== Licensing ==
{{C-CC-BY-SA-self
|author=[[User:Lillebror|Lillebror]]
|source=[[hoi3:File:Xibei_San_Ma.png|File:Xibei_San_Ma.png]] on HOI3 Wiki
}}
[[Category:Flags]]
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File:Hoi2 boxshot.jpg
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2017-03-26T08:47:16Z
Lillebror
871
== Licensing ==
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== Licensing ==
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File:EOS1.jpg
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Lillebror
871
== Licensing ==
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== Licensing ==
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[[Category:Screenshots]]
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File:EOS2.jpg
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Lillebror
871
== Licensing ==
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== Licensing ==
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File:Yakolev9.jpg
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2017-03-26T09:09:36Z
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871
== Licensing ==
{{C-CC-BY-SA
|version=2.5
|author=[https://commons.wikimedia.org/wiki/User:Kogo Kogo]
|source= [https://commons.wikimedia.org/wiki/File:Yak_9_1.jpg The Yakovlev Yak-9U-M]
}}
wikitext
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== Licensing ==
{{C-CC-BY-SA
|version=2.5
|author=[https://commons.wikimedia.org/wiki/User:Kogo Kogo]
|source= [https://commons.wikimedia.org/wiki/File:Yak_9_1.jpg The Yakovlev Yak-9U-M]
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Effective Use of Airpower
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2017-03-26T09:10:52Z
Lillebror
871
/* Interceptor vs. Fighter */ thumb
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{{Anthology}}
==Overview==
Aircraft in Hearts of Iron 2 are extremely powerful when used effectively: they can decimate enemy Navies ''and'' destroy enemy Armies. An '''effective use of airpower''' requires a considerable amount of research and aircraft construction: half-hearted attempts to create an air force will not be effective.
There are four types of bombers in HOI2:
* [[Tactical Bomber]]s (TAC)
* [[Strategic Bomber]]s (STR)
* [[Naval Bomber]]s (NAV)
* [[Close Air Support]] (CAS)
There are three types of fighters in HOI2:
* [[Fighter]]s (FTR)
* [[Escort Fighter]]s (ESC)
* [[Interceptor]]s (INT)
Finally, in a category of its own, there is the [[Transport Plane]]s (TRA). For technology requirements for these, see the [[Aircraft_Tech_Tree]].
=== Version Changes ===
* HOI2: Air combat in the original HOI2 game was considerably flawed. The AI would send aircraft on suicide missions, and literally waste its most valuable aircraft for no tactical nor strategic gain. Meanwhile, Naval Bombers were ridiculously overpowered and could single handedly wipe out entire navies.
* DD: Air combat AI was significantly improved. Escort fighters became brigades. Naval Bombers were weakened.
* ARMA: Air combat AI was again improved. Aircraft take much more damage by enemy fire than in previous versions of the game. That means more micromanagement as you really don´t want your planes to attack larger enemy stacks.
== Strategy ==
This diversity of options makes it nearly impossible for any nation to master all aircraft technologies, or build sufficient quantities of aircraft in all fields. Therefore, it is necessary to choose areas of specialization, contingent on your overall war strategy. Two sets of aircraft share technology doctrines, making them popular choices: Fighters and Interceptors; and Tactical and Naval Bombers.
For major nations, the choice in Bombers is divided three ways, and ''only two options'' can effectively be pursued. Most players choose TAC/NAV & CAS, and ignore STR:
* Tactical & Naval Bombers
* Close Air Support Bombers
* Strategic Bombers
=== Airfields ===
Building CAS, TRA, or FTR aircraft is typically best served by building new airfields near expected fronts for the aircraft to be useful beyond the initial front early in the war. Germany, for example, must build up the Polish border provinces to house CAS aircraft prior to Fall Weiss. Building up along the frontier of the Low Countries and France will allow Germany to use CAS as an integral part of the attack, shortening battles, speeding up conquests, and in the end reserving manpower and organization for more rapid movement around the end of the Maginot line. The Soviet Union has a severe lack of airbases, and requires considerable construction efforts to create an effective infrastructure for air power.
===Air Defense===
A total of five factors can be used to provide an extremely strong air defense:
* Interceptor "umbrella": Interceptors on Air Superiority missions covering each major interior region of your nation.
* Fighter "barrier": Fighters on Air Superiority missions that provide a defensive "front-line".
* Anti-Aircraft: To assist fighters and interceptors, anti-aircraft installations are very effective
* Air Bases: Any air engagement over an airbase provides your aircraft with combat bonuses
* Radar: Any air engagement over an airbase provides your aircraft with combat bonuses
===Air Superiority===
Air Superiority is not merely a defensive tactic. While extreme defensive measures can be successful in achieving air superiority, offensive measures can produce the same or better results. Considering that the intent of Air Superiority is to remove your enemy's ability to put aircraft in the air at all, offensive operations are necessary. This requires a coordinated effort by your air forces to not only repel enemy aircraft, but also damage the enemy's infrastructure for those aircraft. This is important because most air combat (in DD & ARMA) will only reduce the org and cause slight damage to attacking aircraft. Those aircraft will then retreat in order to repair. Actual destruction of aircraft is quite difficult and rare (in DD & ARMA).
Strategic bombers are the best weapon for attacking enemy infrastructure, and perform three vital missions:
* Installation strikes to reduce the effect of AA;
* Runway cratering to reduce the strength of airfields;
* Logistical strikes to reduce province infrastructure -- which means airfields and AA will take longer to come back to normal.
Once air superiority has been achieved, periodic Strategic Bombing runs are necessary to maintain supremacy. This method, though expensive, can be used to achieve complete air dominance over an enemy.
=== Strategic Examples ===
Germany: As a nation, Germany relies upon the strength of their ground forces, very specifically their armor and fast attacks, to conquer territory and integrate it quickly into their war machine to fuel further conquests. A large STR force is absolutely antithetical to this approach. Reducing infrastructure and IC of provinces you're going to conquer slows your advance and lengthens the amount of time it takes to integrate the province into your empire's production machine. The clear choice for Germany is CAS/TAC.
Great Britain: Having the sea as a wall, Great Britain is in a position that massive land combats are not to be expected. Until the aid of the United States comes into the war, the UK will not be able to win an extended land campaign against a Germany set to defend against it. The best defense of the Home Islands is making certain that Germany cannot mount an attack. Being dependent upon overseas sources for your industrial materials means that you will be vulnerable if the Germans should cut your supply lines. Large land forces garrisoning all the possible landing beaches in Great Britain can be hard on your TC, leaving your overseas holdings vulnerable to conquest. Shutting down the immediate threat of Germany is your number one goal. TAC/STR is clearly the choice for Great Britain.
== Tactics ==
Ultimately, the Air Force is only useful to the extent that it assists in the broader war effort, which generally means capturing provinces. In the land war, a complete/ideal use of the air force would be conducted like this:
* An Interceptor wing flies over your own forces, protecting them from enemy bombers
* A fighter wing flies over enemy territory, attacking enemy interceptors to clear the air for your own aircraft
* Strategic Bombardment attacks behind enemy lines, weakening IC and province infrastructure of the soon to be retreating forces
* Tactical Bombers conduct interdiction missions on the enemy lines as your main army attacks, helping to rapidly reduce enemy organisation
* As the retreating enemy falls back into a province with greatly reduced infrastructure, your Close Air Support bombers perform ground attack missions, tearing the enemy army to shreds.
=== Night Flying ===
Night operations have a penalty to attack of -80% and a penalty of -50% on defense. This effectively makes it safer for bombers to conduct nighttime bombing runs, and it makes INT and FTR less effective in combating them during the night. Air Doctrine research gives greater advantage to the bombers, eventually with the elimination of the defense penalty entirely. This is essential for effective use of STR in particular.
==Aircraft In-depth==
===Interceptor vs. Fighter===
[[File:Yakolev9.jpg|thumb|Yakolev9: the most common Soviet aircraft of WW2]]
Interceptors are designed to defeat bombers (STR, TAC, CAS, NAV), while Fighters are designed to achieve air superiority. For this reason, fighters will defeat interceptors in an "even" fight, and will perform decently against enemy bombers. Interceptors, on the other hand, will severely punish enemy bombers, causing heavy damage and forcing enemy bombers to abort their mission.
Fighter Overview:
* Superior Range (necessary in the Pacific)
* High cost to build
* High cost and time to repair
* High supply/fuel needs
* Technology comes later
* Decent at non-conventional uses (ground attack, etc)
* Excellent for JAP and USA due to range issues
Interceptor Overview:
* +25% combat bonus when fighting bombers
* Inferior Range (not needed due to defensive role)
* Low cost to build
* Low cost and time to repair
* Low supply/fuel needs
* Technology comes earlier
* Very poor at non-conventional uses (ground attack, etc)
* Rocket interceptors are very poor and need two more aircraft techs to be researched before interceptors can upgrade to turbojet models
* Excellent for GER, USSR, ITA, UK
For these reasons, many players exclusively build Interceptors. A combined force of Fighters and Interceptors is the most potent combination possible.
===Escort Fighters===
Escort Fighters (ESC) are always a necessity for TAC, STR, and NAV since they significantly reduce the org and strength damage taken by bombers, which results in improved bomber effectiveness. In HOI2, NAV were extremely dominant, and did not technically need escort fighters. In HOI2 DD and ARMA, NAV must have ESC. CAS cannot have escort fighters, and as a result are more likely to receive more damage in combat. Historically, it was determined that the most effective bomber/escort ratio was 1:1, and this remains true in the game. In HOI2, escort fighters are distinct aircraft units, and thus should be grouped with bombers. In HOI2 DD and ARMA, escort fighters are aircraft "brigades", and can be directly attached to bombers.
Carrier Attack Groups (CAG) are the other type of escort fighter in the game, and function as a naval brigade. A carrier (CV) without a CAG is a carrier without any aircraft, which of course is a worthless Carrier. Naturally, all Carriers must use a CAG to be effective. As an added benefit, as technology upgrades occur in escort fighters, naval CAGs in port will automatically be upgraded. This effectively serves as a carrier upgrade, making carriers the only ships in the game that can be effectively retrofitted.
===Strategic Bombers===
Strategic Bombers (STR) are only truly effective with Air Superiority established for a certain region, or when flying at night. STR are very vulnerable targets and are also expensive and time consuming to repair. At the same time, STR are generally the only way to achieve air superiority over enemy territory, with the obvious exception of capturing enemy provinces. In game terms, capturing provinces is almost always easier that achieving air superiority.
When STR performs logistical strikes, enemy IC is reduced in the province. That in turn lowers the target's ability to supply, reinforce, produce, and upgrade his military. It also lowers his TC, which may lower the ESE of his troops in the field.
On a naval note, Port Strikes with Strategic aircraft have much the same effect on enemy naval forces as Runway Cratering missions do with his air forces. You don't need to sink his ships if they can't be repaired, refueled, and rearmed. As Great Britain, hitting German ports can be a major boon to keeping your supply lines open. Your convoys don't have to worry about submarines that are undersupplied and spending months longer in port to repair.
===Tactical & Close Air Support Bombers===
Once you have established air superiority, it is time to use your Tactical and CAS aircraft to effect. Your use of air is meant for one thing, and one thing only, winning on the ground.
Ground Attack and Interdiction are your bread and butter in this case. Use a combination of these attacks for greatest efficiency. TACs are best at Interdiction and Ground Attacks are best for CAS. Technically, both are very good at both missions. The increased attack values of CAS above Basic level combines with shorter flight times and increased ground attack efficiency to make for truly staggering numbers. And once an enemy unit breaks and is on the move, Ground Attack missions from CAS aircraft will severly tear them up. Additionally, the CAS is much more effective as the war goes on and enemy Softness factors begin to drop.
===Naval Bombers===
Naval Bombers are highly capable in Naval Strike missions. In fact, NAV was so powerful in the original HOI2 that many players refused to build any naval ships, and instead solely built NAV! NAV could utterly decimate any fleet in the water, without taking any serious damage. As a result of this extreme imbalance, NAV were weakened in DD and ARMA, though still quite capable. In addition to Naval Strike, NAV are capable of convoy bombing. They are not as good as submarines at convoy bombing, but they are still effective in this dual role.
Naval Bombers (NAV) are fairly unique among other air units, in that air superiority is considerably less important. This is partly because there is no AA over sea zones, and ships generally have much weaker AA than land units, which is historically accurate. Also, it is far more important for nations to use their air power over their own land units, rather than patrolling sea zones. Thus, NAV are generally quite free to roam about the oceans with little interference.
==AirPower Efficiency==
Airpower can be extremely effective, but it is not necessarily the most efficient use of resources, which is often a focus for veteran HOI2 players. HOI2 has been modeled in such a way that *the most efficient* use of military resources is an Infantry-only army. The IC, time, supply, and repair costs associated with Infantry beat out any other type of unit by a large margin, including air units. Also, mastery of air power is challenging in terms of time, cost, and research. While many nations can find a particular, effective use of airpower, extremely few nations can manage to have a presence across the spectrum of air options.
This being true, Airpower does have specific, unique advantages:
# Constancy of Attack - Air power can apply pressure and damage to an enemy continuously, while land force must advance. The ability to continue to damage the enemy and keep him on his heels when he's been knocked back can mean a difference of a lot of IC and manpower spent on reinforcement.
# Wide Ranging Effect - This applies to the Strategic strategy more so than the Tactical strategy, however it is applicable to both. The wide ranging effects of damage to IC can be devastating. 8 air divisions (4 bombers with 4 escorting fighters) hitting a province like Dresden, Cologne, or Berlin with maximum ToT can translate to big TC and production losses. TC dropping down reduces ESE of ALL of his armies. When a unit hits supply problems, they start getting a -.5% combat efficiency loss for each 1% of ESE below 100%. This can be very damaging. What other investment of IC can get a combat efficiency penalty across all units in an enemy army, navy, and air force, REGARDLESS of the size of their army (you might say "easier with a bigger army")?
# Speed of Response - CAS and TAC aircraft can move across a continent faster than any other unit. If the enemy is making an unexpected attack, or gaining an unexpected advantage, air power is flexible enough to move to the other front and blunt the enemy assault. An armored attack can grind to a halt under heavy attack from CAS aircraft. Sending an infantry division to reinforce a defense can take some time, especially in lower infrastructure areas (can we say Russian Steppe, or Africa). Sending in aircraft for the same purpose can take an hour or two. An hour can be all the difference in winning an losing.
==Miscellaneous Tips for Using Air Power==
A few other tips before I wrap it up:
# Make sure to mark any air unit messages as Show Message Popup and Pause. If you do this, you won't forget the aircraft, and once one mission is complete, you can go and examine your forces, determine their readiness, and get them back up again without missing a beat.
# Produce early, produce often - Air divisions are rarely destroyed (unless you let them get overrun). Produce them early and upgrade them. You can pump out infantry much faster than you can aircraft. Get your air forces up to fighting trim before you go to war.
# Continue to expand your air force as you go, planning ahead for future operations. If you want to keep England out of the war while you work on Barbarossa, keep your Luftwaffe expanding so that you can maintain the pressure on a crunched England while you deal with Stalin on the East Front.
# Change your focus as the need becomes apparent. If you've managed to achieve air superiority as Great Britain, when D-Day is getting closer, go ahead and start working on some CAS aircraft or increase your TAC ratio in your air force. Certainly, the CAS won't be as effective as the TAC, but they're cheap and they can make a difference on the battlefield when your enemy's advantage in technology is nullified (An ME 262 on the ground isn't going to do much against your older, slower CAS aircraft in the air).
# Once You Go Up, There's No Coming Down - Realize that once you commit to air power, you're going to have to intentionally lag in one area. If you're Germany or the USSR, you won't have the resources/time for effective naval investment.
# Getting aircraft where you want them - Ground Attack and Interdiction missions will be most telling in battle. The targeting AI DOES prioritize active combats as targets. However, if your air units are in the air when combat starts, they may already be targeted, or in the middle of a mission, and won't go where you need them. By the time they've returned to base and head back out again, chances are the ground combat is nearly over. Use the planning boxes to launch your aircraft one to two hours AFTER you begin a ground attack. If you win before they arrive, then the enemy will get hit on the move for big time results. If the arrive before you win, watch the little green bar shrink.
# Too Much of a Good Thing? - Yes, there is too much of a good thing. Use your air power in moderation. Each division above 2 in one combat gives a -2% effectiveness to ALL aircraft in the combat. If you have 30 CAS all attacking one target, you're not going to get results. Any over your command limit (minimum of 14) are going to be fighting immediately at a -25% penalty. Then everyone is going to get a -56% penalty for all those aircraft.
# Be Mindful of Mother Nature - Weather can be detrimental to all military missions, but it is the one thing other than free ranging enemy bombers that can GROUND your air forces. While not paying attention to the weather with land forces means that you can expect a harder time of things, not paying attention with aircraft means MAJOR penalties. If you have storms or blizzards in the target area, aircraft cannot attack. If you have storms or blizzards over your airfield, they can't even take off. Rain and Snow can have a detrimental effect, but you can reduce this effect by researching the appropriate doctrines for the aircraft type. Attacking at night in the rain is pointless. Ground your aircraft and save the oil.
[[Category:Guides]] [[Category:General Guides]]
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== Summary ==
Land Efficiency FAQ example image
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== Summary ==
Land Efficiency FAQ example image
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{{Country guides}}
==Background==
[[Image:C_rec_poster.jpg|thumb|Canadian Recruitment Poster]]
Canadian role in the WW2 is often underappreciated by such military power houses as USA and Russia. Historically, Canada played an important role in many military operations during the war and were along with the United Kingdom part of the biggest military operation in history - Operation Overlord (the D-Day).
Hearts of Iron 2 allows you to play as Canada in a very uninhibited way. You can either pursue a historical Santa's little helper strategy and assist the UK/US invasions or become a military power house on your own. This guide will explain how to achieve the latter.
Canada has many disadvantages, but it also has some obvious advantages in the game.
Advantages:
* Isolation from the actual war, separated by an ocean.
* Huge number of allies.
* Virtually no way of running out of resources.
* Freedom of action
Disadvantages:
* Very few men available
* Low IC in the beginning
* No army
* No NAVY
* Nothing to fight with in general
* Only two research team slots at start
You will most of the time depend on the UK to do the NAVY fighting for you as well as giving you basic land support, but everything else, such as taking enemy provinces, is up to you.
The idea here is to make Canada a new world aggressor. Unrealistic, but fun.
The final goal is: conquest of the USA. This can and has been done (in my case by late 1945).
==Tips==
Use all your menpower to make new divisions, never reinforce old ones (unless you feel very generous)
===In the Beginning===
You start your game slowly. Nothing is happening or will happen for a LONG while, so stock up on coke and pizza pockets. With proper managing, you should have about 45 or so ICs available in total. You start with one single division and six transports, each with a fancy name. Reinforce your single division and transfer it to Halifax, this is going to be your main port. Start making one infantry division. Make it two if you can. For the next 3 or so years, you should be making 1-2 divisions constantly, so by about 1938 or so you should have at least 10 divisions ready. Play around with your minister to make the most output. Don't bother with manpower ministry, they add almost nothing. One of the ministers add +15% from foreign ICs. Remember him because you will use him after your first successful conquest. It also helps to make some basic armor. I usually stick with light armor at first, it's fast and costs cheap. Make two or preferably 3 tanks (once again by 1938).
===Research===
Infantry and armor and industry are your key research areas.
Start with 1 infantry research and 1 industry. Increase your manpower and ICs in industry and make your infatry more advanced. You will also need marines, so as soon as you can, research that area as well.
Don't bother with any of the artilleries, they only waste time/money in the beginning. Do research tanks however. Tanks are your key assault weaponry and almost never need reinforcement due to their low softness.
Later on you will also need mountain divisions, but don't bother with these before early 1940s.
Navy/air are completely useless.
All your research will depend on the blueprints you receive from UK allies. As a matter of fact, always check the UK for what they have. Normally they give you blueprints for free, but if they don't, buy it off them before researching. This way you will have a very up to date and advanced infantry by the time the war starts.
===Canadian Invasion===
You are not going to be a nice guy here. We are making a Canadian empire, so it requires a lot of bloodshed. Here's a little thing about Canada, when you declare war on anyone, nobody gives a damn and you get instant support from the UK and everyone in the allies. Isn't that fun? You get to be a spoiled child and be supported by powerful parents, in a sense.
The only thing is you can only declare war when your democracy goes down quite a few points (2 I believe). So by 1938 you should have enough authoritarianism to be able to declare war with about 9% dissent growth. Dissent won't matter much though since you only have few IC anyway.
So now who do you attack?
I went with Spain as soon as the civil war was finished just because they were weak and had no allies.
To attack Spain, transfer all the division you made to the south of France (Bordeaux I believe) and from there, as soon as you ready, declare war.
Now here's an important part: advance quickly before they can secure their borders and try to take Madrid fast. As soon as you take Madrid and some other key provinces, hold your positions because technically speaking, Spain has about 2x more divisions than you do and you'll need that French/English support that is about to come and help you. UK/France normally finishes off the rest of Spanish resistance and you can then safely annex the country. This is a good time to change your ministers to get as much foreign IC bonus as possible.
Don't worry about lacking resources that you might now have. UK will most likely provide you with all you need.
When this is done, congratulations, you now have Spain as your new province. Let's call it Spaingary.
Edit: This strategy does not work in 1.3, as all of the territories you seize will be taken by France or Britain when you near Gibraltar, and as such you are unable to annex Spain. It is also nigh-impossible to make an amphibious landing since the only provinces in range of your transports are Seville and the other coastal province next to Portugal, and both or these are heavily defended, including by a naval force which can tear your fleet to shreds before Britain or France gets involved.
The only successful route I've found is to try and make an amphibious landing on one of the Portuguese coasts with everything you have, and hope that the British navy will be able to keep your supply convoys and transports safe against the rather formidable Portuguese fleet. However, Portugal's home defences are, quite frankly, pushovers, as long as you've kept up-to-date with your infantry research. You may have to reload a few times to succeed in this. However, once you have succeeded, you have a solid base to assault Spain and take many of its VP provinces and major ports very quickly.
===Portugec===
But why stop now? What's this to your left? Yes, Portugal...and oh, look at that. They have almost no army. TAKE THEM! Extra 15 or so ICs won't hurt. Let's call this Portugec. Bring your family for vacation, see Lissabon, nice place.
By now you should be about 55 or so in your ICs and can start making more divisions/do more research (extra team should be available).
I would do as follows:
* Team for research in industry
* Team for infatry/marines/land doctrines
* Team for armor
What's next? Let's go South!
===South Canada===
Look at South America. You see those green lushes filled with riches and industry? Well, let's get them and turn them into bilingual(or trilingual) empire of Canada!
Start with Mexico. Why Mexico?
* It gives an extra entrance to USA
* It has a UK province next to it, so you can either retreat there if something goes bad or you can wait for UK support.
Land in Belize and strike from there. It helps a lot if you have marines by then. Marines will definitely cut through most mexicans like hot knife through mexican butter.
Even though Mexico might have about 10 divisions by then, you shouldn't have much trouble taking it since they're easy to trap and lack that quality your troops have thanks to the UK blueprints.
Annex Mexico and wait. USA will probably cancel non-aggression pact with you, but won't do anything else. They can't declare war on you and do anythign else for that matter. Try to get rid of that annoying dissent and strike the next country to the south (forgot what it is, but there's about 5 countries between Mexico and Panama, each with a lot of IC, total of about 35).
The idea here is to slowly advance South, taking those Central American provinces and increasing your IC. As your IC increases, you can make more divisions. If you never bothered to reinforce your divisions, you should have enough manpower to produce about 3-4 divisions at once, one of which should be armor.
When you're down to Panama (which should be around 1939 or so). Germany will most likely DOW everyone and start cutting down into France. It is imperative that you reinforce your Spangary position in the North with at least 9 divisions so that they don't get through. Put them in some mountain region where their armor won't harm you and you'll be fine. With 9 divisions gone, you might have trouble advancing further in the South, but when you've got about 10-15 divisions extra, 3 of which are armor, strike futher, preferably at Brazil. Brazil may cause a problem since it's huge and has a lot of army, but it's only fun to have such a challenge. I won't spoil how to fight them best, there are different strategies, but let me stress this: marines kick ass.
===The Rest===
You should now reach a point where you have more ICs than you need. Your manpower doesn't grow fast enough for you to make troops and you have 5 research teams, most doing worthless air or navy research because everything else is either done or in progress.
This would be time to consider the main purpose of all thise conquest: become powerful enough to take USA. Alternatively, you can continue taking South America, but that requires a lot of patience and is frankly, a waste of time.
===US of C===
Conquest of the States.
This is a hard task and I had to reload several times and I am still to find the best working strategy. But what works without failure is a sudden and quick strike on US from both sides, Mexico and Canada, with about 30 or so divisions you might have formed by then. The more the better. Basically, if you don't care enough about your Spanish provinces, you can remove the forces from there and prepare for the main attack. If you do care, you can later on help the Soviets by cutting through France and taking a lot of provinces there as well, but that only becomes possible if Soviets destroyed most German divisions and are quickly advancing toward Berlin.
I'd rather talk about the US invasion though.
HOW TO:
* Put several divisions in every province in Canada and Mexico
* Anticipate your advance, but in general 30 divisions can take about half of USA before US starts reacting. It thus becomes imperative to take important provinces such as New York and Philadelphia first, crippling their production and eliminating a possible counter attack.
* Mexican strike force will advance slowly, but you should have a tank division going NW so that you can take most oil stations fast and possibly secure the ports, getting rid of the pesky US NAVY.
* Don't expect much UK help. Their NAVY has a big chance of collapsing under the US pressure and it's most likely that US will join the axis, but in any case, you should not stop no matter what.
* US normally keeps only garrisoned troops on its soil and those troops tend to be lower quality than your strike forces, so that should cause a problem.
* The problem arises from the troops that USA might be making and so if you're not fast enough in capturing their land, you might be faced with a huge army force.
* You have about 3-4 months before the first new US divisions are made
* Normally, US also keeps a bunch of divisions in the pacific and even in the Hawaii, so you might have some trouble after all, but it seems that AI tends not to move those divisions. It seems to be a random event in a sense.
* You won't be able to annex the US unless you take most key points such as Hawaii, so make sure you secure the western coast, should you be successful in your conquest.
* If you ever manage to get any Navy going, try to take Hawaii and maybe annex the states, otherwise just sit tight and let the Japs do your job.
* Whatever happens, keep your transports intact, don't move them anywhere, they'll get slaughtered instantly.
* Don't forget to take Alaska...
* If you've succeeded, congratulations, this indeed was probably one of the most difficult conquests possible during the WW2.
[[Image:Pp_can_66.jpg|center|Canadian War Poster]]
==Variation of War Against the States==
*Note: Hoi2 Armageddon 1.2
In 1936, you should begin to focus on mainly Light Tank & Infantry research. The manpower techs will come later, once the US is occupied. By 1938, I had most of the Light Tank tree done, and had about 3 Tank Divisions, as well as a few infantry divisions.
'''General Strategy & Goals'''
'''Goals'''
• Taking New England
• Ensuring majority of American territory is yours
'''Strategy'''
Once you have around 7 or so Infantry Divisions, and 2-5 Light Tank Divisions (entirely possible in 1937, even 1936), position your tanks on the New England border. Put your infantry divisions spread out across the Western & Mid-Western part of the USA. Do not put any of them in Army Corps, just keep them single divisions.
Declare war on the USA. What I found best was, land grabbing as much as possible while penetrating as deep as I could into the States. There will be little to no resistance, and by the time that The American Army begins getting more divisions on the field, 40-60% of the United States will be under Canadian control.
The Allies, mainly France, will help you a lot. The French will land in usually California, from French Indochina, and near Washington D.C. from the homeland. They will keep the capital encircled, 70% of the time, allowing you to continue your massive land grab.
By 1938, most of the United States should be Canadian. In 1937, you should have begun Aircraft Carrier & Marine research. The Canadian navy will be no match for the United States Navy, until the Canadians begin to modernize their navy. Until then, proceed through Central America once the US is under your control (not annexed, hard to without any transports, marines, and or navy). Central America, alone, gives you 46 IC, as well as if you take Colon, a valuable route to and from the Pacific & Atlantic oceans.
By that time, you should have somewhere around 500 IC and about 60 manpower, per year. I hope you enjoyed your time, because this usually ignites Allies v Comintern v Axis, which puts you in a difficult position. :P
Cheers!
[[Category:National Strategy]]
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/* Background */
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{{Country guides}}
==Background==
[[Image:C_rec_poster.jpg|thumb|center|200px|Canadian Recruitment Poster]]
Canadian role in the WW2 is often underappreciated by such military power houses as USA and Russia. Historically, Canada played an important role in many military operations during the war and were along with the United Kingdom part of the biggest military operation in history - Operation Overlord (the D-Day).
Hearts of Iron 2 allows you to play as Canada in a very uninhibited way. You can either pursue a historical Santa's little helper strategy and assist the UK/US invasions or become a military power house on your own. This guide will explain how to achieve the latter.
Canada has many disadvantages, but it also has some obvious advantages in the game.
Advantages:
* Isolation from the actual war, separated by an ocean.
* Huge number of allies.
* Virtually no way of running out of resources.
* Freedom of action
Disadvantages:
* Very few men available
* Low IC in the beginning
* No army
* No NAVY
* Nothing to fight with in general
* Only two research team slots at start
You will most of the time depend on the UK to do the NAVY fighting for you as well as giving you basic land support, but everything else, such as taking enemy provinces, is up to you.
The idea here is to make Canada a new world aggressor. Unrealistic, but fun.
The final goal is: conquest of the USA. This can and has been done (in my case by late 1945).
==Tips==
Use all your menpower to make new divisions, never reinforce old ones (unless you feel very generous)
===In the Beginning===
You start your game slowly. Nothing is happening or will happen for a LONG while, so stock up on coke and pizza pockets. With proper managing, you should have about 45 or so ICs available in total. You start with one single division and six transports, each with a fancy name. Reinforce your single division and transfer it to Halifax, this is going to be your main port. Start making one infantry division. Make it two if you can. For the next 3 or so years, you should be making 1-2 divisions constantly, so by about 1938 or so you should have at least 10 divisions ready. Play around with your minister to make the most output. Don't bother with manpower ministry, they add almost nothing. One of the ministers add +15% from foreign ICs. Remember him because you will use him after your first successful conquest. It also helps to make some basic armor. I usually stick with light armor at first, it's fast and costs cheap. Make two or preferably 3 tanks (once again by 1938).
===Research===
Infantry and armor and industry are your key research areas.
Start with 1 infantry research and 1 industry. Increase your manpower and ICs in industry and make your infatry more advanced. You will also need marines, so as soon as you can, research that area as well.
Don't bother with any of the artilleries, they only waste time/money in the beginning. Do research tanks however. Tanks are your key assault weaponry and almost never need reinforcement due to their low softness.
Later on you will also need mountain divisions, but don't bother with these before early 1940s.
Navy/air are completely useless.
All your research will depend on the blueprints you receive from UK allies. As a matter of fact, always check the UK for what they have. Normally they give you blueprints for free, but if they don't, buy it off them before researching. This way you will have a very up to date and advanced infantry by the time the war starts.
===Canadian Invasion===
You are not going to be a nice guy here. We are making a Canadian empire, so it requires a lot of bloodshed. Here's a little thing about Canada, when you declare war on anyone, nobody gives a damn and you get instant support from the UK and everyone in the allies. Isn't that fun? You get to be a spoiled child and be supported by powerful parents, in a sense.
The only thing is you can only declare war when your democracy goes down quite a few points (2 I believe). So by 1938 you should have enough authoritarianism to be able to declare war with about 9% dissent growth. Dissent won't matter much though since you only have few IC anyway.
So now who do you attack?
I went with Spain as soon as the civil war was finished just because they were weak and had no allies.
To attack Spain, transfer all the division you made to the south of France (Bordeaux I believe) and from there, as soon as you ready, declare war.
Now here's an important part: advance quickly before they can secure their borders and try to take Madrid fast. As soon as you take Madrid and some other key provinces, hold your positions because technically speaking, Spain has about 2x more divisions than you do and you'll need that French/English support that is about to come and help you. UK/France normally finishes off the rest of Spanish resistance and you can then safely annex the country. This is a good time to change your ministers to get as much foreign IC bonus as possible.
Don't worry about lacking resources that you might now have. UK will most likely provide you with all you need.
When this is done, congratulations, you now have Spain as your new province. Let's call it Spaingary.
Edit: This strategy does not work in 1.3, as all of the territories you seize will be taken by France or Britain when you near Gibraltar, and as such you are unable to annex Spain. It is also nigh-impossible to make an amphibious landing since the only provinces in range of your transports are Seville and the other coastal province next to Portugal, and both or these are heavily defended, including by a naval force which can tear your fleet to shreds before Britain or France gets involved.
The only successful route I've found is to try and make an amphibious landing on one of the Portuguese coasts with everything you have, and hope that the British navy will be able to keep your supply convoys and transports safe against the rather formidable Portuguese fleet. However, Portugal's home defences are, quite frankly, pushovers, as long as you've kept up-to-date with your infantry research. You may have to reload a few times to succeed in this. However, once you have succeeded, you have a solid base to assault Spain and take many of its VP provinces and major ports very quickly.
===Portugec===
But why stop now? What's this to your left? Yes, Portugal...and oh, look at that. They have almost no army. TAKE THEM! Extra 15 or so ICs won't hurt. Let's call this Portugec. Bring your family for vacation, see Lissabon, nice place.
By now you should be about 55 or so in your ICs and can start making more divisions/do more research (extra team should be available).
I would do as follows:
* Team for research in industry
* Team for infatry/marines/land doctrines
* Team for armor
What's next? Let's go South!
===South Canada===
Look at South America. You see those green lushes filled with riches and industry? Well, let's get them and turn them into bilingual(or trilingual) empire of Canada!
Start with Mexico. Why Mexico?
* It gives an extra entrance to USA
* It has a UK province next to it, so you can either retreat there if something goes bad or you can wait for UK support.
Land in Belize and strike from there. It helps a lot if you have marines by then. Marines will definitely cut through most mexicans like hot knife through mexican butter.
Even though Mexico might have about 10 divisions by then, you shouldn't have much trouble taking it since they're easy to trap and lack that quality your troops have thanks to the UK blueprints.
Annex Mexico and wait. USA will probably cancel non-aggression pact with you, but won't do anything else. They can't declare war on you and do anythign else for that matter. Try to get rid of that annoying dissent and strike the next country to the south (forgot what it is, but there's about 5 countries between Mexico and Panama, each with a lot of IC, total of about 35).
The idea here is to slowly advance South, taking those Central American provinces and increasing your IC. As your IC increases, you can make more divisions. If you never bothered to reinforce your divisions, you should have enough manpower to produce about 3-4 divisions at once, one of which should be armor.
When you're down to Panama (which should be around 1939 or so). Germany will most likely DOW everyone and start cutting down into France. It is imperative that you reinforce your Spangary position in the North with at least 9 divisions so that they don't get through. Put them in some mountain region where their armor won't harm you and you'll be fine. With 9 divisions gone, you might have trouble advancing further in the South, but when you've got about 10-15 divisions extra, 3 of which are armor, strike futher, preferably at Brazil. Brazil may cause a problem since it's huge and has a lot of army, but it's only fun to have such a challenge. I won't spoil how to fight them best, there are different strategies, but let me stress this: marines kick ass.
===The Rest===
You should now reach a point where you have more ICs than you need. Your manpower doesn't grow fast enough for you to make troops and you have 5 research teams, most doing worthless air or navy research because everything else is either done or in progress.
This would be time to consider the main purpose of all thise conquest: become powerful enough to take USA. Alternatively, you can continue taking South America, but that requires a lot of patience and is frankly, a waste of time.
===US of C===
Conquest of the States.
This is a hard task and I had to reload several times and I am still to find the best working strategy. But what works without failure is a sudden and quick strike on US from both sides, Mexico and Canada, with about 30 or so divisions you might have formed by then. The more the better. Basically, if you don't care enough about your Spanish provinces, you can remove the forces from there and prepare for the main attack. If you do care, you can later on help the Soviets by cutting through France and taking a lot of provinces there as well, but that only becomes possible if Soviets destroyed most German divisions and are quickly advancing toward Berlin.
I'd rather talk about the US invasion though.
HOW TO:
* Put several divisions in every province in Canada and Mexico
* Anticipate your advance, but in general 30 divisions can take about half of USA before US starts reacting. It thus becomes imperative to take important provinces such as New York and Philadelphia first, crippling their production and eliminating a possible counter attack.
* Mexican strike force will advance slowly, but you should have a tank division going NW so that you can take most oil stations fast and possibly secure the ports, getting rid of the pesky US NAVY.
* Don't expect much UK help. Their NAVY has a big chance of collapsing under the US pressure and it's most likely that US will join the axis, but in any case, you should not stop no matter what.
* US normally keeps only garrisoned troops on its soil and those troops tend to be lower quality than your strike forces, so that should cause a problem.
* The problem arises from the troops that USA might be making and so if you're not fast enough in capturing their land, you might be faced with a huge army force.
* You have about 3-4 months before the first new US divisions are made
* Normally, US also keeps a bunch of divisions in the pacific and even in the Hawaii, so you might have some trouble after all, but it seems that AI tends not to move those divisions. It seems to be a random event in a sense.
* You won't be able to annex the US unless you take most key points such as Hawaii, so make sure you secure the western coast, should you be successful in your conquest.
* If you ever manage to get any Navy going, try to take Hawaii and maybe annex the states, otherwise just sit tight and let the Japs do your job.
* Whatever happens, keep your transports intact, don't move them anywhere, they'll get slaughtered instantly.
* Don't forget to take Alaska...
* If you've succeeded, congratulations, this indeed was probably one of the most difficult conquests possible during the WW2.
[[Image:Pp_can_66.jpg|center|Canadian War Poster]]
==Variation of War Against the States==
*Note: Hoi2 Armageddon 1.2
In 1936, you should begin to focus on mainly Light Tank & Infantry research. The manpower techs will come later, once the US is occupied. By 1938, I had most of the Light Tank tree done, and had about 3 Tank Divisions, as well as a few infantry divisions.
'''General Strategy & Goals'''
'''Goals'''
• Taking New England
• Ensuring majority of American territory is yours
'''Strategy'''
Once you have around 7 or so Infantry Divisions, and 2-5 Light Tank Divisions (entirely possible in 1937, even 1936), position your tanks on the New England border. Put your infantry divisions spread out across the Western & Mid-Western part of the USA. Do not put any of them in Army Corps, just keep them single divisions.
Declare war on the USA. What I found best was, land grabbing as much as possible while penetrating as deep as I could into the States. There will be little to no resistance, and by the time that The American Army begins getting more divisions on the field, 40-60% of the United States will be under Canadian control.
The Allies, mainly France, will help you a lot. The French will land in usually California, from French Indochina, and near Washington D.C. from the homeland. They will keep the capital encircled, 70% of the time, allowing you to continue your massive land grab.
By 1938, most of the United States should be Canadian. In 1937, you should have begun Aircraft Carrier & Marine research. The Canadian navy will be no match for the United States Navy, until the Canadians begin to modernize their navy. Until then, proceed through Central America once the US is under your control (not annexed, hard to without any transports, marines, and or navy). Central America, alone, gives you 46 IC, as well as if you take Colon, a valuable route to and from the Pacific & Atlantic oceans.
By that time, you should have somewhere around 500 IC and about 60 manpower, per year. I hope you enjoyed your time, because this usually ignites Allies v Comintern v Axis, which puts you in a difficult position. :P
Cheers!
[[Category:National Strategy]]
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{{Country guides}}
== Background ==
During the war, France planned to advance into Belgium to create a static, defensive front not unlike their experience in WWI. The plan failed when Germany attacked from the Ardennes forest and the French lacked the mobility and time to respond. You have the chance to avoid the mistake by making fortresses in northern France or build sufficient troops to invade Germany when it declares war. Before continuing on, let’s examine France’s weaknesses:
* Bad starting technology
* Low manpower
* Low IC
* Exposed northern front
* Weak starting army
* A navy that probably saw service with Napoleon
==Technology==
France will always be able to research more than it can effectively build with its limited IC. Navy can be entirely ignored. All research should be primarily poured into Industrial, Infantry, Land Doctrine, and Armor/Artillery. Air power is useful only for TAC, INT, and possibly CAS. For this reason, by around 1939 France can be significantly ahead of all the Allies, including even the USA, in technology research.
* Industrial: get industry research as high as possible (especially the ones which increase manpower, IC, IC efficiency, quicken production time and increase research efficiency)
* Infantry: focus on completing 1941 infantry by May, 1940.
* Armor: ART, SP-ART, and ARM are useful areas to research.
* Fighter/interceptor: Research the Interceptor tree, since France begins the game with several.
==Diplomacy==
===Alliances===
France begins the game in the Allies, with the UK as the Alliance leader. As such, France cannot do anything to alter the alliance save for leaving it. An ahistorical alternative would be to create a Fascist France by allying with Germany.
===Sliders===
France will receive "free" interventionism moves to 9, just one short of full interventionism. France is best moving to Hawk in 1936, 1937, and 1938. Afterwards, moving to Standing Army is best. Alternatively, a France that elects a right wing government should make two moves to Free market in order to gain those excellent bonuses.
===Ministers===
France begins with some decent ministers, with Social Liberal and Social Democrat ministers providing the best bonuses throughout the early years. Generally, IC bonuses are important for France, especially for a Leftist France. Chief of Staff Lattre de Tassigny (Manpower +25%; Infantry Construction Bonus -5%) is a good choice. Chief of the Army Victor Bourgeois is worth considering with his -15% supply consumption for players who intend to build a large army. As an alternative, Gamelin provides an -5% infantry construction bonus, in addition to a -10% fort construction bonus for players who intend to play defensive. Head of Intelligence Salengro provides +5% IC and +5% steal blueprint.
==Intelligence==
France can gain limited benefit through the intelligence system by stealing blueprints from Germany. Generally, however, it is not particularly valuable.
==Economy==
===Trading===
France has good resources, and for what it lacks, its Allies will readily address. For these reasons, France can stockpile all major materials with no real effort. The UK is a good source for Supplies, while the USA is a good source for money.
===Industrial Production===
Early French IC production is not practical, since France begins with large IC penalties, and requires a large army in order to defend against Germany. For players who intend a defensive strategy, IC production can begin as early as around June, 1940, assuming France has established safe defensive lines. Troop production will always be important in a defensive war in order to keep pace with Germany, however, so only limited IC production would be possible. Achieving this balance is important, since a long defensive war will eventually stretch France's limited TC, thus TC expansion is important.
==Military==
France requires complete focus on building a large Army in order to defend against Germany.
===Army===
France must focus considerable effort into building a land force of infantry and [[militia]] capable of defending France's borders against the coming German blitzkrieg. On May 1st, 1940, an Army of around 100 infantry with around 50 militia is about the minimum necessary for a sound defense. France has a number of underused troops in Morocco, Algeria, Tunisia, and Djibouti. Transport all of them to the border with Belgium to help the defence. Move all other troops to the border but leave a limited number of troops on the Italian border since Italy will likely join Axis. France also requires a mobile and preferably hard force. ARM with MOT or MEC are useful in creating holes in defensive German lines, while CAV can be useful for holes and grabbing territory. Self-propelled Artillery, and to a limited extent Artillery brigades, will be useful for the limited French forces.
===Navy===
France cannot afford and does not need Naval distractions until Germany has been successfully repulsed. The Navy is only useful for war with Italy, and the starting Navy is surprisingly sufficient to this task, thanks largely to France's sole CV.
===Air Force===
France cannot afford any serious Air Force production until a defensive posture against Germany has solidified. As a result, France's existing air force should be better utilized with research focused on TAC and INT. TAC and possibly CAS can act as very effective force multipliers, however, and are worthy of consideration especially since France will inevitably encounter TC overload with over emphasis on ground forces. TAC is especially useful in an African campaign against Italy, and in operations behind German defensive lines to clean-up straggler units.
==Events==
===Elections ===
* '''1936:''' In June, 1936, France will have elections. This provides a negative 3 dissent, and thus is a good time for changing ministers before the event fires. The ministers of the Left are generally the best option. A move to the right would make France "Paternal Autocrat" with limited minister choices.
* '''1938:''' In June elections recur. The Left remains a good option, retaining Social Democracy. The Social Liberal minister Auriol (+10% IC) should be reappointed to Armaments, while the Social Democrat Salengro (+5% IC) should be reappointed to Intelligence.
===Spanish Civil War===
A few days after the Spanish Civil War begins on July 18, 1936, France will be asked for intervention. Naturally, sending volunteers is the best option:
* Why support anarchists: +10 dissent; +1 isolationism; +1 right
* Send volunteers: +5 dissent; -200 money; -10 manpower; +2 interventionism.
==War==
France has three major strategic postures that can lead to victory:
* Maginot Defense: Extend Maginot line such that it will extend to the border with Belgium and wait.
* Infantry Defense: Build enough infantry to defend Belgium, and by extension, France.
* Polish Gambit: Invade Germany when it declares war on Poland.
=== Maginot Defense ===
This strategy is the easiest, and probably the most boring. Building and garrisoning level-10 forts across the division will stop the Germans in their tracks. Then, one can easily invade and annex Italy, bringing France's IC to a competitive level with Germany's. If a breakthrough cannot be achieved, it's simply a matter of waiting until the Soviet Union declares war on Germany. From that point on, the game is basically just a race to grab as much territory as possible.
[ It is entirely possible that the game will become bugged as the war drags on and all Germany will do is garrison more and more troops along the Line, and only attack you in Italy. In this case, it may be necessary to either force the USSR or Germany to declare war on their respective rivals to get the ball rolling. ]
=== Infantry Defense ===
[[image:France-defense.jpg|right|thumb|Example of extended French line]]
As an Allied nation with a peacetime modifier penalty, France will not enter into the war until Danzig on August 30, 1939. Assuming a reasonably defended Maignot line, however, France will not see actual combat until May 1, 1940, when Germany invades the low countries. Generally, France can create a defensive line by rushing north into Belgium when the war begins. A line can be formed from Ghent to Antwerp to Namur to Reims. The weakest point of this line is Antwerp owing to a land border with Eindhoven. Therefore, extending the line to Eindhoven can be ideal, since France will then be completely protected by rivers. However, Eindhoven is quite exposed to German envelopment, and thus requires an army large enough to sufficiently hold both an extended front and repulse massive attacks against Eindhoven. These tactics also have the effect of saving both the Netherlands and Belgium.
'''Stalemate:''' Not surprisingly, a successful defense of Belgium and the Netherlands will considerably stymy Germany. They will never progress to an invasion of Yugoslavia or Greece, nor will they ever amass troops on the Soviet border. As a result, Germany will never launch Operation Barbarrossa, and Italy will very likely never join the Axis. This can potentially result in a stalemate that lasts for several years, with Germany becoming progressively stronger over time due to its much higher IC. Players seeking this strategy should DOW Italy. Capturing the Italian peninsula won't take longer than a few months, and Northern Italy/Southern Germany offer strong defensive positions in the Alps. This will have the effect of creating a static defensive front once again with Germany. This time, however, France is a bit more powerful owing to Italian IC.
'''Breakthrough:''' Alternatively, France can attempt to bust through German lines. This must be done immediately after France has successfully created a defensive line, preferably by June, 1940. A Breakthrough will focus on a region with a relatively small German force, punching through with an ARM, MOT, and CAV force, with INF staggering behind in order to shore up captured province defenses. Once a breakthrough is completed, immediate exploitation of German rear areas is critical, including a swift drive to Berlin.
=== Polish Gambit ===
From the beginning of 1936, begin researching 1939 Infantry. Research should finish around 1938: before that time churn out any non-infantry units needed. Ignore building up an air force or a navy: your allies should provide you with air cover, and the starting French navy is good enough for its limited uses. Avoid development into expensive fields like tanks, as these will chew up France's limited IC. Instead, concentrate production in IC creation. By the time research into 1939 infantry finishes, you should have around 100 base IC. Once research into 1939 infantry is complete, immediately begin production of at least 12 serial runs of infantry. Group these infantry divisions into the two provinces on the German border, Strasbourg and Mulhouse. When the war rolls around with the German invasion of Poland you should have around 100 infantry divisions concentrated in those provinces. Attack immediately while the German army is preoccupied in Poland. You should be able to steamroll through the country with little resistance, and Berlin should fall by 1940.
==Gaming the System==
The most prominent use of [[gamey tactics]] for France is to remove the peacetime IC penalty through an early war. Attacking Nationalist Spain, as an example, would be one method to do this.
=== Japanese Ally ===
In a single player game, the main drawback of France is low IC. There is a way to gain a lot of IC in the beginning of the game: ally with Japan and use its war against China to conquer a lot of Chinese territory, then leave the alliance and fight along the Allies.
In order to do that, France needs to:
* get really friendly with Japan: use you fairly large amout of cash to influence it up to 200.
* move the entire French army to Indochina... it takes a lot of time but around 1937 it should be done. Yes mainland France is unprotected, but it is still a peaceful time in old Europe.
* move your slider toward the "interventionism" policy... it's important beacause the starting level does NOT allow you to leave alliances or to join new ones...
* when the war breaks in China, leave the alliance with the British and ask to join the Japanese aliiance. If you have a 200 relationship they will accept.
* attack from the South and, as fast as you can, move North to get the interesting provinces (your 3 cavalery division and you 2 light armored divisions are very useful for this. The Chinese army shouldn't be a real problem (use encirclement and destroy their armies).
If the things go well, by 1938 French IC could be as high as 120. In addition, wartime allows you to divert IC from consumers' good to unit building. Then a good idea is to stay in war the longer you can. But don't forget to transport your troops back home! Also it may be preferable to leave the alliance with Japan before they attack the USA (but a war against the british is what the french await since Waterloo... so why not?). If you are at war with Germany the British will propose you to join the Allied, but if it is not the case they will refuse. So if Germany never declared war at you you may have to do it in order to join the Allied (the main purpose is to get their blueprints and to get wartime bonus).
Don't forget that in the Far East you have a nearly undefended border with Japan. Sooner or later they will enter in a war with the USA (and therefore with you), and march to the south. The main weak point of the japanese is that their armies are slow (mainly infantery divisions). With relatively few motorized, armored and mechanized divisions you can beat them in China by encircling and destroying them. A few divisions in the north indochina's jungle will stop the japanese, allowing you to counter-attack when the motorized renforts arrive. But you need a decent navy to transport them there : start to build carriers early, and chose Saigon as a port to unload the troops (southern, then less vunerable than Hanoi to japanese attack). Naval bomber are also a good idea. Take every continental province of Japan : you IC should reach 200. It may be time to attack Germany with a little more chances of success...
[[Category:National Strategy]]
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China OOB
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/* December */
wikitext
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[http://forum.paradoxplaza.com/forum/showthread.php?t=410861 Communist China Military Organization]
[http://samhou.com/cgi-bin/hou_ru_yong.cgi Hou Ru Yong]
[http://www.tecom.usmc.mil/utm/kogun.txt Japanese Army in China]
[http://www.sinorama.com.tw/en/show_issue.php3?id=1997128612137E.TXT&page=1 Interview with Zhang Xueliang]
[[China 1927-1937]]
=1936=
* Sichuan had close to 300 000 regular troops and 600 000 militia (2.19)
** the central government only had 1 army and 1 division in the province
Organization
The National forces are divided into:
* 13 route armies
* 49 armies
of varying strength. Some of the route armies contain as many as six divisions, in addition to independent cavalry, artillery and other units. The armies consist of one to five divisions. (6.425)
Distribution
There were a number of changes in the distribution of the National Army following the invasion of Hunan by Kwangtung and Kwangsi units in June, 1936. The table in the XLS file was the approximate distribution of China’s military forces in May-June 1936. (6.425)
Yunnan under Long Yun, Guangxi under Huang Xuchu, Guangdong under Li Hanhun, Xikang under Liu Wenhui, and Shanxi under Yan Xishan, all beyond the control of the central gov't (2.146)
==February - April==
* Feb-Apr, the Communists launched their "eastern expedition" into Shanxi, ostensibly to engage the Japanese in hebei and Rehe. As Liu Zhidan's army pushed towards Taiyuan, Yan Xishan sent a call for help to Chiang Kai-shek. In addition to demonstrating the CCP's determination to fight the Japanese, it recruited 8000 fresh troops and broke the back of Chiang's encirclement campaign which had been manned by a motley of 'mescellaneous' troops (3.109)
** also, leaders in NW China, including Zhang Xueliang were now convinced of the CCP's 'patriotic commitment'; consequently they lost their interest in fighting the Red Army.
** Zhang Xueliang and CCP concluded an unofficial non-aggression pact and called for unity against the Japanese
** Chiang assaulted the soviet area in April 1936, and Mao and Zhu De loosed a tirade of violent language against him. Chiang's assault was then called off
** As the Central government used this opportunity to try to assert its authority in the area, it scared Yan Xishan (3.205-206)
*** Yan's armies were not effective and his rule was tolerated rather than actively supported
*** He started a large "Force for the Promotion of Justice" campaign to rid his country of corruption and gain popular support
*** by late summer, he was ready to actively with leftists and communists
*** he tried to do this as a coutner to the Japanese and Chiang Kai-shek
*** when the war broke out, there was no bar to the passage of the 3 main divisional commands of the CCP 8th Route Army across Shanxi
*** organized 4 "Dare-to-die Columns" (Juesi Zongdui) each commanded by a party member who served simultaneously as a political officer in the 'New Army'
==September==
* Japanese take advantage of an incident similar to Luguojiao Incident (July 7, 1937), to take Fengtai, which is in between Beiping and Tianjin (3.116)
** later in the same year, they atempt in vain to purchase some 1000 acres of land near Wanping for a barracks and an airfield.
* late 1936, secession-minded Mongol princes establish a regional govenrment claiming sovereignty over Chahar, Suiyuan, and Ningxia, and launch an incursion into Suiyuan
** repelled by Fu Zuoyi, propelling the Chinese people into a nationalist furor
===1st Group Army (Central Army ''Zhongyang Jun'')===
* most powerful force
* German trained (and later US equipped) divisions
* led by Chiang
* July 7, '37: 300 000 strong
* eventually 350 000 men were added
* had a central core of 80 000 which were equipped and organized to pre WW2 German standard and called the "Generalissimo's Own"
** had most of China's artillery, armore and equipment
** under direct command of Chiang
===Guangxi Clique Army===
* very powerful
* 12 divisions
* highly trained regular army nucleus, and a large body of well-trained militia
* since Guangxi has a good education system, a these soldiers were more literate than average
* during the Sino-Japanese War, they expanded to 143 000 well-trained men
* bore the brunt of numerous Japanese offensives
* Zhang Xueliang’s Manchurian army in Xi’an to fight the Communists (3.105
* Red Army in Yan’an is surrounded by 17 KMT divisions (3.105)
=1937=
* A reorganization program, started in spiring of 1935, planned to create 60 modern divisions by 1938. However, by 1937, only 10 could really be adequately modern. (2.37)
* July 7 1937: only eight divisions were fully trained by the Germans. Some were: (Source: http://www.feldgrau.com/articles.php?ID=11)
** 83rd Infantry Division (Chiang's favorite division)
** 87th Infantry Division
** 88th Infantry Divisions
{| border="1" cellspacing="0"
|+ '''Feb 1937 Chinese Army (2)'''
|-
|31||Chiang Kai-shek (including 10 w/ German Training)
|-
|18||EX-Zhang Xueliang Manchurian Army
|-
|12||ex-Feng Yuxiang
|-
|8||Yan Xishan Shanxi Army
|-
|6||Guangxi Clique (Li Zongren, Pai Chongxi)
|-
|15||Guangdong
|-
|12||Hunan
|-
|9||Yunnan and Guizhou
|-
|27||Sichuan
|-
|38||miscellaneous Northern (30) and southern (8) provincial
|-
|'''176'''||'''Divisions of the Chinese Army'''
|+ (2.37)
|}
* 300 000 troops had received German-type training, but only 80 000 were fully equipped with German weapons. The remainder of the approx 1.7 million men in the nationalist Army were, by European and Japanese standards, badly trained, poorly equipped and divided into numerous virtually independent and mutually jealous commands (3.126)
==July==
* Chinese intelligence indicated that Japan had an army of 500 000 men on active duty, and additional reserves of 2 400 000 men, the world's third largest navy with over 1 200 000 tons displacement, and 3 000 aircraft (2.47)
** China's navy consisted of a dozen or so river patrol boats and no sea-worthy vessels, and her airforce had 100 planes
** China's total military strength stood at:
*** 182 infantry divisions
*** 9 cavalry divisions
*** 46 independent brigades
*** 28 artillery regiments
*** a paper strength of 2 000 000 men
*** no trained reserves of any kind
*** barely half these units could be used for front line duties
*** Nanjing had firm control over no more than 100 000 elite troops and an additional 200 000 troops of mediocre combat capability
*** even at full strength, Chinese infantry had about 1/4 of the firepower of its Japanese counterpart
** while a Japanese division had 24 tanks, 266 trucks, 555 horsedrawn vehicles, Chinese division had none.
* China had slightly less than 200 divisions in 1937 (2.101)
==July 7==
http://history.sandiego.edu/gen/USPics37/64268.jpg
Source: [http://en.wikipedia.org/wiki/Marco_Polo_Bridge_Incident Wikipedia: Marco Polo Bridge Incident]
* Song Zheyuan commanded the 29th army
** Liu Ruming commanded the 143 division
** Feng Zhian commanded the 37th Division
** Zhao Dengru commanded the 132nd Division
** Zhang Zizhong commanded the 38th division
* China has 40 "newly adjusted divisions": 300 000 men
* 80 000 of these were first-rate fighting troops with German-made weapons
* about three-fifths were deployed around Shanghai and Nanjing, the backbone of a 450 000 man force ordered to make a death stand in defense of that area
* In Shanghai/Nanjing, 60% of total strength was lost
* Japanese had a 200 000 man force land at Shanghai, heavily supported by sea and air. By the end, they took 40 000 casualties
Source : (1.147, 1.198)
* in 11 august, Chiang orders three of his finist divisions armed with German weapons and advised by Alexander von Falkenhausen to take positions inside Greater Shanghai, but outside foreign areas (3.119)
** Chinese numbere 80 000 versus Japanese 12 000
** in 3 months of fighting at Nanjing, some 270 000 Chinese troops (60% of Nationalist defenders), were killed or wounded, and Japanese casualties were over 40 000
==September==
25 Sept: Pingxing Pass (1.200)
* Japanese sent reeling back by communist force known as the chinese Red Army (now renamed the 8th Route Army), led by General Lin Biao
* described by German military journals as " a classic of mobile warfare"
* Lin Biao set up an ambush for the supply train at the rear of Itagaki's crack 5th Division. Caught by surprise in a narrow ravine, the Japanese were cut to pieces. But in a last ditch effort, the surviving Japanese soldiers destroyed their equipement and committed suicide, leaving the communists with only 100 rifles. (3.207)
==October==
* Chinese deployed about 71 divisions, 5 artillery regiments (nearly everything the Chinese had in artillery), and miscellaneous garrison units totalling half a million men (2.42)
* Japanese expeditionary Force under the command of General Matsui consisted of 6 divisions and 5-6 independent brigades, complete with air and naval suport, totalling 200 000 men.
==November==
* Nov 5: General Yanagawa's 19th Corps of 30 000 men successfully landed at Jinshanwei 30 miles south of Shanghai and
* Nov 9: Chinese government orders a retreat
==December==
http://tamezou.tripod.com/nanking/whatreally/picture01.jpg
* Defense of Nanjing (2.43) commanded by Tang Shengzhi? [http://tamezou.tripod.com/nanking/whatreally/ Source]:
** 100 000 defenders lost in four days
* in the north, more armies had suffered heavy casualties (2.43)
* Chinese side had lost a total of 370 000-450 000 men, or between one third and one half of her fighting strength. (2.43)
=1938=
==Febraruary==
* Japanese mount a new offensive against Xuzhou from Shandong along the Beijing-Pukou railway (2.49)
** the Chinese army in the 5th war zone, under the command of Li Zongren totalled 200 000 soldiers
==March/April/May==
Li Zongren, CiC of the 5th War Area, has a 133 000 man force around Xuzhou which attacks two advancing Japanese columns led by Generals Itagaki and Isogai, two young generals (1.200)
* Japanese takes 30 000 men casualty (1.200)
** including heavy losses in equipment, Japanese take 16 000 dead (2.50)
* japanese then assembled ten divisions with 20 000-25 000 men to attack, but the attack fails (1.200)
* Chinese casualties are about 15 000 soldiers (2.50)
In May/June, some of the best-trained units of the Central Army are lost near Lanfeng (1.201)
* Japanese Doihara division is on the verge of defeat, but faulty coordinations allow the Japanese to escape
* Japanese strike back against General Gui Yongqin, who fights it alone even though Hu Zongnan could have supported him
These hard fights made the Japanese cautious, and they waited until they gathered at least 12 divisions before they were ready to advanced futher (1.201)
==June==
* Chinese units break the dikes of the Yellow River west of Kaifeng and flood parts of Henan, Jiangsu and Anhui (2.50)
* Japanese begin their offensive against Wuhan in early June, after having amassed several hundred pieces of heavy artillery, airplanes, a fleet of landing vessels, as well as cruisers and destroyers (2.51)
** it was not until late september that the japanese advance units entered Hubei province, after sustaining considerable casualties and equipment losses
** under General Shunroku Hata, 380 000 men are marshalled
** Chinese forces in the south are such:
*** 9th war zone: 450 000 men under Chen Cheng, reinforced with 340 000 men from the 5th war zone under Bai Chongxi, making a grand total of 800 000 men
==October==
* japanese make a surprise landing near Guangzhou, overrun the feeble regional forces, and march literally unopposed into the city Oct 21 (2.51)
** Oct 25 government orders complete evacuation of Wuhan
==November==
* Chiang Kai-shek, on a policy of scorched earth, burns Changsha
=1939=
==May==
In battle of Zaoyang (Hubei Province, May, 1939), LI Zongren, a Chinese, turns back an invading Japanese forces, and the Japanese take heavy losses, thus protecting the gateway to Chongqing (1.203)
==September==
* A Chinese force of 120 000 men try to take Changsha but are defeated (2.56)
** they lose large quantities of arms and ammunitions, and as many as 40 000 troops
==October==
* 82 of China's 308 divisions undergone at least 8 months of reorganization and training (2.56)
** Japanese has 25 divisions and 20 independent brigades and slightly over 500 planes in China
** of 1.2 million japanese soldiers involved, slightly over half are combat troops
==November==
1939 Winter Offensive
* Chinese army of close to 4.5 million had only 1.6 million rifles, 68 782 LMGs, 17 700 HMGs, 5 885 morars, 2 650 pieces of artillery of all description. At end of 1939, China had only 1 532 military vehicles (2.60)
* Directives to launch the offensive were issued on November 19, 1939 (2.57)
** Entire Chinese force was to be mobilized
** armies in 2nd, 3rd, 5th, and 9th warzones were to constitute the main attacking force, with those in the other zones would mount supplementary attacks
** the gov't released nearly all of the strategic reserve under central command to the warzones
** commanders instructed to use mobile warfare and avoid unnecessary sacrifices
** according to Japanese military intelligence, Chinese mobilized 450 000 men and mounted 960 assaults and 1 340 engagements across the board, with the fiercest attacks directed against the japanese 11th army near Hankou
** General Chen Cheng of 9th warzone mounted a series of aggressive attacks from western Jiangxi to southern Hubei
** offensive was quite costly to the Japanese army, which sustained over 8 000 dead and wounded as compared with 51 000 Chinese deaths
* Gu Zhutong, commander of 3rd war zone, gave field commanders broad powers as long as they were willing to attack the enemy aggressively (2.89)
** 3rd war zone mobilized 14 divisions with artillery support to attack 1 single Japanese division, but commanders gave up fighting after 3 days
** in 2nd war zone, Yan Xishan's troops hardly made a move against the Japanese at all
** commanders valued equipment more than soldiers, and adhered to the ultraconservative tactic of concentrating a large force to attack a fixed enemy position in explicit violation of the instruction of chinese high command
** most troops reluctant to move against the enemy unless they saw friendly units moving with them on both flanks
* a strong Japanese force, drawn from the crack army units of the Japanese Guandong Army in Manchuria, and from other units in Taiwan, land in the Qinzhou bay north of the Gulf of Tonkin.
*This surprise move routed a number of Chinese defense units and enabled the Japanese to capture Naning, the capital of Guangxi Clique. The Japanese plan was to capture Liuzhou, a railway center and from there to control the entire south and southwest of China
* at Gunlong Pass, however, an entire Japanese brigade was destryed and the advance was stopped by a defense under the overall command of Bai Chongxi
* the chinese force was 150 000 strong, with the addition of Guangxi guerrilla fighters
* Japanese retreated after 10 months of futile occupation
* later war records reveal that in 1937 the war in China engaged 16 of Japan's 24 divs and, after four years of the war, still with no end in sight, 27 Japanese divisions (out of a total of 51) were immobilized by the poorly equipped Chinese troops which often met defeat on the battlefield.
(1.204)
==December==
* the first anti-Communist upsurge during the Sino-Japanese war (3.228)
** tension in Shanxi growing, as Yan Xishan and conservative followers associated with Old Army see the Sacrifice League and the Dare-to-die corps of new army amalgamate with Communist forces
** also Communist base areas and japanese take most of his territory
*** Yan forced into exile at Qiulin across Yellow river in Shaanxi
** in Nov, Yan ordered his Old Army to disarm the Dare-to-die forces with the help of central units sent by Hu Zongnan
*** bloody fighting ensued and elements broke free of provincial control and completed link up with Communists
*** 30 000 went to Communists
** month later, in Feb-March 1940, elements of the CCP 8th Route Army beat back the upsurge
*** Chang Yinwu's forces disarmed and dispersed on the plains of north Hebei
*** Zhu Huaibing and Shi Yousan pushed out of base area, as was GMD-appointed provincial governor, Lu Zhonglin
=1940=
* after 1940, nationalists became more conservative in its use of force, it was content to hold the line and would only order limited offensives to change it (2.100)
** main Japanese policy after 1940-41 was to plant a spy ring in Chongqing, reassess peace terms to bring about China's capitualtion, and promote Japanese-Chinese racial harmony to drive Western influence out of Asia at the conclusion of the war.
** offensives that were launched were for seizing or destroying the autumn harvest, disrupting transportation, or hampering the progress of the training program of the Chinese forces.
** Nationalists, recognizing the strategy, made sure that tis own loyal units would be well-supported and assigned to strategic areas for domestic political purposes
==February==
* Japanese seize Hainan island
After spring of 1940, Yan Xishan of Shanxi was widely suspected of keeping a dialogue with his Japanese adversaries through civilian itnermediaries (2.103)
==March==
* Communists kick the GMD out of north China (2.120)
==August==
*Second Battle of Changsha, Japanese defeated (2.62)
==October==
* clashes btw CCp's new 4th army and the pro-gov't 89th army (a Jiangsu provincial army) soon forces evacuation of Jiangsu provincial gov't into neighbouring Anhui. (2.121)
==Fall==
*Japanese mount an offensive (2.62)
** Japanese initiated attacks against Hubei, henan, Anhui, and Shanxi
** Chinese fought hard and caused difficulties for the japanese but also paid dearly
** Japanese reported that they completely destroyed 24 Chinese divisions, including most of the best GMD units
** Chinese confirmed that they lost about 200 000 men
=1941=
Central Army (zhong yang jun)
* 30 divs (about 300,000 men) out of a total of 300 divs in entire nationalist army
* by the end of the war, the Central army was about 650 000 men
* The Stalin-Matsuoka agreement freed Japan's crack Guandong army from the necessity of defending the borders of Manchuria (1.214)
==January==
New Fourth Army Incident
==April==
* Chinese 1939 winter offensive grinds to a halt (2.58)
* 150 000 to 200 000 of the gov'ts best troops were diverted to blockade the communists (1.205)
* Xibei San Ma forces conduct large-scale operations against the Chinese communists actics in the Gansu and Ningxia areas (1.206)
=1942=
* 18th Army
** 18th Division - regarded as one of the better units, but during 1942 it was stationed in the rear and did not engage in comabt, 6000 of its 11 000 men disappeared due to death or desertion
* Hu Zongnan commanded elite forces.
* Japanese estimated that the Chinese army numbered some 3 000 000 men, of whom 40% (about 1 200 000) belonging to the Central Government (10)
** In turn, these Government forces comprise 650,000 troops under direct control and approximately 550,000 under subsidiary control.
** The strongest of all the local forces is the Szechwan Army, with about
320,000 soldiers.
** the AVG, or the Flying Tigers, represented the core of Chinese air strength
Jianqiao airport at Hangzhou (1238) was used as an airbase at the beginning of the war<BR>
Japan also used an airbase in Taiwan during the war, but i don't know exactly where it was.
Chinese Air Bases built in the middle of the war were:
1260 - Changde
1257 - Hengyang
1250 - Ganzhou
Chinese Air Bases as of the latter half of the war:
1280 - Chongqing
1364 - Guiyang
1307 - Kunming
1360 - Chengdu
1276 - Lanzhou
1231 - Xiangfan (Zhijiang, a strategic airbase)
Major air fields as determined by the Japanese in Central China (10)
Zhejiang Province
Zhuxian <Chuhsien>
1241/1240 Lishui
1241 Jinhua <Chinhua>
1241 Longyou <Lungyu>
Jiangxi Province
1250 Ji'an <Chian>
1250 Ganxian <Kanhsien>
1251 Nanchang
1250/1254 Suichuan
Yushan
Hunan Province
1257 Hengyang
1256 Zhuzhou <Chuchow>
1231 Zhijiang <Chihkiang>
* Determined to seize the important Central Chinese dromes at Lishui,
Kanhsien, and Yushan, IGHQ on April 21 ordered General Hata, commanding the
China Expeditionary Army (10)
** Taking part in the operation would be the bulk of the 13th Division
(HQ: Shanghai) in addition to a part of the 11th Division (HQ: Hankow).
** The Thirteenth Army, commanded by Lieutenant General Shigeru Sawada,
consisted primarily of thirty-four infantry battalions drawn from the 15th,
22d, 70th, and 116th divisions. On May 15, 1942, the bulk of this Army
launched a general attack against the Ninth and Eighty-eighth armies of the Nationalists in the East Chekiang area. After the 19th of May,
both Chinese armies, which were fleeing along the Toyo River, were shattered
and put to rout. Chinhua fell on the 29th of the same month.
** Twenty-six infantry battalions from the 3d and 34th divisions, etc.,
comprised the largest part of the Eleventh Army which, on May 81, went over to
the offensive and took Chinhsien (southeast of Nanchang) on June 2. Thus the
Thirteenth and Eleventh armies were in a position to pincer-attack the region
along the Che-kiang rail line, from east and from west. Both armies
successively captured Linchuan, Chuhsien, Chinjui, Chiangshan, and Yushan;
they joined hands on July 1.
* in March 1942, the Chinese gov't initiated a request to the American government to help equip and train 30 Chinese divisions (2.67)
** Stilwell took note of the fact that China's 300-odd divisions were prolly 40% understrength but that it would be self-defeating to try to reorganize them all at once.
** He argued that a few dependable well-equipped and well-supported divisions would be worth far more than the large number of them as presently organized
* 600 000 japanese fighting men tied up in China (1.213)
5th and 6th armies were key armies. China had called for the maintenance of about 10 army corps, to be placed under the command of the national military council and to be employed as a strategic reserve in vital campaigns (1.213)
* back bone of this force was the 5th and 6th armies, partly German-trained and German equipped
* together with the 300 000 men (16 armies) under Hu Zongnan and Tang Enbo in the NW, these were prolly the best equipped forces Chiang had at his disposal
* Japanese general HQ estimated the strength of this mobilizable force as 250 000 men
* the 5th and 6th armies, before the Burma campaign served as Reserves, plugging up the most critical breaches in Chinese defenses as they occured
=Burma Campaign=
After the Japanese DoW the USA, Chiang is prepared to protect the main line of communication through Burma by sending a Chinese expeditionary force, including the 5th (commanded by Du Yuming), 6th (commanded by Gan Lichu) and 66th (commanded by Zhang Zhen) armies. (1.210, [http://www.uglychinese.org/war.htm uglychinese.org])
Source: [http://www.science.uwaterloo.ca/~cchieh/sun/response.html Responses to Sun Liren]
* 66th corps composed of
** New 28th Division commanded by Kang Ze (Huangpu?) (?)
** New 38th Division commanded by Sun Liren
** New 29th Division commanded by a Huangpu (?) commander
Tai Anlan commands the Chinese 200th Division (1.212)
* considered by the Americans as a man of "ability and force and considerable courage"
* his division put up a 12 day defense of Toungoo against a superior Japanese force
Sun Liren commanded the Chinese 38th Division (1.212)
* had the only allied victory of the First Burma Campaign
Japanese General Shojiro Iido outmaneuvered the allied forces and scored a huge victory, sending them reeling back to India (1.2120
* The allied forces, totalling 81 000 men, consisted of
** 9 Chinese divisions under Lt. Gens Du Yuming and Gan Lichu
** 5 Indian infantry brigades
** 1 British armored brigade and 6 infantry Battalions under lt. Gen T.J. Hutton
** supportd by a Chinese-American Figher Group and several squadrons of the RAF
Stilwell wanted to reduce the Chinese army units to half the existing number, and to construct 2 field armies, each to consist of 30 divisions (1.213)
Source [http://www.uglychinese.org/war.htm uglychinese.org]
* Liao Yaoxiang's New 6th Corps was recalled to China, so he left his 50th division with Sun Liren
* Thus, at the beginning of 1943, the following armies belonged to the Burma Area Army, whose Commander was Lieutenant General Masakazu Kawabe: (10)
** Fifteenth Army: Commanded by Lieutenant General Renya Mutaguchi;
*** nucleus consisted of 15th, 31st, and 33d Divisions.
** Twenty-eighth Army: Commanded by Lieutenant General Shozo Sakurai; order of battle issued on January 15, 1944;
*** nucleus made up of 2d, 54th, and 55th Divisions.
** 18th and 56th Divisions; 24th Independent Mixed Brigade.
==Spring 1942==
training program for Chinese forces stuck in India. (1.184)
These Chinese forces were an expeditionary force consisting of the 22nd and 36th divs. commanded by Sun Liren and Liao Yaoxiang
* trained at Ramgarh
* around these divs, Stilwell planned to build 30 Chinese divs
Source: [http://www.science.uwaterloo.ca/~cchieh/sun/response.html Responses to Sun Liren]
* New 1st Army, commanded by Zheng Dongguo, whom Stilwell didn't like. In spite of the fact that Sun Liren was only the deputy commander, he in actuality commanded the army. The New 1st Army consisted of:
** the New 30th Division, which was formed during the training at Ramgarh, it was commanded by Hu Su, and after the capture of Myitkyina, was commanded by Tang Shouzi
*** the New 30th Division, because of this, was filled with new recruits, and so was used primarily as a reserve division.
** the New 38th Division, commanded now by General Li Hong
** the New 50th Division
* 6th Army consisted of
** new 14th Division
** new 22nd Division
A similar force was trained in Yunnan (1.191)
* commanded by General Wei Lihuang
* 100 000 men
=Cairo Conference (1.214)=
* Cairo Conference stated that China should put into action 30 divs initially, 30 more as soon as practicable, and 30 more eventually
=1943=
(1.214) Japanese estimated that USAAF had only 130 planes in China, and the Chinese had 200 planes
* The Chongqing gov't decided to deploy loyal troops to check on regional troops as an insurance to make sure soldiers wouldn't defect to the Nanjing government (2.103)
** By 1943, this pttern had become obvious. Although the Sino-Japanese front changed little in these years, the location of the KMT's loyal units changed considerably.
*** regional forces were spread out in all provinces
*** troops from the same regional background were kept as far apart as possible
*** whenever there were regional forces, there would be some central forces nearby
*** the deployment of both regional and central forces no longer have a close and distinct relationship to the intensity of the Japanese threat
* With the aggravation in diplomatic relations between the Chungking
Nationalist regime and the French Government, the Chinese Air Force's raids
against Indo-China grew violent, from the beginning of 1943. Since it was
feared that the intensification in air raids meant the prelude to Chinese Army
penetration of the area, the Japanese Army High Command decided to prepare
operational measures against French Indo-China itself (January 15, 1943). The
gist of the plan follows. (10)
**Have the Southern Army prepare to reinforce Japanese forces stationed in French Indo-China.
**Strengthen Franco-Japanese joint defenses.
**Proceed with preparations against the Kwangchow Wan sector.
**Have the China Expeditionary Army send about three infantry battalions to Hainan Island, and assume a wait-and-see policy
** On January 30, IGHQ ordered the China Expeditionary Army to reduce and occupy strategic points on the Luichow Peninsula, by a combined operation involving part of the army plus naval forces; and to penetrate the French Leased Territory of Kwangchow Wan.
==August==
* The defection rate of Natioanlist units to the Japanese puppet government in 1942-1943 was accelerated as Japanese troops turned their attention to pacification in the occupied area (2.101)
** by August 1943, a total of 600 000 Chinese troops, all from regional backgrounds, had defected to Wang Jingwei's government
==November==
* At Changde, Hunan, in November-December 1943, the 57th Division of the Central Army fought with extreme determination, suffing casualties of fully 90% (3.150)
* In Western Hubei in 1943, against one of Japan's "Rice-Bowl" Campaigns, the Chinese lost some 70-80 000 men against 3-4000 casualties for the Japanese
* Chinese Communists at Chongqing tell Americans that official figure of 18th Group Army and new 4th Army totalled 500 000 regulars, while guerillas counted for additional 2 million (2.128)
** number of regulars nearly doubled in next 15 months, until by spring 1945, Red army acquired military strength of 3 000 000, of which about 1 000 000 was regular force
=1944=
(1.214) Japanese estimated that the allies had 500 planes in China
(1.217) Chennault wanted to bring his air strength in China up to a total of 105 fighters plus 30 medium and 12 heavy bombers
* requested that the maximum monthly supply load to come over the Hump was only 7000 tons
* with this force he proposed to
**defeat the enemy air forces utterly in China
**cripple all Japanese rail and river communications in China
** sweep Japanese shiping off the China seas between French [[Indochina]] and Korea
**commenced bombing the Japanese islands
* although he did not even receive the minimum supplies for which he asked, he nevertheless succeeded in realizing the better part of these plans, with the exception of the bombing of Japan
* achievements of Chennault's 14th Air Force were amazing:
**3 years fighting, it had lost (only from operational causes) 500 aircraft
** destroyed 2600 Japanese aircraft, and 1500 "probables"
** sunk or damaged 2 500 000 tons of Japanese shipping, 44 naval vesels, 13 000 river boats under 100 tons
==March==
Stilwell finishes building the X and Y Forces (1.215)
* X-Force "Northern Combat Area Command" (commanded by Stilwell) Consists of
** New 1st Army (commanded by Sun Liren)
** New 6th Army (commanded by Liao Yaoxiang)
*it's objective is to attack Burma from India
*Y-Force (commanded by Wei Lihuang)
** 100 000 strong
* attacks Burma from Yunnan
* 4 divisions set to cross the Salween? ([http://www.army.mil/cmh-pg/books/wwii/sp1943-44/chapter19.htm CMH])
This is more than 200 000 troops together (1.219)
* Japanese estimate of the total strength of China's effective strategic reserve for this year is 250 000 men
The X-Force had to fight trained junglefighters as the japanese 18th division (1.215)
* Together with Frank Merrill's Marauders (a pseudo-guerrilla force), the Allies killed or wounded over 75 000 Japanese troops and took 3 023 prisoners
After much wrangling and foot-dragging, the Chinese gov't finally placed 6 elite central armies under General Stilwell's command and consented to his plan to retake Burma (2.81)
** by mid-July, 1944, when the japanese were compelled into a general retreat, their casualties had reached 85-90% for many units, and the dead numbered 72 000 out of a total force of about 100 000 men.
==April==
Source: [http://www.uglychinese.org/war.htm uglychinese.org]
* Hu Zongnan's troops were stationed in Tongguan Pass of Shanxi Province to stop the Japanese there for some 8 years
* In the Battle of Lingbao in spring 1944, Hu Zongnan's troops defeated the Japanese in Henan Province
{| border="1" cellspacing="0"
|+ '''Japanese Estimates of Damage of Operation Ichigo to Chinese Forces (divisions)'''
|-
! rowspan=2 | Damage level
! colspan=2 | Henan Campaign
! colspan=2 | Hunan Campaign
|-
! Central !! Regional !! Central !! Regional
|-
|Completely Destroyed||10||2||12||13
|-
|Seriously Damaged||4||3||9||10
|-
|Total Chinese units participating||23||19||21||26
|+ Source: Source: Ch'i, Hsi-Sheng. ''Nationalist China at War: Military Defeats and Political Collapse, 1937-45'', University of Michigan Press: Michigan, 1982, ISBN 0472100181, p. 80
|}
{| border="1" cellspacing="0"
|+ '''Chinese Estimates of Damage of Operation Ichigo to Chinese Forces'''
|-
! Total Manpower !! Henan Campaign (300 000 in 52 divisions) !! Hunan Campaign (286 000 in 43 divisions) !! Guangxi Campaign (100 000 in 32 divisions)
|-
|No. of divisions in combat || 45 || 34 || 27
|-
|:Central Government || 26 || 15 || 12
|-
|:Regional Forces || 19 || 19 || 15
|-
|Casualties (1) || "very extensive" || 108 000 || 38 500
|-
|:as %age of total|| -- || 108 000 || 38 500
|+ Source: Source: Ch'i, Hsi-Sheng. ''Nationalist China at War: Military Defeats and Political Collapse, 1937-45'', University of Michigan Press: Michigan, 1982, ISBN 0472100181, p. 81
|}
(1) Total casualties for China in 1944 were 311 276 officers and soldiers
* Japanese launch the Ichigo Offensive (1.219)
** Japanese allocated 70 000 horses, 12 000 vehicles to support a ground force of 400 000 men in the operation. (2.74)
** At this point, the Nationalists have a paper strength of 3 000 000 soldiers in combat formation of 300 divisions (2.79)
** Chinese strategy was to send inferior troops tot he front and keep the elite units in the rear in order to attract enemy forces into penetrating deep and then releasing the elite units to annihilate the enemy in one blow
** Japanese stratgiests instructed troops to seek out the Chinese elite units first and destroy them. Once the Chinese elite units were broken, the rest would melt away
===The Henan Phase===
* employed some 620 000 first-line troops (1.219)
** April 18, Japanese opened the first stage with 140 000 men and crossed the Yellow River in central Henan (2.74)
** Chinese defense along the Yellow River consisted of 21 divisions, of which only 11 were combat-worthy (2.74)
*** most of the combat-worthy divisons were under Tang Enbo (2.74), who was in Northern Hunan to stop him (1.219)
*** Faced with the need to defend a long line with such meager force, Chiang instructed that one division be assigned to defend a particular area (2.74)
*** Before the attack, Tang Enbo had 28-30 divisions of the central government's best troops
** The Japanese used the 12th Army as the main attack force against Zhengzhou while sending their 1st Army to attack Luoyang from the west to confuse the Chinese (2.74)
*** Taking advantage of the flat terrain, the Japanese relied heavily on tanks, long-range artillery, and mechanized units to spearhead their offensive
***Without air cover or sufficient ground support, the poorly trained and poorly equipped Chinese troops simply melted away
*** Japanese took Luoyang on May 26
*** between April 18 and May 26 the Japanese killed 21 463 Chinese and a large number were wounded.
*** Japanese losses were 1 061 killed and 2 866 wounded on their own
*** less well-trained Chinese units from the 1st war zone were sent in as reinforcements
*** between May 9 and May 20, some 43 490 Chinese were killed, while the japanese lost only 760 dead and 2 032 wounded
==May==
===The Hunan Phase===
* The 1st and 12th Japanese Armies were shipped to central china, the 13th Army was dispatched from Nanjing. (2.76)
** Additional units were drawn from Mongolia and Manchuria to reinforce the 11th and 23rd armies already poised in the staging area around Wuhan
** This force of 8 divisions and 1 brigade of 360 000 men represented the largest concentration of troops of the Japanese army in the entire history of the Sino-Wapanese War
* The Chinese defence in the 9th war zone under Xue Yue consisted of 48 divisions, half of which belonged to the central government (2.76)
** Chinese had less than half a million men, a numerical advantage of less than 1.4:1 to the Japanese
* Japanese CiC in China was General Shunroku Hada (1.220)
** reinforced by the Guandong army in Manchuria, he threw 400 000 troops into pincer drives from the north and south in against Changsha Operation Togo
** largest attacking armies ever assembled by the Japanese army for a single campaign during the entire Pacific war
** consisted of 25 divisions, 1 tank division, 11 mixed brigades, 1 cavalry brigade, 1 air division, 12000 motor vehicles, 70 000 horses
* Changsha fell quickly (June 18), and next was Hengyang (2.77)
** Chongqing executed the commander of the Chinese 4th Army for failing to hold Changsha
* the 16 275 Chinese defenders of Hengyang staved off three fierce attacks of 6 Japanese divisions, and assisted by the 14th air force, held the city for 47 days, but on August 8 they fell. (1.220)
** Hengyang was defended by the Nationalists' 10th Army under Fang Xianjue (2.77)
** Hengyang was not only a crucial point on the Hankou-Guangzhou railway, but also the site of the largest air base in Hunan (2.77)
** When the city finally fell, all but 1 200 of the defenders had been either killed or wounded. The Japanese also paid dearly: 19 380 men and 910 officers were killed or wounded in the campaign (2.77)
* entire Guangzhou-Hankou railway taken by beginning of 1945
==June==
* The Japanese destroy the backbone of the Chinese army with a powerful striking force of 1 tank and 3 infantry divs, together with a large number of mixed brigades (1.219)
* in the assault the Japanese killed several Chinese divisional commanders, one group army commander, and a large number of men in the 30 divs commanded by General Tang Enbo
* within 3 weeks the Japanese broke a Chinese force of 300 000 men
* At the conclusion of the Hunan campaign, Chinese casualties had reached such an alamring level, particularly among the elite units, that the government had trouble organizing for the defense of Guangxi. (2.78)
==August==
* strongest Japanese base at Myitkyina falls (1.215)
** all defenders annihilated
* In Operation Ichigo, the japanese were near exhaustion (2.78)
** 7 602 Japanese dead, 13 174 wounded, 20 183 sick, 1 804 horses dead, 31 602 horses sick or wounded.
** 500 000 Chinese soldiers dead or wounded (3.149)
** Fourth of China's factories were lost (3.149)
** In Guangxi, losses were reportedly 110 000 persons killed, 160 000 wounded, 300 000 houses destroyed, 80 000 head of ploughing oxen killed (3.149)
==September==
* When Japanese advance units crossed into Guangxi on Sept 10., the Chinese finally scraped together only 10 divisions of 60 000-70 000 men, mostly from the defeated units evacuated from Hunan, for the defense of Guilin (2.78)
* further reinforced by fresh units, the japanese pursed their drive westward along the Hunan-Guangxi railway. 16 out of 20 divisions were employed in the operations against Guilin, and the force was soon increased to a total of about 400 000 men (1.221)
** largest concentration of troops since the battle of Wuhan in 1938
Guilin fell on November 10
** in the first part of December, Japanese had taken Duyun and Guiyang
==October==
* Stilwell recalled to US in October 21, because of frictions with Chiang
** some time earlier, Stilwell categorically demanded that the Communist 18th group army be included under his yet to be created command. (2.128)
Wedemeyer orders General Fu Zuoyi to engage the Japanese in northern China in order to prevent enemy reinforcement in the Guiyang area (1.221)
* flies in 23 000 fresh Chinese troops from the NW to stem the onrushing Japanese tide near Guizhou
** a part of these soldiers is the Liu Anqi Division of Hu Zongnan's army ([http://www.uglychinese.org/war.htm uglyChinese.org])
** Wedemeyer also flew two divisions of the X-Force to Kunming as a precaution ([http://www.uglychinese.org/war.htm uglyChinese.org])
* 500 000 unfit soldiers withdrawn from the front lines and sent for medical treatment
* Chinese commanders like Long Yun, Pan Wenhua and Yu Hanmou among others, agreed to put up no further resistance to the japanese and let them destroy Chiang Kai-Shek's armies (3.176)
** This is odd, because Yu Hanmou was firmly in the Whampoa Clique.
==November==
proposal to reduce China's army from 327 divisions to 84 effective combat divisions
* wedemeyer suggested that the US train and equip 39 divisions and China the rest (1.193)
*late November, the 11th Japanese Army ignored the restraining order of the 6th Area Army and made a rapid thrust toward Guizhou
* it was stopped in early december by Chongqing's own garrison units (2.79)
* in the Ichigo Offensive, the Chinese lost over 23 000 tons of weapons and ammunition, or the equivalent of the equipment for 40 divisions (2.80)
** 750 000 troops had been put out of action through casualties or the destruction of their units
** the loss of Hunan, a rich rice-producing province, together with other areas, had deprived the Chinese gov't of the capability to support about 500 000 troops
** China's own war records reported that over 310 000 casualties had been sustained. This was nearly twice the casualties of 1943 and made 1944 the most costly year for the Chinese army in personnel loss since 1941, and possibly the most costly year in equipment loss since 1938.
** The central government and the regional units that were more enthusiastic and competent in fighting (i.e. the 4th army of Guangdong) were the most devastated.
** the only Chinese troops that escaped the wrath of Operation Ichigo were those stationed in China's northwest, including some central sdivisions under the command of Hu Zongnan.
* At the end of 1944, Japanese forces in China comprised the following
strength: (10)
** 25 infantry divisions
** 1 tank division
** 10 independent mixed brigades
** 11 independent infantry brigades, etc.
* Between the end of 1944 and the beginning of 1945, IGHQ felt that it must shift the emphasis of the China Expeditionary Army to the coastal regions of South and Central China. This constituted an epochal change: By ordering the China Expeditionary Army (which was engaged m campaigns to the west) to reverse its momentum, IGHQ was obliging that army to switch to preparations against the U. S. forces instead. (10)
** On January 22, 1945, IGHQ ordered the Commander-in-Chief of the China
Expeditionary Army (General Okamura) to: foil attempts by American forces to advance into the Chinese Continent; secure strategic areas on the Continent; and strive to eliminate the influence of Chungking.
* As the first step, it was planned (by the spring or summer of 1945) to
increase the quantity of Japanese armed strength on China to: (10)
** 20 combat divisions
** 20 security divisions
** 6 special guard divisions (for use against the Chinese Communists)
** 17 mixed brigades
** 50 battalions (to guard lines of communication)
* From the beginning of February, an immediate start was made to organize
three combat divisions (the 131st through the 133d); 12 mixed brigades; and
seven independent guard units. The setup was completed in March (10)
* Even after the commencement of operations on Okinawa, IGHQ expected that
the next landing site of the Americans would be either near Shanghai or
somewhere in the southern part of the Shantung Peninsula. On April 18 the
Commander-in-Chief of the China Expeditionary Army, General Okamura, was
ordered to transfer four divisions from southern China to the above-mentioned localities; i.e., the 3d, 13th, 27th, and 34th Divisions - the pick of the Japanese forces in China. (10)
* After the Hunan-Kweilin campaign, the U. S. Air Force proceeded to
expand the air field facilities at: (10)
Chechiang
Chingchen Hunan & Kweichow Provinces
Kweiyang
Chungking
Chaotung Szechwan Province
Chengtu
Laohokow
Liangshan
Ankang Northwestern Provinces
Sianfu
Nancheng
Kunming
Yunnani
Paoshan
Luliang Yunnan Province
Chengkun
Yangchie
Tiencha
* In order to wipe out the air base at Laohokow (northwest of Hankow), the
China Expeditionary Army commenced operations against Laohokow on March 11,
using the main force of the Twelfth Army (built around the 110th and 115th
Divisions, the 3d Tank Division, and the 4th Cavalry Brigade) plus the 39th
Division (from the Thirty-fourth Army). The campaign developed favorably, on
the whole, and the Twelfth Army was able to occupy Laohokow completely on
April 8.(10)
* On April 15 the China Expeditionary Army initiated the Chihchiang
campaign, which involved the bulk of the Twentieth Army (47th and 116th
Divisions, plus 58th Independent Mixed Brigade). The purpose of the drive was three-fold:
** To destroy the cluster of air bases around Chihchiang (west of Hengyang);
** To assume the initiative in defeating the main body of the Chungking forces in the Hunan area; and
** To facilitate battle-front readjustment operations in western and southern China (as will be discussed later).
** the Twentieth Army pushed forward and engaged powerful
American-equipped Chungking troops were checked by intense enemy fire,
however, and suffered heavy losses. Finally, on May 9, the offensive had to
be given up.
** IGHQ quickly pulled out the 39th, 59th, 63d, and 117th Divisions the
39th, 59th, 63d, and 117th Divisions plus the Thirty-fourth Army Headquarters, from Central and North China to new stations in Manchuria and Korea. To replace these forces, it was decided to evacuate occupied zones along the Hunan-Kweilin and Canton-Hankow rail lines in Hunan, Kwangsi, and Kiangsi provinces. In connection with the plans, appropriate orders went out to China Expeditionary Army Commander-in-Chief Okamura, on May 28.
{| border="1" cellspacing="0"
|+ Japanese Forces in China at the end of World War 2
! Unit !! Commander !! Composition !! Location !! Activity
|-
| 23rd Army || Lt. Gen Kyuichi Tanaka || 104th, 129th, 130th Divisions || Around Guangzhou || Securing Strategic Areas
|-
| 6th Area Army || Gen. Naosaburo Okabe || 11th, 20th Armies || Wide zone extending from Wuchang-Hankou to Hengyang areas || Portion of Area Army on move
|-
| 11th Army || Lt. Gen. Yukio Kasahara || 58th Division, etc. || Guilin area || Evacuation of Region
|-
| 20th Army || Lt. Gen. Ichiro Sakanishi || 64th, 68th, 116th divisions, etc. || Between Hengyang and Wuchang-Hankou || On station
|-
| 3rd, 13th, 34th, 132nd Divisions || || || || In transit
|-
| 13th Army || Lt. Gen. Takuro Matsui || 6th Army HQ (CG LtGen Jiro Sogawa); 60th, 61st, 65th, 69th, 70th, 133nd, 161st divisions || Lower reaches of Yangtze below Hukou (east of Xiaojikou, or Jiujiang), and along southern part of Tianjin-Pukou railline || Occupation by main force/ Occupation by portion of army
|-
| North China Area Army || Gen Sadamu Shimomura || 1st, Mongolia Garrison, 12th, 43rd Armies
|-
| 1st Army || Lt. Gen. Raishiro Sumida || 114th Division, etc. || HQ at Taiyuan in Shanxi province
|-
| Mongolia Garrison Army || Lt. Gen. Hiroshi Nemoto || 118th Division, etc. || HQ at Kalgan
|-
| 12th Army || Lt. Gen. Takashi Takamori || 110th, 115th, 3rd Tank Divisions, etc. || HQ at Zhengzhou
|-
| 43rd Army || Lt. Gen. Tadayasu Hosokawa || 47th Division, etc. || HQ at Jinan
|+ [http://www.tecom.usmc.mil/utm/kogun.txt Japanese Army in the Pacific War]
|}
Troops under the direct control of the Expeditionary Army included
the 27th, 40th, and 131st Divisions, plus the 13th Air Division. Total
strength of the Expeditionary Army amounted to about 1,050,000 officers and
men.
=1945=
=March 1945=
Li Zongren (1.222) beats back a Japanese offensive in the Henan-Hubei area, inflicting heavy casualties and regaining all American air bases capture in the "initial Japanese assault"
* also successful were the Chinese in the western Hunan campaign to recover the strategic airbase at Zhijiang.
* japanese had thrown 60 000 men into the battle along a 248 mile front, but the Chinese counter-offensive decimated their ranks
* Japanese army attacked Xixiakou in western Henan Prov, and Hu Zongnan's 31st Conglomerate Army fought against Japanese for months without letting go an inch of land. ([http://www.uglychinese.org/war.htm uglychinese.org])
* In July, Sun Liren's New 1st Corps returned to Nanning, the provincial capital of Guangxi. ([http://www.uglychinese.org/war.htm uglychinese.org])
=August 1945=
*Chinese were massing for an offensive in the Guangzhou-HK-Fujian area when V-J day came
* china had 300-350 divisions twoard the end of the war (2.101)
* When the war ended, 8 divisions were high quality, and 22 more had becun the 13 week schedule of training. The remainder oft he 300-odd Chinese divisions, however remained untouched. (3.151)
[[See China OOB Civil War]]
=References=
1. Liu, F. F. (1956). ''A Military History of Modern China: 1924-1949'', brown book with golden horse, Princeton University: New Jersey, ISBN: 0313230129<BR>
2. Ch’I, H. S. (1982). ''Nationalist China at War: Military Defeats and Political Collapse, 1937-1945''. University of Michigan: Michigan<BR>
3. Eastman, L. E. et. al. (1991). The Nationalist Era in China: 1927-1949. Cambridge University: Cambridge<BR>
4. Sih, P. K.T. (1977). Nationalist China during the Sino-Japanese War, 1937-1945. Exposition: New York<BR>
5. Whitson, W. W. (1973). The Chinese High Command: A History of Communist Military Politics, 1927-71. Praeger: New York<BR>
6. Yellow China Year Book 1936<BR>
7. Red China Year Book 1936<BR>
8. Yellow China Year Book 1939<BR>
9. Ah Xiang. [http://www.uglychinese.org/War.html uglyChinese.org]
10. Saburo Hayashi. [http://www.tecom.usmc.mil/utm/kogun.txt The Japanese Army in the Pacific War]
[[Category:Knowledge Base]]
5dda01930b49d813f7326eaca9e9fe23edac9563
Battle mechanics and formulas
0
345
1804
522
2017-03-29T08:49:12Z
Lillebror
871
fixed link to forum; formulas in tex
wikitext
text/x-wiki
== Evaluation of battle ==
The description how battle is evaluated step by step ''(NOTE: not finished)''
*Army A (composed of units A1,A2...) attacks army D (of D1, D2..)
*all modifiers (ground, weather, river crossing, encirclement, ESE, command ..) are evaluated
*combat events such as Surprise and Breakthrough are evaluated where applicable
*Every unit of army A randomly chooses a unit to target from B and ''vice versa''
*All units targeting unit D1 sum their attack values (see softness)
if the attack_sum = Attack_1+Attack_2... > Defence_1 than D1 gets 2*attack_sum - defence_1 hits
else (i.e attack_sum < Defence_1 ) D1 gets just attack_sum of hits
*In each round of the battle the organisation of the unit is decreased by the number of hits it takes
*If organisation of a unit reaches zero ( 0 ), the unit stops attacking
*The army loses the battle as soon as no units can fight ''(? - or below 5 org maybe)''
== Probability of events ==
* Breakthrough
* Surprise
== Softness ==
:<math>\text{attack} = \text{hardattack} \cdot (1-\text{softness}) + \text{softattack} \cdot \text{softness}</math>
== Battle winning ability ==
In the approximation that attack affect just morale, the battle value of soldiers could be evaluated as:
:<math>\text{BWA} = \text{attack} \cdot \text{organisation}</math>
attack affects the rate in which unit will lower the organisation of enemy
organisation determines the time the unit can withstand a given attack (time under constant attack deceasing its ORG)
more info: [http://oldforum.paradoxplaza.com/forum/blog.php?15522-The-Paradox-Art-of-War The Paradox Art of War]
== External links ==
*Theokrat's: [[forum:296740/page-5#post-7239838|A general expression]]<br />for computing combat efectivness of units, it's specialised to Infantry vs. Militia discussion
*Theokrat's: [[forum:312784|On statistical fluctuations and Defensiveness/Toughness]]<br />discussion of importaince of Defensiveness/Toughness based on Multiple targeting effects.
d54e1bb9f9eb28246222fb3754cce2308da51a71
1914
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Lillebror
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/* External link */ fixed link to forum
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[[Image:1914-logo.jpg|right|thumb|300px|1914 Logo]]
[[Image:Screenie1.jpg|right|thumb||Tech Screenshot]]
[[Image:screenie2.jpg|right|thumb||In-Game Screenshot]]
'''''1914: The First World War''''' is a modification focusing on the years 1897 - 1925, and the events leading up to and including WWI, also known as "The Great War" and "The War to End all Wars". Other scenarios remain available.
'''A brief history...'''
Version 0.1 was released on 25th April 2006, and Version 0.4, was released on 30th June 2007, making the mod available for the official expansion of HoI II, ''Doomsday'', as well. Things and pace began to pick up once again in the waining months of '07, with a 0.41 release in late January on the 21st of that month and 0.42 out officially as of 22/03/2008.
'''Synopsis:'''
Extensive work and progress have been made towards the 1911 and especially 1897 scenarios during this time, including balancing tweaks, new events and overall accuracy. '''''1914''''' includes extensive modding of events, graphics, AI and country data from the original HoI2 and HoI2:Doomsday, which is based on WWII, into a WWI atmosphere.
=== '''Campaign Scenarios''' ===
* January 1897: Imperial Zenith
* January 1911: Panthersprung
* January 1914: The Great War
* October 1917: In The Balance <concept>
=== '''Battle Scenarios''' ===
* Sick Man of Europe: The Balkan Wars
* The Brusilov Offensive
* Forty Days in the West
* 'Joe's War' - South Africa: 1899
* Kaiserschlacht, 1918
* Dawn of the Rising Sun: East Asia, 1904
* Spanish-American War: 1898
* Svea and the Maiden
* The Great Game: Central Asia
=== External link ===
* [http://1914mod.wordpress.com/ ''1914'' Website]
* [https://forum.paradoxplaza.com/forum/index.php?forums/1914.290/ '''''1914''''' forum at Paradox Plaza]
[[Category:Mods]]
b2626d8ed0645e9355a3e9a0cd8f7b9a637e1685
Technical issues
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== Updates ==
The following updates are the most recent updates released for the Hearts of Iron II series (as of September 30, 2009):
* Original Hearts of Iron 2 (HoI2): [[forum:226786|Update 1.3b (Apr, 2006)]] Checksum: JLQC
* Hearts of Iron 2, Doomsday (HoI2:DD): [[forum:293247|Update 1.3a (March, 2007)]] Checksum: JCJS
* Hearts of Iron 2, Armageddon (HoI2:ARMA): [[forum:402220|Update 1.3 beta2 (April, 2009)]] Checksum: PHVR
Note that Paradox has officially confirmed that HOI2 and HOI2:DD updates are the final updates for those games. The last one for Arma was not officially confirmed but given the time that has now passed, it can be taken as final.
== Bugs and Bug Reporting ==
There are no further updates being made to any version of HoI2. Any found bugs will need to be corrected yourself using the modding tools if possible.
== Configuring Routers for Multiplayer Games ==
The first suggestion is to check the [[forum:163998|Router configuration library]], hosted at the Paradox forums. It covers all of Paradox's games, and is a repository for '''successful''' router configurations.
If you are unsuccessful there, ask your questions in [[forum:187623|this forum thread]]. Many experts that lurk about the forums subscribe to the threads above, so your questions will be seen.
Even with v1.2 the "moddir" feature is still '''broken''' for multiplayer play. Thus if you try and play a mod in multiplayer it will fail. The only work around is to modify the main game itself.
== Screen Issues ==
=== Screen Flicker ===
If you are experiencing screen flicker at seemingly random intervals while playing the came, the following steps may be of use, as prescribed by Castellon:
# Rename the AVI folder to AVI_back
# Set the color depth to 16BIT
# If you're using the auto-hide feature of the task bar, disable it.<br>
# If you have an Explorer window searching for a file or displaying search results, close it.
# Turn off everything in the background like E-mail/ICQ/Messenger, Virus protection and everything in the system tray beside the clock.
# Update your Windows, update your Video card drivers and audio card drivers. Then repeat steps 1-3.
'''98% of flicker problems are caused by other programs running in the background.'''
Also, alt+tabbing tends to increase screen flicker.
[http://support.microsoft.com/?scid=kb;en-us;331796 How to run Windows with minimal load of background services]
=== Screen Resolution ===
According to developer Johan, the screen resolution for the game is locked at 1024x768.
There is [http://www.geocities.jp/soukan_n/f/index.html an unofficial patch] that can alter the value, though. You can also take a look at [[Utilities#Screen_Related|screen related utilities]]. If you have difficulty playing HoI2 with the "offical" resolution, it might help you solve the problem.
=== Windowed Mode ===
If you want to play Hearts of Iron 2 in window, you must apply some unofficial "patch" first. Look at [[Utilities#Screen_Related|screen related utilities]] for concrete one. For Doomsday, there is new command line parameter WINDOWED, which activated windowed mode without need of any hacking. You must also set your screen color depth to 16bit (applies to both Hearts of Iron 2 and Doomsday) prior to running game in a window. If you don't do that, you'll get error message and game won't run.
== Game Slow downs ==
The game gradually slows down as time progresses. This is especially true of a 1936 campaign, and generally starts around 1942 or later, depending on your CPU speed. Generally, this occurs due to the large number of units that have been created, and the amount of work the AI must perform every game hour to determine what should be done with units. [[forum:360988|Testing this issue]] has led to the conclusion that CPU speed has a significant effect on game speed.
The Doomsday scenario is a good test for these slowdowns due to the large number of units. Each test was conducted by choosing the nation of Tibet, setting game speed to maximum, and timing how long it takes for one month of game time to elapse. Testing produced the following results:
{| border="1" cellpadding=5
|- valign=bottom
! User !! Brand !! Type !! Speed !! Cache !! RAM !! Scenario time
|- align=center
| align=left | Lennartos || Intel || Quad Core || 3.7 Ghz || 12MB || 4 GB || 1 min, 25 s.
|- align=center
| align=left | SBR || Intel || Core 2 Duo || 2.4 Ghz || 8MB || 2 GB || 2 min, 26 s.
|- align=center
| align=left | Bholstege|| Intel || Core 2 || 3.0 Ghz || 1 MB || 4 GB || 2 min, 30 s.
|- align=center
| align=left | BBasgen || AMD || Athlon 64 || 2.2 Ghz || 0.5 MB || 2 GB || 3 min, 28 s.
|- align=center
| align=left | forlath || Intel || Pentium M || 2.0 Ghz || 0.5 MB || 1 GB || 3 min, 30 s.
|- align=center
| align=left | The RC || Intel || Pentium 4 || 2.6 Ghz || 0.5 MB || 1.5 GB || 5 min, 50 s.
|- align=center
| align=left | MacLeod || Intel || Pentium 4 || 2.4 Ghz || 0.5 MB || 1 GB || 8 min, 18 s.
|- align=center
| align=left | forlath || Intel || Pentium 4 || 3.4 Ghz || 0.5 MB || 1 GB || 9 min, 30 s.
|}
===Helpful Fixes===
====Sprites====
This change will allow you to both load and play the game much faster, but it only works if you use counters instead of sprite.
Note that the file to be left alone in those folders do not have to be the one mentioned. Any of the other files will do as long as their file name match.
# Open HoI 2 directory\GFX\map\units.
# Backup this folder and its subfolder just in case you want to play with sprite again later or if anything wrong happens.
# Delete all files in HoI 2 directory\GFX\map\units except "T-BATTLESHIP A-WALK C-MIN L-1 D-NW.spr".
# Open HoI 2 directory\GFX\map\units\bmp.
# Delete all files in HoI 2 directory\GFX\map\units\bmp except "T-BATTLESHIP A-WALK C-MIN L-1 D-NW.bmp".
# Start the game and feel the speed.
====Ghost Fleets====
Ghost fleets began as a problem in the HOI2 DD expansion pack and continued until ARMA version 1.3, when the problem was finally fixed. The net result of a Ghost fleet can be tens of thousands of non-existent ships in a port. The sheer number of units involved creates enormous lag on the game engine: the main symptom being a delay at a certain hour of the day for seconds or even minutes.
* [http://www.modhoi.com/index.php?option=com_content&task=view&id=54&Itemid=37 Download the Ghost Fleet save game fixer]
====Event History====
Save games grow very large over time, depending on your event logging settings. In a default installation, the size of the game file will double in less than 10 years. Minor speed improvements can be made by deleting the event history.
====Delete all units====
While late game slow down is not really caused by a large number of units, deleting all units does help. Lord Finnish created this event: [[forum:360988/#post-8560061|Kill all AI units]]
====Movies====
If you find the movies annoying, and prefer to open the game and go somewhere else while it loads (thus not being there to skip over the movies), there's a simple way to get rid of them. The only movies in the game are the ones at the start. Just rename (or delete) the avi directory where you installed HoI2 and the game will just skip over them.
== General problem Solving ==
It is difficult to track problems effectively in current jungle of software products and their versions. When problem pups up, it is best to go from simple to more complex solutions. Here is recommended procedure for solving problems (it may work with problems related to other games/programs too):
# Refer to [https://forum.paradoxplaza.com/forum/index.php?forums/hearts-of-iron-2.255/ forum] first. Your problem may have been addressed already. If you don't succeed there, try following procedure.
# If problem showed up recently and you were able to play before without problems (in same conditions), try to remember what has changed since then and focus on it.
# End all programs and tasks which are not really necessary. Use CTRL+ALT+DEL and 'Task Manager' to end tasks.
# In Windows 2000 or XP Professional you may also want to stop unnecessary 'Services' running on backgound. Type 'services.msc /s' in 'Run' (Start -> Run) to run console to view and manage services on your system. You require administrator's right to do so. It may help improve performace and limit possible problems. List of services you must have running may vary from system to system. Be careful when stopping services! ([http://support.microsoft.com/?scid=kb;en-us;331796 How to run Windows with minimal load of background services])
# Installing other games with different (and sometimes problematic) version of DirectX may be cause of problems. In this case uninstalling DirectX ([http://fileforum.betanews.com/detail/DirectX_Uninstaller/978209241/1 DirectX Uninstaller]) first. Then download latest version of DirectX (if you don't have it already, [http://www.microsoft.com/downloads/results.aspx?sortCriteria=date&OSID=&productID=&CategoryID=&freetext=directX+runtime&DisplayLang=en&DisplayEnglishAlso= here]) and install it.
# Reinstall game. If you want to preserve your data (savegames), archive them first (by copying/moving them to non game folder). Saves are stored in '\scenarios\save games' subfolder of directory where you installed HoI2. Then uninstall game by using uninstaller and delete remaining data manually (delete your HoI2 installation directory). Then install game with all patches and restore your archived savegames.
# If problem is still there, post in [https://forum.paradoxplaza.com/forum/index.php?forums/hearts-of-iron-2.255/ forum] and pay attention to [https://forum.paradoxplaza.com/forum/index.php?threads/how-to-report-a-bug.179636/ How to Report a Bug].
# In-game speed increasing trough message logging : Whenever possible disable evens from game log : for example another nation trade with third nation, another nation influenced/failed to influence third nation, another nation diplomatic deal with third nation, any logging of player aggreeing/refusing trade or diplomatic action suggested by AI is by default also written to game log. One has to be careful what is doing and if one needs any log evidence. It is always useful to go carefuly trough message settings in game menu and select what should be logged an how (4 levels of notification - none - log - window - pause game with window). Consider events that are not necessary for your gameplay and set them not to be displayed at all. Exclude all duplicate messages pointing to one occasion for example do not log demand territory but log give-in/refuse of demand territory.
[[Category:Technical_Issues]]
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Modding graphics
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== Grayscale pictures in HoI2 ==
The grayscale pictures in HoI2 like the leader, minister or techteam pictures are not really grayscale pictures. Instead the first two colors are reserved for transparency. See the picture for an example. The left picture uses a normal grayscale palette, the right picture uses a grayscale palette were the first two colours are reserved for transparency.
[[Image:Greyscale_transparency.png|Same picture without and with correct palette]]
The easiest way to handle transparency problems is by just using one picture which comes with the vanilla game (and thus has the right palette) as a template for your graphics. Just prepare your graphic with a normal grayscale palette and when it is finished, copy & paste it into the your picked template picture. Then save the picture under a new name and you are done.
You should also note that all the grayscale pictures have a white margin of one pixel width. This margin isn't necessary, but it usually increases the contrast.
== Some troubleshooting advice ==
Right now this will only be a truobleshooting section, because you'll really need to know quite a bit about graphics before you can make your own graphics to a degree.
The important things to know are these:
*Try to get a good graphics editing program. It's extraordinarily hard to do things like blend and create colour gradients with Paint.
*Learn about the different graphic types BMP, JPG and GIF, their advantages and disadvantages. Especially BMP, because that is the graphic that Paradox uses 100% of the time. A very basic image format description can be found at [[WikiPedia:Graphics_file_format Wikipedia]].
'''In-game, my graphic looks roughly like what I did, but it's all in funny colours!'''
*You have the wrong palette. In the GFX\palette directory, you'll find the palettes used for most of the graphics. You have to either change these palettes or adopt them yourself in order to get your graphics looking right.
See [[Modding Palettes]] for more detail.
'''In-game, my graphic is in all random coloured dots and looks NOTHING like the graphic that i made!'''
[[Image:Problem1.gif|Screwed up Image File]]
*If it looks something like the picture above, then your issue is that the size is incorrect. You'll need to change the graphic to the right size.
'''Why do some of my graphics have bright green or bright pink borders around them?
*Paradox has two values for .bmp information. Bright green (RGB color 0,255,0) signifies transparent data. Information in this color will be clear, allowing you to see items behind the image such as skins. Bright pink (RGB color 255,0,255) signifies opaque data. Information in this color will function as a dark screen, such as can be seen in the diplomacy screen. Note that if you change these colors they will appear on screen.
'''In-game, my province images aren't showing up.'''
*Province images will ONLY appear in provinces with urban terrain. To change a province into urban terrain, you'll need to edit the province.csv file.
'''Where do I get the HoI2 Skin Template?'''
*Right here: https://forum.paradoxplaza.com/forum/index.php?threads/hoi2-skin-template.180563/
== SKIF (Scytth & Kristoff Icons Factory) ==
A fantastic little graphics touch-up to the in game unit icons.
[https://forum.paradoxplaza.com/forum/index.php?threads/skif-icons-for-hoi2-dd.236771/ Paradox Interactive Forums SKIF Thread]
[[Category:Modding]]
[http://www.star.net.pl/~scytth/hoi2/page/index.html SKIF Website]
== DMP (Design Mod Projekt) ==
A big Modproject with alot of new sprites and graphics for alot of countries.
[https://www.designmodproject.de/ DMP Website]
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Utilities
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== Multi Editor ==
=== HoiEditor ===
Tool for editing various gamefiles. Currently able to edit ministers, tech teams, leaders, units, techs, and more.
[http://forum.paradoxplaza.com/forum/showthread.php?t=334347 Information/Download/Discussion]
=== Hallsten's Unified HOI2/DD Generator Utility ===
This tool contains all of Hallsten's three generator-utilities for leaders, ministers and tech-teams in one program, now with a new user-friendly Windows-frontend.
[http://forum.paradoxplaza.com/forum/showthread.php?t=272399 Discussion at forums] - All download locations now dead
=== Lord Ederon's Web site ===
has a lot of Paradox related utilities which include screen resolution changers for HOI2 and for Doomsday.
[http://www.ederon.net/default.aspx Lord Ederon web site]
== Tech Team ==
=== Complete list of HoI2 Research Teams ===
Compiled Excel sheet(table) of Hearts of Iron 2 and Doomsday research teams of all countries. All in form that is easy to filter, sort and print.
[http://forum.paradoxplaza.com/forum/showthread.php?t=217451 Discussion at forums] - All download links now dead
== Minister ==
=== Complete List of HoI2 Ministers ===
Compiled Excel sheet(table) of Hearts of Iron 2 and Doomsday ministers of all countries. All in form that is easy to filter and print.
[http://forum.paradoxplaza.com/forum/showthread.php?t=217256 Discussion at forums]- All download links are now dead
== Leader ==
=== Kucing's leader editor, death date remover/randomizer and random leader generator ===
Kucing has made an editor for changing leader files and generating new leaders automatically.
You need to have [http://www.microsoft.com/downloads/details.aspx?FamilyID=262d25e3-f589-4842-8157-034d1e7cf3a3&displaylang=en the .NET framework] for this to work, and as with all modding, ''make sure you back up your files before changing them''.
[https://forum.paradoxplaza.com/forum/index.php?threads/leader-editor-death-date-remover.180945/ Download and discussion at forums]
=== Leader deathdate changer ===
Packman has made this easy to use leader deathdate changer
* Easy graphic gui
* Built in backup feature
* Allows you to set the deathdate yourself
* Allows you to set the directory in which the leader file(s) are
[http://www.modhoi.com/download/ldc.zip Download]
[http://forum.paradoxplaza.com/forum/showthread.php?t=247364 Discussion at forums]
=== Leader deathdate remover ===
Stonewall has made a utility that sets all leader deathdates to 1960.
Currently works for the following nations:
{|
|- VALIGN=top
|
* Australia
* Canada
* Finland
* France
* Germany
* Holland
* Italy
* Japan
| WIDTH=50 |
|
* Nationalist China
* Nationalist Spain
* Poland
* Russia
* United Kingdom
* United States
* USSR
|}
To use, download the zip and unpack it into you db/leader-folder
[http://forum.paradoxplaza.com/forum/attachment.php?attachmentid=4706 Download]
[http://forum.paradoxplaza.com/forum/showthread.php?t=180922 Discussion at forums]
=== Leader deathdate remover/randomizer ===
This is a small utility created by Pmanlig that can remove or randomize
the death dates for all leaders very easily. To use, download the zip and
run the .exe file. This utility does not require any runtime package.
Updated version now supports variable death rate and tech team death dates.
[http://hoi2.nsen.ch/wiki/images/4/40/DeathDate.zip Deathdate utility]
=== Full List of HoI2 Leaders ===
Compiled Excel sheet(table) of Hearts of Iron 2 and Doomsday leaders with all information you need. Rank, skill, single traits, etc. All in form that is easy to filter and print. When you enable macros, you'll have ability to quickly readjust layout or update some information according year you are curretly in (leader's rank, active service status).
[http://forum.paradoxplaza.com/forum/showthread.php?p=3760340#post3760340 Discussion at forums] - All download links are now dead
=== Trait names patcher ===
This tool allows you to update leader names to include a prefix with their leader traits. For example "Rommel" becomes "[lw,tr,pz] Rommel". This makes it easier to sort out the leaders with the traits you want by using the alphabetical sort rather than having to go via the ledger pages. Address any comments to Kanitatlan on the Paradox forums.
[http://hoi2.nsen.ch/wiki/images/0/0c/Leaders.zip Try it now]
=== Hallsten's Old Guard Purge Event generator ===
This creates an event that gets rid of the Old Guard Leaders for Germany. It can be adapted for other countries. [http://forum.paradoxplaza.com/forum/showthread.php?p=4679908 Hallsten's posting] in this thread shows you what it looks like while another poster did his version for Japan.
=== klas_a's Old Guard Purge Event generator ===
This package include events that retires the Old Guard Leaders of '''all''' nations. Source code and programs for generating the events are included. Download it from [http://www.lysator.liu.se/~klas/OldGuardEvents http://www.lysator.liu.se/~klas/OldGuardEvents].
==[[Map (Utilities)]]==
The [[Map (Utilities)]] section contains both online maps and printable maps.
== Graphics ==
=== Flag/Shield Generator ===
A simple tool for creating shield and waving flag bitmaps.
Download it [http://www.geocities.com/veylon_ii/FlagMakerV01.zip Here].
== Screen Related ==
=== Generalized Screen Switch ===
One of unknown's tool which enables you to play HoI2 in either windowed or full screen mode.
[http://www.geocities.jp/soukan_n/f/index.html Download] [http://forum.paradoxplaza.com/forum/showthread.php?t=181757 Discussion at forums]
=== Resolution Changer ===
One of unknown's tool which enables you to play HoI2 in resolution other than 1024x768. (eg. 1280x768, 1280x1024) Unfortunately, it seems it won't work well with aspect ratio of 8:5.
[http://www.geocities.jp/soukan_n/f/index.html Download] Discussion at forums [http://forum.paradoxplaza.com/forum/showthread.php?t=197139 1] [http://forum.paradoxplaza.com/forum/showthread.php?t=197130 2]
=== Ever Running Patcher ===
One of unknown's tool which makes your HoI2 keeps running while inactive.
[http://www.geocities.jp/soukan_n/f/index.html Download]
=== Lord Ederon's Web site ===
has a lot of Paradox related utilities which include screen resolution changers for HOI2 and for Doomsday.
[http://www.ederon.net/default.aspx Lord Ederon web site]
== Misc. ==
=== No Time Limit Mod Tool ===
A tool to remove the 1948 time limit can be found at [http://www.stonyroad.de/dload.php?action=file&file_id=15 Stony Road]
or in the old HOI I section of the [https://forum.paradoxplaza.com/forum/index.php?threads/no-time-limit-mod-question.91395/ Paradox Forum]
Another one can be found at [http://future_world_studio.tripod.com/index.html The Regent's Patch Page]
=== Research Assistant Time Calculator ===
Executor made an excellent program to calculate research times, best team for tech etc. A [http://forum.paradoxplaza.com/forum/showthread.php?t=355277 new version for Doomsday]was released in May 2008.
Updated version for Hearts of Iron II 1.3 is discussed in
[http://forum.paradoxplaza.com/forum/showthread.php?t=231054 this thread]
This is the official download link for version 1.3
[http://site.voila.fr/hoifiles42/hoi2ra.zip for the Research Assistant], but it is dead right now. As an alternative, use [http://www.totalrealismproject.com/dload.php?action=file&file_id=8 this link].
=== Manpower Losses Sheet ===
An Excel sheet made by "rugged defense" wich calculates manpower losses for every year for HoI2. Does not work for DD. [[Media:MP1.zip|Download sheet]].
=== Simplified Manpower Losses Sheet ===
Works Doomsday. Easy to use. Use it if you have Excel.
[[Media:MPS.zip|Download Sheet]]
=== KeyMapper ===
A tool that allows you to remap the pause/break key to another key
[http://www.hemweb.se/mds/keymapper.exe Download]
=== Pegasus Hexa Wizard ===
A tool for one-click editing of executable. It can be used to enable you to play in higher resolution or windowed mode. And mybe even more...
[http://www.ederon.net/program.aspx?id=40004 Read more/Download] [http://www.ederon.net/images/misc/phw01.gif Screenshot]
=== GAGA's land doctrine data sheets ===
Excel file for land doctrine overview and comparison from 1936-1944. Features cost, combat modification and chance of combat events.
[http://rapidshare.de/files/20735805/Land_Doctrines_1.3b.xls.html Download]
=== Stopping Expeditionary Force Spamming ===
If you are getting frustrated with getting lots and lots of exp. forces that hurt your TC, some solutions are:<br>
1) Editing the saved game<br>
2) Using G'Kar's event to stop the spamming:
[http://forum.paradoxplaza.com/forum/showthread.php?t=271140 How to disable expeditionary force spamming]<br>
3) Using this utility:
[http://forum.paradoxplaza.com/forum/showthread.php?t=280910 New version of NoExpForces 1.1b to DD 1.2 is out]<br>
Please note, that the official "booster-pack" Armageddon adds a diplomatic option, where you can chose not to receive Expeditionary forces from an ally.
=== Bitter Peace modified event allowing Axis allies to keep conquered territory ===
[http://ramet.elte.hu/~kunadam/ussr-event-BP-fixed.txt Note that this replaces the USSR file in \db\events]
[[Category:Utilities]]
[[vic:Utilities]]
[[ck:Third Party Utilities]]
[[eu2:Utilities]]
=== EventMaker===
:With this program you can create events quickly, the use is very simple and with a little practice you can do any thing
:[http://rs15.rapidshare.com/files/104325119/eventmakereng.zip Alternative Link]
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Mods and modding
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== General modding guides ==
* Install your mods with JSGME ([http://www.beerymod.com/sh3_011.htm JoneSoft Generic Mod Enabler])
* [[General_Modding_FAQ|General Modding FAQ]] Can't find it elsewhere? Check here.
* [[Patches]]
* [[Reference_Material|Reference Materials]]
* [[Modding tech files]]
* [[Modding tech teams]]
* [[Modding scenarios]]
* [[Modding events]]
* [[Modding leader files]]
* [[Modding minister files]]
* [[Modding difficulty levels]]
* [[Modding unit statistics]]
* [[Modding building costs]]
* [[Modding misc.txt]]
* [[Modding province.csv]]
* [[Modding ai files]]
* [[Modding colorscales.csv]]
* [[Modding graphics]]
* [[Modding in-game music]]
* [[Modding models.csv]]
== Specific mods ==
=== WWII ===
==== [http://www.terranova.dk/ CORE] ====
* Current Version: 0.3.2
* Last Update: November, 2007
* Popularity: ''over 10,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD, ARMA]]
CORE is the Community Open Resource Exchange. CORE aims to make Hearts of Iron 2 a more historically accurate and involving game, through expanded and more detailed tech trees, corresponding units, tech teams and a large number of events, reflecting both historical actions and possibilities. Both Industrial Capacity („IC‟) and resources for the entire game have been revised to better reflect reality in the late 1930s. Other features include reserve divisions instead of militia (a reserve unit is less mobile, and has less heavy weapons - such as artillery. These units form the mainstay of the armies of the minor and semi-industrialized countries), rares scarcity, SS recruitment, 1:1 naval ship representation and negative resource production (representing civilian spoilage of energy and oil). The basic CORE installer includes generic graphics for techs, tech teams, leaders, ministers and models that have been updated to fit the latest release. There are also optional packages to download with an even greater amount of graphics available, such as country-specific model graphics.
==== [http://www.totalrealismproject.com/ Total Realism Project] ====
* Current Version: 0.9.3
* Last Update: March, 2008
* Popularity: ''over 10,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD, ARMA]]
The TRP mod has a long history a thriving community, both on the Paradox site on their own website. The primary focus of the mod is to improve historical realism.
====[http://forum.paradoxplaza.com/forum/showthread.php?t=277121&page=1 Mod34] ====
* Current Version: 0.5,2
* Last Update: June, 2008
* Popularity: ''1,000 - 5,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD, ARMA]]
This mod begins in October of 1934 and features a completely new technology tree (without historical year), improved AI, new units, events (over 6000 new events), and new countries (for example:Vatican city and League of Nations). The technology tree in particular is very unique, in that it allows players to focus on specialization, and forces choices in research such as choosing the trade-off of having faster armor with weaker guns, or better guns but slower armor. In this sense, every nation is sure to field different units.
====[https://forum.paradoxplaza.com/forum/index.php?forums/daim.298/ DAIM] ====
* Current Version: (does not use versioning)
* Last Update: April, 2007
* Popularity: ''1,000 - 5,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD, ARMA]]
DAIM stands for "Determined AI Modification" and is a mod that solely focuses on improving the AI. This is accomplished by ensuring the AI researches and builds the most effective units possible, rather than wasting time building units that the game engine/AI is not capable of using effectively. Specific focus was made to improve: Germany, Italy, Japan, Great Britain, Soviet Union, U.S.A. and Nationalist China. DAIM can be adapted to other mods, since it only changes a select few AI files. [https://forum.paradoxplaza.com/forum/index.php?threads/frequently-asked-questions.213209/ Further Reading]
====[http://forum.paradoxplaza.com/forum/showthread.php?t=335681 The World in Flames] ====
* Current Version: 1.0 Gold Version
* Last Update: May, 2008
* Popularity: ''1,000 - 5,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD, ARMA]]
The WiF mod is designed to make Hearts of Iron a more challenging, realistic and historic game with many events (+4000), a new combat system, new AI, new graphics and sounds. Will you surrender to an AI for the first time ?
==== [http://www.stonyroad.de/ Stony Road] ====
* Current Version: 2.08
* Last Update: July, 2006 (inactive)
* Popularity: ''over 10,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD]]
The Historical Stony Road (HSR) mod is designed to give experienced players a tougher, more accurate and detailed game as Germany from 1936 to 1947. The mod addresses historical accuracy, new events with alternate scenarios, changed combat balancing, a new trading system, new brigades, improved AI, and new graphics.
==== [http://www.mnstarfire.com/ww2/hoi/hoimain.html Starfire] ====
* Current Version: F3B
* Last Update: February, 2006 (inactive)
* Popularity: ''less than 1,000 posts''
* Compatibility: [[Abbreviations#H|HOI2]]
Starfire is designed for multiplayer, focusing on the 1939 scenario. It improves accuracy and realism, and uses slower paced combat.
=== Other Historical ===
==== [[1914]] ====
A modification to recreate WWI, with new leader pics, events, data and new technology. Further details can be found by clicking the link above.
====[http://modhoi.com Modern Day Scenario 2] ====
MDS2 is a modification of Hearts of Iron 2. The mod starts out with the Invasion of Iraq and the War on Terror in March 2003 and lasts through 2019. The storyline emphasize on a conflict between China, Russia, the EU and the US. It is one of the most comprehensive mods for HoI2 that has been released.
====[http://wers.eufi.org WERS] ====
WERS (White Eagle, Red Star) is a battle mod for the Hearts of Iron 2 game. The main theme is Polands fight for independence from 1919-1921. Player will be also witness a dramatic fight between White Russians loyal to the Czar and the Red Army. War theatre covers Middle-Eastern Europe.
====[http://forum.paradoxplaza.com/forum/forumdisplay.php?f=292 Cold War mod] ====
A mod that focus on the Cold War era. It spans the 1955-1995 time period and aims to be as historically accurate as possible.
=== Alternate History and Fantasy ===
==== [http://terranova.dk/viewforum.php?f=49 Fallout's Doomsday Forum] ====
==== [http://www.hoi2-fallout.com/ Fallout's Doomsday Website] ====
We would like to introduce you to: "Fallout's Doomsday Mod for Hearts of Iron 2 DD:A".
Have you been thinking about reuniting USA as a nation long after the world ended, leading your armies across radiated deserts to fight the mutated monsters and raiders out there? Or maybe you have been dreaming about conquering those weak humans while leading an army of powerful Mutant warriors to victory in their endless wars? Or perhaps you want to control the Enclave, the shadowy survivors of the pre-War US government who fled to their offshore bases before the Bombs fell, using their high tech science and sinister experiments to establish a new world order?
All those paths await you in a new mod that has been created as a tribute for two best computer role playing games ever: Fallout 1 and Fallout 2. Set in a post Apocalyptic world 167 years after the Bomb was dropped, this is complete science fiction conversion to HOI2. Completely new tech tree, units, resources, economy, and nation groups; all with unique graphics. A completely new gaming experience for the best WW2 strategy game ever made: Hearts of Iron 2.
The mod is set in the Wastelands: the radioactive and windswept remnant of what was once North America. Take control of one of the many groups rising to power on top of the ashes and ruins of pre-War civilisation. Build industries and infrastructure, research technologies, manage your resources, conduct diplomacy with other nations, build and manage your military forces to achieve dominance over the Wastelands.
==== [http://forum.paradoxplaza.com/forum/showthread.php?t=223176&page=1&pp=25/ Kaiserreich: Legacy of the Weltkrieg] ====
Kaiserreich is a Global Alternate History Mod for HOI2. It poses the question, what if the Central Powers had won the first world war.
The Mod has a [http://z11.invisionfree.com/Kaiserreich/ Forum] and a [http://editthis.info/kaiserreich/Main_Page wiki].
====[http://www.abominus.de.vu A.E.I.O.U.] ====
The end of the Great War brought with it the end of the age of monarchies. In Russia, Germany, Austria-Hungary, Turkey, and Serbia, ruling houses were overthrown and new governments installed in their place. But those new governments were not always stable and were themselves subject to opposition, and in some cases rebellion.
How might history have been different if, in the defeated Central Powers, the emperors had returned? Play A.E.I.O.U., a modification of Hearts of Iron 2, and find out. Can you lead Austria to reclaim her lost glory?.
* [http://www.planet-core.net/forum/dload.php?action=category&cat_id=2 Downloadarea] Here you find the downloadarea with the newest version of AEIOU (now also playable with Armageddon!
====[http://forum.paradoxplaza.com/forum/forumdisplay.php?f=293 Grand Battle mod] ====
Rather than being a specific mod, this is a collection of Risk like fantasy mods by Yukala. There is also a focus on improved AI. These include Risk Battle mod and Guild Imperium, which is the latest.
====[http://forum.paradoxplaza.com/forum/showthread.php?t=295697 Confederate Armageddon] ====
* Current Version: 2.1
* Last Update: July, 2008
* Popularity: ''Soon to be a published wargame!''
* Compatibility: [[Abbreviations#H|ARMA]]
A mod that allows you to play the CSA in the 1936 scenario.
====[http://forum.paradoxplaza.com/forum/showthread.php?t=213106 Settling Accounts] ====
A mod based on the Settling Accounts books by Harry Turtledove.
====[http://forum.paradoxplaza.com/forum/showthread.php?t=258324 Domination of the Draka] ====
A WWII alternate history mod based on the Draka books by S.M. Stirling.
====[http://forum.paradoxplaza.com/forum/showthread.php?t=294848 Fatherland- Alternate history Cold War] ====
A Cold War mod with a twist. What if Hitler won WW2? Doomsday and Armageddon only.
====[http://forum.paradoxplaza.com/forum/showthread.php?t=327127 Winter's Dawn - 22nd Century Warfare]====
A mod taking place in the future. Conflicts ranging from the early 21st to late 22nd centuries.
====[http://forum.paradoxplaza.com/forum/showthread.php?t=335721/ Anatolian Wars Mod]====
Developed by mehmet12 and miihkali, this mod focuses on an alternate reality in which Greece won the Greco-Turkish War of 1922 and then went on to fragment Anatolia. Greece, Pontus, Armenia, Cappadocia, Kurdistan, and Turkey are all playable with new ministers, leaders and skins. Version 1.0 released in December 2007- the next version is said to include more modded nations such as Kalmykia, Jebel Al Druze, Maronite Lebanon, Coptic Egypt, Circassia, Crimean Tatar Republic, and the Kazan and Don Cossack Hosts.
=== Graphical Mods ===
==== [http://www.heartsofiron.eu/ DMP (Design Mod Projekt)] ====
A big mod project with a lot of new sprites and graphics for a lot of countries.
* [http://www.heartsofiron.eu/forum/portal.php The DMP board] (with a lot of members who work at many other Mods)
== Off-Site Modding Guides ==
=== [http://web.archive.org/web/20060514181431/http://hearts-of-iron.com/ Havard's HoI Hacking Haven] ===
This site was made originally for the first Hearts of Iron, but most of the basics of modding that game carry on into the sequel. This site is almost an essential must-bookmark for any modder, and the tables and examples contained in the site are worth their weight in rare materials.
=== [http://web.telia.com/~u87538946/event_commands.htm Baylox' event syntax overview] ===
Overview of all event-triggers and -commands.
== How to use mod-dir ==
Create a subdirectory and place your files inside it (maintaining the exact directory structure of HoI) and then launch the game via HoI2.exe followed by the name of the directory containing your mods. For a more detailed description see the [[Moddir]] page.
== MP moddir Still Broken ==
Even with v1.2 the [[Moddir]] feature is still broken for multiplayer play. Thus if you try and play a mod in multiplayer it will fail. The only work around is to modify the main game itself.
[[Category:Modding]]
<!-- Interwiki links -->
[[vic:Mods and Modding]]
[[eu2:Mods and Modding]]
[[ck:CK Modification and Editing]]
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Brigade Strategy Guide
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{{Anthology}}
Brigades are generally considered the biggest flaw of HoI2. There are a few Brigades that make sense to use, a few more that are slightly inefficient, and others that serve almost no useful purpose.
== What is the problem with Brigades? ==
The general view is that Brigades are largely useless because:
* Stats: Improvement in fighting ability is typically minor or of limited practical utility.
* IC cost: The IC cost is too high when compared to the improvements offered: the player is better served building additional units, rather than brigades.
* TC load: Brigades use a relatively high amount of supplies and fuel, thus disproportionately increasing your TC load.
* Mechanics: Some brigades have absolutely no practical value in-game under any reasonable circumstances.
== Land Brigades ==
The general rule would be to brigade expensive land divisions such as armor and motor and mech because brigades are comparatively more cost effective than expensive divisions are while not brigading cheap units like infantry divisions. Use either SPA or AC brigade for your mobile formations; in a combined arms formation of armor and motor, the AC brigade on motor infantry divisions helps them to keep enough organization. Infantry + arty is good for defense but makes these divisions too slow for attacking through several provinces.
=== Useful Brigades ===
These brigades have some utility:
* [[Artillery Brigade]]:
** [[Marines]]: since you are limited to three marine stacks in the early game, every extra bit of firepower helps.
** Defending: the movement penalty doesn't hurt when using a static defense (e.g. particularly when using fortifications)
** Fortress Busting: against extremely hard targets, every bit of extra firepower helps
* [[Self-Propelled Artillery Brigade]]:
** Fortress Busting: against extremely hard targets, every bit of extra firepower helps
** Mobile formations: Any mobile units are well augmented by SP-ART.
* [[Armored Car Brigade]]:
** Mobile formations: A useful addition similar to SP-ART in effectiveness. Lack of upgrades after 1941 render the unit less effective over the long term
* [[Police Brigade]]
** Anti-Partisan Duty: Where you'd need quite some army to get partisan activity down, a simple garrison with a police brigade does the same work.
=== Late Brigades ===
These brigades are generally not worth the research time, come too late in game, but they are good units:
* [[Rocket Artillery Brigade]]
* [[Self-Propelled Rocket Artillery Brigade]]
* [[Light Armored Brigade]]
=== Worthless Brigades ===
These brigades are usually worthless ''in any context!'' That said, some players still enjoy using them for role playing reasons.
* [[Anti-aircraft Brigade]]: In HOI2 and DD these simply couldn't inflict any meaningful damage on air units. In ARMA, it is possible for AA brigades to do damage to AI bombers when attached to HQ units, which the AI will target.
* [[Engineer Brigade]]: The speed benefit won't help units with a capped speed, and the defensiveness is essentially useless in any meaningful game context. (See [http://forum.paradoxplaza.com/forum/showpost.php?p=9586012&postcount=32 Blue Emu's explanation])
* [[Heavy Armored Brigade]] & [[Super Heavy Armored Brigade]]: Ironically, if the enemy tank has an anti-tank brigade attached, heavy armor actually makes a tank more vulnerable. SH-ARM is extremely immobile and robs armor of one of their most important attributes: speed. The 1941 H-ARM brigade has good characteristics so long as speed, oil/supply consumption, and TC load are not concerns. For example, H-Arm is sometimes useful for Arm-Mot formations, as the Motorised Infantry are 1 speed point slower than the Armour as it is, so the speed penalty of the H-Arm is not so much of an issue.
* [[Anti-tank Brigade]] & [[Tank Destroyer Brigade]]: In almost all practical scenerios against the AI, ART and SP-ART is more effective. "SP-AT(sic) is more effective than SP-ART if over 88% of your opponents will be Armored Divisions. That fact alone should tell you that it's a basically useless brigade." -- Blue Emu
=== Further reading ===
*[https://forum.paradoxplaza.com/forum/index.php?threads/are-most-brigades-completely-useless.215028/ Kanitatlan's analysis ]
*[https://forum.paradoxplaza.com/forum/index.php?threads/brigades-in-1-3.226256/ Kanitatlan's second analysis]
== Air Brigades ==
According mld0806: "Escort Fighters are ALWAYS a necessity, as you will have at least some TAC in your air force either way you go, and for these you need Escorts. STR are as much, if not more, in need of Escorts to truly do their worst against the enemy. The Escorts will draw fire, both from enemy aircraft and enemy AA emplacements. Escorts are much hardier against these forms of attack than your bombers are. And the longer you can stay over the target, the more time you have to do the damage you wish to do."
== Naval Brigades ==
There are 6 new brigades for ships introduced in Armageddon. Depending on ship you can add a certain amount of brigades.
* CV - 1 (only CAG)
* CVL - None
* BB - 5 (All available)
* BC - 4
* CA - 3
* CL -2
* DD - 1 (A ship specific ASW is available along with the others)
* SS - None
* TP - None
The 6 brigades/improvements are :
* Anti-Air: Increase in Air Defense, Air Attack & Air Detection Capabilities
* Radar: Increase Sea Detection Capability & Air Detection Capability (capital variant only)
* Fire Control: Increase Sea Attack, Shore Bombardment & Max Firing Distance
* Improved Hull: Increase Air Defense & Sea Defense
* Torpedoes: Increase Convoy Raiding
* ASW: Increase Sub Detection & Sub Attack (Destroyer only)
Brigade costs differ depending on if it is attached to a capital ship or a screen. For example:
* Screen Fire Control Brigade costs 2 IC over 140 Days (280ICD) for the Early model and 2.5 IC over 140 Days (350ICD) for the Late model
* Capital Fire Control Brigade costs 2 IC over 190 Days for the Early model and 2.5 IC over 190 Days for the Late model
Generally, the Fire Control brigade is considered the only worthwhile naval brigade.
==Brigade List==
===Land Brigades===
* [[Anti-aircraft Brigade]]
* [[Anti-Tank Brigade]]
* [[Armored Car Brigade]]
* [[Artillery Brigade]]
* [[Engineer Brigade]]
* [[Heavy Armored Brigade]]
* [[Light Armored Brigade]]
* [[Police Brigade]]
* [[Rocket Artillery Brigade]]
* [[Self-Propelled Artillery Brigade]]
* [[Self-Propelled Rocket Artillery Brigade]]
* [[Super Heavy Armored Brigade]]
* [[Tank Destroyer Brigade]]
===Naval Brigades===
There are five types of Naval vehicles, they are listed below. Brigades can only be built for one type of naval vehicles.
====[[Carrier]] Only Brigades====
: Note; Light Carriers (CVL's or also called CVE's) are a [[Capital Ship]] not a [[Carrier]] for Brigade purposes. You need not / cannot attach a CAG brigade to a CVL.
* [[Carrier Air Group Brigade]]
====[[Capital Ship]] Only Brigades====
* [[Anti-Air Capital Brigade]]
* [[Fire Control Capital Brigade]]
* [[Improved Hull Capital Brigade]]
* [[Radar Capital Brigade]]
* [[Torpedoes Capital Brigade]]
====[[Screen Ship]] Only Brigades====
* [[Anti-Air Screen Brigade]]
* [[Anti-Submarine Warfare Screen Brigade]]
* [[Fire Control Screen Brigade]]
* [[Improved Hull Screen Brigade]]
* [[Radar Screen Brigade]]
* [[Torpedoes Screen Brigade]]
====[[Submarine]] Only Brigades====
* There are NO Submarine specific brigades
====[[Transport]] Only Brigades====
* There are NO Transport specific brigades
===Air Brigades===
* [[Escort Fighter Brigade]] (Only found in Doomsday and Armageddon)
[[Category:Guides]]
[[Category:General Guides]]
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Transport Capacity and Supply Efficiency FAQ
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== What is Transport Capacity?==
[[Transport Capacity]] (TC) is described in the TC tooltip rollover as ''trucks trains and river barges which are used to supply your armed forces with fuel and supply.'' TC is an abstract number as it is primarily based upon Industrial Capacity. The various modifiers that affect TC are shown in the tooltip:
''TC is a direct function of IC – each point of IC gives you 1.5 TC''
Note that IC for the TC calculation is overall IC - it is not base IC. Multiply your overall IC by the two modifiers (technology and minister) and then by your infantry supply techs to get your Transport Capacity number. Ex.: multiply overall modified IC of 349 by 1.5 and then by 1.3 if you have the three infantry supply techs to get 681 TC.
The tooltip then repeats the overall TC status by displaying Used TC and Available TC. That line is followed by a list of modifiers that affect the TC calculation:
* ''Technology Modifier on IC -> TC''
* ''Minister Modifier on IC ->TC''
* ''Fuel and Supply Transportation''
* ''Occupied Territory Maintenance''
* ''Redeployment Load''
* ''Partisan Activity''
* ''Undeployed Bases''
The net effect of these modifiers are calculated and shown as:
'' == Current supply efficiency:'' 100.00%
Also note that convoys used for oversea resources and units are NOT part of the TC calculation. TC is very abstract as it is primarily based upon Industrial capacity. If convoys were used for countries like Japan, UK, and USA as part of the TC calculation, that would also severely handicap those countries that have to operate overseas and make a difficult situation almost impossible to handle within the game.
== What is Effective Supply Efficiency (ESE)? ==
The '''Supply Efficiency''' number is calculated once a day at midnight and is the base number for any supply efficiency calculations for that day for your divisions. This '''Average Supply Efficiency''' number is combined with the infrastructure value in each province for each division to produce an '''Effective Supply Efficiency''' for that corps/division. ESE has a combat effect and also potentially affects unit speed, upgrading progress, organization gain and the reinforcement rate. While your TC has some overall effects, each corps does it own separate ESE calculation and this ESE calculation has direct effects.
Many postings are about TC when they should instead focus on ESE as shown below. It is possible to have no TC problems by being under your TC capacity while some of your divisions will still have ESE problems due to being in low-infrastructure provinces.
ESE will be discussed first, and then TC, though mostly they are so intertwined that discussing one means having to discuss the other as well.
=== How is ESE Calculated? ===
When you click on a corps, ESE is shown in the line between the province name and the list of divisions in the corps. When you wait for the tooltip rollover, you see a calculation that averages the overall Supply Efficiency base number with the infrastructure of the province where the division is deployed in. Any Headquarters’ ESE bonus is added to that average.
Example of tooltip details showing an ESE of 93.03 percent:
<pre>
Average Division ESE: 100.00
Infrastructure: 76.06
HQ Bonus: 5
(Average 100.00 + Infra 76.06)/2 = 88.03
+ HQ Bonus 5.00
------------------------
ESE 93.03
</pre>
=== How does ESE affect combat? ===
ESE has a direct combat effect for land combat that is shown in the list of combat modifiers for each div. when the div. is in combat. To calculate the ESE combat effect:
<pre>
Subtract 100 from the division’s ESE then divide that by 2.
</pre>
Ex. with an ESE of 108.04: (108.04-100) = 8.04 = ESE +4.02 which is shown in the combat modifiers.
Ex. with an ESE of 71.90: (71.90-100) = -28.10 = ESE –14.05 which is shown in the combat modifiers.
ESE combat effects can be positive but are usually negative. Defenders in their own countries can have negative ESE combat effects due primarily to low infrastructure. ESE is calculated by using a friendly province's infrastructure, not the province in which combat takes place. ESE combat modifiers can often be the equivalent of subtracting several skill levels from your Generals.
ESE lower than 100 has other unit effects. Unit with <100 ESE will recover organization slower and will get upgrades and reinforcements slower. ESE also has a speed effect which reduces speed by up to 50% that is proportional to the ESE: lower ESE means lower speed. The HQ’s ESE effect is directly added to the speed so that an HQ which gives 5% ESE will also given nearby corps a 5% speed boost. Speed calculations including ESE effects are discussed in
[https://forum.paradoxplaza.com/forum/index.php?threads/influences-on-movetime.191553/ this Paradox forum thread about speed]
== What can I do if my divisions have low ESE? ==
=== Offensive Supply ===
Put your corps on '''Offensive Supply'''. Offensive supply increases the average Supply Efficiency for just that corps by +50 for one month. The tooltip reads: ''Assign fuel and supplies for an Offensive to the selected units. This will increase their supply efficiency by 50% for 30 days.''
If your Average Supply Efficiency was 100 (you are under your Transport Capacity), that corps gets an Average Division ESE of 150 for it’s specific ESE calculation when given an Offensive Supply order. Ex.:
in an 80 infrastructure province, 150 and 80 average to 115 which with a 5 HQ effect nets 120 for that corps. Without offensive supply, the ESE calculation would be to average 100+80 and then add the 5 HQ effect netting 95. The Offensive Supply order results in +25 ESE. In combat that would mean changing a –2.5 ESE combat modifier to a +10 ESE combat modifier, which is the equivalent of adding more than 2 skill levels to the leader of that corps.
If your are exceeding your Transport Capacity: If your average Supply Efficiency was 80%, with an Offensive Supply order that becomes 130% (shown in the ESE tooltip for that corps as Average Supply Efficiency: 130). That 130 would then be averaged with the infrastructure that the province is in. If the infrastructure was 60, the before and after Offensive Supply calculations would be (without any HQ effects):
BEFORE: 80+60 Average: 70
AFTER: 130+60 Average: 95
Example from screenshots: Motor Inf with ENG brigade fighting deep in Russia June 1942 go from 57.4 ESE to 82.4 ESE after they get Offensive Supply. ESE will increase by about 25 for each corps which gets Offensive Supply Orders.
==== How much does Offensive Supply Cost? ====
The supply and oil amount for each div and each brigade that is put on offensive supply are shown in the Offensive Supply icon tooltip rollover if you pause before giving the order. The Offensive Supply Icon is in the bottom right of the Corps information window and has an --> over a supply graphic. Examples of the Offensive Supply order costs for one month:
<pre>
3 Inf Eng Supply Cost: 217.2 Fuel Cost: 0.0
9 Inf Supply Cost: 492.5 Fuel Cost: 0.0
9 Pz eng Supply Cost: 2189.3 Fuel Cost: 3603.8
</pre>
These supply and fuel costs are additional costs beyond the normal daily costs. For the 9 inf div in the example above, that’s an additional supply cost of 1.82 supplies a day for the offensive supply order. Each inf div normally uses 1 supply each day.
* Note that you can not add brigades to a division that has been given an offensive supply order as brigade are part of the supply and fuel cost calculations. If you could add them, this would be an exploit as the brigade fuel and supply costs would not be factored into the offensive supply calculation.
* Offensive supply also decreases your TC capacity by a small percentage. If you put a lot of divisions on offensive supply at the same time for a major offensive, you can notice that effect on your TC tooltip.
==== Can Offensive Supply be useful in high infrastructure provinces when you do not exceed your TC? ====
'''Yes.''' Your ESE combat effect would be +12.5 (150 + 100 infra average to 125 from which 100 is subtracted with 25 cut in half for the combat effect). Infrastructure in provinces can also temporarily decrease due to combat. Example: German Pz take an open Amiens which is just north of Paris. Infrastructure is 0.50/100 due to combat damage when you pause over infrastructure in the province info screen. Without offensive supply, those Panzer div attacking Paris would have an ESE of 75 (average of 100+50) and an ESE: -12.5 combat effect. With offensive supply, their ESE is 100 (average of 150+50) which results in a neutral ESE combat effect rather than a negative ESE combat modifier.
==== Where else would Offensive Supply be useful? ====
Any place where province infra is below 100 (which is ¾ of the world) and when your Transport Capacity is exceeded. It is particularly useful where you need certain div to more quickly regain strength and organization.
=== What other immediate steps can I take to increase my ESE? ===
# Move an '''HQ''' next to your corps to get a small ESE boost. The amount of ESE boost from an HQ is determined by your land doctrines. Any ESE from an HQ is directly added to the ESE for that corps as shown above. The USA gets the most benefit from HQ for ESE from their land doctrine path, Germany starts high, and the Soviet Union has almost no HQ ESE effect early on (though it can eventually catch up to the Germans). See [http://hoi2.nsen.ch/wiki/index.php/Land_Doctrine_FAQ the Land Doctrine FAQ on Wiki] for more details.
# Use '''Logistics Generals''' as much as possible especially in quieter areas. Each Logistics General reduces supply and fuel usage by 25% when the formation is stationary. That results in fewer supplies and oil having to be sent to your divisions and that will reduce the Fuel and Supply Transportation modifier to your TC.
# Put all div in non national provinces on '''anti partisan duty'''. Zoom and sweep the mouse to grab a lot of corps in an area. Then look at their mission list to make sure that these div are on anti partisan duty.
# When anything that uses fuel moves, that increases the strain on your TC as more fuel needs to be shipped and that decreases the average Supply Efficiency. Fuel [http://forum.paradoxplaza.com/forum/showthread.php?t=215485 when moving is 4x] the fuel used when stationary.
## Example.: I had most of my German Panzer and Motor Inf div stationary in Russia in 1942 and my overall Supply Efficiency was 64.06% I deliberately gave them all move commands and waited until midnight for the daily calculation and Supply Efficiency dropped down to 52.50% That's an 11.56% drop in average Supply Efficiency just because more oil was consumed when all the Panzer and Motor div started moving and using lots more fuel. While you can’t avoid moving your armor and other oil using div and brigade, movement affects your TC and ESE.
# You can '''liberate occupied territory'''. This reduces two major negative TC factors: Partisan Activity and Occupied Territory Maintenance. In 1.3, you get a dissent hit for liberating which is a direct read of the democratic/authoritarian slider; this ranges from 0.5 for democracies to 5 for authoritarian government (in Doomsday for small countries with less than around 5 IC, the dissent hit is cut in half).
# Dissent also increases base partisan activity levels by about a 1.5x factor, so you will need to get rid of any dissent as soon as possible to improve both your IC and your TC.
# Don’t keep a lot of brigade or div or bases in your deployment pool. Deploy newly built brigade immediately as they cost as much as a division for the Redeployment Load (10 each) (in Doomsday undeployed brigade cost 3 TC due to a new parameter in \db\misc.txt). Undeployed Bases add 100 to the TC costs.
# Switch ministers to those that increase IC or to the guns and butter minister that reduces supplies used.
== How does Fuel and Supply for your troops affect TC load? ==
# The precise stats for the TC load for Fuel and Supply for your troops are given on the statistics page of each division (the screen where you add brigades). Just add the supplies used and the fuel used (the fuel number here is the extra fuel used when moving). For example, one Basic Armor III div with SPA-2 uses 3 supply and 7.4 fuel when moving, and that counts against your TC load, meaning that one armor div uses more TC than 10 plain inf div use. Ships at sea use oil and planes use oil when in the air; that oil has to be shipped and also counts against your TC load.
# Due to the much higher fuel costs when moving, when you start a major operation with armor and motor div you will get a very large TC hit. Example for Barbarossa with 15 basic medium Panzer div with basic SPA brigades along with 12 improved motor inf div with improved AC brigade: Panzer+spa use 4.9 TC when stationary and 10.4 when moving while motor+ac uses 2.6 TC when stationary and 5.4 TC when moving (TC costs approximately doubled). The TC differential with 15 Panzer and 12 motor is about 116 TC points which might be 20% of your TC. A corps with 2 Panzer + 1 motor uses 27 TC points when moving while a corps with 1 Panzer + 2 motor div uses 21 TC points when moving: the same TC as either 27 inf div or 21 inf div!
# You can save on supplies and your TC load with a Guns and Butter minister (15%) or with logistics commanders (25%). Note that the division statistics do not show these savings as they are only displayed in the overall Fuel and Supply for your troops calculation.
== What are the strategic considerations for better TC and ESE? ==
* The more IC that you have, the higher the TC you have due to the direct 1.5x factor (TC = 1.5x your net IC).
* Keep a large supply surplus rather than building yet another unit. You need to balance whether having more divisions in the field is as effective as using Offensive Supply for your units that are already in action.
* The fuel costs for oil using divisions and brigades such as Panzer divisions can be a big strain on your TC. Consider substituting air power or using infantry divisions rather than using Armored or Mechanised Infantry Divisions. Oil using divisions use 4x the oil when moving or in combat contrasted with just sitting there, which means that 4x the fuel has to be transported. You probably shouldn’t just use unbrigaded infantry, but the fuel and supply drain on your TC from a unit's fuel and supply requirements is yet another factor that you need to consider.
* The biggest factors affecting your TC will likely be Fuel and Supply Transportation (FST) for your troops and Partisan Activity after you conquer some territory. You need to suppress partisans to improve your TC. Occupied Territory Maintenance (OTM) can also be a major problem if you have a lot of occupied territory. Air and navy bases are a big TC drain unless you deploy them immediately.
* '''Minister Effect''': the TC tooltip has a line for a minister effect. That minister is the Head of State Resigned Generalissimo who has a positive 15% TC modifier. Since head of states can not be easily changed, you might want to consider in advance whether or not it might be possible to select a Resigned Generalissimo head of state in an election or via an event. The minister file for each country is in \db\ministers and is a csv file which can be opened up any wordprocessor to see whether your country potentially has a Resigned Generalissimo who can be installed at some point. The RG entry looks like this in a csv file:
21001;Head of State;Miklós Horthy de Nagybánya;NA;FA;Resigned Generalissimo;High;M21001;x
== What modifiers affect TC? ==
The \db\misc.txt has these factors:
<pre>
TC Undeployed Division Load
10.0
TC Occupied Province Load
1.0
TC Land Division Load Multiplier
1.0
TC Air Division Load Multiplier
1.0
TC Naval Division Load Multiplier
0.3333
TC Load from partisans
12.0
TC load factor from offensives
1.5
TC Load from province dev
5.0
TC Load from bases in queue
100.0
</pre>
Notes:
* Each undeployed brigade also seems to cost 10 (same as a division). The manual’s info about these costs is incorrect. Doomsday reduces the TC cost of brigades to 3 instead of 10.
* There were several significant changes in version 1.3. Undeployed div, brigade and strategically redeployed div now cost 10 instead of 5 TC points. Occupied Territory Maintenance was decreased by 1/3 but Partisan Activity increased by 4x.
=== Occupied Territory Maintenance calculations ===
'''Each occupied province costs 1 TC''' ''but that can be reduced by inf/supply research''. The formula for each supply tech level uses the TC_occupied_mod value = 20 found in each inf/supply tech. These are cumulatively added which results in these factors:
*(1/(1+0.2)) for one tech or 0.83 TC points
*(1/(1+0.4)) for the second supply tech or 0.71 TC points
*(1/(1+0.6)) for the third supply tech or 0.625 TC points
The importance of Occupied Territory Maintenance was greatly reduced in version 1.3 Unsuppressed Partisan Activity is now the main concern.
=== Partisan Activities calculations and considerations ===
* The 12.0 TC Load from partisans adds up all the '''partisan activities''' and then multiplies them by 12. Since the partisan activity is displayed as 14%, 8%, etc., that means multiplying 0.14*12. If you just add up the partisan numbers for each province such as partisan activities in Poland after Germany annexes it, the numbers on the partisan activity line add up precisely to the sum of the partisan activity numbers multiplied by 12. To verify this, you would obviously need to focus on only a few provinces at a time.
* The line on the tooltip summarizes all unsuppressed activity. Putting units on antipartisan duty will directly (though perhaps minutely) reduce this TC penalty. Putting units on '''antipartisan duty''' doubles the suppression in the province. There is also a small percentage of the suppression that is applied to adjacent provinces of around 20 to 25%. Due to rounding, it is difficult to be more precise than that.
Partisan activity was dramatically changed in 1.3 and is now a significant factor for TC. The 12.0 TC load from partisans used to be 3, so this is a 4x increase.
* Partisan activity in 1.3 does not diminish over time like it did in previous versions of the game. Base partisan values will slowly increase in non-national provinces. This value, which was 0.2 thru version 1.2, is found in the misc.txt as
<pre>
# Monthly Nationalism reduction
-0.002
</pre>
Partisan activity starts with a base value of 15 which can be increased by several settings on the domestic policy slider factors. The primary slider effect is the government slider where partisan levels range from -5 to +5, meaning that base partisan activity differ by 10 when contrasting democracies and authoritarian governments.
Example: Germany will usually get 25 as its base partisan value when it annexes territory in Europe; without any suppression, that's 25*.12 = negative 3 TC points for each province. The base value for partisan activities in also in misc.txt
<pre># Nationalism starting value
15
</pre>
This value was 20 in previous versions of the game.
=== Reducing Base Partisan Levels with slider moves ===
Reducing Base Revolt Risk with slider moves: your partisan tooltip in a province tells you what the Base Revolt Risk (BRR) is in that province. There can be a lot of variance for that BRR number. Factors such as slider settings affect the BRR as do annexed vs controlled status. There is also a regional variation for the BRR: some parts of the world have no nationalism, others have some, while others have around 24% BRR. Germany for example in Europe starts with 25% BRR for annexed provinces and 33% for controlled while SOV get 25% for annexed and 24% for controlled. Events seceding territory result in just 2% BRR. Note that dissent will increase the BRR until the dissent is eliminated.
It is possible as a dictatorship to move your sliders to reduce the BRR, meaning that you end up with fewer partisans that need to be suppressed. If you move towards an Open Society, that reduces BRR, but as a dictatorship you usually have to make other slider moves toward the Political Center and towards Democracy to see some dramatic effects. Germany or the Soviet Union, for example, with about 10 slider moves on the democratic, political, and open society sliders, can dramatically reduce their BRR. Consult
[http://forum.paradoxplaza.com/forum/showthread.php?t=279878 this thread] for further details as the interactions of these sliders on BRR is very complicated:
== How do I deal with partisans and rebels? ==
Unsuppressed Partisan Activity is calculated in each non national province. All of the percentages are added up and then multiplied by 12 to give the Partisan Activity number on your TC tooltip. Unsuppressed Partisan Activity can negatively and severely affect your TC.
Improve your TC by suppressing partisan activity. The more than you conquer, the more that you need to garrison in order to suppress Partisan Activity. Always remember that partisan activity will happen when you conquer more territory (except in parts of Africa and Asia where nationalism is not a factor).
===Suppressing Partisans===
Suppression works in three ways:
*1) Any unit in a province uses its standard suppression value. Large numbers of units in a province automatically suppress some or all partisan activity. After the units move on to the next battle, however, you need to do something else to suppress partisans.
*2) Units put on antipartisan missions double their suppression value. Any units at full organization should be put on anti partisan missions.
*3) There is a spillover effect for suppression in adjacent provinces. A range of between 1/5 to 1/4 (20% to 25%) of the suppression in a province is applied to adjacent provinces. Due to the small percentages involved and rounding, it is not possible to be more precise than that.
To see the effects of suppression, pause over the partisan icon in a province and review the tooltip. Base revolt risk is the first number while Current Suppressing is the second number. The partisan icon displays net unsuppressed partisan activity which becomes a penalty to your Transport Capacity.
===Garrison div usefulness for TC problems===
The best unit by far to suppress partisans is the garrison div, especially the garrison div with a Police (MP) brigade. As your partisan activity levels increase due to conquering, build garrison div and MP bdes and put them on antipartisan missions. A 1939 garrison div has 8 suppression which is doubled to 16 when on antipartisan missions. In just its own province, that would mean a reduction of 1.92 on the Partisan Activity line of your TC tooltip and a net reduction of 3.84 from four adjacent provinces. 40 Garrison div could reduce Partisan Activity by 150 or higher while 40 with MP bde could reduce Partisan Activity by more than 200.
===Garrison div placements: web pattern===
Because garrison div can not move but have to be strategically redeployed, you need to figure out what suppression pattern you will set up with them. A pattern of either every other province (one in between) or two provinces apart will take best advantage of the spillover adjacency effect. Also put garrison div in any high IC conquered province as this seems to increase IC from that foreign province. High partisan levels in a province seem to decrease industrial production, but like non national IC, this effect is bundled into the base IC number and is not displayed anywhere in the game.
Example of using adjacency suppression: donut hole pattern. Deploy one garrison div with mp brigades on antipartisan duty around but not in a province that has six adjacent provinces. Even with no units in a province such as Kielce (Poland), the 1939 garrison div with MP bde in the adjacent provinces will suppress 27% base partisan activity in Kielce.
Generally aim for an overall web pattern that will reduce overall partisan activity levels. You probably can not afford to build enough garrison div to cover every non national province that has a high partisan activity base level. Spread them around to take advantage of the adjacency effect, add MP brigade, and remember to put the garrison div on anti partisan missions.
===Dissent increases TC problems===
Dissent increases base partisan activity levels (partisan activity - base revolt risk). Because unsuppressed partisan activity
% are multiplied by 12, this can greatly impair your TC. The math seems to be approximately: partisan base number + (dissent * 1.5). With rounding, that formula approximately matches these observed figures after a 5% dissent hit. Partisan activity base goes from 2 to 7 after a 5% dissent hit; partisan activity rises from base 24% to 33% after the same 5% dissent hit. Reduce dissent immediately to improve your TC.
===Rebels===
When rebels pop up, however, garrison div are not able to do anything about that unless the rebels are in the same province as the garrison div. The role of the garrison div is to suppress partisan activity - it is not to fight rebels. Other units that can move have to fight rebels. The best units for fighting rebels are allied units under your military control because allied units do not count against your TC. If allied units are not available, build a few cav units and scatter them around. Cav move fast enough and have enough fighting power to defeat rebels. Any land unit that moves except militia and HQ can move and defeat rebels. In mountain territory or in other areas where movement is slow, a pattern of inf with mp brigades set on antipartisan missions should be able to cover enough territory to handle any rebels that pop up.
== How is ESE calculated for Allied Troops and Expeditionary Forces? ==
The TC/ESE rules for allied troops on your territory are somewhat complicated. You provide supplies and oil for allied troops on your territory, but your allies use their own TC to calculate their ESE. Allied troops from minor countries might have very low ESE because they either have too many divisions for their limited IC and TC or because their IC and TC have declined due to lack of resources for industrial production such as rare minerals.
When you are in an ally's territory, your ally provides you with supplies and oil, but you use your own TC/ESE.
Expeditionary forces that you send to your ally use the TC calculations of your ally rather than your own TC/ESE.
== What is still unclear about TC? ==
* Each inf/supply tech shows the same effect: supply_dist_mod value = 10. It’s not clear to me whether the supply_dist_ means supply distance or supply distribution. Since this is an inf/supply tech, I guess it has something to do with enhancing supply distribution rather than any TC effects. The information in the research screen, however, reads as Supply Distance Modifier: +10.0%. Where this is shown in the game and what it really is remains a mystery to me. A forum administrator says that this effects organization gain.
* Distance factors: The unit load and province factors in the TC rollover seem to be straight forward and don’t show any discernible distance effects. The game calculates ESE for each corps by using only the infrastructure of the province that the corps is in rather than trying to calculate the infrastructure of each province along a supply chain (info from the manual). Whether one of your divisions is in the capital or thousands of km away from the capital on a different continent does not seem to be part of the TC calculations. Having to send supplies 89 km or 1438 km does not seem to be a factor in the game.
* TC load factor from offensives: this is mentioned in the \db\misc.txt file. Using offensive supply will hurt your TC somewhat, but the precise math for that is yet unknown.
With assistance from several posters in [https://forum.paradoxplaza.com/forum/index.php?threads/transport-capacity-and-supply-efficiency-draft-faq.191871/ this Paradox forum thread]
[[Category:Guides]]
[[Category:FAQ]]
d45339293efc98c062207c546f95c513c379f7b6
Land Combat Efficiency
0
530
1812
892
2017-03-29T12:16:17Z
Lillebror
871
fixed link to forum
wikitext
text/x-wiki
{{Anthology}}
==Definitions==
*Unit - The smallest element - a tank, infantry, motorized, mech.. etc.
*Formation - All the units grouped under a single leader. If the number of div is in red, you have a formation capacity problem which results in several kinds of penalties (loss of skills, loss of traits, and some divisions/units may get an additional -75 overstacking penalty).
*Stack - One or more formations located in the SAME province (zone). In battle, a stack of formations is commanded by their most senior leader. There are diffent capacities for attacking than for defending.
*Div list - The list of divisons that appears in the combat window.
==[[Command Penalty Capacity]] (i.e. the -75% penalty)==
#When you group your armies its essential that you understand that each leader has a Command Penalty Capacity (CPC).
#This is a parameter for each stack. It is worked out separately for each stack. Stack is defined above as the number of units/divisions in a province.
#If the total number of units in the stack exceeds the Command Penalty Capacity when attacking, then the excess units in that stack receive a -75% penalty.
#For each attacking stack, it is the capacity of the most senior leader in the stack.
#*if the most senior leader is an FM, then it is 12
#*if the most senior leader is an GEN, then it is 9
#*if the most senior leader is an LT, then it is 3
#*if the most senior leader is an MJ, then it is 1
#For a defending stack it is the sum of all the leaders present in the stack. (Unless you are being attacked by aircraft- according to the manual defence from aircraft is handled as per attack- each stack is assessed individually)
#Thus if we have 13 units in an attacking formation commanded by a FM (display of 13/12), one unit will have a -75% penalty. If the units were defending the display would also read 13/12. If we have 13 units units in a territory, but 12 of them will be under a FM and the 13th will be under a LT and the stack was attacking (from one territory) then the display would read 13/12 - the 13th unit would be at -75%. If the same units were defending then the CPC will be 15 (FM 12 + LT 3 = display 13/15) thus no unit will get a -75% penalty, but ONLY if they are defending.
#The stack capacity for all the formations in a province may be doubled by an HQ adjacent or in the same province. The HQ does not have to be present at the start of the combat - as soon as the HQ becomes adjacent to or present at an existing combat, the combat efficiency values alter accordingly.
#*if the most senior leader is an FM, stack capacity is doubled to 24
#*if the most senior leader is an GEN, stack capacity is doubled to 18
#*if the most senior leader is an LT, stack capacity doubled to 6
#*if the most senior leader is an MJ, stack capacity is doubled to 2
##Note that stack capacity and formation capacity are different things as explained below in the HQ, skills, and traits section.
#Thus in the same situation, but with a HQ present as one of those 13 units, we would have a CPC of 24 if one formation was commanded by a FM, and a CPC of 30, if a second formation was commanded by a LT. No unit will get the -75% penalty command capacity penalty.
#The units receiving the penalty are the lowest ones in the formation list for a stack.
#There is a limit to the number of ATTACKERS in one stack - 24 per territory (under an FM with a HQ present - 18 if the highest is a general with HQ and so on). If there is no HQ in the area then the CPC will be max 12/FM, 9/G, 3LT & 1MJ. So in the above example if 13 units (12 for FM and 1 LT) attacked from one province with a HQ the display will read 13/24.
#This means that if you attack with an FM+23 units from one direction, and an FM+25 units from another direction, the combat screen will show 48/48 (if a HQ is present/nearby province), but in fact one of your units will get a -75% penalty.
#There is no limit to the amount of DEFENDERS in the stack as long as you have enough command capacity to cover all the units.
#There is no extra benefit for NOT using the full CPC - i.e. placing 9 units under a FM (9/12).
==Div list sequence==
#For attacks with a stack, which formation is on top (i.e. listed first thus is not eligible for the -75% if stack is overstacked) depends ONLY on which formation was "on top" of the stack when command to attack was issued.
#For a given formation, the sequence of units is the same as seen in the tooltip when the cursor is rested over the units. This is also the same as the sequence seen in the formation summary window by clicking on the formation (only viewable prior to combat).
#It is therefore perfectly possible for a unit in the middle of the div list to get a -75% penalty if:
#*Its stack is over capacity.
#*Its stack happens to be towards the top of the div list. Then the lowest units (i.e the ones in the lowest formationS) for that stack will get the penalty, but other divs for other stacks will be below it.
==Who commands?==
#The highest ranking leader commands.
#Where there is more than one equal highest ranking leader, the leader shown in command is the one whose divs are randomly highest (of the equal ranking leaders) in the div list. See below for more detail on sequence.
#It doesn't make any difference which of equal ranking leaders is in command:
#*Command Capacity Penalty (the -75% one) is set by rank only, and separately for each stack.
#*Traits are passed by all leaders to units in their formation whose formations are smaller than their capacity, regardless of who commands the battle.
#*Skills are passed by all leaders to units in their formation whose formations are smaller than their capacity, regardless of who commands the battle.
==Leader and division experience==
#Rank & skill also influence rate of accumulation of experience.
#*Normally leaders add 1 exp point for every x hours elapsed.
#*You get the 1st point after x/2 hours, the 2nd and thereafter after every x hours.
#*FM's earn experience at the slowest rate, MJ at the fastest rate. However this is also dependant on the current number of skill points. A GEN with a skill of 2 will earn exp faster than a GEN with a skill of 4.
#Other Notes:
#*EXP gain depends on the intensity of combat, leaders with the same characteristics can gain different amount of EXP in parallel combats.
#*EXP is not affected by traits save the good Old Guard
#*The promotion dates or the ideal rank in the leaderfiles also have no effect
#*The only parameters effecting the rate of EXP growth are rank, skill and max skill level
#*The rate of XP growth is in arbitraty units
#**''Rate of EXP gain = (MaxSkill-Currentskill+1)^2/max(Currentskill,1)*RankFactor''
#Division experience:
#* Each division also gains experience in battle. When reinforced, however, this experience drops. Division experience is calculated for each division in battle as 1/2 of the division's experience. The divisional stats page in the statistics folders shows each unit's experience.
==HQ bonus / effects==
#HQ units act the same as FM's in HOI1. Leaders in the same province or in an adjacent one have a doubled Command Penalty Capacity (CPC) (as in par 1.5).
#All units that have a HQ unit next to them or in the stack can get a bigger ESE bonus.
#HQ do not have to be attached to formations to give bonuses. Their presence in the province or in an adjacent province is enough.
#HQ need to be commanded by an FM or a GEN to double the CPC of neighbouring units and to get other benefits such as ESE.
#It does not matter what leader (in terms of skills and traits) you put in charge of the HQ - there are no extra bonuses to any of the other formations from the traits or skills of the leader in charge of the HQ.
#Multiple HQ's do not cause any extra bonuses.
#HQ increase the CPC of the stack, but they do not increase the rank command capacity of the formation's leader. Example: You can give a Lt General 6 div with an HQ adjacent and you do not get the -75 over command capacity penalty; you lose, however, both the skills and traits of that leader when you do this. You would be better off to just assign 3 div to a Lt Gen and then have 3 separate single div formations. Note also that as soon as the HQ effect is not available, you would get the -75 over command penalty for 3 of the 6 div under a Lt General.
==Skill bonuses==
#These may be granted by a leader to, and ONLY TO, the units in HIS formation.
#For skill purposes, the formation capacity of a leader is NOT doubled by the presence of HQs, in the same stack, in the same province, or adjacent.
#If the number of units in a formation is <= capacity (undoubled) of the formation leader, then all the units in that formation receive the skill bonus.
#If the number of units in a formation > capacity (undoubled) of the formation leader, NO units in that formation receive the skill bonus.
#If the number of divisions is in red, you lose the skills of the leader.
#Where granted, the bonus is 5% for each skill level
#It does not matter if the CPC of the STACK is exceeded as long as the CPC of the leader for his formation is not exceeded. In such a case the last units in the display box will get the -75% (however they will still get the skill and the trait bonus).
==Traits==
#These are granted by each leader to, and ONLY TO, the units in HIS formation.
#If that leader has multiple traits, then all these traits are applied.
#All the units in the formation receive the leader trait unless the formation goes over the leaders UNDOUBLED CPC. If the number of divisions is in red, you lose the leader's traits.
#Trait bonuses (See [[Leader Traits]] for complete list):
#*Defensive Doctrine
#**Eff + 10% for defender.
#*Offensive Doctrine
#**Eff +10% for attacker.
#*Panzer Leader
#**Eff +10% for Armour/Mech,as both attacker and defender.
#*Logistic Wizard
#**Oil and supplies consumption are each reduced by 25% when stationary. When moving, however, oil consumption is not reduced by this trait though supply consumption stays reduced. Previously the Logistics Wizards trait worked even when that leader was over his command capacity, but this exploit was removed in later patches. This trait also saves on Transport Capacity (fuel and supplies for your units).
#*Commando
#**Eff +10% for Mountain, Marine and Paratroopers.
#**Eff -5% for all other divisions when led by a Commando leader.
#** When a non Commando leader has mountain, marine, or paratroopers in his formation, those div do not get a penalty.
#*Engineer
#**Removes all river crossing combat Eff effects (only). Changed in version 1.2 to - Engineer leader trait now gives 20% when crossing a river instead of 30%. So it makes sense to additionally equip your units with an engineer brigade to get an additionally 20% bonus.
#*Trickster
#**Increases the chance of surprise. If the enemy unit is suprised it gets a -20% efficiency modifier. This is seldom or never seen in battle and is essentially replaced by the frequency of getting combat events. Trickster trait increases the chance of getting a combat event.
#*Fortress Buster
#**Reduces the efficiency of forts by 25%. Each full level of fort (land or sea)gives the attacker a - 9 % efficiency modifier.
#*Old Guard reduces experience gain down to about 1/3 of the normal experience gain.
#*Winter Specialist reduces attrition in winter conditions. Pause over the skull icon on a formation and review the tooltip which gives further details.
==Examples of how efficiency is calculated for traits and skill==
#If we have:
#*stack 1, attacking from Province 1 in Direction 1
#**FM, skill 3, with Offensive Doctrine and Panzer Leader, + 23 divs
#**LG, skill 2, with Offensive Doctrine, + 2 divs
#*stack 2, attacking fom province 2 in Direction 2
#**G, skill 4, no Traits, + 5 divs
#**MG, skill 1, no Traits, + 10 divs
#*Then there are 40 divs. No HQ penalties apply, as there is an HQ present.
#*stack 1:
#**Command Penalty:
#***Capacity set by FM at 24 for this stack (with HQ).
#***There are 25 units so 1 unit receives a -75% penalty.
#***This will randomly be either the lowest of the FM divs, or the lowest of the LG divs.
#**Skill:
#***No FM divs get a skill bonus as he has 23 divs and an undoubled capacity of 12.
#***Both the LG divs get a skill bonus 2x5 = 10%, because an LG has a capacity of 3.
#**Traits:
#***None of the 23 of FM's divs get applicable bonuses for both his traits.
#****+10% for Offensive Doctrine.
#****+10% for any armoured/mech divs in his 23, for Panzer Leader.
#***All 2 of LG's divs get bonuses for his one Trait.
#*stack 2:
#**Command Penalty:
#***Capacity set by G at 18 (9 for a General, doubled by a HQ in the same province).
#***There are 15 divs in the stack, so no divs get the -75% penalty.
#**Skill:
#***All 5 of G's divs get a skill bonus of 4x5 = 20%, as his capacity is 9.
#***None of MG's divs get a skill bonus, as his capacity is 1.
#**Traits:
#***None apply
#To calculate the efficiency we always start from the base of 100. We then multiply by all the modifiers in the following way:<center>[[Image:Effexample.jpg]]</center>
#In the above example we have
#*100% base attack efficiency:
#**1.1 - offensive leader
#**1.0005 - exp
#**1.04 - ESE
#**0.9 - forest
#**0.75 - frozen
#**1.1 - leadership
#*= 84.9844 %
#*100% base defence efficiency
#**1.1 - offensive leader
#**1.0005 - exp
#**1.04 - ESE
#**0.9 - forest
#**1.1 - leadership
#*= 113.82 %
#*So it seems with defence efficiency some modifiers do not have any effect. These are:
#**frozen
#**night
==Other modifiers==
#[[Combined Arms]]
#* when units number <= CPC(not double),
#* To get the Combined Arms bonus, the mix of hard vs soft divisions has to be within a range of 1/3 to 2/3. Typically that would be 1:2 or 2:1
#* The hard divisions are armor, light armor, and mech. Soft divisions are everything else including HQ. Brigades are not a factor in the ratio.
#**attacker: Eff+5%
#**defender: Eff+15%
#**The CA bonus is set in the \db\misc.txt file and can be modified. The designation of which div are hard and which are soft, however, is set up in the executable file and is not modifiable.
#**To qualify for the combined arms bonus, it is not sufficient for hard and soft divisions to just be in the same province. The divisions must be in the same formation under one leader. Mech and armor in the same formation do not get the combined arms bonus since both are hard targets. Motor and armor, or infantry and armor, would qualify for the bonus.
#** [https://forum.paradoxplaza.com/forum/index.php?threads/in-search-of-a-definitive-treatise-on-the-application-of-the-combined-arms-bonus.196932/ This thread] discusses some testing done about this.
#Enveloped
#*Eff-10% when simultaneously attacked from three directions. Furthermore, it is
#*Eff-10% for every extra direction added.
#No Retreat Possible
#*Eff-10% when attacked in a province that is surrounded. Only applicable to the defender.
#Lack of Supply
#*Eff-20%, when lack of Supply.
#**Fuel is not related to this Eff.
#River crossing, weather and terrain modifiers.
#*These can be found on the 6th page of the statistics screen. Engineering brigades reduce the river crossing penalty by 20 so that for inf this becomes (-50+20) = -30. For pz motor and mech it's -66 without an eng bde and -46 with an eng bde. Marines improve their river crossing when each new model is researched. The best that river crossing can be is no effect but it is usually a large negative number.
#Landing troops (shore)
#*-10% for each unit above the 3rd
#Multiple combat modifier (flanked - attacked when attacking)
#*-50% Multiple Combat
#Paradropping
#*Eff-15% if the formation is paradropping to enemy province.
#Dissent
#*-dissent */2 %
#Experience
#*+ experience of unit * /2 %
==Appendix==
When trying to understand the Combat Eff you see, there are a variety of factors you need to consider in addition to leaders:
#Weather and Terrain effects are summarized in your statistics folder in the modifiers section.
#Research can improve some of these combat modifiers. Ex.: each new mountain division model increases several combat and speed modifiers in some terrains. Marine division research increases amphibious assault effectiveness for all types of land units.
#Ministers
#*Several minister types affect Eff.
#*In general effects are shown on the minister screen.
#*However 'Armoured Spearhead Doctrine' (which is a Chief of Army type):
#*Gives +10% eff to armour/mech (whether as attacker or defender)
#*The screen text does not mention this.
#Difficulty
#*Human player eff is adjusted:
#**Very easy +10
#**Easy +5
#**Normal 0
#**Hard -5
#**Very Hard -10
#**The enemy AI gets penalties or bonus depending upon difficulty levels. On very hard, the AI gets +20 difficulty combat modifier.
#[[Digging-in|Dug-in]]
#*Stationary troops dig in automatically when their country is at war. They do not dig in when at peace.
#*Level increases by 1 per day, to a max of 20.
#*Defending troops will NOT dig in during a battle.
#*Each level gives eff +1%
==Note==
*Combat begins after the first hr. You can stop combat at any time. After the 1st hr of combat breaking off an attack the formation will not be able to engage / move for the next 24hrs.
*If a unit is able to defend itself it has a 80% chance to avoid each hit. If no defences are left it has a 60% chance to avoid each hit.
[[Category:Guides]]
230d634840d828c5e8f2dc93245bec8e8c900f74
Combined Arms
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'''Combined Arms''' is a [[combat modifier]] that can be acheaved via mixed formations (refer [[Land Combat Efficiency FAQ]])
* when units number <= [[Command Penalty Capacity]]([[CPC]])(not double),
* To get the Combined Arms bonus, the mix of hard vs soft divisions has to be within a range of 1/3 to 2/3. Typically that would be 1:2 or 2:1
* The hard divisions are armor, light armor, and mech. Soft divisions are everything else including HQ. Brigades are not a factor in the ratio.
**attacker: Eff+5%
**defender: Eff+15%
**The CA bonus is set in the \db\misc.txt file and can be modified. The designation of which div are hard and which are soft, however, is set up in the executable file and is not modifiable.
**To qualify for the combined arms bonus, it is not sufficient for hard and soft divisions to just be in the same province. The divisions must be in the same formation under one leader. Mech and armor in the same formation do not get the combined arms bonus since both are hard targets. Motor and armor, or infantry and armor, would qualify for the bonus.
** [https://forum.paradoxplaza.com/forum/index.php?threads/in-search-of-a-definitive-treatise-on-the-application-of-the-combined-arms-bonus.196932/ This thread] discusses some testing done about this.
[[Category:Terminology]]
e404ed098f03562bef2dbd9a70d533f501f13030
Map (Utilities)
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These are [[Utilities]] that enable you to view with the map
== Online map ==
=== Interactive online map for Hearts of Iron 2 and subsiquent expansions ===
:World map based on five scenarios (1936, 1938, 1939, 1941 and 1944)
:Eight zoom levels (1:1, 1:2, 1:4, 1:8, 1:16, 1:32, 1:64 and 1:96)
:Five map display modes (terrain, political, victory point, industry and infrastructure)
:Option to display province IDs and locate province by name
:Different styles of grid and coordinates (including having them turned off)
*[http://www.ederon.net/hoi2iom.aspx The Online Map can be found here. '''WARNING: This will take you to an external site''']
:[https://forum.paradoxplaza.com/forum/index.php?threads/hoi2-online-map-not-only-for-modders.199294/ A discussion about this on the Paradox forum]
:[https://forum.paradoxplaza.com/forum/index.php?threads/clickable-world-map.180972/ A discussion about this on the Paradox forum]
== Printable map sections ===
=== Printable Hearts of Iron 2 maps ===
Maps of different locations prepared for printing. They can be used as reference or planning tool for armchair generals.
*[http://www.ederon.net/HeartsofIron2/Downloads/PrintableMaps/tabid/81/Default.aspx The printable maps can be found here. '''WARNING: This will take you to an external site''']
:[https://forum.paradoxplaza.com/forum/index.php?threads/printable-maps-for-hoi2.193673/ A discussion about this on the Paradox forum]
[[Category:Utilities]]
7311c64918ce3785887db72c3b392052085dd13a
Napoleon
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'''''The Wars of Napoleon''''' is a modification for ''Hearts of Iron 2'' that is still in its early development stage. It focuses on a rebuilding of the Revolutionary and Napoleonic Wars.
You can visit the [http://www.phpbbserver.com/napoleonmod/ project's forums] and contribute.<br>
== Campaigns and Battle Scenarios ==
=== Campaigns ===
*1789 - The Revolution
*1793 - The First Coalition (currently under construction)
*1798
*1805
*1812
*1816
=== Battle Scenarios ===
Not much work has yet been done on this. Possible battle scenarios to include would be:
*1776 - The American War of Independence
*1806 - The South American Wars of Independence
*1821 - The Greek War of Independence
== External links: ==
*[http://www.phpbbserver.com/napoleonmod/index.php Official ''"Wars of Napoleon"'' Forums]
*[https://forum.paradoxplaza.com/forum/index.php?forums/hoi2-scenarios-and-modifications.284/ Paradox Plaza Forums: scenarios and modifications subforum]
*[https://forum.paradoxplaza.com/forum/index.php?threads/napoleonic-mod-for-hoi2-doomsday.346699/ Paradox Plaza Forums: ''"Wars of Napoleon"'' original thread]
*[http://www.wiki-site.com/index.php/Napoleon Napoleon's Wars own wiki site]
[[Category:Mods]]
a956ee9729c5d32dbc39e8eb988e584bacfbe09b
Assorted guides
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__NOTOC__
{| CELLPADDING=10
|- VALIGN=top
|
== General guides & FAQ ==
* [[The Complete Newbie Guide]]
* [[General Gameplay FAQ]]
* [[Brigade Strategy Guide]]
* [[Nuclear Weapons]]
* [https://forum.paradoxplaza.com/forum/index.php?forums/hoi2-faq.287/ Paradox Plaza FAQ subforum]
* [[Battle mechanics and formulas]]
|
== Domestic Policy & Economy ==
* [[Domestic Policy]]
* [[Upgrading calculations|Upgrades]]
* [[Research]]
* [[Do I build Factories?|Expanding Industrial Capacity]]
|- VALIGN=top
|
== Land Guides ==
* [[Beginner's_guide_to_army_management|Beginner's guide to army management]]
* [[Transport Capacity and Supply Efficiency FAQ|Transport Capacity and Supply Efficiency]]
* [[HQ Units in Action|HQ Units]]
* [[Land Combat Efficiency]]
* [[Land Doctrine]]
* [[Conquering - What do I gain?|Conquered Territories]]
* [[Poor man's army|Small nation armies]]
* [[On the subject of ground troop investments|Comparison: Infantry, Motorized, or Mechanized?]]
* [[Militia Strategy Guide]]
* [[Conducting Blitzkrieg offensives]]
|
== Naval & Air Guides ==
* [[Naval Primer]]
* [[Submarine Guide|Submarines]]
* [[Naval Doctrine]]
* [[Effective Use of Airpower]]
|- VALIGN=top
|}
== [[Country guides|Country Guides]] ==
<!-- If you add a strategy page here, please also add it to [[Template:Country guides]]. Thanks! -->
{| CELLPADDING=10
|- VALIGN=top
|width="25%"|
===Major Powers===<!-- 60 Base IC and higher = 4-5 tech teams-->
60 and above Base IC.
* {{flag|France}}
* {{flag|Germany}}
* {{flag|Italy}}
* {{flag|Japan}}
* {{flag|United Kingdom}}
* {{flag|USA}}
* {{flag|Soviet Union}}
|width="25%"|
===Regional Powers===<!-- Between 20 and 59 Base IC = 2-3 tech teams -->
Between 20 and 59 Base IC.
* {{flag|Argentina}}
* {{flag|Australia}}
* {{flag|Belgium}}
* {{flag|Brazil}}
* {{flag|Bulgaria}}
* {{flag|Canada}}
* {{flag|Czechoslovakia}}
* {{flag|Guangxi Clique}}
* {{flag|Hungary}}
* {{flag|Manchukuo}}
* {{flag|Nationalist China}}
* {{flag|Nationalist Spain}} <!-- Not in 1936 scenario, assume same as Rep. Spain -->
* {{flag|Netherlands}}
* {{flag|Poland}}
* {{flag|Republican Spain}}
* {{flag|Romania}}
* {{flag|Sweden}}
* {{flag|Turkey}}
* {{flag|Vichy France}}
* {{flag|Yugoslavia}}
|width="25%"|
===Minor Powers===<!--- Between 10 and 19 Base IC = 1 tech team -->
Between 10 and 19 Base IC.
* {{flag|Austria}}
* {{flag|Chile}}
* {{flag|Colombia}}
* {{flag|Denmark}}
* {{flag|Finland}}
* {{flag|Greece}}
* {{flag|Ireland}}
* {{flag|Mexico}}
* {{flag|Norway}}
* {{flag|Peru}}
* {{flag|Portugal}}
* {{flag|Shanxi}}
* {{flag|South Africa}}
* {{flag|Slovakia}}
* {{flag|Switzerland}}
|width="25%"|
===Micro Powers===<!--- Below 10 Base IC = 1 tech team -->
Below 10 Base IC.
* {{flag|Afghanistan}}
* {{flag|Albania}}
* {{flag|Bhutan}}
* {{flag|Bolivia}}
* {{flag|Communist China}}
* {{flag|Costa Rica}}
* {{flag|Cuba}}
* {{flag|Dominican Republic}}
* {{flag|Ecuador}}
* {{flag|El Salvador}}
* {{flag|Estonia}}
* {{flag|Ethiopia}}
* {{flag|Guatemala}}
* {{flag|Haiti}}
* {{flag|Honduras}}
* {{flag|Iraq}}
* {{flag|Latvia}}
* {{flag|Liberia}}
* {{flag|Lithuania}}
* {{flag|Luxemburg}}
* {{flag|Mongolia}}
* {{flag|Nepal}}
* {{flag|New Zealand}}
* {{flag|Nicaragua}}
* {{flag|Oman}}
* {{flag|Panama}}
* {{flag|Paraguay}}
* {{flag|Persia}}
* {{flag|Philippines}}
* {{flag|Saudi Arabia}}
* {{flag|Siam}}
* {{flag|Sinkiang}}
* {{flag|Tannu Tuva}}
* {{flag|Tibet}}
* {{flag|Uruguay}}
* {{flag|Venezuela}}
* {{flag|Xibei San Ma}}
* {{flag|Yemen}}
* {{flag|Yunnan}}
|- VALIGN=top
|colspan="4"|
== Guides to battlescenarios ==
* [[Strategy for Ardennes Offensive]]
* [[Strategy for Battle of the Coral Sea]]
* [[Strategy for D-Day]]
* [[Strategy for Desert Fox]]
* [[Strategy for Fall Barbarossa]]
* [[Strategy for Fall Blau]]
* [[Strategy for Fall Gelb]]
* [[Strategy for Fall Grün]]
* [[Strategy for Fall Weiß]]
* [[Strategy for Operation Downfall: Invasion of Japan]]
* [[Strategy for Operation Husky]]
* [[Strategy for Platinean War]]
* [[Strategy for Southern Conquests]]
* [[Strategy for Spanish Civil War]]
* [[Strategy for Operation Watchtower]]
* [[Strategy for Winter War]]
== Armageddon and The Abyss Scenarios Guides ==
{| CELLPADDING=10
|- VALIGN=top
|width="33%"|
===Democratic Powers===
*[[image:uau.gif]] [[Australasia Strategy]]
*[[image:ubo.gif]] [[Bourbon Strategy]]
*[[image:uch.gif]] [[Republic of China Strategy]]
*[[image:ugs.gif]] [[Armageddon Sweden Strategy|Sweden Strategy]]
*[[image:utc.gif]] [[The Cossacks Strategy]]
*[[image:usn.gif]] [[USNA Strategy]]
|width="33%"|
===Fascist Powers===
*[[image:uer.gif]] [[Empire of Russia Strategy]]
*[[image:uir.gif]] [[Indian Republic Strategy]]
*[[image:uic.gif]] [[Indo China Strategy]]
*[[image:upr.gif]] [[Prussia Strategy]]
*[[image:ucs.gif]] [[The Confederates Strategy]]
*[[image:uto.gif]] [[The Ottomans Strategy]]
|width="33%"|
===Communist Powers===
*[[image:uap.gif]] [[APR Strategy]]
*[[image:ues.gif]] [[European Soviets Strategy]]
*[[image:ups.gif]] [[PRRS Strategy]]
*[[image:upe.gif]] [[Republic of Persia Strategy]]
*[[image:uro.gif]] [[Roma Strategy]]
*[[image:utl.gif]] [[The Libertadores strategy]]
|- VALIGN=top
|colspan="3"|
[[Category:Guides]]
a09975387e959bef09f320d5718e03a5311e9dcb
Cold War
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A mod that was intended to focus on the Cold War era. It was intended to span the 1955-1995 time period and aims to be as historically accurate as possible. It was never released publicly though an alpha copy was banded around between some forum members for a short while.
All activity was ceased around 2008 and the mod can be realistically considered dead. It was not released and stands no chance of being released now.
*Mod Forum: [https://forum.paradoxplaza.com/forum/index.php?forums/cold-war-mod.292/ Cold War mod]
[[Category:Mods]]
7add91adf665896c4d490536b573eae4d665fbf0
Mods and modding
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== General modding guides ==
* Install your mods with JSGME ([http://www.beerymod.com/sh3_011.htm JoneSoft Generic Mod Enabler])
* [[General_Modding_FAQ|General Modding FAQ]] Can't find it elsewhere? Check here.
* [[Patches]]
* [[Reference_Material|Reference Materials]]
* [[Modding tech files]]
* [[Modding tech teams]]
* [[Modding scenarios]]
* [[Modding events]]
* [[Modding leader files]]
* [[Modding minister files]]
* [[Modding difficulty levels]]
* [[Modding unit statistics]]
* [[Modding building costs]]
* [[Modding misc.txt]]
* [[Modding province.csv]]
* [[Modding ai files]]
* [[Modding colorscales.csv]]
* [[Modding graphics]]
* [[Modding in-game music]]
* [[Modding models.csv]]
== Specific mods ==
=== WWII ===
==== [http://www.terranova.dk/ CORE] ====
* Current Version: 0.3.2
* Last Update: November, 2007
* Popularity: ''over 10,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD, ARMA]]
CORE is the Community Open Resource Exchange. CORE aims to make Hearts of Iron 2 a more historically accurate and involving game, through expanded and more detailed tech trees, corresponding units, tech teams and a large number of events, reflecting both historical actions and possibilities. Both Industrial Capacity („IC‟) and resources for the entire game have been revised to better reflect reality in the late 1930s. Other features include reserve divisions instead of militia (a reserve unit is less mobile, and has less heavy weapons - such as artillery. These units form the mainstay of the armies of the minor and semi-industrialized countries), rares scarcity, SS recruitment, 1:1 naval ship representation and negative resource production (representing civilian spoilage of energy and oil). The basic CORE installer includes generic graphics for techs, tech teams, leaders, ministers and models that have been updated to fit the latest release. There are also optional packages to download with an even greater amount of graphics available, such as country-specific model graphics.
==== [http://www.totalrealismproject.com/ Total Realism Project] ====
* Current Version: 0.9.3
* Last Update: March, 2008
* Popularity: ''over 10,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD, ARMA]]
The TRP mod has a long history a thriving community, both on the Paradox site on their own website. The primary focus of the mod is to improve historical realism.
====[https://forum.paradoxplaza.com/forum/index.php?threads/mod-34-revolutions.277121/ Mod34] ====
* Current Version: 0.5,2
* Last Update: June, 2008
* Popularity: ''1,000 - 5,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD, ARMA]]
This mod begins in October of 1934 and features a completely new technology tree (without historical year), improved AI, new units, events (over 6000 new events), and new countries (for example:Vatican city and League of Nations). The technology tree in particular is very unique, in that it allows players to focus on specialization, and forces choices in research such as choosing the trade-off of having faster armor with weaker guns, or better guns but slower armor. In this sense, every nation is sure to field different units.
====[https://forum.paradoxplaza.com/forum/index.php?forums/daim.298/ DAIM] ====
* Current Version: (does not use versioning)
* Last Update: April, 2007
* Popularity: ''1,000 - 5,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD, ARMA]]
DAIM stands for "Determined AI Modification" and is a mod that solely focuses on improving the AI. This is accomplished by ensuring the AI researches and builds the most effective units possible, rather than wasting time building units that the game engine/AI is not capable of using effectively. Specific focus was made to improve: Germany, Italy, Japan, Great Britain, Soviet Union, U.S.A. and Nationalist China. DAIM can be adapted to other mods, since it only changes a select few AI files. [https://forum.paradoxplaza.com/forum/index.php?threads/frequently-asked-questions.213209/ Further Reading]
====[https://forum.paradoxplaza.com/forum/index.php?threads/the-world-in-flames-for-dd-dda.335681/ The World in Flames] ====
* Current Version: 1.0 Gold Version
* Last Update: May, 2008
* Popularity: ''1,000 - 5,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD, ARMA]]
The WiF mod is designed to make Hearts of Iron a more challenging, realistic and historic game with many events (+4000), a new combat system, new AI, new graphics and sounds. Will you surrender to an AI for the first time ?
==== [http://www.stonyroad.de/ Stony Road] ====
* Current Version: 2.08
* Last Update: July, 2006 (inactive)
* Popularity: ''over 10,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD]]
The Historical Stony Road (HSR) mod is designed to give experienced players a tougher, more accurate and detailed game as Germany from 1936 to 1947. The mod addresses historical accuracy, new events with alternate scenarios, changed combat balancing, a new trading system, new brigades, improved AI, and new graphics.
==== [http://www.mnstarfire.com/ww2/hoi/hoimain.html Starfire] ====
* Current Version: F3B
* Last Update: February, 2006 (inactive)
* Popularity: ''less than 1,000 posts''
* Compatibility: [[Abbreviations#H|HOI2]]
Starfire is designed for multiplayer, focusing on the 1939 scenario. It improves accuracy and realism, and uses slower paced combat.
=== Other Historical ===
==== [[1914]] ====
A modification to recreate WWI, with new leader pics, events, data and new technology. Further details can be found by clicking the link above.
====[http://modhoi.com Modern Day Scenario 2] ====
MDS2 is a modification of Hearts of Iron 2. The mod starts out with the Invasion of Iraq and the War on Terror in March 2003 and lasts through 2019. The storyline emphasize on a conflict between China, Russia, the EU and the US. It is one of the most comprehensive mods for HoI2 that has been released.
====[http://wers.eufi.org WERS] ====
WERS (White Eagle, Red Star) is a battle mod for the Hearts of Iron 2 game. The main theme is Polands fight for independence from 1919-1921. Player will be also witness a dramatic fight between White Russians loyal to the Czar and the Red Army. War theatre covers Middle-Eastern Europe.
====[https://forum.paradoxplaza.com/forum/index.php?forums/cold-war-mod.292/ Cold War mod] ====
A mod that focus on the Cold War era. It spans the 1955-1995 time period and aims to be as historically accurate as possible.
=== Alternate History and Fantasy ===
==== [http://terranova.dk/viewforum.php?f=49 Fallout's Doomsday Forum] ====
==== [http://www.hoi2-fallout.com/ Fallout's Doomsday Website] ====
We would like to introduce you to: "Fallout's Doomsday Mod for Hearts of Iron 2 DD:A".
Have you been thinking about reuniting USA as a nation long after the world ended, leading your armies across radiated deserts to fight the mutated monsters and raiders out there? Or maybe you have been dreaming about conquering those weak humans while leading an army of powerful Mutant warriors to victory in their endless wars? Or perhaps you want to control the Enclave, the shadowy survivors of the pre-War US government who fled to their offshore bases before the Bombs fell, using their high tech science and sinister experiments to establish a new world order?
All those paths await you in a new mod that has been created as a tribute for two best computer role playing games ever: Fallout 1 and Fallout 2. Set in a post Apocalyptic world 167 years after the Bomb was dropped, this is complete science fiction conversion to HOI2. Completely new tech tree, units, resources, economy, and nation groups; all with unique graphics. A completely new gaming experience for the best WW2 strategy game ever made: Hearts of Iron 2.
The mod is set in the Wastelands: the radioactive and windswept remnant of what was once North America. Take control of one of the many groups rising to power on top of the ashes and ruins of pre-War civilisation. Build industries and infrastructure, research technologies, manage your resources, conduct diplomacy with other nations, build and manage your military forces to achieve dominance over the Wastelands.
==== [https://forum.paradoxplaza.com/forum/index.php?threads/kaiserreich-legacy-of-the-weltkrieg-global-alternate-history-mod-for-hoi2.223176/ Kaiserreich: Legacy of the Weltkrieg] ====
Kaiserreich is a Global Alternate History Mod for HOI2. It poses the question, what if the Central Powers had won the first world war.
The Mod has a [http://z11.invisionfree.com/Kaiserreich/ Forum] and a [http://editthis.info/kaiserreich/Main_Page wiki].
====[http://www.abominus.de.vu A.E.I.O.U.] ====
The end of the Great War brought with it the end of the age of monarchies. In Russia, Germany, Austria-Hungary, Turkey, and Serbia, ruling houses were overthrown and new governments installed in their place. But those new governments were not always stable and were themselves subject to opposition, and in some cases rebellion.
How might history have been different if, in the defeated Central Powers, the emperors had returned? Play A.E.I.O.U., a modification of Hearts of Iron 2, and find out. Can you lead Austria to reclaim her lost glory?.
* [http://www.planet-core.net/forum/dload.php?action=category&cat_id=2 Downloadarea] Here you find the downloadarea with the newest version of AEIOU (now also playable with Armageddon!
====[https://forum.paradoxplaza.com/forum/index.php?forums/grand-battle-mod.293/ Grand Battle mod] ====
Rather than being a specific mod, this is a collection of Risk like fantasy mods by Yukala. There is also a focus on improved AI. These include Risk Battle mod and Guild Imperium, which is the latest.
====[https://forum.paradoxplaza.com/forum/index.php?threads/confederate-armageddon.295697/ Confederate Armageddon] ====
* Current Version: 2.1
* Last Update: July, 2008
* Popularity: ''Soon to be a published wargame!''
* Compatibility: [[Abbreviations#H|ARMA]]
A mod that allows you to play the CSA in the 1936 scenario.
====[https://forum.paradoxplaza.com/forum/index.php?threads/the-new-turtledove-mod.213106/ Settling Accounts] ====
A mod based on the Settling Accounts books by Harry Turtledove.
====[https://forum.paradoxplaza.com/forum/index.php?threads/domination-of-the-draka-mod-initial-stages.258324/ Domination of the Draka] ====
A WWII alternate history mod based on the Draka books by S.M. Stirling.
====[https://forum.paradoxplaza.com/forum/index.php?threads/fatherland-alternate-history-cold-war-for-hoi2-dd.294848/ Fatherland- Alternate history Cold War] ====
A Cold War mod with a twist. What if Hitler won WW2? Doomsday and Armageddon only.
====[https://forum.paradoxplaza.com/forum/index.php?threads/winters-dawn.327127/ Winter's Dawn - 22nd Century Warfare]====
A mod taking place in the future. Conflicts ranging from the early 21st to late 22nd centuries.
====[https://forum.paradoxplaza.com/forum/index.php?threads/anatolian-wars-1-00.335721/ Anatolian Wars Mod]====
Developed by mehmet12 and miihkali, this mod focuses on an alternate reality in which Greece won the Greco-Turkish War of 1922 and then went on to fragment Anatolia. Greece, Pontus, Armenia, Cappadocia, Kurdistan, and Turkey are all playable with new ministers, leaders and skins. Version 1.0 released in December 2007- the next version is said to include more modded nations such as Kalmykia, Jebel Al Druze, Maronite Lebanon, Coptic Egypt, Circassia, Crimean Tatar Republic, and the Kazan and Don Cossack Hosts.
=== Graphical Mods ===
==== [http://www.heartsofiron.eu/ DMP (Design Mod Projekt)] ====
A big mod project with a lot of new sprites and graphics for a lot of countries.
* [http://www.heartsofiron.eu/forum/portal.php The DMP board] (with a lot of members who work at many other Mods)
== Off-Site Modding Guides ==
=== [http://web.archive.org/web/20060514181431/http://hearts-of-iron.com/ Havard's HoI Hacking Haven] ===
This site was made originally for the first Hearts of Iron, but most of the basics of modding that game carry on into the sequel. This site is almost an essential must-bookmark for any modder, and the tables and examples contained in the site are worth their weight in rare materials.
=== [http://web.telia.com/~u87538946/event_commands.htm Baylox' event syntax overview] ===
Overview of all event-triggers and -commands.
== How to use mod-dir ==
Create a subdirectory and place your files inside it (maintaining the exact directory structure of HoI) and then launch the game via HoI2.exe followed by the name of the directory containing your mods. For a more detailed description see the [[Moddir]] page.
== MP moddir Still Broken ==
Even with v1.2 the [[Moddir]] feature is still broken for multiplayer play. Thus if you try and play a mod in multiplayer it will fail. The only work around is to modify the main game itself.
[[Category:Modding]]
<!-- Interwiki links -->
[[vic:Mods and Modding]]
[[eu2:Mods and Modding]]
[[ck:CK Modification and Editing]]
b214942fed5dadac2f8fc6a3bfa3d15e7a30c9f4
DAIM
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DAIM stands for "Determined AI Modification" and is a mod that solely focuses on improving the AI. This is accomplished by ensuring the AI researches and builds the most effective units possible, rather than wasting time building units that the game engine/AI is not capable of using effectively. Specific focus was made to improve: Germany, Italy, Japan, Great Britain, Soviet Union, U.S.A. and Nationalist China. DAIM can be adapted to other mods, since it only changes a select few AI files.
* Mod Forum: [https://forum.paradoxplaza.com/forum/index.php?forums/daim.298/ DAIM]
* Current Version: (does not use versioning)
* Last Update: April, 2007
* Popularity: ''1,000 - 5,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD, ARMA]]
[[Category:Mods]]
685ff20c8c46db2b04c10c002b2e252243d78d0d
Links
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== Official pages ==
{| width=95%
|-
|
=== [http://www.paradoxplaza.com/index.php?option=com_content&task=view&id=58&Itemid=144 Official pages @ Paradox] ===
General information about the game and releated material.
== Forums ==
=== [https://forum.paradoxplaza.com/forum/index.php?forums/hearts-of-iron-2.255/ HoI2 forums] ===
The official Paradox forums is ''the'' place to go for discussing HoI2 and getting answers to any questions you might have that HOI2Wiki leaves unanswered.
Also useful for finding out what's happening in the modding community.
=== [https://forum.paradoxplaza.com/forum/index.php?forums/hoi2-doomsday-expansion.327/ HoI2 Doomsday forums] ===
The official Paradox forums for HoI2 Doomsday and Armageddon.
=== [http://elitemod.informe.com/forum/ Foro Élite] ===
Forum in Spanish about HoI2 .... and HoI, Crusader King, Victoria and Europa Universalis 2.
=== French Forums on HoI ===
[http://forum.jeux-strategie.com/index.php?showforum=115 Strategium - Hearts of Iron I, II & III]
[http://eu2libre.free.fr/phpBB2/index.php?c=16 Le QG - French]
=== Italian Forums on HoI ===
[http://www.netwargamingitalia.net/forum/forumdisplay.php?f=26 Netwargamingitalia Hearts of Iron 2]
[http://bopitalia.altervista.org/forum/index.php?f=3 Battlegrounds of Paradox - Hearts of Iron 1 e 2]
=== Chinese Forums on HoI ===
[http://bbs.52pcgame.com/ 52pcgame-one of the most active Paradox fan's fortress]
=== Lord Ederon's Forums ===
[http://forums.ederon.net/ Forum with multiple active multiplayer groups playing HoI2, EU3 and other Paradox games.]
== Press ==
=== Reviews ===
* [http://www.metacritic.com/games/platforms/pc/heartsofiron2/ Metacritic] - 85/100 (''meta'')
* [http://www.gamerankings.com/htmlpages2/920609.asp?q=hearts%20of%20iron Gamerankings] - 89% (''meta'')
* [http://www.strategyinformer.com/reviews/heartsofiron2.shtml Strategy Informer] - 8.8/10
* [http://pc.gamezone.com/gzreviews/r24923.htm Gamezone] - 8.7/10
* [http://www.wargamer.com/reviews/heartsofiron2/Default.asp Wargamer] - Award for Excellence
* [http://pc.ign.com/articles/577/577912p1.html IGN] - 8.7/10
* [http://pc.boomtown.net/en_uk/articles/art.view.php?id=7090 Boomtown] - 9/10
* [http://www.gaming-age.com/cgi-bin/reviews/review.pl?sys=pc&game=heartsofiron2 Gaming Age] - B+
* [http://www.gamespot.com/pc/strategy/heartsofiron2/review.html Gamespot] - 8.3/10
* [http://www.gameindustry.com/review/item.asp?id=499 Game Industry News] - 5/5
* [http://www.firingsquad.com/games/hearts_of_iron_2_review/ Firing Squad] - 91% Editor's Choice
* [http://www.gamerzalliance.com/indyreview.php?action=getreview&rid=98 GamerzAlliance] - 95/100 GA Elite Award
* [http://www.nordicgamers.se/sektion/nordicgamers/recen/index.php?rec_id=469 Nordic Gamers] - 84% (in Swedish)
* [http://www.fz.se/artiklar/article.php?id=753 Fragzone] - 4,5/5 - Fragzone Silver Award (in Swedish)
* [http://www.jeuxvideo.com/articles/0000/00005061_test.htm JeuxVideo.com] - 16/20 (in French)
* [http://www.clubic.com/article-18930-1-hearts-of-iron-2.html Clubic.com] - Bon (in French)
=== Previews ===
* [http://www.strategy-gaming.com/previews/hearts_of_iron_2/ Strategy Gaming Online]
* [http://www.strategium-alliance.com/Preview-Hearts-of-Iron-2.1221.0.html Strategium]
* [http://www.wargamer.com/reviews/heartsofiron2_firstimpressions/Default.asp Wargamer]
* [http://pc.boomtown.net/en_uk/articles/art.view.php?id=6414 Boomtown]
* [http://pc.ign.com/articles/555/555586p1.html IGN]
* [http://www.gamespot.com/pc/strategy/heartsofiron2/preview_6110446.html Gamespot]
* [http://www.avault.com/previews/preview_temp.asp?game=hoi2&page=1 Adrenaline vault]
* [http://www.firingsquad.com/games/hearts_of_iron_2_preview/ Firing Squad]
* [http://articles.filefront.com/Hearts_of_Iron_2_Comparative_Preview/;200;;;/article.html Filefront]
* [http://www.gameindustry.com/review/item.asp?id=479 Game Industry News]
* [http://www.nordicgamers.se/sektion/nordicgamers/artiklar/index.php?art_id=151 Nordic Gamers] (in Swedish)
* [http://www.boomtown.net/se_se/articles/art.view.php?id=9331 Boomtown] (in Swedish)
* [http://gamer.no/art.php?artikkelid=11536 Gamer.no] (in Norwegian)
* [http://www.level7.nu/texter/read.php?id=45408 Level 7] (in Swedish)
=== Interviews and other stuff ===
* [http://www.happypuppy.com/games/editorial.jsp?game_id=1544&oeid=18736 HappyPuppy interview with Fredrik Lindgren] (from Paradox marketing)
* [http://www.fz.se/artiklar/article.php?id=723 Fragzone interview with Joakim Bergqwist] (game designer)
* [http://gamer.no/art.php?artikkelid=12473 Gamer.no interview with assorted Paradox staff] (in Norwegian)
* [http://www.gamespot.com/pc/strategy/heartsofiron2/media.html?gcst=hoi2_tr1006.asx Trailer at Gamespot]
== Fansites ==
{{CORE link}}
=== [http://www.stonyroad.de/ The Stony Road] ===
N!ghty's site with graphical mod tutorials, downloads, and other goodies.
=== [http://www.strategium-alliance.com/ Strategium Alliance] ===
French site with forum (there's an english subsection)
===[http://bopitalia.altervista.org/forum/index.php?f=3 Battlegrounds of Paradox] ===
Italian site with forum
===[http://www.ederon.net Domain of Lord Ederon] ===
Lord Ederon's site dedicated to Paradox games. Contains original programs, useful downloads on-line maps, printable maps and other goodies. Also active forum with emphasis on multiplayer.
=== [http://eufi.org/ Eufi.org] ===
Biggest Polish fansite and forum dedicated to Paradox games
=== [http://www.heartsofiron.fi Heartsofiron.fi] ===
Finnish Hearts of Iron site. News, Downloads, Discussion, Multiplayer games, AAR's, Screenshot galleries (all users can post their screenshots), Links and much more.
=== [http://www.heartsofiron2.de/ Heartsofiron2.de] ===
German site with forum, chat and other stuff.
=== [http://heartsofiron.eu/ DMP-Site] ===
Home of the Design-Mod-Project, German and English forum
=== [http://www.planet-core.net/Abominus/forum/portal.php A.E.I.O.U. Forum] ===
Website for A.E.IO.U., Germania, Phantasia and other Mods
=== [http://www.quintelosky.com/portal/ HoI2 Mods Portal] ===
Spanish site with all necessary for enjoy with HoI2
== Custom Music ==
=== [http://www.gridcogames.com/HOI%20Stuff/military_music.htm Military Music] ===
Here is a good link of military marching tunes that you may like to use for playing HoI2
== Other Wikis ==
=== [http://heartsofiron.eu/wiki/ German HoI-Wiki] ===
German language wiki
=== [http://paradoxian.org.ua/ Ukrainian wiki] ===
RU language wiki
== Linking to HOI2Wiki ==
If you wish to link to this site, feel free to use one of these images:
{| BORDER=1 CELLPADDING=10
| [[Image:Wiki2.gif]]
| [[Image:Wiki370_90.jpg]]
| [[Image:Wiki93_33.gif]]
|}
[[Category:Links]]
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WIF
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[[image:wif.png|center]]
The WIF mod is designed to make Hearts of Iron a more challenging, realistic and historic game with many events, a new combat system, new AI, new graphics and sounds. Will you surrender to an AI for the first time ?
* Mod Forum: [https://forum.paradoxplaza.com/forum/index.php?forums/world-in-flames.445/ Paradox Forum] and [http://forum.jeux-strategie.com/index.php?showforum=264 Strategium Forum]
* Current Version: Titanium Edition (final version for HOI2DDA)
* Last Update: February, 2010
* Popularity: ''over 10,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD, ARMA]]
'''Features Explained:'''
{| border="1" cellpadding=2
|- valign=bottom bgcolor="lightgrey"
! Feature !! Description
|- align=left
| Graphics & Sound || [[GIP]] & [[SKIF]] are included, as well as alot of custom graphics made by the WiF team. New music playlists that you can choose in game to bring a whole new atmosphere to the game (something like 600 MB when compressed). Some event trigger certain tracks such as Pearl Harbor announcement, including many speeches.
|- align=left
| AI || All major AI revised, many minors as well. AI is no longer sitting around. It now DOES want to destroy you.
|- align=left
| Technology || Land doctrine and naval trees completely revised. Small changes in the other trees.
|- align=left
| Territory || Changed the whole infrastructure/resources/manpower/ICs/terrain type layout. Political map includes graphic depictions of terrain types.
|- align=left
| Events || A large number of new events, especially with gameplay
|- align=left
| New Units || Waffen SS, Gurkhas, SAS, US Marines, US Rangers, Soviet winter troops and many other specific units.
|- align=left
| Game Mechanics || Revised land/sea/air combat systems.
|}
[[Category:Mods]]
995c78b9f473d53030aae7f8c24929ed599a714d
Cold War Tech Tree Extension Project
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This mod extends the tech tree of the game to 1964, the official end date of Armageddon. While Paradox extended the game time in Armageddon, they did not add any events or new technologies to fill this gap. The Cold War Tech Tree Extension Projects aims to do this.
The early tech tree is left untouched, so that it is possible to play a "normal" 1936 grand campaign game with this mod installed.
[http://forum.paradoxplaza.com/forum/showthread.php?t=376965 paradoxplaza forum thread]
[[Category:Mods]]
63771a63e759d90ce30fb3cf8e0182d3e1fbdd86
Ground unit statistics
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== HOI versions 1.0 - 1.3 ==
=== Ground Units ===
==== [[Armored Division]]====
Armoured units allow real projection of power on the battlefield. Their speed and firepower make them lethal against all but the best entrenched Infantry. However, as tanks became heaver, their speeds would reduce accordingly. They also required a constant supply of fuel to remain in the field, and if this vital supply was severed, the armoured unit would be next to useless.
{| cellpadding=1
|- valign=bottom
! Model !! Total Cost !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Great War Tank || 2880 || 30 || 30 || 1 || 1 || 8 || 2 || 7 || 5 || 30
| width=20 | || 16 || 180 || 7 || 4 || 2 || 4 || 1 || 30 || 1.0 || 1.0 || 5 || 5 || 5 || 5
|- align=center
| align=left | Early Tank || 3700 || 30 || 30 || 2 || 1 || 8 || 3 || 12 || 8 || 30
| width=20 | || 20 || 185 || 7 || 8 || 2.2 || 5 || 1 || 30 || 0.5 || 1.0 || 9 || 9 || 9 || 9
|- align=center
| align=left | Basic Medium Tank || 4440 || 30 || 30 || 2 || 2 || 12 || 11 || 20 || 12 || 30
| width=20 | || 24 || 185 || 7 || 10 || 2.4 || 7 || 1 || 40 || 0.5 || 1.0 || 11 || 11 || 11 || 11
|- align=center
| align=left | Improved Medium Tank || 4810 || 30 || 30 || 3 || 3 || 14 || 13 || 25 || 16 || 30
| width=20 | || 26 || 185 || 7 || 10 || 2.6 || 7 || 1 || 40 || 0.5 || 1.0 || 11 || 11 || 11 || 11
|- align=center
| align=left | Advanced Medium Tank || 4995 || 30 || 30 || 4 || 4 || 14 || 14 || 30 || 20 || 30
| width=20 | || 27 || 185 || 7 || 10 || 2.8 || 7 || 1 || 40 || 0.5 || 1.0 || 11 || 11 || 11 || 11
|- align=center
| align=left | Semi–Modern Tank || 5365 || 30 || 30 || 4 || 5 || 16 || 16 || 35 || 24 || 30
| width=20 | || 29 || 185 || 7 || 11 || 3.0 || 7 || 1 || 45 || 0.5 || 1.0 || 12 || 12 || 12 || 12
|}
''' Brigades allowed '''
'Armored'-units can have the following brigades attached: 'Anti Air' 'Armored Car' 'Engineer' 'Heavy Armor' 'Light Armor Brigade' 'Sp Artillery' 'Sp Rct Artillery' 'Super Heavy Armor' 'Tank Destroyer'
====[[Cavalry Division]]====
Cavalry are able to move fairly rapidly over most types of terrain and do not require a supply of fuel to operate, but they are lightly armed when compared with Armoured units, and the automatic weapons of the time can inflict devastating casualties to both men and horses. That is not to say that Cavalry can't prove useful in some instances as a mobile reserve.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Cavalry '18 || 30 || 30 || 1 || 2 || 4 || 0 || 10 || 10 || 100
| width=20 | || 8 || 95 || 9 || 7 || 1.2 || 0 || 4 || 30 || 1.0 || 1.0 || 7 || 7 || 7 || 7
|- align=center
| align=left | Cavalry '36 || 30 || 30 || 2 || 3 || 8 || 1 || 10 || 10 || 100
| width=20 | || 8 || 95 || 9 || 7 || 1.2 || 0 || 4 || 30 || 0.5 || 1.0 || 7 || 7 || 7 || 7
|- align=center
| align=left | Cavalry '39 || 30 || 30 || 3 || 4 || 10 || 2 || 12 || 12 || 100
| width=20 | || 8 || 95 || 9 || 7 || 1.3 || 0 || 4 || 30 || 0.5 || 1.0 || 7 || 7 || 7 || 7
|- align=center
| align=left | Semi–Motorized Cavalry '39 || 30 || 30 || 4 || 4 || 12 || 2 || 14 || 14 || 95
| width=20 | || 9 || 95 || 9 || 7 || 1.5 || 1.5 || 4 || 30 || 0.5 || 1.0 || 7 || 7 || 7 || 7
|- align=center
| align=left | Armored Cavalry '44 || 30 || 30 || 7 || 6 || 16 || 10 || 20 || 20 || 60
| width=20 | || 14 || 135 || 9 || 10 || 2.2 || 0 || 4 || 30 || 0.5 || 1.0 || 10 || 10 || 10 || 10
|- align=center
| align=left | Air Cavalry '45 || 40 || 40 || 7 || 6 || 16 || 10 || 20 || 18 || 80
| width=20 | || 25 || 155 || 9 || 14 || 2.8 || 7 || 4 || 30 || 0.5 || 1.0 || 14 || 14 || 14 || 14
|}
''' Brigades allowed '''
'Cavalry'-units can have the following brigades attached: 'Anti Air' 'Anti Tank' 'Armored Car' 'Artillery' 'Engineer' 'Light Armor Brigade' 'Sp Artillery' 'Tank Destroyer'
==== [[Garrison Division]] ====
Garrison Divisions are second line troops used to safeguard valuable objectives far from the front lines. They lack heavy equipment and transportation, making them immobile except for [[strategic redeployment]]. They have limited fighting capability but can be used to free more capable troops for frontline use.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Garrison '18 || 30 || 30 || 1 || 3 || 5 || 1 || 2 || 10 || 100
| width=20 | || 5 || 60 || 10 || 1 || 0.5 || 0 || 6 || 10 || 1.0 || 1.0 || 3 || 3 || 3 || 3
|- align=center
| align=left | Garrison '39 || 30 || 30 || 3 || 4 || 12 || 2 || 7 || 15 || 95
| width=20 | || 5 || 60 || 10 || 1 || 0.6 || 0 || 8 || 10 || 0.5 || 1.0 || 3 || 3 || 3 || 3
|- align=center
| align=left | Garrison '43 || 30 || 30 || 4 || 6 || 16 || 5 || 12 || 25 || 85
| width=20 | || 5 || 60 || 10 || 1 || 0.7 || 0 || 10 || 10 || 0.5 || 1.0 || 3 || 3 || 3 || 3
|}
''' Brigades allowed '''
'Garrison'-units can have the following brigades attached: 'Anti Air' 'Anti Tank' 'Artillery' 'Engineer' 'Police' 'Rocket Artillery'
==== [[HQ Division]]====
Headquarters are the brains of your armed forces. They contain the staff that keeps your army running, such as logistics and planning staff. They give a bonus to the units fighting in the vicinity but it is advisable to guard them, as their own fighting ability is poor.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | HQ '36 || 30 || 30 || 1 || 3 || 1 || 1 || 25 || 25 || 100
| width=20 | || 16 || 270 || 5 || 2 || 0.5 || 0 || 2 || 10 || 1.0 || 1.0 || 2 || || 2 || 2
|- align=center
| align=left | HQ '39 || 30 || 30 || 3 || 4 || 2 || 1 || 30 || 30 || 95
| width=20 | || 18 || 250 || 5 || 5 || 0.6 || 2 || 2 || 10 || 0.5 || 1.0 || 5 || || 5 || 5
|- align=center
| align=left | HQ '43 || 30 || 30 || 4 || 6 || 3 || 1 || 35 || 35 || 80
| width=20 | || 21 || 200 || 5 || 10 || 0.7 || 4 || 2 || 10 || 0.5 || 1.0 || 10 || || 10 || 10
|}
''' Brigades allowed '''
'HQ'-units can have the following brigades attached: 'Anti Air' 'Artillery' 'Engineer' 'Police' 'Rocket Artillery' 'Sp Artillery' 'Sp Rct Artillery'
==== [[Infantry Division]] ====
Infantry will most likely make up the bulk of your army. They are relatively cheap to build and require no regular fuel supply to manoeuvre, but their lack of motorized transport means their speed of advance is limited. However, Infantry are able to occupy large areas of land, securing ground captured by other forces.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Infantry '18 || 30 || 30 || 1 || 3 || 5 || 1 || 10 || 13 || 100
| width=20 | || 7 || 95 || 10 || 4 || 0.9 || 0 || 2 || 10 || 1.0 || 1.0 || 6 || 6 || 6 || 6
|- align=center
| align=left | Infantry '36 || 30 || 30 || 2 || 3 || 10 || 1 || 12 || 15 || 100
| width=20 | || 7 || 95 || 10 || 5 || 1 || 0 || 2 || 10 || 0.5 || 1.0 || 6 || 6 || 6 || 6
|- align=center
| align=left | Infantry '39 || 30 || 30 || 3 || 4 || 12 || 2 || 18 || 18 || 100
| width=20 | || 7 || 95 || 10 || 5 || 1 || 0 || 2 || 10 || 0.5 || 1.0 || 6 || 6 || 6 || 6
|- align=center
| align=left | Infantry '41 || 30 || 30 || 4 || 5 || 14 || 4 || 24 || 24 || 100
| width=20 | || 7 || 95 || 10 || 5 || 1 || 0 || 2 || 10 || 0.5 || 1.0 || 7 || 7 || 7 || 7
|- align=center
| align=left | Infantry '43 || 30 || 30 || 4 || 6 || 16 || 5 || 30 || 30 || 100
| width=20 | || 7 || 95 || 10 || 5 || 1.1 || 0 || 2 || 10 || 0.5 || 1.0 || 7 || 7 || 7 || 7
|- align=center
| align=left | Infantry '45 || 30 || 30 || 6 || 6 || 18 || 6 || 35 || 35 || 100
| width=20 | || 7 || 95 || 10 || 6 || 1.1 || 0.1 || 2 || 10 || 0.5 || 1.0 || 7 || 7 || 7 || 7
|}
''' Brigades allowed '''
'Infantry'-units can have the following brigades attached: 'Anti Air' 'Anti Tank' 'Armored Car' 'Artillery' 'Engineer' 'Light Armor Brigade' 'Police' 'Rocket Artillery' 'Sp Artillery' 'Sp Rct Artillery' 'Tank Destroyer'
==== [[Light Armored Division]] ====
Armoured units allow real projection of power on the battlefield. Their speed and firepower make them lethal against all but the best entrenched Infantry. However, as tanks become heavier, their speeds will reduce accordingly. They also require a constant supply of fuel to remain in the field and if this vital supply is severed, the armoured unit will be almost useless.
''Light armored divisions upgrade to basic medium armor divisions. The advanced light armor tech allows you to build a light armor brigade which can be added to almost every kind of division.''
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Tankette || 30 || 30 || 2 || 1 || 6 || 2 || 10 || 8 || 30
| width=20 | || 17 || 150 || 7 || 8 || 1.6 || 3 || 1 || 30 || 1.0 || 1.0 || 9 || 9 || 9 || 9
|- align=center
| align=left | Basic Light Tank || 30 || 30 || 2 || 2 || 7 || 5 || 15 || 10 || 30
| width=20 | || 20 || 155 || 7 || 10 || 1.8 || 4 || 1 || 30 || 0.5 || 1.0 || 11 || 11 || 11 || 11
|- align=center
| align=left | Improved Light Tank || 30 || 30 || 3 || 3 || 8 || 6 || 20 || 12 || 30
| width=20 | || 21 || 170 || 7 || 10 || 2.0 || 5 || 1 || 30 || 0.5 || 1.0 || 11 || 11 || 11 || 11
|}
''' Brigades allowed '''
'Light Armored'- divisions can have the following brigades attached: 'Anti Air' 'Armored Car' 'Engineer' 'Heavy Armor' 'Light Armor Brigade' 'Sp Artillery' 'Sp Rct Artillery' 'Super Heavy Armor' 'Tank Destroyer'
==== [[Marine Division]] ====
Marines are an elite branch of the Infantry, specifically trained for assaulting beaches and other naval operations. They make use of specialised equipment and tactics to give them an edge over regular Infantry in such an environment.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Marines '36 || 40 || 40 || 2 || 3 || 8 || 1 || 12 || 15 || 100
| width=20 | || 9 || 160 || 10 || 4 || 0.8 || 0 || 3 || 10 || 0.5 || 1.0 || 5 || 5 || 5 || 5
|- align=center
| align=left | Marines '39 || 40 || 40 || 3 || 4 || 10 || 2 || 18 || 18 || 100
| width=20 | || 9 || 160 || 10 || 5 || 0.8 || 0 || 3 || 10 || 0.5 || 1.0 || 6 || 6 || 6 || 6
|- align=center
| align=left | Marines '41 || 40 || 40 || 4 || 5 || 12 || 4 || 24 || 20 || 100
| width=20 | || 9 || 160 || 10 || 5 || 0.9 || 0 || 3 || 10 || 0.5 || 1.0 || 6 || 6 || 6 || 6
|- align=center
| align=left | Marines '43 || 40 || 40 || 5 || 6 || 14 || 5 || 30 || 25 || 100
| width=20 | || 9 || 160 || 10 || 5 || 0.9 || 0 || 3 || 10 || 0.5 || 1.0 || 6 || 6 || 6 || 6
|}
''' Brigades allowed '''
'Marines'-units can have the following brigades attached: 'Anti Air' 'Anti Tank' 'Artillery' 'Engineer' 'Light Armor Brigade' 'Rocket Artillery' 'Sp Artillery' 'Sp Rct Artillery' 'Tank Destroyer'
==== [[Mechanized Division]] ====
Mechanized Infantry are equipped with all-terrain vehicles, such as the halftrack, which does not limit them to roads as with Motorized Infantry and allows them to work well with armoured units. However, the specialist equipment they require means their cost is high.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Mechanized Infantry '42 || 30 || 30 || 4 || 5 || 14 || 5 || 20 || 20 || 60
| width=20 | || 14 || 125 || 10 || 10 || 1.3 || 4.5 || 2 || 30 || 0.5 || 1.0 || 11 || 11 || 11 || 11
|- align=center
| align=left | Mechanized Infantry '43 || 30 || 30 || 4 || 6 || 16 || 6 || 25 || 25 || 60
| width=20 | || 14 || 125 || 10 || 10 || 1.4 || 4.5 || 2 || 30 || 0.5 || 1.0 || 11 || 11 || 11 || 11
|- align=center
| align=left | Mechanized Infantry '44 || 30 || 30 || 6 || 6 || 18 || 7 || 32 || 32 || 60
| width=20 | || 14 || 125 || 10 || 10 || 1.5 || 4.5 || 2 || 30 || 0.5 || 1.0 || 11 || 11 || 11 || 11
|- align=center
| align=left | Mechanized Infantry '45 || 30 || 30 || 7 || 6 || 20 || 8 || 37 || 37 || 60
| width=20 | || 14 || 125 || 10 || 10 || 1.5 || 4.5 || 2 || 30 || 0.5 || 1.0 || 11 || 11 || 11 || 11
|}
''' Brigades allowed '''
'Mechanized'-units can have the following brigades attached: 'Anti Air' 'Anti Tank' 'Armored Car' 'Engineer' 'Heavy Armor' 'Light Armor Brigade' 'Sp Artillery' 'Sp Rct Artillery' 'Tank Destroyer'
==== [[Militia Division]] ====
Militia are a cheap and rapidly formed Infantry unit. Their hurried training and poor equipment mean they are of little use in combat, although they can be useful for controlling territory and as a last line of defence when no other units are available.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Militia '36 || 30 || 30 || 1 || 2 || 2 || 0 || 1 || 8 || 100
| width=20 | || 4 || 50 || 5 || 4 || 0.2 || 0 || 1 || 10 || 0.5 || 1.0 || 4 || 6 || 4 || 4
|- align=center
| align=left | Militia '43 || 30 || 30 || 1 || 3 || 6 || 3 || 5 || 15 || 100
| width=20 | || 4 || 55 || 5 || 4 || 0.5 || 0 || 1 || 10 || 0.5 || 1.0 || 4 || 4 || 4 || 4
|}
''' Brigades allowed '''
'Militia'-units can have the following brigades attached: 'Anti Air' 'Anti Tank' 'Armored Car' 'Artillery' 'Light Armor Brigade'
==== [[Motorized Division]] ====
Motorized Infantry make use of wheeled vehicles, such as trucks, to manoeuvre more rapidly than basic Infantry. But they are limited to roads and so their performance may suffer in provinces with low infrastructure levels.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Motorized Infantry '40 || 30 || 30 || 3 || 4 || 12 || 2 || 15 || 15 || 80
| width=20 | || 14 || 100 || 10 || 8 || 1.2 || 3.5 || 2 || 30 || 0.5 || 1.0 || 10 || 10 || 10 || 10
|- align=center
| align=left | Motorized Infantry '42 || 30 || 30 || 4 || 5 || 14 || 4 || 20 || 25 || 80
| width=20 | || 12 || 100 || 10 || 9 || 1.3 || 3.5 || 2 || 30 || 0.5 || 1.0 || 10 || 10 || 10 || 10
|- align=center
| align=left | Motorized Infantry '44 || 30 || 30 || 4 || 6 || 16 || 5 || 27 || 35 || 80
| width=20 | || 12 || 100 || 10 || 9 || 1.4 || 3.5 || 2 || 30 || 0.5 || 1.0 || 10 || 10 || 10 || 10
|}
''' Brigades allowed '''
'Motorized'-units can have the following brigades attached: 'Anti Air' 'Anti Tank' 'Armored Car' 'Artillery' 'Engineer' 'Light Armor Brigade' 'Rocket Artillery' 'Sp Artillery' 'Sp Rct Artillery' 'Tank Destroyer'
==== [[Mountain Division]] ====
Mountain Troops are an elite branch of the Infantry, specifically trained for operations in mountainous terrain. They make use of specialised equipment and tactics to give them an edge over regular Infantry in such an environment.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Mountain '36 || 40 || 40 || 2 || 3 || 8 || 1 || 12 || 15 || 100
| width=20 | || 8 || 120 || 10 || 4 || 0.8 || 0 || 3 || 8 || 0.5 || 1.0 || 5 || 5 || 5 || 5
|- align=center
| align=left | Mountain '39 || 40 || 40 || 3 || 4 || 10 || 2 || 18 || 18 || 100
| width=20 | || 8 || 120 || 10 || 5 || 0.8 || 0 || 3 || 8 || 0.5 || 1.0 || 5 || 5 || 5 || 5
|- align=center
| align=left | Mountain '41 || 40 || 40 || 4 || 5 || 12 || 4 || 24 || 24 || 100
| width=20 | || 8 || 120 || 10 || 5 || 0.9 || 0 || 3 || 8 || 0.5 || 1.0 || 5 || 5 || 5 || 5
|- align=center
| align=left | Mountain '43 || 40 || 40 || 5 || 6 || 14 || 5 || 30 || 30 || 100
| width=20 | || 8 || 120 || 10 || 5 || 0.9 || 0 || 3 || 8 || 0.5 || 1.0 || 5 || 5 || 5 || 5
|}
''' Brigades allowed '''
'Mountain'-units can have the following brigades attached: 'Anti Air' 'Anti Tank' 'Artillery' 'Engineer' 'Police'
==== [[Paratroop Division]] ====
Paratroopers are an elite branch of the Infantry, specifically trained to either parachute to the ground or be ferried to a battle in gliders. Their rapid deployment capability makes them ideal for use as a mobile reserve or for use in capturing a strategic asset behind enemy lines. However, they are handicapped by a lack of heavy equipment due to their mode of travel, and when they are in action it is advisable to move other units to their support.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Airborne '39 || 40 || 40 || 2 || 3 || 8 || 1 || 16 || 11 || 100
| width=20 | || 12 || 180 || 15 || 4 || 1.4 || 0 || 3 || 10 || 0.5 || 1.0 || 5 || 5 || 5 || 5
|- align=center
| align=left | Airborne '41 || 40 || 40 || 3 || 4 || 10 || 2 || 20 || 16 || 100
| width=20 | || 12 || 180 || 15 || 5 || 1.5 || 0 || 3 || 8 || 0.5 || 1.0 || 6 || 6 || 6 || 6
|- align=center
| align=left | Airborne '43 || 40 || 40 || 4 || 5 || 12 || 4 || 28 || 20 || 100
| width=20 | || 12 || 180 || 15 || 5 || 1.7 || 0 || 3 || 5 || 0.5 || 1.0 || 6 || 6 || 6 || 6
|- align=center
| align=left | Airborne '45 || 40 || 40 || 5 || 6 || 14 || 5 || 35 || 25 || 100
| width=20 | || 12 || 180 || 15 || 5 || 1.9 || 0 || 3 || 5 || 0.5 || 1.0 || 6 || 6 || 6 || 6
|}
''' Brigades allowed '''
'Paratroops'-units can have the following brigades attached: 'Anti Air' 'Anti Tank' 'Artillery'
=== Brigade Units ===
Brigade Unit effects apply only to the division to which they are attached. They do not apply to the corps to which they are in.
==== [[Anti-aircraft Brigade]] ====
Anti-Aircraft weapons will increase the 'Air Attack' capability of your units, so that they inflict more damage on Aircraft.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Basic Anti–Air || || || 1 || 2 || || 1 || || 1 ||
| width=20 | || 5 || 40 || 2 || -1 || 0.3 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Improved Anti–Air || || || 2 || 3 || || 1 || || 1 ||
| width=20 | || 5 || 40 || 2 || || 0.35 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Advanced Anti–Air || || || 3 || 3 || || 2 || || 1 ||
| width=20 | || 5 || 40 || 2 || || 0.4 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Semi–Modern Anti–Air || || || 4 || 4 || || 3 || || 2 ||
| width=20 | || 5 || 40 || 2 || || 0.45 || || || || 0.5 || 1.0 || || || ||
|}
==== [[Anti-tank Brigade]] ====
Anti-Tank weapons will increase the 'Hard Attack' capability of your units, making them more effective against Armoured and Mechanized units.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Early Anti–Tank || || || || || || 2 || || 1 ||
| width=20 | || 4 || 60 || 2 || -1 || 0.3 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Basic Anti–Tank || || || || || || 3 || || 2 ||
| width=20 | || 5 || 60 || 2 || -1 || 0.35 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Improved Anti–Tank || || || || || || 5 || || 3 ||
| width=20 | || 5 || 60 || 2 || -1 || 0.4 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Advanced Anti–Tank || || || || || || 6 || || 4 ||
| width=20 | || 5 || 60 || 2 || -1 || 0.45 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Semi–Modern Anti–Tank || || || || || || 7 || || 5 ||
| width=20 | || 5 || 60 || 2 || -1 || 0.5 || || || || 0.5 || 1.0 || || || ||
|}
==== [[Armored Car Brigade]] ====
Armored Cars are wheeled vehicles, typically with light armour and modest weaponry. They give your units an added capability against soft targets, being most effective against supply trucks and rear area troops.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Basic Armored Car || 3 || || || || 2 || || 1 || 1 || -5
| width=20 | || 3 || 60 || 2 || || 1 || 0.4 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Improved Armored Car || 6 || || || || 3 || 1 || 2 || 2 || -5
| width=20 | || 3 || 60 || 2 || || 1 || 0.45 || || || 0.5 || 1.0 || || || ||
|}
==== [[Artillery Brigade]] ====
Artillery pieces will increase the 'Soft Attack' capability of your units, inflicting more damage on Infantry and Motorized units.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Great War Light Artillery || || || || || 2 || 1 || || 2 ||
| width=20 | || 5 || 45 || 2 || -1 || 0.6 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Great War Medium Artillery || || || || || 3 || 1 || || 2 ||
| width=20 | || 5 || 60 || 2 || -1 || 0.8 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Great War Heavy Artillery || || || || || 4 || 1 || || 2 ||
| width=20 | || 6 || 80 || 2 || -2 || 1.1 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Early Artillery || || || || || 4 || 2 || || 3 ||
| width=20 | || 5 || 60 || 2 || -1 || 1.0 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Basic Artillery || || || || || 5 || 2 || || 4 ||
| width=20 | || 5 || 60 || 2 || -1 || 1.1 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Improved Artillery || || || || || 6 || 2 || || 4 ||
| width=20 | || 6 || 60 || 2 || -1 || 1.2 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Advanced Artillery || || || || || 7 || 2 || || 5 ||
| width=20 | || 7 || 60 || 2 || -1 || 1.3 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Semi–Modern Artillery || || || || || 8 || 3 || || 5 ||
| width=20 | || 7 || 60 || 2 || -1 || 1.4 || || || || 0.5 || 1.0 || || || ||
|}
====[[Engineer Brigade]]====
Engineer Brigades help crossing rivers, making the process quicker and reducing disorganisation. The combat bonus is a +20 combat modifier for the engineering brigade.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Engineer || || || || || || || 3 || 5 ||
| width=20 | || 4 || 45 || 2 || 1 || 0.3 || || || || 0.5 || 1.0 || || || ||
|}
==== [[Heavy Armored Brigade]] ====
Heavy Armor gives your units a considerable boost in both hard and soft attack. Heavy Tanks are used when breaking enemy lines, being extremely hard to kill. But they slow your units down and require considerable amounts of supplies and fuel.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Basic Heavy Tank || || || || || 2 || 2 || 2 || 2 || -10
| width=20 | || 8 || 80 || 2 || -1 || 0.7 || 2.5 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Improved Heavy Tank || || || || || 4 || 4 || 4 || 4 || -12
| width=20 | || 9 || 80 || 2 || -1 || 0.8 || 3.0 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Advanced Heavy Tank || || || || || 5 || 6 || 6 || 6 || -15
| width=20 | || 9 || 80 || 2 || -2 || 1 || 3.5 || || || 0.5 || 1.0 || || || ||
|}
==== [[Light Armored Brigade]] ====
Armoured units allow real projection of power on the battlefield. Their speed and firepower make them lethal against all but the best entrenched Infantry. However, as tanks become heavier, their speeds will reduce accordingly. They also require a constant supply of fuel to remain in the field and if this vital supply is severed, the armoured unit will be almost useless.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Light Tank || 8 || || || || 2 || 3 || 3 || 3 || -8
| width=20 | || 5 || 60 || 2 || || 0.7 || 1.5 || || || 0.5 || 1.0 || || || ||
|}
==== [[Police Brigade]] ====
Police Brigades are good at suppressing partisans and rebels.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Police || 3 || || || || || || || ||
| width=20 | || 2 || 35 || 2 || || 0.1 || || 3 || || 0.5 || 1.0 || || || ||
|}
==== [[Rocket Artillery Brigade]] ====
Rocket Artillery gives your units an added capability against soft units. Rockets are an area weapon, saturating an area with explosions, and are thus most effective against Infantry concentrations.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Basic Rocket Artillery || || || || || 5 || 1 || || 2 ||
| width=20 | || 4 || 45 || 2 || -1 || 1.5 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Improved Rocket Artillery || || || || || 6 || 1 || || 3 ||
| width=20 | || 5 || 45 || 2 || -1 || 1.5 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Advanced Rocket Artillery || || || || || 7 || 3 || || 4 ||
| width=20 | || 6 || 45 || 2 || -1 || 1.5 || || || || 0.5 || 1.0 || || || ||
|}
==== [[Self-Propelled Artillery Brigade]] ====
SP, or Self-Propelled, Artillery gives your armored and mechanized units an additional punch against enemy infantry while not reducing the speed of those units as much as normal artillery.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Early SP Artillery || || || || || 4 || 2 || 3 || 3 || -5
| width=20 | || 6 || 70 || 2 || || 1.3 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Basic SP Artillery || || || || || 5 || 2 || 4 || 4 || -6
| width=20 | || 7 || 70 || 2 || || 1.4 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Improved SP Artillery || || || || || 6 || 2 || 4 || 4 || -7
| width=20 | || 7 || 70 || 2 || || 1.5 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Advanced SP Artillery || || || || || 7 || 3 || 5 || 5 || -8
| width=20 | || 8 || 70 || 2 || || 1.6 || 1 || || || 0.5 || 1.0 || || || ||
|}
==== [[Self-Propelled Rocket Artillery Brigade]] ====
SP, or Self-Propelled, Rocket Artillery gives your armored and mechanized units added capability against soft units such as infantry. They are very effective against enemy infantry, and do not reduce the speed of your fast units like normal rocket artillery.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Basic SP Rct Artillery || || || || || 5 || 1 || 4 || 4 || -6
| width=20 | || 6 || 60 || 2 || || 1.5 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Improved SP Rct Artillery || || || || || 6 || 1 || 4 || 4 || -7
| width=20 | || 7 || 60 || 2 || || 1.5 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Advanced SP Rct Artillery || || || || || 7 || 3 || 5 || 5 || -8
| width=20 | || 8 || 60 || 2 || || 1.5 || 1 || || || 0.5 || 1.0 || || || ||
|}
==== [[Super Heavy Armored Brigade]] ====
Super Heavy Armor is the ultimate shock weapon. Nearly impossible to kill, they give horrendous bonuses to your units' hard and soft attack values. They also consume enormous amounts of supplies and fuel, and slow your units to a crawl.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Super–Heavy Tank || || || || || 7 || 8 || 2 || 8 || -20
| width=20 | || 10 || 120 || 2 || -4 || 1.5 || 5 || || || 0.5 || 1.0 || || || ||
|}
==== [[Tank Destroyer Brigade]] ====
Tank Destroyers are similar to normal Tanks. The difference is that they don't have a rotating turret, and mount most of their armor to the front. They give your units an added capability against hard targets such as enemy armor.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Early Tank Destroyer || || || || || || 2 || 1 || 1 || -5
| width=20 | || 7 || 70 || 2 || || 0.5 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Basic Tank Destroyer || || || || || || 3 || 2 || 2 || -6
| width=20 | || 7 || 70 || 2 || || 0.6 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Improved Tank Destroyer || || || || || || 5 || 3 || 3 || -7
| width=20 | || 7 || 70 || 2 || || 0.7 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Advanced Tank Destroyer || || || || || 1 || 6 || 4 || 4 || -8
| width=20 | || 8 || 70 || 2 || || 0.75 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Semi–Modern Tank Destroyer || || || || || 1 || 7 || 5 || 5 || -9
| width=20 | || 8 || 70 || 2 || || 0.8 || 1 || || || 0.5 || 1.0 || || || ||
|}
=== Download PDF ===
* [[Media:GroundUnitOverview.pdf|Ground unit overview]]
* [[Media:DivisionStatistics.pdf|Ground divisions]]
* [[Media:BrigadeStatistics.pdf|Ground brigades]]
* [[Media:GroundUnitCombatModifiers.pdf|Ground unit combat modifiers]]
== Doomsday 1.0 - 1.3 ==
Available as a PDF file: [[Media:UnitStats_DD12_Land.pdf|Land Unit Statistics]]. Also, a complete Excel file is available: [http://joe-s.home.insightbb.com/hoi2dd.htm DD UnitStats v1.2 Excel File]
[[Category:Reference]]
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Militia Strategy Guide
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{{Anthology}}
At first glance, the [[Militia Division]] seems to be a worthless unit. When comparing the statistics of Militia to any other land unit, they are clearly inferior. Yet, Militia is so valuable and important to your army that every nation in the game should use Militia when they are able to do so.
== Comparison to Infantry ==
{| border="1" cellpadding=1
|- valign=bottom
! Model !! ORG !! Morale !! Air Att. !! Air Def. !! Soft Att. !! Hard Att. !! Toughness !! Defensiveness !! Softness !! Cost !! Build-time !! Manpower !! Max Speed !! Supply Cons. !! Suppression
|- align=center
| align=left | Infantry '36 || 30 || 30 || 2 || 3 || 10 || 1 || 12 || 15 || 100 || 7 || 95 || 10 || 4 || 1 || 2
|- align=center
| align=left | Militia '36 || 30 || 30 || 1 || 2 || 2 || 0 || 1 || 8 || 100 || 4 || 50 || 5 || 4 || 0.2 || 1
|}
This means:
* Infantry uses five times as much supplies
* Infantry increases TC load by five times
* Infantry costs twice as much in manpower
* Infantry costs over three times more IC days (665 versus 200)
These facts aren't necessarily surprising: since Infantry is a better combat unit, it "should" cost more, right? Yet, combat isn't only about statistics! In particular, there is more to combat in HOI2 than attack ratings, and this will be explained in detail by the following analysis.
Further comparison is available at [[Ground_unit_statistics]].
=== Value ===
Considering that every unit in game requires: "IC to build x Days to build", also known as [[IC days]] (ICd), consider the following scenario. You are a nation with 22 IC available for production and you need to build an army. How do you get the most army for your production? What will you build over the next 3 months? Considering this time frame and the IC you are using, this equates to 2,000 ICd.
According to the [http://forum.paradoxplaza.com/forum/showthread.php?t=296740 findings made by Theokrat], 100% combat efficiency is achieved when the majority of a formation consists of militia. Hence, building 3 militia and 2 infantry (1,930 ICd) versus 3 infantry (1,995 ICd) is a far better choice because the mixed force is:
* Superior in combat: more units are inflicting damage
* Superior in losses: more units spread causalities evenly
* Superior in staying power: Decreased loses enable infantry to fight longer
* Superior in costs, time, TC, supply, and manpower.
=== Absorbing Bullets ===
Militia will act like a sponge for bullets in your formation. A Militia unit that has lost half of its strength has only lost 2.5 manpower, while an infantry unit in the same situation has lost 5 manpower. This has the net effect of keeping your infantry units in a firefight while minimizing the causalities of your units.
=== Battle Winning Ability ===
All this being said, the ''true'' value of Militia can only be understood with battle winning ability (BWA). BWA = damage inflicted (soft attack) x damage absorbed (org). Continuing the example above of unit production that is the same in IC days, the choice of 3 militia with 2 infantry has a total soft attack of 26, and a total organization of 150. Thus, the BWA is 3,900 (26 * 150). Meanwhile, the group of 3 infantry has a total soft attack of 30, but a total organization of only 90. Thus, their BWA is 2,700 (30 * 90).
Meanwhile, 1 infantry with 300 BWA (30 * 10) will defeat 2 Militia (4 * 60) (240 BWA), however will loose handily against 3 Militia (540 BWA).
=== Command Limit ===
A division of Militia takes up command capacity. In offense, Militia are higher in the division ranking (explanation needed) and thus damage-dealing infantry divisions are the ones taking the command penalty of -75% effectiveness. There is no overall limit to command capacity for defenders (instead of 24 divisions per province (FM + HQ) for attackers), so militia are sure to be fully effective on defense.
== The Manpower issue ==
=== The problem ===
Although Militia are an excellent, cost effective addition to nearly any army, as explained above, one should still be weary of one particular problem: manpower depletion.
On first sight, this is not really so much a problem, as Militia cost only half the manpower of a standard Infantry unit (5 manpower for a militia compared to 10 for an infantry unit). However, the IC-day cost of an Infantry is more than three times the cost of that of a regular Militia (665 for the Infantry to 200 for the Militia). In effect, this means you can build approximately 3.30 Militia for every 1 Infantry, which means you will spend 5 times 3.30 manpower (16.5) if you build Militia, versus 10 manpower if you go Infantry. This can be a good thing, as an investment in Militia is a quick and cost effective way to ''use'' your manpower, rather than having it waste away in the manpower pool.
Militia will rapidly deplete and waste manpower if used incorrectly. For example, a unit comprised 100% of militia will take heavy losses and have very little combat effectiveness. In this sense, creating a unit that is entirely made of militia, and using that unit on the front lines, is very wasteful of manpower. Alternatively, the suggested approach is to combine Militia evenly with Infantry. Doing this ensures that Infantry sustain fewer loses while fighting, and inflict more damage. When Militia is used in this combined approach, manpower is saved.
=== Consequences ===
The consequences are fairly obvious, in that a state which main limitation lies in a small manpower pool and a similarly slow growth in manpower is oftentimes better served committing it's small manpower resources to less cost effective, more elite units like Infantry, Armor and Air force.
This begs the question: which state should employ large quantities of Militia, which should use none and which should keep to a limited amount?
===== States which should rely heavily on Militia =====
The states which should favor large amounts of Militia are states with a high "manpower to IC ratio" (mp/IC). They will usually be limited in their capabilities to turn out units because of limited IC, rather than limited manpower.
States which will always fall in this category are the [[Soviet Union]], the Chinese states (cliques, [[Nationalist China]] and [[Communist China]]), [[Japan]] and minor powers like [[Brazil]].
States which will fall under this category if their slider settings (Hawk), research (Agriculture) and cabinet choices (ministers which favor manpower growth, like a "Man of the people" or a proponent of "the People's war") are states like Italy and Spain, and sometimes Germany if it has built up a large manpower pool in the early years of the game by focusing production on Armor.
Also note that these states usually profit from "Land Doctrine" choices that prefer Militia use (giving combat bonuses and discounts), and spend a lot of manpower (the "Human Wave/Soviet"-branch and the "Infiltration/Japanese"-branch). The "Guerrilla" option on the "Human Wave"-branch is particularly appealing. States in this category should even consider switching branches early on in the game if their research allows it.
===== States which could use some Militia =====
These are typically states with a decent manpower growth but with an even larger IC, which causes a medium mp/IC, like Germany (although you should keep the before-mentioned exception in mind) and most of the Allies in mid-game. Most minor powers also fall in this range.
===== States which cannot afford Militia, manpower-wise =====
These are states which typically have no manpower growth worthy of that name, and more IC than they can spend. Micro-powers often fall under this category, and minor powers with relatively high IC (Benelux-countries and Eastern European countries) and even some major powers (like the early, manpower strapped Allies, and Germany once faced with the task of defeating the Soviet Union).
[[Category:Guides]] [[Category:General Guides]] [[Category:Units]]
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Militia Division
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Militia are a cheap and rapidly formed Infantry unit. Their hurried training and poor equipment mean they are of little use in combat, although they can be useful for controlling territory and as a last line of defence when no other units are available.
==Militia Division Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Militia '36 || 30 || 30 || 1 || 2 || 2 || 0 || 1 || 8 || 100
| width=20 | || 4 || 50 || 5 || 4 || 0.2 || 0 || 1 || 10 || 0.5 || 1.0 || 4 || 6 || 4 || 4
|- align=center
| align=left | Militia '43 || 30 || 30 || 1 || 3 || 6 || 3 || 5 || 15 || 100
| width=20 | || 4 || 55 || 5 || 4 || 0.5 || 0 || 1 || 10 || 0.5 || 1.0 || 4 || 4 || 4 || 4
|}
==Brigades allowed==
* [[Anti-aircraft Brigade]]
* [[Anti-Tank Brigade]]
* [[Armored Car Brigade]]
* [[Artillery Brigade]]
* [[Light Armored Brigade]]
==Notes==
* Militia divisions are considered soft units
* Suggested reading: [[Militia Strategy Guide]]
[[Category:Units]]
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Escort Fighters
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Escort Fighters are a Brigade in Doomsday and Armageddon.
[[Escort Fighters (HOI2)|Escort Fighters]] are a unit in the original HOI2.
{| cellpadding=1
|- valign=bottom
! Model !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Basic Escort Fighter || 0 || 3 || 1 || 1 || 0 || 0 || 0 || 1 || 1
| width=20 | || x || x || x || x || 0.3 || 0.5 || 400 || x || x
|- align=center
| align=left | Improved Escort Fighter || 4 || 4 || 1 || 1 || 1 || 0 || 0 || 1 || 1
| width=20 | || x || x || x || x || 0.3 || 0.6 || 500 || x || x
|- align=center
| align=left | Advanced Escort Fighter || x || x || x || x || x || x || x || x || x
| width=20 | || x || x || x || x || x || x || x || x || x
|}
[[Category:Units]]
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Escort Fighters (HOI2)
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=== [[Escort Fighters]] ===
Escort Fighters are long-range fighters, designed to escort bombers and keep enemy interceptors from the bombers. They are drilled in tactics to achieve this mission and receive a bonus when escorting bombers. In Air Superiority missions, they are less effective.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Basic Escort Fighter || 30 || 30 || 5 || 8 || 0 || 0 || 0 || 0 || 8 || 2 || 3
| width=20 | || 15 || 150 || 1 || 500 || 1 || 2 || 800 || || 0.5 || 1.0
|- align=center
| align=left | Improved Escort Fighter || 30 || 30 || 6 || 12 || 0 || 0 || 0 || 0 || 12 || 3 || 3
| width=20 | || 18 || 150 || 1 || 600 || 1.2 || 2 || 1000 || || 0.5 || 1.0
|- align=center
| align=left | Advanced Escort Fighter || 30 || 30 || 8 || 16 || 0 || 0 || 0 || 0 || 18 || 5 || 5
| width=20 | || 21 || 150 || 1 || 650 || 1.4 || 2 || 1300 || || 0.5 || 1.0
|}
<pre>
Hearts of Iron 2: Doomsday
A major change in HOI2:DD is that [[Escort fighters]] are brigade type units attached to bombers.
This results in better values for the bomber when intercepted by enemy planes, but also a lower range.
</pre>
[[Category:Units]]
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Air unit statistics
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== HOI v 1.0 - 1.3 ==
=== Air Units ===
==== [[Close Air Support]] ====
Close Air Support is the key to the blitzkrieg tactic. These planes have the ability to strike precisely at enemy units, enabling your ground forces to achieve a rapid breakthrough. They are slow, sturdy planes and this makes them an easy target for enemy fighters.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Basic CAS || 30 || 30 || 1 || 1 || 8 || 4 || 1 || || 3 || ||
| width=20 | || 6 || 180 || 2 || 200 || 0.8 || 4 || 200 || || 0.5 || 1.0
|- align=center
| align=left | Improved CAS || 30 || 30 || 2 || 1 || 12 || 6 || 2 || || 4 || ||
| width=20 | || 7 || 180 || 2 || 200 || 1.0 || 4 || 250 || || 0.5 || 1.0
|- align=center
| align=left | Advanced CAS || 30 || 30 || 3 || 2 || 14 || 8 || 3 || || 5 || ||
| width=20 | || 8 || 180 || 2 || 200 || 1.2 || 4 || 300 || || 0.5 || 1.0
|- align=center
| align=left | Turbojet CAS || 30 || 30 || 4 || 3 || 16 || 10 || 4 || || 6 || ||
| width=20 | || 12 || 180 || 2 || 250 || 1.4 || 4 || 300 || || 0.5 || 1.0
|- align=center
| align=left | ASM equip CAS || 30 || 30 || 4 || 3 || 16 || 10 || 10 || || 6 || ||
| width=20 | || 14 || 180 || 2 || 300 || 1.6 || 4 || 300 || || 0.5 || 1.0
|}
==== [[Escort Fighters]] ====
Escort Fighters are long-range fighters, designed to escort bombers and keep enemy interceptors from the bombers. They are drilled in tactics to achieve this mission and receive a bonus when escorting bombers. In Air Superiority missions, they are less effective.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Basic Escort Fighter || 30 || 30 || 5 || 8 || 0 || 0 || 0 || 0 || 8 || 2 || 3
| width=20 | || 15 || 150 || 1 || 500 || 1 || 2 || 800 || || 0.5 || 1.0
|- align=center
| align=left | Improved Escort Fighter || 30 || 30 || 6 || 12 || 0 || 0 || 0 || 0 || 12 || 3 || 3
| width=20 | || 18 || 150 || 1 || 600 || 1.2 || 2 || 1000 || || 0.5 || 1.0
|- align=center
| align=left | Advanced Escort Fighter || 30 || 30 || 8 || 16 || 0 || 0 || 0 || 0 || 18 || 5 || 5
| width=20 | || 21 || 150 || 1 || 650 || 1.4 || 2 || 1300 || || 0.5 || 1.0
|}
<pre>
Hearts of Iron 2: Doomsday
A major change in HOI2:DD is that Escort fighters are brigade type units attached to bombers.
This results in better values for the bomber when intercepted by enemy planes, but also a lower range.
</pre>
==== [[Fighters]] ====
Fighters are the backbone of any air force. The have moderate range, have the best air attack capability (without bonuses), and can be effective against ground targets. Their primary role is achieving air superiority: destroying enemy fighters and denying airspace to enemy bombers.
While a specialized air force is ideal, these craft are all-rounders. Interceptors are superior at bomber interception (due to a bonus) and escorts can reach far into enemy territory. If research or production choices are tight, develop the fighter first.
In a ground attack role, note that the hard attack capability of fighters is particularly high, comparable to that of CAS and TAC bombers. After air superiority has been achieved, fighters are ideal for giving bombing runs an extra punch against armoured targets. These units can also be effective against soft targets, but to a lesser extent.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Basic Fighter || 30 || 30 || 9 || 4 || 1 || 2 || 0 || 0 || 6 || 3 || 4
| width=20 | || 14 || 150 || 1 || 500 || 1.1 || 2 || 350 || || 0.5 || 1.0
|- align=center
| align=left | Improved Fighter || 30 || 30 || 12 || 5 || 2 || 3 || 1 || 0 || 8 || 6 || 6
| width=20 | || 18 || 150 || 1 || 600 || 1.2 || 2.2 || 400 || || 0.5 || 1.0
|- align=center
| align=left | Advanced Fighter || 30 || 30 || 15 || 9 || 4 || 6 || 2 || 0 || 10 || 8 || 8
| width=20 | || 20 || 150 || 1 || 650 || 1.4 || 2.1 || 500 || || 0.5 || 1.0
|- align=center
| align=left | Basic Turbojet Fighter || 30 || 30 || 18 || 11 || 5 || 6 || 3 || 0 || 16 || 7 || 7
| width=20 | || 25 || 150 || 1 || 900 || 2.4 || 3 || 550 || || 0.5 || 1.0
|- align=center
| align=left | Improved Turbojet Fighter || 30 || 30 || 22 || 13 || 5 || 7 || 4 || 0 || 18 || 10 || 8
| width=20 | || 29 || 150 || 1 || 1100 || 2.6 || 3 || 600 || || 0.5 || 1.0
|}
==== [[Flying Bomb]] ====
The Flying Bomb (e.g. the German V1) is a pilotless aircraft powered by an early jet engine, designed to deliver a payload of explosives to an area target. It is slower than a rocket or missile, which means that it can be intercepted and shot down by enemy fighters.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Flying Bomb || 100 || 100 || || 15 || 0 || 0 || || 90 || 30 || ||
| width=20 | || 1 || 30 || 0 || 650 || 0.5 || 1.5 || 300 || || ||
|}
==== [[Interceptors]] ====
Interceptors are short-range fighters designed to destroy enemy bombers. They have high speed and good manouverability to make them agile enough to evade the machine guns of the bombers, while having the firepower needed to disable a heavy, armoured bomber. Against enemy fighters, they are less effective yet they still put up a good fight.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Interwar Fighter || 30 || 30 || 3 || 1 || 0 || 0 || 0 || 0 || 4 || 1 || 2
| width=20 | || 10 || 140 || 1 || 300 || 0.7 || 1.5 || 200 || || 1.0 || 1.0
|- align=center
| align=left | Early Fighter || 30 || 30 || 4 || 2 || 0 || 0 || 0 || 0 || 6 || 1 || 3
| width=20 | || 12 || 150 || 1 || 350 || 0.9 || 2 || 200 || || 0.5 || 1.0
|- align=center
| align=left | Basic Interceptor || 30 || 30 || 7 || 5 || 0 || 0 || 0 || 0 || 4 || 2 || 3
| width=20 | || 13 || 150 || 1 || 500 || 1.0 || 2 || 200 || || 0.5 || 1.0
|- align=center
| align=left | Improved Interceptor || 30 || 30 || 9 || 7 || 0 || 0 || 0 || 0 || 6 || 4 || 4
| width=20 | || 16 || 150 || 1 || 600 || 1.1 || 2.3 || 250 || || 0.5 || 1.0
|- align=center
| align=left | Advanced Interceptor || 30 || 30 || 11 || 9 || 0 || 0 || 0 || 0 || 10 || 6 || 6
| width=20 | || 19 || 150 || 1 || 650 || 1.2 || 2.3 || 300 || || 0.5 || 1.0
|- align=center
| align=left | Basic Rocket Interceptor || 30 || 30 || 14 || 10 || 0 || 0 || 0 || 0 || 16 || 6 || 5
| width=20 | || 22 || 150 || 1 || 1000 || 2.0 || 2.6 || 200 || || 0.5 || 1.0
|- align=center
| align=left | Improved Rocket Interceptor || 30 || 30 || 16 || 12 || 0 || 0 || 0 || 0 || 16 || 8 || 7
| width=20 | || 27 || 150 || 1 || 1200 || 2.1 || 3 || 200 || || 0.5 || 1.0
|- align=center
| align=left | Basic Turbojet Interceptor || 30 || 30 || 14 || 12 || 0 || 0 || 0 || 0 || 16 || 7 || 7
| width=20 | || 25 || 150 || 1 || 900 || 2.2 || 3 || 300 || || 0.5 || 1.0
|- align=center
| align=left | Advanced Turbojet Interceptor || 30 || 30 || 19 || 15 || 0 || 0 || 0 || 0 || 20 || 10 || 8
| width=20 | || 29 || 150 || 1 || 1100 || 2.3 || 3 || 400 || || 0.5 || 1.0
|}
*'''Note: Interceptors receive a bonus to their air attack rating vs. enemy bomber units.
==== [[Naval Bomber]] ====
The Naval Bomber is designed for use over water and make accurate tactical strikes against enemy surface vessels using torpedoes or armour-piercing bombs. They have a limited dog-fighting capability, which makes them vulnerable if intercepted by fighters.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Basic Naval Bomber || 30 || 30 || 1 || 2 || 1 || 1 || 7 || 0 || 8 || 0 || 1
| width=20 | || 13 || 180 || 2 || 200 || 1.0 || 3 || 800 || || 0.5 || 1.0
|- align=center
| align=left | Improved Naval Bomber || 30 || 30 || 2 || 3 || 1 || 2 || 10 || 0 || 12 || 1 || 2
| width=20 | || 16 || 180 || 2 || 300 || 1.2 || 3 || 1000 || || 0.5 || 1.0
|- align=center
| align=left | Advanced Naval Bomber || 30 || 30 || 2 || 4 || 2 || 3 || 12 || 0 || 16 || 1 || 2
| width=20 | || 18 || 180 || 3 || 350 || 1.4 || 3.2 || 1300 || || 0.5 || 1.0
|- align=center
| align=left | Turbojet Naval Bomber || 30 || 30 || 3 || 4 || 2 || 4 || 14 || 2 || 20 || 1 || 2
| width=20 | || 21 || 180 || 3 || 400 || 2.0 || 3.5 || 1300 || || 0.5 || 1.0
|}
==== [[Strategic Bombers]] ====
Strategic Bombers are the heaviest type of aircraft, designed to deliver a large payload of bombs to enemy provinces, with the aim of crippling his industry, infrastructure, and defensive installations. However, the Strategic Bomber is slow despite its long range, which can make it vulnerable to attack by fighters.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Basic Strategic Bomber || 30 || 30 || 1 || 8 || 2 || 1 || 2 || 10 || 5 || 2 || 3
| width=20 | || 22 || 208 || 2 || 250 || 3 || 4 || 800 || || 0.5 || 1.0
|- align=center
| align=left | Improved Strategic Bomber || 30 || 30 || 2 || 12 || 3 || 2 || 3 || 15 || 6 || 3 || 4
| width=20 | || 22 || 220 || 2 || 300 || 3.3 || 4.5 || 1000 || || 0.5 || 1.0
|- align=center
| align=left | Advanced Strategic Bomber || 30 || 30 || 2 || 16 || 5 || 3 || 5 || 22 || 8 || 3 || 4
| width=20 | || 24 || 228 || 2 || 350 || 3.6 || 4.6 || 1300 || || 0.5 || 1.0
|- align=center
| align=left | Turbojet Strategic Bomber || 30 || 30 || 2 || 22 || 6 || 4 || 6 || 35 || 12 || 3 || 4
| width=20 | || 30 || 234 || 2 || 650 || 5 || 5 || 1300 || || 0.5 || 1.0
|}
==== [[Strategic Rocket]] ====
The Rocket or Ballistic Missile (e.g. the German V2) is designed to deliver a payload of explosives to a distant target. Its high speed makes it almost impossible to intercept but it is an expensive way of destroying the enemy with conventional explosives. Nuclear weapons are needed to give it more than psychological effect.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Strategic Rocket || 100 || 100 || || 100 || 0 || 0 || || 126 || 100 || ||
| width=20 | || 1 || 40 || 0 || 5000 || 0.5 || 2 || 380 || || 0.5 || 1.0
|- align=center
| align=left | Ballistic Missile || 100 || 100 || || 100 || 0 || 0 || || 180 || 100 || ||
| width=20 | || 1 || 60 || 0 || 6000 || 1 || 2.5 || 2400 || || 0.5 || 1.0
|- align=center
| align=left | ICBM || 100 || 100 || || 100 || 0 || 0 || || 360 || 100 || ||
| width=20 | || 1 || 90 || 0 || 8000 || 2 || 5 || 6000 || || 0.5 || 1.0
|}
==== [[Tactical Bombers]] ====
Tactical Bombers are medium-sized aircraft, larger than Fighters, yet smaller than Strategic Bombers, which are used primarily for delivering attacks against enemy ground units such as Armour and Infantry. Unlike close air support aircraft, it is also capable of taking up limited strategic bombardment roles, such as runway cratering or strikes against defensive installations. Although they have a limited dog-fighting capability, they can be easily outmatched by Fighters in air combat.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! rans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Interwar Tactical Bomber || 30 || 30 || 1 || 1 || 4 || 0 || 1 || 3 || 3 || 0 || 1
| width=20 | || 11 || 160 || 2 || 180 || 1.5 || 3 || 400 || || 1.0 || 1.0
|- align=center
| align=left | Early Tactical Bomber || 30 || 30 || 1 || 2 || 6 || 2 || 2 || 3 || 4 || 0 || 1
| width=20 | || 13 || 180 || 2 || 200 || 1.7 || 3 || 500 || || 0.5 || 1.0
|- align=center
| align=left | Basic Tactical Bomber || 30 || 30 || 2 || 3 || 8 || 3 || 3 || 5 || 6 || 1 || 2
| width=20 | || 15 || 180 || 2 || 300 || 1.9 || 3.1 || 600 || || 0.5 || 1.0
|- align=center
| align=left | Improved Tactical Bomber || 30 || 30 || 2 || 4 || 10 || 4 || 4 || 8 || 10 || 1 || 2
| width=20 | || 18 || 180 || 3 || 350 || 2.1 || 3.2 || 700 || || 0.5 || 1.0
|- align=center
| align=left | Advanced Tactical Bomber || 30 || 30 || 3 || 4 || 12 || 6 || 5 || 12 || 14 || 1 || 2
| width=20 | || 22 || 180 || 3 || 400 || 2.3 || 3.5 || 800 || || 0.5 || 1.0
|- align=center
| align=left | Turbojet Tactical Bomber || 30 || 30 || 5 || 7 || 14 || 8 || 6 || 14 || 18 || 1 || 2
| width=20 | || 27 || 180 || 2 || 650 || 3.2 || 4 || 1100 || || 0.5 || 1.0
|}
==== [[Transport Planes]] ====
Transport Planes are designed to ferry men and materials over long distances quickly. Paratroops need Transport Planes in order to make a paradrop.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Basic Transport Plane || 20 || 30 || 0 || 1 || 0 || 0 || 0 || 0 || 4 || 1 || 3
| width=20 | || 40 || 150 || 4 || 250 || 1 || 2 || 800 || 1 || 0.5 || 1.0
|- align=center
| align=left | Improved Transport Plane || 20 || 30 || 0 || 1 || 0 || 0 || 0 || 0 || 6 || 1 || 3
| width=20 | || 32 || 150 || 4 || 300 || 0.8 || 1.6 || 1000 || 1 || 0.5 || 1.0
|- align=center
| align=left | Advanced Transport Plane || 20 || 30 || 0 || 2 || 0 || 0 || 0 || 0 || 8 || 1 || 3
| width=20 | || 24 || 150 || 4 || 350 || 0.6 || 1.2 || 1300 || 1 || 0.5 || 1.0
|}
== Doomsday 1.0 - 1.3 ==
Available as a PDF file: [[Media:UnitStats_DD12_Air.pdf|Air Unit Statistics]]. Also, a complete Excel file is available: [http://joe-s.home.insightbb.com/hoi2dd.htm DD UnitStats v1.2 Excel File]
[[Category:Reference]]
4404b1bad96c12994cf7e0b49943f5f1112674ba
Artillery Brigade
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This artical refers to Artillary Brigades in the HOI2 expansions Doomsday and Armageddon. Refer to the end of the artical for other versions of HOI2
== Artillary Brigade ==
Artillery pieces will increase the 'Soft Attack' capability of your units, inflicting more damage on Infantry and Motorized units.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left |I. Great War Light Artillery || || || || || 2 || 1 || || 2 ||
| width=20 | || 5 || 45 || 2 || -1 || 0.6 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |II. Great War Medium Artillery || || || || || 3 || 1 || || 2 ||
| width=20 | || 5 || 60 || 2 || -1 || 0.8 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |III. Great War Heavy Artillery || || || || || 4 || 1 || || 2 ||
| width=20 | || 6 || 80 || 2 || -2 || 1.1 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |IV. Early Artillery || || || || || 4 || 2 || || 3 ||
| width=20 | || 5 || 60 || 2 || -1 || 1.0 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |V. Basic Artillery || || || || || 5 || 2 || || 4 ||
| width=20 | || 5 || 60 || 2 || -1 || 1.1 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |VI. Improved Artillery || || || || || 6 || 2 || || 4 ||
| width=20 | || 6 || 60 || 2 || -1 || 1.2 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |VII. Advanced Artillery || || || || || 7 || 2 || || 5 ||
| width=20 | || 7 || 60 || 2 || -1 || 1.3 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |VIII. Semi–Modern Artillery || || || || || 8 || 3 || || 5 ||
| width=20 | || 7 || 60 || 2 || -1 || 1.4 || || || || 0.5 || 1.0 || || || ||
|}
=== Effects ===
*All Artillery Brigades reduce the movement of the Division they are attached to.
=== Technology ===
==== [[Armour and Artillery]] ====
[[Great War Light Field Artillery]] (1936)
:Activates Artillery I.
[[Great War Medium Field Artillery]] (1936)
:Activates Artillery II.
[[Great War Heavy Field Artillery]] (1936)
:Activates Artillery III.
:Deactivates Artillery I.
[[Early Field Artillery]] (1936)
:Activates Artillery IV.
:Deactivates Artillery II.
[[Basic Field Artillery]] (1938)
:Activates Artillery V.
:Deactivates Artillery III.
[[Improved Field Artillery]] (1940)
:Activates Artillery VI.
:Deactivates Artillery IV.
[[Advanced Field Artillery]] (1943)
:Activates Artillery VII.
:Deactivates Artillery V.
[[Semi-Modern Field Artillery]] (1945)
:Activates Artillery VIII.
:Deactivates Artillery VI.
====[[Firepower Focus]] ([[Land Doctrine]])====
[[Delay Doctrine]] (1937)
:Reduces the cost of building Artillery (-5)
[[Mobile Defense Doctrine]] (1938)
:Reduces the cost of building Artillery (-5)
[[Stand Off Doctrine]] (1939)
:Reduces the cost of building Artillery (-5)
[[Integrated Support Doctrine]] (1940)
:Reduces the cost of building Artillery (-5)
[[Regimental Combat Teams]] (1942)
:Increases the cost of building Artillery (+10)
[[Combined Arms Defense]] (1943)
:Increases the cost of building Artillery (+5)
[[Mechanized Offensive]] (1943)
:Increases the cost of building Artillery (+5)
[[Attritional Containment Doctrine]] (1942)
:Reduces the cost of building Artillery (-5)
[[Infiltration Assault Doctrine]] (1942)
:Increases the night move of a Artillery (+10)
[[Assault Breakthrough]] (1944)
:Reduces the cost of building Artillery (-5)
[[Infiltration in Depth]] (1943)
:Increases the night move of a Artillery (+40)
====[[Mobility Focus]] ([[Land Doctrine]])====
[[Delay Doctrine]] (1939)
:Reduces the cost of building Artillery (-5)
[[Elastic Defense Doctrine]] (1940)
:Reduces the cost of building Artillery (-5)
[[Firebrigade Doctrine]]
:Increases the cost of building Artillery (+10)
====[[Industry]]====
[[Small Arms Assembly Line]] (1940)
:Reduces the time of building Artillery (-20)
===Division===
The following are the list of Divisions that can have Artillery Brigades attached, and some notes on thier effects.
* [[Cavalry Division]]
* [[HQ Division]]
* [[Infantry Division]]
* [[Motorized Division]]
* [[Garrison Division]]
* [[Mountain Division]]
* [[Marine Division]]
*PAR
* [[Militia Division]]
===Artillery Brigade Strategy Guide===
*Artillery Brigades are generally seen as good brigades to attach to Divisions.
* Further information '''may''' be found in the [[Brigade Strategy Guide]].
===[[Artillery Brigade (HOI2)]]===
[[Category:Units]]
83c6061a3074b8a43d9909b053dd4601dc92670e
Artillery Brigade (HOI2)
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Artillery pieces will increase the 'Soft Attack' capability of your units, inflicting more damage on Infantry and Motorized units.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left |I. Great War Light Artillery || || || || || 2 || 1 || || 2 ||
| width=20 | || 5 || 45 || 2 || -1 || 0.6 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |II. Great War Medium Artillery || || || || || 3 || 1 || || 2 ||
| width=20 | || 5 || 60 || 2 || -1 || 0.8 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |III. Great War Heavy Artillery || || || || || 4 || 1 || || 2 ||
| width=20 | || 6 || 80 || 2 || -2 || 1.1 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |IV. Early Artillery || || || || || 4 || 2 || || 3 ||
| width=20 | || 5 || 60 || 2 || -1 || 1.0 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |V. Basic Artillery || || || || || 5 || 2 || || 4 ||
| width=20 | || 5 || 60 || 2 || -1 || 1.1 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |VI. Improved Artillery || || || || || 6 || 2 || || 4 ||
| width=20 | || 6 || 60 || 2 || -1 || 1.2 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |VII. Advanced Artillery || || || || || 7 || 2 || || 5 ||
| width=20 | || 7 || 60 || 2 || -1 || 1.3 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |VIII. Semi–Modern Artillery || || || || || 8 || 3 || || 5 ||
| width=20 | || 7 || 60 || 2 || -1 || 1.4 || || || || 0.5 || 1.0 || || || ||
|}
[[Category:Units]]
bd5340f80e88ca0c1554f88d4d831fa2a13b4f79
Engineer Brigade
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This artical refers to Enginner Brigades in the HOI2 expansions Doomsday and Armageddon. Refer to the end of the article for other versions of HOI2
<blockquote>Engineer Brigades help crossing rivers, making the process quicker and reducing disorganisation.</blockquote>
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Engineer || || || || || || || 3 || 5 ||
| width=20 | || 4 || 45 || 2.5 || 0.5 || 0.12 || 0.1 || || || 0.5 || 1.0 || || || ||
|}
==Effects==
* Engineer Brigades add +20 to [[River Crossing]], thus reducing the combat penalty for attacking across a river by 20 (eg [[INF]] goes from -50 to -30)
* When an Engineer Brigade is included in combat (i.e. Attacking) against an enemy province the damage to [[Infrastructure]] is increased.
* Engineer Brigades are the only Brigade that provides a speed increase.
==Technology==
[[Rear Area Supply Dumps]] (1936)
:Activates Engineer Brigade, giving the ability to produce them
[[Assault Breakthrough]] (1944)
:Reduces the cost of building a Engineer Brigade by (-5)
[[Attritional Containment Doctrine]] (1942)
:Reduces the cost of building a Engineer Brigade by (-5)
[[Infiltration Assault Doctrine]] (1942)
:Increases the night move of a Engineer Brigade by (10)
:Increases the night attack of a Engineer Brigade by (10)
:Increases the night defence of a Engineer Brigade by (10)
[[Infiltration in Depth]] (1943)
:Increases the night move of a Engineer Brigade by (40)
:Increases the night attack of a Engineer Brigade by (40)
:Increases the night defence of a Engineer Brigade by (40)
===[[Industry]]===
[[Small Arms Assembly Line]]
:Reduces the time of building a Engineer Brigade (-10)
==Division==
The following are the list of Divisions that can have Engineer Brigades attached, and some notes on thier effects.
* [[Armoured Division]], Engineers are usually seen as only useful to Type I. as a speed increase.
* [[Light Armoured Division]], Engineers are rarely attached
* [[Cavalry Division]], Engineers are never attached. They never increase the speed CAV types and the other advantages are negligable or useless.
* [[HQ Division]], Engineers are never attached. They never increase the speed and the other advantages are negligable or useless.
* [[Infantry Division]], Engineers are most useful to Type I. to III. They remain slightly useful to all INF Types
* [[Motorized Division]], Engineers are rarely attached, the speed increase is negligable.
* [[Mechanized Division]], Engineers are rarely attached, the speed increase is negligable.
* [[Garrison Division]], UNKNOWN what effect.
* [[Mountain Division]], Engineers are useful for Type I. Mountain Divisions, as they increase their speed. They do not increase the speed for any other Mountain Division.
* [[Marine Division]], Engineers are rarely attached, there are usually better Brigades to attach. Speed being the not greatly useful to Marines
==[[Engineer Brigade (HOI2)]]==
==Notes==
The [[Brigade Strategy Guide]] lists Engineer Brigades as useless. This guide is ment to be a little more expansive.
*'''Engineers''' are percieved poorly, mainly due to thier high manpower cost (2.5), also [[Toughness]] and [[Defensiveness]] do little in combat.
:An example being that four [[Infantry Division]]s with Engineers cost the same in manpower as five [[Infantry Division]]s. Five [[Infantry Division]]s are generally seen as much more useful.
[[Category:Units]]
b87edc43ed3f5143e272d98642459844048945ca
Engineer Brigade (HOI2)
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This artical refers to Engineer Brigades in Hearts of Iron 2 and not the expansions. [[Engineer Brigade]] information for the Expansions is here.
Engineer Brigades help crossing rivers, making the process quicker and reducing disorganisation. The combat bonus is a +20 combat modifier for the engineering brigade.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Engineer || || || || || || || 3 || 5 ||
| width=20 | || 4 || 45 || 2 || 1 || 0.3 || || || || 0.5 || 1.0 || || || ||
|}
[[Category:Units]]
b7aec683e92c8d7ed51dfd8403ea02e57fb7ec40
Light Armored Division
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Armoured units allow real projection of power on the battlefield. Their speed and firepower make them lethal against all but the best entrenched Infantry. However, as tanks become heavier, their speeds will reduce accordingly. They also require a constant supply of fuel to remain in the field and if this vital supply is severed, the armoured unit will be almost useless.
''Light armored divisions upgrade to basic medium armor divisions. The advanced light armor tech allows you to build a light armor brigade which can be added to almost every kind of division.''
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Tankette || 30 || 30 || 2 || 1 || 6 || 2 || 10 || 8 || 30
| width=20 | || 17 || 150 || 7 || 8 || 1.6 || 3 || 1 || 30 || 1.0 || 1.0 || 9 || 9 || 9 || 9
|- align=center
| align=left | Basic Light Tank || 30 || 30 || 2 || 2 || 7 || 5 || 15 || 10 || 30
| width=20 | || 20 || 155 || 7 || 10 || 1.8 || 4 || 1 || 30 || 0.5 || 1.0 || 11 || 11 || 11 || 11
|- align=center
| align=left | Improved Light Tank || 30 || 30 || 3 || 3 || 8 || 6 || 20 || 12 || 30
| width=20 | || 21 || 170 || 7 || 10 || 2.0 || 5 || 1 || 30 || 0.5 || 1.0 || 11 || 11 || 11 || 11
|}
==Brigades allowed==
* [[Anti-aircraft Brigade]]
* [[Armored Car Brigade]]
* [[Heavy Armored Brigade]]
* [[Light Armored Brigade]]
* [[Self-Propelled Artillery Brigade]]
* [[Self-Propelled Rocket Artillery Brigade]]
* [[Super Heavy Armored Brigade]]
* [[Tank Destroyer Brigade]]
==Notes==
* Light armored divisions are considered hard units.
* They upgrade to basic medium [[Armored Division|armor]].
[[Category:Units]]
3a0f701c133ca7c5a711a35d351fa44b67506d0a
Carrier Air Group
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{{ARMA v1.2}}
Carrier Air Groups represent the complement of planes stationed on carriers. They are usually a mix of fighters, torpedo and dive bombers which provide both protection for the carrier and allow it to strike
==Carrier Air Group Statistics==
{| cellpadding=1
|- valign=bottom
! align=left | Model !! Year !! Air Attack !! Air Def. !! Sea Attack !! Sub Attack !! Sea Def !! Shore Bombard !! Distance !! Visi-<br />bility !! Surface Detect !! Sub Detect !! Air Detect !! Cost !! Build-<br />time !! Man-<br />power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range
|- align=center
| align=left | Great War Carrier Air Group ||1936||3||3||2||0||||5||1.00||||7||1||3||2.0||190||0.2||||0.40||1.00||0.5
|- align=center
| align=left | Early Carrier Air Group ||1936||6||5||4||0||||7||1.20||||9||1||4||2.5||190||0.2||||0.40||1.00||0.5
|- align=center
| align=left | Basic Carrier Air Group ||1936||7||6||5||0||||10||1.40||||10||1||5||3.0||190||0.2||||0.50||1.00||0.5
|- align=center
| align=left | Improved Carrier Air Group ||1938||7||6||6||0||||11||1.60||||13||6||6||3.5||190||0.2||||0.50||1.00||0.5
|- align=center
| align=left | Advanced Carrier Air Group ||1941||8||8||8||1||||13||1.80||||14||7||7||4.0||190||0.2||||0.60||1.00||0.5
|- align=center
| align=left | Adv Heavy Carrier Air Group ||1943||11||11||10||3||||15||2.00||||15||7||7||4.5||190||0.2||||0.60||1.00||0.5
|- align=center
| align=left | Super-Heavy Carrier Air Group ||1944||14||12||11||3||||17||2.20||||16||7||7||5.0||190||0.2||||0.70||1.00||0.5
|- align=center
| align=left | Semi-Modern Carrier Air Group ||1945||15||14||12||5||||17||2.40||||17||8||8||5.5||190||0.2||||0.70||1.00||0.5
|- align=center
| align=left | Turbojet Carrier AIr Group ||1945||19||17||15||8||||21||2.50||||20||10||10||6.0||190||0.2||||1.00||1.50||0.5
|- align=center
| align=left | Impr Turbojet Carrier AIr Group ||1948||20||19||17||8||||23||2.50||||22||12||12||6.5||190||0.2||||1.00||1.50||0.5
|}
[[Category:Units]]
dd74c86753220bdd64a0adb44f935142812409fc
Flying Bomb
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The Flying Bomb (e.g. the German V1) is a pilotless aircraft powered by an early jet engine, designed to deliver a payload of explosives to an area target. It is slower than a rocket or missile, which means that it can be intercepted and shot down by enemy fighters.
==Flying Bomb Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Flying Bomb || 100 || 100 || || 15 || 0 || 0 || || 90 || 30 || ||
| width=20 | || 1 || 30 || 0 || 650 || 0.5 || 1.5 || 300 || || ||
|}
==Brigades allowed==
* None
==Notes==
[[Category:Units]]
7ed8ea12688fc58a675a875c19d88ca1fad7080b
Motorized Division
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Motorized Infantry make use of wheeled vehicles, such as trucks, to manoeuvre more rapidly than basic Infantry. But they are limited to roads and so their performance may suffer in provinces with low infrastructure levels.
==Motorized Division Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Motorized Infantry '40 || 30 || 30 || 3 || 4 || 12 || 2 || 15 || 15 || 80
| width=20 | || 14 || 100 || 10 || 8 || 1.2 || 3.5 || 2 || 30 || 0.5 || 1.0 || 10 || 10 || 10 || 10
|- align=center
| align=left | Motorized Infantry '42 || 30 || 30 || 4 || 5 || 14 || 4 || 20 || 25 || 80
| width=20 | || 12 || 100 || 10 || 9 || 1.3 || 3.5 || 2 || 30 || 0.5 || 1.0 || 10 || 10 || 10 || 10
|- align=center
| align=left | Motorized Infantry '44 || 30 || 30 || 4 || 6 || 16 || 5 || 27 || 35 || 80
| width=20 | || 12 || 100 || 10 || 9 || 1.4 || 3.5 || 2 || 30 || 0.5 || 1.0 || 10 || 10 || 10 || 10
|}
==Brigades allowed==
* [[Anti-aircraft Brigade]]
* [[Anti-Tank Brigade]]
* [[Armored Car Brigade]]
* [[Artillery Brigade]]
* [[Engineer Brigade]]
* [[Light Armored Brigade]]
* [[Rocket Artillery Brigade]]
* [[Self-Propelled Artillery Brigade]]
* [[Self-Propelled Rocket Artillery Brigade]]
* [[Tank Destroyer Brigade]]
==Notes==
* Motorized divisions are considered soft units
* Because of their high speed, they are the prime targets for adding to [[Mechanized Division]]s or [[Armored Division]]s in a 1:2 ratio, to get the combined arms bonus.
[[Category:Units]]
72505da1cde561d5e6f40571fba29eac0d9872c8
Super Heavy Armored Brigade
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Super Heavy Armor is the ultimate shock weapon. Nearly impossible to kill, they give horrendous bonuses to your units' hard and soft attack values. They also consume enormous amounts of supplies and fuel, and slow your units to a crawl.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Super–Heavy Tank || || || || || 7 || 8 || 2 || 8 || -20
| width=20 | || 10 || 120 || 2 || -4 || 1.5 || 5 || || || 0.5 || 1.0 || || || ||
|}
[[Category:Units]]
e972589af65eb251226296d698518edaa02193b9
Transport Planes
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Transport planes are designed to ferry men and materials over long distances quickly. [[Paratroop Division|Paratroopers]] need transport planes in order to make a [[airborne assault|paradrop]].
==Transport Plane Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Basic Transport Plane || 20 || 30 || 0 || 1 || 0 || 0 || 0 || 0 || 4 || 1 || 3
| width=20 | || 40 || 150 || 4 || 250 || 1 || 2 || 800 || 1 || 0.5 || 1.0
|- align=center
| align=left | Improved Transport Plane || 20 || 30 || 0 || 1 || 0 || 0 || 0 || 0 || 6 || 1 || 3
| width=20 | || 32 || 150 || 4 || 300 || 0.8 || 1.6 || 1000 || 1 || 0.5 || 1.0
|- align=center
| align=left | Advanced Transport Plane || 20 || 30 || 0 || 2 || 0 || 0 || 0 || 0 || 8 || 1 || 3
| width=20 | || 24 || 150 || 4 || 350 || 0.6 || 1.2 || 1300 || 1 || 0.5 || 1.0
|}
==Brigades allowed==
* None (is this true, please check)
==Notes==
* to be able to start an [[airborne assault]], the transport planes need to have full organisation.
[[Category:Units]]
64a8550967b64770a84386b9fa9f61a4db07abbe
Heavy Armored Brigade
0
494
1839
820
2017-04-24T15:56:59Z
Lillebror
871
removed low quality image
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text/x-wiki
Heavy Armor gives your units a considerable boost in both hard and soft attack. Heavy Tanks are used when breaking enemy lines, being extremely hard to kill. But they slow your units down and require considerable amounts of supplies and fuel.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Basic Heavy Tank || || || || || 2 || 2 || 2 || 2 || -10
| width=20 | || 8 || 80 || 2 || -1 || 0.7 || 2.5 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Improved Heavy Tank || || || || || 4 || 4 || 4 || 4 || -12
| width=20 | || 9 || 80 || 2 || -1 || 0.8 || 3.0 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Advanced Heavy Tank || || || || || 5 || 6 || 6 || 6 || -15
| width=20 | || 9 || 80 || 2 || -2 || 1 || 3.5 || || || 0.5 || 1.0 || || || ||
|}
[[Category:Units]]
593a9e0d0b49b28def26abcb283e607056933931
Close Air Support
0
383
1840
598
2017-04-24T15:57:19Z
Lillebror
871
removed low quality image
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Close Air Support (CAS) is the key to the blitzkrieg tactic. These planes have the ability to strike precisely at enemy units, enabling your ground forces to achieve a rapid breakthrough. They are slow, sturdy planes and this makes them an easy target for enemy fighters.
==Close-Air Support Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left |I. Basic CAS || 30 || 30 || 1 || 1 || 8 || 4 || 1 || || 3 || ||
| width=20 | || 6 || 180 || 2 || 200 || 0.8 || 4 || 200 || || 0.5 || 1.0
|- align=center
| align=left |II. Improved CAS || 30 || 30 || 2 || 1 || 12 || 6 || 2 || || 4 || ||
| width=20 | || 7 || 180 || 2 || 200 || 1.0 || 4 || 250 || || 0.5 || 1.0
|- align=center
| align=left |III. Advanced CAS || 30 || 30 || 3 || 2 || 14 || 8 || 3 || || 5 || ||
| width=20 | || 8 || 180 || 2 || 200 || 1.2 || 4 || 300 || || 0.5 || 1.0
|- align=center
| align=left |IV. Turbojet CAS || 30 || 30 || 4 || 3 || 16 || 10 || 4 || || 6 || ||
| width=20 | || 12 || 180 || 2 || 250 || 1.4 || 4 || 300 || || 0.5 || 1.0
|- align=center
| align=left |V. ASM equip CAS || 30 || 30 || 4 || 3 || 16 || 10 || 10 || || 6 || ||
| width=20 | || 14 || 180 || 2 || 300 || 1.6 || 4 || 300 || || 0.5 || 1.0
|}
==Brigades Allowed==
* None
==Notes==
* CAS are very vulnerable to an air attack. However, putting a [[fighter]] or [[interceptor]] division in your CAS stack will not help. In this case, the fighter will only prolong the air fight, resulting in higher losses than a pure CAS stack would suffer.
[[Category:Units]]
f3212150bf7984bd6f1497141218b955fbeeec4b
Light Armored Brigade
0
542
1841
916
2017-04-24T15:57:37Z
Lillebror
871
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Armoured units allow real projection of power on the battlefield. Their speed and firepower make them lethal against all but the best entrenched Infantry. However, as tanks become heavier, their speeds will reduce accordingly. They also require a constant supply of fuel to remain in the field and if this vital supply is severed, the armoured unit will be almost useless.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Light Tank || 8 || || || || 2 || 3 || 3 || 3 || -8
| width=20 | || 5 || 60 || 2 || || 0.7 || 1.5 || || || 0.5 || 1.0 || || || ||
|}
[[Category:Units]]
bdfad5e902c23077eae277249f1884b3365732d2
Naval Bombers
0
612
1842
1058
2017-04-24T15:57:50Z
Lillebror
871
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text/x-wiki
The Naval Bomber is designed for use over water and make accurate tactical strikes against enemy surface vessels using torpedoes or armour-piercing bombs. They have a limited dog-fighting capability, which makes them vulnerable if intercepted by fighters.
==Naval Bomber Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Basic Naval Bomber || 30 || 30 || 1 || 2 || 1 || 1 || 7 || 0 || 8 || 0 || 1
| width=20 | || 13 || 180 || 2 || 200 || 1.0 || 3 || 800 || || 0.5 || 1.0
|- align=center
| align=left | Improved Naval Bomber || 30 || 30 || 2 || 3 || 1 || 2 || 10 || 0 || 12 || 1 || 2
| width=20 | || 16 || 180 || 2 || 300 || 1.2 || 3 || 1000 || || 0.5 || 1.0
|- align=center
| align=left | Advanced Naval Bomber || 30 || 30 || 2 || 4 || 2 || 3 || 12 || 0 || 16 || 1 || 2
| width=20 | || 18 || 180 || 3 || 350 || 1.4 || 3.2 || 1300 || || 0.5 || 1.0
|- align=center
| align=left | Turbojet Naval Bomber || 30 || 30 || 3 || 4 || 2 || 4 || 14 || 2 || 20 || 1 || 2
| width=20 | || 21 || 180 || 3 || 400 || 2.0 || 3.5 || 1300 || || 0.5 || 1.0
|}
==Brigades allowed==
* [[Escort Fighter]]
==Notes==
* Sea detection was drastically reduced in Armageddon. Naval bombers now need ships to find their bombing targets. (Yes, this is unhistorical).
* Still, naval bombers are so powerful, that many players consider using them an exploit.
[[Category:Units]]
a361bf20aceee3aca983aafb848cc603339ee4e9
Tank Destroyer Brigade
0
732
1843
1298
2017-04-24T15:58:16Z
Lillebror
871
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Tank Destroyers are similar to normal Tanks. The difference is that they don't have a rotating turret, and mount most of their armor to the front. They give your units an added capability against hard targets such as enemy armor.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Early Tank Destroyer || || || || || || 2 || 1 || 1 || -5
| width=20 | || 7 || 70 || 2 || || 0.5 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Basic Tank Destroyer || || || || || || 3 || 2 || 2 || -6
| width=20 | || 7 || 70 || 2 || || 0.6 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Improved Tank Destroyer || || || || || || 5 || 3 || 3 || -7
| width=20 | || 7 || 70 || 2 || || 0.7 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Advanced Tank Destroyer || || || || || 1 || 6 || 4 || 4 || -8
| width=20 | || 8 || 70 || 2 || || 0.75 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Semi–Modern Tank Destroyer || || || || || 1 || 7 || 5 || 5 || -9
| width=20 | || 8 || 70 || 2 || || 0.8 || 1 || || || 0.5 || 1.0 || || || ||
|}
[[Category:Units]]
d7a0035e749e1ab7168fdb62fc4193d26b01b863
Tactical Bombers
0
729
1844
1292
2017-04-24T15:58:30Z
Lillebror
871
removed low quality image
wikitext
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Tactical Bombers are medium-sized aircraft, larger than Fighters, yet smaller than [[Strategic Bombers]], which are used primarily for delivering attacks against enemy ground units such as Armour and Infantry. Unlike close air support aircraft, it is also capable of taking up limited strategic bombardment roles, such as runway cratering or strikes against defensive installations. Although they have a limited dog-fighting capability, they can be easily outmatched by Fighters in air combat.
==Tactical Bombers Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! rans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Interwar Tactical Bomber || 30 || 30 || 1 || 1 || 4 || 0 || 1 || 3 || 3 || 0 || 1
| width=20 | || 11 || 160 || 2 || 180 || 1.5 || 3 || 400 || || 1.0 || 1.0
|- align=center
| align=left | Early Tactical Bomber || 30 || 30 || 1 || 2 || 6 || 2 || 2 || 3 || 4 || 0 || 1
| width=20 | || 13 || 180 || 2 || 200 || 1.7 || 3 || 500 || || 0.5 || 1.0
|- align=center
| align=left | Basic Tactical Bomber || 30 || 30 || 2 || 3 || 8 || 3 || 3 || 5 || 6 || 1 || 2
| width=20 | || 15 || 180 || 2 || 300 || 1.9 || 3.1 || 600 || || 0.5 || 1.0
|- align=center
| align=left | Improved Tactical Bomber || 30 || 30 || 2 || 4 || 10 || 4 || 4 || 8 || 10 || 1 || 2
| width=20 | || 18 || 180 || 3 || 350 || 2.1 || 3.2 || 700 || || 0.5 || 1.0
|- align=center
| align=left | Advanced Tactical Bomber || 30 || 30 || 3 || 4 || 12 || 6 || 5 || 12 || 14 || 1 || 2
| width=20 | || 22 || 180 || 3 || 400 || 2.3 || 3.5 || 800 || || 0.5 || 1.0
|- align=center
| align=left | Turbojet Tactical Bomber || 30 || 30 || 5 || 7 || 14 || 8 || 6 || 14 || 18 || 1 || 2
| width=20 | || 27 || 180 || 2 || 650 || 3.2 || 4 || 1100 || || 0.5 || 1.0
|}
==Brigades allowed==
* [[Escort Fighters]]
==Notes==
[[Category:Units]]
817516d44782a8f6508d9d892b2bde06d6eacea9
Garrison Division
0
465
1845
762
2017-04-24T15:58:48Z
Lillebror
871
removed low quality image
wikitext
text/x-wiki
Garrison Divisions (Gar) are second line troops used to safeguard valuable objectives far from the front lines. They lack heavy equipment and transportation, making them immobile except for strategic redeployment. They have limited fighting capability but can be used to free more capable troops for frontline use.
==Garrison Division Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | I. Garrison '18 || 30 || 30 || 1 || 3 || 5 || 1 || 2 || 10 || 100
| width=20 | || 5 || 60 || 10 || 1 || 0.5 || 0 || 6 || 10 || 1.0 || 1.0 || 3 || 3 || 3 || 3
|- align=center
| align=left | II. Garrison '39 || 30 || 30 || 3 || 4 || 12 || 2 || 7 || 15 || 95
| width=20 | || 5 || 60 || 10 || 1 || 0.6 || 0 || 8 || 10 || 0.5 || 1.0 || 3 || 3 || 3 || 3
|- align=center
| align=left | III. Garrison '43 || 30 || 30 || 4 || 6 || 16 || 5 || 12 || 25 || 85
| width=20 | || 5 || 60 || 10 || 1 || 0.7 || 0 || 10 || 10 || 0.5 || 1.0 || 3 || 3 || 3 || 3
|}
==Brigades allowed==
* [[Anti-aircraft Brigade]]
* [[Anti-Tank Brigade]]
* [[Artillery Brigade]]
* [[Engineer Brigade]]
* [[Police Brigade]]
* [[Rocket Artillery Brigade]]
==Notes==
* Garrison divisions are considered soft units.
* Garrison's have one job: Partisan Suppression.
* Using Garrison's for anything else is usually either a desperate act or a misuse of troops. Garrison's should be measured on one thing, their ''Suppresion'' ability. Garrison '39 are the most cost effective at doing this. Unless you know that you are going to need Partisan Suppression, you don't need Garrison Divisions.
[[Category:Units]]
98ad4d3881e39056f36fbfa0f44614635b4c68d0
Anti-Tank Brigade
0
320
1846
472
2017-04-24T15:59:09Z
Lillebror
871
removed low quality image
wikitext
text/x-wiki
Anti-Tank weapons will increase the 'Hard Attack' capability of your units, making them more effective against Armoured and Mechanized units.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left |I. Early Anti–Tank || || || || || || 2 || || 1 ||
| width=20 | || 4 || 60 || 2 || -1 || 0.3 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |II. Basic Anti–Tank || || || || || || 3 || || 2 ||
| width=20 | || 5 || 60 || 2 || -1 || 0.35 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |III. Improved Anti–Tank || || || || || || 5 || || 3 ||
| width=20 | || 5 || 60 || 2 || -1 || 0.4 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |IV. Advanced Anti–Tank || || || || || || 6 || || 4 ||
| width=20 | || 5 || 60 || 2 || -1 || 0.45 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |V. Semi–Modern Anti–Tank || || || || || || 7 || || 5 ||
| width=20 | || 5 || 60 || 2 || -1 || 0.5 || || || || 0.5 || 1.0 || || || ||
|}
[[Category:Units]]
d3613c866c9be94a81d90b88497bceb234f18bdc
Strategic Bombers
0
703
1847
1240
2017-04-24T15:59:23Z
Lillebror
871
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text/x-wiki
Strategic Bombers are the heaviest type of aircraft, designed to deliver a large payload of bombs to enemy provinces, with the aim of crippling his industry, infrastructure, and defensive installations. However, the Strategic Bomber is slow despite its long range, which can make it vulnerable to attack by fighters.
==Strategic Bomber Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Basic Strategic Bomber || 30 || 30 || 1 || 8 || 2 || 1 || 2 || 10 || 5 || 2 || 3
| width=20 | || 22 || 208 || 2 || 250 || 3 || 4 || 800 || || 0.5 || 1.0
|- align=center
| align=left | Improved Strategic Bomber || 30 || 30 || 2 || 12 || 3 || 2 || 3 || 15 || 6 || 3 || 4
| width=20 | || 22 || 220 || 2 || 300 || 3.3 || 4.5 || 1000 || || 0.5 || 1.0
|- align=center
| align=left | Advanced Strategic Bomber || 30 || 30 || 2 || 16 || 5 || 3 || 5 || 22 || 8 || 3 || 4
| width=20 | || 24 || 228 || 2 || 350 || 3.6 || 4.6 || 1300 || || 0.5 || 1.0
|- align=center
| align=left | Turbojet Strategic Bomber || 30 || 30 || 2 || 22 || 6 || 4 || 6 || 35 || 12 || 3 || 4
| width=20 | || 30 || 234 || 2 || 650 || 5 || 5 || 1300 || || 0.5 || 1.0
|}
==Brigades allowed==
* [[Escort Fighter]]
==Notes==
[[Category:Units]]
75d554597b71828e1c0a19202004a7eda56b6db1
Mountain Division
0
603
1848
1040
2017-04-24T15:59:37Z
Lillebror
871
removed low quality image
wikitext
text/x-wiki
Mountain Troops are an elite branch of the Infantry, specifically trained for operations in mountainous terrain. They make use of specialised equipment and tactics to give them an edge over regular Infantry in such an environment.
==Mountain Division Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Mountain '36 || 40 || 40 || 2 || 3 || 8 || 1 || 12 || 15 || 100
| width=20 | || 8 || 120 || 10 || 4 || 0.8 || 0 || 3 || 8 || 0.5 || 1.0 || 5 || 5 || 5 || 5
|- align=center
| align=left | Mountain '39 || 40 || 40 || 3 || 4 || 10 || 2 || 18 || 18 || 100
| width=20 | || 8 || 120 || 10 || 5 || 0.8 || 0 || 3 || 8 || 0.5 || 1.0 || 5 || 5 || 5 || 5
|- align=center
| align=left | Mountain '41 || 40 || 40 || 4 || 5 || 12 || 4 || 24 || 24 || 100
| width=20 | || 8 || 120 || 10 || 5 || 0.9 || 0 || 3 || 8 || 0.5 || 1.0 || 5 || 5 || 5 || 5
|- align=center
| align=left | Mountain '43 || 40 || 40 || 5 || 6 || 14 || 5 || 30 || 30 || 100
| width=20 | || 8 || 120 || 10 || 5 || 0.9 || 0 || 3 || 8 || 0.5 || 1.0 || 5 || 5 || 5 || 5
|}
==Brigades allowed==
* [[Anti-aircraft Brigade]]
* [[Anti-Tank Brigade]]
* [[Artillery Brigade]]
* [[Engineer Brigade]]
* [[Police Brigade]]
==Notes==
* Mountain divisions are considered soft units
* Mountaineers have higher org and morale, reduced soft and hard attack values, and cost more IC and more manpower compared to a normal infantry of the same year.
* They get far less combat penalties when fighting in winter, frozen, snow or even blizzard conditions.
* They get attack and defence bonuses in mountains and hills, which increase further along the tech tree.
* In fact, the defence bonuses can get so staggeringly high that it becomes impossible to get a few mountaineer divisions out of a mountainous province during winter using conventional warfare.
[[Category:Units]]
8feca7031cfd16077441f5f798a0c72a0b6ad6f2
Self-Propelled Rocket Artillery Brigade
0
687
1849
1208
2017-04-24T15:59:53Z
Lillebror
871
removed low quality image
wikitext
text/x-wiki
SP, or Self-Propelled, Rocket Artillery gives your armored and mechanized units added capability against soft units such as infantry. They are very effective against enemy infantry, and do not reduce the speed of your fast units like normal rocket artillery.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Basic SP Rct Artillery || || || || || 5 || 1 || 4 || 4 || -6
| width=20 | || 6 || 60 || 2 || || 1.5 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Improved SP Rct Artillery || || || || || 6 || 1 || 4 || 4 || -7
| width=20 | || 7 || 60 || 2 || || 1.5 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Advanced SP Rct Artillery || || || || || 7 || 3 || 5 || 5 || -8
| width=20 | || 8 || 60 || 2 || || 1.5 || 1 || || || 0.5 || 1.0 || || || ||
|}
[[Category:Units]]
40dac7a10e1b29fad44c7eb8ead81af30a2080df
Interceptors
0
513
1850
858
2017-04-24T16:00:08Z
Lillebror
871
removed low quality image
wikitext
text/x-wiki
Interceptors are short-range fighters designed to destroy enemy bombers. They have high speed and good manouverability to make them agile enough to evade the machine guns of the bombers, while having the firepower needed to disable a heavy, armoured bomber. Against enemy fighters, they are less effective yet they still put up a good fight.
==Interceptor Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Interwar Fighter || 30 || 30 || 3 || 1 || 0 || 0 || 0 || 0 || 4 || 1 || 2
| width=20 | || 10 || 140 || 1 || 300 || 0.7 || 1.5 || 200 || || 1.0 || 1.0
|- align=center
| align=left | Early Fighter || 30 || 30 || 4 || 2 || 0 || 0 || 0 || 0 || 6 || 1 || 3
| width=20 | || 12 || 150 || 1 || 350 || 0.9 || 2 || 200 || || 0.5 || 1.0
|- align=center
| align=left | Basic Interceptor || 30 || 30 || 7 || 5 || 0 || 0 || 0 || 0 || 4 || 2 || 3
| width=20 | || 13 || 150 || 1 || 500 || 1.0 || 2 || 200 || || 0.5 || 1.0
|- align=center
| align=left | Improved Interceptor || 30 || 30 || 9 || 7 || 0 || 0 || 0 || 0 || 6 || 4 || 4
| width=20 | || 16 || 150 || 1 || 600 || 1.1 || 2.3 || 250 || || 0.5 || 1.0
|- align=center
| align=left | Advanced Interceptor || 30 || 30 || 11 || 9 || 0 || 0 || 0 || 0 || 10 || 6 || 6
| width=20 | || 19 || 150 || 1 || 650 || 1.2 || 2.3 || 300 || || 0.5 || 1.0
|- align=center
| align=left | Basic Rocket Interceptor || 30 || 30 || 14 || 10 || 0 || 0 || 0 || 0 || 16 || 6 || 5
| width=20 | || 22 || 150 || 1 || 1000 || 2.0 || 2.6 || 200 || || 0.5 || 1.0
|- align=center
| align=left | Improved Rocket Interceptor || 30 || 30 || 16 || 12 || 0 || 0 || 0 || 0 || 16 || 8 || 7
| width=20 | || 27 || 150 || 1 || 1200 || 2.1 || 3 || 200 || || 0.5 || 1.0
|- align=center
| align=left | Basic Turbojet Interceptor || 30 || 30 || 14 || 12 || 0 || 0 || 0 || 0 || 16 || 7 || 7
| width=20 | || 25 || 150 || 1 || 900 || 2.2 || 3 || 300 || || 0.5 || 1.0
|- align=center
| align=left | Advanced Turbojet Interceptor || 30 || 30 || 19 || 15 || 0 || 0 || 0 || 0 || 20 || 10 || 8
| width=20 | || 29 || 150 || 1 || 1100 || 2.3 || 3 || 400 || || 0.5 || 1.0
|}
==Brigades allowed==
* None
==Notes==
*Interceptors receive a bonus (25%) to their air attack rating vs. enemy bomber units.
[[Category:Units]]
c903c3cab1358deac06488a52bddc37404999d85
Marine Division
0
560
1851
954
2017-04-24T16:00:21Z
Lillebror
871
removed low quality image
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text/x-wiki
Marines are an elite branch of the Infantry, specifically trained for assaulting beaches and other naval operations. They make use of specialised equipment and tactics to give them an edge over regular Infantry in such an environment.
==Marine Division Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Marines '36 || 40 || 40 || 2 || 3 || 8 || 1 || 12 || 15 || 100
| width=20 | || 9 || 160 || 10 || 4 || 0.8 || 0 || 3 || 10 || 0.5 || 1.0 || 5 || 5 || 5 || 5
|- align=center
| align=left | Marines '39 || 40 || 40 || 3 || 4 || 10 || 2 || 18 || 18 || 100
| width=20 | || 9 || 160 || 10 || 5 || 0.8 || 0 || 3 || 10 || 0.5 || 1.0 || 6 || 6 || 6 || 6
|- align=center
| align=left | Marines '41 || 40 || 40 || 4 || 5 || 12 || 4 || 24 || 20 || 100
| width=20 | || 9 || 160 || 10 || 5 || 0.9 || 0 || 3 || 10 || 0.5 || 1.0 || 6 || 6 || 6 || 6
|- align=center
| align=left | Marines '43 || 40 || 40 || 5 || 6 || 14 || 5 || 30 || 25 || 100
| width=20 | || 9 || 160 || 10 || 5 || 0.9 || 0 || 3 || 10 || 0.5 || 1.0 || 6 || 6 || 6 || 6
|}
==Brigades allowed==
* [[Anti-aircraft Brigade]]
* [[Anti-Tank Brigade]]
* [[Artillery Brigade]]
* [[Engineer Brigade]]
* [[Heavy Armored Brigade]]
* [[Light Armored Brigade]]
* [[Rocket Artillery Brigade]]
* [[Self-Propelled Artillery Brigade]]
* [[Self-Propelled Rocket Artillery Brigade]]
* [[Tank Destroyer Brigade]]
==Notes==
* Marine divisions are considered soft units.
* Marines have higher org and morale, reduced soft and hard attack values, and cost more IC and more manpower compared to a normal infantry of the same year.
* Marines have less penalty performing [[amphibious assault|amphibious assaults]] (the penalty is reduced even more the further along the tech tree you get) .
* Marines have less difficulties fighting in marshes and jungles.
[[Category:Units]]
2dae0d763b9009ffee319a57178c6b5eb434b440
Rocket Artillery Brigade
0
674
1852
1182
2017-04-24T16:00:37Z
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Rocket Artillery gives your units an added capability against soft units. Rockets are an area weapon, saturating an area with explosions, and are thus most effective against Infantry concentrations.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Basic Rocket Artillery || || || || || 5 || 1 || || 2 ||
| width=20 | || 4 || 45 || 2 || -1 || 1.5 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Improved Rocket Artillery || || || || || 6 || 1 || || 3 ||
| width=20 | || 5 || 45 || 2 || -1 || 1.5 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Advanced Rocket Artillery || || || || || 7 || 3 || || 4 ||
| width=20 | || 6 || 45 || 2 || -1 || 1.5 || || || || 0.5 || 1.0 || || || ||
|}
[[Category:Units]]
aba14b21653107c9d79c1b2167f2d7cdf1a932e2
Fighters
0
449
1853
730
2017-04-24T16:00:50Z
Lillebror
871
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Fighters are the backbone of any air force. They are used to achieve air superiority against enemy bombers and fighters They are all-rounders, being able to fulfill any mission given to them, but excelling at none in particular.
==Fighter Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left |I. Basic Fighter || 30 || 30 || 9 || 4 || 1 || 2 || 0 || 0 || 6 || 3 || 4
| width=20 | || 14 || 150 || 1 || 500 || 1.1 || 2 || 350 || || 0.5 || 1.0
|- align=center
| align=left |II. Improved Fighter || 30 || 30 || 12 || 5 || 2 || 3 || 1 || 0 || 8 || 6 || 6
| width=20 | || 18 || 150 || 1 || 600 || 1.2 || 2.2 || 400 || || 0.5 || 1.0
|- align=center
| align=left |III. Advanced Fighter || 30 || 30 || 15 || 9 || 4 || 6 || 2 || 0 || 10 || 8 || 8
| width=20 | || 20 || 150 || 1 || 650 || 1.4 || 2.1 || 500 || || 0.5 || 1.0
|- align=center
| align=left |IV. Basic Turbojet Fighter || 30 || 30 || 18 || 11 || 5 || 6 || 3 || 0 || 16 || 7 || 7
| width=20 | || 25 || 150 || 1 || 900 || 2.4 || 3 || 550 || || 0.5 || 1.0
|- align=center
| align=left |V. Improved Turbojet Fighter || 30 || 30 || 22 || 13 || 5 || 7 || 4 || 0 || 18 || 10 || 8
| width=20 | || 29 || 150 || 1 || 1100 || 2.6 || 3 || 600 || || 0.5 || 1.0
|}
==Brigades allowed==
* None
==Notes==
* They have moderate range, have the best air attack capability (without bonuses), and can be effective against ground targets. Their primary role is achieving air superiority: destroying enemy fighters and denying airspace to enemy bombers.
* While a specialized air force is ideal, these craft are all-rounders. [[Interceptors]] are superior at bomber interception (due to a bonus). If research or production choices are tight, develop the fighter first, as Interceptors need two additional techs before they can be upgraded to the turbojet version.
* In a ground attack role, note that the hard attack capability of fighters is particularly high, comparable to that of [[CAS]] and [[TAC]] bombers. After air superiority has been achieved, fighters are ideal for giving bombing runs an extra punch against armoured targets. These units can also be effective against soft targets, but to a lesser extent.
[[Category:Units]]
da9b655befab1ab24af257f0e1793f15d9d4fec6
Paratroop Division
0
631
1854
1096
2017-04-24T16:01:18Z
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Paratroopers are an elite branch of the Infantry, specifically trained to either parachute to the ground or be ferried to a battle in gliders. Their rapid deployment capability makes them ideal for use as a mobile reserve or for use in capturing a strategic asset behind enemy lines. However, they are handicapped by a lack of heavy equipment due to their mode of travel, and when they are in action it is advisable to move other units to their support.
==Paratroop Division Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Airborne '39 || 40 || 40 || 2 || 3 || 8 || 1 || 16 || 11 || 100
| width=20 | || 12 || 180 || 15 || 4 || 1.4 || 0 || 3 || 10 || 0.5 || 1.0 || 5 || 5 || 5 || 5
|- align=center
| align=left | Airborne '41 || 40 || 40 || 3 || 4 || 10 || 2 || 20 || 16 || 100
| width=20 | || 12 || 180 || 15 || 5 || 1.5 || 0 || 3 || 8 || 0.5 || 1.0 || 6 || 6 || 6 || 6
|- align=center
| align=left | Airborne '43 || 40 || 40 || 4 || 5 || 12 || 4 || 28 || 20 || 100
| width=20 | || 12 || 180 || 15 || 5 || 1.7 || 0 || 3 || 5 || 0.5 || 1.0 || 6 || 6 || 6 || 6
|- align=center
| align=left | Airborne '45 || 40 || 40 || 5 || 6 || 14 || 5 || 35 || 25 || 100
| width=20 | || 12 || 180 || 15 || 5 || 1.9 || 0 || 3 || 5 || 0.5 || 1.0 || 6 || 6 || 6 || 6
|}
==Brigades allowed==
* [[Anti-aircraft Brigade]]
* [[Anti-Tank Brigade]]
* [[Artillery Brigade]]
==Notes==
* Paratroop divisions are considered a soft unit.
* Paratroopers have higher org and morale, reduced soft and hard attack values, and cost more IC and more manpower compared to a normal infantry of the same year.
Paratroopers are much maligned by veteran players for several reasons:
* They require players to pursue two research trees (paratroopers and transport planes)
* Transport planes are extremely expensive in [[IC days]]
* Transport planes have very limited range
* Paratroopers are average at combat
{| border="1" cellpadding=5
|- valign=bottom
! Unit !! Soft Attack !! Defensiveness !! Manpower !! Cost !! BuildTime
|- align=center
| align=left | Airborne 1939 || 8 || 11 || 15 || 12 || 210
|- align=center
| align=left | Infantry 1939 || 12 || 18 || 10 || 7 || 95
|}
This means that the Airborne unit requires 2,520 IC days versus 665 IC days for Infantry, in exchange for considerably lower combat ability. A player could build ''four Infantry divisions'' (2,660 IC days) for a roughly equivalent cost.
Paratroopers do have some positives:
* Fun to use
* Provide an extra envelopment angle if dropped into a battle. The bonus is then added to all your divisions engaged in the battle.
* Paratroopers can be dropped into an empty province behind the enemy to close encirclements.
* Paratroopers dropped on unprotected airfields will destroy all planes based there.
* After an enemy loses a battle and is retreating into an adjacent province, if that province is empty, paratroopers can "overrun" the retreating enemy to destroy them. This can also be used defensively.
* In critical battles, paratroopers can swing the outcome, specifically during amphibious assaults when only a relatively small number of marines can be used. Dropping paratroopers onto the beach province dramatically increases the chance of victory.
* Paratroopers can be used to instantly cover ground that would otherwise take weeks for ground forces, such as the huge, low infrastructure provinces in C. Asia, Africa and S. America.
[[Category:Units]]
34f1c441d13ff8bb02a3d9c9d739c21290c73f90
Self-Propelled Artillery Brigade
0
686
1855
1206
2017-04-24T16:01:36Z
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SP, or Self-Propelled, Artillery gives your armored and mechanized units an additional punch against enemy infantry while not reducing the speed of those units as much as normal artillery.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Early SP Artillery || || || || || 4 || 2 || 3 || 3 || -5
| width=20 | || 6 || 70 || 2 || || 1.3 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Basic SP Artillery || || || || || 5 || 2 || 4 || 4 || -6
| width=20 | || 7 || 70 || 2 || || 1.4 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Improved SP Artillery || || || || || 6 || 2 || 4 || 4 || -7
| width=20 | || 7 || 70 || 2 || || 1.5 || 1 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Advanced SP Artillery || || || || || 7 || 3 || 5 || 5 || -8
| width=20 | || 8 || 70 || 2 || || 1.6 || 1 || || || 0.5 || 1.0 || || || ||
|}
[[Category:Units]]
72813e21d90cdcbe1b8f3d2f139cde1c7b7f0e01
Armored Division
0
329
1856
490
2017-04-24T16:01:53Z
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Armoured units allow real projection of power on the battlefield. Their speed and firepower make them lethal against all but the best entrenched Infantry. However, as tanks became heaver, their speeds would reduce accordingly. They also required a constant supply of fuel to remain in the field, and if this vital supply was severed, the armoured unit would be next to useless.
==Armored Division Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Great War Tank || 30 || 30 || 1 || 1 || 8 || 2 || 7 || 5 || 30
| width=20 | || 16 || 180 || 7 || 4 || 2 || 4 || 1 || 30 || 1.0 || 1.0 || 5 || 5 || 5 || 5
|- align=center
| align=left | Early Tank || 30 || 30 || 2 || 1 || 8 || 3 || 12 || 8 || 30
| width=20 | || 20 || 185 || 7 || 8 || 2.2 || 5 || 1 || 30 || 0.5 || 1.0 || 9 || 9 || 9 || 9
|- align=center
| align=left | Basic Medium Tank || 30 || 30 || 2 || 2 || 12 || 11 || 20 || 12 || 30
| width=20 | || 24 || 185 || 7 || 10 || 2.4 || 7 || 1 || 40 || 0.5 || 1.0 || 11 || 11 || 11 || 11
|- align=center
| align=left | Improved Medium Tank || 30 || 30 || 3 || 3 || 14 || 13 || 25 || 16 || 30
| width=20 | || 26 || 185 || 7 || 10 || 2.6 || 7 || 1 || 40 || 0.5 || 1.0 || 11 || 11 || 11 || 11
|- align=center
| align=left | Advanced Medium Tank || 30 || 30 || 4 || 4 || 14 || 14 || 30 || 20 || 30
| width=20 | || 27 || 185 || 7 || 10 || 2.8 || 7 || 1 || 40 || 0.5 || 1.0 || 11 || 11 || 11 || 11
|- align=center
| align=left | Semi–Modern Tank || 30 || 30 || 4 || 5 || 16 || 16 || 35 || 24 || 30
| width=20 | || 29 || 185 || 7 || 11 || 3.0 || 7 || 1 || 45 || 0.5 || 1.0 || 12 || 12 || 12 || 12
|}
==Brigades allowed==
* [[Anti-aircraft Brigade]]
* [[Armored Car Brigade]]
* [[Engineer Brigade]]
* [[Heavy Armored Brigade]]
* [[Light Armored Brigade]]
* [[Self-Propelled Artillery Brigade]]
* [[Self-Propelled Rocket Artillery Brigade]]
* [[Super Heavy Armored Brigade]]
* [[Tank Destroyer Brigade]]
==Notes==
* Armored divisions are considered hard units
[[Category:Units]]
07fe336e37b28a22f3608907cd4f30cf1055ac7a
Mechanized Division
0
562
1857
958
2017-04-24T16:02:58Z
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871
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Mechanized Infantry are equipped with all-terrain vehicles, such as the halftrack, which does not limit them to roads as with Motorized Infantry and allows them to work well with armoured units. However, the specialist equipment they require means their cost is high.
==Machanized Division Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Mechanized Infantry '42 || 30 || 30 || 4 || 5 || 14 || 5 || 20 || 20 || 60
| width=20 | || 14 || 125 || 10 || 10 || 1.3 || 4.5 || 2 || 30 || 0.5 || 1.0 || 11 || 11 || 11 || 11
|- align=center
| align=left | Mechanized Infantry '43 || 30 || 30 || 4 || 6 || 16 || 6 || 25 || 25 || 60
| width=20 | || 14 || 125 || 10 || 10 || 1.4 || 4.5 || 2 || 30 || 0.5 || 1.0 || 11 || 11 || 11 || 11
|- align=center
| align=left | Mechanized Infantry '44 || 30 || 30 || 6 || 6 || 18 || 7 || 32 || 32 || 60
| width=20 | || 14 || 125 || 10 || 10 || 1.5 || 4.5 || 2 || 30 || 0.5 || 1.0 || 11 || 11 || 11 || 11
|- align=center
| align=left | Mechanized Infantry '45 || 30 || 30 || 7 || 6 || 20 || 8 || 37 || 37 || 60
| width=20 | || 14 || 125 || 10 || 10 || 1.5 || 4.5 || 2 || 30 || 0.5 || 1.0 || 11 || 11 || 11 || 11
|}
==Brigades allowed==
* [[Anti-aircraft Brigade]]
* [[Anti-Tank Brigade]]
* [[Armored Car Brigade]]
* [[Engineer Brigade]]
* [[Heavy Armored Brigade]]
* [[Light Armored Brigade]]
* [[Self-Propelled Artillery Brigade]]
* [[Self-Propelled Rocket Artillery Brigade]]
* [[Tank Destroyer Brigade]]
==Notes==
* Meachnized divisions are considered hard units.
[[Category:Units]]
4ec6e84f228025e64b6dffae77652bdf5e0cff99
Police Brigade
0
640
1858
1114
2017-04-24T16:03:42Z
Lillebror
871
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Police Brigades are good at suppressing partisans and rebels.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Police || 3 || || || || || || || ||
| width=20 | || 2 || 35 || 2 || || 0.1 || || 3 || || 0.5 || 1.0 || || || ||
|}
[[Category:Units]]
f6bb6588b3383532a67d3df238701044388626a6
Cavalry Division
0
377
1859
586
2017-04-24T16:03:55Z
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871
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Cavalry Divisions (Cav) are able to move fairly rapidly over most types of terrain and do not require a supply of fuel to operate, but they are lightly armed when compared with Armoured units, and the automatic weapons of the time can inflict devastating casualties to both men and horses. That is not to say that Cavalry can't prove useful in some instances as a mobile reserve.
==Cavalry Division Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | I. Great War Cavalry|| 30 || 30 || 1 || 2 || 4 || 0 || 10 || 10 || 100
| width=20 | || 8 || 95 || 9 || 7 || 1.2 || 0 || 4 || 30 || 1.0 || 1.0 || 7 || 7 || 7 || 7
|- align=center
| align=left | II. Early Cavalry|| 30 || 30 || 2 || 3 || 8 || 1 || 10 || 10 || 100
| width=20 | || 8 || 95 || 9 || 7 || 1.2 || 0 || 4 || 30 || 0.5 || 1.0 || 7 || 7 || 7 || 7
|- align=center
| align=left | III. Basic Cavalry || 30 || 30 || 3 || 4 || 10 || 2 || 12 || 12 || 100
| width=20 | || 8 || 95 || 9 || 7 || 1.3 || 0 || 4 || 30 || 0.5 || 1.0 || 7 || 7 || 7 || 7
|- align=center
| align=left | IV. Semi-Motorized<BR>Cavalry|| 30 || 30 || 4 || 4 || 12 || 2 || 14 || 14 || 95
| width=20 | || 9 || 95 || 9 || 7 || 1.5 || 1.5 || 4 || 30 || 0.5 || 1.0 || 7 || 7 || 7 || 7
|- align=center
| align=left | V. Armored Cavalry|| 30 || 30 || 7 || 6 || 16 || 10 || 20 || 20 || 60
| width=20 | || 14 || 135 || 9 || 10 || 2.2 || 3.0 || 4 || 30 || 0.5 || 1.0 || 10 || 10 || 10 || 10
|- align=center
| align=left | VI. Air Cavalry|| 40 || 40 || 7 || 6 || 16 || 10 || 20 || 18 || 80
| width=20 | || 25 || 155 || 9 || 14 || 2.8 || 7.0 || 4 || 30 || 0.5 || 1.0 || 14 || 14 || 14 || 14
|}
==Brigades allowed==
* [[Anti-aircraft Brigade]]
* [[Anti-Tank Brigade]]
* [[Armored Car Brigade]]
* [[Artillery Brigade]]
* [[Engineer Brigade]]
* [[Light Armored Brigade]]
* [[Self-Propelled Artillery Brigade]]
* [[Tank Destroyer Brigade]]
==Notes==
* Cavalry divisions are considered a soft unit.
* It is often considered that ''Basic Cavalry'' are a good place to stop for upgrading of units. Reasons include, cost effectiveness, Lack of Oil Consumption and the combat differences between ''Basic Cavalry'' and ''Semi-Motorised Cavalry'' being quite small.
* Cavalry are often useful as disposable ''raiders''. When an enemy front has been ''holed'' the Cav race through to attempt to either encircle the enemy troops or race to capture/deny resources, IC or Victory Points
* Cavalry are classified in the category of [[TECH_CAT_CAVALRY]] and thus are affected by [[Terrain]] and [[Weather]] differently to other land types
[[Category:Units]]
9647b88f25f14d2a7cc9e6847b1c2b41429f845e
Transport
0
776
1860
1386
2017-04-24T16:04:10Z
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871
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Naval Transports are used for moving supplies and resources around the world. They can also be used to ferry land units across stretches of water. They are completely unarmed and, unless well protected, will be vulnerable to attack by other naval units or aircraft.
==Transports Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Sea Attack !! Sub Attack !! Sea Def !! Shore Bombard !! Distance !! Visi-<BR>bility !! Surface Detect !! Sub Detect !! Air Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap.
|- align=center
| align=left | Transport || 30 || 30 || 0 || 0 || 0 || 0 || 0 || 0 || 0.1 || 90 || 0 || 0 || 0
| width=20 | || 5 || 90 || 1 || 18 || 0.3 || 1 || 3000 || 40
|}
==Brigades allowed==
* None
==Notes==
* Transports do not attack in combat and can ferry troops for an [[amphibious assault]].
* Each transport can hold a single division, regardless of its type.
[[Category:units]]
4003960746805a0861f0c9f4c521bc20766ba548
Anti-aircraft Brigade
0
321
1861
474
2017-04-24T16:04:28Z
Lillebror
871
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Anti-Aircraft weapons will increase the 'Air Attack' capability of your units, so that they inflict more damage on Aircraft.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left |I. Basic Anti–Air || || || 1 || 2 || || 1 || || 1 ||
| width=20 | || 5 || 40 || 2 || -1 || 0.3 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |II. Improved Anti–Air || || || 2 || 3 || || 1 || || 1 ||
| width=20 | || 5 || 40 || 2 || || 0.35 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |III. Advanced Anti–Air || || || 3 || 3 || || 2 || || 1 ||
| width=20 | || 5 || 40 || 2 || || 0.4 || || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left |IV. Semi–Modern Anti–Air || || || 4 || 4 || || 3 || || 2 ||
| width=20 | || 5 || 40 || 2 || || 0.45 || || || || 0.5 || 1.0 || || || ||
|}
[[Category:Units]]
6e00d49ea00d7b18ef2c7a6d633de620bff5980d
Naval unit statistics
0
619
1862
1072
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871
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== Sea Units ==
=== [[Battlecruiser]] ===
Battlecruisers are very heavy cruisers that combine large main guns and good armor with reasonable speed and a good range. They are mainly used against enemy shipping lanes, able to outrun enemy battleships and able to outfight convoy escorts.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Sea Attack !! Sub Attack !! Sea Def !! Shore Bombard !! Distance !! Visi-<BR>bility !! Surface Detect !! Sub Detect !! Air Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap.
|- align=center
| align=left | Great War Battlecruiser || 30 || 30 || 1 || 1 || 12 || 0 || 8 || 5 || 0.3 || 80 || 1 || 4 || 1
| width=20 | || 6 || 615 || 1 || 18 || 0.4 || 0.8 || 2500 || 0
|- align=center
| align=left | Early Battlecruiser || 30 || 30 || 1 || 2 || 14 || 0 || 9 || 6 || 0.31 || 80 || 1 || 4 || 1
| width=20 | || 7 || 615 || 1 || 21 || 0.5 || 0.8 || 2700 || 0
|- align=center
| align=left | Basic Battlecruiser || 30 || 30 || 1 || 3 || 16 || 0 || 10 || 7 || 0.32 || 80 || 1 || 4 || 1
| width=20 | || 8 || 615 || 1 || 23 || 0.5 || 0.8 || 3000 || 0
|- align=center
| align=left | Improved Battlecruiser || 30 || 30 || 3 || 3 || 17 || 0 || 12 || 8 || 0.34 || 80 || 1 || 4 || 2
| width=20 | || 9 || 615 || 1 || 26 || 0.6 || 0.8 || 3500 || 0
|- align=center
| align=left | Advanced Battlecruiser || 30 || 30 || 4 || 4 || 18 || 0 || 14 || 9 || 0.36 || 80 || 1 || 5 || 2
| width=20 | || 10 || 630 || 2 || 28 || 0.7 || 0.8 || 4000 || 0
|- align=center
| align=left | Semi–Modern Battlecruiser || 30 || 30 || 5 || 5 || 20 || 1 || 16 || 10 || 0.36 || 80 || 1 || 5 || 3
| width=20 | || 12 || 630 || 2 || 30 || 0.8 || 0.8 || 4000 || 0
|- align=center
| align=left | Nuclear Battlecruiser || 30 || 30 || 6 || 6 || 22 || 1 || 18 || 10 || 0.36 || 80 || 1 || 6 || 3
| width=20 | || 14 || 640 || 2 || 30 || 2.0 || 0 || 4000 || 0
|}
=== [[Battleship]] ===
The Battleship is the Queen of the Sea. It is a massive floating gun platform, designed primarily to engage enemy capital ships at long range and send them to the bottom of the ocean. However, they are now vulnerable to air or submarine torpedo attacks, and the advent of the Aircraft Carrier has started to number their days.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Sea Attack !! Sub Attack !! Sea Def !! Shore Bombard !! Distance !! Visi-<BR>bility !! Surface Detect !! Sub Detect !! Air Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap.
|- align=center
| align=left | Great War Battleship || 30 || 30 || 1 || 1 || 14 || 0 || 12 || 6 || 0.32 || 90 || 1 || 2 || 1
| width=20 | || 7 || 730 || 1 || 15 || 0.7 || 1 || 2500 || 0
|- align=center
| align=left | Early Battleship || 30 || 30 || 1 || 1 || 16 || 0 || 14 || 8 || 0.34 || 90 || 1 || 3 || 1
| width=20 | || 8 || 730 || 1 || 20 || 0.7 || 1 || 2800 || 0
|- align=center
| align=left | Basic Battleship || 30 || 30 || 2 || 2 || 18 || 0 || 16 || 10 || 0.34 || 90 || 1 || 3 || 2
| width=20 | || 9 || 730 || 1 || 20 || 0.8 || 1 || 3000 || 0
|- align=center
| align=left | Improved Battleship || 30 || 30 || 3 || 4 || 21 || 0 || 19 || 11 || 0.36 || 90 || 1 || 4 || 2
| width=20 | || 10 || 730 || 2 || 25 || 0.8 || 1 || 3500 || 0
|- align=center
| align=left | Advanced Battleship || 30 || 30 || 4 || 6 || 24 || 0 || 22 || 12 || 0.38 || 90 || 1 || 4 || 3
| width=20 | || 12 || 730 || 2 || 27 || 0.9 || 1 || 4000 || 0
|- align=center
| align=left | Semi–Modern Battleship || 30 || 30 || 5 || 8 || 26 || 1 || 24 || 14 || 0.38 || 90 || 1 || 5 || 3
| width=20 | || 14 || 740 || 2 || 28 || 1 || 1 || 4000 || 0
|- align=center
| align=left | Super Heavy Battleship || 30 || 30 || 3 || 5 || 28 || 0 || 27 || 14 || 0.38 || 95 || 1 || 4 || 2
| width=20 | || 16 || 760 || 2 || 24 || 1 || 1.5 || 3500 || 0
|- align=center
| align=left | Nuclear Battleship || 30 || 30 || 6 || 9 || 28 || 1 || 26 || 14 || 0.38 || 90 || 1 || 6 || 4
| width=20 | || 16 || 790 || 2 || 30 || 2.5 || 0 || 8000 || 0
|}
=== [[Carrier]] ===
The Aircraft Carrier is rapidly becoming the most important naval vessel. Its ability to project power through the aircraft it carries makes it dangerous to other capital ships and land forces. However, the ship itself is only lightly armed and must rely on other naval units, as well as its own aircraft, to afford it protection.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Sea Attack !! Sub Attack !! Sea Def !! Shore Bombard !! Distance !! Visi-<BR>bility !! Surface Detect !! Sub Detect !! Air Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap.
|- align=center
| align=left | Great War Carrier || 30 || 30 || 1 || 1 || 1 || 1 || 8 || 0 || 0.14 || 100 || 1 || 1 || 2
| width=20 | || 5 || 547 || 1 || 18 || 0.9 || 1 || 2000 || 0
|- align=center
| align=left | Early Carrier || 30 || 30 || 1 || 1 || 1 || 1 || 9 || 0 || 0.16 || 100 || 1 || 1 || 2
| width=20 | || 5 || 650 || 1 || 18 || 1.1 || 1 || 2500 || 0
|- align=center
| align=left | Basic Carrier || 30 || 30 || 1 || 2 || 1 || 1 || 10 || 0 || 0.16 || 100 || 1 || 1 || 2
| width=20 | || 6 || 730 || 2 || 22 || 1.3 || 1 || 3000 || 0
|- align=center
| align=left | Improved Carrier || 30 || 30 || 2 || 3 || 1 || 1 || 12 || 0 || 0.17 || 100 || 1 || 1 || 2
| width=20 | || 7 || 730 || 2 || 24 || 1.5 || 1 || 3500 || 0
|- align=center
| align=left | Advanced Carrier || 30 || 30 || 2 || 4 || 1 || 1 || 15 || 0 || 0.18 || 100 || 1 || 1 || 3
| width=20 | || 8 || 730 || 2 || 26 || 1.7 || 1 || 4000 || 0
|- align=center
| align=left | Advanced Heavy Carrier || 30 || 30 || 3 || 5 || 1 || 1 || 18 || 0 || 0.18 || 100 || 1 || 1 || 4
| width=20 | || 10 || 810 || 3 || 28 || 2.0 || 1.5 || 4000 || 0
|- align=center
| align=left | Advanced Super–Heavy Carrier || 30 || 30 || 3 || 5 || 1 || 1 || 22 || 0 || 0.18 || 100 || 1 || 1 || 4
| width=20 | || 11 || 920 || 3 || 30 || 2.3 || 2 || 4000 || 0
|- align=center
| align=left | Semi–Modern Carrier || 30 || 30 || 3 || 6 || 1 || 1 || 24 || 0 || 0.2 || 100 || 1 || 1 || 5
| width=20 | || 12 || 920 || 3 || 30 || 2.5 || 2 || 4500 || 0
|- align=center
| align=left | Nuclear Carrier || 30 || 30 || 3 || 6 || 1 || 1 || 26 || 0 || 0.2 || 100 || 1 || 1 || 5
| width=20 | || 14 || 950 || 3 || 32 || 3.5 || 0 || 8000 || 0
|}
=== [[Destroyers]] ===
The Destroyer is the smallest and the fastest of the surface ships. It is lightly armed in comparison with the battleship, but its speed and maneuvrability allow it to provide a good first line of defence away from the main capital ships of a fleet, and its light guns are useful for engaging aircraft. Destroyers are usually combined in groups and used for convoy escort and anti-submarine duties.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Sea Attack !! Sub Attack !! Sea Def !! Shore Bombard !! Distance !! Visi-<BR>bility !! Surface Detect !! Sub Detect !! Air Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap.
|- align=center
| align=left | Great War Destroyer || 30 || 30 || 0 || 2 || 3 || 3 || 1 || 0 || 0.14 || 50 || 3 || 7 || 2
| width=20 | || 2 || 95 || 0.5 || 24 || 0.25 || 0.25 || 1200 || 0
|- align=center
| align=left | Early Destroyer || 30 || 30 || 1 || 3 || 4 || 5 || 2 || 0 || 0.16 || 50 || 3 || 8 || 3
| width=20 | || 2 || 120 || 0.5 || 28 || 0.25 || 0.25 || 1500 || 0
|- align=center
| align=left | Basic Destroyer || 30 || 30 || 2 || 3 || 5 || 7 || 3 || 1 || 0.17 || 50 || 3 || 10 || 4
| width=20 | || 2 || 140 || 0.5 || 28 || 0.27 || 0.25 || 1800 || 0
|- align=center
| align=left | Improved Destroyer || 30 || 30 || 3 || 4 || 6 || 9 || 4 || 1 || 0.18 || 50 || 3 || 12 || 5
| width=20 | || 3 || 140 || 0.5 || 30 || 0.27 || 0.25 || 2100 || 0
|- align=center
| align=left | Advanced Destroyer || 30 || 30 || 4 || 5 || 7 || 12 || 5 || 2 || 0.19 || 50 || 3 || 14 || 6
| width=20 | || 4 || 140 || 0.5 || 33 || 0.3 || 0.3 || 2500 || 0
|- align=center
| align=left | Semi–Modern Destroyer || 30 || 30 || 6 || 6 || 8 || 14 || 6 || 2 || 0.2 || 50 || 3 || 14 || 6
| width=20 | || 5 || 140 || 0.5 || 34 || 0.3 || 0.3 || 3000 || 0
|}
=== [[Heavy Cruiser]] ===
Heavy Cruisers are larger and more heavily armored than their lighter counterparts. They have larger main guns, giving them the ability to bombard enemy units on land. They are effective against enemy surface ships, especially destroyers and light cruisers, but are susceptible to air and submarine attacks.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Sea Attack !! Sub Attack !! Sea Def !! Shore Bombard !! Distance !! Visi-<BR>bility !! Surface Detect !! Sub Detect !! Air Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap.
|- align=center
| align=left | Great War Heavy Cruiser || 30 || 30 || 0 || 1 || 8 || 0 || 5 || 3 || 0.24 || 70 || 1 || 2 || 1
| width=20 | || 4 || 300 || 0.5 || 20 || 0.4 || 0.5 || 2500 || 0
|- align=center
| align=left | Early Heavy Cruiser || 30 || 30 || 1 || 1 || 9 || 0 || 5 || 4 || 0.26 || 70 || 1 || 4 || 2
| width=20 | || 5 || 310 || 1 || 23 || 0.5 || 0.5 || 2500 || 0
|- align=center
| align=left | Basic Heavy Cruiser || 30 || 30 || 1 || 3 || 10 || 0 || 6 || 4 || 0.28 || 70 || 1 || 5 || 3
| width=20 | || 6 || 310 || 1 || 25 || 0.5 || 0.5 || 3000 || 0
|- align=center
| align=left | Improved Heavy Cruiser || 30 || 30 || 2 || 3 || 11 || 0 || 7 || 5 || 0.29 || 70 || 1 || 5 || 3
| width=20 | || 7 || 310 || 1 || 28 || 0.6 || 0.6 || 3500 || 0
|- align=center
| align=left | Advanced Heavy Cruiser || 30 || 30 || 2 || 4 || 12 || 0 || 8 || 6 || 0.30 || 70 || 1 || 6 || 4
| width=20 | || 8 || 365 || 1 || 30 || 0.6 || 0.6 || 4000 || 0
|- align=center
| align=left | Semi–Modern Heavy Cruiser || 30 || 30 || 4 || 5 || 13 || 1 || 9 || 6 || 0.30 || 70 || 1 || 7 || 5
| width=20 | || 9 || 365 || 2 || 30 || 0.7 || 0.6 || 4000 || 0
|- align=center
| align=left | Nuclear Heavy Cruiser || 30 || 30 || 5 || 7 || 14 || 1 || 10 || 6 || 0.30 || 70 || 2 || 8 || 6
| width=20 | || 10 || 380 || 2 || 30 || 1.6 || 0 || 8000 || 0
|}
=== [[Light Cruiser]] ===
Light Cruisers are little more than large destroyers. They are usually lightly armored to give good speed and range. They are normally used in an escort role for capital ships like battleships or carriers, granting protection mainly from enemy air attacks, but also from enemy submarines.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Sea Attack !! Sub Attack !! Sea Def !! Shore Bombard !! Distance !! Visi-<BR>bility !! Surface Detect !! Sub Detect !! Air Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap.
|- align=center
| align=left | Great War Light Cruiser || 30 || 30 || 1 || 2 || 4 || 1 || 3 || 1 || 0.18 || 60 || 2 || 4 || 2
| width=20 | || 3 || 200 || 0.5 || 22 || 0.36 || 0.38 || 1500 || 0
|- align=center
| align=left | Early Light Cruiser || 30 || 30 || 2 || 2 || 6 || 2 || 4 || 2 || 0.22 || 60 || 2 || 5 || 3
| width=20 | || 4 || 220 || 0.5 || 25 || 0.36 || 0.38 || 2000 || 0
|- align=center
| align=left | Basic Light Cruiser || 30 || 30 || 4 || 3 || 8 || 3 || 5 || 3 || 0.23 || 60 || 2 || 6 || 4
| width=20 | || 5 || 220 || 1 || 26 || 0.38 || 0.38 || 2500 || 0
|- align=center
| align=left | Improved Light Cruiser || 30 || 30 || 8 || 4 || 9 || 4 || 6 || 4 || 0.24 || 60 || 2 || 8 || 5
| width=20 | || 6 || 220 || 1 || 29 || 0.38 || 0.4 || 3000 || 0
|- align=center
| align=left | Advanced Light Cruiser || 30 || 30 || 10 || 4 || 10 || 6 || 7 || 4 || 0.25 || 60 || 2 || 10 || 7
| width=20 | || 7 || 230 || 1 || 30 || 0.4 || 0.4 || 3500 || 0
|- align=center
| align=left | Semi–Modern Light Cruiser || 30 || 30 || 12 || 5 || 11 || 8 || 8 || 4 || 0.26 || 60 || 3 || 12 || 9
| width=20 | || 8 || 230 || 1 || 30 || 0.4 || 0.4 || 4000 || 0
|}
=== [[Submarine]]s ===
The Submarine is designed to travel underwater allowing it to operate clandestinely against other naval units. Its main armament consists of torpedoes which are deadly against all other types of vessel, be they Carrier, Battleship, Naval Transport or another Submarine. However, the Submarine can be handicapped by a short range and new technologies to improve them can be expensive.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Sea Attack !! Sub Attack !! Sea Def !! Shore Bombard !! Distance !! Visi-<BR>bility !! Surface Detect !! Sub Detect !! Air Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap.
|- align=center
| align=left | Dive Boat || 30 || 30 || 0 || 5 || 3 || 1 || 1 || 0 || 0.15 || 5 || 2 || 1 || 1
| width=20 | || 2 || 90 || 0.5 || 10 || 0.3 || 0.5 || 500 || 0
|- align=center
| align=left | Short Range Submarine || 30 || 30 || 0 || 6 || 5 || 2 || 2 || 0 || 0.16 || 4 || 3 || 1 || 1
| width=20 | || 2 || 110 || 0.5 || 12 || 0.4 || 0.5 || 2500 || 0
|- align=center
| align=left | Medium Range Submarine || 30 || 30 || 1 || 8 || 6 || 3 || 3 || 0 || 0.17 || 3 || 4 || 1 || 1
| width=20 | || 2 || 160 || 0.5 || 16 || 0.5 || 0.7 || 3000 || 0
|- align=center
| align=left | Long Range Submarine || 30 || 30 || 1 || 10 || 7 || 4 || 4 || 0 || 0.18 || 3 || 5 || 1 || 1
| width=20 | || 3 || 160 || 0.5 || 18 || 0.6 || 0.8 || 3500 || 0
|- align=center
| align=left | Electro–Submarine || 30 || 30 || 1 || 12 || 9 || 8 || 5 || 0 || 0.19 || 2 || 5 || 3 || 1
| width=20 | || 4 || 160 || 0.5 || 18 || 0.7 || 0.5 || 3500 || 0
|- align=center
| align=left | Semi–Modern Submarine || 30 || 30 || 1 || 14 || 10 || 10 || 8 || 0 || 0.2 || 1 || 6 || 4 || 1
| width=20 | || 5 || 160 || 0.5 || 21 || 0.7 || 0.5 || 4000 || 0
|- align=center
| align=left | Nuclear Submarine || 30 || 30 || 1 || 16 || 12 || 12 || 12 || 0 || 0.2 || 1 || 7 || 5 || 1
| width=20 | || 8 || 320 || 0.5 || 25 || 1.9 || 0 || 8000 || 0
|}
=== [[Transport]]s ===
Naval Transports are used for moving supplies and resources around the world. They can also be used to ferry land units across stretches of water. They are completely unarmed and, unless well protected, will be vulnerable to attack by other naval units or aircraft.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Sea Attack !! Sub Attack !! Sea Def !! Shore Bombard !! Distance !! Visi-<BR>bility !! Surface Detect !! Sub Detect !! Air Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap.
|- align=center
| align=left | Transport || 30 || 30 || 0 || 0 || 0 || 0 || 0 || 0 || 0.1 || 90 || 0 || 0 || 0
| width=20 | || 5 || 90 || 1 || 18 || 0.3 || 1 || 3000 || 40
|}
== Seabrigade Units ==
=== [[Carrier Air Group]] ===
Carrier Air Groups represent the complement of planes stationed on carriers. They are usually a mix of fighters, torpedo and dive bombers which provide both protection for the carrier and allow it to strike enemy ships at a large distance.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Sea Attack !! Sub Attack !! Sea Def !! Shore Bombard !! Distance !! Visi-<BR>bility !! Surface Detect !! Sub Detect !! Air Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Great War Carrier Air Group || || || 3 || 3 || 2 || 0 || || 5 || 1.0 || || 10 || 2 || 3
| width=20 | || 2 || 190 || 0.2 || || 0.4 || 1 || || || 0.5 || 1.0
|- align=center
| align=left | Early Carrier Air Group || || || 6 || 5 || 4 || 0 || || 7 || 1.2 || || 11 || 3 || 4
| width=20 | || 2.5 || 190 || 0.2 || || 0.4 || 1 || || || 0.5 || 1.0
|- align=center
| align=left | Basic Carrier Air Group || || || 8 || 7 || 6 || 0 || || 10 || 1.4 || || 12 || 4 || 5
| width=20 | || 3 || 190 || 0.2 || || 0.5 || 1 || || || 0.5 || 1.0
|- align=center
| align=left | Improved Carrier Air Grp || || || 10 || 9 || 8 || 0 || || 12 || 1.6 || || 13 || 6 || 6
| width=20 | || 3.5 || 190 || 0.2 || || 0.5 || 1 || || || 0.5 || 1.0
|- align=center
| align=left | Advanced Carrier Air Grp || || || 12 || 12 || 11 || 1 || || 14 || 1.8 || || 14 || 7 || 7
| width=20 | || 4 || 190 || 0.2 || || 0.6 || 1 || || || 0.5 || 1.0
|- align=center
| align=left | Heavy Advanced CAG || || || 16 || 16 || 14 || 3 || || 16 || 2.0 || || 15 || 7 || 7
| width=20 | || 4.5 || 190 || 0.2 || || 0.6 || 1 || || || 0.5 || 1.0
|- align=center
| align=left | Super–Heavy Advanced CAG || || || 20 || 18 || 16 || 5 || || 18 || 2.2 || || 16 || 7 || 7
| width=20 | || 5 || 190 || 0.2 || || 0.7 || 1 || || || 0.5 || 1.0
|- align=center
| align=left | Semi–Modern CAG || || || 21 || 21 || 18 || 7 || || 19 || 2.4 || || 17 || 8 || 8
| width=20 | || 5.5 || 190 || 0.2 || || 0.7 || 1 || || || 0.5 || 1.0
|- align=center
| align=left | Turbojet Carrier Air Grp || || || 25 || 25 || 20 || 9 || || 23 || 2.5 || || 20 || 10 || 10
| width=20 | || 6 || 190 || 0.2 || || 1 || 1.5 || || || 0.5 || 1.0
|}
= Doomsday 1.0 - 1.3 =
Available as a PDF file: [[Media:UnitStats_DD12_Sea.pdf|Sea Unit Statistics]]. Also, a complete Excel file is available: [http://joe-s.home.insightbb.com/hoi2dd.htm DD UnitStats v1.2 Excel File]
[[Category:Reference]]
13d60ba9e7419435510394990ff940574ed5f607
Submarine
0
719
1863
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{{ARMA v1.2}}
The Submarine is designed to travel underwater allowing it to operate clandestinely against other naval units. Its main armament consists of torpedoes which are deadly against all other types of vessel, be they Carrier, Battleship, Naval Transport or another Submarine. However, the Submarine can be handicapped by a short range and new technologies to improve them can be expensive.
==Submarine Statistics==
{| cellpadding=1
|- valign=bottom
! align=left | Model !! Year !! Air Attack !! Air Def. !! Sea Attack !! Sub Attack !! Sea Def !! Convoy Attack !! Distance !! Visi-<br />bility !! Surface Detect !! Sub Detect !! Air Detect !! Cost !! Build-<br />time !! Man-<br />power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range
|- align=center
| align=left | Dive Boat Submarine ||1936||0||4||1||1||1||3||0.15||5||2||1||1||2.0||90||0.5||10||0.30||0.50||500
|- align=center
| align=left | Short Range Submarine ||1936||0||5||2||2||2||5||0.16||4||3||1||1||2.0||110||0.5||12||0.40||0.50||2500
|- align=center
| align=left | Medium Rng Submarine ||1936||1||6||3||3||3||6||0.17||3||4||1||1||2.0||160||0.5||16||0.50||0.70||3000
|- align=center
| align=left | Long Range Submarine ||1938||1||8||3||4||4||7||0.18||3||5||1||1||3.0||160||0.5||18||0.60||0.80||3500
|- align=center
| align=left | Electro–Sub Submarine ||1944||1||9||4||8||5||9||0.19||2||5||3||1||4.0||160||0.5||18||0.70||0.50||3500
|- align=center
| align=left | Semi–Modern Submarine ||1945||1||11||5||10||8||10||0.20||1||6||4||1||5.0||160||0.5||21||0.70||0.50||4000
|- align=center
| align=left | Nuclear Submarine ||1945||1||14||6||12||12||12||0.20||1||7||5||1||8.0||320||0.5||25||1.90||0.00||8000
|}
==Brigades allowed==
* None
==Notes==
* Submarines cannot shore bombard. Instead, they have a higher convoy attack value (other ships use their sea attack).
* Please read the [[Submarine Guide]] for a detailed analysis of this unit in the different versions of HoI.
[[Category:units]]
87a0c1900b2c74941af24b6854794cbac84fffb5
Armored Car Brigade
0
328
1864
488
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Armored Cars are wheeled vehicles, typically with light armour and modest weaponry. They give your units an added capability against soft targets, being most effective against supply trucks and rear area troops.
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Tough-<BR>ness !! Defens-<BR>iveness !! Soft-<BR>ness
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Supp. !! Transp. Weight !! Upgrade Time Factor !! Upgrade Cost Factor !! Speed Cap Art !! Speed Cap Eng !! Speed Cap AT !! Speed Cap AA
|- align=center
| align=left | Basic Armored Car || 3 || || || || 2 || || 1 || 1 || -5
| width=20 | || 3 || 60 || 2 || || 1 || 0.4 || || || 0.5 || 1.0 || || || ||
|- align=center
| align=left | Improved Armored Car || 6 || || || || 3 || 1 || 2 || 2 || -5
| width=20 | || 3 || 60 || 2 || || 1 || 0.45 || || || 0.5 || 1.0 || || || ||
|}
[[Category:Units]]
03c6eae24bb9800a67afceb51811f4bc7cd2a9e1
Carrier
0
371
1865
574
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{{ARMA v1.2}}
The Aircraft Carrier is rapidly becoming the most important naval vessel. Its ability to project power through the aircraft it carries makes it dangerous to other capital ships and land forces. However, the ship itself is only lightly armed and must rely on other naval units, as well as its own aircraft, to afford it protection.
==Carrier Statistics==
{| cellpadding=1
|- valign=bottom
! align=left | Model !! Year !! Air Attack !! Air Def. !! Sea Attack !! Sub Attack !! Sea Def !! Shore Bombard !! Distance !! Visi-<br />bility !! Surface Detect !! Sub Detect !! Air Detect !! Cost !! Build-<br />time !! Man-<br />power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range
|- align=center
| align=left | Great War Carrier ||1936||0||0||0||1||8||0||0.05||100||1||1||2||5.0||547||1.0||18||0.90||1.00||2000
|- align=center
| align=left | Early Carrier ||1936||1||0||0||1||9||0||0.05||100||1||1||2||5.0||650||1.0||18||1.10||1.00||2500
|- align=center
| align=left | Basic Carrier ||1936||1||2||1||1||10||0||0.05||100||1||1||2||6.0||730||2.0||22||1.30||1.00||3000
|- align=center
| align=left | Improved Carrier ||1938||3||4||2||2||12||1||0.05||100||1||1||2||7.0||730||2.0||28||1.50||1.00||3500
|- align=center
| align=left | Advanced Carrier ||1941||4||5||3||2||15||1||0.05||100||1||1||3||8.0||730||2.0||30||1.70||1.00||4000
|- align=center
| align=left | Adv Heavy Carrier ||1943||5||6||4||2||18||1||0.05||100||1||1||4||10.0||810||3.0||30||2.00||1.50||4000
|- align=center
| align=left | Adv S-Heavy Carrier ||1944||5||7||5||2||22||1||0.05||100||1||1||4||11.0||920||3.0||30||2.30||2.00||4000
|- align=center
| align=left | Semi-Modern Carrier ||1945||6||7||5||3||24||2||0.05||100||1||1||5||12.0||920||3.0||32||2.50||2.00||4500
|- align=center
| align=left | Nuclear Carrier ||1945||6||9||6||3||26||2||0.05||100||1||1||5||14.0||950||3.0||34||3.50||0.00||8000
|- align=center
| align=left | Modern Carrier ||1948||6||9||6||3||26||2||0.05||100||1||1||5||13.0||930||3.0||34||2.50||2.00||4500
|}
==Brigades allowed==
* [[Carrier Air Group]]
==Notes==
* A carrier is considered a capital ship.
* The base org and morale is 20 for Great War and Early carriers, 25 for Basic carriers and 30 for all others.
* A carrier without a carrier air group is just a giant, expensive floating piece of metal.
[[Category:units]]
b615ad7497dae3fa4f62a3109b17ac7216ad3fc8
Destroyer
0
413
1866
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{{ARMA v1.2}}
The Destroyer is the smallest and the fastest of the surface ships. It is lightly armed in comparison with the battleship, but its speed and maneuvrability allow it to provide a good first line of defence away from the main capital ships of a fleet, and its light guns are useful for engaging aircraft. Destroyers are usually combined in groups and used for convoy escort and anti-submarine duties.
==Destroyer Statistics==
{| cellpadding=1
|- valign=bottom
! align=left | Model !! Year !! Air Attack !! Air Def. !! Sea Attack !! Sub Attack !! Sea Def !! Shore Bombard !! Distance !! Visi-<br />bility !! Surface Detect !! Sub Detect !! Air Detect !! Cost !! Build-<br />time !! Man-<br />power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range
|- align=center
| align=left | Great War Destroyer ||1936||0||2||3||3||1||0||0.14||50||3||7||2||2.0||95||0.5||24||0.25||0.25||1500
|- align=center
| align=left | Early Destroyer ||1936||1||3||4||5||2||0||0.16||50||3||8||3||2.0||120||0.5||28||0.25||0.25||2000
|- align=center
| align=left | Basic Destroyer ||1936||2||3||5||7||3||1||0.17||50||3||10||4||2.0||140||0.5||28||0.27||0.25||2500
|- align=center
| align=left | Improved Destroyer ||1938||3||4||6||9||4||1||0.18||50||3||12||5||3.0||140||0.5||30||0.27||0.25||3000
|- align=center
| align=left | Advanced Destroyer ||1941||4||5||7||12||5||2||0.19||50||3||14||6||4.0||140||0.5||33||0.30||0.30||3500
|- align=center
| align=left | Semi–Modern Destroyer ||1945||6||6||8||14||6||2||0.20||50||3||14||6||5.0||140||0.5||34||0.30||0.30||4000
|- align=center
| align=left | Modern Destroyer ||1947||7||7||9||16||7||2||0.20||50||4||16||7||5.0||140||0.5||34||0.30||0.30||4300
|}
==Brigades allowed==
* [[Anti-Air (naval brigade)|Anti-Air]]
* [[Fire Control (naval brigade)|Fire Control]]
* [[Improved Hull (naval brigade)|Improved Hull]]
* [[Radar (naval brigade)|Radar]]
* [[Torpedoes (naval brigade)|Torpedoes]]
* [[ASW (naval brigade)|ASW]]
==Notes==
* Destroyers are considered screening ships.
* Destroyers may hold a single attachment.
* The base org and morale of destroyers is 30.
[[Category:units]]
3c44f7d41caf1789288d1ea3136b3204aafc4c3f
Battlecruiser
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1867
524
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{{ARMA v1.2}}
Battlecruisers are very heavy cruisers that combine large main guns and good armor with reasonable speed and a good range. They are mainly used against enemy shipping lanes, able to outrun enemy battleships and able to outfight convoy escorts.
==Battlecruiser Statistics==
{| cellpadding=1
|- valign=bottom
! align=left | Model !! Year !! Air Attack !! Air Def. !! Sea Attack !! Sub Attack !! Sea Def !! Shore Bombard !! Distance !! Visi-<br />bility !! Surface Detect !! Sub Detect !! Air Detect !! Cost !! Build-<br />time !! Man-<br />power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range
|- align=center
| align=left | Great War Battlecruiser ||1936||1||1||12||0||8||5||0.30||80||1||2||1||6.0||615||1.0||18||0.40||0.80||2500
|- align=center
| align=left | Early Battlecruiser ||1936||1||2||14||0||9||6||0.31||80||1||2||1||7.0||615||1.0||21||0.50||0.80||2700
|- align=center
| align=left | Basic Battlecruiser ||1936||1||3||16||0||10||7||0.32||80||1||2||1||8.0||615||1.0||23||0.50||0.80||3000
|- align=center
| align=left | Improved Battlecruiser ||1938||3||3||17||0||12||8||0.34||80||1||2||1||9.0||615||1.0||26||0.60||0.80||3500
|- align=center
| align=left | Advanced Battlecruiser ||1941||4||4||18||0||14||9||0.36||80||1||2||1||10.0||630||2.0||28||0.70||0.80||4000
|- align=center
| align=left | Semi-Modern Battlecruiser ||1945||5||5||20||1||16||10||0.36||80||1||3||1||12.0||630||2.0||30||0.80||0.80||4000
|- align=center
| align=left | Nuclear Battlecruiser ||1945||6||6||22||1||18||10||0.36||80||1||4||2||14.0||640||2.0||30||2.00||0.00||8000
|- align=center
| align=left | Modern Battlecruiser ||1948||6||6||22||1||18||10||0.36||80||1||4||2||14.0||640||2.0||30||0.80||0.80||4000
|}
==Brigades allowed==
* [[Anti-Air (naval brigade)|Anti-Air]]
* [[Fire Control (naval brigade)|Fire Control]]
* [[Improved Hull (naval brigade)|Improved Hull]]
* [[Radar (naval brigade)|Radar]]
* [[Torpedoes (naval brigade)|Torpedoes]]
==Notes==
* A battlecruiser is considered a capital ship.
* Battlecruisers can hold up to 4 brigades.
* All battlecruiser have a base org and morale of 30.
[[Category:Units]]
cde11d210c0e8cc492c953afb27253a5d332045b
Heavy Cruiser
0
495
1868
822
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{{ARMA v1.2}}
Heavy Cruisers are larger and more heavily armored than their lighter counterparts. They have larger main guns, giving them the ability to bombard enemy units on land. They are effective against enemy surface ships, especially destroyers and light cruisers, but are susceptible to air and submarine attacks.
==Heavy Cruiser Statistics==
{| cellpadding=1
|- valign=bottom
! align=left | Model !! Year !! Air Attack !! Air Def. !! Sea Attack !! Sub Attack !! Sea Def !! Shore Bombard !! Distance !! Visi-<br />bility !! Surface Detect !! Sub Detect !! Air Detect !! Cost !! Build-<br />time !! Man-<br />power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range
|- align=center
| align=left | Great War Heavy Cruiser ||1936||0||1||8||0||5||3||0.24||70||1||2||1||4.0||300||0.5||20||0.40||0.50||2500
|- align=center
| align=left | Early Heavy Cruiser ||1936||1||1||9||0||5||4||0.26||70||1||4||1||5.0||310||1.0||23||0.50||0.50||2500
|- align=center
| align=left | Basic Heavy Cruiser ||1936||1||3||10||0||6||4||0.28||70||1||5||2||6.0||310||1.0||25||0.50||0.50||3000
|- align=center
| align=left | Improved Heavy Cruiser ||1938||2||3||11||0||7||5||0.29||70||1||5||2||7.0||310||1.0||28||0.60||0.60||3500
|- align=center
| align=left | Advanced Heavy Cruiser ||1941||2||4||12||0||8||6||0.30||70||1||6||2||8.0||365||1.0||30||0.60||0.60||4000
|- align=center
| align=left | Semi-Modern Heavy Cruiser ||1945||4||5||13||1||9||6||0.30||70||1||7||3||9.0||365||2.0||30||0.70||0.60||4000
|- align=center
| align=left | Nuclear Heavy Cruiser ||1945||5||7||14||1||10||6||0.30||70||2||8||3||10.0||380||2.0||30||1.60||0.00||8000
|- align=center
| align=left | Modern Heavy Cruiser ||1948||5||7||14||1||10||6||0.30||70||2||8||3||9.0||365||2.0||30||0.70||0.60||4000
|}
==Brigades allowed==
* [[Anti-Air (naval brigade)|Anti-Air]]
* [[Fire Control (naval brigade)|Fire Control]]
* [[Improved Hull (naval brigade)|Improved Hull]]
* [[Radar (naval brigade)|Radar]]
* [[Torpedoes (naval brigade)|Torpedoes]]
==Notes==
* A heavy cruiser is considered a capital ship.
* Heavy cruisers can hold up to 3 brigades.
* All heavy cruisers have a base org and morale of 30.
[[Category:units]]
9665fa3dab83d61227d192608bd4e75db980a67c
Light Cruiser
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544
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{{ARMA v1.2}}
Light Cruisers are little more than large destroyers. They are usually lightly armored to give good speed and range. They are normally used in an escort role for capital ships like battleships or carriers, granting protection mainly from enemy air attacks, but also from enemy submarines.
==Light Cruiser Statistics==
{| cellpadding=1
|- valign=bottom
! align=left | Model !! Year !! Air Attack !! Air Def. !! Sea Attack !! Sub Attack !! Sea Def !! Shore Bombard !! Distance !! Visi-<br />bility !! Surface Detect !! Sub Detect !! Air Detect !! Cost !! Build-<br />time !! Man-<br />power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range
|- align=center
| align=left | Great War Light Cruiser ||1936||1||2||4||1||3||1||0.18||60||2||3||2||3.0||200||0.5||22||0.36||0.38||1500
|- align=center
| align=left | Early Light Cruiser ||1936||2||2||6||1||4||2||0.22||60||2||4||3||4.0||220||0.5||25||0.36||0.38||2000
|- align=center
| align=left | Basic Light Cruiser ||1936||4||3||8||2||5||3||0.23||60||2||5||4||5.0||220||1.0||26||0.38||0.38||2500
|- align=center
| align=left | Improved Light Cruiser ||1938||8||4||9||2||6||4||0.24||60||2||6||5||6.0||220||1.0||29||0.38||0.40||3000
|- align=center
| align=left | Advanced Light Cruiser ||1941||10||4||10||3||7||4||0.25||60||2||7||7||7.0||230||1.0||30||0.40||0.40||3500
|- align=center
| align=left | Semi-Modern Light Cruiser ||1945||12||5||11||4||8||4||0.26||60||3||8||9||8.0||230||1.0||30||0.40||0.40||4000
|- align=center
| align=left | Modern Light Cruiser ||1948||15||7||12||5||9||4||0.26||60||4||9||11||8.0||230||1.0||30||0.40||0.40||4300
|}
==Brigades allowed==
* [[Anti-Air (naval brigade)|Anti-Air]]
* [[Fire Control (naval brigade)|Fire Control]]
* [[Improved Hull (naval brigade)|Improved Hull]]
* [[Radar (naval brigade)|Radar]]
* [[Torpedoes (naval brigade)|Torpedoes]]
==Notes==
* A light cruiser is considered a screening ship.
* Light cruisers can hold up to 2 brigades.
* Light cruisers have a base org and morale of 30.
[[Category:units]]
d0fd2239b426bdeb4670835743a1cac34d839e00
Battleship
0
347
1870
526
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{{ARMA v1.2}}
The Battleship is the Queen of the Sea. It is a massive floating gun platform, designed primarily to engage enemy capital ships at long range and send them to the bottom of the ocean. However, they are now vulnerable to air or submarine torpedo attacks, and the advent of the Aircraft Carrier has started to number their days.
==Battleship Statistics==
{| cellpadding=1
|- valign=bottom
! align=left | Model !! Year !! Air Attack !! Air Def. !! Sea Attack !! Sub Attack !! Sea Def !! Shore Bombard !! Distance !! Visi-<br />bility !! Surface Detect !! Sub Detect !! Air Detect !! Cost !! Build-<br />time !! Man-<br />power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range
|- align=center
| align=left | Great War Battleship || 1936 || 1 || 1 || 14 || 0 || 12 || 6 || 0.32 || 90 || 1 || 1 || 1 || 7.0 || 730 || 1.0 || 15 || 0.70 || 1.00 ||2500
|- align=center
|align=left | Early Battleship||1936||1||1||16||0||14||8||0.34||90||1||2||1||8.0||730||1.0||20||0.70||1.00||2800
|- align=center
|align=left | Basic Battleship||1936||2||2||18||0||16||10||0.34||90||1||2||1||9.0||730||1.0||20||0.80||1.00||3000
|- align=center
|align=left | Improved Battleship||1936||3||4||21||0||19||11||0.36||90||1||2||2||10.0||730||2.0||25||0.80||1.00||3500
|- align=center
|align=left | Advanced Battleship||1941||4||6||24||0||22||12||0.38||90||1||2||2||12.0||730||2.0||27||0.90||1.00||4000
|- align=center
|align=left | Semi-Modern Battleship||1945||5||8||26||1||24||14||0.38||90||1||2||2||14.0||740||2.0||28||1.00||1.00||4000
|- align=center
|align=left | Super-Heavy Battleship||1938||3||5||28||0||27||14||0.38||95||1||2||2||16.0||760||2.0||24||1.00||1.50||3500
|- align=center
|align=left | Nuclear Battleship||1945||6||9||28||1||26||14||0.38||90||1||3||2||16.0||790||2.0||30||2.50||0.00||8000
|- align=center
|align=left | Adv Super-Heavy Battleship||1945||4||6||38||0||32||18||0.40||95||1||2||2||16.0||760||2.0||24||1.20||1.50||4500
|- align=center
|align=left | Modern Battleship||1948||6||9||28||1||26||14||0.38||90||1||3||2||15.0||760||2.0||30||1.00||1.00||4500
|}
==Brigades allowed==
* [[Anti-Air (naval brigade)|Anti-Air]]
* [[Fire Control (naval brigade)|Fire Control]]
* [[Improved Hull (naval brigade)|Improved Hull]]
* [[Radar (naval brigade)|Radar]]
* [[Torpedoes (naval brigade)|Torpedoes]]
==Notes==
* A battleship is considered a capital ship.
* Battleships can hold up to 5 brigades.
* All battleships have a base org and morale of 30.
[[Category:units]]
5eb14a94db19cd4195f0cab14b3811ed369f7790
Strategic Rocket
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705
1871
1244
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The Rocket or Ballistic Missile (e.g. the German V2) is designed to deliver a payload of explosives to a distant target. Its high speed makes it almost impossible to intercept but it is an expensive way of destroying the enemy with conventional explosives. Nuclear weapons are needed to give it more than psychological effect.
==Strategic Rocket Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Strategic Rocket || 100 || 100 || || 100 || 0 || 0 || || 126 || 100 || ||
| width=20 | || 1 || 40 || 0 || 5000 || 0.5 || 2 || 380 || || 0.5 || 1.0
|- align=center
| align=left | Ballistic Missile || 100 || 100 || || 100 || 0 || 0 || || 180 || 100 || ||
| width=20 | || 1 || 60 || 0 || 6000 || 1 || 2.5 || 2400 || || 0.5 || 1.0
|- align=center
| align=left | ICBM || 100 || 100 || || 100 || 0 || 0 || || 360 || 100 || ||
| width=20 | || 1 || 90 || 0 || 8000 || 2 || 5 || 6000 || || 0.5 || 1.0
|}
==Brigades allowed==
* None
==Notes==
* ICBM missiles may carry [[nuclear Weapons|nuclear bombs]]
[[Category:Units]]
fc25fb857c3f318bb39fa93b53e3a5e1da462e42
Template:SVersion/doc
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/* Examples */
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<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
'''SVersion''' should be used to indicate for which major version of Europa Universalis 4 a section was written or updated. The template adds a disclaimer '''''only if''''' the specified version does ''not'' match with the most recent of the game.
== Usage ==
This infobox may be added by copy-pasting the template as shown below at the beginning of a section.
<div style="width:320px; background:#ddd; border:1px solid black; padding:0.5em 1em 0.5em 1em;">
<pre>
{{SVersion|X}}
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</div>
Substitute the value for X.
== Parameters ==
{| class="wikitable"
! Parameter
! Explanation
! Default
! Status
|-
| '''1'''
| To specify for which major patch a section was written or updated
| an unknown version
| '''required'''
|-
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| To specify the scope
| section
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== Values ==
The above parameters can have the following values:
{| class="wikitable"
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! Explanation
|-
| rowspan="2" | '''1'''
| Major patch number
| The major patch for which this section has been written (for example 1.2 or 1.6)
|-
| Time ''or'' Timeless
| For timeless articles.
|}
{| class="wikitable"
! Parameter
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! Explanation
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| rowspan="4" | '''2'''
| section
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|-
| table
|
|-
| infobox
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|-
| image
| To be used in captions.
|}
== Updating this template ==
Message [[Meneth]].
== Examples ==
{|
|- valign="top"
| width="50%" | The following:
<pre>
=== Important centers of trade ===
{{SVersion|Timeless}}
Important centers of trade provide:
* {{green|+20}} Trade power
* {{green|+2}} Naval force limit (not for inland centers)
</pre>
will display:
=== Important centers of trade ===
{{SVersion|Timeless}}
Important centers of trade provide:
* {{green|+20}} Trade power
* {{green|+2}} Naval force limit (not for inland centers)
| width="50%" | The following:
<pre>
=== Important centers of trade ===
{{SVersion|1.6}}
Important centers of trade provide:
* {{green|+10}} Trade power
* {{green|+1}} Naval force limit
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will display:
=== Important centers of trade ===
{{SVersion|1.6|nocat=true}}
Important centers of trade provide:
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National Security
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An overview of what various nations would consider tolerable international conduct, 1936-41.
=== Spheres of Interest ===
The following were the approximate spheres of interest of the various nations. Interfering in a sphere of interest would have caused anything from alarm to a declaration of war depending on the relative power of the interferer and the extent of their action.
'''Great Britain''' - most of the world, barring perhaps Mongolia/[[Tannu Tuva]]/Siberia/Xinjiang.
'''France''' - countries neighboring French territories, Central & Eastern Europe.
'''Germany''' - countries neighboring German territories, Europe.
'''Italy''' - countries neighboring Italian territories, Mediterranean.
'''USSR''' - countries neighboring USSR.
'''Japan''' - countries neighboring Japanese territories, East and Southeast Asia.
'''USA''' - Americas, Greenland, Philippines, eastern China, Southeast Asia.
'''China''' - territories composing former Chinese Empire, including Manchuria, Mongolia, [[Tannu Tuva]], Xinjiang, and Tibet.
'''Small countries''' - immediate neighbors.
''Note that only Japan, USSR, and other warlords would have been likely to intervene against moves by Chinese warlords or Tibet. Pre-1937, Japan intervened in the Northeast south to Shanghai and west into Inner Mongolia. From the 1930s to 1954, the USSR interfered in Xinjiang and involved itself in Mongolia's border disputes with China and Manchukuo. Britain was the other major intervener in China, but avoided confrontation except when its concessions were threatened.''
=== Spheres of Influence ===
The following were the approximate spheres of influence of the various nations. Interfering in a sphere of influence would have led to a warning followed by a declaration of war in most cases.
'''Great Britain''' - the Americas & Greenland (in support of the US), Iceland, Ireland, Belgium, Holland, Norway, Denmark, France, Spain, Portugal, Egypt, South Africa, the Middle East (might have accepted a Saudi invasion of Yemen), Iran, Afghanistan?, Thailand (esp. Kra isthmus), Dutch East Indies, Australia, NZ.
'''USSR''' - Eastern Europe, Turkey?, Iran?, Afghanistan?, Mongolia.
'''Japan''' - Manchuria.
'''USA''' - Americas, Greenland, Philippines.
=== British Naval Security ===
A transport loaded with troops and headed into the Atlantic, or in the general direction of a British colony, would have been intercepted and stopped by the Royal Navy.
For instance, in February/March 1941, British colonial governments were advised to authorise military counter measures if the Japanese were to move into Thailand west of 100°E or south of 10°N or their warships were to move towards the Kra isthmus or cross the 6°N parallel between Malaya and Borneo.<ref>Tarling, Nicholas (1996). ''Britain, Southeast Asia and the onset of the Pacific war''. Cambridge University Press. p. 225. ISBN 0-521-55346-6.</ref>
=== The Monroe Doctrine and Western Hemispheric Security ===
US isolationism was a policy that essentially only applied to wars outside the Americas. Were a foreign imperial power to attempt to assert control over a part of the Western Hemisphere (including Greenland), the US would almost certainly respond militarily and with the support of other American states. In such a case, the British would probably also join in support.
Likewise, if one Latin American state were to attempt to conquer another, that state would have been met by an alliance of US-backed neighbors. The forming of coalitions to block expansionism was a constant feature of Latin America after independence. Since the late 19th century, coalition wars were replaced by US intervention and insistence on mediating over border disputes. The sentiment for isolationism did not contradict this - while avoiding World War I, for example, the US sent military expeditions to Mexico, Nicaragua, Haiti, and the Dominican Republic. Although interventionism was renounced in the Good Neighbor Policy of 1933, this policy in itself was aimed to reduce Latin American resentment and help unify the hemisphere in the face of potential foreign aggression.
=== The Soviet Union ===
===== The Soviet Union vs Germany =====
The Soviet Union would never have surrendered. Compare Stalin with Lenin and Chiang Kaishek. Despite unbelievable reverses in the Russian Civil War (Lenin) and the Sino-Japanese War (Chiang), both of these leaders fought on. Stalin was arguably more ferocious than either of these two and his USSR had more to lose. Lenin was facing the defeat of his revolution; Chiang, the recognition of puppet states; whereas Stalin was looking at the potential enslavement and extermination of his people.
The best peace terms that Germany could have got, without the war to the death that Hitler wanted, would probably have been something akin to Brest-Litovsk where the USSR acknowledged the "independence" of the non-Russian SRs. Lenin only accepted the terms of Brest-Litovsk because he had no army, and even then it was deeply unpopular. It seems unlikely that Hitler would have accepted a Brest-Litovsk prior to Stalingrad (if then) or that Stalin would have agreed to one after then.
There is simply no way that a Soviet leader would have accepted a western border at the Urals so long as they held territory to the west. They had all fought in the Civil War and knew the near-impossibility of reconquering Russia from Siberia.
===== The Soviet Far East =====
Siberia and the Far East, on the other hand, were more expendable. If a combined east-west offensive imperiled the existence of the USSR, it would probably have opted to cede large territories in the east until it could consolidate its hold on the west (similar to what happened in the Russian Civil War).
Depending on the composition of the invaders, such cessions might have included a combination of the following: "returning" Outer Manchuria and Vladivostok to Manchukuo, North Sakhalin to Japan, part of central Asia to Xinjiang, recognising the "independence" of a Far Eastern republic extending from Irkutsk or Baikal to perhaps Kamchatka and Chukotsk, recognising an "independent" Yakutia, and/or accepting Japanese influence over an enlarged Mongolia (Inner, Outer, [[Tannu Tuva]], ...?). Historically, a few of these cessions would probably have been enough to satisfy Japan. It's main aim was to protect the home islands and Manchuria - once a suitable buffer had been established, it would probably have been more interested in preserving a weakened but independent Russia than in conquering Siberia.
=== Integrity of China ===
Tibet, Xinjiang, [[Tannu Tuva]], Mongolia, and Manchuria were considered integral parts of China by both the KMT and the CCP. While a Great Power might have intervened in these areas without creating a war with China, any such act would have resulted in Chinese resentment (and probable denouncement by the US).
=== Southeast Asia ===
In 1922, Japan guaranteed the inviolability of the Dutch East Indies as part of a general agreement with the US, Britain, France and Holland to maintain the status quo in Southeast Asia.
===== US Attitude =====
With the exception of granting colonies independence, the US frowned upon any attempts to alter the 1922 status quo. Even the perfectly reasonable attempt by Siam to renegotiate its borders with [Vichy] French [[Indochina]] was met with unflinching US opposition, even though the British made efforts to persuade them otherwise.
Despite this attitude, the US refused to make any solid security guarantees to either the British or the Dutch. By July 1941, in the wake of Barbarossa, the US decided it would would respond to the next overt Japanese act with an economic embargo. This overt act was to be the Japanese push into southern Indochina later that month.
===== The Japanese move into Southern Indochina and the US Embargo =====
On July 23, Vichy permitted Japan to establish naval and air bases in Southern Indochina (troops began landing on July 28 - prior to this Japanese control did not extend south of Hanoi on the game map (an important historical detail that HOI2 ignores)). On July 26, FDR responded by freezing Japanese assets in the US. On August 17, the Japanese were told that if they took further steps toward military domination of their neighbors, the US would do whatever it deemed necessary to safeguard US interests. On December 3, FDR commented to the British that a Japanese attack on the Dutch East Indies would be easy to present to the US public as a threat to encircle the Philippines. This was enough to instill confidence in the British that America would join them in coming to Dutch aid if the East Indies were invaded.
The US response to Japan's move into southern Indochina was rather severe given that Japan was already in the north and the deployment of its troops south met no French resistance (indeed, the US acted before Japan actually moved in). This suggests that any further major act of aggression on Japan's part would have been met by war with the US. That realisation, plus the impact of the embargo, may have been instrumental in determining that Japan's next attack would fall on Pearl Harbor rather than Vladivostok (as British intelligence had believed in July).
== Footnotes ==
<references/>
[[Category:Knowledge Base]]
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|{{#ifeq:{{{nobreak|{{#ifeq:{{{1|}}}|short1|yes|}}}}}|yes||<div style="text-align:{{{align|left}}};">}}{{#ifeq:{{{top|}}}|yes|[[#top{{!}}Top]] |}} {{#ifeq:{{{sym|}}}|yes|[[#!$@|!$@]]|}} {{#ifeq:{{{num|}}}|yes|[[#0–9|0–9]]|}} {{#ifeq:{{{symnum|}}}|yes|[[#!–9|!–9]]|}} {{{a|[[#A|A]]}}} {{{b|[[#B|B]]}}} {{{c|[[#C|C]]}}} {{{d|[[#D|D]]}}} {{{e|[[#E|E]]}}} {{{f|[[#F|F]]}}} {{{g|[[#G|G]]}}} {{{h|[[#H|H]]}}} {{{i|[[#I|I]]}}} {{{j|[[#J|J]]}}} {{{k|[[#K|K]]}}} {{{l|[[#L|L]]}}} {{{m|[[#M|M]]}}} {{{n|[[#N|N]]}}} {{{o|[[#O|O]]}}} {{{p|[[#P|P]]}}} {{{q|[[#Q|Q]]}}} {{{r|[[#R|R]]}}} {{{s|[[#S|S]]}}} {{{t|[[#T|T]]}}} {{{u|[[#U|U]]}}} {{{v|[[#V|V]]}}} {{{w|[[#W|W]]}}} {{{x|[[#X|X]]}}} {{{y|[[#Y|Y]]}}} {{{z|[[#Z|Z]]}}} {{#ifeq:{{{nobreak|{{#ifeq:{{{1}}}|short1|yes|}}}}}|yes| |<br />}}{{#if:{{{custom1|{{{Sec1|}}}}}}|[[#{{{custom1|{{{Sec1|}}}}}}{{!}}{{{custom1|{{{Sec1|}}}}}}]] |}} {{#if:{{{custom2|{{{Sec2|}}}}}}|[[#{{{custom2|{{{Sec2|}}}}}}{{!}}{{{custom2|{{{Sec2|}}}}}}]] |}} {{#if:{{{custom3|{{{Sec3|}}}}}}|[[#{{{custom3|{{{Sec3|}}}}}}{{!}}{{{custom3|{{{Sec3|}}}}}}]] |}} {{#ifeq:{{{seealso|}}}|yes|[[#See also{{!}}See also]] |}} {{#ifeq:{{{notesfirst|}}}|yes|[[#Notes{{!}}Notes]] |}} {{#ifeq:{{{refs|{{#ifeq:{{{1|}}}|short1|yes|}}}}}|yes|[[#References{{!}}References]] |}} {{#ifeq:{{{notes|}}}|yes|[[#Notes{{!}}Notes]] |}} {{#ifeq:{{{extlinks|}}}|yes|[[#External links{{!}}External links]]|}}</div>
|}__NOTOC__
885ff307b41e3c478f6c1c8a3a5b7961dff69f28
1875
1874
2017-04-24T17:39:29Z
Lillebror
871
wikitext
text/x-wiki
{| class="toccolours"
! <span id="tocheading" style="font-weight:bold;">{{{name|{{MediaWiki:Toc}} }}}{{#ifeq:{{{side|{{#ifeq:{{{1}}}|short1|yes}}}}}|yes |:<!--(colon)-->}}</span>
|-
| {{{a|[[#A|A]]}}} · {{{b|[[#B|B]]}}} · {{{c|[[#C|C]]}}} · {{{d|[[#D|D]]}}} · {{{e|[[#E|E]]}}} · {{{f|[[#F|F]]}}} · {{{g|[[#G|G]]}}} · {{{h|[[#H|H]]}}} · {{{i|[[#I|I]]}}} · {{{j|[[#J|J]]}}} · {{{k|[[#K|K]]}}} · {{{l|[[#L|L]]}}} · {{{m|[[#M|M]]}}} · {{{n|[[#N|N]]}}} · {{{o|[[#O|O]]}}} · {{{p|[[#P|P]]}}} · {{{q|[[#Q|Q]]}}} · {{{r|[[#R|R]]}}} · {{{s|[[#S|S]]}}} · {{{t|[[#T|T]]}}} · {{{u|[[#U|U]]}}} · {{{v|[[#V|V]]}}} · {{{w|[[#W|W]]}}} · {{{x|[[#X|X]]}}} · {{{y|[[#Y|Y]]}}} · {{{z|[[#Z|Z]]}}}
|}
3f468501f6e7065928d4b10d4148e2fe3434100a
1876
1875
2017-04-24T17:43:23Z
Lillebror
871
wikitext
text/x-wiki
{| class="toccolours"
! <span id="tocheading" style="font-weight:bold;">{{{name|{{MediaWiki:Toc}} }}}{{#ifeq:{{{side|{{#ifeq:{{{1}}}|short1|yes}}}}}|yes |:<!--(colon)-->}}</span>
|-
| {{{a|[[#A|A ·]]}}} {{{b|[[#B|B ·]]}}} {{{c|[[#C|C ·]]}}} {{{d|[[#D|D ·]]}}} {{{e|[[#E|E ·]]}}} {{{f|[[#F|F ·]]}}} {{{g|[[#G|G ·]]}}} {{{h|[[#H|H ·]]}}} {{{i|[[#I|I ·]]}}} {{{j|[[#J|J ·]]}}} {{{k|[[#K|K ·]]}}} {{{l|[[#L|L ·]]}}} {{{m|[[#M|M ·]]}}} {{{n|[[#N|N ·]]}}} {{{o|[[#O|O ·]]}}} {{{p|[[#P|P ·]]}}} {{{q|[[#Q|Q ·]]}}} {{{r|[[#R|R ·]]}}} {{{s|[[#S|S ·]]}}} {{{t|[[#T|T ·]]}}} {{{u|[[#U|U ·]]}}} {{{v|[[#V|V ·]]}}} {{{w|[[#W|W ·]]}}} {{{x|[[#X|X ·]]}}} {{{y|[[#Y|Y ·]]}}} {{{z|[[#Z|Z]]}}}
|}
85c7353617a95e57482c382ed0524562411d14a4
1877
1876
2017-04-24T17:43:58Z
Lillebror
871
wikitext
text/x-wiki
{| id="toc" class="toc" summary="Contents" {{#ifeq:{{{center|{{#ifeq:{{{1|}}}|short1|yes|}}}}}|yes|align="center"|}}{{#ifeq:{{{right|}}}|yes|align="right"|}}
{{#ifeq:{{{name|}}}|no||! {{{name|{{MediaWiki:Toc}}}}}{{#ifeq:{{{side|{{#ifeq:{{{1|}}}|short1|yes|}}}}}|yes|:|}}
{{#ifeq:{{{side|{{#ifeq:{{{1|}}}|short1|yes|}}}}}|yes|{{!}}|{{!}}-}}}}
|{{#ifeq:{{{nobreak|{{#ifeq:{{{1|}}}|short1|yes|}}}}}|yes||<div style="text-align:{{{align|left}}};">}}{{#ifeq:{{{top|}}}|yes|[[#top{{!}}Top]] |}} {{#ifeq:{{{sym|}}}|yes|[[#!$@|!$@]]|}} {{#ifeq:{{{num|}}}|yes|[[#0–9|0–9]]|}} {{#ifeq:{{{symnum|}}}|yes|[[#!–9|!–9]]|}} {{{a|[[#A|A]]}}} {{{b|[[#B|B]]}}} {{{c|[[#C|C]]}}} {{{d|[[#D|D]]}}} {{{e|[[#E|E]]}}} {{{f|[[#F|F]]}}} {{{g|[[#G|G]]}}} {{{h|[[#H|H]]}}} {{{i|[[#I|I]]}}} {{{j|[[#J|J]]}}} {{{k|[[#K|K]]}}} {{{l|[[#L|L]]}}} {{{m|[[#M|M]]}}} {{{n|[[#N|N]]}}} {{{o|[[#O|O]]}}} {{{p|[[#P|P]]}}} {{{q|[[#Q|Q]]}}} {{{r|[[#R|R]]}}} {{{s|[[#S|S]]}}} {{{t|[[#T|T]]}}} {{{u|[[#U|U]]}}} {{{v|[[#V|V]]}}} {{{w|[[#W|W]]}}} {{{x|[[#X|X]]}}} {{{y|[[#Y|Y]]}}} {{{z|[[#Z|Z]]}}} {{#ifeq:{{{nobreak|{{#ifeq:{{{1}}}|short1|yes|}}}}}|yes| |<br />}}{{#if:{{{custom1|{{{Sec1|}}}}}}|[[#{{{custom1|{{{Sec1|}}}}}}{{!}}{{{custom1|{{{Sec1|}}}}}}]] |}} {{#if:{{{custom2|{{{Sec2|}}}}}}|[[#{{{custom2|{{{Sec2|}}}}}}{{!}}{{{custom2|{{{Sec2|}}}}}}]] |}} {{#if:{{{custom3|{{{Sec3|}}}}}}|[[#{{{custom3|{{{Sec3|}}}}}}{{!}}{{{custom3|{{{Sec3|}}}}}}]] |}} {{#ifeq:{{{seealso|}}}|yes|[[#See also{{!}}See also]] |}} {{#ifeq:{{{notesfirst|}}}|yes|[[#Notes{{!}}Notes]] |}} {{#ifeq:{{{refs|{{#ifeq:{{{1|}}}|short1|yes|}}}}}|yes|[[#References{{!}}References]] |}} {{#ifeq:{{{notes|}}}|yes|[[#Notes{{!}}Notes]] |}} {{#ifeq:{{{extlinks|}}}|yes|[[#External links{{!}}External links]]|}}</div>
|}__NOTOC__
885ff307b41e3c478f6c1c8a3a5b7961dff69f28
Tech Teams by Country
0
738
1878
1310
2017-04-24T17:44:31Z
Lillebror
871
wikitext
text/x-wiki
{{needwiki}}
This is a list of all tech teams for each country as of HoI 2 version 1.3., as adapted from the Excel Spreadsheet from Lord Ederon’s Domain. The order of columns is: Team #, Picture #, Team Name, Skill, Start Year, End Year, Specialities. The speciality abbreviations are listed at the bottom of this document.
The list for all countries is far too long for just one article, and so has been split up into multiple pages. This page serves as a holder for the key and portal to the information.
{{CompactTOC|side=yes|a=[[Tech Teams by Country/A|A]]|b=[[Tech Teams by Country/B|B]]|c=[[Tech Teams by Country/C|C]]|d=[[Tech Teams by Country/D|D]]|e=[[Tech Teams by Country/E|E]]|f=[[Tech Teams by Country/F|F]]|g=[[Tech Teams by Country/G|G]]|h=[[Tech Teams by Country/H|H]]|i=[[Tech Teams by Country/I|I]]|j=[[Tech Teams by Country/J|J]]|k=[[Tech Teams by Country/K|K]]|l=[[Tech Teams by Country/L|L]]|m=[[Tech Teams by Country/M|M]]|n=[[Tech Teams by Country/N|N]]|o=[[Tech Teams by Country/O|O]]|p=[[Tech Teams by Country/P|P]]|q=[[Tech Teams by Country/Q|Q]]|r=[[Tech Teams by Country/R|R]]|s=[[Tech Teams by Country/S|S]]|t=[[Tech Teams by Country/T|T]]|u=[[Tech Teams by Country/U|U]]|v=[[Tech Teams by Country/V|V]]|w=[[Tech Teams by Country/W|W]]|x=|y=[[Tech Teams by Country/Y|Y]]|z=}}
==Key==
{| class=wikitable
! Icon || Speciality
|-
| [[Image:aeronautics.png|AER]] || aeronautics
|-
| [[Image:Aircraft_testing.png| AIR]] || aircraft_testing
|-
| [[Image:artillery.png| ART]] || artillery
|-
| [[Image:Bomber_tactics.png| BOM]] || bomber_tactics
|-
| [[Image:Combined_arms_focus.png| CAF]] || combined_arms_focus
|-
| [[Image:Carrier_tactics.png| CAR]] || carrier_tactics
|-
| [[Image:Centralized_execution.png| CEX]] || centralized_execution
|-
| [[Image:chemistry.png| CHE]] || chemistry
|-
| [[Image:Individual_courage.png| CRG]] || individual_courage
|-
| [[Image:Decentralized_execution.png| DEX]] || decentralized_execution
|-
| [[Image:electronics.png| ELE]] || electronics
|-
| [[Image:General_equipment.png| EQP]] || general_equipment
|-
| [[Image:Fighter_tactics.png| FTR]] || fighter_tactics
|-
| [[Image:Industrial_engineering.png| IND]] || industrial_engineering
|-
| [[Image:Infantry_focus.png| INF]] || infantry_focus
|-
| [[Image:Large_unit_tactics.png| LGT]] || large_unit_tactics
|-
| [[Image:Large_taskforce_tactics.png| LTF]] || large_taskforce_tactics
|-
| [[Image:mechanics.png| MCH]] || mechanics
|-
| [[Image:Management.png| MGT]] || management
|-
| [[Image:Mathematics.png| MTH]] || mathematics
|-
| [[Image:Nuclear_engineering.png| NUC]] || nuclear_engineering
|-
| [[Image:Naval_artillery.png| NVA]] || naval_artillery
|-
| [[Image:Naval_engineering.png| NVE]] || naval_engineering
|-
| [[Image:Naval_training.png| NVT]] || naval_training
|-
| [[Image:Nuclear_physics.png| PHY]] || nuclear_physics
|-
| [[Image:Piloting.png| PIL]] || piloting
|-
| [[Image:Rocketry.png| RKT]] || rocketry
|-
| [[Image:Seamanship.png| SEA]] || seamanship
|-
| [[Image:Small_unit_tactics.png| SMT]] || small_unit_tactics
|-
| [[Image:Small_taskforce_tactics.png| STF]] || small_taskforce_tactics
|-
| [[Image:Submarine_tactics.png| SUB]] || submarine_tactics
|-
| [[Image:technical_efficiency.png| TEC]] || technical_efficiency
|-
| [[Image:Training.png| TRA]] || training
|}
[[Category:Reference]]
10c83212b20c03f90e1a643936264512871ff0a9
HoI2
0
498
1879
828
2017-05-08T08:25:05Z
Lillebror
871
replaced image; removed lvl1 heading
wikitext
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[[File:HOI2_Box.png|right]]
HoI2 stands for Hearts of Iron 2, the original or "vanilla" game released in 2005. See the [[versioning|version guide]] for details on other versions and expansions.
[[Category:Terminology]]
8795074fe8709ed921abe596f6e202013656ea50
Template:TechTree
10
1021
1880
2017-05-08T08:44:55Z
Lillebror
871
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{{infobox
|width= 250px
|float= right
|clear= right
|header=<div style="font-size:larger; padding: 3px 0px; text-align:center;">[[Tech Tree]]</div>
|content=
<div style="font-weight: bold; text-align:center; >Regular</div>
----
{{MultiColumn|[[Aircraft Tech Tree|Aircraft]]<br />[[Armor and Artillery Tech Tree|Armor and Artillery]]<br />[[Industry Tech Tree|Industry]]<br />[[Infantry Tech Tree|Infantry]]<br />[[Naval Tech Tree|Naval]]<br />[[Secret Weapons Tech Tree|Secret Weapons]]
|2|110px|5px}}
<div style="font-weight: bold; text-align:center; >Doctrines</div>
----
{{MultiColumn|[[Land Doctrine Tech Tree|Land]]<br />[[Air Doctrine Tech Tree|Air]]<br />[[Naval Doctrine Tech Tree|Naval]]
|3|80px|5px}}
}}
d77413ec70fb94d765d818cc9cbbdc61a9dad65a
1881
1880
2017-05-08T08:45:17Z
Lillebror
871
wikitext
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{{infobox
|width= 250px
|float= right
|clear= right
|header=<div style="font-size:larger; padding: 3px 0px; text-align:center;">[[Tech Tree]]</div>
|content=
<div style="font-weight: bold; text-align:center; >Regular</div>
----
{{MultiColumn|[[Aircraft Tech Tree|Aircraft]]<br />[[Armor and Artillery Tech Tree|Armor and Artillery]]<br />[[Industry Tech Tree|Industry]]<br />[[Infantry Tech Tree|Infantry]]<br />[[Naval Tech Tree|Naval]]<br />[[Secret Weapons Tech Tree|Secret Weapons]]
|2|110px|5px}}
<div style="font-weight: bold; text-align:center; >Doctrines</div>
----
{{MultiColumn|[[Land Doctrine Tech Tree|Land]]<br />[[Air Doctrine Tech Tree|Air]]<br />[[Naval Doctrine Tech Tree|Naval]]
|3|80px|5px}}
}}<noinclude>
[[Category:Infoboxes]]</noinclude>
9545707c56fce498421e5746106009177a6427ba
GDP statistics
0
458
1882
1670
2017-05-08T08:57:41Z
Lillebror
871
wikitext
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{| cellspacing="0" border="1"
|+ '''GDP Change of European Countries and Japan (1939-1947)'''
!Year || {{flag|Austria}} || {{flag|Belgium}} || {{flag|France}} || {{flag|Germany}} || {{flag|Italy}} || {{flag|Netherlands}} || {{flag|Norway}} || {{flag|United Kingdom}} || {{flag|Japan}}
|-
| 1939 || 100,00 || 100,00 || 100,00 || 100,00 || 100,00 || 100,00 || 100,00 || 100,00 || 100,00
|-
| 1940 || 96,65 || 88,59 || 84,33 || 99,93 || 99,56 || 87,15 || 90,51 || 109,48 || 102,07
|-
| 1941 || 102,96 || 84,64 || 69,04 || 105,64 || 97,47 || 81,73 || 92,16 || 119,47 || 102,03
|-
| 1942 || 97,24 || 77,62 || 62,19 || 106,18 || 95,67 || 74,08 || 88,02 || 121,24 || 100,07
|-
| 1943 || 99,25 || 75,87 || 59,67 || 108,96 || 86,32 || 71,81 || 85,61 || 123,67 || 100,18
|-
| 1944 || 101,38 || 79,86 || 48,3 || 122,61 || 69,95 || 47,79 || 80,40 || 118,26 || 94,43
|-
| 1945 || 42,11 || 88,83 || 53,69 || 77,96 || 54,59 || 48,46 || 89,22 || 112,68 || 47,80
|-
| 1946 || 47,76 || 94,64 || 80,43 || 45,11 || 71,08 || 80,38 || 97,61 || 107,71 || 51,27
|-
| 1947 || 52,90 || 92,23 || 86,33 || 49,74 || 82,93 || 91,05 || 107,50 || 105,47 || 54,71
|}
{| border="1" cellspacing="0"
|+ '''Wartime GDP of the Great Powers'''<BR>
''1938 to 1945 in International Dollars and 1990 Prices (billions) (1)''
! Country !! 1938 !! 1939 !! 1940 !! 1941 !! 1942 !! 1943 !! 1944 !! 1945
|-
| {{flag|United States}} || 800 || 869 || 943 || 1094 || 1235 || 1399 || 1499 || 1474
|-
| {{flag|United Kingdom}} || 284 || 287 || 316 || 344 || 353 || 361 || 346 || 331
|-
| {{flag|France}} || 186 || 199 || 164 || 130 || 116 || 110 || 93 || 101
|-
| {{flag|Italy}} || 141 || 151 || 147 || 144 || 145 || 137 || 117 || 92
|-
| {{flag|Soviet Union}} || 359 || 366 || 417 || 359 || 274 || 305 || 362 || 343
|-
| {{flag|Germany}} || 351 || 384 || 387 || 412 || 417 || 426 || 437 || 310
|-
| {{flag|Austria}} || 24 || 27 || 27 || 29 || 27 || 28 || 29 || 12
|-
| {{flag|Japan}} || 169 || 184 || 192 || 196 || 197 || 194 || 189 || 144
|-
| Allied / Axis GDP || 2.4 || 2.3 || 2.1 || 2.0 || 2.1 || 2.3 || 3.1 || 5.0
|}
(1) Based on Table 1 found in Mark Harrison, The USSR and Total War: Why Didn't the Soviet Economy Collapse in 1942? from Mark Harrison, "The Economics of World War II: an Overview," in Mark Harrison, ed., The Economics of World War II: Six Great Powers in International Comparison, Cambridge University Press (1998), 10.
{| border="1" cellspacing="0"
|+ '''1939 GNP in billions of US$ (1985 dollars) by country'''
! Country !! GNP (billions, 1985 USD$) !! Portion of World GNP
|-
| {{flag|United States}} || 788 || 22.5%
|-
| {{flag|United Kingdom}} || 215 || 6.1%
|-
| {{flag|Soviet Union}} || 308 || 8.5%
|-
| {{flag|Germany}} || 271 || 7.7%
|-
| {{flag|Italy}} || 114 || 3.3%
|-
| {{flag|Japan}} || 135 || 3.9%
|}
World GNP = $3,500 billion
1944 numbers are essentially the same except that the US is twice as large
{| cellspacing="0" border="1"
|+ '''Percentage of GDP Used for War Aims (in percent)'''
|-
! Country !! 1939 !! 1943
|-
| United States || 02 || 55
|-
| United Kingdom || 15 || 55
|-
| USSR || 17 || 53
|-
| Germany || 32 || 71
|-
| Italy || 10 ||40
|}
{| cellspacing="0" border="1"
|+ '''Other Countries During Various Periods'''
|-
! Country !! %age of Nominal GDP
|-
| Belgium || 1.77
|-
| Czechoslavkia || 5.34
|-
| Finland || 3.18%
|-
| Netherlands || 1.57
|-
| Norway || 0.86
|-
| Portugal || 5.2
|-
| Spain || 2.23
|-
| Sweden || 1.45
|-
| Switzerland || 1.22
|}
{| border="1" cellspacing="0"
|+ '''Relative World War 2 Munitions Output (U.S. 1944 = 100)'''
|-
!Year!!{{flag|United States}}!!{{flag|United Kingdom}}!!{{flag|Soviet Union}}!!{{flag|Germany|0}}Nazi Germany!!{{flag|Japan|0}}Imperial Japan
|-
|1937||1||1||3||2||2
|-
|1938||1||2||4||3||3
|-
|1939||2||3||6||4||3
|-
|1940||6||7||7||8||3
|-
|1941||15||10||12||8||4
|-
|1942||53||17||22||11||5
|-
|1943||91||20||28||17||4
|-
|1944||100||19||31||21||3
|+Source: Delong, J. B. ''[http://econ161.berkeley.edu/TCEH/Slouch_Fall18.html Falling into World War II], Feb 1997
|}
[[Category:Knowledge Base]]
538814b6151ae748f09444350b58cfd27c10691d
Other Oil Statistics
0
628
1883
1090
2017-05-08T08:58:34Z
Lillebror
871
wikitext
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== Japan ==
===Sources of Oil===
'''Main''': California, Dutch Borneo<BR>
'''Secondary''': Oha Field in Sakhalin, Mexico, Persia, British Borneo
{| border="1" cellspacing="0"
|+ '''Japanese Annual Domestic oil production'''
|-
! Year !! Production (barrels) !! Production (kiloLitres)
|-
| 1931 || 1 800 000 || 291 000
|-
| 1933 || 2 100 000 || 330 000
|-
| 1935 || 1 700 000 || 268 000
|-
| 1937 || 2 100 000 || 335 000
|}
{| border="1" cellspacing="0"
|+ '''Japanese Annual Oil Imports From the US'''
|-
! Year !! Production (barrels) !! Production (kiloLitres)
|-
| 1935 || 14 500 000 || 2 310 000
|-
| 1937 || 22 200 000 || 3 530 000
|-
| 1939 || 28 000 000 || 4 450 000
|}
{| border="1" cellspacing="0"
|+ '''Japanese Total Oil Imports'''
|-
! Year !! Production (barrels) !! Production (kiloLitres)
|-
| 1935 || 21 700 000 || 3 447 000
|-
| 1937 || 30 000 000 || 4 770 000
|-
| 1939 || 31 100 000 || 4 944 000
|}
'''Japanese stocks as of August 1941'''<BR>
''Army'':<BR>
Aviation Gasoline 2,400,000 barrels (385,000 kL)<BR>
Motor Vehicle Gasoline 2,200,000 barrels (350,000 kL)<BR>
Consumption per month:<BR>
Aviation Gasoline 94,000 barrels (15,000 kl)<BR>
Motor Vehicle Gasoline 111,000 barrels (17,500 kl)<BR>
''Navy'':
In Stock: 59,000,000 barrels (9,400,000 kl)
Consumption per month: 2,800,000 barrels (450,000 kl)
Data according to Japanese Planning board
Total annual oil consumption : 32,000,000 barrels (5,200,000 kl)
Of which:
Army: 6,200,000 barrels (1,000,000 kl)
Navy: 17,600,000 barrels (2,800,000 kl)
Civilian: 8,800,000 barrels (1,400,000 kl)
Total In Stock Prior to War: 52,000,000 barrel (8,400,000 kl)
Army: 7,500,000 barrels (1,200,000 kl)
Navy: 40,900,000 barrels (6,500,000 kl)
Civilian: 4,400,000 barrels (700,000 kl)
Note civilian consumption was already on "war levels", not much reduction possible beyond this point
==Annual Oil production of Major Producers (approx.)==
US: 2,000,000,000 barrels (306,000,000 kilolitres)
USSR: 400,000,000 barrels (61,200,000 kilolitres)
Dutch East Indies: 120,000,000 barrels (19,125,000 kilolitres)
{| border="1" cellspacing="0"
|+ '''U.S. Oil Production Percentage by state<BR>'''
''Only States with large oil production are included''
|-
| CA California || 9.44%
|-
| CO Colorado || 2.67%
|-
| KA Kansas || 2.54%
|-
| LA Louisiana || 22.08%
|-
| NM New Mexico || 4.52%
|-
| OK Oklahoma || 5.45%
|-
| TX Texas || 29.76%
|-
| WY Wyoming || 3.72%
|-
| '''Total || '''80.18%'''
|}
{| border="1" cellspacing="0"
|+ '''Soviet Oil Production, by region'''
|-
| Baku || 68%
|-
| Groznyy || 7%
|-
| Maikop || 6%
|-
| Georgia || 1%
|-
| Dagestan || 1%
|-
| Turkmen || 1%
|-
| Carpathians || 1%
|-
| 2nd Baku || 9%
|-
| Emba || 1%
|-
| Ukhta-Pechora || 1%
|-
| Central Asia || 1%
|-
| Sakhalin || 2%
|-
| '''Total''' || '''99%'''
|}
[[Category:Knowledge Base]]
fef889d4c9a913bf66d3bb7e1ee5ba6c7717256c
Population average 1936-1948 by country
0
642
1884
1118
2017-05-08T09:00:25Z
Lillebror
871
wikitext
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{| border="1" cellspacing="0"
|+ '''Manpower Estimates Used for Hoi2'''
! Country !! Population
|-
| Afghanistan || 11 190 667
|-
| Albania || 1 117 733
|-
| Argentina || 14 708 677
|-
| Austria || 6 807 900
|-
| Bhutan || 470 000
|-
| Bolivia || 2 686 000
|-
| Brazil || 42 954 538
|-
| Bulgaria || 7 073 133
|-
| Canada || 11 526 185
|-
| Chile || 5 215 500
|-
| Colombia || 9 539 923
|-
| Costa Rica || 662 723
|-
| Cuba || 4 597 154
|-
| Czechoslovakia || 14 729 536
|-
| Dominican Republic || 1 791 162
|-
| Ecuador || 2 742 723
|-
| El Salvador || 1 744 785
|-
| Estonia || 1 038 160
|-
| Ethiopia || 7 375 000
|-
| Finland || 3 804 662
|-
| Germany || 68 692 700
|-
| Greece || 7 233 717
|-
| Guatemala || 2 332 223
|-
| Haiti || 2 882 333
|-
| Honduras || 1 173 567
|-
| Hungary || 9 203 338
|-
| Iraq || 4 107 569
|-
| Ireland || 2 957 192
|-
| Latvia || 1 976 600
|-
| Liberia || 814 000
|-
| Lithuania || 2 724 055
|-
| Luxemburg || 293 825
|-
| Mexico || 21 059 923
|-
| Mongolia || 792 154
|-
| Nepal || 6 218 000
|-
| Nicaragua || 866 308
|-
| Norway || 3 015 392
|-
| Oman || 404 615
|-
| Panama || 668 085
|-
| Paraguay || 1 074 700
|-
| Persia (Iran) || 14 989 385
|-
| Peru || 6 948 308
|-
| Philippines || 17 266 260
|-
| Poland || 29 307 117
|-
| Romania || 16 594 708
|-
| Saudi Arabia || 2 841 000
|-
| Siam || 16 221 560
|-
| Soviet Union || 184 629 535
|-
| Sweden || 6 520 362
|-
| Switzerland || 4 324 377
|-
| Turkey || 18 103 785
|-
| Uruguay || 2 015 077
|-
| Venezuela || 3 962 538
|-
| Yemen || 3 915 769
|}
{| border="1" cellspacing="0"
|+ '''More Complicated Population Statistics'''
! Country - Region !! Population
|-
| UK || 48 431 231
|-
| UK - Newfoundland || 320 100
|-
| UK-Med || 699 380
|-
| UK-HK || 1 099 600
|-
| UK-Carib || 2 810 697
|-
| UK-Persian Gulf || 302 833
|-
| UK-Malaya || 6 649 150
|-
| UK - Ceylon || 6 419 650
|-
| UK - Egypt || 18 184 033
|-
| UK - Pacific || 396 588
|-
| UK - ME Mandates || 2 538 818
|-
| UK - Aden || 978 942
|-
| UK - Indian Ocean || 431 038
|-
| UK - India || 396 338 923
|-
| UK - Burma || 16 792 360
|-
| UK - Central Africa || 5 209 401
|-
| UK - East Africa || 14 524 213
|-
| UK - Gambia || 229 454
|-
| UK - Gold Coast || 3 773 671
|-
| UK - Nigeria || 22 840 200
|-
| UK - Sierra Leone || 1 909 650
|-
| UK - British Somaliland || 600 000
|-
| UK - Anglo-Egyptian Sudan || 6 340 000
|-
| Belgium || 8 353 731
|-
| Belgian Congo || 10 439 529
|-
| Belgian African Mandates || 4 235 000
|-
| Czechoslovakia || 14 729 536
|-
| Czechoslovakia - Bohemia Moravia || 10 674 386
|-
| Czechoslovakia - Slovakia || 3 329 793
|-
| Czechoslovakia - Ruthenia || 725 357
|-
| Denmark || 3 898 500
|-
| Denmark - Greenland || 20 000
|-
| Netherlands || 9 011 838
|-
| Dutch Aruba || 31 743
|-
| Netherlands Antilles || 80 183
|-
| Dutch Guyana || 178 513
|-
| Dutch East Indies || 71 001 462
|-
| Italy || 44 686 892
|-
| Italian Eritrea || 835 900
|-
| Italian Libya || 940 614
|-
| Italian Somaliland || 900 000
|-
| Japan || 73 952 100
|-
| Japan - Korea || 24 061 400
|-
| Japan - Taiwan || 5 601 600
|-
| Japan - Mandates || 133 767
|-
| Japan - Kanto/Kwantung || 800 000
|-
| New Zeeland || 1 681 482
|-
| New Zeeland - Mandates || 63 857
|-
| Australia || 7 134 238
|-
| Australia - Papau New Guinea || 1 376 231
|-
| Portugal || 7 774 000
|-
| Portuguese Macau || 248 233
|-
| Portuguese West Africa || 3 865 275
|-
| Portuguese Cape Verde || 161 075
|-
| Portuguese East Timor || 456 267
|-
| Portuguese Guinea || 424 660
|-
| Portuguese East Africa || 5 089 575
|-
| Portuguese Sao Tome || 60 167
|-
| France || 39 550 000
|-
| French North Africa || 18 165 208
|-
| French [[Indochina]] || 25 489 250
|-
| French Somaliland || 45 325
|-
| French Pacific || 150 937
|-
| French Carib || 557 580
|-
| French ME Mandates || 3 946 150
|-
| French West Africa || 19 121 646
|-
| French Equatorial Africa || 6 678 283
|-
| French Indian Ocean || 4 220 695
|-
| South Africa || 10 566 000
|-
| South Africa - Mandates || 490 923
|-
| South Africa - Dependents (Lesotho&Swaziland) || 820 687
|-
| Spain || 26 735 500
|-
| Spanish Guinea || 179 800
|-
| Spanish North Africa || 970 000
|-
| United States || 135 828 931
|-
| US - Pacific || 44 612
|-
| US - Carib || 1 993 328
|-
| Tannu Tuva || 170 000
|-
| Guomindang - Zhejiang || 21 230 000
|-
| Guomindang - Jiangsu || 36 469 000
|-
| Guomindang - Jiangxi || 15 820 000
|-
| Guomindang - Shanghai || 3 486 000
|-
| Manchukuo || 38 486 000
|-
| Xinjiang || 4 360 000
|-
| Tibet || 2 711 000
|-
| Xibei San Ma || 8 636 433
|-
| Xibei San Ma - Gansu || 6 405 333
|-
| Xibei San Ma - Ningxia || 823 800
|-
| Xibei San Ma - Qinghai || 1 407 300
|-
| Guangxi-Guangdong Clique - Guangxi || 14 369 000
|-
| Guangxi-Guangdong Clique - Guangdong || 32 354 333
|-
| Yunnan || 10 853 000
|-
| Shanxi || 11 601 000
|-
| Inner Mongolia || 7 174 000
|-
| Chinese Communist || 3 000 000
|-
| Yugoslavia || 15 457 038
|-
| Yugoslavia - Bosnia || 2 565 300
|-
| Yugoslavia - Croatia || 3 779 900
|-
| Yugoslavia - Macedonia || 1 153 000
|-
| Yugoslavia - Slovenia || 1 358 838
|-
| Yugoslavia - Serbia || 6 000 000
|-
| Yugoslavia - Montenegro || 600 000
|}
{| Border="1" Cellspacing="0"
|+ Table Of Mobilization Of Some Of The Major Combatants (1937-1945)
! Country !! Population
! Colspan="2" | Manpower Mobilized For<Br>Military Service !! Mobilization Index (%)(2) !! Strength Of Armed Forces (Million Men)(3)
|-
| China || 450 000 000 (1) || 14 054 000 || July '37 - Sept '45 || 0.4 || 5.7
|-
| Japan || 77 045 000 || 8 040 000 || July '37 - Sept '45 || 1.3 || 3.98
|-
| U.K. || 141 700 000 || 12 000 000 || Sept '39 - Sept '45 || 1.4 ||
|-
| U.S. || 156 687 000 || 22 000 000 || July '41 - Sept '45 || 2.4 || 8.3
|-
| U.S.S.R. || 170 467 000 || 22 000 000 || July '41 - Sept '45 || 3.0 || 6.0
|-
| Germany || 79 530 000 || 17 000 000 || Sept '39 - May '45 || 3.8 || 6.0
|}
Source: Liu, F.F. ''A Military History Of Modern China: 1924-1949'', Princeton University Press: New Jersey, 1956, Isbn 0313230129, P. 136
(1) The Communist Beijing Government's Claim For China's Population Is 650 000 000. This Figure Is Not Used In The Above Table.<Br>
(2) The "Mobilization Index" Shown Above Is The Average Number Of Men Mobilized Per Year Expressed As A Percentage Of The Total Population.<Br>
(3) The "Strength Of Armed Forces" Shown Above Indicates The Maximum Reported, Or Estimated, Strength Of The Nation's Armed Forces At Any Time. In A Few Cases, Such Maximum Strength Figures Were Unobtainable At The Time Of Compiling The Above Table, And The Figures Given (Particularly In The Case Of The U.S.S.R.) May Not Be The Maximum Strength Of Those Nations Throughout The War Period.
[[Category:Knowledge Base]]
2a9685e32def720ab4401525a62c8b0f7fc78b85
Aircraft Tech Tree
0
313
1885
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2017-05-08T09:03:59Z
Lillebror
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wikitext
text/x-wiki
{{TechTree}}
== Early Fighter ==
=== Interwar Fighter ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites: None
*Effects:
:*Activate Unit Type interceptor
:*New Model interceptor 0
|
8 - [[Image:aeronautics.png|aeronautics]] - Interwar Short Range Engine
8 - [[Image:aeronautics.png|aeronautics]] - Interwar Fighter Airframe
6 - [[Image:artillery.png|artillery]] - 6.5mm MGs
8 - [[Image:electronics.png|electronics]] - Optical Signaling
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Interwar Fighter Prototype Tests (D)
|}
=== Early Fighter ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites:
:*[[Aircraft_Tech_Tree#Interwar Fighter|Interwar Fighter]]
*Effects:
:*New Model interceptor 1
|
8 - [[Image:aeronautics.png|aeronautics]] - Early Short Range Engine
8 - [[Image:aeronautics.png|aeronautics]] - Early Fighter Airframe
6 - [[Image:artillery.png|artillery]] - 6.5mm MGs
8 - [[Image:electronics.png|electronics]] - Optical Signaling
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Early Fighter Prototype Tests (D)
|}
== Interceptor ==
=== Basic Interceptor ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1937
*Prerequisites:
:*[[Aircraft_Tech_Tree#Early Fighter|Early Fighter]]
*Effects:
:*New Model interceptor 2
:*Model is now obsolete. interceptor 0
|
8 - [[Image:aeronautics.png|aeronautics]] - Basic Short Range Engine
8 - [[Image:aeronautics.png|aeronautics]] - Basic Interceptor Airframe
6 - [[Image:artillery.png|artillery]] - 7.62mm MGs
8 - [[Image:electronics.png|electronics]] - Basic Decimetric Airborne Interceptor Radar
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic Interceptor Prototype Tests (D)
|}
=== Improved Interceptor ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Prerequisites:
:*[[Aircraft_Tech_Tree#Basic Interceptor|Basic Interceptor]]
*Effects:
:*New Model interceptor 3
:*Model is now obsolete. interceptor 1
|
8 - [[Image:aeronautics.png|aeronautics]] - Improved Short Range Engine
8 - [[Image:aeronautics.png|aeronautics]] - Improved Interceptor Airframe
7 - [[Image:artillery.png|artillery]] - 12.7mm MGs
8 - [[Image:electronics.png|electronics]] - Improved Decimetric Airborne Interceptor Radar
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved Interceptor Prototype Tests (D)
|}
=== Advanced Interceptor ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Aircraft_Tech_Tree#Improved Interceptor|Improved Interceptor]]
*Effects:
:*New Model interceptor 4
:*Model is now obsolete. interceptor 2
|
8 - [[Image:aeronautics.png|aeronautics]] - Advanced Short Range Engine
8 - [[Image:aeronautics.png|aeronautics]] - Advanced Interceptor Airframe
8 - [[Image:artillery.png|artillery]] - 20mm Cannons
8 - [[Image:electronics.png|electronics]] - Basic Centimetric Airborne Interceptor Radar
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Advanced Interceptor Prototype Tests (D)
|}
== Fighter ==
=== Basic Fighter ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1938
*Prerequisites:
:*[[Aircraft_Tech_Tree#Early Fighter|Early Fighter]]
*Effects:
:*Activate Unit Type multi_role
:*New Model multi_role 0
|
8 - [[Image:aeronautics.png|aeronautics]] - Basic Medium Range Engine
8 - [[Image:aeronautics.png|aeronautics]] - Basic Fighter Airframe
6 - [[Image:artillery.png|artillery]] - 7.62mm MGs
8 - [[Image:electronics.png|electronics]] - Basic Decimetric Airborne Interceptor Radar
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic Fighter Prototype Tests (D)
|}
=== Improved Fighter ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Prerequisites:
:*[[Aircraft_Tech_Tree#Basic Fighter|Basic Fighter]]
*Effects:
:*New Model multi_role 1
|
8 - [[Image:aeronautics.png|aeronautics]] - Improved Medium Range Engine
8 - [[Image:aeronautics.png|aeronautics]] - Improved Fighter Airframe
7 - [[Image:artillery.png|artillery]] - 12.7mm MGs
8 - [[Image:electronics.png|electronics]] - Improved Decimetric Airborne Interceptor Radar
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved Fighter Prototype Tests (D)
|}
=== Advanced Fighter ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Aircraft_Tech_Tree#Improved Fighter|Improved Fighter]]
*Effects:
:*New Model multi_role 2
:*Model is now obsolete. multi_role 0
|
8 - [[Image:aeronautics.png|aeronautics]] - Advanced Medium Range Engine
8 - [[Image:aeronautics.png|aeronautics]] - Advanced Fighter Airframe
8 - [[Image:artillery.png|artillery]] - 20mm Cannons
8 - [[Image:electronics.png|electronics]] - Basic Centimetric Airborne Interceptor Radar
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Advanced Fighter Prototype Tests (D)
|}
== Escort Fighter ==
=== Basic Escort Fighter ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1937
*Prerequisites:
:*[[Aircraft_Tech_Tree#Early Fighter|Early Fighter]]
*Effects:
:*Activate Unit Type escort
:*New Model escort 0
|
8 - [[Image:aeronautics.png|aeronautics]] - Basic Long Range Engine
8 - [[Image:aeronautics.png|aeronautics]] - Basic Escort Fighter Airframe
6 - [[Image:artillery.png|artillery]] - 7.62mm MGs
8 - [[Image:electronics.png|electronics]] - Basic Decimetric Airborne Interceptor Radar
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic Escort Fighter Prototype Tests (D)
|}
=== Improved Escort Fighter ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Prerequisites:
:*[[Aircraft_Tech_Tree#Basic Escort Fighter|Basic Escort Fighter]]
*Effects:
:*New Model escort 1
|
8 - [[Image:aeronautics.png|aeronautics]] - Improved Long Range Engine
8 - [[Image:aeronautics.png|aeronautics]] - Improved Escort Fighter Airframe
7 - [[Image:artillery.png|artillery]] - 12.7mm MGs
8 - [[Image:electronics.png|electronics]] - Improved Decimetric Airborne Interceptor Radar
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved Escort Fighter Prototype Tests (D)
|}
=== Advanced Escort Fighter ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Aircraft_Tech_Tree#Improved Escort Fighter|Improved Escort Fighter]]
*Effects:
:*New Model escort 2
:*Model is now obsolete. escort 0
|
8 - [[Image:aeronautics.png|aeronautics]] - Advanced Long Range Engine
8 - [[Image:aeronautics.png|aeronautics]] - Advanced Escort Fighter Airframe
8 - [[Image:artillery.png|artillery]] - 20mm Cannons
8 - [[Image:electronics.png|electronics]] - Basic Centimetric Airborne Interceptor Radar
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Advanced Escort Fighter Prototype Tests (D)
|}
== Early Bomber ==
=== Interwar Bomber ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites: None
*Effects:
:*Activate Unit Type tactical_bomber
:*New Model tactical_bomber 0
|
8 - [[Image:aeronautics.png|aeronautics]] - Interwar Short-Range Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Interwar Medium Bomber Airframe
8 - [[Image:mechanics.png|mechanics]] - External Bomb Loads
8 - [[Image:electronics.png|electronics]] - Basic Radio Navigation
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Interwar Bomber Prototype Tests (D)
|}
=== Early Bomber ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites:
:*[[Aircraft_Tech_Tree#Interwar Bomber|Interwar Bomber]]
*Effects:
:*New Model tactical_bomber 1
|
8 - [[Image:aeronautics.png|aeronautics]] - Early Short-Range Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Early Bomber Airframe
8 - [[Image:mechanics.png|mechanics]] - Internal Bomb Loads
8 - [[Image:electronics.png|electronics]] - Improved Radio Navigation
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Early Bomber Prototype Tests (D)
|}
== Tactical Bomber ==
=== Basic Tactical Bomber ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1938
*Prerequisites:
:*[[Aircraft_Tech_Tree#Early Bomber|Early Bomber]]
*Effects:
:*New Model tactical_bomber 2
:*Model is now obsolete. tactical_bomber 0
|
8 - [[Image:aeronautics.png|aeronautics]] - Basic Medium-Range Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Basic Medium Bomber Airframe
8 - [[Image:chemistry.png|chemistry]] - 1 ton Freefall Bombs
8 - [[Image:electronics.png|electronics]] - Advanced Radio Navigation
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic Medium-Range Bomber Prototype Tests (D)
|}
=== Improved Tactical Bomber ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Prerequisites:
:*[[Aircraft_Tech_Tree#Basic Tactical Bomber|Basic Tactical Bomber]]
*Effects:
:*New Model tactical_bomber 3
:*Model is now obsolete. tactical_bomber 1
|
8 - [[Image:aeronautics.png|aeronautics]] - Improved Medium-Range Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Improved Medium Bomber Airframe
8 - [[Image:chemistry.png|chemistry]] - 2 ton Freefall Bombs
8 - [[Image:electronics.png|electronics]] - Basic Centimetric Airborne Radar Navigation
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved Medium-Range Bomber Prototype Tests (D)
|}
=== Advanced Tactical Bomber ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Aircraft_Tech_Tree#Improved Tactical Bomber|Improved Tactical Bomber]]
*Effects:
:*New Model tactical_bomber 4
:*Model is now obsolete. tactical_bomber 2
|
8 - [[Image:aeronautics.png|aeronautics]] - Advanced Medium-Range Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Advanced Medium Bomber Airframe
8 - [[Image:chemistry.png|chemistry]] - 5 ton Freefall Bombs
8 - [[Image:electronics.png|electronics]] - Improved Centimetric Airborne Radar Navigation
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Advanced Medium-Range Bomber Prototype Tests (D)
|}
== Close Air Support ==
=== Basic Close Air Support Aircraft ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1937
*Prerequisites:
:*[[Aircraft_Tech_Tree#Early Bomber|Early Bomber]]
*Effects:
:*Activate Unit Type cas
:*New Model cas 0
|
8 - [[Image:aeronautics.png|aeronautics]] - Basic Short-Range Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Basic Light Bomber Airframe
8 - [[Image:chemistry.png|chemistry]] - Dive-Drop Bomb Shells
8 - [[Image:electronics.png|electronics]] - Advanced Radio Navigation
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic Light Bomber Prototype Tests (D)
|}
=== Improved Close Air Support Aircraft ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Prerequisites:
:*[[Aircraft_Tech_Tree#Basic Close Air Support Aircraft|Basic Close Air Support Aircraft]]
*Effects:
:*New Model cas 1
|
8 - [[Image:aeronautics.png|aeronautics]] - Improved Short-Range Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Improved Light Bomber Airframe
8 - [[Image:chemistry.png|chemistry]] - Dive-Drop AP Bomb Shells
8 - [[Image:electronics.png|electronics]] - Basic Centimetric Airborne Radar Navigation
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved Light Bomber Prototype Tests (D)
|}
=== Advanced Close Air Support Aircraft ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Aircraft_Tech_Tree#Improved Close Air Support Aircraft|Improved Close Air Support Aircraft]]
*Effects:
:*New Model cas 2
:*Model is now obsolete. cas 0
|
8 - [[Image:aeronautics.png|aeronautics]] - Advanced Short-Range Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Advanced Light Bomber Airframe
8 - [[Image:chemistry.png|chemistry]] - Napalm Bombs
8 - [[Image:electronics.png|electronics]] - Improved Centimetric Airborne Radar Navigation
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Advanced Light Bomber Prototype Tests (D)
|}
== Naval Bomber ==
=== Basic Naval Bomber ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1938
*Prerequisites:
:*[[Aircraft_Tech_Tree#Early Bomber|Early Bomber]]
*Effects:
:*Activate Unit Type naval_bomber
:*New Model naval_bomber 0
|
8 - [[Image:aeronautics.png|aeronautics]] - Basic Medium-Range Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Basic Medium Bomber Airframe
8 - [[Image:chemistry.png|chemistry]] - Naval Bomb Shells
8 - [[Image:electronics.png|electronics]] - Advanced Radio Navigation
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic Medium-Range Bomber Prototype Tests (D)
|}
=== Improved Naval Bomber ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1941
*Prerequisites:
:*[[Aircraft_Tech_Tree#Basic Naval Bomber|Basic Naval Bomber]]
*Effects:
:*New Model naval_bomber 1
|
8 - [[Image:aeronautics.png|aeronautics]] - Improved Medium-Range Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Improved Medium Bomber Airframe
8 - [[Image:chemistry.png|chemistry]] - Airborne Torpedos
8 - [[Image:electronics.png|electronics]] - Basic Centimetric Airborne Radar Navigation
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved Medium-Range Bomber Prototype Tests (D)
|}
=== Advanced Naval Bomber ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Aircraft_Tech_Tree#Improved Naval Bomber|Improved Naval Bomber]]
*Effects:
:*New Model naval_bomber 2
:*Model is now obsolete. naval_bomber 0
|
8 - [[Image:aeronautics.png|aeronautics]] - Advanced Medium-Range Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Advanced Medium Bomber Airframe
8 - [[Image:chemistry.png|chemistry]] - Airborne Homing Torpedos
8 - [[Image:electronics.png|electronics]] - Improved Centimetric Airborne Radar Navigation
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Advanced Medium-Range Bomber Prototype Tests (D)
|}
== Strategic Bomber ==
=== Basic Strategic Bomber ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1937
*Prerequisites:
:*[[Aircraft_Tech_Tree#Early Bomber|Early Bomber]]
*Effects:
:*Activate Unit Type strategic_bomber
:*New Model strategic_bomber 0
|
8 - [[Image:aeronautics.png|aeronautics]] - Basic Long-Range Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Basic Heavy Bomber Airframe
8 - [[Image:artillery.png|artillery]] - Gyrostabilized Bombing Sights
8 - [[Image:electronics.png|electronics]] - Advanced Radio Navigation
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic Heavy Bomber Prototype Tests (D)
|}
=== Improved Strategic Bomber ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Prerequisites:
:*[[Aircraft_Tech_Tree#Basic Strategic Bomber|Basic Strategic Bomber]]
*Effects:
:*New Model strategic_bomber 1
|
8 - [[Image:aeronautics.png|aeronautics]] - Improved Long-Range Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Improved Heavy Bomber Airframe
8 - [[Image:artillery.png|artillery]] - Multiple Gun Towers
8 - [[Image:electronics.png|electronics]] - Basic Centimetric Airborne Radar Navigation
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved Heavy Bomber Prototype Tests (D)
|}
=== Advanced Strategic Bomber ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1943
*Prerequisites:
:*[[Aircraft_Tech_Tree#Improved Strategic Bomber|Improved Strategic Bomber]]
*Effects:
:*New Model strategic_bomber 2
:*Model is now obsolete. strategic_bomber 0
|
8 - [[Image:aeronautics.png|aeronautics]] - Advanced Long-Range Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Advanced Heavy Bomber Airframe
8 - [[Image:artillery.png|artillery]] - Payload Drop Computers
8 - [[Image:electronics.png|electronics]] - Improved Centimetric Airborne Radar Navigation
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Advanced Heavy Bomber Prototype Tests (D)
|}
== Air Transport ==
=== Basic Air Transport ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1936
*Prerequisites:
:*[[Aircraft_Tech_Tree#Early Bomber|Early Bomber]]
*Effects:
:*Activate Unit Type transport_plane
:*New Model transport_plane 0
|
8 - [[Image:aeronautics.png|aeronautics]] - Basic Long-Range Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Basic Heavy Bomber Airframe
6 - [[Image:aeronautics.png|aeronautics]] - Small Cargo Capacity
8 - [[Image:electronics.png|electronics]] - Advanced Radio Navigation
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Basic Heavy Bomber Prototype Tests (D)
|}
=== Improved Air Transport ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1940
*Prerequisites:
:*[[Aircraft_Tech_Tree#Basic Air Transport|Basic Air Transport]]
*Effects:
:*New Model transport_plane 1
:*Enable Mission Type: air_supply
|
8 - [[Image:aeronautics.png|aeronautics]] - Improved Long-Range Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Improved Heavy Bomber Airframe
6 - [[Image:aeronautics.png|aeronautics]] - Medium Cargo Capacity
8 - [[Image:electronics.png|electronics]] - Basic Centimetric Airborne Radar Navigation
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Improved Heavy Bomber Prototype Tests (D)
|}
=== Advanced Air Transport ===
{| width="98% "valign="top" border="1" cellpadding="5"
|
*Historic Year: 1942
*Prerequisites:
:*[[Aircraft_Tech_Tree#Improved Air Transport|Improved Air Transport]]
*Effects:
:*New Model transport_plane 2
:*Model is now obsolete. transport_plane 0
:*Efficiency: air_supply 0.5
|
8 - [[Image:aeronautics.png|aeronautics]] - Advanced Long-Range Bomber Engine
8 - [[Image:aeronautics.png|aeronautics]] - Advanced Heavy Bomber Airframe
6 - [[Image:aeronautics.png|aeronautics]] - Large Cargo Capacity
8 - [[Image:electronics.png|electronics]] - Improved Centimetric Airborne Radar Navigation
8 - [[Image:technical_efficiency.png|technical_efficiency]] - Advanced Heavy Bomber Prototype Tests (D)
|}
[[Category:Reference]] [[Category:Tech Tree]]
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{{MainTemplate
| welcome = [[File:HOI2 wiki logo.png|link=|<span title="Hearts of Iron II Wiki"></span>]]
| blurb = The [[Hearts of Iron II]] encyclopedia.
| about_title = About this site
| about_content =
[[Image:HOI2 Box.png|150px|right|valign=center|HOI2 Box]]
'''''[[Hearts of Iron II]]''''' is a grand strategy computer game by [[Paradox Interactive]].
| sections_title = Sections
| sections_content =
* [[Country guides]]
* [[Major power]]
* [[Minor power]]
*[[Assorted_Guides]]
*[[Reference_Material]]
*[[Mods_and_Modding]]
*[[Utilities]]
*[[Technical_Issues]]
*[[Links]]
*[[Special:AllPages|All pages]]
}}
[[Category:Wiki]]
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{{MainTemplate
| welcome = [[File:HOI2 wiki logo.png|link=|<span title="Hearts of Iron II Wiki"></span>]]
| blurb = The [[Hearts of Iron II]] encyclopedia.
| about_title = About this site
| about_content =
[[Image:HOI2 Box.png|150px|right|valign=center|HOI2 Box]]
'''''[[Hearts of Iron II]]''''' is a grand strategy computer game by [[Paradox Interactive]].
| sections_title = Sections
| sections_content =
* [[Country guides]]
* [[Major power]]
* [[Minor power]]
*[[Assorted guides]]
*[[Reference material]]
*[[Mods and modding]]
*[[Utilities]]
*[[Technical issues]]
*[[Links]]
*[[Special:AllPages|All pages]]
}}
[[Category:Wiki]]
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Assorted guides
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__NOTOC__
{| CELLPADDING=10
|- VALIGN=top
|
== General guides & FAQ ==
* [[The Complete Newbie Guide]]
* [[General Gameplay FAQ]]
* [[Brigade Strategy Guide]]
* [[Nuclear Weapons]]
* [https://forum.paradoxplaza.com/forum/index.php?forums/hoi2-faq.287/ Paradox Plaza FAQ subforum]
* [[Battle mechanics and formulas]]
|
== Domestic Policy & Economy ==
* [[Domestic Policy]]
* [[Upgrading calculations|Upgrades]]
* [[Research]]
* [[Do I build Factories?|Expanding Industrial Capacity]]
|- VALIGN=top
|
== Land Guides ==
* [[Beginner's_guide_to_army_management|Beginner's guide to army management]]
* [[Transport Capacity and Supply Efficiency FAQ|Transport Capacity and Supply Efficiency]]
* [[HQ Units in Action|HQ Units]]
* [[Land Combat Efficiency]]
* [[Land Doctrine]]
* [[Conquering - What do I gain?|Conquered Territories]]
* [[Poor man's army|Small nation armies]]
* [[On the subject of ground troop investments|Comparison: Infantry, Motorized, or Mechanized?]]
* [[Militia Strategy Guide]]
* [[Conducting Blitzkrieg offensives]]
|
== Naval & Air Guides ==
* [[Naval Primer]]
* [[Submarine Guide|Submarines]]
* [[Naval Doctrine]]
* [[Effective Use of Airpower]]
|- VALIGN=top
|}
== [[Country guides|Country Guides]] ==
<!-- If you add a strategy page here, please also add it to [[Template:Country guides]]. Thanks! -->
{| CELLPADDING=10
|- VALIGN=top
|width="25%"|
===Major Powers===<!-- 60 Base IC and higher = 4-5 tech teams-->
60 and above Base IC.
* {{flag|France}}
* {{flag|Germany}}
* {{flag|Italy}}
* {{flag|Japan}}
* {{flag|United Kingdom}}
* {{flag|USA}}
* {{flag|Soviet Union}}
|width="25%"|
===Regional Powers===<!-- Between 20 and 59 Base IC = 2-3 tech teams -->
Between 20 and 59 Base IC.
* {{flag|Argentina}}
* {{flag|Australia}}
* {{flag|Belgium}}
* {{flag|Brazil}}
* {{flag|Bulgaria}}
* {{flag|Canada}}
* {{flag|Czechoslovakia}}
* {{flag|Guangxi Clique}}
* {{flag|Hungary}}
* {{flag|Manchukuo}}
* {{flag|Nationalist China}}
* {{flag|Nationalist Spain}} <!-- Not in 1936 scenario, assume same as Rep. Spain -->
* {{flag|Netherlands}}
* {{flag|Poland}}
* {{flag|Republican Spain}}
* {{flag|Romania}}
* {{flag|Sweden}}
* {{flag|Turkey}}
* {{flag|Vichy France}}
* {{flag|Yugoslavia}}
|width="25%"|
===Minor Powers===<!--- Between 10 and 19 Base IC = 1 tech team -->
Between 10 and 19 Base IC.
* {{flag|Austria}}
* {{flag|Chile}}
* {{flag|Colombia}}
* {{flag|Denmark}}
* {{flag|Finland}}
* {{flag|Greece}}
* {{flag|Ireland}}
* {{flag|Mexico}}
* {{flag|Norway}}
* {{flag|Peru}}
* {{flag|Portugal}}
* {{flag|Shanxi}}
* {{flag|South Africa}}
* {{flag|Slovakia}}
* {{flag|Switzerland}}
|width="25%"|
===Micro Powers===<!--- Below 10 Base IC = 1 tech team -->
Below 10 Base IC.
* {{flag|Afghanistan}}
* {{flag|Albania}}
* {{flag|Bhutan}}
* {{flag|Bolivia}}
* {{flag|Communist China}}
* {{flag|Costa Rica}}
* {{flag|Cuba}}
* {{flag|Dominican Republic}}
* {{flag|Ecuador}}
* {{flag|El Salvador}}
* {{flag|Estonia}}
* {{flag|Ethiopia}}
* {{flag|Guatemala}}
* {{flag|Haiti}}
* {{flag|Honduras}}
* {{flag|Iraq}}
* {{flag|Latvia}}
* {{flag|Liberia}}
* {{flag|Lithuania}}
* {{flag|Luxemburg}}
* {{flag|Mongolia}}
* {{flag|Nepal}}
* {{flag|New Zealand}}
* {{flag|Nicaragua}}
* {{flag|Oman}}
* {{flag|Panama}}
* {{flag|Paraguay}}
* {{flag|Persia}}
* {{flag|Philippines}}
* {{flag|Saudi Arabia}}
* {{flag|Siam}}
* {{flag|Sinkiang}}
* {{flag|Tannu Tuva}}
* {{flag|Tibet}}
* {{flag|Uruguay}}
* {{flag|Venezuela}}
* {{flag|Xibei San Ma}}
* {{flag|Yemen}}
* {{flag|Yunnan}}
|- VALIGN=top
|colspan="4"|
== Guides to battlescenarios ==
* [[Strategy for Ardennes Offensive]]
* [[Strategy for Battle of the Coral Sea]]
* [[Strategy for D-Day]]
* [[Strategy for Desert Fox]]
* [[Strategy for Fall Barbarossa]]
* [[Strategy for Fall Blau]]
* [[Strategy for Fall Gelb]]
* [[Strategy for Fall Grün]]
* [[Strategy for Fall Weiß]]
* [[Strategy for Operation Downfall: Invasion of Japan]]
* [[Strategy for Operation Husky]]
* [[Strategy for Platinean War]]
* [[Strategy for Southern Conquests]]
* [[Strategy for Spanish Civil War]]
* [[Strategy for Operation Watchtower]]
* [[Strategy for Winter War]]
== Armageddon and The Abyss Scenarios Guides ==
{| CELLPADDING=10
|- VALIGN=top
|width="33%"|
===Democratic Powers===
*[[image:uau.gif]] [[Australasia Strategy]]
*[[image:ubo.gif]] [[Bourbon Strategy]]
*[[image:uch.gif]] [[Republic of China Strategy]]
*[[image:ugs.gif]] [[Armageddon Sweden Strategy|Sweden Strategy]]
*[[image:utc.gif]] [[The Cossacks Strategy]]
*[[image:usn.gif]] [[USNA Strategy]]
|width="33%"|
===Fascist Powers===
*[[image:uer.gif]] [[Empire of Russia Strategy]]
*[[image:uir.gif]] [[Indian Republic Strategy]]
*[[image:uic.gif]] [[Indo China Strategy]]
*[[image:upr.gif]] [[Prussia Strategy]]
*[[image:ucs.gif]] [[The Confederates Strategy]]
*[[image:uto.gif]] [[The Ottomans Strategy]]
|width="33%"|
===Communist Powers===
*[[image:uap.gif]] [[APR Strategy]]
*[[image:ues.gif]] [[European Soviets Strategy]]
*[[image:ups.gif]] [[PRRS Strategy]]
*[[image:upe.gif]] [[Republic of Persia Strategy]]
*[[image:uro.gif]] [[Roma Strategy]]
*[[image:utl.gif]] [[The Libertadores strategy]]
|- VALIGN=top
|colspan="3"|
[[Category:Guides]]
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__NOTOC__
{| CELLPADDING=10
|- VALIGN=top
|
== General guides & FAQ ==
* [[The Complete Newbie Guide]]
* [[General Gameplay FAQ]]
* [[Brigade Strategy Guide]]
* [[Nuclear Weapons]]
* [https://forum.paradoxplaza.com/forum/index.php?forums/hoi2-faq.287/ Paradox Plaza FAQ subforum]
* [[Battle mechanics and formulas]]
|
== Domestic policy & economy ==
* [[Domestic Policy]]
* [[Upgrading calculations|Upgrades]]
* [[Research]]
* [[Do I build Factories?|Expanding Industrial Capacity]]
|- VALIGN=top
|
== Land guides ==
* [[Beginner's_guide_to_army_management|Beginner's guide to army management]]
* [[Transport Capacity and Supply Efficiency FAQ|Transport Capacity and Supply Efficiency]]
* [[HQ Units in Action|HQ Units]]
* [[Land Combat Efficiency]]
* [[Land Doctrine]]
* [[Conquering - What do I gain?|Conquered Territories]]
* [[Poor man's army|Small nation armies]]
* [[On the subject of ground troop investments|Comparison: Infantry, Motorized, or Mechanized?]]
* [[Militia Strategy Guide]]
* [[Conducting Blitzkrieg offensives]]
|
== Naval & air guides ==
* [[Naval Primer]]
* [[Submarine Guide|Submarines]]
* [[Naval Doctrine]]
* [[Effective Use of Airpower]]
|- VALIGN=top
|}
== [[Country guides]] ==
<!-- If you add a strategy page here, please also add it to [[Template:Country guides]]. Thanks! -->
{| CELLPADDING=10
|- VALIGN=top
|width="25%"|
===Major powers===<!-- 60 Base IC and higher = 4-5 tech teams-->
60 and above Base IC.
* {{flag|France}}
* {{flag|Germany}}
* {{flag|Italy}}
* {{flag|Japan}}
* {{flag|United Kingdom}}
* {{flag|USA}}
* {{flag|Soviet Union}}
|width="25%"|
===Regional powers===<!-- Between 20 and 59 Base IC = 2-3 tech teams -->
Between 20 and 59 Base IC.
* {{flag|Argentina}}
* {{flag|Australia}}
* {{flag|Belgium}}
* {{flag|Brazil}}
* {{flag|Bulgaria}}
* {{flag|Canada}}
* {{flag|Czechoslovakia}}
* {{flag|Guangxi Clique}}
* {{flag|Hungary}}
* {{flag|Manchukuo}}
* {{flag|Nationalist China}}
* {{flag|Nationalist Spain}} <!-- Not in 1936 scenario, assume same as Rep. Spain -->
* {{flag|Netherlands}}
* {{flag|Poland}}
* {{flag|Republican Spain}}
* {{flag|Romania}}
* {{flag|Sweden}}
* {{flag|Turkey}}
* {{flag|Vichy France}}
* {{flag|Yugoslavia}}
|width="25%"|
===Minor powers===<!--- Between 10 and 19 Base IC = 1 tech team -->
Between 10 and 19 Base IC.
* {{flag|Austria}}
* {{flag|Chile}}
* {{flag|Colombia}}
* {{flag|Denmark}}
* {{flag|Finland}}
* {{flag|Greece}}
* {{flag|Ireland}}
* {{flag|Mexico}}
* {{flag|Norway}}
* {{flag|Peru}}
* {{flag|Portugal}}
* {{flag|Shanxi}}
* {{flag|South Africa}}
* {{flag|Slovakia}}
* {{flag|Switzerland}}
|width="25%"|
===Micro powers===<!--- Below 10 Base IC = 1 tech team -->
Below 10 Base IC.
* {{flag|Afghanistan}}
* {{flag|Albania}}
* {{flag|Bhutan}}
* {{flag|Bolivia}}
* {{flag|Communist China}}
* {{flag|Costa Rica}}
* {{flag|Cuba}}
* {{flag|Dominican Republic}}
* {{flag|Ecuador}}
* {{flag|El Salvador}}
* {{flag|Estonia}}
* {{flag|Ethiopia}}
* {{flag|Guatemala}}
* {{flag|Haiti}}
* {{flag|Honduras}}
* {{flag|Iraq}}
* {{flag|Latvia}}
* {{flag|Liberia}}
* {{flag|Lithuania}}
* {{flag|Luxemburg}}
* {{flag|Mongolia}}
* {{flag|Nepal}}
* {{flag|New Zealand}}
* {{flag|Nicaragua}}
* {{flag|Oman}}
* {{flag|Panama}}
* {{flag|Paraguay}}
* {{flag|Persia}}
* {{flag|Philippines}}
* {{flag|Saudi Arabia}}
* {{flag|Siam}}
* {{flag|Sinkiang}}
* {{flag|Tannu Tuva}}
* {{flag|Tibet}}
* {{flag|Uruguay}}
* {{flag|Venezuela}}
* {{flag|Xibei San Ma}}
* {{flag|Yemen}}
* {{flag|Yunnan}}
|- VALIGN=top
|colspan="4"|
== Guides to battlescenarios ==
* [[Strategy for Ardennes Offensive]]
* [[Strategy for Battle of the Coral Sea]]
* [[Strategy for D-Day]]
* [[Strategy for Desert Fox]]
* [[Strategy for Fall Barbarossa]]
* [[Strategy for Fall Blau]]
* [[Strategy for Fall Gelb]]
* [[Strategy for Fall Grün]]
* [[Strategy for Fall Weiß]]
* [[Strategy for Operation Downfall: Invasion of Japan]]
* [[Strategy for Operation Husky]]
* [[Strategy for Platinean War]]
* [[Strategy for Southern Conquests]]
* [[Strategy for Spanish Civil War]]
* [[Strategy for Operation Watchtower]]
* [[Strategy for Winter War]]
== Armageddon and The Abyss scenarios guides ==
{| CELLPADDING=10
|- VALIGN=top
|width="33%"|
===Democratic powers===
*[[image:uau.gif]] [[Australasia Strategy]]
*[[image:ubo.gif]] [[Bourbon Strategy]]
*[[image:uch.gif]] [[Republic of China Strategy]]
*[[image:ugs.gif]] [[Armageddon Sweden Strategy|Sweden Strategy]]
*[[image:utc.gif]] [[The Cossacks Strategy]]
*[[image:usn.gif]] [[USNA Strategy]]
|width="33%"|
===Fascist powers===
*[[image:uer.gif]] [[Empire of Russia Strategy]]
*[[image:uir.gif]] [[Indian Republic Strategy]]
*[[image:uic.gif]] [[Indo China Strategy]]
*[[image:upr.gif]] [[Prussia Strategy]]
*[[image:ucs.gif]] [[The Confederates Strategy]]
*[[image:uto.gif]] [[The Ottomans Strategy]]
|width="33%"|
===Communist powers===
*[[image:uap.gif]] [[APR Strategy]]
*[[image:ues.gif]] [[European Soviets Strategy]]
*[[image:ups.gif]] [[PRRS Strategy]]
*[[image:upe.gif]] [[Republic of Persia Strategy]]
*[[image:uro.gif]] [[Roma Strategy]]
*[[image:utl.gif]] [[The Libertadores strategy]]
|- VALIGN=top
|colspan="3"|
[[Category:Guides]]
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#REDIRECT [[Assorted guides]]
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Reference material
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__NOTOC__
{|
|- VALIGN=top
|
== Gameplay ==
* [[Cheat Codes]]
* [[AI Behaviour]]
** [[Balkan CF]]
* [[Combat Events]]
* [[Hotkeys]]
* [[Reinforcements, Reorganization and Bases]]
== Leader Traits ==
* [[Leader Traits|Commander Traits]]
* [[Minister Traits]]
* [http://forum.paradoxplaza.com/forum/showthread.php?t=394572 Indepth analysis of German generals]
== Miscellaneous ==
* [[:Category:Terminology|Game Terminology]]
* [[Abbreviations|Abbreviations used by HoI geeks]]
* [[Manual index|Alphabetized index of the game manual]]
* [[Building costs]]
* [[List of countries]]
* [[Total IC and resources|IC and resource distribution on the game map]]
* [[Media:terrain_modifiers.pdf|Overview of terrain modifiers (Arma 1.3b)]]
* [[Games Exported from Victoria]]
| WIDTH=175 |
|
== Unit statistics ==
* [[Land units|Ground Units]]
** [[Land Doctrine]]
** [[Ground unit statistics|Hearts of Iron 2]]
**[[Media:UnitStats_DD12_Land.pdf|Doomsday 1.2]]
* [[Air units]]
** [[Air unit statistics|Hearts of Iron 2]]
**[[Media:UnitStats_DD12_Air.pdf|Doomsday 1.2]]
* [[Naval units]]
** [[Naval Doctrine]]
** [[Naval unit statistics|Hearts of Iron 2]]
**[[Media:UnitStats_DD12_Sea.pdf|Doomsday 1.2]]
== Technology ==
* [[Tech Tree]]
* [[Doomsday Tech ID List with prerequisites]]
* [[Tech Teams by Country]]
* [[Tech Teams by Country 1.1]]
* [[Technology Formula]]
== Nations & Maps ==
* [http://maps.ederon.net/hoi2iom.aspx Interactive Online Map]
* [[Releasing Countries|Complete Nation List]]
* [[Tag List|List of tags used for nations]]
* Province IDs: [[Provinces by ID, part 1|1 - 849]]; [[Provinces by ID, part 2|850 - 1699]]; [[Provinces by ID, part 3|1700+]]
[[Category:Reference]]
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#REDIRECT [[Reference material]]
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Technical issues
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== Updates ==
The following updates are the most recent updates released for the Hearts of Iron II series (as of September 30, 2009):
* Original Hearts of Iron 2 (HoI2): [[forum:226786|Update 1.3b (Apr, 2006)]] Checksum: JLQC
* Hearts of Iron 2, Doomsday (HoI2:DD): [[forum:293247|Update 1.3a (March, 2007)]] Checksum: JCJS
* Hearts of Iron 2, Armageddon (HoI2:ARMA): [[forum:402220|Update 1.3 beta2 (April, 2009)]] Checksum: PHVR
Note that Paradox has officially confirmed that HOI2 and HOI2:DD updates are the final updates for those games. The last one for Arma was not officially confirmed but given the time that has now passed, it can be taken as final.
== Bugs and Bug Reporting ==
There are no further updates being made to any version of HoI2. Any found bugs will need to be corrected yourself using the modding tools if possible.
== Configuring Routers for Multiplayer Games ==
The first suggestion is to check the [[forum:163998|Router configuration library]], hosted at the Paradox forums. It covers all of Paradox's games, and is a repository for '''successful''' router configurations.
If you are unsuccessful there, ask your questions in [[forum:187623|this forum thread]]. Many experts that lurk about the forums subscribe to the threads above, so your questions will be seen.
Even with v1.2 the "moddir" feature is still '''broken''' for multiplayer play. Thus if you try and play a mod in multiplayer it will fail. The only work around is to modify the main game itself.
== Screen Issues ==
=== Screen Flicker ===
If you are experiencing screen flicker at seemingly random intervals while playing the came, the following steps may be of use, as prescribed by Castellon:
# Rename the AVI folder to AVI_back
# Set the color depth to 16BIT
# If you're using the auto-hide feature of the task bar, disable it.<br>
# If you have an Explorer window searching for a file or displaying search results, close it.
# Turn off everything in the background like E-mail/ICQ/Messenger, Virus protection and everything in the system tray beside the clock.
# Update your Windows, update your Video card drivers and audio card drivers. Then repeat steps 1-3.
'''98% of flicker problems are caused by other programs running in the background.'''
Also, alt+tabbing tends to increase screen flicker.
[http://support.microsoft.com/?scid=kb;en-us;331796 How to run Windows with minimal load of background services]
=== Screen Resolution ===
According to developer Johan, the screen resolution for the game is locked at 1024x768.
There is [http://www.geocities.jp/soukan_n/f/index.html an unofficial patch] that can alter the value, though. You can also take a look at [[Utilities#Screen_Related|screen related utilities]]. If you have difficulty playing HoI2 with the "offical" resolution, it might help you solve the problem.
=== Windowed Mode ===
If you want to play Hearts of Iron 2 in window, you must apply some unofficial "patch" first. Look at [[Utilities#Screen_Related|screen related utilities]] for concrete one. For Doomsday, there is new command line parameter WINDOWED, which activated windowed mode without need of any hacking. You must also set your screen color depth to 16bit (applies to both Hearts of Iron 2 and Doomsday) prior to running game in a window. If you don't do that, you'll get error message and game won't run.
== Game Slow downs ==
The game gradually slows down as time progresses. This is especially true of a 1936 campaign, and generally starts around 1942 or later, depending on your CPU speed. Generally, this occurs due to the large number of units that have been created, and the amount of work the AI must perform every game hour to determine what should be done with units. [[forum:360988|Testing this issue]] has led to the conclusion that CPU speed has a significant effect on game speed.
The Doomsday scenario is a good test for these slowdowns due to the large number of units. Each test was conducted by choosing the nation of Tibet, setting game speed to maximum, and timing how long it takes for one month of game time to elapse. Testing produced the following results:
{| border="1" cellpadding=5
|- valign=bottom
! User !! Brand !! Type !! Speed !! Cache !! RAM !! Scenario time
|- align=center
| align=left | Lennartos || Intel || Quad Core || 3.7 Ghz || 12MB || 4 GB || 1 min, 25 s.
|- align=center
| align=left | SBR || Intel || Core 2 Duo || 2.4 Ghz || 8MB || 2 GB || 2 min, 26 s.
|- align=center
| align=left | Bholstege|| Intel || Core 2 || 3.0 Ghz || 1 MB || 4 GB || 2 min, 30 s.
|- align=center
| align=left | BBasgen || AMD || Athlon 64 || 2.2 Ghz || 0.5 MB || 2 GB || 3 min, 28 s.
|- align=center
| align=left | forlath || Intel || Pentium M || 2.0 Ghz || 0.5 MB || 1 GB || 3 min, 30 s.
|- align=center
| align=left | The RC || Intel || Pentium 4 || 2.6 Ghz || 0.5 MB || 1.5 GB || 5 min, 50 s.
|- align=center
| align=left | MacLeod || Intel || Pentium 4 || 2.4 Ghz || 0.5 MB || 1 GB || 8 min, 18 s.
|- align=center
| align=left | forlath || Intel || Pentium 4 || 3.4 Ghz || 0.5 MB || 1 GB || 9 min, 30 s.
|}
===Helpful Fixes===
====Sprites====
This change will allow you to both load and play the game much faster, but it only works if you use counters instead of sprite.
Note that the file to be left alone in those folders do not have to be the one mentioned. Any of the other files will do as long as their file name match.
# Open HoI 2 directory\GFX\map\units.
# Backup this folder and its subfolder just in case you want to play with sprite again later or if anything wrong happens.
# Delete all files in HoI 2 directory\GFX\map\units except "T-BATTLESHIP A-WALK C-MIN L-1 D-NW.spr".
# Open HoI 2 directory\GFX\map\units\bmp.
# Delete all files in HoI 2 directory\GFX\map\units\bmp except "T-BATTLESHIP A-WALK C-MIN L-1 D-NW.bmp".
# Start the game and feel the speed.
====Ghost Fleets====
Ghost fleets began as a problem in the HOI2 DD expansion pack and continued until ARMA version 1.3, when the problem was finally fixed. The net result of a Ghost fleet can be tens of thousands of non-existent ships in a port. The sheer number of units involved creates enormous lag on the game engine: the main symptom being a delay at a certain hour of the day for seconds or even minutes.
* [http://www.modhoi.com/index.php?option=com_content&task=view&id=54&Itemid=37 Download the Ghost Fleet save game fixer]
====Event History====
Save games grow very large over time, depending on your event logging settings. In a default installation, the size of the game file will double in less than 10 years. Minor speed improvements can be made by deleting the event history.
====Delete all units====
While late game slow down is not really caused by a large number of units, deleting all units does help. Lord Finnish created this event: [[forum:360988/#post-8560061|Kill all AI units]]
====Movies====
If you find the movies annoying, and prefer to open the game and go somewhere else while it loads (thus not being there to skip over the movies), there's a simple way to get rid of them. The only movies in the game are the ones at the start. Just rename (or delete) the avi directory where you installed HoI2 and the game will just skip over them.
== General problem Solving ==
It is difficult to track problems effectively in current jungle of software products and their versions. When problem pups up, it is best to go from simple to more complex solutions. Here is recommended procedure for solving problems (it may work with problems related to other games/programs too):
# Refer to [https://forum.paradoxplaza.com/forum/index.php?forums/hearts-of-iron-2.255/ forum] first. Your problem may have been addressed already. If you don't succeed there, try following procedure.
# If problem showed up recently and you were able to play before without problems (in same conditions), try to remember what has changed since then and focus on it.
# End all programs and tasks which are not really necessary. Use CTRL+ALT+DEL and 'Task Manager' to end tasks.
# In Windows 2000 or XP Professional you may also want to stop unnecessary 'Services' running on backgound. Type 'services.msc /s' in 'Run' (Start -> Run) to run console to view and manage services on your system. You require administrator's right to do so. It may help improve performace and limit possible problems. List of services you must have running may vary from system to system. Be careful when stopping services! ([http://support.microsoft.com/?scid=kb;en-us;331796 How to run Windows with minimal load of background services])
# Installing other games with different (and sometimes problematic) version of DirectX may be cause of problems. In this case uninstalling DirectX ([http://fileforum.betanews.com/detail/DirectX_Uninstaller/978209241/1 DirectX Uninstaller]) first. Then download latest version of DirectX (if you don't have it already, [http://www.microsoft.com/downloads/results.aspx?sortCriteria=date&OSID=&productID=&CategoryID=&freetext=directX+runtime&DisplayLang=en&DisplayEnglishAlso= here]) and install it.
# Reinstall game. If you want to preserve your data (savegames), archive them first (by copying/moving them to non game folder). Saves are stored in '\scenarios\save games' subfolder of directory where you installed HoI2. Then uninstall game by using uninstaller and delete remaining data manually (delete your HoI2 installation directory). Then install game with all patches and restore your archived savegames.
# If problem is still there, post in [https://forum.paradoxplaza.com/forum/index.php?forums/hearts-of-iron-2.255/ forum] and pay attention to [https://forum.paradoxplaza.com/forum/index.php?threads/how-to-report-a-bug.179636/ How to Report a Bug].
# In-game speed increasing trough message logging : Whenever possible disable evens from game log : for example another nation trade with third nation, another nation influenced/failed to influence third nation, another nation diplomatic deal with third nation, any logging of player aggreeing/refusing trade or diplomatic action suggested by AI is by default also written to game log. One has to be careful what is doing and if one needs any log evidence. It is always useful to go carefuly trough message settings in game menu and select what should be logged an how (4 levels of notification - none - log - window - pause game with window). Consider events that are not necessary for your gameplay and set them not to be displayed at all. Exclude all duplicate messages pointing to one occasion for example do not log demand territory but log give-in/refuse of demand territory.
[[Category:Technical_Issues]]
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== Updates ==
The following updates are the most recent updates released for the Hearts of Iron II series (as of September 30, 2009):
* Original Hearts of Iron 2 (HoI2): [[forum:226786|Update 1.3b (Apr, 2006)]] Checksum: JLQC
* Hearts of Iron 2, Doomsday (HoI2:DD): [[forum:293247|Update 1.3a (March, 2007)]] Checksum: JCJS
* Hearts of Iron 2, Armageddon (HoI2:ARMA): [[forum:402220|Update 1.3 beta2 (April, 2009)]] Checksum: PHVR
Note that Paradox has officially confirmed that HOI2 and HOI2:DD updates are the final updates for those games. The last one for Arma was not officially confirmed but given the time that has now passed, it can be taken as final.
== Bugs and Bug Reporting ==
There are no further updates being made to any version of HoI2. Any found bugs will need to be corrected yourself using the modding tools if possible.
== Configuring Routers for Multiplayer Games ==
The first suggestion is to check the [[forum:163998|Router configuration library]], hosted at the Paradox forums. It covers all of Paradox's games, and is a repository for '''successful''' router configurations.
If you are unsuccessful there, ask your questions in [[forum:187623|this forum thread]]. Many experts that lurk about the forums subscribe to the threads above, so your questions will be seen.
Even with v1.2 the "moddir" feature is still '''broken''' for multiplayer play. Thus if you try and play a mod in multiplayer it will fail. The only work around is to modify the main game itself.
== Screen Issues ==
=== Screen Flicker ===
If you are experiencing screen flicker at seemingly random intervals while playing the came, the following steps may be of use, as prescribed by Castellon:
# Rename the AVI folder to AVI_back
# Set the color depth to 16BIT
# If you're using the auto-hide feature of the task bar, disable it.<br>
# If you have an Explorer window searching for a file or displaying search results, close it.
# Turn off everything in the background like E-mail/ICQ/Messenger, Virus protection and everything in the system tray beside the clock.
# Update your Windows, update your Video card drivers and audio card drivers. Then repeat steps 1-3.
'''98% of flicker problems are caused by other programs running in the background.'''
Also, alt+tabbing tends to increase screen flicker.
[http://support.microsoft.com/?scid=kb;en-us;331796 How to run Windows with minimal load of background services]
=== Screen Resolution ===
According to developer Johan, the screen resolution for the game is locked at 1024x768.
There is [http://www.geocities.jp/soukan_n/f/index.html an unofficial patch] that can alter the value, though. You can also take a look at [[Utilities#Screen_Related|screen related utilities]]. If you have difficulty playing HoI2 with the "offical" resolution, it might help you solve the problem.
=== Windowed Mode ===
If you want to play Hearts of Iron 2 in window, you must apply some unofficial "patch" first. Look at [[Utilities#Screen_Related|screen related utilities]] for concrete one. For Doomsday, there is new command line parameter WINDOWED, which activated windowed mode without need of any hacking. You must also set your screen color depth to 16bit (applies to both Hearts of Iron 2 and Doomsday) prior to running game in a window. If you don't do that, you'll get error message and game won't run.
== Game Slow downs ==
The game gradually slows down as time progresses. This is especially true of a 1936 campaign, and generally starts around 1942 or later, depending on your CPU speed. Generally, this occurs due to the large number of units that have been created, and the amount of work the AI must perform every game hour to determine what should be done with units. [[forum:360988|Testing this issue]] has led to the conclusion that CPU speed has a significant effect on game speed.
The Doomsday scenario is a good test for these slowdowns due to the large number of units. Each test was conducted by choosing the nation of Tibet, setting game speed to maximum, and timing how long it takes for one month of game time to elapse. Testing produced the following results:
{| border="1" cellpadding=5
|- valign=bottom
! User !! Brand !! Type !! Speed !! Cache !! RAM !! Scenario time
|- align=center
| align=left | Lennartos || Intel || Quad Core || 3.7 Ghz || 12MB || 4 GB || 1 min, 25 s.
|- align=center
| align=left | SBR || Intel || Core 2 Duo || 2.4 Ghz || 8MB || 2 GB || 2 min, 26 s.
|- align=center
| align=left | Bholstege|| Intel || Core 2 || 3.0 Ghz || 1 MB || 4 GB || 2 min, 30 s.
|- align=center
| align=left | BBasgen || AMD || Athlon 64 || 2.2 Ghz || 0.5 MB || 2 GB || 3 min, 28 s.
|- align=center
| align=left | forlath || Intel || Pentium M || 2.0 Ghz || 0.5 MB || 1 GB || 3 min, 30 s.
|- align=center
| align=left | The RC || Intel || Pentium 4 || 2.6 Ghz || 0.5 MB || 1.5 GB || 5 min, 50 s.
|- align=center
| align=left | MacLeod || Intel || Pentium 4 || 2.4 Ghz || 0.5 MB || 1 GB || 8 min, 18 s.
|- align=center
| align=left | forlath || Intel || Pentium 4 || 3.4 Ghz || 0.5 MB || 1 GB || 9 min, 30 s.
|}
===Helpful Fixes===
====Sprites====
This change will allow you to both load and play the game much faster, but it only works if you use counters instead of sprite.
Note that the file to be left alone in those folders do not have to be the one mentioned. Any of the other files will do as long as their file name match.
# Open HoI 2 directory\GFX\map\units.
# Backup this folder and its subfolder just in case you want to play with sprite again later or if anything wrong happens.
# Delete all files in HoI 2 directory\GFX\map\units except "T-BATTLESHIP A-WALK C-MIN L-1 D-NW.spr".
# Open HoI 2 directory\GFX\map\units\bmp.
# Delete all files in HoI 2 directory\GFX\map\units\bmp except "T-BATTLESHIP A-WALK C-MIN L-1 D-NW.bmp".
# Start the game and feel the speed.
====Ghost Fleets====
Ghost fleets began as a problem in the HOI2 DD expansion pack and continued until ARMA version 1.3, when the problem was finally fixed. The net result of a Ghost fleet can be tens of thousands of non-existent ships in a port. The sheer number of units involved creates enormous lag on the game engine: the main symptom being a delay at a certain hour of the day for seconds or even minutes.
* [http://www.modhoi.com/index.php?option=com_content&task=view&id=54&Itemid=37 Download the Ghost Fleet save game fixer]
====Event History====
Save games grow very large over time, depending on your event logging settings. In a default installation, the size of the game file will double in less than 10 years. Minor speed improvements can be made by deleting the event history.
====Delete all units====
While late game slow down is not really caused by a large number of units, deleting all units does help. Lord Finnish created this event: [[forum:360988/#post-8560061|Kill all AI units]]
====Movies====
If you find the movies annoying, and prefer to open the game and go somewhere else while it loads (thus not being there to skip over the movies), there's a simple way to get rid of them. The only movies in the game are the ones at the start. Just rename (or delete) the avi directory where you installed HoI2 and the game will just skip over them.
== General problem Solving ==
It is difficult to track problems effectively in current jungle of software products and their versions. When problem pups up, it is best to go from simple to more complex solutions. Here is recommended procedure for solving problems (it may work with problems related to other games/programs too):
# Refer to [https://forum.paradoxplaza.com/forum/index.php?forums/hearts-of-iron-2.255/ forum] first. Your problem may have been addressed already. If you don't succeed there, try following procedure.
# If problem showed up recently and you were able to play before without problems (in same conditions), try to remember what has changed since then and focus on it.
# End all programs and tasks which are not really necessary. Use CTRL+ALT+DEL and 'Task Manager' to end tasks.
# In Windows 2000 or XP Professional you may also want to stop unnecessary 'Services' running on backgound. Type 'services.msc /s' in 'Run' (Start -> Run) to run console to view and manage services on your system. You require administrator's right to do so. It may help improve performace and limit possible problems. List of services you must have running may vary from system to system. Be careful when stopping services! ([http://support.microsoft.com/?scid=kb;en-us;331796 How to run Windows with minimal load of background services])
# Installing other games with different (and sometimes problematic) version of DirectX may be cause of problems. In this case uninstalling DirectX ([http://fileforum.betanews.com/detail/DirectX_Uninstaller/978209241/1 DirectX Uninstaller]) first. Then download latest version of DirectX (if you don't have it already, [http://www.microsoft.com/downloads/results.aspx?sortCriteria=date&OSID=&productID=&CategoryID=&freetext=directX+runtime&DisplayLang=en&DisplayEnglishAlso= here]) and install it.
# Reinstall game. If you want to preserve your data (savegames), archive them first (by copying/moving them to non game folder). Saves are stored in '\scenarios\save games' subfolder of directory where you installed HoI2. Then uninstall game by using uninstaller and delete remaining data manually (delete your HoI2 installation directory). Then install game with all patches and restore your archived savegames.
# If problem is still there, post in [https://forum.paradoxplaza.com/forum/index.php?forums/hearts-of-iron-2.255/ forum] and pay attention to [https://forum.paradoxplaza.com/forum/index.php?threads/how-to-report-a-bug.179636/ How to Report a Bug].
# In-game speed increasing trough message logging : Whenever possible disable evens from game log : for example another nation trade with third nation, another nation influenced/failed to influence third nation, another nation diplomatic deal with third nation, any logging of player aggreeing/refusing trade or diplomatic action suggested by AI is by default also written to game log. One has to be careful what is doing and if one needs any log evidence. It is always useful to go carefuly trough message settings in game menu and select what should be logged an how (4 levels of notification - none - log - window - pause game with window). Consider events that are not necessary for your gameplay and set them not to be displayed at all. Exclude all duplicate messages pointing to one occasion for example do not log demand territory but log give-in/refuse of demand territory.
[[Category:Technical_issues]]
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#REDIRECT [[Technical issues]]
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== General modding guides ==
* Install your mods with JSGME ([http://www.beerymod.com/sh3_011.htm JoneSoft Generic Mod Enabler])
* [[General_Modding_FAQ|General Modding FAQ]] Can't find it elsewhere? Check here.
* [[Patches]]
* [[Reference_Material|Reference Materials]]
* [[Modding tech files]]
* [[Modding tech teams]]
* [[Modding scenarios]]
* [[Modding events]]
* [[Modding leader files]]
* [[Modding minister files]]
* [[Modding difficulty levels]]
* [[Modding unit statistics]]
* [[Modding building costs]]
* [[Modding misc.txt]]
* [[Modding province.csv]]
* [[Modding ai files]]
* [[Modding colorscales.csv]]
* [[Modding graphics]]
* [[Modding in-game music]]
* [[Modding models.csv]]
== Specific mods ==
=== WWII ===
==== [http://www.terranova.dk/ CORE] ====
* Current Version: 0.3.2
* Last Update: November, 2007
* Popularity: ''over 10,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD, ARMA]]
CORE is the Community Open Resource Exchange. CORE aims to make Hearts of Iron 2 a more historically accurate and involving game, through expanded and more detailed tech trees, corresponding units, tech teams and a large number of events, reflecting both historical actions and possibilities. Both Industrial Capacity („IC‟) and resources for the entire game have been revised to better reflect reality in the late 1930s. Other features include reserve divisions instead of militia (a reserve unit is less mobile, and has less heavy weapons - such as artillery. These units form the mainstay of the armies of the minor and semi-industrialized countries), rares scarcity, SS recruitment, 1:1 naval ship representation and negative resource production (representing civilian spoilage of energy and oil). The basic CORE installer includes generic graphics for techs, tech teams, leaders, ministers and models that have been updated to fit the latest release. There are also optional packages to download with an even greater amount of graphics available, such as country-specific model graphics.
==== [http://www.totalrealismproject.com/ Total Realism Project] ====
* Current Version: 0.9.3
* Last Update: March, 2008
* Popularity: ''over 10,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD, ARMA]]
The TRP mod has a long history a thriving community, both on the Paradox site on their own website. The primary focus of the mod is to improve historical realism.
====[https://forum.paradoxplaza.com/forum/index.php?threads/mod-34-revolutions.277121/ Mod34] ====
* Current Version: 0.5,2
* Last Update: June, 2008
* Popularity: ''1,000 - 5,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD, ARMA]]
This mod begins in October of 1934 and features a completely new technology tree (without historical year), improved AI, new units, events (over 6000 new events), and new countries (for example:Vatican city and League of Nations). The technology tree in particular is very unique, in that it allows players to focus on specialization, and forces choices in research such as choosing the trade-off of having faster armor with weaker guns, or better guns but slower armor. In this sense, every nation is sure to field different units.
====[https://forum.paradoxplaza.com/forum/index.php?forums/daim.298/ DAIM] ====
* Current Version: (does not use versioning)
* Last Update: April, 2007
* Popularity: ''1,000 - 5,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD, ARMA]]
DAIM stands for "Determined AI Modification" and is a mod that solely focuses on improving the AI. This is accomplished by ensuring the AI researches and builds the most effective units possible, rather than wasting time building units that the game engine/AI is not capable of using effectively. Specific focus was made to improve: Germany, Italy, Japan, Great Britain, Soviet Union, U.S.A. and Nationalist China. DAIM can be adapted to other mods, since it only changes a select few AI files. [https://forum.paradoxplaza.com/forum/index.php?threads/frequently-asked-questions.213209/ Further Reading]
====[https://forum.paradoxplaza.com/forum/index.php?threads/the-world-in-flames-for-dd-dda.335681/ The World in Flames] ====
* Current Version: 1.0 Gold Version
* Last Update: May, 2008
* Popularity: ''1,000 - 5,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD, ARMA]]
The WiF mod is designed to make Hearts of Iron a more challenging, realistic and historic game with many events (+4000), a new combat system, new AI, new graphics and sounds. Will you surrender to an AI for the first time ?
==== [http://www.stonyroad.de/ Stony Road] ====
* Current Version: 2.08
* Last Update: July, 2006 (inactive)
* Popularity: ''over 10,000 posts''
* Compatibility: [[Abbreviations#H|HOI2, DD]]
The Historical Stony Road (HSR) mod is designed to give experienced players a tougher, more accurate and detailed game as Germany from 1936 to 1947. The mod addresses historical accuracy, new events with alternate scenarios, changed combat balancing, a new trading system, new brigades, improved AI, and new graphics.
==== [http://www.mnstarfire.com/ww2/hoi/hoimain.html Starfire] ====
* Current Version: F3B
* Last Update: February, 2006 (inactive)
* Popularity: ''less than 1,000 posts''
* Compatibility: [[Abbreviations#H|HOI2]]
Starfire is designed for multiplayer, focusing on the 1939 scenario. It improves accuracy and realism, and uses slower paced combat.
=== Other Historical ===
==== [[1914]] ====
A modification to recreate WWI, with new leader pics, events, data and new technology. Further details can be found by clicking the link above.
====[http://modhoi.com Modern Day Scenario 2] ====
MDS2 is a modification of Hearts of Iron 2. The mod starts out with the Invasion of Iraq and the War on Terror in March 2003 and lasts through 2019. The storyline emphasize on a conflict between China, Russia, the EU and the US. It is one of the most comprehensive mods for HoI2 that has been released.
====[http://wers.eufi.org WERS] ====
WERS (White Eagle, Red Star) is a battle mod for the Hearts of Iron 2 game. The main theme is Polands fight for independence from 1919-1921. Player will be also witness a dramatic fight between White Russians loyal to the Czar and the Red Army. War theatre covers Middle-Eastern Europe.
====[https://forum.paradoxplaza.com/forum/index.php?forums/cold-war-mod.292/ Cold War mod] ====
A mod that focus on the Cold War era. It spans the 1955-1995 time period and aims to be as historically accurate as possible.
=== Alternate History and Fantasy ===
==== [http://terranova.dk/viewforum.php?f=49 Fallout's Doomsday Forum] ====
==== [http://www.hoi2-fallout.com/ Fallout's Doomsday Website] ====
We would like to introduce you to: "Fallout's Doomsday Mod for Hearts of Iron 2 DD:A".
Have you been thinking about reuniting USA as a nation long after the world ended, leading your armies across radiated deserts to fight the mutated monsters and raiders out there? Or maybe you have been dreaming about conquering those weak humans while leading an army of powerful Mutant warriors to victory in their endless wars? Or perhaps you want to control the Enclave, the shadowy survivors of the pre-War US government who fled to their offshore bases before the Bombs fell, using their high tech science and sinister experiments to establish a new world order?
All those paths await you in a new mod that has been created as a tribute for two best computer role playing games ever: Fallout 1 and Fallout 2. Set in a post Apocalyptic world 167 years after the Bomb was dropped, this is complete science fiction conversion to HOI2. Completely new tech tree, units, resources, economy, and nation groups; all with unique graphics. A completely new gaming experience for the best WW2 strategy game ever made: Hearts of Iron 2.
The mod is set in the Wastelands: the radioactive and windswept remnant of what was once North America. Take control of one of the many groups rising to power on top of the ashes and ruins of pre-War civilisation. Build industries and infrastructure, research technologies, manage your resources, conduct diplomacy with other nations, build and manage your military forces to achieve dominance over the Wastelands.
==== [https://forum.paradoxplaza.com/forum/index.php?threads/kaiserreich-legacy-of-the-weltkrieg-global-alternate-history-mod-for-hoi2.223176/ Kaiserreich: Legacy of the Weltkrieg] ====
Kaiserreich is a Global Alternate History Mod for HOI2. It poses the question, what if the Central Powers had won the first world war.
The Mod has a [http://z11.invisionfree.com/Kaiserreich/ Forum] and a [http://editthis.info/kaiserreich/Main_Page wiki].
====[http://www.abominus.de.vu A.E.I.O.U.] ====
The end of the Great War brought with it the end of the age of monarchies. In Russia, Germany, Austria-Hungary, Turkey, and Serbia, ruling houses were overthrown and new governments installed in their place. But those new governments were not always stable and were themselves subject to opposition, and in some cases rebellion.
How might history have been different if, in the defeated Central Powers, the emperors had returned? Play A.E.I.O.U., a modification of Hearts of Iron 2, and find out. Can you lead Austria to reclaim her lost glory?.
* [http://www.planet-core.net/forum/dload.php?action=category&cat_id=2 Downloadarea] Here you find the downloadarea with the newest version of AEIOU (now also playable with Armageddon!
====[https://forum.paradoxplaza.com/forum/index.php?forums/grand-battle-mod.293/ Grand Battle mod] ====
Rather than being a specific mod, this is a collection of Risk like fantasy mods by Yukala. There is also a focus on improved AI. These include Risk Battle mod and Guild Imperium, which is the latest.
====[https://forum.paradoxplaza.com/forum/index.php?threads/confederate-armageddon.295697/ Confederate Armageddon] ====
* Current Version: 2.1
* Last Update: July, 2008
* Popularity: ''Soon to be a published wargame!''
* Compatibility: [[Abbreviations#H|ARMA]]
A mod that allows you to play the CSA in the 1936 scenario.
====[https://forum.paradoxplaza.com/forum/index.php?threads/the-new-turtledove-mod.213106/ Settling Accounts] ====
A mod based on the Settling Accounts books by Harry Turtledove.
====[https://forum.paradoxplaza.com/forum/index.php?threads/domination-of-the-draka-mod-initial-stages.258324/ Domination of the Draka] ====
A WWII alternate history mod based on the Draka books by S.M. Stirling.
====[https://forum.paradoxplaza.com/forum/index.php?threads/fatherland-alternate-history-cold-war-for-hoi2-dd.294848/ Fatherland- Alternate history Cold War] ====
A Cold War mod with a twist. What if Hitler won WW2? Doomsday and Armageddon only.
====[https://forum.paradoxplaza.com/forum/index.php?threads/winters-dawn.327127/ Winter's Dawn - 22nd Century Warfare]====
A mod taking place in the future. Conflicts ranging from the early 21st to late 22nd centuries.
====[https://forum.paradoxplaza.com/forum/index.php?threads/anatolian-wars-1-00.335721/ Anatolian Wars Mod]====
Developed by mehmet12 and miihkali, this mod focuses on an alternate reality in which Greece won the Greco-Turkish War of 1922 and then went on to fragment Anatolia. Greece, Pontus, Armenia, Cappadocia, Kurdistan, and Turkey are all playable with new ministers, leaders and skins. Version 1.0 released in December 2007- the next version is said to include more modded nations such as Kalmykia, Jebel Al Druze, Maronite Lebanon, Coptic Egypt, Circassia, Crimean Tatar Republic, and the Kazan and Don Cossack Hosts.
=== Graphical Mods ===
==== [http://www.heartsofiron.eu/ DMP (Design Mod Projekt)] ====
A big mod project with a lot of new sprites and graphics for a lot of countries.
* [http://www.heartsofiron.eu/forum/portal.php The DMP board] (with a lot of members who work at many other Mods)
== Off-Site Modding Guides ==
=== [http://web.archive.org/web/20060514181431/http://hearts-of-iron.com/ Havard's HoI Hacking Haven] ===
This site was made originally for the first Hearts of Iron, but most of the basics of modding that game carry on into the sequel. This site is almost an essential must-bookmark for any modder, and the tables and examples contained in the site are worth their weight in rare materials.
=== [http://web.telia.com/~u87538946/event_commands.htm Baylox' event syntax overview] ===
Overview of all event-triggers and -commands.
== How to use mod-dir ==
Create a subdirectory and place your files inside it (maintaining the exact directory structure of HoI) and then launch the game via HoI2.exe followed by the name of the directory containing your mods. For a more detailed description see the [[Moddir]] page.
== MP moddir Still Broken ==
Even with v1.2 the [[Moddir]] feature is still broken for multiplayer play. Thus if you try and play a mod in multiplayer it will fail. The only work around is to modify the main game itself.
[[Category:Modding]]
<!-- Interwiki links -->
[[vic:Mods and Modding]]
[[eu2:Mods and Modding]]
[[ck:CK Modification and Editing]]
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== Interface Enhancements ==
- The maximum organisation can now always be seen. In the detail screen, in tooltips, and as small graphical markers.
- Added an indicator to show the current speed of a corps in the interface.
- Improved several tooltips with even further information and/or clarifications.
- Added information in colorcoding to the convoy interface.
- Added a small indicator to the combatlist interface to show which have a combat event.
- Added the option to switch between sprites/counters when rightclicking on the pause-button.
- Added an option to set a synchronized arrival time for landunit stacks when moving/attacking.
- Due to popular demand, detect numbers are now shown instead of "fieldmarshal" names on counters.
- Improved the shown "detected sizes" for stacks. Seperate values for air/surface stacks.
- Colorcoded unitsizes on screens to be red if over command-limit.
- Added support for national names for armies, fleets and airfleets.
- "goto" on a combat-started popupbox now actually selects that combat, instead of just centering on that province.
- Added the "mission finished" message after a sea transport mission is done.
- Added a message for "Leader has died".
- There is now information in the cancelled trade agreement message, about which was cancelled.
== Gameplay Changes ==
- Changed logics of when its possible to attach brigades, to reduce some exploits.
- Rewrote combat algoritms to not always give guaranteed hits when dogpiling.
- Weather and Night affects in landcombat now only affects attacking efficiency for both sides.
- Envelopment in landcombat now requires 3 provinces rather than 2.
- Fortressbuster trait now only reduces fort penalty by 25%.
- Org regain is now significantly higher when low. (<25% of max x3, < 50% x2, > 75% /2 )
- Convoy paths will now attempt to avoid seazones with subs on convoy raiding missions.
- Convoy paths now get reevaluated everytime they get attacked.
- Airplanes should now attempt to move immediately after a combat.
- Added some terrain penalties to bomb-missions for planes.
- Province buildings now only increases max-capacity when they are deployed, and slowly grow to the new one.
- Modified HQ unit speeds and fuelconsumptions, and removed cap on engineers attached.
- The "repair/construct" speed from infrastructure is now never lower than 10%.
- A carrier now always have at least 1 in subattack to avoid endless battles.
- Halved the belligerence impact from annexing countries.
- Improved the efficiency at night for submarines.
- Its now possible to rebase ships with troops on them, if within sea-transport range.
- There is now a hard-cap on how big an airforce taskforce can be. Maximum 4 airwings in it.
- Tweaked air command limits to be 2, 4, 8, 16 to fit the new stack rules.
- Increased penalties for attacking in bad weather and through mud.
- Puppets can no longer invite someone to an alliance.
- Tweaked transport planes to be cheaper and better at later techs to simulate the need of lesser amount of planes.
- Severly decreased the techeffects on airbase building speed.
- Based and other undeployed provincial developments now cause a severe drain on TC.
- Halved the speed of landcombat & air v land bombs.
- Average speed of fleets now modify closing speed in naval combats.
- Tweaked weathercode for battlescenarios to make sure weather patterns are started in the active map.
- Winters are now longer.
- Anyone with a guarantee will get +1 on interventionism whenever anyone else declares war on it, if on the same continent.
- Creating a puppet nolonger gives it a large part of your manpower.
- Isolationists that can not ally with anyone can neither guarantee another nations independence.
- Dissent now affects IC.
- Tweaked effects from strategic bombing missions.
- Increased strategic attack of SBs, TACs, Flying bombs and rockets significantly.
- Decreased cost of rockets and bombs siginifcantly.
- Decreased visibility of submarines.
- Tweaked up effect of submarines versus convoys.
- Moved 5 org from Elastic Defence & Spearhead and added them to Fire Brigade & Spearhead HQs.
- Autoconvoy creation now takes blocked seazones into account if possible.
- Experience is now applied in bombruns as well.
- Infra is now damaged when a province is taken over.
- Increase the range of transports to 3000.
- A unit out of supply can no longer strat-redeploy.
- Units loaded on ships will now clear their orders properly whenever the ship moves.
- Airunits now fight with lesser effectivity if they lack supplies.
- No missions are valid except for rebase for an airunit without oil.
- You can only trade provinces between allies now.
- 0 infra provinces surrounded by only enemy territory with any infra now automatically change control to the enemies.
- Carriers doing port-strike are now slightly less lethal.
- Tactical bombers are now slightly more lethal.
- Reduced IC from non-national even further.
- It is no longer a linear return on bombing infrastructure. The less there is left the less can be damaged now.
- Rebasing now works with multiple airunits selected.
- Newly built units can now only be deployed in owned provinces (on the same continent as the capital).
- Conquering territory out from a puppets territory will now give the occupation to the puppetmaster if the puppetmaster is conquering.
- Puppetstatus now override ai-prefs for ignores in tech/resource trades.
- Provinceimprovements in progress are now cancelled when a province becomes occupied.
- Units now only go to pool when owners change if they are enemies with the new owners.
- Techteams are now properly removed at the end of a project if they are no longer active.
- Rockets can no longer rebase, but instead they can be strategically redeployed.
- Units retreating to something that is cut-off should no longer automatically be deleted if they got at least 50% of their maximum org.
- Neutrals can no longer spot other neutral ships automatically at sea.
- Its no longer possible to attack, then break off the attack after 1 hour and attack again.
- There is now a 5% dissent hit for cancelling a non-agression pact.
- Units in enemy territory when peace is signed is now strat-redeployed back to the capital (using civilian ships if needed.)
- Relations no longer drop if an alliance partner or puppet/master cancels an agreement between them.
== AI Improvements ==
- Worked alot on the front AI to teach it to evaluate attack and defend odds better, also improved its
- Improved the AI's evaluation of when to break off attacks.
- Improved the AI's understanding of establishing reserves.
- AI now tries to group motorized infantry with mechs and armor if possible.
- The AI now synchronizes attacks smarter.
- Now the front AI reacts quicker to the players and other nations actions.
- Air AI taskforce composition has been improved.
- Air AI is now better att evaluating when to evacuate bases.
- Wolfpack AI now spreads out attacks more.
- Convoy AI now adapts better to hostilities, and also attempts to bring home stockpiles more efficiently.
- Improved the cooperation between AIR and Naval AI.
- The AI is now a lot smarter about using its serial runs.
- Improved the AI for researching technologies.
- Pathfing AI is now much smarter and tries to avoid danger if possible.
- The AI for accpeting nations asking to join their alliance was rewritten.
- Diplomatic AI now cancels non-agression pacts in attempts to honor guarantees, and is also more likely to honor guarantees they have given.
- Loads and loads more of AI code and scripts written for various cases of when circumstances change.
== Modding Support ==
- A lot more factors have been exported to the db\misc.txt file, so that modders can tweak.
- Enchanced the scripting capabilites for the AI, see the docs/ai_file_doc.txt for details.
- Fixed a few problems with eventcommands that manipulate the weather.
== Multiplayer Specific ==
- Added a little indicator to show who has not yet pressed "startgame" in the chat listing.
- Added support for up to 20 different countries in the lobby now.
- Fixed a problem with people timing out in the lobby.
== Bugfixes ==
- Ships are now properly flagged as retreating when they are given the order even while moving.
- Oil status is now properly reset for ships in port.
- Ships will no longer target subs if they lack subattack.
- Bases constructed from events now always arrive, even if target country lacks the tech.
- Ships will no longer have the target indicator in the interface if too disorganised to shoot.
- Fixed a problem with asking to join alliance led by a player.
- Fixed a miscalculation to determine valid distance in a navalcombat.
- Fixed so terrain names are properly localised as well.
- Fixed the inversed gearing bonus. Its now capped at 35% bonus.
- Fixed a major problem with the weather system which left loads of "static weather blocks" all over the map.
- Weather is now cleared properly when a scenario is restarted.
- Fixed a problem which caused airplanes to hover indefinitely retreating.
- Fixed a major problem with allied area for supply checking not working if there are oilpools around.
- Time should now be cleared entirely between scenarios.
- Fixed a bug where oil was not shipped home from areas if auto convoy options where not on.
- Fixed a problem with the Warsaw Uprising and the Soviet support option not working.
- Fixed the "dissappearing plane" bug.
- Fixed a problem with being out supply when a supplydepot lacked oil.
- Fixed the case where developments from aborted serial runs did not get a name shown.
- Fixed a problem with convoys not being displayed properly if blocked.
== Events ==
- New Eventseries:
* "Soviet-Romanian War" (over Bessarabia with a limited peace offer)
* "Lin Sen" (death event)
* "Alternative US Elections" (if US is Paternal Authocratic)
* "Democracy Defended" (Republican boost if Franco get no foreign help)
* "Great War Demonstration" (might happen if GER doesn't occupy Rhineland)
* "Independent Croatia" (Croatia become German puppet)
* "Germany Surrender" (if the Soviets can take a bath in the Eng Channel)
- Modified triggers for the following events:
* "The Undeclared War"
* "US Lend-Lease Events"
* "Oil Embargo against Japan"
* "Vichy France"
* "Marco Polo Bridge"
* "Molotov-Ribbentrop Pact"
* "Bitter Peace"
* "Destroyers for bases"
* "Denmark folds"
* "US Elections"
* "Jose Antonio"
* "Victory events for Coral Sea"
* "Victory events for Desert Fox"
* "Vichy leader defection"
* "Hess' flight to Scotland"
* "US Gearing Up events"
- Modified effects in the following events:
* "Destroyers for bases" (USA get access to UK)
* "Lean on Siam"/"Pressure on Siam" (many effects in all events in the serie)
* "ROM/HUN switches side" (will ally the USSR)
* "Bitter Peace-2nd Version" (seccedes Romanian provinces)
* "Spanish Civil War" (supply costs decreased)
* "Wilkie"
* "US Lendlease to USSR"
* "Creation of Vichy"
* "Treaty of Munich/End of Czech"
* "Warsaw Uprising"
- New event commands:
* new trigger "attack" which lets the event check if the country is attacked by another given country.
* command reformulated to allow partisan-controlled provinces to secede.
== Scenario Setup ==
- Modifications to the 1936 campaign
* Switched Manchurian for Korean provinces as nationals for Japan.
* Added missing static anti-air guns in Southern Part of Maginot line for France.
* Decreased Manchurian supply at start from 10000 to 100.
* Added Southern Sakhalin as nationalprovinces for Japan.
* US force at Philippines is now locked in position.
* Added some Australian bases.
* Modifications to Communist and Nationalist unit setups.
* Added Home defense units to the UK and removed all the extra IC.
* Lowered Italian belligerence to 0.
- Modifications to the 1939 campaign
* Switched Manchurian for Korean provinces as nationals for Japan.
* Removed Italian navalbase from inland Turin.
* Added missing static anti-air guns in Southern Part of Maginot line for France.
* Communist China is now allied with Nationalist China.
* US force at Philippines is now locked in position.
* Added some Australian bases.
* Added an airbase for Nationalist China.
* Switched a province from Siam to France.
- Modifications to the 1941 campaign
* Switched Manchurian for Korean provinces as nationals for Japan.
* Communist China is now allied with Nationalist China.
* Switched ownership of a few provinces between Japan and Nationalist China.
* Added Southern Sakhalin as nationalprovinces for Japan.
* Added some Australian bases.
* Modifications to German unit names.
* Moved a Turkish unit from Tblisi to Turkish territory.
- Modifications to the 1944 campaign
* Switched Manchurian for Korean provinces as nationals for Japan.
* Switched ownership of a few provinces between Japan and Nationalist China.
* Modifications to German unit names.
* Moved some German V-rockets from Ghent to Lille, and gave Lille an airbase for them.
* Three provinces added as nationalprovinces for Siam.
- Modifications to Ardennes:
* Modifications to event triggers, dates and effects.
* Tweaked down the offmap supplies/oil to make the supply events more useful.
* Removed static weather, snowstorms will now come and go in the scenario.
* Modifications to German unit names.
* Added a supplypool in Dunkirk and added a German technology.
* Added offensives to many German units.
* Reduced allied oil/supply pool significantly and doubled effect of oil/supply events.
* Changed many artillery brigades to self-propelled artillery.
- Modifications to D-Day:
* Two GER divs will be activated properly in D-Day.
* Panzer Reserve is unlocked if Allies launches Operation Dragoon.
- Terrain Modifications:
* Rearranged some areas in Far East Russia.
* Added two Chinese beaches.
* Modifications to climate for seazones, lakes and provinces.
* Modifications to terrain for provinces.
* Åmål no longer has a port nor a beach.
- Added river connections
* Lille - Mons
* Amsterdam - Leeuwarden
- Modifications to setup technologies
* Added Adv Machine Tools to British setup in GC41.
* Added Air Superiority Doctrine to Nationalist Chinese setup in GC36, GC39 and GC41.
* Added Mobility Focus doctrine to Nationalist Chinese setup in GC39.
* Communist China can now dig-in in GC36.
* Removed the two oil refinery techs from, and added Basic Naval Bomber to the USA in GC36.
* Added air superiority doctrine to Yugoslavia in GC36 and GC39, and to Bulgaria in GC39.
* Modified Finnish land techs in GC39,GC41 and GC44.
- Modifications to Ministers and Leaders.
* RSI now defaults to Fascist state ideology.
* Sweden starts with a Socialdemocratic government in GC36.
* Added Dutch, New Zeelander and Australian leaders to Southern Conquest scenario.
* Modified traits for a number of leaders.
* California,Texas, and Scotland will be fascist if the are released.
* Added US Ministers.
* British land leader "Bourne of Atherstone" should now be Commando + Logistics Wizard.
* Changed death date for a German leader/tech team used by Germany and Nationalist China.
[[Category:Patches]]
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HOI2 Patch1.2
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1900
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2017-05-31T07:57:13Z
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== New Features ==
* Implemented a new battlescenario for the 'Fall Blau' campaign.
* Added a new campaign, starting in 1938 before the Munich agreement.
* Added a large amount of more pictures to the game.
* Added ministers, leaders & techteams to almost every nation.
== Interface Enhancements ==
=== Enhanced Interface ===
* Shift & ctrl-clicking now works fine on the negotiation screen as well.
* Shift & ctrl-clicking now works fine on the production sliders as well.
* You now get the option to "select" the unit of a leader that has just died.
=== Increased Information ===
* You can now always see what your allies and puppets are researching when clicking on one of their provinces.
* It is now possible to see chances of couping, inviting to alliances and other such thing in the interface.
* The current gearing bonus and max is now shown as a tooltip of a production run.
* Added some fun little tooltips to the country-listing on the diplomatic screen.
* Clarified the merge tooltip for airunits.
* Added a screens/capitals tooltip to the naval unit selected interface.
* Game now keeps tracks of which nations aircrafts have sunk a certain ship.
* Separated the invasion beach penalty and the invasion stacking limit tooltip.
* You can now see available and base IC of another nation.
* You can now see brigades at the combat details screen.
* Double-difficulty is now shown on tech-projects.
* Divisions in strategic-redeploy now show up in the ledger screens.
* You can now only see radar, rocket and nuclear sites in provinces that are not covered by FoW.
* Changed the order of ships to be in the same order in tooltips and the ledger as when they are selected.
=== Cheats===
* Added a "viewtech" cheatcode.
* Changed some cheatcodes "rubber"->"rare", "robespierre"->"freedom", "neville"->"acceptall"
== Gameplay Balancing ==
=== Diplomatic ===
* Removed the hard-coded end of the game whenever two major alliances are gone.
* The peacetime alliance leader is now always the alliance leader in a war, no matter who is attacked.
* Ideology now affects trade-agreements/negotiations a bit more.
* Favored stats now affects negotiations the same as trade agreements.
* The probability to influence another nations sliders affects BASE ic instead of current modified one now.
* Puppets will now leave their alliances if their master does automatically.
* All on the attacking side should now get belligerence according when they declare war.
* A puppet now have exactly the same beliggerence as its master.
* Relations now affect trade-agreements much more.
=== Common Military===
* Only leaders actually in combat or getting bombed will now have a chance to die.
* Air and naval units now take 1% of regular fuel consumption when at bases and port to simulate practices and maintenance.
* Autopromoted leaders no longer lose skill.
* Tweaked org loss from lack of supplies.
=== Land===
* Units will no longer auto-redeploy out of territory you just puppeted.
* Airplanes over neutrally-occupied territory will no longer automatically redeploy back to capital.
* A division after finishing a naval transport, arrives with 1/2 its organization.
* An unloading unit can no longer move out that province immediately. They get the same delay as from an attack.
* Removed the duplicate penalty on fuel-based units in bad terrain.
* Tweaked landcombat to be slightly slower now.
* Digged-in units now take a LOT less damage from ground-attacks.
* Only landunits get affected by HQ's for ESE purposes now.
* Engineer leader trait now gives 20% when crossing a river instead of 30%.
* Limited the synching option for attacks scheduled to start later as that is not supported.
* Manpower lost through attrition now trickles back in same ratio as manpower lost to combat.
* Fuelcosts for offensives are now the same, no longer depending on the unit moving or not.
=== Naval===
* Navalcombat now have a minimum length of 4 hours again.
* Ships now only repair in navalbases.
* Navalunits more likely to retreat towards navalbases now.
* Changed default from 20% to 50% for stop for naval-missions.
* It is now possible to give flee orders to ships out of range.
* Reduced a probability for submarines to evade being hit if out of range in a navalcombat.
=== Air===
* Tweaked airplane targettting code in bombing missions, more likely to focus damage now.
* Changed default from 20% to 50% for stop for air-missions.
=== Economical===
* Peacetime modifier now affects resource gain.
* Moved around some minister modifiers for Chief of Air.
* Reinforcements now only use fractions of IC if they only need a fraction.
* The Professional Army slider now affects upgrade cost. Drafted armies cost alot more to upgrade now.
* Upgrade IC needed is now reduced immediately the day a unit has finished upgrading.
* Reinforcement IC needed is now reduced immediately the day a unit has finished reinforcing.
* Techteams lost cause of losing territory can now be used for other things and are not permanently stuck.
* Tweaked the techresearch formula to allow greater impacts from research modifiers.
* Researchcosts are now always recalculated immediately whenever a team is changed or a project started.
* Increased effect from energy to oil conversion.
* Conversion cap for oil-conversion can now be above 100% and still use all IC.
* Fixed a loophole that allowed you to exploit a 0-supplies production.
=== Convoys===
* Fleets on convoy raiding missions will no longer join other combats unless spotted.
* Convoys are now automatically rerouted when attacked.
* Changed the huge ASW spotting bonus on convoy raiders to only be when a raider has spotted a convoy.. Not when they had TRIED to spot a convoy.
* Increased likelihood of submarines spotting convoys by 20%.
* Slightly reduced the chance to detect convoy raiders immedialtely after hitting.
* Trade Efficiency attempts to go through allies over land if possible now.
* Revise TA efficiency calculations to focus more on blockades than actual wartime status.
* Convoy raiders are now much better at escaping from ASW'ers the bigger the ASW'er's TF is compared to the convoyraiders.
* Convoy paths are now reset if path is no longer accessible.
* Technology & Units.
* Rebalanced all techteams to create more choices.
* For consistency reasons Basic Cav is now a prereq for researching SM Cav
* Changed historical dates for certain naval secret weapons.
* Upgraded Armored-Cars a tad bit.
* Imp SP Art now scraps Early SP Art not Light Tank
* Added missing fuelconsumption to Armored Cavalry model
* Fixed problem that surface defense values had been switched between NAV and STR.
== AI Improvements ==
=== Misc===
* Added more AI files for various countries and situations, including quite a bit more reactive systems.
* Improved AI's management of leaders.
=== Diplomatic AI===
* AI embargo settings now pretty much makes them demand a 20-1 cost for trading with you if you are on their embargo list.
* Improved AI for trade-agreement negotiations.
* AI is now more acceptable to giving blueprints to its allies when asked.
* Vichy will now become non-neutral if somone attacks them.
* Sweden is now much more neutral, and that only changes if they get involved in the winter war.
* A large set of AI files and events now kick in if Soviets are the agressors instead of the Germans.
* Revised Chinese theater diplomatic preferences-AI.
* Rewrote AI logics of determening to go to war with a puppet to use evaluation for a puppets master instead of the puppet itself.
* The USA, UK and France will be less interventionistic once Germany surrenders.
* Improved trade preferences.
* Revised neutrality ratings for several european nations.
* Added more AI-logics for when to send expeditionary forces to help other AI's when in the same war.
* Japan learned that declaring wars directly on Philippines is a bad idea.
* Germany may now dislike potential enemies with fleets in the baltic.
=== Construction AI===
* Recoded logics for supply-sliders to estimate need better.
* The AI learned to not build bigger than max-batches of a building type.
* AI will no longer consider to build AA in a province with 10 aa already.
* Revised every AI preference for which brigades to build
* Improved port-building AI.
* Improved general building AI priorities severely for most nations.
* Improved the absolute buildscheme to work more as desired by scripters.
=== Land AI===
-Severe tweaks of the german/soviet land AI for the eastern-front war, with enhanced ai files and switches. Germany will avoid going on offensives in winter, while soviet tries to stall during german spring offensives the first years. There are also soviet counter offensives.
* Soviet will protect the following cities more if the front hits them Leningrad, Kiev, Dnepropetrovsk, Stalingrad, Kharkov, Bryansk, Vladivostock, Murmansk, Sevastopool, Rostov, Smolensk, Moscow and Kursk
* ALL Front AI Terrain and Weather modifier changed to 1.0 (AI Pulls it from the terrain itself to calculate exact odds making them obsolete).
* Front odds-calculations now take proper values for rivers into account.
* Improved AI's handling of determening whether a unit goes to garrison or front duty.
* Helped the front odds evaluation AI to understand that a unit with ONE bad division is not an entirely crappy army.
* Improved the management of the Maginot line for French and German AI's.
* Both Japan and the Chinese nations have had lots of improvements to their AI's in their main war.
* Improved AI's handling of garrisons.
* Lots of tweaks to all combat sections of the AI's.
=== Naval AI===
* The AI learned how to move fleets out of occupied ports even when at peace
* Japan now attemps invasions at longer distances if possible.
* Improved US D-day Ai.
* UK may attack Norway if Germany does not garrison it.
* GER Sealion AI should now be better at launching invasions into England.
* Enhanced UK's targetting for invasions to adopt to various postures better.
* Tweaked invasion staging and targetting algoritms.
=== Research AI===
* Commonwealth nations will no longer focus on advanced research for special forces, improving the quality of the forces they use.
* Originally landlocked nations will no longer spend anything on researching naval technologies.
* Tweaked almost every nations technology research preferences.
==Modding Support ==
* Fixed a mod-dir bug with saving games.
* Added an event-command to change the offmap IC. 'free_ic'.
* Expanded the divison-type triggers to allow this syntax as well.
[div type] = { country = TAG value = X } # country TAG has X or more of that type of division
* Expanded the technology trigger to allow this syntax as well.
technology = { country = TAG value = x } # True if a certain tech is known by the given country.
* Implemented support for model-based sprites.
* Enabled the wakeleader command.
* Added a system for scripted trade-deals that will not be cancelled if both nations are AI and not at war with each other.
== Multiplayer Specific ==
* Expanded checksum checks to make sure more files are properly synced.
* Revised logics for checksum on files for MP.
* Password for vnet games are no longer case-sensitive.
* Fixed a multiplayer sync problem with trade agreements and non-agression pacts.
* The (!) indicator now works for clients as well.
* Fixed a few bugs with the network protocol and joining the game.
== Bugfixes ==
* All currently reported crashbugs have been tracked down and fixed.
* Fixed a problem where serial production in provinces get all deployed at once.
* Dormant divisions under military control are no longer automatically deployed.
* Nukes are now properly saved.
* Amphibious assaults will now cancel properly when the attackers retreat.
* Militarycontrol is now cleared when you leave an alliance.
* Fixed a major miscalculation when using multiple stacks to amphibious assault.
* Fixed a problem with organisation being set to 0 when in occuppied territory and a new war is declared.
* Fixed a problem which created multiple wars between the same nations.
* Fixed a problem where leaving alliance and joining another would make a country return all occupied territories.
* Fractional changes to unit buildcosts from techs now actually work.
* Fixed a few problems with the offmap production stuff in non-battlescenarios.
* Fixed a fun problem which made it possible to have a ship at multiple places.
* Fixed a problem where strategically redeploying expeditionary forces lost track of who they belonged to.
* Allied player nations in minor alliances will no longer auto-refuse when asked to another alliance in MP.
* Fixed the sync of arrival estimation when having a garrison unit selected as well.
* Infra is now also hurt when taking over provinces with less than 100 infra.
* Fixed the fun little exploit-loophole with convoys and puppets.
* Fixed some reported speling errorrs and badd enlighs.
* Fixed some calculation errors in the tooltips for effects on IC.
* Fixed a mismatch in display of series end of a serial production due to low precision of floats.
* Fixed a "*100" display error in reinforcement tooltips.
* Fixed a calculation display error on manpower needed for reinforcement.
* Fixed a mismatch on manpower needs for reinforcements.
* Fixed a disrepancy between detect count on map and in tooltip.
* Correct modelnumber is now shown in statistics for brigades.
* Fixed a broken connection in Siberia.
* Fixed some seazone coordinate definitions in the Pacific.
* Fuel-consuming units like armoured divisions no longer suffer from such severe movement penalties in badlands like the desert. They will now outpace infantry in such terrain and so can more effectively be used for deep thrusts, flanking moves and encirclements. To help fuel these units, the effectiveness of the oil conversion technologies has been improved so that the output of converted oil increases as the technology is developed.
== Events ==
* Fixed missed ai chance for the USSR claim Bessarabia event
* Fixed a few date errors in the GPW events.
* USSR now leaves the Comintern in case of the Unholy Alliance so that it doesn't get reverted back to Comintern after reload
* Fixed minister bug in event that installs Tiso in Slovakia
* Fixed two missing SOV prov that should go to JAP and one FIN prov in the Bitter Peace event.
* Failure to assassinate Hitler event now sleep Franz Halder
* Fixed UK Defense Lobby in all GCs and for two important events
* Fixed event error which made CRO become a puppet of itself.
* Revised Fall of England event and added some US interventionism events.
* The DDs for bases event tweaked
* The DDs for bases event now give Britain some DDs
* Added triggers to Soviet Moving of Industry events
* US Lend-lease to UK events have been modified so that German occupation of parts of Britain does not benefit Germany.
* Made some tweaks to SCW events
* Changed a wrong command in the Treaty of Munich event
* The Guarantee of Polish Independance will not trigger anymore if Germany does not exist or if POL is at war with (potential) Allies
* Added a logical trigger to the BEL & HOL capital move events
* Corrected two province ID triggers in the "Hess flees to UK" event
* Event for West Germany added to grant good relations and access to the Western Powers.
* Vichy events should make Marseilles Vichy owned correctly and GER will now guarentee VIC
* Removed HUN,ROM,FIN from the event creating SOV satellites.
* Fixed trigger problems regarding JAP involvement in Bitter Peace events
* Fixed wrong ids in triggers for US event Oil Embargo against Japan
* Japanese surprise is now doubled in duration
* Implemented two events to simulate the peace between China and Guangxi
* Removed two commands from japanese_fascist event
* Operation Zet will no longer occur if Soviet and China is at war
* Province Chiang Rai is now correctly ceded in the Japanese Pressure on Siam events
* The extra USA IC in the Gearing Up event series is now properly added to a USA province, not an Asian one
* Fixed US Defense Lobby in all GCs and for five important events
* The dissent (-5) effect in US Election events has been changed to dissent (-2) effect.
* US will not get Greenland/Iceland if allied with GER or SOV
* Fixed Vice-President posistion in FDR dies event
* Removed a double command from USA "Gearing up for War"
* USA "Gearing up for War" event choice b no longer sleeps later "Gearing up for War" events
* Removed a bunch of deathdates from leaders and exported them to random death events.
* Revised, removed and edited some death events.
* New election events for minor and major countries
* New Reactive AI files
== Scenario Setup ==
=== General===
* Made a complete revision of the possible revolters database.
* Added event-files for revolters that gives some off-map resources & IC to revolter nations.
* Added single-supply depots on US islands in all scenarios.
* Corrected several unitnames that was wrong in various databases.
* Added missing prerequisite techs in several battlescenarios.
* Corrected CSA country colour.
* Fixed CAN,AST,NZL,SAF Defense Lobby in all GCs
* Corrected the land tech inconsistencies between YUG setups GC36 and GC39
* Japanese resource deals are now set to non-cancel in 36/38/39/41.
* The Liberian DD unit have been removed from GC36,GC39,GC41, and GC44.
* Added a missing period in the Liberian Description Text.
* Adjustment to CAG Costs in Build Queues for all GCs
* Changed national provinces for CSX in GC36,C39,GC41
* Tweaked Portuguese Convoy Pool in GC39 and GC44
* Changed Professional Army bar for SOV in all GCs.
* Changed BEL and HOL defense_lobby and interventionism sliders to more realistic levels in 36-39-41-44 (38 left to Hort)
* Upgraded TUR and EIR when come to ICs and resources
* Implemented the new setup and event series for Soviet military weaknesses before early 40's.
* Italian Land Doctrine Path changed in all scenarios
* Corrected missed techs in GC39, GC41
* Purged Soviet generals are now dormant in all scenarios from 1938 on, same for French Vichy-ists after 1940
* Fixed tech inconsistencies for Yugoslavia in GC36 & GC39.
* Fixed escort/convoy inconsistencies for Turkey in GC39 & GC44.
* Soerabaia not Batavia is the largest NEI naval base in all relevant scenarios.
* Added a few new ministers to a number of countries
=== Areas===
* There are now two seperate Georgia areas
* Attu Island is now considered a US national province in all GCs.
* Fixed Santa Fe VP issue for all GCs
* Turned Bahia Blanca into a major Argentine naval base in GC36,GC39,GC41,GC44, and Platinean War.
=== Terrains===
* Moved glasgow port to the correct seazone.
* Gave Kiska (Alaska) Hills terrain
* Province 2357 changed to subtropical
=== Manpower===
* There is no longer any manpower in the Dutch East Indies to simulate the incapability of recruitment there for the Dutch.
* Toned down the provincial MP for capital provinces of Bhutan, Nepal,Yemen, and Oman.
* Yemens manpower has been cut down to reasonable figures in all GCs.
* Removed a bunch of US manpower from their 1936/1939/1941 pool and added it to events (gearing up, undeclared war, ...)
=== Connections===
* Removed a land-connection between japan and soviet.
* The connection between Copenhagen and Lübeck is now a river.
=== Resources===
* Added some Rare ressources to Germany and Italy.
=== Misc.===
* Brazil now have Great War Cavalry tech in Platinean War scenario
* Modifications done to the tech setups of 15 battlescenarios
=== 1936:===
* UK starting MP in GC36 toned down considerable. Manpower is added with the gearing up event.
* Removed two CHC national provinces in GC36
* Removed two naval divisioons for Guangxi Clique (CGX) in GC 36.
* Changed Australian Naval Bomber to tactical bomber in GC36, also removed nav bomber tech.
* France more isolationist in GC36
* Changed the name of a Austrian HQ div in GC36.
* Removed redundant German convoy from GC36
* More corrections to Aussie bomber unit in GC36.
* Toned down the starting MP for CAN,AST,SAF,IRQ in GC36.
* Fixed air-missions for China and Italy in 36.
* Made two leaders dormant for CHI in GC36.
* Revised Chinese OOB setup to strengthen warlords, and weaken central authority.
* Fixed all 0 relations to 1 relations to init properly.
* Fixed spelling errors in Italian shipnames in GC36/GC39.
=== 1939:===
* Changed the finish date form dec40 to dec39 for the GER Para in dev pool in GC39
* Added Imp Nav Bomber (4200) and removed a navbomber from devpool for GER in GC39
* Removed doublebooked Swedish cruiser in GC39.
* Changed model on a stray escort fighter for Germany in GC39
* Removed Early Airborne (1070) from ENG 1939
* Fixed error with Kuwait belonging to Saudi-arabia in GC39.
=== 1941:===
* Tweaks to Swedish navy in GC41
* Modified SOV/GER national provinces in GC41
* Fixed a scripterror in Swedish OOB in GC41
=== 1944:===
* 1944 USA Armaments Minister is now correctly Henry Morgenthau
* USA in GC44 got may of their illegal artillery brigades upgraded to sp_artillery.
* Tech setup correction in GC44
* Changes to Japanese Secret Weapons in GC44
* Changes made to US Nuclear Program in GC44
* Corrected a Brazilian unit in Italy in GC44
* V1/V2 Pool for Germany tweaked in GC44
'''Special Note: The minister research bonus was not implemented with this patch.'''
[[Category:Patches]]
deaaa77bdb8c1dfe768a4ec01e55ed865c772078
1901
1900
2017-05-31T08:03:35Z
Lillebror
871
wikitext
text/x-wiki
== New Features ==
* Implemented a new battlescenario for the 'Fall Blau' campaign.
* Added a new campaign, starting in 1938 before the Munich agreement.
* Added a large amount of more pictures to the game.
* Added ministers, leaders & techteams to almost every nation.
== Interface Enhancements ==
=== Enhanced Interface ===
* Shift & ctrl-clicking now works fine on the negotiation screen as well.
* Shift & ctrl-clicking now works fine on the production sliders as well.
* You now get the option to "select" the unit of a leader that has just died.
=== Increased Information ===
* You can now always see what your allies and puppets are researching when clicking on one of their provinces.
* It is now possible to see chances of couping, inviting to alliances and other such thing in the interface.
* The current gearing bonus and max is now shown as a tooltip of a production run.
* Added some fun little tooltips to the country-listing on the diplomatic screen.
* Clarified the merge tooltip for airunits.
* Added a screens/capitals tooltip to the naval unit selected interface.
* Game now keeps tracks of which nations aircrafts have sunk a certain ship.
* Separated the invasion beach penalty and the invasion stacking limit tooltip.
* You can now see available and base IC of another nation.
* You can now see brigades at the combat details screen.
* Double-difficulty is now shown on tech-projects.
* Divisions in strategic-redeploy now show up in the ledger screens.
* You can now only see radar, rocket and nuclear sites in provinces that are not covered by FoW.
* Changed the order of ships to be in the same order in tooltips and the ledger as when they are selected.
=== Cheats===
* Added a "viewtech" cheatcode.
* Changed some cheatcodes "rubber"->"rare", "robespierre"->"freedom", "neville"->"acceptall"
== Gameplay Balancing ==
=== Diplomatic ===
* Removed the hard-coded end of the game whenever two major alliances are gone.
* The peacetime alliance leader is now always the alliance leader in a war, no matter who is attacked.
* Ideology now affects trade-agreements/negotiations a bit more.
* Favored stats now affects negotiations the same as trade agreements.
* The probability to influence another nations sliders affects BASE ic instead of current modified one now.
* Puppets will now leave their alliances if their master does automatically.
* All on the attacking side should now get belligerence according when they declare war.
* A puppet now have exactly the same beliggerence as its master.
* Relations now affect trade-agreements much more.
=== Common Military===
* Only leaders actually in combat or getting bombed will now have a chance to die.
* Air and naval units now take 1% of regular fuel consumption when at bases and port to simulate practices and maintenance.
* Autopromoted leaders no longer lose skill.
* Tweaked org loss from lack of supplies.
=== Land===
* Units will no longer auto-redeploy out of territory you just puppeted.
* Airplanes over neutrally-occupied territory will no longer automatically redeploy back to capital.
* A division after finishing a naval transport, arrives with 1/2 its organization.
* An unloading unit can no longer move out that province immediately. They get the same delay as from an attack.
* Removed the duplicate penalty on fuel-based units in bad terrain.
* Tweaked landcombat to be slightly slower now.
* Digged-in units now take a LOT less damage from ground-attacks.
* Only landunits get affected by HQ's for ESE purposes now.
* Engineer leader trait now gives 20% when crossing a river instead of 30%.
* Limited the synching option for attacks scheduled to start later as that is not supported.
* Manpower lost through attrition now trickles back in same ratio as manpower lost to combat.
* Fuelcosts for offensives are now the same, no longer depending on the unit moving or not.
=== Naval===
* Navalcombat now have a minimum length of 4 hours again.
* Ships now only repair in navalbases.
* Navalunits more likely to retreat towards navalbases now.
* Changed default from 20% to 50% for stop for naval-missions.
* It is now possible to give flee orders to ships out of range.
* Reduced a probability for submarines to evade being hit if out of range in a navalcombat.
=== Air===
* Tweaked airplane targettting code in bombing missions, more likely to focus damage now.
* Changed default from 20% to 50% for stop for air-missions.
=== Economical===
* Peacetime modifier now affects resource gain.
* Moved around some minister modifiers for Chief of Air.
* Reinforcements now only use fractions of IC if they only need a fraction.
* The Professional Army slider now affects upgrade cost. Drafted armies cost alot more to upgrade now.
* Upgrade IC needed is now reduced immediately the day a unit has finished upgrading.
* Reinforcement IC needed is now reduced immediately the day a unit has finished reinforcing.
* Techteams lost cause of losing territory can now be used for other things and are not permanently stuck.
* Tweaked the techresearch formula to allow greater impacts from research modifiers.
* Researchcosts are now always recalculated immediately whenever a team is changed or a project started.
* Increased effect from energy to oil conversion.
* Conversion cap for oil-conversion can now be above 100% and still use all IC.
* Fixed a loophole that allowed you to exploit a 0-supplies production.
=== Convoys===
* Fleets on convoy raiding missions will no longer join other combats unless spotted.
* Convoys are now automatically rerouted when attacked.
* Changed the huge ASW spotting bonus on convoy raiders to only be when a raider has spotted a convoy.. Not when they had TRIED to spot a convoy.
* Increased likelihood of submarines spotting convoys by 20%.
* Slightly reduced the chance to detect convoy raiders immedialtely after hitting.
* Trade Efficiency attempts to go through allies over land if possible now.
* Revise TA efficiency calculations to focus more on blockades than actual wartime status.
* Convoy raiders are now much better at escaping from ASW'ers the bigger the ASW'er's TF is compared to the convoyraiders.
* Convoy paths are now reset if path is no longer accessible.
* Technology & Units.
* Rebalanced all techteams to create more choices.
* For consistency reasons Basic Cav is now a prereq for researching SM Cav
* Changed historical dates for certain naval secret weapons.
* Upgraded Armored-Cars a tad bit.
* Imp SP Art now scraps Early SP Art not Light Tank
* Added missing fuelconsumption to Armored Cavalry model
* Fixed problem that surface defense values had been switched between NAV and STR.
== AI Improvements ==
=== Misc===
* Added more AI files for various countries and situations, including quite a bit more reactive systems.
* Improved AI's management of leaders.
=== Diplomatic AI===
* AI embargo settings now pretty much makes them demand a 20-1 cost for trading with you if you are on their embargo list.
* Improved AI for trade-agreement negotiations.
* AI is now more acceptable to giving blueprints to its allies when asked.
* Vichy will now become non-neutral if somone attacks them.
* Sweden is now much more neutral, and that only changes if they get involved in the winter war.
* A large set of AI files and events now kick in if Soviets are the agressors instead of the Germans.
* Revised Chinese theater diplomatic preferences-AI.
* Rewrote AI logics of determening to go to war with a puppet to use evaluation for a puppets master instead of the puppet itself.
* The USA, UK and France will be less interventionistic once Germany surrenders.
* Improved trade preferences.
* Revised neutrality ratings for several european nations.
* Added more AI-logics for when to send expeditionary forces to help other AI's when in the same war.
* Japan learned that declaring wars directly on Philippines is a bad idea.
* Germany may now dislike potential enemies with fleets in the baltic.
=== Construction AI===
* Recoded logics for supply-sliders to estimate need better.
* The AI learned to not build bigger than max-batches of a building type.
* AI will no longer consider to build AA in a province with 10 aa already.
* Revised every AI preference for which brigades to build
* Improved port-building AI.
* Improved general building AI priorities severely for most nations.
* Improved the absolute buildscheme to work more as desired by scripters.
=== Land AI===
*Severe tweaks of the german/soviet land AI for the eastern-front war, with enhanced ai files and switches. Germany will avoid going on offensives in winter, while soviet tries to stall during german spring offensives the first years. There are also soviet counter offensives.
* Soviet will protect the following cities more if the front hits them Leningrad, Kiev, Dnepropetrovsk, Stalingrad, Kharkov, Bryansk, Vladivostock, Murmansk, Sevastopool, Rostov, Smolensk, Moscow and Kursk
* ALL Front AI Terrain and Weather modifier changed to 1.0 (AI Pulls it from the terrain itself to calculate exact odds making them obsolete).
* Front odds-calculations now take proper values for rivers into account.
* Improved AI's handling of determening whether a unit goes to garrison or front duty.
* Helped the front odds evaluation AI to understand that a unit with ONE bad division is not an entirely crappy army.
* Improved the management of the Maginot line for French and German AI's.
* Both Japan and the Chinese nations have had lots of improvements to their AI's in their main war.
* Improved AI's handling of garrisons.
* Lots of tweaks to all combat sections of the AI's.
=== Naval AI===
* The AI learned how to move fleets out of occupied ports even when at peace
* Japan now attemps invasions at longer distances if possible.
* Improved US D-day Ai.
* UK may attack Norway if Germany does not garrison it.
* GER Sealion AI should now be better at launching invasions into England.
* Enhanced UK's targetting for invasions to adopt to various postures better.
* Tweaked invasion staging and targetting algoritms.
=== Research AI===
* Commonwealth nations will no longer focus on advanced research for special forces, improving the quality of the forces they use.
* Originally landlocked nations will no longer spend anything on researching naval technologies.
* Tweaked almost every nations technology research preferences.
==Modding Support ==
* Fixed a mod-dir bug with saving games.
* Added an event-command to change the offmap IC. 'free_ic'.
* Expanded the divison-type triggers to allow this syntax as well.<br />[div type] = { country = TAG value = X } # country TAG has X or more of that type of division
* Expanded the technology trigger to allow this syntax as well.<br />technology = { country = TAG value = x } # True if a certain tech is known by the given country.
* Implemented support for model-based sprites.
* Enabled the wakeleader command.
* Added a system for scripted trade-deals that will not be cancelled if both nations are AI and not at war with each other.
== Multiplayer Specific ==
* Expanded checksum checks to make sure more files are properly synced.
* Revised logics for checksum on files for MP.
* Password for vnet games are no longer case-sensitive.
* Fixed a multiplayer sync problem with trade agreements and non-agression pacts.
* The (!) indicator now works for clients as well.
* Fixed a few bugs with the network protocol and joining the game.
== Bugfixes ==
* All currently reported crashbugs have been tracked down and fixed.
* Fixed a problem where serial production in provinces get all deployed at once.
* Dormant divisions under military control are no longer automatically deployed.
* Nukes are now properly saved.
* Amphibious assaults will now cancel properly when the attackers retreat.
* Militarycontrol is now cleared when you leave an alliance.
* Fixed a major miscalculation when using multiple stacks to amphibious assault.
* Fixed a problem with organisation being set to 0 when in occuppied territory and a new war is declared.
* Fixed a problem which created multiple wars between the same nations.
* Fixed a problem where leaving alliance and joining another would make a country return all occupied territories.
* Fractional changes to unit buildcosts from techs now actually work.
* Fixed a few problems with the offmap production stuff in non-battlescenarios.
* Fixed a fun problem which made it possible to have a ship at multiple places.
* Fixed a problem where strategically redeploying expeditionary forces lost track of who they belonged to.
* Allied player nations in minor alliances will no longer auto-refuse when asked to another alliance in MP.
* Fixed the sync of arrival estimation when having a garrison unit selected as well.
* Infra is now also hurt when taking over provinces with less than 100 infra.
* Fixed the fun little exploit-loophole with convoys and puppets.
* Fixed some reported speling errorrs and badd enlighs.
* Fixed some calculation errors in the tooltips for effects on IC.
* Fixed a mismatch in display of series end of a serial production due to low precision of floats.
* Fixed a "*100" display error in reinforcement tooltips.
* Fixed a calculation display error on manpower needed for reinforcement.
* Fixed a mismatch on manpower needs for reinforcements.
* Fixed a disrepancy between detect count on map and in tooltip.
* Correct modelnumber is now shown in statistics for brigades.
* Fixed a broken connection in Siberia.
* Fixed some seazone coordinate definitions in the Pacific.
* Fuel-consuming units like armoured divisions no longer suffer from such severe movement penalties in badlands like the desert. They will now outpace infantry in such terrain and so can more effectively be used for deep thrusts, flanking moves and encirclements. To help fuel these units, the effectiveness of the oil conversion technologies has been improved so that the output of converted oil increases as the technology is developed.
== Events ==
* Fixed missed ai chance for the USSR claim Bessarabia event
* Fixed a few date errors in the GPW events.
* USSR now leaves the Comintern in case of the Unholy Alliance so that it doesn't get reverted back to Comintern after reload
* Fixed minister bug in event that installs Tiso in Slovakia
* Fixed two missing SOV prov that should go to JAP and one FIN prov in the Bitter Peace event.
* Failure to assassinate Hitler event now sleep Franz Halder
* Fixed UK Defense Lobby in all GCs and for two important events
* Fixed event error which made CRO become a puppet of itself.
* Revised Fall of England event and added some US interventionism events.
* The DDs for bases event tweaked
* The DDs for bases event now give Britain some DDs
* Added triggers to Soviet Moving of Industry events
* US Lend-lease to UK events have been modified so that German occupation of parts of Britain does not benefit Germany.
* Made some tweaks to SCW events
* Changed a wrong command in the Treaty of Munich event
* The Guarantee of Polish Independance will not trigger anymore if Germany does not exist or if POL is at war with (potential) Allies
* Added a logical trigger to the BEL & HOL capital move events
* Corrected two province ID triggers in the "Hess flees to UK" event
* Event for West Germany added to grant good relations and access to the Western Powers.
* Vichy events should make Marseilles Vichy owned correctly and GER will now guarentee VIC
* Removed HUN,ROM,FIN from the event creating SOV satellites.
* Fixed trigger problems regarding JAP involvement in Bitter Peace events
* Fixed wrong ids in triggers for US event Oil Embargo against Japan
* Japanese surprise is now doubled in duration
* Implemented two events to simulate the peace between China and Guangxi
* Removed two commands from japanese_fascist event
* Operation Zet will no longer occur if Soviet and China is at war
* Province Chiang Rai is now correctly ceded in the Japanese Pressure on Siam events
* The extra USA IC in the Gearing Up event series is now properly added to a USA province, not an Asian one
* Fixed US Defense Lobby in all GCs and for five important events
* The dissent (-5) effect in US Election events has been changed to dissent (-2) effect.
* US will not get Greenland/Iceland if allied with GER or SOV
* Fixed Vice-President posistion in FDR dies event
* Removed a double command from USA "Gearing up for War"
* USA "Gearing up for War" event choice b no longer sleeps later "Gearing up for War" events
* Removed a bunch of deathdates from leaders and exported them to random death events.
* Revised, removed and edited some death events.
* New election events for minor and major countries
* New Reactive AI files
== Scenario Setup ==
=== General===
* Made a complete revision of the possible revolters database.
* Added event-files for revolters that gives some off-map resources & IC to revolter nations.
* Added single-supply depots on US islands in all scenarios.
* Corrected several unitnames that was wrong in various databases.
* Added missing prerequisite techs in several battlescenarios.
* Corrected CSA country colour.
* Fixed CAN,AST,NZL,SAF Defense Lobby in all GCs
* Corrected the land tech inconsistencies between YUG setups GC36 and GC39
* Japanese resource deals are now set to non-cancel in 36/38/39/41.
* The Liberian DD unit have been removed from GC36,GC39,GC41, and GC44.
* Added a missing period in the Liberian Description Text.
* Adjustment to CAG Costs in Build Queues for all GCs
* Changed national provinces for CSX in GC36,C39,GC41
* Tweaked Portuguese Convoy Pool in GC39 and GC44
* Changed Professional Army bar for SOV in all GCs.
* Changed BEL and HOL defense_lobby and interventionism sliders to more realistic levels in 36-39-41-44 (38 left to Hort)
* Upgraded TUR and EIR when come to ICs and resources
* Implemented the new setup and event series for Soviet military weaknesses before early 40's.
* Italian Land Doctrine Path changed in all scenarios
* Corrected missed techs in GC39, GC41
* Purged Soviet generals are now dormant in all scenarios from 1938 on, same for French Vichy-ists after 1940
* Fixed tech inconsistencies for Yugoslavia in GC36 & GC39.
* Fixed escort/convoy inconsistencies for Turkey in GC39 & GC44.
* Soerabaia not Batavia is the largest NEI naval base in all relevant scenarios.
* Added a few new ministers to a number of countries
=== Areas===
* There are now two seperate Georgia areas
* Attu Island is now considered a US national province in all GCs.
* Fixed Santa Fe VP issue for all GCs
* Turned Bahia Blanca into a major Argentine naval base in GC36,GC39,GC41,GC44, and Platinean War.
=== Terrains===
* Moved glasgow port to the correct seazone.
* Gave Kiska (Alaska) Hills terrain
* Province 2357 changed to subtropical
=== Manpower===
* There is no longer any manpower in the Dutch East Indies to simulate the incapability of recruitment there for the Dutch.
* Toned down the provincial MP for capital provinces of Bhutan, Nepal,Yemen, and Oman.
* Yemens manpower has been cut down to reasonable figures in all GCs.
* Removed a bunch of US manpower from their 1936/1939/1941 pool and added it to events (gearing up, undeclared war, ...)
=== Connections===
* Removed a land-connection between japan and soviet.
* The connection between Copenhagen and Lübeck is now a river.
=== Resources===
* Added some Rare ressources to Germany and Italy.
=== Misc.===
* Brazil now have Great War Cavalry tech in Platinean War scenario
* Modifications done to the tech setups of 15 battlescenarios
=== 1936:===
* UK starting MP in GC36 toned down considerable. Manpower is added with the gearing up event.
* Removed two CHC national provinces in GC36
* Removed two naval divisioons for Guangxi Clique (CGX) in GC 36.
* Changed Australian Naval Bomber to tactical bomber in GC36, also removed nav bomber tech.
* France more isolationist in GC36
* Changed the name of a Austrian HQ div in GC36.
* Removed redundant German convoy from GC36
* More corrections to Aussie bomber unit in GC36.
* Toned down the starting MP for CAN,AST,SAF,IRQ in GC36.
* Fixed air-missions for China and Italy in 36.
* Made two leaders dormant for CHI in GC36.
* Revised Chinese OOB setup to strengthen warlords, and weaken central authority.
* Fixed all 0 relations to 1 relations to init properly.
* Fixed spelling errors in Italian shipnames in GC36/GC39.
=== 1939:===
* Changed the finish date form dec40 to dec39 for the GER Para in dev pool in GC39
* Added Imp Nav Bomber (4200) and removed a navbomber from devpool for GER in GC39
* Removed doublebooked Swedish cruiser in GC39.
* Changed model on a stray escort fighter for Germany in GC39
* Removed Early Airborne (1070) from ENG 1939
* Fixed error with Kuwait belonging to Saudi-arabia in GC39.
=== 1941:===
* Tweaks to Swedish navy in GC41
* Modified SOV/GER national provinces in GC41
* Fixed a scripterror in Swedish OOB in GC41
=== 1944:===
* 1944 USA Armaments Minister is now correctly Henry Morgenthau
* USA in GC44 got may of their illegal artillery brigades upgraded to sp_artillery.
* Tech setup correction in GC44
* Changes to Japanese Secret Weapons in GC44
* Changes made to US Nuclear Program in GC44
* Corrected a Brazilian unit in Italy in GC44
* V1/V2 Pool for Germany tweaked in GC44
'''Special Note: The minister research bonus was not implemented with this patch.'''
[[Category:Patches]]
2fd2441b89f953ad6cd2eedd055de73129499e3c
HOI2 Patch1.3
0
484
1902
1624
2017-05-31T08:04:41Z
Lillebror
871
recategorisation
wikitext
text/x-wiki
Hearts of Iron 2 patch 1.3<ref>Forum: [[forum:219160|November 2005 Enhancement - (v1.3)]]</ref> was released on 2005-11-11.
<div style="float:right;">__TOC__</div>
== Gameplay Balancing==
=== Diplomatic ===
* Coups now have a much bigger chance to actually succeed.
* Now a puppet can't invite his master to an alliance.
* Now you will get a dissent hit when liberating a puppet.
* You now recieve a boost of 2 steps on interventonism instead of 1 whenever someone atacks someone you guarantee.
=== Common Military ===
* Larger nations in the same alliance will now take control over provinces as they invade allies occupied overseas territories, to maintain coherent supplied fronts.
* Fixed so that when you liberate a province occupied by your enemy, while you not have access with the original owner, then you take control over it directly.
* Fixed a loophole that allowed someone to immediately deploy divisions that are in delayed strat-redeploy.
* Rebalanced settings for partisans and transport capacity.
* Whenever a new model is researched, the older models are automatically scrapped, this is of course not valid for fleets.
* Minister research modifiers for technology is now applied.
* Its no longer possible to scout radar/rocket/nuke sites by just clicking on an enemy province.
=== Land ===
* Due to fun exploits units in strat redeployment are now deployed back to where they came from if possible, or the closest controlled province from that position. These units also drop out to the closest possible place as soon as the target is overrun.
* Brigades can now be assigned to units in provinces that have the same owner as the owner of the unit.
* The chance for a Encirclement or Breakthrough will now be happen 10% more often for every 1 km/h over 3 km/h. There is a cap on 40%.
* Units retreating to enemy-controlled territory with enemy units in both target and source province will now be eliminated.
* Reduced the toughness of more advanced infantry models somewhat.
* Raised the toughness values of the earlier MOT divisions to generally be 2 points above their equivalent regular INF counterparts.
* Softness of MOT & MEC divisions now decreases when models get more advanced.
* Doubled the movement & attack penalties in frozen & mud conditions.
* Supply & fuel usage of brigades is now 40% of the old values.
* Heavy Armor and Super Heavy Armor brigades are now allowed to be attached to INF (if you're stupid enough :p)
* Manpower requirement for Mountaineers and Marines changed from 10 to 15, like Paras already had (-> elite troops)
* Buildtime for Mountaineers, Marines and Paratroopers increased by 30 days
* Tech difficulty of Mountaineer, Marines and Paratrooper techs increased by 1 (5 to 6)
* Edited the Engineer brigade as follows: MP need from 2.0 to 2.5, lowered their speed bonus from 1 to 0.5 and added a small fuelconsumption of 0.2 to them. This keeps them a very strong brigade but less of a no-brainer.
* Edited the tech tree of mtn, par & mar a bit and fixed a bug there
* Lowered the MP requirement for garrisons
=== Naval ===
* Made a full overhaul of CV & CAG balance.
* Tweaked the CL subattack values to 1-1-2-2-3-4 in that order of appearance
* Tweaked the DD ranges to be the same as the various CL ranges
* Fixed a bug in the range for Nuclear Battlecruisers
* Lowered air defence of submarines somewhat
* Lowered speed for 36 & 39 infantry by one point (5->4).
* Research difficulty of legged division types raised by 1 across the board.
* Research difficulty for most brigades dropped by 2 across the board.
=== Air ===
* Only airunits on air-superiority mission will now attempt to engage other airunits in the same province.
* Increased effect from interdiction by 66%.
* Starting efficiency of AA is now 10%.
* Reduced the effcts of Static AA improvements
* Rewrote targeting algoritms for ground attack and interdiction, to focus on combats as much as possible.
* Air battle XP gain lowered from 2.25 to 2
* Reduced the cost of transport_planes a tiny bit.
* Lowered the naval attack ratings of naval bombers by 3 for each model.
* Gave CAS the same naval attack value as their equivalent naval bomber models, with a correction of -2. So if a NAV has a NA of 9, the equivalent CAS has 7.
* Gave TAC a +2 boost to their strategic attack rating.
* Raised the cost for flying bombs and flying rockets (2 IC for bomb, 3 for the first two rockets, 4 for the ICBM)
* Tweaked the starting efficiency of AA batteries downward, their efficiency now increases exponentially when more advanced AA batteries become available.
* Raised Soft and Hard Attack values on CAS by 2,2,3,3 over the various levels. CAS gets an additional 1 point in Hard Attack at Improved and Advanced models.
* Naval stacking penalty is now applied properly versus air-units bombing them as well.
=== Economical ===
* A puppet now has a max-pool of 1000 instead of 100 in resources.
* Now it is possible to build coastal fort, land fort, anti air, infrastructure, airbase, naval base, radar station, nuclear reactor, rocket test site, and factory in occupied territories.
* Tweaked a lot of techteams, leaders & ministers.
* Lowered cost of Radar Stations from 3 to 2
== Interface Enhancements ==
* Interface: Armies are now sorted by division type.
* Current capital is now shown on the capital button in a province instead of 'set capital'.
* Added amounts to tooltips for metal energy etc in province list.
== AI Improvements ==
=== Misc ===
* Rewrote trade AI to look at last 30 days of income instead of current situation only.
* The AI will no longer attempt to retreat if under military control.
* Added preferred doctrines to lots of different countries.
* All countries had infantry techs added to prefered research list
=== Construction AI ===
* Added some inertia to the AI's slider management.
* Improved the ai building logics, fixing several bugs which caused it to ignore preferences set in scripts.
* Rewrote some aspects of the "relative=no buildscheme" to make it spread even between land/naval/air depending on script.
* Improved AI to make it better at always building the latest stuff it has technology for.
=== Land AI ===
* AI learned to analyse fortress effects on odds properly. Old scripted evals are no longer supported.
* Improved the ai troop deployment algoritms to make them use troops at more theaters if they have more.
* Improved AI reaction for garrison and reserves.
* Passivity is now ignored versus any nation controlled by a human.
* The AI learned to consider allied player-units in the combat together with it when determening if to retreat or not.
* Changed alot of global odds calculations.
* All AI Files updated to have several more front AI parms use the settings right from the exe
* Garrison AI now ignores bombers bombing the ground when considering combats it must garrison against.
=== Naval AI ===
* AI's ASW units will no longer move into areas where they are scripted to ignore.
* Rewrote AI fleet composition logics to use carriers almost exclusively in battle fleets instead of in small ASW fleets.
* The AI learned to not let its transport fleets sit around on the ocean waiting.
* The Naval AI will no longer let his ASW fleets sit on the ocean waiting, when going to peace.
* Wolfpack AI are now more likely to actually go out and sink enemy shipping.
* Rewrote logics for invasion, and the AI will now actually do lots of them.
* The transportation/invasion AI now reacts a fair bit quicker.
* Fixed a problem with the transport AI that made it refuse to transport troops to some types of territories.
* All minors have naval specifc areas where their fleets will stay in.
* The AI now knows how to reinforce overseas territories it conquers from an enemy.
* Changed naval ai to concentrate it's attack fleets more.
=== Air AI ===
* The AI now runs its air-missions at a minimum of 50% org and strength.
* Made some improvements to logics that would cause the air-AI to sleep sometimes after a rebase.
=== Commonwealth AI (ENG+SAF+CAN+AST+NZL) ===
* ENG should do a better garrison of the UK
* ENG had his prefered ports changed slightly so its harder for GER to get to them
* ENG had a change in his Battle for Britain AI so he does not shift his troops in the UK around so much
* ENG added Glasgow to coastal fort list in 36
* ENG added SAF to his preferd trading list
* ENG builds adjusted in 1936, he will build less garrison and more destroyers
* ENG had a bug fixed in his construction AI
* ENG had a few beaches in Africa and the Middle East put on ignore for garrison purposes
* ENG had his builds adjusted slightly
* ENG had his Naval AI enhanced to ignore the pacific if Japan is at war with them and the USA
* ENG had his research prios adjusted a little
* ENG had some fixes in his Naval AI when ignoring the Med if Italy is atwar with them
* ENG has a minsiter AI
* ENG has a new Air AI that adjust to enemy fleets moving near its home country and when he invades Europe
* ENG has a new construction AI that will fluctuate with his main enemies builds
* ENG has a new Italian invasion AI
* ENG has a new naval AI (should make it harder for GER to trick him to port strike and counter with nav bombers)
* ENG Naval AI learned how to monitor his naval combat ability to fight in the med.
* ENG no longer has a target list for the admiral section
* ENG should do a better job protecting his beaches
* ENG should no longer offer white peace to Axis
* ENG will build coastal forts on most of their mainland beaches
* ENG will fortify Alexandria
* ENG will no longer build coastal forts in Gibraltar (he will build regular forts)
* ENG will put more troops in ENG than overseas while at peace in the 36GC
* ENG will rotate his naval AI if he detects USA launching D-Day and send EXP forces
* ENG will try and keep his transport fleet up
* ENG will turn his Norway invasion on and off as needed
* ENG will no longer send their fleets near the coast of Norway or Germany
* AST had his builds adjusted
* AST had his EXP force ration lowered from 0.25 to 0.15
* AST has a minister AI
* AST raised neutrality from 50 to 80
* SAF has a minister AI
* SAF raised neutrality from 50 to 80
* CAN has a minister AI
* CAN no longer has a target list for the admiral section
* CAN raised neutrality from 50 to 80
=== French AI (FRA+VIC) ===
* FRA bug fixed were French kepted sending his fleet off Norway coast
* FRA had some beaches around the world put on ignore list
* FRA has a homeland defense AI (He will try and pull forces back to France
* FRA has a minister AI
* FRA has a new building AI that switches depending on what his main enemies are doing
* FRA no longer has a target list for the admiral section
* FRA should no longer try an invasion of Denmark while waitting for Germany to attack
* FRA will defend SPA/SPR border if ITA DOW either SPR/SPA them
* FRA will guard the Spanish border if SPR or SPA allies with GER or SOV
* FRA will ignore borders with CYN and CGX plus his overseas garrison has been adjusted
* FRA will no longer send their fleets near the coast of Norway or Germany
* VIC had adjustments made to garrison AI so he keeps most of his army in Vichy Main-
* VIC will now garrison his home country as well as overseas
=== German AI (GER) ===
* GER AI has 3 sub patrol patern AIs which he will select one every 2 months
* GER Air AI completely re-written with new event codding. Germany will now adjust his air missions depending on circumstances in game. He will also refresh his Air AI every single month to fix the sleeping air ai bug
* GER allied with SPA/SPR he will not wait till the spring to attack FRA
* GER and ITA will replace their lost paratroopers if they have transport planes
* GER attack on YUG AI tweaked to be more aggressive
* GER DOWing of Russia enhanced: starting in July he does a daily check on how many forces he has on the front before DOW
* GER Fixed and issue where German subs where going through areas and virtually commiting suicide
* GER fixed the Stuggart empty province when attacking POL bug
* GER Garrisoning of the Baltic beaches updated with the new flag event design it will now fire as many time as need be no matter how back and forth the allies do to get access to the baltic
* GER had a bug fix in his Russian invasion buildup AI
* GER had a fix in his YUG buildup AI that would cause French beaches not to be covered
* GER had another bug fix in his buildup on the Russian front AI
* GER had another change to his minister AI
* GER had his monitoring of the Baltic for enemy ships tweeked
* GER had Lomza (486) added to his buildup for Russian invasion
* GER had some tweeks to his minister AI
* GER had the entire Baltic added to CORE list in admiral section
* GER has a new build AI
* GER has an improved Sea Lion AI
* GER Hoepner will become Chief of Staff if not atwar
* GER invading norway will concentrate his fleets better for this
* GER invasion of France AI improved a little
* GER invasion of NOR, SWE or FIN AI has been changed to now execute under certain conditions and no longer dependent on the Atmark event.
* GER invasion of Norway AI tweaked
* GER invasion of Yugoslavia will happen if Germany plans to invade Russia
* GER Jodl will become Chief of Staff if atwar with SOV
* GER Learned how to attack Poland due to an early war with France if he is planning on attacking Russia
* GER learned how to build up and invade Yugoslavia
* GER Learned how to buildup prior to his invasion of Spain
* GER learned how to change some of his ministers around for better performance
* GER Learned how to mass at the low countries before he invades (if early war starts)
* GER Minister AI changed a little due to changes in minister traits
* GER minor tweek to minister AI
* GER should no longer build Strategic Bombers
* GER should not really DOW anyone if it has been puppeted
* GER switches to a standard front AI on occasion to save supply usage (more like camp up for the winter and wait)
* GER updated for Armament minister changes
* GER Von Bock will become Chief of Army if atwar with SOV
* GER will attack YUG in February instead of March
* GER will build a few more garrison units
* GER Will build a few more transports in the 36GC early on (Help with Norway)
* GER will build less transport planes (changed to reactive AI file)
* GER will build max 2 air transports and try and always keep it at 2
* GER will build some strategic bombers
* GER will cancel Sea Lion and go after Russia if he has no transports to invade with
* GER will garrison some of the ports on the French and German coast
* GER will keep a solid presence of submarines
* GER will keep his cap at about 10 subs during peace and when atwar he will go up to 20
* GER will keep his fleets in the Atlantic, Med and Northesea area
* GER will no longer give FIN exp forces if atwar with SOV
* GER will no longer send EXP forces to anyone (this solved the ships in the channel problem and trying to go to Ethiopia)
* GER will no longer send EXP forces to FIN (was causing to many probs in Norway)
* GER will no longer send his fleet out into the Atlantic if a historical game is going on till he starts his low countries invasion
* GER will send ITA allot of troops to defend Italy under certain conditions
* GER wont DOW SOV unless he has about 4/5th the size army of the soviets or better
* GER Yugoslavia invasion AI tweaked
* GER Paratrooper Reactive events are turned back on
* Fixed GER winter war (attacking SOV) trigger events
=== Italian AI (ITA) ===
* ITA Bug keeping 10 divisions in Ethiopia has been fixed
* ITA builds changed slightly
* ITA fixed a bug in his invasion of Greece where if he lost territory to France he would not invade Greece
* ITA had his early years garrison AI adjusted
* ITA has a build AI
* ITA has a minister AI
* ITA has a new Air AI that decides prios between Naval and Ground support
* ITA Home garrison multiplier lowered to 0.5 unless threatened
* ITA Invasion AI to switches around with Naval AI beach prios
* ITA invasion of Greece AI improved
* ITA neutrality lowered when certain conditions are met (was 95 now goes down to 50)
* ITA switching between his Russian, Greece and Homeland AIs have been improved and updated to new style so they can switch around as much as needed
* ITA will build a paratrooper(AI_Reactive.txt)
* ITA will no longer send EXP forces to GER, ROM, HUN, BUL, FIN this is to keep his nav bombers in the Med
* ITA will release more troops for combat once Greece Falls
* ITA Will research Multi Role Fighters
* ITA will tighten his homeland defenses under certain conditions
* ITA Paratrooper Reactive events are turned back on
* ITA has a new Naval AI that will shift it's forces around the Med (including subs in the Altantic)
=== Japanese AI (JAP) ===
* JAP 36GC Build AI adjusted to build destroyers and not just ground troops
* JAP fixed a problem with backoff AI that was causing JAP to sleep a little on the front
* JAP had a bug in build prios missing 4 points in 1936 AI
* JAP had a major bug fix in his Pacific War AI that was causing him to stop after conquering PHI
* JAP had Carrier techs added to his prefer research list
* JAP had his attack on China AI improved a bit more
* JAP had his backoff AI not fire if CHI is human controlled
* JAP had minor change to his minister AI
* JAP had some changes to his build AI weights and front distribution
* JAP has a build transport AI and will always try and keep at least a level of 10 transports
* JAP has a homeland defense AI now
* JAP has a new Air AI that prios and shifts when need be
* JAP has a new construction AI that fluctuates depending on what his enemies do
* JAP has a new passive AI if he gets control of Indo-China and Siam allies with him he will be passive against CGX and CYN
* JAP has an entire new Pacific War AI that shifts prios around in the Pacific as need be
* JAP invasion of PHI AI had his Naval AI tightened up to be more focused
* JAP learned how to switch his ministers around depending on in-game circumstances
* JAP minor changes to production prios
* JAP no longer has any passitivity for most of the warlords
* JAP should loose less ground to CHI if he taks Hainan
* JAP should no longer accept white peace from Warlords
* JAP should no longer DOW the allies in 1940
* JAP should not DOW the USA if it has been puppeted
* JAP some changes to his backoff garrison AI to help with Pacific War
* JAP updated with new beaches
* JAP will adjust himself in attacking China and increase the amount of territory he wants on an anual basis if he looses territory he will go back on the attack if he is below his quota (AI vs AI only)
* JAP will always keep his fleets in the Pacific area
* JAP will have more diplomatic resistance to USA, ENG, FRA and SOV
* JAP will invade central or south China if the Chinese are not garrisoning those areas well
* JAP will monitor Chinas politics and get involved if it feels threatened
* JAP will no longer launch invasions in Chinese central area if it is AI vs AI
* JAP will use his Prince of Terror minister under certain circumstances
=== Soviet Union AI (SOV) ===
* SOV bug where he DOWed GER for no reason fixed
* SOV does a better buildup for the Winter War
* SOV DOWing of Baltic states event broken into 3 events (one for each baltic state)
* SOV fix to garrison buildup in response to GER border buildup when trying to invade FIN
* SOV fixed a bug that caused SOV to get a quick jump on FIN
* SOV fixed a Murmansk garrison bug
* SOV had a bug fix in his new Finland AI
* SOV had a minor bug fix in his build AI
* SOV had some tweeks to his minister AI
* SOV has a new build prio AI
* SOV is more intelligent with his builds if GER is human controled
* SOV learned how to counter attack the Fins if they advance while at war with Germany
* SOV learned how to monitor their border with German (if historical) and to try and match buildup
* SOV learned how to use his ministers
* SOV should no longer charge into ROM when GER DOWs them
* SOV should not cave into demands very easily
* SOV Upgrade cap to 0.15 whilte at war
* SOV Upgrade cap to 0.25 while at peace
* SOV will concentrate more on upgrading of units while at peace
* SOV will load a handicap AI against GER to give them a chance on invasion
* SOV will now monitor GER aggression against the Baltics and Turkey
* SOV will now react to an aggressive Germany better he may push into the baltics and poland early to get to Germany
* SOV will take advantage of the 36GC and mass build IC
* Fixed SOV winter war (being attacked by GER) trigger events
=== United Staes AI (USA) ===
* USA DDay AI Greatly inproved
* USA DDay AI will reload if he gets pushed out of France
* USA had a bug fix to his invade UK AI
* USA had a bug fixed in his construction AI
* USA had Carrier techs added to his prefer research list
* USA had more changes done to his DDay
* USA has a homeland defense AI were he will mass build ground forces to defend the USA. This is a new AI flag event design that will fire no matter how many times you invade the USA.
* USA has a minister AI
* USA has a much more complicated Embargo AI against ITA, GER and JAP
* USA has a new construction AI that will fluctuate with his main enemies builds
* USA has a new Italian invasion AI
* USA may invade the UK if it is taken over by an enemy
* USA may invade the UK if they are atwar
* USA should no longer offer white peace to Axis
* USA will take advantage of the 36GC and mass build IC
* USA will try and keep his transport fleet up
=== European Minors AI ===
* AUS raised neutrality from 30 to 90
* BEL has a DDay AI
* BUL has a minister AI
* BUL will send EXP forces to Germany
* FIN had some bug fixes to various AI events
* FIN has a minister AI
* FIN has a new Winter War AI (not so aggressive) he tries to protect his home country mainly
* FIN raised neutrality from 30 to 70
* FIN will no longer auto join a German AI if he has hardly any army left from the winter war
* GRE raised neutrality from 80 to 90
* HOL has a DDay AI
* HOL has a much more complicated Embargo AI against ITA, GER and JAP
* HUN has a minister AI
* HUN should cover the SOV border if he goes aggressive
* HUN will go on the offensive and invade other countries if CZE caves in to his territorial demands
* HUN will go up to 95% of his forces as EXP to GER when atwar with SOV
* IRE has a minister AI
* IRE raised neutrality from 80 to 90
* NOR raised neutrality from 30 to 90
* POL will defend his entire border until he views GER as a large threat then he will switch everything against GER
* POR raised neutrality from 95 to 110
* ROM has a minister AI
* ROM will go up to 90% of his forces as EXP to GER when atwar with SOV
* ROM, BUL, HUN events for handing YUG territory to GER (AI Controlled) had a bug fix
* SLO should not cave into HUN demands so easily anymore
* SLO will no longer send EXP forces to Finland
* SPA (44 scenario) raised neutrality from 80 to 120
* SPA has a minister AI
* SPA/SPR should no longer DOW Slovakia
* SPR has a minister AI
* SPR/SPA had neutrality increased once the civil war starts
* SWE has a minister AI
* SCH has a minister AI
* TUR has a minister AI
* YUG has a minister AI
=== American Minors AI ===
* ARG has a minister AI
* ARG raised neutrality from 80 to 95
* BOL raised neutrality from 80 to 95
* BRA has a minister AI
* CHL has a minister AI
* CHL raised neutrality from 80 to 95
* COL has a minister AI
* COL raised neutrality from 80 to 95
* COS has a minister AI
* CUB has a minister AI
* DOM has a minister AI
* ECU has a minister AI
* ECU raised neutrality from 80 to 90
* GUA has a minister AI
* HAI has a minister AI
* HON has a minister AI
* MEX has a DDay AI
* MEX has a minister AI
* MEX raised neutrality from 80 to 95
* NIC has a minister AI
* PAN has a minister AI
* VEN has a minister AI
* VEN raised neutrality from 80 to 95
* URU has a minister AI
=== Asian Theatre AI ===
* CHC had a change to his inherit CHI event to make it harder for them to be inherited
* SIA will send 50% of his troops as EXP forces to JAP if they are allied and not atwar with ENG
* CGX had bug fixes done to his ChinaFeeder event chain
* CGX will attack JAP if he looses some home territory
* CGX will put all his forces under Chinese control for certain circumstances
* CHC fixed a bug that made CHC to aggressive
* CHC had a 120 day handicapp added against CXB and CHI
* CHC had his passitivity removed agains CHI
* CHC has a more defensive AI against JAP but will go on the attack if they loose territory or SOV DOW Japan
* CHC will leave the United front if CHI is AI controled and give military access to CHI and should not accept peace with anyone
* CHI EXP Force feeder from Warlords will adjust up and down to keep a 0.8 ratio with AI JAP or 1.2 ratio with Human JAP
* CHI fixed a problem wich caused them to be more aggressive than they should be.
* CHI had bug fixes done to his ChinaFeeder event chain
* CHI had his passitivity and handicap removed when atwar with JAP
* CHI had his passitivity removed against CHC
* CHI had some changes done to his garrison settings for war with JAP
* CHI learned how to use his ministers
* CHI will adjust himself along side with JAP in regards to territory lost quotas if he looses more than he should he will go back on the attack ferociously (AI vs AI only)
* CHI will concentrate more on upgrading units than building new ones
* CHI will launch less counter attacks against JAP (AI Controled)... CHI was wearing himself out slowly
* CXB had a bug fix to his border Garrison force shifting AI
* CXB had bug fixes done to his ChinaFeeder event chain
* CXB will now give a 0.4 exp ration in the 36GC
* CXB Will put his entire army under Chinese control under certain circumstances
* CYN had bug fixes done to his ChinaFeeder event chain
* CYN will attack JAP if he looses some home territory
* CZE resistant to claims has been raised a little
* MEN has an AI file
* MON will only release EXP forces to SOV under certain conditions
* NEP has a minister AI
* NZL has a minister AI
* SIK had bug fixes done to his ChinaFeeder event chain
* TAN will only release EXP forces to SOV under certain conditions
* Warlord events all moved out of AI_CHI.txt file into their appropriate files
* Warlords have a new EXP force feeder AI that will try and keep JAP and CHI at a 0.8 military ratio instead of sending everything in one shot
* Warlords should not longer accept white peace with JA
=== Misc National AI. ===
* LIB has a minister AI
* PHI had his builds adjusted to build more ships
* SAL has a minister AI
* SAU has a minister AI
== Modding Support ==
* Added an 'army = X' trigger which returns true if that country has at least that many land-divisions.
* Added a 'day = x' trigger.
* Added a 'land_percentage = { country = XXX value = 1.2 }' trigger that returns true if the target has at least 120% of the number of land-divisions the desired opponent has.
* Added "manpower = X" to the free-resources field.
* Global flags now work the same way as local flags.
* Added a "free_manpower" event command.
== Bugfixes ==
* Tracked down and fixed a bug which gave fleets perfect positioning after 1 hour.
* Fixed a crashbug with aircombat.
* Divisiontype-triggers now work properly.
* Fixed a bug with actual manpower used for reinforcement being bigger than it should be.
* Fixed the problem where a convoy from puppet's would never ship the resources.
* Fixed several event commands which caused crashes if they referred to countries not existing anymore.
* Fixed a crashbug which happened when a large navalcombat occurred with hundreds of ships got sunk.
* Divisions in strategic redeployment and under construction are now considered for the division-types trigger.
* Fixed the minister trigger so that it will not return true if the ministers startdate has not arrived OR the minister is dormant.
* Fixed the Vichy crashbug.
* Liberating a puppet now doesn't unlock all secret techs for the puppet.
* Removed crash on MAKE_PUPPET command when the new puppet was allied with the new puppeteer.
* Units Loaded onto transports now leaves combat.
* Leaders no longer lost upon annexation.
* Friendly troops aboard alliance transports no longer become citizens of the nation's ships upon reload.
* Tracked down and fixed reason for mismatch on serial production of province developments in MP.
* Fixed pathfinding for aircrafts and other units, used an inadmissible heuristic for a* before.
* Fixed puppets leaving masters alliance.
== Events ==
=== Misc ===
* Fixed a bunch of scripting errors in various event files
* The 'Major Worker Strike' random event won't happen anymore in a national socialist or fascist country.
* Edited the Lend-Lease events a bit more to make them trigger every 9 months (no random trigger) but with higher chance of rejection by the USA to counter this.
* Edited the USA Lend-Lease to Nationalist China event, it should now actually trigger more often.
* Reworked the amount of offmap goodies the various revolters get.
* The 'Cold War gets hot' events can now hit as early as 1936.
* Cold War Gets Hot event now checks for more stuff
=== Europe ===
* Completely reworked the way Vichy is handled. Vichy now has a ton of events to handle various colonies seceding, Operation Torch, the Vichy surrender and more...
* Germany, Italy, USSR, UK & France now get some blueprints should they intervene in the Spanish Civil War and their side wins.
* Reworked the triggers to the Hitler Assassination events extensively. The event will now have a chance of occuring when the war goes bad, and not necessarily when you have alot of dissent.
* The following ministers/leaders will no longer be slept when Hitler is assassinated: Heinz Guderian, Walther von Brauchitsch, Eberhard Milch
* German government should now be properly made PA when Hitler has been assassinated (Beck-Goerdeler government)
* Edited the trigger of the German 'Easter Poland to the USSR' event to make it trigger properly
* Removed the intervenionist slider moves for Germany in the Spanish Civil War, Rheinland and Anschluss events. Extra moves added to Sudetenland Events
* Edited the 'German annexation of Czechoslovakia' event trigger a bit
* Tweaked the trigger of the Anschluss event somewhat
* Added some forgotten province ID's to Bitter Peace events
* Reworked the Molotov-Ribbentrop sequence severely.
* Smaller German allies now have an event to return provinces when Molotov-Ribbentrop triggers
* Amended an event in the Molotov-Ribbentrop chain a bit as to not always cause a DOW from SOV upon GER
* If Molotov-Ribbentrop choice b or c is taken, the Winter War event won't happen anymore (anachronistic).
* Amended the USSR 'Moving Industry to Siberia' events so the USSR does not *gain* IC anymore.
* The various USSR ground_def_eff tweaking events (2651 to 2659) now properly sleep the 'cheated' event 2660 to prevent exploits
* There now is an AI_Event to make sure the USSR AI doesn't get *too* high ground_def_eff
* Added in three AI_Events for the USSR to release and puppetize BUL, CZE and POL after the war.
* If Molotov-Ribbentrop choice b or c is taken, the Winter War event won't happen anymore (anachronistic)
* The End of the Winter War got its trigger reworked
* Action_b of the End of the Winter War now drops relations alot more and end possible SOV non_aggression pacts with Allies & Germany
* Fixed a problem with the Soviet Claims on Bessarabia event
* Tweaked splitting of czech army after the Munich event-series.
* The 'End of Czechoslovakia' was tweaked a bit so that most of the territory doesn't go to HUN anymore
* Added new event The End of Czechoslovakia (2041) an ahistorical case that HUN does not exist
* The The End of Czechoslovakia (2040) will not happen if CZE is a puppet
* Enchanced the triggers for Great Patriotic War so that it does not trigger multiple times.
* Yugoslavia should now also sign peace with the Allies and (possibly) the USSR when they withdraw from the Axis
* Deleted the puppet commands for POL, BUL & CZE from event 35.
* Denmark, Norway and Luxembourg should now be set free by the Allies when Germany surrenders
* Allies should now also correctly cede Greek, Czech, Italian and Hungarian provinces when Germany surrenders
* Croatia now gets a tiny bit of free_ic and stuff to be at least viable when they are released by GER
* There now is a French variant of the Liberation of Europe event
* Amended the Surrender of Italy trigger a bit
* The events concerning the Creation of Slovakia have been reworked
* Moved the alliance command in the Croatian Independance events from the CRO event to the GER event so that Croatia now actually ''joins'' the Axis upon creation
* Edited the 'UK Guarantee of Polish Independance' trigger a bit
* Churchill can now also come to power if ENG ends up at war with SOV (anti-commie role)
* The Spanish Civil War Intervention events for FRA, ENG and SOV now checks for those countries *not* being in an alliance with Republican Spain
* Extensively reworked the way Slovakia is established
* Added a death event for Finnish PM Kyösti Kallio
* The End of Germany event series now make Niels Bohr return to Denmark (slept in USA)
* There's now an event that removes the Maginot line when its flanked.
* There's now an event series that makes Bulgaria claim the Constanta region from Romania. If the claims are refused, this might lead to a Third Balkan War.
* Tweaked some AI_chances in Anschluss and Leadership of Free France events
* Reduced '36 GC FRA MP by 100 and added +15MP to the FRA Gearing up for War event (52)
* Germany now gets allied to Hungary if they chose to partition Czechoslovakia with them instead of installing Tiso.
* Fixed a few problems with the Annexation of Czechoslovakia events
* There's now an event that removes the Maginot line when its flanked
* Thoroughly reworked the Italian surrender chain's triggers and effects.
* Reworked the various events that tweaked the GDE of the USSR. At long last, all scenarios should now be corresponding correctly.
* When the Netherlands and Belgium are overrun, their European provinces become owned by Germany now. NOTE: Their troops will keep on fighting since they 'continue the fight from the colonies'.
* If Poland declines an alliance with the United Kingdom or the United Kingdom does not offer an alliance at all, Poland has a higher chance of caving in to Germany demanding Danzig.
* Croatia now properly gets less free_ic when liberated (3 <-> 7).
=== USA ===
* Fixed the three 'US Gearing up for War' triggers so that they don't return true in the first few days of the game anymore
* Tweaked and reworked the 'USA Gearing up for War' event chain.
* Tweaked the triggers for the Undeclared War and the Arsenal for Democracy events.
* Added some logical Monroe Doctrine triggers to events 56, 57 & 58
* The USA gearing up for war will now also happen as a reaction to premature Soviet aggression
* Event action_b in event 57 no longer sleeps event 58
* If Japan puppets PHI, the American Phillipine leaders & tech teams (i.e. MacArthur etc.) are slept
* USA now moves a bit more towards interventionism if 'Pearl Harbour' hits
* USA now gets claims on Iceland & Greenland when they get it offered (to counter nationalism there).
* US Oil Embargo now needs 40 JAP belligerence instead of 35.
* Chinese Tech Team Claire Chennault will only be there if USA offers assistance to CHI (as it is with leader Chennault).
* Should USA lose California/Texas, it is weakened by losing some CAL/TEX based tech teams
* Destroyer Transfer (30 & 31) tweaked with changes to USA'S '36, '38, '39 GC scenario files
=== Asia-Pacific and Africa ===
* The surprise effect events around Pearl Harbour can now occur till 1947 instead of 1943
* Japan now annexes the Phillipines if the USA yields for peace
* Japan now allies with Manchukwo and Mengkukwo should it chose action_b in the Khalkin Gol incident (small chance)
* The 'Panay Incident' no longer gives Japan belligerence. Also corrected a province ID there.
* Added in two events for the case where MAD becomes a JAP puppet in the Vichy chain.
* Cut the manpower values in japanmanpower.txt by a factor 30 since they should represent daily MP gain.
* The 'Japan surrenders to China' event now cedes previously warlord owned territory as well.
* The Japanese side of the 'US Oil Embargo' event now kills alot of trades instead of reducing their oil stockpile
* Nomonhan Incident (event 22) now has a small chance the Japanese AI will delcare war on the USSR
* Reworked the Surrender of Japan events a tiny bit. They should now properly cede [[Indochina]] to France again.
* Edited the badly used add_corps and add_division commands in the Operation Zet event(s).
* There now is a nice event series concerning peace between China and Japan. Various options are available to both sides like installing a puppet regime, balkanizing the opponent,...
* When the Chinese Industry Move to the interior happens, industry will now also be moved away from Nanjing and Hangzhou to the interior. 50% of the resources there will now also appear inland.
* The Chinese Industry Move to the Interior now also triggers a Burma Road event that hands a small portion of free resources and stuff to China. The Burma Road can be closed (and China weakened) by capturing Burma. It can be re-opened if ENG takes it back.
* Reworked the 'Burma Road' triggers to account for a bit more possible outcomes. If the Southern China warlords are at war with China for example, the Burma Road can't open anymore.
* Persian Coup (936) tweaked
* Included a new event file (colonial_release.txt) that gives dissent to nations setting their colonial revolters free. We want to discourage ahistorical mass-liberating
* There's now some new events surrounding the Iraqi coup and counter-coup
* There's now an event that establishes the Japanese puppet in Mengkukuo
* Added in three 'death events' for SAF politicians
* There's now events that might establish the People's Republic of Korea and South Korea.
* There's now an event that potentially transfers Soviet conquered parts of China to the Chinese Communists.
* Included a small chance for Persia going to war with USSR & UK in the Persian Coup event
* Removed 1272 from the 'Mengkukuo established' event trigger
* Persian Coup (236) deleted, it was replaced by Persian Coup (936) in hoi2.txt file
* There now is an event to simulate the establishment of the Persian Corridor if Persia leans towards Germany
* Added Death of King Ghazi of Iraq (393)
* Edited the Iraqi Coup events in HOI2.txt a bit to trigger properly
* Expanded the trigger for the 'Siam Gives Up' event.
* There now is a 'South Africa at the Crossroads' event where SAF can choose to stay with the Allies, or side more with the Axis.
== Scenario Setup ==
=== Common ===
* Properly included event_picture references in the new 'Experience from Spanish Civil War' events
* Edited some sprite coordinates to make stuff better visible
* Added a big number of propaganda pics for revolter nations
* Added some model pictures for ARG & CHI
* Added model photos for all Canadian air divisions
* Removed some forbidden symbols in four propaganda posters
* Fixed some French translation errors in text.csv
* Fixed an error in revolt.txt where Abadan (in Persia) was required instead of Kuwait City
* The revolt.txt entry should now properly make Bratislava the Slovakian capital
* OTT now has a revolter entry
* Removed an erroneous province for KAZ in revolt.txt
* Lowered MP levels of small minors across the map
* Gave MAN a bit of offmap stuff to keep on running
* When the Netherlands & Belgium surrender, their army is now properly deleted as well
* Denmark now secedes its provinces to Germany when it stands down (no partisans)
* Fixed an error in the adj-defs.csv file that made some Pacific chain connect to *whistle* North Africa.
* Andaman Islands are no longer needed to liberate India
* Reduced philippine manpower.
* CSA got intrinsic_gov_type = fascist removed
* BEL: +4 IC (2 tech teams)
* SWE: +3 IC (1 tech team ##> 2 tech teams)
* Moved all 'ruling cabinets' in minister files to 'replacements' since liberated nations would else always get the ruling cabinet, instead of a cabinet suited for their puppetmaster
* Fixed an ID error in German ministers
* Some Finnish minister tweaks
* IDC got some new tech teams (copied from LAO, CMB, VIE)
* Tweaked a Swiss tech team, a Nigerian one, removed Millikan from USA, tweaked Canadian Avro
* Trivial tweaks to some USA tech team dates
* Pocket Defence Doctrine historical year changed to 1941
* Most of all the names in various Chinese ministers & leader files are now in Pinyin
* Added a few forts to the Franco-Italian border
* Added rares to New Caledonia
* DFR & DDR generals now available a bit earlier just in case they're liberated earlier
* German relations with FRA/ENG should now get a much larger hit when the 'End of Czechoslovakia' happens
* Tweaked the belligerence requirement for US Oil Embargo to 40.
* Weather in provinces 1643 & 1645 changed to subtropical
* Made Gibraltar mountain again
* added some better and more historical supply & oil pools
* Mengkukuo now has some offmap IC to keep on running
* Raised INFRA in Gorkij from 50 to 60
* Suez region is now extra for Egypt
* Cyprus is now an extra for OTT
* Province 1049 got its infra upped a bit
* Added a beach in Manilla & removed a fort there in 1936
* The Istanbul port now exits in the Sea of Marmara insead of the Aegean Sea.
* Removed the land connection between China and Hong Kong for AI purposes and made Hong Kong hills.
* Added sea connections between some of the Philippine islands, so they can be crossed by troops but ships can still block them.
=== Battlescenarios ===
* Added and removed some logical and illogical techs:
* Coral Sea: added techs 8310 and 8130 to AST
* D-Day: removed 8130 from GER
* Fall Weiss: removed 5360 from POL
* Platinean War: removed 5380 and added 5310 and 5320 to BRA
* Southern Conquests: removed 8310 and added 5310 and 5320 to JAP
* Husky: enhanced a trigger
=== 1936: ===
* fixed a bug in the SWE slider setup: free_market twice instead of one freedom
* Germany's isolationism slider moved to step 5
* Republican Spain's relations with the United Kingdom, France & the Soviet Union lowered
* Japan moved 3 steps towards professional army for gameplay purposes.
* Set up the 1936 minister cabinets to correspond with the new setup of the minister files
* BEL is now Market Liberal at start (Van Zeeland government)
* Canadian interventionism slider moved to 4- 1936: Added a level 3 air_base to Chengdu in CHI in anticipation of a possible Operation Zet
* Oman now has the correct capital
* USSR now has blueprints for tech 1070
* CGX naval unit now correctly has a naval base
* CHI naval unit now correctly has a naval base
* Deleted two invalid brigades in ENG OOB
* German 'Baltische Flotte' moved to a correct naval base
* Italian '4a Squadra di Marina' now correctly has a naval base
* Italian '19a Squadra di Marine' moved to a correct naval base
* Polish 'III/1 Dyon Brygady Poscigowej' moved to a correct air base
* USA '2nd USN Submarine Fleet' moved to a correct naval base
* USA '7th USAAF Bombardment Wing' moved to a correct air base
* Added 'Improved Light Cruiser' (3100) to ENG (accidentally omitted)
* An American airfield is now correctly in Phoenix instead of Dublin :)
* Expanded the naval base in Dublin
* Added naval bases to Rotterdam and Dunkirk
* added some better and more historical supply & oil pools
* fixed alot of incoherent and one-side-defined relations settings
* added some missing prerequisite techs
* Upped the amount of Belgian transports
* 1936/1939: Removed mutual Military Access between Commonwealth countries to remedy the currently broken end_access command. Their access is automatic anyway, since they're Allies.
* edited SAF sliders a bit to make them slightly less democratic
* added a locked garrison to Panama in all scenarios
* made Cyprus UK national to ensure they don't give it away under any circumstance
* Cyprus also made Turkish national
* Added Algeria as French national
* Added some more airfields to the Eastern Front area and along the Transsiberian Railway.
* Moved the British professional_army slider to position 7.
* Removed the Land Fort in Hong Kong and changed it to a Coastal Fort (lvl 3 in 36/39, lvl 5 in 41/44).
* Added an 'ahistorically early' alliance between Japan & Manchukwo
* MP pool of PHI to 0
* Fixed some control over provinces between Xibei San Mai and Sinkiang
* Moved FRA two steps towards drafted_army
* Set a few gameplay-important trades to cancel = no
* Moved GER two steps more towards professional_army
* Reduced the MP pools of most Central & South American states by 60-66%
* German ArmMin Hjalmar Schacht made available in 1936.
=== 1938: ===
* Tweaked German and Czech techs.
* Tweaked UK garrisons.
* Further balancing tweaks done
* Fixed the Czech forts.
* Increased partisan levels in China.
* Reduced the quality of the Chinese army.
* Tweaked base sizes, techs and AA to sensible levels for 1938
* Added Japanese naval build program
* Iraq is now a playable nation
* 1938: adding airfields to the Soviet Union
* 1938: adding the Vallo Alpino fortifcations to Italy
* 1938: the GDE/GPW events
* 1938: Reduced UK manpower
* 1938: increase Soviet isolationism
* 1938: weaken Spanish economic techs
* 1938: correcting the membership of the British Empire and Allies (removing YEM and IRQ)
* 1938: lowering the quality of the Italian army
* 1938: resolving incompatibility with the Soviet gearing/GPW events
* 1938: sundry minor tweaks to diplomacy, tech and other details
=== 1939: ===
* Japan moved 3 steps towards professional army for gameplay purposes.
* Added a level 3 air_base to Chengdu in CHI
* Fixed a minister fluke in TIB
* Oman and CSC now have their correct capitals set
* Argentinian 'Aviación del Ejército' and 'Aviación Naval' now correctly have air bases
* Australian 'HMAS Perth' now correctly has a naval base
* Finnish 'Lentorykmentti 1' and 'Lentorykmentti 4' now correctly have air bases
* French 'Zone d'Opérations Aériennes Est' moved to a correct air base
* French 'Zone d'Opérations Afrique Ouest' moved to a correct air base
* Added an airbase to PROV528 Lyon
* French 'Zone d'Opérations Aériennes des Alpes' now correctly has an air base
* German 'Erkundungsflotte' now correctly has a naval base
* Dutch '1e Luchtvloot' moved to a correct airbase
* Iraqi 'Royal Army Air Force' moved to a correct airbase
* Japanese '2. Hikoutai', '8. Kaigun' and '3. Hikoutai' now correctly have airbases and navalbases
* Japanese '1 Zerosen no Hikodan' and '1. Hikoutai' moved to correct airbases
* Soviet 'Arctic Fleet' moved to a correct navalbase
* Spanish 'Región Estrecho' and 'Región Pirineos' moved to correct airbases
* An American Dublin is now correctly in Phoenix instead of Ireland :)
* Expanded the naval base in Dublin
* Added naval bases to Rotterdam and Dunkirk
* added some better and more historical supply & oil pools
* fixed alot of incoherent and one-side-defined relations settings
* added some missing prerequisite techs
* Upped the amount of Belgian transports
* Iraq is now a playable nation
* Removed mutual Military Access between Commonwealth countries to remedy the currently broken end_access command. Their access is automatic anyway, since they're Allies.
* edited SAF sliders a bit to make them slightly less democratic
* added a locked garrison to Panama in all scenarios
* made Cyprus UK national to ensure they don't give it away under any circumstance
* Cyprus also made Turkish national
* Added Algeria as French national
* Added some more airfields to the Eastern Front area and along the Transsiberian Railway.
* Moved the British professional_army slider to position 7.
* Removed the Land Fort in Hong Kong and changed it to a Coastal Fort (lvl 3 in 36/39, lvl 5 in 41/44).
* Germany now has Mil.Acc to Uruguay
* Mengkukuo now has some offmap IC to keep on running
* Significantly cut down the PHI OOB
* MP pool of PHI to 0
* Moved FRA two steps towards drafted_army
* Set a few gameplay-important trades to cancel = no
* Moved GER two steps more towards professional_army
* Reduced the MP pools of most Central & South American states by 60-66%
=== 1941: ===
* Tweaked US tech setup.
* Japan moved 3 steps towards professional army for gameplay purposes.
* Added a level 3 air_base to Chengdu in CHI
* Oman now has the correct capital
* Fixed some minister flukes in SOV and TAN
* Deleted Advanced Interceptor (Ki-84) & Improved Interceptor (Ki-61) techs from JAP but added Basic Escort Fighter (Ki-38)
* Fixed some bases for Australia
* Specified base province for the Guangxi Clicque naval unit
* Moved a Chinese air unit to a correct airbase
* Moved two British naval units to a correct naval base
* Edited two forbidden German brigades
* Added two Italian airbases (Sardinia & Rome)
* Added bases to a few Japanese air units
* Edited some forbidden Japanese brigades
* Added a base for the Romanian fleet
* Edited some forbidden Soviet brigades
* Moved the Soviet Pacific Fleet to a correct naval base
* Added a naval base to Karlskrona in Sweden
* Moved an American air unit to a correct airbase
* French government changed to SC
* Expanded the naval base in Dublin
* added some better and more historical supply & oil pools
* fixed alot of incoherent and one-side-defined relations settings
* added some missing prerequisite techs
* Upped the amount of Belgian transports
* 1941: SOV GDE set to 0.6
* edited SAF sliders a bit to make them slightly less democratic
* added a locked garrison to Panama in all scenarios
* made Cyprus UK national to ensure they don't give it away under any circumstance
* Cyprus also made Turkish national
* Added Algeria as French national
* Added some more airfields to the Eastern Front area and along the Transsiberian Railway.
* Moved the British professional_army slider to position 7.
* Removed the Land Fort in Hong Kong and changed it to a Coastal Fort (lvl 3 in 36/39, lvl 5 in 41/44).
* Fixed some ID errors.
* Mengkukuo now has some offmap IC to keep on running
* Significantly cut down the PHI OOB
* Moved FRA one step towards drafted_army
* Set a few gameplay-important trades to cancel = no
* Moved GER two steps more towards professional_army
* Reduced the MP pools of most Central & South American states by 60-66%
=== 1944: ===
* Added naval bases to Rotterdam and Dunkirk
* Japan moved 3 steps towards professional army for gameplay purposes.
* Corrected a tech id type in SOV
* Corrected some minister flukes in ARG, CUB and POR
* Oman now has the correct capital
* Corrected alot of base errors in a big number of files
* Corrected alot of unallowed brigades in a number of OOB's
* French government changed to SC
* Expanded the naval base in Dublin
* added some better and more historical supply & oil pools
* fixed alot of incoherent and one-side-defined relations settings
* added some missing prerequisite techs
* Argentina now has a claim on the Falklands
* Iraq is now a playable nation
* edited SAF sliders a bit to make them slightly less democratic
* added a locked garrison to Panama in all scenarios
* made Cyprus UK national to ensure they don't give it away under any circumstance
* Cyprus also made Turkish national
* Added Algeria as French national
* Added some more airfields to the Eastern Front area and along the Transsiberian Railway.
* Moved the British professional_army slider to position 7.
* Removed the Land Fort in Hong Kong and changed it to a Coastal Fort (lvl 3 in 36/39, lvl 5 in 41/44).
* Switzerland now properly uses the Superior Firepower Doctrine path
* Germany has a bit more historical static AA
* Significantly cut down the PHI OOB
* Set a few gameplay-important trades to cancel = no
* Moved GER two steps more towards professional_army
* Reduced the MP pools of most Central & South American states by 60-66%
== References ==
<references/>
[[Category:Patches]]
3a25a21b3b87de309ccd5c513d514a4f218e1571
HOI2 Patch1.3A
0
485
1903
1625
2017-05-31T08:05:02Z
Lillebror
871
recategorisation
wikitext
text/x-wiki
Hearts of Iron 2 patch 1.3A was released on November 18, 2005, and has a filesize of 30.4 MB. The checksum with a clean install is '''JLQA'''.
==Bugfixes==
* Fixed the crashbug with viewing navalunits stats when at sea.
* Fixed the exploit which allowed unlimited resource convoys from puppets.
* Puppets will no longer take control over their masters territory.
* Fixed a problem where control of provinces sometimes was taken from a neutral.
* The Soviet GDE problem has been fixed.
* Improved AI for production slightly.
* Nations liberated from events no longer gives you dissent hits.
* Added a few pics that went missing.
* Fixed the danish stand down ctd.
[[Category:Patches]]
b4c0f8acccd6891e21adf8487e724454ec6fd55f
HOI2 Patch1.3B
0
486
1904
1626
2017-05-31T08:05:37Z
Lillebror
871
recategorisation
wikitext
text/x-wiki
Hearts of Iron 2 patch 1.3B<ref>Forum thread inclusive download file: [[forum:226786|AI Enhancement for 1.3 (1.3b)]]</ref> is different from other patches: It's a main focus was to improve the AI and did not support e new hoi2.exe file.
== AI improvements==
* USA rewrote build loading AI to do a gradual buildup of land units rather than trying to build 300 divisions as soon as the war starts
* USA had a change to his building of Air Transports AI to spread the build out more
* SOV will build longer serial runs when his Land or Panic building AI are loaded to take advantage of the +10% gearing bonus
* SOV Stalin will take over as Armament Minister when atwar
* SOV Semen will take over as Chief of the Army when atwar
* ENG will now research to level 5 carriers (useto stop at level 3)
* USA Armament Minsiter will switch to a Resource Industrialist once atwar
* USA Chief of Staff AI Minister changed slightly for atpeace and atwar
* USA Chief of the Army Minister AI changed to use Marshall
* SOV Fixed a bug in his build AI where he was not loading his Panic building AI
* JAP will no longer build fatories
* JAP will no longer mass build militia early on
* JAP Armament Minister AI has been tweaked
* JAP will build airfields and forts throughout the Pacific and then stop when war starts
* JAP will no longer build HQs (the three he starts with is it)
* JAP should build longer serial runs when atwar with CHI
* JAP will no longer be in such a rush to DOW the warlords and CHC as he did before once war with CHI begins
* GER will now try and keep 3 transports up at all times
* CGX will send more forces to help CHI than the other warlords
* GER had a bug fix where the AI events would get stuck if HUN attacked YUG with aggressive AI loaded
* ITA had a bug fix where the AI events would get stuck if HUN attacked YUG with aggressive AI loaded
* HOL, MON, BEL AI File events are now included in the scenario(explains why HOL never listened to Embargo)
* GER had a bug fix where sometimes he would not DOW SOV
* BRA had a bug fix where Getulio Vargas showed up in Romania
* GER will wait to build forts till he has all the fort bonus techs
* GER will never build Marines
* GER will build more interceptors
* GER will build more flack accross his country
* GER Norway invasion improved
* GER will no longer build/research armoured cars
* Air AI mission weights reworked
* USA has an Air AI
* ENG will no longer build armoured cars and police units
* ENG will no longer build Strategic Bombers in the early years
* SOV will build some forts in their country
* SOV will no longer build Mechanized units
* SOV will no longer build Cavalry units
* SOV will no longer build armoured cars and police units
* USA will no longer build armoured cars and police units
* USA will no longer build/research subs
* ENG will no longer build/research subs
* JAP will no longer research armoured cars
* JAP will no longer build submarines
* JAP will no longer build/research Escort Fighters
* HUN\BUL\ROM sending forces to Italy if GER was human controled fixed
* USA should no longer help his allies with EXP forces (causing to many issues with no DDay being launched)
* CZE should give in less to HUN demands
* MAN should send less troops early on to help JAP if CHI is AI controled (will send when JAP/USA atwar)
* HUN should no longer research ship assembly
* ITA should no longer build police/armoured cars
* ITA will no longer research armoured cars
* HOL capital moved fixed so it could not be exploited via the pacific
* BEL capital moved fixed so it could not be exploited via Congo
* SOV has a capital move AI now
* FRA will no longer build Police
* JAP has new front rations for Pacific war with PHI, HOL and USA
* ITA garrison max lower to let more troops fight in Libya
* HUN will no longer research Ship Assembly Line
* Updated research prios for a bunch of minors
* CAN has an Air AI
* AST has an Air AI
* GER had a bug fix in minster AI that put the wrong minister in Chief of Staff
* GER had a minister AI change to his Chief of Army position
* JAP will no longer build nor research armor divisions
* JAP will no longer build nor research motorized infantry
* JAP had his tech preferences enhanced
* JAP will research and build CAS
* JAP will ignore cavalry and Mechanized techs
* TUR Neutrality raised
* JAP fixed an event that was causing JAP to build armor when he shouldn't
* SLO should not cave into HUN demands so easily anymore
* Fixed a bug where CHI and the warlords where not research the proper Land Doctrines
* ENG will no longer research Escort Fighters
* SOV fixed an issue where he would DOW even when he had a non-aggression pact
* CHC should be more defensive in nature vs JAP
* SOV will no longer research or build Escort Fighters
* CHC had changes to his Research weights
* CHI will no longer research or build TAC
* CHI will now research and build CAS
* CHI will no longer research Cavalry
* CHI will no longer research Static Anti Aircraft Guns
* CHI will no longer research Anti Aircraft Brigade
* CHI will research Artillery and Anti-Tank brigade
* CHI had changes to his Research weights
* FRA will no longer research Static Anti Aircraft Guns
* FRA will no longer research Static Tank Destroyers
* FRA will no longer research Static SP Guns
* FRA will no longer research Static SP Rockety Artillery
* FRA will no longer research Armoured Cars
* FRA will no longer research Motorized Infantry
* FRA will no longer research Cavalry
* FRA will no longer research Mechanized Infantry
* SOV will no longer research Static Anti Aircraft Guns
* CGX/SIK/CSX/CXB/CYN had a bunch of research prios and ignores added
* GER/ITA/SOV/JAP/CHI/FRA had Strategic Air Doctrines added to ignore list
* FRA will no longer build/research subs
* USA/ENG will no longer research CAS Air Doctrines
* HUN/ROM/BUL will help Germany more in invading Yugoslavia
* CAN/AST/SIA/MAN prefered techs and build weights have changed
* COL/ECU/MEX had bug fixes to their minister AI
* FRA/ENG should no longer send EXP forces to POL/DEN/CZE
* POL will no longer send EXP forces to FRA/ENG
* POL will no longer build any ships
* ENG Homeland defense improved (OOB Changes and AI Changes)
* ENG had changes to his Armament Minister AI and his Chief of the Army minister AI
* FIN Tech Research and build weights redone
* SWE Tech Research and build weights redone
* POL Tech Research and build weights redone
* ROM Tech Research and build weights redone
* HUN Tech Research and build weights redone
* BUL Tech Research and build weights redone
* YUG Tech Research and build weights redone
* GRE Tech Research and build weights redone
* TUR Tech Research and build weights redone
* BEL has a minister AI
* BEL Tech Research and build weights redone
* HOL Tech Research and build weights redone
* AUS Tech Research and build weights redone
* SCH Tech Research and build weights redone
* CZE Tech Research and build weights redone
* NOR Tech Research and build weights redone
* SPA/SPR Tech Research and build weights redone
* POR Tech Research and build weights redone
* MEX Tech Research and build weights redone
* MEX will build up some industry
* CAN will build up some industry
* BRA will build up some industry
* BRA Tech Research and build weights redone
* ARG Tech Research and build weights redone
* VEN Tech Research and build weights redone
* BHU Tech Research and build weights redone
* NEP Tech Research and build weights redone
* CHL will build up some industry
* CHL Tech Research and build weights redone
* BOL has a minister AI
* BOL will build up some industry
* BOL Tech Research and build weights redone
* PRU Tech Research and build weights redone
* ECU Tech Research and build weights redone
* COL Tech Research and build weights redone
* SAF will build up some industry
* SAF Tech Research and build weights redone
* PER has a minister AI
* PER will build up some industry
* PER Tech Research and build weights redone
* SAU Tech Research and build weights redone
* AST will build up some industry
* AST Tech Research and build weights redone
* TAN Tech Research and build weights redone
* MON Tech Research and build weights redone
* SLO Tech Research and build weights redone
* IRQ Tech Research and build weights redone
* YEM Tech Research and build weights redone
* OMN Tech Research and build weights redone
* IRQ/OMN/YEM will send EXP forces to the UK
* LIB Tech Research and build weights redone
* LIB will send EXP forces to the UK/USA
* NZL Tech Research and build weights redone
* TIB Tech Research and build weights redone
* AFG Tech Research and build weights redone
* IRE Tech Research and build weights redone
* HON Tech Research and build weights redone
* COS Tech Research and build weights redone
* GUA Tech Research and build weights redone
* HAI Tech Research and build weights redone
* PAN Tech Research and build weights redone
* SAL Tech Research and build weights redone
* CUB Tech Research and build weights redone
* DOM Tech Research and build weights redone
* NIC Tech Research and build weights redone
* PAR Tech Research and build weights redone
* CRO Tech Research and build weights redone
* VIC Tech Research and build weights redone
* MEN Tech Research and build weights redone
* URU Tech Research and build weights redone
* SOV tech teams skill increased by 2
* ENG added SIK, TIB, AFK, PER and SAU to border ignore list
* PHI Tech Research and build weights redone
* FRA Tech Research and build weights redone
* SOV will cancel his Non-Aggression pact with GER under certain conditions
* POL has a minister AI
* POL will buld some IC
* POL Tech Research and build weights redone
* FRA slight change to Chief of Army minister AI
* JAP slight change to Chief of Army/Staff minister AI
* ITA slight change to Chief of Army/Staff and Administrator minister AI
* ENG will build paratroopers and transport planes when he starts going on the attack
* USA will build paratroopers and transport planes
* ENG will no longer send EXP forces to FRA/BEL/HOL/LUX (this is to avoid his airforce being destroyed on the ground)
* JAP Pacific War event should fire less in early 41
* Minor Build and research changes to Central America Countries
* USA will build a larger carrier presences if atwar or after 1941
* SOV GDE event reworked
* SOV tech team adjustments
== References ==
<references/>
[[Category:Patches]]
cba7e12159615286aa272cbb327feaec16b88403
Patches
0
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1905
1104
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Lillebror
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recategorisation
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Hearts of Iron went though a number of patches, fixing bugs and adding to the gameplay. A player should always apply the most up-to-date patch for his respective game of Hears of Iron. The patches can be found on the [http://www.paradoxplaza.com/Downloads.asp Paradox Interactive Webpage]
==Hearts of Iron 2==
* [[HOI2 Patch1.1]]
* [[HOI2 Patch1.2]]
* [[HOI2 Patch1.3]]
* [[HOI2 Patch1.3A]]
* [[HOI2 Patch1.3B]]
* [[User's guide to versions 1.1, 1.2 and 1.3 consolidated|User's Guide to patches 1.1-1.3]] This is a non-technical summary describing all of the patches for the original Hearts of Iron 2 game.
==Hearts of Iron: Doomsday==
* [[HOI2:DD Patch 1.1]]
* [[HOI2:DD Patch 1.2]]
* [[HOI2:DD Patch 1.3]]
* [[HOI2:DD Patch 1.3a]]
==Hearts of Iron: Armageddon==
* [[HOI2:A Patch 1.1]]
* [[HOI2:A Patch 1.2]]
* A community patch project is currently underway for Armageddon; but due to NDAs, no-one knows exactly when this will be finished.
[[Category:Patches]]
b74f457671b2901261a0ce8ae8e9082e7e948382
Category:Patches
14
1027
1908
2017-05-31T08:09:01Z
Lillebror
871
Created page with "This category is for all patches to the game. [[Category:Technical issues]]"
wikitext
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This category is for all patches to the game.
[[Category:Technical issues]]
3a5f4d3178ff2fb23e40ca45da8db4f364fdefbc
Category:Technical issues
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1909
2017-05-31T08:10:42Z
Lillebror
871
Created page with "[[Category:Hearts_of_Iron_2]]"
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[[Category:Hearts_of_Iron_2]]
cfea6e8908c8f62661d5e5372e67bbe32a8b6471
Germany Strategy- Taming the Bear
0
475
1910
782
2017-07-08T14:55:14Z
Pixelstar
7807
Spelling and grammar fixes
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{{GermanyStrategyGuides}}
Russia has massive manpower and military potential and often hostile terrain. You must carefully plan your attack to reach definable objectives before adverse environmental effects start to make your life difficult.
* The Russian army can be dealt with by motorized encirclement and destruction warfare.
* The Russian environment can be dealt with by careful timing and preparation.
All other military options are meaningless distractions. Russian industry is widely dispersed and is impossible to deal with by strategic bombing. Naval blockades, for a nation as self-sufficient as Russia, are totally useless.
This is one of the most difficult invasions as Germany. As you can see, USSR's land mass is huge and it has a large army. However, you should have much higher quality troops. Before the invasion, try to have 1941 infantry and improved medium tanks.
====Be Prepared====
It is vital that you define your objectives and lines of attack clearly in advance. You can predict likely defensive positions and break through to surround and destroy them decisively. If you do not your offensive formations will be engaged piecemeal and may suffer the risk of encirclement themselves.
====Be Early====
Every year the Russian military churns out more and more modern infantry units. In sufficient mass they can make your life very difficult indeed. If you have a plan and the units to implement it, do not wait another year just to make sure your armour is all Medium rather than Light tanks, nor to make sure your air support is all the latest models. Be bold and strike early.
====Two Offensive Seasons====
Observe weather map behavior year-round. As historically, Western Russia suffers from heavy mud in the Spring and Autumn. '''Mud is more fatal than any other condition to the progress of armored and motorized formations.''' Your best time to attack is immediately after the clearing of the [http://en.wikipedia.org/wiki/Rasputitsa 'Rasputitsa'] - this gives you the longest campaigning season. Because air support is more effective in the summer, the ideal time to attack is May - watch the mud dry out for yourself on the weather map.
====Deploy for maximum effect====
Deploy your armed forces sensibly.
Your strategic plan will include the likely locations of defensive obstacles, e.g. major cities, swamps, forests, etc: and obstacles that limit enemy movement (e.g. the sea).
You must deploy armored and mechanized groups en masse so as to get the highest chance of achieving one or more decisive encirclements. They need to be deployed flexibly, i.e. in relatively small Corps. There are no benefits to large unit size - if the mechanized units encounter a serious obstacle they must either encircle it or wait for reinforcements.
The armored units must be assisted by the infantry. Their role is:
*To provide overwhelming force at the initial point of breakthrough of enemy lines
*To pin in place enemy forces that are subsequently to be encircled
*To assist in the destruction of Soviet pockets, in particular in bad tank terrain (cities, marshes)
*To move up in support of the spearhead.
=====Multiple Axes of Attack=====
Ideally, you'll have enough troops to divide them into three or more large army groups. The Northern Army Group should try to capture Leningrad and Moscow. The Center Army Group should try to capture Stalingrad and Sverdlovsk. The Southern Army Group should try to capture Baku and help the capture of Stalingrad.
=====Single Axis of Attack=====
If you assess that you have relatively few armoured/motorised units it may be best to aim for a single axis of attack. In this case you must ensure that you infantry and artillery keep other areas of the front under continual pressure so that the enemy is not able to concentrate all their forces on your principal axis.
====Russia's Natural Offensive Limits====
There are areas of Russia in which it is impossible to conduct a mechanised offensive. The roadless Arctic forests, the Caucasus mountains, and the Central Asian deserts. These terrain features are a natural defensive limit - when you have pushed te Russians back that far, the balance of combat tips back to the Russians favour. Ensure that you have destroyed enough of their forces so that you can achieve your strategic objectives before becoming bogged down here.
[[Category:Guides]]
[[Category:National Strategy]]
[[Category:Germany Strategy]]
5d2b997838f8ce4c34c8433fef4864bdbc47f1fb
Template:Event
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Importing from EU:Rome wiki
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<includeonly>{{infobox
|width=700px
|header={{#Switch: {{{header}}}
| #Default = ==={{{name}}}===
| h2 = =={{{name}}}==
| h4 = ===={{{name}}}====
| h5 = ====={{{name}}}=====
}}
|content=<div>
{{{!}} style="margin-top:5px;"
{{!}} rowspan="2" style="border-right: 1pt solid #CCCCCC; width: 580px" {{!}}''{{{text|<font color="red">missing</font>}}}''
{{!}} style="width: 110px" {{!}}'''ID:''' {{{id|<font color="red">missing</font>}}}
{{!}}- valign="top"
{{!}}'''Type:''' {{{type|<font color="red">missing</font>}}}
{{!}}}</div>
----
<div class="mw-collapsible {{#ifeq:{{{collapse}}}|yes|mw-collapsed}}">
<div class="mw-collapsible-content">
{{{!}} width="100%" cellspacing="4"
{{!}}- valign="top"
{{!}}width=50%{{!}}<span class="subheading">Trigger conditions</span>
{{{trigger|None}}}
{{!}}width=50%{{!}}{{#if: {{{mtth|}}}
| <span class="subheading">Mean time to happen</span>
{{{mtth}}}
{{#if: {{{modifier|}}}
| <div class="subheading" style="padding-top:5px;">Modifier</div>
{{{modifier}}}}}
| <span class="subheading">Is triggered only by</span>
{{{triggered only}}}
}}
{{#if:{{{immediate|}}} |{{!}}-
{{!}}colspan="2"{{!}}<hr />
{{!}}-
{{!}}colspan="2"{{!}}<span class="subheading">Immediate effects</span>
{{{immediate}}}
}}
{{!}}-
{{!}}colspan="2"{{!}}<hr />
{{{options}}}
{{!}}}</div>
</div>
}}
{{#if:{{{nocat|}}}||[[Category:Events]]}}</includeonly><noinclude>
{{template doc}}[[Category:Infoboxes]]</noinclude>
f0eb9a742b5790082da4da0e86b6a8aeb2627e63
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Sigma 7
3049
Rm event types
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<includeonly>{{infobox
|width=700px
|header={{#Switch: {{{header}}}
| #Default = ==={{{name}}}===
| h2 = =={{{name}}}==
| h4 = ===={{{name}}}====
| h5 = ====={{{name}}}=====
}}
|content=<div>
{{{!}} style="margin-top:5px;"
{{!}} rowspan="2" style="border-right: 1pt solid #CCCCCC; width: 580px" {{!}}''{{{text|<font color="red">missing</font>}}}''
{{!}} style="width: 110px" {{!}}'''ID:''' {{{id|<font color="red">missing</font>}}}
{{!}}}</div>
----
<div class="mw-collapsible {{#ifeq:{{{collapse}}}|yes|mw-collapsed}}">
<div class="mw-collapsible-content">
{{{!}} width="100%" cellspacing="4"
{{!}}- valign="top"
{{!}}width=50%{{!}}<span class="subheading">Trigger conditions</span>
{{{trigger|None}}}
{{!}}width=50%{{!}}{{#if: {{{mtth|}}}
| <span class="subheading">Mean time to happen</span>
{{{mtth}}}
{{#if: {{{modifier|}}}
| <div class="subheading" style="padding-top:5px;">Modifier</div>
{{{modifier}}}}}
| <span class="subheading">Is triggered only by</span>
{{{triggered only}}}
}}
{{#if:{{{immediate|}}} |{{!}}-
{{!}}colspan="2"{{!}}<hr />
{{!}}-
{{!}}colspan="2"{{!}}<span class="subheading">Immediate effects</span>
{{{immediate}}}
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{{!}}-
{{!}}colspan="2"{{!}}<hr />
{{{options}}}
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{{#if:{{{nocat|}}}||[[Category:Events]]}}</includeonly><noinclude>
{{template doc}}[[Category:Infoboxes]]</noinclude>
df6f19e5f213e4b364a67f6c4ce15fd2a16f96d5
Template:Option
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Sigma 7
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<div style="background: #b24d4d; border-radius: 3px; text-align:center; color: white;" >'''{{{option_name}}}'''</div>
{{{effect|None}}}
{{#if:{{{ai_chance|}}}|<div style="font-size:90%;" >The AI chooses this option in {{{ai_chance}}}% of cases.</div>}}
<noinclude>
{{template doc}}[[Category:Templates]]</noinclude>
0e17b8a44c14aa6358445e8f76076b28dc5d0a53
Template:Event/doc
10
1031
1913
2017-07-22T01:18:38Z
Sigma 7
3049
Doc import,
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<includeonly>{{template doc page transcluded}}</includeonly><noinclude>{{template doc page viewed directly}}</noinclude>
<!-- EDIT TEMPLATE DOCUMENTATION BELOW THIS LINE -->
__NOTOC__
'''Event''' can be used to diplay description, trigger, trigger condition and options of a event in a compact infobox.
== Parameter ==
{| class="wikitable"
|-
! Parameter
! Description
! Default
! Status
|-
| name
| Title of the event.
| ''empty''
| '''required'''
|-
| text
| Ingame description text of the event.
| ''<font color="red">missing</font>''
| '''required'''
|-
| id
| ID of the event.
| ''<font color="red">missing</font>''
| '''required'''
|-
| type
| The type of the event (country, charcter, province).
| ''<font color="red">missing</font>''
| '''required'''
|-
| mtth
| For the base weight and its modifiers of [[Events#Mean_time_to_happen|MTTH-events]].
| ''empty''
| rowspan="2" | One of theses two is '''required'''.
|-
| triggered only
| To specify the trigger of [[Events#Triggered_events|'triggered only'-events]].
| ''empty''
|-
| trigger
| Trigger conditions of the event.
| None
| '''optional'''
|-
| modifier
| For the modifiers of MTTH-events.
| ''empty''
| '''optional'''
|-
| immediate
| The immediate effects of the event.
| ''empty''
| '''optional'''
|-
| options
| The possible effects of the event. Please use {{template|option}}.
| ''empty''
| '''required'''
|-
| collapse
| Whether to collapse the event. If set to ''‘yes’'' the content will be collapsed.
| ''empty''
| '''optional'''
|-
| nocat
| If non-empty, prevents creation of categories.
| ''empty''
| '''optional'''
|}
== Usage ==
<pre>
{{Event
|name =
|text =
|id =
|type =
|trigger =
|mtth = <!-- for Mtth events -->
|triggered only = <!-- for triggered only events -->
|modifier = <!-- for Mtth events -->
|immediate = <!-- optional for immediate effects -->
|options = <!-- options use {{option}} template -->
}}
</pre>
'''Note:''' Please use either “mtth”-parameter ''or'' “triggered only”-parameter.
== Examples ==
182671a8fdd8e864199e0aad17a500c38fe018f0
Persia
0
1032
1915
2017-07-22T02:46:10Z
Sigma 7
3049
Created page with "{{Country guides}} '''Persia''' is a minor power, located in modern-day Iran. It has a meager military, and minimal technology. ==General Tips== * Unless you enter war with..."
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{{Country guides}}
'''Persia''' is a minor power, located in modern-day Iran. It has a meager military, and minimal technology.
==General Tips==
* Unless you enter war with the United Kingdom or the Soviet Union, you will be pushed toward supporting the Allies. In Doomssay, you will join the Allies as a UK puppet.
==Events==
See [[Persia/Events]]
==AI==
As a minor power, Persia will stop invasions once it joins up with a major power.
As long as it is not communist, Persia will attempt to band with Western Europe against Soviet aggression.
e7946c555943744339e4fdc6e99c118247408eac
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2017-07-24T12:41:48Z
Lillebror
871
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{{Country guides}}
'''Persia''' is a minor power, located in modern-day Iran. It has a meager military, and minimal technology.
==General Tips==
* Unless you enter war with the United Kingdom or the Soviet Union, you will be pushed toward supporting the Allies. In Doomssay, you will join the Allies as a UK puppet.
==Events==
{{main|Persian events}}
==AI==
As a minor power, Persia will stop invasions once it joins up with a major power.
As long as it is not communist, Persia will attempt to band with Western Europe against Soviet aggression.
f323818ced50f6258a8f90a9dd1b00a5e2d7ac8e
Persian events
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1033
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Created page with "Persia is subject to the following events: {{event |name = A democratic coup d'état happened to us |text=Bowing to the inevitable, the old regime has given way to democratic..."
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Persia is subject to the following events:
{{event
|name = A democratic coup d'état happened to us
|text=Bowing to the inevitable, the old regime has given way to democratic elements within our nation. A prosperous, and free future awaits us.
|id=936
| mtth=25 months
| trigger=
* lost_national = { country = SOV value = 5 }
* Germany at war with United Kingdom, and Soviet Union
* No war between United Kingdom, Soviet Union, or Persia
* Persia not allied to United Kingdom or Soviet Union
| options =
{{Option
|option_name = OK
|effect =
* Ends alliances
* Terminated trades with Germany.
* Grantes military access to United Kingdom and Soviet Union (Vanilla only)
* Various changes to advisors
* {{red|-50}} relation to Germany
* {{green|25}} relation to Soviet Union
* {{green|100}} relation to United Kingdom
* Domestic policies: Democratic=4, Political left = 5, Freedom = 3, Free Market = 5, Professional Army = 3, Defense Lobby = 5, Interventionism = 6
* {{Green|-3}} dissent
* Doomsday: Become puppet of United Kingdom
|ai_chance = 90
}}
{{Option
|option_name = Crush this coup
|effect =
* {{red|+15}} Dissent
* {{green|+25}} relation with Germany
* Enters war with United Kingdom, and Soviet Union
|ai_chance = 10
}}
}}
In Doomsday, Persia can have a militarist or democratic coup is dissent is between 4 and 8. It occurs automatically if dissent hits 8.
In Doomsday, when the Soviet Union isn't at war with major powers, may secede six provinces to Persia.
Persia also has an impact on other events:
* By having an alliance with United Kingdom, prevents the Iraqui coup and intervention in Syria/Lebanon (event 100003)
daab6596f352eaeb52992823d36590a1510890f1
1917
1916
2017-07-22T02:46:54Z
Sigma 7
3049
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Persia is subject to the following events:
{{event
|nocat=true
|name = A democratic coup d'état happened to us
|text=Bowing to the inevitable, the old regime has given way to democratic elements within our nation. A prosperous, and free future awaits us.
|id=936
| mtth=25 months
| trigger=
* lost_national = { country = SOV value = 5 }
* Germany at war with United Kingdom, and Soviet Union
* No war between United Kingdom, Soviet Union, or Persia
* Persia not allied to United Kingdom or Soviet Union
| options =
{{Option
|option_name = OK
|effect =
* Ends alliances
* Terminated trades with Germany.
* Grantes military access to United Kingdom and Soviet Union (Vanilla only)
* Various changes to advisors
* {{red|-50}} relation to Germany
* {{green|25}} relation to Soviet Union
* {{green|100}} relation to United Kingdom
* Domestic policies: Democratic=4, Political left = 5, Freedom = 3, Free Market = 5, Professional Army = 3, Defense Lobby = 5, Interventionism = 6
* {{Green|-3}} dissent
* Doomsday: Become puppet of United Kingdom
|ai_chance = 90
}}
{{Option
|option_name = Crush this coup
|effect =
* {{red|+15}} Dissent
* {{green|+25}} relation with Germany
* Enters war with United Kingdom, and Soviet Union
|ai_chance = 10
}}
}}
In Doomsday, Persia can have a militarist or democratic coup is dissent is between 4 and 8. It occurs automatically if dissent hits 8.
In Doomsday, when the Soviet Union isn't at war with major powers, may secede six provinces to Persia.
Persia also has an impact on other events:
* By having an alliance with United Kingdom, prevents the Iraqui coup and intervention in Syria/Lebanon (event 100003)
8f214c5270d239f013e447d8c8c0787cac5293b7
1922
1917
2017-07-24T12:41:09Z
Lillebror
871
Lillebror moved page [[Persia/Events]] to [[Persian events]]: Please, no subpages in main namespace
wikitext
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Persia is subject to the following events:
{{event
|nocat=true
|name = A democratic coup d'état happened to us
|text=Bowing to the inevitable, the old regime has given way to democratic elements within our nation. A prosperous, and free future awaits us.
|id=936
| mtth=25 months
| trigger=
* lost_national = { country = SOV value = 5 }
* Germany at war with United Kingdom, and Soviet Union
* No war between United Kingdom, Soviet Union, or Persia
* Persia not allied to United Kingdom or Soviet Union
| options =
{{Option
|option_name = OK
|effect =
* Ends alliances
* Terminated trades with Germany.
* Grantes military access to United Kingdom and Soviet Union (Vanilla only)
* Various changes to advisors
* {{red|-50}} relation to Germany
* {{green|25}} relation to Soviet Union
* {{green|100}} relation to United Kingdom
* Domestic policies: Democratic=4, Political left = 5, Freedom = 3, Free Market = 5, Professional Army = 3, Defense Lobby = 5, Interventionism = 6
* {{Green|-3}} dissent
* Doomsday: Become puppet of United Kingdom
|ai_chance = 90
}}
{{Option
|option_name = Crush this coup
|effect =
* {{red|+15}} Dissent
* {{green|+25}} relation with Germany
* Enters war with United Kingdom, and Soviet Union
|ai_chance = 10
}}
}}
In Doomsday, Persia can have a militarist or democratic coup is dissent is between 4 and 8. It occurs automatically if dissent hits 8.
In Doomsday, when the Soviet Union isn't at war with major powers, may secede six provinces to Persia.
Persia also has an impact on other events:
* By having an alliance with United Kingdom, prevents the Iraqui coup and intervention in Syria/Lebanon (event 100003)
8f214c5270d239f013e447d8c8c0787cac5293b7
Main Page
0
1
1918
1895
2017-07-23T13:28:40Z
Sigma 7
3049
Testing, will revert soon
wikitext
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{{HeaderTemplate|welcome=[[File:HOI2 wiki logo.png|link=|<span title="Hearts of Iron II Wiki"></span>]]|blurb=The [[Hearts of Iron II]] encyclopedia.}}
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{| width="100%" cellspacing="0" cellpadding="0" style="background:transparent;"
|-
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{{SectionTemplate|title=About this site|content=[[Image:HOI2 Box.png|150px|right|valign=center|HOI2 Box]]
'''''[[Hearts of Iron II]]''''' is a grand strategy computer game by [[Paradox Interactive]].}}
| width="25%" style="vertical-align:top; padding-left:0.5em;" |
<!-- Sections -->
{{SectionTemplate|title=Sections|content=* [[Country guides]]
* [[Major power]]
* [[Minor power]]
*[[Assorted guides]]
*[[Reference material]]
*[[Mods and modding]]
*[[Utilities]]
*[[Technical issues]]
*[[Links]]
*[[Special:AllPages|All pages]]}}
|}
__NOTOC__
__NOEDITSECTION__
[[Category:Wiki]]
8ae461ef8ef964504787672388012267d6cf562d
1919
1918
2017-07-23T13:28:55Z
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3049
test
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<div class="header">
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{|style="width:100%;background-color:#3c5a6e;border:1px solid #cccccc;-moz-border-radius:20px"
|style="width:45%;color:#000"|
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|-
|style="width:100%px;text-align:center;white-space:nowrap;color:#fff" |
<div style="font-size:195%;border:none;margin: 0;padding:.1em;color:#fff">[[File:HOI2 wiki logo.png|link=|<span title="Hearts of Iron II Wiki"></span>]]</div>
|}<!-- Blurb & useful links -->
|style="width:100%px;font-size:125%;text-align:center;color:#fff" |
The [[Hearts of Iron II]] encyclopedia.
|}<!-- End of blurb & useful links -->
</div>
<!-- LEFT COLUMN -->
{| width="100%" cellspacing="0" cellpadding="0" style="background:transparent;"
|-
| width="75%" style="vertical-align:top; padding-right:0.5em;" |
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{{SectionTemplate|title=About this site|content=[[Image:HOI2 Box.png|150px|right|valign=center|HOI2 Box]]
'''''[[Hearts of Iron II]]''''' is a grand strategy computer game by [[Paradox Interactive]].}}
| width="25%" style="vertical-align:top; padding-left:0.5em;" |
<!-- Sections -->
{{SectionTemplate|title=Sections|content=* [[Country guides]]
* [[Major power]]
* [[Minor power]]
*[[Assorted guides]]
*[[Reference material]]
*[[Mods and modding]]
*[[Utilities]]
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*[[Links]]
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|}
__NOTOC__
__NOEDITSECTION__
[[Category:Wiki]]
64431dc83aa719a13e53017b0e98feaec27030e1
1920
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2017-07-23T13:31:53Z
Sigma 7
3049
reverting
wikitext
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{{MainTemplate
| welcome = [[File:HOI2 wiki logo.png|link=|<span title="Hearts of Iron II Wiki"></span>]]
| blurb = The [[Hearts of Iron II]] encyclopedia.
| about_title = About this site
| about_content =
[[Image:HOI2 Box.png|150px|right|valign=center|HOI2 Box]]
'''''[[Hearts of Iron II]]''''' is a grand strategy computer game by [[Paradox Interactive]].
| sections_title = Sections
| sections_content =
* [[Country guides]]
* [[Major power]]
* [[Minor power]]
*[[Assorted guides]]
*[[Reference material]]
*[[Mods and modding]]
*[[Utilities]]
*[[Technical issues]]
*[[Links]]
*[[Special:AllPages|All pages]]
}}
[[Category:Wiki]]
27290c09c5d2005cce2b7bddcb285185ef49fa8a
1925
1920
2017-07-24T12:44:59Z
Lillebror
871
Protected "[[Main Page]]": High traffic page ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
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{{MainTemplate
| welcome = [[File:HOI2 wiki logo.png|link=|<span title="Hearts of Iron II Wiki"></span>]]
| blurb = The [[Hearts of Iron II]] encyclopedia.
| about_title = About this site
| about_content =
[[Image:HOI2 Box.png|150px|right|valign=center|HOI2 Box]]
'''''[[Hearts of Iron II]]''''' is a grand strategy computer game by [[Paradox Interactive]].
| sections_title = Sections
| sections_content =
* [[Country guides]]
* [[Major power]]
* [[Minor power]]
*[[Assorted guides]]
*[[Reference material]]
*[[Mods and modding]]
*[[Utilities]]
*[[Technical issues]]
*[[Links]]
*[[Special:AllPages|All pages]]
}}
[[Category:Wiki]]
27290c09c5d2005cce2b7bddcb285185ef49fa8a
File:HOI2 wiki logo.png
6
1034
1921
2017-07-23T13:48:12Z
Sigma 7
3049
Image source: https://web.archive.org/web/20130308011011/http://www.paradoxplaza.com/sites/default/files/imagecache/game_main/HoI_DD_logotyp_II_sides.jpg
Modified for transparency
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== Summary ==
Image source: https://web.archive.org/web/20130308011011/http://www.paradoxplaza.com/sites/default/files/imagecache/game_main/HoI_DD_logotyp_II_sides.jpg
Modified for transparency
== Licensing ==
{{C-Paradox}}
6bc3b79d14968a7061053057c7197c24589c7bd4
Persia/Events
0
1035
1923
2017-07-24T12:41:09Z
Lillebror
871
Lillebror moved page [[Persia/Events]] to [[Persian events]]: Please, no subpages in main namespace
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#REDIRECT [[Persian events]]
9f3e3cbfcbe4f7156cb753c5c0a04d7f26cf925e
Naval Bombers
0
612
1926
1842
2017-08-19T02:53:53Z
Sigma 7
3049
Adjust values to match db\units\divisions\naval_bomber.txt (and doomsday has slightly changed stats)
wikitext
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The Naval Bomber is designed for use over water and make accurate tactical strikes against enemy surface vessels using torpedoes or armour-piercing bombs. They have a limited dog-fighting capability, which makes them vulnerable if intercepted by fighters.
==Naval Bomber Statistics==
{| cellpadding=1
|- valign=bottom
! Model !! Default ORG !! Morale !! Air Attack !! Air Def. !! Soft Attack !! Hard Attack !! Naval Attack !! Strat Attack !! Surface Def !! Air Detect !! Surface Detect
! width=20 | !! Cost !! Build-<BR>time !! Man-<BR>power !! Max Speed !! Supply Cons. !! Fuel Cons. !! Range !! Trans Cap. !! Upgrade Time Factor !! Upgrade Cost Factor
|- align=center
| align=left | Basic Naval Bomber || 30 || 30 || 1 || 2 || 1 || 1 || 4 || 0 || 6 || 0 || 1
| width=20 | || 13 || 180 || 2 || 200 || 1.0 || 3 || 800 || || 0.5 || 1.0
|- align=center
| align=left | Improved Naval Bomber || 30 || 30 || 2 || 3 || 1 || 2 || 7 || 0 || 7 || 1 || 2
| width=20 | || 16 || 180 || 2 || 300 || 1.2 || 3 || 1000 || || 0.5 || 1.0
|- align=center
| align=left | Advanced Naval Bomber || 30 || 30 || 2 || 4 || 2 || 3 || 9 || 0 || 8 || 1 || 2
| width=20 | || 18 || 180 || 3 || 350 || 1.4 || 3.2 || 1300 || || 0.5 || 1.0
|- align=center
| align=left | Turbojet Naval Bomber || 30 || 30 || 3 || 4 || 2 || 4 || 11 || 2 || 10 || 1 || 2
| width=20 | || 21 || 180 || 3 || 400 || 2.0 || 3.5 || 1300 || || 0.5 || 1.0
|- align=center
| align=left | Turbojet Naval Bomber (Doomsday) || 30 || 30 || 4 || 5 || 2 || 4 || 11 || 2 || 10 || 1 || 2
| width=20 | || 21 || 180 || 3 || 400 || 2.0 || 3.5 || 1300 || || 0.5 || 1.0
|- align=center
| align=left | Improved Turbojet Naval Bomber || 30 || 30 || 4 || 6 || 2 || 5 || 13 || 3 || 12 || 1 || 2
| width=20 | || 21 || 180 || 3 || 500 || 2.0 || 3.5 || 1400 || || 0.5 || 1.0
|}
==Brigades allowed==
* [[Escort Fighter]]
==Notes==
* Sea detection was drastically reduced in Armageddon. Naval bombers now need ships to find their bombing targets. (Yes, this is unhistorical).
* Still, naval bombers are so powerful, that many players consider using them an exploit.
[[Category:Units]]
f36c694ad7b33fbd2d600234b62bc663049411e0
User:Evil4Zerggin
2
1036
1927
2018-01-14T22:27:50Z
Evil4Zerggin
422
Created page with "* [[User:Evil4Zerggin/List of tech teams]]"
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* [[User:Evil4Zerggin/List of tech teams]]
c76309c8a649692d9aee8261ed85733a7222657d
User:Evil4Zerggin/List of tech teams
2
1037
1928
2018-01-14T22:28:11Z
Evil4Zerggin
422
Created page with "{|class = "wikitable sortable" ! Name !! Country !! Skill !! Start year !! End year !! Specialties |- | Khurd Zabitan Staff College || afg || 1 || 1930 || 1970 || large_unit_..."
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{|class = "wikitable sortable"
! Name !! Country !! Skill !! Start year !! End year !! Specialties
|-
| Khurd Zabitan Staff College || afg || 1 || 1930 || 1970 || large_unit_tactics, decentralized_execution, training, infantry_focus, individual_courage
|-
| Skanderbeg Officer College || alb || 1 || 1930 || 1970 || large_unit_tactics, decentralized_execution, training, infantry_focus, individual_courage
|-
| Albanian Army Industries || alb || 1 || 1930 || 1970 || artillery, general_equipment, mechanics, aeronautics
|-
| Albanian Shipyard || alb || 1 || 1930 || 1970 || naval_engineering, naval_artillery, electronics
|-
| Tirana Industrial Combine || alb || 2 || 1930 || 1970 || industrial_engineering, management, chemistry
|-
| Algerian Railways || alg || 4 || 1930 || 1970 || mechanics, industrial_engineering, management
|-
| Batitic UCC Annaba || alg || 3 || 1930 || 1970 || mechanics, general_equipment, industrial_engineering, technical_efficiency, chemistry
|-
| University of Algiers || alg || 2 || 1930 || 1970 || management, chemistry, mechanics, mathematics
|-
| Army of National Liberation || alg || 3 || 1930 || 1962 || decentralized_execution, small_unit_tactics, individual_courage, infantry_focus, piloting
|-
| People's National Army || alg || 3 || 1962 || 1970 || centralized_execution, large_unit_tactics, individual_courage, combined_arms_focus
|-
| Algerian National Navy || alg || 3 || 1930 || 1970 || submarine_tactics, small_taskforce_tactics, seamanship, naval_training
|-
| Algerian Air Force || alg || 3 || 1930 || 1970 || fighter_tactics, piloting, aircraft_testing, bomber_tactics
|-
| Compagnie française des pétroles || alg || 5 || 1957 || 1970 || industrial_engineering, chemistry, technical_efficiency
|-
| Benguela Railway Company || ang || 3 || 1930 || 1970 || mechanics, general_equipment, industrial_engineering, management
|-
| Estudios Gerais Universitarios || ang || 2 || 1945 || 1970 || management, chemistry, mechanics, mathematics
|-
| João Macedo é Brito || ang || 2 || 1930 || 1970 || small_unit_tactics, centralized_execution, infantry_focus, training
|-
| Julio de Morais Sarmento || ang || 3 || 1940 || 1970 || small_unit_tactics, decentralized_execution, combined_arms_focus, individual_courage
|-
| Mousinho de Alburquerque || ang || 2 || 1930 || 1970 || small_taskforce_tactics, seamanship, naval_training, centralized_execution
|-
| Arab Bank || ara || 4 || 1930 || 1970 || management
|-
| Ayoub Co. || ara || 4 || 1930 || 1970 || mechanics, industrial_engineering, technical_efficiency, general_equipment
|-
| Cairo University || ara || 3 || 1930 || 1970 || management, chemistry, mathematics, industrial_engineering
|-
| Damascus University || ara || 2 || 1930 || 1970 || management, chemistry, mechanics, mathematics
|-
| Egyptian Railways || ara || 4 || 1930 || 1970 || mechanics, industrial_engineering, management
|-
| Ministry of Military Production || ara || 5 || 1930 || 1970 || mechanics, artillery, general_equipment
|-
| Hassan Sabry Pasha || ara || 3 || 1930 || 1970 || centralized_execution, large_unit_tactics, combined_arms_focus, management
|-
| Mohammed Naguib || ara || 4 || 1930 || 1970 || combined_arms_focus, large_unit_tactics, centralized_execution
|-
| Abdelhamid Soliman || ara || 3 || 1930 || 1970 || small_taskforce_tactics, naval_training, centralized_execution, seamanship
|-
| AFNE || arg || 3 || 1930 || 1970 || naval_engineering, electronics, naval_artillery, technical_efficiency
|-
| Astilleros Alianza S.A. || arg || 3 || 1930 || 1970 || naval_engineering, technical_efficiency, electronics
|-
| Buenos Aires Railway Company || arg || 4 || 1930 || 1970 || industrial_engineering, mechanics, electronics, general_equipment, management
|-
| CAC || arg || 4 || 1930 || 1970 || aeronautics, electronics, technical_efficiency
|-
| Esteban de Luca || arg || 5 || 1930 || 1970 || mechanics, artillery, general_equipment
|-
| Fabricaciones Militares || arg || 5 || 1941 || 1970 || general_equipment, mechanics, chemistry, artillery
|-
| FMA || arg || 3 || 1930 || 1970 || aeronautics, electronics, technical_efficiency
|-
| YPF || arg || 5 || 1930 || 1970 || industrial_engineering, chemistry, technical_efficiency, management
|-
| Antonio Parodi || arg || 4 || 1930 || 1945 || aircraft_testing, fighter_tactics, piloting
|-
| Augustín Justo || arg || 2 || 1930 || 1938 || large_unit_tactics, centralized_execution, infantry_focus, training
|-
| Eleazar Videla || arg || 5 || 1942 || 1960 || large_taskforce_tactics, centralized_execution, naval_training, seamanship
|-
| Francisco Velez || arg || 4 || 1930 || 1941 || small_unit_tactics, decentralized_execution, individual_courage, training
|-
| Hector del Riva || arg || 4 || 1939 || 1970 || aircraft_testing, bomber_tactics
|-
| Juan Peron || arg || 4 || 1941 || 1960 || large_unit_tactics, centralized_execution, combined_arms_focus, individual_courage
|-
| Pedro Casal || arg || 4 || 1930 || 1946 || large_taskforce_tactics, centralized_execution, naval_training
|-
| Luis F. Leloir || arg || 7 || 1938 || 1944 || chemistry
|-
| SOMISA || arg || 6 || 1947 || 1970 || artillery, mechanics, general_equipment
|-
| Fábrica Militar de Pólvoras y Explosivos Villa María || arg || 5 || 1937 || 1970 || artillery, general_equipment, chemistry
|-
| Manuel Savio || arg || 4 || 1937 || 1970 || mechanics, chemistry, technical_efficiency, management, training
|-
| Alfredo Baisi || arg || 6 || 1943 || 1948 || artillery, mechanics
|-
| Kurt Tank || arg || 6 || 1947 || 1955 || rocketry, aeronautics, electronics, technical_efficiency
|-
| National University of Córdoba || arg || 3 || 1930 || 1970 || mathematics, chemistry, mechanics, management
|-
| Yerevan State University || arm || 2 || 1930 || 1970 || management, chemistry, mechanics, mathematics, electronics
|-
| Antranig Osanian || arm || 5 || 1930 || 1970 || large_unit_tactics, centralized_execution, individual_courage, training
|-
| Hagop Andonian || arm || 3 || 1940 || 1970 || large_unit_tactics, decentralized_execution, combined_arms_focus, training
|-
| Wilhelm Betche || arm || 4 || 1930 || 1970 || small_taskforce_tactics, submarine_tactics, naval_training, seamanship
|-
| Hans Klein || arm || 4 || 1930 || 1970 || piloting, fighter_tactics, combined_arms_focus, aircraft_testing
|-
| Army Inventions Directorate || ast || 5 || 1930 || 1970 || technical_efficiency, general_equipment, mechanics, training
|-
| Challona Tank Assembly Shops || ast || 4 || 1930 || 1970 || mechanics, electronics, artillery, technical_efficiency, chemistry
|-
| de Havilland || ast || 7 || 1930 || 1970 || aeronautics, chemistry, electronics, technical_efficiency
|-
| Ford Motors || ast || 8 || 1930 || 1970 || mechanics, industrial_engineering, management, technical_efficiency
|-
| New South Wales State Railways || ast || 6 || 1930 || 1970 || mechanics, general_equipment, industrial_engineering, management
|-
| Vickers-Armstrong Ltd. || ast || 8 || 1930 || 1970 || mechanics, aeronautics, technical_efficiency, artillery, naval_engineering
|-
| Dudley Lavarack || ast || 6 || 1930 || 1957 || small_unit_tactics, decentralized_execution, combined_arms_focus, individual_courage, training
|-
| Guy Royle || ast || 5 || 1930 || 1945 || submarine_tactics, naval_training, centralized_execution, seamanship
|-
| John Collins || ast || 6 || 1930 || 1970 || large_taskforce_tactics, carrier_tactics, naval_training, seamanship, centralized_execution
|-
| Ragnar Colvin || ast || 4 || 1930 || 1954 || small_taskforce_tactics, centralized_execution, naval_training
|-
| Richard Williams || ast || 6 || 1930 || 1970 || fighter_tactics, decentralized_execution, aircraft_testing, piloting
|-
| Thomas Blamey || ast || 4 || 1938 || 1951 || large_unit_tactics, centralized_execution, combined_arms_focus, individual_courage
|-
| William Bostock || ast || 5 || 1930 || 1958 || bomber_tactics, aircraft_testing, centralized_execution, piloting, combined_arms_focus
|-
| Cockatoo Island Shipyard || ast || 4 || 1930 || 1970 || naval_engineering, naval_artillery, technical_efficiency, electronics
|-
| CSIRO || ast || 5 || 1930 || 1970 || mathematics, electronics, chemistry, mechanics
|-
| Wilfred Harrington || ast || 4 || 1954 || 1965 || small_taskforce_tactics, centralized_execution, naval_training
|-
| Sir Sydney Fairbairn Rowell || ast || 6 || 1950 || 1968 || small_unit_tactics, decentralized_execution, combined_arms_focus, individual_courage, training
|-
| Sir Colin Thomas Hannah || ast || 4 || 1959 || 1970 || fighter_tactics, combined_arms_focus, centralized_execution, piloting, aircraft_testing
|-
| Horace R. Campbell || ast || 4 || 1945 || 1954 || individual_courage, management, combined_arms_focus, training
|-
| Daimler || aus || 7 || 1930 || 1970 || mechanics, industrial_engineering, general_equipment, management
|-
| Hirtenberger || aus || 5 || 1930 || 1970 || aeronautics, technical_efficiency, artillery, general_equipment
|-
| Pintsch || aus || 4 || 1930 || 1970 || aeronautics, electronics, technical_efficiency
|-
| Steyr || aus || 6 || 1930 || 1970 || mechanics, general_equipment, training
|-
| Alexander Löhr || aus || 6 || 1930 || 1945 || bomber_tactics, combined_arms_focus, aircraft_testing, piloting
|-
| Johann Kubena || aus || 3 || 1930 || 1945 || large_unit_tactics, centralized_execution, individual_courage, infantry_focus, training
|-
| Julius Yllam || aus || 4 || 1930 || 1942 || fighter_tactics, aircraft_testing, piloting
|-
| Lothar Rendulic || aus || 5 || 1930 || 1945 || small_unit_tactics, decentralized_execution, combined_arms_focus, training
|-
| Erwin Schrödinger || aus || 6 || 1930 || 1960 || nuclear_physics, mathematics
|-
| Ministry of Defence || aus || 5 || 1945 || 1970 || small_unit_tactics, centralized_execution, infantry_focus, fighter_tactics, training
|-
| Technische Universität Wien || aus || 4 || 1930 || 1970 || mathematics, chemistry, mechanics, management
|-
| Azerbaijan Polytechnic Institute || azb || 3 || 1930 || 1970 || chemistry, mechanics, industrial_engineering, technical_efficiency
|-
| Azerbaijan Scientific Research Institute on Oil Processing || azb || 3 || 1930 || 1970 || chemistry, industrial_engineering, management
|-
| Baku State University || azb || 2 || 1930 || 1970 || management, chemistry, mechanics, mathematics
|-
| Azlan Vezirov || azb || 3 || 1930 || 1970 || large_unit_tactics, centralized_execution, infantry_focus, training
|-
| Khalil Mamedov || azb || 4 || 1930 || 1970 || large_unit_tactics, centralized_execution, infantry_focus
|-
| Sahmid Bey Mehmandarov Naval College || azb || 2 || 1930 || 1970 || small_taskforce_tactics, submarine_tactics, seamanship, naval_training
|-
| Sahmid Bey Mehmandarov College of Air Warfare || azb || 3 || 1930 || 1970 || aircraft_testing, piloting, fighter_tactics
|-
| Cockerill || bel || 6 || 1930 || 1970 || naval_engineering, technical_efficiency, general_equipment, mechanics
|-
| Fairey || bel || 6 || 1930 || 1960 || aeronautics, electronics, technical_efficiency
|-
| FN Herstal || bel || 5 || 1930 || 1970 || mechanics, general_equipment, artillery, training
|-
| Gevaert || bel || 6 || 1930 || 1970 || chemistry, general_equipment, industrial_engineering, management, technical_efficiency
|-
| Renard || bel || 4 || 1930 || 1945 || aeronautics, electronics, technical_efficiency
|-
| Renault || bel || 5 || 1930 || 1970 || mechanics, industrial_engineering, general_equipment, management, technical_efficiency
|-
| Solvay || bel || 7 || 1930 || 1970 || chemistry, industrial_engineering, mathematics, management
|-
| Vickers-Armstrong || bel || 8 || 1930 || 1970 || mechanics, aeronautics, technical_efficiency, artillery, naval_engineering
|-
| Jean-Baptiste Piron || bel || 5 || 1939 || 1957 || small_unit_tactics, decentralized_execution, combined_arms_focus, individual_courage, training
|-
| Jules Iserentant || bel || 3 || 1930 || 1970 || fighter_tactics, aircraft_testing, piloting
|-
| Victor Strydonck de Burkel || bel || 4 || 1930 || 1945 || small_unit_tactics, centralized_execution, individual_courage, infantry_focus, training
|-
| Fonderie Royale de Cannons || bel || 5 || 1930 || 1970 || artillery, mechanics, training, chemistry
|-
| Forges de Clabecq || bel || 6 || 1930 || 1970 || industrial_engineering, chemistry, management
|-
| La Brugeoise || bel || 5 || 1930 || 1970 || mechanics, electronics, technical_efficiency
|-
| Union Minière || bel || 7 || 1930 || 1970 || industrial_engineering, management, chemistry, nuclear_engineering
|-
| Porto-Novo Arsenal || ben || 2 || 1930 || 1970 || mechanics, artillery, general_equipment
|-
| Sourou Migan Apithy || ben || 3 || 1945 || 1970 || management
|-
| Ministry of National Defence || ben || 2 || 1930 || 1970 || small_taskforce_tactics, infantry_focus, centralized_execution, piloting
|-
| Ministry of Industry || ben || 2 || 1930 || 1970 || industrial_engineering, chemistry, mechanics
|-
| Bhutan War College || bhu || 1 || 1930 || 1970 || infantry_focus, individual_courage, training, general_equipment
|-
| Belarussian State University || blr || 3 || 1930 || 1970 || management, chemistry, mechanics, mathematics
|-
| Baranovichi Aviation Repair Plant || blr || 4 || 1930 || 1970 || aeronautics, electronics, technical_efficiency
|-
| Gomel Radio Plant || blr || 4 || 1930 || 1970 || electronics, management
|-
| Minsk Automobile Plant || blr || 5 || 1930 || 1970 || mechanics, general_equipment, technical_efficiency
|-
| Bronislav Kaminski || blr || 2 || 1930 || 1970 || combined_arms_focus, small_unit_tactics, decentralized_execution, training
|-
| Micha? Vituška || blr || 3 || 1930 || 1970 || infantry_focus, small_unit_tactics, decentralized_execution, training
|-
| Air Force || blr || 2 || 1930 || 1970 || bomber_tactics, piloting, centralized_execution, aircraft_testing
|-
| Bolivian Oil || bol || 2 || 1930 || 1970 || industrial_engineering, chemistry, management
|-
| Corporación Minera de Bolivia || bol || 3 || 1930 || 1970 || industrial_engineering, mechanics, management
|-
| Empresa Nacional de Ferrocarriles || bol || 3 || 1930 || 1970 || industrial_engineering, general_equipment, management, electronics
|-
| Hochschild || bol || 4 || 1930 || 1970 || general_equipment, mechanics
|-
| Patinos || bol || 4 || 1930 || 1970 || industrial_engineering, management
|-
| David Toro Ruilova || bol || 3 || 1930 || 1938 || small_unit_tactics, centralized_execution, individual_courage, training
|-
| Enrique Peñaranda || bol || 2 || 1930 || 1944 || large_unit_tactics, centralized_execution, infantry_focus
|-
| Eusebio Ayala || bol || 2 || 1930 || 1942 || large_taskforce_tactics, centralized_execution, seamanship
|-
| David Toro Ruilova || bol || 3 || 1930 || 1938 || aircraft_testing, fighter_tactics, piloting
|-
| Ministry of Defence || bol || 3 || 1930 || 1970 || small_unit_tactics, infantry_focus, centralized_execution, fighter_tactics, piloting
|-
| Bosnian National Dockyard || bos || 3 || 1930 || 1970 || naval_engineering, technical_efficiency, naval_artillery
|-
| Bosnian State Railways || bos || 5 || 1930 || 1970 || mechanics, electronics, management
|-
| Sarajevo Arsenal || bos || 5 || 1930 || 1970 || general_equipment, mechanics, artillery
|-
| University of Sarajevo || bos || 3 || 1930 || 1970 || management, chemistry, mechanics, mathematics
|-
| Draza Mihailovic || bos || 3 || 1940 || 1970 || large_unit_tactics, centralized_execution, infantry_focus
|-
| Ministry of Defence || bos || 3 || 1930 || 1970 || small_taskforce_tactics, infantry_focus, centralized_execution, piloting, fighter_tactics
|-
| Cassio Muniz || bra || 4 || 1930 || 1970 || aeronautics, technical_efficiency
|-
| CCNA || bra || 5 || 1930 || 1970 || aeronautics, technical_efficiency
|-
| CCNC || bra || 5 || 1930 || 1970 || aeronautics, chemistry, electronics
|-
| Companhia Siderúrgica Nacional || bra || 5 || 1930 || 1970 || industrial_engineering, general_equipment, mechanics
|-
| Departamento Nacional da Produção Mineral || bra || 4 || 1930 || 1970 || industrial_engineering, management, mechanics
|-
| Ilha das Cobras || bra || 5 || 1930 || 1970 || naval_engineering, technical_efficiency, naval_artillery
|-
| IPT || bra || 6 || 1930 || 1970 || aeronautics, management, electronics, industrial_engineering, technical_efficiency
|-
| Organizacão Henrique Lage || bra || 6 || 1930 || 1970 || industrial_engineering, management, chemistry, naval_engineering, naval_artillery
|-
| Eurico Gaspar Dutra || bra || 4 || 1940 || 1952 || large_unit_tactics, centralized_execution, combined_arms_focus, training
|-
| João Mascarenhas de Morais || bra || 4 || 1937 || 1954 || small_unit_tactics, decentralized_execution, combined_arms_focus, training
|-
| Aristides Guilhem || bra || 4 || 1930 || 1938 || large_taskforce_tactics, centralized_execution, naval_training
|-
| Brazilian Navy || bra || 3 || 1930 || 1970 || small_taskforce_tactics, decentralized_execution, naval_training, seamanship
|-
| Salgado Filhõ || bra || 4 || 1930 || 1947 || fighter_tactics, bomber_tactics, aircraft_testing
|-
| Epaminondas dos Santos || bra || 4 || 1930 || 1945 || fighter_tactics, decentralized_execution, aircraft_testing, piloting
|-
| NMC || bra || 5 || 1945 || 1970 || mechanics, electronics, technical_efficiency
|-
| Cordeiro de Farias || bra || 6 || 1940 || 1964 || artillery, general_equipment, management, training
|-
| Nero Moura || bra || 6 || 1943 || 1964 || fighter_tactics, bomber_tactics, aircraft_testing, piloting, centralized_execution
|-
| University of Darussalam || bru || 1 || 1930 || 1970 || mechanics, chemistry, electronics
|-
| CBSA || bul || 3 || 1930 || 1970 || aeronautics, technical_efficiency, electronics, management
|-
| Darjavna Aeroplanna Rabotilnitza || bul || 3 || 1930 || 1970 || aeronautics, chemistry, electronics
|-
| Atanas Burov || bul || 5 || 1930 || 1970 || management, industrial_engineering
|-
| Ivan Vulkov || bul || 3 || 1930 || 1970 || large_unit_tactics, centralized_execution, infantry_focus, individual_courage, training
|-
| Nikola Bakyrdjiev || bul || 3 || 1930 || 1944 || large_unit_tactics, decentralized_execution, infantry_focus, training
|-
| Sava Ivanov || bul || 2 || 1930 || 1940 || large_taskforce_tactics, naval_training
|-
| Atanas Shalapatov || bul || 2 || 1940 || 1970 || submarine_tactics, centralized_execution
|-
| Zakhari Zakhariev || bul || 4 || 1944 || 1970 || bomber_tactics, combined_arms_focus, aircraft_testing
|-
| Stoyan Stoyanov || bul || 4 || 1942 || 1956 || fighter_tactics, aircraft_testing, piloting
|-
| Vasil Boydev || bul || 3 || 1930 || 1944 || fighter_tactics, decentralized_execution, aircraft_testing
|-
| Kazanlak State Military Factory || bul || 3 || 1930 || 1970 || mechanics, artillery, general_equipment, chemistry
|-
| Ministry of Defence || bul || 4 || 1945 || 1970 || large_unit_tactics, centralized_execution, small_taskforce_tactics, fighter_tactics, piloting
|-
| Bulgarian Academy of Sciences || bul || 3 || 1930 || 1970 || mechanics, chemistry, mathematics
|-
| University of Rangoon || bur || 3 || 1930 || 1963 || management, chemistry, mechanics, mathematics
|-
| Union of Burma Railways || bur || 2 || 1930 || 1970 || mechanics, general_equipment, industrial_engineering, management
|-
| Ne Win || bur || 4 || 1949 || 1970 || small_unit_tactics, infantry_focus, training, individual_courage
|-
| Thaik Tun || bur || 4 || 1942 || 1970 || bomber_tactics, centralized_execution, piloting, aircraft_testing
|-
| Defence Industries || bur || 4 || 1960 || 1970 || chemistry, mechanics, artillery, general_equipment
|-
| Burma Air Force || bur || 2 || 1948 || 1970 || fighter_tactics, piloting, aircraft_testing, centralized_execution
|-
| Burma Army || bur || 4 || 1930 || 1970 || large_unit_tactics, combined_arms_focus, training, individual_courage, centralized_execution
|-
| Burma Navy || bur || 2 || 1940 || 1970 || small_taskforce_tactics, naval_training, centralized_execution, seamanship
|-
| Bethlehem Steel Corporation San Francisco || cal || 5 || 1930 || 1970 || naval_engineering, technical_efficiency, naval_artillery, electronics
|-
| California Institute of Technology || cal || 4 || 1930 || 1970 || mathematics, mechanics, chemistry, rocketry
|-
| California Shipbuilding Corporation || cal || 6 || 1930 || 1970 || naval_engineering, technical_efficiency, naval_artillery, electronics
|-
| Camp Pendleton || cal || 6 || 1930 || 1970 || artillery, general_equipment, naval_engineering, training, combined_arms_focus
|-
| Chrysler Motors of California || cal || 7 || 1930 || 1970 || mechanics, industrial_engineering, technical_efficiency, management
|-
| Lawrence Berkeley National Laboratory || cal || 6 || 1930 || 1970 || nuclear_physics, nuclear_engineering, mathematics
|-
| Lockheed || cal || 6 || 1930 || 1970 || aeronautics, technical_efficiency, electronics, chemistry
|-
| North American Aviation || cal || 7 || 1930 || 1970 || aeronautics, technical_efficiency, electronics
|-
| Southern Pacific Railroad || cal || 5 || 1930 || 1970 || mechanics, general_equipment, industrial_engineering, management
|-
| Standard Oil of California || cal || 8 || 1930 || 1970 || industrial_engineering, chemistry, management
|-
| Stanford University || cal || 5 || 1930 || 1970 || electronics, mathematics, chemistry
|-
| Western Pacific Railroad || cal || 5 || 1930 || 1970 || mechanics, general_equipment, industrial_engineering, management
|-
| The Presidio || cal || 6 || 1930 || 1970 || small_unit_tactics, decentralized_execution, training, combined_arms_focus
|-
| California Maritime Academy || cal || 6 || 1930 || 1970 || naval_training, seamanship, management, mechanics, naval_engineering
|-
| San Diego Naval Bases || cal || 7 || 1930 || 1970 || submarine_tactics, seamanship, naval_training, carrier_tactics
|-
| Muroc Army Air Field || cal || 5 || 1930 || 1970 || aircraft_testing, bomber_tactics, fighter_tactics, aeronautics, combined_arms_focus
|-
| Cameroon National Ports Authority || cam || 4 || 1930 || 1970 || mechanics, naval_engineering, naval_artillery, technical_efficiency
|-
| Cameroon Railways || cam || 3 || 1930 || 1970 || general_equipment, mechanics, industrial_engineering, management
|-
| University of Yaoundé I || cam || 1 || 1945 || 1970 || management, chemistry, mechanics, mathematics
|-
| Alphée Maziéras || cam || 3 || 1940 || 1970 || small_unit_tactics, decentralized_execution, individual_courage, management
|-
| Valentin Abeille || cam || 2 || 1930 || 1970 || centralized_execution, large_unit_tactics, individual_courage, infantry_focus
|-
| Charles Assalé || cam || 2 || 1930 || 1970 || large_taskforce_tactics, naval_training, seamanship
|-
| Jean Sédile || cam || 3 || 1939 || 1970 || large_taskforce_tactics, naval_training, centralized_execution
|-
| Louis Ferrant || cam || 3 || 1930 || 1970 || fighter_tactics, piloting, aircraft_testing, bomber_tactics
|-
| Roger Motte || cam || 4 || 1940 || 1970 || bomber_tactics, combined_arms_focus, aircraft_testing, piloting
|-
| Canadian Enfield Arsenal || can || 7 || 1930 || 1970 || artillery, general_equipment, training
|-
| Canadian Pacific Railway || can || 6 || 1930 || 1970 || mechanics, general_equipment, industrial_engineering, management
|-
| de Havilland || can || 7 || 1930 || 1970 || aeronautics, chemistry, electronics, technical_efficiency
|-
| Kingston Shipbuilding Co. || can || 5 || 1930 || 1943 || naval_engineering, technical_efficiency, electronics, general_equipment
|-
| Leyland || can || 8 || 1930 || 1970 || mechanics, artillery, technical_efficiency
|-
| Montreal Locomotive Works || can || 4 || 1940 || 1970 || mechanics, industrial_engineering, management
|-
| Vickers-Armstrong || can || 8 || 1930 || 1970 || mechanics, aeronautics, technical_efficiency, artillery, naval_engineering
|-
| Andrew McNaughton || can || 6 || 1939 || 1945 || infantry_focus, large_unit_tactics, centralized_execution, training
|-
| C.N. Cuffe || can || 6 || 1930 || 1970 || fighter_tactics, aircraft_testing, decentralized_execution, piloting
|-
| Frank-Robert Miller || can || 6 || 1942 || 1970 || bomber_tactics, fighter_tactics, aircraft_testing, piloting
|-
| George Croil || can || 4 || 1930 || 1944 || bomber_tactics, aircraft_testing, centralized_execution
|-
| Harold Baillie-Grohman || can || 5 || 1938 || 1946 || naval_training, small_taskforce_tactics, centralized_execution, seamanship
|-
| Henry Crerar || can || 5 || 1940 || 1960 || infantry_focus, large_unit_tactics, centralized_execution
|-
| Percy Nelles || can || 6 || 1930 || 1945 || naval_training, large_taskforce_tactics, seamanship
|-
| Avro Canada || can || 6 || 1945 || 1970 || aeronautics, electronics, technical_efficiency, chemistry, rocketry
|-
| University of Toronto || can || 4 || 1930 || 1970 || mathematics, mechanics, management, chemistry
|-
| Chalk River Laboratories || can || 5 || 1943 || 1970 || mathematics, nuclear_physics, nuclear_engineering, chemistry
|-
| Harry DeWolf || can || 5 || 1947 || 1964 || naval_training, small_taskforce_tactics, carrier_tactics, seamanship
|-
| Li Zongren || cgx || 4 || 1930 || 1969 || large_unit_tactics, combined_arms_focus, training, artillery
|-
| Kwangtung Arsenal || cgx || 2 || 1930 || 1970 || mechanics, artillery, general_equipment
|-
| Guangzhou Shipyard || cgx || 2 || 1930 || 1970 || naval_engineering, naval_artillery, technical_efficiency
|-
| Chen Jitang || cgx || 3 || 1930 || 1954 || centralized_execution, combined_arms_focus, training
|-
| Bai Chongxi || cgx || 4 || 1930 || 1966 || combined_arms_focus, decentralized_execution, training, management
|-
| Zhongshan University || cgx || 3 || 1930 || 1970 || mechanics, chemistry, management
|-
| Ministry of Defence || cgx || 2 || 1930 || 1970 || naval_training, centralized_execution, piloting
|-
| Deng Xiaoping || chc || 5 || 1930 || 1970 || management, industrial_engineering
|-
| Lin Pao || chc || 3 || 1930 || 1970 || large_unit_tactics, centralized_execution, infantry_focus, training
|-
| Mao Zedong || chc || 2 || 1930 || 1970 || small_unit_tactics, infantry_focus, individual_courage, decentralized_execution
|-
| Aviation Industries of China || chc || 4 || 1945 || 1970 || aeronautics, technical_efficiency, electronics, chemistry
|-
| China North Industries Group || chc || 4 || 1939 || 1970 || industrial_engineering, technical_efficiency, chemistry
|-
| China State Shipbuilding Corporation || chc || 3 || 1945 || 1970 || naval_engineering, naval_artillery, electronics
|-
| General Armament Department || chc || 4 || 1930 || 1970 || mechanics, artillery, general_equipment, training
|-
| Fang Tse-Yi || chc || 4 || 1945 || 1970 || fighter_tactics, bomber_tactics, piloting
|-
| School of Oriental Munich || chc || 3 || 1930 || 1970 || infantry_focus, centralized_execution, training, general_equipment
|-
| Shaanxi Kiln || chc || 3 || 1930 || 1970 || general_equipment, mechanics, chemistry
|-
| Fudan University || chc || 3 || 1950 || 1970 || mathematics, nuclear_physics, nuclear_engineering, rocketry
|-
| Li Kenong || chc || 2 || 1930 || 1959 || mathematics, training
|-
| People's Liberation Army || chc || 5 || 1949 || 1970 || large_unit_tactics, centralized_execution, combined_arms_focus, training
|-
| Chengdu Aircraft Industry Corp. || chc || 5 || 1950 || 1970 || rocketry, aeronautics, electronics, technical_efficiency
|-
| People's Liberation Army Navy || chc || 6 || 1950 || 1970 || small_taskforce_tactics, naval_training, seamanship, centralized_execution
|-
| CAMCO || chi || 2 || 1930 || 1970 || aeronautics, electronics, technical_efficiency
|-
| Dading Engine Factory || chi || 3 || 1930 || 1970 || aeronautics, electronics
|-
| Hanyang Arsenal || chi || 2 || 1930 || 1970 || mechanics, artillery, general_equipment, training
|-
| Chung Hing Coal Company || chi || 2 || 1930 || 1970 || industrial_engineering, management
|-
| Alexander von Falkenhausen || chi || 4 || 1930 || 1948 || large_unit_tactics, infantry_focus, centralized_execution, training
|-
| Chiang Kai-shek || chi || 2 || 1930 || 1970 || large_unit_tactics, infantry_focus, individual_courage
|-
| Claire Chennault || chi || 4 || 1970 || 1970 || fighter_tactics, bomber_tactics, piloting
|-
| Huang Chen-tsuo || chi || 2 || 1930 || 1970 || fighter_tactics, aircraft_testing, piloting
|-
| Republic of China Navy || chi || 2 || 1930 || 1970 || small_taskforce_tactics, naval_training, seamanship
|-
| Kiangnan Dock and Engineering Works || chi || 2 || 1930 || 1970 || naval_artillery, naval_engineering
|-
| Institute of Mathematics - Academia Sinica || chi || 5 || 1930 || 1970 || mathematics
|-
| Academia Sinica || chi || 2 || 1930 || 1970 || mechanics, chemistry, management, mathematics
|-
| Huangpu Military Academy || chi || 1 || 1930 || 1970 || large_unit_tactics, infantry_focus, individual_courage, training
|-
| China National Aviation Corporation || chi || 2 || 1930 || 1970 || aeronautics, electronics, management
|-
| Chang'an || chi || 3 || 1930 || 1970 || artillery, mechanics, general_equipment
|-
| Yong Li || chi || 4 || 1930 || 1970 || industrial_engineering, chemistry
|-
| National Machine Works || chi || 3 || 1930 || 1970 || industrial_engineering, mechanics, general_equipment, management
|-
| China Development & Finance Corp. || chi || 2 || 1930 || 1970 || industrial_engineering, management
|-
| National Tsing Hua University || chi || 3 || 1950 || 1970 || mathematics, nuclear_physics, nuclear_engineering, chemistry, mechanics
|-
| CSIST || chi || 5 || 1950 || 1970 || rocketry, aeronautics, electronics, chemistry
|-
| Agua Santa Nitrate Railways || chl || 3 || 1930 || 1970 || industrial_engineering, mechanics, electronics, management
|-
| Balfour, Williamson & Co. || chl || 3 || 1930 || 1970 || industrial_engineering, general_equipment
|-
| Campbell Outram y Cie. || chl || 3 || 1930 || 1970 || artillery, chemistry, general_equipment
|-
| Compañia Minera e Industrial de Chile || chl || 4 || 1930 || 1970 || industrial_engineering, technical_efficiency
|-
| CORFO || chl || 4 || 1930 || 1970 || industrial_engineering, general_equipment, management, technical_efficiency, electronics
|-
| ENDESA || chl || 2 || 1930 || 1970 || electronics, mechanics
|-
| Escuela Militar || chl || 4 || 1930 || 1970 || combined_arms_focus, small_unit_tactics, general_equipment, artillery, training
|-
| Transandine Construction Company || chl || 4 || 1930 || 1970 || industrial_engineering, mechanics, electronics, management
|-
| C.J. de la Motte du Portail || chl || 3 || 1930 || 1970 || large_taskforce_tactics, naval_training, centralized_execution, seamanship
|-
| Francisco O'Ryan Orrego || chl || 4 || 1938 || 1946 || large_taskforce_tactics, naval_training, centralized_execution
|-
| Diego Aracena || chl || 3 || 1938 || 1960 || fighter_tactics, piloting, aircraft_testing
|-
| Marmaduke Grove || chl || 5 || 1937 || 1960 || fighter_tactics, piloting, aircraft_testing, bomber_tactics
|-
| E. Novoa Fuentes || chl || 3 || 1930 || 1942 || centralized_execution, large_unit_tactics, individual_courage, infantry_focus
|-
| Carlos Fuentes Rabe || chl || 4 || 1938 || 1960 || combined_arms_focus, small_unit_tactics, decentralized_execution, training
|-
| Royal Khmer University || cmb || 2 || 1945 || 1970 || management, chemistry, mechanics, mathematics
|-
| Emile Laffon || cmb || 5 || 1930 || 1970 || centralized_execution, large_unit_tactics, individual_courage, infantry_focus
|-
| Sisowath Monireth || cmb || 4 || 1930 || 1970 || small_unit_tactics, training, individual_courage, decentralized_execution
|-
| André Patou || cmb || 3 || 1930 || 1970 || small_taskforce_tactics, naval_training, centralized_execution, seamanship
|-
| Jacques Trolley de Prevaux || cmb || 3 || 1943 || 1970 || large_taskforce_tactics, naval_training, centralized_execution, seamanship
|-
| Norodom Sihanouk || cmb || 3 || 1941 || 1970 || centralized_execution, combined_arms_focus, aircraft_testing, bomber_tactics
|-
| Jacques Soufflet || cmb || 3 || 1930 || 1970 || fighter_tactics, piloting, aircraft_testing
|-
| Kampot Docks || cmb || 1 || 1930 || 1970 || naval_engineering, naval_artillery, technical_efficiency
|-
| Phnom Penh Military Depot || cmb || 3 || 1930 || 1970 || artillery, mechanics, general_equipment
|-
| IFI || col || 3 || 1930 || 1970 || industrial_engineering, general_equipment, management
|-
| SCADTA || col || 2 || 1930 || 1970 || aeronautics, technical_efficiency, electronics
|-
| FNC || col || 3 || 1930 || 1970 || general_equipment, mechanics
|-
| Colombia Railways Company || col || 4 || 1930 || 1970 || industrial_engineering, mechanics, electronics, management
|-
| ANDI || col || 3 || 1944 || 1970 || industrial_engineering, management, general_equipment
|-
| Gustavo Rojas Pinilla || col || 3 || 1944 || 1957 || small_unit_tactics, centralized_execution, individual_courage, combined_arms_focus, training
|-
| National Army || col || 2 || 1930 || 1970 || large_unit_tactics, decentralized_execution, infantry_focus, individual_courage, training
|-
| National Armada || col || 2 || 1930 || 1970 || small_taskforce_tactics, naval_training, seamanship, centralized_execution
|-
| Escuela de Aviación Militar || col || 2 || 1930 || 1970 || aircraft_testing, fighter_tactics, bomber_tactics, piloting
|-
| United Fruit Company || col || 2 || 1930 || 1970 || mechanics, chemistry, management
|-
| Universidad Nacional de Colombia || col || 2 || 1930 || 1970 || mathematics, management, chemistry
|-
| Société Nationale des Chemins de fer du Congo || con || 2 || 1930 || 1970 || mechanics, general_equipment, industrial_engineering, management
|-
| Académie Militaire Nationale || con || 2 || 1930 || 1970 || small_unit_tactics, centralized_execution, individual_courage, infantry_focus, training
|-
| Académie Navale Nationale || con || 1 || 1930 || 1970 || large_taskforce_tactics, naval_training, centralized_execution, seamanship
|-
| Banana Docks || con || 1 || 1930 || 1970 || naval_engineering, naval_artillery, technical_efficiency
|-
| Katanga Industrial Combine || con || 3 || 1930 || 1970 || industrial_engineering, general_equipment, management, nuclear_engineering
|-
| Léopoldstad Arsenal || con || 3 || 1930 || 1970 || artillery, mechanics, general_equipment, electronics
|-
| Costa Rican Oil || cos || 2 || 1930 || 1970 || industrial_engineering, mechanics, chemistry, management
|-
| IDC || cos || 3 || 1930 || 1970 || general_equipment, training, mechanics
|-
| Minas d'Oro de CDC || cos || 3 || 1930 || 1970 || industrial_engineering, management
|-
| Ministry of Defense || cos || 4 || 1930 || 1949 || small_unit_tactics, centralized_execution, combined_arms_focus, individual_courage
|-
| United Fruit Company || cos || 2 || 1930 || 1970 || mechanics, chemistry, management
|-
| Police Guard || cos || 1 || 1949 || 1970 || small_unit_tactics, decentralized_execution, individual_courage, piloting, training
|-
| Central American Common Market || cos || 1 || 1961 || 1969 || management
|-
| Croatian State Railroads || cro || 5 || 1930 || 1970 || mechanics, electronics, management
|-
| Ikarus Hrvatska || cro || 4 || 1930 || 1970 || aeronautics, electronics, technical_efficiency
|-
| Industrija Aeroplanskih Motora || cro || 3 || 1930 || 1970 || industrial_engineering, mechanics, technical_efficiency, aeronautics
|-
| Osijek Industrial Combine || cro || 4 || 1930 || 1970 || industrial_engineering, mechanics, management, electronics
|-
| Split Naval Yard || cro || 3 || 1930 || 1970 || naval_engineering, naval_artillery, technical_efficiency
|-
| Zagreb Military Arsenal || cro || 5 || 1930 || 1970 || mechanics, artillery, general_equipment
|-
| Slavko Kvaternik || cro || 3 || 1930 || 1948 || combined_arms_focus, large_unit_tactics, centralized_execution
|-
| Vladimir Laxa || cro || 4 || 1930 || 1945 || infantry_focus, small_unit_tactics, centralized_execution, training
|-
| Ministry of Defence || cro || 3 || 1930 || 1970 || small_taskforce_tactics, infantry_focus, centralized_execution, fighter_tactics, piloting
|-
| Vladimir Kren || cro || 4 || 1930 || 1945 || fighter_tactics, bomber_tactics, piloting, aircraft_testing
|-
| University of Zagreb || cro || 3 || 1930 || 1970 || mechanics, chemistry, management
|-
| Bell Aircraft Company || csa || 6 || 1940 || 1970 || aeronautics, technical_efficiency, electronics, chemistry, rocketry
|-
| Duke University || csa || 6 || 1930 || 1970 || mathematics, mechanics, chemistry
|-
| Embry-Riddle Aeronautical University || csa || 5 || 1930 || 1970 || aeronautics, electronics, technical_efficiency, piloting, aircraft_testing
|-
| General Motors || csa || 7 || 1930 || 1970 || mechanics, industrial_engineering, technical_efficiency, management
|-
| Gulf Oil Corporation || csa || 8 || 1930 || 1970 || industrial_engineering, chemistry, technical_efficiency, management
|-
| Higgins Industries, Inc. || csa || 7 || 1941 || 1946 || general_equipment, naval_engineering, mechanics, artillery
|-
| Langley Research Center || csa || 7 || 1930 || 1970 || aeronautics, technical_efficiency, rocketry, electronics
|-
| Newport News Shipbuilding || csa || 7 || 1930 || 1970 || naval_engineering, technical_efficiency, electronics, aeronautics
|-
| Norfolk Naval Yard || csa || 9 || 1930 || 1970 || naval_engineering, technical_efficiency, electronics, naval_artillery
|-
| Oak Ridge National Laboratory || csa || 6 || 1943 || 1970 || nuclear_physics, nuclear_engineering, chemistry
|-
| Redstone Arsenal || csa || 6 || 1942 || 1970 || chemistry, artillery, technical_efficiency, mechanics
|-
| Southern Railway || csa || 5 || 1930 || 1970 || mechanics, industrial_engineering, management
|-
| Fort Benning || csa || 7 || 1930 || 1970 || small_unit_tactics, individual_courage, infantry_focus, training, general_equipment
|-
| Marine Corps Base Quantico || csa || 8 || 1930 || 1970 || small_unit_tactics, large_unit_tactics, combined_arms_focus, training, general_equipment
|-
| The Citadel || csa || 6 || 1930 || 1970 || small_unit_tactics, decentralized_execution, individual_courage, training
|-
| Virginia Military Institute || csa || 8 || 1930 || 1970 || small_unit_tactics, large_unit_tactics, centralized_execution, decentralized_execution, individual_courage
|-
| Norfolk Naval Bases || csa || 7 || 1930 || 1970 || large_taskforce_tactics, submarine_tactics, carrier_tactics, seamanship
|-
| Langley Field || csa || 7 || 1930 || 1970 || centralized_execution, aircraft_testing, bomber_tactics, piloting
|-
| Naval Air Station Pensacola || csa || 5 || 1930 || 1970 || aeronautics, aircraft_testing, bomber_tactics, piloting
|-
| Yan Xishan || csx || 2 || 1930 || 1970 || large_unit_tactics, training, infantry_focus, artillery
|-
| Taiyuan Arsenal || csx || 3 || 1930 || 1970 || artillery, general_equipment, training
|-
| Peking University || csx || 2 || 1930 || 1970 || mechanics, chemistry, management
|-
| Baoding Military Academy || csx || 2 || 1930 || 1970 || large_unit_tactics, infantry_focus, individual_courage, training
|-
| Dagu Shipyard || csx || 3 || 1930 || 1970 || naval_engineering, naval_artillery, electronics
|-
| Tianjin Machinery Factory || csx || 2 || 1930 || 1970 || mechanics, general_equipment, electronics
|-
| Kaiping Coal Mine || csx || 3 || 1930 || 1970 || industrial_engineering, management
|-
| Tianjin Tram & Electric Co. || csx || 3 || 1930 || 1970 || mechanics, electronics, technical_efficiency
|-
| Zhili Gongyi Zongju || csx || 3 || 1930 || 1970 || industrial_engineering, electronics, technical_efficiency, management
|-
| United Railways || cub || 4 || 1930 || 1959 || industrial_engineering, general_equipment, management
|-
| Arechalaba Industries || cub || 5 || 1930 || 1959 || industrial_engineering, general_equipment, mechanics
|-
| Compañia Transatlantica || cub || 3 || 1930 || 1959 || naval_engineering, naval_artillery, technical_efficiency
|-
| Fulgencio Batista || cub || 3 || 1930 || 1958 || large_unit_tactics, centralized_execution, individual_courage, infantry_focus
|-
| United Fruit Company || cub || 2 || 1930 || 1959 || mechanics, chemistry, management
|-
| Fidel Castro || cub || 5 || 1959 || 1970 || small_unit_tactics, centralized_execution, individual_courage, infantry_focus
|-
| Transportation Ministry || cub || 3 || 1959 || 1970 || industrial_engineering, general_equipment, management, naval_engineering
|-
| MINFAR || cub || 4 || 1959 || 1970 || general_equipment, artillery, technical_efficiency, mechanics
|-
| Xibei Military & Engineering School || cxb || 2 || 1930 || 1970 || infantry_focus, centralized_execution, large_unit_tactics, artillery, mechanics
|-
| Xibei University || cxb || 2 || 1940 || 1970 || mechanics, chemistry, management
|-
| Ma Buqing || cxb || 1 || 1930 || 1970 || infantry_focus, training
|-
| Ma Bufang || cxb || 1 || 1930 || 1970 || bomber_tactics
|-
| Gdangsonzalin || cyn || 2 || 1930 || 1960 || infantry_focus, centralized_execution, individual_courage, mechanics, artillery
|-
| State Southwest Associated University || cyn || 3 || 1938 || 1948 || mechanics, chemistry, management
|-
| Long Yun || cyn || 1 || 1930 || 1970 || centralized_execution, combined_arms_focus
|-
| Lu Han || cyn || 1 || 1930 || 1970 || fighter_tactics, bomber_tactics
|-
| University of Cyprus || cyp || 3 || 1930 || 1970 || management, mechanics, chemistry, mathematics
|-
| Andrew Barkworth Wright || cyp || 3 || 1930 || 1970 || combined_arms_focus, large_unit_tactics, centralized_execution, training
|-
| Dighenis Grivas || cyp || 4 || 1930 || 1970 || decentralized_execution, small_unit_tactics, combined_arms_focus, training
|-
| Ormond Norville || cyp || 3 || 1930 || 1970 || small_taskforce_tactics, naval_training, centralized_execution, seamanship
|-
| Georgios Vayenas || cyp || 3 || 1930 || 1970 || fighter_tactics, aircraft_testing, piloting, decentralized_execution
|-
| William D. Battershill || cyp || 4 || 1930 || 1970 || bomber_tactics, aircraft_testing, piloting, centralized_execution
|-
| Aero || cze || 6 || 1930 || 1970 || aeronautics, technical_efficiency, chemistry
|-
| Avia || cze || 5 || 1930 || 1970 || aeronautics, electronics, technical_efficiency
|-
| Ceská Zbrojovka || cze || 5 || 1930 || 1970 || mechanics, general_equipment
|-
| C-K-D || cze || 7 || 1930 || 1970 || mechanics, training, electronics
|-
| Letov || cze || 4 || 1930 || 1970 || aeronautics, electronics, technical_efficiency
|-
| Skoda || cze || 8 || 1930 || 1970 || mechanics, industrial_engineering, management, technical_efficiency, artillery
|-
| Emil Janouska || cze || 4 || 1930 || 1939 || bomber_tactics, combined_arms_focus, aircraft_testing, piloting
|-
| Sergej Vojcechovský || cze || 4 || 1930 || 1945 || training, small_unit_tactics, combined_arms_focus, decentralized_execution
|-
| Jaroslav Heyrovsky || cze || 6 || 1930 || 1970 || mathematics, chemistry, management
|-
| Charles University Prague || cze || 5 || 1930 || 1970 || mechanics, chemistry, management
|-
| Ministry of Defence || cze || 4 || 1930 || 1970 || large_unit_tactics, centralized_execution, fighter_tactics, piloting, infantry_focus
|-
| Ludvik Svoboda || cze || 5 || 1945 || 1970 || small_unit_tactics, decentralized_execution, combined_arms_focus, individual_courage
|-
| Eisenacher Motorenwerke || ddr || 3 || 1930 || 1970 || mechanics, industrial_engineering, management
|-
| Heinkel Flugzeugwerke || ddr || 7 || 1930 || 1970 || aeronautics, chemistry, electronics, technical_efficiency
|-
| Junkers || ddr || 8 || 1930 || 1970 || aeronautics, chemistry, technical_efficiency
|-
| Leuna Werke || ddr || 7 || 1930 || 1970 || chemistry, industrial_engineering, management
|-
| Neptun Werft Rostock || ddr || 5 || 1930 || 1970 || naval_engineering, electronics, naval_artillery, technical_efficiency, general_equipment
|-
| Rainer Stahel || ddr || 4 || 1930 || 1970 || small_unit_tactics, combined_arms_focus, training, decentralized_execution
|-
| VEB Ernst Thälmann Suhl || ddr || 6 || 1930 || 1970 || general_equipment, mechanics, training
|-
| Gustav Hertz || ddr || 7 || 1954 || 1970 || nuclear_physics, mathematics
|-
| Ground Forces || ddr || 5 || 1930 || 1970 || large_unit_tactics, infantry_focus, centralized_execution, training
|-
| People's Navy || ddr || 4 || 1930 || 1970 || naval_training, seamanship, small_taskforce_tactics
|-
| Air Forces & Air Defence || ddr || 4 || 1930 || 1970 || aircraft_testing, fighter_tactics, bomber_tactics, piloting
|-
| Helmut Gröttrup || ddr || 6 || 1955 || 1970 || rocketry, aeronautics, technical_efficiency
|-
| Warnow Werft Rostock || ddr || 6 || 1930 || 1970 || naval_engineering, technical_efficiency, naval_artillery, electronics
|-
| Absalon || den || 3 || 1930 || 1970 || mechanics, technical_efficiency, electronics
|-
| Atlas A/S || den || 3 || 1930 || 1970 || aeronautics, naval_engineering, electronics, technical_efficiency
|-
| Burmeister & Wain || den || 6 || 1930 || 1970 || aeronautics, naval_engineering, mechanics, electronics, technical_efficiency
|-
| Niels Bohr || den || 8 || 1930 || 1943 || nuclear_physics, nuclear_engineering, mathematics
|-
| F.L. Smidt || den || 6 || 1930 || 1970 || mechanics, industrial_engineering, electronics, management
|-
| HF Vaerkstader || den || 3 || 1930 || 1970 || aeronautics, electronics, technical_efficiency
|-
| Dansk Industri Syndikat || den || 4 || 1930 || 1970 || mechanics, artillery, general_equipment, chemistry
|-
| Sadolin & Holmblad A/S || den || 3 || 1930 || 1970 || chemistry, industrial_engineering, management
|-
| Vølund || den || 4 || 1930 || 1970 || mechanics, naval_engineering, electronics
|-
| Royal Danish Army || den || 4 || 1930 || 1970 || small_unit_tactics, centralized_execution, infantry_focus, training
|-
| Royal Danish Air Force || den || 3 || 1945 || 1970 || fighter_tactics, aircraft_testing, piloting
|-
| Karl W. Essemann || den || 3 || 1930 || 1970 || bomber_tactics, aircraft_testing, piloting
|-
| E. V. Grandjean || den || 3 || 1930 || 1948 || bomber_tactics, aircraft_testing, piloting
|-
| Aage Vedel || den || 4 || 1941 || 1958 || seamanship, large_taskforce_tactics, centralized_execution
|-
| Hjalmar Rechnitzer || den || 3 || 1930 || 1942 || submarine_tactics, small_taskforce_tactics, seamanship
|-
| Novo Nordisk || den || 6 || 1930 || 1970 || chemistry, management
|-
| Svend Pontoppidan || den || 4 || 1958 || 1966 || seamanship, small_taskforce_tactics, centralized_execution
|-
| Blohm & Voss || dfr || 7 || 1930 || 1970 || naval_engineering, electronics, naval_artillery, technical_efficiency, general_equipment
|-
| Konrad Zuse || dfr || 7 || 1930 || 1970 || mathematics, electronics, mechanics
|-
| Krupp || dfr || 9 || 1930 || 1970 || industrial_engineering, mechanics, technical_efficiency, artillery
|-
| MAN || dfr || 8 || 1930 || 1970 || mechanics, chemistry, artillery, training
|-
| Mauser Werke || dfr || 8 || 1930 || 1970 || general_equipment, mechanics, training, artillery
|-
| Messerschmitt || dfr || 9 || 1930 || 1970 || aeronautics, rocketry, electronics, artillery, technical_efficiency
|-
| Opel || dfr || 7 || 1930 || 1970 || mechanics, management, technical_efficiency
|-
| Porsche || dfr || 9 || 1930 || 1970 || mechanics, artillery, technical_efficiency
|-
| Rheinmetall || dfr || 7 || 1930 || 1970 || artillery, mechanics, general_equipment, chemistry
|-
| Siemens || dfr || 8 || 1930 || 1970 || electronics, industrial_engineering, technical_efficiency, management
|-
| Volkswagen || dfr || 6 || 1930 || 1970 || mechanics, industrial_engineering, technical_efficiency, management
|-
| Werner Heisenberg || dfr || 7 || 1927 || 1976 || nuclear_physics, nuclear_engineering, mathematics
|-
| Erich von Manstein || dfr || 8 || 1930 || 1970 || combined_arms_focus, small_unit_tactics, decentralized_execution, training, management
|-
| Heinz Guderian || dfr || 9 || 1930 || 1970 || combined_arms_focus, small_unit_tactics, decentralized_execution, training
|-
| Konrad Patzig || dfr || 6 || 1930 || 1970 || seamanship, small_taskforce_tactics, naval_training, centralized_execution
|-
| Alfred Bülowius || dfr || 6 || 1930 || 1970 || piloting, aircraft_testing, bomber_tactics, combined_arms_focus
|-
| Josef Kammhuber || dfr || 6 || 1930 || 1970 || aircraft_testing, fighter_tactics, bomber_tactics, piloting
|-
| CORDE || dom || 2 || 1930 || 1970 || industrial_engineering, general_equipment, management, technical_efficiency, chemistry
|-
| Rafael Trujillo || dom || 2 || 1930 || 1970 || training, large_unit_tactics, individual_courage
|-
| Universidad Autónoma de Santo Domingo || dom || 2 || 1930 || 1970 || mechanics, chemistry, management
|-
| Santo Domingo Military Arsenal || dom || 3 || 1930 || 1970 || artillery, mechanics, general_equipment
|-
| Barahona Dockyard || dom || 2 || 1930 || 1970 || naval_engineering, technical_efficiency
|-
| Rafael Trujillo || dom || 1 || 1930 || 1970 || seamanship, naval_training
|-
| East African Railways and Harbours Administration || eaf || 4 || 1930 || 1970 || mechanics, general_equipment, industrial_engineering, naval_engineering, electronics
|-
| Kenya Railways || eaf || 3 || 1930 || 1970 || mechanics, general_equipment, industrial_engineering, management
|-
| Tanzania Railways || eaf || 3 || 1930 || 1970 || mechanics, general_equipment, industrial_engineering, management
|-
| University of Nairobi || eaf || 1 || 1941 || 1970 || management, mechanics, chemistry, mathematics
|-
| Henry Dundas Stevenson || eaf || 4 || 1930 || 1940 || combined_arms_focus, large_unit_tactics, centralized_execution, training
|-
| Daudi Chawa || eaf || 3 || 1940 || 1970 || decentralized_execution, small_unit_tactics, combined_arms_focus, training
|-
| William D. Battershill || eaf || 4 || 1930 || 1970 || bomber_tactics, aircraft_testing, piloting, centralized_execution
|-
| Charles Farquharson Dundas || eaf || 3 || 1930 || 1940 || fighter_tactics, aircraft_testing, piloting
|-
| Nasirdas Mehta || eaf || 3 || 1930 || 1970 || bomber_tactics, aircraft_testing, centralized_execution
|-
| IDEAL || ecu || 3 || 1930 || 1970 || industrial_engineering, general_equipment, management, mechanics
|-
| Guyaquil Puerto Maritimo || ecu || 3 || 1930 || 1970 || naval_engineering, technical_efficiency, naval_artillery
|-
| Anglo-Ecuadorian Oilfields || ecu || 3 || 1930 || 1970 || industrial_engineering, chemistry, management
|-
| Alberto Enriquez Gallo || ecu || 2 || 1930 || 1941 || large_unit_tactics, decentralized_execution, individual_courage, infantry_focus
|-
| Cosme Renella Barbatto || ecu || 2 || 1940 || 1960 || small_unit_tactics, decentralized_execution, combined_arms_focus
|-
| Escuela de Aviación Militar || ecu || 2 || 1930 || 1970 || aircraft_testing, fighter_tactics, bomber_tactics, piloting
|-
| Escuela Militar Naval || ecu || 2 || 1930 || 1970 || large_taskforce_tactics, naval_training, seamanship
|-
| Ayoub Co. || egy || 4 || 1930 || 1970 || mechanics, industrial_engineering, technical_efficiency, general_equipment
|-
| Cairo University || egy || 3 || 1930 || 1970 || management, chemistry, industrial_engineering, mathematics
|-
| Egyptian Railways || egy || 4 || 1930 || 1970 || mechanics, industrial_engineering, management
|-
| Ministry of Military Production || egy || 5 || 1930 || 1970 || mechanics, artillery, general_equipment
|-
| Abdelhamid Soliman || egy || 3 || 1930 || 1970 || combined_arms_focus, large_unit_tactics, centralized_execution
|-
| Hassan Sabry Pasha || egy || 3 || 1930 || 1970 || small_taskforce_tactics, naval_training, centralized_execution, seamanship
|-
| Mohammed Naguib || egy || 4 || 1942 || 1970 || bomber_tactics, aircraft_testing, centralized_execution, piloting
|-
| Suez Canal Company || egy || 5 || 1930 || 1970 || technical_efficiency, management, general_equipment
|-
| Alan Turing || eng || 9 || 1930 || 1953 || mathematics, electronics, mechanics
|-
| Anglo-Iranian Oil Company || eng || 9 || 1930 || 1970 || industrial_engineering, chemistry, technical_efficiency
|-
| Avro || eng || 6 || 1930 || 1970 || aeronautics, electronics, technical_efficiency, chemistry
|-
| Cammell Laird & Co. || eng || 8 || 1930 || 1970 || naval_engineering, electronics, general_equipment, technical_efficiency, electronics
|-
| de Havilland || eng || 7 || 1930 || 1970 || aeronautics, electronics, technical_efficiency, chemistry
|-
| Enfield Arsenal || eng || 7 || 1930 || 1970 || mechanics, artillery, general_equipment, training
|-
| English Electric Company || eng || 8 || 1930 || 1970 || electronics, aeronautics, industrial_engineering, management
|-
| Harland & Wolff || eng || 8 || 1930 || 1970 || naval_engineering, naval_artillery, aeronautics, technical_efficiency
|-
| Hawker || eng || 7 || 1941 || 1970 || aeronautics, electronics, artillery
|-
| James Chadwick || eng || 7 || 1930 || 1970 || nuclear_physics, nuclear_engineering
|-
| John Brown & Co. || eng || 6 || 1930 || 1970 || naval_engineering, naval_artillery, technical_efficiency, electronics
|-
| Leyland || eng || 8 || 1930 || 1970 || mechanics, technical_efficiency, artillery
|-
| Robert Watson-Watt || eng || 7 || 1930 || 1970 || electronics, management, mechanics
|-
| Royal Small Arms Factory || eng || 6 || 1930 || 1970 || mechanics, general_equipment, training, artillery, chemistry
|-
| Supermarine || eng || 9 || 1930 || 1970 || aeronautics, technical_efficiency, artillery
|-
| Vauxhall || eng || 7 || 1930 || 1970 || mechanics, chemistry, artillery, technical_efficiency
|-
| Vickers-Armstrong || eng || 8 || 1930 || 1970 || mechanics, aeronautics, technical_efficiency, artillery, naval_engineering
|-
| Alan Brooke || eng || 6 || 1930 || 1963 || centralized_execution, large_unit_tactics, combined_arms_focus, management
|-
| Andrew Cunningham || eng || 8 || 1943 || 1963 || naval_training, large_taskforce_tactics, centralized_execution, seamanship, carrier_tactics
|-
| Arthur Harris || eng || 8 || 1941 || 1970 || bomber_tactics, aircraft_testing, piloting, centralized_execution
|-
| Basil Liddell-Hart || eng || 8 || 1937 || 1940 || decentralized_execution, small_unit_tactics, combined_arms_focus
|-
| Charles Portal || eng || 6 || 1930 || 1970 || bomber_tactics, aircraft_testing, centralized_execution
|-
| Dudley Clarke || eng || 7 || 1939 || 1970 || decentralized_execution, small_unit_tactics, training, individual_courage
|-
| Dudley Pound || eng || 6 || 1930 || 1943 || large_taskforce_tactics, seamanship, naval_training, centralized_execution
|-
| Hugh Dowding || eng || 8 || 1930 || 1942 || fighter_tactics, aircraft_testing, piloting, decentralized_execution
|-
| Max Horton || eng || 6 || 1942 || 1951 || small_taskforce_tactics, naval_training, decentralized_execution, centralized_execution, seamanship
|-
| Percy Hobart || eng || 6 || 1938 || 1942 || combined_arms_focus, large_unit_tactics, centralized_execution
|-
| Percy Noble || eng || 5 || 1930 || 1942 || small_taskforce_tactics, naval_training, centralized_execution, seamanship
|-
| Trafford Leigh-Mallory || eng || 6 || 1942 || 1970 || fighter_tactics, aircraft_testing, piloting
|-
| Frank Whittle || eng || 7 || 1936 || 1970 || rocketry, aeronautics, technical_efficiency
|-
| George Paget Thomson || eng || 5 || 1930 || 1970 || nuclear_physics, nuclear_engineering, chemistry, general_equipment
|-
| Earl Mountbatten || eng || 5 || 1955 || 1965 || small_taskforce_tactics, naval_training, decentralized_execution, centralized_execution, seamanship
|-
| Cameroon Railways || eqa || 3 || 1930 || 1970 || mechanics, general_equipment, industrial_engineering, management
|-
| Henri Sautot || eqa || 3 || 1930 || 1970 || centralized_execution, large_unit_tactics, infantry_focus, training
|-
| Pierre de Saint-Mart || eqa || 4 || 1930 || 1970 || centralized_execution, large_unit_tactics, combined_arms_focus, training
|-
| Pierre de Saint-Mart || eqa || 5 || 1930 || 1970 || large_taskforce_tactics, naval_training, seamanship
|-
| Ernest Pruvost || eqa || 4 || 1941 || 1970 || fighter_tactics, piloting, aircraft_testing, bomber_tactics
|-
| James Denis || eqa || 3 || 1930 || 1970 || fighter_tactics, piloting, aircraft_testing, centralized_execution
|-
| Eesti Petro || est || 4 || 1930 || 1970 || industrial_engineering, chemistry, management
|-
| PON || est || 3 || 1930 || 1970 || aeronautics, technical_efficiency
|-
| Eduard Alfred Kubbo || est || 3 || 1940 || 1970 || small_unit_tactics, individual_courage, infantry_focus
|-
| Johann Laidoner || est || 4 || 1930 || 1970 || combined_arms_focus, small_unit_tactics, training
|-
| Ernst Opik || est || 5 || 1930 || 1970 || mathematics
|-
| Tallinn Military Arsenal || est || 4 || 1930 || 1970 || artillery, mechanics, general_equipment
|-
| Paldiski Docks || est || 3 || 1930 || 1970 || naval_engineering, naval_artillery, technical_efficiency
|-
| Voldemar Mere || est || 3 || 1930 || 1970 || seamanship, naval_training, small_taskforce_tactics
|-
| Gemgiabiet || eth || 1 || 1930 || 1970 || general_equipment, training, artillery
|-
| Haile Selassie || eth || 3 || 1930 || 1970 || decentralized_execution, individual_courage
|-
| Hapte Mikael || eth || 2 || 1930 || 1970 || large_unit_tactics, centralized_execution, combined_arms_focus
|-
| Taezaz || eth || 2 || 1930 || 1970 || training, small_unit_tactics
|-
| Addis Abeba University || eth || 2 || 1940 || 1970 || mechanics, chemistry, management
|-
| Altos Hornos de Vizcaya || eus || 5 || 1930 || 1970 || mechanics, chemistry, artillery
|-
| Compañia Euskalduna || eus || 4 || 1930 || 1970 || naval_engineering, electronics, mechanics, technical_efficiency
|-
| Esperanza y Unceta || eus || 4 || 1930 || 1970 || general_equipment, artillery
|-
| Naval de Sestao || eus || 4 || 1930 || 1970 || naval_engineering, naval_artillery, electronics, technical_efficiency
|-
| Cándido Saseta || eus || 3 || 1930 || 1937 || infantry_focus, small_unit_tactics, individual_courage, decentralized_execution
|-
| Felix Likiniano || eus || 3 || 1930 || 1970 || combined_arms_focus, small_unit_tactics, individual_courage, rocketry, chemistry
|-
| Kepa Ordoki || eus || 5 || 1939 || 1970 || small_unit_tactics, infantry_focus, individual_courage, decentralized_execution, training
|-
| Aero || fin || 5 || 1930 || 1970 || aeronautics, technical_efficiency, electronics
|-
| Crichton-Vulcan || fin || 5 || 1930 || 1970 || naval_engineering, technical_efficiency, industrial_engineering, electronics
|-
| Kymmene || fin || 5 || 1930 || 1970 || chemistry, industrial_engineering, mechanics, management
|-
| Tikkakoski || fin || 5 || 1930 || 1970 || general_equipment, training, artillery
|-
| Valmet || fin || 4 || 1946 || 1970 || aeronautics, technical_efficiency, electronics, mechanics
|-
| Carl Mannerheim || fin || 7 || 1930 || 1970 || infantry_focus, individual_courage, small_unit_tactics, centralized_execution
|-
| Richard Lorentz || fin || 6 || 1930 || 1970 || aircraft_testing, fighter_tactics, piloting
|-
| Vilho Nenonen || fin || 6 || 1937 || 1947 || artillery, training, electronics, centralized_execution
|-
| K. Lennart Oesch || fin || 6 || 1930 || 1970 || combined_arms_focus, centralized_execution, small_unit_tactics, individual_courage
|-
| Väinö Valve || fin || 4 || 1930 || 1970 || naval_training, seamanship, centralized_execution
|-
| Artturi Virtanen || fin || 6 || 1930 || 1970 || chemistry, management
|-
| Cockerill || fla || 6 || 1930 || 1970 || naval_engineering, technical_efficiency, general_equipment, mechanics
|-
| Fairey || fla || 6 || 1930 || 1970 || aeronautics, electronics, technical_efficiency
|-
| Gevaert || fla || 6 || 1930 || 1970 || chemistry, general_equipment, industrial_engineering, management, technical_efficiency
|-
| Renault || fla || 5 || 1930 || 1970 || mechanics, industrial_engineering, general_equipment, management, technical_efficiency
|-
| Solvay || fla || 7 || 1930 || 1970 || chemistry, industrial_engineering, mathematics, management
|-
| Vickers-Armstrong || fla || 8 || 1930 || 1970 || mechanics, aeronautics, technical_efficiency, artillery, naval_engineering
|-
| La Brugeoise || fla || 5 || 1930 || 1970 || mechanics, electronics, technical_efficiency
|-
| Konrad Schellong || fla || 5 || 1940 || 1970 || combined_arms_focus, decentralized_execution, large_unit_tactics, training
|-
| Jef François || fla || 3 || 1930 || 1970 || combined_arms_focus, centralized_execution, large_unit_tactics
|-
| Ernst Junkermann || fla || 3 || 1940 || 1970 || naval_training, submarine_tactics, seamanship
|-
| Eggert Reeder || fla || 3 || 1940 || 1970 || aircraft_testing, bomber_tactics, fighter_tactics
|-
| AC de St-Nazaire-Penhoët || fra || 5 || 1930 || 1970 || naval_engineering, naval_artillery, technical_efficiency
|-
| Amiot || fra || 6 || 1930 || 1970 || aeronautics, electronics, chemistry
|-
| Arsenal de Brest || fra || 6 || 1930 || 1970 || naval_engineering, naval_artillery, general_equipment
|-
| Dewoitine || fra || 4 || 1930 || 1970 || aeronautics, electronics, technical_efficiency
|-
| FAMH || fra || 4 || 1930 || 1970 || mechanics, training, electronics, general_equipment, artillery
|-
| F. Joliot & I. Joliot-Curie || fra || 6 || 1930 || 1956 || nuclear_physics, nuclear_engineering, mathematics, chemistry
|-
| Jean-Jacques Barré || fra || 3 || 1930 || 1970 || rocketry, mathematics
|-
| Kuhlmann || fra || 3 || 1930 || 1970 || chemistry, industrial_engineering, management
|-
| Manufacture d'Armes St.Etienne || fra || 5 || 1930 || 1970 || mechanics, artillery, general_equipment, training
|-
| Morane-Saulnier || fra || 4 || 1930 || 1970 || aeronautics, artillery, electronics, technical_efficiency
|-
| Renault || fra || 5 || 1930 || 1970 || mechanics, industrial_engineering, general_equipment, management, technical_efficiency
|-
| Rhône-Poulenc || fra || 3 || 1930 || 1970 || chemistry, industrial_engineering, general_equipment, management
|-
| Saint-Gobain || fra || 2 || 1930 || 1970 || chemistry, mathematics
|-
| Schneider || fra || 4 || 1930 || 1970 || artillery, mechanics, technical_efficiency, electronics, chemistry
|-
| SNPA || fra || 4 || 1941 || 1970 || industrial_engineering, chemistry, management, technical_efficiency
|-
| SOMUA || fra || 5 || 1930 || 1970 || mechanics, industrial_engineering, electronics, technical_efficiency, artillery
|-
| Charles de Gaulle || fra || 7 || 1939 || 1970 || small_unit_tactics, decentralized_execution, individual_courage, management
|-
| Etienne Schlumberger || fra || 4 || 1942 || 1970 || large_taskforce_tactics, naval_training, centralized_execution
|-
| François Darlan || fra || 3 || 1930 || 1951 || large_taskforce_tactics, naval_training, centralized_execution, seamanship
|-
| François d'Astier de la Vigerie || fra || 3 || 1930 || 1952 || fighter_tactics, piloting, aircraft_testing, centralized_execution
|-
| Marcel Gensoul || fra || 4 || 1930 || 1942 || large_taskforce_tactics, naval_training, seamanship
|-
| Martial Valín || fra || 6 || 1940 || 1970 || fighter_tactics, piloting, aircraft_testing, bomber_tactics
|-
| Maurice Gamelin || fra || 1 || 1930 || 1958 || centralized_execution, large_unit_tactics, individual_courage, infantry_focus
|-
| Maxime Weygand || fra || 2 || 1940 || 1942 || centralized_execution, large_unit_tactics, individual_courage, infantry_focus, combined_arms_focus
|-
| Victor Denain || fra || 2 || 1930 || 1940 || bomber_tactics, combined_arms_focus, aircraft_testing, decentralized_execution
|-
| Louis de Broglie || fra || 7 || 1930 || 1970 || nuclear_physics, mathematics
|-
| Dassault Aviation || fra || 7 || 1946 || 1970 || rocketry, aeronautics, electronics, technical_efficiency
|-
| Bertrand Goldschmidt || fra || 7 || 1954 || 1970 || nuclear_physics, nuclear_engineering, mathematics, chemistry
|-
| Raoul Salan || fra || 4 || 1948 || 1960 || centralized_execution, combined_arms_focus, individual_courage, infantry_focus
|-
| Alphonse Juin || fra || 5 || 1947 || 1962 || centralized_execution, large_unit_tactics, infantry_focus, training
|-
| CEMAA || fra || 4 || 1950 || 1970 || fighter_tactics, bomber_tactics, piloting, aircraft_testing
|-
| Defence Ministry || gab || 1 || 1930 || 1970 || mechanics, artillery, general_equipment, electronics, aeronautics
|-
| Gabon Military Academy || gab || 1 || 1930 || 1970 || centralized_execution, piloting, infantry_focus, seamanship
|-
| COMUF || gab || 2 || 1960 || 1970 || management, chemistry, mechanics
|-
| Tbilisi Aerospace Manufacturing || geo || 5 || 1930 || 1970 || aeronautics, rocketry, technical_efficiency, aircraft_testing
|-
| Tbilisi State University || geo || 2 || 1930 || 1970 || management, chemistry, mechanics, mathematics
|-
| Tbilisi Military Academy || geo || 3 || 1930 || 1970 || large_unit_tactics, centralized_execution, infantry_focus, training, general_equipment
|-
| Batumi Naval Academy || geo || 2 || 1930 || 1970 || naval_artillery, small_taskforce_tactics, submarine_tactics, large_taskforce_tactics, naval_training
|-
| Blohm & Voss || ger || 6 || 1930 || 1970 || naval_engineering, electronics, naval_artillery, technical_efficiency, general_equipment
|-
| Heinkel Flugzeugwerke || ger || 7 || 1930 || 1970 || aeronautics, chemistry, electronics, technical_efficiency
|-
| I.G. Farben || ger || 9 || 1930 || 1970 || chemistry, industrial_engineering, general_equipment, management, technical_efficiency
|-
| Junkers || ger || 8 || 1930 || 1970 || aeronautics, chemistry, technical_efficiency
|-
| Konrad Zuse || ger || 7 || 1935 || 1970 || mathematics, electronics, mechanics
|-
| Kriegsmarinewerft || ger || 7 || 1930 || 1970 || naval_engineering, technical_efficiency, naval_artillery, electronics
|-
| Krupp || ger || 9 || 1930 || 1970 || industrial_engineering, mechanics, technical_efficiency, artillery
|-
| MAN || ger || 8 || 1930 || 1970 || mechanics, chemistry, artillery, technical_efficiency
|-
| Mauser Werke || ger || 8 || 1930 || 1970 || general_equipment, mechanics, training, artillery
|-
| Messerschmitt || ger || 9 || 1930 || 1970 || aeronautics, rocketry, artillery, technical_efficiency
|-
| Opel || ger || 7 || 1930 || 1970 || mechanics, management, technical_efficiency
|-
| Porsche || ger || 9 || 1930 || 1970 || mechanics, artillery, technical_efficiency
|-
| Rheinmetall || ger || 7 || 1930 || 1970 || artillery, mechanics, training, chemistry
|-
| Siemens || ger || 8 || 1930 || 1970 || electronics, industrial_engineering, technical_efficiency, management
|-
| Volkswagen || ger || 6 || 1937 || 1970 || mechanics, industrial_engineering, technical_efficiency, management
|-
| Werner Heisenberg || ger || 7 || 1927 || 1976 || nuclear_physics, nuclear_engineering, mathematics
|-
| Wernher von Braun || ger || 9 || 1932 || 1976 || rocketry, aeronautics, technical_efficiency
|-
| Adolf Galland || ger || 5 || 1941 || 1970 || fighter_tactics, piloting, aircraft_testing, centralized_execution
|-
| Erich Raeder || ger || 7 || 1930 || 1960 || small_taskforce_tactics, naval_training, seamanship, centralized_execution
|-
| Erich von Manstein || ger || 9 || 1930 || 1970 || combined_arms_focus, large_unit_tactics, centralized_execution, training, management
|-
| Ernst Udet || ger || 7 || 1930 || 1944 || combined_arms_focus, piloting, aircraft_testing, bomber_tactics, decentralized_execution
|-
| Heinz Guderian || ger || 9 || 1930 || 1954 || combined_arms_focus, small_unit_tactics, decentralized_execution, training
|-
| Hermann Göring || ger || 4 || 1930 || 1970 || bomber_tactics, piloting, aircraft_testing, centralized_execution
|-
| Hugo Sperrle || ger || 7 || 1938 || 1970 || bomber_tactics, aircraft_testing, centralized_execution, fighter_tactics
|-
| Karl Dönitz || ger || 8 || 1930 || 1970 || submarine_tactics, small_taskforce_tactics, seamanship, centralized_execution
|-
| Focke-Wulf || ger || 8 || 1930 || 1970 || aeronautics, electronics, artillery, technical_efficiency
|-
| Defence Ministry || gld || 2 || 1930 || 1970 || mechanics, artillery, general_equipment, electronics, aeronautics
|-
| Military Academy of the Gold Coast || gld || 1 || 1930 || 1970 || large_unit_tactics, small_unit_tactics, centralized_execution, decentralized_execution
|-
| Charles Arden-Clarke || gld || 2 || 1949 || 1957 || management
|-
| GNAF || gre || 4 || 1930 || 1970 || aeronautics, mechanics, electronics
|-
| OASA || gre || 4 || 1930 || 1970 || industrial_engineering, mechanics, electronics, management, technical_efficiency
|-
| Royal Hellenic Naval Shipyard || gre || 4 || 1939 || 1970 || naval_engineering, technical_efficiency, electronics, naval_artillery
|-
| SPAP || gre || 5 || 1930 || 1970 || industrial_engineering, mechanics, management
|-
| Alexandros Papagos || gre || 3 || 1930 || 1960 || small_unit_tactics, centralized_execution, infantry_focus, individual_courage, training
|-
| Infantry Application School || gre || 4 || 1930 || 1960 || general_equipment, training
|-
| Artillery Ballistics School || gre || 3 || 1930 || 1960 || artillery, mechanics
|-
| Caucho Semillero S.A. || gua || 2 || 1930 || 1970 || chemistry, management, industrial_engineering
|-
| Mahler Fruta S.A. || gua || 1 || 1930 || 1970 || management
|-
| Ministry of Defense || gua || 2 || 1930 || 1970 || training, infantry_focus, centralized_execution, small_unit_tactics, seamanship
|-
| Universidad de San Carlos de Guatemala || gua || 2 || 1930 || 1970 || mechanics, chemistry, management
|-
| United Fruit Company || gua || 2 || 1930 || 1970 || mechanics, chemistry, management
|-
| Central American Common Market || gua || 1 || 1961 || 1969 |
|-
| Société Nationale des Chemins de Fer du Sénégal || gui || 2 || 1930 || 1970 || mechanics, general_equipment, industrial_engineering, management
|-
| Pierre Delsol || gui || 3 || 1930 || 1970 || centralized_execution, large_unit_tactics, individual_courage, infantry_focus
|-
| Jean Brasseur-Kermadec || gui || 2 || 1930 || 1970 || large_taskforce_tactics, naval_training, centralized_execution, seamanship
|-
| Georges Bergé || gui || 3 || 1930 || 1970 || fighter_tactics, piloting, aircraft_testing, centralized_execution
|-
| University of Guyana || guy || 1 || 1930 || 1970 || management, mechanics, chemistry
|-
| Companie Cement de Varrieux || hai || 2 || 1930 || 1970 || chemistry, industrial_engineering, mechanics
|-
| Huilerié Nationale S.A. || hai || 2 || 1930 || 1970 || general_equipment, mechanics, industrial_engineering
|-
| Societé Nationale d'Investissement || hai || 2 || 1930 || 1970 || management, industrial_engineering
|-
| Elie Lescot || hai || 1 || 1930 || 1970 || large_unit_tactics, decentralized_execution, training, infantry_focus, individual_courage
|-
| Industries Navales de Port-au-Prince || hai || 2 || 1930 || 1970 || naval_engineering, naval_artillery, technical_efficiency
|-
| Industries Militaires de Port-au-Prince || hai || 1 || 1930 || 1970 || aeronautics, artillery, mechanics, general_equipment
|-
| Artillerie Inrichtingen Hembrug || hol || 4 || 1930 || 1970 || artillery, chemistry, general_equipment, training
|-
| DAF || hol || 5 || 1930 || 1970 || mechanics, technical_efficiency, artillery
|-
| Fokker || hol || 6 || 1930 || 1970 || aeronautics, technical_efficiency, electronics
|-
| HIH Siderius || hol || 5 || 1930 || 1970 || mechanics, artillery, training
|-
| Koninklijke Maatschappij || hol || 5 || 1930 || 1970 || naval_engineering, electronics, technical_efficiency, aeronautics
|-
| Koolhoven || hol || 5 || 1930 || 1966 || aeronautics, technical_efficiency, electronics, aircraft_testing
|-
| NSM Amsterdam || hol || 6 || 1930 || 1970 || naval_engineering, naval_artillery, technical_efficiency
|-
| Shell || hol || 7 || 1930 || 1970 || industrial_engineering, chemistry, management
|-
| Wilton-Fijenoord || hol || 6 || 1930 || 1970 || naval_engineering, electronics, technical_efficiency
|-
| Royal Netherland Army || hol || 4 || 1930 || 1940 || infantry_focus, centralized_execution, small_unit_tactics, training
|-
| Johannes Furstner || hol || 4 || 1930 || 1962 || large_taskforce_tactics, naval_training, seamanship, small_taskforce_tactics, centralized_execution
|-
| Royal Netherlands Air Force || hol || 4 || 1930 || 1940 || fighter_tactics, aircraft_testing, piloting
|-
| Petrus Best || hol || 3 || 1937 || 1951 || bomber_tactics, piloting, centralized_execution
|-
| Henri Winkelman || hol || 4 || 1934 || 1946 || decentralized_execution, small_unit_tactics, training
|-
| Philips || hol || 7 || 1936 || 1970 || electronics, mathematics, technical_efficiency, nuclear_physics
|-
| Frits Zernike || hol || 6 || 1930 || 1966 || electronics, chemistry, mathematics
|-
| Banco Honduras S.A. || hon || 2 || 1930 || 1970 || management
|-
| Penitenciaria Central S.A. || hon || 2 || 1930 || 1970 || chemistry, general_equipment, mechanics
|-
| Escuela de Aviación Militar || hon || 5 || 1930 || 1970 || piloting, aircraft_testing, fighter_tactics, bomber_tactics
|-
| United Fruit Company || hon || 2 || 1930 || 1970 || mechanics, chemistry, management
|-
| Ministry of Defense || hon || 2 || 1930 || 1970 || training, infantry_focus, centralized_execution, small_unit_tactics, seamanship
|-
| Central American Common Market || hon || 1 || 1961 || 1969 || management
|-
| Budapest Chemical Works || hun || 5 || 1930 || 1970 || industrial_engineering, chemistry, management
|-
| FEG || hun || 4 || 1930 || 1970 || general_equipment, training
|-
| Ganz || hun || 3 || 1930 || 1970 || mechanics, artillery, chemistry
|-
| ICN || hun || 5 || 1930 || 1970 || chemistry, industrial_engineering, management
|-
| Manfred Weiss || hun || 5 || 1930 || 1970 || aeronautics, industrial_engineering, technical_efficiency, electronics, management
|-
| MAVAG || hun || 5 || 1930 || 1970 || aeronautics, technical_efficiency, electronics, artillery
|-
| MOLAJ || hun || 6 || 1944 || 1970 || industrial_engineering, chemistry, management
|-
| Ferenc Szombathelyi || hun || 4 || 1930 || 1960 || small_unit_tactics, centralized_execution, combined_arms_focus, training
|-
| Gyorgy de Brody || hun || 5 || 1940 || 1960 || fighter_tactics, piloting, aircraft_testing, centralized_execution
|-
| F. Littay || hun || 3 || 1930 || 1941 || bomber_tactics, piloting, aircraft_testing, centralized_execution
|-
| Roland Eötvös University || hun || 4 || 1930 || 1970 || nuclear_physics, nuclear_engineering, mathematics, chemistry
|-
| János Vörös || hun || 4 || 1930 || 1960 || combined_arms_focus, centralized_execution, large_unit_tactics, training
|-
| Lajos Csatay von Csatai || hun || 4 || 1930 || 1944 || combined_arms_focus, decentralized_execution, large_unit_tactics, small_unit_tactics
|-
| Miklós Horthy de Nagybánya || hun || 3 || 1930 || 1944 || seamanship, naval_training, centralized_execution, large_taskforce_tactics
|-
| Zoltán Bay || hun || 5 || 1930 || 1970 || electronics, management, mathematics
|-
| Maritime Studies Faculty Rijeka || icl || 2 || 1945 || 1970 || naval_training, seamanship, management, naval_engineering
|-
| University of Iceland || icl || 3 || 1930 || 1970 || management, chemistry, mechanics, mathematics
|-
| Reykjavik Military School || icl || 2 || 1930 || 1970 || centralized_execution, large_unit_tactics, small_unit_tactics, general_equipment, training
|-
| Reykjavik Arsenal || icl || 3 || 1930 || 1970 || artillery, mechanics, electronics, general_equipment
|-
| Icelandic Navy Dockyards || icl || 4 || 1930 || 1970 || naval_engineering, naval_artillery, electronics, technical_efficiency
|-
| Military Aeroplane Factory || icl || 3 || 1930 || 1970 || aeronautics, chemistry, electronics, technical_efficiency
|-
| Reykjavik Industrial Combine || icl || 4 || 1930 || 1970 || industrial_engineering, chemistry, management
|-
| Kai Hammerich || icl || 4 || 1930 || 1970 || centralized_execution, small_unit_tactics, combined_arms_focus, training
|-
| August Arendrup || icl || 3 || 1930 || 1970 || submarine_tactics, naval_training, seamanship, small_taskforce_tactics
|-
| Asger E.V. Grandjean || icl || 3 || 1930 || 1970 || bomber_tactics, aircraft_testing, piloting
|-
| Hanoi Aerospace Company || idc || 2 || 1930 || 1970 || aeronautics, electronics, technical_efficiency
|-
| Hanoi Arsenal || idc || 3 || 1930 || 1970 || mechanics, artillery, general_equipment
|-
| Vietnam Maritime University || idc || 4 || 1930 || 1970 || naval_training, management, mechanics, naval_engineering, seamanship
|-
| Vietnam Military Academy || idc || 3 || 1930 || 1970 || centralized_execution, individual_courage, small_unit_tactics, large_unit_tactics, training
|-
| Royal Khmer University || idc || 2 || 1945 || 1970 || management, chemistry, mechanics, mathematics
|-
| Kampot Docks || idc || 1 || 1930 || 1970 || naval_engineering, naval_artillery, technical_efficiency
|-
| Phnom Penh Military Depot || idc || 3 || 1930 || 1970 || artillery, mechanics, general_equipment
|-
| National University of Laos || idc || 2 || 1930 || 1970 || management, mechanics, chemistry, mathematics
|-
| Hanoi University of Technology || idc || 3 || 1930 || 1970 || management, chemistry, mechanics, industrial_engineering
|-
| Bharat Electronics Limited || ind || 5 || 1944 || 1970 || electronics, management
|-
| Defence Research & Development Organisation || ind || 6 || 1930 || 1970 || chemistry, mechanics, artillery, general_equipment
|-
| Garden Reach Workshop || ind || 5 || 1930 || 1970 || naval_engineering, electronics, general_equipment, technical_efficiency
|-
| Hindustan Aircraft Limited || ind || 5 || 1930 || 1970 || aeronautics, electronics, technical_efficiency
|-
| Indian Academy of Sciences || ind || 5 || 1930 || 1970 || mathematics, chemistry, electronics, mechanics
|-
| Indian Atomic Energy Commission || ind || 3 || 1943 || 1970 || nuclear_physics, nuclear_engineering, mathematics
|-
| Indian Government Railways || ind || 5 || 1930 || 1970 || mechanics, industrial_engineering, management
|-
| J.R.D. Tata || ind || 4 || 1930 || 1970 || industrial_engineering, technical_efficiency, aeronautics, piloting
|-
| Mazagon Dock Limited || ind || 4 || 1930 || 1970 || naval_engineering, naval_artillery, electronics, technical_efficiency
|-
| Military Engineering Services || ind || 5 || 1930 || 1970 || management, general_equipment, mechanics, technical_efficiency
|-
| Ordnance Factories Board || ind || 4 || 1930 || 1970 || mechanics, artillery, general_equipment, electronics
|-
| Shri Ghanshyam Das Birla || ind || 4 || 1930 || 1970 || industrial_engineering, management, electronics
|-
| University of Delhi || ind || 3 || 1930 || 1970 || management, chemistry, mechanics, mathematics
|-
| Jagdish Chandra Bose || ind || 6 || 1930 || 1937 || electronics, mathematics
|-
| Satyendra Nath Bose || ind || 7 || 1930 || 1970 || mathematics
|-
| Venkata Raman || ind || 6 || 1930 || 1970 || management, training, mathematics
|-
| Archibald Wavell || ind || 6 || 1942 || 1947 || centralized_execution, large_unit_tactics, combined_arms_focus, management
|-
| Frank Messervy || ind || 5 || 1942 || 1947 || decentralized_execution, small_unit_tactics, combined_arms_focus
|-
| Victor Lord Linlithgow || ind || 3 || 1930 || 1943 || combined_arms_focus, large_unit_tactics, centralized_execution
|-
| William E. Parry || ind || 5 || 1930 || 1958 || naval_training, large_taskforce_tactics, centralized_execution, seamanship, carrier_tactics
|-
| Aspy Merwan Engineer || ind || 5 || 1930 || 1964 || bomber_tactics, aircraft_testing, piloting, centralized_execution
|-
| R.D. Katri || ind || 4 || 1954 || 1965 || small_taskforce_tactics, centralized_execution, seamanship, naval_training
|-
| K.M. Cariappa || ind || 5 || 1947 || 1965 || centralized_execution, large_unit_tactics, training, management
|-
| Indonesian State Railway System || ino || 4 || 1930 || 1970 || mechanics, industrial_engineering, management
|-
| Jakarta Arsenal || ino || 4 || 1930 || 1970 || mechanics, artillery, general_equipment
|-
| Jakarta Shipyard || ino || 3 || 1930 || 1970 || naval_engineering, naval_artillery, electronics, technical_efficiency
|-
| South East Asia Aircraft || ino || 3 || 1930 || 1970 || aeronautics, technical_efficiency, electronics, aircraft_testing
|-
| University of Indonesia || ino || 3 || 1930 || 1970 || management, chemistry, mechanics, mathematics
|-
| National Military Academy of Indonesia || ino || 2 || 1930 || 1970 || centralized_execution, decentralized_execution, small_unit_tactics, large_unit_tactics, training
|-
| Indonesian Navy Training Grounds || ino || 2 || 1930 || 1970 || small_taskforce_tactics, naval_training, centralized_execution, seamanship
|-
| Leyland || ire || 4 || 1930 || 1970 || mechanics, training, technical_efficiency
|-
| Goulding Chemicals || ire || 4 || 1930 || 1970 || chemistry, industrial_engineering
|-
| Lennox Chemicals || ire || 4 || 1930 || 1970 || chemistry, industrial_engineering, general_equipment, management
|-
| M.J. Costello || ire || 4 || 1930 || 1970 || small_unit_tactics, infantry_focus, training
|-
| H.T. Green || ire || 3 || 1930 || 1970 || naval_training, small_taskforce_tactics, seamanship, centralized_execution
|-
| P.A. Mulcahy || ire || 3 || 1930 || 1970 || aircraft_testing, fighter_tactics, piloting
|-
| Ernest T.S. Walton || ire || 4 || 1930 || 1970 || nuclear_physics, mathematics, management, training
|-
| Aer Lingus || ire || 4 || 1930 || 1970 || aeronautics, electronics, technical_efficiency, management
|-
| Dublin Shipbuilding Yards || ire || 4 || 1930 || 1970 || naval_engineering, naval_artillery, electronics, technical_efficiency
|-
| Iraq Petroleum Company || irq || 6 || 1930 || 1970 || industrial_engineering, chemistry, management, mechanics
|-
| General Staff || irq || 2 || 1930 || 1970 || large_unit_tactics, decentralized_execution, infantry_focus, individual_courage
|-
| Iraqi Airforce || irq || 2 || 1930 || 1970 || piloting, fighter_tactics, bomber_tactics
|-
| Baghdad Arsenal || irq || 4 || 1930 || 1970 || artillery, mechanics, general_equipment, electronics
|-
| Iraq Aeroplane Company || irq || 3 || 1930 || 1970 || aeronautics, chemistry, electronics, technical_efficiency
|-
| John Bagot Glubb || irq || 4 || 1942 || 1970 || combined_arms_focus, centralized_execution, large_unit_tactics, training
|-
| Alan Rawlinson || irq || 4 || 1930 || 1970 || aircraft_testing, fighter_tactics, piloting, combined_arms_focus
|-
| Hebrew University of Jerusalem || isr || 5 || 1930 || 1970 || management, chemistry, mechanics, mathematics
|-
| Israel Aircraft Industries || isr || 7 || 1930 || 1970 || aeronautics, technical_efficiency, electronics
|-
| Israel Military Industries || isr || 7 || 1930 || 1970 || mechanics, artillery, general_equipment, rocketry, technical_efficiency
|-
| Tadiran Electronic Industries || isr || 5 || 1944 || 1970 || electronics, management, mathematics
|-
| Armaments Development Authority || isr || 6 || 1930 || 1970 || mechanics, artillery, general_equipment
|-
| Elbit Systems Ltd. || isr || 6 || 1944 || 1970 || electronics, mechanics, industrial_engineering
|-
| Moshe Dayan || isr || 7 || 1944 || 1970 || decentralized_execution, small_unit_tactics, combined_arms_focus, centralized_execution, management
|-
| Yigael Yadin || isr || 5 || 1930 || 1970 || centralized_execution, large_unit_tactics, combined_arms_focus, training
|-
| Moshe Krelitz || isr || 4 || 1930 || 1970 || naval_training, small_taskforce_tactics, centralized_execution, seamanship, submarine_tactics
|-
| Haim Laskov || isr || 7 || 1930 || 1970 || combined_arms_focus, piloting, aircraft_testing, bomber_tactics, decentralized_execution
|-
| Arturo Crocco || ita || 4 || 1930 || 1970 || rocketry, mathematics
|-
| Beretta || ita || 4 || 1930 || 1970 || training, general_equipment
|-
| Breda || ita || 5 || 1930 || 1970 || aeronautics, general_equipment, artillery
|-
| Bruno de Finetti || ita || 4 || 1943 || 1970 || mathematics
|-
| Cantieri Ansaldo || ita || 4 || 1930 || 1970 || naval_engineering, naval_artillery, electronics, mechanics, artillery
|-
| Cantieri Navali Riuniti || ita || 5 || 1930 || 1970 || naval_engineering, technical_efficiency, naval_artillery
|-
| Caproni || ita || 3 || 1930 || 1970 || aeronautics, electronics, chemistry
|-
| Enrico Fermi || ita || 6 || 1930 || 1938 || nuclear_physics, nuclear_engineering
|-
| FIAT || ita || 5 || 1930 || 1970 || mechanics, artillery, management, electronics, aeronautics
|-
| Guido Fubini || ita || 2 || 1930 || 1943 || mathematics
|-
| Macchi || ita || 6 || 1930 || 1970 || aeronautics, electronics, technical_efficiency
|-
| SIAI-Marchetti || ita || 4 || 1930 || 1970 || aeronautics, electronics, technical_efficiency
|-
| Lancia || ita || 4 || 1930 || 1970 || mechanics, industrial_engineering, general_equipment, management
|-
| Arturo Riccardi || ita || 3 || 1940 || 1970 || large_taskforce_tactics, naval_training, seamanship, centralized_execution
|-
| Domenico Cavagnari || ita || 4 || 1930 || 1942 || large_taskforce_tactics, naval_training, seamanship, centralized_execution
|-
| Italo Balbo || ita || 5 || 1930 || 1960 || bomber_tactics, centralized_execution, piloting, fighter_tactics, aircraft_testing
|-
| Giovanni Messe || ita || 4 || 1943 || 1970 || small_unit_tactics, decentralized_execution, combined_arms_focus
|-
| Pietro Badoglio || ita || 4 || 1930 || 1945 || training, centralized_execution, infantry_focus, individual_courage
|-
| Rino Fougier || ita || 3 || 1940 || 1970 || bomber_tactics, centralized_execution, aircraft_testing
|-
| Rodolfo Graziani || ita || 3 || 1930 || 1955 || training, combined_arms_focus, decentralized_execution
|-
| Societá Montecatini || ita || 4 || 1930 || 1970 || chemistry, industrial_engineering
|-
| Giulio Natta || ita || 4 || 1930 || 1970 || chemistry, management, training
|-
| Aichi || jap || 7 || 1930 || 1970 || aeronautics, chemistry, technical_efficiency
|-
| Hino Automobile || jap || 5 || 1930 || 1970 || mechanics, artillery, electronics
|-
| Kawasaki Heavy Industry || jap || 8 || 1930 || 1970 || naval_engineering, industrial_engineering, aeronautics, mechanics, management
|-
| Kure Naval Yard || jap || 7 || 1930 || 1970 || naval_engineering, electronics, naval_artillery, technical_efficiency
|-
| Mitsubishi Hikoki || jap || 8 || 1930 || 1970 || aeronautics, chemistry, technical_efficiency
|-
| Mitsubishi Jukogyo || jap || 5 || 1930 || 1970 || technical_efficiency, artillery, management, mechanics, chemistry
|-
| Mitsubishi Zousensho || jap || 7 || 1930 || 1970 || naval_engineering, naval_artillery, technical_efficiency
|-
| Mitsui || jap || 6 || 1930 || 1970 || electronics, chemistry, general_equipment, industrial_engineering, naval_engineering
|-
| Nakajima || jap || 6 || 1930 || 1970 || aeronautics, technical_efficiency, artillery, rocketry
|-
| Nissan || jap || 6 || 1930 || 1970 || electronics, industrial_engineering, mechanics
|-
| Sumimoto || jap || 6 || 1930 || 1970 || electronics, chemistry, general_equipment, industrial_engineering
|-
| Teiji Takagi || jap || 6 || 1930 || 1960 || mathematics
|-
| Tokyo Arsenal || jap || 5 || 1930 || 1970 || artillery, training, general_equipment
|-
| Yoshio Nishina || jap || 4 || 1930 || 1951 || nuclear_physics, mathematics, chemistry, nuclear_engineering
|-
| Hideki Tojo || jap || 5 || 1930 || 1954 || large_unit_tactics, individual_courage, centralized_execution, aircraft_testing, bomber_tactics
|-
| Hisaichi Terauchi || jap || 6 || 1930 || 1949 || large_unit_tactics, combined_arms_focus, training, individual_courage, decentralized_execution
|-
| Isoruko Yamamoto || jap || 9 || 1930 || 1954 || large_taskforce_tactics, centralized_execution, carrier_tactics, naval_training, seamanship
|-
| Osami Nagano || jap || 5 || 1930 || 1947 || naval_training, large_taskforce_tactics, centralized_execution
|-
| Shunroku Hata || jap || 6 || 1930 || 1962 || bomber_tactics, centralized_execution, piloting, aircraft_testing
|-
| Tomoyoki Yamashita || jap || 7 || 1930 || 1953 || small_unit_tactics, centralized_execution, combined_arms_focus, aircraft_testing, bomber_tactics
|-
| Sin-Itiro Tomonaga || jap || 5 || 1941 || 1970 || nuclear_physics, mathematics, electronics
|-
| Shigetaro Shimada || jap || 6 || 1942 || 1970 || large_taskforce_tactics, centralized_execution, carrier_tactics, naval_training, seamanship
|-
| Ground Self-Defence Force || jap || 5 || 1954 || 1970 || small_unit_tactics, combined_arms_focus, individual_courage, centralized_execution, training
|-
| Maritime Self-Defence Force || jap || 5 || 1954 || 1970 || small_taskforce_tactics, centralized_execution, naval_training, seamanship, bomber_tactics
|-
| Air Self-Defence Force || jap || 5 || 1954 || 1970 || fighter_tactics, centralized_execution, piloting, aircraft_testing
|-
| Nippon Electric Company || jap || 6 || 1950 || 1970 || chemistry, electronics, mathematics
|-
| Amman Arsenal || jor || 2 || 1930 || 1970 || mechanics, artillery, general_equipment, artillery
|-
| University of Jordan || jor || 1 || 1930 || 1970 || mechanics, management, chemistry, mathematics
|-
| Amman Military School || jor || 2 || 1930 || 1970 || large_unit_tactics, small_unit_tactics, centralized_execution, training
|-
| Karaganda Aircraft Facilities || kaz || 4 || 1930 || 1970 || aeronautics, electronics, technical_efficiency
|-
| Rubtsovsk Machine-Building Plant || kaz || 5 || 1930 || 1970 || mechanics, technical_efficiency, artillery, general_equipment
|-
| Ivan Susaikov || kaz || 3 || 1930 || 1970 || large_unit_tactics, centralized_execution, infantry_focus, training
|-
| Ivan Sergeev || kaz || 1 || 1930 || 1970 || naval_artillery, small_taskforce_tactics, submarine_tactics, naval_training, seamanship
|-
| Arbuz Khan Arsen || kaz || 2 || 1930 || 1970 || aircraft_testing, bomber_tactics, fighter_tactics, piloting
|-
| Daewoo Shipbuilding || kor || 5 || 1930 || 1970 || naval_engineering, naval_artillery, electronics, technical_efficiency
|-
| Defense Construction Agency || kor || 6 || 1930 || 1970 || mechanics, artillery, general_equipment
|-
| Hyundai Heavy Industries || kor || 6 || 1930 || 1970 || mechanics, technical_efficiency, rocketry
|-
| Korea Maritime University || kor || 4 || 1930 || 1970 || naval_training, naval_engineering, management, mechanics, seamanship
|-
| Korean Air Aerospace Division || kor || 4 || 1930 || 1970 || aeronautics, electronics, technical_efficiency
|-
| Kyongseong Precision || kor || 4 || 1930 || 1970 || mechanics, industrial_engineering, management, technical_efficiency
|-
| Laboratory of Army Research and Development Command || kor || 5 || 1930 || 1970 || mathematics, chemistry, mechanics, management
|-
| Samsung || kor || 6 || 1930 || 1970 || electronics, management, artillery, aeronautics
|-
| Seoul National University || kor || 4 || 1930 || 1970 || management, chemistry, mechanics, mathematics
|-
| Seoul Military Academy || kor || 4 || 1930 || 1970 || centralized_execution, small_unit_tactics, large_unit_tactics, small_unit_tactics, training
|-
| Kurdistan Defence Ministry || kur || 2 || 1930 || 1970 || mechanics, artillery, general_equipment, aeronautics, centralized_execution
|-
| Frunze Arsenal || kyg || 3 || 1930 || 1970 || mechanics, artillery, general_equipment
|-
| Kyrgyz State National University || kyg || 3 || 1930 || 1970 || management, mechanics, chemistry, mathematics
|-
| Frunze Military Academy || kyg || 7 || 1930 || 1970 || large_unit_tactics, centralized_execution, infantry_focus, training
|-
| National University of Laos || lao || 2 || 1930 || 1970 || management, mechanics, chemistry, mathematics
|-
| Phoumi Nosavan || lao || 4 || 1959 || 1964 || small_unit_tactics, infantry_focus, centralized_execution, management
|-
| Irbitis || lat || 3 || 1930 || 1970 || aeronautics, technical_efficiency, electronics
|-
| LKOD || lat || 4 || 1930 || 1938 || aeronautics, naval_engineering, mechanics
|-
| VEF || lat || 3 || 1930 || 1941 || electronics, mechanics, industrial_engineering, management
|-
| Janis Balodis || lat || 4 || 1930 || 1951 || small_unit_tactics, decentralized_execution, infantry_focus
|-
| Krisjanis Berkis || lat || 3 || 1930 || 1954 || infantry_focus, training, centralized_execution
|-
| Alex Vanags-Baginskis || lat || 5 || 1930 || 1970 || bomber_tactics, aircraft_testing, aeronautics
|-
| Hugo Legzdins || lat || 3 || 1940 || 1970 || naval_training, seamanship, submarine_tactics
|-
| Universitas Latviensis || lat || 2 || 1930 || 1970 || mechanics, chemistry, management
|-
| Ministry of Defence || lat || 3 || 1930 || 1970 || large_unit_tactics, centralized_execution, small_taskforce_tactics, fighter_tactics, infantry_focus
|-
| Libyan Ministry of Defence || lby || 2 || 1930 || 1970 || mechanics, artillery, general_equipment, electronics, aeronautics
|-
| National Military Academy || lby || 2 || 1930 || 1970 || centralized_execution, piloting, infantry_focus, small_taskforce_tactics
|-
| Esso || lby || 5 || 1959 || 1970 || industrial_engineering, chemistry, management, technical_efficiency
|-
| Garyounis University || lby || 2 || 1956 || 1970 || mathematics, chemistry, management, mechanics
|-
| Arab Bank || leb || 4 || 1930 || 1970 || management
|-
| Beirut Arsenal || leb || 3 || 1930 || 1970 || mechanics, artillery, general_equipment
|-
| Tripoli Dockyard || leb || 2 || 1930 || 1970 || naval_engineering, naval_artillery, technical_efficiency
|-
| Université de Saint-Joseph || leb || 3 || 1930 || 1970 || management, chemistry, industrial_engineering, mathematics
|-
| Adrien Peltier || leb || 3 || 1930 || 1945 || centralized_execution, large_unit_tactics, individual_courage, infantry_focus, combined_arms_focus
|-
| Achille Peretti || leb || 2 || 1930 || 1945 || large_taskforce_tactics, naval_training, centralized_execution, seamanship
|-
| Henri Soulat || leb || 3 || 1930 || 1945 || fighter_tactics, piloting, aircraft_testing, bomber_tactics
|-
| Toufic Salem || leb || 3 || 1945 || 1959 || centralized_execution, large_unit_tactics, small_unit_tactics, infantry_focus, combined_arms_focus
|-
| Youssef Chmeit || leb || 3 || 1959 || 1970 || centralized_execution, large_unit_tactics, small_unit_tactics, infantry_focus, combined_arms_focus
|-
| Fouad Shebab || leb || 3 || 1945 || 1958 || centralized_execution, naval_training, small_unit_tactics, fighter_tactics, combined_arms_focus
|-
| Adel Shebab || leb || 3 || 1959 || 1965 || centralized_execution, naval_training, small_unit_tactics, fighter_tactics, combined_arms_focus
|-
| Blue Sea Shipping Company || lib || 2 || 1930 || 1960 || naval_engineering, mechanics, general_equipment, electronics, seamanship
|-
| Firestone Tire & Rubber Company || lib || 3 || 1930 || 1960 || industrial_engineering, general_equipment, technical_efficiency, mechanics, management
|-
| University of Liberia || lib || 2 || 1951 || 1970 || mathematics, chemistry, mechanics, management
|-
| ANBO || lit || 4 || 1930 || 1970 || aeronautics, mechanics, electronics
|-
| CCI || lit || 4 || 1930 || 1970 || industrial_engineering, technical_efficiency, management, mechanics
|-
| Povilas Plechavicius || lit || 3 || 1930 || 1944 || small_unit_tactics, decentralized_execution, training
|-
| Antanas Gustaitis || lit || 4 || 1930 || 1941 || piloting, aircraft_testing
|-
| Lithuanian Railways || lit || 3 || 1930 || 1960 || industrial_engineering, mechanics, general_equipment, management
|-
| University of Vilnius || lit || 3 || 1930 || 1970 || mechanics, chemistry, management
|-
| Lithuania Military Academy || lit || 2 || 1930 || 1970 || small_unit_tactics, decentralized_execution, individual_courage, training
|-
| Arbed || lux || 6 || 1930 || 1970 || mechanics, industrial_engineering, management
|-
| William Kroll || lux || 6 || 1930 || 1940 || chemistry, nuclear_physics
|-
| Madagascar Railways || mad || 2 || 1930 || 1970 || mechanics, general_equipment, industrial_engineering, management
|-
| Henri Amiel || mad || 3 || 1930 || 1958 || centralized_execution, large_unit_tactics, individual_courage, infantry_focus, training
|-
| Jean-Marie Querville || mad || 2 || 1930 || 1958 || large_taskforce_tactics, naval_training, centralized_execution, seamanship
|-
| Max Guedj || mad || 2 || 1930 || 1958 || fighter_tactics, piloting, aircraft_testing, bomber_tactics
|-
| Ministry of Defence || mad || 3 || 1958 || 1970 || centralized_execution, large_unit_tactics, infantry_focus, seamanship, piloting
|-
| Régie Nationale de Chemin de fer du Mali || mal || 2 || 1930 || 1970 || mechanics, general_equipment, industrial_engineering, management
|-
| Aimé Teisseire || mal || 3 || 1930 || 1970 || centralized_execution, large_unit_tactics, infantry_focus, combined_arms_focus
|-
| Henri Verdier || mal || 4 || 1930 || 1970 || centralized_execution, large_unit_tactics, infantry_focus, training
|-
| Pierre Moguez || mal || 4 || 1943 || 1970 || small_unit_tactics, decentralized_execution, individual_courage, management
|-
| Pierre Ponchardier || mal || 3 || 1930 || 1970 || large_taskforce_tactics, naval_training, centralized_execution, seamanship
|-
| Henri Tourtet || mal || 3 || 1930 || 1970 || fighter_tactics, piloting, aircraft_testing, centralized_execution
|-
| South Manchuria Railway Co. || man || 4 || 1930 || 1970 || industrial_engineering, general_equipment, electronics, management, mechanics
|-
| Mansyu Hikoki Seizo || man || 4 || 1930 || 1970 || aeronautics, technical_efficiency, electronics
|-
| Manchuria Colonial Development Organization || man || 4 || 1930 || 1970 || mechanics, management, chemistry
|-
| Heitaro Kimura || man || 5 || 1940 || 1970 || combined_arms_focus, individual_courage, small_unit_tactics, decentralized_execution
|-
| Seishiro Itagaki || man || 4 || 1930 || 1938 || infantry_focus, individual_courage, centralized_execution
|-
| Yoshijiro Umezu || man || 6 || 1939 || 1970 || combined_arms_focus, individual_courage, centralized_execution, large_unit_tactics, training
|-
| Oka Keijun || man || 4 || 1939 || 1970 || submarine_tactics, seamanship, naval_training, large_taskforce_tactics
|-
| Yoshijiro Umezu || man || 3 || 1939 || 1970 || aircraft_testing, piloting, bomber_tactics, fighter_tactics
|-
| Dowa Automobile Company || man || 5 || 1930 || 1970 || mechanics, electronics, artillery
|-
| Manchukwo Zaibatsu Empire || man || 4 || 1930 || 1970 || industrial_engineering, management, mathematics, mechanics
|-
| Mukden Arsenal || man || 4 || 1930 || 1970 || artillery, general_equipment, chemistry, training
|-
| Showa Steel Works || man || 5 || 1930 || 1970 || industrial_engineering, mechanics, technical_efficiency
|-
| Mengkukuo Railway Co. || men || 4 || 1930 || 1970 || industrial_engineering, general_equipment, electronics
|-
| Hsingan bureau || men || 5 || 1930 || 1970 || industrial_engineering, mechanics, technical_efficiency
|-
| Mengkukuo Colonial Co. || men || 4 || 1930 || 1970 || mechanics, management, chemistry
|-
| Yoshio Kozuki || men || 5 || 1940 || 1970 || combined_arms_focus, individual_courage, small_unit_tactics
|-
| Kanji Tsuneoka || men || 4 || 1930 || 1938 || infantry_focus, individual_courage, centralized_execution
|-
| Kumataro Honda || men || 6 || 1939 || 1970 || combined_arms_focus, individual_courage, centralized_execution
|-
| Yoshijiro Umezu || men || 3 || 1939 || 1970 || aircraft_testing, piloting, bomber_tactics
|-
| Hohhot Arsenal || men || 5 || 1930 || 1970 || mechanics, electronics, artillery
|-
| Mengkukuo Zaibatsu Empire || men || 4 || 1930 || 1970 || industrial_engineering, management, mathematics
|-
| Kalgan Central Academy || men || 4 || 1930 || 1970 || artillery, general_equipment, chemistry
|-
| TNCA || mex || 4 || 1930 || 1970 || aeronautics, electronics, technical_efficiency
|-
| COMESA || mex || 3 || 1930 || 1970 || general_equipment, mechanics, artillery
|-
| PEMEX || mex || 4 || 1930 || 1970 || industrial_engineering, chemistry, management
|-
| Manuel Avila Camacho || mex || 5 || 1930 || 1970 || large_unit_tactics, individual_courage, management
|-
| Compañía Metalúrgica Mexicana || mex || 5 || 1930 || 1970 || industrial_engineering, mechanics, technical_efficiency
|-
| Alberto Salinas Carraza || mex || 4 || 1940 || 1947 || bomber_tactics, aircraft_testing, centralized_execution
|-
| Enrique Estrada Reynoso || mex || 3 || 1930 || 1970 || small_unit_tactics, decentralized_execution, training
|-
| Gustavo Salinas Camina || mex || 4 || 1930 || 1970 || fighter_tactics, piloting, aircraft_testing
|-
| Heriberto Jara Corona || mex || 4 || 1930 || 1943 || large_taskforce_tactics, naval_training, centralized_execution
|-
| Luis Hiram Toledo || mex || 2 || 1930 || 1943 || large_taskforce_tactics, naval_training, seamanship
|-
| Miguel Alemán González || mex || 3 || 1930 || 1970 || large_unit_tactics, centralized_execution, infantry_focus, training
|-
| National Autonomous University of Mexico || mex || 3 || 1930 || 1970 || mechanics, chemistry, management
|-
| Malayan Railway Administration || mly || 3 || 1930 || 1970 || mechanics, general_equipment, industrial_engineering, management
|-
| University of Malaya || mly || 3 || 1942 || 1970 || mechanics, chemistry, management, mathematics
|-
| Arthur Percival || mly || 3 || 1930 || 1970 || centralized_execution, large_unit_tactics, combined_arms_focus, training
|-
| Nalayh Coal Mine || mon || 2 || 1930 || 1970 || industrial_engineering, mechanics, general_equipment
|-
| Choybalsan Industrial Combine || mon || 2 || 1930 || 1970 || industrial_engineering, general_equipment, management, technical_efficiency
|-
| Sukhe Bator Military Academy || mon || 2 || 1930 || 1970 || small_unit_tactics, centralized_execution, combined_arms_focus
|-
| Moroccan Railways Company || mor || 3 || 1930 || 1970 || mechanics, general_equipment, industrial_engineering, management
|-
| Georges Jeanperrin || mor || 3 || 1942 || 1970 || small_unit_tactics, decentralized_execution, individual_courage, training
|-
| Jacques de la Bollardière || mor || 4 || 1930 || 1970 || centralized_execution, large_unit_tactics, individual_courage, infantry_focus
|-
| Georges Cabanier || mor || 3 || 1930 || 1970 || small_taskforce_tactics, naval_training, decentralized_execution, seamanship
|-
| René Cassin || mor || 3 || 1930 || 1970 || large_taskforce_tactics, naval_training, centralized_execution, seamanship
|-
| Christian Martell || mor || 4 || 1930 || 1970 || fighter_tactics, piloting, aircraft_testing, bomber_tactics
|-
| Eduard Corniglion-Molinier || mor || 3 || 1930 || 1970 || bomber_tactics, combined_arms_focus, aircraft_testing, decentralized_execution
|-
| Mozambique North || moz || 2 || 1930 || 1970 || mechanics, general_equipment, industrial_engineering, management
|-
| Maputo Military Academy || moz || 2 || 1930 || 1970 || large_unit_tactics, infantry_focus, centralized_execution, artillery, training
|-
| Universidade Eduardo Mondlane || moz || 2 || 1962 || 1970 || mathematics, chemistry
|-
| Gulf Oil || moz || 5 || 1961 || 1970 || industrial_engineering, chemistry, management, technical_efficiency
|-
| Eduardo Mondlane || moz || 4 || 1962 || 1969 || small_unit_tactics, infantry_focus, decentralized_execution, individual_courage
|-
| Budva Dockyard || mtn || 3 || 1930 || 1970 || naval_engineering, technical_efficiency, naval_artillery
|-
| Montenegro Defence Ministry || mtn || 3 || 1930 || 1970 || mechanics, artillery, aeronautics
|-
| National Railways of Montenegro || mtn || 5 || 1930 || 1970 || mechanics, management
|-
| Podgorica Arsenal || mtn || 5 || 1930 || 1970 || general_equipment, mechanics, artillery
|-
| University of Montenegro || mtn || 1 || 1930 || 1970 || mechanics, chemistry, management, mathematics
|-
| Podgorica Military Academy || mtn || 2 || 1930 || 1970 || large_unit_tactics, small_unit_tactics, centralized_execution, infantry_focus, training
|-
| Consolidated Diamond Mines || nam || 2 || 1930 || 1970 || management, mechanics, general_equipment
|-
| Khetan Group || nep || 2 || 1937 || 1970 || industrial_engineering, general_equipment, management
|-
| Golcha Organisations || nep || 1 || 1930 || 1970 || industrial_engineering, general_equipment
|-
| Biratnagar || nep || 2 || 1930 || 1970 || electronics, industrial_engineering, management
|-
| Nicaraguan Oil || nic || 2 || 1930 || 1970 || industrial_engineering, mechanics, chemistry
|-
| NSSL || nic || 3 || 1930 || 1970 || general_equipment, training, mechanics
|-
| Anastacio Somoza || nic || 2 || 1936 || 1956 || infantry_focus, training, large_unit_tactics, individual_courage
|-
| United Fruit Company || nic || 2 || 1930 || 1970 || mechanics, chemistry, management
|-
| Luis Somoza || nic || 3 || 1957 || 1962 || infantry_focus, training, small_unit_tactics, individual_courage, piloting
|-
| Central American Common Market || nic || 1 || 1961 || 1969 || management
|-
| Lagos Arsenal || nig || 3 || 1930 || 1970 || mechanics, artillery, general_equipment
|-
| Lagos Shipyard || nig || 3 || 1930 || 1970 || naval_engineering, naval_artillery, technical_efficiency
|-
| Nigerian Aircraft Ltd. || nig || 2 || 1930 || 1970 || aeronautics, mechanics, technical_efficiency
|-
| Shell D'Arcy || nig || 3 || 1937 || 1970 || chemistry, industrial_engineering, management
|-
| University College of Ibadan || nig || 2 || 1943 || 1970 || management, chemistry, mechanics, mathematics
|-
| Lagos Military Academy || nig || 2 || 1930 || 1970 || centralized_execution, decentralized_execution, large_unit_tactics, infantry_focus, training
|-
| Horten Naval Yard || nor || 3 || 1930 || 1970 || naval_engineering, naval_artillery, technical_efficiency
|-
| Kjeller Flyfabrikk || nor || 4 || 1930 || 1970 || aeronautics, technical_efficiency, electronics
|-
| Kongsberg || nor || 4 || 1930 || 1970 || general_equipment, industrial_engineering, management
|-
| Kvaerner || nor || 6 || 1930 || 1970 || naval_engineering, chemistry, technical_efficiency
|-
| Raufoss Ammunisjonsfabrikk || nor || 5 || 1930 || 1970 || general_equipment, artillery, mechanics
|-
| Carl Gustav Fleischer || nor || 4 || 1930 || 1970 || small_unit_tactics, decentralized_execution, infantry_focus, training
|-
| Kristian K. Laake || nor || 3 || 1930 || 1970 || bomber_tactics, centralized_execution, aircraft_testing
|-
| Bjørn Diesen || nor || 3 || 1930 || 1970 || naval_training, seamanship, centralized_execution
|-
| Odd Hassel || nor || 5 || 1930 || 1970 || management, chemistry, electronics
|-
| Bernard Freyberg || nzl || 7 || 1930 || 1960 || centralized_execution, small_unit_tactics, combined_arms_focus, individual_courage, training
|-
| William Sinclair-Burgess || nzl || 5 || 1930 || 1938 || centralized_execution, large_unit_tactics, infantry_focus, training
|-
| Francis Tuker || nzl || 5 || 1941 || 1960 || training, combined_arms_focus, small_unit_tactics, artillery, mechanics
|-
| W.H. Stratton || nzl || 5 || 1930 || 1960 || small_taskforce_tactics, centralized_execution, naval_training, seamanship, large_taskforce_tactics
|-
| Roderick Carr || nzl || 6 || 1938 || 1960 || combined_arms_focus, piloting, aircraft_testing, bomber_tactics, centralized_execution
|-
| L.M. Isitt || nzl || 5 || 1930 || 1942 || bomber_tactics, centralized_execution, piloting, aircraft_testing
|-
| Wellington Arsenal || nzl || 5 || 1930 || 1970 || artillery, mechanics, general_equipment, training
|-
| New Zealand Dockyard || nzl || 4 || 1930 || 1970 || naval_engineering, naval_artillery, electronics, technical_efficiency, general_equipment
|-
| General Motors Wellington || nzl || 4 || 1930 || 1970 || artillery, technical_efficiency, mechanics, electronics
|-
| de Havilland || nzl || 7 || 1930 || 1970 || aeronautics, electronics, technical_efficiency
|-
| University of Otago || nzl || 3 || 1930 || 1970 || mathematics, chemistry, mechanics, management
|-
| Oman International Transport Company || omn || 1 || 1930 || 1960 || industrial_engineering, general_equipment, mechanics, electronics, management
|-
| Golçuk Shipyards || ott || 4 || 1930 || 1970 || naval_engineering, technical_efficiency, naval_artillery
|-
| Istanbul Valde Shipyard || ott || 5 || 1930 || 1970 || naval_engineering, technical_efficiency, naval_artillery
|-
| KTF || ott || 4 || 1930 || 1970 || aeronautics, technical_efficiency
|-
| MKEK || ott || 5 || 1930 || 1970 || chemistry, mathematics, general_equipment
|-
| Ottoman Empire Petroleum Company || ott || 3 || 1930 || 1970 || industrial_engineering, chemistry, management
|-
| THK || ott || 4 || 1930 || 1970 || aeronautics, technical_efficiency
|-
| Mustapha Kemal Pasha || ott || 6 || 1930 || 1938 || large_unit_tactics, small_unit_tactics, centralized_execution, decentralized_execution, individual_courage
|-
| Istanbul Military Industries || ott || 4 || 1930 || 1970 || artillery, mechanics, general_equipment, electronics
|-
| Istanbul University || ott || 4 || 1930 || 1970 || mechanics, chemistry, management
|-
| Ali Örlungat || ott || 4 || 1930 || 1970 || fighter_tactics, bomber_tactics, aircraft_testing
|-
| Erkan Gataly || ott || 3 || 1939 || 1970 || bomber_tactics, aircraft_testing, piloting
|-
| Fevzi Cakmak || ott || 4 || 1930 || 1945 || large_unit_tactics, centralized_execution, infantry_focus, individual_courage
|-
| Ilmur Koya || ott || 4 || 1940 || 1970 || large_taskforce_tactics, naval_training, seamanship
|-
| Mehmet Ali Üngen || ott || 5 || 1930 || 1970 || centralized_execution, large_taskforce_tactics, naval_training
|-
| Mehmet Nuri Yamut || ott || 4 || 1930 || 1970 || small_unit_tactics, centralized_execution, combined_arms_focus
|-
| Karachi Shipyard & Engineering Works || pak || 3 || 1930 || 1970 || naval_engineering, naval_artillery, technical_efficiency
|-
| Military Vehicles R&D || pak || 5 || 1930 || 1970 || mechanics, artillery, industrial_engineering, technical_efficiency
|-
| Pakistan Aeronautical Complex || pak || 4 || 1930 || 1970 || aeronautics, technical_efficiency
|-
| Pakistan Machine Tool Factory || pak || 4 || 1930 || 1970 || mechanics, technical_efficiency, industrial_engineering
|-
| Pakistan Navy Dockyard || pak || 4 || 1930 || 1970 || naval_engineering, naval_artillery, technical_efficiency
|-
| Pakistan Ordnance Factories || pak || 4 || 1930 || 1970 || general_equipment, artillery, management
|-
| University of the Punjab || pak || 2 || 1930 || 1970 || management, mechanics, chemistry, mathematics
|-
| Muhammad Ayub Khan || pak || 3 || 1930 || 1970 || centralized_execution, large_unit_tactics, combined_arms_focus, management
|-
| Muhammed Yahya Khan || pak || 3 || 1930 || 1970 || decentralized_execution, small_unit_tactics, combined_arms_focus, training
|-
| Haji Mohammad Siddiq Choudri || pak || 5 || 1942 || 1970 || small_taskforce_tactics, naval_training, decentralized_execution, centralized_execution, seamanship
|-
| James Wilfred Jefford || pak || 2 || 1930 || 1956 || small_taskforce_tactics, naval_training, centralized_execution, seamanship
|-
| John Talbot Savignac Hall || pak || 3 || 1930 || 1945 || bomber_tactics, aircraft_testing, centralized_execution
|-
| Ashgar Khan || pak || 6 || 1930 || 1970 || fighter_tactics, aircraft_testing, piloting, decentralized_execution
|-
| Pakistan Chief of Naval Staff || pak || 1 || 1956 || 1970 || small_taskforce_tactics, centralized_execution, seamanship, naval_training
|-
| Al-Quds University || pal || 2 || 1930 || 1970 || management, chemistry, mechanics, mathematics
|-
| Palestinian Military School || pal || 2 || 1930 || 1970 || centralized_execution, decentralized_execution, large_unit_tactics, infantry_focus, training
|-
| Panama Canal Company || pan || 3 || 1930 || 1970 || mechanics, general_equipment, management
|-
| Panama Canal Yards || pan || 3 || 1930 || 1942 || naval_engineering, technical_efficiency
|-
| Remón Cantera || pan || 4 || 1942 || 1970 || large_unit_tactics, training, individual_courage
|-
| Panama Canal Yards || pan || 5 || 1942 || 1970 || naval_engineering, technical_efficiency
|-
| United Fruit Company || pan || 2 || 1930 || 1970 || mechanics, chemistry, management
|-
| BCP || par || 2 || 1930 || 1970 || industrial_engineering, management
|-
| Tannin Industry || par || 3 || 1930 || 1970 || general_equipment, chemistry
|-
| José Estigarribia || par || 6 || 1930 || 1941 || large_unit_tactics, centralized_execution, combined_arms_focus, training, individual_courage
|-
| Higinio Morinigo Martinez || par || 3 || 1930 || 1970 || small_unit_tactics, centralized_execution, infantry_focus, training
|-
| Compañía Bloom S.A. || par || 4 || 1930 || 1970 || general_equipment, management, mechanics
|-
| Asunción Arsenal || par || 3 || 1930 || 1970 || artillery, mechanics, electronics, general_equipment
|-
| Paraguay Aeroplane Company || par || 2 || 1930 || 1970 || aeronautics, electronics, technical_efficiency
|-
| Anglo-Iranian Oil || per || 5 || 1930 || 1970 || industrial_engineering, chemistry, management
|-
| Douglas Aircraft Company || per || 5 || 1970 || 1970 || aeronautics, technical_efficiency, electronics
|-
| Jahanbin Constructing || per || 3 || 1930 || 1970 || industrial_engineering, mechanics, general_equipment, management
|-
| Sarcheshmeh Copper Mines || per || 3 || 1930 || 1970 || industrial_engineering, mechanics, management
|-
| Siemens Iran || per || 5 || 1937 || 1970 || electronics, industrial_engineering, technical_efficiency, management
|-
| State Aircraft Company || per || 3 || 1930 || 1970 || aeronautics, technical_efficiency, electronics
|-
| Trans-Iranian Railway Co. || per || 4 || 1930 || 1970 || mechanics, general_equipment, management, technical_efficiency
|-
| Gholam Reza Pahlavi || per || 2 || 1930 || 1970 || large_unit_tactics, centralized_execution, infantry_focus, training
|-
| Reza Pahlavi || per || 5 || 1930 || 1945 || large_unit_tactics, centralized_execution, infantry_focus, individual_courage, training
|-
| Teheran University || per || 3 || 1930 || 1970 || mechanics, chemistry, management
|-
| Benguet Consolidated Mining Company || phi || 3 || 1930 || 1970 || mechanics, industrial_engineering, chemistry
|-
| Elizalde & Co. || phi || 6 || 1930 || 1970 || industrial_engineering, chemistry, naval_engineering, general_equipment, technical_efficiency
|-
| Manila Electric Company || phi || 5 || 1930 || 1970 || industrial_engineering, electronics, management, mechanics
|-
| Manila Railway Company || phi || 3 || 1930 || 1970 || mechanics, technical_efficiency, management
|-
| Douglas MacArthur || phi || 7 || 1930 || 1942 || small_unit_tactics, decentralized_execution, training, combined_arms_focus
|-
| Philippine Army Academy || phi || 3 || 1939 || 1970 || small_unit_tactics, decentralized_execution, training, combined_arms_focus
|-
| University of Santo Tomas || phi || 3 || 1930 || 1970 || mechanics, chemistry, management
|-
| Phillippine Air Force || phi || 5 || 1946 || 1970 || centralized_execution, fighter_tactics, aircraft_testing, piloting
|-
| COP || pol || 4 || 1930 || 1970 || mechanics, artillery, technical_efficiency, industrial_engineering, management
|-
| Stefan Banach || pol || 8 || 1930 || 1945 || mathematics
|-
| Stanislaw Ulam || pol || 7 || 1930 || 1938 || nuclear_physics, nuclear_engineering, mathematics, chemistry
|-
| Fab.Broni Radom || pol || 5 || 1930 || 1970 || general_equipment, artillery, electronics
|-
| Fab. Starachowice || pol || 5 || 1930 || 1970 || artillery, general_equipment, mechanics
|-
| PWS || pol || 4 || 1930 || 1970 || aeronautics, chemistry, electronics, technical_efficiency
|-
| PZInz || pol || 6 || 1930 || 1970 || mechanics, artillery, technical_efficiency
|-
| PZL || pol || 5 || 1930 || 1970 || aeronautics, chemistry, electronics, technical_efficiency
|-
| Stocznia Gdynia || pol || 4 || 1930 || 1970 || naval_engineering, naval_artillery, technical_efficiency
|-
| Tadeusz Kutrzeba || pol || 4 || 1930 || 1944 || centralized_execution, large_unit_tactics, training, infantry_focus
|-
| Marian Rejewski || pol || 7 || 1930 || 1939 || mathematics, electronics
|-
| Ludomil Rayski || pol || 4 || 1930 || 1944 || aircraft_testing, bomber_tactics, piloting, centralized_execution
|-
| Jerzy Swirski || pol || 4 || 1930 || 1944 || naval_training, small_taskforce_tactics, submarine_tactics, seamanship
|-
| Ministry of National Defence || pol || 4 || 1945 || 1970 || large_unit_tactics, centralized_execution, small_taskforce_tactics, fighter_tactics, piloting
|-
| Lisbon Dockyard || por || 4 || 1930 || 1970 || naval_engineering, technical_efficiency
|-
| Oficinas Gerais de Material Aeronáutico || por || 3 || 1930 || 1970 || aeronautics, technical_efficiency
|-
| Arsenal do Alfeite || por || 3 || 1930 || 1970 || naval_engineering, technical_efficiency, naval_artillery, management
|-
| Caminhos de Ferro Portugueses || por || 5 || 1930 || 1970 || industrial_engineering, mechanics, management
|-
| José Norton de Matos || por || 2 || 1930 || 1938 || small_unit_tactics, centralized_execution, infantry_focus, training
|-
| Francisco Soares || por || 4 || 1930 || 1970 || small_unit_tactics, decentralized_execution, combined_arms_focus, individual_courage
|-
| Oficinas Gerais de Material de Engenharia || por || 3 || 1930 || 1970 || mechanics, technical_efficiency
|-
| Fábrica Militar de Santa Clara || por || 3 || 1930 || 1970 || artillery, general_equipment
|-
| Jaime Afreixo || por || 3 || 1930 || 1970 || small_taskforce_tactics, seamanship, naval_training
|-
| Manuel Gouveia || por || 3 || 1930 || 1970 || aircraft_testing, fighter_tactics, bomber_tactics, piloting
|-
| Amur Shipbuilding Plant || pri || 4 || 1930 || 1970 || naval_engineering, naval_artillery, technical_efficiency
|-
| Dalzavod Heavy Industries || pri || 5 || 1930 || 1970 || mechanics, artillery, general_equipment, technical_efficiency
|-
| Dalzavod Naval Industries || pri || 5 || 1930 || 1970 || naval_engineering, naval_artillery, electronics, mechanics
|-
| Far Eastern National University || pri || 3 || 1930 || 1970 || management, mechanics, chemistry, mathematics
|-
| Primorsk Shipping Corporation || pri || 3 || 1930 || 1970 || naval_engineering, naval_artillery, technical_efficiency
|-
| Primorsk State Railways || pri || 5 || 1930 || 1970 || mechanics, industrial_engineering, management
|-
| Vladivostok Military Academy || pri || 3 || 1930 || 1970 || centralized_execution, decentralized_execution, large_unit_tactics, infantry_focus, training
|-
| Vladivostok Naval Cadet School || pri || 3 || 1930 || 1970 || naval_artillery, small_taskforce_tactics, submarine_tactics, large_taskforce_tactics, naval_training
|-
| Ministry of Agriculture || prk || 3 || 1930 || 1970 || chemistry, management
|-
| Ministry of Air Transport || prk || 4 || 1930 || 1970 || aeronautics, technical_efficiency
|-
| Ministry of Chemical Industry || prk || 6 || 1930 || 1970 || chemistry, management, industrial_engineering
|-
| Ministry of Construction || prk || 5 || 1930 || 1970 || industrial_engineering, general_equipment, management
|-
| Ministry of Electronic Industry || prk || 4 || 1930 || 1970 || industrial_engineering, electronics
|-
| Ministry of Extractive Industries || prk || 6 || 1930 || 1970 || industrial_engineering, mechanics, management
|-
| Ministry of Land & Marine Transport || prk || 4 || 1930 || 1970 || mechanics, naval_engineering, management
|-
| Ministry of Metal & Machine Building Factories || prk || 5 || 1930 || 1970 || mechanics, artillery, technical_efficiency, general_equipment
|-
| Ministry of Power & Coal Industries || prk || 6 || 1930 || 1970 || industrial_engineering, mechanics, electronics
|-
| Ministry of Railways || prk || 5 || 1930 || 1970 || mechanics, management, industrial_engineering
|-
| Ministry of Shipping || prk || 4 || 1930 || 1970 || naval_engineering, naval_artillery, technical_efficiency
|-
| National Military Academy || prk || 3 || 1930 || 1970 || centralized_execution, decentralized_execution, large_unit_tactics, infantry_focus, training
|-
| El Callao || pru || 4 || 1930 || 1970 || naval_engineering, industrial_engineering, training, mechanics
|-
| FNA || pru || 3 || 1930 || 1970 || aeronautics, technical_efficiency, electronics
|-
| Cooperación del Peru || pru || 4 || 1930 || 1970 || industrial_engineering, mechanics, general_equipment, management
|-
| Transporte de Picos SA || pru || 4 || 1930 || 1970 || mechanics, management
|-
| Manuel Odria Amoretti || pru || 4 || 1940 || 1970 || small_unit_tactics, decentralized_execution, infantry_focus, individual_courage
|-
| Ramón Castillo || pru || 3 || 1930 || 1940 || large_unit_tactics, centralized_execution, individual_courage, combined_arms_focus
|-
| Ernesto Scroth || pru || 5 || 1930 || 1960 || large_taskforce_tactics, seamanship, naval_training, centralized_execution
|-
| Luis Navarreté || pru || 4 || 1942 || 1960 || large_taskforce_tactics, naval_training, seamanship
|-
| Paul de Beaudiez || pru || 5 || 1930 || 1939 || training, general_equipment, fighter_tactics, piloting, aircraft_testing
|-
| Fernando M. Quesada Blanco || pru || 4 || 1941 || 1960 || fighter_tactics, piloting, aircraft_testing, centralized_execution
|-
| Pedro Paulet || pru || 5 || 1930 || 1945 || rocketry, aeronautics
|-
| Bombardier || que || 5 || 1930 || 1970 || general_equipment, mechanics, industrial_engineering, management
|-
| Canadian Car & Foundry || que || 5 || 1930 || 1970 || mechanics, technical_efficiency, artillery, aeronautics
|-
| Federal Aircraft Limited || que || 6 || 1930 || 1970 || aeronautics, technical_efficiency, mechanics
|-
| McGill University || que || 4 || 1930 || 1970 || mathematics, mechanics, management, chemistry
|-
| Montréal Locomotive Works || que || 4 || 1930 || 1970 || mechanics, management, industrial_engineering
|-
| Ecole Militaire du Montréal || que || 4 || 1930 || 1970 || centralized_execution, decentralized_execution, large_unit_tactics, infantry_focus, training
|-
| Rhodesia Railways Limited || rho || 3 || 1930 || 1970 || mechanics, general_equipment, industrial_engineering, management
|-
| Zambia Railways || rho || 2 || 1930 || 1970 || mechanics, general_equipment, industrial_engineering, management
|-
| Rhodesian African Rifles || rho || 3 || 1930 || 1970 || decentralized_execution, small_unit_tactics, infantry_focus, individual_courage, training
|-
| Ted Jacklin || rho || 3 || 1949 || 1961 || fighter_tactics, piloting, aircraft_testing
|-
| RAF' Bentley || rho || 2 || 1961 || 1965 || piloting, combined_arms_focus
|-
| Kariba Dam || rho || 4 || 1955 || 1959 || management, general_equipment, industrial_engineering
|-
| Carbosin || rom || 4 || 1930 || 1970 || industrial_engineering, chemistry, management
|-
| DT-UDR || rom || 4 || 1930 || 1970 || mechanics, artillery, training, general_equipment, chemistry
|-
| IAR || rom || 6 || 1930 || 1970 || aeronautics, technical_efficiency, electronics
|-
| Malaxa Works || rom || 5 || 1930 || 1970 || mechanics, artillery, technical_efficiency
|-
| Orita || rom || 4 || 1930 || 1970 || mechanics, general_equipment, training
|-
| MAN || rom || 6 || 1930 || 1970 || electronics, industrial_engineering, mechanics, management
|-
| Emanoil Ionescu || rom || 6 || 1944 || 1970 || bomber_tactics, combined_arms_focus, fighter_tactics, aircraft_testing, piloting
|-
| Gheorghe Jienescu || rom || 4 || 1930 || 1945 || fighter_tactics, bomber_tactics, aircraft_testing
|-
| Horia Macellariu || rom || 2 || 1930 || 1945 || submarine_tactics, naval_training, seamanship, centralized_execution
|-
| Ion Antonescu || rom || 5 || 1930 || 1944 || large_unit_tactics, centralized_execution, combined_arms_focus, individual_courage, infantry_focus
|-
| Mihail Lascar || rom || 6 || 1945 || 1950 || small_unit_tactics, decentralized_execution, infantry_focus, individual_courage
|-
| Henri Coanda || rom || 5 || 1930 || 1944 || rocketry, aeronautics, technical_efficiency
|-
| University of Bucharest || rom || 3 || 1930 || 1970 || mechanics, chemistry, management
|-
| Ministry of National Defence || rom || 4 || 1945 || 1970 || large_unit_tactics, centralized_execution, small_taskforce_tactics, fighter_tactics, piloting
|-
| FIAT || rsi || 5 || 1930 || 1970 || mechanics, artillery, management, electronics, aeronautics
|-
| Macchi || rsi || 4 || 1930 || 1970 || aeronautics, electronics, technical_efficiency
|-
| Rino Corso Fougier || rsi || 3 || 1940 || 1970 || bomber_tactics, centralized_execution, aircraft_testing
|-
| Rodolfo Graziani || rsi || 3 || 1930 || 1955 || training, combined_arms_focus, decentralized_execution
|-
| Gastone Gambara || rsi || 3 || 1930 || 1970 || combined_arms_focus, centralized_execution, large_unit_tactics
|-
| Carlo di Cossato || rsi || 4 || 1930 || 1970 || submarine_tactics, small_taskforce_tactics, seamanship
|-
| Pier Angelo Brandimarte || rsi || 3 || 1930 || 1970 || centralized_execution, large_taskforce_tactics, seamanship
|-
| Beretta || rsi || 4 || 1930 || 1970 || training, general_equipment
|-
| Cantieri Ansaldo || rsi || 4 || 1930 || 1970 || naval_engineering, naval_artillery, electronics, mechanics, artillery
|-
| Lancia || rsi || 4 || 1930 || 1970 || mechanics, industrial_engineering, general_equipment, management
|-
| Societá Montecatini || rsi || 4 || 1930 || 1970 || chemistry, industrial_engineering
|-
| Central Research Institute of Shipbuilding Technology || rus || 6 || 1930 || 1970 || naval_engineering, naval_artillery, technical_efficiency
|-
| Grabin Design Bureau || rus || 5 || 1930 || 1970 || mechanics, artillery, technical_efficiency, chemistry, general_equipment
|-
| Igor Y. Tamm || rus || 3 || 1930 || 1970 || nuclear_physics, nuclear_engineering, mathematics
|-
| Ilyushin Design Bureau || rus || 5 || 1930 || 1970 || aeronautics, electronics, technical_efficiency, chemistry
|-
| Kalinin Machines Plant || rus || 5 || 1930 || 1970 || general_equipment, rocketry, electronics
|-
| Kirov Factory Design Bureau || rus || 6 || 1930 || 1970 || mechanics, artillery, technical_efficiency, management
|-
| Mikulin Design Bureau || rus || 5 || 1944 || 1970 || aeronautics, mechanics, rocketry, management
|-
| Nevskoye Design Bureau || rus || 4 || 1930 || 1970 || naval_engineering, technical_efficiency, naval_artillery, general_equipment, electronics
|-
| Rubin Marine Engineering || rus || 5 || 1930 || 1970 || naval_engineering, naval_artillery, technical_efficiency, electronics, nuclear_engineering
|-
| Sergei Korolev || rus || 7 || 1930 || 1966 || rocketry, aeronautics, technical_efficiency
|-
| STZ Factory Design Bureau || rus || 4 || 1930 || 1970 || mechanics, general_equipment, electronics
|-
| Sukhoi Design Bureau || rus || 4 || 1939 || 1970 || aeronautics, electronics, technical_efficiency, chemistry
|-
| V.A. Degtyarev Plant || rus || 6 || 1930 || 1970 || general_equipment, artillery, chemistry
|-
| Moscow Military Academy || rus || 4 || 1930 || 1970 || centralized_execution, decentralized_execution, large_unit_tactics, individual_courage, training
|-
| Saint-Petersburg Naval Academy || rus || 3 || 1930 || 1970 || naval_artillery, small_taskforce_tactics, submarine_tactics, large_taskforce_tactics, naval_training
|-
| ACAD || saf || 4 || 1930 || 1970 || aeronautics, rocketry, electronics, technical_efficiency
|-
| de Havilland || saf || 7 || 1930 || 1970 || aeronautics, chemistry, electronics, technical_efficiency
|-
| Marmon-Herrington || saf || 7 || 1930 || 1970 || mechanics, training, chemistry, artillery
|-
| South Africa Railways || saf || 6 || 1930 || 1970 || mechanics, technical_efficiency, industrial_engineering, management
|-
| Vickers-Armstrong Ltd. || saf || 8 || 1930 || 1970 || mechanics, aeronautics, technical_efficiency, artillery, naval_engineering
|-
| Adolf Malan || saf || 6 || 1941 || 1950 || fighter_tactics, aircraft_testing, piloting
|-
| Jan Smuts || saf || 6 || 1930 || 1950 || centralized_execution, training, combined_arms_focus, individual_courage, large_unit_tactics
|-
| Pierre Oliver-Knoll || saf || 5 || 1930 || 1970 || large_taskforce_tactics, naval_training, seamanship, centralized_execution, small_taskforce_tactics
|-
| Pierre van Ryneveld || saf || 4 || 1930 || 1970 || fighter_tactics, aircraft_testing, piloting
|-
| Compañía d'Oro de Divisadero || sal || 3 || 1930 || 1970 || chemistry, management, mechanics
|-
| Compañía Imberton || sal || 3 || 1930 || 1970 || management, general_equipment
|-
| Ferretería Ferrominera || sal || 4 || 1930 || 1970 || industrial_engineering, general_equipment, management, mechanics
|-
| Lido Industrias || sal || 5 || 1930 || 1970 || general_equipment, artillery, mechanics
|-
| Puerto de Acajutla || sal || 3 || 1930 || 1970 || naval_engineering, naval_artillery
|-
| Hernandez Martinez || sal || 4 || 1931 || 1944 || large_unit_tactics, training, individual_courage, infantry_focus, management
|-
| Fuerza Armada de El Salvador || sal || 2 || 1930 || 1970 || piloting, infantry_focus, centralized_execution, large_unit_tactics
|-
| University of Sarawak || sar || 1 || 1930 || 1970 || management, chemistry, mechanics, mathematics
|-
| Standard Oil of California || sau || 5 || 1930 || 1970 || industrial_engineering, chemistry, management, technical_efficiency
|-
| King Saud University || sau || 3 || 1940 || 1970 || mechanics, chemistry, management
|-
| Absalon || sca || 2 || 1930 || 1970 || mechanics, technical_efficiency, electronics
|-
| Arne Beurling || sca || 6 || 1930 || 1970 || mathematics
|-
| Atlas A/S || sca || 2 || 1930 || 1970 || aeronautics, naval_engineering, electronics, technical_efficiency
|-
| Bofors AB || sca || 6 || 1930 || 1970 || mechanics, artillery, chemistry
|-
| Burmeister & Wain || sca || 5 || 1930 || 1970 || aeronautics, naval_engineering, mechanics, electronics, technical_efficiency
|-
| F.L. Smidt || sca || 5 || 1930 || 1970 || mechanics, industrial_engineering, electronics, management
|-
| Götaverken || sca || 4 || 1930 || 1970 || naval_engineering, naval_artillery, electronics
|-
| HF Vaerkstader || sca || 2 || 1930 || 1970 || aeronautics, electronics, technical_efficiency
|-
| Horten Naval Yard || sca || 2 || 1930 || 1970 || naval_engineering, naval_artillery, technical_efficiency
|-
| Husqvarna || sca || 4 || 1930 || 1970 || general_equipment, mechanics, artillery
|-
| KaMeVe || sca || 4 || 1930 || 1970 || mechanics, general_equipment, industrial_engineering, naval_engineering
|-
| Karlskrona Naval Yard || sca || 5 || 1930 || 1970 || naval_engineering, naval_artillery
|-
| Kjeller Flyfabrikk || sca || 3 || 1930 || 1970 || aeronautics, technical_efficiency, electronics
|-
| Kongsberg || sca || 3 || 1930 || 1970 || general_equipment, industrial_engineering, management
|-
| Kvaerner || sca || 5 || 1930 || 1970 || naval_engineering, chemistry, technical_efficiency
|-
| Landsverk AB || sca || 5 || 1930 || 1970 || mechanics, technical_efficiency, general_equipment, artillery
|-
| LM Ericsson || sca || 6 || 1930 || 1970 || electronics, industrial_engineering
|-
| Niels Bohr || sca || 7 || 1930 || 1943 || nuclear_physics, nuclear_engineering, mathematics
|-
| Odd Hassel || sca || 4 || 1930 || 1970 || management, chemistry, electronics
|-
| Raufoss Ammunisjonsfabrikk || sca || 4 || 1930 || 1970 || general_equipment, artillery, mechanics
|-
| Riffelsyndikatet A/S || sca || 3 || 1930 || 1970 || mechanics, artillery, general_equipment, chemistry
|-
| SAAB || sca || 5 || 1930 || 1970 || aeronautics, industrial_engineering, mechanics, technical_efficiency, rocketry
|-
| Sadolin & Holmblad A/S || sca || 2 || 1930 || 1970 || chemistry, industrial_engineering, management
|-
| Scania-Vabis || sca || 5 || 1930 || 1970 || industrial_engineering, mechanics, management
|-
| The Svedberg || sca || 5 || 1930 || 1970 || nuclear_physics, mathematics, management
|-
| Vølund || sca || 3 || 1930 || 1970 || mechanics, naval_engineering, electronics
|-
| Volvo || sca || 5 || 1930 || 1970 || mechanics, industrial_engineering
|-
| Carl Hjalf || sca || 3 || 1930 || 1970 || small_unit_tactics, centralized_execution, infantry_focus, training
|-
| Helge Jung || sca || 4 || 1930 || 1970 || combined_arms_focus, decentralized_execution, small_unit_tactics
|-
| Bjørn Diesen || sca || 2 || 1930 || 1970 || naval_training, seamanship, centralized_execution
|-
| Bengt Nordenskiöld || sca || 4 || 1930 || 1970 || bomber_tactics, aircraft_testing, piloting
|-
| Brown-Bovery || sch || 5 || 1930 || 1970 || electronics, industrial_engineering
|-
| Dornier Werke Schweiz || sch || 6 || 1930 || 1970 || aeronautics, technical_efficiency, electronics
|-
| EKW || sch || 5 || 1930 || 1970 || aeronautics, technical_efficiency
|-
| Furrer || sch || 5 || 1930 || 1970 || mechanics, general_equipment, artillery
|-
| La Roche || sch || 5 || 1930 || 1970 || chemistry, industrial_engineering, management
|-
| Maschinenfabrik Oerlikon || sch || 6 || 1930 || 1970 || mechanics, artillery, general_equipment, technical_efficiency
|-
| Oederlin Metallwaren || sch || 5 || 1930 || 1970 || mechanics, industrial_engineering, general_equipment, artillery, management
|-
| Sandoz || sch || 6 || 1930 || 1970 || chemistry, industrial_engineering
|-
| SIG || sch || 6 || 1930 || 1970 || mechanics, general_equipment
|-
| Sulzer || sch || 7 || 1930 || 1970 || mechanics, industrial_engineering, management
|-
| Etienne Primault || sch || 6 || 1942 || 1960 || fighter_tactics, aircraft_testing, piloting, decentralized_execution
|-
| Fritz Rihner || sch || 5 || 1930 || 1960 || bomber_tactics, combined_arms_focus, aircraft_testing, piloting
|-
| Henri Guisan || sch || 5 || 1930 || 1954 || training, decentralized_execution, combined_arms_focus, small_unit_tactics
|-
| Wolfgang Pauli || sch || 8 || 1937 || 1941 || nuclear_physics
|-
| Paul Chaudet || sch || 4 || 1955 || 1967 || piloting, decentralized_execution, combined_arms_focus, small_unit_tactics
|-
| Paul Scherrer || sch || 6 || 1930 || 1969 || nuclear_physics, nuclear_engineering, mathematics
|-
| Blackburn Aircraft Company || sco || 5 || 1930 || 1970 || aeronautics, technical_efficiency
|-
| Gloster Aircraft Company || sco || 7 || 1930 || 1970 || aeronautics, technical_efficiency
|-
| Harland & Wolff || sco || 7 || 1930 || 1970 || naval_engineering, naval_artillery, technical_efficiency
|-
| Rosyth Dockyard || sco || 6 || 1930 || 1970 || naval_engineering, naval_artillery, technical_efficiency, general_equipment
|-
| Scottish Ordnance Factories || sco || 6 || 1930 || 1970 || mechanics, artillery, general_equipment, technical_efficiency
|-
| Scottish Railways || sco || 6 || 1930 || 1970 || mechanics, industrial_engineering, management
|-
| University of Edinburgh || sco || 4 || 1930 || 1970 || management, chemistry, mechanics, mathematics
|-
| Fort George || sco || 5 || 1930 || 1970 || centralized_execution, small_unit_tactics, combined_arms_focus, training
|-
| Scottish Navy || sco || 4 || 1930 || 1970 || naval_training, small_taskforce_tactics, centralized_execution, seamanship
|-
| Banff Air Base || sco || 5 || 1930 || 1970 || bomber_tactics, fighter_tactics, aircraft_testing, piloting, centralized_execution
|-
| Belgrade University || ser || 2 || 1930 || 1970 || mechanics, management, chemistry, mathematics
|-
| Ikarus || ser || 4 || 1930 || 1970 || aeronautics, technical_efficiency, electronics
|-
| Industrija Aeroplanskih Motora || ser || 3 || 1930 || 1970 || industrial_engineering, mechanics, technical_efficiency, aeronautics
|-
| Jadransko Brodogradiliste || ser || 3 || 1930 || 1970 || naval_engineering, technical_efficiency, naval_artillery
|-
| Memorandum Teleoptik || ser || 5 || 1930 || 1970 || industrial_engineering, electronics, technical_efficiency
|-
| Mikron || ser || 4 || 1930 || 1970 || industrial_engineering, electronics, mechanics, management
|-
| Serbian State Railways || ser || 5 || 1930 || 1970 || mechanics, electronics, management
|-
| Zastava Arsenal || ser || 5 || 1930 || 1970 || general_equipment, mechanics, artillery
|-
| Zivojin Rogozarski || ser || 3 || 1930 || 1970 || aeronautics, technical_efficiency, management
|-
| ZMAJ || ser || 4 || 1930 || 1970 || naval_engineering, aeronautics, mechanics, electronics, technical_efficiency
|-
| Belgrade Military Academy || ser || 3 || 1930 || 1970 || centralized_execution, decentralized_execution, large_unit_tactics, infantry_focus, training
|-
| Luang Phibunsongkhram || sia || 3 || 1930 || 1957 || individual_courage, infantry_focus, centralized_execution, small_unit_tactics
|-
| Marshal of the Navy || sia || 3 || 1930 || 1960 || small_taskforce_tactics, naval_training, centralized_execution
|-
| Luang Kajsongkram || sia || 4 || 1942 || 1960 || bomber_tactics, piloting, aircraft_testing, centralized_execution
|-
| Luang Sinthusongkhramchai || sia || 2 || 1930 || 1944 || fighter_tactics, piloting, aircraft_testing, centralized_execution
|-
| Bangkok Dockyard || sia || 3 || 1930 || 1970 || naval_engineering, technical_efficiency, naval_artillery, electronics
|-
| Bangkok Arsenal || sia || 4 || 1930 || 1970 || mechanics, artillery, training, general_equipment, electronics
|-
| Royal Aeronautical Services || sia || 4 || 1930 || 1970 || aeronautics, artillery, mechanics, electronics, training
|-
| Siam Cement || sia || 5 || 1930 || 1970 || industrial_engineering, chemistry, mechanics
|-
| Siam Electricity Company || sia || 5 || 1930 || 1970 || industrial_engineering, electronics, technical_efficiency
|-
| Thammasat University || sia || 3 || 1930 || 1970 || mechanics, chemistry, management
|-
| Sarit Dhanarajata || sia || 4 || 1957 || 1970 || individual_courage, infantry_focus, centralized_execution, small_unit_tactics, piloting
|-
| Bank of Thailand || sia || 2 || 1943 || 1970 || industrial_engineering, management
|-
| Chaplygin Siberian Scientific Research Institute of Aviation || sib || 7 || 1941 || 1970 || aeronautics, electronics, chemistry
|-
| Chkalov Aeronautical Industries || sib || 5 || 1930 || 1970 || aeronautics, electronics, technical_efficiency
|-
| Irkutsk Aviation Industrial Association || sib || 5 || 1930 || 1970 || aeronautics, technical_efficiency, rocketry
|-
| Nizny Tagil Factories || sib || 4 || 1930 || 1970 || mechanics, technical_efficiency, industrial_engineering, artillery
|-
| Novosibirsk Institute of Electrical Engineering || sib || 4 || 1930 || 1970 || management, electronics
|-
| Novosibirsk National Tin Factory || sib || 3 || 1930 || 1970 || industrial_engineering, general_equipment, management
|-
| Novosibirsk Oil Processing || sib || 4 || 1930 || 1970 || chemistry, management, industrial_engineering
|-
| Novosibirsk Radio Components Plant || sib || 4 || 1930 || 1970 || electronics, mechanics
|-
| Omsk Engine Design Bureau || sib || 4 || 1930 || 1970 || aeronautics, mechanics, electronics
|-
| PO Sibselmash || sib || 5 || 1930 || 1970 || management, industrial_engineering, artillery, general_equipment
|-
| Ulan-Ude Aviation Plant || sib || 5 || 1939 || 1970 || aeronautics, technical_efficiency
|-
| Siberian Military Academy || sib || 4 || 1930 || 1970 || centralized_execution, decentralized_execution, large_unit_tactics, infantry_focus, training
|-
| Fourah Bay College || sie || 2 || 1930 || 1970 || management, chemistry
|-
| Sinkiang University || sik || 1 || 1930 || 1970 || management, chemistry, mechanics
|-
| Sheng Shicai || sik || 2 || 1930 || 1970 || large_unit_tactics, combined_arms_focus, training, artillery
|-
| Soviet-Sinkiang Trading Company || sik || 1 || 1930 || 1970 || management, chemistry, general_equipment, artillery
|-
| C-K-D || slo || 7 || 1930 || 1970 || mechanics, training, electronics
|-
| Jan Golian || slo || 5 || 1930 || 1970 || large_unit_tactics, centralized_execution, combined_arms_focus
|-
| Comenius University || slo || 3 || 1930 || 1970 || mechanics, chemistry, management
|-
| Ministry of Defence || slo || 4 || 1930 || 1970 || aeronautics, electronics, artillery, general_equipment
|-
| Bratislava Industries || slo || 4 || 1930 || 1970 || industrial_engineering, chemistry, management, mechanics
|-
| Slovakian Airforce Factory || slo || 5 || 1930 || 1970 || aeronautics, chemistry, electronics, technical_efficiency
|-
| Ferdinand ?atloš || slo || 3 || 1936 || 1944 || small_unit_tactics, decentralized_execution, combined_arms_focus
|-
| Institut Jozef Stefan || slv || 3 || 1930 || 1970 || nuclear_physics, mathematics, chemistry
|-
| Iskra || slv || 3 || 1930 || 1970 || aeronautics, electronics, chemistry, technical_efficiency
|-
| Melamin || slv || 4 || 1930 || 1970 || chemistry, industrial_engineering, general_equipment, management
|-
| MLM || slv || 4 || 1930 || 1970 || management, technical_efficiency, mechanics, industrial_engineering
|-
| Svila || slv || 5 || 1930 || 1970 || chemistry, industrial_engineering, management
|-
| Univerza v Ljubljani || slv || 3 || 1930 || 1970 || mathematics, chemistry, electronics
|-
| Ministry of Defence || slv || 3 || 1930 || 1970 || centralized_execution, small_unit_tactics, combined_arms_focus, infantry_focus, piloting
|-
| AMB || som || 2 || 1930 || 1970 || management, general_equipment
|-
| Mogadishu Military School || som || 1 || 1930 || 1970 || centralized_execution, decentralized_execution, large_unit_tactics, infantry_focus, training
|-
| 61 Kommunara Nikolayev Shipyards || sov || 4 || 1930 || 1970 || naval_engineering, electronics, naval_artillery, technical_efficiency
|-
| Barrikada Factory Design Bureau || sov || 5 || 1930 || 1970 || artillery, mechanics, general_equipment, training, electronics
|-
| Charkov Factory Design Bureau || sov || 7 || 1930 || 1970 || mechanics, artillery, technical_efficiency
|-
| RNII || sov || 5 || 1930 || 1970 || rocketry, mathematics
|-
| Igor Kurchatov || sov || 4 || 1930 || 1960 || nuclear_physics, nuclear_engineering, mathematics
|-
| Boris Shaposhnikov || sov || 4 || 1930 || 1945 || large_unit_tactics, centralized_execution, training
|-
| Mikhail Tukhachevsky || sov || 5 || 1930 || 1970 || combined_arms_focus, large_unit_tactics, training
|-
| Alexander Vasilevsky || sov || 7 || 1940 || 1970 || combined_arms_focus, large_unit_tactics, centralized_execution, training
|-
| Grabin Design Bureau || sov || 5 || 1930 || 1970 || mechanics, artillery, technical_efficiency, chemistry, general_equipment
|-
| Ilyushin Design Bureau || sov || 6 || 1930 || 1970 || aeronautics, electronics, technical_efficiency, chemistry
|-
| Kirov Factory Design Bureau || sov || 6 || 1930 || 1970 || mechanics, artillery, technical_efficiency, management
|-
| Nevskoye Design Bureau || sov || 4 || 1930 || 1970 || naval_engineering, technical_efficiency, naval_artillery, general_equipment, electronics
|-
| Nizny Tagil Factories || sov || 6 || 1930 || 1970 || mechanics, chemistry, technical_efficiency, industrial_engineering
|-
| STZ Factory Design Bureau || sov || 5 || 1930 || 1970 || mechanics, general_equipment, electronics
|-
| Tupolev Design Bureau || sov || 5 || 1930 || 1970 || aeronautics, electronics, chemistry, rocketry, technical_efficiency
|-
| Nikolai Kuznetsov || sov || 6 || 1930 || 1970 || naval_artillery, small_taskforce_tactics, submarine_tactics, large_taskforce_tactics
|-
| J.I. Alksnis || sov || 6 || 1930 || 1970 || aircraft_testing, piloting, fighter_tactics
|-
| Alexander Novikov || sov || 6 || 1940 || 1970 || aircraft_testing, bomber_tactics, fighter_tactics
|-
| Yakolev Design Bureau || sov || 8 || 1930 || 1970 || aeronautics, technical_efficiency, artillery
|-
| Igor Tamm || sov || 6 || 1945 || 1970 || nuclear_physics, nuclear_engineering, mathematics
|-
| Sergei Korolev || sov || 7 || 1946 || 1966 || rocketry, aeronautics, technical_efficiency
|-
| Vozdushno-Desantnye Voyska || sov || 5 || 1930 || 1941 || artillery, general_equipment, training, decentralized_execution
|-
| CASA || spa || 3 || 1930 || 1970 || aeronautics, technical_efficiency, electronics
|-
| CROS, SA || spa || 2 || 1930 || 1970 || chemistry, management, industrial_engineering
|-
| Dr. Areilza y Mtez.-Rodas || spa || 3 || 1930 || 1970 || management, mathematics
|-
| Esperanza & Unceta || spa || 4 || 1930 || 1970 || artillery, general_equipment
|-
| Fábrica de Armas de Trubia || spa || 4 || 1930 || 1970 || mechanics, artillery, general_equipment, technical_efficiency
|-
| Maestranza Artillería Ferrol || spa || 4 || 1930 || 1970 || mechanics, artillery, chemistry, training, technical_efficiency
|-
| Juan López Soler || spa || 4 || 1930 || 1970 || mathematics
|-
| Franco Bahamonde || spa || 4 || 1930 || 1970 || infantry_focus, large_unit_tactics, centralized_execution
|-
| García Valiño || spa || 5 || 1930 || 1970 || decentralized_execution, small_unit_tactics, individual_courage, infantry_focus
|-
| Instituto Químico de Sarriá || spa || 4 || 1930 || 1970 || chemistry, nuclear_physics
|-
| García Morato || spa || 5 || 1930 || 1939 || aircraft_testing, fighter_tactics, piloting, centralized_execution
|-
| La Hispano || spa || 5 || 1937 || 1970 || aeronautics, technical_efficiency, electronics
|-
| SECN || spa || 5 || 1930 || 1970 || naval_engineering, naval_artillery, electronics, technical_efficiency
|-
| Cervera Valderrama || spa || 4 || 1930 || 1970 || naval_training, small_taskforce_tactics, seamanship, decentralized_execution
|-
| Kinderlán Duany || spa || 3 || 1930 || 1946 || aircraft_testing, bomber_tactics, piloting, decentralized_execution
|-
| Compañía Española de Petróleos SA || spa || 4 || 1930 || 1970 || chemistry, industrial_engineering
|-
| Angel Salas Larrazabal || spa || 4 || 1939 || 1970 || aircraft_testing, fighter_tactics, piloting, centralized_execution
|-
| CASA || spr || 3 || 1930 || 1970 || aeronautics, technical_efficiency, electronics
|-
| CROS, SA || spr || 2 || 1930 || 1970 || chemistry, management, industrial_engineering
|-
| Dr. Leret Ruiz || spr || 3 || 1930 || 1937 || rocketry, mathematics, piloting
|-
| Esperanza & Unceta || spr || 4 || 1930 || 1970 || artillery, general_equipment
|-
| Fábrica de Armas de Trubia || spr || 4 || 1930 || 1970 || mechanics, artillery, general_equipment, technical_efficiency
|-
| José Miaja Menant || spr || 4 || 1930 || 1958 || infantry_focus, large_unit_tactics, centralized_execution, training
|-
| Unión Naval de Levante || spr || 4 || 1930 || 1937 || mechanics, artillery, naval_artillery, naval_engineering, technical_efficiency
|-
| Líster Forján || spr || 4 || 1937 || 1970 || infantry_focus, small_unit_tactics, training, individual_courage
|-
| Mendiola Núñez || spr || 5 || 1930 || 1966 || aircraft_testing, bomber_tactics, piloting, centralized_execution
|-
| Rojo Lluch || spr || 5 || 1937 || 1966 || infantry_focus, large_unit_tactics, decentralized_execution, training
|-
| Hispano-Suiza || spr || 5 || 1930 || 1970 || technical_efficiency, electronics, aeronautics
|-
| Centro de Estudios Químicos || spr || 4 || 1930 || 1970 || nuclear_physics, chemistry
|-
| SECN || spr || 5 || 1930 || 1970 || naval_engineering, naval_artillery, electronics, technical_efficiency
|-
| Puig Adam || spr || 4 || 1930 || 1960 || mathematics
|-
| Buiza Palacios || spr || 3 || 1930 || 1937 || naval_training, small_taskforce_tactics, seamanship, centralized_execution
|-
| González Ubieta || spr || 3 || 1937 || 1970 || naval_training, large_taskforce_tactics, seamanship, decentralized_execution
|-
| Hidalgo de Cisneros || spr || 5 || 1936 || 1966 || aircraft_testing, fighter_tactics, bomber_tactics, piloting
|-
| Compañía Española de Petróleos, SA || spr || 4 || 1930 || 1970 || chemistry, industrial_engineering
|-
| Khartoum University College || sud || 3 || 1940 || 1970 || management, chemistry, mechanics, mathematics
|-
| Sudan Railways Corporation || sud || 3 || 1930 || 1970 || mechanics, technical_efficiency, industrial_engineering, management
|-
| Ministry of National Defence || sud || 4 || 1930 || 1970 || large_unit_tactics, centralized_execution, small_taskforce_tactics, fighter_tactics, piloting
|-
| Ibrahim Abboud || sud || 4 || 1950 || 1965 || small_unit_tactics, centralized_execution, infantry_focus, training
|-
| Ministry of Industry || sud || 2 || 1930 || 1970 || mechanics, artillery, general_equipment, technical_efficiency
|-
| Arne Beurling || swe || 7 || 1930 || 1970 || mathematics
|-
| Bofors AB || swe || 7 || 1930 || 1970 || mechanics, artillery, chemistry
|-
| Götaverken || swe || 5 || 1930 || 1970 || naval_engineering, naval_artillery, electronics
|-
| Husqvarna || swe || 5 || 1930 || 1970 || general_equipment, mechanics, artillery
|-
| Karlskrona Naval Yard || swe || 6 || 1930 || 1970 || naval_engineering, naval_artillery
|-
| KaMeVe || swe || 5 || 1930 || 1970 || mechanics, general_equipment, industrial_engineering, naval_engineering
|-
| Landsverk AB || swe || 6 || 1930 || 1970 || mechanics, technical_efficiency, general_equipment, artillery
|-
| LM Ericsson || swe || 7 || 1930 || 1970 || electronics, industrial_engineering
|-
| SAAB || swe || 6 || 1930 || 1970 || aeronautics, industrial_engineering, mechanics, technical_efficiency, rocketry
|-
| Scania-Vabis || swe || 6 || 1930 || 1970 || industrial_engineering, mechanics, management
|-
| Volvo || swe || 6 || 1930 || 1970 || mechanics, industrial_engineering
|-
| Bengt Nordenskiöld || swe || 5 || 1930 || 1970 || fighter_tactics, aircraft_testing, piloting
|-
| Helge Jung || swe || 5 || 1944 || 1951 || combined_arms_focus, decentralized_execution, small_unit_tactics
|-
| The Svedberg || swe || 6 || 1930 || 1970 || nuclear_physics, mathematics, management
|-
| Olof Thörnell || swe || 5 || 1930 || 1944 || centralized_execution, large_unit_tactics, infantry_focus, training
|-
| Charles de Champs || swe || 5 || 1930 || 1939 || large_taskforce_tactics, centralized_execution, seamanship, naval_training
|-
| Gösta Ehrensvärd || swe || 5 || 1939 || 1960 || small_taskforce_tactics, centralized_execution, seamanship, naval_training
|-
| Manne Siegbahn || swe || 6 || 1930 || 1970 || nuclear_physics, electronics, mathematics
|-
| Nils Swedlund || swe || 5 || 1951 || 1961 || centralized_execution, large_unit_tactics, infantry_focus, training
|-
| Torsten Rapp || swe || 5 || 1930 || 1970 || bomber_tactics, aircraft_testing, piloting
|-
| Aleppo Aircraft || syr || 2 || 1930 || 1970 || aeronautics, technical_efficiency
|-
| Aleppo Arsenal || syr || 3 || 1930 || 1970 || mechanics, artillery, general_equipment
|-
| Damascus University || syr || 2 || 1930 || 1970 || management, chemistry, mechanics, mathematics
|-
| Latakia Dockyard || syr || 2 || 1930 || 1970 || naval_engineering, naval_artillery, technical_efficiency
|-
| Damascus Military Academy || syr || 3 || 1930 || 1970 || centralized_execution, decentralized_execution, large_unit_tactics, infantry_focus, training
|-
| Syrian Air Force || syr || 2 || 1948 || 1970 || fighter_tactics, piloting, aircraft_testing
|-
| Tajik State National University || taj || 2 || 1930 || 1970 || mechanics, management, chemistry, electronics, mathematics
|-
| Tajik Military School || taj || 2 || 1930 || 1970 || centralized_execution, large_unit_tactics, decentralized_execution, infantry_focus, training
|-
| Tannu Tuva Mining Company || tan || 2 || 1930 || 1960 || industrial_engineering, mechanics, electronics, general_equipment, technical_efficiency
|-
| Consolidated Aircraft Corporation || tex || 6 || 1943 || 1970 || aeronautics, technical_efficiency, electronics
|-
| Fort Bliss Air Defence Center || tex || 6 || 1942 || 1970 || artillery, electronics
|-
| Consolidated Steel Corp. || tex || 5 || 1941 || 1970 || naval_engineering, naval_artillery, technical_efficiency, artillery
|-
| Houston Shipbuilding Corporation || tex || 6 || 1930 || 1970 || naval_engineering, naval_artillery, technical_efficiency
|-
| Humble Oil and Refining Company || tex || 7 || 1930 || 1970 || industrial_engineering, chemistry, management
|-
| Lone Star Aviation || tex || 6 || 1930 || 1970 || aeronautics, technical_efficiency, electronics
|-
| Southern Pacific Railroad || tex || 5 || 1930 || 1970 || mechanics, industrial_engineering, management
|-
| Texas & Pacific Railroad || tex || 6 || 1930 || 1970 || mechanics, industrial_engineering, management
|-
| Texas A&M University || tex || 5 || 1930 || 1970 || mechanics, chemistry, training, small_unit_tactics, decentralized_execution
|-
| Texas Oil Company || tex || 8 || 1930 || 1970 || industrial_engineering, chemistry, technical_efficiency
|-
| University of Texas || tex || 4 || 1930 || 1970 || mechanics, management, chemistry, mathematics
|-
| White Sands Proving Ground || tex || 6 || 1930 || 1970 || rocketry, management
|-
| Fort Hood || tex || 7 || 1930 || 1970 || infantry_focus, centralized_execution, combined_arms_focus, training, artillery
|-
| Houston Naval Bases || tex || 6 || 1930 || 1970 || submarine_tactics, carrier_tactics, large_taskforce_tactics, seamanship, naval_training
|-
| Naval Air Station Corpus Christi || tex || 5 || 1930 || 1970 || aircraft_testing, piloting, aeronautics
|-
| San Antonio Aviation Cadet Center || tex || 5 || 1940 || 1970 || aircraft_testing, bomber_tactics, fighter_tactics, combined_arms_focus, piloting
|-
| Royal Military Academy || tib || 2 || 1930 || 1960 || individual_courage, small_unit_tactics, decentralized_execution, mechanics, artillery
|-
| Aviadvigatel || tra || 5 || 1939 || 1970 || aeronautics, electronics, technical_efficiency
|-
| Chelyabinsk Tractor Plant || tra || 5 || 1930 || 1970 || mechanics, industrial_engineering, management
|-
| Chelyabinsk-65 || tra || 4 || 1942 || 1970 || nuclear_physics, nuclear_engineering, chemistry
|-
| Izhevsk Electromechanical Plant || tra || 5 || 1945 || 1970 || mechanics, electronics
|-
| Izhevsk Ordnance and Steel Plant || tra || 7 || 1930 || 1970 || mechanics, artillery, general_equipment, rocketry
|-
| Kurganmashzavod || tra || 6 || 1930 || 1970 || mechanics, artillery, technical_efficiency
|-
| Nizny Tagil Factories || tra || 4 || 1930 || 1970 || mechanics, chemistry, technical_efficiency, industrial_engineering
|-
| Sverdlovsk-44 || tra || 4 || 1944 || 1970 || nuclear_physics, nuclear_engineering, chemistry, industrial_engineering, mathematics
|-
| Uralvagonzavod || tra || 6 || 1930 || 1970 || mechanics, artillery, technical_efficiency, general_equipment, industrial_engineering
|-
| Votkinsky Zavod Association || tra || 6 || 1930 || 1970 || industrial_engineering, mechanics, chemistry, artillery, general_equipment
|-
| Chelyabinsk Military Academy || tra || 4 || 1930 || 1970 || large_unit_tactics, infantry_focus, combined_arms_focus, centralized_execution, training
|-
| Transural Air Force Cadet Center || tra || 3 || 1930 || 1970 || aircraft_testing, bomber_tactics, fighter_tactics, piloting
|-
| Ashgabat Arsenal || trk || 2 || 1930 || 1970 || mechanics, artillery, general_equipment
|-
| Turkmeni Aircraft || trk || 2 || 1930 || 1970 || aeronautics, electronics, technical_efficiency
|-
| Ashgabat Military Academy || trk || 1 || 1930 || 1970 || centralized_execution, decentralized_execution, large_unit_tactics, infantry_focus, training
|-
| Tunisian Railways || tun || 3 || 1930 || 1970 || mechanics, general_equipment, industrial_engineering, management
|-
| Bohumil Vazac || tun || 3 || 1945 || 1955 || small_unit_tactics, decentralized_execution, individual_courage, training
|-
| Henri d'Astier de la Vigerie || tun || 4 || 1930 || 1955 || centralized_execution, large_unit_tactics, individual_courage, combined_arms_focus
|-
| Jean Laurent-Champrosay || tun || 3 || 1942 || 1955 || large_taskforce_tactics, naval_training, centralized_execution
|-
| Jules Evenou || tun || 3 || 1930 || 1955 || large_taskforce_tactics, naval_training, centralized_execution, seamanship
|-
| Emile Allegret || tun || 4 || 1945 || 1955 || fighter_tactics, piloting, aircraft_testing, bomber_tactics
|-
| Emile Ginas || tun || 3 || 1930 || 1955 || fighter_tactics, piloting, aircraft_testing, centralized_execution
|-
| Ministry of Defence || tun || 3 || 1955 || 1970 || large_unit_tactics, centralized_execution, small_taskforce_tactics, fighter_tactics, piloting
|-
| Golçuk Shipyards || tur || 4 || 1930 || 1970 || naval_engineering, technical_efficiency, naval_artillery
|-
| Istanbul Valde Shipyard || tur || 5 || 1930 || 1970 || naval_engineering, technical_efficiency, naval_artillery
|-
| KTF || tur || 4 || 1930 || 1970 || aeronautics, technical_efficiency
|-
| MKEK || tur || 5 || 1930 || 1970 || chemistry, mathematics, general_equipment
|-
| THK || tur || 4 || 1930 || 1970 || aeronautics, technical_efficiency
|-
| Turkish Petroleum Company || tur || 3 || 1930 || 1970 || industrial_engineering, chemistry, management
|-
| Ali Örlungat || tur || 4 || 1930 || 1970 || fighter_tactics, bomber_tactics, aircraft_testing
|-
| Erkan Gataly || tur || 3 || 1939 || 1970 || bomber_tactics, aircraft_testing, piloting
|-
| Fevzi Cakmak || tur || 4 || 1930 || 1945 || large_unit_tactics, centralized_execution, infantry_focus, individual_courage
|-
| Ilmur Koya || tur || 4 || 1940 || 1970 || large_taskforce_tactics, naval_training, seamanship
|-
| Mehmet Ali Üngen || tur || 5 || 1930 || 1970 || centralized_execution, large_taskforce_tactics, naval_training
|-
| Mehmet Nuri Yamut || tur || 4 || 1930 || 1970 || small_unit_tactics, centralized_execution, combined_arms_focus
|-
| Istanbul Military Industries || tur || 4 || 1930 || 1970 || artillery, mechanics, general_equipment, electronics
|-
| Istanbul University || tur || 4 || 1930 || 1970 || mechanics, chemistry, management
|-
| Ugandan Railways || u70 || 3 || 1930 || 1970 || mechanics, general_equipment, industrial_engineering
|-
| Ministry of Defense || u70 || 2 || 1930 || 1970 || small_unit_tactics, centralized_execution, infantry_focus, piloting
|-
| Short Brothers and Harland || u71 || 5 || 1936 || 1970 || aeronautics, electronics, technical_efficiency, chemistry, rocketry
|-
| Harland & Wolff || u71 || 7 || 1930 || 1970 || naval_engineering, naval_artillery, aeronautics, technical_efficiency
|-
| Belfast Small Arms Factory || u71 || 4 || 1930 || 1970 || mechanics, general_equipment, training, artillery, chemistry
|-
| University of Ulster || u71 || 2 || 1930 || 1970 || mathematics, mechanics, chemistry
|-
| Ulster Bank Ltd. || u71 || 2 || 1930 || 1970 || management
|-
| Ministry of Defense || u71 || 4 || 1930 || 1970 || small_unit_tactics, centralized_execution, infantry_focus, piloting, seamanship
|-
| Ho Chi Minh || u72 || 2 || 1930 || 1969 || small_unit_tactics, infantry_focus, individual_courage, decentralized_execution
|-
| Vo Nguyen Giap || u72 || 4 || 1944 || 1970 || piloting, infantry_focus, individual_courage, centralized_execution, training
|-
| Ministry of Agriculture || u72 || 3 || 1930 || 1970 || chemistry, management
|-
| Ministry of Chemical Industry || u72 || 6 || 1930 || 1970 || chemistry, management, industrial_engineering
|-
| Ministry of Construction || u72 || 5 || 1930 || 1970 || industrial_engineering, general_equipment, management
|-
| Ministry of Electronic Industry || u72 || 3 || 1930 || 1970 || industrial_engineering, electronics
|-
| Ministry of Extractive Industries || u72 || 3 || 1930 || 1970 || industrial_engineering, mechanics, management
|-
| Ministry of Land & Marine Transport || u72 || 4 || 1930 || 1970 || mechanics, naval_engineering, management
|-
| Ministry of Metal & Machine Building Factories || u72 || 4 || 1930 || 1970 || mechanics, artillery, technical_efficiency, general_equipment
|-
| Ministry of Power & Coal Industries || u72 || 4 || 1930 || 1970 || industrial_engineering, mechanics, electronics
|-
| Ministry of Railways || u72 || 2 || 1930 || 1970 || mechanics, management, industrial_engineering
|-
| Folland Aircraft || u73 || 4 || 1937 || 1970 || aeronautics, electronics, technical_efficiency, chemistry, rocketry
|-
| AWE Aldermaston || u73 || 4 || 1947 || 1970 || nuclear_physics, nuclear_engineering, chemistry, general_equipment
|-
| Enfield Arsenal || u73 || 5 || 1930 || 1970 || mechanics, artillery, general_equipment, training
|-
| English Electric Company || u73 || 6 || 1930 || 1970 || electronics, aeronautics, industrial_engineering, management
|-
| Fairey Aviation || u73 || 6 || 1930 || 1970 || aeronautics, electronics, artillery
|-
| Swan Hunter and Wigham Richardson || u73 || 6 || 1930 || 1970 || naval_engineering, naval_artillery, aeronautics, technical_efficiency
|-
| Vauxhall || u73 || 5 || 1930 || 1970 || mechanics, chemistry, artillery, technical_efficiency
|-
| Rover || u73 || 8 || 1930 || 1970 || mechanics, artillery, technical_efficiency
|-
| English Army || u73 || 4 || 1930 || 1970 || centralized_execution, large_unit_tactics, combined_arms_focus, training
|-
| English Air Force || u73 || 3 || 1930 || 1970 || fighter_tactics, aircraft_testing, piloting
|-
| English Navy || u73 || 3 || 1930 || 1970 || small_taskforce_tactics, naval_training, decentralized_execution, seamanship
|-
| University of Oxford || u73 || 4 || 1930 || 1970 || management, mechanics, chemistry, mathematics
|-
| Federal Reserve Bank of China || u74 || 2 || 1930 || 1970 || industrial_engineering, management
|-
| Northern China Railway Company || u74 || 3 || 1930 || 1970 || industrial_engineering, general_equipment, electronics, management, mechanics
|-
| Kempeitai || u74 || 2 || 1930 || 1970 || mathematics
|-
| Provisional Government Air Force || u74 || 1 || 1930 || 1970 || fighter_tactics, aircraft_testing, piloting
|-
| Provisional Government Army || u74 || 2 || 1930 || 1970 || large_unit_tactics, infantry_focus, centralized_execution
|-
| Interior Affairs Ministry || u74 || 2 || 1930 || 1970 || mechanics, artillery, general_equipment, training
|-
| Provisional Government Navy || u74 || 1 || 1930 || 1970 || small_taskforce_tactics, naval_training, seamanship
|-
| Port of Singapore Authority || u75 || 2 || 1930 || 1970 || naval_engineering, technical_efficiency
|-
| United Overseas Bank || u75 || 1 || 1930 || 1970 || management
|-
| Ministry of Defense || u75 || 2 || 1930 || 1970 || small_unit_tactics, centralized_execution, infantry_focus, piloting, seamanship
|-
| Wales Coal || u76 || 4 || 1930 || 1970 || general_equipment, chemistry, industrial_engineering
|-
| Steel Company of Wales || u76 || 5 || 1930 || 1970 || mechanics, management, artillery, technical_efficiency, industrial_engineering
|-
| Ministry of Defense || u76 || 4 || 1930 || 1970 || decentralized_execution, small_unit_tactics, infantry_focus, piloting, seamanship
|-
| University of Wales || u76 || 3 || 1930 || 1970 || management, mathematics, electronics, chemistry
|-
| IFI || u77 || 3 || 1930 || 1970 || industrial_engineering, general_equipment, management
|-
| SCADTA || u77 || 3 || 1930 || 1970 || aeronautics, technical_efficiency, electronics
|-
| FNC || u77 || 3 || 1930 || 1970 || general_equipment, mechanics
|-
| Colombia Railways Company || u77 || 4 || 1930 || 1970 || industrial_engineering, mechanics, electronics, management
|-
| ANDI || u77 || 3 || 1944 || 1970 || industrial_engineering, management, general_equipment
|-
| Gustavo Rojas Pinilla || u77 || 3 || 1944 || 1970 || small_unit_tactics, centralized_execution, individual_courage, combined_arms_focus
|-
| National Army || u77 || 4 || 1930 || 1970 || large_unit_tactics, decentralized_execution, infantry_focus, individual_courage, training
|-
| National Armada || u77 || 4 || 1930 || 1970 || small_taskforce_tactics, naval_training, seamanship, centralized_execution
|-
| Air Force || u77 || 3 || 1930 || 1970 || aircraft_testing, fighter_tactics, bomber_tactics, piloting
|-
| United Fruit Company || u77 || 2 || 1930 || 1970 || mechanics, chemistry, management
|-
| IDEAL || u77 || 3 || 1930 || 1970 || industrial_engineering, general_equipment, management, mechanics
|-
| Guyaquil Puerto Maritimo || u77 || 3 || 1930 || 1970 || naval_engineering, technical_efficiency, naval_artillery
|-
| Anglo-Ecuadorian Oilfields || u77 || 3 || 1930 || 1970 || industrial_engineering, chemistry, management
|-
| JFPN || u77 || 4 || 1930 || 1970 || industrial_engineering, management, general_equipment
|-
| Venezuelan Oil || u77 || 4 || 1930 || 1970 || chemistry, industrial_engineering, management
|-
| Instituto Autónomo Ferrocarriles del Estado || u77 || 3 || 1930 || 1970 || industrial_engineering, management, electronics
|-
| Caracas Military Arsenal || u77 || 3 || 1930 || 1970 || artillery, mechanics, general_equipment, electronics
|-
| Universidad Nacional de Colombia || u77 || 2 || 1930 || 1970 || mathematics, mechanics, chemistry
|-
| Costa Rican Oil || u78 || 2 || 1930 || 1970 || industrial_engineering, mechanics, chemistry, management
|-
| IDC || u78 || 3 || 1930 || 1970 || general_equipment, training, mechanics
|-
| Minas d'Oro de CDC || u78 || 3 || 1930 || 1970 || industrial_engineering, management
|-
| United Fruit Company || u78 || 3 || 1930 || 1970 || mechanics, chemistry, management
|-
| Caucho Semillero S.A. || u78 || 2 || 1930 || 1970 || chemistry, management, industrial_engineering
|-
| Mahler Fruta S.A. || u78 || 1 || 1930 || 1970 || management
|-
| Universidad de San Carlos de Guatemala || u78 || 2 || 1930 || 1970 || mechanics, chemistry, management
|-
| Banco Honduras S.A. || u78 || 2 || 1930 || 1970 || management
|-
| Penitenciaria Central S.A. || u78 || 2 || 1930 || 1970 || chemistry, general_equipment, mechanics
|-
| Escuela de Aviación Militar || u78 || 5 || 1930 || 1970 || piloting, aircraft_testing, fighter_tactics, bomber_tactics
|-
| Nicaraguan Oil || u78 || 2 || 1930 || 1970 || industrial_engineering, mechanics, chemistry
|-
| NSSL || u78 || 3 || 1930 || 1970 || general_equipment, training, mechanics
|-
| Compañía d'Oro de Divisadero || u78 || 3 || 1930 || 1970 || chemistry, management, mechanics
|-
| Compañía Imberton || u78 || 3 || 1930 || 1970 || management, general_equipment
|-
| Ferretería Ferrominera || u78 || 4 || 1930 || 1970 || industrial_engineering, general_equipment, management, mechanics
|-
| Lido Industrias || u78 || 5 || 1930 || 1970 || general_equipment, artillery, mechanics
|-
| Puerto de Acajutla || u78 || 3 || 1930 || 1970 || naval_engineering, naval_artillery
|-
| National Army || u78 || 3 || 1930 || 1970 || infantry_focus, training, large_unit_tactics, individual_courage
|-
| National Armada || u78 || 3 || 1930 || 1970 || small_taskforce_tactics, naval_training, seamanship, centralized_execution
|-
| Ministry of Science & Technology || u78 || 5 || 1930 || 1970 || electronics, mathematics, chemistry
|-
| University of the West Indies || u79 || 2 || 1948 || 1970 || mathematics, mechanics, chemistry
|-
| Ministry of Defense || u79 || 3 || 1930 || 1970 || small_unit_tactics, centralized_execution, infantry_focus, piloting
|-
| Ministry of Agriculture, Land & Marine Resources || u79 || 2 || 1930 || 1970 || mechanics, chemistry, management
|-
| Shell Trinidad Limited || u79 || 4 || 1930 || 1970 || industrial_engineering, chemistry, management, technical_efficiency
|-
| Kashmir Railways Administration || u80 || 1 || 1930 || 1970 || mechanics, general_equipment, industrial_engineering
|-
| Ministry of Defense || u80 || 2 || 1930 || 1970 || small_unit_tactics, centralized_execution, infantry_focus, piloting
|-
| Railways Administration || u81 || 1 || 1930 || 1970 || mechanics, general_equipment, industrial_engineering
|-
| Ministry of Defense || u81 || 2 || 1930 || 1970 || large_unit_tactics, centralized_execution, infantry_focus, piloting
|-
| Ministry of Defense || u82 || 1 || 1930 || 1970 || large_unit_tactics, centralized_execution, infantry_focus, piloting
|-
| ENERCA || u82 || 1 || 1963 || 1970 || industrial_engineering, chemistry, management
|-
| Ceylon Government Railway || u83 || 3 || 1930 || 1970 || mechanics, general_equipment, industrial_engineering
|-
| Ceylon Air Force || u83 || 2 || 1952 || 1970 || fighter_tactics, piloting, aircraft_testing, centralized_execution
|-
| Ceylon Army || u83 || 3 || 1930 || 1970 || decentralized_execution, small_unit_tactics, training, infantry_focus, individual_courage
|-
| Bank of Ceylon || u83 || 2 || 1939 || 1970 || management
|-
| Ceylon Navy || u83 || 3 || 1951 || 1970 || small_taskforce_tactics, naval_training, centralized_execution, seamanship
|-
| University of Colombo || u83 || 2 || 1942 || 1970 || management, chemistry, mathematics, industrial_engineering
|-
| COTONFRAN || u81 || 1 || 1930 || 1970 || mechanics, general_equipment
|-
| Chadian Armed Forces || u81 || 2 || 1930 || 1970 || large_unit_tactics, centralized_execution, infantry_focus, piloting
|-
| Congo-Ocean Railway || u85 || 1 || 1930 || 1970 || mechanics, general_equipment, industrial_engineering
|-
| Ministry of Defense || u85 || 2 || 1930 || 1970 || small_unit_tactics, centralized_execution, infantry_focus, piloting
|-
| Ministry of Agriculture and Natural Resources || u86 || 1 || 1930 || 1970 || mechanics, general_equipment
|-
| Department of State for Defense || u86 || 2 || 1930 || 1970 || small_unit_tactics, centralized_execution, infantry_focus, piloting
|-
| Chinese Central Bank || u87 || 2 || 1930 || 1970 || industrial_engineering, management
|-
| Central China Railway || u87 || 3 || 1930 || 1970 || industrial_engineering, general_equipment, electronics, management, mechanics
|-
| Kempeitai || u87 || 2 || 1930 || 1970 || mathematics
|-
| National Government of China Air Force || u87 || 2 || 1930 || 1970 || fighter_tactics, aircraft_testing, piloting
|-
| National Government of China Army || u87 || 2 || 1930 || 1970 || large_unit_tactics, infantry_focus, centralized_execution
|-
| Interior Affairs Ministry || u87 || 2 || 1930 || 1970 || mechanics, artillery, general_equipment, training
|-
| National Government of China Navy || u87 || 2 || 1930 || 1970 || small_taskforce_tactics, naval_training, seamanship
|-
| National University of Côte d'Ivoire || u88 || 1 || 1964 || 1970 || mathematics, mechanics, chemistry
|-
| National Armed Forces || u88 || 2 || 1930 || 1970 || small_unit_tactics, centralized_execution, infantry_focus, piloting
|-
| CEPICI || u88 || 1 || 1930 || 1970 || mechanics, industrial_engineering, management
|-
| University of the West Indies || u88 || 2 || 1948 || 1970 || mathematics, mechanics, chemistry
|-
| Jamaica Defence Force || u88 || 3 || 1930 || 1970 || small_unit_tactics, centralized_execution, infantry_focus, piloting
|-
| Ministry of Agriculture || u88 || 1 || 1930 || 1970 || mechanics, industrial_engineering, management
|-
| Kenya-Uganda Railways and Harbours || u90 || 3 || 1930 || 1970 || mechanics, general_equipment, industrial_engineering, naval_engineering, electronics
|-
| University of Nairobi || u90 || 1 || 1956 || 1970 || management, mechanics, chemistry, mathematics
|-
| Ministry of Defense || u90 || 3 || 1930 || 1970 || decentralized_execution, small_unit_tactics, combined_arms_focus, training
|-
| Keynan Air Force || u90 || 1 || 1940 || 1970 || fighter_tactics, aircraft_testing, piloting
|-
| Keynan Navy || u90 || 2 || 1950 || 1970 || small_taskforce_tactics, naval_training, decentralized_execution, seamanship
|-
| Ministry of Agriculture || u90 || 1 || 1930 || 1970 || mechanics, industrial_engineering, management
|-
| Ministry of Defense || u91 || 2 || 1930 || 1970 || large_unit_tactics, centralized_execution, infantry_focus, small_taskforce_tactics, piloting
|-
| Kuwait Oil Company || u91 || 5 || 1934 || 1970 || industrial_engineering, chemistry, management
|-
| Gulf Bank of Kuwait || u91 || 2 || 1962 || 1970 || management
|-
| Armed Forces of Malta || u92 || 2 || 1930 || 1970 || small_unit_tactics, decentralized_execution, infantry_focus
|-
| National Bank of Malta || u92 || 1 || 1930 || 1970 || management
|-
| Ministry of Defense || u93 || 2 || 1930 || 1970 || small_unit_tactics, centralized_execution, infantry_focus, piloting
|-
| Ministry of Agriculture || u93 || 1 || 1930 || 1970 || industrial_engineering, chemistry, management
|-
| Niger Armed Forces || u94 || 2 || 1930 || 1970 || small_unit_tactics, centralized_execution, infantry_focus, piloting
|-
| Ministry of Agriculture || u94 || 1 || 1930 || 1970 || industrial_engineering, chemistry, management
|-
| Rwandan Armed Forces || u95 || 2 || 1930 || 1970 || small_unit_tactics, centralized_execution, infantry_focus, piloting
|-
| Ministry of Agriculture || u95 || 1 || 1930 || 1970 || industrial_engineering, chemistry, management
|-
| Ministry of Defense || u96 || 3 || 1930 || 1970 || small_unit_tactics, centralized_execution, infantry_focus, piloting, seamanship
|-
| Ministry of Agriculture || u96 || 1 || 1930 || 1970 |
|-
| Port autonome de Dakar || u96 || 1 || 1930 || 1970 || naval_engineering, industrial_engineering
|-
| Tanganyika Army || u97 || 3 || 1930 || 1970 || small_unit_tactics, centralized_execution, infantry_focus, piloting, seamanship
|-
| Ministry of Agriculture Food Security and Cooperatives || u97 || 1 || 1930 || 1970 |
|-
| Ministry of Defense || u98 || 3 || 1930 || 1970 || small_unit_tactics, centralized_execution, infantry_focus, piloting, seamanship
|-
| Ministry of Agriculture, Land & Marine Resources || u98 || 1 || 1930 || 1970 || mechanics, chemistry, management
|-
| Shell Trinidad Limited || u98 || 4 || 1930 || 1970 || industrial_engineering, chemistry, management, technical_efficiency
|-
| Togolese Armed Forces || u99 || 2 || 1930 || 1970 || small_unit_tactics, centralized_execution, infantry_focus, piloting, seamanship
|-
| Ministry of Agriculture, Animal Husbandry and Fishing || u99 || 1 || 1930 || 1970 || mechanics, chemistry, management
|-
| ACAD || uap || 6 || 1930 || 1970 || aeronautics, rocketry, electronics, technical_efficiency
|-
| de Havilland || uap || 7 || 1930 || 1970 || aeronautics, chemistry, electronics, technical_efficiency
|-
| Marmon-Herrington || uap || 7 || 1930 || 1970 || mechanics, training, chemistry, artillery
|-
| South Africa Railways || uap || 6 || 1930 || 1970 || mechanics, technical_efficiency, industrial_engineering, management
|-
| Vickers-Armstrong Ltd. || uap || 8 || 1930 || 1970 || mechanics, aeronautics, technical_efficiency, artillery, naval_engineering
|-
| Adolf Malan || uap || 8 || 1941 || 1970 || fighter_tactics, aircraft_testing, piloting
|-
| Jan Smuts || uap || 6 || 1930 || 1970 || centralized_execution, training, combined_arms_focus, individual_courage, large_unit_tactics
|-
| Pierre Oliver-Knoll || uap || 6 || 1930 || 1970 || large_taskforce_tactics, naval_training, seamanship, centralized_execution, small_taskforce_tactics
|-
| Pierre van Ryneveld || uap || 6 || 1930 || 1970 || fighter_tactics, aircraft_testing, piloting
|-
| Benguela Railway Company || uap || 5 || 1930 || 1970 || mechanics, general_equipment, industrial_engineering, management
|-
| Estudios Gerais Universitarios || uap || 7 || 1945 || 1970 || management, chemistry, mechanics, mathematics
|-
| João Macedo é Brito || uap || 7 || 1930 || 1970 || small_unit_tactics, centralized_execution, infantry_focus, training
|-
| Julio de Morais Sarmento || uap || 5 || 1940 || 1970 || small_unit_tactics, decentralized_execution, combined_arms_focus, individual_courage
|-
| Mousinho de Alburquerque || uap || 7 || 1930 || 1970 || small_taskforce_tactics, seamanship, naval_training, centralized_execution
|-
| Firestone Tire & Rubber Company || uap || 6 || 1930 || 1970 || industrial_engineering, general_equipment, technical_efficiency, mechanics, management
|-
| Army Inventions Directorate || uau || 6 || 1930 || 1970 || technical_efficiency, general_equipment, mechanics, training
|-
| Challona Tank Assembly Shops || uau || 7 || 1930 || 1970 || mechanics, electronics, artillery, technical_efficiency, chemistry
|-
| Ford Motors || uau || 5 || 1930 || 1970 || mechanics, industrial_engineering, management, technical_efficiency
|-
| Vickers-Armstrong Ltd. || uau || 5 || 1930 || 1970 || mechanics, aeronautics, technical_efficiency, artillery, naval_engineering
|-
| Dudley Lavarack || uau || 6 || 1930 || 1970 || small_unit_tactics, decentralized_execution, combined_arms_focus, individual_courage, training
|-
| Guy Royle || uau || 6 || 1930 || 1970 || submarine_tactics, naval_training, centralized_execution, seamanship
|-
| Richard Williams || uau || 6 || 1930 || 1970 || fighter_tactics, decentralized_execution, aircraft_testing, piloting
|-
| William Bostock || uau || 6 || 1930 || 1970 || bomber_tactics, aircraft_testing, centralized_execution, piloting, combined_arms_focus
|-
| Cockatoo Island Shipyard || uau || 8 || 1930 || 1970 || naval_engineering, naval_artillery, technical_efficiency, electronics
|-
| William Sinclair-Burgess || uau || 7 || 1930 || 1970 || centralized_execution, large_unit_tactics, infantry_focus, training
|-
| Francis Tuker || uau || 7 || 1930 || 1970 || training, combined_arms_focus, small_unit_tactics, artillery, mechanics
|-
| W.H. Stratton || uau || 7 || 1930 || 1970 || small_taskforce_tactics, centralized_execution, naval_training, seamanship, large_taskforce_tactics
|-
| Wellington Arsenal || uau || 7 || 1930 || 1970 || artillery, mechanics, general_equipment, training
|-
| New Zealand Dockyard || uau || 8 || 1930 || 1970 || naval_engineering, naval_artillery, electronics, technical_efficiency, general_equipment
|-
| General Motors Wellington || uau || 9 || 1930 || 1970 || artillery, technical_efficiency, mechanics, electronics
|-
| Dewoitine || ubo || 7 || 1930 || 1970 || aeronautics, electronics, technical_efficiency
|-
| FAMH || ubo || 7 || 1930 || 1970 || mechanics, training, electronics, general_equipment, artillery
|-
| Morane-Saulnier || ubo || 7 || 1930 || 1970 || aeronautics, artillery, electronics, technical_efficiency
|-
| Renault || ubo || 6 || 1930 || 1970 || mechanics, industrial_engineering, general_equipment, management, technical_efficiency
|-
| Schneider || ubo || 7 || 1930 || 1970 || artillery, mechanics, technical_efficiency, electronics, chemistry
|-
| SOMUA || ubo || 6 || 1930 || 1970 || mechanics, industrial_engineering, electronics, technical_efficiency, artillery
|-
| François d'Astier de la Vigerie || ubo || 8 || 1930 || 1970 || fighter_tactics, piloting, aircraft_testing, centralized_execution
|-
| Maurice Gamelin || ubo || 9 || 1930 || 1970 || centralized_execution, large_unit_tactics, individual_courage, infantry_focus
|-
| CASA || ubo || 8 || 1930 || 1970 || aeronautics, technical_efficiency, electronics
|-
| Maestranza Artillería Ferrol || ubo || 7 || 1930 || 1970 || mechanics, artillery, chemistry, training, technical_efficiency
|-
| Franco Bahamonde || ubo || 6 || 1930 || 1970 || infantry_focus, large_unit_tactics, centralized_execution
|-
| García Valiño || ubo || 5 || 1930 || 1970 || decentralized_execution, small_unit_tactics, individual_courage, infantry_focus
|-
| Instituto Químico de Sarriá || ubo || 6 || 1930 || 1970 || chemistry, nuclear_physics
|-
| SECN || ubo || 5 || 1930 || 1970 || naval_engineering, naval_artillery, electronics, technical_efficiency
|-
| Cervera Valderrama || ubo || 6 || 1930 || 1970 || naval_training, small_taskforce_tactics, seamanship, decentralized_execution
|-
| CAMCO || uch || 5 || 1930 || 1970 || aeronautics, electronics, technical_efficiency
|-
| Dading Engine Factory || uch || 5 || 1930 || 1970 || aeronautics, electronics, general_equipment, industrial_engineering
|-
| Hanyang Arsenal || uch || 6 || 1930 || 1970 || mechanics, artillery, general_equipment, training
|-
| Chung Hing Coal Company || uch || 6 || 1930 || 1970 || industrial_engineering, management, artillery
|-
| Alexander von Falkenhausen || uch || 6 || 1930 || 1970 || large_unit_tactics, infantry_focus, centralized_execution, training
|-
| Claire Chennault || uch || 6 || 1970 || 1970 || fighter_tactics, bomber_tactics, piloting, large_taskforce_tactics
|-
| Huang Chen-tsuo || uch || 6 || 1930 || 1970 || fighter_tactics, aircraft_testing, piloting
|-
| Chen Shao-kuan || uch || 7 || 1930 || 1970 || small_taskforce_tactics, naval_training, seamanship, carrier_tactics, seamanship
|-
| Kiangnan Dock and Engineering Works || uch || 7 || 1930 || 1970 || naval_artillery, naval_engineering
|-
| Shiing-shen Chern || uch || 7 || 1930 || 1970 || mathematics, nuclear_physics, chemistry
|-
| Academia Sinica || uch || 7 || 1930 || 1970 || mechanics, chemistry, management, mathematics
|-
| Huangpu Military Academy || uch || 8 || 1930 || 1970 || large_unit_tactics, infantry_focus, individual_courage, training
|-
| China National Aviation Corporation || uch || 8 || 1930 || 1970 || aeronautics, electronics, management
|-
| Chang'an || uch || 9 || 1930 || 1970 || artillery, mechanics, general_equipment
|-
| National Machine Works || uch || 3 || 1930 || 1970 || industrial_engineering, mechanics, general_equipment, management
|-
| China Development & Finance Corp. || uch || 2 || 1930 || 1970 || industrial_engineering, management, training
|-
| Consolidated Aircraft Corporation || ucs || 7 || 1930 || 1970 || aeronautics, technical_efficiency, electronics
|-
| Fort Bliss Air Defence Center || ucs || 7 || 1930 || 1970 || artillery, electronics, training
|-
| Houston Shipbuilding Corporation || ucs || 7 || 1930 || 1970 || naval_engineering, naval_artillery, technical_efficiency
|-
| Humble Oil and Refining Company || ucs || 8 || 1930 || 1970 || industrial_engineering, chemistry, management, nuclear_physics
|-
| Lone Star Aviation || ucs || 7 || 1930 || 1970 || aeronautics, technical_efficiency, electronics
|-
| Southern Pacific Railroad || ucs || 6 || 1930 || 1970 || mechanics, industrial_engineering, management
|-
| Texas & Pacific Railroad || ucs || 7 || 1930 || 1970 || mechanics, industrial_engineering, management
|-
| Texas A&M University || ucs || 6 || 1930 || 1970 || mechanics, chemistry, training, small_unit_tactics, decentralized_execution
|-
| Texas Oil Company || ucs || 9 || 1930 || 1970 || industrial_engineering, chemistry, technical_efficiency
|-
| University of Texas || ucs || 4 || 1930 || 1970 || mechanics, management, chemistry, mathematics
|-
| White Sands Proving Ground || ucs || 6 || 1930 || 1970 || rocketry, management
|-
| Fort Hood || ucs || 8 || 1930 || 1970 || infantry_focus, centralized_execution, combined_arms_focus, training, artillery
|-
| Houston Naval Bases || ucs || 6 || 1930 || 1970 || submarine_tactics, carrier_tactics, large_taskforce_tactics, seamanship, naval_training
|-
| Naval Air Station Corpus Christi || ucs || 5 || 1930 || 1970 || aircraft_testing, piloting, aeronautics
|-
| San Antonio Aviation Cadet Center || ucs || 5 || 1930 || 1970 || aircraft_testing, bomber_tactics, fighter_tactics, combined_arms_focus, piloting
|-
| Central Research Institute of Shipbuilding Technology || uer || 8 || 1930 || 1970 || naval_engineering, naval_artillery, technical_efficiency
|-
| Grabin Design Bureau || uer || 7 || 1930 || 1970 || mechanics, artillery, technical_efficiency, chemistry, general_equipment
|-
| Igor Y. Tamm || uer || 5 || 1930 || 1970 || nuclear_physics, nuclear_engineering, mathematics
|-
| Ilyushin Design Bureau || uer || 7 || 1930 || 1970 || aeronautics, electronics, technical_efficiency, chemistry
|-
| Kalinin Machines Plant || uer || 7 || 1930 || 1970 || general_equipment, rocketry, electronics
|-
| Kirov Factory Design Bureau || uer || 7 || 1930 || 1970 || mechanics, artillery, technical_efficiency, management
|-
| Mikulin Design Bureau || uer || 7 || 1930 || 1970 || aeronautics, mechanics, rocketry, management
|-
| Nevskoye Design Bureau || uer || 6 || 1930 || 1970 || naval_engineering, technical_efficiency, naval_artillery, general_equipment, electronics
|-
| Rubin Marine Engineering || uer || 6 || 1930 || 1970 || naval_engineering, naval_artillery, technical_efficiency, electronics, nuclear_engineering
|-
| Sergei Korolev || uer || 8 || 1930 || 1970 || rocketry, aeronautics, technical_efficiency
|-
| STZ Factory Design Bureau || uer || 6 || 1930 || 1970 || mechanics, general_equipment, electronics
|-
| Sukhoi Design Bureau || uer || 6 || 1930 || 1970 || aeronautics, electronics, technical_efficiency, chemistry
|-
| V.A. Degtyarev Plant || uer || 9 || 1930 || 1970 || individual_courage, aircraft_testing, fighter_tactics, bomber_tactics
|-
| Moscow Military Academy || uer || 6 || 1930 || 1970 || centralized_execution, decentralized_execution, large_unit_tactics, individual_courage, training
|-
| Alan Turing || ues || 9 || 1930 || 1970 || mathematics, electronics, mechanics
|-
| de Havilland || ues || 7 || 1930 || 1970 || aeronautics, electronics, technical_efficiency, chemistry, industrial_engineering
|-
| Enfield Arsenal || ues || 7 || 1930 || 1970 || mechanics, artillery, general_equipment, training
|-
| John Brown & Co. || ues || 6 || 1930 || 1970 || naval_engineering, naval_artillery, technical_efficiency, electronics
|-
| Leyland || ues || 8 || 1930 || 1970 || mechanics, technical_efficiency, artillery
|-
| Robert Watson-Watt || ues || 7 || 1930 || 1970 || electronics, management, mechanics
|-
| Royal Small Arms Factory || ues || 6 || 1930 || 1970 || mechanics, general_equipment, training, artillery, chemistry
|-
| Vauxhall || ues || 7 || 1930 || 1970 || mechanics, chemistry, artillery, technical_efficiency
|-
| Vickers-Armstrong || ues || 5 || 1930 || 1970 || mechanics, aeronautics, technical_efficiency, artillery, naval_engineering
|-
| Alan Brooke || ues || 6 || 1930 || 1970 || centralized_execution, large_unit_tactics, combined_arms_focus, management
|-
| Andrew Cunningham || ues || 8 || 1930 || 1970 || naval_training, large_taskforce_tactics, centralized_execution, seamanship, carrier_tactics
|-
| Charles Portal || ues || 6 || 1930 || 1970 || bomber_tactics, aircraft_testing, centralized_execution
|-
| Dudley Pound || ues || 6 || 1930 || 1970 || large_taskforce_tactics, seamanship, naval_training, centralized_execution
|-
| Frank Whittle || ues || 7 || 1930 || 1970 || rocketry, aeronautics, technical_efficiency
|-
| George Paget Thomson || ues || 5 || 1930 || 1970 || nuclear_physics, nuclear_engineering, chemistry, general_equipment
|-
| Arne Beurling || ugs || 6 || 1930 || 1970 || mathematics, nuclear_physics, chemistry
|-
| Bofors AB || ugs || 8 || 1930 || 1970 || mechanics, artillery, chemistry
|-
| Husqvarna || ugs || 9 || 1930 || 1970 || general_equipment, mechanics, artillery
|-
| Karlskrona Naval Yard || ugs || 7 || 1930 || 1970 || naval_engineering, naval_artillery, naval_training, seamanship
|-
| Landsverk AB || ugs || 7 || 1930 || 1970 || mechanics, technical_efficiency, general_equipment, artillery
|-
| LM Ericsson || ugs || 7 || 1930 || 1970 || electronics, industrial_engineering, mathematics
|-
| SAAB || ugs || 7 || 1930 || 1970 || aeronautics, industrial_engineering, mechanics, technical_efficiency, rocketry
|-
| Scania-Vabis || ugs || 7 || 1930 || 1970 || industrial_engineering, mechanics, management
|-
| Bengt Nordenskiöld || ugs || 7 || 1930 || 1970 || bomber_tactics, aircraft_testing, piloting
|-
| Helge Jung || ugs || 8 || 1930 || 1970 || combined_arms_focus, decentralized_execution, small_unit_tactics
|-
| The Svedberg || ugs || 6 || 1930 || 1970 || nuclear_physics, mathematics, management
|-
| Olof Thörnell || ugs || 5 || 1930 || 1970 || centralized_execution, large_unit_tactics, infantry_focus, training
|-
| Charles de Champs || ugs || 6 || 1930 || 1970 || large_taskforce_tactics, centralized_execution, seamanship, naval_training
|-
| Gösta Ehrensvärd || ugs || 5 || 1930 || 1970 || large_taskforce_tactics, centralized_execution, seamanship, naval_training
|-
| Manne Siegbahn || ugs || 6 || 1930 || 1970 || nuclear_physics, electronics, mathematics
|-
| Luang Phibunsongkhram || uic || 5 || 1930 || 1970 || aeronautics, general_equipment, artillery
|-
| Pridi Phanomyong || uic || 7 || 1930 || 1970 || naval_engineering, technical_efficiency, naval_artillery
|-
| Luang Kajsongkram || uic || 6 || 1930 || 1970 || mechanics, industrial_engineering, general_equipment, management
|-
| Luang Sinthusongkhramchai || uic || 3 || 1930 || 1970 || large_taskforce_tactics, naval_training, seamanship, centralized_execution
|-
| Bangkok Dockyard || uic || 7 || 1930 || 1970 || bomber_tactics, centralized_execution, piloting, fighter_tactics, aircraft_testing
|-
| Bangkok Arsenal || uic || 6 || 1930 || 1970 || training, centralized_execution, infantry_focus, individual_courage
|-
| Royal Aeronautical Services || uic || 4 || 1930 || 1970 || chemistry, management, training
|-
| Hanoi Aerospace Company || uic || 8 || 1930 || 1970 || mechanics, industrial_engineering, general_equipment, management
|-
| Hanoi Arsenal || uic || 6 || 1930 || 1970 || aeronautics, technical_efficiency, artillery, general_equipment
|-
| Hanoi University of Technology || uic || 4 || 1930 || 1970 || aeronautics, electronics, technical_efficiency
|-
| Vietnam Maritime University || uic || 7 || 1930 || 1970 || mechanics, general_equipment, training
|-
| Vietnam Military Academy || uic || 8 || 1930 || 1970 || bomber_tactics, combined_arms_focus, aircraft_testing, piloting
|-
| Rangoon University || uic || 3 || 1930 || 1970 || large_unit_tactics, centralized_execution, individual_courage, infantry_focus, training
|-
| Bo Mya || uic || 5 || 1930 || 1970 || fighter_tactics, aircraft_testing, piloting
|-
| Archibald Cochrane || uic || 7 || 1930 || 1970 || small_unit_tactics, decentralized_execution, combined_arms_focus, training
|-
| Union of Burma Railways || uic || 9 || 1930 || 1970 || nuclear_physics, mathematics
|-
| Defence Research & Development Organisation || uir || 9 || 1930 || 1970 || chemistry, mechanics, artillery, general_equipment
|-
| Garden Reach Workshop || uir || 8 || 1930 || 1970 || naval_engineering, electronics, general_equipment, technical_efficiency
|-
| Hindustan Aircraft Limited || uir || 8 || 1930 || 1970 || aeronautics, electronics, technical_efficiency
|-
| Indian Academy of Sciences || uir || 7 || 1930 || 1970 || mathematics, chemistry, electronics, mechanics
|-
| Indian Government Railways || uir || 7 || 1930 || 1970 || mechanics, industrial_engineering, management
|-
| J.R.D. Tata || uir || 7 || 1930 || 1970 || industrial_engineering, technical_efficiency, aeronautics, piloting
|-
| Mazagon Dock Limited || uir || 7 || 1930 || 1970 || naval_engineering, naval_artillery, electronics, technical_efficiency
|-
| Military Engineering Services || uir || 7 || 1930 || 1970 || management, general_equipment, mechanics, technical_efficiency
|-
| Ordnance Factories Board || uir || 6 || 1930 || 1970 || mechanics, artillery, general_equipment, electronics
|-
| Shri Ghanshyam Das Birla || uir || 5 || 1930 || 1970 || industrial_engineering, management, electronics
|-
| University of Delhi || uir || 5 || 1930 || 1970 || management, chemistry, mechanics, mathematics
|-
| Venkata Raman || uir || 6 || 1930 || 1970 || management, training, mathematics
|-
| Victor Lord Linlithgow || uir || 6 || 1930 || 1970 || combined_arms_focus, large_unit_tactics, centralized_execution
|-
| William E. Parry || uir || 6 || 1930 || 1970 || naval_training, large_taskforce_tactics, centralized_execution, seamanship, carrier_tactics
|-
| Aspy Merwan Engineer || uir || 6 || 1930 || 1970 || bomber_tactics, aircraft_testing, piloting, centralized_execution
|-
| 61 Kommunara Nikolayev Shipyards || ukr || 4 || 1930 || 1970 || naval_engineering, electronics, naval_artillery, technical_efficiency
|-
| Antonov Design Bureau || ukr || 6 || 1946 || 1970 || aeronautics, technical_efficiency, rocketry
|-
| Beriev Design Bureau || ukr || 6 || 1939 || 1970 || aeronautics, mechanics, technical_efficiency
|-
| Charkov Factory Design Bureau || ukr || 7 || 1930 || 1970 || mechanics, artillery, technical_efficiency
|-
| Chernomorsky Shipbuilding Yard || ukr || 5 || 1930 || 1970 || naval_engineering, naval_artillery, technical_efficiency
|-
| Kharkov Aviation Institute || ukr || 6 || 1930 || 1970 || aeronautics, management, technical_efficiency, rocketry
|-
| Kiev University || ukr || 3 || 1930 || 1970 || management, chemistry, mechanics, mathematics
|-
| Morozov Design Bureau || ukr || 5 || 1930 || 1970 || mechanics, artillery, technical_efficiency, general_equipment
|-
| Motor-Sich || ukr || 5 || 1930 || 1970 || mechanics, electronics, technical_efficiency, general_equipment
|-
| Tupolev Design Bureau || ukr || 5 || 1930 || 1970 || aeronautics, electronics, chemistry, rocketry, technical_efficiency
|-
| Kiev Military Academy || ukr || 4 || 1930 || 1970 || large_unit_tactics, combined_arms_focus, infantry_focus, centralized_execution, training
|-
| Odessa State Maritime Academy || ukr || 4 || 1930 || 1970 || naval_training, seamanship, submarine_tactics, centralized_execution
|-
| Charkov Air Command Center || ukr || 4 || 1930 || 1970 || aircraft_testing, bomber_tactics, fighter_tactics, combined_arms_focus
|-
| Anglo-Iranian Oil || upe || 7 || 1930 || 1970 || aeronautics, chemistry, technical_efficiency
|-
| Douglas Aircraft Company || upe || 5 || 1930 || 1970 || mechanics, artillery, electronics
|-
| Jahanbin Constructing || upe || 8 || 1930 || 1970 || naval_engineering, industrial_engineering, aeronautics, mechanics, management
|-
| Sarcheshmeh Copper Mines || upe || 7 || 1930 || 1970 || naval_engineering, electronics, naval_artillery, technical_efficiency
|-
| Siemens Iran || upe || 8 || 1930 || 1970 || aeronautics, chemistry, technical_efficiency
|-
| State Aircraft Company || upe || 7 || 1930 || 1970 || naval_engineering, naval_artillery, technical_efficiency
|-
| Trans-Iranian Railway Co. || upe || 6 || 1930 || 1970 || electronics, chemistry, general_equipment, industrial_engineering, naval_engineering
|-
| Gholam Reza Pahlavi || upe || 6 || 1930 || 1970 || electronics, industrial_engineering, mechanics
|-
| Reza Pahlavi || upe || 6 || 1930 || 1970 || electronics, chemistry, general_equipment, industrial_engineering
|-
| Teheran University || upe || 6 || 1930 || 1970 || artillery, training, general_equipment
|-
| Tashkent Aviation Production Organisation || upe || 6 || 1930 || 1970 || large_unit_tactics, combined_arms_focus, training, individual_courage, decentralized_execution
|-
| Uzbek National University || upe || 9 || 1930 || 1970 || large_taskforce_tactics, centralized_execution, carrier_tactics, naval_training, seamanship
|-
| Tashkent Cadet Recruitment Center || upe || 7 || 1930 || 1970 || bomber_tactics, centralized_execution, piloting, aircraft_testing
|-
| Karaganda Aircraft Facilities || upe || 7 || 1930 || 1970 || small_unit_tactics, centralized_execution, combined_arms_focus, aircraft_testing, bomber_tactics
|-
| Rubtsovsk Machine-Building Plant || upe || 5 || 1930 || 1970 || nuclear_physics, mathematics, electronics
|-
| Blohm & Voss || upr || 6 || 1930 || 1970 || naval_engineering, electronics, naval_artillery, technical_efficiency, general_equipment
|-
| Heinkel Flugzeugwerke || upr || 8 || 1930 || 1970 || aeronautics, chemistry, electronics, technical_efficiency
|-
| I.G. Farben || upr || 9 || 1930 || 1970 || chemistry, industrial_engineering, general_equipment, management, technical_efficiency
|-
| Junkers || upr || 7 || 1930 || 1970 || aeronautics, chemistry, technical_efficiency
|-
| Mauser Werke || upr || 7 || 1930 || 1970 || general_equipment, mechanics, training, artillery
|-
| Messerschmitt || upr || 8 || 1930 || 1970 || aeronautics, rocketry, artillery, technical_efficiency
|-
| Porsche || upr || 7 || 1930 || 1970 || mechanics, artillery, technical_efficiency
|-
| Rheinmetall || upr || 7 || 1930 || 1970 || artillery, mechanics, training, chemistry
|-
| Werner Heisenberg || upr || 6 || 1927 || 1976 || nuclear_physics, nuclear_engineering, mathematics
|-
| Erich Raeder || upr || 7 || 1930 || 1970 || small_taskforce_tactics, naval_training, seamanship, centralized_execution
|-
| Erich von Manstein || upr || 6 || 1930 || 1970 || combined_arms_focus, large_unit_tactics, centralized_execution, training, management
|-
| Ernst Udet || upr || 6 || 1930 || 1970 || combined_arms_focus, piloting, aircraft_testing, bomber_tactics, decentralized_execution
|-
| Hugo Sperrle || upr || 6 || 1930 || 1970 || bomber_tactics, aircraft_testing, centralized_execution, fighter_tactics
|-
| Karl Dönitz || upr || 5 || 1930 || 1970 || submarine_tactics, small_taskforce_tactics, seamanship, centralized_execution
|-
| Focke-Wulf || upr || 5 || 1930 || 1970 || aeronautics, electronics, artillery, technical_efficiency
|-
| Aichi || ups || 7 || 1930 || 1970 || aeronautics, chemistry, technical_efficiency
|-
| Hino Automobile || ups || 5 || 1930 || 1970 || mechanics, artillery, electronics
|-
| Kawasaki Heavy Industry || ups || 8 || 1930 || 1970 || naval_engineering, industrial_engineering, aeronautics, mechanics, management
|-
| Kure Naval Yard || ups || 7 || 1930 || 1970 || naval_engineering, electronics, naval_artillery, technical_efficiency
|-
| Mitsubishi Hikoki || ups || 8 || 1930 || 1970 || aeronautics, chemistry, technical_efficiency
|-
| Mitsubishi Zousensho || ups || 7 || 1930 || 1970 || naval_engineering, naval_artillery, technical_efficiency
|-
| Mitsui || ups || 6 || 1930 || 1970 || electronics, chemistry, general_equipment, industrial_engineering, naval_engineering
|-
| Nissan || ups || 6 || 1930 || 1970 || electronics, industrial_engineering, mechanics
|-
| Sumimoto || ups || 6 || 1930 || 1970 || electronics, chemistry, general_equipment, industrial_engineering
|-
| Tokyo Arsenal || ups || 6 || 1930 || 1970 || artillery, training, general_equipment
|-
| Hisaichi Terauchi || ups || 6 || 1930 || 1970 || large_unit_tactics, combined_arms_focus, training, individual_courage, decentralized_execution
|-
| Isoruko Yamamoto || ups || 9 || 1930 || 1970 || large_taskforce_tactics, centralized_execution, carrier_tactics, naval_training, seamanship
|-
| Shunroku Hata || ups || 7 || 1930 || 1970 || bomber_tactics, centralized_execution, piloting, aircraft_testing
|-
| Tomoyoki Yamashita || ups || 7 || 1930 || 1970 || small_unit_tactics, centralized_execution, combined_arms_focus, aircraft_testing, bomber_tactics
|-
| Sin-Itiro Tomonaga || ups || 5 || 1930 || 1970 || nuclear_physics, mathematics, electronics
|-
| Breda || uro || 3 || 1930 || 1970 || aeronautics, general_equipment, artillery
|-
| Cantieri Navali Riuniti || uro || 7 || 1930 || 1970 || naval_engineering, technical_efficiency, naval_artillery, electronics
|-
| Lancia || uro || 6 || 1930 || 1970 || mechanics, industrial_engineering, general_equipment, management
|-
| Arturo Riccardi || uro || 8 || 1930 || 1970 || large_taskforce_tactics, naval_training, seamanship, centralized_execution
|-
| Italo Balbo || uro || 7 || 1930 || 1970 || bomber_tactics, centralized_execution, piloting, fighter_tactics, aircraft_testing
|-
| Pietro Badoglio || uro || 6 || 1930 || 1970 || training, centralized_execution, infantry_focus, individual_courage, large_unit_tactics
|-
| Giulio Natta || uro || 4 || 1930 || 1970 || chemistry, management, training
|-
| Daimler || uro || 8 || 1930 || 1970 || mechanics, industrial_engineering, general_equipment, management, chemistry
|-
| Hirtenberger || uro || 6 || 1930 || 1970 || aeronautics, technical_efficiency, artillery, general_equipment, electronics
|-
| Pintsch || uro || 4 || 1930 || 1970 || aeronautics, electronics, technical_efficiency
|-
| Steyr || uro || 7 || 1930 || 1970 || mechanics, general_equipment, training, artillery, electronics
|-
| Alexander Löhr || uro || 8 || 1930 || 1970 || bomber_tactics, combined_arms_focus, aircraft_testing
|-
| Johann Kubena || uro || 3 || 1930 || 1970 || large_unit_tactics, centralized_execution, individual_courage
|-
| Julius Yllam || uro || 5 || 1930 || 1970 || fighter_tactics, aircraft_testing, piloting
|-
| Lothar Rendulic || uro || 7 || 1930 || 1970 || small_unit_tactics, decentralized_execution, combined_arms_focus, training, management
|-
| Erwin Schrödinger || uro || 9 || 1930 || 1970 || nuclear_physics, mathematics, mechanics, electronics, nuclear_engineering
|-
| ANCAP || uru || 2 || 1930 || 1970 || mechanics, chemistry, industrial_engineering
|-
| EMW || uru || 3 || 1930 || 1970 || aeronautics, mechanics, electronics
|-
| Ferrocarriles y Tranvías del Estado || uru || 3 || 1930 || 1970 || industrial_engineering, general_equipment, management, electronics, training
|-
| Alfredo Baldomir || uru || 2 || 1930 || 1943 || large_unit_tactics, centralized_execution, infantry_focus
|-
| Luis Battle Berres || uru || 3 || 1944 || 1964 || large_unit_tactics, centralized_execution, infantry_focus, fighter_tactics
|-
| Montevideo Dockyard || uru || 4 || 1930 || 1970 || naval_engineering, naval_artillery, electronics, technical_efficiency
|-
| Universidad de la República || uru || 2 || 1930 || 1970 || mathematics, chemistry, mechanics, management
|-
| Boeing || usa || 8 || 1930 || 1970 || aeronautics, technical_efficiency, electronics, chemistry
|-
| Christie || usa || 5 || 1930 || 1970 || mechanics, artillery, technical_efficiency, electronics
|-
| Curtiss-Wright || usa || 8 || 1930 || 1970 || aeronautics, technical_efficiency, electronics
|-
| Douglas Aircraft Company || usa || 7 || 1930 || 1970 || aeronautics, technical_efficiency, electronics
|-
| Ford Motor Company || usa || 8 || 1930 || 1970 || mechanics, industrial_engineering, technical_efficiency, management
|-
| Higgins Industries Inc. || usa || 7 || 1941 || 1946 || naval_engineering, mechanics, general_equipment
|-
| John von Neumann || usa || 8 || 1941 || 1957 || chemistry, electronics, mathematics
|-
| Kelly Johnson's Skunk Works || usa || 8 || 1943 || 1970 || rocketry, aeronautics, electronics, technical_efficiency
|-
| Marmon-Herrington || usa || 7 || 1930 || 1970 || mechanics, technical_efficiency, chemistry, artillery
|-
| Newport News Shipbuilding || usa || 7 || 1930 || 1970 || naval_engineering, technical_efficiency, electronics, aeronautics
|-
| New York Naval Yard || usa || 7 || 1930 || 1970 || naval_engineering, technical_efficiency, electronics, naval_artillery, general_equipment
|-
| Edward Teller || usa || 8 || 1951 || 1970 || nuclear_physics, nuclear_engineering, mathematics
|-
| Norfolk Naval Yard || usa || 8 || 1930 || 1970 || naval_engineering, technical_efficiency, electronics, naval_artillery
|-
| Raytheon || usa || 7 || 1930 || 1970 || electronics, mathematics, management
|-
| Robert Oppenheimer || usa || 9 || 1930 || 1953 || nuclear_physics, nuclear_engineering, mathematics
|-
| Robert Truax || usa || 6 || 1930 || 1967 || rocketry, technical_efficiency
|-
| Springfield Armory || usa || 7 || 1930 || 1970 || chemistry, mechanics, artillery, general_equipment
|-
| Standard Oil of California || usa || 8 || 1930 || 1970 || industrial_engineering, chemistry, management, technical_efficiency
|-
| Texas Oil Company || usa || 9 || 1930 || 1970 || industrial_engineering, chemistry, technical_efficiency
|-
| Winchester Repeating Arms Co. || usa || 6 || 1930 || 1970 || general_equipment, mechanics, artillery
|-
| Carl Spaatz || usa || 7 || 1939 || 1955 || aircraft_testing, bomber_tactics, centralized_execution, aeronautics, combined_arms_focus
|-
| Chester Nimitz || usa || 8 || 1939 || 1950 || small_taskforce_tactics, submarine_tactics, naval_training, centralized_execution, seamanship
|-
| Curtis LeMay || usa || 7 || 1938 || 1965 || centralized_execution, bomber_tactics, aircraft_testing, piloting
|-
| Dwight Eisenhower || usa || 7 || 1939 || 1952 || small_unit_tactics, centralized_execution, combined_arms_focus, training
|-
| Ernest King || usa || 7 || 1930 || 1946 || large_taskforce_tactics, carrier_tactics, naval_training, centralized_execution, seamanship
|-
| Henry Arnold || usa || 7 || 1930 || 1948 || decentralized_execution, aircraft_testing, bomber_tactics, fighter_tactics
|-
| Hyman Rickover || usa || 7 || 1947 || 1970 || nuclear_engineering, chemistry, electronics, naval_training
|-
| Omar Bradley || usa || 7 || 1938 || 1954 || small_unit_tactics, decentralized_execution, training, combined_arms_focus
|-
| General Electric || usa || 8 || 1930 || 1970 || electronics, technical_efficiency, management
|-
| Philadelphia Naval Shipyard || usa || 6 || 1970 || 1970 || naval_engineering, naval_artillery, electronics, technical_efficiency, general_equipment
|-
| Maxwell Taylor || usa || 6 || 1953 || 1965 || small_unit_tactics, centralized_execution, combined_arms_focus, training
|-
| Arthur Radford || usa || 6 || 1953 || 1959 || large_taskforce_tactics, carrier_tactics, naval_training, centralized_execution, seamanship
|-
| IBM || usa || 7 || 1954 || 1970 || chemistry, electronics, mathematics
|-
| Boeing || usn || 7 || 1930 || 1970 || aeronautics, technical_efficiency, electronics, chemistry
|-
| Christie || usn || 5 || 1930 || 1970 || mechanics, artillery, technical_efficiency, electronics
|-
| Curtiss-Wright || usn || 6 || 1930 || 1970 || large_taskforce_tactics, infantry_focus, carrier_tactics
|-
| Ford Motor Company || usn || 7 || 1930 || 1970 || mechanics, industrial_engineering, technical_efficiency, management
|-
| New York Naval Yard || usn || 7 || 1930 || 1970 || naval_engineering, technical_efficiency, electronics, naval_artillery, general_equipment
|-
| Norfolk Naval Yard || usn || 9 || 1930 || 1970 || naval_engineering, technical_efficiency, electronics, naval_artillery
|-
| Raytheon || usn || 7 || 1930 || 1970 || electronics, mathematics, management
|-
| Robert Oppenheimer || usn || 8 || 1930 || 1970 || nuclear_physics, nuclear_engineering, mathematics
|-
| Springfield Armory || usn || 6 || 1930 || 1970 || chemistry, mechanics, artillery, general_equipment
|-
| Standard Oil of California || usn || 7 || 1930 || 1970 || industrial_engineering, chemistry, management, technical_efficiency
|-
| Omar Bradley || usn || 7 || 1930 || 1970 || small_unit_tactics, decentralized_execution, training, combined_arms_focus
|-
| Winchester Repeating Arms Co. || usn || 5 || 1930 || 1970 || general_equipment, mechanics, artillery, small_unit_tactics, combined_arms_focus
|-
| Ernest King || usn || 8 || 1930 || 1970 || large_taskforce_tactics, carrier_tactics, naval_training, centralized_execution, seamanship
|-
| Henry Arnold || usn || 6 || 1930 || 1970 || decentralized_execution, aircraft_testing, bomber_tactics, fighter_tactics
|-
| General Electric || usn || 6 || 1930 || 1970 || electronics, technical_efficiency, management
|-
| Carbosin || utc || 7 || 1930 || 1970 || industrial_engineering, chemistry, management
|-
| DT-UDR || utc || 7 || 1930 || 1970 || mechanics, artillery, training, general_equipment, chemistry
|-
| MAN || utc || 9 || 1930 || 1970 || electronics, industrial_engineering, mechanics, management
|-
| Gheorghe Jienescu || utc || 6 || 1930 || 1970 || fighter_tactics, bomber_tactics, aircraft_testing
|-
| Horia Macellariu || utc || 5 || 1930 || 1970 || submarine_tactics, naval_training, seamanship, centralized_execution
|-
| Ion Antonescu || utc || 8 || 1930 || 1970 || large_unit_tactics, centralized_execution, combined_arms_focus, individual_courage, infantry_focus
|-
| 61 Kommunara Nikolayev Shipyards || utc || 6 || 1930 || 1970 || naval_engineering, electronics, naval_artillery, technical_efficiency
|-
| Kharkov Aviation Institute || utc || 8 || 1930 || 1970 || aeronautics, management, technical_efficiency, rocketry
|-
| Kiev University || utc || 6 || 1930 || 1970 || management, chemistry, mechanics, mathematics
|-
| Morozov Design Bureau || utc || 7 || 1930 || 1970 || mechanics, artillery, technical_efficiency, general_equipment
|-
| Motor-Sich || utc || 7 || 1930 || 1970 || mechanics, electronics, technical_efficiency, general_equipment
|-
| Tupolev Design Bureau || utc || 7 || 1930 || 1970 || aeronautics, electronics, chemistry, rocketry, technical_efficiency
|-
| Kiev Military Academy || utc || 6 || 1930 || 1970 || large_unit_tactics, combined_arms_focus, infantry_focus, centralized_execution, training
|-
| Odessa State Maritime Academy || utc || 6 || 1930 || 1970 || naval_training, seamanship, submarine_tactics, centralized_execution
|-
| Charkov Air Command Center || utc || 5 || 1930 || 1970 || aircraft_testing, bomber_tactics, fighter_tactics, combined_arms_focus
|-
| CCNC || utl || 8 || 1930 || 1970 || aeronautics, chemistry, electronics
|-
| Departamento Nacional da Produção Mineral || utl || 7 || 1930 || 1970 || industrial_engineering, management, mechanics
|-
| IPT || utl || 9 || 1930 || 1970 || aeronautics, management, electronics, industrial_engineering, technical_efficiency
|-
| João Mascarenhas de Morais || utl || 7 || 1930 || 1970 || small_unit_tactics, decentralized_execution, combined_arms_focus, training
|-
| Epaminondas dos Santos || utl || 6 || 1930 || 1970 || large_taskforce_tactics, carrier_tactics, naval_training, centralized_execution, seamanship
|-
| Nero Moura || utl || 8 || 1930 || 1970 || fighter_tactics, bomber_tactics, aircraft_testing, piloting, centralized_execution
|-
| AFNE || utl || 6 || 1930 || 1970 || naval_engineering, electronics, naval_artillery, technical_efficiency
|-
| Astilleros Alianza S.A. || utl || 6 || 1930 || 1970 || naval_engineering, technical_efficiency, electronics
|-
| Buenos Aires Railway Company || utl || 6 || 1930 || 1970 || industrial_engineering, mechanics, electronics, general_equipment, management
|-
| CAC || utl || 6 || 1930 || 1970 || aeronautics, electronics, technical_efficiency
|-
| Esteban de Luca || utl || 7 || 1930 || 1970 || mechanics, artillery, general_equipment
|-
| Fabricaciones Militares || utl || 7 || 1930 || 1970 || general_equipment, mechanics, chemistry, artillery
|-
| FMA || utl || 5 || 1930 || 1970 || aeronautics, electronics, technical_efficiency
|-
| YPF || utl || 7 || 1930 || 1970 || industrial_engineering, chemistry, technical_efficiency, management
|-
| Antonio Parodi || utl || 6 || 1930 || 1970 || aircraft_testing, fighter_tactics, piloting
|-
| Augustín Justo || utl || 5 || 1930 || 1970 || large_unit_tactics, centralized_execution, infantry_focus, training
|-
| CBSA || uto || 8 || 1930 || 1970 || aeronautics, technical_efficiency, electronics, management
|-
| Darjavna Aeroplanna Rabotilnitza || uto || 5 || 1930 || 1970 || aeronautics, chemistry, electronics
|-
| Ivan Vulkov || uto || 5 || 1930 || 1970 || large_unit_tactics, centralized_execution, infantry_focus, individual_courage, training
|-
| Zakhari Zakhariev || uto || 9 || 1930 || 1970 || bomber_tactics, combined_arms_focus, aircraft_testing
|-
| Stoyan Stoyanov || uto || 8 || 1930 || 1970 || fighter_tactics, aircraft_testing, piloting
|-
| Kazanlak State Military Factory || uto || 7 || 1930 || 1970 || mechanics, artillery, general_equipment, chemistry
|-
| Istanbul Valde Shipyard || uto || 7 || 1930 || 1970 || naval_engineering, technical_efficiency, naval_artillery
|-
| MKEK || uto || 7 || 1930 || 1970 || chemistry, mathematics, general_equipment
|-
| Turkish Petroleum Company || uto || 7 || 1930 || 1970 || industrial_engineering, chemistry, management
|-
| Ali Örlungat || uto || 7 || 1930 || 1970 || fighter_tactics, bomber_tactics, aircraft_testing
|-
| Fevzi Cakmak || uto || 6 || 1930 || 1970 || large_unit_tactics, centralized_execution, infantry_focus, individual_courage
|-
| Mehmet Ali Üngen || uto || 6 || 1930 || 1970 || centralized_execution, large_taskforce_tactics, naval_training
|-
| Mehmet Nuri Yamut || uto || 6 || 1930 || 1970 || small_unit_tactics, centralized_execution, combined_arms_focus
|-
| Istanbul Military Industries || uto || 6 || 1930 || 1970 || artillery, mechanics, general_equipment, electronics
|-
| Istanbul University || uto || 6 || 1930 || 1970 || mechanics, chemistry, management
|-
| Tashkent Aviation Production Organisation || uzb || 4 || 1930 || 1970 || aeronautics, mechanics, electronics, technical_efficiency
|-
| Uzbek National University || uzb || 2 || 1930 || 1970 || management, chemistry, mechanics, mathematics
|-
| Tashkent Cadet Recruitment Center || uzb || 2 || 1930 || 1970 || centralized_execution, decentralized_execution, large_unit_tactics, infantry_focus, training
|-
| JFPN || ven || 5 || 1930 || 1970 || industrial_engineering, management, general_equipment
|-
| Venezuelan Oil || ven || 6 || 1930 || 1970 || chemistry, industrial_engineering, management
|-
| Instituto Autónomo Ferrocarriles del Estado || ven || 4 || 1930 || 1970 || industrial_engineering, management, electronics
|-
| Delgado Chabaud || ven || 3 || 1930 || 1970 || centralized_execution, combined_arms_focus, aircraft_testing, piloting, bomber_tactics
|-
| Escuela de Aviación Militar || ven || 2 || 1930 || 1970 || aircraft_testing, fighter_tactics, bomber_tactics, piloting
|-
| Escuela Naval de Venezuela || ven || 2 || 1930 || 1970 || large_taskforce_tactics, naval_training, seamanship
|-
| Isaías Medina Angarita || ven || 4 || 1930 || 1970 || small_unit_tactics, centralized_execution, infantry_focus, training
|-
| Caracas Military Arsenal || ven || 4 || 1930 || 1970 || artillery, mechanics, general_equipment, electronics
|-
| Venezuelan Aircraft Company || ven || 4 || 1930 || 1970 || aeronautics, electronics, chemistry, technical_efficiency
|-
| Amiot || vic || 6 || 1930 || 1970 || aeronautics, electronics, chemistry
|-
| Dewoitine || vic || 4 || 1930 || 1970 || aeronautics, electronics, technical_efficiency
|-
| FAMH || vic || 4 || 1930 || 1970 || mechanics, training, electronics, general_equipment, artillery
|-
| Kuhlmann || vic || 3 || 1930 || 1970 || chemistry, industrial_engineering, management
|-
| Manufacture d'Armes St.Etienne || vic || 5 || 1930 || 1970 || mechanics, artillery, general_equipment, training
|-
| Rhône-Poulenc || vic || 3 || 1930 || 1970 || chemistry, industrial_engineering, general_equipment, management
|-
| Schneider || vic || 4 || 1930 || 1970 || artillery, mechanics, technical_efficiency, electronics, chemistry
|-
| SNPA || vic || 4 || 1941 || 1970 || industrial_engineering, chemistry, management, technical_efficiency
|-
| SOMUA || vic || 5 || 1930 || 1970 || mechanics, industrial_engineering, electronics, technical_efficiency, artillery
|-
| François Darlan || vic || 3 || 1930 || 1951 || large_taskforce_tactics, naval_training, centralized_execution, seamanship
|-
| Marcel Gensoul || vic || 4 || 1930 || 1942 || large_taskforce_tactics, naval_training, seamanship
|-
| Maurice Gamelin || vic || 1 || 1930 || 1958 || centralized_execution, large_unit_tactics, individual_courage, infantry_focus
|-
| Maxime Weygand || vic || 2 || 1940 || 1942 || centralized_execution, large_unit_tactics, individual_courage, infantry_focus, combined_arms_focus
|-
| Charles Nogues || vic || 2 || 1941 || 1970 || centralized_execution, large_unit_tactics, combined_arms_focus, infantry_focus, training
|-
| Hanoi Aerospace Company || vie || 2 || 1930 || 1970 || aeronautics, electronics, technical_efficiency
|-
| Hanoi Arsenal || vie || 3 || 1930 || 1970 || mechanics, artillery, general_equipment
|-
| Hanoi University of Technology || vie || 3 || 1930 || 1970 || management, chemistry, mechanics, industrial_engineering
|-
| Vietnam Maritime University || vie || 4 || 1930 || 1970 || naval_training, management, mechanics, naval_engineering, seamanship
|-
| Vietnam Military Academy || vie || 3 || 1930 || 1970 || centralized_execution, decentralized_execution, small_unit_tactics, individual_courage, training
|-
| Cockerill || wll || 6 || 1930 || 1970 || naval_engineering, technical_efficiency, general_equipment, mechanics
|-
| FN Herstal || wll || 5 || 1930 || 1970 || mechanics, general_equipment, artillery, training
|-
| Renard || wll || 4 || 1930 || 1970 || aeronautics, electronics, technical_efficiency
|-
| Renault || wll || 5 || 1930 || 1970 || mechanics, industrial_engineering, general_equipment, management, technical_efficiency
|-
| Solvay || wll || 7 || 1930 || 1970 || chemistry, industrial_engineering, mathematics, management
|-
| Fonderie Royale de Cannons || wll || 5 || 1930 || 1970 || artillery, mechanics, training, chemistry
|-
| Forges de Clabecq || wll || 6 || 1930 || 1970 || industrial_engineering, chemistry, management
|-
| Union Minière || wll || 7 || 1930 || 1970 || industrial_engineering, management, chemistry, nuclear_engineering
|-
| Jean Vermeire || wll || 3 || 1930 || 1970 || combined_arms_focus, centralized_execution, large_unit_tactics
|-
| Lucien Lippert || wll || 4 || 1940 || 1970 || combined_arms_focus, centralized_execution, large_unit_tactics, individual_courage
|-
| Lucien Lippert || wll || 3 || 1930 || 1970 || aircraft_testing, fighter_tactics, bomber_tactics
|-
| Royal Academy of Engineering || yem || 2 || 1930 || 1960 || centralized_execution, combined_arms_focus, mechanics, artillery, general_equipment
|-
| Ikarus || yug || 4 || 1930 || 1970 || aeronautics, technical_efficiency, electronics
|-
| Industrija Aeroplanskih Motora || yug || 3 || 1930 || 1970 || industrial_engineering, mechanics, technical_efficiency, aeronautics
|-
| Jadransko Brodogradiliste || yug || 3 || 1930 || 1970 || naval_engineering, technical_efficiency, naval_artillery
|-
| Memorandum Teleoptik || yug || 5 || 1930 || 1970 || industrial_engineering, electronics, technical_efficiency
|-
| Mikron || yug || 4 || 1930 || 1970 || industrial_engineering, electronics, mechanics, management
|-
| Yugoslavian State Railroads || yug || 5 || 1930 || 1970 || mechanics, electronics, management
|-
| Zivojin Rogozarski || yug || 3 || 1930 || 1970 || aeronautics, technical_efficiency, management
|-
| ZMAJ || yug || 4 || 1930 || 1970 || naval_engineering, aeronautics, mechanics, electronics, technical_efficiency
|-
| Bogoljub Ilic || yug || 3 || 1930 || 1970 || large_taskforce_tactics, centralized_execution, naval_training, seamanship
|-
| Dusan Simovic || yug || 3 || 1930 || 1970 || bomber_tactics, centralized_execution, aircraft_testing, piloting
|-
| Josip Broz Tito || yug || 6 || 1942 || 1970 || small_unit_tactics, centralized_execution, infantry_focus, individual_courage, training
|-
| Aleksandar Cincar-Markovic || yug || 3 || 1930 || 1970 || large_unit_tactics, centralized_execution, infantry_focus
|-
| Zastava Arsenal || yug || 5 || 1930 || 1970 || general_equipment, mechanics, artillery
|}
9fbb90c0c903f90b84d134c70932904507371fdc
Germany Strategy Guide
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476
1929
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2018-06-02T17:32:04Z
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/* Operation Barbarossa: Taming the Bear */
wikitext
text/x-wiki
{{Merge|Merger=Germany}}
[[Image:Ger-topbar.JPG]]
{{Country guides}}
{{GermanyStrategyGuides}}
__TOC__
==Overview==
Germany is one of the most played nations in HoI2. Using AAR production as an indication of popularity, Germany is #1 with hundreds of AARs on the Paradox boards. USA is in 2nd place, and the USSR in 3rd place, neither with more than one hundred. The reason for this is probably that Germany is a nation with great potential that was foiled historically and people enjoy ahistorical success. Success with Germany for veteran players is fairly easy, even on very hard difficulty. For beginning players, Germany can be a challenging nation.
Germany is fairly heavily event driven. With technology, production, economy and politics set up properly, the game can run more or less hands free for the first 3 years. Events will benefit Germany immensely, so wait for them to happen, largely in 1938 and 1939. Events will also lead Germany into war with the Allies, on August 31, 1939. By that date, Germany should be fully prepared for war. Note that even veteran players of HOI2, for the most part, abide by historical events at least until war with Poland.
==Technology==
Germany has the best research teams in the game which allows Germany to be considerably far ahead of all her rivals in research. For example, assuming Germany ignores Tank Destroyers and Anti-Tank Artillery (considered worthless units in game), by May, 1937, it is possible for Germany to have researched ''every'' 1936 and 1937 technology. By January 1, 1939, Germany is capable of having researched every 1938 technology as well, with the only exception being aircraft carriers, which are not commonly used as Germany. Advanced players may take different routes, such as tech rushing key technologies. Since Germany's teams are so strong, researching technologies 1 year in advance is comparatively easy. The only point of weakness in German research is in the Navy.
''' Industrial Research '''
I.G. Farben is the best manufacturing tech team in the game. Use them for all your manufacturing research except Production Planning, which only requires management so use Erich Von Manstein (level 9 and has management) while I.G. Farben researches Production Control. Every industrial field should be researched as Germany with the exception of Radar.
Three tech-teams should be put on the following Industrial Research at start:
* Basic Machine Tools
* Agrichemistry
* Basic Computing Machine
''' Infantry & Armor '''
Infantry and Supply are the most important research topics here. Mountaineers are helpful in winter fighting, and marines are helpful for Sea Lion. Paratroopers are generally not worth it. Light and Medium Tank research is important for Germany. Static Anti-Air could also be important if Germany doesn't plan on invading England.
''' Naval & Naval Doctrine'''
Germany does not require a Navy to defeat the Soviet Union, which is the most important objective. A Navy is useful, however, for invading England and even the USA. Germany's Naval tech teams are its weakest area, in addition to its naval doctrines, which are not conductive to a surface fleet. A typical German navy will focus exclusively on submarines for convoy raiding. A player that seeks to make Germany into a Naval Superpower would abandon the Sealane Interdiction doctrine, and likely go for Fleet-in-Being instead.
''' Aircraft & Air Doctrine '''
Germany's air research teams are good enough that it is possible to keep up to the latest technological level with five of the eight aircraft types, in addition to nearly up to date research on all air doctrine technologies for a player that devotes a serious effort to it. For basics, however, Germany needs to only focus on Interceptors, Close Air Support, and Tactical Bombers to be highly successful.
==Diplomacy==
===Alliances===
Germany will be able to enlist several nations into the Axis throughout the course of the game. Through events, Germany can get Hungary, Romania, and Bulgaria into the Axis. Finland, Vichy France, Japan and Italy can manually be asked to join the Axis beginning in 1940 with relatively high degrees of success. Germany can also manage to convince some nations to join the Axis before the start of war (August 31, 1939), without using coups. While the list below seems fairly large, Germany will only be able to focus on a few nations in a game due to the costs involved in influencing nations. Generally, the most strategically important allies from the below list are Nationalist Spain and Turkey.
{| CELLPADDING=10
|- VALIGN=top
|
Reasonable chance (above 10% at 200 relations):
*Nationalist Spain (during Spanish Civil War)
*Portugal
*Argentina
*Turkey (before 11/1938)
*Yugoslavia
*Japan
*Greece
*Afghanistan
|
Low chance (below 10% at 200 relations):
*Persia
*Venezuela
*Peru
*Guatemala
*Siam
|}
===Sliders===
Germany's starting sliders are below average. Fortunately, Germany will receive events that shift Germany fully to Hawk Lobby and Interventionism by 1939. Thus, adjusting those sliders is not necessary. Therefore, Germany's first slider moves should be towards Central Planning: Germany is unable to move to free market due to its Authoritarianism. This shift requires 4 moves (1936, 1937, 1938 & 1939) in order to attain the valuable 25% IC bonus. Once this is achieved, in 1940, Germany should begin the move to Standing Army in order to get the experience and organization bonuses. This can be accomplished by January, 1942.
===Ministers===
Germany's starting ministers have fairly good [[Minister Traits|traits]], but the setup can be improved. A few obvious changes should be made before occupation of the Rhineland: Minster of Security: Gurtner; and Armaments Minister: Schacht (10% IC bonus). Also Head of Intelligence to Oskar von Hindenburg is a good idea if Germany is planning on influencing countries.
In 1937, switching the Foreign Minister to Ribbentrop is a good idea if Germany plans on influencing countries.
In 1938 Germany might want to switch the Chief of Staff to Erich Hoepner (5% Armour and artillery research and artillery construction bonuses) until the war starts.
In 1939, Germany should switch to Minister of Security: Daluege in order to benefit from +15% foreign IC use. When prompted for Schacht's resignation by event, refuse due to his excellent 10% IC bonus. Chief of Staff Ludwig Beck is a decent Chief of Staff (Land Unit speed +10%), but not an obvious or necessary early pick. Germany also already has quick land forces and switching to Fritz Bayerlein (+20% organization regain) is probably the better choice here. In Armageddon, Germany should also switch to Head of Intelligence: Hans Oster in order to benefit from his 5% IC bonus.
In 1941, switching to a Guns and Butter Chief of Army, like von Blomberg, will improve the supply and TC situation.
For Naval Minister, the best pick depends on the naval policy:
* '''Decisive Naval Battle''' is best for conventional [[Surface Action Group]]s and [[Surface Action Group#Cruizergs|Cruizerg]] fleets, but hurts carriers, available at start.
* '''Open Seas''' is best for convoy defense, but makes subs more vulnerable, available at start.
* '''Indirect Approach''' makes subs and BCs hit harder, but makes transports and destroyers more expensive, available from 1939.
* '''Base Control''' makes marines, transports and destroyers cheaper, but also makes cruisers more expensive and hurts the offensive power of BBs and BCs, available from 1940.
* '''Power Projection''' is not available for Germany.
For Air Force, '''Army Aviation''' and '''Air Superiority''' are both good choices, but the NAV construction penalty with Air Superiority makes Army Aviation a better pick. Both are available at start. Access to a '''Carpet Bombing''' minister is gained in 1939 - which may be useful if a long strategic bombing campaign against UK is planned. However this requires research in relevant aircrafts and doctrines. '''Vertical Envenlopment''' and '''Naval Aviation''' ministers are gained in 1944 and 1945.
See also a complete list of [[German Ministers]].
==Intelligence==
Germany can make decent use of spies. Stealing blueprints will be only marginally helpful, since Germany is usually far ahead of all its adversaries in research. The best use of spies for Germany is simply to identify troops levels in enemy nations, and to avoid having spies within Germany. Japan, the UK, and the USA are all reasonable targets for blueprint stealing -- any other nations are sure to be far behind Germany in their research.
==Economy==
Germany has a very strong economy that can rival the USA in time.
===Trading===
Germany has a general need for rares, oil, and metal, thus trading should secure those resources, and preferably build large stockpiles. To some extent, Germany can trade excess energy for supplies, which helps redirect IC elsewhere. Germany's strongest trading partners:
* Soviet Union: trade energy, supplies, and cash for metal and rare materials
* Romania: Will trade supplies and oil for energy.
* Italy, Bulgaria, Finland, Switzerland: Will trade supplies for energy
* Brazil: get some rare materials in exchange for energy and/or some supplies.
* Venezuela: offers a lot precious oil in exchange for supplies.
===Industrial Production===
The majority of Germany's IC capacity should go into factory building. Upgrades should be ignored until 1939, since Germany will advance several technologies over the course of the first few years, and will thus benefit from the leap-frog effect. At a minimum, Germany can create a parallel run of 12 factories, with at least 2 serial runs (e.g. 24 new factories by December, 1937). Advanced players sometimes perform 3 serial runs of factories, but this requires a very rapid buildup and organization of your armed forces in 1939, which can be challenging for new players.
==Military==
===Army===
The majority of the German Army (Wehrmacht) should consist of infantry. [[Militia]] can also be helpful if used properly, since Germany has a need for defensive divisions to hold front lines (especially against the Soviet Union). An efficient Infantry/Militia mix for defensive lines is a 9 division army of 4 militia and 5 infantry. Ideally, around 75% of the German Army should consist of infantry/militia before the onset of Barbarossa, with the remaining 25% being tanks and motorized infantry. Building too many tanks is a common mistake for new players, due to high fuel/supply costs and TC load. Unless, of course, you are playing ''very'' historical and seek to emulate the failures of Germany! As a general rule, Germany may have oil shortages (exacerbated with a heavy emphasis on vehicles), and will definitely have TC problems as the invasion of the Soviet Union progresses.
[http://forum.paradoxplaza.com/forum/showthread.php?t=346656 Additional Reading]
===Navy===
The German Navy (Kriegsmarine) has two practical/realistic options:
* Limited Navy: This is the historical route of building U-boats en-mass (the 1938 submarine is a key component). Submarines can be used (in DD) for very successful convoy raiding on England. Doing this will simply hurt England's military overseas (Africa and India). In some sense, this is not a very important strategic goal for Germany, even though convoy raiding can be very successful (see Blue Emu's "Are Submarines Worthless" thread). In ARMA submarines are more powerful, and when serving in large wolf packs (30 sub stacks), they can seriously damage nearly any opposing fleet.
* Surface Fleet: Germany can abandon the [[Sealane Interdiction]] doctrine favored by submarines, and go for the [[Fleet-in-Being]] doctrine. On this route, Germany can build Battleships (SHBB & BB) and use destroyers as screens. This requires considerable time and investment, but when combined with light carriers, Germany will be a formidable Naval power.
===Air Force===
The German Air Force (Luftwaffe) has a large variety of options. Generally, an emphasis on TAC and CAS bombers is the most effective use of firepower against land forces. These will help the German Army significantly eliminate enemy divisions in mass, effectively negating the manpower advantage held by adversaries such as the Soviet Union. Meanwhile, Germany can be successful with large numbers of INT in order to defend against frequent Allied bombing attacks. Since German strategy is contingent on fast conquest of enemy land, STR bombers are not particularly useful. They are also more expensive to build, unless the Chief of Air Force is switched. Later in the game, adding FTR is recommended, since the short range and the upgrade path of INT will hurt during World conquest campaigns.
== Events ==
These events do more than what is specified below, but this is just a summary of the major effects. All events have triggers that will normally trigger unless Germany does something erratic, like starting the war ahead of schedule. Since these events are so helpful to Germany, most players play historically through events.
''' Re-occupation of the Rhineland: '''
At the very start of the scenario, you need to move at least one ground unit to Cologne. This will trigger an event called "Re-Occuptation of the Rhineland" which will give:
* +1 Hawk Lobby
If you dont trigger this event, you will recieve "Great War Manifestation" events that give you +3 dissent until you move a unit into Cologne. So dont wait! You have a unit nearby when the scenario starts, just march in there.
''' Anschluss of Austria: '''
March 1938: Assuming you make the historical choice and the AI accepts:
* Annex Austria
* +1 Authoritarianism
* +1 Hawk Lobby (occurs when Austria accepts, not in original event)
''' Treaty of Munich: '''
September 29th, 1938:
Assuming you make the historical choice and the AI accepts:
* Annex Sudetenland
* +1 Hawk Lobby
* +3 Interventionism
* +1 Hawk Lobby (occurs when Czech accepts, not in original event)
''' The End of Czechoslovakia: '''
March 14th, 1939:
Assuming you make the historical choice and the AI accepts:
* Annex Czechoslovakia
* Create puppet Slovakia OR give territory to Hungary and they join Axis
* +1 Interventionism
* +1 Hawk Lobby (occurs when Czech accepts, not in original event)
''' Claiming Memel: '''
March 23rd, 1939:
Assuming you make the historical choice and the AI accepts:
* Lithuania cedes Memel province
* +1 Interventionism
''' Total Domestic Policy Shift '''
Assuming Germany makes all the historical choices and the AI always accepts:
* +1 Authoritarianism
* +5 Interventionism
* +5 Hawk Lobby
This is sufficient to totally max out the Hawk Lobby and Interventionism Sliders
==War==
Since Germany is the most event driven nation of the game, most players (noob and veteran alike) conduct war on the basis of events. Since Germany is a major power, however, early war is a possibility, including [[Germany Early Annexations |early annexations]]. Generally, however, early war is viewed as gamey and too easy for Germany.
=== Condor Legion: Spanish Civil War ===
On 18 July 1936, the Spanish Civil War (SCW) breaks out. Nationalist Spain will likely loose without German intervention. While the intervention by event helps, Nationalist Spain will typically require direct intervention of the German Army, which means war with Republican Spain. A friendly Spain serves two strategic goals for Germany:
* Access to Gibraltar, which allows Germany to help seize control of the Mediterranean Sea for [[Italy]].
* A soft underbelly to France, making the invasion of France easier.
Historically, Nationalist Spain was neutral in the war and German intervention was limited. Involving Germany in the SCW is by no means necessary, and is generally only used by players seeking total dominance. Also it changes the french ai to a more aggressive one and thus ensures an early DOW from France.
=== Fall Grün: Czechoslovakia ===
Generally, Czechoslovakia can be annexed and made into a puppet entirely through events, as happened historically. On rare occasion, however, Czechoslovakia will refuse German annexation plans, and Germany will be forced to choose to let well enough alone or fight. The Czech army is not a concern due to its very limited size, but its forts in the Sudetenland are very powerful owing to a level 10 size, and hilly terrain. Ostrava, Brno, and Bratislava all do not have forts and border Germany. Thus, this underbelly makes victory fairly swift and relatively easy because the Sudentenland does not have any victory points.
=== Fall Weiß: Poland ===
On 1 September 1939, the war with Poland and the Allies begins by event. Germany will need enough troops (around 6 divisions each) in the three provinces bordering France to protect her Western front. Defeating Poland is possible within two weeks. The [[HQ Units in Action]] strategy guide provides an excellent guide in the effective use of HQ units, combined with armor and motorized infantry, in order to quickly annex Poland.
=== Fall Gelb: France ===
After Poland is annexed, Germany's next significant target is France. In order to get to France, an invasion of the low countries is necessary. Strictly speaking, only war with Belgium is necessary. An invasion of the Netherlands provides Germany IC and large supply stockpiles after the capture of their capital. While neither nation can be "annexed" by taking their European holdings, events fire that ensure Germany receives their European land as "national" provinces.
The invasion of the Low Countries and ultimately France can begin as soon as forces arrive from the defeat of Poland; e.g. sometime in October, 1939. Historically, Germany waited until May, 1940, when weather conditions were more favorable. This can be a problem for inexperienced players attacking too early, and make for some good, early lessons for what not to do when fighting the Soviet Union! Veteran HOI2 players are able to defeat France in less than 2 weeks, primarily through the use of around 5 - 10 tank divisions.
The primary intent of a successful Blitzkrieg is a spearhead attack that cripples the enemy. This means a direct spearhead to Paris. It is possible for the invasion route to go through the forests of France (Liege -> Reims -> Compiegne to Paris), however tanks do quite poorly in the winter in the forest. A more tank friendly route is Ghent -> Lille -> Amiens -> Paris. Once Paris is captured, German forces can branch out in all directions to make a dash for land. When France looses enough territories, it wil surrender.
The event asking for the creation of Vichy France can occur if:
* Paris is not under France's control.
* France lost 25% of its national provinces.
* Germany is at war with France.
* Germany is not at war with Soviet.
* The year is before 1942.
* France is not a puppet of Germany.
* Vichy is not a puppet of Germany.
The event has 25% chance of triggering every 3 days. If France loses at least 40% of its national provinces, the event will automatically trigger. Note that the AI France has 3% chance of rejecting the creation of Vichy. If this happens, Germany is forced to occupy the entire French territory. Accepting the creation of Vichy if the best move for Germany, since it provides Western France as national provinces and drastically lowers dissent, while also providing a reasonably powerful ally.
=== Weserübung: Denmark and Norway ===
This is completely optional.
The advantage of capturing Denmark is rendering Baltic Sea unreachable by UK’s (and later USA’s) navy as well as giving you a launching pad to the American continent (provided you do not let Denmark surrenders event to trigger, see below). However, the benefit from Norway is much more subtle. You only gain a low amount of resource and a not very feasible route to the USSR. The best reason why you want to invade Norway is probably because it is part of operation Fall Weserübung. The additional ports might also be useful if you decide to go for starving Britain with submarine warfare.
A very easy way to defeat Denmark is to capture the province Kolding. There is 99% chance that Denmark will ask for cease fire and then a few days later Denmark is annexed “peacefully” by Germany. Unfortunately if you take this path, you will lose Greenland and Iceland to USA. See the method on how to prevent it in [[Germany_Strategy_Guide#Annexing_Denmark_with_Greenland_and_Iceland|tricks]] section.
Revisiting Norway, a simple and low-risk means of capturing it is by first taking Sweden. This may be accomplished with relative ease by landings just north and South of Stockholm supplemented by an attack from the Odense or Copenhagen. With Sweden in hand, simply walk into Oslo and Narvik from the adjacent Swedish provinces. Alternatively, capture Oslo and Narvik with paratroopers, then annex Norway immediately.
=== Directive 25: Yugoslavia, and Operation Marita: Greece ===
This is completely optional, if you do not wish to invade them, skip right to USSR section.
Securing Yugoslavia and Greece is useful since it makes your allies stronger and gives you access to the Mediterranean Sea. After the annexation of Yugoslavia, you will receive an event that allows you to create Croatia. Creating it will remove some TC burden as well as gaining more manpower and three divisions, making it a good option.
Greece may provide a little harder challenge. It is relatively easy to conquer all of the VPs except the last VP in Crete. The best way to capture it is probably by sending paratroopers on airborne assault. Amphibious assault may prove to be difficult if you or Italy has not neutralized UK’s navy.
=== Operation Barbarossa: Taming the Bear ===
*''See the article [[Germany Strategy- Taming the Bear]]''
==== The Bitter Peace ====
Conditions that must be satisfied to trigger bitter peace:
* Germany controls Paris.
* Germany is not at war with Italy and Japan.
* Do not sign the Tripartite pact with Japan if you intend to attack the USSR without them. Just sign it with Italy.
* Soviet does not control these provinces:
** Leningrad (one of the northern provinces, very close to Finland)
** Moscow
** Stalingrad
** Baku (southern province, next to Persia)
** Sverdlovsk (in Trans-Siberia railway, quite far away)
If you fulfill those conditions, there is 5% chance every week that Stalin may sue for peace. When the event triggers, there is 90% chance USSR will surrender and Germany will obtain a large amount of provinces. Unfortunately if Soviet refuses, the war goes on and you may need to annex USSR to claim victory. The refusal message is:
Soviet Union went with Fight to the bitter end! in Sue for peace with the Germans
There are two Bitter Peace chains, one with Japan in the Axis and one without.
*Without the Tripartite pact being signed by Japan and without Japan in the Axis, # Sue for peace with the Germans, event 2624 SOV starts the event chain which is completed by the Germans accepting it: event 2024 GER # Stalin sues for Peace (Japan is not Axis).
* Providing Japan is in the Axis (and at war with Soviet), Sverdlovsk is not required. But Soviet must lose Vladivostok (next to Japan's Korea). Event 2645 SOV which triggers event 2046 GER
* There is a third and somewhat unusual Bitter Peace if you are not at war with the Allies (UK, France and USA), you only need to conquer 25% of the Soviet national provinces (note that Eastern Poland provinces are not Soviet's national provinces).
==== The Bitter Peace in Doomsday ====
The ideas are generally the same, but there are some significant differences in Doomsday:
1) The Tripartite Pact is now irrelevant. Offer it to both Japan and Italy since there are no Bitter Peace problems.
2) If Japan is Axis or fighting the Soviet Union, the 5th Russian province can be either Sverdlovsk or Vladivostok. The other 4 needed Russian provinces remain Baku, Leningrad, Moscow, and Stalingrad, and either Germany or Vichy France has to own Paris.
3) The AI has to accept the Bitter Peace, there's now a 100% chance of the AI accepting the Bitter Peace once it fires.
4) The % chance for the event to fire has been increased to random = 35 meaning that it should fire in 3 or 4 weeks, but there is no guarantee that it will fire, just a much increased chance that it will fire. Also the time interval between checks has been changed from every 7 days to every 10 days.
5) Other conditions such as Paris not being controlled by France are still the same. Either Germany or Vichy must control Paris.
6) When the Bitter Peace fires, you get 150 provinces at only 2% base partisan levels with a dissent reduction of 50%.
===puppet states===
If enough provinces in the vicinity of Sverdlovsk can be captured, you might be able to create the puppet state of Transural Republic before the Bitter Peace fires. In like manner you can create some puppet states in the southern region of central Asia near [[Persia]]. If you still have these states when the Bitter Peace fires, they will remain in the Axis.
=== Gibraltar ===
There are two ways to reach Mediterranean Sea, from Gibraltar and Suez. Having these two provinces will mean the whole sea is in your control. The problem with capturing Gibraltar is that it is not possible to conduct amphibious assault there. You may try using airborne invasion, invite Spain into your alliance, ask military access to Spain (almost impossible) or invade Spain (best for practical reasons).
During the Soviet war you should try to work on Spain and getting them into your alliance. If they do join then take control of Spanish army and capture Gibraltar with them. Failing that, you need to declare war on Spain in order to obtain Gibraltar.
Alternatively, intercede on Nationalist Spain's behalf during their civil war. Do this by first guaranteeing their independence, then declaring war on Republican Spain (who has a province next to Gibraltar). This will make Nationalist Spain want to join the Axis. Now, you can either just help them win the war, or, if you're a greedy one like me, use the Nationalist Spain fleet to transport your armies (use Send Expeditionary Force to allow them to board) to the southern end of Spain and from there conquer Republican Spain for Germany.
Gibraltar is frequently unguarded, so you can alternatively capture it with paratroopers from Bordeaux, saving you the intervention in Spain.
=== Reaching Africa ===
After the fall of Gibraltar, the most important British territory in Africa is Suez. Controlling this will mean controlling Mediterranean Sea. There are a number of feasible ways to reach Suez:
* Annex Turkey or Persia and then Iraq (slow because of the poor infrastructure of these regions)
* Annex Turkey or Greece to open more ports (you can launch amphibious landings on Alexandria from Athens)
* If you have a strong navy, put him under Grand Admiral Raeder and make amphibious landing in Africa
If you manage to land in Africa with sufficient force, you can chase them out of the continent for good.
=== Operation Seelöwe: Great Britain ===
This can be done before or after gaining complete control of North Africa or even just after the creation of Vichy France. To invade UK successfully you need either a large surface navy (with two or more carriers) or a navy full of submarines. Other units that will prove useful are marines, fighters/interceptors, naval bomber and tactical bomber.
Southern and Eastern provinces of British island are the natural choices for amphibious landing. The best province depends on the province's garrison as well as its adjacent provinces' troops. If the province is lightly defended but an adjacent province has a very large army, you should think twice since that large army may obliterate your landing troops. To see the number of troops in provinces that do not have coast line, use fighters on air superiority over the areas where those provinces at.
The landing party should consist of three marine divisions. Sending more than three divisions will reduce the effectiveness of the whole invasion. Make sure to put the tactical bomber on interdiction and fighters on air superiority to get a beachhead. Since the specific province that is going to be bombed is decided by AI, you may need to follow where your bomber goes. It is not very nice but it works. Success in doing it will spell the doom of the British island.
Another effective way to gain a beachhead is to move your invasion forces next to Cardiff, land paratroopers there, and sail your forces to the now peaceful port. Why? Because Cardiff has no beach to land on, the AI does not defend it, so you can easily capture it with just 1 paratrooper. If landed at nightfall, you will have till dawn to move your transports into the port. No amphibious assaults needed! Another good province for an airborne assault is Norwich, from where you can easily strike at the heart of England.
It may be a good idea if you combine operation Sealion with invasion in Ireland and Iceland (if you did not try to [[Germany_Strategy_Guide#Annexing_Denmark_with_Greenland_and_Iceland|keep]] it). Iceland will serve as a good launch pad for further invasion on Greenland and America.
=== Made in India ===
With British island gone, African possessions ransacked, only India left for UK. The best attack route is from Persia. There is an event that can lead to UK's surrender. The conditions are:
* Paris is in German hand or Germany is not at war with France
* London is captured by Germany
* UK lost at least 75% IC
* UK lost at least 75% VPs
* Germany is not at war with Soviet
* Germany is not at war with USA
UK has 50% chance to accept it. If it does, UK will surrender a number of provinces to Germany, Italy, Canada and USA as well as liberating Lebanon, Egypt, India and Jordan. Chances are if you are able to trigger the event, you can completely annex UK very easily. Because of this reason and the fact that the benefit of accepting the peace is very small, it is a good idea to strive for total annexation of UK.
=== USA ===
It is very difficult to land directly in US coasts. An easier route is from Canada. Capture Iceland, Greenland and then proceed to Canada. If you manage to stockpile troops in Canada and invade USA's mainland, you will see that its defence is very weak. The problem with invading the North American continent via Canada is Canada's poor infrastructure. An alternative strategy that doesn't slow your forces down is to capture Newfoundland and from there parachute into Boston. Use Boston as a beachhead for landing your invasion force (which should be in the region of 100 and above divisions). Strike fast at New York and Washington - New England is the USA's industrial heartland. After an intense initial battle, the rest should be a walkover.
There is an event that allows German Player to demand USA's surrender. The conditions of USA surrender to Germany are:
* USA lost at least 75% IC
* USA lost at least 75% VPs
* Germany is not at war with Soviet
* Germany is not at war with UK
There is 50% chance that AI USA will accept the offer. If it does, Germany will receive three provinces and there will be a large change in USA’s government. Else you can always spend a few more months to annex USA.
=== What's next? ===
Conquer the world! If you need more time, use the no time limit mod in [[Utilities|utilities]] section.
== Miscellaneous ==
=== Advantages ===
''' High Quality Tech Teams '''
* I.G. Farben is the best manufacturing research tech team in the game.
* Konrad Zuse is one of the best cryptographic research tech teams in the game, ensuring further dominance in research.
* Top Tier tech teams for all other areas except Naval Doctrines.
''' Strong Stable Industrial Base '''
* Scattered industrial areas difficult to effectively bomb strategically even from England.
* Pre-War industry in top tier allowing long build up.
* Easy conquests of IC rich areas (Essentially All of Continental Europe).
''' Excellent Starting Land Doctrines '''
* Only one Land Doctrine to research between 1936 and 1939 to have best land doctrine in the world available at the time.
''' Good Consumer Goods Income '''
* Even producing the minimum consumer goods available, peacetime revenue is sufficient to support extensive espionage.
''' Excellent Leaders '''
* Start with large numbers of 3-5 skill generals of various rank.
* Top tier air generals (not better than England, but damn good).
* Top tier admirals (again, not better than England, but good).
* Including Rommel, Manstein, Guderian etc
''' Good Starting Units '''
* Larger starting army than any European power except USSR.
* Large starting airforce
''' Optimal Domestic Sliders for Warfare by 1939 '''
* Lots of free event-driven movements towards Hawk Lobby & Interventionism.
* Player can use their manual slider movements as they wish without being beholden to Hawk Lobby or Interventionism.
* Free DOWs available relatively quickly allows conquest of numerous minor nations without dissent.
''' Flexiblity to choose from a wide range of Force Compositions '''
* Flexible starting forces & solid industry enable the player to build whatever army/navy/airforce compositions they want.
''' Good Historical Events '''
* No huge dissent events.
* No events force-switching or killing your good cabinet members.
* Free annexations via event
* Free declarations of war via event, like ''Danzig or war''
=== Disadvantages ===
''' Weak Allies '''
* Poor quality expeditionary divisions from allies.
* Poor quality tech teams for allies.
* Few in number with low IC prevents good blueprint trading from occuring.
''' Enemies with far-flung possessions that are not easily annexed '''
* UK possesses tiny islands all over the world with victory point values
* USSR has enormous territorial depth. Germany must reach Pacific to annex.
* USA seperated from Germany by huge ocean and strong navy with enormous IC power.
''' Relatively Poor Starting Naval Forces '''
* Without substantial investment, no possibility of victory vs major rivals.
''' Limited access to Naval Doctrines and mediocre naval doctrine tech teams '''
* Kriegsmarinewerft is a good naval unit tech team, but Raeder is your only really good naval doctrine tech team.
* Only access to a few carrier enhancing doctrines useful in the late game naval war vs USA.
''' Must stand alone vs enemies with enormous manpower reserves '''
* Even with immediate research of manpower boosting techs, very difficult to match Soviets or USA in divisions.
* Poor planning can cause you to exhaust your manpower pool and find yourself unable to reinforce your units, much less build more.
''' Poor Raw Materials production pre-war '''
* Peacetime trading strategy must be focused on acquiring [[Rare_Materials|rare materials]], usually at the price of supplies (i.e. purchased with IC).
* After expanding throughout Europe, less of a problem. Especially after extensive stockpiling of resources during peacetime.
''' Mediocre Metal production '''
* Can be mitigated through numerous energy-for-metal trades with minor nations (Sweden makes a 1-for-1 offer every couple months).
''' Located in the center of Europe '''
* Although this makes it attacking easier, it also means Germany is surrounded by enemies.
* Multi-front situation can be managed if Operation Sealion is successful before 1941.
==Gamey Tactics==
Germany has a variety of [[gamey tactics]] possible.
=== Germanic Ireland: Totally Optional===
When the game starts, build a whole bunch of transports and create about 2 Tank divisions, 3 Militias, and about 2 infantry. (Ireland is only given one infantry division so you can easily bomb rush them). quickly board up your troops and head toward Ireland. This will create you a small navel base to attack the british mainland. It will help you attack Brest and having a 2 sided french attack.
== Germany multiplayer strategy ==
=== Prolog ===
Have you ever tried to play with Germany and for some reason lost in multiplayer game? It will change now. The main point is, that you have to build a very strong and speedy army. You can't only focus on infantry. Of course you need them, too, but what you really need (especially against Soviet Union) are motorized and armored units. If you follow my instructions, you will be very strong opponent in the future.
=== Blitzkrieg ===
At the beginning build factories. Only factories. When the war breaks out, you don't have much army but enough to invade Poland. Then, start to build 6 motorized units and 3 armored units, and airforces and some infantry. When you attack France in 1940, there is just no way you could lose, because your army is so tough. French infantry just can't do much against them. You should attack the Soviet Union in 1941. Just keep pumping more armors and mechanized/motorized units. And when the battle begins, use blitzkrieg. Use all your airforce to destroy the enemy's poor infantry, and move forward with your units. You'll see that this strategy is very simple and effective.
== Year 1939 –40 Invading Poland and France ==
Invading Poland should be easy thing to do, altough your army isn’t so great yet. Remember to leave some garrisons against France. It is always good to remember necessary defence. But the main point against Poland is your airforce. Bomb enemy units down and then you won’t lose so much manpower either. When Poland has been annexed you should immediately start to move your units against France, but don’t attack yet. Just wait. But during this ‘phony war’ you should start to build very tough army. First of all, start to pump 3 tanks and 6 motorized infantry + headquarters and some infantry (and CAS!!). With this strategy you will see that France will surrender very soon. If player who plays with United Kingdom transports all his/her allies there, they can’t fight against your tanks. This is so obvious, because tanks have so good toughness and with self propelled brigades they are almost impossible to destroy. BUT!! You have to be careful that you don’t use your tanks and motorized units wrong. Don’t try to attack through mountains or mud or you will ruin everything. With this strategy weather is very important. So when you attack to France (after you have invaded Denmark [don’t attack to Norway]) just invade Netherlands and Belgium and push forward to Reims. Just bomb enemy’s separated units and try to force him/her to move his/her units to Reims. The you have to be speedy. Attack with 8 CAS at night and 8 in morning. Then, concentrate 11 tanks+ HQ + 15 motorized + 20 infantry to Reims, and use some good panzer general. Then, you’ll see, you can’t lose. Then push forward to Paris, and try to destroy as many Britons you can.
== Year 1941 – Operation Barbarossa ==
COMING SOON
[[Category:National Strategy]] [[Category:Germany Strategy]]
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{{GermanyStrategyGuides}}
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==Overview==
Germany is one of the most played nations in HoI2. Using AAR production as an indication of popularity, Germany is #1 with hundreds of AARs on the Paradox boards. USA is in 2nd place, and the USSR in 3rd place, neither with more than one hundred. The reason for this is probably that Germany is a nation with great potential that was foiled historically and people enjoy ahistorical success. Success with Germany for veteran players is fairly easy, even on very hard difficulty. For beginning players, Germany can be a challenging nation.
Germany is fairly heavily event driven. With technology, production, economy and politics set up properly, the game can run more or less hands free for the first 3 years. Events will benefit Germany immensely, so wait for them to happen, largely in 1938 and 1939. Events will also lead Germany into war with the Allies, on August 31, 1939. By that date, Germany should be fully prepared for war. Note that even veteran players of HOI2, for the most part, abide by historical events at least until war with Poland.
==Technology==
Germany has the best research teams in the game which allows Germany to be considerably far ahead of all her rivals in research. For example, assuming Germany ignores Tank Destroyers and Anti-Tank Artillery (considered worthless units in game), by May, 1937, it is possible for Germany to have researched ''every'' 1936 and 1937 technology. By January 1, 1939, Germany is capable of having researched every 1938 technology as well, with the only exception being aircraft carriers, which are not commonly used as Germany. Advanced players may take different routes, such as tech rushing key technologies. Since Germany's teams are so strong, researching technologies 1 year in advance is comparatively easy. The only point of weakness in German research is in the Navy.
''' Industrial Research '''
I.G. Farben is the best manufacturing tech team in the game. Use them for all your manufacturing research except Production Planning, which only requires management so use Erich Von Manstein (level 9 and has management) while I.G. Farben researches Production Control. Every industrial field should be researched as Germany with the exception of Radar.
Three tech-teams should be put on the following Industrial Research at start:
* Basic Machine Tools
* Agrichemistry
* Basic Computing Machine
''' Infantry & Armor '''
Infantry and Supply are the most important research topics here. Mountaineers are helpful in winter fighting, and marines are helpful for Sea Lion. Paratroopers are generally not worth it. Light and Medium Tank research is important for Germany. Static Anti-Air could also be important if Germany doesn't plan on invading England.
''' Naval & Naval Doctrine'''
Germany does not require a Navy to defeat the Soviet Union, which is the most important objective. A Navy is useful, however, for invading England and even the USA. Germany's Naval tech teams are its weakest area, in addition to its naval doctrines, which are not conductive to a surface fleet. A typical German navy will focus exclusively on submarines for convoy raiding. A player that seeks to make Germany into a Naval Superpower would abandon the Sealane Interdiction doctrine, and likely go for Fleet-in-Being instead.
''' Aircraft & Air Doctrine '''
Germany's air research teams are good enough that it is possible to keep up to the latest technological level with five of the eight aircraft types, in addition to nearly up to date research on all air doctrine technologies for a player that devotes a serious effort to it. For basics, however, Germany needs to only focus on Interceptors, Close Air Support, and Tactical Bombers to be highly successful.
==Diplomacy==
===Alliances===
Germany will be able to enlist several nations into the Axis throughout the course of the game. Through events, Germany can get Hungary, Romania, and Bulgaria into the Axis. Finland, Vichy France, Japan and Italy can manually be asked to join the Axis beginning in 1940 with relatively high degrees of success. Germany can also manage to convince some nations to join the Axis before the start of war (August 31, 1939), without using coups. While the list below seems fairly large, Germany will only be able to focus on a few nations in a game due to the costs involved in influencing nations. Generally, the most strategically important allies from the below list are Nationalist Spain and Turkey.
{| CELLPADDING=10
|- VALIGN=top
|
Reasonable chance (above 10% at 200 relations):
*Nationalist Spain (during Spanish Civil War)
*Portugal
*Argentina
*Turkey (before 11/1938)
*Yugoslavia
*Japan
*Greece
*Afghanistan
|
Low chance (below 10% at 200 relations):
*Persia
*Venezuela
*Peru
*Guatemala
*Siam
|}
===Sliders===
Germany's starting sliders are below average. Fortunately, Germany will receive events that shift Germany fully to Hawk Lobby and Interventionism by 1939. Thus, adjusting those sliders is not necessary. Therefore, Germany's first slider moves should be towards Central Planning: Germany is unable to move to free market due to its Authoritarianism. This shift requires 4 moves (1936, 1937, 1938 & 1939) in order to attain the valuable 25% IC bonus. Once this is achieved, in 1940, Germany should begin the move to Standing Army in order to get the experience and organization bonuses. This can be accomplished by January, 1942.
===Ministers===
Germany's starting ministers have fairly good [[Minister Traits|traits]], but the setup can be improved. A few obvious changes should be made before occupation of the Rhineland: Minster of Security: Gurtner; and Armaments Minister: Schacht (10% IC bonus). Also Head of Intelligence to Oskar von Hindenburg is a good idea if Germany is planning on influencing countries.
In 1937, switching the Foreign Minister to Ribbentrop is a good idea if Germany plans on influencing countries.
In 1938 Germany might want to switch the Chief of Staff to Erich Hoepner (5% Armour and artillery research and artillery construction bonuses) until the war starts.
In 1939, Germany should switch to Minister of Security: Daluege in order to benefit from +15% foreign IC use. When prompted for Schacht's resignation by event, refuse due to his excellent 10% IC bonus. Chief of Staff Ludwig Beck is a decent Chief of Staff (Land Unit speed +10%), but not an obvious or necessary early pick. Germany also already has quick land forces and switching to Fritz Bayerlein (+20% organization regain) is probably the better choice here. In Armageddon, Germany should also switch to Head of Intelligence: Hans Oster in order to benefit from his 5% IC bonus.
In 1941, switching to a Guns and Butter Chief of Army, like von Blomberg, will improve the supply and TC situation.
For Naval Minister, the best pick depends on the naval policy:
* '''Decisive Naval Battle''' is best for conventional [[Surface Action Group]]s and [[Surface Action Group#Cruizergs|Cruizerg]] fleets, but hurts carriers, available at start.
* '''Open Seas''' is best for convoy defense, but makes subs more vulnerable, available at start.
* '''Indirect Approach''' makes subs and BCs hit harder, but makes transports and destroyers more expensive, available from 1939.
* '''Base Control''' makes marines, transports and destroyers cheaper, but also makes cruisers more expensive and hurts the offensive power of BBs and BCs, available from 1940.
* '''Power Projection''' is not available for Germany.
For Air Force, '''Army Aviation''' and '''Air Superiority''' are both good choices, but the NAV construction penalty with Air Superiority makes Army Aviation a better pick. Both are available at start. Access to a '''Carpet Bombing''' minister is gained in 1939 - which may be useful if a long strategic bombing campaign against UK is planned. However this requires research in relevant aircrafts and doctrines. '''Vertical Envenlopment''' and '''Naval Aviation''' ministers are gained in 1944 and 1945.
See also a complete list of [[German Ministers]].
==Intelligence==
Germany can make decent use of spies. Stealing blueprints will be only marginally helpful, since Germany is usually far ahead of all its adversaries in research. The best use of spies for Germany is simply to identify troops levels in enemy nations, and to avoid having spies within Germany. Japan, the UK, and the USA are all reasonable targets for blueprint stealing -- any other nations are sure to be far behind Germany in their research.
==Economy==
Germany has a very strong economy that can rival the USA in time.
===Trading===
Germany has a general need for rares, oil, and metal, thus trading should secure those resources, and preferably build large stockpiles. To some extent, Germany can trade excess energy for supplies, which helps redirect IC elsewhere. Germany's strongest trading partners:
* Soviet Union: trade energy, supplies, and cash for metal and rare materials
* Romania: Will trade supplies and oil for energy.
* Italy, Bulgaria, Finland, Switzerland: Will trade supplies for energy
* Brazil: get some rare materials in exchange for energy and/or some supplies.
* Venezuela: offers a lot precious oil in exchange for supplies.
===Industrial Production===
The majority of Germany's IC capacity should go into factory building. Upgrades should be ignored until 1939, since Germany will advance several technologies over the course of the first few years, and will thus benefit from the leap-frog effect. At a minimum, Germany can create a parallel run of 12 factories, with at least 2 serial runs (e.g. 24 new factories by December, 1937). Advanced players sometimes perform 3 serial runs of factories, but this requires a very rapid buildup and organization of your armed forces in 1939, which can be challenging for new players.
==Military==
===Army===
The majority of the German Army (Wehrmacht) should consist of infantry. [[Militia]] can also be helpful if used properly, since Germany has a need for defensive divisions to hold front lines (especially against the Soviet Union). An efficient Infantry/Militia mix for defensive lines is a 9 division army of 4 militia and 5 infantry. Ideally, around 75% of the German Army should consist of infantry/militia before the onset of Barbarossa, with the remaining 25% being tanks and motorized infantry. Building too many tanks is a common mistake for new players, due to high fuel/supply costs and TC load. Unless, of course, you are playing ''very'' historical and seek to emulate the failures of Germany! As a general rule, Germany may have oil shortages (exacerbated with a heavy emphasis on vehicles), and will definitely have TC problems as the invasion of the Soviet Union progresses.
[http://forum.paradoxplaza.com/forum/showthread.php?t=346656 Additional Reading]
===Navy===
The German Navy (Kriegsmarine) has two practical/realistic options:
* Limited Navy: This is the historical route of building U-boats en-mass (the 1938 submarine is a key component). Submarines can be used (in DD) for very successful convoy raiding on England. Doing this will simply hurt England's military overseas (Africa and India). In some sense, this is not a very important strategic goal for Germany, even though convoy raiding can be very successful (see Blue Emu's "Are Submarines Worthless" thread). In ARMA submarines are more powerful, and when serving in large wolf packs (30 sub stacks), they can seriously damage nearly any opposing fleet.
* Surface Fleet: Germany can abandon the [[Sealane Interdiction]] doctrine favored by submarines, and go for the [[Fleet-in-Being]] doctrine. On this route, Germany can build Battleships (SHBB & BB) and use destroyers as screens. This requires considerable time and investment, but when combined with light carriers, Germany will be a formidable Naval power.
===Air Force===
The German Air Force (Luftwaffe) has a large variety of options. Generally, an emphasis on TAC and CAS bombers is the most effective use of firepower against land forces. These will help the German Army significantly eliminate enemy divisions in mass, effectively negating the manpower advantage held by adversaries such as the Soviet Union. Meanwhile, Germany can be successful with large numbers of INT in order to defend against frequent Allied bombing attacks. Since German strategy is contingent on fast conquest of enemy land, STR bombers are not particularly useful. They are also more expensive to build, unless the Chief of Air Force is switched. Later in the game, adding FTR is recommended, since the short range and the upgrade path of INT will hurt during World conquest campaigns.
== Events ==
These events do more than what is specified below, but this is just a summary of the major effects. All events have triggers that will normally trigger unless Germany does something erratic, like starting the war ahead of schedule. Since these events are so helpful to Germany, most players play historically through events.
''' Re-occupation of the Rhineland: '''
At the very start of the scenario, you need to move at least one ground unit to Cologne. This will trigger an event called "Re-Occuptation of the Rhineland" which will give:
* +1 Hawk Lobby
If you dont trigger this event, you will recieve "Great War Manifestation" events that give you +3 dissent until you move a unit into Cologne. So dont wait! You have a unit nearby when the scenario starts, just march in there.
''' Anschluss of Austria: '''
March 1938: Assuming you make the historical choice and the AI accepts:
* Annex Austria
* +1 Authoritarianism
* +1 Hawk Lobby (occurs when Austria accepts, not in original event)
''' Treaty of Munich: '''
September 29th, 1938:
Assuming you make the historical choice and the AI accepts:
* Annex Sudetenland
* +1 Hawk Lobby
* +3 Interventionism
* +1 Hawk Lobby (occurs when Czech accepts, not in original event)
''' The End of Czechoslovakia: '''
March 14th, 1939:
Assuming you make the historical choice and the AI accepts:
* Annex Czechoslovakia
* Create puppet Slovakia OR give territory to Hungary and they join Axis
* +1 Interventionism
* +1 Hawk Lobby (occurs when Czech accepts, not in original event)
''' Claiming Memel: '''
March 23rd, 1939:
Assuming you make the historical choice and the AI accepts:
* Lithuania cedes Memel province
* +1 Interventionism
''' Total Domestic Policy Shift '''
Assuming Germany makes all the historical choices and the AI always accepts:
* +1 Authoritarianism
* +5 Interventionism
* +5 Hawk Lobby
This is sufficient to totally max out the Hawk Lobby and Interventionism Sliders
==War==
Since Germany is the most event driven nation of the game, most players (noob and veteran alike) conduct war on the basis of events. Since Germany is a major power, however, early war is a possibility, including [[Germany Early Annexations |early annexations]]. Generally, however, early war is viewed as gamey and too easy for Germany.
=== Condor Legion: Spanish Civil War ===
On 18 July 1936, the Spanish Civil War (SCW) breaks out. Nationalist Spain will likely loose without German intervention. While the intervention by event helps, Nationalist Spain will typically require direct intervention of the German Army, which means war with Republican Spain. A friendly Spain serves two strategic goals for Germany:
* Access to Gibraltar, which allows Germany to help seize control of the Mediterranean Sea for [[Italy]].
* A soft underbelly to France, making the invasion of France easier.
Historically, Nationalist Spain was neutral in the war and German intervention was limited. Involving Germany in the SCW is by no means necessary, and is generally only used by players seeking total dominance. Also it changes the french ai to a more aggressive one and thus ensures an early DOW from France.
=== Fall Grün: Czechoslovakia ===
Generally, Czechoslovakia can be annexed and made into a puppet entirely through events, as happened historically. On rare occasion, however, Czechoslovakia will refuse German annexation plans, and Germany will be forced to choose to let well enough alone or fight. The Czech army is not a concern due to its very limited size, but its forts in the Sudetenland are very powerful owing to a level 10 size, and hilly terrain. Ostrava, Brno, and Bratislava all do not have forts and border Germany. Thus, this underbelly makes victory fairly swift and relatively easy because the Sudentenland does not have any victory points.
=== Fall Weiß: Poland ===
On 1 September 1939, the war with Poland and the Allies begins by event. Germany will need enough troops (around 6 divisions each) in the three provinces bordering France to protect her Western front. Defeating Poland is possible within two weeks. The [[HQ Units in Action]] strategy guide provides an excellent guide in the effective use of HQ units, combined with armor and motorized infantry, in order to quickly annex Poland.
=== Fall Gelb: France ===
After Poland is annexed, Germany's next significant target is France. In order to get to France, an invasion of the low countries is necessary. Strictly speaking, only war with Belgium is necessary. An invasion of the Netherlands provides Germany IC and large supply stockpiles after the capture of their capital. While neither nation can be "annexed" by taking their European holdings, events fire that ensure Germany receives their European land as "national" provinces.
The invasion of the Low Countries and ultimately France can begin as soon as forces arrive from the defeat of Poland; e.g. sometime in October, 1939. Historically, Germany waited until May, 1940, when weather conditions were more favorable. This can be a problem for inexperienced players attacking too early, and make for some good, early lessons for what not to do when fighting the Soviet Union! Veteran HOI2 players are able to defeat France in less than 2 weeks, primarily through the use of around 5 - 10 tank divisions.
The primary intent of a successful Blitzkrieg is a spearhead attack that cripples the enemy. This means a direct spearhead to Paris. It is possible for the invasion route to go through the forests of France (Liege -> Reims -> Compiegne to Paris), however tanks do quite poorly in the winter in the forest. A more tank friendly route is Ghent -> Lille -> Amiens -> Paris. Once Paris is captured, German forces can branch out in all directions to make a dash for land. When France looses enough territories, it wil surrender.
The event asking for the creation of Vichy France can occur if:
* Paris is not under France's control.
* France lost 25% of its national provinces.
* Germany is at war with France.
* Germany is not at war with Soviet.
* The year is before 1942.
* France is not a puppet of Germany.
* Vichy is not a puppet of Germany.
The event has 25% chance of triggering every 3 days. If France loses at least 40% of its national provinces, the event will automatically trigger. Note that the AI France has 3% chance of rejecting the creation of Vichy. If this happens, Germany is forced to occupy the entire French territory. Accepting the creation of Vichy if the best move for Germany, since it provides Western France as national provinces and drastically lowers dissent, while also providing a reasonably powerful ally.
=== Weserübung: Denmark and Norway ===
This is completely optional.
The advantage of capturing Denmark is rendering Baltic Sea unreachable by UK’s (and later USA’s) navy as well as giving you a launching pad to the American continent (provided you do not let Denmark surrenders event to trigger, see below). However, the benefit from Norway is much more subtle. You only gain a low amount of resource and a not very feasible route to the USSR. The best reason why you want to invade Norway is probably because it is part of operation Fall Weserübung. The additional ports might also be useful if you decide to go for starving Britain with submarine warfare.
A very easy way to defeat Denmark is to capture the province Kolding. There is 99% chance that Denmark will ask for cease fire and then a few days later Denmark is annexed “peacefully” by Germany. Unfortunately if you take this path, you will lose Greenland and Iceland to USA. See the method on how to prevent it in [[Germany_Strategy_Guide#Annexing_Denmark_with_Greenland_and_Iceland|tricks]] section.
Revisiting Norway, a simple and low-risk means of capturing it is by first taking Sweden. This may be accomplished with relative ease by landings just north and South of Stockholm supplemented by an attack from the Odense or Copenhagen. With Sweden in hand, simply walk into Oslo and Narvik from the adjacent Swedish provinces. Alternatively, capture Oslo and Narvik with paratroopers, then annex Norway immediately.
=== Directive 25: Yugoslavia, and Operation Marita: Greece ===
This is completely optional, if you do not wish to invade them, skip right to USSR section.
Securing Yugoslavia and Greece is useful since it makes your allies stronger and gives you access to the Mediterranean Sea. After the annexation of Yugoslavia, you will receive an event that allows you to create Croatia. Creating it will remove some TC burden as well as gaining more manpower and three divisions, making it a good option.
Greece may provide a little harder challenge. It is relatively easy to conquer all of the VPs except the last VP in Crete. The best way to capture it is probably by sending paratroopers on airborne assault. Amphibious assault may prove to be difficult if you or Italy has not neutralized UK’s navy.
=== Operation Barbarossa: Taming the Bear ===
*''See the article [[Germany Strategy- Taming the Bear]]''
==== The Bitter Peace ====
Conditions that must be satisfied to trigger bitter peace:
* Germany controls Paris.
* Germany is not at war with Italy and Japan.
* Do not sign the Tripartite pact with Japan if you intend to attack the USSR without them. Just sign it with Italy.
* Soviet does not control these provinces:
** Leningrad (one of the northern provinces, very close to Finland)
** Moscow
** Stalingrad
** Baku (southern province, next to Persia)
** Sverdlovsk (in Trans-Siberia railway, quite far away)
If you fulfill those conditions, there is 5% chance every week that Stalin may sue for peace. When the event triggers, there is 90% chance USSR will surrender and Germany will obtain a large amount of provinces. Unfortunately if Soviet refuses, the war goes on and you may need to annex USSR to claim victory. The refusal message is:
Soviet Union went with Fight to the bitter end! in Sue for peace with the Germans
There are two Bitter Peace chains, one with Japan in the Axis and one without.
*Without the Tripartite pact being signed by Japan and without Japan in the Axis, # Sue for peace with the Germans, event 2624 SOV starts the event chain which is completed by the Germans accepting it: event 2024 GER # Stalin sues for Peace (Japan is not Axis).
* Providing Japan is in the Axis (and at war with Soviet), Sverdlovsk is not required. But Soviet must lose Vladivostok (next to Japan's Korea). Event 2645 SOV which triggers event 2046 GER
* There is a third and somewhat unusual Bitter Peace if you are not at war with the Allies (UK, France and USA), you only need to conquer 25% of the Soviet national provinces (note that Eastern Poland provinces are not Soviet's national provinces).
==== The Bitter Peace in Doomsday ====
The ideas are generally the same, but there are some significant differences in Doomsday:
1) The Tripartite Pact is now irrelevant. Offer it to both Japan and Italy since there are no Bitter Peace problems.
2) If Japan is Axis or fighting the Soviet Union, the 5th Russian province can be either Sverdlovsk or Vladivostok. The other 4 needed Russian provinces remain Baku, Leningrad, Moscow, and Stalingrad, and either Germany or Vichy France has to own Paris.
3) The AI has to accept the Bitter Peace, there's now a 100% chance of the AI accepting the Bitter Peace once it fires.
4) The % chance for the event to fire has been increased to random = 35 meaning that it should fire in 3 or 4 weeks, but there is no guarantee that it will fire, just a much increased chance that it will fire. Also the time interval between checks has been changed from every 7 days to every 10 days.
5) Other conditions such as Paris not being controlled by France are still the same. Either Germany or Vichy must control Paris.
6) When the Bitter Peace fires, you get 150 provinces at only 2% base partisan levels with a dissent reduction of 50%.
====puppet states====
If enough provinces in the vicinity of Sverdlovsk can be captured, you might be able to create the puppet state of Transural Republic before the Bitter Peace fires. In like manner you can create some puppet states in the southern region of central Asia near [[Persia]]. If you still have these states when the Bitter Peace fires, they will remain in the Axis.
=== Gibraltar ===
There are two ways to reach Mediterranean Sea, from Gibraltar and Suez. Having these two provinces will mean the whole sea is in your control. The problem with capturing Gibraltar is that it is not possible to conduct amphibious assault there. You may try using airborne invasion, invite Spain into your alliance, ask military access to Spain (almost impossible) or invade Spain (best for practical reasons).
During the Soviet war you should try to work on Spain and getting them into your alliance. If they do join then take control of Spanish army and capture Gibraltar with them. Failing that, you need to declare war on Spain in order to obtain Gibraltar.
Alternatively, intercede on Nationalist Spain's behalf during their civil war. Do this by first guaranteeing their independence, then declaring war on Republican Spain (who has a province next to Gibraltar). This will make Nationalist Spain want to join the Axis. Now, you can either just help them win the war, or, if you're a greedy one like me, use the Nationalist Spain fleet to transport your armies (use Send Expeditionary Force to allow them to board) to the southern end of Spain and from there conquer Republican Spain for Germany.
Gibraltar is frequently unguarded, so you can alternatively capture it with paratroopers from Bordeaux, saving you the intervention in Spain.
=== Reaching Africa ===
After the fall of Gibraltar, the most important British territory in Africa is Suez. Controlling this will mean controlling Mediterranean Sea. There are a number of feasible ways to reach Suez:
* Annex Turkey or Persia and then Iraq (slow because of the poor infrastructure of these regions)
* Annex Turkey or Greece to open more ports (you can launch amphibious landings on Alexandria from Athens)
* If you have a strong navy, put him under Grand Admiral Raeder and make amphibious landing in Africa
If you manage to land in Africa with sufficient force, you can chase them out of the continent for good.
=== Operation Seelöwe: Great Britain ===
This can be done before or after gaining complete control of North Africa or even just after the creation of Vichy France. To invade UK successfully you need either a large surface navy (with two or more carriers) or a navy full of submarines. Other units that will prove useful are marines, fighters/interceptors, naval bomber and tactical bomber.
Southern and Eastern provinces of British island are the natural choices for amphibious landing. The best province depends on the province's garrison as well as its adjacent provinces' troops. If the province is lightly defended but an adjacent province has a very large army, you should think twice since that large army may obliterate your landing troops. To see the number of troops in provinces that do not have coast line, use fighters on air superiority over the areas where those provinces at.
The landing party should consist of three marine divisions. Sending more than three divisions will reduce the effectiveness of the whole invasion. Make sure to put the tactical bomber on interdiction and fighters on air superiority to get a beachhead. Since the specific province that is going to be bombed is decided by AI, you may need to follow where your bomber goes. It is not very nice but it works. Success in doing it will spell the doom of the British island.
Another effective way to gain a beachhead is to move your invasion forces next to Cardiff, land paratroopers there, and sail your forces to the now peaceful port. Why? Because Cardiff has no beach to land on, the AI does not defend it, so you can easily capture it with just 1 paratrooper. If landed at nightfall, you will have till dawn to move your transports into the port. No amphibious assaults needed! Another good province for an airborne assault is Norwich, from where you can easily strike at the heart of England.
It may be a good idea if you combine operation Sealion with invasion in Ireland and Iceland (if you did not try to [[Germany_Strategy_Guide#Annexing_Denmark_with_Greenland_and_Iceland|keep]] it). Iceland will serve as a good launch pad for further invasion on Greenland and America.
=== Made in India ===
With British island gone, African possessions ransacked, only India left for UK. The best attack route is from Persia. There is an event that can lead to UK's surrender. The conditions are:
* Paris is in German hand or Germany is not at war with France
* London is captured by Germany
* UK lost at least 75% IC
* UK lost at least 75% VPs
* Germany is not at war with Soviet
* Germany is not at war with USA
UK has 50% chance to accept it. If it does, UK will surrender a number of provinces to Germany, Italy, Canada and USA as well as liberating Lebanon, Egypt, India and Jordan. Chances are if you are able to trigger the event, you can completely annex UK very easily. Because of this reason and the fact that the benefit of accepting the peace is very small, it is a good idea to strive for total annexation of UK.
=== USA ===
It is very difficult to land directly in US coasts. An easier route is from Canada. Capture Iceland, Greenland and then proceed to Canada. If you manage to stockpile troops in Canada and invade USA's mainland, you will see that its defence is very weak. The problem with invading the North American continent via Canada is Canada's poor infrastructure. An alternative strategy that doesn't slow your forces down is to capture Newfoundland and from there parachute into Boston. Use Boston as a beachhead for landing your invasion force (which should be in the region of 100 and above divisions). Strike fast at New York and Washington - New England is the USA's industrial heartland. After an intense initial battle, the rest should be a walkover.
There is an event that allows German Player to demand USA's surrender. The conditions of USA surrender to Germany are:
* USA lost at least 75% IC
* USA lost at least 75% VPs
* Germany is not at war with Soviet
* Germany is not at war with UK
There is 50% chance that AI USA will accept the offer. If it does, Germany will receive three provinces and there will be a large change in USA’s government. Else you can always spend a few more months to annex USA.
=== What's next? ===
Conquer the world! If you need more time, use the no time limit mod in [[Utilities|utilities]] section.
== Miscellaneous ==
=== Advantages ===
''' High Quality Tech Teams '''
* I.G. Farben is the best manufacturing research tech team in the game.
* Konrad Zuse is one of the best cryptographic research tech teams in the game, ensuring further dominance in research.
* Top Tier tech teams for all other areas except Naval Doctrines.
''' Strong Stable Industrial Base '''
* Scattered industrial areas difficult to effectively bomb strategically even from England.
* Pre-War industry in top tier allowing long build up.
* Easy conquests of IC rich areas (Essentially All of Continental Europe).
''' Excellent Starting Land Doctrines '''
* Only one Land Doctrine to research between 1936 and 1939 to have best land doctrine in the world available at the time.
''' Good Consumer Goods Income '''
* Even producing the minimum consumer goods available, peacetime revenue is sufficient to support extensive espionage.
''' Excellent Leaders '''
* Start with large numbers of 3-5 skill generals of various rank.
* Top tier air generals (not better than England, but damn good).
* Top tier admirals (again, not better than England, but good).
* Including Rommel, Manstein, Guderian etc
''' Good Starting Units '''
* Larger starting army than any European power except USSR.
* Large starting airforce
''' Optimal Domestic Sliders for Warfare by 1939 '''
* Lots of free event-driven movements towards Hawk Lobby & Interventionism.
* Player can use their manual slider movements as they wish without being beholden to Hawk Lobby or Interventionism.
* Free DOWs available relatively quickly allows conquest of numerous minor nations without dissent.
''' Flexiblity to choose from a wide range of Force Compositions '''
* Flexible starting forces & solid industry enable the player to build whatever army/navy/airforce compositions they want.
''' Good Historical Events '''
* No huge dissent events.
* No events force-switching or killing your good cabinet members.
* Free annexations via event
* Free declarations of war via event, like ''Danzig or war''
=== Disadvantages ===
''' Weak Allies '''
* Poor quality expeditionary divisions from allies.
* Poor quality tech teams for allies.
* Few in number with low IC prevents good blueprint trading from occuring.
''' Enemies with far-flung possessions that are not easily annexed '''
* UK possesses tiny islands all over the world with victory point values
* USSR has enormous territorial depth. Germany must reach Pacific to annex.
* USA seperated from Germany by huge ocean and strong navy with enormous IC power.
''' Relatively Poor Starting Naval Forces '''
* Without substantial investment, no possibility of victory vs major rivals.
''' Limited access to Naval Doctrines and mediocre naval doctrine tech teams '''
* Kriegsmarinewerft is a good naval unit tech team, but Raeder is your only really good naval doctrine tech team.
* Only access to a few carrier enhancing doctrines useful in the late game naval war vs USA.
''' Must stand alone vs enemies with enormous manpower reserves '''
* Even with immediate research of manpower boosting techs, very difficult to match Soviets or USA in divisions.
* Poor planning can cause you to exhaust your manpower pool and find yourself unable to reinforce your units, much less build more.
''' Poor Raw Materials production pre-war '''
* Peacetime trading strategy must be focused on acquiring [[Rare_Materials|rare materials]], usually at the price of supplies (i.e. purchased with IC).
* After expanding throughout Europe, less of a problem. Especially after extensive stockpiling of resources during peacetime.
''' Mediocre Metal production '''
* Can be mitigated through numerous energy-for-metal trades with minor nations (Sweden makes a 1-for-1 offer every couple months).
''' Located in the center of Europe '''
* Although this makes it attacking easier, it also means Germany is surrounded by enemies.
* Multi-front situation can be managed if Operation Sealion is successful before 1941.
==Gamey Tactics==
Germany has a variety of [[gamey tactics]] possible.
=== Germanic Ireland: Totally Optional===
When the game starts, build a whole bunch of transports and create about 2 Tank divisions, 3 Militias, and about 2 infantry. (Ireland is only given one infantry division so you can easily bomb rush them). quickly board up your troops and head toward Ireland. This will create you a small navel base to attack the british mainland. It will help you attack Brest and having a 2 sided french attack.
== Germany multiplayer strategy ==
=== Prolog ===
Have you ever tried to play with Germany and for some reason lost in multiplayer game? It will change now. The main point is, that you have to build a very strong and speedy army. You can't only focus on infantry. Of course you need them, too, but what you really need (especially against Soviet Union) are motorized and armored units. If you follow my instructions, you will be very strong opponent in the future.
=== Blitzkrieg ===
At the beginning build factories. Only factories. When the war breaks out, you don't have much army but enough to invade Poland. Then, start to build 6 motorized units and 3 armored units, and airforces and some infantry. When you attack France in 1940, there is just no way you could lose, because your army is so tough. French infantry just can't do much against them. You should attack the Soviet Union in 1941. Just keep pumping more armors and mechanized/motorized units. And when the battle begins, use blitzkrieg. Use all your airforce to destroy the enemy's poor infantry, and move forward with your units. You'll see that this strategy is very simple and effective.
== Year 1939 –40 Invading Poland and France ==
Invading Poland should be easy thing to do, altough your army isn’t so great yet. Remember to leave some garrisons against France. It is always good to remember necessary defence. But the main point against Poland is your airforce. Bomb enemy units down and then you won’t lose so much manpower either. When Poland has been annexed you should immediately start to move your units against France, but don’t attack yet. Just wait. But during this ‘phony war’ you should start to build very tough army. First of all, start to pump 3 tanks and 6 motorized infantry + headquarters and some infantry (and CAS!!). With this strategy you will see that France will surrender very soon. If player who plays with United Kingdom transports all his/her allies there, they can’t fight against your tanks. This is so obvious, because tanks have so good toughness and with self propelled brigades they are almost impossible to destroy. BUT!! You have to be careful that you don’t use your tanks and motorized units wrong. Don’t try to attack through mountains or mud or you will ruin everything. With this strategy weather is very important. So when you attack to France (after you have invaded Denmark [don’t attack to Norway]) just invade Netherlands and Belgium and push forward to Reims. Just bomb enemy’s separated units and try to force him/her to move his/her units to Reims. The you have to be speedy. Attack with 8 CAS at night and 8 in morning. Then, concentrate 11 tanks+ HQ + 15 motorized + 20 infantry to Reims, and use some good panzer general. Then, you’ll see, you can’t lose. Then push forward to Paris, and try to destroy as many Britons you can.
== Year 1941 – Operation Barbarossa ==
COMING SOON
[[Category:National Strategy]] [[Category:Germany Strategy]]
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{{GermanyStrategyGuides}}
__TOC__
==Overview==
Germany is one of the most played nations in HoI2. Using AAR production as an indication of popularity, Germany is #1 with hundreds of AARs on the Paradox boards. USA is in 2nd place, and the USSR in 3rd place, neither with more than one hundred. The reason for this is probably that Germany is a nation with great potential that was foiled historically and people enjoy ahistorical success. Success with Germany for veteran players is fairly easy, even on very hard difficulty. For beginning players, Germany can be a challenging nation.
Germany is fairly heavily event driven. With technology, production, economy and politics set up properly, the game can run more or less hands free for the first 3 years. Events will benefit Germany immensely, so wait for them to happen, largely in 1938 and 1939. Events will also lead Germany into war with the Allies, on August 31, 1939. By that date, Germany should be fully prepared for war. Note that even veteran players of HOI2, for the most part, abide by historical events at least until war with Poland.
==Technology==
Germany has the best research teams in the game which allows Germany to be considerably far ahead of all her rivals in research. For example, assuming Germany ignores Tank Destroyers and Anti-Tank Artillery (considered worthless units in game), by May, 1937, it is possible for Germany to have researched ''every'' 1936 and 1937 technology. By January 1, 1939, Germany is capable of having researched every 1938 technology as well, with the only exception being aircraft carriers, which are not commonly used as Germany. Advanced players may take different routes, such as tech rushing key technologies. Since Germany's teams are so strong, researching technologies 1 year in advance is comparatively easy. The only point of weakness in German research is in the Navy.
''' Industrial Research '''
I.G. Farben is the best manufacturing tech team in the game. Use them for all your manufacturing research except Production Planning, which only requires management so use Erich Von Manstein (level 9 and has management) while I.G. Farben researches Production Control. Every industrial field should be researched as Germany with the exception of Radar.
Three tech-teams should be put on the following Industrial Research at start:
* Basic Machine Tools
* Agrichemistry
* Basic Computing Machine
''' Infantry & Armor '''
Infantry and Supply are the most important research topics here. Mountaineers are helpful in winter fighting, and marines are helpful for Sea Lion. Paratroopers are generally not worth it. Light and Medium Tank research is important for Germany. Static Anti-Air could also be important if Germany doesn't plan on invading England.
''' Naval & Naval Doctrine'''
Germany does not require a Navy to defeat the Soviet Union, which is the most important objective. A Navy is useful, however, for invading England and even the USA. Germany's Naval tech teams are its weakest area, in addition to its naval doctrines, which are not conductive to a surface fleet. A typical German navy will focus exclusively on submarines for convoy raiding. A player that seeks to make Germany into a Naval Superpower would abandon the Sealane Interdiction doctrine, and likely go for Fleet-in-Being instead.
''' Aircraft & Air Doctrine '''
Germany's air research teams are good enough that it is possible to keep up to the latest technological level with five of the eight aircraft types, in addition to nearly up to date research on all air doctrine technologies for a player that devotes a serious effort to it. For basics, however, Germany needs to only focus on Interceptors, Close Air Support, and Tactical Bombers to be highly successful.
==Diplomacy==
===Alliances===
Germany will be able to enlist several nations into the Axis throughout the course of the game. Through events, Germany can get Hungary, Romania, and Bulgaria into the Axis. Finland, Vichy France, Japan and Italy can manually be asked to join the Axis beginning in 1940 with relatively high degrees of success. Germany can also manage to convince some nations to join the Axis before the start of war (August 31, 1939), without using coups. While the list below seems fairly large, Germany will only be able to focus on a few nations in a game due to the costs involved in influencing nations. Generally, the most strategically important allies from the below list are Nationalist Spain and Turkey.
{| CELLPADDING=10
|- VALIGN=top
|
Reasonable chance (above 10% at 200 relations):
*Nationalist Spain (during Spanish Civil War)
*Portugal
*Argentina
*Turkey (before 11/1938)
*Yugoslavia
*Japan
*Greece
*Afghanistan
|
Low chance (below 10% at 200 relations):
*Persia
*Venezuela
*Peru
*Guatemala
*Siam
|}
===Sliders===
Germany's starting sliders are below average. Fortunately, Germany will receive events that shift Germany fully to Hawk Lobby and Interventionism by 1939. Thus, adjusting those sliders is not necessary. Therefore, Germany's first slider moves should be towards Central Planning: Germany is unable to move to free market due to its Authoritarianism. This shift requires 4 moves (1936, 1937, 1938 & 1939) in order to attain the valuable 25% IC bonus. Once this is achieved, in 1940, Germany should begin the move to Standing Army in order to get the experience and organization bonuses. This can be accomplished by January, 1942.
===Ministers===
Germany's starting ministers have fairly good [[Minister Traits|traits]], but the setup can be improved. A few obvious changes should be made before occupation of the Rhineland: Minster of Security: Gurtner; and Armaments Minister: Schacht (10% IC bonus). Also Head of Intelligence to Oskar von Hindenburg is a good idea if Germany is planning on influencing countries.
In 1937, switching the Foreign Minister to Ribbentrop is a good idea if Germany plans on influencing countries.
In 1938 Germany might want to switch the Chief of Staff to Erich Hoepner (5% Armour and artillery research and artillery construction bonuses) until the war starts.
In 1939, Germany should switch to Minister of Security: Daluege in order to benefit from +15% foreign IC use. When prompted for Schacht's resignation by event, refuse due to his excellent 10% IC bonus. Chief of Staff Ludwig Beck is a decent Chief of Staff (Land Unit speed +10%), but not an obvious or necessary early pick. Germany also already has quick land forces and switching to Fritz Bayerlein (+20% organization regain) is probably the better choice here. In Armageddon, Germany should also switch to Head of Intelligence: Hans Oster in order to benefit from his 5% IC bonus.
In 1941, switching to a Guns and Butter Chief of Army, like von Blomberg, will improve the supply and TC situation.
For Naval Minister, the best pick depends on the naval policy:
* '''Decisive Naval Battle''' is best for conventional [[Surface Action Group]]s and [[Surface Action Group#Cruizergs|Cruizerg]] fleets, but hurts carriers, available at start.
* '''Open Seas''' is best for convoy defense, but makes subs more vulnerable, available at start.
* '''Indirect Approach''' makes subs and BCs hit harder, but makes transports and destroyers more expensive, available from 1939.
* '''Base Control''' makes marines, transports and destroyers cheaper, but also makes cruisers more expensive and hurts the offensive power of BBs and BCs, available from 1940.
* '''Power Projection''' is not available for Germany.
For Air Force, '''Army Aviation''' and '''Air Superiority''' are both good choices, but the NAV construction penalty with Air Superiority makes Army Aviation a better pick. Both are available at start. Access to a '''Carpet Bombing''' minister is gained in 1939 - which may be useful if a long strategic bombing campaign against UK is planned. However this requires research in relevant aircrafts and doctrines. '''Vertical Envenlopment''' and '''Naval Aviation''' ministers are gained in 1944 and 1945.
See also a complete list of [[German Ministers]].
==Intelligence==
Germany can make decent use of spies. Stealing blueprints will be only marginally helpful, since Germany is usually far ahead of all its adversaries in research. The best use of spies for Germany is simply to identify troops levels in enemy nations, and to avoid having spies within Germany. Japan, the UK, and the USA are all reasonable targets for blueprint stealing -- any other nations are sure to be far behind Germany in their research.
==Economy==
Germany has a very strong economy that can rival the USA in time.
===Trading===
Germany has a general need for rares, oil, and metal, thus trading should secure those resources, and preferably build large stockpiles. To some extent, Germany can trade excess energy for supplies, which helps redirect IC elsewhere. Germany's strongest trading partners:
* Soviet Union: trade energy, supplies, and cash for metal and rare materials
* Romania: Will trade supplies and oil for energy.
* Italy, Bulgaria, Finland, Switzerland: Will trade supplies for energy
* Brazil: get some rare materials in exchange for energy and/or some supplies.
* Venezuela: offers a lot precious oil in exchange for supplies.
===Industrial Production===
The majority of Germany's IC capacity should go into factory building. Upgrades should be ignored until 1939, since Germany will advance several technologies over the course of the first few years, and will thus benefit from the leap-frog effect. At a minimum, Germany can create a parallel run of 12 factories, with at least 2 serial runs (e.g. 24 new factories by December, 1937). Advanced players sometimes perform 3 serial runs of factories, but this requires a very rapid buildup and organization of your armed forces in 1939, which can be challenging for new players.
==Military==
===Army===
The majority of the German Army (Wehrmacht) should consist of infantry. [[Militia]] can also be helpful if used properly, since Germany has a need for defensive divisions to hold front lines (especially against the Soviet Union). An efficient Infantry/Militia mix for defensive lines is a 9 division army of 4 militia and 5 infantry. Ideally, around 75% of the German Army should consist of infantry/militia before the onset of Barbarossa, with the remaining 25% being tanks and motorized infantry. Building too many tanks is a common mistake for new players, due to high fuel/supply costs and TC load. Unless, of course, you are playing ''very'' historical and seek to emulate the failures of Germany! As a general rule, Germany may have oil shortages (exacerbated with a heavy emphasis on vehicles), and will definitely have TC problems as the invasion of the Soviet Union progresses.
[http://forum.paradoxplaza.com/forum/showthread.php?t=346656 Additional Reading]
===Navy===
The German Navy (Kriegsmarine) has two practical/realistic options:
* Limited Navy: This is the historical route of building U-boats en-mass (the 1938 submarine is a key component). Submarines can be used (in DD) for very successful convoy raiding on England. Doing this will simply hurt England's military overseas (Africa and India). In some sense, this is not a very important strategic goal for Germany, even though convoy raiding can be very successful (see Blue Emu's "Are Submarines Worthless" thread). In ARMA submarines are more powerful, and when serving in large wolf packs (30 sub stacks), they can seriously damage nearly any opposing fleet.
* Surface Fleet: Germany can abandon the [[Sealane Interdiction]] doctrine favored by submarines, and go for the [[Fleet-in-Being]] doctrine. On this route, Germany can build Battleships (SHBB & BB) and use destroyers as screens. This requires considerable time and investment, but when combined with light carriers, Germany will be a formidable Naval power.
===Air Force===
The German Air Force (Luftwaffe) has a large variety of options. Generally, an emphasis on TAC and CAS bombers is the most effective use of firepower against land forces. These will help the German Army significantly eliminate enemy divisions in mass, effectively negating the manpower advantage held by adversaries such as the Soviet Union. Meanwhile, Germany can be successful with large numbers of INT in order to defend against frequent Allied bombing attacks. Since German strategy is contingent on fast conquest of enemy land, STR bombers are not particularly useful. They are also more expensive to build, unless the Chief of Air Force is switched. Later in the game, adding FTR is recommended, since the short range and the upgrade path of INT will hurt during World conquest campaigns.
== Events ==
These events do more than what is specified below, but this is just a summary of the major effects. All events have triggers that will normally trigger unless Germany does something erratic, like starting the war ahead of schedule. Since these events are so helpful to Germany, most players play historically through events.
''' Re-occupation of the Rhineland: '''
At the very start of the scenario, you need to move at least one ground unit to Cologne. This will trigger an event called "Re-Occuptation of the Rhineland" which will give:
* +1 Hawk Lobby
If you dont trigger this event, you will recieve "Great War Manifestation" events that give you +3 dissent until you move a unit into Cologne. So dont wait! You have a unit nearby when the scenario starts, just march in there.
''' Anschluss of Austria: '''
March 1938: Assuming you make the historical choice and the AI accepts:
* Annex Austria
* +1 Authoritarianism
* +1 Hawk Lobby (occurs when Austria accepts, not in original event)
''' Treaty of Munich: '''
September 29th, 1938:
Assuming you make the historical choice and the AI accepts:
* Annex Sudetenland
* +1 Hawk Lobby
* +3 Interventionism
* +1 Hawk Lobby (occurs when Czech accepts, not in original event)
''' The End of Czechoslovakia: '''
March 14th, 1939:
Assuming you make the historical choice and the AI accepts:
* Annex Czechoslovakia
* Create puppet Slovakia OR give territory to Hungary and they join Axis
* +1 Interventionism
* +1 Hawk Lobby (occurs when Czech accepts, not in original event)
''' Claiming Memel: '''
March 23rd, 1939:
Assuming you make the historical choice and the AI accepts:
* Lithuania cedes Memel province
* +1 Interventionism
''' Total Domestic Policy Shift '''
Assuming Germany makes all the historical choices and the AI always accepts:
* +1 Authoritarianism
* +5 Interventionism
* +5 Hawk Lobby
This is sufficient to totally max out the Hawk Lobby and Interventionism Sliders
==War==
Since Germany is the most event driven nation of the game, most players (noob and veteran alike) conduct war on the basis of events. Since Germany is a major power, however, early war is a possibility, including [[Germany Early Annexations |early annexations]]. Generally, however, early war is viewed as gamey and too easy for Germany.
=== Condor Legion: Spanish Civil War ===
On 18 July 1936, the Spanish Civil War (SCW) breaks out. Nationalist Spain will likely loose without German intervention. While the intervention by event helps, Nationalist Spain will typically require direct intervention of the German Army, which means war with Republican Spain. A friendly Spain serves two strategic goals for Germany:
* Access to Gibraltar, which allows Germany to help seize control of the Mediterranean Sea for [[Italy]].
* A soft underbelly to France, making the invasion of France easier.
Historically, Nationalist Spain was neutral in the war and German intervention was limited. Involving Germany in the SCW is by no means necessary, and is generally only used by players seeking total dominance. Also it changes the french ai to a more aggressive one and thus ensures an early DOW from France.
=== Fall Grün: Czechoslovakia ===
Generally, Czechoslovakia can be annexed and made into a puppet entirely through events, as happened historically. On rare occasion, however, Czechoslovakia will refuse German annexation plans, and Germany will be forced to choose to let well enough alone or fight. The Czech army is not a concern due to its very limited size, but its forts in the Sudetenland are very powerful owing to a level 10 size, and hilly terrain. Ostrava, Brno, and Bratislava all do not have forts and border Germany. Thus, this underbelly makes victory fairly swift and relatively easy because the Sudentenland does not have any victory points.
=== Fall Weiß: Poland ===
On 1 September 1939, the war with Poland and the Allies begins by event. Germany will need enough troops (around 6 divisions each) in the three provinces bordering France to protect her Western front. Defeating Poland is possible within two weeks. The [[HQ Units in Action]] strategy guide provides an excellent guide in the effective use of HQ units, combined with armor and motorized infantry, in order to quickly annex Poland.
=== Fall Gelb: France ===
After Poland is annexed, Germany's next significant target is France. In order to get to France, an invasion of the low countries is necessary. Strictly speaking, only war with Belgium is necessary. An invasion of the Netherlands provides Germany IC and large supply stockpiles after the capture of their capital. While neither nation can be "annexed" by taking their European holdings, events fire that ensure Germany receives their European land as "national" provinces.
The invasion of the Low Countries and ultimately France can begin as soon as forces arrive from the defeat of Poland; e.g. sometime in October, 1939. Historically, Germany waited until May, 1940, when weather conditions were more favorable. This can be a problem for inexperienced players attacking too early, and make for some good, early lessons for what not to do when fighting the Soviet Union! Veteran HOI2 players are able to defeat France in less than 2 weeks, primarily through the use of around 5 - 10 tank divisions.
The primary intent of a successful Blitzkrieg is a spearhead attack that cripples the enemy. This means a direct spearhead to Paris. It is possible for the invasion route to go through the forests of France (Liege -> Reims -> Compiegne to Paris), however tanks do quite poorly in the winter in the forest. A more tank friendly route is Ghent -> Lille -> Amiens -> Paris. Once Paris is captured, German forces can branch out in all directions to make a dash for land. When France looses enough territories, it wil surrender.
The event asking for the creation of Vichy France can occur if:
* Paris is not under France's control.
* France lost 25% of its national provinces.
* Germany is at war with France.
* Germany is not at war with Soviet.
* The year is before 1942.
* France is not a puppet of Germany.
* Vichy is not a puppet of Germany.
The event has 25% chance of triggering every 3 days. If France loses at least 40% of its national provinces, the event will automatically trigger. Note that the AI France has 3% chance of rejecting the creation of Vichy. If this happens, Germany is forced to occupy the entire French territory. Accepting the creation of Vichy if the best move for Germany, since it provides Western France as national provinces and drastically lowers dissent, while also providing a reasonably powerful ally.
=== Weserübung: Denmark and Norway ===
This is completely optional.
The advantage of capturing Denmark is rendering Baltic Sea unreachable by UK’s (and later USA’s) navy as well as giving you a launching pad to the American continent (provided you do not let Denmark surrenders event to trigger, see below). However, the benefit from Norway is much more subtle. You only gain a low amount of resource and a not very feasible route to the USSR. The best reason why you want to invade Norway is probably because it is part of operation Fall Weserübung. The additional ports might also be useful if you decide to go for starving Britain with submarine warfare.
A very easy way to defeat Denmark is to capture the province Kolding. There is 99% chance that Denmark will ask for cease fire and then a few days later Denmark is annexed “peacefully” by Germany. Unfortunately if you take this path, you will lose Greenland and Iceland to USA. See the method on how to prevent it in [[Germany_Strategy_Guide#Annexing_Denmark_with_Greenland_and_Iceland|tricks]] section.
Revisiting Norway, a simple and low-risk means of capturing it is by first taking Sweden. This may be accomplished with relative ease by landings just north and South of Stockholm supplemented by an attack from the Odense or Copenhagen. With Sweden in hand, simply walk into Oslo and Narvik from the adjacent Swedish provinces. Alternatively, capture Oslo and Narvik with paratroopers, then annex Norway immediately.
=== Directive 25: Yugoslavia, and Operation Marita: Greece ===
This is completely optional, if you do not wish to invade them, skip right to USSR section.
Securing Yugoslavia and Greece is useful since it makes your allies stronger and gives you access to the Mediterranean Sea. After the annexation of Yugoslavia, you will receive an event that allows you to create Croatia. Creating it will remove some TC burden as well as gaining more manpower and three divisions, making it a good option.
Greece may provide a little harder challenge. It is relatively easy to conquer all of the VPs except the last VP in Crete. The best way to capture it is probably by sending paratroopers on airborne assault. Amphibious assault may prove to be difficult if you or Italy has not neutralized UK’s navy.
=== Operation Barbarossa: Taming the Bear ===
*''See the article [[Germany Strategy- Taming the Bear]]''
==== The Bitter Peace ====
Conditions that must be satisfied to trigger bitter peace:
* Germany controls Paris.
* Germany is not at war with Italy and Japan.
* Do not sign the Tripartite pact with Japan if you intend to attack the USSR without them. Just sign it with Italy.
* Soviet does not control these provinces:
** Leningrad (one of the northern provinces, very close to Finland)
** Moscow
** Stalingrad
** Baku (southern province, next to Persia)
** Sverdlovsk (in Trans-Siberia railway, quite far away)
If you fulfill those conditions, there is 5% chance every week that Stalin may sue for peace. When the event triggers, there is 90% chance USSR will surrender and Germany will obtain a large amount of provinces. Unfortunately if Soviet refuses, the war goes on and you may need to annex USSR to claim victory. The refusal message is:
Soviet Union went with Fight to the bitter end! in Sue for peace with the Germans
There are two Bitter Peace chains, one with Japan in the Axis and one without.
*Without the Tripartite pact being signed by Japan and without Japan in the Axis, # Sue for peace with the Germans, event 2624 SOV starts the event chain which is completed by the Germans accepting it: event 2024 GER # Stalin sues for Peace (Japan is not Axis).
* Providing Japan is in the Axis (and at war with Soviet), Sverdlovsk is not required. But Soviet must lose Vladivostok (next to Japan's Korea). Event 2645 SOV which triggers event 2046 GER
* There is a third and somewhat unusual Bitter Peace if you are not at war with the Allies (UK, France and USA), you only need to conquer 25% of the Soviet national provinces (note that Eastern Poland provinces are not Soviet's national provinces).
==== The Bitter Peace in Doomsday ====
The ideas are generally the same, but there are some significant differences in Doomsday:
1) The Tripartite Pact is now irrelevant. Offer it to both Japan and Italy since there are no Bitter Peace problems.
2) If Japan is Axis or fighting the Soviet Union, the 5th Russian province can be either Sverdlovsk or Vladivostok. The other 4 needed Russian provinces remain Baku, Leningrad, Moscow, and Stalingrad, and either Germany or Vichy France has to own Paris.
3) The AI has to accept the Bitter Peace, there's now a 100% chance of the AI accepting the Bitter Peace once it fires.
4) The % chance for the event to fire has been increased to random = 35 meaning that it should fire in 3 or 4 weeks, but there is no guarantee that it will fire, just a much increased chance that it will fire. Also the time interval between checks has been changed from every 7 days to every 10 days.
5) Other conditions such as Paris not being controlled by France are still the same. Either Germany or Vichy must control Paris.
6) When the Bitter Peace fires, you get 150 provinces at only 2% base partisan levels with a dissent reduction of 50%.
====puppet states====
If enough provinces in the vicinity of Sverdlovsk can be captured, you might be able to create the puppet state of Transural Republic before the Bitter Peace fires. In like manner you can create some puppet states in the southern region of central Asia near [[Persia]]. If you still have these states when the Bitter Peace fires, they will remain in the Axis.
=== Gibraltar ===
There are two ways to reach Mediterranean Sea, from Gibraltar and Suez. Having these two provinces will mean the whole sea is in your control. The problem with capturing Gibraltar is that it is not possible to conduct amphibious assault there. You may try using airborne invasion, invite Spain into your alliance, ask military access to Spain (almost impossible) or invade Spain (best for practical reasons).
During the Soviet war you should try to work on Spain and getting them into your alliance. If they do join then take control of Spanish army and capture Gibraltar with them. Failing that, you need to declare war on Spain in order to obtain Gibraltar.
Alternatively, intercede on Nationalist Spain's behalf during their civil war. Do this by first guaranteeing their independence, then declaring war on Republican Spain (who has a province next to Gibraltar). This will make Nationalist Spain want to join the Axis. Now, you can either just help them win the war, or, if you're a greedy one like me, use the Nationalist Spain fleet to transport your armies (use Send Expeditionary Force to allow them to board) to the southern end of Spain and from there conquer Republican Spain for Germany.
Gibraltar is frequently unguarded, so you can alternatively capture it with paratroopers from Bordeaux, saving you the intervention in Spain.
=== Reaching Africa ===
After the fall of Gibraltar, the most important British territory in Africa is Suez. Controlling this will mean controlling Mediterranean Sea. There are a number of feasible ways to reach Suez:
* Annex Turkey or Persia and then Iraq (slow because of the poor infrastructure of these regions)
* Annex Turkey or Greece to open more ports (you can launch amphibious landings on Alexandria from Athens)
* If you have a strong navy, put him under Grand Admiral Raeder and make amphibious landing in Africa
If you manage to land in Africa with sufficient force, you can chase them out of the continent for good.
=== Operation Seelöwe: Great Britain ===
This can be done before or after gaining complete control of North Africa or even just after the creation of Vichy France. To invade UK successfully you need either a large surface navy (with two or more carriers) or a navy full of submarines. Other units that will prove useful are marines, fighters/interceptors, naval bomber and tactical bomber.
Southern and Eastern provinces of British island are the natural choices for amphibious landing. The best province depends on the province's garrison as well as its adjacent provinces' troops. If the province is lightly defended but an adjacent province has a very large army, you should think twice since that large army may obliterate your landing troops. To see the number of troops in provinces that do not have coast line, use fighters on air superiority over the areas where those provinces at.
The landing party should consist of three marine divisions. Sending more than three divisions will reduce the effectiveness of the whole invasion. Make sure to put the tactical bomber on interdiction and fighters on air superiority to get a beachhead. Since the specific province that is going to be bombed is decided by AI, you may need to follow where your bomber goes. It is not very nice but it works. Success in doing it will spell the doom of the British island.
Another effective way to gain a beachhead is to move your invasion forces next to Cardiff, land paratroopers there, and sail your forces to the now peaceful port. Why? Because Cardiff has no beach to land on, the AI does not defend it, so you can easily capture it with just 1 paratrooper. If landed at nightfall, you will have till dawn to move your transports into the port. No amphibious assaults needed! Another good province for an airborne assault is Norwich, from where you can easily strike at the heart of England.
It may be a good idea if you combine operation Sealion with invasion in Ireland and Iceland (if you did not try to [[Germany_Strategy_Guide#Annexing_Denmark_with_Greenland_and_Iceland|keep]] it). Iceland will serve as a good launch pad for further invasion on Greenland and America.
=== Made in India ===
With British island gone, African possessions ransacked, only India left for UK. The best attack route is from Persia. You can create a puppet Pakistan if you capture enough provinces in western India, and from there you can annex [[Nepal]] and [[Bhutan]]. There is an event that can lead to UK's surrender. The conditions are:
* Paris is in German hand or Germany is not at war with France
* London is captured by Germany
* UK lost at least 75% IC
* UK lost at least 75% VPs
* Germany is not at war with Soviet
* Germany is not at war with USA
UK has 50% chance to accept it. If it does, UK will surrender a number of provinces to Germany, Italy, Canada and USA as well as liberating Lebanon, Egypt, India and Jordan. Chances are if you are able to trigger the event, you can completely annex UK very easily. Because of this reason and the fact that the benefit of accepting the peace is very small, it is a good idea to strive for total annexation of UK.
=== USA ===
It is very difficult to land directly in US coasts. An easier route is from Canada. Capture Iceland, Greenland and then proceed to Canada. If you manage to stockpile troops in Canada and invade USA's mainland, you will see that its defence is very weak. The problem with invading the North American continent via Canada is Canada's poor infrastructure. An alternative strategy that doesn't slow your forces down is to capture Newfoundland and from there parachute into Boston. Use Boston as a beachhead for landing your invasion force (which should be in the region of 100 and above divisions). Strike fast at New York and Washington - New England is the USA's industrial heartland. After an intense initial battle, the rest should be a walkover.
There is an event that allows German Player to demand USA's surrender. The conditions of USA surrender to Germany are:
* USA lost at least 75% IC
* USA lost at least 75% VPs
* Germany is not at war with Soviet
* Germany is not at war with UK
There is 50% chance that AI USA will accept the offer. If it does, Germany will receive three provinces and there will be a large change in USA’s government. Else you can always spend a few more months to annex USA.
=== What's next? ===
Conquer the world! If you need more time, use the no time limit mod in [[Utilities|utilities]] section.
== Miscellaneous ==
=== Advantages ===
''' High Quality Tech Teams '''
* I.G. Farben is the best manufacturing research tech team in the game.
* Konrad Zuse is one of the best cryptographic research tech teams in the game, ensuring further dominance in research.
* Top Tier tech teams for all other areas except Naval Doctrines.
''' Strong Stable Industrial Base '''
* Scattered industrial areas difficult to effectively bomb strategically even from England.
* Pre-War industry in top tier allowing long build up.
* Easy conquests of IC rich areas (Essentially All of Continental Europe).
''' Excellent Starting Land Doctrines '''
* Only one Land Doctrine to research between 1936 and 1939 to have best land doctrine in the world available at the time.
''' Good Consumer Goods Income '''
* Even producing the minimum consumer goods available, peacetime revenue is sufficient to support extensive espionage.
''' Excellent Leaders '''
* Start with large numbers of 3-5 skill generals of various rank.
* Top tier air generals (not better than England, but damn good).
* Top tier admirals (again, not better than England, but good).
* Including Rommel, Manstein, Guderian etc
''' Good Starting Units '''
* Larger starting army than any European power except USSR.
* Large starting airforce
''' Optimal Domestic Sliders for Warfare by 1939 '''
* Lots of free event-driven movements towards Hawk Lobby & Interventionism.
* Player can use their manual slider movements as they wish without being beholden to Hawk Lobby or Interventionism.
* Free DOWs available relatively quickly allows conquest of numerous minor nations without dissent.
''' Flexiblity to choose from a wide range of Force Compositions '''
* Flexible starting forces & solid industry enable the player to build whatever army/navy/airforce compositions they want.
''' Good Historical Events '''
* No huge dissent events.
* No events force-switching or killing your good cabinet members.
* Free annexations via event
* Free declarations of war via event, like ''Danzig or war''
=== Disadvantages ===
''' Weak Allies '''
* Poor quality expeditionary divisions from allies.
* Poor quality tech teams for allies.
* Few in number with low IC prevents good blueprint trading from occuring.
''' Enemies with far-flung possessions that are not easily annexed '''
* UK possesses tiny islands all over the world with victory point values
* USSR has enormous territorial depth. Germany must reach Pacific to annex.
* USA seperated from Germany by huge ocean and strong navy with enormous IC power.
''' Relatively Poor Starting Naval Forces '''
* Without substantial investment, no possibility of victory vs major rivals.
''' Limited access to Naval Doctrines and mediocre naval doctrine tech teams '''
* Kriegsmarinewerft is a good naval unit tech team, but Raeder is your only really good naval doctrine tech team.
* Only access to a few carrier enhancing doctrines useful in the late game naval war vs USA.
''' Must stand alone vs enemies with enormous manpower reserves '''
* Even with immediate research of manpower boosting techs, very difficult to match Soviets or USA in divisions.
* Poor planning can cause you to exhaust your manpower pool and find yourself unable to reinforce your units, much less build more.
''' Poor Raw Materials production pre-war '''
* Peacetime trading strategy must be focused on acquiring [[Rare_Materials|rare materials]], usually at the price of supplies (i.e. purchased with IC).
* After expanding throughout Europe, less of a problem. Especially after extensive stockpiling of resources during peacetime.
''' Mediocre Metal production '''
* Can be mitigated through numerous energy-for-metal trades with minor nations (Sweden makes a 1-for-1 offer every couple months).
''' Located in the center of Europe '''
* Although this makes it attacking easier, it also means Germany is surrounded by enemies.
* Multi-front situation can be managed if Operation Sealion is successful before 1941.
==Gamey Tactics==
Germany has a variety of [[gamey tactics]] possible.
=== Germanic Ireland: Totally Optional===
When the game starts, build a whole bunch of transports and create about 2 Tank divisions, 3 Militias, and about 2 infantry. (Ireland is only given one infantry division so you can easily bomb rush them). quickly board up your troops and head toward Ireland. This will create you a small navel base to attack the british mainland. It will help you attack Brest and having a 2 sided french attack.
== Germany multiplayer strategy ==
=== Prolog ===
Have you ever tried to play with Germany and for some reason lost in multiplayer game? It will change now. The main point is, that you have to build a very strong and speedy army. You can't only focus on infantry. Of course you need them, too, but what you really need (especially against Soviet Union) are motorized and armored units. If you follow my instructions, you will be very strong opponent in the future.
=== Blitzkrieg ===
At the beginning build factories. Only factories. When the war breaks out, you don't have much army but enough to invade Poland. Then, start to build 6 motorized units and 3 armored units, and airforces and some infantry. When you attack France in 1940, there is just no way you could lose, because your army is so tough. French infantry just can't do much against them. You should attack the Soviet Union in 1941. Just keep pumping more armors and mechanized/motorized units. And when the battle begins, use blitzkrieg. Use all your airforce to destroy the enemy's poor infantry, and move forward with your units. You'll see that this strategy is very simple and effective.
== Year 1939 –40 Invading Poland and France ==
Invading Poland should be easy thing to do, altough your army isn’t so great yet. Remember to leave some garrisons against France. It is always good to remember necessary defence. But the main point against Poland is your airforce. Bomb enemy units down and then you won’t lose so much manpower either. When Poland has been annexed you should immediately start to move your units against France, but don’t attack yet. Just wait. But during this ‘phony war’ you should start to build very tough army. First of all, start to pump 3 tanks and 6 motorized infantry + headquarters and some infantry (and CAS!!). With this strategy you will see that France will surrender very soon. If player who plays with United Kingdom transports all his/her allies there, they can’t fight against your tanks. This is so obvious, because tanks have so good toughness and with self propelled brigades they are almost impossible to destroy. BUT!! You have to be careful that you don’t use your tanks and motorized units wrong. Don’t try to attack through mountains or mud or you will ruin everything. With this strategy weather is very important. So when you attack to France (after you have invaded Denmark [don’t attack to Norway]) just invade Netherlands and Belgium and push forward to Reims. Just bomb enemy’s separated units and try to force him/her to move his/her units to Reims. The you have to be speedy. Attack with 8 CAS at night and 8 in morning. Then, concentrate 11 tanks+ HQ + 15 motorized + 20 infantry to Reims, and use some good panzer general. Then, you’ll see, you can’t lose. Then push forward to Paris, and try to destroy as many Britons you can.
== Year 1941 – Operation Barbarossa ==
COMING SOON
[[Category:National Strategy]] [[Category:Germany Strategy]]
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{{Merge|Merger=Germany}}
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{{Country guides}}
{{GermanyStrategyGuides}}
__TOC__
==Overview==
Germany is one of the most played nations in HoI2. Using AAR production as an indication of popularity, Germany is #1 with hundreds of AARs on the Paradox boards. USA is in 2nd place, and the USSR in 3rd place, neither with more than one hundred. The reason for this is probably that Germany is a nation with great potential that was foiled historically and people enjoy ahistorical success. Success with Germany for veteran players is fairly easy, even on very hard difficulty. For beginning players, Germany can be a challenging nation.
Germany is fairly heavily event driven. With technology, production, economy and politics set up properly, the game can run more or less hands free for the first 3 years. Events will benefit Germany immensely, so wait for them to happen, largely in 1938 and 1939. Events will also lead Germany into war with the Allies, on August 31, 1939. By that date, Germany should be fully prepared for war. Note that even veteran players of HOI2, for the most part, abide by historical events at least until war with Poland.
==Technology==
Germany has the best research teams in the game which allows Germany to be considerably far ahead of all her rivals in research. For example, assuming Germany ignores Tank Destroyers and Anti-Tank Artillery (considered worthless units in game), by May, 1937, it is possible for Germany to have researched ''every'' 1936 and 1937 technology. By January 1, 1939, Germany is capable of having researched every 1938 technology as well, with the only exception being aircraft carriers, which are not commonly used as Germany. Advanced players may take different routes, such as tech rushing key technologies. Since Germany's teams are so strong, researching technologies 1 year in advance is comparatively easy. The only point of weakness in German research is in the Navy.
''' Industrial Research '''
I.G. Farben is the best manufacturing tech team in the game. Use them for all your manufacturing research except Production Planning, which only requires management so use Erich Von Manstein (level 9 and has management) while I.G. Farben researches Production Control. Every industrial field should be researched as Germany with the exception of Radar.
Three tech-teams should be put on the following Industrial Research at start:
* Basic Machine Tools
* Agrichemistry
* Basic Computing Machine
''' Infantry & Armor '''
Infantry and Supply are the most important research topics here. Mountaineers are helpful in winter fighting, and marines are helpful for Sea Lion. Paratroopers are generally not worth it. Light and Medium Tank research is important for Germany. Static Anti-Air could also be important if Germany doesn't plan on invading England.
''' Naval & Naval Doctrine'''
Germany does not require a Navy to defeat the Soviet Union, which is the most important objective. A Navy is useful, however, for invading England and even the USA. Germany's Naval tech teams are its weakest area, in addition to its naval doctrines, which are not conductive to a surface fleet. A typical German navy will focus exclusively on submarines for convoy raiding. A player that seeks to make Germany into a Naval Superpower would abandon the Sealane Interdiction doctrine, and likely go for Fleet-in-Being instead.
''' Aircraft & Air Doctrine '''
Germany's air research teams are good enough that it is possible to keep up to the latest technological level with five of the eight aircraft types, in addition to nearly up to date research on all air doctrine technologies for a player that devotes a serious effort to it. For basics, however, Germany needs to only focus on Interceptors, Close Air Support, and Tactical Bombers to be highly successful.
==Diplomacy==
===Alliances===
Germany will be able to enlist several nations into the Axis throughout the course of the game. Through events, Germany can get Hungary, Romania, and Bulgaria into the Axis. Finland, Vichy France, Japan and Italy can manually be asked to join the Axis beginning in 1940 with relatively high degrees of success. Germany can also manage to convince some nations to join the Axis before the start of war (August 31, 1939), without using coups. While the list below seems fairly large, Germany will only be able to focus on a few nations in a game due to the costs involved in influencing nations. Generally, the most strategically important allies from the below list are Nationalist Spain and Turkey.
{| CELLPADDING=10
|- VALIGN=top
|
Reasonable chance (above 10% at 200 relations):
*Nationalist Spain (during Spanish Civil War)
*Portugal
*Argentina
*Turkey (before 11/1938)
*Yugoslavia
*Japan
*Greece
*Afghanistan
|
Low chance (below 10% at 200 relations):
*Persia
*Venezuela
*Peru
*Guatemala
*Siam
|}
===Sliders===
Germany's starting sliders are below average. Fortunately, Germany will receive events that shift Germany fully to Hawk Lobby and Interventionism by 1939. Thus, adjusting those sliders is not necessary. Therefore, Germany's first slider moves should be towards Central Planning: Germany is unable to move to free market due to its Authoritarianism. This shift requires 4 moves (1936, 1937, 1938 & 1939) in order to attain the valuable 25% IC bonus. Once this is achieved, in 1940, Germany should begin the move to Standing Army in order to get the experience and organization bonuses. This can be accomplished by January, 1942.
===Ministers===
Germany's starting ministers have fairly good [[Minister Traits|traits]], but the setup can be improved. A few obvious changes should be made before occupation of the Rhineland: Minster of Security: Gurtner; and Armaments Minister: Schacht (10% IC bonus). Also Head of Intelligence to Oskar von Hindenburg is a good idea if Germany is planning on influencing countries.
In 1937, switching the Foreign Minister to Ribbentrop is a good idea if Germany plans on influencing countries.
In 1938 Germany might want to switch the Chief of Staff to Erich Hoepner (5% Armour and artillery research and artillery construction bonuses) until the war starts.
In 1939, Germany should switch to Minister of Security: Daluege in order to benefit from +15% foreign IC use. When prompted for Schacht's resignation by event, refuse due to his excellent 10% IC bonus. Chief of Staff Ludwig Beck is a decent Chief of Staff (Land Unit speed +10%), but not an obvious or necessary early pick. Germany also already has quick land forces and switching to Fritz Bayerlein (+20% organization regain) is probably the better choice here. In Armageddon, Germany should also switch to Head of Intelligence: Hans Oster in order to benefit from his 5% IC bonus.
In 1941, switching to a Guns and Butter Chief of Army, like von Blomberg, will improve the supply and TC situation.
For Naval Minister, the best pick depends on the naval policy:
* '''Decisive Naval Battle''' is best for conventional [[Surface Action Group]]s and [[Surface Action Group#Cruizergs|Cruizerg]] fleets, but hurts carriers, available at start.
* '''Open Seas''' is best for convoy defense, but makes subs more vulnerable, available at start.
* '''Indirect Approach''' makes subs and BCs hit harder, but makes transports and destroyers more expensive, available from 1939.
* '''Base Control''' makes marines, transports and destroyers cheaper, but also makes cruisers more expensive and hurts the offensive power of BBs and BCs, available from 1940.
* '''Power Projection''' is not available for Germany.
For Air Force, '''Army Aviation''' and '''Air Superiority''' are both good choices, but the NAV construction penalty with Air Superiority makes Army Aviation a better pick. Both are available at start. Access to a '''Carpet Bombing''' minister is gained in 1939 - which may be useful if a long strategic bombing campaign against UK is planned. However this requires research in relevant aircrafts and doctrines. '''Vertical Envenlopment''' and '''Naval Aviation''' ministers are gained in 1944 and 1945.
See also a complete list of [[German Ministers]].
==Intelligence==
Germany can make decent use of spies. Stealing blueprints will be only marginally helpful, since Germany is usually far ahead of all its adversaries in research. The best use of spies for Germany is simply to identify troops levels in enemy nations, and to avoid having spies within Germany. Japan, the UK, and the USA are all reasonable targets for blueprint stealing -- any other nations are sure to be far behind Germany in their research.
==Economy==
Germany has a very strong economy that can rival the USA in time.
===Trading===
Germany has a general need for rares, oil, and metal, thus trading should secure those resources, and preferably build large stockpiles. To some extent, Germany can trade excess energy for supplies, which helps redirect IC elsewhere. Germany's strongest trading partners:
* Soviet Union: trade energy, supplies, and cash for metal and rare materials
* Romania: Will trade supplies and oil for energy.
* Italy, Bulgaria, Finland, Switzerland: Will trade supplies for energy
* Brazil: get some rare materials in exchange for energy and/or some supplies.
* Venezuela: offers a lot precious oil in exchange for supplies.
===Industrial Production===
The majority of Germany's IC capacity should go into factory building. Upgrades should be ignored until 1939, since Germany will advance several technologies over the course of the first few years, and will thus benefit from the leap-frog effect. At a minimum, Germany can create a parallel run of 12 factories, with at least 2 serial runs (e.g. 24 new factories by December, 1937). Advanced players sometimes perform 3 serial runs of factories, but this requires a very rapid buildup and organization of your armed forces in 1939, which can be challenging for new players.
==Military==
===Army===
The majority of the German Army (Wehrmacht) should consist of infantry. [[Militia]] can also be helpful if used properly, since Germany has a need for defensive divisions to hold front lines (especially against the Soviet Union). An efficient Infantry/Militia mix for defensive lines is a 9 division army of 4 militia and 5 infantry. Ideally, around 75% of the German Army should consist of infantry/militia before the onset of Barbarossa, with the remaining 25% being tanks and motorized infantry. Building too many tanks is a common mistake for new players, due to high fuel/supply costs and TC load. Unless, of course, you are playing ''very'' historical and seek to emulate the failures of Germany! As a general rule, Germany may have oil shortages (exacerbated with a heavy emphasis on vehicles), and will definitely have TC problems as the invasion of the Soviet Union progresses.
[http://forum.paradoxplaza.com/forum/showthread.php?t=346656 Additional Reading]
===Navy===
The German Navy (Kriegsmarine) has two practical/realistic options:
* Limited Navy: This is the historical route of building U-boats en-mass (the 1938 submarine is a key component). Submarines can be used (in DD) for very successful convoy raiding on England. Doing this will simply hurt England's military overseas (Africa and India). In some sense, this is not a very important strategic goal for Germany, even though convoy raiding can be very successful (see Blue Emu's "Are Submarines Worthless" thread). In ARMA submarines are more powerful, and when serving in large wolf packs (30 sub stacks), they can seriously damage nearly any opposing fleet.
* Surface Fleet: Germany can abandon the [[Sealane Interdiction]] doctrine favored by submarines, and go for the [[Fleet-in-Being]] doctrine. On this route, Germany can build Battleships (SHBB & BB) and use destroyers as screens. This requires considerable time and investment, but when combined with light carriers, Germany will be a formidable Naval power.
===Air Force===
The German Air Force (Luftwaffe) has a large variety of options. Generally, an emphasis on TAC and CAS bombers is the most effective use of firepower against land forces. These will help the German Army significantly eliminate enemy divisions in mass, effectively negating the manpower advantage held by adversaries such as the Soviet Union. Meanwhile, Germany can be successful with large numbers of INT in order to defend against frequent Allied bombing attacks. Since German strategy is contingent on fast conquest of enemy land, STR bombers are not particularly useful. They are also more expensive to build, unless the Chief of Air Force is switched. Later in the game, adding FTR is recommended, since the short range and the upgrade path of INT will hurt during World conquest campaigns.
== Events ==
These events do more than what is specified below, but this is just a summary of the major effects. All events have triggers that will normally trigger unless Germany does something erratic, like starting the war ahead of schedule. Since these events are so helpful to Germany, most players play historically through events.
''' Re-occupation of the Rhineland: '''
At the very start of the scenario, you need to move at least one ground unit to Cologne. This will trigger an event called "Re-Occuptation of the Rhineland" which will give:
* +1 Hawk Lobby
If you dont trigger this event, you will recieve "Great War Manifestation" events that give you +3 dissent until you move a unit into Cologne. So dont wait! You have a unit nearby when the scenario starts, just march in there.
''' Anschluss of Austria: '''
March 1938: Assuming you make the historical choice and the AI accepts:
* Annex Austria
* +1 Authoritarianism
* +1 Hawk Lobby (occurs when Austria accepts, not in original event)
''' Treaty of Munich: '''
September 29th, 1938:
Assuming you make the historical choice and the AI accepts:
* Annex Sudetenland
* +1 Hawk Lobby
* +3 Interventionism
* +1 Hawk Lobby (occurs when Czech accepts, not in original event)
''' The End of Czechoslovakia: '''
March 14th, 1939:
Assuming you make the historical choice and the AI accepts:
* Annex Czechoslovakia
* Create puppet Slovakia OR give territory to Hungary and they join Axis
* +1 Interventionism
* +1 Hawk Lobby (occurs when Czech accepts, not in original event)
''' Claiming Memel: '''
March 23rd, 1939:
Assuming you make the historical choice and the AI accepts:
* Lithuania cedes Memel province
* +1 Interventionism
''' Total Domestic Policy Shift '''
Assuming Germany makes all the historical choices and the AI always accepts:
* +1 Authoritarianism
* +5 Interventionism
* +5 Hawk Lobby
This is sufficient to totally max out the Hawk Lobby and Interventionism Sliders
==War==
Since Germany is the most event driven nation of the game, most players (noob and veteran alike) conduct war on the basis of events. Since Germany is a major power, however, early war is a possibility, including [[Germany Early Annexations |early annexations]]. Generally, however, early war is viewed as gamey and too easy for Germany.
=== Condor Legion: Spanish Civil War ===
On 18 July 1936, the Spanish Civil War (SCW) breaks out. Nationalist Spain will likely loose without German intervention. While the intervention by event helps, Nationalist Spain will typically require direct intervention of the German Army, which means war with Republican Spain. A friendly Spain serves two strategic goals for Germany:
* Access to Gibraltar, which allows Germany to help seize control of the Mediterranean Sea for [[Italy]].
* A soft underbelly to France, making the invasion of France easier.
Historically, Nationalist Spain was neutral in the war and German intervention was limited. Involving Germany in the SCW is by no means necessary, and is generally only used by players seeking total dominance. Also it changes the french ai to a more aggressive one and thus ensures an early DOW from France.
=== Fall Grün: Czechoslovakia ===
Generally, Czechoslovakia can be annexed and made into a puppet entirely through events, as happened historically. On rare occasion, however, Czechoslovakia will refuse German annexation plans, and Germany will be forced to choose to let well enough alone or fight. The Czech army is not a concern due to its very limited size, but its forts in the Sudetenland are very powerful owing to a level 10 size, and hilly terrain. Ostrava, Brno, and Bratislava all do not have forts and border Germany. Thus, this underbelly makes victory fairly swift and relatively easy because the Sudentenland does not have any victory points.
=== Fall Weiß: Poland ===
On 1 September 1939, the war with Poland and the Allies begins by event. Germany will need enough troops (around 6 divisions each) in the three provinces bordering France to protect her Western front. Defeating Poland is possible within two weeks. The [[HQ Units in Action]] strategy guide provides an excellent guide in the effective use of HQ units, combined with armor and motorized infantry, in order to quickly annex Poland.
=== Fall Gelb: France ===
After Poland is annexed, Germany's next significant target is France. In order to get to France, an invasion of the low countries is necessary. Strictly speaking, only war with Belgium is necessary. An invasion of the Netherlands provides Germany IC and large supply stockpiles after the capture of their capital. While neither nation can be "annexed" by taking their European holdings, events fire that ensure Germany receives their European land as "national" provinces.
The invasion of the Low Countries and ultimately France can begin as soon as forces arrive from the defeat of Poland; e.g. sometime in October, 1939. Historically, Germany waited until May, 1940, when weather conditions were more favorable. This can be a problem for inexperienced players attacking too early, and make for some good, early lessons for what not to do when fighting the Soviet Union! Veteran HOI2 players are able to defeat France in less than 2 weeks, primarily through the use of around 5 - 10 tank divisions.
The primary intent of a successful Blitzkrieg is a spearhead attack that cripples the enemy. This means a direct spearhead to Paris. It is possible for the invasion route to go through the forests of France (Liege -> Reims -> Compiegne to Paris), however tanks do quite poorly in the winter in the forest. A more tank friendly route is Ghent -> Lille -> Amiens -> Paris. Once Paris is captured, German forces can branch out in all directions to make a dash for land. When France looses enough territories, it wil surrender.
The event asking for the creation of Vichy France can occur if:
* Paris is not under France's control.
* France lost 25% of its national provinces.
* Germany is at war with France.
* Germany is not at war with Soviet.
* The year is before 1942.
* France is not a puppet of Germany.
* Vichy is not a puppet of Germany.
The event has 25% chance of triggering every 3 days. If France loses at least 40% of its national provinces, the event will automatically trigger. Note that the AI France has 3% chance of rejecting the creation of Vichy. If this happens, Germany is forced to occupy the entire French territory. Accepting the creation of Vichy if the best move for Germany, since it provides Western France as national provinces and drastically lowers dissent, while also providing a reasonably powerful ally.
=== Weserübung: Denmark and Norway ===
This is completely optional.
The advantage of capturing Denmark is rendering Baltic Sea unreachable by UK’s (and later USA’s) navy as well as giving you a launching pad to the American continent (provided you do not let Denmark surrenders event to trigger, see below). However, the benefit from Norway is much more subtle. You only gain a low amount of resource and a not very feasible route to the USSR. The best reason why you want to invade Norway is probably because it is part of operation Fall Weserübung. The additional ports might also be useful if you decide to go for starving Britain with submarine warfare.
A very easy way to defeat Denmark is to capture the province Kolding. There is 99% chance that Denmark will ask for cease fire and then a few days later Denmark is annexed “peacefully” by Germany. Unfortunately if you take this path, you will lose Greenland and Iceland to USA. See the method on how to prevent it in [[Germany_Strategy_Guide#Annexing_Denmark_with_Greenland_and_Iceland|tricks]] section.
Revisiting Norway, a simple and low-risk means of capturing it is by first taking Sweden. This may be accomplished with relative ease by landings just north and South of Stockholm supplemented by an attack from the Odense or Copenhagen. With Sweden in hand, simply walk into Oslo and Narvik from the adjacent Swedish provinces. Alternatively, capture Oslo and Narvik with paratroopers, then annex Norway immediately.
=== Directive 25: Yugoslavia, and Operation Marita: Greece ===
This is completely optional, if you do not wish to invade them, skip right to USSR section.
Securing Yugoslavia and Greece is useful since it makes your allies stronger and gives you access to the Mediterranean Sea. After the annexation of Yugoslavia, you will receive an event that allows you to create Croatia. Creating it will remove some TC burden as well as gaining more manpower and three divisions, making it a good option.
Greece may provide a little harder challenge. It is relatively easy to conquer all of the VPs except the last VP in Crete. The best way to capture it is probably by sending paratroopers on airborne assault. Amphibious assault may prove to be difficult if you or Italy has not neutralized UK’s navy.
=== Operation Barbarossa: Taming the Bear ===
*''See the article [[Germany Strategy- Taming the Bear]]''
==== The Bitter Peace ====
Conditions that must be satisfied to trigger bitter peace:
* Germany controls Paris.
* Germany is not at war with Italy and Japan.
* Do not sign the Tripartite pact with Japan if you intend to attack the USSR without them. Just sign it with Italy.
* Soviet does not control these provinces:
** Leningrad (one of the northern provinces, very close to Finland)
** Moscow
** Stalingrad
** Baku (southern province, next to Persia)
** Sverdlovsk (in Trans-Siberia railway, quite far away)
If you fulfill those conditions, there is 5% chance every week that Stalin may sue for peace. When the event triggers, there is 90% chance USSR will surrender and Germany will obtain a large amount of provinces. Unfortunately if Soviet refuses, the war goes on and you may need to annex USSR to claim victory. The refusal message is:
Soviet Union went with Fight to the bitter end! in Sue for peace with the Germans
There are two Bitter Peace chains, one with Japan in the Axis and one without.
*Without the Tripartite pact being signed by Japan and without Japan in the Axis, # Sue for peace with the Germans, event 2624 SOV starts the event chain which is completed by the Germans accepting it: event 2024 GER # Stalin sues for Peace (Japan is not Axis).
* Providing Japan is in the Axis (and at war with Soviet), Sverdlovsk is not required. But Soviet must lose Vladivostok (next to Japan's Korea). Event 2645 SOV which triggers event 2046 GER
* There is a third and somewhat unusual Bitter Peace if you are not at war with the Allies (UK, France and USA), you only need to conquer 25% of the Soviet national provinces (note that Eastern Poland provinces are not Soviet's national provinces).
==== The Bitter Peace in Doomsday ====
The ideas are generally the same, but there are some significant differences in Doomsday:
1) The Tripartite Pact is now irrelevant. Offer it to both Japan and Italy since there are no Bitter Peace problems.
2) If Japan is Axis or fighting the Soviet Union, the 5th Russian province can be either Sverdlovsk or Vladivostok. The other 4 needed Russian provinces remain Baku, Leningrad, Moscow, and Stalingrad, and either Germany or Vichy France has to own Paris.
3) The AI has to accept the Bitter Peace, there's now a 100% chance of the AI accepting the Bitter Peace once it fires.
4) The % chance for the event to fire has been increased to random = 35 meaning that it should fire in 3 or 4 weeks, but there is no guarantee that it will fire, just a much increased chance that it will fire. Also the time interval between checks has been changed from every 7 days to every 10 days.
5) Other conditions such as Paris not being controlled by France are still the same. Either Germany or Vichy must control Paris.
6) When the Bitter Peace fires, you get 150 provinces at only 2% base partisan levels with a dissent reduction of 50%.
====puppet states====
If enough provinces in the vicinity of Sverdlovsk can be captured, you might be able to create the puppet state of Transural Republic before the Bitter Peace fires. In like manner you can create some puppet states in the southern region of central Asia near [[Persia]]. If you still have these states when the Bitter Peace fires, they will remain in the Axis.
=== Gibraltar ===
There are two ways to reach Mediterranean Sea, from Gibraltar and Suez. Having these two provinces will mean the whole sea is in your control. The problem with capturing Gibraltar is that it is not possible to conduct amphibious assault there. You may try using airborne invasion, invite Spain into your alliance, ask military access to Spain (almost impossible) or invade Spain (best for practical reasons).
During the Soviet war you should try to work on Spain and getting them into your alliance. If they do join then take control of Spanish army and capture Gibraltar with them. Failing that, you need to declare war on Spain in order to obtain Gibraltar.
Alternatively, intercede on Nationalist Spain's behalf during their civil war. Do this by first guaranteeing their independence, then declaring war on Republican Spain (who has a province next to Gibraltar). This will make Nationalist Spain want to join the Axis. Now, you can either just help them win the war, or, if you're a greedy one like me, use the Nationalist Spain fleet to transport your armies (use Send Expeditionary Force to allow them to board) to the southern end of Spain and from there conquer Republican Spain for Germany.
Gibraltar is frequently unguarded, so you can alternatively capture it with paratroopers from Bordeaux, saving you the intervention in Spain.
=== Reaching Africa ===
After the fall of Gibraltar, the most important British territory in Africa is Suez. Controlling this will mean controlling Mediterranean Sea. There are a number of feasible ways to reach Suez:
* Annex Turkey or Persia and then Iraq (slow because of the poor infrastructure of these regions)
* Annex Turkey or Greece to open more ports (you can launch amphibious landings on Alexandria from Athens)
* If you have a strong navy, put him under Grand Admiral Raeder and make amphibious landing in Africa
If you manage to land in Africa with sufficient force, you can chase them out of the continent for good.
=== Operation Seelöwe: Great Britain ===
This can be done before or after gaining complete control of North Africa or even just after the creation of Vichy France. To invade UK successfully you need either a large surface navy (with two or more carriers) or a navy full of submarines. Other units that will prove useful are marines, fighters/interceptors, naval bomber and tactical bomber.
Southern and Eastern provinces of British island are the natural choices for amphibious landing. The best province depends on the province's garrison as well as its adjacent provinces' troops. If the province is lightly defended but an adjacent province has a very large army, you should think twice since that large army may obliterate your landing troops. To see the number of troops in provinces that do not have coast line, use fighters on air superiority over the areas where those provinces at.
The landing party should consist of three marine divisions. Sending more than three divisions will reduce the effectiveness of the whole invasion. Make sure to put the tactical bomber on interdiction and fighters on air superiority to get a beachhead. Since the specific province that is going to be bombed is decided by AI, you may need to follow where your bomber goes. It is not very nice but it works. Success in doing it will spell the doom of the British island.
Another effective way to gain a beachhead is to move your invasion forces next to Cardiff, land paratroopers there, and sail your forces to the now peaceful port. Why? Because Cardiff has no beach to land on, the AI does not defend it, so you can easily capture it with just 1 paratrooper. If landed at nightfall, you will have till dawn to move your transports into the port. No amphibious assaults needed! Another good province for an airborne assault is Norwich, from where you can easily strike at the heart of England.
It may be a good idea if you combine operation Sealion with invasion in Ireland and Iceland (if you did not try to [[Germany_Strategy_Guide#Annexing_Denmark_with_Greenland_and_Iceland|keep]] it). Iceland will serve as a good launch pad for further invasion on Greenland and America.
=== Made in India ===
With British island gone, African possessions ransacked, only India left for UK. The best attack route is from Persia. You can create a puppet Pakistan if you capture enough provinces in western India, and from there you can annex [[Nepal]] and [[Bhutan]], though the infrastructure (Himalayas) may be challenging. There is an event that can lead to UK's surrender. The conditions are:
* Paris is in German hand or Germany is not at war with France
* London is captured by Germany
* UK lost at least 75% IC
* UK lost at least 75% VPs
* Germany is not at war with Soviet
* Germany is not at war with USA
UK has 50% chance to accept it. If it does, UK will surrender a number of provinces to Germany, Italy, Canada and USA as well as liberating Lebanon, Egypt, India and Jordan. Chances are if you are able to trigger the event, you can completely annex UK very easily. Because of this reason and the fact that the benefit of accepting the peace is very small, it is a good idea to strive for total annexation of UK.
=== USA ===
It is very difficult to land directly in US coasts. An easier route is from Canada. Capture Iceland, Greenland and then proceed to Canada. If you manage to stockpile troops in Canada and invade USA's mainland, you will see that its defence is very weak. The problem with invading the North American continent via Canada is Canada's poor infrastructure. An alternative strategy that doesn't slow your forces down is to capture Newfoundland and from there parachute into Boston. Use Boston as a beachhead for landing your invasion force (which should be in the region of 100 and above divisions). Strike fast at New York and Washington - New England is the USA's industrial heartland. After an intense initial battle, the rest should be a walkover.
There is an event that allows German Player to demand USA's surrender. The conditions of USA surrender to Germany are:
* USA lost at least 75% IC
* USA lost at least 75% VPs
* Germany is not at war with Soviet
* Germany is not at war with UK
There is 50% chance that AI USA will accept the offer. If it does, Germany will receive three provinces and there will be a large change in USA’s government. Else you can always spend a few more months to annex USA.
=== What's next? ===
Conquer the world! If you need more time, use the no time limit mod in [[Utilities|utilities]] section.
== Miscellaneous ==
=== Advantages ===
''' High Quality Tech Teams '''
* I.G. Farben is the best manufacturing research tech team in the game.
* Konrad Zuse is one of the best cryptographic research tech teams in the game, ensuring further dominance in research.
* Top Tier tech teams for all other areas except Naval Doctrines.
''' Strong Stable Industrial Base '''
* Scattered industrial areas difficult to effectively bomb strategically even from England.
* Pre-War industry in top tier allowing long build up.
* Easy conquests of IC rich areas (Essentially All of Continental Europe).
''' Excellent Starting Land Doctrines '''
* Only one Land Doctrine to research between 1936 and 1939 to have best land doctrine in the world available at the time.
''' Good Consumer Goods Income '''
* Even producing the minimum consumer goods available, peacetime revenue is sufficient to support extensive espionage.
''' Excellent Leaders '''
* Start with large numbers of 3-5 skill generals of various rank.
* Top tier air generals (not better than England, but damn good).
* Top tier admirals (again, not better than England, but good).
* Including Rommel, Manstein, Guderian etc
''' Good Starting Units '''
* Larger starting army than any European power except USSR.
* Large starting airforce
''' Optimal Domestic Sliders for Warfare by 1939 '''
* Lots of free event-driven movements towards Hawk Lobby & Interventionism.
* Player can use their manual slider movements as they wish without being beholden to Hawk Lobby or Interventionism.
* Free DOWs available relatively quickly allows conquest of numerous minor nations without dissent.
''' Flexiblity to choose from a wide range of Force Compositions '''
* Flexible starting forces & solid industry enable the player to build whatever army/navy/airforce compositions they want.
''' Good Historical Events '''
* No huge dissent events.
* No events force-switching or killing your good cabinet members.
* Free annexations via event
* Free declarations of war via event, like ''Danzig or war''
=== Disadvantages ===
''' Weak Allies '''
* Poor quality expeditionary divisions from allies.
* Poor quality tech teams for allies.
* Few in number with low IC prevents good blueprint trading from occuring.
''' Enemies with far-flung possessions that are not easily annexed '''
* UK possesses tiny islands all over the world with victory point values
* USSR has enormous territorial depth. Germany must reach Pacific to annex.
* USA seperated from Germany by huge ocean and strong navy with enormous IC power.
''' Relatively Poor Starting Naval Forces '''
* Without substantial investment, no possibility of victory vs major rivals.
''' Limited access to Naval Doctrines and mediocre naval doctrine tech teams '''
* Kriegsmarinewerft is a good naval unit tech team, but Raeder is your only really good naval doctrine tech team.
* Only access to a few carrier enhancing doctrines useful in the late game naval war vs USA.
''' Must stand alone vs enemies with enormous manpower reserves '''
* Even with immediate research of manpower boosting techs, very difficult to match Soviets or USA in divisions.
* Poor planning can cause you to exhaust your manpower pool and find yourself unable to reinforce your units, much less build more.
''' Poor Raw Materials production pre-war '''
* Peacetime trading strategy must be focused on acquiring [[Rare_Materials|rare materials]], usually at the price of supplies (i.e. purchased with IC).
* After expanding throughout Europe, less of a problem. Especially after extensive stockpiling of resources during peacetime.
''' Mediocre Metal production '''
* Can be mitigated through numerous energy-for-metal trades with minor nations (Sweden makes a 1-for-1 offer every couple months).
''' Located in the center of Europe '''
* Although this makes it attacking easier, it also means Germany is surrounded by enemies.
* Multi-front situation can be managed if Operation Sealion is successful before 1941.
==Gamey Tactics==
Germany has a variety of [[gamey tactics]] possible.
=== Germanic Ireland: Totally Optional===
When the game starts, build a whole bunch of transports and create about 2 Tank divisions, 3 Militias, and about 2 infantry. (Ireland is only given one infantry division so you can easily bomb rush them). quickly board up your troops and head toward Ireland. This will create you a small navel base to attack the british mainland. It will help you attack Brest and having a 2 sided french attack.
== Germany multiplayer strategy ==
=== Prolog ===
Have you ever tried to play with Germany and for some reason lost in multiplayer game? It will change now. The main point is, that you have to build a very strong and speedy army. You can't only focus on infantry. Of course you need them, too, but what you really need (especially against Soviet Union) are motorized and armored units. If you follow my instructions, you will be very strong opponent in the future.
=== Blitzkrieg ===
At the beginning build factories. Only factories. When the war breaks out, you don't have much army but enough to invade Poland. Then, start to build 6 motorized units and 3 armored units, and airforces and some infantry. When you attack France in 1940, there is just no way you could lose, because your army is so tough. French infantry just can't do much against them. You should attack the Soviet Union in 1941. Just keep pumping more armors and mechanized/motorized units. And when the battle begins, use blitzkrieg. Use all your airforce to destroy the enemy's poor infantry, and move forward with your units. You'll see that this strategy is very simple and effective.
== Year 1939 –40 Invading Poland and France ==
Invading Poland should be easy thing to do, altough your army isn’t so great yet. Remember to leave some garrisons against France. It is always good to remember necessary defence. But the main point against Poland is your airforce. Bomb enemy units down and then you won’t lose so much manpower either. When Poland has been annexed you should immediately start to move your units against France, but don’t attack yet. Just wait. But during this ‘phony war’ you should start to build very tough army. First of all, start to pump 3 tanks and 6 motorized infantry + headquarters and some infantry (and CAS!!). With this strategy you will see that France will surrender very soon. If player who plays with United Kingdom transports all his/her allies there, they can’t fight against your tanks. This is so obvious, because tanks have so good toughness and with self propelled brigades they are almost impossible to destroy. BUT!! You have to be careful that you don’t use your tanks and motorized units wrong. Don’t try to attack through mountains or mud or you will ruin everything. With this strategy weather is very important. So when you attack to France (after you have invaded Denmark [don’t attack to Norway]) just invade Netherlands and Belgium and push forward to Reims. Just bomb enemy’s separated units and try to force him/her to move his/her units to Reims. The you have to be speedy. Attack with 8 CAS at night and 8 in morning. Then, concentrate 11 tanks+ HQ + 15 motorized + 20 infantry to Reims, and use some good panzer general. Then, you’ll see, you can’t lose. Then push forward to Paris, and try to destroy as many Britons you can.
== Year 1941 – Operation Barbarossa ==
COMING SOON
[[Category:National Strategy]] [[Category:Germany Strategy]]
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{{GermanyStrategyGuides}}
__TOC__
==Overview==
Germany is one of the most played nations in HoI2. Using AAR production as an indication of popularity, Germany is #1 with hundreds of AARs on the Paradox boards. USA is in 2nd place, and the USSR in 3rd place, neither with more than one hundred. The reason for this is probably that Germany is a nation with great potential that was foiled historically and people enjoy ahistorical success. Success with Germany for veteran players is fairly easy, even on very hard difficulty. For beginning players, Germany can be a challenging nation.
Germany is fairly heavily event driven. With technology, production, economy and politics set up properly, the game can run more or less hands free for the first 3 years. Events will benefit Germany immensely, so wait for them to happen, largely in 1938 and 1939. Events will also lead Germany into war with the Allies, on August 31, 1939. By that date, Germany should be fully prepared for war. Note that even veteran players of HOI2, for the most part, abide by historical events at least until war with Poland.
==Technology==
Germany has the best research teams in the game which allows Germany to be considerably far ahead of all her rivals in research. For example, assuming Germany ignores Tank Destroyers and Anti-Tank Artillery (considered worthless units in game), by May, 1937, it is possible for Germany to have researched ''every'' 1936 and 1937 technology. By January 1, 1939, Germany is capable of having researched every 1938 technology as well, with the only exception being aircraft carriers, which are not commonly used as Germany. Advanced players may take different routes, such as tech rushing key technologies. Since Germany's teams are so strong, researching technologies 1 year in advance is comparatively easy. The only point of weakness in German research is in the Navy.
''' Industrial Research '''
I.G. Farben is the best manufacturing tech team in the game. Use them for all your manufacturing research except Production Planning, which only requires management so use Erich Von Manstein (level 9 and has management) while I.G. Farben researches Production Control. Every industrial field should be researched as Germany with the exception of Radar.
Three tech-teams should be put on the following Industrial Research at start:
* Basic Machine Tools
* Agrichemistry
* Basic Computing Machine
''' Infantry & Armor '''
Infantry and Supply are the most important research topics here. Mountaineers are helpful in winter fighting, and marines are helpful for Sea Lion. Paratroopers are generally not worth it. Light and Medium Tank research is important for Germany. Static Anti-Air could also be important if Germany doesn't plan on invading England.
''' Naval & Naval Doctrine'''
Germany does not require a Navy to defeat the Soviet Union, which is the most important objective. A Navy is useful, however, for invading England and even the USA. Germany's Naval tech teams are its weakest area, in addition to its naval doctrines, which are not conductive to a surface fleet. A typical German navy will focus exclusively on submarines for convoy raiding. A player that seeks to make Germany into a Naval Superpower would abandon the Sealane Interdiction doctrine, and likely go for Fleet-in-Being instead.
''' Aircraft & Air Doctrine '''
Germany's air research teams are good enough that it is possible to keep up to the latest technological level with five of the eight aircraft types, in addition to nearly up to date research on all air doctrine technologies for a player that devotes a serious effort to it. For basics, however, Germany needs to only focus on Interceptors, Close Air Support, and Tactical Bombers to be highly successful.
==Diplomacy==
===Alliances===
Germany will be able to enlist several nations into the Axis throughout the course of the game. Through events, Germany can get Hungary, Romania, and Bulgaria into the Axis. Finland, Vichy France, Japan and Italy can manually be asked to join the Axis beginning in 1940 with relatively high degrees of success. Germany can also manage to convince some nations to join the Axis before the start of war (August 31, 1939), without using coups. While the list below seems fairly large, Germany will only be able to focus on a few nations in a game due to the costs involved in influencing nations. Generally, the most strategically important allies from the below list are Nationalist Spain and Turkey.
{| CELLPADDING=10
|- VALIGN=top
|
Reasonable chance (above 10% at 200 relations):
*Nationalist Spain (during Spanish Civil War)
*Portugal
*Argentina
*Turkey (before 11/1938)
*Yugoslavia
*Japan
*Greece
*Afghanistan
|
Low chance (below 10% at 200 relations):
*Persia
*Venezuela
*Peru
*Guatemala
*Siam
|}
===Sliders===
Germany's starting sliders are below average. Fortunately, Germany will receive events that shift Germany fully to Hawk Lobby and Interventionism by 1939. Thus, adjusting those sliders is not necessary. Therefore, Germany's first slider moves should be towards Central Planning: Germany is unable to move to free market due to its Authoritarianism. This shift requires 4 moves (1936, 1937, 1938 & 1939) in order to attain the valuable 25% IC bonus. Once this is achieved, in 1940, Germany should begin the move to Standing Army in order to get the experience and organization bonuses. This can be accomplished by January, 1942.
===Ministers===
Germany's starting ministers have fairly good [[Minister Traits|traits]], but the setup can be improved. A few obvious changes should be made before occupation of the Rhineland: Minster of Security: Gurtner; and Armaments Minister: Schacht (10% IC bonus). Also Head of Intelligence to Oskar von Hindenburg is a good idea if Germany is planning on influencing countries.
In 1937, switching the Foreign Minister to Ribbentrop is a good idea if Germany plans on influencing countries.
In 1938 Germany might want to switch the Chief of Staff to Erich Hoepner (5% Armour and artillery research and artillery construction bonuses) until the war starts.
In 1939, Germany should switch to Minister of Security: Daluege in order to benefit from +15% foreign IC use. When prompted for Schacht's resignation by event, refuse due to his excellent 10% IC bonus. Chief of Staff Ludwig Beck is a decent Chief of Staff (Land Unit speed +10%), but not an obvious or necessary early pick. Germany also already has quick land forces and switching to Fritz Bayerlein (+20% organization regain) is probably the better choice here. In Armageddon, Germany should also switch to Head of Intelligence: Hans Oster in order to benefit from his 5% IC bonus.
In 1941, switching to a Guns and Butter Chief of Army, like von Blomberg, will improve the supply and TC situation.
For Naval Minister, the best pick depends on the naval policy:
* '''Decisive Naval Battle''' is best for conventional [[Surface Action Group]]s and [[Surface Action Group#Cruizergs|Cruizerg]] fleets, but hurts carriers, available at start.
* '''Open Seas''' is best for convoy defense, but makes subs more vulnerable, available at start.
* '''Indirect Approach''' makes subs and BCs hit harder, but makes transports and destroyers more expensive, available from 1939.
* '''Base Control''' makes marines, transports and destroyers cheaper, but also makes cruisers more expensive and hurts the offensive power of BBs and BCs, available from 1940.
* '''Power Projection''' is not available for Germany.
For Air Force, '''Army Aviation''' and '''Air Superiority''' are both good choices, but the NAV construction penalty with Air Superiority makes Army Aviation a better pick. Both are available at start. Access to a '''Carpet Bombing''' minister is gained in 1939 - which may be useful if a long strategic bombing campaign against UK is planned. However this requires research in relevant aircrafts and doctrines. '''Vertical Envenlopment''' and '''Naval Aviation''' ministers are gained in 1944 and 1945.
See also a complete list of [[German Ministers]].
==Intelligence==
Germany can make decent use of spies. Stealing blueprints will be only marginally helpful, since Germany is usually far ahead of all its adversaries in research. The best use of spies for Germany is simply to identify troops levels in enemy nations, and to avoid having spies within Germany. Japan, the UK, and the USA are all reasonable targets for blueprint stealing -- any other nations are sure to be far behind Germany in their research.
==Economy==
Germany has a very strong economy that can rival the USA in time.
===Trading===
Germany has a general need for rares, oil, and metal, thus trading should secure those resources, and preferably build large stockpiles. To some extent, Germany can trade excess energy for supplies, which helps redirect IC elsewhere. Germany's strongest trading partners:
* Soviet Union: trade energy, supplies, and cash for metal and rare materials
* Romania: Will trade supplies and oil for energy.
* Italy, Bulgaria, Finland, Switzerland: Will trade supplies for energy
* Brazil: get some rare materials in exchange for energy and/or some supplies.
* Venezuela: offers a lot precious oil in exchange for supplies.
===Industrial Production===
The majority of Germany's IC capacity should go into factory building. Upgrades should be ignored until 1939, since Germany will advance several technologies over the course of the first few years, and will thus benefit from the leap-frog effect. At a minimum, Germany can create a parallel run of 12 factories, with at least 2 serial runs (e.g. 24 new factories by December, 1937). Advanced players sometimes perform 3 serial runs of factories, but this requires a very rapid buildup and organization of your armed forces in 1939, which can be challenging for new players.
==Military==
===Army===
The majority of the German Army (Wehrmacht) should consist of infantry. [[Militia]] can also be helpful if used properly, since Germany has a need for defensive divisions to hold front lines (especially against the Soviet Union). An efficient Infantry/Militia mix for defensive lines is a 9 division army of 4 militia and 5 infantry. Ideally, around 75% of the German Army should consist of infantry/militia before the onset of Barbarossa, with the remaining 25% being tanks and motorized infantry. Building too many tanks is a common mistake for new players, due to high fuel/supply costs and TC load. Unless, of course, you are playing ''very'' historical and seek to emulate the failures of Germany! As a general rule, Germany may have oil shortages (exacerbated with a heavy emphasis on vehicles), and will definitely have TC problems as the invasion of the Soviet Union progresses.
[http://forum.paradoxplaza.com/forum/showthread.php?t=346656 Additional Reading]
===Navy===
The German Navy (Kriegsmarine) has two practical/realistic options:
* Limited Navy: This is the historical route of building U-boats en-mass (the 1938 submarine is a key component). Submarines can be used (in DD) for very successful convoy raiding on England. Doing this will simply hurt England's military overseas (Africa and India). In some sense, this is not a very important strategic goal for Germany, even though convoy raiding can be very successful (see Blue Emu's "Are Submarines Worthless" thread). In ARMA submarines are more powerful, and when serving in large wolf packs (30 sub stacks), they can seriously damage nearly any opposing fleet.
* Surface Fleet: Germany can abandon the [[Sealane Interdiction]] doctrine favored by submarines, and go for the [[Fleet-in-Being]] doctrine. On this route, Germany can build Battleships (SHBB & BB) and use destroyers as screens. This requires considerable time and investment, but when combined with light carriers, Germany will be a formidable Naval power.
===Air Force===
The German Air Force (Luftwaffe) has a large variety of options. Generally, an emphasis on TAC and CAS bombers is the most effective use of firepower against land forces. These will help the German Army significantly eliminate enemy divisions in mass, effectively negating the manpower advantage held by adversaries such as the Soviet Union. Meanwhile, Germany can be successful with large numbers of INT in order to defend against frequent Allied bombing attacks. Since German strategy is contingent on fast conquest of enemy land, STR bombers are not particularly useful. They are also more expensive to build, unless the Chief of Air Force is switched. Later in the game, adding FTR is recommended, since the short range and the upgrade path of INT will hurt during World conquest campaigns.
== Events ==
These events do more than what is specified below, but this is just a summary of the major effects. All events have triggers that will normally trigger unless Germany does something erratic, like starting the war ahead of schedule. Since these events are so helpful to Germany, most players play historically through events.
''' Re-occupation of the Rhineland: '''
At the very start of the scenario, you need to move at least one ground unit to Cologne. This will trigger an event called "Re-Occuptation of the Rhineland" which will give:
* +1 Hawk Lobby
If you dont trigger this event, you will recieve "Great War Manifestation" events that give you +3 dissent until you move a unit into Cologne. So dont wait! You have a unit nearby when the scenario starts, just march in there.
''' Anschluss of Austria: '''
March 1938: Assuming you make the historical choice and the AI accepts:
* Annex Austria
* +1 Authoritarianism
* +1 Hawk Lobby (occurs when Austria accepts, not in original event)
''' Treaty of Munich: '''
September 29th, 1938:
Assuming you make the historical choice and the AI accepts:
* Annex Sudetenland
* +1 Hawk Lobby
* +3 Interventionism
* +1 Hawk Lobby (occurs when Czech accepts, not in original event)
''' The End of Czechoslovakia: '''
March 14th, 1939:
Assuming you make the historical choice and the AI accepts:
* Annex Czechoslovakia
* Create puppet Slovakia OR give territory to Hungary and they join Axis
* +1 Interventionism
* +1 Hawk Lobby (occurs when Czech accepts, not in original event)
''' Claiming Memel: '''
March 23rd, 1939:
Assuming you make the historical choice and the AI accepts:
* Lithuania cedes Memel province
* +1 Interventionism
''' Total Domestic Policy Shift '''
Assuming Germany makes all the historical choices and the AI always accepts:
* +1 Authoritarianism
* +5 Interventionism
* +5 Hawk Lobby
This is sufficient to totally max out the Hawk Lobby and Interventionism Sliders
==War==
Since Germany is the most event driven nation of the game, most players (noob and veteran alike) conduct war on the basis of events. Since Germany is a major power, however, early war is a possibility, including [[Germany Early Annexations |early annexations]]. Generally, however, early war is viewed as gamey and too easy for Germany.
=== Condor Legion: Spanish Civil War ===
On 18 July 1936, the Spanish Civil War (SCW) breaks out. Nationalist Spain will likely loose without German intervention. While the intervention by event helps, Nationalist Spain will typically require direct intervention of the German Army, which means war with Republican Spain. A friendly Spain serves two strategic goals for Germany:
* Access to Gibraltar, which allows Germany to help seize control of the Mediterranean Sea for [[Italy]].
* A soft underbelly to France, making the invasion of France easier.
Historically, Nationalist Spain was neutral in the war and German intervention was limited. Involving Germany in the SCW is by no means necessary, and is generally only used by players seeking total dominance. Also it changes the french ai to a more aggressive one and thus ensures an early DOW from France.
=== Fall Grün: Czechoslovakia ===
Generally, Czechoslovakia can be annexed and made into a puppet entirely through events, as happened historically. On rare occasion, however, Czechoslovakia will refuse German annexation plans, and Germany will be forced to choose to let well enough alone or fight. The Czech army is not a concern due to its very limited size, but its forts in the Sudetenland are very powerful owing to a level 10 size, and hilly terrain. Ostrava, Brno, and Bratislava all do not have forts and border Germany. Thus, this underbelly makes victory fairly swift and relatively easy because the Sudentenland does not have any victory points.
=== Fall Weiß: Poland ===
On 1 September 1939, the war with Poland and the Allies begins by event. Germany will need enough troops (around 6 divisions each) in the three provinces bordering France to protect her Western front. Defeating Poland is possible within two weeks. The [[HQ Units in Action]] strategy guide provides an excellent guide in the effective use of HQ units, combined with armor and motorized infantry, in order to quickly annex Poland.
=== Fall Gelb: France ===
After Poland is annexed, Germany's next significant target is France. In order to get to France, an invasion of the low countries is necessary. Strictly speaking, only war with Belgium is necessary. An invasion of the Netherlands provides Germany IC and large supply stockpiles after the capture of their capital. While neither nation can be "annexed" by taking their European holdings, events fire that ensure Germany receives their European land as "national" provinces.
The invasion of the Low Countries and ultimately France can begin as soon as forces arrive from the defeat of Poland; e.g. sometime in October, 1939. Historically, Germany waited until May, 1940, when weather conditions were more favorable. This can be a problem for inexperienced players attacking too early, and make for some good, early lessons for what not to do when fighting the Soviet Union! Veteran HOI2 players are able to defeat France in less than 2 weeks, primarily through the use of around 5 - 10 tank divisions.
The primary intent of a successful Blitzkrieg is a spearhead attack that cripples the enemy. This means a direct spearhead to Paris. It is possible for the invasion route to go through the forests of France (Liege -> Reims -> Compiegne to Paris), however tanks do quite poorly in the winter in the forest. A more tank friendly route is Ghent -> Lille -> Amiens -> Paris. Once Paris is captured, German forces can branch out in all directions to make a dash for land. When France looses enough territories, it wil surrender.
The event asking for the creation of Vichy France can occur if:
* Paris is not under France's control.
* France lost 25% of its national provinces.
* Germany is at war with France.
* Germany is not at war with Soviet.
* The year is before 1942.
* France is not a puppet of Germany.
* Vichy is not a puppet of Germany.
The event has 25% chance of triggering every 3 days. If France loses at least 40% of its national provinces, the event will automatically trigger. Note that the AI France has 3% chance of rejecting the creation of Vichy. If this happens, Germany is forced to occupy the entire French territory. Accepting the creation of Vichy if the best move for Germany, since it provides Western France as national provinces and drastically lowers dissent, while also providing a reasonably powerful ally.
=== Weserübung: Denmark and Norway ===
This is completely optional.
The advantage of capturing Denmark is rendering Baltic Sea unreachable by UK’s (and later USA’s) navy as well as giving you a launching pad to the American continent (provided you do not let Denmark surrenders event to trigger, see below). However, the benefit from Norway is much more subtle. You only gain a low amount of resource and a not very feasible route to the USSR. The best reason why you want to invade Norway is probably because it is part of operation Fall Weserübung. The additional ports might also be useful if you decide to go for starving Britain with submarine warfare.
A very easy way to defeat Denmark is to capture the province Kolding. There is 99% chance that Denmark will ask for cease fire and then a few days later Denmark is annexed “peacefully” by Germany. Unfortunately if you take this path, you will lose Greenland and Iceland to USA. See the method on how to prevent it in [[Germany_Strategy_Guide#Annexing_Denmark_with_Greenland_and_Iceland|tricks]] section.
Revisiting Norway, a simple and low-risk means of capturing it is by first taking Sweden. This may be accomplished with relative ease by landings just north and South of Stockholm supplemented by an attack from the Odense or Copenhagen. With Sweden in hand, simply walk into Oslo and Narvik from the adjacent Swedish provinces. Alternatively, capture Oslo and Narvik with paratroopers, then annex Norway immediately.
=== Directive 25: Yugoslavia, and Operation Marita: Greece ===
This is completely optional, if you do not wish to invade them, skip right to USSR section.
Securing Yugoslavia and Greece is useful since it makes your allies stronger and gives you access to the Mediterranean Sea. After the annexation of Yugoslavia, you will receive an event that allows you to create Croatia. Creating it will remove some TC burden as well as gaining more manpower and three divisions, making it a good option.
Greece may provide a little harder challenge. It is relatively easy to conquer all of the VPs except the last VP in Crete. The best way to capture it is probably by sending paratroopers on airborne assault. Amphibious assault may prove to be difficult if you or Italy has not neutralized UK’s navy.
=== Operation Barbarossa: Taming the Bear ===
*''See the article [[Germany Strategy- Taming the Bear]]''
==== The Bitter Peace ====
Conditions that must be satisfied to trigger bitter peace:
* Germany controls Paris.
* Germany is not at war with Italy and Japan.
* Do not sign the Tripartite pact with Japan if you intend to attack the USSR without them. Just sign it with Italy.
* Soviet does not control these provinces:
** Leningrad (one of the northern provinces, very close to Finland)
** Moscow
** Stalingrad
** Baku (southern province, next to Persia)
** Sverdlovsk (in Trans-Siberia railway, quite far away)
If you fulfill those conditions, there is 5% chance every week that Stalin may sue for peace. When the event triggers, there is 90% chance USSR will surrender and Germany will obtain a large amount of provinces. Unfortunately if Soviet refuses, the war goes on and you may need to annex USSR to claim victory. The refusal message is:
Soviet Union went with Fight to the bitter end! in Sue for peace with the Germans
There are two Bitter Peace chains, one with Japan in the Axis and one without.
*Without the Tripartite pact being signed by Japan and without Japan in the Axis, # Sue for peace with the Germans, event 2624 SOV starts the event chain which is completed by the Germans accepting it: event 2024 GER # Stalin sues for Peace (Japan is not Axis).
* Providing Japan is in the Axis (and at war with Soviet), Sverdlovsk is not required. But Soviet must lose Vladivostok (next to Japan's Korea). Event 2645 SOV which triggers event 2046 GER
* There is a third and somewhat unusual Bitter Peace if you are not at war with the Allies (UK, France and USA), you only need to conquer 25% of the Soviet national provinces (note that Eastern Poland provinces are not Soviet's national provinces).
==== The Bitter Peace in Doomsday ====
The ideas are generally the same, but there are some significant differences in Doomsday:
1) The Tripartite Pact is now irrelevant. Offer it to both Japan and Italy since there are no Bitter Peace problems.
2) If Japan is Axis or fighting the Soviet Union, the 5th Russian province can be either Sverdlovsk or Vladivostok. The other 4 needed Russian provinces remain Baku, Leningrad, Moscow, and Stalingrad, and either Germany or Vichy France has to own Paris.
3) The AI has to accept the Bitter Peace, there's now a 100% chance of the AI accepting the Bitter Peace once it fires.
4) The % chance for the event to fire has been increased to random = 35 meaning that it should fire in 3 or 4 weeks, but there is no guarantee that it will fire, just a much increased chance that it will fire. Also the time interval between checks has been changed from every 7 days to every 10 days.
5) Other conditions such as Paris not being controlled by France are still the same. Either Germany or Vichy must control Paris.
6) When the Bitter Peace fires, you get 150 provinces at only 2% base partisan levels with a dissent reduction of 50%.
====puppet states====
If enough provinces in the vicinity of Sverdlovsk can be captured, you might be able to create the puppet state of Transural Republic before the Bitter Peace fires. In like manner you can create some puppet states in the southern region of central Asia near [[Persia]]. If you still have these states when the Bitter Peace fires, they will remain in the Axis. If you later declare war on Persia it may annex some of the central Asian puppets, but when you then annex Persia you get the whole thing!
=== Gibraltar ===
There are two ways to reach Mediterranean Sea, from Gibraltar and Suez. Having these two provinces will mean the whole sea is in your control. The problem with capturing Gibraltar is that it is not possible to conduct amphibious assault there. You may try using airborne invasion, invite Spain into your alliance, ask military access to Spain (almost impossible) or invade Spain (best for practical reasons).
During the Soviet war you should try to work on Spain and getting them into your alliance. If they do join then take control of Spanish army and capture Gibraltar with them. Failing that, you need to declare war on Spain in order to obtain Gibraltar.
Alternatively, intercede on Nationalist Spain's behalf during their civil war. Do this by first guaranteeing their independence, then declaring war on Republican Spain (who has a province next to Gibraltar). This will make Nationalist Spain want to join the Axis. Now, you can either just help them win the war, or, if you're a greedy one like me, use the Nationalist Spain fleet to transport your armies (use Send Expeditionary Force to allow them to board) to the southern end of Spain and from there conquer Republican Spain for Germany.
Gibraltar is frequently unguarded, so you can alternatively capture it with paratroopers from Bordeaux, saving you the intervention in Spain.
=== Reaching Africa ===
After the fall of Gibraltar, the most important British territory in Africa is Suez. Controlling this will mean controlling Mediterranean Sea. There are a number of feasible ways to reach Suez:
* Annex Turkey or Persia and then Iraq (slow because of the poor infrastructure of these regions)
* Annex Turkey or Greece to open more ports (you can launch amphibious landings on Alexandria from Athens)
* If you have a strong navy, put him under Grand Admiral Raeder and make amphibious landing in Africa
If you manage to land in Africa with sufficient force, you can chase them out of the continent for good.
=== Operation Seelöwe: Great Britain ===
This can be done before or after gaining complete control of North Africa or even just after the creation of Vichy France. To invade UK successfully you need either a large surface navy (with two or more carriers) or a navy full of submarines. Other units that will prove useful are marines, fighters/interceptors, naval bomber and tactical bomber.
Southern and Eastern provinces of British island are the natural choices for amphibious landing. The best province depends on the province's garrison as well as its adjacent provinces' troops. If the province is lightly defended but an adjacent province has a very large army, you should think twice since that large army may obliterate your landing troops. To see the number of troops in provinces that do not have coast line, use fighters on air superiority over the areas where those provinces at.
The landing party should consist of three marine divisions. Sending more than three divisions will reduce the effectiveness of the whole invasion. Make sure to put the tactical bomber on interdiction and fighters on air superiority to get a beachhead. Since the specific province that is going to be bombed is decided by AI, you may need to follow where your bomber goes. It is not very nice but it works. Success in doing it will spell the doom of the British island.
Another effective way to gain a beachhead is to move your invasion forces next to Cardiff, land paratroopers there, and sail your forces to the now peaceful port. Why? Because Cardiff has no beach to land on, the AI does not defend it, so you can easily capture it with just 1 paratrooper. If landed at nightfall, you will have till dawn to move your transports into the port. No amphibious assaults needed! Another good province for an airborne assault is Norwich, from where you can easily strike at the heart of England.
It may be a good idea if you combine operation Sealion with invasion in Ireland and Iceland (if you did not try to [[Germany_Strategy_Guide#Annexing_Denmark_with_Greenland_and_Iceland|keep]] it). Iceland will serve as a good launch pad for further invasion on Greenland and America.
=== Made in India ===
With British island gone, African possessions ransacked, only India left for UK. The best attack route is from Persia. You can create a puppet Pakistan if you capture enough provinces in western India, and from there you can annex [[Nepal]] and [[Bhutan]], though the infrastructure (Himalayas) may be challenging. There is an event that can lead to UK's surrender. The conditions are:
* Paris is in German hand or Germany is not at war with France
* London is captured by Germany
* UK lost at least 75% IC
* UK lost at least 75% VPs
* Germany is not at war with Soviet
* Germany is not at war with USA
UK has 50% chance to accept it. If it does, UK will surrender a number of provinces to Germany, Italy, Canada and USA as well as liberating Lebanon, Egypt, India and Jordan. Chances are if you are able to trigger the event, you can completely annex UK very easily. Because of this reason and the fact that the benefit of accepting the peace is very small, it is a good idea to strive for total annexation of UK.
=== USA ===
It is very difficult to land directly in US coasts. An easier route is from Canada. Capture Iceland, Greenland and then proceed to Canada. If you manage to stockpile troops in Canada and invade USA's mainland, you will see that its defence is very weak. The problem with invading the North American continent via Canada is Canada's poor infrastructure. An alternative strategy that doesn't slow your forces down is to capture Newfoundland and from there parachute into Boston. Use Boston as a beachhead for landing your invasion force (which should be in the region of 100 and above divisions). Strike fast at New York and Washington - New England is the USA's industrial heartland. After an intense initial battle, the rest should be a walkover.
There is an event that allows German Player to demand USA's surrender. The conditions of USA surrender to Germany are:
* USA lost at least 75% IC
* USA lost at least 75% VPs
* Germany is not at war with Soviet
* Germany is not at war with UK
There is 50% chance that AI USA will accept the offer. If it does, Germany will receive three provinces and there will be a large change in USA’s government. Else you can always spend a few more months to annex USA.
=== What's next? ===
Conquer the world! If you need more time, use the no time limit mod in [[Utilities|utilities]] section.
== Miscellaneous ==
=== Advantages ===
''' High Quality Tech Teams '''
* I.G. Farben is the best manufacturing research tech team in the game.
* Konrad Zuse is one of the best cryptographic research tech teams in the game, ensuring further dominance in research.
* Top Tier tech teams for all other areas except Naval Doctrines.
''' Strong Stable Industrial Base '''
* Scattered industrial areas difficult to effectively bomb strategically even from England.
* Pre-War industry in top tier allowing long build up.
* Easy conquests of IC rich areas (Essentially All of Continental Europe).
''' Excellent Starting Land Doctrines '''
* Only one Land Doctrine to research between 1936 and 1939 to have best land doctrine in the world available at the time.
''' Good Consumer Goods Income '''
* Even producing the minimum consumer goods available, peacetime revenue is sufficient to support extensive espionage.
''' Excellent Leaders '''
* Start with large numbers of 3-5 skill generals of various rank.
* Top tier air generals (not better than England, but damn good).
* Top tier admirals (again, not better than England, but good).
* Including Rommel, Manstein, Guderian etc
''' Good Starting Units '''
* Larger starting army than any European power except USSR.
* Large starting airforce
''' Optimal Domestic Sliders for Warfare by 1939 '''
* Lots of free event-driven movements towards Hawk Lobby & Interventionism.
* Player can use their manual slider movements as they wish without being beholden to Hawk Lobby or Interventionism.
* Free DOWs available relatively quickly allows conquest of numerous minor nations without dissent.
''' Flexiblity to choose from a wide range of Force Compositions '''
* Flexible starting forces & solid industry enable the player to build whatever army/navy/airforce compositions they want.
''' Good Historical Events '''
* No huge dissent events.
* No events force-switching or killing your good cabinet members.
* Free annexations via event
* Free declarations of war via event, like ''Danzig or war''
=== Disadvantages ===
''' Weak Allies '''
* Poor quality expeditionary divisions from allies.
* Poor quality tech teams for allies.
* Few in number with low IC prevents good blueprint trading from occuring.
''' Enemies with far-flung possessions that are not easily annexed '''
* UK possesses tiny islands all over the world with victory point values
* USSR has enormous territorial depth. Germany must reach Pacific to annex.
* USA seperated from Germany by huge ocean and strong navy with enormous IC power.
''' Relatively Poor Starting Naval Forces '''
* Without substantial investment, no possibility of victory vs major rivals.
''' Limited access to Naval Doctrines and mediocre naval doctrine tech teams '''
* Kriegsmarinewerft is a good naval unit tech team, but Raeder is your only really good naval doctrine tech team.
* Only access to a few carrier enhancing doctrines useful in the late game naval war vs USA.
''' Must stand alone vs enemies with enormous manpower reserves '''
* Even with immediate research of manpower boosting techs, very difficult to match Soviets or USA in divisions.
* Poor planning can cause you to exhaust your manpower pool and find yourself unable to reinforce your units, much less build more.
''' Poor Raw Materials production pre-war '''
* Peacetime trading strategy must be focused on acquiring [[Rare_Materials|rare materials]], usually at the price of supplies (i.e. purchased with IC).
* After expanding throughout Europe, less of a problem. Especially after extensive stockpiling of resources during peacetime.
''' Mediocre Metal production '''
* Can be mitigated through numerous energy-for-metal trades with minor nations (Sweden makes a 1-for-1 offer every couple months).
''' Located in the center of Europe '''
* Although this makes it attacking easier, it also means Germany is surrounded by enemies.
* Multi-front situation can be managed if Operation Sealion is successful before 1941.
==Gamey Tactics==
Germany has a variety of [[gamey tactics]] possible.
=== Germanic Ireland: Totally Optional===
When the game starts, build a whole bunch of transports and create about 2 Tank divisions, 3 Militias, and about 2 infantry. (Ireland is only given one infantry division so you can easily bomb rush them). quickly board up your troops and head toward Ireland. This will create you a small navel base to attack the british mainland. It will help you attack Brest and having a 2 sided french attack.
== Germany multiplayer strategy ==
=== Prolog ===
Have you ever tried to play with Germany and for some reason lost in multiplayer game? It will change now. The main point is, that you have to build a very strong and speedy army. You can't only focus on infantry. Of course you need them, too, but what you really need (especially against Soviet Union) are motorized and armored units. If you follow my instructions, you will be very strong opponent in the future.
=== Blitzkrieg ===
At the beginning build factories. Only factories. When the war breaks out, you don't have much army but enough to invade Poland. Then, start to build 6 motorized units and 3 armored units, and airforces and some infantry. When you attack France in 1940, there is just no way you could lose, because your army is so tough. French infantry just can't do much against them. You should attack the Soviet Union in 1941. Just keep pumping more armors and mechanized/motorized units. And when the battle begins, use blitzkrieg. Use all your airforce to destroy the enemy's poor infantry, and move forward with your units. You'll see that this strategy is very simple and effective.
== Year 1939 –40 Invading Poland and France ==
Invading Poland should be easy thing to do, altough your army isn’t so great yet. Remember to leave some garrisons against France. It is always good to remember necessary defence. But the main point against Poland is your airforce. Bomb enemy units down and then you won’t lose so much manpower either. When Poland has been annexed you should immediately start to move your units against France, but don’t attack yet. Just wait. But during this ‘phony war’ you should start to build very tough army. First of all, start to pump 3 tanks and 6 motorized infantry + headquarters and some infantry (and CAS!!). With this strategy you will see that France will surrender very soon. If player who plays with United Kingdom transports all his/her allies there, they can’t fight against your tanks. This is so obvious, because tanks have so good toughness and with self propelled brigades they are almost impossible to destroy. BUT!! You have to be careful that you don’t use your tanks and motorized units wrong. Don’t try to attack through mountains or mud or you will ruin everything. With this strategy weather is very important. So when you attack to France (after you have invaded Denmark [don’t attack to Norway]) just invade Netherlands and Belgium and push forward to Reims. Just bomb enemy’s separated units and try to force him/her to move his/her units to Reims. The you have to be speedy. Attack with 8 CAS at night and 8 in morning. Then, concentrate 11 tanks+ HQ + 15 motorized + 20 infantry to Reims, and use some good panzer general. Then, you’ll see, you can’t lose. Then push forward to Paris, and try to destroy as many Britons you can.
== Year 1941 – Operation Barbarossa ==
COMING SOON
[[Category:National Strategy]] [[Category:Germany Strategy]]
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{{Country guides}}
{{GermanyStrategyGuides}}
__TOC__
==Overview==
Germany is one of the most played nations in HoI2. Using AAR production as an indication of popularity, Germany is #1 with hundreds of AARs on the Paradox boards. USA is in 2nd place, and the USSR in 3rd place, neither with more than one hundred. The reason for this is probably that Germany is a nation with great potential that was foiled historically and people enjoy ahistorical success. Success with Germany for veteran players is fairly easy, even on very hard difficulty. For beginning players, Germany can be a challenging nation.
Germany is fairly heavily event driven. With technology, production, economy and politics set up properly, the game can run more or less hands free for the first 3 years. Events will benefit Germany immensely, so wait for them to happen, largely in 1938 and 1939. Events will also lead Germany into war with the Allies, on August 31, 1939. By that date, Germany should be fully prepared for war. Note that even veteran players of HOI2, for the most part, abide by historical events at least until war with Poland.
==Technology==
Germany has the best research teams in the game which allows Germany to be considerably far ahead of all her rivals in research. For example, assuming Germany ignores Tank Destroyers and Anti-Tank Artillery (considered worthless units in game), by May, 1937, it is possible for Germany to have researched ''every'' 1936 and 1937 technology. By January 1, 1939, Germany is capable of having researched every 1938 technology as well, with the only exception being aircraft carriers, which are not commonly used as Germany. Advanced players may take different routes, such as tech rushing key technologies. Since Germany's teams are so strong, researching technologies 1 year in advance is comparatively easy. The only point of weakness in German research is in the Navy.
''' Industrial Research '''
I.G. Farben is the best manufacturing tech team in the game. Use them for all your manufacturing research except Production Planning, which only requires management so use Erich Von Manstein (level 9 and has management) while I.G. Farben researches Production Control. Every industrial field should be researched as Germany with the exception of Radar.
Three tech-teams should be put on the following Industrial Research at start:
* Basic Machine Tools
* Agrichemistry
* Basic Computing Machine
''' Infantry & Armor '''
Infantry and Supply are the most important research topics here. Mountaineers are helpful in winter fighting, and marines are helpful for Sea Lion. Paratroopers are generally not worth it. Light and Medium Tank research is important for Germany. Static Anti-Air could also be important if Germany doesn't plan on invading England.
''' Naval & Naval Doctrine'''
Germany does not require a Navy to defeat the Soviet Union, which is the most important objective. A Navy is useful, however, for invading England and even the USA. Germany's Naval tech teams are its weakest area, in addition to its naval doctrines, which are not conductive to a surface fleet. A typical German navy will focus exclusively on submarines for convoy raiding. A player that seeks to make Germany into a Naval Superpower would abandon the Sealane Interdiction doctrine, and likely go for Fleet-in-Being instead.
''' Aircraft & Air Doctrine '''
Germany's air research teams are good enough that it is possible to keep up to the latest technological level with five of the eight aircraft types, in addition to nearly up to date research on all air doctrine technologies for a player that devotes a serious effort to it. For basics, however, Germany needs to only focus on Interceptors, Close Air Support, and Tactical Bombers to be highly successful.
==Diplomacy==
===Alliances===
Germany will be able to enlist several nations into the Axis throughout the course of the game. Through events, Germany can get Hungary, Romania, and Bulgaria into the Axis. Finland, Vichy France, Japan and Italy can manually be asked to join the Axis beginning in 1940 with relatively high degrees of success. Germany can also manage to convince some nations to join the Axis before the start of war (August 31, 1939), without using coups. While the list below seems fairly large, Germany will only be able to focus on a few nations in a game due to the costs involved in influencing nations. Generally, the most strategically important allies from the below list are Nationalist Spain and Turkey.
{| CELLPADDING=10
|- VALIGN=top
|
Reasonable chance (above 10% at 200 relations):
*Nationalist Spain (during Spanish Civil War)
*Portugal
*Argentina
*Turkey (before 11/1938)
*Yugoslavia
*Japan
*Greece
*Afghanistan
|
Low chance (below 10% at 200 relations):
*Persia
*Venezuela
*Peru
*Guatemala
*Siam
|}
===Sliders===
Germany's starting sliders are below average. Fortunately, Germany will receive events that shift Germany fully to Hawk Lobby and Interventionism by 1939. Thus, adjusting those sliders is not necessary. Therefore, Germany's first slider moves should be towards Central Planning: Germany is unable to move to free market due to its Authoritarianism. This shift requires 4 moves (1936, 1937, 1938 & 1939) in order to attain the valuable 25% IC bonus. Once this is achieved, in 1940, Germany should begin the move to Standing Army in order to get the experience and organization bonuses. This can be accomplished by January, 1942.
===Ministers===
Germany's starting ministers have fairly good [[Minister Traits|traits]], but the setup can be improved. A few obvious changes should be made before occupation of the Rhineland: Minster of Security: Gurtner; and Armaments Minister: Schacht (10% IC bonus). Also Head of Intelligence to Oskar von Hindenburg is a good idea if Germany is planning on influencing countries.
In 1937, switching the Foreign Minister to Ribbentrop is a good idea if Germany plans on influencing countries.
In 1938 Germany might want to switch the Chief of Staff to Erich Hoepner (5% Armour and artillery research and artillery construction bonuses) until the war starts.
In 1939, Germany should switch to Minister of Security: Daluege in order to benefit from +15% foreign IC use. When prompted for Schacht's resignation by event, refuse due to his excellent 10% IC bonus. Chief of Staff Ludwig Beck is a decent Chief of Staff (Land Unit speed +10%), but not an obvious or necessary early pick. Germany also already has quick land forces and switching to Fritz Bayerlein (+20% organization regain) is probably the better choice here. In Armageddon, Germany should also switch to Head of Intelligence: Hans Oster in order to benefit from his 5% IC bonus.
In 1941, switching to a Guns and Butter Chief of Army, like von Blomberg, will improve the supply and TC situation.
For Naval Minister, the best pick depends on the naval policy:
* '''Decisive Naval Battle''' is best for conventional [[Surface Action Group]]s and [[Surface Action Group#Cruizergs|Cruizerg]] fleets, but hurts carriers, available at start.
* '''Open Seas''' is best for convoy defense, but makes subs more vulnerable, available at start.
* '''Indirect Approach''' makes subs and BCs hit harder, but makes transports and destroyers more expensive, available from 1939.
* '''Base Control''' makes marines, transports and destroyers cheaper, but also makes cruisers more expensive and hurts the offensive power of BBs and BCs, available from 1940.
* '''Power Projection''' is not available for Germany.
For Air Force, '''Army Aviation''' and '''Air Superiority''' are both good choices, but the NAV construction penalty with Air Superiority makes Army Aviation a better pick. Both are available at start. Access to a '''Carpet Bombing''' minister is gained in 1939 - which may be useful if a long strategic bombing campaign against UK is planned. However this requires research in relevant aircrafts and doctrines. '''Vertical Envenlopment''' and '''Naval Aviation''' ministers are gained in 1944 and 1945.
See also a complete list of [[German Ministers]].
==Intelligence==
Germany can make decent use of spies. Stealing blueprints will be only marginally helpful, since Germany is usually far ahead of all its adversaries in research. The best use of spies for Germany is simply to identify troops levels in enemy nations, and to avoid having spies within Germany. Japan, the UK, and the USA are all reasonable targets for blueprint stealing -- any other nations are sure to be far behind Germany in their research.
==Economy==
Germany has a very strong economy that can rival the USA in time.
===Trading===
Germany has a general need for rares, oil, and metal, thus trading should secure those resources, and preferably build large stockpiles. To some extent, Germany can trade excess energy for supplies, which helps redirect IC elsewhere. Germany's strongest trading partners:
* Soviet Union: trade energy, supplies, and cash for metal and rare materials
* Romania: Will trade supplies and oil for energy.
* Italy, Bulgaria, Finland, Switzerland: Will trade supplies for energy
* Brazil: get some rare materials in exchange for energy and/or some supplies.
* Venezuela: offers a lot precious oil in exchange for supplies.
===Industrial Production===
The majority of Germany's IC capacity should go into factory building. Upgrades should be ignored until 1939, since Germany will advance several technologies over the course of the first few years, and will thus benefit from the leap-frog effect. At a minimum, Germany can create a parallel run of 12 factories, with at least 2 serial runs (e.g. 24 new factories by December, 1937). Advanced players sometimes perform 3 serial runs of factories, but this requires a very rapid buildup and organization of your armed forces in 1939, which can be challenging for new players.
==Military==
===Army===
The majority of the German Army (Wehrmacht) should consist of infantry. [[Militia]] can also be helpful if used properly, since Germany has a need for defensive divisions to hold front lines (especially against the Soviet Union). An efficient Infantry/Militia mix for defensive lines is a 9 division army of 4 militia and 5 infantry. Ideally, around 75% of the German Army should consist of infantry/militia before the onset of Barbarossa, with the remaining 25% being tanks and motorized infantry. Building too many tanks is a common mistake for new players, due to high fuel/supply costs and TC load. Unless, of course, you are playing ''very'' historical and seek to emulate the failures of Germany! As a general rule, Germany may have oil shortages (exacerbated with a heavy emphasis on vehicles), and will definitely have TC problems as the invasion of the Soviet Union progresses.
[http://forum.paradoxplaza.com/forum/showthread.php?t=346656 Additional Reading]
===Navy===
The German Navy (Kriegsmarine) has two practical/realistic options:
* Limited Navy: This is the historical route of building U-boats en-mass (the 1938 submarine is a key component). Submarines can be used (in DD) for very successful convoy raiding on England. Doing this will simply hurt England's military overseas (Africa and India). In some sense, this is not a very important strategic goal for Germany, even though convoy raiding can be very successful (see Blue Emu's "Are Submarines Worthless" thread). In ARMA submarines are more powerful, and when serving in large wolf packs (30 sub stacks), they can seriously damage nearly any opposing fleet.
* Surface Fleet: Germany can abandon the [[Sealane Interdiction]] doctrine favored by submarines, and go for the [[Fleet-in-Being]] doctrine. On this route, Germany can build Battleships (SHBB & BB) and use destroyers as screens. This requires considerable time and investment, but when combined with light carriers, Germany will be a formidable Naval power.
===Air Force===
The German Air Force (Luftwaffe) has a large variety of options. Generally, an emphasis on TAC and CAS bombers is the most effective use of firepower against land forces. These will help the German Army significantly eliminate enemy divisions in mass, effectively negating the manpower advantage held by adversaries such as the Soviet Union. Meanwhile, Germany can be successful with large numbers of INT in order to defend against frequent Allied bombing attacks. Since German strategy is contingent on fast conquest of enemy land, STR bombers are not particularly useful. They are also more expensive to build, unless the Chief of Air Force is switched. Later in the game, adding FTR is recommended, since the short range and the upgrade path of INT will hurt during World conquest campaigns.
== Events ==
These events do more than what is specified below, but this is just a summary of the major effects. All events have triggers that will normally trigger unless Germany does something erratic, like starting the war ahead of schedule. Since these events are so helpful to Germany, most players play historically through events.
''' Re-occupation of the Rhineland: '''
At the very start of the scenario, you need to move at least one ground unit to Cologne. This will trigger an event called "Re-Occuptation of the Rhineland" which will give:
* +1 Hawk Lobby
If you dont trigger this event, you will recieve "Great War Manifestation" events that give you +3 dissent until you move a unit into Cologne. So dont wait! You have a unit nearby when the scenario starts, just march in there.
''' Anschluss of Austria: '''
March 1938: Assuming you make the historical choice and the AI accepts:
* Annex Austria
* +1 Authoritarianism
* +1 Hawk Lobby (occurs when Austria accepts, not in original event)
''' Treaty of Munich: '''
September 29th, 1938:
Assuming you make the historical choice and the AI accepts:
* Annex Sudetenland
* +1 Hawk Lobby
* +3 Interventionism
* +1 Hawk Lobby (occurs when Czech accepts, not in original event)
''' The End of Czechoslovakia: '''
March 14th, 1939:
Assuming you make the historical choice and the AI accepts:
* Annex Czechoslovakia
* Create puppet Slovakia OR give territory to Hungary and they join Axis
* +1 Interventionism
* +1 Hawk Lobby (occurs when Czech accepts, not in original event)
''' Claiming Memel: '''
March 23rd, 1939:
Assuming you make the historical choice and the AI accepts:
* Lithuania cedes Memel province
* +1 Interventionism
''' Total Domestic Policy Shift '''
Assuming Germany makes all the historical choices and the AI always accepts:
* +1 Authoritarianism
* +5 Interventionism
* +5 Hawk Lobby
This is sufficient to totally max out the Hawk Lobby and Interventionism Sliders
==War==
Since Germany is the most event driven nation of the game, most players (noob and veteran alike) conduct war on the basis of events. Since Germany is a major power, however, early war is a possibility, including [[Germany Early Annexations |early annexations]]. Generally, however, early war is viewed as gamey and too easy for Germany.
=== Condor Legion: Spanish Civil War ===
On 18 July 1936, the Spanish Civil War (SCW) breaks out. Nationalist Spain will likely loose without German intervention. While the intervention by event helps, Nationalist Spain will typically require direct intervention of the German Army, which means war with Republican Spain. A friendly Spain serves two strategic goals for Germany:
* Access to Gibraltar, which allows Germany to help seize control of the Mediterranean Sea for [[Italy]].
* A soft underbelly to France, making the invasion of France easier.
Historically, Nationalist Spain was neutral in the war and German intervention was limited. Involving Germany in the SCW is by no means necessary, and is generally only used by players seeking total dominance. Also it changes the french ai to a more aggressive one and thus ensures an early DOW from France.
=== Fall Grün: Czechoslovakia ===
Generally, Czechoslovakia can be annexed and made into a puppet entirely through events, as happened historically. On rare occasion, however, Czechoslovakia will refuse German annexation plans, and Germany will be forced to choose to let well enough alone or fight. The Czech army is not a concern due to its very limited size, but its forts in the Sudetenland are very powerful owing to a level 10 size, and hilly terrain. Ostrava, Brno, and Bratislava all do not have forts and border Germany. Thus, this underbelly makes victory fairly swift and relatively easy because the Sudentenland does not have any victory points.
=== Fall Weiß: Poland ===
On 1 September 1939, the war with Poland and the Allies begins by event. Germany will need enough troops (around 6 divisions each) in the three provinces bordering France to protect her Western front. Defeating Poland is possible within two weeks. The [[HQ Units in Action]] strategy guide provides an excellent guide in the effective use of HQ units, combined with armor and motorized infantry, in order to quickly annex Poland.
=== Fall Gelb: France ===
After Poland is annexed, Germany's next significant target is France. In order to get to France, an invasion of the low countries is necessary. Strictly speaking, only war with Belgium is necessary. An invasion of the Netherlands provides Germany IC and large supply stockpiles after the capture of their capital. While neither nation can be "annexed" by taking their European holdings, events fire that ensure Germany receives their European land as "national" provinces.
The invasion of the Low Countries and ultimately France can begin as soon as forces arrive from the defeat of Poland; e.g. sometime in October, 1939. Historically, Germany waited until May, 1940, when weather conditions were more favorable. This can be a problem for inexperienced players attacking too early, and make for some good, early lessons for what not to do when fighting the Soviet Union! Veteran HOI2 players are able to defeat France in less than 2 weeks, primarily through the use of around 5 - 10 tank divisions.
The primary intent of a successful Blitzkrieg is a spearhead attack that cripples the enemy. This means a direct spearhead to Paris. It is possible for the invasion route to go through the forests of France (Liege -> Reims -> Compiegne to Paris), however tanks do quite poorly in the winter in the forest. A more tank friendly route is Ghent -> Lille -> Amiens -> Paris. Once Paris is captured, German forces can branch out in all directions to make a dash for land. When France looses enough territories, it wil surrender.
The event asking for the creation of Vichy France can occur if:
* Paris is not under France's control.
* France lost 25% of its national provinces.
* Germany is at war with France.
* Germany is not at war with Soviet.
* The year is before 1942.
* France is not a puppet of Germany.
* Vichy is not a puppet of Germany.
The event has 25% chance of triggering every 3 days. If France loses at least 40% of its national provinces, the event will automatically trigger. Note that the AI France has 3% chance of rejecting the creation of Vichy. If this happens, Germany is forced to occupy the entire French territory. Accepting the creation of Vichy if the best move for Germany, since it provides Western France as national provinces and drastically lowers dissent, while also providing a reasonably powerful ally.
=== Weserübung: Denmark and Norway ===
This is completely optional.
The advantage of capturing Denmark is rendering Baltic Sea unreachable by UK’s (and later USA’s) navy as well as giving you a launching pad to the American continent (provided you do not let Denmark surrenders event to trigger, see below). However, the benefit from Norway is much more subtle. You only gain a low amount of resource and a not very feasible route to the USSR. The best reason why you want to invade Norway is probably because it is part of operation Fall Weserübung. The additional ports might also be useful if you decide to go for starving Britain with submarine warfare.
A very easy way to defeat Denmark is to capture the province Kolding. There is 99% chance that Denmark will ask for cease fire and then a few days later Denmark is annexed “peacefully” by Germany. Unfortunately if you take this path, you will lose Greenland and Iceland to USA. See the method on how to prevent it in [[Germany_Strategy_Guide#Annexing_Denmark_with_Greenland_and_Iceland|tricks]] section.
Revisiting Norway, a simple and low-risk means of capturing it is by first taking Sweden. This may be accomplished with relative ease by landings just north and South of Stockholm supplemented by an attack from the Odense or Copenhagen. With Sweden in hand, simply walk into Oslo and Narvik from the adjacent Swedish provinces. Alternatively, capture Oslo and Narvik with paratroopers, then annex Norway immediately.
=== Directive 25: Yugoslavia, and Operation Marita: Greece ===
This is completely optional, if you do not wish to invade them, skip right to USSR section.
Securing Yugoslavia and Greece is useful since it makes your allies stronger and gives you access to the Mediterranean Sea. After the annexation of Yugoslavia, you will receive an event that allows you to create Croatia. Creating it will remove some TC burden as well as gaining more manpower and three divisions, making it a good option.
Greece may provide a little harder challenge. It is relatively easy to conquer all of the VPs except the last VP in Crete. The best way to capture it is probably by sending paratroopers on airborne assault. Amphibious assault may prove to be difficult if you or Italy has not neutralized UK’s navy.
=== Operation Barbarossa: Taming the Bear ===
*''See the article [[Germany Strategy- Taming the Bear]]''
==== The Bitter Peace ====
Conditions that must be satisfied to trigger bitter peace:
* Germany controls Paris.
* Germany is not at war with Italy and Japan.
* Do not sign the Tripartite pact with Japan if you intend to attack the USSR without them. Just sign it with Italy.
* Soviet does not control these provinces:
** Leningrad (one of the northern provinces, very close to Finland)
** Moscow
** Stalingrad
** Baku (southern province, next to Persia)
** Sverdlovsk (in Trans-Siberia railway, quite far away)
If you fulfill those conditions, there is 5% chance every week that Stalin may sue for peace. When the event triggers, there is 90% chance USSR will surrender and Germany will obtain a large amount of provinces. Unfortunately if Soviet refuses, the war goes on and you may need to annex USSR to claim victory. The refusal message is:
Soviet Union went with Fight to the bitter end! in Sue for peace with the Germans
There are two Bitter Peace chains, one with Japan in the Axis and one without.
*Without the Tripartite pact being signed by Japan and without Japan in the Axis, # Sue for peace with the Germans, event 2624 SOV starts the event chain which is completed by the Germans accepting it: event 2024 GER # Stalin sues for Peace (Japan is not Axis).
* Providing Japan is in the Axis (and at war with Soviet), Sverdlovsk is not required. But Soviet must lose Vladivostok (next to Japan's Korea). Event 2645 SOV which triggers event 2046 GER
* There is a third and somewhat unusual Bitter Peace if you are not at war with the Allies (UK, France and USA), you only need to conquer 25% of the Soviet national provinces (note that Eastern Poland provinces are not Soviet's national provinces).
==== The Bitter Peace in Doomsday ====
The ideas are generally the same, but there are some significant differences in Doomsday:
1) The Tripartite Pact is now irrelevant. Offer it to both Japan and Italy since there are no Bitter Peace problems.
2) If Japan is Axis or fighting the Soviet Union, the 5th Russian province can be either Sverdlovsk or Vladivostok. The other 4 needed Russian provinces remain Baku, Leningrad, Moscow, and Stalingrad, and either Germany or Vichy France has to own Paris.
3) The AI has to accept the Bitter Peace, there's now a 100% chance of the AI accepting the Bitter Peace once it fires.
4) The % chance for the event to fire has been increased to random = 35 meaning that it should fire in 3 or 4 weeks, but there is no guarantee that it will fire, just a much increased chance that it will fire. Also the time interval between checks has been changed from every 7 days to every 10 days.
5) Other conditions such as Paris not being controlled by France are still the same. Either Germany or Vichy must control Paris.
6) When the Bitter Peace fires, you get 150 provinces at only 2% base partisan levels with a dissent reduction of 50%.
====puppet states====
If enough provinces in the vicinity of Sverdlovsk can be captured, you might be able to create the puppet state of Transural Republic before the Bitter Peace fires. In like manner you can create some puppet states in the southern region of central Asia near [[Persia]]. If you still have these states when the Bitter Peace fires, they will remain in the Axis. If you later declare war on Persia it may annex some of the central Asian puppets, but when you then annex Persia you get the whole thing!
=== Gibraltar ===
There are two ways to reach Mediterranean Sea, from Gibraltar and Suez. Having these two provinces will mean the whole sea is in your control. The problem with capturing Gibraltar is that it is not possible to conduct amphibious assault there. You may try using airborne invasion, invite Spain into your alliance, ask military access to Spain (almost impossible) or invade Spain (best for practical reasons).
During the Soviet war you should try to work on Spain and getting them into your alliance. If they do join then take control of Spanish army and capture Gibraltar with them. Failing that, you need to declare war on Spain in order to obtain Gibraltar.
Alternatively, intercede on Nationalist Spain's behalf during their civil war. Do this by first guaranteeing their independence, then declaring war on Republican Spain (who has a province next to Gibraltar). This will make Nationalist Spain want to join the Axis. Now, you can either just help them win the war, or, if you're a greedy one like me, use the Nationalist Spain fleet to transport your armies (use Send Expeditionary Force to allow them to board) to the southern end of Spain and from there conquer Republican Spain for Germany.
Gibraltar is frequently unguarded, so you can alternatively capture it with paratroopers from Bordeaux, saving you the intervention in Spain.
=== Reaching Africa ===
After the fall of Gibraltar, the most important British territory in Africa is Suez. Controlling this will mean controlling Mediterranean Sea. There are a number of feasible ways to reach Suez:
* Annex Turkey or Persia and then Iraq (slow because of the poor infrastructure of these regions)
* Annex Turkey or Greece to open more ports (you can launch amphibious landings on Alexandria from Athens)
* If you have a strong navy, put him under Grand Admiral Raeder and make amphibious landing in Africa
If you manage to land in Africa with sufficient force, you can chase them out of the continent for good.
=== Operation Seelöwe: Great Britain ===
This can be done before or after gaining complete control of North Africa or even just after the creation of Vichy France. To invade UK successfully you need either a large surface navy (with two or more carriers) or a navy full of submarines. Other units that will prove useful are marines, fighters/interceptors, naval bomber and tactical bomber.
Southern and Eastern provinces of British island are the natural choices for amphibious landing. The best province depends on the province's garrison as well as its adjacent provinces' troops. If the province is lightly defended but an adjacent province has a very large army, you should think twice since that large army may obliterate your landing troops. To see the number of troops in provinces that do not have coast line, use fighters on air superiority over the areas where those provinces at.
The landing party should consist of three marine divisions. Sending more than three divisions will reduce the effectiveness of the whole invasion. Make sure to put the tactical bomber on interdiction and fighters on air superiority to get a beachhead. Since the specific province that is going to be bombed is decided by AI, you may need to follow where your bomber goes. It is not very nice but it works. Success in doing it will spell the doom of the British island.
Another effective way to gain a beachhead is to move your invasion forces next to Cardiff, land paratroopers there, and sail your forces to the now peaceful port. Why? Because Cardiff has no beach to land on, the AI does not defend it, so you can easily capture it with just 1 paratrooper. If landed at nightfall, you will have till dawn to move your transports into the port. No amphibious assaults needed! Another good province for an airborne assault is Norwich, from where you can easily strike at the heart of England.
It may be a good idea if you combine operation Sealion with invasion in Ireland and Iceland (if you did not try to [[Germany_Strategy_Guide#Annexing_Denmark_with_Greenland_and_Iceland|keep]] it). Iceland will serve as a good launch pad for further invasion on Greenland and America.
=== Made in India ===
With British island gone, African possessions ransacked, only India left for UK. The best attack route is from Persia. You can create a puppet Pakistan if you capture enough provinces in western India, and from there you can annex [[Nepal]] and [[Bhutan]], though the infrastructure (Himalayas) may be challenging. There is an event 13 that can lead to UK's surrender. The conditions are:
* Paris is in German hand or Germany is not at war with France
* London is captured by Germany
* UK lost at least 75% IC
* UK lost at least 75% VPs
* Germany is not at war with Soviet
* Germany is not at war with USA
UK has 50% chance to accept it. If it does, UK will surrender a number of provinces to Germany, Italy, Canada and USA as well as liberating Lebanon, Egypt, India and Jordan. Chances are if you are able to trigger the event, you can completely annex UK very easily. Because of this reason and the fact that the benefit of accepting the peace is very small, it is a good idea to strive for total annexation of UK.
=== USA ===
It is very difficult to land directly in US coasts. An easier route is from Canada. Capture Iceland, Greenland and then proceed to Canada. If you manage to stockpile troops in Canada and invade USA's mainland, you will see that its defence is very weak. The problem with invading the North American continent via Canada is Canada's poor infrastructure. An alternative strategy that doesn't slow your forces down is to capture Newfoundland and from there parachute into Boston. Use Boston as a beachhead for landing your invasion force (which should be in the region of 100 and above divisions). Strike fast at New York and Washington - New England is the USA's industrial heartland. After an intense initial battle, the rest should be a walkover.
There is an event that allows German Player to demand USA's surrender. The conditions of USA surrender to Germany are:
* USA lost at least 75% IC
* USA lost at least 75% VPs
* Germany is not at war with Soviet
* Germany is not at war with UK
There is 50% chance that AI USA will accept the offer. If it does, Germany will receive three provinces and there will be a large change in USA’s government. Else you can always spend a few more months to annex USA.
=== What's next? ===
Conquer the world! If you need more time, use the no time limit mod in [[Utilities|utilities]] section.
== Miscellaneous ==
=== Advantages ===
''' High Quality Tech Teams '''
* I.G. Farben is the best manufacturing research tech team in the game.
* Konrad Zuse is one of the best cryptographic research tech teams in the game, ensuring further dominance in research.
* Top Tier tech teams for all other areas except Naval Doctrines.
''' Strong Stable Industrial Base '''
* Scattered industrial areas difficult to effectively bomb strategically even from England.
* Pre-War industry in top tier allowing long build up.
* Easy conquests of IC rich areas (Essentially All of Continental Europe).
''' Excellent Starting Land Doctrines '''
* Only one Land Doctrine to research between 1936 and 1939 to have best land doctrine in the world available at the time.
''' Good Consumer Goods Income '''
* Even producing the minimum consumer goods available, peacetime revenue is sufficient to support extensive espionage.
''' Excellent Leaders '''
* Start with large numbers of 3-5 skill generals of various rank.
* Top tier air generals (not better than England, but damn good).
* Top tier admirals (again, not better than England, but good).
* Including Rommel, Manstein, Guderian etc
''' Good Starting Units '''
* Larger starting army than any European power except USSR.
* Large starting airforce
''' Optimal Domestic Sliders for Warfare by 1939 '''
* Lots of free event-driven movements towards Hawk Lobby & Interventionism.
* Player can use their manual slider movements as they wish without being beholden to Hawk Lobby or Interventionism.
* Free DOWs available relatively quickly allows conquest of numerous minor nations without dissent.
''' Flexiblity to choose from a wide range of Force Compositions '''
* Flexible starting forces & solid industry enable the player to build whatever army/navy/airforce compositions they want.
''' Good Historical Events '''
* No huge dissent events.
* No events force-switching or killing your good cabinet members.
* Free annexations via event
* Free declarations of war via event, like ''Danzig or war''
=== Disadvantages ===
''' Weak Allies '''
* Poor quality expeditionary divisions from allies.
* Poor quality tech teams for allies.
* Few in number with low IC prevents good blueprint trading from occuring.
''' Enemies with far-flung possessions that are not easily annexed '''
* UK possesses tiny islands all over the world with victory point values
* USSR has enormous territorial depth. Germany must reach Pacific to annex.
* USA seperated from Germany by huge ocean and strong navy with enormous IC power.
''' Relatively Poor Starting Naval Forces '''
* Without substantial investment, no possibility of victory vs major rivals.
''' Limited access to Naval Doctrines and mediocre naval doctrine tech teams '''
* Kriegsmarinewerft is a good naval unit tech team, but Raeder is your only really good naval doctrine tech team.
* Only access to a few carrier enhancing doctrines useful in the late game naval war vs USA.
''' Must stand alone vs enemies with enormous manpower reserves '''
* Even with immediate research of manpower boosting techs, very difficult to match Soviets or USA in divisions.
* Poor planning can cause you to exhaust your manpower pool and find yourself unable to reinforce your units, much less build more.
''' Poor Raw Materials production pre-war '''
* Peacetime trading strategy must be focused on acquiring [[Rare_Materials|rare materials]], usually at the price of supplies (i.e. purchased with IC).
* After expanding throughout Europe, less of a problem. Especially after extensive stockpiling of resources during peacetime.
''' Mediocre Metal production '''
* Can be mitigated through numerous energy-for-metal trades with minor nations (Sweden makes a 1-for-1 offer every couple months).
''' Located in the center of Europe '''
* Although this makes it attacking easier, it also means Germany is surrounded by enemies.
* Multi-front situation can be managed if Operation Sealion is successful before 1941.
==Gamey Tactics==
Germany has a variety of [[gamey tactics]] possible.
=== Germanic Ireland: Totally Optional===
When the game starts, build a whole bunch of transports and create about 2 Tank divisions, 3 Militias, and about 2 infantry. (Ireland is only given one infantry division so you can easily bomb rush them). quickly board up your troops and head toward Ireland. This will create you a small navel base to attack the british mainland. It will help you attack Brest and having a 2 sided french attack.
== Germany multiplayer strategy ==
=== Prolog ===
Have you ever tried to play with Germany and for some reason lost in multiplayer game? It will change now. The main point is, that you have to build a very strong and speedy army. You can't only focus on infantry. Of course you need them, too, but what you really need (especially against Soviet Union) are motorized and armored units. If you follow my instructions, you will be very strong opponent in the future.
=== Blitzkrieg ===
At the beginning build factories. Only factories. When the war breaks out, you don't have much army but enough to invade Poland. Then, start to build 6 motorized units and 3 armored units, and airforces and some infantry. When you attack France in 1940, there is just no way you could lose, because your army is so tough. French infantry just can't do much against them. You should attack the Soviet Union in 1941. Just keep pumping more armors and mechanized/motorized units. And when the battle begins, use blitzkrieg. Use all your airforce to destroy the enemy's poor infantry, and move forward with your units. You'll see that this strategy is very simple and effective.
== Year 1939 –40 Invading Poland and France ==
Invading Poland should be easy thing to do, altough your army isn’t so great yet. Remember to leave some garrisons against France. It is always good to remember necessary defence. But the main point against Poland is your airforce. Bomb enemy units down and then you won’t lose so much manpower either. When Poland has been annexed you should immediately start to move your units against France, but don’t attack yet. Just wait. But during this ‘phony war’ you should start to build very tough army. First of all, start to pump 3 tanks and 6 motorized infantry + headquarters and some infantry (and CAS!!). With this strategy you will see that France will surrender very soon. If player who plays with United Kingdom transports all his/her allies there, they can’t fight against your tanks. This is so obvious, because tanks have so good toughness and with self propelled brigades they are almost impossible to destroy. BUT!! You have to be careful that you don’t use your tanks and motorized units wrong. Don’t try to attack through mountains or mud or you will ruin everything. With this strategy weather is very important. So when you attack to France (after you have invaded Denmark [don’t attack to Norway]) just invade Netherlands and Belgium and push forward to Reims. Just bomb enemy’s separated units and try to force him/her to move his/her units to Reims. The you have to be speedy. Attack with 8 CAS at night and 8 in morning. Then, concentrate 11 tanks+ HQ + 15 motorized + 20 infantry to Reims, and use some good panzer general. Then, you’ll see, you can’t lose. Then push forward to Paris, and try to destroy as many Britons you can.
== Year 1941 – Operation Barbarossa ==
COMING SOON
[[Category:National Strategy]] [[Category:Germany Strategy]]
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==Overview==
Germany is one of the most played nations in HoI2. Using AAR production as an indication of popularity, Germany is #1 with hundreds of AARs on the Paradox boards. USA is in 2nd place, and the USSR in 3rd place, neither with more than one hundred. The reason for this is probably that Germany is a nation with great potential that was foiled historically and people enjoy ahistorical success. Success with Germany for veteran players is fairly easy, even on very hard difficulty. For beginning players, Germany can be a challenging nation.
Germany is fairly heavily event driven. With technology, production, economy and politics set up properly, the game can run more or less hands free for the first 3 years. Events will benefit Germany immensely, so wait for them to happen, largely in 1938 and 1939. Events will also lead Germany into war with the Allies, on August 31, 1939. By that date, Germany should be fully prepared for war. Note that even veteran players of HOI2, for the most part, abide by historical events at least until war with Poland.
==Technology==
Germany has the best research teams in the game which allows Germany to be considerably far ahead of all her rivals in research. For example, assuming Germany ignores Tank Destroyers and Anti-Tank Artillery (considered worthless units in game), by May, 1937, it is possible for Germany to have researched ''every'' 1936 and 1937 technology. By January 1, 1939, Germany is capable of having researched every 1938 technology as well, with the only exception being aircraft carriers, which are not commonly used as Germany. Advanced players may take different routes, such as tech rushing key technologies. Since Germany's teams are so strong, researching technologies 1 year in advance is comparatively easy. The only point of weakness in German research is in the Navy.
''' Industrial Research '''
I.G. Farben is the best manufacturing tech team in the game. Use them for all your manufacturing research except Production Planning, which only requires management so use Erich Von Manstein (level 9 and has management) while I.G. Farben researches Production Control. Every industrial field should be researched as Germany with the exception of Radar.
Three tech-teams should be put on the following Industrial Research at start:
* Basic Machine Tools
* Agrichemistry
* Basic Computing Machine
''' Infantry & Armor '''
Infantry and Supply are the most important research topics here. Mountaineers are helpful in winter fighting, and marines are helpful for Sea Lion. Paratroopers are generally not worth it. Light and Medium Tank research is important for Germany. Static Anti-Air could also be important if Germany doesn't plan on invading England.
''' Naval & Naval Doctrine'''
Germany does not require a Navy to defeat the Soviet Union, which is the most important objective. A Navy is useful, however, for invading England and even the USA. Germany's Naval tech teams are its weakest area, in addition to its naval doctrines, which are not conductive to a surface fleet. A typical German navy will focus exclusively on submarines for convoy raiding. A player that seeks to make Germany into a Naval Superpower would abandon the Sealane Interdiction doctrine, and likely go for Fleet-in-Being instead.
''' Aircraft & Air Doctrine '''
Germany's air research teams are good enough that it is possible to keep up to the latest technological level with five of the eight aircraft types, in addition to nearly up to date research on all air doctrine technologies for a player that devotes a serious effort to it. For basics, however, Germany needs to only focus on Interceptors, Close Air Support, and Tactical Bombers to be highly successful.
==Diplomacy==
===Alliances===
Germany will be able to enlist several nations into the Axis throughout the course of the game. Through events, Germany can get Hungary, Romania, and Bulgaria into the Axis. Finland, Vichy France, Japan and Italy can manually be asked to join the Axis beginning in 1940 with relatively high degrees of success. Germany can also manage to convince some nations to join the Axis before the start of war (August 31, 1939), without using coups. While the list below seems fairly large, Germany will only be able to focus on a few nations in a game due to the costs involved in influencing nations. Generally, the most strategically important allies from the below list are Nationalist Spain and Turkey.
{| CELLPADDING=10
|- VALIGN=top
|
Reasonable chance (above 10% at 200 relations):
*Nationalist Spain (during Spanish Civil War)
*Portugal
*Argentina
*Turkey (before 11/1938)
*Yugoslavia
*Japan
*Greece
*Afghanistan
|
Low chance (below 10% at 200 relations):
*Persia
*Venezuela
*Peru
*Guatemala
*Siam
|}
===Sliders===
Germany's starting sliders are below average. Fortunately, Germany will receive events that shift Germany fully to Hawk Lobby and Interventionism by 1939. Thus, adjusting those sliders is not necessary. Therefore, Germany's first slider moves should be towards Central Planning: Germany is unable to move to free market due to its Authoritarianism. This shift requires 4 moves (1936, 1937, 1938 & 1939) in order to attain the valuable 25% IC bonus. Once this is achieved, in 1940, Germany should begin the move to Standing Army in order to get the experience and organization bonuses. This can be accomplished by January, 1942.
===Ministers===
Germany's starting ministers have fairly good [[Minister Traits|traits]], but the setup can be improved. A few obvious changes should be made before occupation of the Rhineland: Minster of Security: Gurtner; and Armaments Minister: Schacht (10% IC bonus). Also Head of Intelligence to Oskar von Hindenburg is a good idea if Germany is planning on influencing countries.
In 1937, switching the Foreign Minister to Ribbentrop is a good idea if Germany plans on influencing countries.
In 1938 Germany might want to switch the Chief of Staff to Erich Hoepner (5% Armour and artillery research and artillery construction bonuses) until the war starts.
In 1939, Germany should switch to Minister of Security: Daluege in order to benefit from +15% foreign IC use. When prompted for Schacht's resignation by event, refuse due to his excellent 10% IC bonus. Chief of Staff Ludwig Beck is a decent Chief of Staff (Land Unit speed +10%), but not an obvious or necessary early pick. Germany also already has quick land forces and switching to Fritz Bayerlein (+20% organization regain) is probably the better choice here. In Armageddon, Germany should also switch to Head of Intelligence: Hans Oster in order to benefit from his 5% IC bonus.
In 1941, switching to a Guns and Butter Chief of Army, like von Blomberg, will improve the supply and TC situation.
For Naval Minister, the best pick depends on the naval policy:
* '''Decisive Naval Battle''' is best for conventional [[Surface Action Group]]s and [[Surface Action Group#Cruizergs|Cruizerg]] fleets, but hurts carriers, available at start.
* '''Open Seas''' is best for convoy defense, but makes subs more vulnerable, available at start.
* '''Indirect Approach''' makes subs and BCs hit harder, but makes transports and destroyers more expensive, available from 1939.
* '''Base Control''' makes marines, transports and destroyers cheaper, but also makes cruisers more expensive and hurts the offensive power of BBs and BCs, available from 1940.
* '''Power Projection''' is not available for Germany.
For Air Force, '''Army Aviation''' and '''Air Superiority''' are both good choices, but the NAV construction penalty with Air Superiority makes Army Aviation a better pick. Both are available at start. Access to a '''Carpet Bombing''' minister is gained in 1939 - which may be useful if a long strategic bombing campaign against UK is planned. However this requires research in relevant aircrafts and doctrines. '''Vertical Envenlopment''' and '''Naval Aviation''' ministers are gained in 1944 and 1945.
See also a complete list of [[German Ministers]].
==Intelligence==
Germany can make decent use of spies. Stealing blueprints will be only marginally helpful, since Germany is usually far ahead of all its adversaries in research. The best use of spies for Germany is simply to identify troops levels in enemy nations, and to avoid having spies within Germany. Japan, the UK, and the USA are all reasonable targets for blueprint stealing -- any other nations are sure to be far behind Germany in their research.
==Economy==
Germany has a very strong economy that can rival the USA in time.
===Trading===
Germany has a general need for rares, oil, and metal, thus trading should secure those resources, and preferably build large stockpiles. To some extent, Germany can trade excess energy for supplies, which helps redirect IC elsewhere. Germany's strongest trading partners:
* Soviet Union: trade energy, supplies, and cash for metal and rare materials
* Romania: Will trade supplies and oil for energy.
* Italy, Bulgaria, Finland, Switzerland: Will trade supplies for energy
* Brazil: get some rare materials in exchange for energy and/or some supplies.
* Venezuela: offers a lot precious oil in exchange for supplies.
===Industrial Production===
The majority of Germany's IC capacity should go into factory building. Upgrades should be ignored until 1939, since Germany will advance several technologies over the course of the first few years, and will thus benefit from the leap-frog effect. At a minimum, Germany can create a parallel run of 12 factories, with at least 2 serial runs (e.g. 24 new factories by December, 1937). Advanced players sometimes perform 3 serial runs of factories, but this requires a very rapid buildup and organization of your armed forces in 1939, which can be challenging for new players.
==Military==
===Army===
The majority of the German Army (Wehrmacht) should consist of infantry. [[Militia]] can also be helpful if used properly, since Germany has a need for defensive divisions to hold front lines (especially against the Soviet Union). An efficient Infantry/Militia mix for defensive lines is a 9 division army of 4 militia and 5 infantry. Ideally, around 75% of the German Army should consist of infantry/militia before the onset of Barbarossa, with the remaining 25% being tanks and motorized infantry. Building too many tanks is a common mistake for new players, due to high fuel/supply costs and TC load. Unless, of course, you are playing ''very'' historical and seek to emulate the failures of Germany! As a general rule, Germany may have oil shortages (exacerbated with a heavy emphasis on vehicles), and will definitely have TC problems as the invasion of the Soviet Union progresses.
[http://forum.paradoxplaza.com/forum/showthread.php?t=346656 Additional Reading]
===Navy===
The German Navy (Kriegsmarine) has two practical/realistic options:
* Limited Navy: This is the historical route of building U-boats en-mass (the 1938 submarine is a key component). Submarines can be used (in DD) for very successful convoy raiding on England. Doing this will simply hurt England's military overseas (Africa and India). In some sense, this is not a very important strategic goal for Germany, even though convoy raiding can be very successful (see Blue Emu's "Are Submarines Worthless" thread). In ARMA submarines are more powerful, and when serving in large wolf packs (30 sub stacks), they can seriously damage nearly any opposing fleet.
* Surface Fleet: Germany can abandon the [[Sealane Interdiction]] doctrine favored by submarines, and go for the [[Fleet-in-Being]] doctrine. On this route, Germany can build Battleships (SHBB & BB) and use destroyers as screens. This requires considerable time and investment, but when combined with light carriers, Germany will be a formidable Naval power.
===Air Force===
The German Air Force (Luftwaffe) has a large variety of options. Generally, an emphasis on TAC and CAS bombers is the most effective use of firepower against land forces. These will help the German Army significantly eliminate enemy divisions in mass, effectively negating the manpower advantage held by adversaries such as the Soviet Union. Meanwhile, Germany can be successful with large numbers of INT in order to defend against frequent Allied bombing attacks. Since German strategy is contingent on fast conquest of enemy land, STR bombers are not particularly useful. They are also more expensive to build, unless the Chief of Air Force is switched. Later in the game, adding FTR is recommended, since the short range and the upgrade path of INT will hurt during World conquest campaigns.
== Events ==
These events do more than what is specified below, but this is just a summary of the major effects. All events have triggers that will normally trigger unless Germany does something erratic, like starting the war ahead of schedule. Since these events are so helpful to Germany, most players play historically through events.
''' Re-occupation of the Rhineland: '''
At the very start of the scenario, you need to move at least one ground unit to Cologne. This will trigger an event called "Re-Occuptation of the Rhineland" which will give:
* +1 Hawk Lobby
If you dont trigger this event, you will recieve "Great War Manifestation" events that give you +3 dissent until you move a unit into Cologne. So dont wait! You have a unit nearby when the scenario starts, just march in there.
''' Anschluss of Austria: '''
March 1938: Assuming you make the historical choice and the AI accepts:
* Annex Austria
* +1 Authoritarianism
* +1 Hawk Lobby (occurs when Austria accepts, not in original event)
''' Treaty of Munich: '''
September 29th, 1938:
Assuming you make the historical choice and the AI accepts:
* Annex Sudetenland
* +1 Hawk Lobby
* +3 Interventionism
* +1 Hawk Lobby (occurs when Czech accepts, not in original event)
''' The End of Czechoslovakia: '''
March 14th, 1939:
Assuming you make the historical choice and the AI accepts:
* Annex Czechoslovakia
* Create puppet Slovakia OR give territory to Hungary and they join Axis
* +1 Interventionism
* +1 Hawk Lobby (occurs when Czech accepts, not in original event)
''' Claiming Memel: '''
March 23rd, 1939:
Assuming you make the historical choice and the AI accepts:
* Lithuania cedes Memel province
* +1 Interventionism
''' Total Domestic Policy Shift '''
Assuming Germany makes all the historical choices and the AI always accepts:
* +1 Authoritarianism
* +5 Interventionism
* +5 Hawk Lobby
This is sufficient to totally max out the Hawk Lobby and Interventionism Sliders
==War==
Since Germany is the most event driven nation of the game, most players (noob and veteran alike) conduct war on the basis of events. Since Germany is a major power, however, early war is a possibility, including [[Germany Early Annexations |early annexations]]. Generally, however, early war is viewed as gamey and too easy for Germany.
=== Condor Legion: Spanish Civil War ===
On 18 July 1936, the Spanish Civil War (SCW) breaks out. Nationalist Spain will likely loose without German intervention. While the intervention by event helps, Nationalist Spain will typically require direct intervention of the German Army, which means war with Republican Spain. A friendly Spain serves two strategic goals for Germany:
* Access to Gibraltar, which allows Germany to help seize control of the Mediterranean Sea for [[Italy]].
* A soft underbelly to France, making the invasion of France easier.
Historically, Nationalist Spain was neutral in the war and German intervention was limited. Involving Germany in the SCW is by no means necessary, and is generally only used by players seeking total dominance. Also it changes the french ai to a more aggressive one and thus ensures an early DOW from France.
=== Fall Grün: Czechoslovakia ===
Generally, Czechoslovakia can be annexed and made into a puppet entirely through events, as happened historically. On rare occasion, however, Czechoslovakia will refuse German annexation plans, and Germany will be forced to choose to let well enough alone or fight. The Czech army is not a concern due to its very limited size, but its forts in the Sudetenland are very powerful owing to a level 10 size, and hilly terrain. Ostrava, Brno, and Bratislava all do not have forts and border Germany. Thus, this underbelly makes victory fairly swift and relatively easy because the Sudentenland does not have any victory points.
=== Fall Weiß: Poland ===
On 1 September 1939, the war with Poland and the Allies begins by event. Germany will need enough troops (around 6 divisions each) in the three provinces bordering France to protect her Western front. Defeating Poland is possible within two weeks. The [[HQ Units in Action]] strategy guide provides an excellent guide in the effective use of HQ units, combined with armor and motorized infantry, in order to quickly annex Poland.
=== Fall Gelb: France ===
After Poland is annexed, Germany's next significant target is France. In order to get to France, an invasion of the low countries is necessary. Strictly speaking, only war with Belgium is necessary. An invasion of the Netherlands provides Germany IC and large supply stockpiles after the capture of their capital. While neither nation can be "annexed" by taking their European holdings, events fire that ensure Germany receives their European land as "national" provinces.
The invasion of the Low Countries and ultimately France can begin as soon as forces arrive from the defeat of Poland; e.g. sometime in October, 1939. Historically, Germany waited until May, 1940, when weather conditions were more favorable. This can be a problem for inexperienced players attacking too early, and make for some good, early lessons for what not to do when fighting the Soviet Union! Veteran HOI2 players are able to defeat France in less than 2 weeks, primarily through the use of around 5 - 10 tank divisions.
The primary intent of a successful Blitzkrieg is a spearhead attack that cripples the enemy. This means a direct spearhead to Paris. It is possible for the invasion route to go through the forests of France (Liege -> Reims -> Compiegne to Paris), however tanks do quite poorly in the winter in the forest. A more tank friendly route is Ghent -> Lille -> Amiens -> Paris. Once Paris is captured, German forces can branch out in all directions to make a dash for land. When France looses enough territories, it wil surrender.
The event asking for the creation of Vichy France can occur if:
* Paris is not under France's control.
* France lost 25% of its national provinces.
* Germany is at war with France.
* Germany is not at war with Soviet.
* The year is before 1942.
* France is not a puppet of Germany.
* Vichy is not a puppet of Germany.
The event has 25% chance of triggering every 3 days. If France loses at least 40% of its national provinces, the event will automatically trigger. Note that the AI France has 3% chance of rejecting the creation of Vichy. If this happens, Germany is forced to occupy the entire French territory. Accepting the creation of Vichy if the best move for Germany, since it provides Western France as national provinces and drastically lowers dissent, while also providing a reasonably powerful ally.
=== Weserübung: Denmark and Norway ===
This is completely optional.
The advantage of capturing Denmark is rendering Baltic Sea unreachable by UK’s (and later USA’s) navy as well as giving you a launching pad to the American continent (provided you do not let Denmark surrenders event to trigger, see below). However, the benefit from Norway is much more subtle. You only gain a low amount of resource and a not very feasible route to the USSR. The best reason why you want to invade Norway is probably because it is part of operation Fall Weserübung. The additional ports might also be useful if you decide to go for starving Britain with submarine warfare.
A very easy way to defeat Denmark is to capture the province Kolding. There is 99% chance that Denmark will ask for cease fire and then a few days later Denmark is annexed “peacefully” by Germany. Unfortunately if you take this path, you will lose Greenland and Iceland to USA. See the method on how to prevent it in [[Germany_Strategy_Guide#Annexing_Denmark_with_Greenland_and_Iceland|tricks]] section.
Revisiting Norway, a simple and low-risk means of capturing it is by first taking Sweden. This may be accomplished with relative ease by landings just north and South of Stockholm supplemented by an attack from the Odense or Copenhagen. With Sweden in hand, simply walk into Oslo and Narvik from the adjacent Swedish provinces. Alternatively, capture Oslo and Narvik with paratroopers, then annex Norway immediately.
=== Directive 25: Yugoslavia, and Operation Marita: Greece ===
This is completely optional, if you do not wish to invade them, skip right to USSR section.
Securing Yugoslavia and Greece is useful since it makes your allies stronger and gives you access to the Mediterranean Sea. After the annexation of Yugoslavia, you will receive an event that allows you to create Croatia. Creating it will remove some TC burden as well as gaining more manpower and three divisions, making it a good option.
Greece may provide a little harder challenge. It is relatively easy to conquer all of the VPs except the last VP in Crete. The best way to capture it is probably by sending paratroopers on airborne assault. Amphibious assault may prove to be difficult if you or Italy has not neutralized UK’s navy.
=== Operation Barbarossa: Taming the Bear ===
*''See the article [[Germany Strategy- Taming the Bear]]''
==== The Bitter Peace ====
Conditions that must be satisfied to trigger bitter peace:
* Germany controls Paris.
* Germany is not at war with Italy and Japan.
* Do not sign the Tripartite pact with Japan if you intend to attack the USSR without them. Just sign it with Italy.
* Soviet does not control these provinces:
** Leningrad (one of the northern provinces, very close to Finland)
** Moscow
** Stalingrad
** Baku (southern province, next to Persia)
** Sverdlovsk (in Trans-Siberia railway, quite far away)
If you fulfill those conditions, there is 5% chance every week that Stalin may sue for peace. When the event triggers, there is 90% chance USSR will surrender and Germany will obtain a large amount of provinces. Unfortunately if Soviet refuses, the war goes on and you may need to annex USSR to claim victory. The refusal message is:
Soviet Union went with Fight to the bitter end! in Sue for peace with the Germans
There are two Bitter Peace chains, one with Japan in the Axis and one without.
*Without the Tripartite pact being signed by Japan and without Japan in the Axis, # Sue for peace with the Germans, event 2624 SOV starts the event chain which is completed by the Germans accepting it: event 2024 GER # Stalin sues for Peace (Japan is not Axis).
* Providing Japan is in the Axis (and at war with Soviet), Sverdlovsk is not required. But Soviet must lose Vladivostok (next to Japan's Korea). Event 2645 SOV which triggers event 2046 GER
* There is a third and somewhat unusual Bitter Peace if you are not at war with the Allies (UK, France and USA), you only need to conquer 25% of the Soviet national provinces (note that Eastern Poland provinces are not Soviet's national provinces).
==== The Bitter Peace in Doomsday ====
The ideas are generally the same, but there are some significant differences in Doomsday:
1) The Tripartite Pact is now irrelevant. Offer it to both Japan and Italy since there are no Bitter Peace problems.
2) If Japan is Axis or fighting the Soviet Union, the 5th Russian province can be either Sverdlovsk or Vladivostok. The other 4 needed Russian provinces remain Baku, Leningrad, Moscow, and Stalingrad, and either Germany or Vichy France has to own Paris.
3) The AI has to accept the Bitter Peace, there's now a 100% chance of the AI accepting the Bitter Peace once it fires.
4) The % chance for the event to fire has been increased to random = 35 meaning that it should fire in 3 or 4 weeks, but there is no guarantee that it will fire, just a much increased chance that it will fire. Also the time interval between checks has been changed from every 7 days to every 10 days.
5) Other conditions such as Paris not being controlled by France are still the same. Either Germany or Vichy must control Paris.
6) When the Bitter Peace fires, you get 150 provinces at only 2% base partisan levels with a dissent reduction of 50%.
====puppet states====
If enough provinces in the vicinity of Sverdlovsk can be captured, you might be able to create the puppet state of Transural Republic before the Bitter Peace fires. In like manner you can create some puppet states in the southern region of central Asia near [[Persia]]. If you still have these states when the Bitter Peace fires, they will remain in the Axis. If you later declare war on Persia it may annex some of the central Asian puppets, but when you then annex Persia you get the whole thing!
=== Gibraltar ===
There are two ways to reach Mediterranean Sea, from Gibraltar and Suez. Having these two provinces will mean the whole sea is in your control. The problem with capturing Gibraltar is that it is not possible to conduct amphibious assault there. You may try using airborne invasion, invite Spain into your alliance, ask military access to Spain (almost impossible) or invade Spain (best for practical reasons).
During the Soviet war you should try to work on Spain and getting them into your alliance. If they do join then take control of Spanish army and capture Gibraltar with them. Failing that, you need to declare war on Spain in order to obtain Gibraltar.
Alternatively, intercede on Nationalist Spain's behalf during their civil war. Do this by first guaranteeing their independence, then declaring war on Republican Spain (who has a province next to Gibraltar). This will make Nationalist Spain want to join the Axis. Now, you can either just help them win the war, or, if you're a greedy one like me, use the Nationalist Spain fleet to transport your armies (use Send Expeditionary Force to allow them to board) to the southern end of Spain and from there conquer Republican Spain for Germany.
Gibraltar is frequently unguarded, so you can alternatively capture it with paratroopers from Bordeaux, saving you the intervention in Spain.
=== Reaching Africa ===
After the fall of Gibraltar, the most important British territory in Africa is Suez. Controlling this will mean controlling Mediterranean Sea. There are a number of feasible ways to reach Suez:
* Annex Turkey or Persia and then Iraq (slow because of the poor infrastructure of these regions)
* Annex Turkey or Greece to open more ports (you can launch amphibious landings on Alexandria from Athens)
* If you have a strong navy, put him under Grand Admiral Raeder and make amphibious landing in Africa
If you manage to land in Africa with sufficient force, you can chase them out of the continent for good.
=== Operation Seelöwe: Great Britain ===
This can be done before or after gaining complete control of North Africa or even just after the creation of Vichy France. To invade UK successfully you need either a large surface navy (with two or more carriers) or a navy full of submarines. Other units that will prove useful are marines, fighters/interceptors, naval bomber and tactical bomber.
Southern and Eastern provinces of British island are the natural choices for amphibious landing. The best province depends on the province's garrison as well as its adjacent provinces' troops. If the province is lightly defended but an adjacent province has a very large army, you should think twice since that large army may obliterate your landing troops. To see the number of troops in provinces that do not have coast line, use fighters on air superiority over the areas where those provinces at.
The landing party should consist of three marine divisions. Sending more than three divisions will reduce the effectiveness of the whole invasion. Make sure to put the tactical bomber on interdiction and fighters on air superiority to get a beachhead. Since the specific province that is going to be bombed is decided by AI, you may need to follow where your bomber goes. It is not very nice but it works. Success in doing it will spell the doom of the British island.
Another effective way to gain a beachhead is to move your invasion forces next to Cardiff, land paratroopers there, and sail your forces to the now peaceful port. Why? Because Cardiff has no beach to land on, the AI does not defend it, so you can easily capture it with just 1 paratrooper. If landed at nightfall, you will have till dawn to move your transports into the port. No amphibious assaults needed! Another good province for an airborne assault is Norwich, from where you can easily strike at the heart of England.
It may be a good idea if you combine operation Sealion with invasion in Ireland and Iceland (if you did not try to [[Germany_Strategy_Guide#Annexing_Denmark_with_Greenland_and_Iceland|keep]] it). Iceland will serve as a good launch pad for further invasion on Greenland and America.
=== Made in India ===
With British island gone, African possessions ransacked, only India left for UK. The best attack route is from Persia. You can create a puppet Pakistan if you capture enough provinces in western India, and from there you can annex [[Nepal]] and [[Bhutan]], though the infrastructure (Himalayas) may be challenging. There is an event 13 that can lead to UK's surrender. The conditions are:
* Paris is in German hand or Germany is not at war with France
* London is captured by Germany
* UK lost at least 75% IC
* UK lost at least 75% VPs
* Germany is not at war with Soviet
* Germany is not at war with USA
UK has 50% chance to accept it. If it does, UK will surrender a number of provinces to Germany, Italy, Canada and USA as well as liberating Lebanon, Egypt, India and Jordan. Chances are if you are able to trigger the event, you can completely annex UK very easily. Because of this reason and the fact that the benefit of accepting the peace is very small, it is a good idea to strive for total annexation of UK.
=== USA ===
It is very difficult to land directly in US coasts. An easier route is from Canada. Capture Iceland, Greenland and then proceed to Canada. If you manage to stockpile troops in Canada and invade USA's mainland, you will see that its defence is very weak. The problem with invading the North American continent via Canada is Canada's poor infrastructure. An alternative strategy that doesn't slow your forces down is to capture Newfoundland and from there parachute into Boston. Use Boston as a beachhead for landing your invasion force (which should be in the region of 100 and above divisions). Strike fast at New York and Washington - New England is the USA's industrial heartland. After an intense initial battle, the rest should be a walkover.
There is an event that allows German Player to demand USA's surrender. The conditions of USA surrender to Germany are:
* USA lost at least 75% IC
* USA lost at least 75% VPs
* Germany is not at war with Soviet
* Germany is not at war with UK
There is 50% chance that AI USA will accept the offer. If it does, Germany will receive three provinces and there will be a large change in USA’s government. Else you can always spend a few more months to annex USA.
=== What's next? ===
Conquer the world! If you need more time, use the no time limit mod in [[Utilities|utilities]] section.
== Miscellaneous ==
=== Advantages ===
''' High Quality Tech Teams '''
* I.G. Farben is the best manufacturing research tech team in the game.
* Konrad Zuse is one of the best cryptographic research tech teams in the game, ensuring further dominance in research.
* Top Tier tech teams for all other areas except Naval Doctrines.
''' Strong Stable Industrial Base '''
* Scattered industrial areas difficult to effectively bomb strategically even from England.
* Pre-War industry in top tier allowing long build up.
* Easy conquests of IC rich areas (Essentially All of Continental Europe).
''' Excellent Starting Land Doctrines '''
* Only one Land Doctrine to research between 1936 and 1939 to have best land doctrine in the world available at the time.
''' Good Consumer Goods Income '''
* Even producing the minimum consumer goods available, peacetime revenue is sufficient to support extensive espionage.
''' Excellent Leaders '''
* Start with large numbers of 3-5 skill generals of various rank.
* Top tier air generals (not better than England, but damn good).
* Top tier admirals (again, not better than England, but good).
* Including Rommel, Manstein, Guderian etc
''' Good Starting Units '''
* Larger starting army than any European power except USSR.
* Large starting airforce
''' Optimal Domestic Sliders for Warfare by 1939 '''
* Lots of free event-driven movements towards Hawk Lobby & Interventionism.
* Player can use their manual slider movements as they wish without being beholden to Hawk Lobby or Interventionism.
* Free DOWs available relatively quickly allows conquest of numerous minor nations without dissent.
''' Flexiblity to choose from a wide range of Force Compositions '''
* Flexible starting forces & solid industry enable the player to build whatever army/navy/airforce compositions they want.
''' Good Historical Events '''
* No huge dissent events.
* No events force-switching or killing your good cabinet members.
* Free annexations via event
* Free declarations of war via event, like ''Danzig or war''
=== Disadvantages ===
''' Weak Allies '''
* Poor quality expeditionary divisions from allies.
* Poor quality tech teams for allies.
* Few in number with low IC prevents good blueprint trading from occuring.
''' Enemies with far-flung possessions that are not easily annexed '''
* UK possesses tiny islands all over the world with victory point values
* USSR has enormous territorial depth. Germany must reach Pacific to annex.
* USA seperated from Germany by huge ocean and strong navy with enormous IC power.
''' Relatively Poor Starting Naval Forces '''
* Without substantial investment, no possibility of victory vs major rivals.
''' Limited access to Naval Doctrines and mediocre naval doctrine tech teams '''
* Kriegsmarinewerft is a good naval unit tech team, but Raeder is your only really good naval doctrine tech team.
* Only access to a few carrier enhancing doctrines useful in the late game naval war vs USA.
''' Must stand alone vs enemies with enormous manpower reserves '''
* Even with immediate research of manpower boosting techs, very difficult to match Soviets or USA in divisions.
* Poor planning can cause you to exhaust your manpower pool and find yourself unable to reinforce your units, much less build more.
''' Poor Raw Materials production pre-war '''
* Peacetime trading strategy must be focused on acquiring [[Rare_Materials|rare materials]], usually at the price of supplies (i.e. purchased with IC).
* After expanding throughout Europe, less of a problem. Especially after extensive stockpiling of resources during peacetime.
''' Mediocre Metal production '''
* Can be mitigated through numerous energy-for-metal trades with minor nations (Sweden makes a 1-for-1 offer every couple months).
''' Located in the center of Europe '''
* Although this makes it attacking easier, it also means Germany is surrounded by enemies.
* Multi-front situation can be managed if Operation Sealion is successful before 1941.
==Gamey Tactics==
Germany has a variety of [[gamey tactics]] possible. If you press F12 and then key in and enter event 2015 you get the "Unholy Alliance" option with the Soviet Union. Choosing this could backfire if Japan hasn't had the Nomahan Incident yet. If Japan then chooses "This defeat must be avenged" you'll find yourself fighting Japan!
=== Germanic Ireland: Totally Optional===
When the game starts, build a whole bunch of transports and create about 2 Tank divisions, 3 Militias, and about 2 infantry. (Ireland is only given one infantry division so you can easily bomb rush them). quickly board up your troops and head toward Ireland. This will create you a small navel base to attack the british mainland. It will help you attack Brest and having a 2 sided french attack.
== Germany multiplayer strategy ==
=== Prolog ===
Have you ever tried to play with Germany and for some reason lost in multiplayer game? It will change now. The main point is, that you have to build a very strong and speedy army. You can't only focus on infantry. Of course you need them, too, but what you really need (especially against Soviet Union) are motorized and armored units. If you follow my instructions, you will be very strong opponent in the future.
=== Blitzkrieg ===
At the beginning build factories. Only factories. When the war breaks out, you don't have much army but enough to invade Poland. Then, start to build 6 motorized units and 3 armored units, and airforces and some infantry. When you attack France in 1940, there is just no way you could lose, because your army is so tough. French infantry just can't do much against them. You should attack the Soviet Union in 1941. Just keep pumping more armors and mechanized/motorized units. And when the battle begins, use blitzkrieg. Use all your airforce to destroy the enemy's poor infantry, and move forward with your units. You'll see that this strategy is very simple and effective.
== Year 1939 –40 Invading Poland and France ==
Invading Poland should be easy thing to do, altough your army isn’t so great yet. Remember to leave some garrisons against France. It is always good to remember necessary defence. But the main point against Poland is your airforce. Bomb enemy units down and then you won’t lose so much manpower either. When Poland has been annexed you should immediately start to move your units against France, but don’t attack yet. Just wait. But during this ‘phony war’ you should start to build very tough army. First of all, start to pump 3 tanks and 6 motorized infantry + headquarters and some infantry (and CAS!!). With this strategy you will see that France will surrender very soon. If player who plays with United Kingdom transports all his/her allies there, they can’t fight against your tanks. This is so obvious, because tanks have so good toughness and with self propelled brigades they are almost impossible to destroy. BUT!! You have to be careful that you don’t use your tanks and motorized units wrong. Don’t try to attack through mountains or mud or you will ruin everything. With this strategy weather is very important. So when you attack to France (after you have invaded Denmark [don’t attack to Norway]) just invade Netherlands and Belgium and push forward to Reims. Just bomb enemy’s separated units and try to force him/her to move his/her units to Reims. The you have to be speedy. Attack with 8 CAS at night and 8 in morning. Then, concentrate 11 tanks+ HQ + 15 motorized + 20 infantry to Reims, and use some good panzer general. Then, you’ll see, you can’t lose. Then push forward to Paris, and try to destroy as many Britons you can.
== Year 1941 – Operation Barbarossa ==
COMING SOON
[[Category:National Strategy]] [[Category:Germany Strategy]]
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==Overview==
Germany is one of the most played nations in HoI2. Using AAR production as an indication of popularity, Germany is #1 with hundreds of AARs on the Paradox boards. USA is in 2nd place, and the USSR in 3rd place, neither with more than one hundred. The reason for this is probably that Germany is a nation with great potential that was foiled historically and people enjoy ahistorical success. Success with Germany for veteran players is fairly easy, even on very hard difficulty. For beginning players, Germany can be a challenging nation.
Germany is fairly heavily event driven. With technology, production, economy and politics set up properly, the game can run more or less hands free for the first 3 years. Events will benefit Germany immensely, so wait for them to happen, largely in 1938 and 1939. Events will also lead Germany into war with the Allies, on August 31, 1939. By that date, Germany should be fully prepared for war. Note that even veteran players of HOI2, for the most part, abide by historical events at least until war with Poland.
==Technology==
Germany has the best research teams in the game which allows Germany to be considerably far ahead of all her rivals in research. For example, assuming Germany ignores Tank Destroyers and Anti-Tank Artillery (considered worthless units in game), by May, 1937, it is possible for Germany to have researched ''every'' 1936 and 1937 technology. By January 1, 1939, Germany is capable of having researched every 1938 technology as well, with the only exception being aircraft carriers, which are not commonly used as Germany. Advanced players may take different routes, such as tech rushing key technologies. Since Germany's teams are so strong, researching technologies 1 year in advance is comparatively easy. The only point of weakness in German research is in the Navy.
''' Industrial Research '''
I.G. Farben is the best manufacturing tech team in the game. Use them for all your manufacturing research except Production Planning, which only requires management so use Erich Von Manstein (level 9 and has management) while I.G. Farben researches Production Control. Every industrial field should be researched as Germany with the exception of Radar.
Three tech-teams should be put on the following Industrial Research at start:
* Basic Machine Tools
* Agrichemistry
* Basic Computing Machine
''' Infantry & Armor '''
Infantry and Supply are the most important research topics here. Mountaineers are helpful in winter fighting, and marines are helpful for Sea Lion. Paratroopers are generally not worth it. Light and Medium Tank research is important for Germany. Static Anti-Air could also be important if Germany doesn't plan on invading England.
''' Naval & Naval Doctrine'''
Germany does not require a Navy to defeat the Soviet Union, which is the most important objective. A Navy is useful, however, for invading England and even the USA. Germany's Naval tech teams are its weakest area, in addition to its naval doctrines, which are not conductive to a surface fleet. A typical German navy will focus exclusively on submarines for convoy raiding. A player that seeks to make Germany into a Naval Superpower would abandon the Sealane Interdiction doctrine, and likely go for Fleet-in-Being instead.
''' Aircraft & Air Doctrine '''
Germany's air research teams are good enough that it is possible to keep up to the latest technological level with five of the eight aircraft types, in addition to nearly up to date research on all air doctrine technologies for a player that devotes a serious effort to it. For basics, however, Germany needs to only focus on Interceptors, Close Air Support, and Tactical Bombers to be highly successful.
==Diplomacy==
===Alliances===
Germany will be able to enlist several nations into the Axis throughout the course of the game. Through events, Germany can get Hungary, Romania, and Bulgaria into the Axis. Finland, Vichy France, Japan and Italy can manually be asked to join the Axis beginning in 1940 with relatively high degrees of success. Germany can also manage to convince some nations to join the Axis before the start of war (August 31, 1939), without using coups. While the list below seems fairly large, Germany will only be able to focus on a few nations in a game due to the costs involved in influencing nations. Generally, the most strategically important allies from the below list are Nationalist Spain and Turkey.
{| CELLPADDING=10
|- VALIGN=top
|
Reasonable chance (above 10% at 200 relations):
*Nationalist Spain (during Spanish Civil War)
*Portugal
*Argentina
*Turkey (before 11/1938)
*Yugoslavia
*Japan
*Greece
*Afghanistan
|
Low chance (below 10% at 200 relations):
*Persia
*Venezuela
*Peru
*Guatemala
*Siam
|}
===Sliders===
Germany's starting sliders are below average. Fortunately, Germany will receive events that shift Germany fully to Hawk Lobby and Interventionism by 1939. Thus, adjusting those sliders is not necessary. Therefore, Germany's first slider moves should be towards Central Planning: Germany is unable to move to free market due to its Authoritarianism. This shift requires 4 moves (1936, 1937, 1938 & 1939) in order to attain the valuable 25% IC bonus. Once this is achieved, in 1940, Germany should begin the move to Standing Army in order to get the experience and organization bonuses. This can be accomplished by January, 1942.
===Ministers===
Germany's starting ministers have fairly good [[Minister Traits|traits]], but the setup can be improved. A few obvious changes should be made before occupation of the Rhineland: Minster of Security: Gurtner; and Armaments Minister: Schacht (10% IC bonus). Also Head of Intelligence to Oskar von Hindenburg is a good idea if Germany is planning on influencing countries.
In 1937, switching the Foreign Minister to Ribbentrop is a good idea if Germany plans on influencing countries.
In 1938 Germany might want to switch the Chief of Staff to Erich Hoepner (5% Armour and artillery research and artillery construction bonuses) until the war starts.
In 1939, Germany should switch to Minister of Security: Daluege in order to benefit from +15% foreign IC use. When prompted for Schacht's resignation by event, refuse due to his excellent 10% IC bonus. Chief of Staff Ludwig Beck is a decent Chief of Staff (Land Unit speed +10%), but not an obvious or necessary early pick. Germany also already has quick land forces and switching to Fritz Bayerlein (+20% organization regain) is probably the better choice here. In Armageddon, Germany should also switch to Head of Intelligence: Hans Oster in order to benefit from his 5% IC bonus.
In 1941, switching to a Guns and Butter Chief of Army, like von Blomberg, will improve the supply and TC situation.
For Naval Minister, the best pick depends on the naval policy:
* '''Decisive Naval Battle''' is best for conventional [[Surface Action Group]]s and [[Surface Action Group#Cruizergs|Cruizerg]] fleets, but hurts carriers, available at start.
* '''Open Seas''' is best for convoy defense, but makes subs more vulnerable, available at start.
* '''Indirect Approach''' makes subs and BCs hit harder, but makes transports and destroyers more expensive, available from 1939.
* '''Base Control''' makes marines, transports and destroyers cheaper, but also makes cruisers more expensive and hurts the offensive power of BBs and BCs, available from 1940.
* '''Power Projection''' is not available for Germany.
For Air Force, '''Army Aviation''' and '''Air Superiority''' are both good choices, but the NAV construction penalty with Air Superiority makes Army Aviation a better pick. Both are available at start. Access to a '''Carpet Bombing''' minister is gained in 1939 - which may be useful if a long strategic bombing campaign against UK is planned. However this requires research in relevant aircrafts and doctrines. '''Vertical Envenlopment''' and '''Naval Aviation''' ministers are gained in 1944 and 1945.
See also a complete list of [[German Ministers]].
==Intelligence==
Germany can make decent use of spies. Stealing blueprints will be only marginally helpful, since Germany is usually far ahead of all its adversaries in research. The best use of spies for Germany is simply to identify troops levels in enemy nations, and to avoid having spies within Germany. Japan, the UK, and the USA are all reasonable targets for blueprint stealing -- any other nations are sure to be far behind Germany in their research.
==Economy==
Germany has a very strong economy that can rival the USA in time.
===Trading===
Germany has a general need for rares, oil, and metal, thus trading should secure those resources, and preferably build large stockpiles. To some extent, Germany can trade excess energy for supplies, which helps redirect IC elsewhere. Germany's strongest trading partners:
* Soviet Union: trade energy, supplies, and cash for metal and rare materials
* Romania: Will trade supplies and oil for energy.
* Italy, Bulgaria, Finland, Switzerland: Will trade supplies for energy
* Brazil: get some rare materials in exchange for energy and/or some supplies.
* Venezuela: offers a lot precious oil in exchange for supplies.
===Industrial Production===
The majority of Germany's IC capacity should go into factory building. Upgrades should be ignored until 1939, since Germany will advance several technologies over the course of the first few years, and will thus benefit from the leap-frog effect. At a minimum, Germany can create a parallel run of 12 factories, with at least 2 serial runs (e.g. 24 new factories by December, 1937). Advanced players sometimes perform 3 serial runs of factories, but this requires a very rapid buildup and organization of your armed forces in 1939, which can be challenging for new players.
==Military==
===Army===
The majority of the German Army (Wehrmacht) should consist of infantry. [[Militia]] can also be helpful if used properly, since Germany has a need for defensive divisions to hold front lines (especially against the Soviet Union). An efficient Infantry/Militia mix for defensive lines is a 9 division army of 4 militia and 5 infantry. Ideally, around 75% of the German Army should consist of infantry/militia before the onset of Barbarossa, with the remaining 25% being tanks and motorized infantry. Building too many tanks is a common mistake for new players, due to high fuel/supply costs and TC load. Unless, of course, you are playing ''very'' historical and seek to emulate the failures of Germany! As a general rule, Germany may have oil shortages (exacerbated with a heavy emphasis on vehicles), and will definitely have TC problems as the invasion of the Soviet Union progresses.
[http://forum.paradoxplaza.com/forum/showthread.php?t=346656 Additional Reading]
===Navy===
The German Navy (Kriegsmarine) has two practical/realistic options:
* Limited Navy: This is the historical route of building U-boats en-mass (the 1938 submarine is a key component). Submarines can be used (in DD) for very successful convoy raiding on England. Doing this will simply hurt England's military overseas (Africa and India). In some sense, this is not a very important strategic goal for Germany, even though convoy raiding can be very successful (see Blue Emu's "Are Submarines Worthless" thread). In ARMA submarines are more powerful, and when serving in large wolf packs (30 sub stacks), they can seriously damage nearly any opposing fleet.
* Surface Fleet: Germany can abandon the [[Sealane Interdiction]] doctrine favored by submarines, and go for the [[Fleet-in-Being]] doctrine. On this route, Germany can build Battleships (SHBB & BB) and use destroyers as screens. This requires considerable time and investment, but when combined with light carriers, Germany will be a formidable Naval power.
===Air Force===
The German Air Force (Luftwaffe) has a large variety of options. Generally, an emphasis on TAC and CAS bombers is the most effective use of firepower against land forces. These will help the German Army significantly eliminate enemy divisions in mass, effectively negating the manpower advantage held by adversaries such as the Soviet Union. Meanwhile, Germany can be successful with large numbers of INT in order to defend against frequent Allied bombing attacks. Since German strategy is contingent on fast conquest of enemy land, STR bombers are not particularly useful. They are also more expensive to build, unless the Chief of Air Force is switched. Later in the game, adding FTR is recommended, since the short range and the upgrade path of INT will hurt during World conquest campaigns.
== Events ==
These events do more than what is specified below, but this is just a summary of the major effects. All events have triggers that will normally trigger unless Germany does something erratic, like starting the war ahead of schedule. Since these events are so helpful to Germany, most players play historically through events.
''' Re-occupation of the Rhineland: '''
At the very start of the scenario, you need to move at least one ground unit to Cologne. This will trigger an event called "Re-Occuptation of the Rhineland" which will give:
* +1 Hawk Lobby
If you dont trigger this event, you will recieve "Great War Manifestation" events that give you +3 dissent until you move a unit into Cologne. So dont wait! You have a unit nearby when the scenario starts, just march in there.
''' Anschluss of Austria: '''
March 1938: Assuming you make the historical choice and the AI accepts:
* Annex Austria
* +1 Authoritarianism
* +1 Hawk Lobby (occurs when Austria accepts, not in original event)
''' Treaty of Munich: '''
September 29th, 1938:
Assuming you make the historical choice and the AI accepts:
* Annex Sudetenland
* +1 Hawk Lobby
* +3 Interventionism
* +1 Hawk Lobby (occurs when Czech accepts, not in original event)
''' The End of Czechoslovakia: '''
March 14th, 1939:
Assuming you make the historical choice and the AI accepts:
* Annex Czechoslovakia
* Create puppet Slovakia OR give territory to Hungary and they join Axis
* +1 Interventionism
* +1 Hawk Lobby (occurs when Czech accepts, not in original event)
''' Claiming Memel: '''
March 23rd, 1939:
Assuming you make the historical choice and the AI accepts:
* Lithuania cedes Memel province
* +1 Interventionism
''' Total Domestic Policy Shift '''
Assuming Germany makes all the historical choices and the AI always accepts:
* +1 Authoritarianism
* +5 Interventionism
* +5 Hawk Lobby
This is sufficient to totally max out the Hawk Lobby and Interventionism Sliders
==War==
Since Germany is the most event driven nation of the game, most players (noob and veteran alike) conduct war on the basis of events. Since Germany is a major power, however, early war is a possibility, including [[Germany Early Annexations |early annexations]]. Generally, however, early war is viewed as gamey and too easy for Germany.
=== Condor Legion: Spanish Civil War ===
On 18 July 1936, the Spanish Civil War (SCW) breaks out. Nationalist Spain will likely loose without German intervention. While the intervention by event helps, Nationalist Spain will typically require direct intervention of the German Army, which means war with Republican Spain. A friendly Spain serves two strategic goals for Germany:
* Access to Gibraltar, which allows Germany to help seize control of the Mediterranean Sea for [[Italy]].
* A soft underbelly to France, making the invasion of France easier.
Historically, Nationalist Spain was neutral in the war and German intervention was limited. Involving Germany in the SCW is by no means necessary, and is generally only used by players seeking total dominance. Also it changes the french ai to a more aggressive one and thus ensures an early DOW from France.
=== Fall Grün: Czechoslovakia ===
Generally, Czechoslovakia can be annexed and made into a puppet entirely through events, as happened historically. On rare occasion, however, Czechoslovakia will refuse German annexation plans, and Germany will be forced to choose to let well enough alone or fight. The Czech army is not a concern due to its very limited size, but its forts in the Sudetenland are very powerful owing to a level 10 size, and hilly terrain. Ostrava, Brno, and Bratislava all do not have forts and border Germany. Thus, this underbelly makes victory fairly swift and relatively easy because the Sudentenland does not have any victory points.
=== Fall Weiß: Poland ===
On 1 September 1939, the war with Poland and the Allies begins by event. Germany will need enough troops (around 6 divisions each) in the three provinces bordering France to protect her Western front. Defeating Poland is possible within two weeks. The [[HQ Units in Action]] strategy guide provides an excellent guide in the effective use of HQ units, combined with armor and motorized infantry, in order to quickly annex Poland.
=== Fall Gelb: France ===
After Poland is annexed, Germany's next significant target is France. In order to get to France, an invasion of the low countries is necessary. Strictly speaking, only war with Belgium is necessary. An invasion of the Netherlands provides Germany IC and large supply stockpiles after the capture of their capital. While neither nation can be "annexed" by taking their European holdings, events fire that ensure Germany receives their European land as "national" provinces.
The invasion of the Low Countries and ultimately France can begin as soon as forces arrive from the defeat of Poland; e.g. sometime in October, 1939. Historically, Germany waited until May, 1940, when weather conditions were more favorable. This can be a problem for inexperienced players attacking too early, and make for some good, early lessons for what not to do when fighting the Soviet Union! Veteran HOI2 players are able to defeat France in less than 2 weeks, primarily through the use of around 5 - 10 tank divisions.
The primary intent of a successful Blitzkrieg is a spearhead attack that cripples the enemy. This means a direct spearhead to Paris. It is possible for the invasion route to go through the forests of France (Liege -> Reims -> Compiegne to Paris), however tanks do quite poorly in the winter in the forest. A more tank friendly route is Ghent -> Lille -> Amiens -> Paris. Once Paris is captured, German forces can branch out in all directions to make a dash for land. When France looses enough territories, it wil surrender.
The event asking for the creation of Vichy France can occur if:
* Paris is not under France's control.
* France lost 25% of its national provinces.
* Germany is at war with France.
* Germany is not at war with Soviet.
* The year is before 1942.
* France is not a puppet of Germany.
* Vichy is not a puppet of Germany.
The event has 25% chance of triggering every 3 days. If France loses at least 40% of its national provinces, the event will automatically trigger. Note that the AI France has 3% chance of rejecting the creation of Vichy. If this happens, Germany is forced to occupy the entire French territory. Accepting the creation of Vichy if the best move for Germany, since it provides Western France as national provinces and drastically lowers dissent, while also providing a reasonably powerful ally.
=== Weserübung: Denmark and Norway ===
This is completely optional.
The advantage of capturing Denmark is rendering Baltic Sea unreachable by UK’s (and later USA’s) navy as well as giving you a launching pad to the American continent (provided you do not let Denmark surrenders event to trigger, see below). However, the benefit from Norway is much more subtle. You only gain a low amount of resource and a not very feasible route to the USSR. The best reason why you want to invade Norway is probably because it is part of operation Fall Weserübung. The additional ports might also be useful if you decide to go for starving Britain with submarine warfare.
A very easy way to defeat Denmark is to capture the province Kolding. There is 99% chance that Denmark will ask for cease fire and then a few days later Denmark is annexed “peacefully” by Germany. Unfortunately if you take this path, you will lose Greenland and Iceland to USA. See the method on how to prevent it in [[Germany_Strategy_Guide#Annexing_Denmark_with_Greenland_and_Iceland|tricks]] section.
Revisiting Norway, a simple and low-risk means of capturing it is by first taking Sweden. This may be accomplished with relative ease by landings just north and South of Stockholm supplemented by an attack from the Odense or Copenhagen. With Sweden in hand, simply walk into Oslo and Narvik from the adjacent Swedish provinces. Alternatively, capture Oslo and Narvik with paratroopers, then annex Norway immediately.
=== Directive 25: Yugoslavia, and Operation Marita: Greece ===
This is completely optional, if you do not wish to invade them, skip right to USSR section.
Securing Yugoslavia and Greece is useful since it makes your allies stronger and gives you access to the Mediterranean Sea. After the annexation of Yugoslavia, you will receive an event that allows you to create Croatia. Creating it will remove some TC burden as well as gaining more manpower and three divisions, making it a good option.
Greece may provide a little harder challenge. It is relatively easy to conquer all of the VPs except the last VP in Crete. The best way to capture it is probably by sending paratroopers on airborne assault. Amphibious assault may prove to be difficult if you or Italy has not neutralized UK’s navy.
=== Operation Barbarossa: Taming the Bear ===
*''See the article [[Germany Strategy- Taming the Bear]]''
==== The Bitter Peace ====
Conditions that must be satisfied to trigger bitter peace:
* Germany controls Paris.
* Germany is not at war with Italy and Japan.
* Do not sign the Tripartite pact with Japan if you intend to attack the USSR without them. Just sign it with Italy.
* Soviet does not control these provinces:
** Leningrad (one of the northern provinces, very close to Finland)
** Moscow
** Stalingrad
** Baku (southern province, next to Persia)
** Sverdlovsk (in Trans-Siberia railway, quite far away)
If you fulfill those conditions, there is 5% chance every week that Stalin may sue for peace. When the event triggers, there is 90% chance USSR will surrender and Germany will obtain a large amount of provinces. Unfortunately if Soviet refuses, the war goes on and you may need to annex USSR to claim victory. The refusal message is:
Soviet Union went with Fight to the bitter end! in Sue for peace with the Germans
There are two Bitter Peace chains, one with Japan in the Axis and one without.
*Without the Tripartite pact being signed by Japan and without Japan in the Axis, # Sue for peace with the Germans, event 2624 SOV starts the event chain which is completed by the Germans accepting it: event 2024 GER # Stalin sues for Peace (Japan is not Axis).
* Providing Japan is in the Axis (and at war with Soviet), Sverdlovsk is not required. But Soviet must lose Vladivostok (next to Japan's Korea). Event 2645 SOV which triggers event 2046 GER
* There is a third and somewhat unusual Bitter Peace if you are not at war with the Allies (UK, France and USA), you only need to conquer 25% of the Soviet national provinces (note that Eastern Poland provinces are not Soviet's national provinces).
==== The Bitter Peace in Doomsday ====
The ideas are generally the same, but there are some significant differences in Doomsday:
1) The Tripartite Pact is now irrelevant. Offer it to both Japan and Italy since there are no Bitter Peace problems.
2) If Japan is Axis or fighting the Soviet Union, the 5th Russian province can be either Sverdlovsk or Vladivostok. The other 4 needed Russian provinces remain Baku, Leningrad, Moscow, and Stalingrad, and either Germany or Vichy France has to own Paris.
3) The AI has to accept the Bitter Peace, there's now a 100% chance of the AI accepting the Bitter Peace once it fires.
4) The % chance for the event to fire has been increased to random = 35 meaning that it should fire in 3 or 4 weeks, but there is no guarantee that it will fire, just a much increased chance that it will fire. Also the time interval between checks has been changed from every 7 days to every 10 days.
5) Other conditions such as Paris not being controlled by France are still the same. Either Germany or Vichy must control Paris.
6) When the Bitter Peace fires, you get 150 provinces at only 2% base partisan levels with a dissent reduction of 50%.
====puppet states====
If enough provinces in the vicinity of Sverdlovsk can be captured, you might be able to create the puppet state of Transural Republic before the Bitter Peace fires. In like manner you can create some puppet states in the southern region of central Asia near [[Persia]]. If you still have these states when the Bitter Peace fires, they will remain in the Axis. If you later declare war on Persia it may annex some of the central Asian puppets, but when you then annex Persia you get the whole thing!
=== Gibraltar ===
There are two ways to reach Mediterranean Sea, from Gibraltar and Suez. Having these two provinces will mean the whole sea is in your control. The problem with capturing Gibraltar is that it is not possible to conduct amphibious assault there. You may try using airborne invasion, invite Spain into your alliance, ask military access to Spain (almost impossible) or invade Spain (best for practical reasons).
During the Soviet war you should try to work on Spain and getting them into your alliance. If they do join then take control of Spanish army and capture Gibraltar with them. Failing that, you need to declare war on Spain in order to obtain Gibraltar.
Alternatively, intercede on Nationalist Spain's behalf during their civil war. Do this by first guaranteeing their independence, then declaring war on Republican Spain (who has a province next to Gibraltar). This will make Nationalist Spain want to join the Axis. Now, you can either just help them win the war, or, if you're a greedy one like me, use the Nationalist Spain fleet to transport your armies (use Send Expeditionary Force to allow them to board) to the southern end of Spain and from there conquer Republican Spain for Germany.
Gibraltar is frequently unguarded, so you can alternatively capture it with paratroopers from Bordeaux, saving you the intervention in Spain.
=== Reaching Africa ===
After the fall of Gibraltar, the most important British territory in Africa is Suez. Controlling this will mean controlling Mediterranean Sea. There are a number of feasible ways to reach Suez:
* Annex Turkey or Persia and then Iraq (slow because of the poor infrastructure of these regions)
* Annex Turkey or Greece to open more ports (you can launch amphibious landings on Alexandria from Athens)
* If you have a strong navy, put him under Grand Admiral Raeder and make amphibious landing in Africa
If you manage to land in Africa with sufficient force, you can chase them out of the continent for good.
=== Operation Seelöwe: Great Britain ===
This can be done before or after gaining complete control of North Africa or even just after the creation of Vichy France. To invade UK successfully you need either a large surface navy (with two or more carriers) or a navy full of submarines. Other units that will prove useful are marines, fighters/interceptors, naval bomber and tactical bomber.
Southern and Eastern provinces of British island are the natural choices for amphibious landing. The best province depends on the province's garrison as well as its adjacent provinces' troops. If the province is lightly defended but an adjacent province has a very large army, you should think twice since that large army may obliterate your landing troops. To see the number of troops in provinces that do not have coast line, use fighters on air superiority over the areas where those provinces at.
The landing party should consist of three marine divisions. Sending more than three divisions will reduce the effectiveness of the whole invasion. Make sure to put the tactical bomber on interdiction and fighters on air superiority to get a beachhead. Since the specific province that is going to be bombed is decided by AI, you may need to follow where your bomber goes. It is not very nice but it works. Success in doing it will spell the doom of the British island.
Another effective way to gain a beachhead is to move your invasion forces next to Cardiff, land paratroopers there, and sail your forces to the now peaceful port. Why? Because Cardiff has no beach to land on, the AI does not defend it, so you can easily capture it with just 1 paratrooper. If landed at nightfall, you will have till dawn to move your transports into the port. No amphibious assaults needed! Another good province for an airborne assault is Norwich, from where you can easily strike at the heart of England.
It may be a good idea if you combine operation Sealion with invasion in Ireland and Iceland (if you did not try to [[Germany_Strategy_Guide#Annexing_Denmark_with_Greenland_and_Iceland|keep]] it). Iceland will serve as a good launch pad for further invasion on Greenland and America.
=== Made in India ===
With British island gone, African possessions ransacked, only India left for UK. The best attack route is from Persia. You can create a puppet Pakistan if you capture enough provinces in western India, and from there you can annex [[Nepal]] and [[Bhutan]], though the infrastructure (Himalayas) may be challenging. There is an event 13 that can lead to UK's surrender. The conditions are:
* Paris is in German hand or Germany is not at war with France
* London is captured by Germany
* UK lost at least 75% IC
* UK lost at least 75% VPs
* Germany is not at war with Soviet
* Germany is not at war with USA
UK has 50% chance to accept it. If it does, UK will surrender a number of provinces to Germany, Italy, Canada and USA as well as liberating Lebanon, Egypt, India and Jordan. Chances are if you are able to trigger the event, you can completely annex UK very easily. Because of this reason and the fact that the benefit of accepting the peace is very small, it is a good idea to strive for total annexation of UK.
=== USA ===
It is very difficult to land directly in US coasts. An easier route is from Canada. Capture Iceland, Greenland and then proceed to Canada. If you manage to stockpile troops in Canada and invade USA's mainland, you will see that its defence is very weak. The problem with invading the North American continent via Canada is Canada's poor infrastructure. An alternative strategy that doesn't slow your forces down is to capture Newfoundland and from there parachute into Boston. Use Boston as a beachhead for landing your invasion force (which should be in the region of 100 and above divisions). Strike fast at New York and Washington - New England is the USA's industrial heartland. After an intense initial battle, the rest should be a walkover.
There is an event that allows German Player to demand USA's surrender. The conditions of USA surrender to Germany are:
* USA lost at least 75% IC
* USA lost at least 75% VPs
* Germany is not at war with Soviet
* Germany is not at war with UK
There is 50% chance that AI USA will accept the offer. If it does, Germany will receive three provinces and there will be a large change in USA’s government. Else you can always spend a few more months to annex USA.
=== What's next? ===
Conquer the world! If you need more time, use the no time limit mod in [[Utilities|utilities]] section.
== Miscellaneous ==
=== Advantages ===
''' High Quality Tech Teams '''
* I.G. Farben is the best manufacturing research tech team in the game.
* Konrad Zuse is one of the best cryptographic research tech teams in the game, ensuring further dominance in research.
* Top Tier tech teams for all other areas except Naval Doctrines.
''' Strong Stable Industrial Base '''
* Scattered industrial areas difficult to effectively bomb strategically even from England.
* Pre-War industry in top tier allowing long build up.
* Easy conquests of IC rich areas (Essentially All of Continental Europe).
''' Excellent Starting Land Doctrines '''
* Only one Land Doctrine to research between 1936 and 1939 to have best land doctrine in the world available at the time.
''' Good Consumer Goods Income '''
* Even producing the minimum consumer goods available, peacetime revenue is sufficient to support extensive espionage.
''' Excellent Leaders '''
* Start with large numbers of 3-5 skill generals of various rank.
* Top tier air generals (not better than England, but damn good).
* Top tier admirals (again, not better than England, but good).
* Including Rommel, Manstein, Guderian etc
''' Good Starting Units '''
* Larger starting army than any European power except USSR.
* Large starting airforce
''' Optimal Domestic Sliders for Warfare by 1939 '''
* Lots of free event-driven movements towards Hawk Lobby & Interventionism.
* Player can use their manual slider movements as they wish without being beholden to Hawk Lobby or Interventionism.
* Free DOWs available relatively quickly allows conquest of numerous minor nations without dissent.
''' Flexiblity to choose from a wide range of Force Compositions '''
* Flexible starting forces & solid industry enable the player to build whatever army/navy/airforce compositions they want.
''' Good Historical Events '''
* No huge dissent events.
* No events force-switching or killing your good cabinet members.
* Free annexations via event
* Free declarations of war via event, like ''Danzig or war''
=== Disadvantages ===
''' Weak Allies '''
* Poor quality expeditionary divisions from allies.
* Poor quality tech teams for allies.
* Few in number with low IC prevents good blueprint trading from occuring.
''' Enemies with far-flung possessions that are not easily annexed '''
* UK possesses tiny islands all over the world with victory point values
* USSR has enormous territorial depth. Germany must reach Pacific to annex.
* USA seperated from Germany by huge ocean and strong navy with enormous IC power.
''' Relatively Poor Starting Naval Forces '''
* Without substantial investment, no possibility of victory vs major rivals.
''' Limited access to Naval Doctrines and mediocre naval doctrine tech teams '''
* Kriegsmarinewerft is a good naval unit tech team, but Raeder is your only really good naval doctrine tech team.
* Only access to a few carrier enhancing doctrines useful in the late game naval war vs USA.
''' Must stand alone vs enemies with enormous manpower reserves '''
* Even with immediate research of manpower boosting techs, very difficult to match Soviets or USA in divisions.
* Poor planning can cause you to exhaust your manpower pool and find yourself unable to reinforce your units, much less build more.
''' Poor Raw Materials production pre-war '''
* Peacetime trading strategy must be focused on acquiring [[Rare_Materials|rare materials]], usually at the price of supplies (i.e. purchased with IC).
* After expanding throughout Europe, less of a problem. Especially after extensive stockpiling of resources during peacetime.
''' Mediocre Metal production '''
* Can be mitigated through numerous energy-for-metal trades with minor nations (Sweden makes a 1-for-1 offer every couple months).
''' Located in the center of Europe '''
* Although this makes it attacking easier, it also means Germany is surrounded by enemies.
* Multi-front situation can be managed if Operation Sealion is successful before 1941.
==Gamey Tactics==
Germany has a variety of [[gamey tactics]] possible.
=== Germanic Ireland: Totally Optional===
When the game starts, build a whole bunch of transports and create about 2 Tank divisions, 3 Militias, and about 2 infantry. (Ireland is only given one infantry division so you can easily bomb rush them). quickly board up your troops and head toward Ireland. This will create you a small navel base to attack the british mainland. It will help you attack Brest and having a 2 sided french attack.
===The Unholy Alliance===
If you press F12 and then key in and enter event 2015 you get the "Unholy Alliance" option with the Soviet Union. Choosing this could backfire if Japan hasn't had the Nomahan Incident yet. If Japan then chooses "This defeat must be avenged" you'll find yourself fighting Japan!
== Germany multiplayer strategy ==
=== Prolog ===
Have you ever tried to play with Germany and for some reason lost in multiplayer game? It will change now. The main point is, that you have to build a very strong and speedy army. You can't only focus on infantry. Of course you need them, too, but what you really need (especially against Soviet Union) are motorized and armored units. If you follow my instructions, you will be very strong opponent in the future.
=== Blitzkrieg ===
At the beginning build factories. Only factories. When the war breaks out, you don't have much army but enough to invade Poland. Then, start to build 6 motorized units and 3 armored units, and airforces and some infantry. When you attack France in 1940, there is just no way you could lose, because your army is so tough. French infantry just can't do much against them. You should attack the Soviet Union in 1941. Just keep pumping more armors and mechanized/motorized units. And when the battle begins, use blitzkrieg. Use all your airforce to destroy the enemy's poor infantry, and move forward with your units. You'll see that this strategy is very simple and effective.
== Year 1939 –40 Invading Poland and France ==
Invading Poland should be easy thing to do, altough your army isn’t so great yet. Remember to leave some garrisons against France. It is always good to remember necessary defence. But the main point against Poland is your airforce. Bomb enemy units down and then you won’t lose so much manpower either. When Poland has been annexed you should immediately start to move your units against France, but don’t attack yet. Just wait. But during this ‘phony war’ you should start to build very tough army. First of all, start to pump 3 tanks and 6 motorized infantry + headquarters and some infantry (and CAS!!). With this strategy you will see that France will surrender very soon. If player who plays with United Kingdom transports all his/her allies there, they can’t fight against your tanks. This is so obvious, because tanks have so good toughness and with self propelled brigades they are almost impossible to destroy. BUT!! You have to be careful that you don’t use your tanks and motorized units wrong. Don’t try to attack through mountains or mud or you will ruin everything. With this strategy weather is very important. So when you attack to France (after you have invaded Denmark [don’t attack to Norway]) just invade Netherlands and Belgium and push forward to Reims. Just bomb enemy’s separated units and try to force him/her to move his/her units to Reims. The you have to be speedy. Attack with 8 CAS at night and 8 in morning. Then, concentrate 11 tanks+ HQ + 15 motorized + 20 infantry to Reims, and use some good panzer general. Then, you’ll see, you can’t lose. Then push forward to Paris, and try to destroy as many Britons you can.
== Year 1941 – Operation Barbarossa ==
COMING SOON
[[Category:National Strategy]] [[Category:Germany Strategy]]
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==Overview==
Germany is one of the most played nations in HoI2. Using AAR production as an indication of popularity, Germany is #1 with hundreds of AARs on the Paradox boards. USA is in 2nd place, and the USSR in 3rd place, neither with more than one hundred. The reason for this is probably that Germany is a nation with great potential that was foiled historically and people enjoy ahistorical success. Success with Germany for veteran players is fairly easy, even on very hard difficulty. For beginning players, Germany can be a challenging nation.
Germany is fairly heavily event driven. With technology, production, economy and politics set up properly, the game can run more or less hands free for the first 3 years. Events will benefit Germany immensely, so wait for them to happen, largely in 1938 and 1939. Events will also lead Germany into war with the Allies, on August 31, 1939. By that date, Germany should be fully prepared for war. Note that even veteran players of HOI2, for the most part, abide by historical events at least until war with Poland.
==Technology==
Germany has the best research teams in the game which allows Germany to be considerably far ahead of all her rivals in research. For example, assuming Germany ignores Tank Destroyers and Anti-Tank Artillery (considered worthless units in game), by May, 1937, it is possible for Germany to have researched ''every'' 1936 and 1937 technology. By January 1, 1939, Germany is capable of having researched every 1938 technology as well, with the only exception being aircraft carriers, which are not commonly used as Germany. Advanced players may take different routes, such as tech rushing key technologies. Since Germany's teams are so strong, researching technologies 1 year in advance is comparatively easy. The only point of weakness in German research is in the Navy.
''' Industrial Research '''
I.G. Farben is the best manufacturing tech team in the game. Use them for all your manufacturing research except Production Planning, which only requires management so use Erich Von Manstein (level 9 and has management) while I.G. Farben researches Production Control. Every industrial field should be researched as Germany with the exception of Radar.
Three tech-teams should be put on the following Industrial Research at start:
* Basic Machine Tools
* Agrichemistry
* Basic Computing Machine
''' Infantry & Armor '''
Infantry and Supply are the most important research topics here. Mountaineers are helpful in winter fighting, and marines are helpful for Sea Lion. Paratroopers are generally not worth it. Light and Medium Tank research is important for Germany. Static Anti-Air could also be important if Germany doesn't plan on invading England.
''' Naval & Naval Doctrine'''
Germany does not require a Navy to defeat the Soviet Union, which is the most important objective. A Navy is useful, however, for invading England and even the USA. Germany's Naval tech teams are its weakest area, in addition to its naval doctrines, which are not conductive to a surface fleet. A typical German navy will focus exclusively on submarines for convoy raiding. A player that seeks to make Germany into a Naval Superpower would abandon the Sealane Interdiction doctrine, and likely go for Fleet-in-Being instead.
''' Aircraft & Air Doctrine '''
Germany's air research teams are good enough that it is possible to keep up to the latest technological level with five of the eight aircraft types, in addition to nearly up to date research on all air doctrine technologies for a player that devotes a serious effort to it. For basics, however, Germany needs to only focus on Interceptors, Close Air Support, and Tactical Bombers to be highly successful.
==Diplomacy==
===Alliances===
Germany will be able to enlist several nations into the Axis throughout the course of the game. Through events, Germany can get Hungary, Romania, and Bulgaria into the Axis. Finland, Vichy France, Japan and Italy can manually be asked to join the Axis beginning in 1940 with relatively high degrees of success. Germany can also manage to convince some nations to join the Axis before the start of war (August 31, 1939), without using coups. While the list below seems fairly large, Germany will only be able to focus on a few nations in a game due to the costs involved in influencing nations. Generally, the most strategically important allies from the below list are Nationalist Spain and Turkey.
{| CELLPADDING=10
|- VALIGN=top
|
Reasonable chance (above 10% at 200 relations):
*Nationalist Spain (during Spanish Civil War)
*Portugal
*Argentina
*Turkey (before 11/1938)
*Yugoslavia
*Japan
*Greece
*Afghanistan
|
Low chance (below 10% at 200 relations):
*Persia
*Venezuela
*Peru
*Guatemala
*Siam
|}
===Sliders===
Germany's starting sliders are below average. Fortunately, Germany will receive events that shift Germany fully to Hawk Lobby and Interventionism by 1939. Thus, adjusting those sliders is not necessary. Therefore, Germany's first slider moves should be towards Central Planning: Germany is unable to move to free market due to its Authoritarianism. This shift requires 4 moves (1936, 1937, 1938 & 1939) in order to attain the valuable 25% IC bonus. Once this is achieved, in 1940, Germany should begin the move to Standing Army in order to get the experience and organization bonuses. This can be accomplished by January, 1942.
===Ministers===
Germany's starting ministers have fairly good [[Minister Traits|traits]], but the setup can be improved. A few obvious changes should be made before occupation of the Rhineland: Minster of Security: Gurtner; and Armaments Minister: Schacht (10% IC bonus). Also Head of Intelligence to Oskar von Hindenburg is a good idea if Germany is planning on influencing countries.
In 1937, switching the Foreign Minister to Ribbentrop is a good idea if Germany plans on influencing countries.
In 1938 Germany might want to switch the Chief of Staff to Erich Hoepner (5% Armour and artillery research and artillery construction bonuses) until the war starts.
In 1939, Germany should switch to Minister of Security: Daluege in order to benefit from +15% foreign IC use. When prompted for Schacht's resignation by event, refuse due to his excellent 10% IC bonus. Chief of Staff Ludwig Beck is a decent Chief of Staff (Land Unit speed +10%), but not an obvious or necessary early pick. Germany also already has quick land forces and switching to Fritz Bayerlein (+20% organization regain) is probably the better choice here. In Armageddon, Germany should also switch to Head of Intelligence: Hans Oster in order to benefit from his 5% IC bonus.
In 1941, switching to a Guns and Butter Chief of Army, like von Blomberg, will improve the supply and TC situation.
For Naval Minister, the best pick depends on the naval policy:
* '''Decisive Naval Battle''' is best for conventional [[Surface Action Group]]s and [[Surface Action Group#Cruizergs|Cruizerg]] fleets, but hurts carriers, available at start.
* '''Open Seas''' is best for convoy defense, but makes subs more vulnerable, available at start.
* '''Indirect Approach''' makes subs and BCs hit harder, but makes transports and destroyers more expensive, available from 1939.
* '''Base Control''' makes marines, transports and destroyers cheaper, but also makes cruisers more expensive and hurts the offensive power of BBs and BCs, available from 1940.
* '''Power Projection''' is not available for Germany.
For Air Force, '''Army Aviation''' and '''Air Superiority''' are both good choices, but the NAV construction penalty with Air Superiority makes Army Aviation a better pick. Both are available at start. Access to a '''Carpet Bombing''' minister is gained in 1939 - which may be useful if a long strategic bombing campaign against UK is planned. However this requires research in relevant aircrafts and doctrines. '''Vertical Envenlopment''' and '''Naval Aviation''' ministers are gained in 1944 and 1945.
See also a complete list of [[German Ministers]].
==Intelligence==
Germany can make decent use of spies. Stealing blueprints will be only marginally helpful, since Germany is usually far ahead of all its adversaries in research. The best use of spies for Germany is simply to identify troops levels in enemy nations, and to avoid having spies within Germany. Japan, the UK, and the USA are all reasonable targets for blueprint stealing -- any other nations are sure to be far behind Germany in their research.
==Economy==
Germany has a very strong economy that can rival the USA in time.
===Trading===
Germany has a general need for rares, oil, and metal, thus trading should secure those resources, and preferably build large stockpiles. To some extent, Germany can trade excess energy for supplies, which helps redirect IC elsewhere. Germany's strongest trading partners:
* Soviet Union: trade energy, supplies, and cash for metal and rare materials
* Romania: Will trade supplies and oil for energy.
* Italy, Bulgaria, Finland, Switzerland: Will trade supplies for energy
* Brazil: get some rare materials in exchange for energy and/or some supplies.
* Venezuela: offers a lot precious oil in exchange for supplies.
===Industrial Production===
The majority of Germany's IC capacity should go into factory building. Upgrades should be ignored until 1939, since Germany will advance several technologies over the course of the first few years, and will thus benefit from the leap-frog effect. At a minimum, Germany can create a parallel run of 12 factories, with at least 2 serial runs (e.g. 24 new factories by December, 1937). Advanced players sometimes perform 3 serial runs of factories, but this requires a very rapid buildup and organization of your armed forces in 1939, which can be challenging for new players.
==Military==
===Army===
The majority of the German Army (Wehrmacht) should consist of infantry. [[Militia]] can also be helpful if used properly, since Germany has a need for defensive divisions to hold front lines (especially against the Soviet Union). An efficient Infantry/Militia mix for defensive lines is a 9 division army of 4 militia and 5 infantry. Ideally, around 75% of the German Army should consist of infantry/militia before the onset of Barbarossa, with the remaining 25% being tanks and motorized infantry. Building too many tanks is a common mistake for new players, due to high fuel/supply costs and TC load. Unless, of course, you are playing ''very'' historical and seek to emulate the failures of Germany! As a general rule, Germany may have oil shortages (exacerbated with a heavy emphasis on vehicles), and will definitely have TC problems as the invasion of the Soviet Union progresses.
[http://forum.paradoxplaza.com/forum/showthread.php?t=346656 Additional Reading]
===Navy===
The German Navy (Kriegsmarine) has two practical/realistic options:
* Limited Navy: This is the historical route of building U-boats en-mass (the 1938 submarine is a key component). Submarines can be used (in DD) for very successful convoy raiding on England. Doing this will simply hurt England's military overseas (Africa and India). In some sense, this is not a very important strategic goal for Germany, even though convoy raiding can be very successful (see Blue Emu's "Are Submarines Worthless" thread). In ARMA submarines are more powerful, and when serving in large wolf packs (30 sub stacks), they can seriously damage nearly any opposing fleet.
* Surface Fleet: Germany can abandon the [[Sealane Interdiction]] doctrine favored by submarines, and go for the [[Fleet-in-Being]] doctrine. On this route, Germany can build Battleships (SHBB & BB) and use destroyers as screens. This requires considerable time and investment, but when combined with light carriers, Germany will be a formidable Naval power.
===Air Force===
The German Air Force (Luftwaffe) has a large variety of options. Generally, an emphasis on TAC and CAS bombers is the most effective use of firepower against land forces. These will help the German Army significantly eliminate enemy divisions in mass, effectively negating the manpower advantage held by adversaries such as the Soviet Union. Meanwhile, Germany can be successful with large numbers of INT in order to defend against frequent Allied bombing attacks. Since German strategy is contingent on fast conquest of enemy land, STR bombers are not particularly useful. They are also more expensive to build, unless the Chief of Air Force is switched. Later in the game, adding FTR is recommended, since the short range and the upgrade path of INT will hurt during World conquest campaigns.
== Events ==
These events do more than what is specified below, but this is just a summary of the major effects. All events have triggers that will normally trigger unless Germany does something erratic, like starting the war ahead of schedule. Since these events are so helpful to Germany, most players play historically through events.
''' Re-occupation of the Rhineland: '''
At the very start of the scenario, you need to move at least one ground unit to Cologne. This will trigger an event called "Re-Occuptation of the Rhineland" which will give:
* +1 Hawk Lobby
If you dont trigger this event, you will recieve "Great War Manifestation" events that give you +3 dissent until you move a unit into Cologne. So dont wait! You have a unit nearby when the scenario starts, just march in there.
''' Anschluss of Austria: '''
March 1938: Assuming you make the historical choice and the AI accepts:
* Annex Austria
* +1 Authoritarianism
* +1 Hawk Lobby (occurs when Austria accepts, not in original event)
''' Treaty of Munich: '''
September 29th, 1938:
Assuming you make the historical choice and the AI accepts:
* Annex Sudetenland
* +1 Hawk Lobby
* +3 Interventionism
* +1 Hawk Lobby (occurs when Czech accepts, not in original event)
''' The End of Czechoslovakia: '''
March 14th, 1939:
Assuming you make the historical choice and the AI accepts:
* Annex Czechoslovakia
* Create puppet Slovakia OR give territory to Hungary and they join Axis
* +1 Interventionism
* +1 Hawk Lobby (occurs when Czech accepts, not in original event)
''' Claiming Memel: '''
March 23rd, 1939:
Assuming you make the historical choice and the AI accepts:
* Lithuania cedes Memel province
* +1 Interventionism
''' Total Domestic Policy Shift '''
Assuming Germany makes all the historical choices and the AI always accepts:
* +1 Authoritarianism
* +5 Interventionism
* +5 Hawk Lobby
This is sufficient to totally max out the Hawk Lobby and Interventionism Sliders
==War==
Since Germany is the most event driven nation of the game, most players (noob and veteran alike) conduct war on the basis of events. Since Germany is a major power, however, early war is a possibility, including [[Germany Early Annexations |early annexations]]. Generally, however, early war is viewed as gamey and too easy for Germany.
=== Condor Legion: Spanish Civil War ===
On 18 July 1936, the Spanish Civil War (SCW) breaks out. Nationalist Spain will likely loose without German intervention. While the intervention by event helps, Nationalist Spain will typically require direct intervention of the German Army, which means war with Republican Spain. A friendly Spain serves two strategic goals for Germany:
* Access to Gibraltar, which allows Germany to help seize control of the Mediterranean Sea for [[Italy]].
* A soft underbelly to France, making the invasion of France easier.
Historically, Nationalist Spain was neutral in the war and German intervention was limited. Involving Germany in the SCW is by no means necessary, and is generally only used by players seeking total dominance. Also it changes the French AI to a more aggressive one and thus ensures an early DOW from France. When France DOWs early, the Soviet Union often follows. This can lead to a weird game where Poland and Czechoslovakia want to join the Axis.
=== Fall Grün: Czechoslovakia ===
Generally, Czechoslovakia can be annexed and made into a puppet entirely through events, as happened historically. On rare occasion, however, Czechoslovakia will refuse German annexation plans, and Germany will be forced to choose to let well enough alone or fight. The Czech army is not a concern due to its very limited size, but its forts in the Sudetenland are very powerful owing to a level 10 size, and hilly terrain. Ostrava, Brno, and Bratislava all do not have forts and border Germany. Thus, this underbelly makes victory fairly swift and relatively easy because the Sudentenland does not have any victory points.
=== Fall Weiß: Poland ===
On 1 September 1939, the war with Poland and the Allies begins by event. Germany will need enough troops (around 6 divisions each) in the three provinces bordering France to protect her Western front. Defeating Poland is possible within two weeks. The [[HQ Units in Action]] strategy guide provides an excellent guide in the effective use of HQ units, combined with armor and motorized infantry, in order to quickly annex Poland.
=== Fall Gelb: France ===
After Poland is annexed, Germany's next significant target is France. In order to get to France, an invasion of the low countries is necessary. Strictly speaking, only war with Belgium is necessary. An invasion of the Netherlands provides Germany IC and large supply stockpiles after the capture of their capital. While neither nation can be "annexed" by taking their European holdings, events fire that ensure Germany receives their European land as "national" provinces.
The invasion of the Low Countries and ultimately France can begin as soon as forces arrive from the defeat of Poland; e.g. sometime in October, 1939. Historically, Germany waited until May, 1940, when weather conditions were more favorable. This can be a problem for inexperienced players attacking too early, and make for some good, early lessons for what not to do when fighting the Soviet Union! Veteran HOI2 players are able to defeat France in less than 2 weeks, primarily through the use of around 5 - 10 tank divisions.
The primary intent of a successful Blitzkrieg is a spearhead attack that cripples the enemy. This means a direct spearhead to Paris. It is possible for the invasion route to go through the forests of France (Liege -> Reims -> Compiegne to Paris), however tanks do quite poorly in the winter in the forest. A more tank friendly route is Ghent -> Lille -> Amiens -> Paris. Once Paris is captured, German forces can branch out in all directions to make a dash for land. When France looses enough territories, it wil surrender.
The event asking for the creation of Vichy France can occur if:
* Paris is not under France's control.
* France lost 25% of its national provinces.
* Germany is at war with France.
* Germany is not at war with Soviet.
* The year is before 1942.
* France is not a puppet of Germany.
* Vichy is not a puppet of Germany.
The event has 25% chance of triggering every 3 days. If France loses at least 40% of its national provinces, the event will automatically trigger. Note that the AI France has 3% chance of rejecting the creation of Vichy. If this happens, Germany is forced to occupy the entire French territory. Accepting the creation of Vichy if the best move for Germany, since it provides Western France as national provinces and drastically lowers dissent, while also providing a reasonably powerful ally.
=== Weserübung: Denmark and Norway ===
This is completely optional.
The advantage of capturing Denmark is rendering Baltic Sea unreachable by UK’s (and later USA’s) navy as well as giving you a launching pad to the American continent (provided you do not let Denmark surrenders event to trigger, see below). However, the benefit from Norway is much more subtle. You only gain a low amount of resource and a not very feasible route to the USSR. The best reason why you want to invade Norway is probably because it is part of operation Fall Weserübung. The additional ports might also be useful if you decide to go for starving Britain with submarine warfare.
A very easy way to defeat Denmark is to capture the province Kolding. There is 99% chance that Denmark will ask for cease fire and then a few days later Denmark is annexed “peacefully” by Germany. Unfortunately if you take this path, you will lose Greenland and Iceland to USA. See the method on how to prevent it in [[Germany_Strategy_Guide#Annexing_Denmark_with_Greenland_and_Iceland|tricks]] section.
Revisiting Norway, a simple and low-risk means of capturing it is by first taking Sweden. This may be accomplished with relative ease by landings just north and South of Stockholm supplemented by an attack from the Odense or Copenhagen. With Sweden in hand, simply walk into Oslo and Narvik from the adjacent Swedish provinces. Alternatively, capture Oslo and Narvik with paratroopers, then annex Norway immediately.
=== Directive 25: Yugoslavia, and Operation Marita: Greece ===
This is completely optional, if you do not wish to invade them, skip right to USSR section.
Securing Yugoslavia and Greece is useful since it makes your allies stronger and gives you access to the Mediterranean Sea. After the annexation of Yugoslavia, you will receive an event that allows you to create Croatia. Creating it will remove some TC burden as well as gaining more manpower and three divisions, making it a good option.
Greece may provide a little harder challenge. It is relatively easy to conquer all of the VPs except the last VP in Crete. The best way to capture it is probably by sending paratroopers on airborne assault. Amphibious assault may prove to be difficult if you or Italy has not neutralized UK’s navy.
=== Operation Barbarossa: Taming the Bear ===
*''See the article [[Germany Strategy- Taming the Bear]]''
==== The Bitter Peace ====
Conditions that must be satisfied to trigger bitter peace:
* Germany controls Paris.
* Germany is not at war with Italy and Japan.
* Do not sign the Tripartite pact with Japan if you intend to attack the USSR without them. Just sign it with Italy.
* Soviet does not control these provinces:
** Leningrad (one of the northern provinces, very close to Finland)
** Moscow
** Stalingrad
** Baku (southern province, next to Persia)
** Sverdlovsk (in Trans-Siberia railway, quite far away)
If you fulfill those conditions, there is 5% chance every week that Stalin may sue for peace. When the event triggers, there is 90% chance USSR will surrender and Germany will obtain a large amount of provinces. Unfortunately if Soviet refuses, the war goes on and you may need to annex USSR to claim victory. The refusal message is:
Soviet Union went with Fight to the bitter end! in Sue for peace with the Germans
There are two Bitter Peace chains, one with Japan in the Axis and one without.
*Without the Tripartite pact being signed by Japan and without Japan in the Axis, # Sue for peace with the Germans, event 2624 SOV starts the event chain which is completed by the Germans accepting it: event 2024 GER # Stalin sues for Peace (Japan is not Axis).
* Providing Japan is in the Axis (and at war with Soviet), Sverdlovsk is not required. But Soviet must lose Vladivostok (next to Japan's Korea). Event 2645 SOV which triggers event 2046 GER
* There is a third and somewhat unusual Bitter Peace if you are not at war with the Allies (UK, France and USA), you only need to conquer 25% of the Soviet national provinces (note that Eastern Poland provinces are not Soviet's national provinces).
==== The Bitter Peace in Doomsday ====
The ideas are generally the same, but there are some significant differences in Doomsday:
1) The Tripartite Pact is now irrelevant. Offer it to both Japan and Italy since there are no Bitter Peace problems.
2) If Japan is Axis or fighting the Soviet Union, the 5th Russian province can be either Sverdlovsk or Vladivostok. The other 4 needed Russian provinces remain Baku, Leningrad, Moscow, and Stalingrad, and either Germany or Vichy France has to own Paris.
3) The AI has to accept the Bitter Peace, there's now a 100% chance of the AI accepting the Bitter Peace once it fires.
4) The % chance for the event to fire has been increased to random = 35 meaning that it should fire in 3 or 4 weeks, but there is no guarantee that it will fire, just a much increased chance that it will fire. Also the time interval between checks has been changed from every 7 days to every 10 days.
5) Other conditions such as Paris not being controlled by France are still the same. Either Germany or Vichy must control Paris.
6) When the Bitter Peace fires, you get 150 provinces at only 2% base partisan levels with a dissent reduction of 50%.
====puppet states====
If enough provinces in the vicinity of Sverdlovsk can be captured, you might be able to create the puppet state of Transural Republic before the Bitter Peace fires. In like manner you can create some puppet states in the southern region of central Asia near [[Persia]]. If you still have these states when the Bitter Peace fires, they will remain in the Axis. If you later declare war on Persia it may annex some of the central Asian puppets, but when you then annex Persia you get the whole thing!
=== Gibraltar ===
There are two ways to reach Mediterranean Sea, from Gibraltar and Suez. Having these two provinces will mean the whole sea is in your control. The problem with capturing Gibraltar is that it is not possible to conduct amphibious assault there. You may try using airborne invasion, invite Spain into your alliance, ask military access to Spain (almost impossible) or invade Spain (best for practical reasons).
During the Soviet war you should try to work on Spain and getting them into your alliance. If they do join then take control of Spanish army and capture Gibraltar with them. Failing that, you need to declare war on Spain in order to obtain Gibraltar.
Alternatively, intercede on Nationalist Spain's behalf during their civil war. Do this by first guaranteeing their independence, then declaring war on Republican Spain (who has a province next to Gibraltar). This will make Nationalist Spain want to join the Axis. Now, you can either just help them win the war, or, if you're a greedy one like me, use the Nationalist Spain fleet to transport your armies (use Send Expeditionary Force to allow them to board) to the southern end of Spain and from there conquer Republican Spain for Germany.
Gibraltar is frequently unguarded, so you can alternatively capture it with paratroopers from Bordeaux, saving you the intervention in Spain.
=== Reaching Africa ===
After the fall of Gibraltar, the most important British territory in Africa is Suez. Controlling this will mean controlling Mediterranean Sea. There are a number of feasible ways to reach Suez:
* Annex Turkey or Persia and then Iraq (slow because of the poor infrastructure of these regions)
* Annex Turkey or Greece to open more ports (you can launch amphibious landings on Alexandria from Athens)
* If you have a strong navy, put him under Grand Admiral Raeder and make amphibious landing in Africa
If you manage to land in Africa with sufficient force, you can chase them out of the continent for good.
=== Operation Seelöwe: Great Britain ===
This can be done before or after gaining complete control of North Africa or even just after the creation of Vichy France. To invade UK successfully you need either a large surface navy (with two or more carriers) or a navy full of submarines. Other units that will prove useful are marines, fighters/interceptors, naval bomber and tactical bomber.
Southern and Eastern provinces of British island are the natural choices for amphibious landing. The best province depends on the province's garrison as well as its adjacent provinces' troops. If the province is lightly defended but an adjacent province has a very large army, you should think twice since that large army may obliterate your landing troops. To see the number of troops in provinces that do not have coast line, use fighters on air superiority over the areas where those provinces at.
The landing party should consist of three marine divisions. Sending more than three divisions will reduce the effectiveness of the whole invasion. Make sure to put the tactical bomber on interdiction and fighters on air superiority to get a beachhead. Since the specific province that is going to be bombed is decided by AI, you may need to follow where your bomber goes. It is not very nice but it works. Success in doing it will spell the doom of the British island.
Another effective way to gain a beachhead is to move your invasion forces next to Cardiff, land paratroopers there, and sail your forces to the now peaceful port. Why? Because Cardiff has no beach to land on, the AI does not defend it, so you can easily capture it with just 1 paratrooper. If landed at nightfall, you will have till dawn to move your transports into the port. No amphibious assaults needed! Another good province for an airborne assault is Norwich, from where you can easily strike at the heart of England.
It may be a good idea if you combine operation Sealion with invasion in Ireland and Iceland (if you did not try to [[Germany_Strategy_Guide#Annexing_Denmark_with_Greenland_and_Iceland|keep]] it). Iceland will serve as a good launch pad for further invasion on Greenland and America.
=== Made in India ===
With British island gone, African possessions ransacked, only India left for UK. The best attack route is from Persia. You can create a puppet Pakistan if you capture enough provinces in western India, and from there you can annex [[Nepal]] and [[Bhutan]], though the infrastructure (Himalayas) may be challenging. There is an event 13 that can lead to UK's surrender. The conditions are:
* Paris is in German hand or Germany is not at war with France
* London is captured by Germany
* UK lost at least 75% IC
* UK lost at least 75% VPs
* Germany is not at war with Soviet
* Germany is not at war with USA
UK has 50% chance to accept it. If it does, UK will surrender a number of provinces to Germany, Italy, Canada and USA as well as liberating Lebanon, Egypt, India and Jordan. Chances are if you are able to trigger the event, you can completely annex UK very easily. Because of this reason and the fact that the benefit of accepting the peace is very small, it is a good idea to strive for total annexation of UK.
=== USA ===
It is very difficult to land directly in US coasts. An easier route is from Canada. Capture Iceland, Greenland and then proceed to Canada. If you manage to stockpile troops in Canada and invade USA's mainland, you will see that its defence is very weak. The problem with invading the North American continent via Canada is Canada's poor infrastructure. An alternative strategy that doesn't slow your forces down is to capture Newfoundland and from there parachute into Boston. Use Boston as a beachhead for landing your invasion force (which should be in the region of 100 and above divisions). Strike fast at New York and Washington - New England is the USA's industrial heartland. After an intense initial battle, the rest should be a walkover.
There is an event that allows German Player to demand USA's surrender. The conditions of USA surrender to Germany are:
* USA lost at least 75% IC
* USA lost at least 75% VPs
* Germany is not at war with Soviet
* Germany is not at war with UK
There is 50% chance that AI USA will accept the offer. If it does, Germany will receive three provinces and there will be a large change in USA’s government. Else you can always spend a few more months to annex USA.
=== What's next? ===
Conquer the world! If you need more time, use the no time limit mod in [[Utilities|utilities]] section.
== Miscellaneous ==
=== Advantages ===
''' High Quality Tech Teams '''
* I.G. Farben is the best manufacturing research tech team in the game.
* Konrad Zuse is one of the best cryptographic research tech teams in the game, ensuring further dominance in research.
* Top Tier tech teams for all other areas except Naval Doctrines.
''' Strong Stable Industrial Base '''
* Scattered industrial areas difficult to effectively bomb strategically even from England.
* Pre-War industry in top tier allowing long build up.
* Easy conquests of IC rich areas (Essentially All of Continental Europe).
''' Excellent Starting Land Doctrines '''
* Only one Land Doctrine to research between 1936 and 1939 to have best land doctrine in the world available at the time.
''' Good Consumer Goods Income '''
* Even producing the minimum consumer goods available, peacetime revenue is sufficient to support extensive espionage.
''' Excellent Leaders '''
* Start with large numbers of 3-5 skill generals of various rank.
* Top tier air generals (not better than England, but damn good).
* Top tier admirals (again, not better than England, but good).
* Including Rommel, Manstein, Guderian etc
''' Good Starting Units '''
* Larger starting army than any European power except USSR.
* Large starting airforce
''' Optimal Domestic Sliders for Warfare by 1939 '''
* Lots of free event-driven movements towards Hawk Lobby & Interventionism.
* Player can use their manual slider movements as they wish without being beholden to Hawk Lobby or Interventionism.
* Free DOWs available relatively quickly allows conquest of numerous minor nations without dissent.
''' Flexiblity to choose from a wide range of Force Compositions '''
* Flexible starting forces & solid industry enable the player to build whatever army/navy/airforce compositions they want.
''' Good Historical Events '''
* No huge dissent events.
* No events force-switching or killing your good cabinet members.
* Free annexations via event
* Free declarations of war via event, like ''Danzig or war''
=== Disadvantages ===
''' Weak Allies '''
* Poor quality expeditionary divisions from allies.
* Poor quality tech teams for allies.
* Few in number with low IC prevents good blueprint trading from occuring.
''' Enemies with far-flung possessions that are not easily annexed '''
* UK possesses tiny islands all over the world with victory point values
* USSR has enormous territorial depth. Germany must reach Pacific to annex.
* USA seperated from Germany by huge ocean and strong navy with enormous IC power.
''' Relatively Poor Starting Naval Forces '''
* Without substantial investment, no possibility of victory vs major rivals.
''' Limited access to Naval Doctrines and mediocre naval doctrine tech teams '''
* Kriegsmarinewerft is a good naval unit tech team, but Raeder is your only really good naval doctrine tech team.
* Only access to a few carrier enhancing doctrines useful in the late game naval war vs USA.
''' Must stand alone vs enemies with enormous manpower reserves '''
* Even with immediate research of manpower boosting techs, very difficult to match Soviets or USA in divisions.
* Poor planning can cause you to exhaust your manpower pool and find yourself unable to reinforce your units, much less build more.
''' Poor Raw Materials production pre-war '''
* Peacetime trading strategy must be focused on acquiring [[Rare_Materials|rare materials]], usually at the price of supplies (i.e. purchased with IC).
* After expanding throughout Europe, less of a problem. Especially after extensive stockpiling of resources during peacetime.
''' Mediocre Metal production '''
* Can be mitigated through numerous energy-for-metal trades with minor nations (Sweden makes a 1-for-1 offer every couple months).
''' Located in the center of Europe '''
* Although this makes it attacking easier, it also means Germany is surrounded by enemies.
* Multi-front situation can be managed if Operation Sealion is successful before 1941.
==Gamey Tactics==
Germany has a variety of [[gamey tactics]] possible.
=== Germanic Ireland: Totally Optional===
When the game starts, build a whole bunch of transports and create about 2 Tank divisions, 3 Militias, and about 2 infantry. (Ireland is only given one infantry division so you can easily bomb rush them). quickly board up your troops and head toward Ireland. This will create you a small navel base to attack the british mainland. It will help you attack Brest and having a 2 sided french attack.
===The Unholy Alliance===
If you press F12 and then key in and enter event 2015 you get the "Unholy Alliance" option with the Soviet Union. Choosing this could backfire if Japan hasn't had the Nomahan Incident yet. If Japan then chooses "This defeat must be avenged" you'll find yourself fighting Japan!
== Germany multiplayer strategy ==
=== Prolog ===
Have you ever tried to play with Germany and for some reason lost in multiplayer game? It will change now. The main point is, that you have to build a very strong and speedy army. You can't only focus on infantry. Of course you need them, too, but what you really need (especially against Soviet Union) are motorized and armored units. If you follow my instructions, you will be very strong opponent in the future.
=== Blitzkrieg ===
At the beginning build factories. Only factories. When the war breaks out, you don't have much army but enough to invade Poland. Then, start to build 6 motorized units and 3 armored units, and airforces and some infantry. When you attack France in 1940, there is just no way you could lose, because your army is so tough. French infantry just can't do much against them. You should attack the Soviet Union in 1941. Just keep pumping more armors and mechanized/motorized units. And when the battle begins, use blitzkrieg. Use all your airforce to destroy the enemy's poor infantry, and move forward with your units. You'll see that this strategy is very simple and effective.
== Year 1939 –40 Invading Poland and France ==
Invading Poland should be easy thing to do, altough your army isn’t so great yet. Remember to leave some garrisons against France. It is always good to remember necessary defence. But the main point against Poland is your airforce. Bomb enemy units down and then you won’t lose so much manpower either. When Poland has been annexed you should immediately start to move your units against France, but don’t attack yet. Just wait. But during this ‘phony war’ you should start to build very tough army. First of all, start to pump 3 tanks and 6 motorized infantry + headquarters and some infantry (and CAS!!). With this strategy you will see that France will surrender very soon. If player who plays with United Kingdom transports all his/her allies there, they can’t fight against your tanks. This is so obvious, because tanks have so good toughness and with self propelled brigades they are almost impossible to destroy. BUT!! You have to be careful that you don’t use your tanks and motorized units wrong. Don’t try to attack through mountains or mud or you will ruin everything. With this strategy weather is very important. So when you attack to France (after you have invaded Denmark [don’t attack to Norway]) just invade Netherlands and Belgium and push forward to Reims. Just bomb enemy’s separated units and try to force him/her to move his/her units to Reims. The you have to be speedy. Attack with 8 CAS at night and 8 in morning. Then, concentrate 11 tanks+ HQ + 15 motorized + 20 infantry to Reims, and use some good panzer general. Then, you’ll see, you can’t lose. Then push forward to Paris, and try to destroy as many Britons you can.
== Year 1941 – Operation Barbarossa ==
COMING SOON
[[Category:National Strategy]] [[Category:Germany Strategy]]
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{{GermanyStrategyGuides}}
__TOC__
==Overview==
Germany is one of the most played nations in HoI2. Using AAR production as an indication of popularity, Germany is #1 with hundreds of AARs on the Paradox boards. USA is in 2nd place, and the USSR in 3rd place, neither with more than one hundred. The reason for this is probably that Germany is a nation with great potential that was foiled historically and people enjoy ahistorical success. Success with Germany for veteran players is fairly easy, even on very hard difficulty. For beginning players, Germany can be a challenging nation.
Germany is fairly heavily event driven. With technology, production, economy and politics set up properly, the game can run more or less hands free for the first 3 years. Events will benefit Germany immensely, so wait for them to happen, largely in 1938 and 1939. Events will also lead Germany into war with the Allies, on August 31, 1939. By that date, Germany should be fully prepared for war. Note that even veteran players of HOI2, for the most part, abide by historical events at least until war with Poland.
==Technology==
Germany has the best research teams in the game which allows Germany to be considerably far ahead of all her rivals in research. For example, assuming Germany ignores Tank Destroyers and Anti-Tank Artillery (considered worthless units in game), by May, 1937, it is possible for Germany to have researched ''every'' 1936 and 1937 technology. By January 1, 1939, Germany is capable of having researched every 1938 technology as well, with the only exception being aircraft carriers, which are not commonly used as Germany. Advanced players may take different routes, such as tech rushing key technologies. Since Germany's teams are so strong, researching technologies 1 year in advance is comparatively easy. The only point of weakness in German research is in the Navy.
''' Industrial Research '''
I.G. Farben is the best manufacturing tech team in the game. Use them for all your manufacturing research except Production Planning, which only requires management so use Erich Von Manstein (level 9 and has management) while I.G. Farben researches Production Control. Every industrial field should be researched as Germany with the exception of Radar.
Three tech-teams should be put on the following Industrial Research at start:
* Basic Machine Tools
* Agrichemistry
* Basic Computing Machine
''' Infantry & Armor '''
Infantry and Supply are the most important research topics here. Mountaineers are helpful in winter fighting, and marines are helpful for Sea Lion. Paratroopers are generally not worth it. Light and Medium Tank research is important for Germany. Static Anti-Air could also be important if Germany doesn't plan on invading England.
''' Naval & Naval Doctrine'''
Germany does not require a Navy to defeat the Soviet Union, which is the most important objective. A Navy is useful, however, for invading England and even the USA. Germany's Naval tech teams are its weakest area, in addition to its naval doctrines, which are not conductive to a surface fleet. A typical German navy will focus exclusively on submarines for convoy raiding. A player that seeks to make Germany into a Naval Superpower would abandon the Sealane Interdiction doctrine, and likely go for Fleet-in-Being instead.
''' Aircraft & Air Doctrine '''
Germany's air research teams are good enough that it is possible to keep up to the latest technological level with five of the eight aircraft types, in addition to nearly up to date research on all air doctrine technologies for a player that devotes a serious effort to it. For basics, however, Germany needs to only focus on Interceptors, Close Air Support, and Tactical Bombers to be highly successful.
==Diplomacy==
===Alliances===
Germany will be able to enlist several nations into the Axis throughout the course of the game. Through events, Germany can get Hungary, Romania, and Bulgaria into the Axis. Finland, Vichy France, Japan and Italy can manually be asked to join the Axis beginning in 1940 with relatively high degrees of success. Germany can also manage to convince some nations to join the Axis before the start of war (August 31, 1939), without using coups. While the list below seems fairly large, Germany will only be able to focus on a few nations in a game due to the costs involved in influencing nations. Generally, the most strategically important allies from the below list are Nationalist Spain and Turkey.
{| CELLPADDING=10
|- VALIGN=top
|
Reasonable chance (above 10% at 200 relations):
*Nationalist Spain (during Spanish Civil War)
*Portugal
*Argentina
*Turkey (before 11/1938)
*Yugoslavia
*Japan
*Greece
*Afghanistan
|
Low chance (below 10% at 200 relations):
*Persia
*Venezuela
*Peru
*Guatemala
*Siam
|}
===Sliders===
Germany's starting sliders are below average. Fortunately, Germany will receive events that shift Germany fully to Hawk Lobby and Interventionism by 1939. Thus, adjusting those sliders is not necessary. Therefore, Germany's first slider moves should be towards Central Planning: Germany is unable to move to free market due to its Authoritarianism. This shift requires 4 moves (1936, 1937, 1938 & 1939) in order to attain the valuable 25% IC bonus. Once this is achieved, in 1940, Germany should begin the move to Standing Army in order to get the experience and organization bonuses. This can be accomplished by January, 1942.
===Ministers===
Germany's starting ministers have fairly good [[Minister Traits|traits]], but the setup can be improved. A few obvious changes should be made before occupation of the Rhineland: Minster of Security: Gurtner; and Armaments Minister: Schacht (10% IC bonus). Also Head of Intelligence to Oskar von Hindenburg is a good idea if Germany is planning on influencing countries.
In 1937, switching the Foreign Minister to Ribbentrop is a good idea if Germany plans on influencing countries.
In 1938 Germany might want to switch the Chief of Staff to Erich Hoepner (5% Armour and artillery research and artillery construction bonuses) until the war starts.
In 1939, Germany should switch to Minister of Security: Daluege in order to benefit from +15% foreign IC use. When prompted for Schacht's resignation by event, refuse due to his excellent 10% IC bonus. Chief of Staff Ludwig Beck is a decent Chief of Staff (Land Unit speed +10%), but not an obvious or necessary early pick. Germany also already has quick land forces and switching to Fritz Bayerlein (+20% organization regain) is probably the better choice here. In Armageddon, Germany should also switch to Head of Intelligence: Hans Oster in order to benefit from his 5% IC bonus.
In 1941, switching to a Guns and Butter Chief of Army, like von Blomberg, will improve the supply and TC situation.
For Naval Minister, the best pick depends on the naval policy:
* '''Decisive Naval Battle''' is best for conventional [[Surface Action Group]]s and [[Surface Action Group#Cruizergs|Cruizerg]] fleets, but hurts carriers, available at start.
* '''Open Seas''' is best for convoy defense, but makes subs more vulnerable, available at start.
* '''Indirect Approach''' makes subs and BCs hit harder, but makes transports and destroyers more expensive, available from 1939.
* '''Base Control''' makes marines, transports and destroyers cheaper, but also makes cruisers more expensive and hurts the offensive power of BBs and BCs, available from 1940.
* '''Power Projection''' is not available for Germany.
For Air Force, '''Army Aviation''' and '''Air Superiority''' are both good choices, but the NAV construction penalty with Air Superiority makes Army Aviation a better pick. Both are available at start. Access to a '''Carpet Bombing''' minister is gained in 1939 - which may be useful if a long strategic bombing campaign against UK is planned. However this requires research in relevant aircrafts and doctrines. '''Vertical Envenlopment''' and '''Naval Aviation''' ministers are gained in 1944 and 1945.
See also a complete list of [[German Ministers]].
==Intelligence==
Germany can make decent use of spies. Stealing blueprints will be only marginally helpful, since Germany is usually far ahead of all its adversaries in research. The best use of spies for Germany is simply to identify troops levels in enemy nations, and to avoid having spies within Germany. Japan, the UK, and the USA are all reasonable targets for blueprint stealing -- any other nations are sure to be far behind Germany in their research.
==Economy==
Germany has a very strong economy that can rival the USA in time.
===Trading===
Germany has a general need for rares, oil, and metal, thus trading should secure those resources, and preferably build large stockpiles. To some extent, Germany can trade excess energy for supplies, which helps redirect IC elsewhere. Germany's strongest trading partners:
* Soviet Union: trade energy, supplies, and cash for metal and rare materials
* Romania: Will trade supplies and oil for energy.
* Italy, Bulgaria, Finland, Switzerland: Will trade supplies for energy
* Brazil: get some rare materials in exchange for energy and/or some supplies.
* Venezuela: offers a lot precious oil in exchange for supplies.
* Nationalist China will trade a small amount of oil for supplies, while Japan may trade metals and rares for oil.
===Industrial Production===
The majority of Germany's IC capacity should go into factory building. Upgrades should be ignored until 1939, since Germany will advance several technologies over the course of the first few years, and will thus benefit from the leap-frog effect. At a minimum, Germany can create a parallel run of 12 factories, with at least 2 serial runs (e.g. 24 new factories by December, 1937). Advanced players sometimes perform 3 serial runs of factories, but this requires a very rapid buildup and organization of your armed forces in 1939, which can be challenging for new players.
==Military==
===Army===
The majority of the German Army (Wehrmacht) should consist of infantry. [[Militia]] can also be helpful if used properly, since Germany has a need for defensive divisions to hold front lines (especially against the Soviet Union). An efficient Infantry/Militia mix for defensive lines is a 9 division army of 4 militia and 5 infantry. Ideally, around 75% of the German Army should consist of infantry/militia before the onset of Barbarossa, with the remaining 25% being tanks and motorized infantry. Building too many tanks is a common mistake for new players, due to high fuel/supply costs and TC load. Unless, of course, you are playing ''very'' historical and seek to emulate the failures of Germany! As a general rule, Germany may have oil shortages (exacerbated with a heavy emphasis on vehicles), and will definitely have TC problems as the invasion of the Soviet Union progresses.
[http://forum.paradoxplaza.com/forum/showthread.php?t=346656 Additional Reading]
===Navy===
The German Navy (Kriegsmarine) has two practical/realistic options:
* Limited Navy: This is the historical route of building U-boats en-mass (the 1938 submarine is a key component). Submarines can be used (in DD) for very successful convoy raiding on England. Doing this will simply hurt England's military overseas (Africa and India). In some sense, this is not a very important strategic goal for Germany, even though convoy raiding can be very successful (see Blue Emu's "Are Submarines Worthless" thread). In ARMA submarines are more powerful, and when serving in large wolf packs (30 sub stacks), they can seriously damage nearly any opposing fleet.
* Surface Fleet: Germany can abandon the [[Sealane Interdiction]] doctrine favored by submarines, and go for the [[Fleet-in-Being]] doctrine. On this route, Germany can build Battleships (SHBB & BB) and use destroyers as screens. This requires considerable time and investment, but when combined with light carriers, Germany will be a formidable Naval power.
===Air Force===
The German Air Force (Luftwaffe) has a large variety of options. Generally, an emphasis on TAC and CAS bombers is the most effective use of firepower against land forces. These will help the German Army significantly eliminate enemy divisions in mass, effectively negating the manpower advantage held by adversaries such as the Soviet Union. Meanwhile, Germany can be successful with large numbers of INT in order to defend against frequent Allied bombing attacks. Since German strategy is contingent on fast conquest of enemy land, STR bombers are not particularly useful. They are also more expensive to build, unless the Chief of Air Force is switched. Later in the game, adding FTR is recommended, since the short range and the upgrade path of INT will hurt during World conquest campaigns.
== Events ==
These events do more than what is specified below, but this is just a summary of the major effects. All events have triggers that will normally trigger unless Germany does something erratic, like starting the war ahead of schedule. Since these events are so helpful to Germany, most players play historically through events.
''' Re-occupation of the Rhineland: '''
At the very start of the scenario, you need to move at least one ground unit to Cologne. This will trigger an event called "Re-Occuptation of the Rhineland" which will give:
* +1 Hawk Lobby
If you dont trigger this event, you will recieve "Great War Manifestation" events that give you +3 dissent until you move a unit into Cologne. So dont wait! You have a unit nearby when the scenario starts, just march in there.
''' Anschluss of Austria: '''
March 1938: Assuming you make the historical choice and the AI accepts:
* Annex Austria
* +1 Authoritarianism
* +1 Hawk Lobby (occurs when Austria accepts, not in original event)
''' Treaty of Munich: '''
September 29th, 1938:
Assuming you make the historical choice and the AI accepts:
* Annex Sudetenland
* +1 Hawk Lobby
* +3 Interventionism
* +1 Hawk Lobby (occurs when Czech accepts, not in original event)
''' The End of Czechoslovakia: '''
March 14th, 1939:
Assuming you make the historical choice and the AI accepts:
* Annex Czechoslovakia
* Create puppet Slovakia OR give territory to Hungary and they join Axis
* +1 Interventionism
* +1 Hawk Lobby (occurs when Czech accepts, not in original event)
''' Claiming Memel: '''
March 23rd, 1939:
Assuming you make the historical choice and the AI accepts:
* Lithuania cedes Memel province
* +1 Interventionism
''' Total Domestic Policy Shift '''
Assuming Germany makes all the historical choices and the AI always accepts:
* +1 Authoritarianism
* +5 Interventionism
* +5 Hawk Lobby
This is sufficient to totally max out the Hawk Lobby and Interventionism Sliders
==War==
Since Germany is the most event driven nation of the game, most players (noob and veteran alike) conduct war on the basis of events. Since Germany is a major power, however, early war is a possibility, including [[Germany Early Annexations |early annexations]]. Generally, however, early war is viewed as gamey and too easy for Germany.
=== Condor Legion: Spanish Civil War ===
On 18 July 1936, the Spanish Civil War (SCW) breaks out. Nationalist Spain will likely loose without German intervention. While the intervention by event helps, Nationalist Spain will typically require direct intervention of the German Army, which means war with Republican Spain. A friendly Spain serves two strategic goals for Germany:
* Access to Gibraltar, which allows Germany to help seize control of the Mediterranean Sea for [[Italy]].
* A soft underbelly to France, making the invasion of France easier.
Historically, Nationalist Spain was neutral in the war and German intervention was limited. Involving Germany in the SCW is by no means necessary, and is generally only used by players seeking total dominance. Also it changes the French AI to a more aggressive one and thus ensures an early DOW from France. When France DOWs early, the Soviet Union often follows. This can lead to a weird game where Poland and Czechoslovakia want to join the Axis.
=== Fall Grün: Czechoslovakia ===
Generally, Czechoslovakia can be annexed and made into a puppet entirely through events, as happened historically. On rare occasion, however, Czechoslovakia will refuse German annexation plans, and Germany will be forced to choose to let well enough alone or fight. The Czech army is not a concern due to its very limited size, but its forts in the Sudetenland are very powerful owing to a level 10 size, and hilly terrain. Ostrava, Brno, and Bratislava all do not have forts and border Germany. Thus, this underbelly makes victory fairly swift and relatively easy because the Sudentenland does not have any victory points.
=== Fall Weiß: Poland ===
On 1 September 1939, the war with Poland and the Allies begins by event. Germany will need enough troops (around 6 divisions each) in the three provinces bordering France to protect her Western front. Defeating Poland is possible within two weeks. The [[HQ Units in Action]] strategy guide provides an excellent guide in the effective use of HQ units, combined with armor and motorized infantry, in order to quickly annex Poland.
=== Fall Gelb: France ===
After Poland is annexed, Germany's next significant target is France. In order to get to France, an invasion of the low countries is necessary. Strictly speaking, only war with Belgium is necessary. An invasion of the Netherlands provides Germany IC and large supply stockpiles after the capture of their capital. While neither nation can be "annexed" by taking their European holdings, events fire that ensure Germany receives their European land as "national" provinces.
The invasion of the Low Countries and ultimately France can begin as soon as forces arrive from the defeat of Poland; e.g. sometime in October, 1939. Historically, Germany waited until May, 1940, when weather conditions were more favorable. This can be a problem for inexperienced players attacking too early, and make for some good, early lessons for what not to do when fighting the Soviet Union! Veteran HOI2 players are able to defeat France in less than 2 weeks, primarily through the use of around 5 - 10 tank divisions.
The primary intent of a successful Blitzkrieg is a spearhead attack that cripples the enemy. This means a direct spearhead to Paris. It is possible for the invasion route to go through the forests of France (Liege -> Reims -> Compiegne to Paris), however tanks do quite poorly in the winter in the forest. A more tank friendly route is Ghent -> Lille -> Amiens -> Paris. Once Paris is captured, German forces can branch out in all directions to make a dash for land. When France looses enough territories, it wil surrender.
The event asking for the creation of Vichy France can occur if:
* Paris is not under France's control.
* France lost 25% of its national provinces.
* Germany is at war with France.
* Germany is not at war with Soviet.
* The year is before 1942.
* France is not a puppet of Germany.
* Vichy is not a puppet of Germany.
The event has 25% chance of triggering every 3 days. If France loses at least 40% of its national provinces, the event will automatically trigger. Note that the AI France has 3% chance of rejecting the creation of Vichy. If this happens, Germany is forced to occupy the entire French territory. Accepting the creation of Vichy if the best move for Germany, since it provides Western France as national provinces and drastically lowers dissent, while also providing a reasonably powerful ally.
=== Weserübung: Denmark and Norway ===
This is completely optional.
The advantage of capturing Denmark is rendering Baltic Sea unreachable by UK’s (and later USA’s) navy as well as giving you a launching pad to the American continent (provided you do not let Denmark surrenders event to trigger, see below). However, the benefit from Norway is much more subtle. You only gain a low amount of resource and a not very feasible route to the USSR. The best reason why you want to invade Norway is probably because it is part of operation Fall Weserübung. The additional ports might also be useful if you decide to go for starving Britain with submarine warfare.
A very easy way to defeat Denmark is to capture the province Kolding. There is 99% chance that Denmark will ask for cease fire and then a few days later Denmark is annexed “peacefully” by Germany. Unfortunately if you take this path, you will lose Greenland and Iceland to USA. See the method on how to prevent it in [[Germany_Strategy_Guide#Annexing_Denmark_with_Greenland_and_Iceland|tricks]] section.
Revisiting Norway, a simple and low-risk means of capturing it is by first taking Sweden. This may be accomplished with relative ease by landings just north and South of Stockholm supplemented by an attack from the Odense or Copenhagen. With Sweden in hand, simply walk into Oslo and Narvik from the adjacent Swedish provinces. Alternatively, capture Oslo and Narvik with paratroopers, then annex Norway immediately.
=== Directive 25: Yugoslavia, and Operation Marita: Greece ===
This is completely optional, if you do not wish to invade them, skip right to USSR section.
Securing Yugoslavia and Greece is useful since it makes your allies stronger and gives you access to the Mediterranean Sea. After the annexation of Yugoslavia, you will receive an event that allows you to create Croatia. Creating it will remove some TC burden as well as gaining more manpower and three divisions, making it a good option.
Greece may provide a little harder challenge. It is relatively easy to conquer all of the VPs except the last VP in Crete. The best way to capture it is probably by sending paratroopers on airborne assault. Amphibious assault may prove to be difficult if you or Italy has not neutralized UK’s navy.
=== Operation Barbarossa: Taming the Bear ===
*''See the article [[Germany Strategy- Taming the Bear]]''
==== The Bitter Peace ====
Conditions that must be satisfied to trigger bitter peace:
* Germany controls Paris.
* Germany is not at war with Italy and Japan.
* Do not sign the Tripartite pact with Japan if you intend to attack the USSR without them. Just sign it with Italy.
* Soviet does not control these provinces:
** Leningrad (one of the northern provinces, very close to Finland)
** Moscow
** Stalingrad
** Baku (southern province, next to Persia)
** Sverdlovsk (in Trans-Siberia railway, quite far away)
If you fulfill those conditions, there is 5% chance every week that Stalin may sue for peace. When the event triggers, there is 90% chance USSR will surrender and Germany will obtain a large amount of provinces. Unfortunately if Soviet refuses, the war goes on and you may need to annex USSR to claim victory. The refusal message is:
Soviet Union went with Fight to the bitter end! in Sue for peace with the Germans
There are two Bitter Peace chains, one with Japan in the Axis and one without.
*Without the Tripartite pact being signed by Japan and without Japan in the Axis, # Sue for peace with the Germans, event 2624 SOV starts the event chain which is completed by the Germans accepting it: event 2024 GER # Stalin sues for Peace (Japan is not Axis).
* Providing Japan is in the Axis (and at war with Soviet), Sverdlovsk is not required. But Soviet must lose Vladivostok (next to Japan's Korea). Event 2645 SOV which triggers event 2046 GER
* There is a third and somewhat unusual Bitter Peace if you are not at war with the Allies (UK, France and USA), you only need to conquer 25% of the Soviet national provinces (note that Eastern Poland provinces are not Soviet's national provinces).
==== The Bitter Peace in Doomsday ====
The ideas are generally the same, but there are some significant differences in Doomsday:
1) The Tripartite Pact is now irrelevant. Offer it to both Japan and Italy since there are no Bitter Peace problems.
2) If Japan is Axis or fighting the Soviet Union, the 5th Russian province can be either Sverdlovsk or Vladivostok. The other 4 needed Russian provinces remain Baku, Leningrad, Moscow, and Stalingrad, and either Germany or Vichy France has to own Paris.
3) The AI has to accept the Bitter Peace, there's now a 100% chance of the AI accepting the Bitter Peace once it fires.
4) The % chance for the event to fire has been increased to random = 35 meaning that it should fire in 3 or 4 weeks, but there is no guarantee that it will fire, just a much increased chance that it will fire. Also the time interval between checks has been changed from every 7 days to every 10 days.
5) Other conditions such as Paris not being controlled by France are still the same. Either Germany or Vichy must control Paris.
6) When the Bitter Peace fires, you get 150 provinces at only 2% base partisan levels with a dissent reduction of 50%.
====puppet states====
If enough provinces in the vicinity of Sverdlovsk can be captured, you might be able to create the puppet state of Transural Republic before the Bitter Peace fires. In like manner you can create some puppet states in the southern region of central Asia near [[Persia]]. If you still have these states when the Bitter Peace fires, they will remain in the Axis. If you later declare war on Persia it may annex some of the central Asian puppets, but when you then annex Persia you get the whole thing!
=== Gibraltar ===
There are two ways to reach Mediterranean Sea, from Gibraltar and Suez. Having these two provinces will mean the whole sea is in your control. The problem with capturing Gibraltar is that it is not possible to conduct amphibious assault there. You may try using airborne invasion, invite Spain into your alliance, ask military access to Spain (almost impossible) or invade Spain (best for practical reasons).
During the Soviet war you should try to work on Spain and getting them into your alliance. If they do join then take control of Spanish army and capture Gibraltar with them. Failing that, you need to declare war on Spain in order to obtain Gibraltar.
Alternatively, intercede on Nationalist Spain's behalf during their civil war. Do this by first guaranteeing their independence, then declaring war on Republican Spain (who has a province next to Gibraltar). This will make Nationalist Spain want to join the Axis. Now, you can either just help them win the war, or, if you're a greedy one like me, use the Nationalist Spain fleet to transport your armies (use Send Expeditionary Force to allow them to board) to the southern end of Spain and from there conquer Republican Spain for Germany.
Gibraltar is frequently unguarded, so you can alternatively capture it with paratroopers from Bordeaux, saving you the intervention in Spain.
=== Reaching Africa ===
After the fall of Gibraltar, the most important British territory in Africa is Suez. Controlling this will mean controlling Mediterranean Sea. There are a number of feasible ways to reach Suez:
* Annex Turkey or Persia and then Iraq (slow because of the poor infrastructure of these regions)
* Annex Turkey or Greece to open more ports (you can launch amphibious landings on Alexandria from Athens)
* If you have a strong navy, put him under Grand Admiral Raeder and make amphibious landing in Africa
If you manage to land in Africa with sufficient force, you can chase them out of the continent for good.
=== Operation Seelöwe: Great Britain ===
This can be done before or after gaining complete control of North Africa or even just after the creation of Vichy France. To invade UK successfully you need either a large surface navy (with two or more carriers) or a navy full of submarines. Other units that will prove useful are marines, fighters/interceptors, naval bomber and tactical bomber.
Southern and Eastern provinces of British island are the natural choices for amphibious landing. The best province depends on the province's garrison as well as its adjacent provinces' troops. If the province is lightly defended but an adjacent province has a very large army, you should think twice since that large army may obliterate your landing troops. To see the number of troops in provinces that do not have coast line, use fighters on air superiority over the areas where those provinces at.
The landing party should consist of three marine divisions. Sending more than three divisions will reduce the effectiveness of the whole invasion. Make sure to put the tactical bomber on interdiction and fighters on air superiority to get a beachhead. Since the specific province that is going to be bombed is decided by AI, you may need to follow where your bomber goes. It is not very nice but it works. Success in doing it will spell the doom of the British island.
Another effective way to gain a beachhead is to move your invasion forces next to Cardiff, land paratroopers there, and sail your forces to the now peaceful port. Why? Because Cardiff has no beach to land on, the AI does not defend it, so you can easily capture it with just 1 paratrooper. If landed at nightfall, you will have till dawn to move your transports into the port. No amphibious assaults needed! Another good province for an airborne assault is Norwich, from where you can easily strike at the heart of England.
It may be a good idea if you combine operation Sealion with invasion in Ireland and Iceland (if you did not try to [[Germany_Strategy_Guide#Annexing_Denmark_with_Greenland_and_Iceland|keep]] it). Iceland will serve as a good launch pad for further invasion on Greenland and America.
=== Made in India ===
With British island gone, African possessions ransacked, only India left for UK. The best attack route is from Persia. You can create a puppet Pakistan if you capture enough provinces in western India, and from there you can annex [[Nepal]] and [[Bhutan]], though the infrastructure (Himalayas) may be challenging. There is an event 13 that can lead to UK's surrender. The conditions are:
* Paris is in German hand or Germany is not at war with France
* London is captured by Germany
* UK lost at least 75% IC
* UK lost at least 75% VPs
* Germany is not at war with Soviet
* Germany is not at war with USA
UK has 50% chance to accept it. If it does, UK will surrender a number of provinces to Germany, Italy, Canada and USA as well as liberating Lebanon, Egypt, India and Jordan. Chances are if you are able to trigger the event, you can completely annex UK very easily. Because of this reason and the fact that the benefit of accepting the peace is very small, it is a good idea to strive for total annexation of UK.
=== USA ===
It is very difficult to land directly in US coasts. An easier route is from Canada. Capture Iceland, Greenland and then proceed to Canada. If you manage to stockpile troops in Canada and invade USA's mainland, you will see that its defence is very weak. The problem with invading the North American continent via Canada is Canada's poor infrastructure. An alternative strategy that doesn't slow your forces down is to capture Newfoundland and from there parachute into Boston. Use Boston as a beachhead for landing your invasion force (which should be in the region of 100 and above divisions). Strike fast at New York and Washington - New England is the USA's industrial heartland. After an intense initial battle, the rest should be a walkover.
There is an event that allows German Player to demand USA's surrender. The conditions of USA surrender to Germany are:
* USA lost at least 75% IC
* USA lost at least 75% VPs
* Germany is not at war with Soviet
* Germany is not at war with UK
There is 50% chance that AI USA will accept the offer. If it does, Germany will receive three provinces and there will be a large change in USA’s government. Else you can always spend a few more months to annex USA.
=== What's next? ===
Conquer the world! If you need more time, use the no time limit mod in [[Utilities|utilities]] section.
== Miscellaneous ==
=== Advantages ===
''' High Quality Tech Teams '''
* I.G. Farben is the best manufacturing research tech team in the game.
* Konrad Zuse is one of the best cryptographic research tech teams in the game, ensuring further dominance in research.
* Top Tier tech teams for all other areas except Naval Doctrines.
''' Strong Stable Industrial Base '''
* Scattered industrial areas difficult to effectively bomb strategically even from England.
* Pre-War industry in top tier allowing long build up.
* Easy conquests of IC rich areas (Essentially All of Continental Europe).
''' Excellent Starting Land Doctrines '''
* Only one Land Doctrine to research between 1936 and 1939 to have best land doctrine in the world available at the time.
''' Good Consumer Goods Income '''
* Even producing the minimum consumer goods available, peacetime revenue is sufficient to support extensive espionage.
''' Excellent Leaders '''
* Start with large numbers of 3-5 skill generals of various rank.
* Top tier air generals (not better than England, but damn good).
* Top tier admirals (again, not better than England, but good).
* Including Rommel, Manstein, Guderian etc
''' Good Starting Units '''
* Larger starting army than any European power except USSR.
* Large starting airforce
''' Optimal Domestic Sliders for Warfare by 1939 '''
* Lots of free event-driven movements towards Hawk Lobby & Interventionism.
* Player can use their manual slider movements as they wish without being beholden to Hawk Lobby or Interventionism.
* Free DOWs available relatively quickly allows conquest of numerous minor nations without dissent.
''' Flexiblity to choose from a wide range of Force Compositions '''
* Flexible starting forces & solid industry enable the player to build whatever army/navy/airforce compositions they want.
''' Good Historical Events '''
* No huge dissent events.
* No events force-switching or killing your good cabinet members.
* Free annexations via event
* Free declarations of war via event, like ''Danzig or war''
=== Disadvantages ===
''' Weak Allies '''
* Poor quality expeditionary divisions from allies.
* Poor quality tech teams for allies.
* Few in number with low IC prevents good blueprint trading from occuring.
''' Enemies with far-flung possessions that are not easily annexed '''
* UK possesses tiny islands all over the world with victory point values
* USSR has enormous territorial depth. Germany must reach Pacific to annex.
* USA seperated from Germany by huge ocean and strong navy with enormous IC power.
''' Relatively Poor Starting Naval Forces '''
* Without substantial investment, no possibility of victory vs major rivals.
''' Limited access to Naval Doctrines and mediocre naval doctrine tech teams '''
* Kriegsmarinewerft is a good naval unit tech team, but Raeder is your only really good naval doctrine tech team.
* Only access to a few carrier enhancing doctrines useful in the late game naval war vs USA.
''' Must stand alone vs enemies with enormous manpower reserves '''
* Even with immediate research of manpower boosting techs, very difficult to match Soviets or USA in divisions.
* Poor planning can cause you to exhaust your manpower pool and find yourself unable to reinforce your units, much less build more.
''' Poor Raw Materials production pre-war '''
* Peacetime trading strategy must be focused on acquiring [[Rare_Materials|rare materials]], usually at the price of supplies (i.e. purchased with IC).
* After expanding throughout Europe, less of a problem. Especially after extensive stockpiling of resources during peacetime.
''' Mediocre Metal production '''
* Can be mitigated through numerous energy-for-metal trades with minor nations (Sweden makes a 1-for-1 offer every couple months).
''' Located in the center of Europe '''
* Although this makes it attacking easier, it also means Germany is surrounded by enemies.
* Multi-front situation can be managed if Operation Sealion is successful before 1941.
==Gamey Tactics==
Germany has a variety of [[gamey tactics]] possible.
=== Germanic Ireland: Totally Optional===
When the game starts, build a whole bunch of transports and create about 2 Tank divisions, 3 Militias, and about 2 infantry. (Ireland is only given one infantry division so you can easily bomb rush them). quickly board up your troops and head toward Ireland. This will create you a small navel base to attack the british mainland. It will help you attack Brest and having a 2 sided french attack.
===The Unholy Alliance===
If you press F12 and then key in and enter event 2015 you get the "Unholy Alliance" option with the Soviet Union. Choosing this could backfire if Japan hasn't had the Nomahan Incident yet. If Japan then chooses "This defeat must be avenged" you'll find yourself fighting Japan!
== Germany multiplayer strategy ==
=== Prolog ===
Have you ever tried to play with Germany and for some reason lost in multiplayer game? It will change now. The main point is, that you have to build a very strong and speedy army. You can't only focus on infantry. Of course you need them, too, but what you really need (especially against Soviet Union) are motorized and armored units. If you follow my instructions, you will be very strong opponent in the future.
=== Blitzkrieg ===
At the beginning build factories. Only factories. When the war breaks out, you don't have much army but enough to invade Poland. Then, start to build 6 motorized units and 3 armored units, and airforces and some infantry. When you attack France in 1940, there is just no way you could lose, because your army is so tough. French infantry just can't do much against them. You should attack the Soviet Union in 1941. Just keep pumping more armors and mechanized/motorized units. And when the battle begins, use blitzkrieg. Use all your airforce to destroy the enemy's poor infantry, and move forward with your units. You'll see that this strategy is very simple and effective.
== Year 1939 –40 Invading Poland and France ==
Invading Poland should be easy thing to do, altough your army isn’t so great yet. Remember to leave some garrisons against France. It is always good to remember necessary defence. But the main point against Poland is your airforce. Bomb enemy units down and then you won’t lose so much manpower either. When Poland has been annexed you should immediately start to move your units against France, but don’t attack yet. Just wait. But during this ‘phony war’ you should start to build very tough army. First of all, start to pump 3 tanks and 6 motorized infantry + headquarters and some infantry (and CAS!!). With this strategy you will see that France will surrender very soon. If player who plays with United Kingdom transports all his/her allies there, they can’t fight against your tanks. This is so obvious, because tanks have so good toughness and with self propelled brigades they are almost impossible to destroy. BUT!! You have to be careful that you don’t use your tanks and motorized units wrong. Don’t try to attack through mountains or mud or you will ruin everything. With this strategy weather is very important. So when you attack to France (after you have invaded Denmark [don’t attack to Norway]) just invade Netherlands and Belgium and push forward to Reims. Just bomb enemy’s separated units and try to force him/her to move his/her units to Reims. The you have to be speedy. Attack with 8 CAS at night and 8 in morning. Then, concentrate 11 tanks+ HQ + 15 motorized + 20 infantry to Reims, and use some good panzer general. Then, you’ll see, you can’t lose. Then push forward to Paris, and try to destroy as many Britons you can.
== Year 1941 – Operation Barbarossa ==
COMING SOON
[[Category:National Strategy]] [[Category:Germany Strategy]]
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{{Country guides}}
{{GermanyStrategyGuides}}
__TOC__
==Overview==
Germany is one of the most played nations in HoI2. Using AAR production as an indication of popularity, Germany is #1 with hundreds of AARs on the Paradox boards. USA is in 2nd place, and the USSR in 3rd place, neither with more than one hundred. The reason for this is probably that Germany is a nation with great potential that was foiled historically and people enjoy ahistorical success. Success with Germany for veteran players is fairly easy, even on very hard difficulty. For beginning players, Germany can be a challenging nation.
Germany is fairly heavily event driven. With technology, production, economy and politics set up properly, the game can run more or less hands free for the first 3 years. Events will benefit Germany immensely, so wait for them to happen, largely in 1938 and 1939. Events will also lead Germany into war with the Allies, on August 31, 1939. By that date, Germany should be fully prepared for war. Note that even veteran players of HOI2, for the most part, abide by historical events at least until war with Poland.
==Technology==
Germany has the best research teams in the game which allows Germany to be considerably far ahead of all her rivals in research. For example, assuming Germany ignores Tank Destroyers and Anti-Tank Artillery (considered worthless units in game), by May, 1937, it is possible for Germany to have researched ''every'' 1936 and 1937 technology. By January 1, 1939, Germany is capable of having researched every 1938 technology as well, with the only exception being aircraft carriers, which are not commonly used as Germany. Advanced players may take different routes, such as tech rushing key technologies. Since Germany's teams are so strong, researching technologies 1 year in advance is comparatively easy. The only point of weakness in German research is in the Navy.
''' Industrial Research '''
I.G. Farben is the best manufacturing tech team in the game. Use them for all your manufacturing research except Production Planning, which only requires management so use Erich Von Manstein (level 9 and has management) while I.G. Farben researches Production Control. Every industrial field should be researched as Germany with the exception of Radar.
Three tech-teams should be put on the following Industrial Research at start:
* Basic Machine Tools
* Agrichemistry
* Basic Computing Machine
''' Infantry & Armor '''
Infantry and Supply are the most important research topics here. Mountaineers are helpful in winter fighting, and marines are helpful for Sea Lion. Paratroopers are generally not worth it. Light and Medium Tank research is important for Germany. Static Anti-Air could also be important if Germany doesn't plan on invading England.
''' Naval & Naval Doctrine'''
Germany does not require a Navy to defeat the Soviet Union, which is the most important objective. A Navy is useful, however, for invading England and even the USA. Germany's Naval tech teams are its weakest area, in addition to its naval doctrines, which are not conductive to a surface fleet. A typical German navy will focus exclusively on submarines for convoy raiding. A player that seeks to make Germany into a Naval Superpower would abandon the Sealane Interdiction doctrine, and likely go for Fleet-in-Being instead.
''' Aircraft & Air Doctrine '''
Germany's air research teams are good enough that it is possible to keep up to the latest technological level with five of the eight aircraft types, in addition to nearly up to date research on all air doctrine technologies for a player that devotes a serious effort to it. For basics, however, Germany needs to only focus on Interceptors, Close Air Support, and Tactical Bombers to be highly successful.
==Diplomacy==
===Alliances===
Germany will be able to enlist several nations into the Axis throughout the course of the game. Through events, Germany can get Hungary, Romania, and Bulgaria into the Axis. Finland, Vichy France, Japan and Italy can manually be asked to join the Axis beginning in 1940 with relatively high degrees of success. Germany can also manage to convince some nations to join the Axis before the start of war (August 31, 1939), without using coups. While the list below seems fairly large, Germany will only be able to focus on a few nations in a game due to the costs involved in influencing nations. Generally, the most strategically important allies from the below list are Nationalist Spain and Turkey.
{| CELLPADDING=10
|- VALIGN=top
|
Reasonable chance (above 10% at 200 relations):
*Nationalist Spain (during Spanish Civil War)
*Portugal
*Argentina
*Turkey (before 11/1938)
*Yugoslavia
*Japan
*Greece
*Afghanistan
|
Low chance (below 10% at 200 relations):
*Persia
*Venezuela
*Peru
*Guatemala
*Siam
|}
===Sliders===
Germany's starting sliders are below average. Fortunately, Germany will receive events that shift Germany fully to Hawk Lobby and Interventionism by 1939. Thus, adjusting those sliders is not necessary. Therefore, Germany's first slider moves should be towards Central Planning: Germany is unable to move to free market due to its Authoritarianism. This shift requires 4 moves (1936, 1937, 1938 & 1939) in order to attain the valuable 25% IC bonus. Once this is achieved, in 1940, Germany should begin the move to Standing Army in order to get the experience and organization bonuses. This can be accomplished by January, 1942.
===Ministers===
Germany's starting ministers have fairly good [[Minister Traits|traits]], but the setup can be improved. A few obvious changes should be made before occupation of the Rhineland: Minster of Security: Gurtner; and Armaments Minister: Schacht (10% IC bonus). Also Head of Intelligence to Oskar von Hindenburg is a good idea if Germany is planning on influencing countries.
In 1937, switching the Foreign Minister to Ribbentrop is a good idea if Germany plans on influencing countries.
In 1938 Germany might want to switch the Chief of Staff to Erich Hoepner (5% Armour and artillery research and artillery construction bonuses) until the war starts.
In 1939, Germany should switch to Minister of Security: Daluege in order to benefit from +15% foreign IC use. When prompted for Schacht's resignation by event, refuse due to his excellent 10% IC bonus. Chief of Staff Ludwig Beck is a decent Chief of Staff (Land Unit speed +10%), but not an obvious or necessary early pick. Germany also already has quick land forces and switching to Fritz Bayerlein (+20% organization regain) is probably the better choice here. In Armageddon, Germany should also switch to Head of Intelligence: Hans Oster in order to benefit from his 5% IC bonus.
In 1941, switching to a Guns and Butter Chief of Army, like von Blomberg, will improve the supply and TC situation.
For Naval Minister, the best pick depends on the naval policy:
* '''Decisive Naval Battle''' is best for conventional [[Surface Action Group]]s and [[Surface Action Group#Cruizergs|Cruizerg]] fleets, but hurts carriers, available at start.
* '''Open Seas''' is best for convoy defense, but makes subs more vulnerable, available at start.
* '''Indirect Approach''' makes subs and BCs hit harder, but makes transports and destroyers more expensive, available from 1939.
* '''Base Control''' makes marines, transports and destroyers cheaper, but also makes cruisers more expensive and hurts the offensive power of BBs and BCs, available from 1940.
* '''Power Projection''' is not available for Germany.
For Air Force, '''Army Aviation''' and '''Air Superiority''' are both good choices, but the NAV construction penalty with Air Superiority makes Army Aviation a better pick. Both are available at start. Access to a '''Carpet Bombing''' minister is gained in 1939 - which may be useful if a long strategic bombing campaign against UK is planned. However this requires research in relevant aircrafts and doctrines. '''Vertical Envenlopment''' and '''Naval Aviation''' ministers are gained in 1944 and 1945.
See also a complete list of [[German Ministers]].
==Intelligence==
Germany can make decent use of spies. Stealing blueprints will be only marginally helpful, since Germany is usually far ahead of all its adversaries in research. The best use of spies for Germany is simply to identify troops levels in enemy nations, and to avoid having spies within Germany. Japan, the UK, and the USA are all reasonable targets for blueprint stealing -- any other nations are sure to be far behind Germany in their research.
==Economy==
Germany has a very strong economy that can rival the USA in time.
===Trading===
Germany has a general need for rares, oil, and metal, thus trading should secure those resources, and preferably build large stockpiles. To some extent, Germany can trade excess energy for supplies, which helps redirect IC elsewhere. Germany's strongest trading partners:
* Soviet Union: trade energy, supplies, and cash for metal and rare materials
* Romania: Will trade supplies and oil for energy.
* Italy, Bulgaria, Finland, Switzerland: Will trade supplies for energy
* Brazil: get some rare materials in exchange for energy and/or some supplies.
* Venezuela: offers a lot precious oil in exchange for supplies.
* Nationalist China will trade a small amount of oil for supplies, while Japan may trade metals and rares for oil.
===Industrial Production===
The majority of Germany's IC capacity should go into factory building. Upgrades should be ignored until 1939, since Germany will advance several technologies over the course of the first few years, and will thus benefit from the leap-frog effect. At a minimum, Germany can create a parallel run of 12 factories, with at least 2 serial runs (e.g. 24 new factories by December, 1937). Advanced players sometimes perform 3 serial runs of factories, but this requires a very rapid buildup and organization of your armed forces in 1939, which can be challenging for new players.
==Military==
===Army===
The majority of the German Army (Wehrmacht) should consist of infantry. [[Militia]] can also be helpful if used properly, since Germany has a need for defensive divisions to hold front lines (especially against the Soviet Union). An efficient Infantry/Militia mix for defensive lines is a 9 division army of 4 militia and 5 infantry. Ideally, around 75% of the German Army should consist of infantry/militia before the onset of Barbarossa, with the remaining 25% being tanks and motorized infantry. Building too many tanks is a common mistake for new players, due to high fuel/supply costs and TC load. Unless, of course, you are playing ''very'' historical and seek to emulate the failures of Germany! As a general rule, Germany may have oil shortages (exacerbated with a heavy emphasis on vehicles), and will definitely have TC problems as the invasion of the Soviet Union progresses.
[http://forum.paradoxplaza.com/forum/showthread.php?t=346656 Additional Reading]
===Navy===
The German Navy (Kriegsmarine) has two practical/realistic options:
* Limited Navy: This is the historical route of building U-boats en-mass (the 1938 submarine is a key component). Submarines can be used (in DD) for very successful convoy raiding on England. Doing this will simply hurt England's military overseas (Africa and India). In some sense, this is not a very important strategic goal for Germany, even though convoy raiding can be very successful (see Blue Emu's "Are Submarines Worthless" thread). In ARMA submarines are more powerful, and when serving in large wolf packs (30 sub stacks), they can seriously damage nearly any opposing fleet.
* Surface Fleet: Germany can abandon the [[Sealane Interdiction]] doctrine favored by submarines, and go for the [[Fleet-in-Being]] doctrine. On this route, Germany can build Battleships (SHBB & BB) and use destroyers as screens. This requires considerable time and investment, but when combined with light carriers, Germany will be a formidable Naval power.
===Air Force===
The German Air Force (Luftwaffe) has a large variety of options. Generally, an emphasis on TAC and CAS bombers is the most effective use of firepower against land forces. These will help the German Army significantly eliminate enemy divisions in mass, effectively negating the manpower advantage held by adversaries such as the Soviet Union. Meanwhile, Germany can be successful with large numbers of INT in order to defend against frequent Allied bombing attacks. Since German strategy is contingent on fast conquest of enemy land, STR bombers are not particularly useful. They are also more expensive to build, unless the Chief of Air Force is switched. Later in the game, adding FTR is recommended, since the short range and the upgrade path of INT will hurt during World conquest campaigns.
== Events ==
These events do more than what is specified below, but this is just a summary of the major effects. All events have triggers that will normally trigger unless Germany does something erratic, like starting the war ahead of schedule. Since these events are so helpful to Germany, most players play historically through events.
''' Re-occupation of the Rhineland: '''
At the very start of the scenario, you need to move at least one ground unit to Cologne. This will trigger an event called "Re-Occuptation of the Rhineland" which will give:
* +1 Hawk Lobby
If you dont trigger this event, you will recieve "Great War Manifestation" events that give you +3 dissent until you move a unit into Cologne. So dont wait! You have a unit nearby when the scenario starts, just march in there.
''' Anschluss of Austria: '''
March 1938: Assuming you make the historical choice and the AI accepts:
* Annex Austria
* +1 Authoritarianism
* +1 Hawk Lobby (occurs when Austria accepts, not in original event)
''' Treaty of Munich: '''
September 29th, 1938:
Assuming you make the historical choice and the AI accepts:
* Annex Sudetenland
* +1 Hawk Lobby
* +3 Interventionism
* +1 Hawk Lobby (occurs when Czech accepts, not in original event)
''' The End of Czechoslovakia: '''
March 14th, 1939:
Assuming you make the historical choice and the AI accepts:
* Annex Czechoslovakia
* Create puppet Slovakia OR give territory to Hungary and they join Axis
* +1 Interventionism
* +1 Hawk Lobby (occurs when Czech accepts, not in original event)
''' Claiming Memel: '''
March 23rd, 1939:
Assuming you make the historical choice and the AI accepts:
* Lithuania cedes Memel province
* +1 Interventionism
''' Total Domestic Policy Shift '''
Assuming Germany makes all the historical choices and the AI always accepts:
* +1 Authoritarianism
* +5 Interventionism
* +5 Hawk Lobby
This is sufficient to totally max out the Hawk Lobby and Interventionism Sliders
==War==
Since Germany is the most event driven nation of the game, most players (noob and veteran alike) conduct war on the basis of events. Since Germany is a major power, however, early war is a possibility, including [[Germany Early Annexations |early annexations]]. Generally, however, early war is viewed as gamey and too easy for Germany.
=== Condor Legion: Spanish Civil War ===
On 18 July 1936, the Spanish Civil War (SCW) breaks out. Nationalist Spain will likely loose without German intervention. While the intervention by event helps, Nationalist Spain will typically require direct intervention of the German Army, which means war with Republican Spain. A friendly Spain serves two strategic goals for Germany:
* Access to Gibraltar, which allows Germany to help seize control of the Mediterranean Sea for [[Italy]].
* A soft underbelly to France, making the invasion of France easier.
Historically, Nationalist Spain was neutral in the war and German intervention was limited. Involving Germany in the SCW is by no means necessary, and is generally only used by players seeking total dominance. Also it changes the French AI to a more aggressive one and thus ensures an early DOW from France. When France DOWs early, the Soviet Union often follows. This can lead to a weird game where Poland and Czechoslovakia want to join the Axis.
=== Fall Grün: Czechoslovakia ===
Generally, Czechoslovakia can be annexed and made into a puppet entirely through events, as happened historically. On rare occasion, however, Czechoslovakia will refuse German annexation plans, and Germany will be forced to choose to let well enough alone or fight. The Czech army is not a concern due to its very limited size, but its forts in the Sudetenland are very powerful owing to a level 10 size, and hilly terrain. Ostrava, Brno, and Bratislava all do not have forts and border Germany. Thus, this underbelly makes victory fairly swift and relatively easy because the Sudentenland does not have any victory points.
=== Fall Weiß: Poland ===
On 1 September 1939, the war with Poland and the Allies begins by event. Germany will need enough troops (around 6 divisions each) in the three provinces bordering France to protect her Western front. Defeating Poland is possible within two weeks. The [[HQ Units in Action]] strategy guide provides an excellent guide in the effective use of HQ units, combined with armor and motorized infantry, in order to quickly annex Poland.
=== Fall Gelb: France ===
After Poland is annexed, Germany's next significant target is France. In order to get to France, an invasion of the low countries is necessary. Strictly speaking, only war with Belgium is necessary. An invasion of the Netherlands provides Germany IC and large supply stockpiles after the capture of their capital. While neither nation can be "annexed" by taking their European holdings, events fire that ensure Germany receives their European land as "national" provinces. Luxembourg can be annexed before declaring war on the other two.
The invasion of the Low Countries and ultimately France can begin as soon as forces arrive from the defeat of Poland; e.g. sometime in October, 1939. Historically, Germany waited until May, 1940, when weather conditions were more favorable. This can be a problem for inexperienced players attacking too early, and make for some good, early lessons for what not to do when fighting the Soviet Union! Veteran HOI2 players are able to defeat France in less than 2 weeks, primarily through the use of around 5 - 10 tank divisions.
The primary intent of a successful Blitzkrieg is a spearhead attack that cripples the enemy. This means a direct spearhead to Paris. It is possible for the invasion route to go through the forests of France (Liege -> Reims -> Compiegne to Paris), however tanks do quite poorly in the winter in the forest. A more tank friendly route is Ghent -> Lille -> Amiens -> Paris. Once Paris is captured, German forces can branch out in all directions to make a dash for land. When France looses enough territories, it wil surrender.
The event asking for the creation of Vichy France can occur if:
* Paris is not under France's control.
* France lost 25% of its national provinces.
* Germany is at war with France.
* Germany is not at war with Soviet.
* The year is before 1942.
* France is not a puppet of Germany.
* Vichy is not a puppet of Germany.
The event has 25% chance of triggering every 3 days. If France loses at least 40% of its national provinces, the event will automatically trigger. Note that the AI France has 3% chance of rejecting the creation of Vichy. If this happens, Germany is forced to occupy the entire French territory. Accepting the creation of Vichy if the best move for Germany, since it provides Western France as national provinces and drastically lowers dissent, while also providing a reasonably powerful ally.
=== Weserübung: Denmark and Norway ===
This is completely optional.
The advantage of capturing Denmark is rendering Baltic Sea unreachable by UK’s (and later USA’s) navy as well as giving you a launching pad to the American continent (provided you do not let Denmark surrenders event to trigger, see below). However, the benefit from Norway is much more subtle. You only gain a low amount of resource and a not very feasible route to the USSR. The best reason why you want to invade Norway is probably because it is part of operation Fall Weserübung. The additional ports might also be useful if you decide to go for starving Britain with submarine warfare.
A very easy way to defeat Denmark is to capture the province Kolding. There is 99% chance that Denmark will ask for cease fire and then a few days later Denmark is annexed “peacefully” by Germany. Unfortunately if you take this path, you will lose Greenland and Iceland to USA. See the method on how to prevent it in [[Germany_Strategy_Guide#Annexing_Denmark_with_Greenland_and_Iceland|tricks]] section.
Revisiting Norway, a simple and low-risk means of capturing it is by first taking Sweden. This may be accomplished with relative ease by landings just north and South of Stockholm supplemented by an attack from the Odense or Copenhagen. With Sweden in hand, simply walk into Oslo and Narvik from the adjacent Swedish provinces. Alternatively, capture Oslo and Narvik with paratroopers, then annex Norway immediately.
=== Directive 25: Yugoslavia, and Operation Marita: Greece ===
This is completely optional, if you do not wish to invade them, skip right to USSR section.
Securing Yugoslavia and Greece is useful since it makes your allies stronger and gives you access to the Mediterranean Sea. After the annexation of Yugoslavia, you will receive an event that allows you to create Croatia. Creating it will remove some TC burden as well as gaining more manpower and three divisions, making it a good option.
Greece may provide a little harder challenge. It is relatively easy to conquer all of the VPs except the last VP in Crete. The best way to capture it is probably by sending paratroopers on airborne assault. Amphibious assault may prove to be difficult if you or Italy has not neutralized UK’s navy.
=== Operation Barbarossa: Taming the Bear ===
*''See the article [[Germany Strategy- Taming the Bear]]''
==== The Bitter Peace ====
Conditions that must be satisfied to trigger bitter peace:
* Germany controls Paris.
* Germany is not at war with Italy and Japan.
* Do not sign the Tripartite pact with Japan if you intend to attack the USSR without them. Just sign it with Italy.
* Soviet does not control these provinces:
** Leningrad (one of the northern provinces, very close to Finland)
** Moscow
** Stalingrad
** Baku (southern province, next to Persia)
** Sverdlovsk (in Trans-Siberia railway, quite far away)
If you fulfill those conditions, there is 5% chance every week that Stalin may sue for peace. When the event triggers, there is 90% chance USSR will surrender and Germany will obtain a large amount of provinces. Unfortunately if Soviet refuses, the war goes on and you may need to annex USSR to claim victory. The refusal message is:
Soviet Union went with Fight to the bitter end! in Sue for peace with the Germans
There are two Bitter Peace chains, one with Japan in the Axis and one without.
*Without the Tripartite pact being signed by Japan and without Japan in the Axis, # Sue for peace with the Germans, event 2624 SOV starts the event chain which is completed by the Germans accepting it: event 2024 GER # Stalin sues for Peace (Japan is not Axis).
* Providing Japan is in the Axis (and at war with Soviet), Sverdlovsk is not required. But Soviet must lose Vladivostok (next to Japan's Korea). Event 2645 SOV which triggers event 2046 GER
* There is a third and somewhat unusual Bitter Peace if you are not at war with the Allies (UK, France and USA), you only need to conquer 25% of the Soviet national provinces (note that Eastern Poland provinces are not Soviet's national provinces).
==== The Bitter Peace in Doomsday ====
The ideas are generally the same, but there are some significant differences in Doomsday:
1) The Tripartite Pact is now irrelevant. Offer it to both Japan and Italy since there are no Bitter Peace problems.
2) If Japan is Axis or fighting the Soviet Union, the 5th Russian province can be either Sverdlovsk or Vladivostok. The other 4 needed Russian provinces remain Baku, Leningrad, Moscow, and Stalingrad, and either Germany or Vichy France has to own Paris.
3) The AI has to accept the Bitter Peace, there's now a 100% chance of the AI accepting the Bitter Peace once it fires.
4) The % chance for the event to fire has been increased to random = 35 meaning that it should fire in 3 or 4 weeks, but there is no guarantee that it will fire, just a much increased chance that it will fire. Also the time interval between checks has been changed from every 7 days to every 10 days.
5) Other conditions such as Paris not being controlled by France are still the same. Either Germany or Vichy must control Paris.
6) When the Bitter Peace fires, you get 150 provinces at only 2% base partisan levels with a dissent reduction of 50%.
====puppet states====
If enough provinces in the vicinity of Sverdlovsk can be captured, you might be able to create the puppet state of Transural Republic before the Bitter Peace fires. In like manner you can create some puppet states in the southern region of central Asia near [[Persia]]. If you still have these states when the Bitter Peace fires, they will remain in the Axis. If you later declare war on Persia it may annex some of the central Asian puppets, but when you then annex Persia you get the whole thing!
=== Gibraltar ===
There are two ways to reach Mediterranean Sea, from Gibraltar and Suez. Having these two provinces will mean the whole sea is in your control. The problem with capturing Gibraltar is that it is not possible to conduct amphibious assault there. You may try using airborne invasion, invite Spain into your alliance, ask military access to Spain (almost impossible) or invade Spain (best for practical reasons).
During the Soviet war you should try to work on Spain and getting them into your alliance. If they do join then take control of Spanish army and capture Gibraltar with them. Failing that, you need to declare war on Spain in order to obtain Gibraltar.
Alternatively, intercede on Nationalist Spain's behalf during their civil war. Do this by first guaranteeing their independence, then declaring war on Republican Spain (who has a province next to Gibraltar). This will make Nationalist Spain want to join the Axis. Now, you can either just help them win the war, or, if you're a greedy one like me, use the Nationalist Spain fleet to transport your armies (use Send Expeditionary Force to allow them to board) to the southern end of Spain and from there conquer Republican Spain for Germany.
Gibraltar is frequently unguarded, so you can alternatively capture it with paratroopers from Bordeaux, saving you the intervention in Spain.
=== Reaching Africa ===
After the fall of Gibraltar, the most important British territory in Africa is Suez. Controlling this will mean controlling Mediterranean Sea. There are a number of feasible ways to reach Suez:
* Annex Turkey or Persia and then Iraq (slow because of the poor infrastructure of these regions)
* Annex Turkey or Greece to open more ports (you can launch amphibious landings on Alexandria from Athens)
* If you have a strong navy, put him under Grand Admiral Raeder and make amphibious landing in Africa
If you manage to land in Africa with sufficient force, you can chase them out of the continent for good.
=== Operation Seelöwe: Great Britain ===
This can be done before or after gaining complete control of North Africa or even just after the creation of Vichy France. To invade UK successfully you need either a large surface navy (with two or more carriers) or a navy full of submarines. Other units that will prove useful are marines, fighters/interceptors, naval bomber and tactical bomber.
Southern and Eastern provinces of British island are the natural choices for amphibious landing. The best province depends on the province's garrison as well as its adjacent provinces' troops. If the province is lightly defended but an adjacent province has a very large army, you should think twice since that large army may obliterate your landing troops. To see the number of troops in provinces that do not have coast line, use fighters on air superiority over the areas where those provinces at.
The landing party should consist of three marine divisions. Sending more than three divisions will reduce the effectiveness of the whole invasion. Make sure to put the tactical bomber on interdiction and fighters on air superiority to get a beachhead. Since the specific province that is going to be bombed is decided by AI, you may need to follow where your bomber goes. It is not very nice but it works. Success in doing it will spell the doom of the British island.
Another effective way to gain a beachhead is to move your invasion forces next to Cardiff, land paratroopers there, and sail your forces to the now peaceful port. Why? Because Cardiff has no beach to land on, the AI does not defend it, so you can easily capture it with just 1 paratrooper. If landed at nightfall, you will have till dawn to move your transports into the port. No amphibious assaults needed! Another good province for an airborne assault is Norwich, from where you can easily strike at the heart of England.
It may be a good idea if you combine operation Sealion with invasion in Ireland and Iceland (if you did not try to [[Germany_Strategy_Guide#Annexing_Denmark_with_Greenland_and_Iceland|keep]] it). Iceland will serve as a good launch pad for further invasion on Greenland and America.
=== Made in India ===
With British island gone, African possessions ransacked, only India left for UK. The best attack route is from Persia. You can create a puppet Pakistan if you capture enough provinces in western India, and from there you can annex [[Nepal]] and [[Bhutan]], though the infrastructure (Himalayas) may be challenging. There is an event 13 that can lead to UK's surrender. The conditions are:
* Paris is in German hand or Germany is not at war with France
* London is captured by Germany
* UK lost at least 75% IC
* UK lost at least 75% VPs
* Germany is not at war with Soviet
* Germany is not at war with USA
UK has 50% chance to accept it. If it does, UK will surrender a number of provinces to Germany, Italy, Canada and USA as well as liberating Lebanon, Egypt, India and Jordan. Chances are if you are able to trigger the event, you can completely annex UK very easily. Because of this reason and the fact that the benefit of accepting the peace is very small, it is a good idea to strive for total annexation of UK.
=== USA ===
It is very difficult to land directly in US coasts. An easier route is from Canada. Capture Iceland, Greenland and then proceed to Canada. If you manage to stockpile troops in Canada and invade USA's mainland, you will see that its defence is very weak. The problem with invading the North American continent via Canada is Canada's poor infrastructure. An alternative strategy that doesn't slow your forces down is to capture Newfoundland and from there parachute into Boston. Use Boston as a beachhead for landing your invasion force (which should be in the region of 100 and above divisions). Strike fast at New York and Washington - New England is the USA's industrial heartland. After an intense initial battle, the rest should be a walkover.
There is an event that allows German Player to demand USA's surrender. The conditions of USA surrender to Germany are:
* USA lost at least 75% IC
* USA lost at least 75% VPs
* Germany is not at war with Soviet
* Germany is not at war with UK
There is 50% chance that AI USA will accept the offer. If it does, Germany will receive three provinces and there will be a large change in USA’s government. Else you can always spend a few more months to annex USA.
=== What's next? ===
Conquer the world! If you need more time, use the no time limit mod in [[Utilities|utilities]] section.
== Miscellaneous ==
=== Advantages ===
''' High Quality Tech Teams '''
* I.G. Farben is the best manufacturing research tech team in the game.
* Konrad Zuse is one of the best cryptographic research tech teams in the game, ensuring further dominance in research.
* Top Tier tech teams for all other areas except Naval Doctrines.
''' Strong Stable Industrial Base '''
* Scattered industrial areas difficult to effectively bomb strategically even from England.
* Pre-War industry in top tier allowing long build up.
* Easy conquests of IC rich areas (Essentially All of Continental Europe).
''' Excellent Starting Land Doctrines '''
* Only one Land Doctrine to research between 1936 and 1939 to have best land doctrine in the world available at the time.
''' Good Consumer Goods Income '''
* Even producing the minimum consumer goods available, peacetime revenue is sufficient to support extensive espionage.
''' Excellent Leaders '''
* Start with large numbers of 3-5 skill generals of various rank.
* Top tier air generals (not better than England, but damn good).
* Top tier admirals (again, not better than England, but good).
* Including Rommel, Manstein, Guderian etc
''' Good Starting Units '''
* Larger starting army than any European power except USSR.
* Large starting airforce
''' Optimal Domestic Sliders for Warfare by 1939 '''
* Lots of free event-driven movements towards Hawk Lobby & Interventionism.
* Player can use their manual slider movements as they wish without being beholden to Hawk Lobby or Interventionism.
* Free DOWs available relatively quickly allows conquest of numerous minor nations without dissent.
''' Flexiblity to choose from a wide range of Force Compositions '''
* Flexible starting forces & solid industry enable the player to build whatever army/navy/airforce compositions they want.
''' Good Historical Events '''
* No huge dissent events.
* No events force-switching or killing your good cabinet members.
* Free annexations via event
* Free declarations of war via event, like ''Danzig or war''
=== Disadvantages ===
''' Weak Allies '''
* Poor quality expeditionary divisions from allies.
* Poor quality tech teams for allies.
* Few in number with low IC prevents good blueprint trading from occuring.
''' Enemies with far-flung possessions that are not easily annexed '''
* UK possesses tiny islands all over the world with victory point values
* USSR has enormous territorial depth. Germany must reach Pacific to annex.
* USA seperated from Germany by huge ocean and strong navy with enormous IC power.
''' Relatively Poor Starting Naval Forces '''
* Without substantial investment, no possibility of victory vs major rivals.
''' Limited access to Naval Doctrines and mediocre naval doctrine tech teams '''
* Kriegsmarinewerft is a good naval unit tech team, but Raeder is your only really good naval doctrine tech team.
* Only access to a few carrier enhancing doctrines useful in the late game naval war vs USA.
''' Must stand alone vs enemies with enormous manpower reserves '''
* Even with immediate research of manpower boosting techs, very difficult to match Soviets or USA in divisions.
* Poor planning can cause you to exhaust your manpower pool and find yourself unable to reinforce your units, much less build more.
''' Poor Raw Materials production pre-war '''
* Peacetime trading strategy must be focused on acquiring [[Rare_Materials|rare materials]], usually at the price of supplies (i.e. purchased with IC).
* After expanding throughout Europe, less of a problem. Especially after extensive stockpiling of resources during peacetime.
''' Mediocre Metal production '''
* Can be mitigated through numerous energy-for-metal trades with minor nations (Sweden makes a 1-for-1 offer every couple months).
''' Located in the center of Europe '''
* Although this makes it attacking easier, it also means Germany is surrounded by enemies.
* Multi-front situation can be managed if Operation Sealion is successful before 1941.
==Gamey Tactics==
Germany has a variety of [[gamey tactics]] possible.
=== Germanic Ireland: Totally Optional===
When the game starts, build a whole bunch of transports and create about 2 Tank divisions, 3 Militias, and about 2 infantry. (Ireland is only given one infantry division so you can easily bomb rush them). quickly board up your troops and head toward Ireland. This will create you a small navel base to attack the british mainland. It will help you attack Brest and having a 2 sided french attack.
===The Unholy Alliance===
If you press F12 and then key in and enter event 2015 you get the "Unholy Alliance" option with the Soviet Union. Choosing this could backfire if Japan hasn't had the Nomahan Incident yet. If Japan then chooses "This defeat must be avenged" you'll find yourself fighting Japan!
== Germany multiplayer strategy ==
=== Prolog ===
Have you ever tried to play with Germany and for some reason lost in multiplayer game? It will change now. The main point is, that you have to build a very strong and speedy army. You can't only focus on infantry. Of course you need them, too, but what you really need (especially against Soviet Union) are motorized and armored units. If you follow my instructions, you will be very strong opponent in the future.
=== Blitzkrieg ===
At the beginning build factories. Only factories. When the war breaks out, you don't have much army but enough to invade Poland. Then, start to build 6 motorized units and 3 armored units, and airforces and some infantry. When you attack France in 1940, there is just no way you could lose, because your army is so tough. French infantry just can't do much against them. You should attack the Soviet Union in 1941. Just keep pumping more armors and mechanized/motorized units. And when the battle begins, use blitzkrieg. Use all your airforce to destroy the enemy's poor infantry, and move forward with your units. You'll see that this strategy is very simple and effective.
== Year 1939 –40 Invading Poland and France ==
Invading Poland should be easy thing to do, altough your army isn’t so great yet. Remember to leave some garrisons against France. It is always good to remember necessary defence. But the main point against Poland is your airforce. Bomb enemy units down and then you won’t lose so much manpower either. When Poland has been annexed you should immediately start to move your units against France, but don’t attack yet. Just wait. But during this ‘phony war’ you should start to build very tough army. First of all, start to pump 3 tanks and 6 motorized infantry + headquarters and some infantry (and CAS!!). With this strategy you will see that France will surrender very soon. If player who plays with United Kingdom transports all his/her allies there, they can’t fight against your tanks. This is so obvious, because tanks have so good toughness and with self propelled brigades they are almost impossible to destroy. BUT!! You have to be careful that you don’t use your tanks and motorized units wrong. Don’t try to attack through mountains or mud or you will ruin everything. With this strategy weather is very important. So when you attack to France (after you have invaded Denmark [don’t attack to Norway]) just invade Netherlands and Belgium and push forward to Reims. Just bomb enemy’s separated units and try to force him/her to move his/her units to Reims. The you have to be speedy. Attack with 8 CAS at night and 8 in morning. Then, concentrate 11 tanks+ HQ + 15 motorized + 20 infantry to Reims, and use some good panzer general. Then, you’ll see, you can’t lose. Then push forward to Paris, and try to destroy as many Britons you can.
== Year 1941 – Operation Barbarossa ==
COMING SOON
[[Category:National Strategy]] [[Category:Germany Strategy]]
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{{Country guides}}
==Overview==
{{Anthology}}
[[Japan]] must expand to thrive. Japan has the second weakest industrial base of all Major powers (better only than Italy), and limited resources. Japan is one of the most challenging, and also the most fun, major power to play because it requires a mastery of land and naval warfare. The need for expansion is not optional, as Japan will drive deep into the mountains of China to the jungles of Indonesia, and if successful far beyond.
==Technology==
* Industrial: Japan's highest priority are techs that boost IC, IC efficiency, production time and research efficiency. Generally, oil conversion techs are also important due to Japans lack of this resource. Try to always be a step ahead with decryption and encryption techs, as these will help you win naval battles. Manpower techs might be good, but if you choose to rely on puppets to supply the bulk of your infantry, these techs can be safely ignored until later in the war.
* Infantry: Good infantry and marines are essential, while cavalry and mountaineers are good but not necessary. Japan do begin with quite a few cavalry divisions, and it might be worthwhile keeping them up to date.
* Air force: Fighters and tactical and naval bombers are most important due to the great ranges necessary in Asia and the Pacific, but you can also build airfields near expected fronts and research interceptors and CAS.
* Navy: Aircraft Carriers and up-to-date support ships are a must, with Admiral Isoroku Yamamoto Japan can easily rival the US in leading the world in Naval Doctrine techs.
See a complete listing of all [[Japanese Tech Team]]s.
==Diplomacy==
===Alliances===
Japan begins the game with a puppet state Manchukuo, which is also its first ally. During the invasion of China, Japan will be prompted to create Mengukuko as a new puppet, which is always a good choice. Later in the game, Japan must decide whether or not to join the Axis. Joining the Axis too early is dangerous, as it will embroil Japan in a war against the Allies, and later, the Soviet Union. For these reasons, Japan does not typically join the Axis.
===Sliders===
Japan receives several free slider moves. Assuming a historical direction, Japan will have 6 hawk moves and 6 interventionism moves by 1939. Since only 2 of each are needed in 1936, both can be safely ignored. Therefore, early slider moves are best towards Central Planning, which will provide immediate IC bonuses. With Central Planning maxxed by 1937, in 1938 slider moves should drive towards Standing Army.
===Ministers===
Japan begins the game with decent ministers, but fortunately a good pool of alternatives. If Japan will listen to the demands after the 2-2-6 incident, no initial minister changes are worthwhile.
* '''Chief of the Army:''' Satoru provides a -15% supply consumption bonus
* '''Head of Intelligence:''' Shiro provides a +5% IC bonus
* '''Armaments Minister:''' Gotaro provides a +5% IC bonus, and +10% industrial research bonus
Before the Sino-Japanese war begins in the summer of 1937, minister changes are essentially "free" due to the reduction of dissent the war causes. Changes can include:
* '''Armaments Minister:''' Kazue provides +20% supplies
* '''Chief of the Army:''' Satoru provides a -15% supply consumption bonus
* '''Chef of the Navy:''' Jisaburo provides a minor carrier defensive bonus
* '''Chief of Staff:''' Tashiro provides a +20% org regain
* '''Minister of Security:''' Keisuke provides +15% foreign IC use, while Kesago provides manpower bonuses.
==Intelligence==
Japan will benefit from spying, particularly in stealing blueprints from the USA.
==Economy==
===Trading===
Japan has several resource shortages at the beginning of the game, including a deficit of rare materials and metal. In fact, without having Manchukuo as a puppet, Japan would have extreme resource shortages, which accurately reflects Japan's enormous reliance on foreign holdings to support its nascent industry. Japan's best trading partners are, in order:
* USA: Japan's best trade partner before war. Trading the USA for money is a great way to free-up IC used on consumer goods.
* Siam: Favorable trades, but not much to trade.
* Germany
* Italy
* Turkey
* Soviet Union
* France
===Industrial Production===
Early industrial production for Japan is not wise nor necessary, due to the early war with China. Japan needs to perform all upgrades to ensure all infantry are 1936. Airbase production can be helpful for islands, since airbases lift the fog of war for the adjacent sea province.
==Military==
===Army===
For Japan's existing military, some players prefer to remove island based garrisons in order to use them to quell dissent in occupied China. The Japanese military begins the game very heavily brigaded, with a huge amount of anti-aircraft brigades, and some anti-tank brigades. AA brigades will only slowdown mainland China infantry, but can provide some benefit to island garrisons.
For military production, Japan will rely heavily almost exclusively on Infantry without brigades and HQ units. Some players may also build Marines, Cavalry and Mountaineers for rapid movement in some terrain types. Militia can help bulk out Japan's armies in China, and are very affordable as Japan has lots of manpower to burn but not the best IC. Generally, Japan does not have the TC nor the fuel necessary for a serious motorized army until later in the game. After a summer of upgrades, Japan can build a nine-parallel run of infantry, creating around 45 infantry divisions before the war with China.
===Navy===
Mastery of the seas is vital for Japanese success. As such, the [[Naval Primer]] is required reading for a Japanese player, with particular focus on [[Carrier Task Force]]. All ships are useful, but carriers, light carriers, destroyers and submarines especially so.
The Japanese starting fleet is arguably the most powerful in the world, with the UK's Royal Navy being a close second. When the starting fleet is properly re-organized into a CTF and SAGs, the Japanese Navy is a formidable force. The main limitation of the older naval models is limited range, but these are still very useful for local defensive missions, particularly sub hunting. The entire starting fleet -- 97 vessels in total -- require 6.3 IC dedicated to supplies. A simple reorganization will create two SAG fleets (30 vessels each); two transport fleets (10 vessels each); a sub fleet (6 vessels); and a CTF fleet (3 carriers). The CTF, with a 3000 km range, is best accompanied by modern destroyers.
Despite its early dominance, Japan will need to dedicate considerable time and effort to its Navy, with a strong focus on carriers. No less than two parallel carrier builds should begin no later than 1938. Extra transports and convoy vessels are also particularly helpful.
===Air Force===
The vast distances and varied terrain over which Japan can expect combat make air power a good investment. The mountains and low infrastructure of China translate into long, ORG-sapping marches for your infantry, which means that anything you can do to ORG losses in combat is important. Bombers can keep Nationalist forces at low ORG, making for easy victories and a faster conquest of China. In the Pacific, the huge distances between island fortresses and both sides' dependence upon sea transport and supply means that careful use of aircraft give you freedom of movement and deny it to your enemies. However, Japan's relatively low IC means that fewer aircraft can be built and maintained. This forces Japan to concentrate on fewer types of aircraft than its primary opponent, the United States.
Japan starts with TAC, INT, and NAV. INT are less useful in the Pacific, due to their shorter range, but can still perform well, especially if you focus on Asia and Africa or even Europe rather than the US. As for bombers, Japan need only focus on TAC and NAV, though CAS can be great. STR are pointless in Asia, since IC is spread thin, and would only be useful against the USA after capturing Hawaii. Their high IC cost means that they will provide very little bang for their buck. TAC and NAV should be your highest aircraft priority. They benefit from the same doctrines and TAC is versatile enough to reduce ORG of land units and inflict some damage on ships. NAV is really a no-brainer for Japan.
Due to Japan's lack of IC, you might be tempted to skimp on ESC for your TAC and NAV. Don't. A couple of bad rounds of combat can end up costing more IC and time than it would have taken to build them in the first place.
==Events==
=== The 2-2-6 Incident ===
This event occurs on February 25, 1936:
* Crush this coup: Gain 1 dissent, 1 move to interventionism, 3 to democratic, 4 to political left, and 1 to closed society. Remain Paternal Autocrat.
* Listen to their demands: Gain 3 dissent, 2 moves to interventionism, 3 to authoritarian, 3 to political right, 3 to closed society, 1 to hawk lobby. Become a National Socialist nation. Minister changes include Shiro to Head of Intelligence, and the loss of Social Conservative ministers such as Gataro.
For a normal game, listening to demands is a far more powerful choice.
=== Anti-Comintern Pact===
Beginning in January, 1937, Germany will likely seek agreement in the anti-comintern pact. If it does, Japan has the following options:
* Sign the Pact: move 1 authoritarian, 1 interventionism.
* move 1 isolationism
=== Marco Polo Bridge Incident ===
This event is among the most important events for Japan, as it signals the beginning of the Sino-Japanese war. The event may fire anytime between June 1, 1937 and August 29, 1937.
* Teach the Chinese a Lesson: War with China. Loose 10 dissent, gain 1 interventionism, 2 moves to hawk, 50 new manpower.
* We Cannot Afford a War: Gain 3 dissent, move 1 to dove lobby, and 1 to isolationism.
=== Panay Incident ===
After the Nanjing Massacre, the Japanese attack US vessels:
* Compensation must be paid: Loose $500, and 1 move to isolationism
* Let them know fear: move 1 toward interventionism, loose 1 dissent, gain 1% belligerence.
=== Capture of Automedon ===
This event will occur sometime in 1940:
* These documents are important: Gain 1 interventionism, 1 hawk, and 1000 oil
* These documents are irrelevant: Move 1 isolationism, 1 dove lobby
=== The Fate of China ===
After a Japanese victory against China, Japan has three options:
* '''Install a loyal puppet:''' All existing Chinese warlords will be annexed. Nationalist China will be recreated in part, with Japanese holdings surrounding it. This is a powerful choice, and many players see this as the most gamey choice: Nationalist China will provide Japan an enormous number of free infantry.
* '''Carve up the Chinese lands:''' Japan will recreate four Chinese warlords as puppets, while Nationalist China will disappear. Each puppet is larger than they were in 1936, but still relatively weak. This is often considered the most historical option, since Japan did historically create two puppet enclaves. This option also prevents any one puppet from being ridiculously strong, while still being strong enough to provide Japan with some assistance.
* '''Total occupation:''' Japan will automatically annex all adversaries, with the exception of Sinkiang, and gain 3 dissent. Japan gains a total of 34 base IC with this option. In HoI2 and Doomsday, the partisan activity in such a massive land mass will seriously hurt Japan, and cripple Japanese [[TC]]. In Armageddon, partisan activity will disappear within 2 years, well in time for the war with the Allies.
===Changfukeng Incident===
This will occur between July 15, 1938 and September 20, 1938. The player does not have a choice about the effects, which are: loose 3 manpower, loose 500 supplies, move 1 hawk.
=== Tri-Partitate Pact ===
Beginning January, 1939, Germany will likely seek agreement in the Tri-Partiate Pact. This is a meaningless agreement in game terms. If Germany offers the pact, Japan has the following options:
* Sign the Pact: Gain 10 money, 1 move to interventionism
* This Pact is not Needed: Loose 10 money, move 1 isolationism.
===Nomonhan Incident===
This will occur between May 11, 1939 and September 20, 1939.
* We have lost this battle: Gain 1 dissent, loose 40 manpower, loose 1500 supplies, 1 step hawk.
* This defeat must be avenged: War with the Soviet Union. Gain 1 dissent, loose 40 manpower, loose 1500 supplies, 2 steps hawk.
=== Colonies of Vichy France ===
After Germany defeats France and creates Vichy, this event will fire (usually around June 26, 1941).
* Demand Indochina: Inherit all of Indochina, receive four garrison divisions.
* Demand Airbases: Gain 3 militia divisions, and two territories in Indochina.
* Demand Indochina and Madagascar: It is very likely Vichy will refuse this request. Otherwise, Japan will gain all of Indochina and Madagascar.
=== Pearl Harbor ===
As soon as the war against the USA starts you can choose to carry out the Surprise attack against Pearl Harbor or not.
If you do so you get
* Ambush Chance +30%
* Air and naval surprise chance +40%
* Land surprise chance + 20%
* one move towards hawk lobby
From now on there is a 10% chance every two months that the enemy recovers.
If Japan carries out the surprise attack the USA get
* -1 dissent
* +3 hawk lobby
* +4 interventionism
* +250 manpower
* +50 relations with UK
So the benefit for Japan is relatively small, the benefit for the USA is huge. So consider carefully which option you choose, only a very fast moving and very aggressive Japan will find that the bonus may outweigh the bonus for the USA. It is, however, gamey to "cancel the operation" when at war with the USA.
=== Japan pressures Siam ===
After the war with the Allies begins, this event will occur:
* Lean on Siam: Siam joins the Japanese Alliance
* Siam is Unimportant: No effect.
=== Siam aligns with Japan ===
In Armageddon this event fires as soon as Japan and Siam are in the same alliance, no matter how that happened:
* Siam becomes puppet state of Japan
==War==
Japan's militaristic expansion is the most complicated to manage of any other nation in the game. The war with China is fairly structured in terms of game events, and will proceed relatively easily. After a Japanese victory against China, however, Japan will not have any other events that lead into war until Pearl Harbor at the end of 1941.
=== Sino-Japan War ===
China has large tracts of land with low infrastructure and difficult terrain, so victory will not be swift: defeating China in one year is a good goal. All available forces can be dedicated to the war effort since Japan has complete naval supremacy over its neighbors: no invasion of the home islands, for example, is possible. Japan begins the game with three HQ units which is a reasonable amount to have for a successful Chinese campaign.
Japan's strategy during the war is to drive to complete annexation, and this can be achieved generally through force overruns, since the Japanese infantry and land doctrines are more advanced. Additionally, Japan can benefit from amphibious landings to split the Chinese force. Note that attacking the warlords (with the obvious exception of Shanxi) is not necessary and best avoided, since after the defeat of Japan they will capitulate. Otherwise, attacking a warlord means their nation and army will be annexed by Nationalist China after they've lost a few provinces. Communist China is not a typical warlord, and does not always join the war against Japan, but if it has it will be a thorn in Japan's side. The Communists have very defensible terrain due to land forts, mountainous terrain, and rivers. A containment strategy is effective -- dealing with them only after Nationalist China has been defeated.
==== Partisans ====
During your advance (and later, occupation) partisans will prove to be a very annoying menace. This is especially true in HoI2 and Doomsday, but not in Armageddon. Partisans reduce your transport capacity and will likely spark random province revolts. Since Japan starts the game with 31 garrisons, a good portion of these can be redeployed to reduce the partisan rating of occupied provinces. Each garrison exerts influence not only in the province where it is stationed, but in adjacent provinces as well. Therefore it's not necessary to have a garrison in each province, and many players use a checker board pattern. Mountaineers are the best weapon in dealing with revolts, since the vast majority of China is mountainous.
=== Japanese-Soviet War ===
Historically Japan had several skirmishes with the Soviets which eventually led to Japan attempting to increase its borders by a few kilometers into Mongolia. The game models these essentially tactical level battles via events in 1938 and 1939. The Nomonhan Incident event will allow the player to declare war on the USSR. If Japan attempts to take on the Soviet Union in 1939, it will be an uphill battle. Japan will at best acheive a stalemate or some few gains in Siberia until the germans attack; when they do, Soviet is likely doomed.
Some players suggest attacking the USSR immediately after Germany's Barbarrossa. This would allow Japan a fairly easy battle against the Soviet Union, especially by attacking through Sinkiang. This soft underbelly of the USSR will have vast amounts of resources and industry in a relatively short distance. Due to this extreme Soviet weaknesses, most players view this as a gamey strategy.
=== Pacific War ===
Planning the war against the Allies is incredibly complex, far more than the planning required for any other nation. Specifically, Japan must develop distinct plans for:
* Far West: formerly the border of Sinkiang, now Japan borders British India and Pakistan. This presents the fastest opportunity to take India.
* South East Asia: Japanese border with British Burma. This is a difficult border and movement will be slow.
* Hong Kong: British stronghold
* Malaysia: Enormous source of British rare materials, with almost no defenses.
* Indonesia: Annex the Netherlands government in exile after taking just 7 VP territories, usually without any defenses.
* Philippines: A US puppet close to the homeland.
* Australia: A friendly harbor for US and British forces
* Pacific Islands: Guam, Wake Island, Midway, Johnson Island & Hawaii
A veteran HoI2 player can achieve all these objectives as Japan in less than 6 months. In fact, the key to such sweeping success is extremely rapid movement, as giving the enemy time to recover, especially the USA, will lead to disastrous results. Historically, Japan understood that while Malaysia and Indonesia were its main targets, the USA would ultimately interfere with its expansionism. For this reason, Japan's first most important target are the US Pacific Islands followed by the Philippines.
At least one major naval battle will occur, likely early in the war. The British fleet is no concern, but the US Navy will have a fairly powerful fleet. It is very important to engage relatively early (before the USA begins massive carrier building programs), and ensure enough carriers are in the battle. Typically, an eight carrier engagement (two 12 CTF fleets, for example) with 1941 CAG upgrades are sufficient. With advanced naval doctrines and upgraded CAGs, the US Navy will suffer a devastating blow. So long as at least one US carrier remains in the battle, Japanese carriers will continue sinking US ships beyond firing range.
Pacific Islands, Malaysia, the Philippines, Indonesia, Burma and India all cause zero dissent when captured. This makes it possible for Japanese TC to remain green despite tremendous expansion of the empire. Australia, however, has very high dissent when territories are taken, and garrisons are essential for quelling future revolts. Due to the horrible landscape and infrastructure, try to capture provinces using troops from transports. Even after troops make landfall, instead of moving them on the ground, load them back onto transports to take the next territory. It is not necessary to take every province when attacking the Netherlands, Philippines, and Australia: focus on the VP provinces for annexation.
=== Beyond the Pacific ===
After a complete conquest of the Pacific Theater, what will Japan do? Japan has three distinct options:
* Defense: Defend all pacific islands captured, continue fleet building, and see how long you can last against the US Navy. This is the most realistic option.
* Soviet War: Considering the Pacific War can be won by the summer of 1942, the German offensive against the Soviet Union has likely begun to stall. This option is fairly realistic considering past tension with the USSR. The Soviet far east, in particular, had long been sought after by Japan, and the nation of Primorsk can be released.
* USA mainland: This can be challenging, but also surprisingly easy. The invasion route is simply: San Diego --> Panama --> New York. Focus all efforts on the North Eastern USA, as that will hurt the US the most.
==== Defensive Strategy ====
An effective defense relies on a good offense. Japan can take all islands in the Pacific and garrison them. Some islands, such as the Aleutian Islands in the North and Christmas Island in the South, can be a good place to build naval bases. A naval base on Christmas island can later be used to capture Panama, and make US naval travel a little more difficult. Airbases are also very useful, since they lift the fog of war for adjacent sea provinces, so massive airbase building and deployment to islands is helpful. Moreover, airbases provide a staging ground for naval bombers.
==== Soviet Far East Strategy ====
A good attack on the USSR needs a lot of cavalry or motorized infantry to quickly grab VP provinces before they can respond.
====US Mainland Strategy ====
== Gaming the System ==
Considerable abuse of the AI and game system (e.g. "gamey tactics") are possible. Almost all [[gamey tactics]] are completely ahistorical and unrealistic, and many players consider them cheating. For example, a puppet Nationalist China is extremely powerful, producing hordes of infantry. Even Communist China can be made into a puppet through a peace deal, giving Japan access to excellent commanders and a relatively advanced army of infantry and mountaineers.
===Colonies===
==== Persio-Japan War ====
The year is 1936, we're in August and Persia is the key toward the world. Declaring war will be easy because most nations ignore the Persians. Landing in Persia is easy because they don't idolize a navy and can't stand up toward your mighty armada of death. you will need about 5 infantry units and 7 militias. once conquering Persia you will have entries into the middle east, Soviet union, Afghanistan, and India. Build up all troops into Persia and create garrison borders around you colony.
==== Congo-Japan War ====
After Persian Victory, you are at war at china. play correctly and you will win by 1938. This gives you 3 years until the next major war. During this period, Japan is having a peaceful year. We can change this. Quickly declare war on Belgium and land in there colonies. They never bother to defend them. After your conquest of colonies, build up units and hit the main land. Taking Belgium will give you a french entry point. More importantly, Ireland.
==== Ireo-Japan War ====
With your colonies, you are in the early 1939 period. Declare war on Ireland because they are weakly defended. land in the ireland with 2 Tanks and 1 infantry. Push them away from Dublin and move them west. soon Ireland is beaten and you have a great colonized empire.
==== Advantages ====
Now you can attack France from Brest, North east France and all of western Africa. Once you conquer France, you should offer an Axis alliance so you can create the massive mega power.
===Sino-Japanese United Front===
In some circumstances Japan can form an alliance with [[Sinkiang]]. If Japan declares war on the Soviet Union while it's allied with Sinkiang, both [[Nationalist China]] and [[Communist China]] will often side with Japan and Sinkiang. If Nationalist China went Fascist at the Xian Incident, it will revert to Paternal Autocrat when it joins this United Front. Sinkiang will often formally change its alliance from Japan to China, which means it's likely to get annexed during the war, as is [[Xibei San Ma]].
== Further strategy guides ==
* [[Colonial Empire An Alternative Strategy for Japan]] – A strategy guide for Japan in the 1936 Campaign
* [[Japan Conquering the world - in Very Hard difficulty level]] – This is a strategy guide for playing an ahistorical way of conquering the world.
[[Category:National Strategy]]
[[Category:Countries]]
604d045c177f0b004c6466e58257f1d0f35483ca
1933
1932
2018-06-03T06:35:05Z
Lycan-bat
8439
/* Sino-Japanese United Front */
wikitext
text/x-wiki
[[Image:Jap-topbar.JPG]]
{{Country guides}}
==Overview==
{{Anthology}}
[[Japan]] must expand to thrive. Japan has the second weakest industrial base of all Major powers (better only than Italy), and limited resources. Japan is one of the most challenging, and also the most fun, major power to play because it requires a mastery of land and naval warfare. The need for expansion is not optional, as Japan will drive deep into the mountains of China to the jungles of Indonesia, and if successful far beyond.
==Technology==
* Industrial: Japan's highest priority are techs that boost IC, IC efficiency, production time and research efficiency. Generally, oil conversion techs are also important due to Japans lack of this resource. Try to always be a step ahead with decryption and encryption techs, as these will help you win naval battles. Manpower techs might be good, but if you choose to rely on puppets to supply the bulk of your infantry, these techs can be safely ignored until later in the war.
* Infantry: Good infantry and marines are essential, while cavalry and mountaineers are good but not necessary. Japan do begin with quite a few cavalry divisions, and it might be worthwhile keeping them up to date.
* Air force: Fighters and tactical and naval bombers are most important due to the great ranges necessary in Asia and the Pacific, but you can also build airfields near expected fronts and research interceptors and CAS.
* Navy: Aircraft Carriers and up-to-date support ships are a must, with Admiral Isoroku Yamamoto Japan can easily rival the US in leading the world in Naval Doctrine techs.
See a complete listing of all [[Japanese Tech Team]]s.
==Diplomacy==
===Alliances===
Japan begins the game with a puppet state Manchukuo, which is also its first ally. During the invasion of China, Japan will be prompted to create Mengukuko as a new puppet, which is always a good choice. Later in the game, Japan must decide whether or not to join the Axis. Joining the Axis too early is dangerous, as it will embroil Japan in a war against the Allies, and later, the Soviet Union. For these reasons, Japan does not typically join the Axis.
===Sliders===
Japan receives several free slider moves. Assuming a historical direction, Japan will have 6 hawk moves and 6 interventionism moves by 1939. Since only 2 of each are needed in 1936, both can be safely ignored. Therefore, early slider moves are best towards Central Planning, which will provide immediate IC bonuses. With Central Planning maxxed by 1937, in 1938 slider moves should drive towards Standing Army.
===Ministers===
Japan begins the game with decent ministers, but fortunately a good pool of alternatives. If Japan will listen to the demands after the 2-2-6 incident, no initial minister changes are worthwhile.
* '''Chief of the Army:''' Satoru provides a -15% supply consumption bonus
* '''Head of Intelligence:''' Shiro provides a +5% IC bonus
* '''Armaments Minister:''' Gotaro provides a +5% IC bonus, and +10% industrial research bonus
Before the Sino-Japanese war begins in the summer of 1937, minister changes are essentially "free" due to the reduction of dissent the war causes. Changes can include:
* '''Armaments Minister:''' Kazue provides +20% supplies
* '''Chief of the Army:''' Satoru provides a -15% supply consumption bonus
* '''Chef of the Navy:''' Jisaburo provides a minor carrier defensive bonus
* '''Chief of Staff:''' Tashiro provides a +20% org regain
* '''Minister of Security:''' Keisuke provides +15% foreign IC use, while Kesago provides manpower bonuses.
==Intelligence==
Japan will benefit from spying, particularly in stealing blueprints from the USA.
==Economy==
===Trading===
Japan has several resource shortages at the beginning of the game, including a deficit of rare materials and metal. In fact, without having Manchukuo as a puppet, Japan would have extreme resource shortages, which accurately reflects Japan's enormous reliance on foreign holdings to support its nascent industry. Japan's best trading partners are, in order:
* USA: Japan's best trade partner before war. Trading the USA for money is a great way to free-up IC used on consumer goods.
* Siam: Favorable trades, but not much to trade.
* Germany
* Italy
* Turkey
* Soviet Union
* France
===Industrial Production===
Early industrial production for Japan is not wise nor necessary, due to the early war with China. Japan needs to perform all upgrades to ensure all infantry are 1936. Airbase production can be helpful for islands, since airbases lift the fog of war for the adjacent sea province.
==Military==
===Army===
For Japan's existing military, some players prefer to remove island based garrisons in order to use them to quell dissent in occupied China. The Japanese military begins the game very heavily brigaded, with a huge amount of anti-aircraft brigades, and some anti-tank brigades. AA brigades will only slowdown mainland China infantry, but can provide some benefit to island garrisons.
For military production, Japan will rely heavily almost exclusively on Infantry without brigades and HQ units. Some players may also build Marines, Cavalry and Mountaineers for rapid movement in some terrain types. Militia can help bulk out Japan's armies in China, and are very affordable as Japan has lots of manpower to burn but not the best IC. Generally, Japan does not have the TC nor the fuel necessary for a serious motorized army until later in the game. After a summer of upgrades, Japan can build a nine-parallel run of infantry, creating around 45 infantry divisions before the war with China.
===Navy===
Mastery of the seas is vital for Japanese success. As such, the [[Naval Primer]] is required reading for a Japanese player, with particular focus on [[Carrier Task Force]]. All ships are useful, but carriers, light carriers, destroyers and submarines especially so.
The Japanese starting fleet is arguably the most powerful in the world, with the UK's Royal Navy being a close second. When the starting fleet is properly re-organized into a CTF and SAGs, the Japanese Navy is a formidable force. The main limitation of the older naval models is limited range, but these are still very useful for local defensive missions, particularly sub hunting. The entire starting fleet -- 97 vessels in total -- require 6.3 IC dedicated to supplies. A simple reorganization will create two SAG fleets (30 vessels each); two transport fleets (10 vessels each); a sub fleet (6 vessels); and a CTF fleet (3 carriers). The CTF, with a 3000 km range, is best accompanied by modern destroyers.
Despite its early dominance, Japan will need to dedicate considerable time and effort to its Navy, with a strong focus on carriers. No less than two parallel carrier builds should begin no later than 1938. Extra transports and convoy vessels are also particularly helpful.
===Air Force===
The vast distances and varied terrain over which Japan can expect combat make air power a good investment. The mountains and low infrastructure of China translate into long, ORG-sapping marches for your infantry, which means that anything you can do to ORG losses in combat is important. Bombers can keep Nationalist forces at low ORG, making for easy victories and a faster conquest of China. In the Pacific, the huge distances between island fortresses and both sides' dependence upon sea transport and supply means that careful use of aircraft give you freedom of movement and deny it to your enemies. However, Japan's relatively low IC means that fewer aircraft can be built and maintained. This forces Japan to concentrate on fewer types of aircraft than its primary opponent, the United States.
Japan starts with TAC, INT, and NAV. INT are less useful in the Pacific, due to their shorter range, but can still perform well, especially if you focus on Asia and Africa or even Europe rather than the US. As for bombers, Japan need only focus on TAC and NAV, though CAS can be great. STR are pointless in Asia, since IC is spread thin, and would only be useful against the USA after capturing Hawaii. Their high IC cost means that they will provide very little bang for their buck. TAC and NAV should be your highest aircraft priority. They benefit from the same doctrines and TAC is versatile enough to reduce ORG of land units and inflict some damage on ships. NAV is really a no-brainer for Japan.
Due to Japan's lack of IC, you might be tempted to skimp on ESC for your TAC and NAV. Don't. A couple of bad rounds of combat can end up costing more IC and time than it would have taken to build them in the first place.
==Events==
=== The 2-2-6 Incident ===
This event occurs on February 25, 1936:
* Crush this coup: Gain 1 dissent, 1 move to interventionism, 3 to democratic, 4 to political left, and 1 to closed society. Remain Paternal Autocrat.
* Listen to their demands: Gain 3 dissent, 2 moves to interventionism, 3 to authoritarian, 3 to political right, 3 to closed society, 1 to hawk lobby. Become a National Socialist nation. Minister changes include Shiro to Head of Intelligence, and the loss of Social Conservative ministers such as Gataro.
For a normal game, listening to demands is a far more powerful choice.
=== Anti-Comintern Pact===
Beginning in January, 1937, Germany will likely seek agreement in the anti-comintern pact. If it does, Japan has the following options:
* Sign the Pact: move 1 authoritarian, 1 interventionism.
* move 1 isolationism
=== Marco Polo Bridge Incident ===
This event is among the most important events for Japan, as it signals the beginning of the Sino-Japanese war. The event may fire anytime between June 1, 1937 and August 29, 1937.
* Teach the Chinese a Lesson: War with China. Loose 10 dissent, gain 1 interventionism, 2 moves to hawk, 50 new manpower.
* We Cannot Afford a War: Gain 3 dissent, move 1 to dove lobby, and 1 to isolationism.
=== Panay Incident ===
After the Nanjing Massacre, the Japanese attack US vessels:
* Compensation must be paid: Loose $500, and 1 move to isolationism
* Let them know fear: move 1 toward interventionism, loose 1 dissent, gain 1% belligerence.
=== Capture of Automedon ===
This event will occur sometime in 1940:
* These documents are important: Gain 1 interventionism, 1 hawk, and 1000 oil
* These documents are irrelevant: Move 1 isolationism, 1 dove lobby
=== The Fate of China ===
After a Japanese victory against China, Japan has three options:
* '''Install a loyal puppet:''' All existing Chinese warlords will be annexed. Nationalist China will be recreated in part, with Japanese holdings surrounding it. This is a powerful choice, and many players see this as the most gamey choice: Nationalist China will provide Japan an enormous number of free infantry.
* '''Carve up the Chinese lands:''' Japan will recreate four Chinese warlords as puppets, while Nationalist China will disappear. Each puppet is larger than they were in 1936, but still relatively weak. This is often considered the most historical option, since Japan did historically create two puppet enclaves. This option also prevents any one puppet from being ridiculously strong, while still being strong enough to provide Japan with some assistance.
* '''Total occupation:''' Japan will automatically annex all adversaries, with the exception of Sinkiang, and gain 3 dissent. Japan gains a total of 34 base IC with this option. In HoI2 and Doomsday, the partisan activity in such a massive land mass will seriously hurt Japan, and cripple Japanese [[TC]]. In Armageddon, partisan activity will disappear within 2 years, well in time for the war with the Allies.
===Changfukeng Incident===
This will occur between July 15, 1938 and September 20, 1938. The player does not have a choice about the effects, which are: loose 3 manpower, loose 500 supplies, move 1 hawk.
=== Tri-Partitate Pact ===
Beginning January, 1939, Germany will likely seek agreement in the Tri-Partiate Pact. This is a meaningless agreement in game terms. If Germany offers the pact, Japan has the following options:
* Sign the Pact: Gain 10 money, 1 move to interventionism
* This Pact is not Needed: Loose 10 money, move 1 isolationism.
===Nomonhan Incident===
This will occur between May 11, 1939 and September 20, 1939.
* We have lost this battle: Gain 1 dissent, loose 40 manpower, loose 1500 supplies, 1 step hawk.
* This defeat must be avenged: War with the Soviet Union. Gain 1 dissent, loose 40 manpower, loose 1500 supplies, 2 steps hawk.
=== Colonies of Vichy France ===
After Germany defeats France and creates Vichy, this event will fire (usually around June 26, 1941).
* Demand Indochina: Inherit all of Indochina, receive four garrison divisions.
* Demand Airbases: Gain 3 militia divisions, and two territories in Indochina.
* Demand Indochina and Madagascar: It is very likely Vichy will refuse this request. Otherwise, Japan will gain all of Indochina and Madagascar.
=== Pearl Harbor ===
As soon as the war against the USA starts you can choose to carry out the Surprise attack against Pearl Harbor or not.
If you do so you get
* Ambush Chance +30%
* Air and naval surprise chance +40%
* Land surprise chance + 20%
* one move towards hawk lobby
From now on there is a 10% chance every two months that the enemy recovers.
If Japan carries out the surprise attack the USA get
* -1 dissent
* +3 hawk lobby
* +4 interventionism
* +250 manpower
* +50 relations with UK
So the benefit for Japan is relatively small, the benefit for the USA is huge. So consider carefully which option you choose, only a very fast moving and very aggressive Japan will find that the bonus may outweigh the bonus for the USA. It is, however, gamey to "cancel the operation" when at war with the USA.
=== Japan pressures Siam ===
After the war with the Allies begins, this event will occur:
* Lean on Siam: Siam joins the Japanese Alliance
* Siam is Unimportant: No effect.
=== Siam aligns with Japan ===
In Armageddon this event fires as soon as Japan and Siam are in the same alliance, no matter how that happened:
* Siam becomes puppet state of Japan
==War==
Japan's militaristic expansion is the most complicated to manage of any other nation in the game. The war with China is fairly structured in terms of game events, and will proceed relatively easily. After a Japanese victory against China, however, Japan will not have any other events that lead into war until Pearl Harbor at the end of 1941.
=== Sino-Japan War ===
China has large tracts of land with low infrastructure and difficult terrain, so victory will not be swift: defeating China in one year is a good goal. All available forces can be dedicated to the war effort since Japan has complete naval supremacy over its neighbors: no invasion of the home islands, for example, is possible. Japan begins the game with three HQ units which is a reasonable amount to have for a successful Chinese campaign.
Japan's strategy during the war is to drive to complete annexation, and this can be achieved generally through force overruns, since the Japanese infantry and land doctrines are more advanced. Additionally, Japan can benefit from amphibious landings to split the Chinese force. Note that attacking the warlords (with the obvious exception of Shanxi) is not necessary and best avoided, since after the defeat of Japan they will capitulate. Otherwise, attacking a warlord means their nation and army will be annexed by Nationalist China after they've lost a few provinces. Communist China is not a typical warlord, and does not always join the war against Japan, but if it has it will be a thorn in Japan's side. The Communists have very defensible terrain due to land forts, mountainous terrain, and rivers. A containment strategy is effective -- dealing with them only after Nationalist China has been defeated.
==== Partisans ====
During your advance (and later, occupation) partisans will prove to be a very annoying menace. This is especially true in HoI2 and Doomsday, but not in Armageddon. Partisans reduce your transport capacity and will likely spark random province revolts. Since Japan starts the game with 31 garrisons, a good portion of these can be redeployed to reduce the partisan rating of occupied provinces. Each garrison exerts influence not only in the province where it is stationed, but in adjacent provinces as well. Therefore it's not necessary to have a garrison in each province, and many players use a checker board pattern. Mountaineers are the best weapon in dealing with revolts, since the vast majority of China is mountainous.
=== Japanese-Soviet War ===
Historically Japan had several skirmishes with the Soviets which eventually led to Japan attempting to increase its borders by a few kilometers into Mongolia. The game models these essentially tactical level battles via events in 1938 and 1939. The Nomonhan Incident event will allow the player to declare war on the USSR. If Japan attempts to take on the Soviet Union in 1939, it will be an uphill battle. Japan will at best acheive a stalemate or some few gains in Siberia until the germans attack; when they do, Soviet is likely doomed.
Some players suggest attacking the USSR immediately after Germany's Barbarrossa. This would allow Japan a fairly easy battle against the Soviet Union, especially by attacking through Sinkiang. This soft underbelly of the USSR will have vast amounts of resources and industry in a relatively short distance. Due to this extreme Soviet weaknesses, most players view this as a gamey strategy.
=== Pacific War ===
Planning the war against the Allies is incredibly complex, far more than the planning required for any other nation. Specifically, Japan must develop distinct plans for:
* Far West: formerly the border of Sinkiang, now Japan borders British India and Pakistan. This presents the fastest opportunity to take India.
* South East Asia: Japanese border with British Burma. This is a difficult border and movement will be slow.
* Hong Kong: British stronghold
* Malaysia: Enormous source of British rare materials, with almost no defenses.
* Indonesia: Annex the Netherlands government in exile after taking just 7 VP territories, usually without any defenses.
* Philippines: A US puppet close to the homeland.
* Australia: A friendly harbor for US and British forces
* Pacific Islands: Guam, Wake Island, Midway, Johnson Island & Hawaii
A veteran HoI2 player can achieve all these objectives as Japan in less than 6 months. In fact, the key to such sweeping success is extremely rapid movement, as giving the enemy time to recover, especially the USA, will lead to disastrous results. Historically, Japan understood that while Malaysia and Indonesia were its main targets, the USA would ultimately interfere with its expansionism. For this reason, Japan's first most important target are the US Pacific Islands followed by the Philippines.
At least one major naval battle will occur, likely early in the war. The British fleet is no concern, but the US Navy will have a fairly powerful fleet. It is very important to engage relatively early (before the USA begins massive carrier building programs), and ensure enough carriers are in the battle. Typically, an eight carrier engagement (two 12 CTF fleets, for example) with 1941 CAG upgrades are sufficient. With advanced naval doctrines and upgraded CAGs, the US Navy will suffer a devastating blow. So long as at least one US carrier remains in the battle, Japanese carriers will continue sinking US ships beyond firing range.
Pacific Islands, Malaysia, the Philippines, Indonesia, Burma and India all cause zero dissent when captured. This makes it possible for Japanese TC to remain green despite tremendous expansion of the empire. Australia, however, has very high dissent when territories are taken, and garrisons are essential for quelling future revolts. Due to the horrible landscape and infrastructure, try to capture provinces using troops from transports. Even after troops make landfall, instead of moving them on the ground, load them back onto transports to take the next territory. It is not necessary to take every province when attacking the Netherlands, Philippines, and Australia: focus on the VP provinces for annexation.
=== Beyond the Pacific ===
After a complete conquest of the Pacific Theater, what will Japan do? Japan has three distinct options:
* Defense: Defend all pacific islands captured, continue fleet building, and see how long you can last against the US Navy. This is the most realistic option.
* Soviet War: Considering the Pacific War can be won by the summer of 1942, the German offensive against the Soviet Union has likely begun to stall. This option is fairly realistic considering past tension with the USSR. The Soviet far east, in particular, had long been sought after by Japan, and the nation of Primorsk can be released.
* USA mainland: This can be challenging, but also surprisingly easy. The invasion route is simply: San Diego --> Panama --> New York. Focus all efforts on the North Eastern USA, as that will hurt the US the most.
==== Defensive Strategy ====
An effective defense relies on a good offense. Japan can take all islands in the Pacific and garrison them. Some islands, such as the Aleutian Islands in the North and Christmas Island in the South, can be a good place to build naval bases. A naval base on Christmas island can later be used to capture Panama, and make US naval travel a little more difficult. Airbases are also very useful, since they lift the fog of war for adjacent sea provinces, so massive airbase building and deployment to islands is helpful. Moreover, airbases provide a staging ground for naval bombers.
==== Soviet Far East Strategy ====
A good attack on the USSR needs a lot of cavalry or motorized infantry to quickly grab VP provinces before they can respond.
====US Mainland Strategy ====
== Gaming the System ==
Considerable abuse of the AI and game system (e.g. "gamey tactics") are possible. Almost all [[gamey tactics]] are completely ahistorical and unrealistic, and many players consider them cheating. For example, a puppet Nationalist China is extremely powerful, producing hordes of infantry. Even Communist China can be made into a puppet through a peace deal, giving Japan access to excellent commanders and a relatively advanced army of infantry and mountaineers.
===Colonies===
==== Persio-Japan War ====
The year is 1936, we're in August and Persia is the key toward the world. Declaring war will be easy because most nations ignore the Persians. Landing in Persia is easy because they don't idolize a navy and can't stand up toward your mighty armada of death. you will need about 5 infantry units and 7 militias. once conquering Persia you will have entries into the middle east, Soviet union, Afghanistan, and India. Build up all troops into Persia and create garrison borders around you colony.
==== Congo-Japan War ====
After Persian Victory, you are at war at china. play correctly and you will win by 1938. This gives you 3 years until the next major war. During this period, Japan is having a peaceful year. We can change this. Quickly declare war on Belgium and land in there colonies. They never bother to defend them. After your conquest of colonies, build up units and hit the main land. Taking Belgium will give you a french entry point. More importantly, Ireland.
==== Ireo-Japan War ====
With your colonies, you are in the early 1939 period. Declare war on Ireland because they are weakly defended. land in the ireland with 2 Tanks and 1 infantry. Push them away from Dublin and move them west. soon Ireland is beaten and you have a great colonized empire.
==== Advantages ====
Now you can attack France from Brest, North east France and all of western Africa. Once you conquer France, you should offer an Axis alliance so you can create the massive mega power.
===Sino-Japanese United Front===
In some circumstances Japan can form an alliance with [[Sinkiang]]. If Japan declares war on the Soviet Union while it's allied with Sinkiang--and it's not yet at war with [[Nationalist China]] and [[Communist China]]--the others will often side with Japan and Sinkiang. If Nationalist China went Fascist at the Xian Incident, it will revert to Paternal Autocrat when it joins this United Front. Sinkiang will often formally change its alliance from Japan to China, which means it's likely to get annexed during the war, as is [[Xibei San Ma]].
== Further strategy guides ==
* [[Colonial Empire An Alternative Strategy for Japan]] – A strategy guide for Japan in the 1936 Campaign
* [[Japan Conquering the world - in Very Hard difficulty level]] – This is a strategy guide for playing an ahistorical way of conquering the world.
[[Category:National Strategy]]
[[Category:Countries]]
f322388b539f67a88a4c2cf7dc9cf91097878f8c
1934
1933
2018-06-17T16:58:13Z
Lycan-bat
8439
/* The 2-2-6 Incident */
wikitext
text/x-wiki
[[Image:Jap-topbar.JPG]]
{{Country guides}}
==Overview==
{{Anthology}}
[[Japan]] must expand to thrive. Japan has the second weakest industrial base of all Major powers (better only than Italy), and limited resources. Japan is one of the most challenging, and also the most fun, major power to play because it requires a mastery of land and naval warfare. The need for expansion is not optional, as Japan will drive deep into the mountains of China to the jungles of Indonesia, and if successful far beyond.
==Technology==
* Industrial: Japan's highest priority are techs that boost IC, IC efficiency, production time and research efficiency. Generally, oil conversion techs are also important due to Japans lack of this resource. Try to always be a step ahead with decryption and encryption techs, as these will help you win naval battles. Manpower techs might be good, but if you choose to rely on puppets to supply the bulk of your infantry, these techs can be safely ignored until later in the war.
* Infantry: Good infantry and marines are essential, while cavalry and mountaineers are good but not necessary. Japan do begin with quite a few cavalry divisions, and it might be worthwhile keeping them up to date.
* Air force: Fighters and tactical and naval bombers are most important due to the great ranges necessary in Asia and the Pacific, but you can also build airfields near expected fronts and research interceptors and CAS.
* Navy: Aircraft Carriers and up-to-date support ships are a must, with Admiral Isoroku Yamamoto Japan can easily rival the US in leading the world in Naval Doctrine techs.
See a complete listing of all [[Japanese Tech Team]]s.
==Diplomacy==
===Alliances===
Japan begins the game with a puppet state Manchukuo, which is also its first ally. During the invasion of China, Japan will be prompted to create Mengukuko as a new puppet, which is always a good choice. Later in the game, Japan must decide whether or not to join the Axis. Joining the Axis too early is dangerous, as it will embroil Japan in a war against the Allies, and later, the Soviet Union. For these reasons, Japan does not typically join the Axis.
===Sliders===
Japan receives several free slider moves. Assuming a historical direction, Japan will have 6 hawk moves and 6 interventionism moves by 1939. Since only 2 of each are needed in 1936, both can be safely ignored. Therefore, early slider moves are best towards Central Planning, which will provide immediate IC bonuses. With Central Planning maxxed by 1937, in 1938 slider moves should drive towards Standing Army.
===Ministers===
Japan begins the game with decent ministers, but fortunately a good pool of alternatives. If Japan will listen to the demands after the 2-2-6 incident, no initial minister changes are worthwhile.
* '''Chief of the Army:''' Satoru provides a -15% supply consumption bonus
* '''Head of Intelligence:''' Shiro provides a +5% IC bonus
* '''Armaments Minister:''' Gotaro provides a +5% IC bonus, and +10% industrial research bonus
Before the Sino-Japanese war begins in the summer of 1937, minister changes are essentially "free" due to the reduction of dissent the war causes. Changes can include:
* '''Armaments Minister:''' Kazue provides +20% supplies
* '''Chief of the Army:''' Satoru provides a -15% supply consumption bonus
* '''Chef of the Navy:''' Jisaburo provides a minor carrier defensive bonus
* '''Chief of Staff:''' Tashiro provides a +20% org regain
* '''Minister of Security:''' Keisuke provides +15% foreign IC use, while Kesago provides manpower bonuses.
==Intelligence==
Japan will benefit from spying, particularly in stealing blueprints from the USA.
==Economy==
===Trading===
Japan has several resource shortages at the beginning of the game, including a deficit of rare materials and metal. In fact, without having Manchukuo as a puppet, Japan would have extreme resource shortages, which accurately reflects Japan's enormous reliance on foreign holdings to support its nascent industry. Japan's best trading partners are, in order:
* USA: Japan's best trade partner before war. Trading the USA for money is a great way to free-up IC used on consumer goods.
* Siam: Favorable trades, but not much to trade.
* Germany
* Italy
* Turkey
* Soviet Union
* France
===Industrial Production===
Early industrial production for Japan is not wise nor necessary, due to the early war with China. Japan needs to perform all upgrades to ensure all infantry are 1936. Airbase production can be helpful for islands, since airbases lift the fog of war for the adjacent sea province.
==Military==
===Army===
For Japan's existing military, some players prefer to remove island based garrisons in order to use them to quell dissent in occupied China. The Japanese military begins the game very heavily brigaded, with a huge amount of anti-aircraft brigades, and some anti-tank brigades. AA brigades will only slowdown mainland China infantry, but can provide some benefit to island garrisons.
For military production, Japan will rely heavily almost exclusively on Infantry without brigades and HQ units. Some players may also build Marines, Cavalry and Mountaineers for rapid movement in some terrain types. Militia can help bulk out Japan's armies in China, and are very affordable as Japan has lots of manpower to burn but not the best IC. Generally, Japan does not have the TC nor the fuel necessary for a serious motorized army until later in the game. After a summer of upgrades, Japan can build a nine-parallel run of infantry, creating around 45 infantry divisions before the war with China.
===Navy===
Mastery of the seas is vital for Japanese success. As such, the [[Naval Primer]] is required reading for a Japanese player, with particular focus on [[Carrier Task Force]]. All ships are useful, but carriers, light carriers, destroyers and submarines especially so.
The Japanese starting fleet is arguably the most powerful in the world, with the UK's Royal Navy being a close second. When the starting fleet is properly re-organized into a CTF and SAGs, the Japanese Navy is a formidable force. The main limitation of the older naval models is limited range, but these are still very useful for local defensive missions, particularly sub hunting. The entire starting fleet -- 97 vessels in total -- require 6.3 IC dedicated to supplies. A simple reorganization will create two SAG fleets (30 vessels each); two transport fleets (10 vessels each); a sub fleet (6 vessels); and a CTF fleet (3 carriers). The CTF, with a 3000 km range, is best accompanied by modern destroyers.
Despite its early dominance, Japan will need to dedicate considerable time and effort to its Navy, with a strong focus on carriers. No less than two parallel carrier builds should begin no later than 1938. Extra transports and convoy vessels are also particularly helpful.
===Air Force===
The vast distances and varied terrain over which Japan can expect combat make air power a good investment. The mountains and low infrastructure of China translate into long, ORG-sapping marches for your infantry, which means that anything you can do to ORG losses in combat is important. Bombers can keep Nationalist forces at low ORG, making for easy victories and a faster conquest of China. In the Pacific, the huge distances between island fortresses and both sides' dependence upon sea transport and supply means that careful use of aircraft give you freedom of movement and deny it to your enemies. However, Japan's relatively low IC means that fewer aircraft can be built and maintained. This forces Japan to concentrate on fewer types of aircraft than its primary opponent, the United States.
Japan starts with TAC, INT, and NAV. INT are less useful in the Pacific, due to their shorter range, but can still perform well, especially if you focus on Asia and Africa or even Europe rather than the US. As for bombers, Japan need only focus on TAC and NAV, though CAS can be great. STR are pointless in Asia, since IC is spread thin, and would only be useful against the USA after capturing Hawaii. Their high IC cost means that they will provide very little bang for their buck. TAC and NAV should be your highest aircraft priority. They benefit from the same doctrines and TAC is versatile enough to reduce ORG of land units and inflict some damage on ships. NAV is really a no-brainer for Japan.
Due to Japan's lack of IC, you might be tempted to skimp on ESC for your TAC and NAV. Don't. A couple of bad rounds of combat can end up costing more IC and time than it would have taken to build them in the first place.
==Events==
=== The 2-2-6 Incident ===
This event occurs on February 25, 1936:
* Crush this coup: Gain 1 dissent, 1 move to interventionism, 3 to democratic, 4 to political left, and 1 to closed society. Remain Paternal Autocrat.
* Listen to their demands: Gain 3 dissent, 2 moves to interventionism, 3 to authoritarian, 3 to political right, 3 to closed society, 1 to hawk lobby. Become a National Socialist nation. Minister changes include Shiro to Head of Intelligence, and the loss of Social Conservative ministers such as Gataro.
For a normal game, listening to demands is a far more powerful choice, though as the game progresses a subsequent series of coups will cause Japan to alternate between Fascist and Paternal Autocrat regardless of the choice made here.
=== Anti-Comintern Pact===
Beginning in January, 1937, Germany will likely seek agreement in the anti-comintern pact. If it does, Japan has the following options:
* Sign the Pact: move 1 authoritarian, 1 interventionism.
* move 1 isolationism
=== Marco Polo Bridge Incident ===
This event is among the most important events for Japan, as it signals the beginning of the Sino-Japanese war. The event may fire anytime between June 1, 1937 and August 29, 1937.
* Teach the Chinese a Lesson: War with China. Loose 10 dissent, gain 1 interventionism, 2 moves to hawk, 50 new manpower.
* We Cannot Afford a War: Gain 3 dissent, move 1 to dove lobby, and 1 to isolationism.
=== Panay Incident ===
After the Nanjing Massacre, the Japanese attack US vessels:
* Compensation must be paid: Loose $500, and 1 move to isolationism
* Let them know fear: move 1 toward interventionism, loose 1 dissent, gain 1% belligerence.
=== Capture of Automedon ===
This event will occur sometime in 1940:
* These documents are important: Gain 1 interventionism, 1 hawk, and 1000 oil
* These documents are irrelevant: Move 1 isolationism, 1 dove lobby
=== The Fate of China ===
After a Japanese victory against China, Japan has three options:
* '''Install a loyal puppet:''' All existing Chinese warlords will be annexed. Nationalist China will be recreated in part, with Japanese holdings surrounding it. This is a powerful choice, and many players see this as the most gamey choice: Nationalist China will provide Japan an enormous number of free infantry.
* '''Carve up the Chinese lands:''' Japan will recreate four Chinese warlords as puppets, while Nationalist China will disappear. Each puppet is larger than they were in 1936, but still relatively weak. This is often considered the most historical option, since Japan did historically create two puppet enclaves. This option also prevents any one puppet from being ridiculously strong, while still being strong enough to provide Japan with some assistance.
* '''Total occupation:''' Japan will automatically annex all adversaries, with the exception of Sinkiang, and gain 3 dissent. Japan gains a total of 34 base IC with this option. In HoI2 and Doomsday, the partisan activity in such a massive land mass will seriously hurt Japan, and cripple Japanese [[TC]]. In Armageddon, partisan activity will disappear within 2 years, well in time for the war with the Allies.
===Changfukeng Incident===
This will occur between July 15, 1938 and September 20, 1938. The player does not have a choice about the effects, which are: loose 3 manpower, loose 500 supplies, move 1 hawk.
=== Tri-Partitate Pact ===
Beginning January, 1939, Germany will likely seek agreement in the Tri-Partiate Pact. This is a meaningless agreement in game terms. If Germany offers the pact, Japan has the following options:
* Sign the Pact: Gain 10 money, 1 move to interventionism
* This Pact is not Needed: Loose 10 money, move 1 isolationism.
===Nomonhan Incident===
This will occur between May 11, 1939 and September 20, 1939.
* We have lost this battle: Gain 1 dissent, loose 40 manpower, loose 1500 supplies, 1 step hawk.
* This defeat must be avenged: War with the Soviet Union. Gain 1 dissent, loose 40 manpower, loose 1500 supplies, 2 steps hawk.
=== Colonies of Vichy France ===
After Germany defeats France and creates Vichy, this event will fire (usually around June 26, 1941).
* Demand Indochina: Inherit all of Indochina, receive four garrison divisions.
* Demand Airbases: Gain 3 militia divisions, and two territories in Indochina.
* Demand Indochina and Madagascar: It is very likely Vichy will refuse this request. Otherwise, Japan will gain all of Indochina and Madagascar.
=== Pearl Harbor ===
As soon as the war against the USA starts you can choose to carry out the Surprise attack against Pearl Harbor or not.
If you do so you get
* Ambush Chance +30%
* Air and naval surprise chance +40%
* Land surprise chance + 20%
* one move towards hawk lobby
From now on there is a 10% chance every two months that the enemy recovers.
If Japan carries out the surprise attack the USA get
* -1 dissent
* +3 hawk lobby
* +4 interventionism
* +250 manpower
* +50 relations with UK
So the benefit for Japan is relatively small, the benefit for the USA is huge. So consider carefully which option you choose, only a very fast moving and very aggressive Japan will find that the bonus may outweigh the bonus for the USA. It is, however, gamey to "cancel the operation" when at war with the USA.
=== Japan pressures Siam ===
After the war with the Allies begins, this event will occur:
* Lean on Siam: Siam joins the Japanese Alliance
* Siam is Unimportant: No effect.
=== Siam aligns with Japan ===
In Armageddon this event fires as soon as Japan and Siam are in the same alliance, no matter how that happened:
* Siam becomes puppet state of Japan
==War==
Japan's militaristic expansion is the most complicated to manage of any other nation in the game. The war with China is fairly structured in terms of game events, and will proceed relatively easily. After a Japanese victory against China, however, Japan will not have any other events that lead into war until Pearl Harbor at the end of 1941.
=== Sino-Japan War ===
China has large tracts of land with low infrastructure and difficult terrain, so victory will not be swift: defeating China in one year is a good goal. All available forces can be dedicated to the war effort since Japan has complete naval supremacy over its neighbors: no invasion of the home islands, for example, is possible. Japan begins the game with three HQ units which is a reasonable amount to have for a successful Chinese campaign.
Japan's strategy during the war is to drive to complete annexation, and this can be achieved generally through force overruns, since the Japanese infantry and land doctrines are more advanced. Additionally, Japan can benefit from amphibious landings to split the Chinese force. Note that attacking the warlords (with the obvious exception of Shanxi) is not necessary and best avoided, since after the defeat of Japan they will capitulate. Otherwise, attacking a warlord means their nation and army will be annexed by Nationalist China after they've lost a few provinces. Communist China is not a typical warlord, and does not always join the war against Japan, but if it has it will be a thorn in Japan's side. The Communists have very defensible terrain due to land forts, mountainous terrain, and rivers. A containment strategy is effective -- dealing with them only after Nationalist China has been defeated.
==== Partisans ====
During your advance (and later, occupation) partisans will prove to be a very annoying menace. This is especially true in HoI2 and Doomsday, but not in Armageddon. Partisans reduce your transport capacity and will likely spark random province revolts. Since Japan starts the game with 31 garrisons, a good portion of these can be redeployed to reduce the partisan rating of occupied provinces. Each garrison exerts influence not only in the province where it is stationed, but in adjacent provinces as well. Therefore it's not necessary to have a garrison in each province, and many players use a checker board pattern. Mountaineers are the best weapon in dealing with revolts, since the vast majority of China is mountainous.
=== Japanese-Soviet War ===
Historically Japan had several skirmishes with the Soviets which eventually led to Japan attempting to increase its borders by a few kilometers into Mongolia. The game models these essentially tactical level battles via events in 1938 and 1939. The Nomonhan Incident event will allow the player to declare war on the USSR. If Japan attempts to take on the Soviet Union in 1939, it will be an uphill battle. Japan will at best acheive a stalemate or some few gains in Siberia until the germans attack; when they do, Soviet is likely doomed.
Some players suggest attacking the USSR immediately after Germany's Barbarrossa. This would allow Japan a fairly easy battle against the Soviet Union, especially by attacking through Sinkiang. This soft underbelly of the USSR will have vast amounts of resources and industry in a relatively short distance. Due to this extreme Soviet weaknesses, most players view this as a gamey strategy.
=== Pacific War ===
Planning the war against the Allies is incredibly complex, far more than the planning required for any other nation. Specifically, Japan must develop distinct plans for:
* Far West: formerly the border of Sinkiang, now Japan borders British India and Pakistan. This presents the fastest opportunity to take India.
* South East Asia: Japanese border with British Burma. This is a difficult border and movement will be slow.
* Hong Kong: British stronghold
* Malaysia: Enormous source of British rare materials, with almost no defenses.
* Indonesia: Annex the Netherlands government in exile after taking just 7 VP territories, usually without any defenses.
* Philippines: A US puppet close to the homeland.
* Australia: A friendly harbor for US and British forces
* Pacific Islands: Guam, Wake Island, Midway, Johnson Island & Hawaii
A veteran HoI2 player can achieve all these objectives as Japan in less than 6 months. In fact, the key to such sweeping success is extremely rapid movement, as giving the enemy time to recover, especially the USA, will lead to disastrous results. Historically, Japan understood that while Malaysia and Indonesia were its main targets, the USA would ultimately interfere with its expansionism. For this reason, Japan's first most important target are the US Pacific Islands followed by the Philippines.
At least one major naval battle will occur, likely early in the war. The British fleet is no concern, but the US Navy will have a fairly powerful fleet. It is very important to engage relatively early (before the USA begins massive carrier building programs), and ensure enough carriers are in the battle. Typically, an eight carrier engagement (two 12 CTF fleets, for example) with 1941 CAG upgrades are sufficient. With advanced naval doctrines and upgraded CAGs, the US Navy will suffer a devastating blow. So long as at least one US carrier remains in the battle, Japanese carriers will continue sinking US ships beyond firing range.
Pacific Islands, Malaysia, the Philippines, Indonesia, Burma and India all cause zero dissent when captured. This makes it possible for Japanese TC to remain green despite tremendous expansion of the empire. Australia, however, has very high dissent when territories are taken, and garrisons are essential for quelling future revolts. Due to the horrible landscape and infrastructure, try to capture provinces using troops from transports. Even after troops make landfall, instead of moving them on the ground, load them back onto transports to take the next territory. It is not necessary to take every province when attacking the Netherlands, Philippines, and Australia: focus on the VP provinces for annexation.
=== Beyond the Pacific ===
After a complete conquest of the Pacific Theater, what will Japan do? Japan has three distinct options:
* Defense: Defend all pacific islands captured, continue fleet building, and see how long you can last against the US Navy. This is the most realistic option.
* Soviet War: Considering the Pacific War can be won by the summer of 1942, the German offensive against the Soviet Union has likely begun to stall. This option is fairly realistic considering past tension with the USSR. The Soviet far east, in particular, had long been sought after by Japan, and the nation of Primorsk can be released.
* USA mainland: This can be challenging, but also surprisingly easy. The invasion route is simply: San Diego --> Panama --> New York. Focus all efforts on the North Eastern USA, as that will hurt the US the most.
==== Defensive Strategy ====
An effective defense relies on a good offense. Japan can take all islands in the Pacific and garrison them. Some islands, such as the Aleutian Islands in the North and Christmas Island in the South, can be a good place to build naval bases. A naval base on Christmas island can later be used to capture Panama, and make US naval travel a little more difficult. Airbases are also very useful, since they lift the fog of war for adjacent sea provinces, so massive airbase building and deployment to islands is helpful. Moreover, airbases provide a staging ground for naval bombers.
==== Soviet Far East Strategy ====
A good attack on the USSR needs a lot of cavalry or motorized infantry to quickly grab VP provinces before they can respond.
====US Mainland Strategy ====
== Gaming the System ==
Considerable abuse of the AI and game system (e.g. "gamey tactics") are possible. Almost all [[gamey tactics]] are completely ahistorical and unrealistic, and many players consider them cheating. For example, a puppet Nationalist China is extremely powerful, producing hordes of infantry. Even Communist China can be made into a puppet through a peace deal, giving Japan access to excellent commanders and a relatively advanced army of infantry and mountaineers.
===Colonies===
==== Persio-Japan War ====
The year is 1936, we're in August and Persia is the key toward the world. Declaring war will be easy because most nations ignore the Persians. Landing in Persia is easy because they don't idolize a navy and can't stand up toward your mighty armada of death. you will need about 5 infantry units and 7 militias. once conquering Persia you will have entries into the middle east, Soviet union, Afghanistan, and India. Build up all troops into Persia and create garrison borders around you colony.
==== Congo-Japan War ====
After Persian Victory, you are at war at china. play correctly and you will win by 1938. This gives you 3 years until the next major war. During this period, Japan is having a peaceful year. We can change this. Quickly declare war on Belgium and land in there colonies. They never bother to defend them. After your conquest of colonies, build up units and hit the main land. Taking Belgium will give you a french entry point. More importantly, Ireland.
==== Ireo-Japan War ====
With your colonies, you are in the early 1939 period. Declare war on Ireland because they are weakly defended. land in the ireland with 2 Tanks and 1 infantry. Push them away from Dublin and move them west. soon Ireland is beaten and you have a great colonized empire.
==== Advantages ====
Now you can attack France from Brest, North east France and all of western Africa. Once you conquer France, you should offer an Axis alliance so you can create the massive mega power.
===Sino-Japanese United Front===
In some circumstances Japan can form an alliance with [[Sinkiang]]. If Japan declares war on the Soviet Union while it's allied with Sinkiang--and it's not yet at war with [[Nationalist China]] and [[Communist China]]--the others will often side with Japan and Sinkiang. If Nationalist China went Fascist at the Xian Incident, it will revert to Paternal Autocrat when it joins this United Front. Sinkiang will often formally change its alliance from Japan to China, which means it's likely to get annexed during the war, as is [[Xibei San Ma]].
== Further strategy guides ==
* [[Colonial Empire An Alternative Strategy for Japan]] – A strategy guide for Japan in the 1936 Campaign
* [[Japan Conquering the world - in Very Hard difficulty level]] – This is a strategy guide for playing an ahistorical way of conquering the world.
[[Category:National Strategy]]
[[Category:Countries]]
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{{Country guides}}
==Overview==
{{Anthology}}
[[Japan]] must expand to thrive. Japan has the second weakest industrial base of all Major powers (better only than Italy), and limited resources. Japan is one of the most challenging, and also the most fun, major power to play because it requires a mastery of land and naval warfare. The need for expansion is not optional, as Japan will drive deep into the mountains of China to the jungles of Indonesia, and if successful far beyond.
==Technology==
* Industrial: Japan's highest priority are techs that boost IC, IC efficiency, production time and research efficiency. Generally, oil conversion techs are also important due to Japans lack of this resource. Try to always be a step ahead with decryption and encryption techs, as these will help you win naval battles. Manpower techs might be good, but if you choose to rely on puppets to supply the bulk of your infantry, these techs can be safely ignored until later in the war.
* Infantry: Good infantry and marines are essential, while cavalry and mountaineers are good but not necessary. Japan do begin with quite a few cavalry divisions, and it might be worthwhile keeping them up to date.
* Air force: Fighters and tactical and naval bombers are most important due to the great ranges necessary in Asia and the Pacific, but you can also build airfields near expected fronts and research interceptors and CAS.
* Navy: Aircraft Carriers and up-to-date support ships are a must, with Admiral Isoroku Yamamoto Japan can easily rival the US in leading the world in Naval Doctrine techs.
See a complete listing of all [[Japanese Tech Team]]s.
==Diplomacy==
===Alliances===
Japan begins the game with a puppet state Manchukuo, which is also its first ally. During the invasion of China, Japan will be prompted to create Mengukuko as a new puppet, which is always a good choice. Later in the game, Japan must decide whether or not to join the Axis. Joining the Axis too early is dangerous, as it will embroil Japan in a war against the Allies, and later, the Soviet Union. For these reasons, Japan does not typically join the Axis.
===Sliders===
Japan receives several free slider moves. Assuming a historical direction, Japan will have 6 hawk moves and 6 interventionism moves by 1939. Since only 2 of each are needed in 1936, both can be safely ignored. Therefore, early slider moves are best towards Central Planning, which will provide immediate IC bonuses. With Central Planning maxxed by 1937, in 1938 slider moves should drive towards Standing Army.
===Ministers===
Japan begins the game with decent ministers, but fortunately a good pool of alternatives. If Japan will listen to the demands after the 2-2-6 incident, no initial minister changes are worthwhile.
* '''Chief of the Army:''' Satoru provides a -15% supply consumption bonus
* '''Head of Intelligence:''' Shiro provides a +5% IC bonus
* '''Armaments Minister:''' Gotaro provides a +5% IC bonus, and +10% industrial research bonus
Before the Sino-Japanese war begins in the summer of 1937, minister changes are essentially "free" due to the reduction of dissent the war causes. Changes can include:
* '''Armaments Minister:''' Kazue provides +20% supplies
* '''Chief of the Army:''' Satoru provides a -15% supply consumption bonus
* '''Chef of the Navy:''' Jisaburo provides a minor carrier defensive bonus
* '''Chief of Staff:''' Tashiro provides a +20% org regain
* '''Minister of Security:''' Keisuke provides +15% foreign IC use, while Kesago provides manpower bonuses.
==Intelligence==
Japan will benefit from spying, particularly in stealing blueprints from the USA.
==Economy==
===Trading===
Japan has several resource shortages at the beginning of the game, including a deficit of rare materials and metal. In fact, without having Manchukuo as a puppet, Japan would have extreme resource shortages, which accurately reflects Japan's enormous reliance on foreign holdings to support its nascent industry. Japan's best trading partners are, in order:
* USA: Japan's best trade partner before war. Trading the USA for money is a great way to free-up IC used on consumer goods.
* Siam: Favorable trades, but not much to trade.
* Germany
* Italy
* Turkey
* Soviet Union
* France
===Industrial Production===
Early industrial production for Japan is not wise nor necessary, due to the early war with China. Japan needs to perform all upgrades to ensure all infantry are 1936. Airbase production can be helpful for islands, since airbases lift the fog of war for the adjacent sea province.
==Military==
===Army===
For Japan's existing military, some players prefer to remove island based garrisons in order to use them to quell dissent in occupied China. The Japanese military begins the game very heavily brigaded, with a huge amount of anti-aircraft brigades, and some anti-tank brigades. AA brigades will only slowdown mainland China infantry, but can provide some benefit to island garrisons.
For military production, Japan will rely heavily almost exclusively on Infantry without brigades and HQ units. Some players may also build Marines, Cavalry and Mountaineers for rapid movement in some terrain types. Militia can help bulk out Japan's armies in China, and are very affordable as Japan has lots of manpower to burn but not the best IC. Generally, Japan does not have the TC nor the fuel necessary for a serious motorized army until later in the game. After a summer of upgrades, Japan can build a nine-parallel run of infantry, creating around 45 infantry divisions before the war with China.
===Navy===
Mastery of the seas is vital for Japanese success. As such, the [[Naval Primer]] is required reading for a Japanese player, with particular focus on [[Carrier Task Force]]. All ships are useful, but carriers, light carriers, destroyers and submarines especially so.
The Japanese starting fleet is arguably the most powerful in the world, with the UK's Royal Navy being a close second. When the starting fleet is properly re-organized into a CTF and SAGs, the Japanese Navy is a formidable force. The main limitation of the older naval models is limited range, but these are still very useful for local defensive missions, particularly sub hunting. The entire starting fleet -- 97 vessels in total -- require 6.3 IC dedicated to supplies. A simple reorganization will create two SAG fleets (30 vessels each); two transport fleets (10 vessels each); a sub fleet (6 vessels); and a CTF fleet (3 carriers). The CTF, with a 3000 km range, is best accompanied by modern destroyers.
Despite its early dominance, Japan will need to dedicate considerable time and effort to its Navy, with a strong focus on carriers. No less than two parallel carrier builds should begin no later than 1938. Extra transports and convoy vessels are also particularly helpful.
===Air Force===
The vast distances and varied terrain over which Japan can expect combat make air power a good investment. The mountains and low infrastructure of China translate into long, ORG-sapping marches for your infantry, which means that anything you can do to ORG losses in combat is important. Bombers can keep Nationalist forces at low ORG, making for easy victories and a faster conquest of China. In the Pacific, the huge distances between island fortresses and both sides' dependence upon sea transport and supply means that careful use of aircraft give you freedom of movement and deny it to your enemies. However, Japan's relatively low IC means that fewer aircraft can be built and maintained. This forces Japan to concentrate on fewer types of aircraft than its primary opponent, the United States.
Japan starts with TAC, INT, and NAV. INT are less useful in the Pacific, due to their shorter range, but can still perform well, especially if you focus on Asia and Africa or even Europe rather than the US. As for bombers, Japan need only focus on TAC and NAV, though CAS can be great. STR are pointless in Asia, since IC is spread thin, and would only be useful against the USA after capturing Hawaii. Their high IC cost means that they will provide very little bang for their buck. TAC and NAV should be your highest aircraft priority. They benefit from the same doctrines and TAC is versatile enough to reduce ORG of land units and inflict some damage on ships. NAV is really a no-brainer for Japan.
Due to Japan's lack of IC, you might be tempted to skimp on ESC for your TAC and NAV. Don't. A couple of bad rounds of combat can end up costing more IC and time than it would have taken to build them in the first place.
==Events==
=== The 2-2-6 Incident ===
This event occurs on February 25, 1936:
* Crush this coup: Gain 1 dissent, 1 move to interventionism, 3 to democratic, 4 to political left, and 1 to closed society. Remain Paternal Autocrat.
* Listen to their demands: Gain 3 dissent, 2 moves to interventionism, 3 to authoritarian, 3 to political right, 3 to closed society, 1 to hawk lobby. Become a National Socialist nation. Minister changes include Shiro to Head of Intelligence, and the loss of Social Conservative ministers such as Gataro.
For a normal game, listening to demands is a far more powerful choice, though as the game progresses a subsequent series of coups will cause Japan to alternate between Fascist and Paternal Autocrat regardless of the choice made here.
=== Anti-Comintern Pact===
Beginning in January, 1937, Germany will likely seek agreement in the anti-comintern pact. If it does, Japan has the following options:
* Sign the Pact: move 1 authoritarian, 1 interventionism.
* move 1 isolationism
=== Marco Polo Bridge Incident ===
This event is among the most important events for Japan, as it signals the beginning of the Sino-Japanese war. The event may fire anytime between June 1, 1937 and August 29, 1937.
* Teach the Chinese a Lesson: War with China. Loose 10 dissent, gain 1 interventionism, 2 moves to hawk, 50 new manpower.
* We Cannot Afford a War: Gain 3 dissent, move 1 to dove lobby, and 1 to isolationism.
=== Panay Incident ===
After the Nanjing Massacre, the Japanese attack US vessels:
* Compensation must be paid: Loose $500, and 1 move to isolationism
* Let them know fear: move 1 toward interventionism, loose 1 dissent, gain 1% belligerence.
=== Capture of Automedon ===
This event will occur sometime in 1940:
* These documents are important: Gain 1 interventionism, 1 hawk, and 1000 oil
* These documents are irrelevant: Move 1 isolationism, 1 dove lobby
=== The Fate of China ===
After a Japanese victory against China, Japan has three options:
* '''Install a loyal puppet:''' All existing Chinese warlords will be annexed. Nationalist China will be recreated in part, with Japanese holdings surrounding it. This is a powerful choice, and many players see this as the most gamey choice: Nationalist China will provide Japan an enormous number of free infantry.
* '''Carve up the Chinese lands:''' Japan will recreate four Chinese warlords as puppets, while Nationalist China will disappear. Each puppet is larger than they were in 1936, but still relatively weak. This is often considered the most historical option, since Japan did historically create two puppet enclaves. This option also prevents any one puppet from being ridiculously strong, while still being strong enough to provide Japan with some assistance.
* '''Total occupation:''' Japan will automatically annex all adversaries, with the exception of Sinkiang, and gain 3 dissent. Japan gains a total of 34 base IC with this option. In HoI2 and Doomsday, the partisan activity in such a massive land mass will seriously hurt Japan, and cripple Japanese [[TC]]. In Armageddon, partisan activity will disappear within 2 years, well in time for the war with the Allies.
===Changfukeng Incident===
This will occur between July 15, 1938 and September 20, 1938. The player does not have a choice about the effects, which are: loose 3 manpower, loose 500 supplies, move 1 hawk.
=== Tri-Partitate Pact ===
Beginning January, 1939, Germany will likely seek agreement in the Tri-Partiate Pact. This is a meaningless agreement in game terms. If Germany offers the pact, Japan has the following options:
* Sign the Pact: Gain 10 money, 1 move to interventionism
* This Pact is not Needed: Loose 10 money, move 1 isolationism.
===Nomonhan Incident===
This will occur between May 11, 1939 and September 20, 1939.
* We have lost this battle: Gain 1 dissent, loose 40 manpower, loose 1500 supplies, 1 step hawk.
* This defeat must be avenged: War with the Soviet Union. Gain 1 dissent, loose 40 manpower, loose 1500 supplies, 2 steps hawk.
=== Colonies of Vichy France ===
After Germany defeats France and creates Vichy, this event will fire (usually around June 26, 1941).
* Demand Indochina: Inherit all of Indochina, receive four garrison divisions.
* Demand Airbases: Gain 3 militia divisions, and two territories in Indochina.
* Demand Indochina and Madagascar: It is very likely Vichy will refuse this request. Otherwise, Japan will gain all of Indochina and Madagascar.
=== Pearl Harbor ===
As soon as the war against the USA starts you can choose to carry out the Surprise attack against Pearl Harbor or not.
If you do so you get
* Ambush Chance +30%
* Air and naval surprise chance +40%
* Land surprise chance + 20%
* one move towards hawk lobby
From now on there is a 10% chance every two months that the enemy recovers.
If Japan carries out the surprise attack the USA get
* -1 dissent
* +3 hawk lobby
* +4 interventionism
* +250 manpower
* +50 relations with UK
So the benefit for Japan is relatively small, the benefit for the USA is huge. So consider carefully which option you choose, only a very fast moving and very aggressive Japan will find that the bonus may outweigh the bonus for the USA. It is, however, gamey to "cancel the operation" when at war with the USA.
=== Japan pressures Siam ===
After the war with the Allies begins, this event will occur:
* Lean on Siam: Siam joins the Japanese Alliance
* Siam is Unimportant: No effect.
=== Siam aligns with Japan ===
In Armageddon this event fires as soon as Japan and Siam are in the same alliance, no matter how that happened:
* Siam becomes puppet state of Japan
==War==
Japan's militaristic expansion is the most complicated to manage of any other nation in the game. The war with China is fairly structured in terms of game events, and will proceed relatively easily. After a Japanese victory against China, however, Japan will not have any other events that lead into war until Pearl Harbor at the end of 1941.
=== Sino-Japan War ===
China has large tracts of land with low infrastructure and difficult terrain, so victory will not be swift: defeating China in one year is a good goal. All available forces can be dedicated to the war effort since Japan has complete naval supremacy over its neighbors: no invasion of the home islands, for example, is possible. Japan begins the game with three HQ units which is a reasonable amount to have for a successful Chinese campaign.
Japan's strategy during the war is to drive to complete annexation, and this can be achieved generally through force overruns, since the Japanese infantry and land doctrines are more advanced. Additionally, Japan can benefit from amphibious landings to split the Chinese force. Note that attacking the warlords (with the obvious exception of Shanxi) is not necessary and best avoided, since after the defeat of Japan they will capitulate. Otherwise, attacking a warlord means their nation and army will be annexed by Nationalist China after they've lost a few provinces. Communist China is not a typical warlord, and does not always join the war against Japan, but if it has it will be a thorn in Japan's side. The Communists have very defensible terrain due to land forts, mountainous terrain, and rivers. A containment strategy is effective -- dealing with them only after Nationalist China has been defeated.
==== Partisans ====
During your advance (and later, occupation) partisans will prove to be a very annoying menace. This is especially true in HoI2 and Doomsday, but not in Armageddon. Partisans reduce your transport capacity and will likely spark random province revolts. Since Japan starts the game with 31 garrisons, a good portion of these can be redeployed to reduce the partisan rating of occupied provinces. Each garrison exerts influence not only in the province where it is stationed, but in adjacent provinces as well. Therefore it's not necessary to have a garrison in each province, and many players use a checker board pattern. Mountaineers are the best weapon in dealing with revolts, since the vast majority of China is mountainous.
=== Japanese-Soviet War ===
Historically Japan had several skirmishes with the Soviets which eventually led to Japan attempting to increase its borders by a few kilometers into Mongolia. The game models these essentially tactical level battles via events in 1938 and 1939. The Nomonhan Incident event will allow the player to declare war on the USSR. If Japan attempts to take on the Soviet Union in 1939, it will be an uphill battle. Japan will at best acheive a stalemate or some few gains in Siberia until the Germans attack; when they do, Soviet is likely doomed.
Some players suggest attacking the USSR immediately after Germany's Barbarrossa. This would allow Japan a fairly easy battle against the Soviet Union, especially by attacking through Sinkiang. This soft underbelly of the USSR will have vast amounts of resources and industry in a relatively short distance. Due to this extreme Soviet weaknesses, most players view this as a gamey strategy.
=== Pacific War ===
Planning the war against the Allies is incredibly complex, far more than the planning required for any other nation. Specifically, Japan must develop distinct plans for:
* Far West: formerly the border of Sinkiang, now Japan borders British India and Pakistan. This presents the fastest opportunity to take India.
* South East Asia: Japanese border with British Burma. This is a difficult border and movement will be slow.
* Hong Kong: British stronghold
* Malaysia: Enormous source of British rare materials, with almost no defenses.
* Indonesia: Annex the Netherlands government in exile after taking just 7 VP territories, usually without any defenses.
* Philippines: A US puppet close to the homeland.
* Australia: A friendly harbor for US and British forces
* Pacific Islands: Guam, Wake Island, Midway, Johnson Island & Hawaii
A veteran HoI2 player can achieve all these objectives as Japan in less than 6 months. In fact, the key to such sweeping success is extremely rapid movement, as giving the enemy time to recover, especially the USA, will lead to disastrous results. Historically, Japan understood that while Malaysia and Indonesia were its main targets, the USA would ultimately interfere with its expansionism. For this reason, Japan's first most important target are the US Pacific Islands followed by the Philippines.
At least one major naval battle will occur, likely early in the war. The British fleet is no concern, but the US Navy will have a fairly powerful fleet. It is very important to engage relatively early (before the USA begins massive carrier building programs), and ensure enough carriers are in the battle. Typically, an eight carrier engagement (two 12 CTF fleets, for example) with 1941 CAG upgrades are sufficient. With advanced naval doctrines and upgraded CAGs, the US Navy will suffer a devastating blow. So long as at least one US carrier remains in the battle, Japanese carriers will continue sinking US ships beyond firing range.
Pacific Islands, Malaysia, the Philippines, Indonesia, Burma and India all cause zero dissent when captured. This makes it possible for Japanese TC to remain green despite tremendous expansion of the empire. Australia, however, has very high dissent when territories are taken, and garrisons are essential for quelling future revolts. Due to the horrible landscape and infrastructure, try to capture provinces using troops from transports. Even after troops make landfall, instead of moving them on the ground, load them back onto transports to take the next territory. It is not necessary to take every province when attacking the Netherlands, Philippines, and Australia: focus on the VP provinces for annexation.
=== Beyond the Pacific ===
After a complete conquest of the Pacific Theater, what will Japan do? Japan has three distinct options:
* Defense: Defend all pacific islands captured, continue fleet building, and see how long you can last against the US Navy. This is the most realistic option.
* Soviet War: Considering the Pacific War can be won by the summer of 1942, the German offensive against the Soviet Union has likely begun to stall. This option is fairly realistic considering past tension with the USSR. The Soviet far east, in particular, had long been sought after by Japan, and the nation of Primorsk can be released.
* USA mainland: This can be challenging, but also surprisingly easy. The invasion route is simply: San Diego --> Panama --> New York. Focus all efforts on the North Eastern USA, as that will hurt the US the most.
==== Defensive Strategy ====
An effective defense relies on a good offense. Japan can take all islands in the Pacific and garrison them. Some islands, such as the Aleutian Islands in the North and Christmas Island in the South, can be a good place to build naval bases. A naval base on Christmas island can later be used to capture Panama, and make US naval travel a little more difficult. Airbases are also very useful, since they lift the fog of war for adjacent sea provinces, so massive airbase building and deployment to islands is helpful. Moreover, airbases provide a staging ground for naval bombers.
==== Soviet Far East Strategy ====
A good attack on the USSR needs a lot of cavalry or motorized infantry to quickly grab VP provinces before they can respond.
====US Mainland Strategy ====
== Gaming the System ==
Considerable abuse of the AI and game system (e.g. "gamey tactics") are possible. Almost all [[gamey tactics]] are completely ahistorical and unrealistic, and many players consider them cheating. For example, a puppet Nationalist China is extremely powerful, producing hordes of infantry. Even Communist China can be made into a puppet through a peace deal, giving Japan access to excellent commanders and a relatively advanced army of infantry and mountaineers.
===Colonies===
==== Persio-Japan War ====
The year is 1936, we're in August and Persia is the key toward the world. Declaring war will be easy because most nations ignore the Persians. Landing in Persia is easy because they don't idolize a navy and can't stand up toward your mighty armada of death. you will need about 5 infantry units and 7 militias. once conquering Persia you will have entries into the middle east, Soviet union, Afghanistan, and India. Build up all troops into Persia and create garrison borders around you colony.
==== Congo-Japan War ====
After Persian Victory, you are at war at china. play correctly and you will win by 1938. This gives you 3 years until the next major war. During this period, Japan is having a peaceful year. We can change this. Quickly declare war on Belgium and land in there colonies. They never bother to defend them. After your conquest of colonies, build up units and hit the main land. Taking Belgium will give you a french entry point. More importantly, Ireland.
==== Ireo-Japan War ====
With your colonies, you are in the early 1939 period. Declare war on Ireland because they are weakly defended. land in the ireland with 2 Tanks and 1 infantry. Push them away from Dublin and move them west. soon Ireland is beaten and you have a great colonized empire.
==== Advantages ====
Now you can attack France from Brest, North east France and all of western Africa. Once you conquer France, you should offer an Axis alliance so you can create the massive mega power.
===Sino-Japanese United Front===
In some circumstances Japan can form an alliance with [[Sinkiang]]. If Japan declares war on the Soviet Union while it's allied with Sinkiang--and it's not yet at war with [[Nationalist China]] and [[Communist China]]--the others will often side with Japan and Sinkiang. If Nationalist China went Fascist at the Xian Incident, it will revert to Paternal Autocrat when it joins this United Front. Sinkiang will often formally change its alliance from Japan to China, which means it's likely to get annexed during the war, as is [[Xibei San Ma]].
== Further strategy guides ==
* [[Colonial Empire An Alternative Strategy for Japan]] – A strategy guide for Japan in the 1936 Campaign
* [[Japan Conquering the world - in Very Hard difficulty level]] – This is a strategy guide for playing an ahistorical way of conquering the world.
[[Category:National Strategy]]
[[Category:Countries]]
2f9c0167ec053b2f826bb0a550bcb18bd73b9d0d
Nationalist China
0
608
1937
1512
2018-07-16T08:08:32Z
Lycan-bat
8439
/* The Xi'an Incident */
wikitext
text/x-wiki
{{Country guides}}
==Overview==
In 1936, China faces many challenges. Among them, internal corruption and cronyism, the communist threat, and perhaps the most dangerous of all, the Japanese. However, China in 1936 has a huge potential for success, and it all depends on how you play it. Unfortunately, China is imperfectly modeled in the game, with some critical end game events missing (e.g. after the defeat of the Japanese, etc). Thus, players should consider using the [[China_Improvement_Pack]].
*'''Advantages'''
**High Manpower
**High IC
**Large army, with more easily acquired
**Large land mass
**Powerful friends
**Good sliders
*'''Disadvantages'''
**Lacks resources
**Bad techteams
**Bad starting technology
**Little space to conquer
**Bad leaders
**Bad ministers
**High initial dissent
**Powerful enemies
==Technology==
Nationalist China begins the game severely behind technologically. In addition, war will begin very early for China, which means that early technology research is critical. Early Infantry (1936), Rear Area Supply (strategic deployments), and a land doctrine are very important early research goals in order to have a reasonably capable military power. Grand battleplan doctrine is an excellent choice for land doctrines. It eventually maximizes the efficiency of the hordes of infantry that you are going to possess and fits in with your two land doctrine research teams. Also you can perhaps steal some blueprints from Japan which you should constantly try if your bankroll allows it. The German General von Falkenhausen is important to use early in the game, as he will leave China in february 1938 during the war with Japan.
If you aim for maritime power, go for carrier warfare! Again you can steal blueprints and your aerial research teams are at least better at researching carriers than your maritime research team is at researching battleships. Also you can upgrade the air groups and with your absurdely slow research progress that's a lot faster than researching and building new models to keep up with your competition.
If you play with tech team takeover, then you obviously have some more options. Decent research teams are to be found in Mengkukuo, Manchukuo, Communist China, Siam and both of the possible Koreas (and of course Japan, but you already need some progress to even get to them). Especially Manchukuo and Korea are interesting since they are relatively easy to get to and provide teams for your most important weaknesses: Navy and Naval doctrine research. The rest of the chinese warlords have even crappier teams than you do.
==Diplomacy==
===Alliances===
The first alliance Nationalist China can create is the United Front. After the defeat of Japan, the United Front will likely be dispersed. China is open to various options, including joining the Allies, Axis or Comintern. Generally, an Axis alliance is the most sensible, since advances against the Soviet Union and Allies are on China's doorstep.
===Sliders===
The free slider moves China receives depend on selections made during events. Assuming historical events, by 1937, China will receive the following:
* 4 Hawk moves (Pitman Act, Marco Polo Bridge Incident, Transfer Industry, Operation Zet)
* 2 Interventionism moves (Make promises, Forge United Front)
* 1 Open Society move (Make promises, Forge United Front, less the Marco Polo Bridge incident)
* 2 Democratic, and 1 Political Left moves (Make Promises, Forge United Front).
For ideological reasons, China cannot move to maximum Free Market, but receives considerable benefits from the current position. It is however fairly easy to maximize Free Market:
* In 1936 and 1937, make shifts to Democratic (creating the Market Liberal government).
* In 1938, maximize Free Market.
===Ministers===
Nationalist China's starting ministers are quite poor, and worse yet, cannot be changed. In 1937, new ministers come available:
'''Armaments Minister:''' Bai Chongxi provides +5% IC, and +10% industrial research
'''Minister of Security:''' Walther Stennes requires +5% consumer goods need, but this is better than the -3% IC penalty Chen Guofu provides.
In 1939, Head of Intelligence He Yaozu becomes available (IC +5%). Additional Chiefs of Staff also come available, including Jiang Baili (+20% Org regain) and Bai Jchongxi (Manpower growth +25%)
==Intelligence==
China will produce a considerable amount of money due to constant dissent levels that need to be paid down. This money could help some steal blueprint actions.
==Economy==
China has a relatively strong economy for a regional power.
===Trading===
China has a fairly severe lack of resources, including energy, rares, and metal.
===Industrial Production===
Early industrial production as China is not wise, since the war with Japan will begin in just 18 months from the beginning of the game.
==Military==
===Army===
The backbone of the Nationalist China army is infantry and [[militia]].
===Navy===
China will not be able to build any Navy until Japan has been defeated.
===Air Force===
China will not be able to build any Air Force until Japan has been defeated. After that, a single specialization (TAC, for example) is possible.
==Events==
Nationalist China has a large number of events.
=== The Xi'an Incident ===
On March 30, 1936 (the date may vary), Nationalist China will have a very important event:
* Make Promises and Hedge Bets: Make peace with Communist China, returning to regular borders. Dissent lowers by -5%, democracy slider moves 1, interventionism moves 1, and open society moves 1. Relations with all neighbors improve.
* Arrest the Traitors: The United Front will never forge, and the war with the Communists continues. Dissent climbs by 10%. Isolationism adds 1, political right 1, and open society moves 2. Nationalist China will become Fascist. Additionally, wars with neighboring states is increasingly likely, particularly Tibet.
* Forge the United Front : Dissent climbs by 15%. Alliance with all neighbors. Sliders: 2 to democracy, 1 to political left, 1 to central planning, 2 to interventionism, 2 to open society.
Based on dissent and slider moves, making promises and hedging bets is the best move. While early war may be a preferred strategy by some players, choosing the "Make promises" options does not preclude declaring war at a later time when China is better prepared and more organized.
=== Pitman Act ===
Shortly after the beginning of the war with Japan, the USA will decide if it will send aide to China. If it does, China will have the option to accept the aide (1 Hawk move and a new tech team) versus declining (1 dove move). The choice is obvious. Random "lend-lease" caravans will arrive that improve Chinese base IC by +6.
=== Forging the United Front ===
If Nationalist China follows historical events and does not engage in early war mongering, days after the Japanese declaration of war, this event will fire:
* Forge the United Front: 1 move to interventionism, 1 move to democratic, 1 move to left, 1 move to open society. -5% dissent. Alliance with all neighbors.
* We do not need them: 1 move to isolationism, 1 move to Right, 1 move to closed society. +5% dissent.
The United Front allows Nationalist China to gain military control over her neighbors, in order to better deploy their forces.
=== Transfer Industry to the Interior ===
China is able to move its industrial base to the interior of the country, protecting it better from Japanese aggression. This move provides a Hawk bonus, and increased metal and rares production.
=== Operation Zet ===
Shortly after the onset of the war, the Soviet Union will choose whether or not to send assistance to Nationalist China. China recieves an airbase upgrade, a TAC, an INT, 1 hawk move, and 1000 supplies. Refusing results in 1 dove move. The choice is obvious.
=== Recall of German Mission ===
In the Spring of 1939, this event will fire at Japan's request to Germany. China will not be presented a choice, and will loose their German tech team von Falkenhausen and the General von Falkenhausen. At this point there might be an event screw-up. Even if you already annexed Manchukuo, the event will fire and Japan will seek recognition for a state that doesn't exist on territory they don't control. The only remedy is hacking the japanese, german or nationalist chinese event file.
==War==
=== Communist China ===
Nationalist China begins the game at war with Communist China. In HOI2, Communist China was very weak, and easy to defeat. Beginning in Doomsday, however, Communist China is much stronger, and will make gains in early fighting. Significant gains against Communist China will be difficult until Nationalist China can upgrade its infantry to 1936 (fall/winter of 1936). Generally, however, the war with the Communists will end by April due to the Xi'an event.
=== Guangxi ===
In the summer of 1936, the Guangxi Clique will declare war on Nationalist China ''assuming'' China did not forge the united front in the Xi'an incident. Making significant gains against them is not difficult, so long as the entire Chinese army is dedicated to the war effort, and 1936 infantry has been researched and upgraded. After a few victories, offering peace through an event is possible, and China has two options:
* Offer Peace: Includes the secession of many key Guangxi provinces. The secession of territories will provide enough new IC for a fourth research slot.
* Continue war: This will ensure that some of the other Chinese warlords join their Guangxi side, which is beneficial in terms of being able to annex all warlords without independent declarations of war. This will, however, ensure a very early declaration of war from Japan. Also, the far away Sinkiang is likely to join the war, which would take many months to simply reach with ground troops, let alone annex.
=== Japan ===
The most important war in the game for China is the war with Japan. It begins in June or July, 1937, with the Macro Polo Bridge Incident. China will gain 1 move to Closed society, and 1 move to Hawk. If China did not engage in early warmongering, an event to forge the United Front will fire, with all warlords becoming allies. Although their troops are very poor, 1918 infantry, they can help bolster defensive lines when under military control.
China's first goal in the war is purely defensive: survive the Japanese offensive. Every Chinese beach must be guarded by a 3 division stack of soldiers (2 infantry and 1 militia - on normal difficulty or lower 1 infantry and 2 militia will suffice) in order to protect against Japanese amphibious assaults. Depending on game version and gameplay, a defensive war could last as long as 2 years, before China will have produced enough raw manpower to begin counterattacking the Japanese. Shanxi provides a decent buffer zone between China and the advancing Japanese military. A natural defensive line formed by the Yellow River (between Yucheng and Jinan provinces) is an excellent last resort defensive line. If Japan manages to conquer Anyang China will be presented the choice to flood the area (reducing infrastructure and industry along the Yellow River). Either way China will get 1 dissent. Generally, this is not a good option since it hurts China in the long run.
A minimum of 2 HQ units will be necessary in order for China to conduct successful offensive operations. When China is ready for an offensive campaign, it may be wise to allow Japan to annex Shanxi: this ensures all capture territories in Mengchucko and Marchuria fall under Nationalist China's control, and provides a land link between these national provinces. If the war lasts long enough, Germany will create Vichy France in the summer of 1940, which will cause Japan to demand, and very likely receive, Indo-china. This will open up a Southern Front of attack for Japan, which it will successfully exploit if allowed.
==== The Fading Sun ====
In HOI2, defeating the Japanese army was relatively easy, and could be accomplished in a few months after the onset of war. Beginning in Doomsday, the Japanese army became incrementally more powerful over patch versions. In Armageddon, the Japanese AI became quite strong, and the war can fairly easily last 4-5 years. China's main goal is the annexation of Manchuria, and pushing the Japanese completely out of Korea. With this accomplished, "The Fading Sun" event will fire. Nationalist China has to be in possession of Nanjing, Beiping, Mukden, Harbin, Pyongyang, Seoul and Busan. Then the event has a 50% chance to fire every 10 days.
There are a few screw-ups in the event files. For example if you defended Shanxi and they are in possession of Beiping, the "fading sun" will not fire, since you are not in possession of Beiping and you cannot leave the alliance to kill off Shanxi since you are at war. Another example is if the japanese conquer anything they are not supposed to (communist china for instance, or if Mengkukuo is never created and thus cannot be annexed). It won't be handed over to you per event, thus creating japanese enclaves in the middle of the chinese mainland. Apparently including it in the event has been forgotten, since every other warlord is included in the event files. If you play with tech team takeover, you might want to delay annexation of Manchuria and the "fading sun" until the start of 1939. It'll give you a good naval and aerial doctrine research team - things that you could really use. Also you can change your ministers at will and erase the resulting dissent with the "fading sun". These are your options:
* Humiliate the Japanese: Reduces dissent by -20%. War with Japan will end, and Korea will be liberated as a Chinese puppet. Ironically, Korea will start off with several technology advancements, and will offer blueprints. All Japanese territories on the mainland will become Chinese. The war with Siam continues, but they will offer a separate peace. Japan will suffer a coup that transforms their government into Left-Wing Radical.
* Total Victory: Causes 5% dissent, the war will continue as normal.
=== Civil War Resumes ===
The Chinese Civil War will return, by event, ''only if'' the Japanese were defeated on their homeland by the Allies and/or USSR. The Fading Sun event, in itself, will not cause a return of the Chinese Civil War. Technically, Japan must receive event 43, and then become a USA puppet in event 45. That will then fire event 99, where Communist China can decide to continue the Civil War. Alternatively, Nationalist China can remove all its allies and puppets, and DOW them individually to unify China properly. If you feel up to the task (which you should after defeating Japan), you can also remove your puppets and leave the alliance yourself and take them on alltogether. You'll only require one DOW this way to annex all the warlords with the exception of Tibet. A nice bonus for this would be the communist and korean techteams (if you play with techteam takeover).
<!--
This seems to be impossible -- with ARMA, and maybe with Doomsday
=== Early Unification of China ===
Nationalist China can decide if it prefers peaceful coexistence, to eventually lead to forging the United Front, or if outright annexation of its neighbors is desired. The key component for any expansionist aggression is to ensure Nationalist China is ready for war with Japan by the summer of 1937. Therefore, any extraordinary warmongering must begin no later than the fall of 1936. Some consider this warmongering gamey, and makes playing Nationalist China too easy, while others consider it par for the course.
'''Guangxi Clique:''' Guangxi Clique will declare war in the spring (as discussed above). The peace event, however, offers interesting options. For example, after accepting the peace, war against the reduced Guangxi Clique can be won in less than three weeks. Yunnan and Sinkiang will quickly come to their aide. In the unlikely event China annexes Guangxi before this occurs, China will automatically receive all of Guangxi's military.
'''Shanxi:'''
'''Yunnan:'''
'''Communist China:'''
'''Tibet:'''
-->
===USSR===
After defeating Japan and unifying China, the USSR is an enticing target: it will not require a Navy, and plays to China's main strength: its land forces. The Soviet Union is most vulnerable immediately after the German declaration of war. In HOI2, the Soviet Union will be ridiculously easy to defeat. In Doomsday and ARMA, the Soviet Union will be more challenging, but still fairly easy. The key in these game versions is to not join the Axis, as that will seriously impair German's fighting ability. China will need to capture key Soviet provinces such as Baku, Stalingrad, or Sverdlovsk to avoid the Bitter Peace event, in which China would loose all of its gains!
[[Category:National Strategy]]
73b127588014fbb3e9cdc0b36f6d5d6235cde5ce
1941
1937
2018-09-17T03:01:10Z
Lycan-bat
8439
/* Communist China */
wikitext
text/x-wiki
{{Country guides}}
==Overview==
In 1936, China faces many challenges. Among them, internal corruption and cronyism, the communist threat, and perhaps the most dangerous of all, the Japanese. However, China in 1936 has a huge potential for success, and it all depends on how you play it. Unfortunately, China is imperfectly modeled in the game, with some critical end game events missing (e.g. after the defeat of the Japanese, etc). Thus, players should consider using the [[China_Improvement_Pack]].
*'''Advantages'''
**High Manpower
**High IC
**Large army, with more easily acquired
**Large land mass
**Powerful friends
**Good sliders
*'''Disadvantages'''
**Lacks resources
**Bad techteams
**Bad starting technology
**Little space to conquer
**Bad leaders
**Bad ministers
**High initial dissent
**Powerful enemies
==Technology==
Nationalist China begins the game severely behind technologically. In addition, war will begin very early for China, which means that early technology research is critical. Early Infantry (1936), Rear Area Supply (strategic deployments), and a land doctrine are very important early research goals in order to have a reasonably capable military power. Grand battleplan doctrine is an excellent choice for land doctrines. It eventually maximizes the efficiency of the hordes of infantry that you are going to possess and fits in with your two land doctrine research teams. Also you can perhaps steal some blueprints from Japan which you should constantly try if your bankroll allows it. The German General von Falkenhausen is important to use early in the game, as he will leave China in february 1938 during the war with Japan.
If you aim for maritime power, go for carrier warfare! Again you can steal blueprints and your aerial research teams are at least better at researching carriers than your maritime research team is at researching battleships. Also you can upgrade the air groups and with your absurdely slow research progress that's a lot faster than researching and building new models to keep up with your competition.
If you play with tech team takeover, then you obviously have some more options. Decent research teams are to be found in Mengkukuo, Manchukuo, Communist China, Siam and both of the possible Koreas (and of course Japan, but you already need some progress to even get to them). Especially Manchukuo and Korea are interesting since they are relatively easy to get to and provide teams for your most important weaknesses: Navy and Naval doctrine research. The rest of the chinese warlords have even crappier teams than you do.
==Diplomacy==
===Alliances===
The first alliance Nationalist China can create is the United Front. After the defeat of Japan, the United Front will likely be dispersed. China is open to various options, including joining the Allies, Axis or Comintern. Generally, an Axis alliance is the most sensible, since advances against the Soviet Union and Allies are on China's doorstep.
===Sliders===
The free slider moves China receives depend on selections made during events. Assuming historical events, by 1937, China will receive the following:
* 4 Hawk moves (Pitman Act, Marco Polo Bridge Incident, Transfer Industry, Operation Zet)
* 2 Interventionism moves (Make promises, Forge United Front)
* 1 Open Society move (Make promises, Forge United Front, less the Marco Polo Bridge incident)
* 2 Democratic, and 1 Political Left moves (Make Promises, Forge United Front).
For ideological reasons, China cannot move to maximum Free Market, but receives considerable benefits from the current position. It is however fairly easy to maximize Free Market:
* In 1936 and 1937, make shifts to Democratic (creating the Market Liberal government).
* In 1938, maximize Free Market.
===Ministers===
Nationalist China's starting ministers are quite poor, and worse yet, cannot be changed. In 1937, new ministers come available:
'''Armaments Minister:''' Bai Chongxi provides +5% IC, and +10% industrial research
'''Minister of Security:''' Walther Stennes requires +5% consumer goods need, but this is better than the -3% IC penalty Chen Guofu provides.
In 1939, Head of Intelligence He Yaozu becomes available (IC +5%). Additional Chiefs of Staff also come available, including Jiang Baili (+20% Org regain) and Bai Jchongxi (Manpower growth +25%)
==Intelligence==
China will produce a considerable amount of money due to constant dissent levels that need to be paid down. This money could help some steal blueprint actions.
==Economy==
China has a relatively strong economy for a regional power.
===Trading===
China has a fairly severe lack of resources, including energy, rares, and metal.
===Industrial Production===
Early industrial production as China is not wise, since the war with Japan will begin in just 18 months from the beginning of the game.
==Military==
===Army===
The backbone of the Nationalist China army is infantry and [[militia]].
===Navy===
China will not be able to build any Navy until Japan has been defeated.
===Air Force===
China will not be able to build any Air Force until Japan has been defeated. After that, a single specialization (TAC, for example) is possible.
==Events==
Nationalist China has a large number of events.
=== The Xi'an Incident ===
On March 30, 1936 (the date may vary), Nationalist China will have a very important event:
* Make Promises and Hedge Bets: Make peace with Communist China, returning to regular borders. Dissent lowers by -5%, democracy slider moves 1, interventionism moves 1, and open society moves 1. Relations with all neighbors improve.
* Arrest the Traitors: The United Front will never forge, and the war with the Communists continues. Dissent climbs by 10%. Isolationism adds 1, political right 1, and open society moves 2. Nationalist China will become Fascist. Additionally, wars with neighboring states is increasingly likely, particularly Tibet.
* Forge the United Front : Dissent climbs by 15%. Alliance with all neighbors. Sliders: 2 to democracy, 1 to political left, 1 to central planning, 2 to interventionism, 2 to open society.
Based on dissent and slider moves, making promises and hedging bets is the best move. While early war may be a preferred strategy by some players, choosing the "Make promises" options does not preclude declaring war at a later time when China is better prepared and more organized.
=== Pitman Act ===
Shortly after the beginning of the war with Japan, the USA will decide if it will send aide to China. If it does, China will have the option to accept the aide (1 Hawk move and a new tech team) versus declining (1 dove move). The choice is obvious. Random "lend-lease" caravans will arrive that improve Chinese base IC by +6.
=== Forging the United Front ===
If Nationalist China follows historical events and does not engage in early war mongering, days after the Japanese declaration of war, this event will fire:
* Forge the United Front: 1 move to interventionism, 1 move to democratic, 1 move to left, 1 move to open society. -5% dissent. Alliance with all neighbors.
* We do not need them: 1 move to isolationism, 1 move to Right, 1 move to closed society. +5% dissent.
The United Front allows Nationalist China to gain military control over her neighbors, in order to better deploy their forces.
=== Transfer Industry to the Interior ===
China is able to move its industrial base to the interior of the country, protecting it better from Japanese aggression. This move provides a Hawk bonus, and increased metal and rares production.
=== Operation Zet ===
Shortly after the onset of the war, the Soviet Union will choose whether or not to send assistance to Nationalist China. China recieves an airbase upgrade, a TAC, an INT, 1 hawk move, and 1000 supplies. Refusing results in 1 dove move. The choice is obvious.
=== Recall of German Mission ===
In the Spring of 1939, this event will fire at Japan's request to Germany. China will not be presented a choice, and will loose their German tech team von Falkenhausen and the General von Falkenhausen. At this point there might be an event screw-up. Even if you already annexed Manchukuo, the event will fire and Japan will seek recognition for a state that doesn't exist on territory they don't control. The only remedy is hacking the japanese, german or nationalist chinese event file.
==War==
=== Communist China ===
Nationalist China begins the game at war with Communist China. In HOI2, Communist China was very weak, and easy to defeat. Beginning in Doomsday, however, Communist China is much stronger, and will make gains in early fighting. Significant gains against Communist China will be difficult until Nationalist China can upgrade its infantry to 1936 (fall/winter of 1936). At times Communist China will leave Xingjiang weakly defended, and if you can seize this province Communist China may offer it along with Pingliang in a peace settlement, if this is done before the Guanxi clique war commences in the summer. Generally, however, the war with the Communists will end by April due to the Xi'an event.
=== Guangxi ===
In the summer of 1936, the Guangxi Clique will declare war on Nationalist China ''assuming'' China did not forge the united front in the Xi'an incident. Making significant gains against them is not difficult, so long as the entire Chinese army is dedicated to the war effort, and 1936 infantry has been researched and upgraded. After a few victories, offering peace through an event is possible, and China has two options:
* Offer Peace: Includes the secession of many key Guangxi provinces. The secession of territories will provide enough new IC for a fourth research slot.
* Continue war: This will ensure that some of the other Chinese warlords join their Guangxi side, which is beneficial in terms of being able to annex all warlords without independent declarations of war. This will, however, ensure a very early declaration of war from Japan. Also, the far away Sinkiang is likely to join the war, which would take many months to simply reach with ground troops, let alone annex.
=== Japan ===
The most important war in the game for China is the war with Japan. It begins in June or July, 1937, with the Macro Polo Bridge Incident. China will gain 1 move to Closed society, and 1 move to Hawk. If China did not engage in early warmongering, an event to forge the United Front will fire, with all warlords becoming allies. Although their troops are very poor, 1918 infantry, they can help bolster defensive lines when under military control.
China's first goal in the war is purely defensive: survive the Japanese offensive. Every Chinese beach must be guarded by a 3 division stack of soldiers (2 infantry and 1 militia - on normal difficulty or lower 1 infantry and 2 militia will suffice) in order to protect against Japanese amphibious assaults. Depending on game version and gameplay, a defensive war could last as long as 2 years, before China will have produced enough raw manpower to begin counterattacking the Japanese. Shanxi provides a decent buffer zone between China and the advancing Japanese military. A natural defensive line formed by the Yellow River (between Yucheng and Jinan provinces) is an excellent last resort defensive line. If Japan manages to conquer Anyang China will be presented the choice to flood the area (reducing infrastructure and industry along the Yellow River). Either way China will get 1 dissent. Generally, this is not a good option since it hurts China in the long run.
A minimum of 2 HQ units will be necessary in order for China to conduct successful offensive operations. When China is ready for an offensive campaign, it may be wise to allow Japan to annex Shanxi: this ensures all capture territories in Mengchucko and Marchuria fall under Nationalist China's control, and provides a land link between these national provinces. If the war lasts long enough, Germany will create Vichy France in the summer of 1940, which will cause Japan to demand, and very likely receive, Indo-china. This will open up a Southern Front of attack for Japan, which it will successfully exploit if allowed.
==== The Fading Sun ====
In HOI2, defeating the Japanese army was relatively easy, and could be accomplished in a few months after the onset of war. Beginning in Doomsday, the Japanese army became incrementally more powerful over patch versions. In Armageddon, the Japanese AI became quite strong, and the war can fairly easily last 4-5 years. China's main goal is the annexation of Manchuria, and pushing the Japanese completely out of Korea. With this accomplished, "The Fading Sun" event will fire. Nationalist China has to be in possession of Nanjing, Beiping, Mukden, Harbin, Pyongyang, Seoul and Busan. Then the event has a 50% chance to fire every 10 days.
There are a few screw-ups in the event files. For example if you defended Shanxi and they are in possession of Beiping, the "fading sun" will not fire, since you are not in possession of Beiping and you cannot leave the alliance to kill off Shanxi since you are at war. Another example is if the japanese conquer anything they are not supposed to (communist china for instance, or if Mengkukuo is never created and thus cannot be annexed). It won't be handed over to you per event, thus creating japanese enclaves in the middle of the chinese mainland. Apparently including it in the event has been forgotten, since every other warlord is included in the event files. If you play with tech team takeover, you might want to delay annexation of Manchuria and the "fading sun" until the start of 1939. It'll give you a good naval and aerial doctrine research team - things that you could really use. Also you can change your ministers at will and erase the resulting dissent with the "fading sun". These are your options:
* Humiliate the Japanese: Reduces dissent by -20%. War with Japan will end, and Korea will be liberated as a Chinese puppet. Ironically, Korea will start off with several technology advancements, and will offer blueprints. All Japanese territories on the mainland will become Chinese. The war with Siam continues, but they will offer a separate peace. Japan will suffer a coup that transforms their government into Left-Wing Radical.
* Total Victory: Causes 5% dissent, the war will continue as normal.
=== Civil War Resumes ===
The Chinese Civil War will return, by event, ''only if'' the Japanese were defeated on their homeland by the Allies and/or USSR. The Fading Sun event, in itself, will not cause a return of the Chinese Civil War. Technically, Japan must receive event 43, and then become a USA puppet in event 45. That will then fire event 99, where Communist China can decide to continue the Civil War. Alternatively, Nationalist China can remove all its allies and puppets, and DOW them individually to unify China properly. If you feel up to the task (which you should after defeating Japan), you can also remove your puppets and leave the alliance yourself and take them on alltogether. You'll only require one DOW this way to annex all the warlords with the exception of Tibet. A nice bonus for this would be the communist and korean techteams (if you play with techteam takeover).
<!--
This seems to be impossible -- with ARMA, and maybe with Doomsday
=== Early Unification of China ===
Nationalist China can decide if it prefers peaceful coexistence, to eventually lead to forging the United Front, or if outright annexation of its neighbors is desired. The key component for any expansionist aggression is to ensure Nationalist China is ready for war with Japan by the summer of 1937. Therefore, any extraordinary warmongering must begin no later than the fall of 1936. Some consider this warmongering gamey, and makes playing Nationalist China too easy, while others consider it par for the course.
'''Guangxi Clique:''' Guangxi Clique will declare war in the spring (as discussed above). The peace event, however, offers interesting options. For example, after accepting the peace, war against the reduced Guangxi Clique can be won in less than three weeks. Yunnan and Sinkiang will quickly come to their aide. In the unlikely event China annexes Guangxi before this occurs, China will automatically receive all of Guangxi's military.
'''Shanxi:'''
'''Yunnan:'''
'''Communist China:'''
'''Tibet:'''
-->
===USSR===
After defeating Japan and unifying China, the USSR is an enticing target: it will not require a Navy, and plays to China's main strength: its land forces. The Soviet Union is most vulnerable immediately after the German declaration of war. In HOI2, the Soviet Union will be ridiculously easy to defeat. In Doomsday and ARMA, the Soviet Union will be more challenging, but still fairly easy. The key in these game versions is to not join the Axis, as that will seriously impair German's fighting ability. China will need to capture key Soviet provinces such as Baku, Stalingrad, or Sverdlovsk to avoid the Bitter Peace event, in which China would loose all of its gains!
[[Category:National Strategy]]
a0f371ec2959f35d04387b46d9f2f49db151f1e3
Germany
0
470
1939
1656
2018-08-17T03:21:57Z
Lycan-bat
8439
/* Domestic */
wikitext
text/x-wiki
{{merge|Merger=Germany Strategy Guide}}
'''Germany''' is a [[major power]] in almost every scenario, and is the leader of the [[Axis]] powers. Germany is the most powerful of the traditional Axis countries and is also the most commonly played.
== Overview ==
For strategic guidance for playing Germany, see the [[Germany Strategy Guide]].
== Territory ==
Germany begins with a dominant territorial position in Central Europe.
* '''Capital:''' [[Berlin]]
== Resources ==
Germany is strong in most resources with a couple of notable exceptions.
=== Natural resources ===
Natural resources are plentiful, with sizeable surplus level of [[energy]] (from Germany's huge coal reserves). [[Oil]] is however almost non-existant, although during peacetime at least, Germany should be able to trade for whatever she needs and maintain growing stockpiles in all areas.
Due to Germany's hungry industrial base, [[rare material]]s are in short supply despite production. Prolonged wars will eventually starve the industry if trade can not be maintained for rares.
Germany has a large population which should be able to maintain most military building strategies well into a war, but heavy casualties will eventually drain her. Germany does well to build units which economize on manpower as main combatants, as the need for infantry and garrisons to fill in behind advances will require large amounts later.
Initial stockpiles are 1000 [[energy]], 1000 [[metal]], 500 [[rare material]], 500 [[oil]], 500 [[supplies]], 70 [[money]], and 850 [[manpower]]
=== Industry ===
Germany has a powerful industrial base, although it is concentrated in a few vulnerable areas of the country. Once Germany expands beyond her borders these will be harder for enemies to target, but will still need to be protected against strategic attack. As long as it is well fed, Germany's industry should be able to maintain healthy production of supplies and new units to support offensives, but if it falters, Germany will feel the pinch quickly. A side benefit is the large [[transportation capacity]] resulting from her [[IC]] level, although this will be necessary once Germany's empire expands and occupation of territory bleeds the [[TC]] level.
=== Infrastructure ===
Germany's basic infrastructure is superb, at 100% over nearly her entire territory (only [[Oppeln]] is at 80%). This allows rapid movement between east and west front.
Airbases are maintained throughout the country, although the number of full size airbases leaves room for growth. Besides Berlin, [[Breslau]] and [[Konigsberg]] are the only two airbases in the east, although both are level 10. [[Kassel]] and [[Munich]] are the only two other full size airbases. Six level 4 bases exist, with [[Rostock]], [[Kiel]], and [[Wilhelmshafen]] covering the north while [[Essen]], [[Frankfurt-am-Main]], and [[Stuttgart]] watch the west. Germany can look forward to peaceful acquisition of [[Vienna]], a level 10 airbase, as well as [[Innsbruck]] (level 4), [[Prague]] (level 3) and [[Memel]] (level 1).
Naval facilities are quite good for such limited coastline, with two full size ports facing the [[North Sea]] at [[Kiel]] and [[Wilhelmshaven]], and two further full size harbors at [[Rostock]] and [[Konigsberg]] on the [[Baltic Sea]].
== Military ==
Germany has a capable military in 1936. It is only of moderate size, with little advanced equipment, but all infantry are to current standard, and organization levels are very high for the period. The navy is incapable of substantial operations at this stage, but the air force is ready to begin supporting the army.
=== Static defenses ===
German static defenses are inadequate to provide much help against ground or air units. Germany should be on the offensive however, so the weak ground fortifications won't be greatly needed. The West Wall gives Germany a level one land fort in [[Aachen]], [[Cologne]], [[Saarbrucken]], [[Stuttgart]], and [[Freiburg]]. This won't stop anyone, but for the thin line left to face France while German forces mount attacks elsewhere, it is at least some help.
Antiaircraft defenses are scattered throughout the country, with more to the west. These will need to be beefed up if the Allies begin any kind of strategic air campaign. Major flak centers are [[Konigsberg]] (4), [[Essen]] (3), and [[Frankfurt-am-Main]] (3). Smaller flak nests (level 2) are stationed in [[Berlin]], [[Munich]], [[Stuttgart]], [[Saarbrucken]], [[Dortmund]], [[Kassel]], [[Magdeburg]], [[Breslau]], [[Rostock]], [[Hamburg]], and [[Wilhelmshafen]]. Level one defenses are found in [[Kiel]], [[Lubeck]], [[Leipzig]], and [[Nuremburg]].
=== Army ===
Germany's army is of moderate size (#8 in the world), but very good quality. The heart of the army is its infantry, with 36 divisions (#3 in the world) of [[Infantry 36|infantry]] divided amongst a dozen corps spread through the country. These are bolstered by a mix of brigades (4 [[artillery brigade]]s, 3 [[antitank brigade]]s, 2 [[engineer brigade]]s and an [[antiaircraft brigade]]). while Germany's industry provides a strong engine for steady growth, high organization levels give German units good capabilities early.
Germany's armored force is small but not bad compared to some competitors (#3 in the world). Its three [[light armor division I|type I light divisions]] are not very capable in 1936, but are the basis for Germany's future panzer juggernauts, and should be gaining experience, as they can be upgraded to regular armor later.
A single headquarters ([[Headquarters I|type I]]) is located in Berlin to begin with in 1936, and Germany will undoubtedly need more.
Germany has a strong stable of land commanders to begin with. See [[Generals of Germany]] for more info.
=== Air Force ===
Germany's air force is designed for tactical support of the land forces. Thus it begins 1936 with a force of 8 [[tactical bomber]] units and 3 [[interceptor]]s for the job. All of these units are type I, but both types may be upgraded immediately.
=== Navy ===
Germany's navy is of limited combat value outside of the Baltic Sea. It is led by two [[Battlecruiser|battlecruisers]], but both are Great War vintage, as are the three [[destroyer]] flotillas that accompany them in the Baltic Fleet. A more modern cruiser force is at hand, with two [[Heavy Cruiser|improved heavy cruisers]] and an [[Light Cruiser|improved light cruiser]] in the fleet as well as four basic light cruisers. One early light cruiser and a flotilla of early destroyers round out the surface fleet.
Germany also has the seeds of a [[submarine]] force, although the boats it begins with are limited. Two short-range flotillas and a single dive boat flotilla are in service to begin with.
Underway production will add another improved heavy cruiser, an early destroyer flotilla, and a short-range submarine flotilla to the fleet within the first three months of 1936.
== Technology ==
Germany has some strengths technologically, and has great research teams to give it the edge in other areas. The money to pay for the teams should be available in most circumstances as long as things don't turn to badly against Germany.
Germany's infantry tech is moderately advanced, with the [[early infantry division]] and [[semi-motorized cavalry division]] already discovered. Logistics are ahead of the game with [[rear area supply dumps]] and Germany has also the ability to build [[early mountain division]]s. Germany is poised to develop the [[basic motorized division]] and [[early marine division]].
Germany is at a basic level in armor tech, possessing the [[early tank]], but ready to develop the [[basic light tank]], [[basic heavy tank]], and [[early tank destroyer]]. [[Early field artillery]] is in service, as are [[early antitank artillery]] and [[early static antiaircraft artillery]]. Germany also has the capacity for [[basic antiaircraft brigade]]s and [[basic armored car]]s.
Germany has an advanced level of naval technology in surface combatants, already possessing improved technology for the [[light cruiser]]s, [[heavy cruiser]]s, [[battlecruiser]]s, and [[battleship]]s. She is on par with the [[medium range submarine]], but lags with only an [[early destroyer]] and [[Great War aircraft carrier]] design.
Germany has a balanced contemporary aircraft technology, with both [[early bomber]]s and [[early fighter]]s available, as well as a [[basic air transport]] design. Germany can branch out in any direction desired for aviation.
Industrial technology in Germany is well-rounded, with mechanized [[agriculture]], [[census tabulating]], basic [[oil refining]], and improved [[construction engineering]]. She lags however, needing basic [[machine tools]]. Advanced sciences are poised for development, as Germany has both a faculty for [[nuclear research]] and a [[rocket test and research facility]] capability.
German operational doctrines are very well advanced for all branches, compared to other nations, giving Germany a strong early advantage. German [[land doctrine]] is well advanced along the [[spearhead doctrine]], with [[delay doctrine]], [[elastic defense doctrine]], and [[schwerpunkt doctrine]] all developed. [[Naval doctrine]] is also well advanced along the lines of [[sealane interdiction doctrine]], with [[raider patrol doctrine]] and [[unrestricted submarine warfare doctrine]] developed. [[Air doctrine]] has been developed along the lines of [[battlefield destruction]] and [[operational destruction]], with [[dive bombing doctrine]] developed as well.
For information of research teams, see [[research teams of Germany]]
== Diplomacy ==
Germany is not in a strong position diplomatically. As leader of the [[Axis]], she is currently alone, with even like-minded nations such as [[Italy]] not wanting to ally. Meanwhile, most of her actions will sour relations with the western powers and possibly the Soviets as well if she is not careful. Germany has only minor diplomatic agreements in place in 1936:
* '''[[Non-agression pact]]s''': [[Soviet Union]], [[Poland]], [[Austria]], [[Turkey]]
* '''[[Independence guarantee]]s to''': [[Italy]], [[Sweden]], [[Turkey]], [[Poland]], [[Denmark]], [[Switzerland]], [[Bulgaria]], [[Yugoslavia]], [[Romania]], [[Austria]], [[Czechoslovakia]], [[Finland]]
* '''[[Territorial claim]]s on''': [[France]], [[Luxembourg]]
* '''[[Trade agreement]]s''':
** [[Soviet Union]]: 3 [[supplies]] for 10 [[oil]], 2 [[metal]], 4 rare; 5 supplies for 13 oil
** [[Netherlands]]: 1 supplies and 12 energy for 3 metal and 4 rare
** [[Italy]]: 20 energy for 2 supplies
** [[Sweden]]: 8 energy for 4 metal
== Domestic ==
Germany begins with a mixed bag of leaders, but with its political sliders set for hawkish authoritarian rule.
The [[head of state]] is [[Adolf Hitler]], a [[power-hungry demagogue]]. He is able to assuage the western powers as long as all out war doesn't break out, and will help gather the likes of Italy and Hungary into the Axis alliance. [[Head of government]] [[Rudolf Hess]], a [[silent workhorse]], is nice for the IC bonus, but makes diplomacy a good bit more expensive.
[[Foreign minister]] [[Constantin von Neurath]], a [[great compromiser]], is not very helpful early on, as Germany will have few allies to cajole, and has little need for independence guarantees. [[Armaments minister]] [[Werner von Blomberg]] is an infantry proponent, and good to have while advancing infantry tech. [[Rudolf Hess]] will only help if building a strategic bomber force, so is unlikely to be a good choice. [[Administrative genius]] [[Hjalmar Schacht]] will give a big IC bonus, but three [[resource industrialist]]s are also available ([[Johann Schwerin von Krosigk]], [[Franz Xavier-Schwarz]], and [[Konstantin Hierl]]), which will give an IC bonus as well as assist industrial research. [[Military entrepreneur]] [[Franz Seldte]] may help later when supply demands grow excessive. [[Laissez-faire capitalist]] [[Fritz Thyssen]] can keep [[consumer good]]s demand down, but this is usually not a great problem for Germany. Finally, [[Franz Xavier Ritter von Epp]] is a carbon copy of von Blomberg.
Security is in the hands of [[Wilhelm Frick]], a [[prince of terror]] which will help extract increased IC from foreign lands. The similar [[Kurt Daluege]] is also available for the [[Minister of Security]] job, as is the [[silent lawyer]] [[Franz Gurtner]], who will alleviate [[consumer good]]s demand. [[Head of intelligence]] is [[Wilhelm Canaris]], a [[dismal enigma]], who will help on intelligence across the board, but has no specialty.(Historically [https://en.wikipedia.org/wiki/Wilhelm_Canaris Canaris secretly opposed Hitler.]) [[Carl von Schubert]], a [[logistics specialist]], will boost army intelligence, while [[political specialist]] [[Oskar von Hindenburg]] offers improved diplomatic chances during peacetime.
The military is led by [[chief of staff]] [[Ludwig Beck]], a believer in [[strategic manoeuvre]], allowing German units to move faster. [[Fritz Bayerlein]], of the school of [[small-unit leadership]], giving units great ability to regain organization losses. Finally, with a vision for [[strategic depth]], is [[Wilhelm Gruner]], able to give all units a bonus when defending. [[Chief of the army]] is [[Werner von Fritsch]], who employs the [[armored spearhead doctrine]]. [[Walter von Luttwitz]], with his [[decisive battle doctrine]], and [[Erich Ludendorff]], with an [[elastic defense doctrine]] are available replacements.
The navy is under the command of [[Erich Raeder]], employing [[decisive naval battle doctrine]] as [[chief of the navy]]. Potential replacement [[Ludwig Fulda]] is of similar doctrine, but [[Alfred Saalwachter]] instead offers an [[open seas doctrine]]. [[Chief of the air force]] is [[Hermann Goring]], who employs the air force as [[army aviation doctrine|army support]]. Replacement [[Karl Koller]] employs similar doctrine, but [[Carl Friedrich von Siemens]] and [[Ulrich Grauert]] would instead employ an [[air superiority doctrine]].
[[Category:Countries]]
97f6a1c64608609d5182e0f4fbc25178efe3d4c5
France
0
456
1940
1788
2018-08-30T01:56:38Z
Lycan-bat
8439
/* Elections */
wikitext
text/x-wiki
[[Image:Fra-topbar.JPG]]
{{Country guides}}
== Background ==
During the war, France planned to advance into Belgium to create a static, defensive front not unlike their experience in WWI. The plan failed when Germany attacked from the Ardennes forest and the French lacked the mobility and time to respond. You have the chance to avoid the mistake by making fortresses in northern France or build sufficient troops to invade Germany when it declares war. Before continuing on, let’s examine France’s weaknesses:
* Bad starting technology
* Low manpower
* Low IC
* Exposed northern front
* Weak starting army
* A navy that probably saw service with Napoleon
==Technology==
France will always be able to research more than it can effectively build with its limited IC. Navy can be entirely ignored. All research should be primarily poured into Industrial, Infantry, Land Doctrine, and Armor/Artillery. Air power is useful only for TAC, INT, and possibly CAS. For this reason, by around 1939 France can be significantly ahead of all the Allies, including even the USA, in technology research.
* Industrial: get industry research as high as possible (especially the ones which increase manpower, IC, IC efficiency, quicken production time and increase research efficiency)
* Infantry: focus on completing 1941 infantry by May, 1940.
* Armor: ART, SP-ART, and ARM are useful areas to research.
* Fighter/interceptor: Research the Interceptor tree, since France begins the game with several.
==Diplomacy==
===Alliances===
France begins the game in the Allies, with the UK as the Alliance leader. As such, France cannot do anything to alter the alliance save for leaving it. An ahistorical alternative would be to create a Fascist France by allying with Germany.
===Sliders===
France will receive "free" interventionism moves to 9, just one short of full interventionism. France is best moving to Hawk in 1936, 1937, and 1938. Afterwards, moving to Standing Army is best. Alternatively, a France that elects a right wing government should make two moves to Free market in order to gain those excellent bonuses.
===Ministers===
France begins with some decent ministers, with Social Liberal and Social Democrat ministers providing the best bonuses throughout the early years. Generally, IC bonuses are important for France, especially for a Leftist France. Chief of Staff Lattre de Tassigny (Manpower +25%; Infantry Construction Bonus -5%) is a good choice. Chief of the Army Victor Bourgeois is worth considering with his -15% supply consumption for players who intend to build a large army. As an alternative, Gamelin provides an -5% infantry construction bonus, in addition to a -10% fort construction bonus for players who intend to play defensive. Head of Intelligence Salengro provides +5% IC and +5% steal blueprint.
==Intelligence==
France can gain limited benefit through the intelligence system by stealing blueprints from Germany. Generally, however, it is not particularly valuable.
==Economy==
===Trading===
France has good resources, and for what it lacks, its Allies will readily address. For these reasons, France can stockpile all major materials with no real effort. The UK is a good source for Supplies, while the USA is a good source for money.
===Industrial Production===
Early French IC production is not practical, since France begins with large IC penalties, and requires a large army in order to defend against Germany. For players who intend a defensive strategy, IC production can begin as early as around June, 1940, assuming France has established safe defensive lines. Troop production will always be important in a defensive war in order to keep pace with Germany, however, so only limited IC production would be possible. Achieving this balance is important, since a long defensive war will eventually stretch France's limited TC, thus TC expansion is important.
==Military==
France requires complete focus on building a large Army in order to defend against Germany.
===Army===
France must focus considerable effort into building a land force of infantry and [[militia]] capable of defending France's borders against the coming German blitzkrieg. On May 1st, 1940, an Army of around 100 infantry with around 50 militia is about the minimum necessary for a sound defense. France has a number of underused troops in Morocco, Algeria, Tunisia, and Djibouti. Transport all of them to the border with Belgium to help the defence. Move all other troops to the border but leave a limited number of troops on the Italian border since Italy will likely join Axis. France also requires a mobile and preferably hard force. ARM with MOT or MEC are useful in creating holes in defensive German lines, while CAV can be useful for holes and grabbing territory. Self-propelled Artillery, and to a limited extent Artillery brigades, will be useful for the limited French forces.
===Navy===
France cannot afford and does not need Naval distractions until Germany has been successfully repulsed. The Navy is only useful for war with Italy, and the starting Navy is surprisingly sufficient to this task, thanks largely to France's sole CV.
===Air Force===
France cannot afford any serious Air Force production until a defensive posture against Germany has solidified. As a result, France's existing air force should be better utilized with research focused on TAC and INT. TAC and possibly CAS can act as very effective force multipliers, however, and are worthy of consideration especially since France will inevitably encounter TC overload with over emphasis on ground forces. TAC is especially useful in an African campaign against Italy, and in operations behind German defensive lines to clean-up straggler units.
==Events==
===Elections ===
* '''1936:''' In June, 1936, France will have elections. This provides a negative 3 dissent, and thus is a good time for changing ministers before the event fires. The ministers of the Left are generally the best option. A move to the right makes France social conservative.
* '''1938:''' In June elections recur. The Left remains a good option, retaining Social Democracy. The Social Liberal minister Auriol (+10% IC) should be reappointed to Armaments, while the Social Democrat Salengro (+5% IC) should be reappointed to Intelligence. A move to the right would make France "Paternal Autocrat" with limited minister choices. When AI France is Paternal Autocrat it's very likely to declare war on Germany before the Molotov-Ribbentrop pact.
===Spanish Civil War===
A few days after the Spanish Civil War begins on July 18, 1936, France will be asked for intervention. Naturally, sending volunteers is the best option:
* Why support anarchists: +10 dissent; +1 isolationism; +1 right
* Send volunteers: +5 dissent; -200 money; -10 manpower; +2 interventionism.
==War==
France has three major strategic postures that can lead to victory:
* Maginot Defense: Extend Maginot line such that it will extend to the border with Belgium and wait.
* Infantry Defense: Build enough infantry to defend Belgium, and by extension, France.
* Polish Gambit: Invade Germany when it declares war on Poland.
=== Maginot Defense ===
This strategy is the easiest, and probably the most boring. Building and garrisoning level-10 forts across the division will stop the Germans in their tracks. Then, one can easily invade and annex Italy, bringing France's IC to a competitive level with Germany's. If a breakthrough cannot be achieved, it's simply a matter of waiting until the Soviet Union declares war on Germany. From that point on, the game is basically just a race to grab as much territory as possible.
[ It is entirely possible that the game will become bugged as the war drags on and all Germany will do is garrison more and more troops along the Line, and only attack you in Italy. In this case, it may be necessary to either force the USSR or Germany to declare war on their respective rivals to get the ball rolling. ]
=== Infantry Defense ===
[[image:France-defense.jpg|right|thumb|Example of extended French line]]
As an Allied nation with a peacetime modifier penalty, France will not enter into the war until Danzig on August 30, 1939. Assuming a reasonably defended Maignot line, however, France will not see actual combat until May 1, 1940, when Germany invades the low countries. Generally, France can create a defensive line by rushing north into Belgium when the war begins. A line can be formed from Ghent to Antwerp to Namur to Reims. The weakest point of this line is Antwerp owing to a land border with Eindhoven. Therefore, extending the line to Eindhoven can be ideal, since France will then be completely protected by rivers. However, Eindhoven is quite exposed to German envelopment, and thus requires an army large enough to sufficiently hold both an extended front and repulse massive attacks against Eindhoven. These tactics also have the effect of saving both the Netherlands and Belgium.
'''Stalemate:''' Not surprisingly, a successful defense of Belgium and the Netherlands will considerably stymy Germany. They will never progress to an invasion of Yugoslavia or Greece, nor will they ever amass troops on the Soviet border. As a result, Germany will never launch Operation Barbarrossa, and Italy will very likely never join the Axis. This can potentially result in a stalemate that lasts for several years, with Germany becoming progressively stronger over time due to its much higher IC. Players seeking this strategy should DOW Italy. Capturing the Italian peninsula won't take longer than a few months, and Northern Italy/Southern Germany offer strong defensive positions in the Alps. This will have the effect of creating a static defensive front once again with Germany. This time, however, France is a bit more powerful owing to Italian IC.
'''Breakthrough:''' Alternatively, France can attempt to bust through German lines. This must be done immediately after France has successfully created a defensive line, preferably by June, 1940. A Breakthrough will focus on a region with a relatively small German force, punching through with an ARM, MOT, and CAV force, with INF staggering behind in order to shore up captured province defenses. Once a breakthrough is completed, immediate exploitation of German rear areas is critical, including a swift drive to Berlin.
=== Polish Gambit ===
From the beginning of 1936, begin researching 1939 Infantry. Research should finish around 1938: before that time churn out any non-infantry units needed. Ignore building up an air force or a navy: your allies should provide you with air cover, and the starting French navy is good enough for its limited uses. Avoid development into expensive fields like tanks, as these will chew up France's limited IC. Instead, concentrate production in IC creation. By the time research into 1939 infantry finishes, you should have around 100 base IC. Once research into 1939 infantry is complete, immediately begin production of at least 12 serial runs of infantry. Group these infantry divisions into the two provinces on the German border, Strasbourg and Mulhouse. When the war rolls around with the German invasion of Poland you should have around 100 infantry divisions concentrated in those provinces. Attack immediately while the German army is preoccupied in Poland. You should be able to steamroll through the country with little resistance, and Berlin should fall by 1940.
==Gaming the System==
The most prominent use of [[gamey tactics]] for France is to remove the peacetime IC penalty through an early war. Attacking Nationalist Spain, as an example, would be one method to do this.
=== Japanese Ally ===
In a single player game, the main drawback of France is low IC. There is a way to gain a lot of IC in the beginning of the game: ally with Japan and use its war against China to conquer a lot of Chinese territory, then leave the alliance and fight along the Allies.
In order to do that, France needs to:
* get really friendly with Japan: use you fairly large amout of cash to influence it up to 200.
* move the entire French army to Indochina... it takes a lot of time but around 1937 it should be done. Yes mainland France is unprotected, but it is still a peaceful time in old Europe.
* move your slider toward the "interventionism" policy... it's important beacause the starting level does NOT allow you to leave alliances or to join new ones...
* when the war breaks in China, leave the alliance with the British and ask to join the Japanese aliiance. If you have a 200 relationship they will accept.
* attack from the South and, as fast as you can, move North to get the interesting provinces (your 3 cavalery division and you 2 light armored divisions are very useful for this. The Chinese army shouldn't be a real problem (use encirclement and destroy their armies).
If the things go well, by 1938 French IC could be as high as 120. In addition, wartime allows you to divert IC from consumers' good to unit building. Then a good idea is to stay in war the longer you can. But don't forget to transport your troops back home! Also it may be preferable to leave the alliance with Japan before they attack the USA (but a war against the british is what the french await since Waterloo... so why not?). If you are at war with Germany the British will propose you to join the Allied, but if it is not the case they will refuse. So if Germany never declared war at you you may have to do it in order to join the Allied (the main purpose is to get their blueprints and to get wartime bonus).
Don't forget that in the Far East you have a nearly undefended border with Japan. Sooner or later they will enter in a war with the USA (and therefore with you), and march to the south. The main weak point of the japanese is that their armies are slow (mainly infantery divisions). With relatively few motorized, armored and mechanized divisions you can beat them in China by encircling and destroying them. A few divisions in the north indochina's jungle will stop the japanese, allowing you to counter-attack when the motorized renforts arrive. But you need a decent navy to transport them there : start to build carriers early, and chose Saigon as a port to unload the troops (southern, then less vunerable than Hanoi to japanese attack). Naval bomber are also a good idea. Take every continental province of Japan : you IC should reach 200. It may be time to attack Germany with a little more chances of success...
[[Category:National Strategy]]
155e0b5198438435c6f9a2eb7746ae15ca0baa4b
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336c2335a0644ecdfb2ee71da354be141ad4befa
Minor Power
0
571
1955
976
2019-05-16T09:24:42Z
Skwarski
11808
wikitext
text/x-wiki
A '''Minor Power''' iss used to define a [[nation]] in [[HoI2]] that has between 10 and 39 [[IC]] at the beginning of the [[scenario]].
==List of Minor Powers, by Scenario==
===1936 Scenario===
* [[Australia]], 26 [[IC]]
[[Category:Terminology]]
b8b1c9ae650492e730e22810d3b2e919fb0c5eb0
1956
1955
2019-05-16T09:24:49Z
Skwarski
11808
wikitext
text/x-wiki
A '''Minor Power''' is used to define a [[nation]] in [[HoI2]] that has between 10 and 39 [[IC]] at the beginning of the [[scenario]].
==List of Minor Powers, by Scenario==
===1936 Scenario===
* [[Australia]], 26 [[IC]]
[[Category:Terminology]]
c8cbca16e3e56b09279a7e639d9b8520c35174ae
Guangxi Clique
0
479
1958
1507
2019-11-02T03:36:45Z
Lycan-bat
8439
wikitext
text/x-wiki
Guangxi Clique may not have what it takes to become a major power, but it can become a vital player in China's fight against Japan. As one of the Chinese warlords, Guangxi Clique will automatically ally with the rest of china if and when the Japanese DOW sometime in mid-1937. Your first year and a half should be devoted to preparing for this war.
== Military ==
You start out with a pretty good sized army, with a makeup of about 1/3 militia 2/3 '18 infantry. Overall, a well equiped army for such a small nation. All focus should be directed at infantry. Some mountain and cavalry troops might do some good as well, but a navy and airforce should be ignored entirely. You lack the tech teams to research these areas, and even if you do, the Imperial Japanese Navy will crush you. (not tested as of yet, but building some interceptors might help in keeping the japanese bombers out of your skies). Now you see why Guangxi Clique does not have any chance of becoming a world power.
== Diplomacy ==
This area is quite straighforward. You have +199 relations with most of the other Chinese factions. However, don't pursue an alliance with the Nationalists right off the bat; for some reason they never accept. wait until the Japanese invasion when the alliance will happen automatically. If you want, you could go for the lands of Yunnan early on, and crush them in a matter of months (the only limiting factor here is the horrible Tc you'll have). This gives your troops some extra experience while granting your industry a slight boost (around 6 IC). Alternately you can pursue an alliance with Yunnan if this is done very early. However, your sliders all start out very far towards the right, and due to your isolationist leanings you will get a massive dissent boost any time you delcare war. Therefore, a strategy similar top that used for Argentina will suffice. Stock up on supplies, then when the war starts, devote all IC to consumer goods. The dissent should abate quickly. It will of course be tempting to take Tibet and Sinkaing after you deal with Yunnan, but their lands have nothing of interest, and a war in the Himilayas is generally not a good idea. It will also tie up troops far from the action once the war with Japan starts.
== Economy and Tech Teams ==
Lets face it- your economy is mediocre at best and you tech teams are primarily suited for infantry research. You should have the technology for '36 infantry by mid 1936. From here on out, you want to upgrade all of your land forces; only train new units when all of the upgrades are carried out.
== The War Against Japan ==
a08d5302acf7a7ea42ca88bece54ab5aee14324d
1960
1958
2020-03-21T02:52:34Z
Lycan-bat
8439
/* Diplomacy */
wikitext
text/x-wiki
Guangxi Clique may not have what it takes to become a major power, but it can become a vital player in China's fight against Japan. As one of the Chinese warlords, Guangxi Clique will automatically ally with the rest of china if and when the Japanese DOW sometime in mid-1937. Your first year and a half should be devoted to preparing for this war.
== Military ==
You start out with a pretty good sized army, with a makeup of about 1/3 militia 2/3 '18 infantry. Overall, a well equiped army for such a small nation. All focus should be directed at infantry. Some mountain and cavalry troops might do some good as well, but a navy and airforce should be ignored entirely. You lack the tech teams to research these areas, and even if you do, the Imperial Japanese Navy will crush you. (not tested as of yet, but building some interceptors might help in keeping the japanese bombers out of your skies). Now you see why Guangxi Clique does not have any chance of becoming a world power.
== Diplomacy ==
This area is quite straighforward. You have +199 relations with most of the other Chinese factions. However, don't pursue an alliance with the Nationalists right off the bat; for some reason they never accept. wait until the Japanese invasion when the alliance will happen automatically. If you want, you could go for the lands of Yunnan early on, and crush them in a matter of months (the only limiting factor here is the horrible Tc you'll have). This gives your troops some extra experience while granting your industry a slight boost (around 6 IC). However, your sliders all start out very far towards the right, and due to your isolationist leanings you will get a massive dissent boost any time you delcare war. Therefore, a strategy similar top that used for Argentina will suffice. Stock up on supplies, then when the war starts, devote all IC to consumer goods. The dissent should abate quickly. It will of course be tempting to take Tibet and Sinkaing after you deal with Yunnan, but their lands have nothing of interest, and a war in the Himilayas is generally not a good idea. It will also tie up troops far from the action once the war with Japan starts.
You can also pursue an alliance with [[Yunnan]] if this is done very early.
== Economy and Tech Teams ==
Lets face it- your economy is mediocre at best and you tech teams are primarily suited for infantry research. You should have the technology for '36 infantry by mid 1936. From here on out, you want to upgrade all of your land forces; only train new units when all of the upgrades are carried out.
== The War Against Japan ==
98e3d0be178d87f85b0d1385da7885159d4a1074
User:BVG34
2
1039
1959
2019-11-20T23:20:17Z
BVG34
9606
Created page with "[[File:Canada's New Army.jpg|thumb]]"
wikitext
text/x-wiki
[[File:Canada's New Army.jpg|thumb]]
b980344a938d594241d784f271ffb36c1db40c62
Strategy for Fall Grün
0
711
1961
1256
2020-03-25T14:46:21Z
BVG34
9606
wikitext
text/x-wiki
{{Scenario guides}}
[[Image:shieldger.jpg]] [[Image:vs.jpg]] [[Image:shieldczechoslovakia.jpg]]
== Fall Grün Strategy for Czechoslovakia ==
This strategy is good enough to obtain marginal victory in very hard/furious.
A few points to be mentioned before starting:
# Order your fighters to have air superiority over Bohemia, they are not strong but can help a little.
# Set the bomber to interdiction in Austria. Other regions are also fine but Austria is better if you follow the strategy below.
# Always put all of your troops in offensive mode. You have virtually infinite supply but weak armies and facing constant bombardment.
When the game starts, order the unit in Pilsen (6 divisions) to support defence Strakonice. The original defender will definitely lose in very hard (it can hold on in normal) but you should be able to take hold of Strakonice with the 6 divisions from Pilsen.
After the German attack has ended, from the 6 divisions reinforcing Strakonice, send one unit (preferably the one with artillery) to Usti. This is important since they will try to attack Usti if it is too weak. Move the original retreating garrison of Strakonice back to Strakonice.
Now the next objective is to create enough distraction for the German such that it can not mount an effective offensive. A very good way to do it is by attacking Hollabrun from Brno supported by Bratislava garrison. Capturing it will force German to try move and recapture it. If you captured Hollabrun but lost to the counter attack, do not worry, just fall back to Brno.
An important point is that if you do the strategy above, many German troops will be converging around Hollabrun. This is bad because they will then try to attack Tabor. Of course you can prevent them from winning the battle in Tabor by attacking Hollabrun when they attack Tabor. It will give huge penalty to German attack as well as (most of the time) wins you the battle in Hollabrun.
Keep attacking (and retreating from) Hollabrun until the game ends and you will obtain marginal victory.
[[Category:Guides]] [[Category:Scenario Strategy]]
46cb91b4a2734b9b9bfe0be7e71456f8e9f69218
1962
1961
2020-03-25T14:46:51Z
BVG34
9606
wikitext
text/x-wiki
{{Scenario guides}}
[[Image:shieldger.jpg]] [[Image:vs.jpg]] [[Image:shieldczech.jpg]]
== Fall Grün Strategy for Czechoslovakia ==
This strategy is good enough to obtain marginal victory in very hard/furious.
A few points to be mentioned before starting:
# Order your fighters to have air superiority over Bohemia, they are not strong but can help a little.
# Set the bomber to interdiction in Austria. Other regions are also fine but Austria is better if you follow the strategy below.
# Always put all of your troops in offensive mode. You have virtually infinite supply but weak armies and facing constant bombardment.
When the game starts, order the unit in Pilsen (6 divisions) to support defence Strakonice. The original defender will definitely lose in very hard (it can hold on in normal) but you should be able to take hold of Strakonice with the 6 divisions from Pilsen.
After the German attack has ended, from the 6 divisions reinforcing Strakonice, send one unit (preferably the one with artillery) to Usti. This is important since they will try to attack Usti if it is too weak. Move the original retreating garrison of Strakonice back to Strakonice.
Now the next objective is to create enough distraction for the German such that it can not mount an effective offensive. A very good way to do it is by attacking Hollabrun from Brno supported by Bratislava garrison. Capturing it will force German to try move and recapture it. If you captured Hollabrun but lost to the counter attack, do not worry, just fall back to Brno.
An important point is that if you do the strategy above, many German troops will be converging around Hollabrun. This is bad because they will then try to attack Tabor. Of course you can prevent them from winning the battle in Tabor by attacking Hollabrun when they attack Tabor. It will give huge penalty to German attack as well as (most of the time) wins you the battle in Hollabrun.
Keep attacking (and retreating from) Hollabrun until the game ends and you will obtain marginal victory.
[[Category:Guides]] [[Category:Scenario Strategy]]
8bc04361e1694fb18cae8cbc9b10428dda0ada2b
Strategy for Fall Grün
0
711
1963
1962
2020-03-25T14:48:06Z
BVG34
9606
wikitext
text/x-wiki
{{Scenario guides}}
[[Image:shieldger.jpg]] [[Image:vs.jpg]] [[Image:shieldcze.jpg]]
== Fall Grün Strategy for Czechoslovakia ==
This strategy is good enough to obtain marginal victory in very hard/furious.
A few points to be mentioned before starting:
# Order your fighters to have air superiority over Bohemia, they are not strong but can help a little.
# Set the bomber to interdiction in Austria. Other regions are also fine but Austria is better if you follow the strategy below.
# Always put all of your troops in offensive mode. You have virtually infinite supply but weak armies and facing constant bombardment.
When the game starts, order the unit in Pilsen (6 divisions) to support defence Strakonice. The original defender will definitely lose in very hard (it can hold on in normal) but you should be able to take hold of Strakonice with the 6 divisions from Pilsen.
After the German attack has ended, from the 6 divisions reinforcing Strakonice, send one unit (preferably the one with artillery) to Usti. This is important since they will try to attack Usti if it is too weak. Move the original retreating garrison of Strakonice back to Strakonice.
Now the next objective is to create enough distraction for the German such that it can not mount an effective offensive. A very good way to do it is by attacking Hollabrun from Brno supported by Bratislava garrison. Capturing it will force German to try move and recapture it. If you captured Hollabrun but lost to the counter attack, do not worry, just fall back to Brno.
An important point is that if you do the strategy above, many German troops will be converging around Hollabrun. This is bad because they will then try to attack Tabor. Of course you can prevent them from winning the battle in Tabor by attacking Hollabrun when they attack Tabor. It will give huge penalty to German attack as well as (most of the time) wins you the battle in Hollabrun.
Keep attacking (and retreating from) Hollabrun until the game ends and you will obtain marginal victory.
[[Category:Guides]] [[Category:Scenario Strategy]]
cbcf4aef854b2581264c1d0f43a17d63a7362af4
File:Shieldcze.jpg
6
1040
1964
2020-03-25T15:21:41Z
Lillebror
871
== Licensing ==
{{C-Paradox}}
[[Category:Icons]]
wikitext
text/x-wiki
== Summary ==
== Licensing ==
{{C-Paradox}}
[[Category:Icons]]
02968baec57b92a6d0bdb8814b9ab009e5423982
File:Shieldarg.jpg
6
1041
1965
2020-03-25T15:24:42Z
Lillebror
871
== Licensing ==
{{C-Paradox}}
[[Category:Icons]]
wikitext
text/x-wiki
== Summary ==
== Licensing ==
{{C-Paradox}}
[[Category:Icons]]
02968baec57b92a6d0bdb8814b9ab009e5423982
File:Shieldbra.jpg
6
1042
1966
2020-03-25T15:25:46Z
Lillebror
871
== Licensing ==
{{C-Paradox}}
[[Category:Icons]]
wikitext
text/x-wiki
== Summary ==
== Licensing ==
{{C-Paradox}}
[[Category:Icons]]
02968baec57b92a6d0bdb8814b9ab009e5423982
File:Shieldhun.jpg
6
1043
1967
2020-03-25T15:26:55Z
Lillebror
871
== Licensing ==
{{C-Paradox}}
[[Category:Icons]]
wikitext
text/x-wiki
== Summary ==
== Licensing ==
{{C-Paradox}}
[[Category:Icons]]
02968baec57b92a6d0bdb8814b9ab009e5423982
File:Shieldrom.jpg
6
1044
1968
2020-03-25T15:27:34Z
Lillebror
871
== Licensing ==
{{C-Paradox}}
[[Category:Icons]]
wikitext
text/x-wiki
== Summary ==
== Licensing ==
{{C-Paradox}}
[[Category:Icons]]
02968baec57b92a6d0bdb8814b9ab009e5423982
File:Shieldspa.jpg
6
1045
1969
2020-03-25T15:29:24Z
Lillebror
871
== Licensing ==
{{C-Paradox}}
[[Category:Icons]]
wikitext
text/x-wiki
== Summary ==
== Licensing ==
{{C-Paradox}}
[[Category:Icons]]
02968baec57b92a6d0bdb8814b9ab009e5423982
File:Shieldspr.jpg
6
1046
1970
2020-03-25T15:30:54Z
Lillebror
871
== Licensing ==
{{C-Paradox}}
[[Category:Icons]]
wikitext
text/x-wiki
== Summary ==
== Licensing ==
{{C-Paradox}}
[[Category:Icons]]
02968baec57b92a6d0bdb8814b9ab009e5423982
File:Shieldusa.jpg
6
1047
1971
2020-03-25T15:31:41Z
Lillebror
871
== Licensing ==
{{C-Paradox}}
[[Category:Icons]]
wikitext
text/x-wiki
== Summary ==
== Licensing ==
{{C-Paradox}}
[[Category:Icons]]
02968baec57b92a6d0bdb8814b9ab009e5423982
France
0
456
1972
1940
2020-04-30T03:24:41Z
Lycan-bat
8439
/* Spanish Civil War */
wikitext
text/x-wiki
[[Image:Fra-topbar.JPG]]
{{Country guides}}
== Background ==
During the war, France planned to advance into Belgium to create a static, defensive front not unlike their experience in WWI. The plan failed when Germany attacked from the Ardennes forest and the French lacked the mobility and time to respond. You have the chance to avoid the mistake by making fortresses in northern France or build sufficient troops to invade Germany when it declares war. Before continuing on, let’s examine France’s weaknesses:
* Bad starting technology
* Low manpower
* Low IC
* Exposed northern front
* Weak starting army
* A navy that probably saw service with Napoleon
==Technology==
France will always be able to research more than it can effectively build with its limited IC. Navy can be entirely ignored. All research should be primarily poured into Industrial, Infantry, Land Doctrine, and Armor/Artillery. Air power is useful only for TAC, INT, and possibly CAS. For this reason, by around 1939 France can be significantly ahead of all the Allies, including even the USA, in technology research.
* Industrial: get industry research as high as possible (especially the ones which increase manpower, IC, IC efficiency, quicken production time and increase research efficiency)
* Infantry: focus on completing 1941 infantry by May, 1940.
* Armor: ART, SP-ART, and ARM are useful areas to research.
* Fighter/interceptor: Research the Interceptor tree, since France begins the game with several.
==Diplomacy==
===Alliances===
France begins the game in the Allies, with the UK as the Alliance leader. As such, France cannot do anything to alter the alliance save for leaving it. An ahistorical alternative would be to create a Fascist France by allying with Germany.
===Sliders===
France will receive "free" interventionism moves to 9, just one short of full interventionism. France is best moving to Hawk in 1936, 1937, and 1938. Afterwards, moving to Standing Army is best. Alternatively, a France that elects a right wing government should make two moves to Free market in order to gain those excellent bonuses.
===Ministers===
France begins with some decent ministers, with Social Liberal and Social Democrat ministers providing the best bonuses throughout the early years. Generally, IC bonuses are important for France, especially for a Leftist France. Chief of Staff Lattre de Tassigny (Manpower +25%; Infantry Construction Bonus -5%) is a good choice. Chief of the Army Victor Bourgeois is worth considering with his -15% supply consumption for players who intend to build a large army. As an alternative, Gamelin provides an -5% infantry construction bonus, in addition to a -10% fort construction bonus for players who intend to play defensive. Head of Intelligence Salengro provides +5% IC and +5% steal blueprint.
==Intelligence==
France can gain limited benefit through the intelligence system by stealing blueprints from Germany. Generally, however, it is not particularly valuable.
==Economy==
===Trading===
France has good resources, and for what it lacks, its Allies will readily address. For these reasons, France can stockpile all major materials with no real effort. The UK is a good source for Supplies, while the USA is a good source for money.
===Industrial Production===
Early French IC production is not practical, since France begins with large IC penalties, and requires a large army in order to defend against Germany. For players who intend a defensive strategy, IC production can begin as early as around June, 1940, assuming France has established safe defensive lines. Troop production will always be important in a defensive war in order to keep pace with Germany, however, so only limited IC production would be possible. Achieving this balance is important, since a long defensive war will eventually stretch France's limited TC, thus TC expansion is important.
==Military==
France requires complete focus on building a large Army in order to defend against Germany.
===Army===
France must focus considerable effort into building a land force of infantry and [[militia]] capable of defending France's borders against the coming German blitzkrieg. On May 1st, 1940, an Army of around 100 infantry with around 50 militia is about the minimum necessary for a sound defense. France has a number of underused troops in Morocco, Algeria, Tunisia, and Djibouti. Transport all of them to the border with Belgium to help the defence. Move all other troops to the border but leave a limited number of troops on the Italian border since Italy will likely join Axis. France also requires a mobile and preferably hard force. ARM with MOT or MEC are useful in creating holes in defensive German lines, while CAV can be useful for holes and grabbing territory. Self-propelled Artillery, and to a limited extent Artillery brigades, will be useful for the limited French forces.
===Navy===
France cannot afford and does not need Naval distractions until Germany has been successfully repulsed. The Navy is only useful for war with Italy, and the starting Navy is surprisingly sufficient to this task, thanks largely to France's sole CV.
===Air Force===
France cannot afford any serious Air Force production until a defensive posture against Germany has solidified. As a result, France's existing air force should be better utilized with research focused on TAC and INT. TAC and possibly CAS can act as very effective force multipliers, however, and are worthy of consideration especially since France will inevitably encounter TC overload with over emphasis on ground forces. TAC is especially useful in an African campaign against Italy, and in operations behind German defensive lines to clean-up straggler units.
==Events==
===Elections ===
* '''1936:''' In June, 1936, France will have elections. This provides a negative 3 dissent, and thus is a good time for changing ministers before the event fires. The ministers of the Left are generally the best option. A move to the right makes France social conservative.
* '''1938:''' In June elections recur. The Left remains a good option, retaining Social Democracy. The Social Liberal minister Auriol (+10% IC) should be reappointed to Armaments, while the Social Democrat Salengro (+5% IC) should be reappointed to Intelligence. A move to the right would make France "Paternal Autocrat" with limited minister choices. When AI France is Paternal Autocrat it's very likely to declare war on Germany before the Molotov-Ribbentrop pact.
===Spanish Civil War===
A few days after the Spanish Civil War begins on July 18, 1936, France will be asked for intervention. Naturally, sending volunteers is the best option:
* Why support anarchists: +10 dissent; +1 isolationism; +1 right
* Send volunteers: +5 dissent; -200 money; -10 manpower; +2 interventionism.
Just before the event, you can further move the slider toward intervention in the diplomacy tab and then guarantee Republican Spain's independence. Then after you go with intervention, if AI Germany declares war on Republican Spain, it will now have enough belligerence points for you to declare war on Germany, which is easily defeated in 1936.
==War==
France has three major strategic postures that can lead to victory:
* Maginot Defense: Extend Maginot line such that it will extend to the border with Belgium and wait.
* Infantry Defense: Build enough infantry to defend Belgium, and by extension, France.
* Polish Gambit: Invade Germany when it declares war on Poland.
=== Maginot Defense ===
This strategy is the easiest, and probably the most boring. Building and garrisoning level-10 forts across the division will stop the Germans in their tracks. Then, one can easily invade and annex Italy, bringing France's IC to a competitive level with Germany's. If a breakthrough cannot be achieved, it's simply a matter of waiting until the Soviet Union declares war on Germany. From that point on, the game is basically just a race to grab as much territory as possible.
[ It is entirely possible that the game will become bugged as the war drags on and all Germany will do is garrison more and more troops along the Line, and only attack you in Italy. In this case, it may be necessary to either force the USSR or Germany to declare war on their respective rivals to get the ball rolling. ]
=== Infantry Defense ===
[[image:France-defense.jpg|right|thumb|Example of extended French line]]
As an Allied nation with a peacetime modifier penalty, France will not enter into the war until Danzig on August 30, 1939. Assuming a reasonably defended Maignot line, however, France will not see actual combat until May 1, 1940, when Germany invades the low countries. Generally, France can create a defensive line by rushing north into Belgium when the war begins. A line can be formed from Ghent to Antwerp to Namur to Reims. The weakest point of this line is Antwerp owing to a land border with Eindhoven. Therefore, extending the line to Eindhoven can be ideal, since France will then be completely protected by rivers. However, Eindhoven is quite exposed to German envelopment, and thus requires an army large enough to sufficiently hold both an extended front and repulse massive attacks against Eindhoven. These tactics also have the effect of saving both the Netherlands and Belgium.
'''Stalemate:''' Not surprisingly, a successful defense of Belgium and the Netherlands will considerably stymy Germany. They will never progress to an invasion of Yugoslavia or Greece, nor will they ever amass troops on the Soviet border. As a result, Germany will never launch Operation Barbarrossa, and Italy will very likely never join the Axis. This can potentially result in a stalemate that lasts for several years, with Germany becoming progressively stronger over time due to its much higher IC. Players seeking this strategy should DOW Italy. Capturing the Italian peninsula won't take longer than a few months, and Northern Italy/Southern Germany offer strong defensive positions in the Alps. This will have the effect of creating a static defensive front once again with Germany. This time, however, France is a bit more powerful owing to Italian IC.
'''Breakthrough:''' Alternatively, France can attempt to bust through German lines. This must be done immediately after France has successfully created a defensive line, preferably by June, 1940. A Breakthrough will focus on a region with a relatively small German force, punching through with an ARM, MOT, and CAV force, with INF staggering behind in order to shore up captured province defenses. Once a breakthrough is completed, immediate exploitation of German rear areas is critical, including a swift drive to Berlin.
=== Polish Gambit ===
From the beginning of 1936, begin researching 1939 Infantry. Research should finish around 1938: before that time churn out any non-infantry units needed. Ignore building up an air force or a navy: your allies should provide you with air cover, and the starting French navy is good enough for its limited uses. Avoid development into expensive fields like tanks, as these will chew up France's limited IC. Instead, concentrate production in IC creation. By the time research into 1939 infantry finishes, you should have around 100 base IC. Once research into 1939 infantry is complete, immediately begin production of at least 12 serial runs of infantry. Group these infantry divisions into the two provinces on the German border, Strasbourg and Mulhouse. When the war rolls around with the German invasion of Poland you should have around 100 infantry divisions concentrated in those provinces. Attack immediately while the German army is preoccupied in Poland. You should be able to steamroll through the country with little resistance, and Berlin should fall by 1940.
==Gaming the System==
The most prominent use of [[gamey tactics]] for France is to remove the peacetime IC penalty through an early war. Attacking Nationalist Spain, as an example, would be one method to do this.
=== Japanese Ally ===
In a single player game, the main drawback of France is low IC. There is a way to gain a lot of IC in the beginning of the game: ally with Japan and use its war against China to conquer a lot of Chinese territory, then leave the alliance and fight along the Allies.
In order to do that, France needs to:
* get really friendly with Japan: use you fairly large amout of cash to influence it up to 200.
* move the entire French army to Indochina... it takes a lot of time but around 1937 it should be done. Yes mainland France is unprotected, but it is still a peaceful time in old Europe.
* move your slider toward the "interventionism" policy... it's important beacause the starting level does NOT allow you to leave alliances or to join new ones...
* when the war breaks in China, leave the alliance with the British and ask to join the Japanese aliiance. If you have a 200 relationship they will accept.
* attack from the South and, as fast as you can, move North to get the interesting provinces (your 3 cavalery division and you 2 light armored divisions are very useful for this. The Chinese army shouldn't be a real problem (use encirclement and destroy their armies).
If the things go well, by 1938 French IC could be as high as 120. In addition, wartime allows you to divert IC from consumers' good to unit building. Then a good idea is to stay in war the longer you can. But don't forget to transport your troops back home! Also it may be preferable to leave the alliance with Japan before they attack the USA (but a war against the british is what the french await since Waterloo... so why not?). If you are at war with Germany the British will propose you to join the Allied, but if it is not the case they will refuse. So if Germany never declared war at you you may have to do it in order to join the Allied (the main purpose is to get their blueprints and to get wartime bonus).
Don't forget that in the Far East you have a nearly undefended border with Japan. Sooner or later they will enter in a war with the USA (and therefore with you), and march to the south. The main weak point of the japanese is that their armies are slow (mainly infantery divisions). With relatively few motorized, armored and mechanized divisions you can beat them in China by encircling and destroying them. A few divisions in the north indochina's jungle will stop the japanese, allowing you to counter-attack when the motorized renforts arrive. But you need a decent navy to transport them there : start to build carriers early, and chose Saigon as a port to unload the troops (southern, then less vunerable than Hanoi to japanese attack). Naval bomber are also a good idea. Take every continental province of Japan : you IC should reach 200. It may be time to attack Germany with a little more chances of success...
[[Category:National Strategy]]
c475e95e66399b46b0e882787507f846c11fef20
Communist China
0
396
1973
1560
2020-05-24T03:20:59Z
Lycan-bat
8439
/* The Way of Intrigue */
wikitext
text/x-wiki
{{Country guides}}
== Introduction ==
Playing as Communist China can be very challenging, but also very rewarding at the end.
You start small, you are at war and nobody likes you. Your main opponent is Nationalist China - your neighbors with different ideology that are so desperate to get rid of you. And if you're not careful, they will do so without hesitation.
== Gameplay ==
Here are a few considerations about Communist China's general gameplay. More specific options are discussed in the "Strategies" part.
=== Research ===
As Communist China, research depends largely on what grand strategy you chose from the start (see : Strategies).
Communist China has decent tech teams for infantry, artillery and some industrial techs ; and a hardly average team for land doctrines. All other research fields are terrible : you especially have no tech team until past 1945 able to do naval or air research. Which doesn't mean that you will not need said techs : just that it will take years to complete.
Globally, if you plan to do anything else but wage a land war with infantry divisions, you will have to plan it very early.
If you're patient enough to play the game into the late 40's and 50's, a few good tech teams become available for naval, air and even nuclear research. But by that time you will probably be already annexed by Nationalist China... or already the master of the world.
=== Construction ===
Communist China starts with a rather large manpower pool, and also enjoys the blueprints for "infantry 1936", which makes infantry the most suited unit to produce from the start. Do not overlook the [[Militia Strategy Guide|usefulness of militia]] : they can be lifesavers when you need to defend a front while sending your best troops to an offensive elsewhere. Artillery brigades are also very useful, to hold the frontline or to launch offensives with reduced losses against Japanese troops.
Remeber that Communist China's manpower poll, though large, is not infinite, especially if you remain in your 3 home provinces from the start : brigaded infantry divisions can be more appropriate than swarms of militia if manpower becomes scarce, especially if your commanders reach their command limit.
Mountain units can be very useful, but they take longer and are more expensive. There are a lot of mountains in China though, so it's up to you. Don't bother building tanks or mec/mot divisions because you simply have no fuel to support them.
Since you will wage a war of large infantry armies against other large infantry armies (be it Japan or Nationalist China), you will absolutely need at least one headquarter to be able to launch large offensives.
Some possible strategies (see : Strategies) will require a navy, which basically means a very early planning, too.
=== Trade ===
Your natural trade partner from the start of the game is the Soviet Union. As long as you are not at war with Sinkiang or have some sort of access to Mongolia, you will be able to trade with them.
Nevertheless, provided you are at peace or have a free access to the sea (i.e., before the war against Japan), you can trade with virtually anyone : the UK or France will often offer you fair deals despite the poor relation.
A general HOI2 tip which is especially useful for Communist China : when trading with a partner with whom you have a poor relation, remember to make numerous small deals so that the relations raise up quickly over time : every deal where 1 or more units of raw materials is exchanged helps to improve the relation. Even with a trade partner who totally hates you (e.g. Japan), you can make a series of small, one-sided deals (e.g. one energy against nothing), and the relation will quickly raise up to +50. You can then cancel those deals without suffering any other penalty than the monetary cost of cancelling a deal (remember to group all deals with that country beforehand).
=== Diplomacy ===
Everybody except for Soviet Union pretty much hates you. Unfortunately, the USSR is quite isolationist at the beginning of the game, and will not let you enter an alliance until it's too late.
Moreover, you start with very little income : you should think carefully about whom you need to influence past +50. Nevertheless, when trying to gain the favors of another country, you can and should always use trade deals to raise the relation from -200 to +50. (see : Trade)
=== Military ===
Communist China does not have so many leaders, but enjoys a rather large manpower pool : ultimately, you want all your leaders to be field marshals, to be able to lead large armies into battle. To obtain that, split your initial army into armies of one division each, to let as many leaders as possible gain experience. Promote them before their skill level is too high, so that they keep earning experience at a fast pace. My advice : promote every leader who reaches skill 3 - or skill 2 if you really need high rank leaders quickly. But if you're a hardcore gamer, look into your leader's stats to see what max rank and max skill they have, and act accordingly...
Your initial troops enjoy high experience : do not let it drop after many casualties. Be careful to stop battles when the outcome does not look good, and make sure to reinforce to max strength after each battle so as not to dilute the experienced troops too much at once.
=== Sliders ===
You start full central planning, totally left and authoritarian. There's no use moving those sliders since it would take years to obtain the bonuses from the other end of the ladder.
But you can start switching toward "professional army" since your default land doctrine path ("human wave") does not give a very high organisation by itself. "Interventionism" is another option, but your consumer goods needs are already quite low, so the benefits are not huge : besides that, Mao has a trait that will let your belligerence diminish faster during peace time but increase during war time, adding to the "interventionism" slider effect.
== Strategies ==
=== Foreword ===
The difficulty with playing Com. China is that the global strategy that will best serve your goals depends entirely on random factors, of which you have no control. These random factors are :
* The Xi'an incident : it is twice random. First, it fires at a random date, usually in March or April 1936, but sometimes much later, or even not at all. Then, Nat. China will have a choice to force a white peace with you, to continue the war, or to forge the unified front. (in Armageddon at least)
* The Marco Polo bridge incident and the Japanese declaration of war : Japan is likely to declare war against Nat. China at the Marco Polo bridge incident ; but it may also choose to avoid the war ; or it may also declare war against Nat. China, Com. China or a warlord much earlier.
* The Unified front : after Japan is at war, Nat. China will have a choice to force Com. China and the warlords into an alliance, or not.
The different strategies exposed here are designed to deal with different risk/reward approaches regarding those random factors.
''' Important warning ! ''' The annexion of Nationalist China, mentioned in several strategies as a possible option, is at best uneasy : after Nationalist China defeats Guangxi Clique, there is a Chinese victory point in Hainan, which is separated from the mainland by a narrow body of water. The Chinese fleet, though small, can block its access to your troops. If you're lucky they will let your troops cross the strait ; but if the AI has minimal skill, they won't. On top of that, your initial provinces have no access to the sea ; Shanxi (once you annex them...) do offer shore provinces but no harbor ; and you start without the technologies needed to build an harbor and any kind of warship. If you want to have anything floating at sea before mid-1937 to land in Hainan and annex Nationalist China, you will have to plan it very carefully from the start (see below : "The Way of the Wanderer" for details).
=== The Way of Passivity ===
This is the "historical" way : do nothing from the start except defend your initial position, and later wage war against Japan along the rest of China.
You hope that Nat. China will hold against Japan, that Japan will declare war against the USA and lose, that the USSR will declare war against Japan and win, and that the "Manchuria to Mao" event will happen. Then hope for the best when the Chinese civil war reignites.
I personnaly never saw the "Manchuria to Mao" event trigger in a 1936 campaign : the game needs to play absolutely historically until the end of the war in the Pacific, and chances are that it won't.
In this Way, you will be restricted to your base 5 IC, 1 tech slot and 3 provinces until Japan is defeated, but you will be allied with Nat. China and the warlords. Raise your relation with Nat. China and trade for blueprints so you can make the maximum with your only tech slot.
=== The Way of Prudence ===
This way supposes that Nat. China will choose peace at the Xi'an incident. It differs slightly from the historical path, but with the same aim : to make sure to oust Japan out of China.
In the war against Nat. China, let your commanders gain as much experience as they can, but avoid to destroy Nat. Chinese armies. When the Xi'an incident event fire :
* if Nat. China chooses peace, rejoice and read below.
* if Nat. China chooses war, change tactics and go for the kill : see the Way of War.
* if Nat. China chooses to forge the united front, you're screwed : you're bound to follow the Way of Passivity.
As soon as your troops have redeployed in your mainland after the Xi'an incident, the next step is to attack and annex Shanxi. Since they are not yet allied with Nat. China, they will not be automatically annexed when you have more than 50% of their victory points : take your time and conquer them fully with minimal losses. You can even stay at war a little longer to spare consumer goods : in that case, remember to annex before the Unified front triggers.
Now that Shanxi has been conquered, you share a border with Japan : it's vital to raise your relation with Japan to +50 as soon as possible, even before the annexion of Shanxi (see : Trade) or they will declare war against you (and you only) long before the Marco Polo bridge incident.
You now have 21 IC, 2 tech slots, and about 1 year to prepare for the Japanese invasion.
'''PROs'''
* During the war against Japan, advancing Chinese troops in Manchuria will claim provinces for Com. China, since your provinces are the one on the border with Japan/Manchuria. Do not annex Manchuria though, because Nat. China would receive all the territory, since they are the leader of the alliance, and those provinces are national for them too.
* This Way gives the best chance that the Chinese will defeat the Japanese, and lets you prepare for the Civil war with a reasonable industrial base (Shanxi, later Manchuria and maybe Korea).
* You will have Nationalist China as a trading partner, and can obtain many blueprints from them during the war against Japan.
'''CONs'''
* If Nat. China picks "Arrest them all" (i.e. war) at the Xi'an incident, you will have less initial advantage against them than with the Way of War.
* Nat. China will still be more powerful than you after the war against Japan, and the Civil war may be tricky.
=== The Way of War ===
The goal is here to defeat Nat. China before the war against Japan.
During the first months of the game :
* try to pocket and destroy as many Nat. Chinese armies as you can.
* do not declare war against any warlord.
* advance prudently into Nat. China territory.
'''If Nat. China chooses peace (most likely option)'''
Redeployed in Yan'an : your next goal is Shanxi. As soon as your troops are ready, declare war and rush to annex.
Then mass your troops in the newly conquered Jinan (southern border with Nat. China). The war between Guangxi Clique and Nat. China should start very soon : as soon as it happens, declare war against Nat. China and rush to Nanjing and Shanghai while their troops are away, then fortify a defensive line and try to hold your gains.
Pocket and destroy as many divisions as you can. If Guangxi is doing well, use their border as an anvil to destroy nat. Chinese forces. Guangxi usually does not last long though, but you now have more IC than Nat. China, and eventually more tech teams : outproduce them and maybe you'll be able to annex before Japan enters the dance.
Note that since annexion of Nationalist China is quite difficult and largely random due to the victory point in Hainan, your best choice would probably be to puppet Nat. China : you will receive everything excepted Nanjing ('' see the "important warning" in the foreword about annexion ''). Another option is to sign a peace treaty giving you as much of China as possible, including Hainan : and then to shamelessly break it and conquer what remains (if you don't mind playing dirty and seeing your belligerance skyrocket).
If the nationalists are still too strong to let you hope a quick victory (June 1937 is your deadline here), try to obtain a favorable peace, including the province of Lanzhou. If you still have time, now that you have a land connexion to the warlords, try to conquer Yunnan and what remains of Guangxi Clique (6 IC and 8 IC respectively), then prepare to defend against Japan. It's unlikely that you'll have time to go after Tibet and Sinkyang in the far west.
If Japan declares war before you could defeat Nat. China, try to obtain a favorable peace treaty. Don't expect too much though : even if you obtain a large buffer of provinces across the Yellow River, you still won't receive that many IC or ressources.
With this strategy, it is vital to raise your relation with Japan as soon as possible : offer them a new deal of 1 something against nothing every week until you reach +50 - if you don't do that they will declare war against you, while all your troops are deep down into China, and you'll have a hard time to recover (and you'll be forced to accept any peace treaty Nat. China will be ready to take altogether).
'''If the Xi'an incident does not fire or if Nat. China chooses war'''
Continue from you positions toward Nanjing. Try to annex Nat. China, if you can. If the annexion seems too difficult to reach, try to obtain a peace treaty where you receive at least Lanzhou. Once Nat. China is annexed or once you have Lanzhou, go and conquer Yunnan, Guangxi and Shanxi. If you lack time before the Japanese aggression, conquer only Shanxi.
'''If Nat. China chooses to forge the united front'''
As usual : you're bound to follow the Way of Passivity.
'''PROs'''
* You can get rid of Nationalist China before the Unified front, or at least grab significant gains before it happens.
* If you puppet Nat. China, you can obtain a few blueprints from them.
* This strategy works also if China picks "Arrest them all" (i.e. war) at the Xi'an incident.
'''CONs'''
* Annexion of Nationalist China is difficult.
* China as a whole will be weaker against Japan during the first years of the war.
* You're very vulnerable to a Japanese early attack while you're busy in China.
* You get 20 points of belligerance after breaking the peace treaty that Nationalist China forced upon you at the Xi'an incident.
=== The Way of the Wanderer ===
This is the strategy that will give you the best possible outcome as Communist China in the 1936 campaign, but it requires a very careful micromanagement. The main goal is to annex several warlords then to ally with Nationalist China against Japan. Ultimately, you will be able to conquer Japan before the USA or USSR.
It assumes that the AI will choose the most likely option at each multiple choices event.
If you follow this way, you will need at each step to prepare the next step very carefully, even before your current goals are met : you must never, ever, overkill anything, because you can not affort any delay or waste of resources. Notably, you will need to plan the production of a navy from the very start of the game.
''' First step : before the Xi'an incident '''
Your goals here are to train your commanders (not unlike the "Way of Prudence") and to start preparing the production of your first naval taskforce.
In detail :
* army : let your troops and commanders gain experience, but without destroying any Chinese army. Keep your troops in your home provinces, so that they will not lose time to redeploy after Xi'an.
* technology : from the very start, research "Improved construction engineering" with your best tech team (Deng Xiaopin) : you'll need it to build a naval base. It's a 1937 tech but you can not afford to research anything else right now.
* production : start a series of 2 transport ships, and a series of 3 convoys. Yes, you can do that without a harbour : they will just stay in your redeployment pool.
''' Second step : after the Xi'an incident, Shanxi '''
Here we assume that Nationalist China choses "peace" at the Xi'an incident (if they chose "arrest them all", see the Way of War).
As soon as you're at peace with Nationalist China, rush into Shanxi. Your goal here is to start building a harbour as soon as possible, while securing your diplomatic position.
In detail :
* war against Shanxi : make sure to conquer Yucheng (or Tianjin) in time to start building a harbor as soon as your tech team finishes researching "Advanced construction engineering". Also, make sure not to lose troops to Shanxi : you will need your experimented troops later.
* production : absolute priority to building the harbor. Also, finish building the transport ships and convoys. If you have spare IC (with the industries captured in Shanxi), build infantry, militias or artillery.
* trade : it's vital to upgrade your relation with Japan through trade (see : Gameplay). As soon as you have a coastal province, you can also trade supplies for resources with the Allies (the UK and France are fair trade partners) : as usual, only what you really need.
* diplomacy : you should delay the proper annexion of Shanxi until Japan is somewhat more friendly toward you. It's also vital to declare war against Guangxi Clique before June 1936 : that will prevent them from DOWing Nationalist China (and thus losing more than half their territory and all their beach provinces).
* research : first Large Front Doctrine (1937 land doctrines) and 1936 infantry (you have the blueprints), then Rear Area Supply Dumps (for the "strategical deployment" mission). In you spare time, infantry and artillery techs.
''' Third step : overseas, Guangxi Clique '''
Your harbor (lvl 1) should be completed around March 1937. You should also have 2 transport ships and 30 convoys. That's enough for an amphibious assault against Guangxi Clique. You should land in Guangxi with a couple mountaineer divisions, and ferry all your army there as quickly as possible. When your beachhead is strong, try to annex Guangxi as fast as possible. When this is done, ferry your troops back to Northern China.
Your goal here is to annex Guangxi quickly and prepare to defend against the Japanese aggression.
In detail :
* war against Guangxi : concentrate your forces against victory points and annex. As usual, you can hardly afford to lose any experienced troops, but fortunately, the army of Guangxi is rather obsolete.
* diplomacy and trade : when your relation with Japan reaches +50, cancel your deals. Start to improve you relation with Nationalist China the same way.
* production : nothing but infantry, militias and artillery.
* research : as soon as your research concerning infantry, land doctrines and artillery is up to date, start to research naval doctrines, and aircraft carriers. Yes, that early.
''' Optional fourth step : Yunnan '''
Guangxi Clique being not too hard to defeat once your troops have been able to cross the Xi River, you can eventually divert your best troops to wage war against Yunnan. It's unlikely that you will have enough time to annex, but if you manage to capture the capital (Kunming), you can negociate of peace treaty where you gain many province from Yunnan, or even puppet them.
Since in any case you will not receive the capital Kunming, those provinces will not be much use (very few resources and a TC drain), but they may prove strategically useful when the Chinese civil war reignites. But until then, you'll have a war to win against Japan.
This fourth step is a high-risk, low-gain option, and is generally not advised.
''' Fifth step : defend the homeland against Japan '''
You have now 41 base IC and 3 tech teams : things are looking good, but it's about July 1937 : Japan will start WW2 about now.
You must hold the northern front along with Nationalist China, with whom you are now allied, and you'll probably have to hold it alone when Japan lands around Nanjing. You will have a couple years of heavy, defensive fighting in the Shanxi area, but then you should be able to push Japan back into Manchuria and even Korea.
Your other goal during this phase is to research what is needed to build a powerful navy.
In detail :
* war against Japan : defensive in mountain provinces or across rivers, until you have enough troops to largely outnumber them and push them back.
* production : spam infantry and artillery brigades, and militias for a defensive use. You will also absolutely need at least one headquarter for offensives.
* research : naval doctrines (remember to buy Nationalist China's early blueprints) and aircraft carriers. Infantry, land doctrines and artillery when needed. Let Nationalist China research things for you as much as you can, but do not count on them to research anything about the navy : they never do. Also, your naval research will be a lot easier if you play with "tech teams takeover" enabled.
* diplomacy : once you start to puch back the Japanese, remember NOT to annex Manchuria : all the land would go to Nationalist China since they are the leader of your alliance. But you will receive full IC from those occupied provinces since they are nationals for you too.
''' Sixth step : prepare the invasion of Japan '''
If you did well, you should occupy Manchuria around 1940, then Korea. You will then have something like 80 IC, and 4 or 5 tech teams, enough to let you hope a victory against Japan, weakened after their lost battle in China.
Your goal here is to build a navy powerful enough to protect an amphibious landing during a few days. Do not hope to sink the whole Japanese fleet though.
In detail :
* war against Japan, before you have a navy : be content to defend your beaches in China and Korea. Remember that, after France falls, Japan may receive Indochina and open a southern front, with the eventual help of Siam. That's good news since you share a border with Indochina (former Guanxi provinces), so that means more land gains for you. Moreover, Japan will further exhaust itself there.
* war against Japan, after you have a navy : prepare a landing taskforce. If Japan has not waged war on land since a long time, their coasts will be heavily garrisoned, and you will need marines. If Japan is still sending all it's forces into Burma or Indochina, expect less resistance in the home islands : mountaineers may be sufficient to land and secure a beachhead.
* navy : wait until you have decent carrier models ready (CV-4 or CV-5 in 1942 or 1943) and produce like 6 of them at the same time. Then destroyers as screens.
* research : naval doctrines, aircraft carriers and destroyers. Second priority : marines and land doctrines.
* production : build a large stock of resources in order to be able to divert your whole production into aircraft carriers and marines when the time comes. When possible, build regular troops to garrison the beaches (they will be useful later on against Nationalist China, too). Remember to build naval convoys and escorts.
''' Seventh step : the fall of Japan and the Chinese civil war '''
Be careful with your navy and try to secure a beachhead in the Japanese homeland : the rest of the conquest should be easy. Just remember to protect your navy in a harbour when it's not protecting a landing, and to build enough convoys to keep your troops supplied.
After that, you can either :
* puppet Japan : you will receive Taiwan and a couple Japanese provinces in China, but Manchuria will be freed and still at war with nationalist China.
* if your navy didn't take too much a beating, annex Japan (they may have victory points in the Pacific, depending on how the war with the USA went).
Once Japan is defeated, remember that your first and main goal is still to bring the joy of socialism to the Chinese masses : you can delay the puppeting/annexion of Japan and farm their IC until you're sure to outpower Nationalist China in the civil war to come.
'''PROs'''
* This strategy allows Communist China to become a major power and defeat Japan around year 1945.
* It gives you the best chance to defeat Nationalist China during the civil war.
* It is quite fun to play.
'''CONs'''
* Requires lots of micromanagement.
* The initial build-up is irrelevant if nationalist China chooses "war" at the Xi'an incident.
===The Way of Intrigue===
This is the most ahistorical route, and some may consider it gamey. However, it is the easiest and fastest way to win the Chinese Civil War, which will give you an advantage when finally taking on Japan. This strategy is best for those who are having difficulaty fighting Japan with the rest of China early on in the game.
'''Assuming that Nationalist China chooses peace at Xi'an'''
The initial goals for this strategy are very much similar to those outlined in the Way of the Wanderer, that is, you must rush to annex Shanxi and build a port at Tianjin in preparation for the invasion of Guangxi Clique. Beware- you will only have a three months at the most to annex the country before Japan DOWs nationalist China, at which point not only will the Nationalists annex all of Guangxi, but declare war on you. Timing is thus crucial- make a beeline for the four or so victory points which are pretty far inland.
This next stage is where this strategy becomes more interesting. Rather than ally with the rest of China against Japan, you actually want to declare war on the Nationalists, at which point you can join an alliance with Japan. (assuming that you have increased relations to +50 through trade). This will allow waves a Japanese troops to pour in from Manchuria, conquring land for you as they go. Allow a year or so of infantry production before you go to war, however, so around early 1939, or a few months earlier if you think you are ready. Another benefit of this alliance is the blueprints that you will recieve from Japan, and if you are lucky (I was) they will generously give you Taiwan and some territories bordering Manchuko. You'll get the latter if AI Japan chooses "Total Occupation" when it gets "The Fate of China."
In the south, where Guangxi clique once was, you must set up defensive positions with mountaineers before the war starts. Concentrate your defenses on heavy industrial areas, especially Guangzhou and Guilin, which supply a third of your industrial base. In the south, your only goal is defense, do not waste men and organization trying to make insubstantial gains. Your efforts here wil be bolstered by Japanese troops from indochina once they recieve it in 1941 as well.
Japan will make a landing in Shanghai in late 1939-early 1940 with a substantial amount of troops (30+ divisions) do not fret, however, as you will recieve the land that Japan conqured onnce you annex the nationals. Besides, durring my playthroughs, Japan took Shanghai and Nanjing and just sat there for the rest of the war.
'''The rest of China'''
You should annex the nationals sometime around 1941. Be sure to leave your alliance with Japan as soon as peace is achieved, as Japan will soon attack Pearl harbor, which will drag you into an unwanted war with the allies. This betrayal will anger the Japanese to well under -50 relations, and they will likely declare war on you, especially once you provoke war with Yunnan and Sinkiang, if you do not improve relations through trade. Your next step was given away in the last sentence- finish the unification of China by annexing Sinkiang and Yunnan.
By now, your belligerence will be among the highest in the world, at around 100. The allies, and more importantly Britain, with whom you now share a border, hate you. Improving relations through trade is of the utmost importance, lest they try to take a bite of your new People's Republic.
'''China as a Superpower'''
By now, you have 135 base IC and huge manpower base. Your only formidable rivals now are the U.S., Japan, and Germany. The next steps that you take are pretty much up to you. If the Soviets are losing badly on the eastern front, you could loan them some troops to fight the Germans. 40 or so experienced Chinese divisions could tip the balance in favor of communism. If you do this, however, you are resigning your final fight against Japan until much later, perhaps even after 1945.
If, on the other hand, you are itching to reclaim Manchuria, then you must build up you ground forces considerably. construct coastal fortifications and deploy garrisons to coastal provinces with beaches, and build up troops on the northern border. If the game has gone at least partially historically, Japan will be at war with the U.S. and its armed forces will be tied up elsewhere. If you've started research on naval techs, then an amphibious assault on the home islands is plausible. If not, then hold on to your coastal provinces until either the Soviets or the U.S. end the war in the pacific.
Now that you have achieved you ultimate goal, you can turn your attention to building a massive Asian superpower. Who knows? by the 1960s people from New York to Tokyo could be embracing socialism.
'''PROs'''
*this is the fastest way to become a superpower
*Gives the best opportunity to defeat Japan
'''CONs'''
*Your belligerence will skyrocket long before WW2 is over
*requires careful timing and micromanagement in the begining
*a rather gamey strategy
== Conclusion ==
Although the game can be very challenging and at times impossible, you will end up having huge benefits if you succeed.
Your IC will be at least 250 (after modifications) if not more, your manpower 3.11 or so a day, you will literally be almost twice as powerful as Nat China would have been with same amount of land.
=== PROs ===
*When all the land is taken, huge IC/manpower and no partisans since the land is already yours.
*Starting with powerful army compared to anyone else in the region (apart from Japan).
*Mao event adds morale and org to your troops in the beginning. '' (What's that?) ''
*Most fun you will have if you start kicking ass, Communist China is a rewarding faction.
=== CONs ===
*Requires careful planning and micromanagement.
*Bad luck at random events may doom your strategy.
*Other nations hate you.
*Almost constant resource shortage.
*Starting with a shrimp of a country with nothing in it and only few units.
*Almost no research to begin with.
*Average to crappy research teams.
*Not that many generals and most suck.
[[Category:National Strategy]]
129cecec9eb893afa3c5aadcc25791b6db0a6707
1981
1973
2020-11-15T02:19:29Z
Lycan-bat
8439
/* The Way of Prudence */
wikitext
text/x-wiki
{{Country guides}}
== Introduction ==
Playing as Communist China can be very challenging, but also very rewarding at the end.
You start small, you are at war and nobody likes you. Your main opponent is Nationalist China - your neighbors with different ideology that are so desperate to get rid of you. And if you're not careful, they will do so without hesitation.
== Gameplay ==
Here are a few considerations about Communist China's general gameplay. More specific options are discussed in the "Strategies" part.
=== Research ===
As Communist China, research depends largely on what grand strategy you chose from the start (see : Strategies).
Communist China has decent tech teams for infantry, artillery and some industrial techs ; and a hardly average team for land doctrines. All other research fields are terrible : you especially have no tech team until past 1945 able to do naval or air research. Which doesn't mean that you will not need said techs : just that it will take years to complete.
Globally, if you plan to do anything else but wage a land war with infantry divisions, you will have to plan it very early.
If you're patient enough to play the game into the late 40's and 50's, a few good tech teams become available for naval, air and even nuclear research. But by that time you will probably be already annexed by Nationalist China... or already the master of the world.
=== Construction ===
Communist China starts with a rather large manpower pool, and also enjoys the blueprints for "infantry 1936", which makes infantry the most suited unit to produce from the start. Do not overlook the [[Militia Strategy Guide|usefulness of militia]] : they can be lifesavers when you need to defend a front while sending your best troops to an offensive elsewhere. Artillery brigades are also very useful, to hold the frontline or to launch offensives with reduced losses against Japanese troops.
Remeber that Communist China's manpower poll, though large, is not infinite, especially if you remain in your 3 home provinces from the start : brigaded infantry divisions can be more appropriate than swarms of militia if manpower becomes scarce, especially if your commanders reach their command limit.
Mountain units can be very useful, but they take longer and are more expensive. There are a lot of mountains in China though, so it's up to you. Don't bother building tanks or mec/mot divisions because you simply have no fuel to support them.
Since you will wage a war of large infantry armies against other large infantry armies (be it Japan or Nationalist China), you will absolutely need at least one headquarter to be able to launch large offensives.
Some possible strategies (see : Strategies) will require a navy, which basically means a very early planning, too.
=== Trade ===
Your natural trade partner from the start of the game is the Soviet Union. As long as you are not at war with Sinkiang or have some sort of access to Mongolia, you will be able to trade with them.
Nevertheless, provided you are at peace or have a free access to the sea (i.e., before the war against Japan), you can trade with virtually anyone : the UK or France will often offer you fair deals despite the poor relation.
A general HOI2 tip which is especially useful for Communist China : when trading with a partner with whom you have a poor relation, remember to make numerous small deals so that the relations raise up quickly over time : every deal where 1 or more units of raw materials is exchanged helps to improve the relation. Even with a trade partner who totally hates you (e.g. Japan), you can make a series of small, one-sided deals (e.g. one energy against nothing), and the relation will quickly raise up to +50. You can then cancel those deals without suffering any other penalty than the monetary cost of cancelling a deal (remember to group all deals with that country beforehand).
=== Diplomacy ===
Everybody except for Soviet Union pretty much hates you. Unfortunately, the USSR is quite isolationist at the beginning of the game, and will not let you enter an alliance until it's too late.
Moreover, you start with very little income : you should think carefully about whom you need to influence past +50. Nevertheless, when trying to gain the favors of another country, you can and should always use trade deals to raise the relation from -200 to +50. (see : Trade)
=== Military ===
Communist China does not have so many leaders, but enjoys a rather large manpower pool : ultimately, you want all your leaders to be field marshals, to be able to lead large armies into battle. To obtain that, split your initial army into armies of one division each, to let as many leaders as possible gain experience. Promote them before their skill level is too high, so that they keep earning experience at a fast pace. My advice : promote every leader who reaches skill 3 - or skill 2 if you really need high rank leaders quickly. But if you're a hardcore gamer, look into your leader's stats to see what max rank and max skill they have, and act accordingly...
Your initial troops enjoy high experience : do not let it drop after many casualties. Be careful to stop battles when the outcome does not look good, and make sure to reinforce to max strength after each battle so as not to dilute the experienced troops too much at once.
=== Sliders ===
You start full central planning, totally left and authoritarian. There's no use moving those sliders since it would take years to obtain the bonuses from the other end of the ladder.
But you can start switching toward "professional army" since your default land doctrine path ("human wave") does not give a very high organisation by itself. "Interventionism" is another option, but your consumer goods needs are already quite low, so the benefits are not huge : besides that, Mao has a trait that will let your belligerence diminish faster during peace time but increase during war time, adding to the "interventionism" slider effect.
== Strategies ==
=== Foreword ===
The difficulty with playing Com. China is that the global strategy that will best serve your goals depends entirely on random factors, of which you have no control. These random factors are :
* The Xi'an incident : it is twice random. First, it fires at a random date, usually in March or April 1936, but sometimes much later, or even not at all. Then, Nat. China will have a choice to force a white peace with you, to continue the war, or to forge the unified front. (in Armageddon at least)
* The Marco Polo bridge incident and the Japanese declaration of war : Japan is likely to declare war against Nat. China at the Marco Polo bridge incident ; but it may also choose to avoid the war ; or it may also declare war against Nat. China, Com. China or a warlord much earlier.
* The Unified front : after Japan is at war, Nat. China will have a choice to force Com. China and the warlords into an alliance, or not.
The different strategies exposed here are designed to deal with different risk/reward approaches regarding those random factors.
''' Important warning ! ''' The annexion of Nationalist China, mentioned in several strategies as a possible option, is at best uneasy : after Nationalist China defeats Guangxi Clique, there is a Chinese victory point in Hainan, which is separated from the mainland by a narrow body of water. The Chinese fleet, though small, can block its access to your troops. If you're lucky they will let your troops cross the strait ; but if the AI has minimal skill, they won't. On top of that, your initial provinces have no access to the sea ; Shanxi (once you annex them...) do offer shore provinces but no harbor ; and you start without the technologies needed to build an harbor and any kind of warship. If you want to have anything floating at sea before mid-1937 to land in Hainan and annex Nationalist China, you will have to plan it very carefully from the start (see below : "The Way of the Wanderer" for details).
=== The Way of Passivity ===
This is the "historical" way : do nothing from the start except defend your initial position, and later wage war against Japan along the rest of China.
You hope that Nat. China will hold against Japan, that Japan will declare war against the USA and lose, that the USSR will declare war against Japan and win, and that the "Manchuria to Mao" event will happen. Then hope for the best when the Chinese civil war reignites.
I personnaly never saw the "Manchuria to Mao" event trigger in a 1936 campaign : the game needs to play absolutely historically until the end of the war in the Pacific, and chances are that it won't.
In this Way, you will be restricted to your base 5 IC, 1 tech slot and 3 provinces until Japan is defeated, but you will be allied with Nat. China and the warlords. Raise your relation with Nat. China and trade for blueprints so you can make the maximum with your only tech slot.
=== The Way of Prudence ===
This way supposes that Nat. China will choose peace at the Xi'an incident. It differs slightly from the historical path, but with the same aim : to make sure to oust Japan out of China.
In the war against Nat. China, let your commanders gain as much experience as they can, but avoid to destroy Nat. Chinese armies. When the Xi'an incident event fire :
* if Nat. China chooses peace, rejoice and read below.
* if Nat. China chooses war, change tactics and go for the kill : see the Way of War.
* if Nat. China chooses to forge the united front, you're screwed : you're bound to follow the Way of Passivity.
As soon as your troops have redeployed in your mainland after the Xi'an incident, the next step is to attack and annex Shanxi. Since they are not yet allied with Nat. China, they will not be automatically annexed when you have more than 50% of their victory points : take your time and conquer them fully with minimal losses. You can even stay at war a little longer to spare consumer goods : in that case, remember to annex before the Unified front triggers. Shanxi may make what seems an extremely generous peace offer, but the moment you accept it Japan will DOW you.
Now that Shanxi has been conquered, you share a border with Japan : it's vital to raise your relation with Japan to +50 as soon as possible, even before the annexation of Shanxi (see : Trade) or they will declare war against you (and you only) long before the Marco Polo bridge incident.
You now have 21 IC, 2 tech slots, and about 1 year to prepare for the Japanese invasion.
'''PROs'''
* During the war against Japan, advancing Chinese troops in Manchuria will claim provinces for Com. China, since your provinces are the one on the border with Japan/Manchuria. Do not annex Manchuria though, because Nat. China would receive all the territory, since they are the leader of the alliance, and those provinces are national for them too.
* This Way gives the best chance that the Chinese will defeat the Japanese, and lets you prepare for the Civil war with a reasonable industrial base (Shanxi, later Manchuria and maybe Korea).
* You will have Nationalist China as a trading partner, and can obtain many blueprints from them during the war against Japan.
'''CONs'''
* If Nat. China picks "Arrest them all" (i.e. war) at the Xi'an incident, you will have less initial advantage against them than with the Way of War.
* Nat. China will still be more powerful than you after the war against Japan, and the Civil war may be tricky.
=== The Way of War ===
The goal is here to defeat Nat. China before the war against Japan.
During the first months of the game :
* try to pocket and destroy as many Nat. Chinese armies as you can.
* do not declare war against any warlord.
* advance prudently into Nat. China territory.
'''If Nat. China chooses peace (most likely option)'''
Redeployed in Yan'an : your next goal is Shanxi. As soon as your troops are ready, declare war and rush to annex.
Then mass your troops in the newly conquered Jinan (southern border with Nat. China). The war between Guangxi Clique and Nat. China should start very soon : as soon as it happens, declare war against Nat. China and rush to Nanjing and Shanghai while their troops are away, then fortify a defensive line and try to hold your gains.
Pocket and destroy as many divisions as you can. If Guangxi is doing well, use their border as an anvil to destroy nat. Chinese forces. Guangxi usually does not last long though, but you now have more IC than Nat. China, and eventually more tech teams : outproduce them and maybe you'll be able to annex before Japan enters the dance.
Note that since annexion of Nationalist China is quite difficult and largely random due to the victory point in Hainan, your best choice would probably be to puppet Nat. China : you will receive everything excepted Nanjing ('' see the "important warning" in the foreword about annexion ''). Another option is to sign a peace treaty giving you as much of China as possible, including Hainan : and then to shamelessly break it and conquer what remains (if you don't mind playing dirty and seeing your belligerance skyrocket).
If the nationalists are still too strong to let you hope a quick victory (June 1937 is your deadline here), try to obtain a favorable peace, including the province of Lanzhou. If you still have time, now that you have a land connexion to the warlords, try to conquer Yunnan and what remains of Guangxi Clique (6 IC and 8 IC respectively), then prepare to defend against Japan. It's unlikely that you'll have time to go after Tibet and Sinkyang in the far west.
If Japan declares war before you could defeat Nat. China, try to obtain a favorable peace treaty. Don't expect too much though : even if you obtain a large buffer of provinces across the Yellow River, you still won't receive that many IC or ressources.
With this strategy, it is vital to raise your relation with Japan as soon as possible : offer them a new deal of 1 something against nothing every week until you reach +50 - if you don't do that they will declare war against you, while all your troops are deep down into China, and you'll have a hard time to recover (and you'll be forced to accept any peace treaty Nat. China will be ready to take altogether).
'''If the Xi'an incident does not fire or if Nat. China chooses war'''
Continue from you positions toward Nanjing. Try to annex Nat. China, if you can. If the annexion seems too difficult to reach, try to obtain a peace treaty where you receive at least Lanzhou. Once Nat. China is annexed or once you have Lanzhou, go and conquer Yunnan, Guangxi and Shanxi. If you lack time before the Japanese aggression, conquer only Shanxi.
'''If Nat. China chooses to forge the united front'''
As usual : you're bound to follow the Way of Passivity.
'''PROs'''
* You can get rid of Nationalist China before the Unified front, or at least grab significant gains before it happens.
* If you puppet Nat. China, you can obtain a few blueprints from them.
* This strategy works also if China picks "Arrest them all" (i.e. war) at the Xi'an incident.
'''CONs'''
* Annexion of Nationalist China is difficult.
* China as a whole will be weaker against Japan during the first years of the war.
* You're very vulnerable to a Japanese early attack while you're busy in China.
* You get 20 points of belligerance after breaking the peace treaty that Nationalist China forced upon you at the Xi'an incident.
=== The Way of the Wanderer ===
This is the strategy that will give you the best possible outcome as Communist China in the 1936 campaign, but it requires a very careful micromanagement. The main goal is to annex several warlords then to ally with Nationalist China against Japan. Ultimately, you will be able to conquer Japan before the USA or USSR.
It assumes that the AI will choose the most likely option at each multiple choices event.
If you follow this way, you will need at each step to prepare the next step very carefully, even before your current goals are met : you must never, ever, overkill anything, because you can not affort any delay or waste of resources. Notably, you will need to plan the production of a navy from the very start of the game.
''' First step : before the Xi'an incident '''
Your goals here are to train your commanders (not unlike the "Way of Prudence") and to start preparing the production of your first naval taskforce.
In detail :
* army : let your troops and commanders gain experience, but without destroying any Chinese army. Keep your troops in your home provinces, so that they will not lose time to redeploy after Xi'an.
* technology : from the very start, research "Improved construction engineering" with your best tech team (Deng Xiaopin) : you'll need it to build a naval base. It's a 1937 tech but you can not afford to research anything else right now.
* production : start a series of 2 transport ships, and a series of 3 convoys. Yes, you can do that without a harbour : they will just stay in your redeployment pool.
''' Second step : after the Xi'an incident, Shanxi '''
Here we assume that Nationalist China choses "peace" at the Xi'an incident (if they chose "arrest them all", see the Way of War).
As soon as you're at peace with Nationalist China, rush into Shanxi. Your goal here is to start building a harbour as soon as possible, while securing your diplomatic position.
In detail :
* war against Shanxi : make sure to conquer Yucheng (or Tianjin) in time to start building a harbor as soon as your tech team finishes researching "Advanced construction engineering". Also, make sure not to lose troops to Shanxi : you will need your experimented troops later.
* production : absolute priority to building the harbor. Also, finish building the transport ships and convoys. If you have spare IC (with the industries captured in Shanxi), build infantry, militias or artillery.
* trade : it's vital to upgrade your relation with Japan through trade (see : Gameplay). As soon as you have a coastal province, you can also trade supplies for resources with the Allies (the UK and France are fair trade partners) : as usual, only what you really need.
* diplomacy : you should delay the proper annexion of Shanxi until Japan is somewhat more friendly toward you. It's also vital to declare war against Guangxi Clique before June 1936 : that will prevent them from DOWing Nationalist China (and thus losing more than half their territory and all their beach provinces).
* research : first Large Front Doctrine (1937 land doctrines) and 1936 infantry (you have the blueprints), then Rear Area Supply Dumps (for the "strategical deployment" mission). In you spare time, infantry and artillery techs.
''' Third step : overseas, Guangxi Clique '''
Your harbor (lvl 1) should be completed around March 1937. You should also have 2 transport ships and 30 convoys. That's enough for an amphibious assault against Guangxi Clique. You should land in Guangxi with a couple mountaineer divisions, and ferry all your army there as quickly as possible. When your beachhead is strong, try to annex Guangxi as fast as possible. When this is done, ferry your troops back to Northern China.
Your goal here is to annex Guangxi quickly and prepare to defend against the Japanese aggression.
In detail :
* war against Guangxi : concentrate your forces against victory points and annex. As usual, you can hardly afford to lose any experienced troops, but fortunately, the army of Guangxi is rather obsolete.
* diplomacy and trade : when your relation with Japan reaches +50, cancel your deals. Start to improve you relation with Nationalist China the same way.
* production : nothing but infantry, militias and artillery.
* research : as soon as your research concerning infantry, land doctrines and artillery is up to date, start to research naval doctrines, and aircraft carriers. Yes, that early.
''' Optional fourth step : Yunnan '''
Guangxi Clique being not too hard to defeat once your troops have been able to cross the Xi River, you can eventually divert your best troops to wage war against Yunnan. It's unlikely that you will have enough time to annex, but if you manage to capture the capital (Kunming), you can negociate of peace treaty where you gain many province from Yunnan, or even puppet them.
Since in any case you will not receive the capital Kunming, those provinces will not be much use (very few resources and a TC drain), but they may prove strategically useful when the Chinese civil war reignites. But until then, you'll have a war to win against Japan.
This fourth step is a high-risk, low-gain option, and is generally not advised.
''' Fifth step : defend the homeland against Japan '''
You have now 41 base IC and 3 tech teams : things are looking good, but it's about July 1937 : Japan will start WW2 about now.
You must hold the northern front along with Nationalist China, with whom you are now allied, and you'll probably have to hold it alone when Japan lands around Nanjing. You will have a couple years of heavy, defensive fighting in the Shanxi area, but then you should be able to push Japan back into Manchuria and even Korea.
Your other goal during this phase is to research what is needed to build a powerful navy.
In detail :
* war against Japan : defensive in mountain provinces or across rivers, until you have enough troops to largely outnumber them and push them back.
* production : spam infantry and artillery brigades, and militias for a defensive use. You will also absolutely need at least one headquarter for offensives.
* research : naval doctrines (remember to buy Nationalist China's early blueprints) and aircraft carriers. Infantry, land doctrines and artillery when needed. Let Nationalist China research things for you as much as you can, but do not count on them to research anything about the navy : they never do. Also, your naval research will be a lot easier if you play with "tech teams takeover" enabled.
* diplomacy : once you start to puch back the Japanese, remember NOT to annex Manchuria : all the land would go to Nationalist China since they are the leader of your alliance. But you will receive full IC from those occupied provinces since they are nationals for you too.
''' Sixth step : prepare the invasion of Japan '''
If you did well, you should occupy Manchuria around 1940, then Korea. You will then have something like 80 IC, and 4 or 5 tech teams, enough to let you hope a victory against Japan, weakened after their lost battle in China.
Your goal here is to build a navy powerful enough to protect an amphibious landing during a few days. Do not hope to sink the whole Japanese fleet though.
In detail :
* war against Japan, before you have a navy : be content to defend your beaches in China and Korea. Remember that, after France falls, Japan may receive Indochina and open a southern front, with the eventual help of Siam. That's good news since you share a border with Indochina (former Guanxi provinces), so that means more land gains for you. Moreover, Japan will further exhaust itself there.
* war against Japan, after you have a navy : prepare a landing taskforce. If Japan has not waged war on land since a long time, their coasts will be heavily garrisoned, and you will need marines. If Japan is still sending all it's forces into Burma or Indochina, expect less resistance in the home islands : mountaineers may be sufficient to land and secure a beachhead.
* navy : wait until you have decent carrier models ready (CV-4 or CV-5 in 1942 or 1943) and produce like 6 of them at the same time. Then destroyers as screens.
* research : naval doctrines, aircraft carriers and destroyers. Second priority : marines and land doctrines.
* production : build a large stock of resources in order to be able to divert your whole production into aircraft carriers and marines when the time comes. When possible, build regular troops to garrison the beaches (they will be useful later on against Nationalist China, too). Remember to build naval convoys and escorts.
''' Seventh step : the fall of Japan and the Chinese civil war '''
Be careful with your navy and try to secure a beachhead in the Japanese homeland : the rest of the conquest should be easy. Just remember to protect your navy in a harbour when it's not protecting a landing, and to build enough convoys to keep your troops supplied.
After that, you can either :
* puppet Japan : you will receive Taiwan and a couple Japanese provinces in China, but Manchuria will be freed and still at war with nationalist China.
* if your navy didn't take too much a beating, annex Japan (they may have victory points in the Pacific, depending on how the war with the USA went).
Once Japan is defeated, remember that your first and main goal is still to bring the joy of socialism to the Chinese masses : you can delay the puppeting/annexion of Japan and farm their IC until you're sure to outpower Nationalist China in the civil war to come.
'''PROs'''
* This strategy allows Communist China to become a major power and defeat Japan around year 1945.
* It gives you the best chance to defeat Nationalist China during the civil war.
* It is quite fun to play.
'''CONs'''
* Requires lots of micromanagement.
* The initial build-up is irrelevant if nationalist China chooses "war" at the Xi'an incident.
===The Way of Intrigue===
This is the most ahistorical route, and some may consider it gamey. However, it is the easiest and fastest way to win the Chinese Civil War, which will give you an advantage when finally taking on Japan. This strategy is best for those who are having difficulaty fighting Japan with the rest of China early on in the game.
'''Assuming that Nationalist China chooses peace at Xi'an'''
The initial goals for this strategy are very much similar to those outlined in the Way of the Wanderer, that is, you must rush to annex Shanxi and build a port at Tianjin in preparation for the invasion of Guangxi Clique. Beware- you will only have a three months at the most to annex the country before Japan DOWs nationalist China, at which point not only will the Nationalists annex all of Guangxi, but declare war on you. Timing is thus crucial- make a beeline for the four or so victory points which are pretty far inland.
This next stage is where this strategy becomes more interesting. Rather than ally with the rest of China against Japan, you actually want to declare war on the Nationalists, at which point you can join an alliance with Japan. (assuming that you have increased relations to +50 through trade). This will allow waves a Japanese troops to pour in from Manchuria, conquring land for you as they go. Allow a year or so of infantry production before you go to war, however, so around early 1939, or a few months earlier if you think you are ready. Another benefit of this alliance is the blueprints that you will recieve from Japan, and if you are lucky (I was) they will generously give you Taiwan and some territories bordering Manchuko. You'll get the latter if AI Japan chooses "Total Occupation" when it gets "The Fate of China."
In the south, where Guangxi clique once was, you must set up defensive positions with mountaineers before the war starts. Concentrate your defenses on heavy industrial areas, especially Guangzhou and Guilin, which supply a third of your industrial base. In the south, your only goal is defense, do not waste men and organization trying to make insubstantial gains. Your efforts here wil be bolstered by Japanese troops from indochina once they recieve it in 1941 as well.
Japan will make a landing in Shanghai in late 1939-early 1940 with a substantial amount of troops (30+ divisions) do not fret, however, as you will recieve the land that Japan conqured onnce you annex the nationals. Besides, durring my playthroughs, Japan took Shanghai and Nanjing and just sat there for the rest of the war.
'''The rest of China'''
You should annex the nationals sometime around 1941. Be sure to leave your alliance with Japan as soon as peace is achieved, as Japan will soon attack Pearl harbor, which will drag you into an unwanted war with the allies. This betrayal will anger the Japanese to well under -50 relations, and they will likely declare war on you, especially once you provoke war with Yunnan and Sinkiang, if you do not improve relations through trade. Your next step was given away in the last sentence- finish the unification of China by annexing Sinkiang and Yunnan.
By now, your belligerence will be among the highest in the world, at around 100. The allies, and more importantly Britain, with whom you now share a border, hate you. Improving relations through trade is of the utmost importance, lest they try to take a bite of your new People's Republic.
'''China as a Superpower'''
By now, you have 135 base IC and huge manpower base. Your only formidable rivals now are the U.S., Japan, and Germany. The next steps that you take are pretty much up to you. If the Soviets are losing badly on the eastern front, you could loan them some troops to fight the Germans. 40 or so experienced Chinese divisions could tip the balance in favor of communism. If you do this, however, you are resigning your final fight against Japan until much later, perhaps even after 1945.
If, on the other hand, you are itching to reclaim Manchuria, then you must build up you ground forces considerably. construct coastal fortifications and deploy garrisons to coastal provinces with beaches, and build up troops on the northern border. If the game has gone at least partially historically, Japan will be at war with the U.S. and its armed forces will be tied up elsewhere. If you've started research on naval techs, then an amphibious assault on the home islands is plausible. If not, then hold on to your coastal provinces until either the Soviets or the U.S. end the war in the pacific.
Now that you have achieved you ultimate goal, you can turn your attention to building a massive Asian superpower. Who knows? by the 1960s people from New York to Tokyo could be embracing socialism.
'''PROs'''
*this is the fastest way to become a superpower
*Gives the best opportunity to defeat Japan
'''CONs'''
*Your belligerence will skyrocket long before WW2 is over
*requires careful timing and micromanagement in the begining
*a rather gamey strategy
== Conclusion ==
Although the game can be very challenging and at times impossible, you will end up having huge benefits if you succeed.
Your IC will be at least 250 (after modifications) if not more, your manpower 3.11 or so a day, you will literally be almost twice as powerful as Nat China would have been with same amount of land.
=== PROs ===
*When all the land is taken, huge IC/manpower and no partisans since the land is already yours.
*Starting with powerful army compared to anyone else in the region (apart from Japan).
*Mao event adds morale and org to your troops in the beginning. '' (What's that?) ''
*Most fun you will have if you start kicking ass, Communist China is a rewarding faction.
=== CONs ===
*Requires careful planning and micromanagement.
*Bad luck at random events may doom your strategy.
*Other nations hate you.
*Almost constant resource shortage.
*Starting with a shrimp of a country with nothing in it and only few units.
*Almost no research to begin with.
*Average to crappy research teams.
*Not that many generals and most suck.
[[Category:National Strategy]]
d8fe2e42cf069748aff4e683f11b8ed50dccd54a
1987
1981
2021-06-07T04:02:40Z
Lycan-bat
8439
/* Foreword */
wikitext
text/x-wiki
{{Country guides}}
== Introduction ==
Playing as Communist China can be very challenging, but also very rewarding at the end.
You start small, you are at war and nobody likes you. Your main opponent is Nationalist China - your neighbors with different ideology that are so desperate to get rid of you. And if you're not careful, they will do so without hesitation.
== Gameplay ==
Here are a few considerations about Communist China's general gameplay. More specific options are discussed in the "Strategies" part.
=== Research ===
As Communist China, research depends largely on what grand strategy you chose from the start (see : Strategies).
Communist China has decent tech teams for infantry, artillery and some industrial techs ; and a hardly average team for land doctrines. All other research fields are terrible : you especially have no tech team until past 1945 able to do naval or air research. Which doesn't mean that you will not need said techs : just that it will take years to complete.
Globally, if you plan to do anything else but wage a land war with infantry divisions, you will have to plan it very early.
If you're patient enough to play the game into the late 40's and 50's, a few good tech teams become available for naval, air and even nuclear research. But by that time you will probably be already annexed by Nationalist China... or already the master of the world.
=== Construction ===
Communist China starts with a rather large manpower pool, and also enjoys the blueprints for "infantry 1936", which makes infantry the most suited unit to produce from the start. Do not overlook the [[Militia Strategy Guide|usefulness of militia]] : they can be lifesavers when you need to defend a front while sending your best troops to an offensive elsewhere. Artillery brigades are also very useful, to hold the frontline or to launch offensives with reduced losses against Japanese troops.
Remeber that Communist China's manpower poll, though large, is not infinite, especially if you remain in your 3 home provinces from the start : brigaded infantry divisions can be more appropriate than swarms of militia if manpower becomes scarce, especially if your commanders reach their command limit.
Mountain units can be very useful, but they take longer and are more expensive. There are a lot of mountains in China though, so it's up to you. Don't bother building tanks or mec/mot divisions because you simply have no fuel to support them.
Since you will wage a war of large infantry armies against other large infantry armies (be it Japan or Nationalist China), you will absolutely need at least one headquarter to be able to launch large offensives.
Some possible strategies (see : Strategies) will require a navy, which basically means a very early planning, too.
=== Trade ===
Your natural trade partner from the start of the game is the Soviet Union. As long as you are not at war with Sinkiang or have some sort of access to Mongolia, you will be able to trade with them.
Nevertheless, provided you are at peace or have a free access to the sea (i.e., before the war against Japan), you can trade with virtually anyone : the UK or France will often offer you fair deals despite the poor relation.
A general HOI2 tip which is especially useful for Communist China : when trading with a partner with whom you have a poor relation, remember to make numerous small deals so that the relations raise up quickly over time : every deal where 1 or more units of raw materials is exchanged helps to improve the relation. Even with a trade partner who totally hates you (e.g. Japan), you can make a series of small, one-sided deals (e.g. one energy against nothing), and the relation will quickly raise up to +50. You can then cancel those deals without suffering any other penalty than the monetary cost of cancelling a deal (remember to group all deals with that country beforehand).
=== Diplomacy ===
Everybody except for Soviet Union pretty much hates you. Unfortunately, the USSR is quite isolationist at the beginning of the game, and will not let you enter an alliance until it's too late.
Moreover, you start with very little income : you should think carefully about whom you need to influence past +50. Nevertheless, when trying to gain the favors of another country, you can and should always use trade deals to raise the relation from -200 to +50. (see : Trade)
=== Military ===
Communist China does not have so many leaders, but enjoys a rather large manpower pool : ultimately, you want all your leaders to be field marshals, to be able to lead large armies into battle. To obtain that, split your initial army into armies of one division each, to let as many leaders as possible gain experience. Promote them before their skill level is too high, so that they keep earning experience at a fast pace. My advice : promote every leader who reaches skill 3 - or skill 2 if you really need high rank leaders quickly. But if you're a hardcore gamer, look into your leader's stats to see what max rank and max skill they have, and act accordingly...
Your initial troops enjoy high experience : do not let it drop after many casualties. Be careful to stop battles when the outcome does not look good, and make sure to reinforce to max strength after each battle so as not to dilute the experienced troops too much at once.
=== Sliders ===
You start full central planning, totally left and authoritarian. There's no use moving those sliders since it would take years to obtain the bonuses from the other end of the ladder.
But you can start switching toward "professional army" since your default land doctrine path ("human wave") does not give a very high organisation by itself. "Interventionism" is another option, but your consumer goods needs are already quite low, so the benefits are not huge : besides that, Mao has a trait that will let your belligerence diminish faster during peace time but increase during war time, adding to the "interventionism" slider effect.
== Strategies ==
=== Foreword ===
The difficulty with playing Com. China is that the global strategy that will best serve your goals depends entirely on random factors, of which you have no control. These random factors are :
* The Xi'an incident : it is twice random. First, it fires at a random date, usually in March or April 1936, but sometimes much later, or even not at all. Then, Nat. China will have a choice to force a white peace with you, to continue the war, or to forge the unified front. (in Armageddon at least)
* The Marco Polo bridge incident and the Japanese declaration of war : Japan is likely to declare war against Nat. China at the Marco Polo bridge incident ; but it may also choose to avoid the war ; or it may also declare war against Nat. China, Com. China or a warlord much earlier. AI Japan will DOW the Guanxi Clique early if Nationalist China fares badly in its war with the Guanxi Clique, but will DOW Nationalist China if the latter chooses to continue that war.
* The Unified front : after Japan is at war, Nat. China will have a choice to force Com. China and the warlords into an alliance, or not.
The different strategies exposed here are designed to deal with different risk/reward approaches regarding those random factors.
''' Important warning ! ''' The annexion of Nationalist China, mentioned in several strategies as a possible option, is at best uneasy : after Nationalist China defeats Guangxi Clique, there is a Chinese victory point in Hainan, which is separated from the mainland by a narrow body of water. The Chinese fleet, though small, can block its access to your troops. If you're lucky they will let your troops cross the strait ; but if the AI has minimal skill, they won't. On top of that, your initial provinces have no access to the sea ; Shanxi (once you annex them...) do offer shore provinces but no harbor ; and you start without the technologies needed to build an harbor and any kind of warship. If you want to have anything floating at sea before mid-1937 to land in Hainan and annex Nationalist China, you will have to plan it very carefully from the start (see below : "The Way of the Wanderer" for details).
=== The Way of Passivity ===
This is the "historical" way : do nothing from the start except defend your initial position, and later wage war against Japan along the rest of China.
You hope that Nat. China will hold against Japan, that Japan will declare war against the USA and lose, that the USSR will declare war against Japan and win, and that the "Manchuria to Mao" event will happen. Then hope for the best when the Chinese civil war reignites.
I personnaly never saw the "Manchuria to Mao" event trigger in a 1936 campaign : the game needs to play absolutely historically until the end of the war in the Pacific, and chances are that it won't.
In this Way, you will be restricted to your base 5 IC, 1 tech slot and 3 provinces until Japan is defeated, but you will be allied with Nat. China and the warlords. Raise your relation with Nat. China and trade for blueprints so you can make the maximum with your only tech slot.
=== The Way of Prudence ===
This way supposes that Nat. China will choose peace at the Xi'an incident. It differs slightly from the historical path, but with the same aim : to make sure to oust Japan out of China.
In the war against Nat. China, let your commanders gain as much experience as they can, but avoid to destroy Nat. Chinese armies. When the Xi'an incident event fire :
* if Nat. China chooses peace, rejoice and read below.
* if Nat. China chooses war, change tactics and go for the kill : see the Way of War.
* if Nat. China chooses to forge the united front, you're screwed : you're bound to follow the Way of Passivity.
As soon as your troops have redeployed in your mainland after the Xi'an incident, the next step is to attack and annex Shanxi. Since they are not yet allied with Nat. China, they will not be automatically annexed when you have more than 50% of their victory points : take your time and conquer them fully with minimal losses. You can even stay at war a little longer to spare consumer goods : in that case, remember to annex before the Unified front triggers. Shanxi may make what seems an extremely generous peace offer, but the moment you accept it Japan will DOW you.
Now that Shanxi has been conquered, you share a border with Japan : it's vital to raise your relation with Japan to +50 as soon as possible, even before the annexation of Shanxi (see : Trade) or they will declare war against you (and you only) long before the Marco Polo bridge incident.
You now have 21 IC, 2 tech slots, and about 1 year to prepare for the Japanese invasion.
'''PROs'''
* During the war against Japan, advancing Chinese troops in Manchuria will claim provinces for Com. China, since your provinces are the one on the border with Japan/Manchuria. Do not annex Manchuria though, because Nat. China would receive all the territory, since they are the leader of the alliance, and those provinces are national for them too.
* This Way gives the best chance that the Chinese will defeat the Japanese, and lets you prepare for the Civil war with a reasonable industrial base (Shanxi, later Manchuria and maybe Korea).
* You will have Nationalist China as a trading partner, and can obtain many blueprints from them during the war against Japan.
'''CONs'''
* If Nat. China picks "Arrest them all" (i.e. war) at the Xi'an incident, you will have less initial advantage against them than with the Way of War.
* Nat. China will still be more powerful than you after the war against Japan, and the Civil war may be tricky.
=== The Way of War ===
The goal is here to defeat Nat. China before the war against Japan.
During the first months of the game :
* try to pocket and destroy as many Nat. Chinese armies as you can.
* do not declare war against any warlord.
* advance prudently into Nat. China territory.
'''If Nat. China chooses peace (most likely option)'''
Redeployed in Yan'an : your next goal is Shanxi. As soon as your troops are ready, declare war and rush to annex.
Then mass your troops in the newly conquered Jinan (southern border with Nat. China). The war between Guangxi Clique and Nat. China should start very soon : as soon as it happens, declare war against Nat. China and rush to Nanjing and Shanghai while their troops are away, then fortify a defensive line and try to hold your gains.
Pocket and destroy as many divisions as you can. If Guangxi is doing well, use their border as an anvil to destroy nat. Chinese forces. Guangxi usually does not last long though, but you now have more IC than Nat. China, and eventually more tech teams : outproduce them and maybe you'll be able to annex before Japan enters the dance.
Note that since annexion of Nationalist China is quite difficult and largely random due to the victory point in Hainan, your best choice would probably be to puppet Nat. China : you will receive everything excepted Nanjing ('' see the "important warning" in the foreword about annexion ''). Another option is to sign a peace treaty giving you as much of China as possible, including Hainan : and then to shamelessly break it and conquer what remains (if you don't mind playing dirty and seeing your belligerance skyrocket).
If the nationalists are still too strong to let you hope a quick victory (June 1937 is your deadline here), try to obtain a favorable peace, including the province of Lanzhou. If you still have time, now that you have a land connexion to the warlords, try to conquer Yunnan and what remains of Guangxi Clique (6 IC and 8 IC respectively), then prepare to defend against Japan. It's unlikely that you'll have time to go after Tibet and Sinkyang in the far west.
If Japan declares war before you could defeat Nat. China, try to obtain a favorable peace treaty. Don't expect too much though : even if you obtain a large buffer of provinces across the Yellow River, you still won't receive that many IC or ressources.
With this strategy, it is vital to raise your relation with Japan as soon as possible : offer them a new deal of 1 something against nothing every week until you reach +50 - if you don't do that they will declare war against you, while all your troops are deep down into China, and you'll have a hard time to recover (and you'll be forced to accept any peace treaty Nat. China will be ready to take altogether).
'''If the Xi'an incident does not fire or if Nat. China chooses war'''
Continue from you positions toward Nanjing. Try to annex Nat. China, if you can. If the annexion seems too difficult to reach, try to obtain a peace treaty where you receive at least Lanzhou. Once Nat. China is annexed or once you have Lanzhou, go and conquer Yunnan, Guangxi and Shanxi. If you lack time before the Japanese aggression, conquer only Shanxi.
'''If Nat. China chooses to forge the united front'''
As usual : you're bound to follow the Way of Passivity.
'''PROs'''
* You can get rid of Nationalist China before the Unified front, or at least grab significant gains before it happens.
* If you puppet Nat. China, you can obtain a few blueprints from them.
* This strategy works also if China picks "Arrest them all" (i.e. war) at the Xi'an incident.
'''CONs'''
* Annexion of Nationalist China is difficult.
* China as a whole will be weaker against Japan during the first years of the war.
* You're very vulnerable to a Japanese early attack while you're busy in China.
* You get 20 points of belligerance after breaking the peace treaty that Nationalist China forced upon you at the Xi'an incident.
=== The Way of the Wanderer ===
This is the strategy that will give you the best possible outcome as Communist China in the 1936 campaign, but it requires a very careful micromanagement. The main goal is to annex several warlords then to ally with Nationalist China against Japan. Ultimately, you will be able to conquer Japan before the USA or USSR.
It assumes that the AI will choose the most likely option at each multiple choices event.
If you follow this way, you will need at each step to prepare the next step very carefully, even before your current goals are met : you must never, ever, overkill anything, because you can not affort any delay or waste of resources. Notably, you will need to plan the production of a navy from the very start of the game.
''' First step : before the Xi'an incident '''
Your goals here are to train your commanders (not unlike the "Way of Prudence") and to start preparing the production of your first naval taskforce.
In detail :
* army : let your troops and commanders gain experience, but without destroying any Chinese army. Keep your troops in your home provinces, so that they will not lose time to redeploy after Xi'an.
* technology : from the very start, research "Improved construction engineering" with your best tech team (Deng Xiaopin) : you'll need it to build a naval base. It's a 1937 tech but you can not afford to research anything else right now.
* production : start a series of 2 transport ships, and a series of 3 convoys. Yes, you can do that without a harbour : they will just stay in your redeployment pool.
''' Second step : after the Xi'an incident, Shanxi '''
Here we assume that Nationalist China choses "peace" at the Xi'an incident (if they chose "arrest them all", see the Way of War).
As soon as you're at peace with Nationalist China, rush into Shanxi. Your goal here is to start building a harbour as soon as possible, while securing your diplomatic position.
In detail :
* war against Shanxi : make sure to conquer Yucheng (or Tianjin) in time to start building a harbor as soon as your tech team finishes researching "Advanced construction engineering". Also, make sure not to lose troops to Shanxi : you will need your experimented troops later.
* production : absolute priority to building the harbor. Also, finish building the transport ships and convoys. If you have spare IC (with the industries captured in Shanxi), build infantry, militias or artillery.
* trade : it's vital to upgrade your relation with Japan through trade (see : Gameplay). As soon as you have a coastal province, you can also trade supplies for resources with the Allies (the UK and France are fair trade partners) : as usual, only what you really need.
* diplomacy : you should delay the proper annexion of Shanxi until Japan is somewhat more friendly toward you. It's also vital to declare war against Guangxi Clique before June 1936 : that will prevent them from DOWing Nationalist China (and thus losing more than half their territory and all their beach provinces).
* research : first Large Front Doctrine (1937 land doctrines) and 1936 infantry (you have the blueprints), then Rear Area Supply Dumps (for the "strategical deployment" mission). In you spare time, infantry and artillery techs.
''' Third step : overseas, Guangxi Clique '''
Your harbor (lvl 1) should be completed around March 1937. You should also have 2 transport ships and 30 convoys. That's enough for an amphibious assault against Guangxi Clique. You should land in Guangxi with a couple mountaineer divisions, and ferry all your army there as quickly as possible. When your beachhead is strong, try to annex Guangxi as fast as possible. When this is done, ferry your troops back to Northern China.
Your goal here is to annex Guangxi quickly and prepare to defend against the Japanese aggression.
In detail :
* war against Guangxi : concentrate your forces against victory points and annex. As usual, you can hardly afford to lose any experienced troops, but fortunately, the army of Guangxi is rather obsolete.
* diplomacy and trade : when your relation with Japan reaches +50, cancel your deals. Start to improve you relation with Nationalist China the same way.
* production : nothing but infantry, militias and artillery.
* research : as soon as your research concerning infantry, land doctrines and artillery is up to date, start to research naval doctrines, and aircraft carriers. Yes, that early.
''' Optional fourth step : Yunnan '''
Guangxi Clique being not too hard to defeat once your troops have been able to cross the Xi River, you can eventually divert your best troops to wage war against Yunnan. It's unlikely that you will have enough time to annex, but if you manage to capture the capital (Kunming), you can negociate of peace treaty where you gain many province from Yunnan, or even puppet them.
Since in any case you will not receive the capital Kunming, those provinces will not be much use (very few resources and a TC drain), but they may prove strategically useful when the Chinese civil war reignites. But until then, you'll have a war to win against Japan.
This fourth step is a high-risk, low-gain option, and is generally not advised.
''' Fifth step : defend the homeland against Japan '''
You have now 41 base IC and 3 tech teams : things are looking good, but it's about July 1937 : Japan will start WW2 about now.
You must hold the northern front along with Nationalist China, with whom you are now allied, and you'll probably have to hold it alone when Japan lands around Nanjing. You will have a couple years of heavy, defensive fighting in the Shanxi area, but then you should be able to push Japan back into Manchuria and even Korea.
Your other goal during this phase is to research what is needed to build a powerful navy.
In detail :
* war against Japan : defensive in mountain provinces or across rivers, until you have enough troops to largely outnumber them and push them back.
* production : spam infantry and artillery brigades, and militias for a defensive use. You will also absolutely need at least one headquarter for offensives.
* research : naval doctrines (remember to buy Nationalist China's early blueprints) and aircraft carriers. Infantry, land doctrines and artillery when needed. Let Nationalist China research things for you as much as you can, but do not count on them to research anything about the navy : they never do. Also, your naval research will be a lot easier if you play with "tech teams takeover" enabled.
* diplomacy : once you start to puch back the Japanese, remember NOT to annex Manchuria : all the land would go to Nationalist China since they are the leader of your alliance. But you will receive full IC from those occupied provinces since they are nationals for you too.
''' Sixth step : prepare the invasion of Japan '''
If you did well, you should occupy Manchuria around 1940, then Korea. You will then have something like 80 IC, and 4 or 5 tech teams, enough to let you hope a victory against Japan, weakened after their lost battle in China.
Your goal here is to build a navy powerful enough to protect an amphibious landing during a few days. Do not hope to sink the whole Japanese fleet though.
In detail :
* war against Japan, before you have a navy : be content to defend your beaches in China and Korea. Remember that, after France falls, Japan may receive Indochina and open a southern front, with the eventual help of Siam. That's good news since you share a border with Indochina (former Guanxi provinces), so that means more land gains for you. Moreover, Japan will further exhaust itself there.
* war against Japan, after you have a navy : prepare a landing taskforce. If Japan has not waged war on land since a long time, their coasts will be heavily garrisoned, and you will need marines. If Japan is still sending all it's forces into Burma or Indochina, expect less resistance in the home islands : mountaineers may be sufficient to land and secure a beachhead.
* navy : wait until you have decent carrier models ready (CV-4 or CV-5 in 1942 or 1943) and produce like 6 of them at the same time. Then destroyers as screens.
* research : naval doctrines, aircraft carriers and destroyers. Second priority : marines and land doctrines.
* production : build a large stock of resources in order to be able to divert your whole production into aircraft carriers and marines when the time comes. When possible, build regular troops to garrison the beaches (they will be useful later on against Nationalist China, too). Remember to build naval convoys and escorts.
''' Seventh step : the fall of Japan and the Chinese civil war '''
Be careful with your navy and try to secure a beachhead in the Japanese homeland : the rest of the conquest should be easy. Just remember to protect your navy in a harbour when it's not protecting a landing, and to build enough convoys to keep your troops supplied.
After that, you can either :
* puppet Japan : you will receive Taiwan and a couple Japanese provinces in China, but Manchuria will be freed and still at war with nationalist China.
* if your navy didn't take too much a beating, annex Japan (they may have victory points in the Pacific, depending on how the war with the USA went).
Once Japan is defeated, remember that your first and main goal is still to bring the joy of socialism to the Chinese masses : you can delay the puppeting/annexion of Japan and farm their IC until you're sure to outpower Nationalist China in the civil war to come.
'''PROs'''
* This strategy allows Communist China to become a major power and defeat Japan around year 1945.
* It gives you the best chance to defeat Nationalist China during the civil war.
* It is quite fun to play.
'''CONs'''
* Requires lots of micromanagement.
* The initial build-up is irrelevant if nationalist China chooses "war" at the Xi'an incident.
===The Way of Intrigue===
This is the most ahistorical route, and some may consider it gamey. However, it is the easiest and fastest way to win the Chinese Civil War, which will give you an advantage when finally taking on Japan. This strategy is best for those who are having difficulaty fighting Japan with the rest of China early on in the game.
'''Assuming that Nationalist China chooses peace at Xi'an'''
The initial goals for this strategy are very much similar to those outlined in the Way of the Wanderer, that is, you must rush to annex Shanxi and build a port at Tianjin in preparation for the invasion of Guangxi Clique. Beware- you will only have a three months at the most to annex the country before Japan DOWs nationalist China, at which point not only will the Nationalists annex all of Guangxi, but declare war on you. Timing is thus crucial- make a beeline for the four or so victory points which are pretty far inland.
This next stage is where this strategy becomes more interesting. Rather than ally with the rest of China against Japan, you actually want to declare war on the Nationalists, at which point you can join an alliance with Japan. (assuming that you have increased relations to +50 through trade). This will allow waves a Japanese troops to pour in from Manchuria, conquring land for you as they go. Allow a year or so of infantry production before you go to war, however, so around early 1939, or a few months earlier if you think you are ready. Another benefit of this alliance is the blueprints that you will recieve from Japan, and if you are lucky (I was) they will generously give you Taiwan and some territories bordering Manchuko. You'll get the latter if AI Japan chooses "Total Occupation" when it gets "The Fate of China."
In the south, where Guangxi clique once was, you must set up defensive positions with mountaineers before the war starts. Concentrate your defenses on heavy industrial areas, especially Guangzhou and Guilin, which supply a third of your industrial base. In the south, your only goal is defense, do not waste men and organization trying to make insubstantial gains. Your efforts here wil be bolstered by Japanese troops from indochina once they recieve it in 1941 as well.
Japan will make a landing in Shanghai in late 1939-early 1940 with a substantial amount of troops (30+ divisions) do not fret, however, as you will recieve the land that Japan conqured onnce you annex the nationals. Besides, durring my playthroughs, Japan took Shanghai and Nanjing and just sat there for the rest of the war.
'''The rest of China'''
You should annex the nationals sometime around 1941. Be sure to leave your alliance with Japan as soon as peace is achieved, as Japan will soon attack Pearl harbor, which will drag you into an unwanted war with the allies. This betrayal will anger the Japanese to well under -50 relations, and they will likely declare war on you, especially once you provoke war with Yunnan and Sinkiang, if you do not improve relations through trade. Your next step was given away in the last sentence- finish the unification of China by annexing Sinkiang and Yunnan.
By now, your belligerence will be among the highest in the world, at around 100. The allies, and more importantly Britain, with whom you now share a border, hate you. Improving relations through trade is of the utmost importance, lest they try to take a bite of your new People's Republic.
'''China as a Superpower'''
By now, you have 135 base IC and huge manpower base. Your only formidable rivals now are the U.S., Japan, and Germany. The next steps that you take are pretty much up to you. If the Soviets are losing badly on the eastern front, you could loan them some troops to fight the Germans. 40 or so experienced Chinese divisions could tip the balance in favor of communism. If you do this, however, you are resigning your final fight against Japan until much later, perhaps even after 1945.
If, on the other hand, you are itching to reclaim Manchuria, then you must build up you ground forces considerably. construct coastal fortifications and deploy garrisons to coastal provinces with beaches, and build up troops on the northern border. If the game has gone at least partially historically, Japan will be at war with the U.S. and its armed forces will be tied up elsewhere. If you've started research on naval techs, then an amphibious assault on the home islands is plausible. If not, then hold on to your coastal provinces until either the Soviets or the U.S. end the war in the pacific.
Now that you have achieved you ultimate goal, you can turn your attention to building a massive Asian superpower. Who knows? by the 1960s people from New York to Tokyo could be embracing socialism.
'''PROs'''
*this is the fastest way to become a superpower
*Gives the best opportunity to defeat Japan
'''CONs'''
*Your belligerence will skyrocket long before WW2 is over
*requires careful timing and micromanagement in the begining
*a rather gamey strategy
== Conclusion ==
Although the game can be very challenging and at times impossible, you will end up having huge benefits if you succeed.
Your IC will be at least 250 (after modifications) if not more, your manpower 3.11 or so a day, you will literally be almost twice as powerful as Nat China would have been with same amount of land.
=== PROs ===
*When all the land is taken, huge IC/manpower and no partisans since the land is already yours.
*Starting with powerful army compared to anyone else in the region (apart from Japan).
*Mao event adds morale and org to your troops in the beginning. '' (What's that?) ''
*Most fun you will have if you start kicking ass, Communist China is a rewarding faction.
=== CONs ===
*Requires careful planning and micromanagement.
*Bad luck at random events may doom your strategy.
*Other nations hate you.
*Almost constant resource shortage.
*Starting with a shrimp of a country with nothing in it and only few units.
*Almost no research to begin with.
*Average to crappy research teams.
*Not that many generals and most suck.
[[Category:National Strategy]]
60d3794a0ba059c0c203bfad8ea3baa85d488a9d
Japan
0
524
1974
1944
2020-05-24T03:30:28Z
Lycan-bat
8439
/* The Fate of China */
wikitext
text/x-wiki
[[Image:Jap-topbar.JPG]]
{{Country guides}}
==Overview==
{{Anthology}}
[[Japan]] must expand to thrive. Japan has the second weakest industrial base of all Major powers (better only than Italy), and limited resources. Japan is one of the most challenging, and also the most fun, major power to play because it requires a mastery of land and naval warfare. The need for expansion is not optional, as Japan will drive deep into the mountains of China to the jungles of Indonesia, and if successful far beyond.
==Technology==
* Industrial: Japan's highest priority are techs that boost IC, IC efficiency, production time and research efficiency. Generally, oil conversion techs are also important due to Japans lack of this resource. Try to always be a step ahead with decryption and encryption techs, as these will help you win naval battles. Manpower techs might be good, but if you choose to rely on puppets to supply the bulk of your infantry, these techs can be safely ignored until later in the war.
* Infantry: Good infantry and marines are essential, while cavalry and mountaineers are good but not necessary. Japan do begin with quite a few cavalry divisions, and it might be worthwhile keeping them up to date.
* Air force: Fighters and tactical and naval bombers are most important due to the great ranges necessary in Asia and the Pacific, but you can also build airfields near expected fronts and research interceptors and CAS.
* Navy: Aircraft Carriers and up-to-date support ships are a must, with Admiral Isoroku Yamamoto Japan can easily rival the US in leading the world in Naval Doctrine techs.
See a complete listing of all [[Japanese Tech Team]]s.
==Diplomacy==
===Alliances===
Japan begins the game with a puppet state Manchukuo, which is also its first ally. During the invasion of China, Japan will be prompted to create Mengukuko as a new puppet, which is always a good choice. Later in the game, Japan must decide whether or not to join the Axis. Joining the Axis too early is dangerous, as it will embroil Japan in a war against the Allies, and later, the Soviet Union. For these reasons, Japan does not typically join the Axis.
===Sliders===
Japan receives several free slider moves. Assuming a historical direction, Japan will have 6 hawk moves and 6 interventionism moves by 1939. Since only 2 of each are needed in 1936, both can be safely ignored. Therefore, early slider moves are best towards Central Planning, which will provide immediate IC bonuses. With Central Planning maxxed by 1937, in 1938 slider moves should drive towards Standing Army.
===Ministers===
Japan begins the game with decent ministers, but fortunately a good pool of alternatives. If Japan will listen to the demands after the 2-2-6 incident, no initial minister changes are worthwhile.
* '''Chief of the Army:''' Satoru provides a -15% supply consumption bonus
* '''Head of Intelligence:''' Shiro provides a +5% IC bonus
* '''Armaments Minister:''' Gotaro provides a +5% IC bonus, and +10% industrial research bonus
Before the Sino-Japanese war begins in the summer of 1937, minister changes are essentially "free" due to the reduction of dissent the war causes. Changes can include:
* '''Armaments Minister:''' Kazue provides +20% supplies
* '''Chief of the Army:''' Satoru provides a -15% supply consumption bonus
* '''Chef of the Navy:''' Jisaburo provides a minor carrier defensive bonus
* '''Chief of Staff:''' Tashiro provides a +20% org regain
* '''Minister of Security:''' Keisuke provides +15% foreign IC use, while Kesago provides manpower bonuses.
==Intelligence==
Japan will benefit from spying, particularly in stealing blueprints from the USA.
==Economy==
===Trading===
Japan has several resource shortages at the beginning of the game, including a deficit of rare materials and metal. In fact, without having Manchukuo as a puppet, Japan would have extreme resource shortages, which accurately reflects Japan's enormous reliance on foreign holdings to support its nascent industry. Japan's best trading partners are, in order:
* USA: Japan's best trade partner before war. Trading the USA for money is a great way to free-up IC used on consumer goods.
* Siam: Favorable trades, but not much to trade.
* Germany
* Italy
* Turkey
* Soviet Union
* France
===Industrial Production===
Early industrial production for Japan is not wise nor necessary, due to the early war with China. Japan needs to perform all upgrades to ensure all infantry are 1936. Airbase production can be helpful for islands, since airbases lift the fog of war for the adjacent sea province.
==Military==
===Army===
For Japan's existing military, some players prefer to remove island based garrisons in order to use them to quell dissent in occupied China. The Japanese military begins the game very heavily brigaded, with a huge amount of anti-aircraft brigades, and some anti-tank brigades. AA brigades will only slowdown mainland China infantry, but can provide some benefit to island garrisons.
For military production, Japan will rely heavily almost exclusively on Infantry without brigades and HQ units. Some players may also build Marines, Cavalry and Mountaineers for rapid movement in some terrain types. Militia can help bulk out Japan's armies in China, and are very affordable as Japan has lots of manpower to burn but not the best IC. Generally, Japan does not have the TC nor the fuel necessary for a serious motorized army until later in the game. After a summer of upgrades, Japan can build a nine-parallel run of infantry, creating around 45 infantry divisions before the war with China.
===Navy===
Mastery of the seas is vital for Japanese success. As such, the [[Naval Primer]] is required reading for a Japanese player, with particular focus on [[Carrier Task Force]]. All ships are useful, but carriers, light carriers, destroyers and submarines especially so.
The Japanese starting fleet is arguably the most powerful in the world, with the UK's Royal Navy being a close second. When the starting fleet is properly re-organized into a CTF and SAGs, the Japanese Navy is a formidable force. The main limitation of the older naval models is limited range, but these are still very useful for local defensive missions, particularly sub hunting. The entire starting fleet -- 97 vessels in total -- require 6.3 IC dedicated to supplies. A simple reorganization will create two SAG fleets (30 vessels each); two transport fleets (10 vessels each); a sub fleet (6 vessels); and a CTF fleet (3 carriers). The CTF, with a 3000 km range, is best accompanied by modern destroyers.
Despite its early dominance, Japan will need to dedicate considerable time and effort to its Navy, with a strong focus on carriers. No less than two parallel carrier builds should begin no later than 1938. Extra transports and convoy vessels are also particularly helpful.
===Air Force===
The vast distances and varied terrain over which Japan can expect combat make air power a good investment. The mountains and low infrastructure of China translate into long, ORG-sapping marches for your infantry, which means that anything you can do to ORG losses in combat is important. Bombers can keep Nationalist forces at low ORG, making for easy victories and a faster conquest of China. In the Pacific, the huge distances between island fortresses and both sides' dependence upon sea transport and supply means that careful use of aircraft give you freedom of movement and deny it to your enemies. However, Japan's relatively low IC means that fewer aircraft can be built and maintained. This forces Japan to concentrate on fewer types of aircraft than its primary opponent, the United States.
Japan starts with TAC, INT, and NAV. INT are less useful in the Pacific, due to their shorter range, but can still perform well, especially if you focus on Asia and Africa or even Europe rather than the US. As for bombers, Japan need only focus on TAC and NAV, though CAS can be great. STR are pointless in Asia, since IC is spread thin, and would only be useful against the USA after capturing Hawaii. Their high IC cost means that they will provide very little bang for their buck. TAC and NAV should be your highest aircraft priority. They benefit from the same doctrines and TAC is versatile enough to reduce ORG of land units and inflict some damage on ships. NAV is really a no-brainer for Japan.
Due to Japan's lack of IC, you might be tempted to skimp on ESC for your TAC and NAV. Don't. A couple of bad rounds of combat can end up costing more IC and time than it would have taken to build them in the first place.
==Events==
=== The 2-2-6 Incident ===
This event occurs on February 25, 1936:
* Crush this coup: Gain 1 dissent, 1 move to interventionism, 3 to democratic, 4 to political left, and 1 to closed society. Remain Paternal Autocrat.
* Listen to their demands: Gain 3 dissent, 2 moves to interventionism, 3 to authoritarian, 3 to political right, 3 to closed society, 1 to hawk lobby. Become a National Socialist nation. Minister changes include Shiro to Head of Intelligence, and the loss of Social Conservative ministers such as Gataro.
For a normal game, listening to demands is a far more powerful choice, though as the game progresses a subsequent series of coups will cause Japan to alternate between Fascist and Paternal Autocrat regardless of the choice made here.
=== Anti-Comintern Pact===
Beginning in January, 1937, Germany will likely seek agreement in the anti-comintern pact. If it does, Japan has the following options:
* Sign the Pact: move 1 authoritarian, 1 interventionism.
* move 1 isolationism
=== Marco Polo Bridge Incident ===
This event is among the most important events for Japan, as it signals the beginning of the Sino-Japanese war. The event may fire anytime between June 1, 1937 and August 29, 1937.
* Teach the Chinese a Lesson: War with China. Loose 10 dissent, gain 1 interventionism, 2 moves to hawk, 50 new manpower.
* We Cannot Afford a War: Gain 3 dissent, move 1 to dove lobby, and 1 to isolationism.
=== Panay Incident ===
After the Nanjing Massacre, the Japanese attack US vessels:
* Compensation must be paid: Loose $500, and 1 move to isolationism
* Let them know fear: move 1 toward interventionism, loose 1 dissent, gain 1% belligerence.
=== Capture of Automedon ===
This event will occur sometime in 1940:
* These documents are important: Gain 1 interventionism, 1 hawk, and 1000 oil
* These documents are irrelevant: Move 1 isolationism, 1 dove lobby
=== The Fate of China ===
After a Japanese victory against China, Japan has three options:
* '''Install a loyal puppet:''' All existing Chinese warlords will be annexed. Nationalist China will be recreated in part, with Japanese holdings surrounding it. This is a powerful choice, and many players see this as the most gamey choice: Nationalist China will provide Japan an enormous number of free infantry.
* '''Carve up the Chinese lands:''' Japan will recreate four Chinese warlords as puppets, while Nationalist China will disappear. Each puppet is larger than they were in 1936, but still relatively weak. This is often considered the most historical option, since Japan did historically create two puppet enclaves. This option also prevents any one puppet from being ridiculously strong, while still being strong enough to provide Japan with some assistance.
* '''Total occupation:''' Japan will automatically annex all adversaries, with the exception of Sinkiang, and gain 3 dissent. Japan gains a total of 34 base IC with this option. In HoI2 and Doomsday, the partisan activity in such a massive land mass will seriously hurt Japan, and cripple Japanese [[TC]]. In Armageddon, partisan activity will disappear within 2 years, well in time for the war with the Allies.
There is a way you can choose both of the first two options. Click "Carve up the Chinese mainlands" when you get the event, then go to the diplomacy tab where you can create Nationalist China as a puppet. Interestingly, even though it's a puppet, Nationalist China will still annex the warlords if the latter lose enough provinces in a subsequent war.
===Changfukeng Incident===
This will occur between July 15, 1938 and September 20, 1938. The player does not have a choice about the effects, which are: loose 3 manpower, loose 500 supplies, move 1 hawk.
=== Tri-Partitate Pact ===
Beginning January, 1939, Germany will likely seek agreement in the Tri-Partiate Pact. This is a meaningless agreement in game terms. If Germany offers the pact, Japan has the following options:
* Sign the Pact: Gain 10 money, 1 move to interventionism
* This Pact is not Needed: Loose 10 money, move 1 isolationism.
===Nomonhan Incident===
This will occur between May 11, 1939 and September 20, 1939.
* We have lost this battle: Gain 1 dissent, loose 40 manpower, loose 1500 supplies, 1 step hawk.
* This defeat must be avenged: War with the Soviet Union. Gain 1 dissent, loose 40 manpower, loose 1500 supplies, 2 steps hawk.
=== Colonies of Vichy France ===
After Germany defeats France and creates Vichy, this event will fire (usually around June 26, 1941).
* Demand Indochina: Inherit all of Indochina, receive four garrison divisions.
* Demand Airbases: Gain 3 militia divisions, and two territories in Indochina.
* Demand Indochina and Madagascar: It is very likely Vichy will refuse this request. Otherwise, Japan will gain all of Indochina and Madagascar.
=== Pearl Harbor ===
As soon as the war against the USA starts you can choose to carry out the Surprise attack against Pearl Harbor or not.
If you do so you get
* Ambush Chance +30%
* Air and naval surprise chance +40%
* Land surprise chance + 20%
* one move towards hawk lobby
From now on there is a 10% chance every two months that the enemy recovers.
If Japan carries out the surprise attack the USA get
* -1 dissent
* +3 hawk lobby
* +4 interventionism
* +250 manpower
* +50 relations with UK
So the benefit for Japan is relatively small, the benefit for the USA is huge. So consider carefully which option you choose, only a very fast moving and very aggressive Japan will find that the bonus may outweigh the bonus for the USA. It is, however, gamey to "cancel the operation" when at war with the USA.
=== Japan pressures Siam ===
After the war with the Allies begins, this event will occur:
* Lean on Siam: Siam joins the Japanese Alliance
* Siam is Unimportant: No effect.
=== Siam aligns with Japan ===
In Armageddon this event fires as soon as Japan and Siam are in the same alliance, no matter how that happened:
* Siam becomes puppet state of Japan
==War==
Japan's militaristic expansion is the most complicated to manage of any other nation in the game. The war with China is fairly structured in terms of game events, and will proceed relatively easily. After a Japanese victory against China, however, Japan will not have any other events that lead into war until Pearl Harbor at the end of 1941.
=== Sino-Japan War ===
China has large tracts of land with low infrastructure and difficult terrain, so victory will not be swift: defeating China in one year is a good goal. All available forces can be dedicated to the war effort since Japan has complete naval supremacy over its neighbors: no invasion of the home islands, for example, is possible. Japan begins the game with three HQ units which is a reasonable amount to have for a successful Chinese campaign.
Japan's strategy during the war is to drive to complete annexation, and this can be achieved generally through force overruns, since the Japanese infantry and land doctrines are more advanced. Additionally, Japan can benefit from amphibious landings to split the Chinese force. Note that attacking the warlords (with the obvious exception of Shanxi) is not necessary and best avoided, since after the defeat of Japan they will capitulate. Otherwise, attacking a warlord means their nation and army will be annexed by Nationalist China after they've lost a few provinces. Communist China is not a typical warlord, and does not always join the war against Japan, but if it has it will be a thorn in Japan's side. The Communists have very defensible terrain due to land forts, mountainous terrain, and rivers. A containment strategy is effective -- dealing with them only after Nationalist China has been defeated.
==== Partisans ====
During your advance (and later, occupation) partisans will prove to be a very annoying menace. This is especially true in HoI2 and Doomsday, but not in Armageddon. Partisans reduce your transport capacity and will likely spark random province revolts. Since Japan starts the game with 31 garrisons, a good portion of these can be redeployed to reduce the partisan rating of occupied provinces. Each garrison exerts influence not only in the province where it is stationed, but in adjacent provinces as well. Therefore it's not necessary to have a garrison in each province, and many players use a checker board pattern. Mountaineers are the best weapon in dealing with revolts, since the vast majority of China is mountainous.
=== Japanese-Soviet War ===
Historically Japan had several skirmishes with the Soviets which eventually led to Japan attempting to increase its borders by a few kilometers into Mongolia. The game models these essentially tactical level battles via events in 1938 and 1939. The Nomonhan Incident event will allow the player to declare war on the USSR. If Japan attempts to take on the Soviet Union in 1939, it will be an uphill battle. Japan will at best acheive a stalemate or some few gains in Siberia until the Germans attack; when they do, Soviet is likely doomed.
Some players suggest attacking the USSR immediately after Germany's Barbarrossa. This would allow Japan a fairly easy battle against the Soviet Union, especially by attacking through Sinkiang. This soft underbelly of the USSR will have vast amounts of resources and industry in a relatively short distance. Due to this extreme Soviet weaknesses, most players view this as a gamey strategy.
=== Pacific War ===
Planning the war against the Allies is incredibly complex, far more than the planning required for any other nation. Specifically, Japan must develop distinct plans for:
* Far West: formerly the border of Sinkiang, now Japan borders British India and Pakistan. This presents the fastest opportunity to take India.
* South East Asia: Japanese border with British Burma. This is a difficult border and movement will be slow.
* Hong Kong: British stronghold
* Malaysia: Enormous source of British rare materials, with almost no defenses.
* Indonesia: Annex the Netherlands government in exile after taking just 7 VP territories, usually without any defenses.
* Philippines: A US puppet close to the homeland.
* Australia: A friendly harbor for US and British forces
* Pacific Islands: Guam, Wake Island, Midway, Johnson Island & Hawaii
A veteran HoI2 player can achieve all these objectives as Japan in less than 6 months. In fact, the key to such sweeping success is extremely rapid movement, as giving the enemy time to recover, especially the USA, will lead to disastrous results. Historically, Japan understood that while Malaysia and Indonesia were its main targets, the USA would ultimately interfere with its expansionism. For this reason, Japan's first most important target are the US Pacific Islands followed by the Philippines.
At least one major naval battle will occur, likely early in the war. The British fleet is no concern, but the US Navy will have a fairly powerful fleet. It is very important to engage relatively early (before the USA begins massive carrier building programs), and ensure enough carriers are in the battle. Typically, an eight carrier engagement (two 12 CTF fleets, for example) with 1941 CAG upgrades are sufficient. With advanced naval doctrines and upgraded CAGs, the US Navy will suffer a devastating blow. So long as at least one US carrier remains in the battle, Japanese carriers will continue sinking US ships beyond firing range.
Pacific Islands, Malaysia, the Philippines, Indonesia, Burma and India all cause zero dissent when captured. This makes it possible for Japanese TC to remain green despite tremendous expansion of the empire. Australia, however, has very high dissent when territories are taken, and garrisons are essential for quelling future revolts. Due to the horrible landscape and infrastructure, try to capture provinces using troops from transports. Even after troops make landfall, instead of moving them on the ground, load them back onto transports to take the next territory. It is not necessary to take every province when attacking the Netherlands, Philippines, and Australia: focus on the VP provinces for annexation.
=== Beyond the Pacific ===
After a complete conquest of the Pacific Theater, what will Japan do? Japan has three distinct options:
* Defense: Defend all pacific islands captured, continue fleet building, and see how long you can last against the US Navy. This is the most realistic option.
* Soviet War: Considering the Pacific War can be won by the summer of 1942, the German offensive against the Soviet Union has likely begun to stall. This option is fairly realistic considering past tension with the USSR. The Soviet far east, in particular, had long been sought after by Japan, and the nation of Primorsk can be released.
* USA mainland: This can be challenging, but also surprisingly easy. The invasion route is simply: San Diego --> Panama --> New York. Focus all efforts on the North Eastern USA, as that will hurt the US the most.
==== Defensive Strategy ====
An effective defense relies on a good offense. Japan can take all islands in the Pacific and garrison them. Some islands, such as the Aleutian Islands in the North and Christmas Island in the South, can be a good place to build naval bases. A naval base on Christmas island can later be used to capture Panama, and make US naval travel a little more difficult. Airbases are also very useful, since they lift the fog of war for adjacent sea provinces, so massive airbase building and deployment to islands is helpful. Moreover, airbases provide a staging ground for naval bombers.
==== Soviet Far East Strategy ====
A good attack on the USSR needs a lot of cavalry or motorized infantry to quickly grab VP provinces before they can respond.
====US Mainland Strategy ====
== Gaming the System ==
Considerable abuse of the AI and game system (e.g. "gamey tactics") are possible. Almost all [[gamey tactics]] are completely ahistorical and unrealistic, and many players consider them cheating. For example, a puppet Nationalist China is extremely powerful, producing hordes of infantry. Even Communist China can be made into a puppet through a peace deal, giving Japan access to excellent commanders and a relatively advanced army of infantry and mountaineers.
===Colonies===
==== Persio-Japan War ====
The year is 1936, we're in August and Persia is the key toward the world. Declaring war will be easy because most nations ignore the Persians. Landing in Persia is easy because they don't idolize a navy and can't stand up toward your mighty armada of death. you will need about 5 infantry units and 7 militias. once conquering Persia you will have entries into the middle east, Soviet union, Afghanistan, and India. Build up all troops into Persia and create garrison borders around you colony.
==== Congo-Japan War ====
After Persian Victory, you are at war at china. play correctly and you will win by 1938. This gives you 3 years until the next major war. During this period, Japan is having a peaceful year. We can change this. Quickly declare war on Belgium and land in there colonies. They never bother to defend them. After your conquest of colonies, build up units and hit the main land. Taking Belgium will give you a french entry point. More importantly, Ireland.
==== Ireo-Japan War ====
With your colonies, you are in the early 1939 period. Declare war on Ireland because they are weakly defended. land in the ireland with 2 Tanks and 1 infantry. Push them away from Dublin and move them west. soon Ireland is beaten and you have a great colonized empire.
==== Advantages ====
Now you can attack France from Brest, North east France and all of western Africa. Once you conquer France, you should offer an Axis alliance so you can create the massive mega power.
===Sino-Japanese United Front===
In some circumstances Japan can form an alliance with [[Sinkiang]]. If Japan declares war on the Soviet Union while it's allied with Sinkiang--and it's not yet at war with [[Nationalist China]] and [[Communist China]]--the others will often side with Japan and Sinkiang. If Nationalist China went Fascist at the Xian Incident, it will revert to Paternal Autocrat when it joins this United Front. Sinkiang will often formally change its alliance from Japan to China, which means it's likely to get annexed during the war, as is [[Xibei San Ma]].
== Further strategy guides ==
* [[Colonial Empire An Alternative Strategy for Japan]] – A strategy guide for Japan in the 1936 Campaign
* [[Japan Conquering the world - in Very Hard difficulty level]] – This is a strategy guide for playing an ahistorical way of conquering the world.
[[Category:National Strategy]]
[[Category:Countries]]
b68740b63cce92d17ad53e088388213d26e7ab6a
1975
1974
2020-05-24T03:35:55Z
Lycan-bat
8439
/* Sino-Japanese United Front */
wikitext
text/x-wiki
[[Image:Jap-topbar.JPG]]
{{Country guides}}
==Overview==
{{Anthology}}
[[Japan]] must expand to thrive. Japan has the second weakest industrial base of all Major powers (better only than Italy), and limited resources. Japan is one of the most challenging, and also the most fun, major power to play because it requires a mastery of land and naval warfare. The need for expansion is not optional, as Japan will drive deep into the mountains of China to the jungles of Indonesia, and if successful far beyond.
==Technology==
* Industrial: Japan's highest priority are techs that boost IC, IC efficiency, production time and research efficiency. Generally, oil conversion techs are also important due to Japans lack of this resource. Try to always be a step ahead with decryption and encryption techs, as these will help you win naval battles. Manpower techs might be good, but if you choose to rely on puppets to supply the bulk of your infantry, these techs can be safely ignored until later in the war.
* Infantry: Good infantry and marines are essential, while cavalry and mountaineers are good but not necessary. Japan do begin with quite a few cavalry divisions, and it might be worthwhile keeping them up to date.
* Air force: Fighters and tactical and naval bombers are most important due to the great ranges necessary in Asia and the Pacific, but you can also build airfields near expected fronts and research interceptors and CAS.
* Navy: Aircraft Carriers and up-to-date support ships are a must, with Admiral Isoroku Yamamoto Japan can easily rival the US in leading the world in Naval Doctrine techs.
See a complete listing of all [[Japanese Tech Team]]s.
==Diplomacy==
===Alliances===
Japan begins the game with a puppet state Manchukuo, which is also its first ally. During the invasion of China, Japan will be prompted to create Mengukuko as a new puppet, which is always a good choice. Later in the game, Japan must decide whether or not to join the Axis. Joining the Axis too early is dangerous, as it will embroil Japan in a war against the Allies, and later, the Soviet Union. For these reasons, Japan does not typically join the Axis.
===Sliders===
Japan receives several free slider moves. Assuming a historical direction, Japan will have 6 hawk moves and 6 interventionism moves by 1939. Since only 2 of each are needed in 1936, both can be safely ignored. Therefore, early slider moves are best towards Central Planning, which will provide immediate IC bonuses. With Central Planning maxxed by 1937, in 1938 slider moves should drive towards Standing Army.
===Ministers===
Japan begins the game with decent ministers, but fortunately a good pool of alternatives. If Japan will listen to the demands after the 2-2-6 incident, no initial minister changes are worthwhile.
* '''Chief of the Army:''' Satoru provides a -15% supply consumption bonus
* '''Head of Intelligence:''' Shiro provides a +5% IC bonus
* '''Armaments Minister:''' Gotaro provides a +5% IC bonus, and +10% industrial research bonus
Before the Sino-Japanese war begins in the summer of 1937, minister changes are essentially "free" due to the reduction of dissent the war causes. Changes can include:
* '''Armaments Minister:''' Kazue provides +20% supplies
* '''Chief of the Army:''' Satoru provides a -15% supply consumption bonus
* '''Chef of the Navy:''' Jisaburo provides a minor carrier defensive bonus
* '''Chief of Staff:''' Tashiro provides a +20% org regain
* '''Minister of Security:''' Keisuke provides +15% foreign IC use, while Kesago provides manpower bonuses.
==Intelligence==
Japan will benefit from spying, particularly in stealing blueprints from the USA.
==Economy==
===Trading===
Japan has several resource shortages at the beginning of the game, including a deficit of rare materials and metal. In fact, without having Manchukuo as a puppet, Japan would have extreme resource shortages, which accurately reflects Japan's enormous reliance on foreign holdings to support its nascent industry. Japan's best trading partners are, in order:
* USA: Japan's best trade partner before war. Trading the USA for money is a great way to free-up IC used on consumer goods.
* Siam: Favorable trades, but not much to trade.
* Germany
* Italy
* Turkey
* Soviet Union
* France
===Industrial Production===
Early industrial production for Japan is not wise nor necessary, due to the early war with China. Japan needs to perform all upgrades to ensure all infantry are 1936. Airbase production can be helpful for islands, since airbases lift the fog of war for the adjacent sea province.
==Military==
===Army===
For Japan's existing military, some players prefer to remove island based garrisons in order to use them to quell dissent in occupied China. The Japanese military begins the game very heavily brigaded, with a huge amount of anti-aircraft brigades, and some anti-tank brigades. AA brigades will only slowdown mainland China infantry, but can provide some benefit to island garrisons.
For military production, Japan will rely heavily almost exclusively on Infantry without brigades and HQ units. Some players may also build Marines, Cavalry and Mountaineers for rapid movement in some terrain types. Militia can help bulk out Japan's armies in China, and are very affordable as Japan has lots of manpower to burn but not the best IC. Generally, Japan does not have the TC nor the fuel necessary for a serious motorized army until later in the game. After a summer of upgrades, Japan can build a nine-parallel run of infantry, creating around 45 infantry divisions before the war with China.
===Navy===
Mastery of the seas is vital for Japanese success. As such, the [[Naval Primer]] is required reading for a Japanese player, with particular focus on [[Carrier Task Force]]. All ships are useful, but carriers, light carriers, destroyers and submarines especially so.
The Japanese starting fleet is arguably the most powerful in the world, with the UK's Royal Navy being a close second. When the starting fleet is properly re-organized into a CTF and SAGs, the Japanese Navy is a formidable force. The main limitation of the older naval models is limited range, but these are still very useful for local defensive missions, particularly sub hunting. The entire starting fleet -- 97 vessels in total -- require 6.3 IC dedicated to supplies. A simple reorganization will create two SAG fleets (30 vessels each); two transport fleets (10 vessels each); a sub fleet (6 vessels); and a CTF fleet (3 carriers). The CTF, with a 3000 km range, is best accompanied by modern destroyers.
Despite its early dominance, Japan will need to dedicate considerable time and effort to its Navy, with a strong focus on carriers. No less than two parallel carrier builds should begin no later than 1938. Extra transports and convoy vessels are also particularly helpful.
===Air Force===
The vast distances and varied terrain over which Japan can expect combat make air power a good investment. The mountains and low infrastructure of China translate into long, ORG-sapping marches for your infantry, which means that anything you can do to ORG losses in combat is important. Bombers can keep Nationalist forces at low ORG, making for easy victories and a faster conquest of China. In the Pacific, the huge distances between island fortresses and both sides' dependence upon sea transport and supply means that careful use of aircraft give you freedom of movement and deny it to your enemies. However, Japan's relatively low IC means that fewer aircraft can be built and maintained. This forces Japan to concentrate on fewer types of aircraft than its primary opponent, the United States.
Japan starts with TAC, INT, and NAV. INT are less useful in the Pacific, due to their shorter range, but can still perform well, especially if you focus on Asia and Africa or even Europe rather than the US. As for bombers, Japan need only focus on TAC and NAV, though CAS can be great. STR are pointless in Asia, since IC is spread thin, and would only be useful against the USA after capturing Hawaii. Their high IC cost means that they will provide very little bang for their buck. TAC and NAV should be your highest aircraft priority. They benefit from the same doctrines and TAC is versatile enough to reduce ORG of land units and inflict some damage on ships. NAV is really a no-brainer for Japan.
Due to Japan's lack of IC, you might be tempted to skimp on ESC for your TAC and NAV. Don't. A couple of bad rounds of combat can end up costing more IC and time than it would have taken to build them in the first place.
==Events==
=== The 2-2-6 Incident ===
This event occurs on February 25, 1936:
* Crush this coup: Gain 1 dissent, 1 move to interventionism, 3 to democratic, 4 to political left, and 1 to closed society. Remain Paternal Autocrat.
* Listen to their demands: Gain 3 dissent, 2 moves to interventionism, 3 to authoritarian, 3 to political right, 3 to closed society, 1 to hawk lobby. Become a National Socialist nation. Minister changes include Shiro to Head of Intelligence, and the loss of Social Conservative ministers such as Gataro.
For a normal game, listening to demands is a far more powerful choice, though as the game progresses a subsequent series of coups will cause Japan to alternate between Fascist and Paternal Autocrat regardless of the choice made here.
=== Anti-Comintern Pact===
Beginning in January, 1937, Germany will likely seek agreement in the anti-comintern pact. If it does, Japan has the following options:
* Sign the Pact: move 1 authoritarian, 1 interventionism.
* move 1 isolationism
=== Marco Polo Bridge Incident ===
This event is among the most important events for Japan, as it signals the beginning of the Sino-Japanese war. The event may fire anytime between June 1, 1937 and August 29, 1937.
* Teach the Chinese a Lesson: War with China. Loose 10 dissent, gain 1 interventionism, 2 moves to hawk, 50 new manpower.
* We Cannot Afford a War: Gain 3 dissent, move 1 to dove lobby, and 1 to isolationism.
=== Panay Incident ===
After the Nanjing Massacre, the Japanese attack US vessels:
* Compensation must be paid: Loose $500, and 1 move to isolationism
* Let them know fear: move 1 toward interventionism, loose 1 dissent, gain 1% belligerence.
=== Capture of Automedon ===
This event will occur sometime in 1940:
* These documents are important: Gain 1 interventionism, 1 hawk, and 1000 oil
* These documents are irrelevant: Move 1 isolationism, 1 dove lobby
=== The Fate of China ===
After a Japanese victory against China, Japan has three options:
* '''Install a loyal puppet:''' All existing Chinese warlords will be annexed. Nationalist China will be recreated in part, with Japanese holdings surrounding it. This is a powerful choice, and many players see this as the most gamey choice: Nationalist China will provide Japan an enormous number of free infantry.
* '''Carve up the Chinese lands:''' Japan will recreate four Chinese warlords as puppets, while Nationalist China will disappear. Each puppet is larger than they were in 1936, but still relatively weak. This is often considered the most historical option, since Japan did historically create two puppet enclaves. This option also prevents any one puppet from being ridiculously strong, while still being strong enough to provide Japan with some assistance.
* '''Total occupation:''' Japan will automatically annex all adversaries, with the exception of Sinkiang, and gain 3 dissent. Japan gains a total of 34 base IC with this option. In HoI2 and Doomsday, the partisan activity in such a massive land mass will seriously hurt Japan, and cripple Japanese [[TC]]. In Armageddon, partisan activity will disappear within 2 years, well in time for the war with the Allies.
There is a way you can choose both of the first two options. Click "Carve up the Chinese mainlands" when you get the event, then go to the diplomacy tab where you can create Nationalist China as a puppet. Interestingly, even though it's a puppet, Nationalist China will still annex the warlords if the latter lose enough provinces in a subsequent war.
===Changfukeng Incident===
This will occur between July 15, 1938 and September 20, 1938. The player does not have a choice about the effects, which are: loose 3 manpower, loose 500 supplies, move 1 hawk.
=== Tri-Partitate Pact ===
Beginning January, 1939, Germany will likely seek agreement in the Tri-Partiate Pact. This is a meaningless agreement in game terms. If Germany offers the pact, Japan has the following options:
* Sign the Pact: Gain 10 money, 1 move to interventionism
* This Pact is not Needed: Loose 10 money, move 1 isolationism.
===Nomonhan Incident===
This will occur between May 11, 1939 and September 20, 1939.
* We have lost this battle: Gain 1 dissent, loose 40 manpower, loose 1500 supplies, 1 step hawk.
* This defeat must be avenged: War with the Soviet Union. Gain 1 dissent, loose 40 manpower, loose 1500 supplies, 2 steps hawk.
=== Colonies of Vichy France ===
After Germany defeats France and creates Vichy, this event will fire (usually around June 26, 1941).
* Demand Indochina: Inherit all of Indochina, receive four garrison divisions.
* Demand Airbases: Gain 3 militia divisions, and two territories in Indochina.
* Demand Indochina and Madagascar: It is very likely Vichy will refuse this request. Otherwise, Japan will gain all of Indochina and Madagascar.
=== Pearl Harbor ===
As soon as the war against the USA starts you can choose to carry out the Surprise attack against Pearl Harbor or not.
If you do so you get
* Ambush Chance +30%
* Air and naval surprise chance +40%
* Land surprise chance + 20%
* one move towards hawk lobby
From now on there is a 10% chance every two months that the enemy recovers.
If Japan carries out the surprise attack the USA get
* -1 dissent
* +3 hawk lobby
* +4 interventionism
* +250 manpower
* +50 relations with UK
So the benefit for Japan is relatively small, the benefit for the USA is huge. So consider carefully which option you choose, only a very fast moving and very aggressive Japan will find that the bonus may outweigh the bonus for the USA. It is, however, gamey to "cancel the operation" when at war with the USA.
=== Japan pressures Siam ===
After the war with the Allies begins, this event will occur:
* Lean on Siam: Siam joins the Japanese Alliance
* Siam is Unimportant: No effect.
=== Siam aligns with Japan ===
In Armageddon this event fires as soon as Japan and Siam are in the same alliance, no matter how that happened:
* Siam becomes puppet state of Japan
==War==
Japan's militaristic expansion is the most complicated to manage of any other nation in the game. The war with China is fairly structured in terms of game events, and will proceed relatively easily. After a Japanese victory against China, however, Japan will not have any other events that lead into war until Pearl Harbor at the end of 1941.
=== Sino-Japan War ===
China has large tracts of land with low infrastructure and difficult terrain, so victory will not be swift: defeating China in one year is a good goal. All available forces can be dedicated to the war effort since Japan has complete naval supremacy over its neighbors: no invasion of the home islands, for example, is possible. Japan begins the game with three HQ units which is a reasonable amount to have for a successful Chinese campaign.
Japan's strategy during the war is to drive to complete annexation, and this can be achieved generally through force overruns, since the Japanese infantry and land doctrines are more advanced. Additionally, Japan can benefit from amphibious landings to split the Chinese force. Note that attacking the warlords (with the obvious exception of Shanxi) is not necessary and best avoided, since after the defeat of Japan they will capitulate. Otherwise, attacking a warlord means their nation and army will be annexed by Nationalist China after they've lost a few provinces. Communist China is not a typical warlord, and does not always join the war against Japan, but if it has it will be a thorn in Japan's side. The Communists have very defensible terrain due to land forts, mountainous terrain, and rivers. A containment strategy is effective -- dealing with them only after Nationalist China has been defeated.
==== Partisans ====
During your advance (and later, occupation) partisans will prove to be a very annoying menace. This is especially true in HoI2 and Doomsday, but not in Armageddon. Partisans reduce your transport capacity and will likely spark random province revolts. Since Japan starts the game with 31 garrisons, a good portion of these can be redeployed to reduce the partisan rating of occupied provinces. Each garrison exerts influence not only in the province where it is stationed, but in adjacent provinces as well. Therefore it's not necessary to have a garrison in each province, and many players use a checker board pattern. Mountaineers are the best weapon in dealing with revolts, since the vast majority of China is mountainous.
=== Japanese-Soviet War ===
Historically Japan had several skirmishes with the Soviets which eventually led to Japan attempting to increase its borders by a few kilometers into Mongolia. The game models these essentially tactical level battles via events in 1938 and 1939. The Nomonhan Incident event will allow the player to declare war on the USSR. If Japan attempts to take on the Soviet Union in 1939, it will be an uphill battle. Japan will at best acheive a stalemate or some few gains in Siberia until the Germans attack; when they do, Soviet is likely doomed.
Some players suggest attacking the USSR immediately after Germany's Barbarrossa. This would allow Japan a fairly easy battle against the Soviet Union, especially by attacking through Sinkiang. This soft underbelly of the USSR will have vast amounts of resources and industry in a relatively short distance. Due to this extreme Soviet weaknesses, most players view this as a gamey strategy.
=== Pacific War ===
Planning the war against the Allies is incredibly complex, far more than the planning required for any other nation. Specifically, Japan must develop distinct plans for:
* Far West: formerly the border of Sinkiang, now Japan borders British India and Pakistan. This presents the fastest opportunity to take India.
* South East Asia: Japanese border with British Burma. This is a difficult border and movement will be slow.
* Hong Kong: British stronghold
* Malaysia: Enormous source of British rare materials, with almost no defenses.
* Indonesia: Annex the Netherlands government in exile after taking just 7 VP territories, usually without any defenses.
* Philippines: A US puppet close to the homeland.
* Australia: A friendly harbor for US and British forces
* Pacific Islands: Guam, Wake Island, Midway, Johnson Island & Hawaii
A veteran HoI2 player can achieve all these objectives as Japan in less than 6 months. In fact, the key to such sweeping success is extremely rapid movement, as giving the enemy time to recover, especially the USA, will lead to disastrous results. Historically, Japan understood that while Malaysia and Indonesia were its main targets, the USA would ultimately interfere with its expansionism. For this reason, Japan's first most important target are the US Pacific Islands followed by the Philippines.
At least one major naval battle will occur, likely early in the war. The British fleet is no concern, but the US Navy will have a fairly powerful fleet. It is very important to engage relatively early (before the USA begins massive carrier building programs), and ensure enough carriers are in the battle. Typically, an eight carrier engagement (two 12 CTF fleets, for example) with 1941 CAG upgrades are sufficient. With advanced naval doctrines and upgraded CAGs, the US Navy will suffer a devastating blow. So long as at least one US carrier remains in the battle, Japanese carriers will continue sinking US ships beyond firing range.
Pacific Islands, Malaysia, the Philippines, Indonesia, Burma and India all cause zero dissent when captured. This makes it possible for Japanese TC to remain green despite tremendous expansion of the empire. Australia, however, has very high dissent when territories are taken, and garrisons are essential for quelling future revolts. Due to the horrible landscape and infrastructure, try to capture provinces using troops from transports. Even after troops make landfall, instead of moving them on the ground, load them back onto transports to take the next territory. It is not necessary to take every province when attacking the Netherlands, Philippines, and Australia: focus on the VP provinces for annexation.
=== Beyond the Pacific ===
After a complete conquest of the Pacific Theater, what will Japan do? Japan has three distinct options:
* Defense: Defend all pacific islands captured, continue fleet building, and see how long you can last against the US Navy. This is the most realistic option.
* Soviet War: Considering the Pacific War can be won by the summer of 1942, the German offensive against the Soviet Union has likely begun to stall. This option is fairly realistic considering past tension with the USSR. The Soviet far east, in particular, had long been sought after by Japan, and the nation of Primorsk can be released.
* USA mainland: This can be challenging, but also surprisingly easy. The invasion route is simply: San Diego --> Panama --> New York. Focus all efforts on the North Eastern USA, as that will hurt the US the most.
==== Defensive Strategy ====
An effective defense relies on a good offense. Japan can take all islands in the Pacific and garrison them. Some islands, such as the Aleutian Islands in the North and Christmas Island in the South, can be a good place to build naval bases. A naval base on Christmas island can later be used to capture Panama, and make US naval travel a little more difficult. Airbases are also very useful, since they lift the fog of war for adjacent sea provinces, so massive airbase building and deployment to islands is helpful. Moreover, airbases provide a staging ground for naval bombers.
==== Soviet Far East Strategy ====
A good attack on the USSR needs a lot of cavalry or motorized infantry to quickly grab VP provinces before they can respond.
====US Mainland Strategy ====
== Gaming the System ==
Considerable abuse of the AI and game system (e.g. "gamey tactics") are possible. Almost all [[gamey tactics]] are completely ahistorical and unrealistic, and many players consider them cheating. For example, a puppet Nationalist China is extremely powerful, producing hordes of infantry. Even Communist China can be made into a puppet through a peace deal, giving Japan access to excellent commanders and a relatively advanced army of infantry and mountaineers.
===Colonies===
==== Persio-Japan War ====
The year is 1936, we're in August and Persia is the key toward the world. Declaring war will be easy because most nations ignore the Persians. Landing in Persia is easy because they don't idolize a navy and can't stand up toward your mighty armada of death. you will need about 5 infantry units and 7 militias. once conquering Persia you will have entries into the middle east, Soviet union, Afghanistan, and India. Build up all troops into Persia and create garrison borders around you colony.
==== Congo-Japan War ====
After Persian Victory, you are at war at china. play correctly and you will win by 1938. This gives you 3 years until the next major war. During this period, Japan is having a peaceful year. We can change this. Quickly declare war on Belgium and land in there colonies. They never bother to defend them. After your conquest of colonies, build up units and hit the main land. Taking Belgium will give you a french entry point. More importantly, Ireland.
==== Ireo-Japan War ====
With your colonies, you are in the early 1939 period. Declare war on Ireland because they are weakly defended. land in the ireland with 2 Tanks and 1 infantry. Push them away from Dublin and move them west. soon Ireland is beaten and you have a great colonized empire.
==== Advantages ====
Now you can attack France from Brest, North east France and all of western Africa. Once you conquer France, you should offer an Axis alliance so you can create the massive mega power.
===United Front Against Soviet Aggression===
In some circumstances Japan can form an alliance with [[Sinkiang]]. If Japan declares war on the Soviet Union while it's allied with Sinkiang--and it's not yet at war with [[Nationalist China]] and [[Communist China]]--the others will often side with Japan and Sinkiang because of an event they receive. If Nationalist China went Fascist at the Xian Incident, it will revert to Paternal Autocrat when it joins this United Front. Sinkiang will often formally change its alliance from Japan to China, which means it's likely to get annexed during the war, as is [[Xibei San Ma]].
== Further strategy guides ==
* [[Colonial Empire An Alternative Strategy for Japan]] – A strategy guide for Japan in the 1936 Campaign
* [[Japan Conquering the world - in Very Hard difficulty level]] – This is a strategy guide for playing an ahistorical way of conquering the world.
[[Category:National Strategy]]
[[Category:Countries]]
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{{Country guides}}
==Overview==
{{Anthology}}
[[Japan]] must expand to thrive. Japan has the second weakest industrial base of all Major powers (better only than Italy), and limited resources. Japan is one of the most challenging, and also the most fun, major power to play because it requires a mastery of land and naval warfare. The need for expansion is not optional, as Japan will drive deep into the mountains of China to the jungles of Indonesia, and if successful far beyond.
==Technology==
* Industrial: Japan's highest priority are techs that boost IC, IC efficiency, production time and research efficiency. Generally, oil conversion techs are also important due to Japans lack of this resource. Try to always be a step ahead with decryption and encryption techs, as these will help you win naval battles. Manpower techs might be good, but if you choose to rely on puppets to supply the bulk of your infantry, these techs can be safely ignored until later in the war.
* Infantry: Good infantry and marines are essential, while cavalry and mountaineers are good but not necessary. Japan do begin with quite a few cavalry divisions, and it might be worthwhile keeping them up to date.
* Air force: Fighters and tactical and naval bombers are most important due to the great ranges necessary in Asia and the Pacific, but you can also build airfields near expected fronts and research interceptors and CAS.
* Navy: Aircraft Carriers and up-to-date support ships are a must, with Admiral Isoroku Yamamoto Japan can easily rival the US in leading the world in Naval Doctrine techs.
See a complete listing of all [[Japanese Tech Team]]s.
==Diplomacy==
===Alliances===
Japan begins the game with a puppet state Manchukuo, which is also its first ally. During the invasion of China, Japan will be prompted to create Mengukuko as a new puppet, which is always a good choice. Later in the game, Japan must decide whether or not to join the Axis. Joining the Axis too early is dangerous, as it will embroil Japan in a war against the Allies, and later, the Soviet Union. For these reasons, Japan does not typically join the Axis.
===Sliders===
Japan receives several free slider moves. Assuming a historical direction, Japan will have 6 hawk moves and 6 interventionism moves by 1939. Since only 2 of each are needed in 1936, both can be safely ignored. Therefore, early slider moves are best towards Central Planning, which will provide immediate IC bonuses. With Central Planning maxxed by 1937, in 1938 slider moves should drive towards Standing Army.
===Ministers===
Japan begins the game with decent ministers, but fortunately a good pool of alternatives. If Japan will listen to the demands after the 2-2-6 incident, no initial minister changes are worthwhile.
* '''Chief of the Army:''' Satoru provides a -15% supply consumption bonus
* '''Head of Intelligence:''' Shiro provides a +5% IC bonus
* '''Armaments Minister:''' Gotaro provides a +5% IC bonus, and +10% industrial research bonus
Before the Sino-Japanese war begins in the summer of 1937, minister changes are essentially "free" due to the reduction of dissent the war causes. Changes can include:
* '''Armaments Minister:''' Kazue provides +20% supplies
* '''Chief of the Army:''' Satoru provides a -15% supply consumption bonus
* '''Chef of the Navy:''' Jisaburo provides a minor carrier defensive bonus
* '''Chief of Staff:''' Tashiro provides a +20% org regain
* '''Minister of Security:''' Keisuke provides +15% foreign IC use, while Kesago provides manpower bonuses.
==Intelligence==
Japan will benefit from spying, particularly in stealing blueprints from the USA.
==Economy==
===Trading===
Japan has several resource shortages at the beginning of the game, including a deficit of rare materials and metal. In fact, without having Manchukuo as a puppet, Japan would have extreme resource shortages, which accurately reflects Japan's enormous reliance on foreign holdings to support its nascent industry. Japan's best trading partners are, in order:
* USA: Japan's best trade partner before war. Trading the USA for money is a great way to free-up IC used on consumer goods.
* Siam: Favorable trades, but not much to trade.
* Germany
* Italy
* Turkey
* Soviet Union
* France
===Industrial Production===
Early industrial production for Japan is not wise nor necessary, due to the early war with China. Japan needs to perform all upgrades to ensure all infantry are 1936. Airbase production can be helpful for islands, since airbases lift the fog of war for the adjacent sea province.
==Military==
===Army===
For Japan's existing military, some players prefer to remove island based garrisons in order to use them to quell dissent in occupied China. The Japanese military begins the game very heavily brigaded, with a huge amount of anti-aircraft brigades, and some anti-tank brigades. AA brigades will only slowdown mainland China infantry, but can provide some benefit to island garrisons.
For military production, Japan will rely heavily almost exclusively on Infantry without brigades and HQ units. Some players may also build Marines, Cavalry and Mountaineers for rapid movement in some terrain types. Militia can help bulk out Japan's armies in China, and are very affordable as Japan has lots of manpower to burn but not the best IC. Generally, Japan does not have the TC nor the fuel necessary for a serious motorized army until later in the game. After a summer of upgrades, Japan can build a nine-parallel run of infantry, creating around 45 infantry divisions before the war with China.
===Navy===
Mastery of the seas is vital for Japanese success. As such, the [[Naval Primer]] is required reading for a Japanese player, with particular focus on [[Carrier Task Force]]. All ships are useful, but carriers, light carriers, destroyers and submarines especially so.
The Japanese starting fleet is arguably the most powerful in the world, with the UK's Royal Navy being a close second. When the starting fleet is properly re-organized into a CTF and SAGs, the Japanese Navy is a formidable force. The main limitation of the older naval models is limited range, but these are still very useful for local defensive missions, particularly sub hunting. The entire starting fleet -- 97 vessels in total -- require 6.3 IC dedicated to supplies. A simple reorganization will create two SAG fleets (30 vessels each); two transport fleets (10 vessels each); a sub fleet (6 vessels); and a CTF fleet (3 carriers). The CTF, with a 3000 km range, is best accompanied by modern destroyers.
Despite its early dominance, Japan will need to dedicate considerable time and effort to its Navy, with a strong focus on carriers. No less than two parallel carrier builds should begin no later than 1938. Extra transports and convoy vessels are also particularly helpful.
===Air Force===
The vast distances and varied terrain over which Japan can expect combat make air power a good investment. The mountains and low infrastructure of China translate into long, ORG-sapping marches for your infantry, which means that anything you can do to ORG losses in combat is important. Bombers can keep Nationalist forces at low ORG, making for easy victories and a faster conquest of China. In the Pacific, the huge distances between island fortresses and both sides' dependence upon sea transport and supply means that careful use of aircraft give you freedom of movement and deny it to your enemies. However, Japan's relatively low IC means that fewer aircraft can be built and maintained. This forces Japan to concentrate on fewer types of aircraft than its primary opponent, the United States.
Japan starts with TAC, INT, and NAV. INT are less useful in the Pacific, due to their shorter range, but can still perform well, especially if you focus on Asia and Africa or even Europe rather than the US. As for bombers, Japan need only focus on TAC and NAV, though CAS can be great. STR are pointless in Asia, since IC is spread thin, and would only be useful against the USA after capturing Hawaii. Their high IC cost means that they will provide very little bang for their buck. TAC and NAV should be your highest aircraft priority. They benefit from the same doctrines and TAC is versatile enough to reduce ORG of land units and inflict some damage on ships. NAV is really a no-brainer for Japan.
Due to Japan's lack of IC, you might be tempted to skimp on ESC for your TAC and NAV. Don't. A couple of bad rounds of combat can end up costing more IC and time than it would have taken to build them in the first place.
==Events==
=== The 2-2-6 Incident ===
This event occurs on February 25, 1936:
* Crush this coup: Gain 1 dissent, 1 move to interventionism, 3 to democratic, 4 to political left, and 1 to closed society. Remain Paternal Autocrat.
* Listen to their demands: Gain 3 dissent, 2 moves to interventionism, 3 to authoritarian, 3 to political right, 3 to closed society, 1 to hawk lobby. Become a National Socialist nation. Minister changes include Shiro to Head of Intelligence, and the loss of Social Conservative ministers such as Gataro.
For a normal game, listening to demands is a far more powerful choice, though as the game progresses a subsequent series of coups will cause Japan to alternate between Fascist and Paternal Autocrat regardless of the choice made here.
=== Anti-Comintern Pact===
Beginning in January, 1937, Germany will likely seek agreement in the anti-comintern pact. If it does, Japan has the following options:
* Sign the Pact: move 1 authoritarian, 1 interventionism.
* move 1 isolationism
=== Marco Polo Bridge Incident ===
This event is among the most important events for Japan, as it signals the beginning of the Sino-Japanese war. The event may fire anytime between June 1, 1937 and August 29, 1937.
* Teach the Chinese a Lesson: War with China. Loose 10 dissent, gain 1 interventionism, 2 moves to hawk, 50 new manpower.
* We Cannot Afford a War: Gain 3 dissent, move 1 to dove lobby, and 1 to isolationism.
=== Panay Incident ===
After the Nanjing Massacre, the Japanese attack US vessels:
* Compensation must be paid: Loose $500, and 1 move to isolationism
* Let them know fear: move 1 toward interventionism, loose 1 dissent, gain 1% belligerence.
=== Capture of Automedon ===
This event will occur sometime in 1940:
* These documents are important: Gain 1 interventionism, 1 hawk, and 1000 oil
* These documents are irrelevant: Move 1 isolationism, 1 dove lobby
=== The Fate of China ===
After a Japanese victory against China, Japan has three options:
* '''Install a loyal puppet:''' All existing Chinese warlords will be annexed. Nationalist China will be recreated in part, with Japanese holdings surrounding it. This is a powerful choice, and many players see this as the most gamey choice: Nationalist China will provide Japan an enormous number of free infantry.
* '''Carve up the Chinese lands:''' Japan will recreate four Chinese warlords as puppets, while Nationalist China will disappear. Each puppet is larger than they were in 1936, but still relatively weak. This is often considered the most historical option, since Japan did historically create two puppet enclaves. This option also prevents any one puppet from being ridiculously strong, while still being strong enough to provide Japan with some assistance.
* '''Total occupation:''' Japan will automatically annex all adversaries, with the exception of Sinkiang, and gain 3 dissent. Japan gains a total of 34 base IC with this option. In HoI2 and Doomsday, the partisan activity in such a massive land mass will seriously hurt Japan, and cripple Japanese [[TC]]. In Armageddon, partisan activity will disappear within 2 years, well in time for the war with the Allies.
There is a way you can choose both of the first two options. Click "Carve up the Chinese mainlands" when you get the event, then go to the diplomacy tab where you can create Nationalist China as a puppet. Interestingly, even though it's a puppet, Nationalist China will still annex the warlords if the latter lose enough provinces in a subsequent war. (In earlier versions it will even annex non-puppet Sinkiang, but in ARMA it will only annex Shanxi, Guanxi, and Yunnan.)
===Changfukeng Incident===
This will occur between July 15, 1938 and September 20, 1938. The player does not have a choice about the effects, which are: loose 3 manpower, loose 500 supplies, move 1 hawk.
=== Tri-Partitate Pact ===
Beginning January, 1939, Germany will likely seek agreement in the Tri-Partiate Pact. This is a meaningless agreement in game terms. If Germany offers the pact, Japan has the following options:
* Sign the Pact: Gain 10 money, 1 move to interventionism
* This Pact is not Needed: Loose 10 money, move 1 isolationism.
===Nomonhan Incident===
This will occur between May 11, 1939 and September 20, 1939.
* We have lost this battle: Gain 1 dissent, loose 40 manpower, loose 1500 supplies, 1 step hawk.
* This defeat must be avenged: War with the Soviet Union. Gain 1 dissent, loose 40 manpower, loose 1500 supplies, 2 steps hawk.
=== Colonies of Vichy France ===
After Germany defeats France and creates Vichy, this event will fire (usually around June 26, 1941).
* Demand Indochina: Inherit all of Indochina, receive four garrison divisions.
* Demand Airbases: Gain 3 militia divisions, and two territories in Indochina.
* Demand Indochina and Madagascar: It is very likely Vichy will refuse this request. Otherwise, Japan will gain all of Indochina and Madagascar.
=== Pearl Harbor ===
As soon as the war against the USA starts you can choose to carry out the Surprise attack against Pearl Harbor or not.
If you do so you get
* Ambush Chance +30%
* Air and naval surprise chance +40%
* Land surprise chance + 20%
* one move towards hawk lobby
From now on there is a 10% chance every two months that the enemy recovers.
If Japan carries out the surprise attack the USA get
* -1 dissent
* +3 hawk lobby
* +4 interventionism
* +250 manpower
* +50 relations with UK
So the benefit for Japan is relatively small, the benefit for the USA is huge. So consider carefully which option you choose, only a very fast moving and very aggressive Japan will find that the bonus may outweigh the bonus for the USA. It is, however, gamey to "cancel the operation" when at war with the USA.
=== Japan pressures Siam ===
After the war with the Allies begins, this event will occur:
* Lean on Siam: Siam joins the Japanese Alliance
* Siam is Unimportant: No effect.
=== Siam aligns with Japan ===
In Armageddon this event fires as soon as Japan and Siam are in the same alliance, no matter how that happened:
* Siam becomes puppet state of Japan
==War==
Japan's militaristic expansion is the most complicated to manage of any other nation in the game. The war with China is fairly structured in terms of game events, and will proceed relatively easily. After a Japanese victory against China, however, Japan will not have any other events that lead into war until Pearl Harbor at the end of 1941.
=== Sino-Japan War ===
China has large tracts of land with low infrastructure and difficult terrain, so victory will not be swift: defeating China in one year is a good goal. All available forces can be dedicated to the war effort since Japan has complete naval supremacy over its neighbors: no invasion of the home islands, for example, is possible. Japan begins the game with three HQ units which is a reasonable amount to have for a successful Chinese campaign.
Japan's strategy during the war is to drive to complete annexation, and this can be achieved generally through force overruns, since the Japanese infantry and land doctrines are more advanced. Additionally, Japan can benefit from amphibious landings to split the Chinese force. Note that attacking the warlords (with the obvious exception of Shanxi) is not necessary and best avoided, since after the defeat of Japan they will capitulate. Otherwise, attacking a warlord means their nation and army will be annexed by Nationalist China after they've lost a few provinces. Communist China is not a typical warlord, and does not always join the war against Japan, but if it has it will be a thorn in Japan's side. The Communists have very defensible terrain due to land forts, mountainous terrain, and rivers. A containment strategy is effective -- dealing with them only after Nationalist China has been defeated.
==== Partisans ====
During your advance (and later, occupation) partisans will prove to be a very annoying menace. This is especially true in HoI2 and Doomsday, but not in Armageddon. Partisans reduce your transport capacity and will likely spark random province revolts. Since Japan starts the game with 31 garrisons, a good portion of these can be redeployed to reduce the partisan rating of occupied provinces. Each garrison exerts influence not only in the province where it is stationed, but in adjacent provinces as well. Therefore it's not necessary to have a garrison in each province, and many players use a checker board pattern. Mountaineers are the best weapon in dealing with revolts, since the vast majority of China is mountainous.
=== Japanese-Soviet War ===
Historically Japan had several skirmishes with the Soviets which eventually led to Japan attempting to increase its borders by a few kilometers into Mongolia. The game models these essentially tactical level battles via events in 1938 and 1939. The Nomonhan Incident event will allow the player to declare war on the USSR. If Japan attempts to take on the Soviet Union in 1939, it will be an uphill battle. Japan will at best acheive a stalemate or some few gains in Siberia until the Germans attack; when they do, Soviet is likely doomed.
Some players suggest attacking the USSR immediately after Germany's Barbarrossa. This would allow Japan a fairly easy battle against the Soviet Union, especially by attacking through Sinkiang. This soft underbelly of the USSR will have vast amounts of resources and industry in a relatively short distance. Due to this extreme Soviet weaknesses, most players view this as a gamey strategy.
=== Pacific War ===
Planning the war against the Allies is incredibly complex, far more than the planning required for any other nation. Specifically, Japan must develop distinct plans for:
* Far West: formerly the border of Sinkiang, now Japan borders British India and Pakistan. This presents the fastest opportunity to take India.
* South East Asia: Japanese border with British Burma. This is a difficult border and movement will be slow.
* Hong Kong: British stronghold
* Malaysia: Enormous source of British rare materials, with almost no defenses.
* Indonesia: Annex the Netherlands government in exile after taking just 7 VP territories, usually without any defenses.
* Philippines: A US puppet close to the homeland.
* Australia: A friendly harbor for US and British forces
* Pacific Islands: Guam, Wake Island, Midway, Johnson Island & Hawaii
A veteran HoI2 player can achieve all these objectives as Japan in less than 6 months. In fact, the key to such sweeping success is extremely rapid movement, as giving the enemy time to recover, especially the USA, will lead to disastrous results. Historically, Japan understood that while Malaysia and Indonesia were its main targets, the USA would ultimately interfere with its expansionism. For this reason, Japan's first most important target are the US Pacific Islands followed by the Philippines.
At least one major naval battle will occur, likely early in the war. The British fleet is no concern, but the US Navy will have a fairly powerful fleet. It is very important to engage relatively early (before the USA begins massive carrier building programs), and ensure enough carriers are in the battle. Typically, an eight carrier engagement (two 12 CTF fleets, for example) with 1941 CAG upgrades are sufficient. With advanced naval doctrines and upgraded CAGs, the US Navy will suffer a devastating blow. So long as at least one US carrier remains in the battle, Japanese carriers will continue sinking US ships beyond firing range.
Pacific Islands, Malaysia, the Philippines, Indonesia, Burma and India all cause zero dissent when captured. This makes it possible for Japanese TC to remain green despite tremendous expansion of the empire. Australia, however, has very high dissent when territories are taken, and garrisons are essential for quelling future revolts. Due to the horrible landscape and infrastructure, try to capture provinces using troops from transports. Even after troops make landfall, instead of moving them on the ground, load them back onto transports to take the next territory. It is not necessary to take every province when attacking the Netherlands, Philippines, and Australia: focus on the VP provinces for annexation.
=== Beyond the Pacific ===
After a complete conquest of the Pacific Theater, what will Japan do? Japan has three distinct options:
* Defense: Defend all pacific islands captured, continue fleet building, and see how long you can last against the US Navy. This is the most realistic option.
* Soviet War: Considering the Pacific War can be won by the summer of 1942, the German offensive against the Soviet Union has likely begun to stall. This option is fairly realistic considering past tension with the USSR. The Soviet far east, in particular, had long been sought after by Japan, and the nation of Primorsk can be released.
* USA mainland: This can be challenging, but also surprisingly easy. The invasion route is simply: San Diego --> Panama --> New York. Focus all efforts on the North Eastern USA, as that will hurt the US the most.
==== Defensive Strategy ====
An effective defense relies on a good offense. Japan can take all islands in the Pacific and garrison them. Some islands, such as the Aleutian Islands in the North and Christmas Island in the South, can be a good place to build naval bases. A naval base on Christmas island can later be used to capture Panama, and make US naval travel a little more difficult. Airbases are also very useful, since they lift the fog of war for adjacent sea provinces, so massive airbase building and deployment to islands is helpful. Moreover, airbases provide a staging ground for naval bombers.
==== Soviet Far East Strategy ====
A good attack on the USSR needs a lot of cavalry or motorized infantry to quickly grab VP provinces before they can respond.
====US Mainland Strategy ====
== Gaming the System ==
Considerable abuse of the AI and game system (e.g. "gamey tactics") are possible. Almost all [[gamey tactics]] are completely ahistorical and unrealistic, and many players consider them cheating. For example, a puppet Nationalist China is extremely powerful, producing hordes of infantry. Even Communist China can be made into a puppet through a peace deal, giving Japan access to excellent commanders and a relatively advanced army of infantry and mountaineers.
===Colonies===
==== Persio-Japan War ====
The year is 1936, we're in August and Persia is the key toward the world. Declaring war will be easy because most nations ignore the Persians. Landing in Persia is easy because they don't idolize a navy and can't stand up toward your mighty armada of death. you will need about 5 infantry units and 7 militias. once conquering Persia you will have entries into the middle east, Soviet union, Afghanistan, and India. Build up all troops into Persia and create garrison borders around you colony.
==== Congo-Japan War ====
After Persian Victory, you are at war at china. play correctly and you will win by 1938. This gives you 3 years until the next major war. During this period, Japan is having a peaceful year. We can change this. Quickly declare war on Belgium and land in there colonies. They never bother to defend them. After your conquest of colonies, build up units and hit the main land. Taking Belgium will give you a french entry point. More importantly, Ireland.
==== Ireo-Japan War ====
With your colonies, you are in the early 1939 period. Declare war on Ireland because they are weakly defended. land in the ireland with 2 Tanks and 1 infantry. Push them away from Dublin and move them west. soon Ireland is beaten and you have a great colonized empire.
==== Advantages ====
Now you can attack France from Brest, North east France and all of western Africa. Once you conquer France, you should offer an Axis alliance so you can create the massive mega power.
===United Front Against Soviet Aggression===
In some circumstances Japan can form an alliance with [[Sinkiang]]. If Japan declares war on the Soviet Union while it's allied with Sinkiang--and it's not yet at war with [[Nationalist China]] and [[Communist China]]--the others will often side with Japan and Sinkiang because of an event they receive. If Nationalist China went Fascist at the Xian Incident, it will revert to Paternal Autocrat when it joins this United Front. Sinkiang will often formally change its alliance from Japan to China, which means it's likely to get annexed during the war, as is [[Xibei San Ma]].
== Further strategy guides ==
* [[Colonial Empire An Alternative Strategy for Japan]] – A strategy guide for Japan in the 1936 Campaign
* [[Japan Conquering the world - in Very Hard difficulty level]] – This is a strategy guide for playing an ahistorical way of conquering the world.
[[Category:National Strategy]]
[[Category:Countries]]
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{{Country guides}}
==Overview==
{{Anthology}}
[[Japan]] must expand to thrive. Japan has the second weakest industrial base of all Major powers (better only than Italy), and limited resources. Japan is one of the most challenging, and also the most fun, major power to play because it requires a mastery of land and naval warfare. The need for expansion is not optional, as Japan will drive deep into the mountains of China to the jungles of Indonesia, and if successful far beyond.
==Technology==
* Industrial: Japan's highest priority are techs that boost IC, IC efficiency, production time and research efficiency. Generally, oil conversion techs are also important due to Japans lack of this resource. Try to always be a step ahead with decryption and encryption techs, as these will help you win naval battles. Manpower techs might be good, but if you choose to rely on puppets to supply the bulk of your infantry, these techs can be safely ignored until later in the war.
* Infantry: Good infantry and marines are essential, while cavalry and mountaineers are good but not necessary. Japan do begin with quite a few cavalry divisions, and it might be worthwhile keeping them up to date.
* Air force: Fighters and tactical and naval bombers are most important due to the great ranges necessary in Asia and the Pacific, but you can also build airfields near expected fronts and research interceptors and CAS.
* Navy: Aircraft Carriers and up-to-date support ships are a must, with Admiral Isoroku Yamamoto Japan can easily rival the US in leading the world in Naval Doctrine techs.
See a complete listing of all [[Japanese Tech Team]]s.
==Diplomacy==
===Alliances===
Japan begins the game with a puppet state Manchukuo, which is also its first ally. During the invasion of China, Japan will be prompted to create Mengukuko as a new puppet, which is always a good choice. Later in the game, Japan must decide whether or not to join the Axis. Joining the Axis too early is dangerous, as it will embroil Japan in a war against the Allies, and later, the Soviet Union. For these reasons, Japan does not typically join the Axis.
===Sliders===
Japan receives several free slider moves. Assuming a historical direction, Japan will have 6 hawk moves and 6 interventionism moves by 1939. Since only 2 of each are needed in 1936, both can be safely ignored. Therefore, early slider moves are best towards Central Planning, which will provide immediate IC bonuses. With Central Planning maxxed by 1937, in 1938 slider moves should drive towards Standing Army.
===Ministers===
Japan begins the game with decent ministers, but fortunately a good pool of alternatives. If Japan will listen to the demands after the 2-2-6 incident, no initial minister changes are worthwhile.
* '''Chief of the Army:''' Satoru provides a -15% supply consumption bonus
* '''Head of Intelligence:''' Shiro provides a +5% IC bonus
* '''Armaments Minister:''' Gotaro provides a +5% IC bonus, and +10% industrial research bonus
Before the Sino-Japanese war begins in the summer of 1937, minister changes are essentially "free" due to the reduction of dissent the war causes. Changes can include:
* '''Armaments Minister:''' Kazue provides +20% supplies
* '''Chief of the Army:''' Satoru provides a -15% supply consumption bonus
* '''Chef of the Navy:''' Jisaburo provides a minor carrier defensive bonus
* '''Chief of Staff:''' Tashiro provides a +20% org regain
* '''Minister of Security:''' Keisuke provides +15% foreign IC use, while Kesago provides manpower bonuses.
==Intelligence==
Japan will benefit from spying, particularly in stealing blueprints from the USA.
==Economy==
===Trading===
Japan has several resource shortages at the beginning of the game, including a deficit of rare materials and metal. In fact, without having Manchukuo as a puppet, Japan would have extreme resource shortages, which accurately reflects Japan's enormous reliance on foreign holdings to support its nascent industry. Japan's best trading partners are, in order:
* USA: Japan's best trade partner before war. Trading the USA for money is a great way to free-up IC used on consumer goods.
* Siam: Favorable trades, but not much to trade.
* Germany
* Italy
* Turkey
* Soviet Union
* France
===Industrial Production===
Early industrial production for Japan is not wise nor necessary, due to the early war with China. Japan needs to perform all upgrades to ensure all infantry are 1936. Airbase production can be helpful for islands, since airbases lift the fog of war for the adjacent sea province.
==Military==
===Army===
For Japan's existing military, some players prefer to remove island based garrisons in order to use them to quell dissent in occupied China. The Japanese military begins the game very heavily brigaded, with a huge amount of anti-aircraft brigades, and some anti-tank brigades. AA brigades will only slowdown mainland China infantry, but can provide some benefit to island garrisons.
For military production, Japan will rely heavily almost exclusively on Infantry without brigades and HQ units. Some players may also build Marines, Cavalry and Mountaineers for rapid movement in some terrain types. Militia can help bulk out Japan's armies in China, and are very affordable as Japan has lots of manpower to burn but not the best IC. Generally, Japan does not have the TC nor the fuel necessary for a serious motorized army until later in the game. After a summer of upgrades, Japan can build a nine-parallel run of infantry, creating around 45 infantry divisions before the war with China.
===Navy===
Mastery of the seas is vital for Japanese success. As such, the [[Naval Primer]] is required reading for a Japanese player, with particular focus on [[Carrier Task Force]]. All ships are useful, but carriers, light carriers, destroyers and submarines especially so.
The Japanese starting fleet is arguably the most powerful in the world, with the UK's Royal Navy being a close second. When the starting fleet is properly re-organized into a CTF and SAGs, the Japanese Navy is a formidable force. The main limitation of the older naval models is limited range, but these are still very useful for local defensive missions, particularly sub hunting. The entire starting fleet -- 97 vessels in total -- require 6.3 IC dedicated to supplies. A simple reorganization will create two SAG fleets (30 vessels each); two transport fleets (10 vessels each); a sub fleet (6 vessels); and a CTF fleet (3 carriers). The CTF, with a 3000 km range, is best accompanied by modern destroyers.
Despite its early dominance, Japan will need to dedicate considerable time and effort to its Navy, with a strong focus on carriers. No less than two parallel carrier builds should begin no later than 1938. Extra transports and convoy vessels are also particularly helpful.
===Air Force===
The vast distances and varied terrain over which Japan can expect combat make air power a good investment. The mountains and low infrastructure of China translate into long, ORG-sapping marches for your infantry, which means that anything you can do to ORG losses in combat is important. Bombers can keep Nationalist forces at low ORG, making for easy victories and a faster conquest of China. In the Pacific, the huge distances between island fortresses and both sides' dependence upon sea transport and supply means that careful use of aircraft give you freedom of movement and deny it to your enemies. However, Japan's relatively low IC means that fewer aircraft can be built and maintained. This forces Japan to concentrate on fewer types of aircraft than its primary opponent, the United States.
Japan starts with TAC, INT, and NAV. INT are less useful in the Pacific, due to their shorter range, but can still perform well, especially if you focus on Asia and Africa or even Europe rather than the US. As for bombers, Japan need only focus on TAC and NAV, though CAS can be great. STR are pointless in Asia, since IC is spread thin, and would only be useful against the USA after capturing Hawaii. Their high IC cost means that they will provide very little bang for their buck. TAC and NAV should be your highest aircraft priority. They benefit from the same doctrines and TAC is versatile enough to reduce ORG of land units and inflict some damage on ships. NAV is really a no-brainer for Japan.
Due to Japan's lack of IC, you might be tempted to skimp on ESC for your TAC and NAV. Don't. A couple of bad rounds of combat can end up costing more IC and time than it would have taken to build them in the first place.
==Events==
=== The 2-2-6 Incident ===
This event occurs on February 25, 1936:
* Crush this coup: Gain 1 dissent, 1 move to interventionism, 3 to democratic, 4 to political left, and 1 to closed society. Remain Paternal Autocrat.
* Listen to their demands: Gain 3 dissent, 2 moves to interventionism, 3 to authoritarian, 3 to political right, 3 to closed society, 1 to hawk lobby. Become a National Socialist nation. Minister changes include Shiro to Head of Intelligence, and the loss of Social Conservative ministers such as Gataro.
For a normal game, listening to demands is a far more powerful choice, though as the game progresses a subsequent series of coups will cause Japan to alternate between Fascist and Paternal Autocrat regardless of the choice made here.
=== Anti-Comintern Pact===
Beginning in January, 1937, Germany will likely seek agreement in the anti-comintern pact. If it does, Japan has the following options:
* Sign the Pact: move 1 authoritarian, 1 interventionism.
* move 1 isolationism
=== Marco Polo Bridge Incident ===
This event is among the most important events for Japan, as it signals the beginning of the Sino-Japanese war. The event may fire anytime between June 1, 1937 and August 29, 1937.
* Teach the Chinese a Lesson: War with China. Loose 10 dissent, gain 1 interventionism, 2 moves to hawk, 50 new manpower.
* We Cannot Afford a War: Gain 3 dissent, move 1 to dove lobby, and 1 to isolationism.
=== Panay Incident ===
After the Nanjing Massacre, the Japanese attack US vessels:
* Compensation must be paid: Loose $500, and 1 move to isolationism
* Let them know fear: move 1 toward interventionism, loose 1 dissent, gain 1% belligerence.
=== Capture of Automedon ===
This event will occur sometime in 1940:
* These documents are important: Gain 1 interventionism, 1 hawk, and 1000 oil
* These documents are irrelevant: Move 1 isolationism, 1 dove lobby
=== The Fate of China ===
After a Japanese victory against China, Japan has three options:
* '''Install a loyal puppet:''' All existing Chinese warlords will be annexed. Nationalist China will be recreated in part, with Japanese holdings surrounding it. This is a powerful choice, and many players see this as the most gamey choice: Nationalist China will provide Japan an enormous number of free infantry.
* '''Carve up the Chinese lands:''' Japan will recreate four Chinese warlords as puppets, while Nationalist China will disappear. Each puppet is larger than they were in 1936, but still relatively weak. This is often considered the most historical option, since Japan did historically create two puppet enclaves. This option also prevents any one puppet from being ridiculously strong, while still being strong enough to provide Japan with some assistance.
* '''Total occupation:''' Japan will automatically annex all adversaries, with the exception of Sinkiang, and gain 3 dissent. Japan gains a total of 34 base IC with this option. In HoI2 and Doomsday, the partisan activity in such a massive land mass will seriously hurt Japan, and cripple Japanese [[TC]]. In Armageddon, partisan activity will disappear within 2 years, well in time for the war with the Allies.
There is a way you can choose both of the first two options. Click "Carve up the Chinese mainlands" when you get the event, then go to the diplomacy tab where you can create Nationalist China as a puppet. Interestingly, even though it's a puppet, Nationalist China will still annex the warlords if the latter lose enough provinces in a subsequent war. (In earlier versions it will even annex non-puppet Sinkiang, but in ARMA it will only annex Shanxi, Guanxi, and Yunnan.)
===Changfukeng Incident===
This will occur between July 15, 1938 and September 20, 1938. The player does not have a choice about the effects, which are: loose 3 manpower, loose 500 supplies, move 1 hawk.
=== Tri-Partitate Pact ===
Beginning January, 1939, Germany will likely seek agreement in the Tri-Partiate Pact. This is a meaningless agreement in game terms. If Germany offers the pact, Japan has the following options:
* Sign the Pact: Gain 10 money, 1 move to interventionism
* This Pact is not Needed: Loose 10 money, move 1 isolationism.
===Nomonhan Incident===
This will occur between May 11, 1939 and September 20, 1939.
* We have lost this battle: Gain 1 dissent, loose 40 manpower, loose 1500 supplies, 1 step hawk.
* This defeat must be avenged: War with the Soviet Union. Gain 1 dissent, loose 40 manpower, loose 1500 supplies, 2 steps hawk.
=== Colonies of Vichy France ===
After Germany defeats France and creates Vichy, this event will fire (usually around June 26, 1941).
* Demand Indochina: Inherit all of Indochina, receive four garrison divisions.
* Demand Airbases: Gain 3 militia divisions, and two territories in Indochina.
* Demand Indochina and Madagascar: It is very likely Vichy will refuse this request. Otherwise, Japan will gain all of Indochina and Madagascar.
=== Pearl Harbor ===
As soon as the war against the USA starts you can choose to carry out the Surprise attack against Pearl Harbor or not.
If you do so you get
* Ambush Chance +30%
* Air and naval surprise chance +40%
* Land surprise chance + 20%
* one move towards hawk lobby
From now on there is a 10% chance every two months that the enemy recovers.
If Japan carries out the surprise attack the USA get
* -1 dissent
* +3 hawk lobby
* +4 interventionism
* +250 manpower
* +50 relations with UK
So the benefit for Japan is relatively small, the benefit for the USA is huge. So consider carefully which option you choose, only a very fast moving and very aggressive Japan will find that the bonus may outweigh the bonus for the USA. It is, however, gamey to "cancel the operation" when at war with the USA.
=== Japan pressures Siam ===
After the war with the Allies begins, this event will occur:
* Lean on Siam: Siam joins the Japanese Alliance
* Siam is Unimportant: No effect.
=== Siam aligns with Japan ===
In Armageddon this event fires as soon as Japan and Siam are in the same alliance, no matter how that happened:
* Siam becomes puppet state of Japan
==War==
Japan's militaristic expansion is the most complicated to manage of any other nation in the game. The war with China is fairly structured in terms of game events, and will proceed relatively easily. After a Japanese victory against China, however, Japan will not have any other events that lead into war until Pearl Harbor at the end of 1941.
=== Sino-Japan War ===
China has large tracts of land with low infrastructure and difficult terrain, so victory will not be swift: defeating China in one year is a good goal. All available forces can be dedicated to the war effort since Japan has complete naval supremacy over its neighbors: no invasion of the home islands, for example, is possible. Japan begins the game with three HQ units which is a reasonable amount to have for a successful Chinese campaign.
Japan's strategy during the war is to drive to complete annexation, and this can be achieved generally through force overruns, since the Japanese infantry and land doctrines are more advanced. Additionally, Japan can benefit from amphibious landings to split the Chinese force. Note that attacking the warlords (with the obvious exception of Shanxi) is not necessary and best avoided, since after the defeat of Japan they will capitulate. Otherwise, attacking a warlord means their nation and army will be annexed by Nationalist China after they've lost a few provinces. Communist China is not a typical warlord, and does not always join the war against Japan, but if it has it will be a thorn in Japan's side. The Communists have very defensible terrain due to land forts, mountainous terrain, and rivers. A containment strategy is effective -- dealing with them only after Nationalist China has been defeated.
==== Partisans ====
During your advance (and later, occupation) partisans will prove to be a very annoying menace. This is especially true in HoI2 and Doomsday, but not in Armageddon. Partisans reduce your transport capacity and will likely spark random province revolts. Since Japan starts the game with 31 garrisons, a good portion of these can be redeployed to reduce the partisan rating of occupied provinces. Each garrison exerts influence not only in the province where it is stationed, but in adjacent provinces as well. Therefore it's not necessary to have a garrison in each province, and many players use a checker board pattern. Mountaineers are the best weapon in dealing with revolts, since the vast majority of China is mountainous.
====Puppets====
In ARMA there are two puppets you can create DURING THE WAR. Northern China and China-Nanking.
=== Japanese-Soviet War ===
Historically Japan had several skirmishes with the Soviets which eventually led to Japan attempting to increase its borders by a few kilometers into Mongolia. The game models these essentially tactical level battles via events in 1938 and 1939. The Nomonhan Incident event will allow the player to declare war on the USSR. If Japan attempts to take on the Soviet Union in 1939, it will be an uphill battle. Japan will at best acheive a stalemate or some few gains in Siberia until the Germans attack; when they do, Soviet is likely doomed.
Some players suggest attacking the USSR immediately after Germany's Barbarrossa. This would allow Japan a fairly easy battle against the Soviet Union, especially by attacking through Sinkiang. This soft underbelly of the USSR will have vast amounts of resources and industry in a relatively short distance. Due to this extreme Soviet weaknesses, most players view this as a gamey strategy.
=== Pacific War ===
Planning the war against the Allies is incredibly complex, far more than the planning required for any other nation. Specifically, Japan must develop distinct plans for:
* Far West: formerly the border of Sinkiang, now Japan borders British India and Pakistan. This presents the fastest opportunity to take India.
* South East Asia: Japanese border with British Burma. This is a difficult border and movement will be slow.
* Hong Kong: British stronghold
* Malaysia: Enormous source of British rare materials, with almost no defenses.
* Indonesia: Annex the Netherlands government in exile after taking just 7 VP territories, usually without any defenses.
* Philippines: A US puppet close to the homeland.
* Australia: A friendly harbor for US and British forces
* Pacific Islands: Guam, Wake Island, Midway, Johnson Island & Hawaii
A veteran HoI2 player can achieve all these objectives as Japan in less than 6 months. In fact, the key to such sweeping success is extremely rapid movement, as giving the enemy time to recover, especially the USA, will lead to disastrous results. Historically, Japan understood that while Malaysia and Indonesia were its main targets, the USA would ultimately interfere with its expansionism. For this reason, Japan's first most important target are the US Pacific Islands followed by the Philippines.
At least one major naval battle will occur, likely early in the war. The British fleet is no concern, but the US Navy will have a fairly powerful fleet. It is very important to engage relatively early (before the USA begins massive carrier building programs), and ensure enough carriers are in the battle. Typically, an eight carrier engagement (two 12 CTF fleets, for example) with 1941 CAG upgrades are sufficient. With advanced naval doctrines and upgraded CAGs, the US Navy will suffer a devastating blow. So long as at least one US carrier remains in the battle, Japanese carriers will continue sinking US ships beyond firing range.
Pacific Islands, Malaysia, the Philippines, Indonesia, Burma and India all cause zero dissent when captured. This makes it possible for Japanese TC to remain green despite tremendous expansion of the empire. Australia, however, has very high dissent when territories are taken, and garrisons are essential for quelling future revolts. Due to the horrible landscape and infrastructure, try to capture provinces using troops from transports. Even after troops make landfall, instead of moving them on the ground, load them back onto transports to take the next territory. It is not necessary to take every province when attacking the Netherlands, Philippines, and Australia: focus on the VP provinces for annexation.
=== Beyond the Pacific ===
After a complete conquest of the Pacific Theater, what will Japan do? Japan has three distinct options:
* Defense: Defend all pacific islands captured, continue fleet building, and see how long you can last against the US Navy. This is the most realistic option.
* Soviet War: Considering the Pacific War can be won by the summer of 1942, the German offensive against the Soviet Union has likely begun to stall. This option is fairly realistic considering past tension with the USSR. The Soviet far east, in particular, had long been sought after by Japan, and the nation of Primorsk can be released.
* USA mainland: This can be challenging, but also surprisingly easy. The invasion route is simply: San Diego --> Panama --> New York. Focus all efforts on the North Eastern USA, as that will hurt the US the most.
==== Defensive Strategy ====
An effective defense relies on a good offense. Japan can take all islands in the Pacific and garrison them. Some islands, such as the Aleutian Islands in the North and Christmas Island in the South, can be a good place to build naval bases. A naval base on Christmas island can later be used to capture Panama, and make US naval travel a little more difficult. Airbases are also very useful, since they lift the fog of war for adjacent sea provinces, so massive airbase building and deployment to islands is helpful. Moreover, airbases provide a staging ground for naval bombers.
==== Soviet Far East Strategy ====
A good attack on the USSR needs a lot of cavalry or motorized infantry to quickly grab VP provinces before they can respond.
====US Mainland Strategy ====
== Gaming the System ==
Considerable abuse of the AI and game system (e.g. "gamey tactics") are possible. Almost all [[gamey tactics]] are completely ahistorical and unrealistic, and many players consider them cheating. For example, a puppet Nationalist China is extremely powerful, producing hordes of infantry. Even Communist China can be made into a puppet through a peace deal, giving Japan access to excellent commanders and a relatively advanced army of infantry and mountaineers.
===Colonies===
==== Persio-Japan War ====
The year is 1936, we're in August and Persia is the key toward the world. Declaring war will be easy because most nations ignore the Persians. Landing in Persia is easy because they don't idolize a navy and can't stand up toward your mighty armada of death. you will need about 5 infantry units and 7 militias. once conquering Persia you will have entries into the middle east, Soviet union, Afghanistan, and India. Build up all troops into Persia and create garrison borders around you colony.
==== Congo-Japan War ====
After Persian Victory, you are at war at china. play correctly and you will win by 1938. This gives you 3 years until the next major war. During this period, Japan is having a peaceful year. We can change this. Quickly declare war on Belgium and land in there colonies. They never bother to defend them. After your conquest of colonies, build up units and hit the main land. Taking Belgium will give you a french entry point. More importantly, Ireland.
==== Ireo-Japan War ====
With your colonies, you are in the early 1939 period. Declare war on Ireland because they are weakly defended. land in the ireland with 2 Tanks and 1 infantry. Push them away from Dublin and move them west. soon Ireland is beaten and you have a great colonized empire.
==== Advantages ====
Now you can attack France from Brest, North east France and all of western Africa. Once you conquer France, you should offer an Axis alliance so you can create the massive mega power.
===United Front Against Soviet Aggression===
In some circumstances Japan can form an alliance with [[Sinkiang]]. If Japan declares war on the Soviet Union while it's allied with Sinkiang--and it's not yet at war with [[Nationalist China]] and [[Communist China]]--the others will often side with Japan and Sinkiang because of an event they receive. If Nationalist China went Fascist at the Xian Incident, it will revert to Paternal Autocrat when it joins this United Front. Sinkiang will often formally change its alliance from Japan to China, which means it's likely to get annexed during the war, as is [[Xibei San Ma]].
== Further strategy guides ==
* [[Colonial Empire An Alternative Strategy for Japan]] – A strategy guide for Japan in the 1936 Campaign
* [[Japan Conquering the world - in Very Hard difficulty level]] – This is a strategy guide for playing an ahistorical way of conquering the world.
[[Category:National Strategy]]
[[Category:Countries]]
d1e6fe7205df6049999ec43ab28af4aad7490f90
1992
1991
2021-08-23T02:15:32Z
Lycan-bat
8439
I've seen at least one instance where Nationalist China will annex Xibei San Ma in ARMA
wikitext
text/x-wiki
[[Image:Jap-topbar.JPG]]
{{Country guides}}
==Overview==
{{Anthology}}
[[Japan]] must expand to thrive. Japan has the second weakest industrial base of all Major powers (better only than Italy), and limited resources. Japan is one of the most challenging, and also the most fun, major power to play because it requires a mastery of land and naval warfare. The need for expansion is not optional, as Japan will drive deep into the mountains of China to the jungles of Indonesia, and if successful far beyond.
==Technology==
* Industrial: Japan's highest priority are techs that boost IC, IC efficiency, production time and research efficiency. Generally, oil conversion techs are also important due to Japans lack of this resource. Try to always be a step ahead with decryption and encryption techs, as these will help you win naval battles. Manpower techs might be good, but if you choose to rely on puppets to supply the bulk of your infantry, these techs can be safely ignored until later in the war.
* Infantry: Good infantry and marines are essential, while cavalry and mountaineers are good but not necessary. Japan do begin with quite a few cavalry divisions, and it might be worthwhile keeping them up to date.
* Air force: Fighters and tactical and naval bombers are most important due to the great ranges necessary in Asia and the Pacific, but you can also build airfields near expected fronts and research interceptors and CAS.
* Navy: Aircraft Carriers and up-to-date support ships are a must, with Admiral Isoroku Yamamoto Japan can easily rival the US in leading the world in Naval Doctrine techs.
See a complete listing of all [[Japanese Tech Team]]s.
==Diplomacy==
===Alliances===
Japan begins the game with a puppet state Manchukuo, which is also its first ally. During the invasion of China, Japan will be prompted to create Mengukuko as a new puppet, which is always a good choice. Later in the game, Japan must decide whether or not to join the Axis. Joining the Axis too early is dangerous, as it will embroil Japan in a war against the Allies, and later, the Soviet Union. For these reasons, Japan does not typically join the Axis.
===Sliders===
Japan receives several free slider moves. Assuming a historical direction, Japan will have 6 hawk moves and 6 interventionism moves by 1939. Since only 2 of each are needed in 1936, both can be safely ignored. Therefore, early slider moves are best towards Central Planning, which will provide immediate IC bonuses. With Central Planning maxxed by 1937, in 1938 slider moves should drive towards Standing Army.
===Ministers===
Japan begins the game with decent ministers, but fortunately a good pool of alternatives. If Japan will listen to the demands after the 2-2-6 incident, no initial minister changes are worthwhile.
* '''Chief of the Army:''' Satoru provides a -15% supply consumption bonus
* '''Head of Intelligence:''' Shiro provides a +5% IC bonus
* '''Armaments Minister:''' Gotaro provides a +5% IC bonus, and +10% industrial research bonus
Before the Sino-Japanese war begins in the summer of 1937, minister changes are essentially "free" due to the reduction of dissent the war causes. Changes can include:
* '''Armaments Minister:''' Kazue provides +20% supplies
* '''Chief of the Army:''' Satoru provides a -15% supply consumption bonus
* '''Chef of the Navy:''' Jisaburo provides a minor carrier defensive bonus
* '''Chief of Staff:''' Tashiro provides a +20% org regain
* '''Minister of Security:''' Keisuke provides +15% foreign IC use, while Kesago provides manpower bonuses.
==Intelligence==
Japan will benefit from spying, particularly in stealing blueprints from the USA.
==Economy==
===Trading===
Japan has several resource shortages at the beginning of the game, including a deficit of rare materials and metal. In fact, without having Manchukuo as a puppet, Japan would have extreme resource shortages, which accurately reflects Japan's enormous reliance on foreign holdings to support its nascent industry. Japan's best trading partners are, in order:
* USA: Japan's best trade partner before war. Trading the USA for money is a great way to free-up IC used on consumer goods.
* Siam: Favorable trades, but not much to trade.
* Germany
* Italy
* Turkey
* Soviet Union
* France
===Industrial Production===
Early industrial production for Japan is not wise nor necessary, due to the early war with China. Japan needs to perform all upgrades to ensure all infantry are 1936. Airbase production can be helpful for islands, since airbases lift the fog of war for the adjacent sea province.
==Military==
===Army===
For Japan's existing military, some players prefer to remove island based garrisons in order to use them to quell dissent in occupied China. The Japanese military begins the game very heavily brigaded, with a huge amount of anti-aircraft brigades, and some anti-tank brigades. AA brigades will only slowdown mainland China infantry, but can provide some benefit to island garrisons.
For military production, Japan will rely heavily almost exclusively on Infantry without brigades and HQ units. Some players may also build Marines, Cavalry and Mountaineers for rapid movement in some terrain types. Militia can help bulk out Japan's armies in China, and are very affordable as Japan has lots of manpower to burn but not the best IC. Generally, Japan does not have the TC nor the fuel necessary for a serious motorized army until later in the game. After a summer of upgrades, Japan can build a nine-parallel run of infantry, creating around 45 infantry divisions before the war with China.
===Navy===
Mastery of the seas is vital for Japanese success. As such, the [[Naval Primer]] is required reading for a Japanese player, with particular focus on [[Carrier Task Force]]. All ships are useful, but carriers, light carriers, destroyers and submarines especially so.
The Japanese starting fleet is arguably the most powerful in the world, with the UK's Royal Navy being a close second. When the starting fleet is properly re-organized into a CTF and SAGs, the Japanese Navy is a formidable force. The main limitation of the older naval models is limited range, but these are still very useful for local defensive missions, particularly sub hunting. The entire starting fleet -- 97 vessels in total -- require 6.3 IC dedicated to supplies. A simple reorganization will create two SAG fleets (30 vessels each); two transport fleets (10 vessels each); a sub fleet (6 vessels); and a CTF fleet (3 carriers). The CTF, with a 3000 km range, is best accompanied by modern destroyers.
Despite its early dominance, Japan will need to dedicate considerable time and effort to its Navy, with a strong focus on carriers. No less than two parallel carrier builds should begin no later than 1938. Extra transports and convoy vessels are also particularly helpful.
===Air Force===
The vast distances and varied terrain over which Japan can expect combat make air power a good investment. The mountains and low infrastructure of China translate into long, ORG-sapping marches for your infantry, which means that anything you can do to ORG losses in combat is important. Bombers can keep Nationalist forces at low ORG, making for easy victories and a faster conquest of China. In the Pacific, the huge distances between island fortresses and both sides' dependence upon sea transport and supply means that careful use of aircraft give you freedom of movement and deny it to your enemies. However, Japan's relatively low IC means that fewer aircraft can be built and maintained. This forces Japan to concentrate on fewer types of aircraft than its primary opponent, the United States.
Japan starts with TAC, INT, and NAV. INT are less useful in the Pacific, due to their shorter range, but can still perform well, especially if you focus on Asia and Africa or even Europe rather than the US. As for bombers, Japan need only focus on TAC and NAV, though CAS can be great. STR are pointless in Asia, since IC is spread thin, and would only be useful against the USA after capturing Hawaii. Their high IC cost means that they will provide very little bang for their buck. TAC and NAV should be your highest aircraft priority. They benefit from the same doctrines and TAC is versatile enough to reduce ORG of land units and inflict some damage on ships. NAV is really a no-brainer for Japan.
Due to Japan's lack of IC, you might be tempted to skimp on ESC for your TAC and NAV. Don't. A couple of bad rounds of combat can end up costing more IC and time than it would have taken to build them in the first place.
==Events==
=== The 2-2-6 Incident ===
This event occurs on February 25, 1936:
* Crush this coup: Gain 1 dissent, 1 move to interventionism, 3 to democratic, 4 to political left, and 1 to closed society. Remain Paternal Autocrat.
* Listen to their demands: Gain 3 dissent, 2 moves to interventionism, 3 to authoritarian, 3 to political right, 3 to closed society, 1 to hawk lobby. Become a National Socialist nation. Minister changes include Shiro to Head of Intelligence, and the loss of Social Conservative ministers such as Gataro.
For a normal game, listening to demands is a far more powerful choice, though as the game progresses a subsequent series of coups will cause Japan to alternate between Fascist and Paternal Autocrat regardless of the choice made here.
=== Anti-Comintern Pact===
Beginning in January, 1937, Germany will likely seek agreement in the anti-comintern pact. If it does, Japan has the following options:
* Sign the Pact: move 1 authoritarian, 1 interventionism.
* move 1 isolationism
=== Marco Polo Bridge Incident ===
This event is among the most important events for Japan, as it signals the beginning of the Sino-Japanese war. The event may fire anytime between June 1, 1937 and August 29, 1937.
* Teach the Chinese a Lesson: War with China. Loose 10 dissent, gain 1 interventionism, 2 moves to hawk, 50 new manpower.
* We Cannot Afford a War: Gain 3 dissent, move 1 to dove lobby, and 1 to isolationism.
=== Panay Incident ===
After the Nanjing Massacre, the Japanese attack US vessels:
* Compensation must be paid: Loose $500, and 1 move to isolationism
* Let them know fear: move 1 toward interventionism, loose 1 dissent, gain 1% belligerence.
=== Capture of Automedon ===
This event will occur sometime in 1940:
* These documents are important: Gain 1 interventionism, 1 hawk, and 1000 oil
* These documents are irrelevant: Move 1 isolationism, 1 dove lobby
=== The Fate of China ===
After a Japanese victory against China, Japan has three options:
* '''Install a loyal puppet:''' All existing Chinese warlords will be annexed. Nationalist China will be recreated in part, with Japanese holdings surrounding it. This is a powerful choice, and many players see this as the most gamey choice: Nationalist China will provide Japan an enormous number of free infantry.
* '''Carve up the Chinese lands:''' Japan will recreate four Chinese warlords as puppets, while Nationalist China will disappear. Each puppet is larger than they were in 1936, but still relatively weak. This is often considered the most historical option, since Japan did historically create two puppet enclaves. This option also prevents any one puppet from being ridiculously strong, while still being strong enough to provide Japan with some assistance.
* '''Total occupation:''' Japan will automatically annex all adversaries, with the exception of Sinkiang, and gain 3 dissent. Japan gains a total of 34 base IC with this option. In HoI2 and Doomsday, the partisan activity in such a massive land mass will seriously hurt Japan, and cripple Japanese [[TC]]. In Armageddon, partisan activity will disappear within 2 years, well in time for the war with the Allies.
There is a way you can choose both of the first two options. Click "Carve up the Chinese mainlands" when you get the event, then go to the diplomacy tab where you can create Nationalist China as a puppet. Interestingly, even though it's a puppet, Nationalist China will still annex the warlords if the latter lose enough provinces in a subsequent war.
===Changfukeng Incident===
This will occur between July 15, 1938 and September 20, 1938. The player does not have a choice about the effects, which are: loose 3 manpower, loose 500 supplies, move 1 hawk.
=== Tri-Partitate Pact ===
Beginning January, 1939, Germany will likely seek agreement in the Tri-Partiate Pact. This is a meaningless agreement in game terms. If Germany offers the pact, Japan has the following options:
* Sign the Pact: Gain 10 money, 1 move to interventionism
* This Pact is not Needed: Loose 10 money, move 1 isolationism.
===Nomonhan Incident===
This will occur between May 11, 1939 and September 20, 1939.
* We have lost this battle: Gain 1 dissent, loose 40 manpower, loose 1500 supplies, 1 step hawk.
* This defeat must be avenged: War with the Soviet Union. Gain 1 dissent, loose 40 manpower, loose 1500 supplies, 2 steps hawk.
=== Colonies of Vichy France ===
After Germany defeats France and creates Vichy, this event will fire (usually around June 26, 1941).
* Demand Indochina: Inherit all of Indochina, receive four garrison divisions.
* Demand Airbases: Gain 3 militia divisions, and two territories in Indochina.
* Demand Indochina and Madagascar: It is very likely Vichy will refuse this request. Otherwise, Japan will gain all of Indochina and Madagascar.
=== Pearl Harbor ===
As soon as the war against the USA starts you can choose to carry out the Surprise attack against Pearl Harbor or not.
If you do so you get
* Ambush Chance +30%
* Air and naval surprise chance +40%
* Land surprise chance + 20%
* one move towards hawk lobby
From now on there is a 10% chance every two months that the enemy recovers.
If Japan carries out the surprise attack the USA get
* -1 dissent
* +3 hawk lobby
* +4 interventionism
* +250 manpower
* +50 relations with UK
So the benefit for Japan is relatively small, the benefit for the USA is huge. So consider carefully which option you choose, only a very fast moving and very aggressive Japan will find that the bonus may outweigh the bonus for the USA. It is, however, gamey to "cancel the operation" when at war with the USA.
=== Japan pressures Siam ===
After the war with the Allies begins, this event will occur:
* Lean on Siam: Siam joins the Japanese Alliance
* Siam is Unimportant: No effect.
=== Siam aligns with Japan ===
In Armageddon this event fires as soon as Japan and Siam are in the same alliance, no matter how that happened:
* Siam becomes puppet state of Japan
==War==
Japan's militaristic expansion is the most complicated to manage of any other nation in the game. The war with China is fairly structured in terms of game events, and will proceed relatively easily. After a Japanese victory against China, however, Japan will not have any other events that lead into war until Pearl Harbor at the end of 1941.
=== Sino-Japan War ===
China has large tracts of land with low infrastructure and difficult terrain, so victory will not be swift: defeating China in one year is a good goal. All available forces can be dedicated to the war effort since Japan has complete naval supremacy over its neighbors: no invasion of the home islands, for example, is possible. Japan begins the game with three HQ units which is a reasonable amount to have for a successful Chinese campaign.
Japan's strategy during the war is to drive to complete annexation, and this can be achieved generally through force overruns, since the Japanese infantry and land doctrines are more advanced. Additionally, Japan can benefit from amphibious landings to split the Chinese force. Note that attacking the warlords (with the obvious exception of Shanxi) is not necessary and best avoided, since after the defeat of Japan they will capitulate. Otherwise, attacking a warlord means their nation and army will be annexed by Nationalist China after they've lost a few provinces. Communist China is not a typical warlord, and does not always join the war against Japan, but if it has it will be a thorn in Japan's side. The Communists have very defensible terrain due to land forts, mountainous terrain, and rivers. A containment strategy is effective -- dealing with them only after Nationalist China has been defeated.
==== Partisans ====
During your advance (and later, occupation) partisans will prove to be a very annoying menace. This is especially true in HoI2 and Doomsday, but not in Armageddon. Partisans reduce your transport capacity and will likely spark random province revolts. Since Japan starts the game with 31 garrisons, a good portion of these can be redeployed to reduce the partisan rating of occupied provinces. Each garrison exerts influence not only in the province where it is stationed, but in adjacent provinces as well. Therefore it's not necessary to have a garrison in each province, and many players use a checker board pattern. Mountaineers are the best weapon in dealing with revolts, since the vast majority of China is mountainous.
====Puppets====
In ARMA there are two puppets you can create DURING THE WAR. Northern China and China-Nanking.
=== Japanese-Soviet War ===
Historically Japan had several skirmishes with the Soviets which eventually led to Japan attempting to increase its borders by a few kilometers into Mongolia. The game models these essentially tactical level battles via events in 1938 and 1939. The Nomonhan Incident event will allow the player to declare war on the USSR. If Japan attempts to take on the Soviet Union in 1939, it will be an uphill battle. Japan will at best acheive a stalemate or some few gains in Siberia until the Germans attack; when they do, Soviet is likely doomed.
Some players suggest attacking the USSR immediately after Germany's Barbarrossa. This would allow Japan a fairly easy battle against the Soviet Union, especially by attacking through Sinkiang. This soft underbelly of the USSR will have vast amounts of resources and industry in a relatively short distance. Due to this extreme Soviet weaknesses, most players view this as a gamey strategy.
=== Pacific War ===
Planning the war against the Allies is incredibly complex, far more than the planning required for any other nation. Specifically, Japan must develop distinct plans for:
* Far West: formerly the border of Sinkiang, now Japan borders British India and Pakistan. This presents the fastest opportunity to take India.
* South East Asia: Japanese border with British Burma. This is a difficult border and movement will be slow.
* Hong Kong: British stronghold
* Malaysia: Enormous source of British rare materials, with almost no defenses.
* Indonesia: Annex the Netherlands government in exile after taking just 7 VP territories, usually without any defenses.
* Philippines: A US puppet close to the homeland.
* Australia: A friendly harbor for US and British forces
* Pacific Islands: Guam, Wake Island, Midway, Johnson Island & Hawaii
A veteran HoI2 player can achieve all these objectives as Japan in less than 6 months. In fact, the key to such sweeping success is extremely rapid movement, as giving the enemy time to recover, especially the USA, will lead to disastrous results. Historically, Japan understood that while Malaysia and Indonesia were its main targets, the USA would ultimately interfere with its expansionism. For this reason, Japan's first most important target are the US Pacific Islands followed by the Philippines.
At least one major naval battle will occur, likely early in the war. The British fleet is no concern, but the US Navy will have a fairly powerful fleet. It is very important to engage relatively early (before the USA begins massive carrier building programs), and ensure enough carriers are in the battle. Typically, an eight carrier engagement (two 12 CTF fleets, for example) with 1941 CAG upgrades are sufficient. With advanced naval doctrines and upgraded CAGs, the US Navy will suffer a devastating blow. So long as at least one US carrier remains in the battle, Japanese carriers will continue sinking US ships beyond firing range.
Pacific Islands, Malaysia, the Philippines, Indonesia, Burma and India all cause zero dissent when captured. This makes it possible for Japanese TC to remain green despite tremendous expansion of the empire. Australia, however, has very high dissent when territories are taken, and garrisons are essential for quelling future revolts. Due to the horrible landscape and infrastructure, try to capture provinces using troops from transports. Even after troops make landfall, instead of moving them on the ground, load them back onto transports to take the next territory. It is not necessary to take every province when attacking the Netherlands, Philippines, and Australia: focus on the VP provinces for annexation.
=== Beyond the Pacific ===
After a complete conquest of the Pacific Theater, what will Japan do? Japan has three distinct options:
* Defense: Defend all pacific islands captured, continue fleet building, and see how long you can last against the US Navy. This is the most realistic option.
* Soviet War: Considering the Pacific War can be won by the summer of 1942, the German offensive against the Soviet Union has likely begun to stall. This option is fairly realistic considering past tension with the USSR. The Soviet far east, in particular, had long been sought after by Japan, and the nation of Primorsk can be released.
* USA mainland: This can be challenging, but also surprisingly easy. The invasion route is simply: San Diego --> Panama --> New York. Focus all efforts on the North Eastern USA, as that will hurt the US the most.
==== Defensive Strategy ====
An effective defense relies on a good offense. Japan can take all islands in the Pacific and garrison them. Some islands, such as the Aleutian Islands in the North and Christmas Island in the South, can be a good place to build naval bases. A naval base on Christmas island can later be used to capture Panama, and make US naval travel a little more difficult. Airbases are also very useful, since they lift the fog of war for adjacent sea provinces, so massive airbase building and deployment to islands is helpful. Moreover, airbases provide a staging ground for naval bombers.
==== Soviet Far East Strategy ====
A good attack on the USSR needs a lot of cavalry or motorized infantry to quickly grab VP provinces before they can respond.
====US Mainland Strategy ====
== Gaming the System ==
Considerable abuse of the AI and game system (e.g. "gamey tactics") are possible. Almost all [[gamey tactics]] are completely ahistorical and unrealistic, and many players consider them cheating. For example, a puppet Nationalist China is extremely powerful, producing hordes of infantry. Even Communist China can be made into a puppet through a peace deal, giving Japan access to excellent commanders and a relatively advanced army of infantry and mountaineers.
===Colonies===
==== Persio-Japan War ====
The year is 1936, we're in August and Persia is the key toward the world. Declaring war will be easy because most nations ignore the Persians. Landing in Persia is easy because they don't idolize a navy and can't stand up toward your mighty armada of death. you will need about 5 infantry units and 7 militias. once conquering Persia you will have entries into the middle east, Soviet union, Afghanistan, and India. Build up all troops into Persia and create garrison borders around you colony.
==== Congo-Japan War ====
After Persian Victory, you are at war at china. play correctly and you will win by 1938. This gives you 3 years until the next major war. During this period, Japan is having a peaceful year. We can change this. Quickly declare war on Belgium and land in there colonies. They never bother to defend them. After your conquest of colonies, build up units and hit the main land. Taking Belgium will give you a french entry point. More importantly, Ireland.
==== Ireo-Japan War ====
With your colonies, you are in the early 1939 period. Declare war on Ireland because they are weakly defended. land in the ireland with 2 Tanks and 1 infantry. Push them away from Dublin and move them west. soon Ireland is beaten and you have a great colonized empire.
==== Advantages ====
Now you can attack France from Brest, North east France and all of western Africa. Once you conquer France, you should offer an Axis alliance so you can create the massive mega power.
===United Front Against Soviet Aggression===
In some circumstances Japan can form an alliance with [[Sinkiang]]. If Japan declares war on the Soviet Union while it's allied with Sinkiang--and it's not yet at war with [[Nationalist China]] and [[Communist China]]--the others will often side with Japan and Sinkiang because of an event they receive. If Nationalist China went Fascist at the Xian Incident, it will revert to Paternal Autocrat when it joins this United Front. Sinkiang will often formally change its alliance from Japan to China, which means it's likely to get annexed during the war, as is [[Xibei San Ma]].
== Further strategy guides ==
* [[Colonial Empire An Alternative Strategy for Japan]] – A strategy guide for Japan in the 1936 Campaign
* [[Japan Conquering the world - in Very Hard difficulty level]] – This is a strategy guide for playing an ahistorical way of conquering the world.
[[Category:National Strategy]]
[[Category:Countries]]
0c7b8a8a3d8a1978a5e2b0672eab6e239d08943c
1993
1992
2021-08-23T02:17:59Z
Lycan-bat
8439
/* Puppets */
wikitext
text/x-wiki
[[Image:Jap-topbar.JPG]]
{{Country guides}}
==Overview==
{{Anthology}}
[[Japan]] must expand to thrive. Japan has the second weakest industrial base of all Major powers (better only than Italy), and limited resources. Japan is one of the most challenging, and also the most fun, major power to play because it requires a mastery of land and naval warfare. The need for expansion is not optional, as Japan will drive deep into the mountains of China to the jungles of Indonesia, and if successful far beyond.
==Technology==
* Industrial: Japan's highest priority are techs that boost IC, IC efficiency, production time and research efficiency. Generally, oil conversion techs are also important due to Japans lack of this resource. Try to always be a step ahead with decryption and encryption techs, as these will help you win naval battles. Manpower techs might be good, but if you choose to rely on puppets to supply the bulk of your infantry, these techs can be safely ignored until later in the war.
* Infantry: Good infantry and marines are essential, while cavalry and mountaineers are good but not necessary. Japan do begin with quite a few cavalry divisions, and it might be worthwhile keeping them up to date.
* Air force: Fighters and tactical and naval bombers are most important due to the great ranges necessary in Asia and the Pacific, but you can also build airfields near expected fronts and research interceptors and CAS.
* Navy: Aircraft Carriers and up-to-date support ships are a must, with Admiral Isoroku Yamamoto Japan can easily rival the US in leading the world in Naval Doctrine techs.
See a complete listing of all [[Japanese Tech Team]]s.
==Diplomacy==
===Alliances===
Japan begins the game with a puppet state Manchukuo, which is also its first ally. During the invasion of China, Japan will be prompted to create Mengukuko as a new puppet, which is always a good choice. Later in the game, Japan must decide whether or not to join the Axis. Joining the Axis too early is dangerous, as it will embroil Japan in a war against the Allies, and later, the Soviet Union. For these reasons, Japan does not typically join the Axis.
===Sliders===
Japan receives several free slider moves. Assuming a historical direction, Japan will have 6 hawk moves and 6 interventionism moves by 1939. Since only 2 of each are needed in 1936, both can be safely ignored. Therefore, early slider moves are best towards Central Planning, which will provide immediate IC bonuses. With Central Planning maxxed by 1937, in 1938 slider moves should drive towards Standing Army.
===Ministers===
Japan begins the game with decent ministers, but fortunately a good pool of alternatives. If Japan will listen to the demands after the 2-2-6 incident, no initial minister changes are worthwhile.
* '''Chief of the Army:''' Satoru provides a -15% supply consumption bonus
* '''Head of Intelligence:''' Shiro provides a +5% IC bonus
* '''Armaments Minister:''' Gotaro provides a +5% IC bonus, and +10% industrial research bonus
Before the Sino-Japanese war begins in the summer of 1937, minister changes are essentially "free" due to the reduction of dissent the war causes. Changes can include:
* '''Armaments Minister:''' Kazue provides +20% supplies
* '''Chief of the Army:''' Satoru provides a -15% supply consumption bonus
* '''Chef of the Navy:''' Jisaburo provides a minor carrier defensive bonus
* '''Chief of Staff:''' Tashiro provides a +20% org regain
* '''Minister of Security:''' Keisuke provides +15% foreign IC use, while Kesago provides manpower bonuses.
==Intelligence==
Japan will benefit from spying, particularly in stealing blueprints from the USA.
==Economy==
===Trading===
Japan has several resource shortages at the beginning of the game, including a deficit of rare materials and metal. In fact, without having Manchukuo as a puppet, Japan would have extreme resource shortages, which accurately reflects Japan's enormous reliance on foreign holdings to support its nascent industry. Japan's best trading partners are, in order:
* USA: Japan's best trade partner before war. Trading the USA for money is a great way to free-up IC used on consumer goods.
* Siam: Favorable trades, but not much to trade.
* Germany
* Italy
* Turkey
* Soviet Union
* France
===Industrial Production===
Early industrial production for Japan is not wise nor necessary, due to the early war with China. Japan needs to perform all upgrades to ensure all infantry are 1936. Airbase production can be helpful for islands, since airbases lift the fog of war for the adjacent sea province.
==Military==
===Army===
For Japan's existing military, some players prefer to remove island based garrisons in order to use them to quell dissent in occupied China. The Japanese military begins the game very heavily brigaded, with a huge amount of anti-aircraft brigades, and some anti-tank brigades. AA brigades will only slowdown mainland China infantry, but can provide some benefit to island garrisons.
For military production, Japan will rely heavily almost exclusively on Infantry without brigades and HQ units. Some players may also build Marines, Cavalry and Mountaineers for rapid movement in some terrain types. Militia can help bulk out Japan's armies in China, and are very affordable as Japan has lots of manpower to burn but not the best IC. Generally, Japan does not have the TC nor the fuel necessary for a serious motorized army until later in the game. After a summer of upgrades, Japan can build a nine-parallel run of infantry, creating around 45 infantry divisions before the war with China.
===Navy===
Mastery of the seas is vital for Japanese success. As such, the [[Naval Primer]] is required reading for a Japanese player, with particular focus on [[Carrier Task Force]]. All ships are useful, but carriers, light carriers, destroyers and submarines especially so.
The Japanese starting fleet is arguably the most powerful in the world, with the UK's Royal Navy being a close second. When the starting fleet is properly re-organized into a CTF and SAGs, the Japanese Navy is a formidable force. The main limitation of the older naval models is limited range, but these are still very useful for local defensive missions, particularly sub hunting. The entire starting fleet -- 97 vessels in total -- require 6.3 IC dedicated to supplies. A simple reorganization will create two SAG fleets (30 vessels each); two transport fleets (10 vessels each); a sub fleet (6 vessels); and a CTF fleet (3 carriers). The CTF, with a 3000 km range, is best accompanied by modern destroyers.
Despite its early dominance, Japan will need to dedicate considerable time and effort to its Navy, with a strong focus on carriers. No less than two parallel carrier builds should begin no later than 1938. Extra transports and convoy vessels are also particularly helpful.
===Air Force===
The vast distances and varied terrain over which Japan can expect combat make air power a good investment. The mountains and low infrastructure of China translate into long, ORG-sapping marches for your infantry, which means that anything you can do to ORG losses in combat is important. Bombers can keep Nationalist forces at low ORG, making for easy victories and a faster conquest of China. In the Pacific, the huge distances between island fortresses and both sides' dependence upon sea transport and supply means that careful use of aircraft give you freedom of movement and deny it to your enemies. However, Japan's relatively low IC means that fewer aircraft can be built and maintained. This forces Japan to concentrate on fewer types of aircraft than its primary opponent, the United States.
Japan starts with TAC, INT, and NAV. INT are less useful in the Pacific, due to their shorter range, but can still perform well, especially if you focus on Asia and Africa or even Europe rather than the US. As for bombers, Japan need only focus on TAC and NAV, though CAS can be great. STR are pointless in Asia, since IC is spread thin, and would only be useful against the USA after capturing Hawaii. Their high IC cost means that they will provide very little bang for their buck. TAC and NAV should be your highest aircraft priority. They benefit from the same doctrines and TAC is versatile enough to reduce ORG of land units and inflict some damage on ships. NAV is really a no-brainer for Japan.
Due to Japan's lack of IC, you might be tempted to skimp on ESC for your TAC and NAV. Don't. A couple of bad rounds of combat can end up costing more IC and time than it would have taken to build them in the first place.
==Events==
=== The 2-2-6 Incident ===
This event occurs on February 25, 1936:
* Crush this coup: Gain 1 dissent, 1 move to interventionism, 3 to democratic, 4 to political left, and 1 to closed society. Remain Paternal Autocrat.
* Listen to their demands: Gain 3 dissent, 2 moves to interventionism, 3 to authoritarian, 3 to political right, 3 to closed society, 1 to hawk lobby. Become a National Socialist nation. Minister changes include Shiro to Head of Intelligence, and the loss of Social Conservative ministers such as Gataro.
For a normal game, listening to demands is a far more powerful choice, though as the game progresses a subsequent series of coups will cause Japan to alternate between Fascist and Paternal Autocrat regardless of the choice made here.
=== Anti-Comintern Pact===
Beginning in January, 1937, Germany will likely seek agreement in the anti-comintern pact. If it does, Japan has the following options:
* Sign the Pact: move 1 authoritarian, 1 interventionism.
* move 1 isolationism
=== Marco Polo Bridge Incident ===
This event is among the most important events for Japan, as it signals the beginning of the Sino-Japanese war. The event may fire anytime between June 1, 1937 and August 29, 1937.
* Teach the Chinese a Lesson: War with China. Loose 10 dissent, gain 1 interventionism, 2 moves to hawk, 50 new manpower.
* We Cannot Afford a War: Gain 3 dissent, move 1 to dove lobby, and 1 to isolationism.
=== Panay Incident ===
After the Nanjing Massacre, the Japanese attack US vessels:
* Compensation must be paid: Loose $500, and 1 move to isolationism
* Let them know fear: move 1 toward interventionism, loose 1 dissent, gain 1% belligerence.
=== Capture of Automedon ===
This event will occur sometime in 1940:
* These documents are important: Gain 1 interventionism, 1 hawk, and 1000 oil
* These documents are irrelevant: Move 1 isolationism, 1 dove lobby
=== The Fate of China ===
After a Japanese victory against China, Japan has three options:
* '''Install a loyal puppet:''' All existing Chinese warlords will be annexed. Nationalist China will be recreated in part, with Japanese holdings surrounding it. This is a powerful choice, and many players see this as the most gamey choice: Nationalist China will provide Japan an enormous number of free infantry.
* '''Carve up the Chinese lands:''' Japan will recreate four Chinese warlords as puppets, while Nationalist China will disappear. Each puppet is larger than they were in 1936, but still relatively weak. This is often considered the most historical option, since Japan did historically create two puppet enclaves. This option also prevents any one puppet from being ridiculously strong, while still being strong enough to provide Japan with some assistance.
* '''Total occupation:''' Japan will automatically annex all adversaries, with the exception of Sinkiang, and gain 3 dissent. Japan gains a total of 34 base IC with this option. In HoI2 and Doomsday, the partisan activity in such a massive land mass will seriously hurt Japan, and cripple Japanese [[TC]]. In Armageddon, partisan activity will disappear within 2 years, well in time for the war with the Allies.
There is a way you can choose both of the first two options. Click "Carve up the Chinese mainlands" when you get the event, then go to the diplomacy tab where you can create Nationalist China as a puppet. Interestingly, even though it's a puppet, Nationalist China will still annex the warlords if the latter lose enough provinces in a subsequent war.
===Changfukeng Incident===
This will occur between July 15, 1938 and September 20, 1938. The player does not have a choice about the effects, which are: loose 3 manpower, loose 500 supplies, move 1 hawk.
=== Tri-Partitate Pact ===
Beginning January, 1939, Germany will likely seek agreement in the Tri-Partiate Pact. This is a meaningless agreement in game terms. If Germany offers the pact, Japan has the following options:
* Sign the Pact: Gain 10 money, 1 move to interventionism
* This Pact is not Needed: Loose 10 money, move 1 isolationism.
===Nomonhan Incident===
This will occur between May 11, 1939 and September 20, 1939.
* We have lost this battle: Gain 1 dissent, loose 40 manpower, loose 1500 supplies, 1 step hawk.
* This defeat must be avenged: War with the Soviet Union. Gain 1 dissent, loose 40 manpower, loose 1500 supplies, 2 steps hawk.
=== Colonies of Vichy France ===
After Germany defeats France and creates Vichy, this event will fire (usually around June 26, 1941).
* Demand Indochina: Inherit all of Indochina, receive four garrison divisions.
* Demand Airbases: Gain 3 militia divisions, and two territories in Indochina.
* Demand Indochina and Madagascar: It is very likely Vichy will refuse this request. Otherwise, Japan will gain all of Indochina and Madagascar.
=== Pearl Harbor ===
As soon as the war against the USA starts you can choose to carry out the Surprise attack against Pearl Harbor or not.
If you do so you get
* Ambush Chance +30%
* Air and naval surprise chance +40%
* Land surprise chance + 20%
* one move towards hawk lobby
From now on there is a 10% chance every two months that the enemy recovers.
If Japan carries out the surprise attack the USA get
* -1 dissent
* +3 hawk lobby
* +4 interventionism
* +250 manpower
* +50 relations with UK
So the benefit for Japan is relatively small, the benefit for the USA is huge. So consider carefully which option you choose, only a very fast moving and very aggressive Japan will find that the bonus may outweigh the bonus for the USA. It is, however, gamey to "cancel the operation" when at war with the USA.
=== Japan pressures Siam ===
After the war with the Allies begins, this event will occur:
* Lean on Siam: Siam joins the Japanese Alliance
* Siam is Unimportant: No effect.
=== Siam aligns with Japan ===
In Armageddon this event fires as soon as Japan and Siam are in the same alliance, no matter how that happened:
* Siam becomes puppet state of Japan
==War==
Japan's militaristic expansion is the most complicated to manage of any other nation in the game. The war with China is fairly structured in terms of game events, and will proceed relatively easily. After a Japanese victory against China, however, Japan will not have any other events that lead into war until Pearl Harbor at the end of 1941.
=== Sino-Japan War ===
China has large tracts of land with low infrastructure and difficult terrain, so victory will not be swift: defeating China in one year is a good goal. All available forces can be dedicated to the war effort since Japan has complete naval supremacy over its neighbors: no invasion of the home islands, for example, is possible. Japan begins the game with three HQ units which is a reasonable amount to have for a successful Chinese campaign.
Japan's strategy during the war is to drive to complete annexation, and this can be achieved generally through force overruns, since the Japanese infantry and land doctrines are more advanced. Additionally, Japan can benefit from amphibious landings to split the Chinese force. Note that attacking the warlords (with the obvious exception of Shanxi) is not necessary and best avoided, since after the defeat of Japan they will capitulate. Otherwise, attacking a warlord means their nation and army will be annexed by Nationalist China after they've lost a few provinces. Communist China is not a typical warlord, and does not always join the war against Japan, but if it has it will be a thorn in Japan's side. The Communists have very defensible terrain due to land forts, mountainous terrain, and rivers. A containment strategy is effective -- dealing with them only after Nationalist China has been defeated.
==== Partisans ====
During your advance (and later, occupation) partisans will prove to be a very annoying menace. This is especially true in HoI2 and Doomsday, but not in Armageddon. Partisans reduce your transport capacity and will likely spark random province revolts. Since Japan starts the game with 31 garrisons, a good portion of these can be redeployed to reduce the partisan rating of occupied provinces. Each garrison exerts influence not only in the province where it is stationed, but in adjacent provinces as well. Therefore it's not necessary to have a garrison in each province, and many players use a checker board pattern. Mountaineers are the best weapon in dealing with revolts, since the vast majority of China is mountainous.
====Puppets====
In ARMA there are two puppets you can create DURING THE WAR. Northern China and China-Nanking. If you created Northern China during the war and then choose "Carve up the Chinese Mainland" in "The Fate of China" Shanxi will only consist of Anyang, and in some instances Changde.
=== Japanese-Soviet War ===
Historically Japan had several skirmishes with the Soviets which eventually led to Japan attempting to increase its borders by a few kilometers into Mongolia. The game models these essentially tactical level battles via events in 1938 and 1939. The Nomonhan Incident event will allow the player to declare war on the USSR. If Japan attempts to take on the Soviet Union in 1939, it will be an uphill battle. Japan will at best acheive a stalemate or some few gains in Siberia until the Germans attack; when they do, Soviet is likely doomed.
Some players suggest attacking the USSR immediately after Germany's Barbarrossa. This would allow Japan a fairly easy battle against the Soviet Union, especially by attacking through Sinkiang. This soft underbelly of the USSR will have vast amounts of resources and industry in a relatively short distance. Due to this extreme Soviet weaknesses, most players view this as a gamey strategy.
=== Pacific War ===
Planning the war against the Allies is incredibly complex, far more than the planning required for any other nation. Specifically, Japan must develop distinct plans for:
* Far West: formerly the border of Sinkiang, now Japan borders British India and Pakistan. This presents the fastest opportunity to take India.
* South East Asia: Japanese border with British Burma. This is a difficult border and movement will be slow.
* Hong Kong: British stronghold
* Malaysia: Enormous source of British rare materials, with almost no defenses.
* Indonesia: Annex the Netherlands government in exile after taking just 7 VP territories, usually without any defenses.
* Philippines: A US puppet close to the homeland.
* Australia: A friendly harbor for US and British forces
* Pacific Islands: Guam, Wake Island, Midway, Johnson Island & Hawaii
A veteran HoI2 player can achieve all these objectives as Japan in less than 6 months. In fact, the key to such sweeping success is extremely rapid movement, as giving the enemy time to recover, especially the USA, will lead to disastrous results. Historically, Japan understood that while Malaysia and Indonesia were its main targets, the USA would ultimately interfere with its expansionism. For this reason, Japan's first most important target are the US Pacific Islands followed by the Philippines.
At least one major naval battle will occur, likely early in the war. The British fleet is no concern, but the US Navy will have a fairly powerful fleet. It is very important to engage relatively early (before the USA begins massive carrier building programs), and ensure enough carriers are in the battle. Typically, an eight carrier engagement (two 12 CTF fleets, for example) with 1941 CAG upgrades are sufficient. With advanced naval doctrines and upgraded CAGs, the US Navy will suffer a devastating blow. So long as at least one US carrier remains in the battle, Japanese carriers will continue sinking US ships beyond firing range.
Pacific Islands, Malaysia, the Philippines, Indonesia, Burma and India all cause zero dissent when captured. This makes it possible for Japanese TC to remain green despite tremendous expansion of the empire. Australia, however, has very high dissent when territories are taken, and garrisons are essential for quelling future revolts. Due to the horrible landscape and infrastructure, try to capture provinces using troops from transports. Even after troops make landfall, instead of moving them on the ground, load them back onto transports to take the next territory. It is not necessary to take every province when attacking the Netherlands, Philippines, and Australia: focus on the VP provinces for annexation.
=== Beyond the Pacific ===
After a complete conquest of the Pacific Theater, what will Japan do? Japan has three distinct options:
* Defense: Defend all pacific islands captured, continue fleet building, and see how long you can last against the US Navy. This is the most realistic option.
* Soviet War: Considering the Pacific War can be won by the summer of 1942, the German offensive against the Soviet Union has likely begun to stall. This option is fairly realistic considering past tension with the USSR. The Soviet far east, in particular, had long been sought after by Japan, and the nation of Primorsk can be released.
* USA mainland: This can be challenging, but also surprisingly easy. The invasion route is simply: San Diego --> Panama --> New York. Focus all efforts on the North Eastern USA, as that will hurt the US the most.
==== Defensive Strategy ====
An effective defense relies on a good offense. Japan can take all islands in the Pacific and garrison them. Some islands, such as the Aleutian Islands in the North and Christmas Island in the South, can be a good place to build naval bases. A naval base on Christmas island can later be used to capture Panama, and make US naval travel a little more difficult. Airbases are also very useful, since they lift the fog of war for adjacent sea provinces, so massive airbase building and deployment to islands is helpful. Moreover, airbases provide a staging ground for naval bombers.
==== Soviet Far East Strategy ====
A good attack on the USSR needs a lot of cavalry or motorized infantry to quickly grab VP provinces before they can respond.
====US Mainland Strategy ====
== Gaming the System ==
Considerable abuse of the AI and game system (e.g. "gamey tactics") are possible. Almost all [[gamey tactics]] are completely ahistorical and unrealistic, and many players consider them cheating. For example, a puppet Nationalist China is extremely powerful, producing hordes of infantry. Even Communist China can be made into a puppet through a peace deal, giving Japan access to excellent commanders and a relatively advanced army of infantry and mountaineers.
===Colonies===
==== Persio-Japan War ====
The year is 1936, we're in August and Persia is the key toward the world. Declaring war will be easy because most nations ignore the Persians. Landing in Persia is easy because they don't idolize a navy and can't stand up toward your mighty armada of death. you will need about 5 infantry units and 7 militias. once conquering Persia you will have entries into the middle east, Soviet union, Afghanistan, and India. Build up all troops into Persia and create garrison borders around you colony.
==== Congo-Japan War ====
After Persian Victory, you are at war at china. play correctly and you will win by 1938. This gives you 3 years until the next major war. During this period, Japan is having a peaceful year. We can change this. Quickly declare war on Belgium and land in there colonies. They never bother to defend them. After your conquest of colonies, build up units and hit the main land. Taking Belgium will give you a french entry point. More importantly, Ireland.
==== Ireo-Japan War ====
With your colonies, you are in the early 1939 period. Declare war on Ireland because they are weakly defended. land in the ireland with 2 Tanks and 1 infantry. Push them away from Dublin and move them west. soon Ireland is beaten and you have a great colonized empire.
==== Advantages ====
Now you can attack France from Brest, North east France and all of western Africa. Once you conquer France, you should offer an Axis alliance so you can create the massive mega power.
===United Front Against Soviet Aggression===
In some circumstances Japan can form an alliance with [[Sinkiang]]. If Japan declares war on the Soviet Union while it's allied with Sinkiang--and it's not yet at war with [[Nationalist China]] and [[Communist China]]--the others will often side with Japan and Sinkiang because of an event they receive. If Nationalist China went Fascist at the Xian Incident, it will revert to Paternal Autocrat when it joins this United Front. Sinkiang will often formally change its alliance from Japan to China, which means it's likely to get annexed during the war, as is [[Xibei San Ma]].
== Further strategy guides ==
* [[Colonial Empire An Alternative Strategy for Japan]] – A strategy guide for Japan in the 1936 Campaign
* [[Japan Conquering the world - in Very Hard difficulty level]] – This is a strategy guide for playing an ahistorical way of conquering the world.
[[Category:National Strategy]]
[[Category:Countries]]
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{{Country guides}}
==Overview==
{{Anthology}}
[[Japan]] must expand to thrive. Japan has the second weakest industrial base of all Major powers (better only than Italy), and limited resources. Japan is one of the most challenging, and also the most fun, major power to play because it requires a mastery of land and naval warfare. The need for expansion is not optional, as Japan will drive deep into the mountains of China to the jungles of Indonesia, and if successful far beyond.
==Technology==
* Industrial: Japan's highest priority are techs that boost IC, IC efficiency, production time and research efficiency. Generally, oil conversion techs are also important due to Japans lack of this resource. Try to always be a step ahead with decryption and encryption techs, as these will help you win naval battles. Manpower techs might be good, but if you choose to rely on puppets to supply the bulk of your infantry, these techs can be safely ignored until later in the war.
* Infantry: Good infantry and marines are essential, while cavalry and mountaineers are good but not necessary. Japan do begin with quite a few cavalry divisions, and it might be worthwhile keeping them up to date.
* Air force: Fighters and tactical and naval bombers are most important due to the great ranges necessary in Asia and the Pacific, but you can also build airfields near expected fronts and research interceptors and CAS.
* Navy: Aircraft Carriers and up-to-date support ships are a must, with Admiral Isoroku Yamamoto Japan can easily rival the US in leading the world in Naval Doctrine techs.
See a complete listing of all [[Japanese Tech Team]]s.
==Diplomacy==
===Alliances===
Japan begins the game with a puppet state Manchukuo, which is also its first ally. During the invasion of China, Japan will be prompted to create Mengukuko as a new puppet, which is always a good choice. Later in the game, Japan must decide whether or not to join the Axis. Joining the Axis too early is dangerous, as it will embroil Japan in a war against the Allies, and later, the Soviet Union. For these reasons, Japan does not typically join the Axis.
===Sliders===
Japan receives several free slider moves. Assuming a historical direction, Japan will have 6 hawk moves and 6 interventionism moves by 1939. Since only 2 of each are needed in 1936, both can be safely ignored. Therefore, early slider moves are best towards Central Planning, which will provide immediate IC bonuses. With Central Planning maxxed by 1937, in 1938 slider moves should drive towards Standing Army.
===Ministers===
Japan begins the game with decent ministers, but fortunately a good pool of alternatives. If Japan will listen to the demands after the 2-2-6 incident, no initial minister changes are worthwhile.
* '''Chief of the Army:''' Satoru provides a -15% supply consumption bonus
* '''Head of Intelligence:''' Shiro provides a +5% IC bonus
* '''Armaments Minister:''' Gotaro provides a +5% IC bonus, and +10% industrial research bonus
Before the Sino-Japanese war begins in the summer of 1937, minister changes are essentially "free" due to the reduction of dissent the war causes. Changes can include:
* '''Armaments Minister:''' Kazue provides +20% supplies
* '''Chief of the Army:''' Satoru provides a -15% supply consumption bonus
* '''Chef of the Navy:''' Jisaburo provides a minor carrier defensive bonus
* '''Chief of Staff:''' Tashiro provides a +20% org regain
* '''Minister of Security:''' Keisuke provides +15% foreign IC use, while Kesago provides manpower bonuses.
==Intelligence==
Japan will benefit from spying, particularly in stealing blueprints from the USA.
==Economy==
===Trading===
Japan has several resource shortages at the beginning of the game, including a deficit of rare materials and metal. In fact, without having Manchukuo as a puppet, Japan would have extreme resource shortages, which accurately reflects Japan's enormous reliance on foreign holdings to support its nascent industry. Japan's best trading partners are, in order:
* USA: Japan's best trade partner before war. Trading the USA for money is a great way to free-up IC used on consumer goods.
* Siam: Favorable trades, but not much to trade.
* Germany
* Italy
* Turkey
* Soviet Union
* France
===Industrial Production===
Early industrial production for Japan is not wise nor necessary, due to the early war with China. Japan needs to perform all upgrades to ensure all infantry are 1936. Airbase production can be helpful for islands, since airbases lift the fog of war for the adjacent sea province.
==Military==
===Army===
For Japan's existing military, some players prefer to remove island based garrisons in order to use them to quell dissent in occupied China. The Japanese military begins the game very heavily brigaded, with a huge amount of anti-aircraft brigades, and some anti-tank brigades. AA brigades will only slowdown mainland China infantry, but can provide some benefit to island garrisons.
For military production, Japan will rely heavily almost exclusively on Infantry without brigades and HQ units. Some players may also build Marines, Cavalry and Mountaineers for rapid movement in some terrain types. Militia can help bulk out Japan's armies in China, and are very affordable as Japan has lots of manpower to burn but not the best IC. Generally, Japan does not have the TC nor the fuel necessary for a serious motorized army until later in the game. After a summer of upgrades, Japan can build a nine-parallel run of infantry, creating around 45 infantry divisions before the war with China.
===Navy===
Mastery of the seas is vital for Japanese success. As such, the [[Naval Primer]] is required reading for a Japanese player, with particular focus on [[Carrier Task Force]]. All ships are useful, but carriers, light carriers, destroyers and submarines especially so.
The Japanese starting fleet is arguably the most powerful in the world, with the UK's Royal Navy being a close second. When the starting fleet is properly re-organized into a CTF and SAGs, the Japanese Navy is a formidable force. The main limitation of the older naval models is limited range, but these are still very useful for local defensive missions, particularly sub hunting. The entire starting fleet -- 97 vessels in total -- require 6.3 IC dedicated to supplies. A simple reorganization will create two SAG fleets (30 vessels each); two transport fleets (10 vessels each); a sub fleet (6 vessels); and a CTF fleet (3 carriers). The CTF, with a 3000 km range, is best accompanied by modern destroyers.
Despite its early dominance, Japan will need to dedicate considerable time and effort to its Navy, with a strong focus on carriers. No less than two parallel carrier builds should begin no later than 1938. Extra transports and convoy vessels are also particularly helpful.
===Air Force===
The vast distances and varied terrain over which Japan can expect combat make air power a good investment. The mountains and low infrastructure of China translate into long, ORG-sapping marches for your infantry, which means that anything you can do to ORG losses in combat is important. Bombers can keep Nationalist forces at low ORG, making for easy victories and a faster conquest of China. In the Pacific, the huge distances between island fortresses and both sides' dependence upon sea transport and supply means that careful use of aircraft give you freedom of movement and deny it to your enemies. However, Japan's relatively low IC means that fewer aircraft can be built and maintained. This forces Japan to concentrate on fewer types of aircraft than its primary opponent, the United States.
Japan starts with TAC, INT, and NAV. INT are less useful in the Pacific, due to their shorter range, but can still perform well, especially if you focus on Asia and Africa or even Europe rather than the US. As for bombers, Japan need only focus on TAC and NAV, though CAS can be great. STR are pointless in Asia, since IC is spread thin, and would only be useful against the USA after capturing Hawaii. Their high IC cost means that they will provide very little bang for their buck. TAC and NAV should be your highest aircraft priority. They benefit from the same doctrines and TAC is versatile enough to reduce ORG of land units and inflict some damage on ships. NAV is really a no-brainer for Japan.
Due to Japan's lack of IC, you might be tempted to skimp on ESC for your TAC and NAV. Don't. A couple of bad rounds of combat can end up costing more IC and time than it would have taken to build them in the first place.
==Events==
=== The 2-2-6 Incident ===
This event occurs on February 25, 1936:
* Crush this coup: Gain 1 dissent, 1 move to interventionism, 3 to democratic, 4 to political left, and 1 to closed society. Remain Paternal Autocrat.
* Listen to their demands: Gain 3 dissent, 2 moves to interventionism, 3 to authoritarian, 3 to political right, 3 to closed society, 1 to hawk lobby. Become a National Socialist nation. Minister changes include Shiro to Head of Intelligence, and the loss of Social Conservative ministers such as Gataro.
For a normal game, listening to demands is a far more powerful choice, though as the game progresses a subsequent series of coups will cause Japan to alternate between Fascist and Paternal Autocrat regardless of the choice made here.
=== Anti-Comintern Pact===
Beginning in January, 1937, Germany will likely seek agreement in the anti-comintern pact. If it does, Japan has the following options:
* Sign the Pact: move 1 authoritarian, 1 interventionism.
* move 1 isolationism
=== Marco Polo Bridge Incident ===
This event is among the most important events for Japan, as it signals the beginning of the Sino-Japanese war. The event may fire anytime between June 1, 1937 and August 29, 1937.
* Teach the Chinese a Lesson: War with China. Loose 10 dissent, gain 1 interventionism, 2 moves to hawk, 50 new manpower.
* We Cannot Afford a War: Gain 3 dissent, move 1 to dove lobby, and 1 to isolationism.
=== Panay Incident ===
After the Nanjing Massacre, the Japanese attack US vessels:
* Compensation must be paid: Loose $500, and 1 move to isolationism
* Let them know fear: move 1 toward interventionism, loose 1 dissent, gain 1% belligerence.
=== Capture of Automedon ===
This event will occur sometime in 1940:
* These documents are important: Gain 1 interventionism, 1 hawk, and 1000 oil
* These documents are irrelevant: Move 1 isolationism, 1 dove lobby
=== The Fate of China ===
After a Japanese victory against China, Japan has three options:
* '''Install a loyal puppet:''' All existing Chinese warlords will be annexed. Nationalist China will be recreated in part, with Japanese holdings surrounding it. This is a powerful choice, and many players see this as the most gamey choice: Nationalist China will provide Japan an enormous number of free infantry.
* '''Carve up the Chinese lands:''' Japan will recreate four Chinese warlords as puppets, while Nationalist China will disappear. Each puppet is larger than they were in 1936, but still relatively weak. This is often considered the most historical option, since Japan did historically create two puppet enclaves. This option also prevents any one puppet from being ridiculously strong, while still being strong enough to provide Japan with some assistance.
* '''Total occupation:''' Japan will automatically annex all adversaries, with the exception of Sinkiang, and gain 3 dissent. Japan gains a total of 34 base IC with this option. In HoI2 and Doomsday, the partisan activity in such a massive land mass will seriously hurt Japan, and cripple Japanese [[TC]]. In Armageddon, partisan activity will disappear within 2 years, well in time for the war with the Allies.
There is a way you can choose both of the first two options. Click "Carve up the Chinese mainlands" when you get the event, then go to the diplomacy tab where you can create Nationalist China as a puppet. Interestingly, even though it's a puppet, Nationalist China will still annex the warlords if the latter lose enough provinces in a subsequent war.
===Changfukeng Incident===
This will occur between July 15, 1938 and September 20, 1938. The player does not have a choice about the effects, which are: loose 3 manpower, loose 500 supplies, move 1 hawk.
=== Tri-Partitate Pact ===
Beginning January, 1939, Germany will likely seek agreement in the Tri-Partiate Pact. This is a meaningless agreement in game terms. If Germany offers the pact, Japan has the following options:
* Sign the Pact: Gain 10 money, 1 move to interventionism
* This Pact is not Needed: Loose 10 money, move 1 isolationism.
===Nomonhan Incident===
This will occur between May 11, 1939 and September 20, 1939.
* We have lost this battle: Gain 1 dissent, loose 40 manpower, loose 1500 supplies, 1 step hawk.
* This defeat must be avenged: War with the Soviet Union. Gain 1 dissent, loose 40 manpower, loose 1500 supplies, 2 steps hawk.
=== Colonies of Vichy France ===
After Germany defeats France and creates Vichy, this event will fire (usually around June 26, 1941).
* Demand Indochina: Inherit all of Indochina, receive four garrison divisions.
* Demand Airbases: Gain 3 militia divisions, and two territories in Indochina.
* Demand Indochina and Madagascar: It is very likely Vichy will refuse this request. Otherwise, Japan will gain all of Indochina and Madagascar.
=== Pearl Harbor ===
As soon as the war against the USA starts you can choose to carry out the Surprise attack against Pearl Harbor or not.
If you do so you get
* Ambush Chance +30%
* Air and naval surprise chance +40%
* Land surprise chance + 20%
* one move towards hawk lobby
From now on there is a 10% chance every two months that the enemy recovers.
If Japan carries out the surprise attack the USA get
* -1 dissent
* +3 hawk lobby
* +4 interventionism
* +250 manpower
* +50 relations with UK
So the benefit for Japan is relatively small, the benefit for the USA is huge. So consider carefully which option you choose, only a very fast moving and very aggressive Japan will find that the bonus may outweigh the bonus for the USA. It is, however, gamey to "cancel the operation" when at war with the USA.
=== Japan pressures Siam ===
After the war with the Allies begins, this event will occur:
* Lean on Siam: Siam joins the Japanese Alliance
* Siam is Unimportant: No effect.
=== Siam aligns with Japan ===
In Armageddon this event fires as soon as Japan and Siam are in the same alliance, no matter how that happened:
* Siam becomes puppet state of Japan
==War==
Japan's militaristic expansion is the most complicated to manage of any other nation in the game. The war with China is fairly structured in terms of game events, and will proceed relatively easily. After a Japanese victory against China, however, Japan will not have any other events that lead into war until Pearl Harbor at the end of 1941.
=== Sino-Japan War ===
China has large tracts of land with low infrastructure and difficult terrain, so victory will not be swift: defeating China in one year is a good goal. All available forces can be dedicated to the war effort since Japan has complete naval supremacy over its neighbors: no invasion of the home islands, for example, is possible. Japan begins the game with three HQ units which is a reasonable amount to have for a successful Chinese campaign.
Japan's strategy during the war is to drive to complete annexation, and this can be achieved generally through force overruns, since the Japanese infantry and land doctrines are more advanced. Additionally, Japan can benefit from amphibious landings to split the Chinese force. Note that attacking the warlords (with the obvious exception of Shanxi) is not necessary and best avoided, since after the defeat of Japan they will capitulate. Otherwise, attacking a warlord means their nation and army will be annexed by Nationalist China after they've lost a few provinces. Communist China is not a typical warlord, and does not always join the war against Japan, but if it has it will be a thorn in Japan's side. The Communists have very defensible terrain due to land forts, mountainous terrain, and rivers. A containment strategy is effective -- dealing with them only after Nationalist China has been defeated.
==== Partisans ====
During your advance (and later, occupation) partisans will prove to be a very annoying menace. This is especially true in HoI2 and Doomsday, but not in Armageddon. Partisans reduce your transport capacity and will likely spark random province revolts. Since Japan starts the game with 31 garrisons, a good portion of these can be redeployed to reduce the partisan rating of occupied provinces. Each garrison exerts influence not only in the province where it is stationed, but in adjacent provinces as well. Therefore it's not necessary to have a garrison in each province, and many players use a checker board pattern. Mountaineers are the best weapon in dealing with revolts, since the vast majority of China is mountainous.
====Puppets====
In ARMA there are two puppets you can create DURING THE WAR. Northern China and China-Nanking. If you created Northern China during the war and then choose "Carve up the Chinese Mainland" in "The Fate of China" Shanxi will only consist of Anyang, and in some instances Changde.
=== Japanese-Soviet War ===
Historically Japan had several skirmishes with the Soviets which eventually led to Japan attempting to increase its borders by a few kilometers into Mongolia. The game models these essentially tactical level battles via events in 1938 and 1939. The Nomonhan Incident event will allow the player to declare war on the USSR. If Japan attempts to take on the Soviet Union in 1939, it will be an uphill battle. Japan will at best acheive a stalemate or some few gains in Siberia until the Germans attack; when they do, Soviet is likely doomed.
Some players suggest attacking the USSR immediately after Germany's Barbarrossa. This would allow Japan a fairly easy battle against the Soviet Union, especially by attacking through Sinkiang. This soft underbelly of the USSR will have vast amounts of resources and industry in a relatively short distance. Due to this extreme Soviet weaknesses, most players view this as a gamey strategy. You can also get around a non-aggression treaty by declaring war on one of that country's allies.
=== Pacific War ===
Planning the war against the Allies is incredibly complex, far more than the planning required for any other nation. Specifically, Japan must develop distinct plans for:
* Far West: formerly the border of Sinkiang, now Japan borders British India and Pakistan. This presents the fastest opportunity to take India.
* South East Asia: Japanese border with British Burma. This is a difficult border and movement will be slow.
* Hong Kong: British stronghold
* Malaysia: Enormous source of British rare materials, with almost no defenses.
* Indonesia: Annex the Netherlands government in exile after taking just 7 VP territories, usually without any defenses.
* Philippines: A US puppet close to the homeland.
* Australia: A friendly harbor for US and British forces
* Pacific Islands: Guam, Wake Island, Midway, Johnson Island & Hawaii
A veteran HoI2 player can achieve all these objectives as Japan in less than 6 months. In fact, the key to such sweeping success is extremely rapid movement, as giving the enemy time to recover, especially the USA, will lead to disastrous results. Historically, Japan understood that while Malaysia and Indonesia were its main targets, the USA would ultimately interfere with its expansionism. For this reason, Japan's first most important target are the US Pacific Islands followed by the Philippines.
At least one major naval battle will occur, likely early in the war. The British fleet is no concern, but the US Navy will have a fairly powerful fleet. It is very important to engage relatively early (before the USA begins massive carrier building programs), and ensure enough carriers are in the battle. Typically, an eight carrier engagement (two 12 CTF fleets, for example) with 1941 CAG upgrades are sufficient. With advanced naval doctrines and upgraded CAGs, the US Navy will suffer a devastating blow. So long as at least one US carrier remains in the battle, Japanese carriers will continue sinking US ships beyond firing range.
Pacific Islands, Malaysia, the Philippines, Indonesia, Burma and India all cause zero dissent when captured. This makes it possible for Japanese TC to remain green despite tremendous expansion of the empire. Australia, however, has very high dissent when territories are taken, and garrisons are essential for quelling future revolts. Due to the horrible landscape and infrastructure, try to capture provinces using troops from transports. Even after troops make landfall, instead of moving them on the ground, load them back onto transports to take the next territory. It is not necessary to take every province when attacking the Netherlands, Philippines, and Australia: focus on the VP provinces for annexation.
=== Beyond the Pacific ===
After a complete conquest of the Pacific Theater, what will Japan do? Japan has three distinct options:
* Defense: Defend all pacific islands captured, continue fleet building, and see how long you can last against the US Navy. This is the most realistic option.
* Soviet War: Considering the Pacific War can be won by the summer of 1942, the German offensive against the Soviet Union has likely begun to stall. This option is fairly realistic considering past tension with the USSR. The Soviet far east, in particular, had long been sought after by Japan, and the nation of Primorsk can be released.
* USA mainland: This can be challenging, but also surprisingly easy. The invasion route is simply: San Diego --> Panama --> New York. Focus all efforts on the North Eastern USA, as that will hurt the US the most.
==== Defensive Strategy ====
An effective defense relies on a good offense. Japan can take all islands in the Pacific and garrison them. Some islands, such as the Aleutian Islands in the North and Christmas Island in the South, can be a good place to build naval bases. A naval base on Christmas island can later be used to capture Panama, and make US naval travel a little more difficult. Airbases are also very useful, since they lift the fog of war for adjacent sea provinces, so massive airbase building and deployment to islands is helpful. Moreover, airbases provide a staging ground for naval bombers.
==== Soviet Far East Strategy ====
A good attack on the USSR needs a lot of cavalry or motorized infantry to quickly grab VP provinces before they can respond.
====US Mainland Strategy ====
== Gaming the System ==
Considerable abuse of the AI and game system (e.g. "gamey tactics") are possible. Almost all [[gamey tactics]] are completely ahistorical and unrealistic, and many players consider them cheating. For example, a puppet Nationalist China is extremely powerful, producing hordes of infantry. Even Communist China can be made into a puppet through a peace deal, giving Japan access to excellent commanders and a relatively advanced army of infantry and mountaineers.
===Colonies===
==== Persio-Japan War ====
The year is 1936, we're in August and Persia is the key toward the world. Declaring war will be easy because most nations ignore the Persians. Landing in Persia is easy because they don't idolize a navy and can't stand up toward your mighty armada of death. you will need about 5 infantry units and 7 militias. once conquering Persia you will have entries into the middle east, Soviet union, Afghanistan, and India. Build up all troops into Persia and create garrison borders around you colony.
==== Congo-Japan War ====
After Persian Victory, you are at war at china. play correctly and you will win by 1938. This gives you 3 years until the next major war. During this period, Japan is having a peaceful year. We can change this. Quickly declare war on Belgium and land in there colonies. They never bother to defend them. After your conquest of colonies, build up units and hit the main land. Taking Belgium will give you a french entry point. More importantly, Ireland.
==== Ireo-Japan War ====
With your colonies, you are in the early 1939 period. Declare war on Ireland because they are weakly defended. land in the ireland with 2 Tanks and 1 infantry. Push them away from Dublin and move them west. soon Ireland is beaten and you have a great colonized empire.
==== Advantages ====
Now you can attack France from Brest, North east France and all of western Africa. Once you conquer France, you should offer an Axis alliance so you can create the massive mega power.
===United Front Against Soviet Aggression===
In some circumstances Japan can form an alliance with [[Sinkiang]]. If Japan declares war on the Soviet Union while it's allied with Sinkiang--and it's not yet at war with [[Nationalist China]] and [[Communist China]]--the others will often side with Japan and Sinkiang because of an event they receive. If Nationalist China went Fascist at the Xian Incident, it will revert to Paternal Autocrat when it joins this United Front. Sinkiang will often formally change its alliance from Japan to China, which means it's likely to get annexed during the war, as is [[Xibei San Ma]].
== Further strategy guides ==
* [[Colonial Empire An Alternative Strategy for Japan]] – A strategy guide for Japan in the 1936 Campaign
* [[Japan Conquering the world - in Very Hard difficulty level]] – This is a strategy guide for playing an ahistorical way of conquering the world.
[[Category:National Strategy]]
[[Category:Countries]]
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{{Country guides}}
==Overview==
{{Anthology}}
[[Japan]] must expand to thrive. Japan has the second weakest industrial base of all Major powers (better only than Italy), and limited resources. Japan is one of the most challenging, and also the most fun, major power to play because it requires a mastery of land and naval warfare. The need for expansion is not optional, as Japan will drive deep into the mountains of China to the jungles of Indonesia, and if successful far beyond.
==Technology==
* Industrial: Japan's highest priority are techs that boost IC, IC efficiency, production time and research efficiency. Generally, oil conversion techs are also important due to Japans lack of this resource. Try to always be a step ahead with decryption and encryption techs, as these will help you win naval battles. Manpower techs might be good, but if you choose to rely on puppets to supply the bulk of your infantry, these techs can be safely ignored until later in the war.
* Infantry: Good infantry and marines are essential, while cavalry and mountaineers are good but not necessary. Japan do begin with quite a few cavalry divisions, and it might be worthwhile keeping them up to date.
* Air force: Fighters and tactical and naval bombers are most important due to the great ranges necessary in Asia and the Pacific, but you can also build airfields near expected fronts and research interceptors and CAS.
* Navy: Aircraft Carriers and up-to-date support ships are a must, with Admiral Isoroku Yamamoto Japan can easily rival the US in leading the world in Naval Doctrine techs.
See a complete listing of all [[Japanese Tech Team]]s.
==Diplomacy==
===Alliances===
Japan begins the game with a puppet state Manchukuo, which is also its first ally. During the invasion of China, Japan will be prompted to create Mengukuko as a new puppet, which is always a good choice. Later in the game, Japan must decide whether or not to join the Axis. Joining the Axis too early is dangerous, as it will embroil Japan in a war against the Allies, and later, the Soviet Union. For these reasons, Japan does not typically join the Axis.
===Sliders===
Japan receives several free slider moves. Assuming a historical direction, Japan will have 6 hawk moves and 6 interventionism moves by 1939. Since only 2 of each are needed in 1936, both can be safely ignored. Therefore, early slider moves are best towards Central Planning, which will provide immediate IC bonuses. With Central Planning maxxed by 1937, in 1938 slider moves should drive towards Standing Army.
===Ministers===
Japan begins the game with decent ministers, but fortunately a good pool of alternatives. If Japan will listen to the demands after the 2-2-6 incident, no initial minister changes are worthwhile.
* '''Chief of the Army:''' Satoru provides a -15% supply consumption bonus
* '''Head of Intelligence:''' Shiro provides a +5% IC bonus
* '''Armaments Minister:''' Gotaro provides a +5% IC bonus, and +10% industrial research bonus
Before the Sino-Japanese war begins in the summer of 1937, minister changes are essentially "free" due to the reduction of dissent the war causes. Changes can include:
* '''Armaments Minister:''' Kazue provides +20% supplies
* '''Chief of the Army:''' Satoru provides a -15% supply consumption bonus
* '''Chef of the Navy:''' Jisaburo provides a minor carrier defensive bonus
* '''Chief of Staff:''' Tashiro provides a +20% org regain
* '''Minister of Security:''' Keisuke provides +15% foreign IC use, while Kesago provides manpower bonuses.
==Intelligence==
Japan will benefit from spying, particularly in stealing blueprints from the USA.
==Economy==
===Trading===
Japan has several resource shortages at the beginning of the game, including a deficit of rare materials and metal. In fact, without having Manchukuo as a puppet, Japan would have extreme resource shortages, which accurately reflects Japan's enormous reliance on foreign holdings to support its nascent industry. Japan's best trading partners are, in order:
* USA: Japan's best trade partner before war. Trading the USA for money is a great way to free-up IC used on consumer goods.
* Siam: Favorable trades, but not much to trade.
* Germany
* Italy
* Turkey
* Soviet Union
* France
===Industrial Production===
Early industrial production for Japan is not wise nor necessary, due to the early war with China. Japan needs to perform all upgrades to ensure all infantry are 1936. Airbase production can be helpful for islands, since airbases lift the fog of war for the adjacent sea province.
==Military==
===Army===
For Japan's existing military, some players prefer to remove island based garrisons in order to use them to quell dissent in occupied China. The Japanese military begins the game very heavily brigaded, with a huge amount of anti-aircraft brigades, and some anti-tank brigades. AA brigades will only slowdown mainland China infantry, but can provide some benefit to island garrisons.
For military production, Japan will rely heavily almost exclusively on Infantry without brigades and HQ units. Some players may also build Marines, Cavalry and Mountaineers for rapid movement in some terrain types. Militia can help bulk out Japan's armies in China, and are very affordable as Japan has lots of manpower to burn but not the best IC. Generally, Japan does not have the TC nor the fuel necessary for a serious motorized army until later in the game. After a summer of upgrades, Japan can build a nine-parallel run of infantry, creating around 45 infantry divisions before the war with China.
===Navy===
Mastery of the seas is vital for Japanese success. As such, the [[Naval Primer]] is required reading for a Japanese player, with particular focus on [[Carrier Task Force]]. All ships are useful, but carriers, light carriers, destroyers and submarines especially so.
The Japanese starting fleet is arguably the most powerful in the world, with the UK's Royal Navy being a close second. When the starting fleet is properly re-organized into a CTF and SAGs, the Japanese Navy is a formidable force. The main limitation of the older naval models is limited range, but these are still very useful for local defensive missions, particularly sub hunting. The entire starting fleet -- 97 vessels in total -- require 6.3 IC dedicated to supplies. A simple reorganization will create two SAG fleets (30 vessels each); two transport fleets (10 vessels each); a sub fleet (6 vessels); and a CTF fleet (3 carriers). The CTF, with a 3000 km range, is best accompanied by modern destroyers.
Despite its early dominance, Japan will need to dedicate considerable time and effort to its Navy, with a strong focus on carriers. No less than two parallel carrier builds should begin no later than 1938. Extra transports and convoy vessels are also particularly helpful.
===Air Force===
The vast distances and varied terrain over which Japan can expect combat make air power a good investment. The mountains and low infrastructure of China translate into long, ORG-sapping marches for your infantry, which means that anything you can do to ORG losses in combat is important. Bombers can keep Nationalist forces at low ORG, making for easy victories and a faster conquest of China. In the Pacific, the huge distances between island fortresses and both sides' dependence upon sea transport and supply means that careful use of aircraft give you freedom of movement and deny it to your enemies. However, Japan's relatively low IC means that fewer aircraft can be built and maintained. This forces Japan to concentrate on fewer types of aircraft than its primary opponent, the United States.
Japan starts with TAC, INT, and NAV. INT are less useful in the Pacific, due to their shorter range, but can still perform well, especially if you focus on Asia and Africa or even Europe rather than the US. As for bombers, Japan need only focus on TAC and NAV, though CAS can be great. STR are pointless in Asia, since IC is spread thin, and would only be useful against the USA after capturing Hawaii. Their high IC cost means that they will provide very little bang for their buck. TAC and NAV should be your highest aircraft priority. They benefit from the same doctrines and TAC is versatile enough to reduce ORG of land units and inflict some damage on ships. NAV is really a no-brainer for Japan.
Due to Japan's lack of IC, you might be tempted to skimp on ESC for your TAC and NAV. Don't. A couple of bad rounds of combat can end up costing more IC and time than it would have taken to build them in the first place.
==Events==
=== The 2-2-6 Incident ===
This event occurs on February 25, 1936:
* Crush this coup: Gain 1 dissent, 1 move to interventionism, 3 to democratic, 4 to political left, and 1 to closed society. Remain Paternal Autocrat.
* Listen to their demands: Gain 3 dissent, 2 moves to interventionism, 3 to authoritarian, 3 to political right, 3 to closed society, 1 to hawk lobby. Become a National Socialist nation. Minister changes include Shiro to Head of Intelligence, and the loss of Social Conservative ministers such as Gataro.
For a normal game, listening to demands is a far more powerful choice, though as the game progresses a subsequent series of coups will cause Japan to alternate between Fascist and Paternal Autocrat regardless of the choice made here.
=== Anti-Comintern Pact===
Beginning in January, 1937, Germany will likely seek agreement in the anti-comintern pact. If it does, Japan has the following options:
* Sign the Pact: move 1 authoritarian, 1 interventionism.
* move 1 isolationism
=== Marco Polo Bridge Incident ===
This event is among the most important events for Japan, as it signals the beginning of the Sino-Japanese war. The event may fire anytime between June 1, 1937 and August 29, 1937.
* Teach the Chinese a Lesson: War with China. Loose 10 dissent, gain 1 interventionism, 2 moves to hawk, 50 new manpower.
* We Cannot Afford a War: Gain 3 dissent, move 1 to dove lobby, and 1 to isolationism.
=== Panay Incident ===
After the Nanjing Massacre, the Japanese attack US vessels:
* Compensation must be paid: Loose $500, and 1 move to isolationism
* Let them know fear: move 1 toward interventionism, loose 1 dissent, gain 1% belligerence.
=== Capture of Automedon ===
This event will occur sometime in 1940:
* These documents are important: Gain 1 interventionism, 1 hawk, and 1000 oil
* These documents are irrelevant: Move 1 isolationism, 1 dove lobby
=== The Fate of China ===
After a Japanese victory against China, Japan has three options:
* '''Install a loyal puppet:''' All existing Chinese warlords will be annexed. Nationalist China will be recreated in part, with Japanese holdings surrounding it. This is a powerful choice, and many players see this as the most gamey choice: Nationalist China will provide Japan an enormous number of free infantry.
* '''Carve up the Chinese lands:''' Japan will recreate four Chinese warlords as puppets, while Nationalist China will disappear. Each puppet is larger than they were in 1936, but still relatively weak. This is often considered the most historical option, since Japan did historically create two puppet enclaves. This option also prevents any one puppet from being ridiculously strong, while still being strong enough to provide Japan with some assistance.
* '''Total occupation:''' Japan will automatically annex all adversaries, with the exception of Sinkiang, and gain 3 dissent. Japan gains a total of 34 base IC with this option. In HoI2 and Doomsday, the partisan activity in such a massive land mass will seriously hurt Japan, and cripple Japanese [[TC]]. In Armageddon, partisan activity will disappear within 2 years, well in time for the war with the Allies.
There is a way you can choose both of the first two options. Click "Carve up the Chinese mainlands" when you get the event, then go to the diplomacy tab where you can create Nationalist China as a puppet. Interestingly, even though it's a puppet, Nationalist China will still annex the warlords if the latter lose enough provinces in a subsequent war. You can also use the diplomacy tab to create puppets if you chose "total occupation". Be sure to create Yunnan and Guanxi clique before you create Nationalist China. You won't be able to create Shanxi this way if you earlier created Northern China.
===Changfukeng Incident===
This will occur between July 15, 1938 and September 20, 1938. The player does not have a choice about the effects, which are: loose 3 manpower, loose 500 supplies, move 1 hawk.
=== Tri-Partitate Pact ===
Beginning January, 1939, Germany will likely seek agreement in the Tri-Partiate Pact. This is a meaningless agreement in game terms. If Germany offers the pact, Japan has the following options:
* Sign the Pact: Gain 10 money, 1 move to interventionism
* This Pact is not Needed: Loose 10 money, move 1 isolationism.
===Nomonhan Incident===
This will occur between May 11, 1939 and September 20, 1939.
* We have lost this battle: Gain 1 dissent, loose 40 manpower, loose 1500 supplies, 1 step hawk.
* This defeat must be avenged: War with the Soviet Union. Gain 1 dissent, loose 40 manpower, loose 1500 supplies, 2 steps hawk.
=== Colonies of Vichy France ===
After Germany defeats France and creates Vichy, this event will fire (usually around June 26, 1941).
* Demand Indochina: Inherit all of Indochina, receive four garrison divisions.
* Demand Airbases: Gain 3 militia divisions, and two territories in Indochina.
* Demand Indochina and Madagascar: It is very likely Vichy will refuse this request. Otherwise, Japan will gain all of Indochina and Madagascar.
=== Pearl Harbor ===
As soon as the war against the USA starts you can choose to carry out the Surprise attack against Pearl Harbor or not.
If you do so you get
* Ambush Chance +30%
* Air and naval surprise chance +40%
* Land surprise chance + 20%
* one move towards hawk lobby
From now on there is a 10% chance every two months that the enemy recovers.
If Japan carries out the surprise attack the USA get
* -1 dissent
* +3 hawk lobby
* +4 interventionism
* +250 manpower
* +50 relations with UK
So the benefit for Japan is relatively small, the benefit for the USA is huge. So consider carefully which option you choose, only a very fast moving and very aggressive Japan will find that the bonus may outweigh the bonus for the USA. It is, however, gamey to "cancel the operation" when at war with the USA.
=== Japan pressures Siam ===
After the war with the Allies begins, this event will occur:
* Lean on Siam: Siam joins the Japanese Alliance
* Siam is Unimportant: No effect.
=== Siam aligns with Japan ===
In Armageddon this event fires as soon as Japan and Siam are in the same alliance, no matter how that happened:
* Siam becomes puppet state of Japan
==War==
Japan's militaristic expansion is the most complicated to manage of any other nation in the game. The war with China is fairly structured in terms of game events, and will proceed relatively easily. After a Japanese victory against China, however, Japan will not have any other events that lead into war until Pearl Harbor at the end of 1941.
=== Sino-Japan War ===
China has large tracts of land with low infrastructure and difficult terrain, so victory will not be swift: defeating China in one year is a good goal. All available forces can be dedicated to the war effort since Japan has complete naval supremacy over its neighbors: no invasion of the home islands, for example, is possible. Japan begins the game with three HQ units which is a reasonable amount to have for a successful Chinese campaign.
Japan's strategy during the war is to drive to complete annexation, and this can be achieved generally through force overruns, since the Japanese infantry and land doctrines are more advanced. Additionally, Japan can benefit from amphibious landings to split the Chinese force. Note that attacking the warlords (with the obvious exception of Shanxi) is not necessary and best avoided, since after the defeat of Japan they will capitulate. Otherwise, attacking a warlord means their nation and army will be annexed by Nationalist China after they've lost a few provinces. Communist China is not a typical warlord, and does not always join the war against Japan, but if it has it will be a thorn in Japan's side. The Communists have very defensible terrain due to land forts, mountainous terrain, and rivers. A containment strategy is effective -- dealing with them only after Nationalist China has been defeated.
==== Partisans ====
During your advance (and later, occupation) partisans will prove to be a very annoying menace. This is especially true in HoI2 and Doomsday, but not in Armageddon. Partisans reduce your transport capacity and will likely spark random province revolts. Since Japan starts the game with 31 garrisons, a good portion of these can be redeployed to reduce the partisan rating of occupied provinces. Each garrison exerts influence not only in the province where it is stationed, but in adjacent provinces as well. Therefore it's not necessary to have a garrison in each province, and many players use a checker board pattern. Mountaineers are the best weapon in dealing with revolts, since the vast majority of China is mountainous.
====Puppets====
In ARMA there are two puppets you can create DURING THE WAR. Northern China and China-Nanking. If you created Northern China during the war and then choose "Carve up the Chinese Mainland" in "The Fate of China" Shanxi will only consist of Anyang, and in some instances Changde.
=== Japanese-Soviet War ===
Historically Japan had several skirmishes with the Soviets which eventually led to Japan attempting to increase its borders by a few kilometers into Mongolia. The game models these essentially tactical level battles via events in 1938 and 1939. The Nomonhan Incident event will allow the player to declare war on the USSR. If Japan attempts to take on the Soviet Union in 1939, it will be an uphill battle. Japan will at best acheive a stalemate or some few gains in Siberia until the Germans attack; when they do, Soviet is likely doomed.
Some players suggest attacking the USSR immediately after Germany's Barbarrossa. This would allow Japan a fairly easy battle against the Soviet Union, especially by attacking through Sinkiang. This soft underbelly of the USSR will have vast amounts of resources and industry in a relatively short distance. Due to this extreme Soviet weaknesses, most players view this as a gamey strategy. You can also get around a non-aggression treaty by declaring war on one of that country's allies.
=== Pacific War ===
Planning the war against the Allies is incredibly complex, far more than the planning required for any other nation. Specifically, Japan must develop distinct plans for:
* Far West: formerly the border of Sinkiang, now Japan borders British India and Pakistan. This presents the fastest opportunity to take India.
* South East Asia: Japanese border with British Burma. This is a difficult border and movement will be slow.
* Hong Kong: British stronghold
* Malaysia: Enormous source of British rare materials, with almost no defenses.
* Indonesia: Annex the Netherlands government in exile after taking just 7 VP territories, usually without any defenses.
* Philippines: A US puppet close to the homeland.
* Australia: A friendly harbor for US and British forces
* Pacific Islands: Guam, Wake Island, Midway, Johnson Island & Hawaii
A veteran HoI2 player can achieve all these objectives as Japan in less than 6 months. In fact, the key to such sweeping success is extremely rapid movement, as giving the enemy time to recover, especially the USA, will lead to disastrous results. Historically, Japan understood that while Malaysia and Indonesia were its main targets, the USA would ultimately interfere with its expansionism. For this reason, Japan's first most important target are the US Pacific Islands followed by the Philippines.
At least one major naval battle will occur, likely early in the war. The British fleet is no concern, but the US Navy will have a fairly powerful fleet. It is very important to engage relatively early (before the USA begins massive carrier building programs), and ensure enough carriers are in the battle. Typically, an eight carrier engagement (two 12 CTF fleets, for example) with 1941 CAG upgrades are sufficient. With advanced naval doctrines and upgraded CAGs, the US Navy will suffer a devastating blow. So long as at least one US carrier remains in the battle, Japanese carriers will continue sinking US ships beyond firing range.
Pacific Islands, Malaysia, the Philippines, Indonesia, Burma and India all cause zero dissent when captured. This makes it possible for Japanese TC to remain green despite tremendous expansion of the empire. Australia, however, has very high dissent when territories are taken, and garrisons are essential for quelling future revolts. Due to the horrible landscape and infrastructure, try to capture provinces using troops from transports. Even after troops make landfall, instead of moving them on the ground, load them back onto transports to take the next territory. It is not necessary to take every province when attacking the Netherlands, Philippines, and Australia: focus on the VP provinces for annexation.
=== Beyond the Pacific ===
After a complete conquest of the Pacific Theater, what will Japan do? Japan has three distinct options:
* Defense: Defend all pacific islands captured, continue fleet building, and see how long you can last against the US Navy. This is the most realistic option.
* Soviet War: Considering the Pacific War can be won by the summer of 1942, the German offensive against the Soviet Union has likely begun to stall. This option is fairly realistic considering past tension with the USSR. The Soviet far east, in particular, had long been sought after by Japan, and the nation of Primorsk can be released.
* USA mainland: This can be challenging, but also surprisingly easy. The invasion route is simply: San Diego --> Panama --> New York. Focus all efforts on the North Eastern USA, as that will hurt the US the most.
==== Defensive Strategy ====
An effective defense relies on a good offense. Japan can take all islands in the Pacific and garrison them. Some islands, such as the Aleutian Islands in the North and Christmas Island in the South, can be a good place to build naval bases. A naval base on Christmas island can later be used to capture Panama, and make US naval travel a little more difficult. Airbases are also very useful, since they lift the fog of war for adjacent sea provinces, so massive airbase building and deployment to islands is helpful. Moreover, airbases provide a staging ground for naval bombers.
==== Soviet Far East Strategy ====
A good attack on the USSR needs a lot of cavalry or motorized infantry to quickly grab VP provinces before they can respond.
====US Mainland Strategy ====
== Gaming the System ==
Considerable abuse of the AI and game system (e.g. "gamey tactics") are possible. Almost all [[gamey tactics]] are completely ahistorical and unrealistic, and many players consider them cheating. For example, a puppet Nationalist China is extremely powerful, producing hordes of infantry. Even Communist China can be made into a puppet through a peace deal, giving Japan access to excellent commanders and a relatively advanced army of infantry and mountaineers.
===Colonies===
==== Persio-Japan War ====
The year is 1936, we're in August and Persia is the key toward the world. Declaring war will be easy because most nations ignore the Persians. Landing in Persia is easy because they don't idolize a navy and can't stand up toward your mighty armada of death. you will need about 5 infantry units and 7 militias. once conquering Persia you will have entries into the middle east, Soviet union, Afghanistan, and India. Build up all troops into Persia and create garrison borders around you colony.
==== Congo-Japan War ====
After Persian Victory, you are at war at china. play correctly and you will win by 1938. This gives you 3 years until the next major war. During this period, Japan is having a peaceful year. We can change this. Quickly declare war on Belgium and land in there colonies. They never bother to defend them. After your conquest of colonies, build up units and hit the main land. Taking Belgium will give you a french entry point. More importantly, Ireland.
==== Ireo-Japan War ====
With your colonies, you are in the early 1939 period. Declare war on Ireland because they are weakly defended. land in the ireland with 2 Tanks and 1 infantry. Push them away from Dublin and move them west. soon Ireland is beaten and you have a great colonized empire.
==== Advantages ====
Now you can attack France from Brest, North east France and all of western Africa. Once you conquer France, you should offer an Axis alliance so you can create the massive mega power.
===United Front Against Soviet Aggression===
In some circumstances Japan can form an alliance with [[Sinkiang]]. If Japan declares war on the Soviet Union while it's allied with Sinkiang--and it's not yet at war with [[Nationalist China]] and [[Communist China]]--the others will often side with Japan and Sinkiang because of an event they receive. If Nationalist China went Fascist at the Xian Incident, it will revert to Paternal Autocrat when it joins this United Front. Sinkiang will often formally change its alliance from Japan to China, which means it's likely to get annexed during the war, as is [[Xibei San Ma]].
== Further strategy guides ==
* [[Colonial Empire An Alternative Strategy for Japan]] – A strategy guide for Japan in the 1936 Campaign
* [[Japan Conquering the world - in Very Hard difficulty level]] – This is a strategy guide for playing an ahistorical way of conquering the world.
[[Category:National Strategy]]
[[Category:Countries]]
0fce2bae265e40b57ef44b504d8f3ed82d00215d
1997
1996
2021-08-26T02:12:31Z
Lycan-bat
8439
/* Japanese-Soviet War */
wikitext
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[[Image:Jap-topbar.JPG]]
{{Country guides}}
==Overview==
{{Anthology}}
[[Japan]] must expand to thrive. Japan has the second weakest industrial base of all Major powers (better only than Italy), and limited resources. Japan is one of the most challenging, and also the most fun, major power to play because it requires a mastery of land and naval warfare. The need for expansion is not optional, as Japan will drive deep into the mountains of China to the jungles of Indonesia, and if successful far beyond.
==Technology==
* Industrial: Japan's highest priority are techs that boost IC, IC efficiency, production time and research efficiency. Generally, oil conversion techs are also important due to Japans lack of this resource. Try to always be a step ahead with decryption and encryption techs, as these will help you win naval battles. Manpower techs might be good, but if you choose to rely on puppets to supply the bulk of your infantry, these techs can be safely ignored until later in the war.
* Infantry: Good infantry and marines are essential, while cavalry and mountaineers are good but not necessary. Japan do begin with quite a few cavalry divisions, and it might be worthwhile keeping them up to date.
* Air force: Fighters and tactical and naval bombers are most important due to the great ranges necessary in Asia and the Pacific, but you can also build airfields near expected fronts and research interceptors and CAS.
* Navy: Aircraft Carriers and up-to-date support ships are a must, with Admiral Isoroku Yamamoto Japan can easily rival the US in leading the world in Naval Doctrine techs.
See a complete listing of all [[Japanese Tech Team]]s.
==Diplomacy==
===Alliances===
Japan begins the game with a puppet state Manchukuo, which is also its first ally. During the invasion of China, Japan will be prompted to create Mengukuko as a new puppet, which is always a good choice. Later in the game, Japan must decide whether or not to join the Axis. Joining the Axis too early is dangerous, as it will embroil Japan in a war against the Allies, and later, the Soviet Union. For these reasons, Japan does not typically join the Axis.
===Sliders===
Japan receives several free slider moves. Assuming a historical direction, Japan will have 6 hawk moves and 6 interventionism moves by 1939. Since only 2 of each are needed in 1936, both can be safely ignored. Therefore, early slider moves are best towards Central Planning, which will provide immediate IC bonuses. With Central Planning maxxed by 1937, in 1938 slider moves should drive towards Standing Army.
===Ministers===
Japan begins the game with decent ministers, but fortunately a good pool of alternatives. If Japan will listen to the demands after the 2-2-6 incident, no initial minister changes are worthwhile.
* '''Chief of the Army:''' Satoru provides a -15% supply consumption bonus
* '''Head of Intelligence:''' Shiro provides a +5% IC bonus
* '''Armaments Minister:''' Gotaro provides a +5% IC bonus, and +10% industrial research bonus
Before the Sino-Japanese war begins in the summer of 1937, minister changes are essentially "free" due to the reduction of dissent the war causes. Changes can include:
* '''Armaments Minister:''' Kazue provides +20% supplies
* '''Chief of the Army:''' Satoru provides a -15% supply consumption bonus
* '''Chef of the Navy:''' Jisaburo provides a minor carrier defensive bonus
* '''Chief of Staff:''' Tashiro provides a +20% org regain
* '''Minister of Security:''' Keisuke provides +15% foreign IC use, while Kesago provides manpower bonuses.
==Intelligence==
Japan will benefit from spying, particularly in stealing blueprints from the USA.
==Economy==
===Trading===
Japan has several resource shortages at the beginning of the game, including a deficit of rare materials and metal. In fact, without having Manchukuo as a puppet, Japan would have extreme resource shortages, which accurately reflects Japan's enormous reliance on foreign holdings to support its nascent industry. Japan's best trading partners are, in order:
* USA: Japan's best trade partner before war. Trading the USA for money is a great way to free-up IC used on consumer goods.
* Siam: Favorable trades, but not much to trade.
* Germany
* Italy
* Turkey
* Soviet Union
* France
===Industrial Production===
Early industrial production for Japan is not wise nor necessary, due to the early war with China. Japan needs to perform all upgrades to ensure all infantry are 1936. Airbase production can be helpful for islands, since airbases lift the fog of war for the adjacent sea province.
==Military==
===Army===
For Japan's existing military, some players prefer to remove island based garrisons in order to use them to quell dissent in occupied China. The Japanese military begins the game very heavily brigaded, with a huge amount of anti-aircraft brigades, and some anti-tank brigades. AA brigades will only slowdown mainland China infantry, but can provide some benefit to island garrisons.
For military production, Japan will rely heavily almost exclusively on Infantry without brigades and HQ units. Some players may also build Marines, Cavalry and Mountaineers for rapid movement in some terrain types. Militia can help bulk out Japan's armies in China, and are very affordable as Japan has lots of manpower to burn but not the best IC. Generally, Japan does not have the TC nor the fuel necessary for a serious motorized army until later in the game. After a summer of upgrades, Japan can build a nine-parallel run of infantry, creating around 45 infantry divisions before the war with China.
===Navy===
Mastery of the seas is vital for Japanese success. As such, the [[Naval Primer]] is required reading for a Japanese player, with particular focus on [[Carrier Task Force]]. All ships are useful, but carriers, light carriers, destroyers and submarines especially so.
The Japanese starting fleet is arguably the most powerful in the world, with the UK's Royal Navy being a close second. When the starting fleet is properly re-organized into a CTF and SAGs, the Japanese Navy is a formidable force. The main limitation of the older naval models is limited range, but these are still very useful for local defensive missions, particularly sub hunting. The entire starting fleet -- 97 vessels in total -- require 6.3 IC dedicated to supplies. A simple reorganization will create two SAG fleets (30 vessels each); two transport fleets (10 vessels each); a sub fleet (6 vessels); and a CTF fleet (3 carriers). The CTF, with a 3000 km range, is best accompanied by modern destroyers.
Despite its early dominance, Japan will need to dedicate considerable time and effort to its Navy, with a strong focus on carriers. No less than two parallel carrier builds should begin no later than 1938. Extra transports and convoy vessels are also particularly helpful.
===Air Force===
The vast distances and varied terrain over which Japan can expect combat make air power a good investment. The mountains and low infrastructure of China translate into long, ORG-sapping marches for your infantry, which means that anything you can do to ORG losses in combat is important. Bombers can keep Nationalist forces at low ORG, making for easy victories and a faster conquest of China. In the Pacific, the huge distances between island fortresses and both sides' dependence upon sea transport and supply means that careful use of aircraft give you freedom of movement and deny it to your enemies. However, Japan's relatively low IC means that fewer aircraft can be built and maintained. This forces Japan to concentrate on fewer types of aircraft than its primary opponent, the United States.
Japan starts with TAC, INT, and NAV. INT are less useful in the Pacific, due to their shorter range, but can still perform well, especially if you focus on Asia and Africa or even Europe rather than the US. As for bombers, Japan need only focus on TAC and NAV, though CAS can be great. STR are pointless in Asia, since IC is spread thin, and would only be useful against the USA after capturing Hawaii. Their high IC cost means that they will provide very little bang for their buck. TAC and NAV should be your highest aircraft priority. They benefit from the same doctrines and TAC is versatile enough to reduce ORG of land units and inflict some damage on ships. NAV is really a no-brainer for Japan.
Due to Japan's lack of IC, you might be tempted to skimp on ESC for your TAC and NAV. Don't. A couple of bad rounds of combat can end up costing more IC and time than it would have taken to build them in the first place.
==Events==
=== The 2-2-6 Incident ===
This event occurs on February 25, 1936:
* Crush this coup: Gain 1 dissent, 1 move to interventionism, 3 to democratic, 4 to political left, and 1 to closed society. Remain Paternal Autocrat.
* Listen to their demands: Gain 3 dissent, 2 moves to interventionism, 3 to authoritarian, 3 to political right, 3 to closed society, 1 to hawk lobby. Become a National Socialist nation. Minister changes include Shiro to Head of Intelligence, and the loss of Social Conservative ministers such as Gataro.
For a normal game, listening to demands is a far more powerful choice, though as the game progresses a subsequent series of coups will cause Japan to alternate between Fascist and Paternal Autocrat regardless of the choice made here.
=== Anti-Comintern Pact===
Beginning in January, 1937, Germany will likely seek agreement in the anti-comintern pact. If it does, Japan has the following options:
* Sign the Pact: move 1 authoritarian, 1 interventionism.
* move 1 isolationism
=== Marco Polo Bridge Incident ===
This event is among the most important events for Japan, as it signals the beginning of the Sino-Japanese war. The event may fire anytime between June 1, 1937 and August 29, 1937.
* Teach the Chinese a Lesson: War with China. Loose 10 dissent, gain 1 interventionism, 2 moves to hawk, 50 new manpower.
* We Cannot Afford a War: Gain 3 dissent, move 1 to dove lobby, and 1 to isolationism.
=== Panay Incident ===
After the Nanjing Massacre, the Japanese attack US vessels:
* Compensation must be paid: Loose $500, and 1 move to isolationism
* Let them know fear: move 1 toward interventionism, loose 1 dissent, gain 1% belligerence.
=== Capture of Automedon ===
This event will occur sometime in 1940:
* These documents are important: Gain 1 interventionism, 1 hawk, and 1000 oil
* These documents are irrelevant: Move 1 isolationism, 1 dove lobby
=== The Fate of China ===
After a Japanese victory against China, Japan has three options:
* '''Install a loyal puppet:''' All existing Chinese warlords will be annexed. Nationalist China will be recreated in part, with Japanese holdings surrounding it. This is a powerful choice, and many players see this as the most gamey choice: Nationalist China will provide Japan an enormous number of free infantry.
* '''Carve up the Chinese lands:''' Japan will recreate four Chinese warlords as puppets, while Nationalist China will disappear. Each puppet is larger than they were in 1936, but still relatively weak. This is often considered the most historical option, since Japan did historically create two puppet enclaves. This option also prevents any one puppet from being ridiculously strong, while still being strong enough to provide Japan with some assistance.
* '''Total occupation:''' Japan will automatically annex all adversaries, with the exception of Sinkiang, and gain 3 dissent. Japan gains a total of 34 base IC with this option. In HoI2 and Doomsday, the partisan activity in such a massive land mass will seriously hurt Japan, and cripple Japanese [[TC]]. In Armageddon, partisan activity will disappear within 2 years, well in time for the war with the Allies.
There is a way you can choose both of the first two options. Click "Carve up the Chinese mainlands" when you get the event, then go to the diplomacy tab where you can create Nationalist China as a puppet. Interestingly, even though it's a puppet, Nationalist China will still annex the warlords if the latter lose enough provinces in a subsequent war. You can also use the diplomacy tab to create puppets if you chose "total occupation". Be sure to create Yunnan and Guanxi clique before you create Nationalist China. You won't be able to create Shanxi this way if you earlier created Northern China.
===Changfukeng Incident===
This will occur between July 15, 1938 and September 20, 1938. The player does not have a choice about the effects, which are: loose 3 manpower, loose 500 supplies, move 1 hawk.
=== Tri-Partitate Pact ===
Beginning January, 1939, Germany will likely seek agreement in the Tri-Partiate Pact. This is a meaningless agreement in game terms. If Germany offers the pact, Japan has the following options:
* Sign the Pact: Gain 10 money, 1 move to interventionism
* This Pact is not Needed: Loose 10 money, move 1 isolationism.
===Nomonhan Incident===
This will occur between May 11, 1939 and September 20, 1939.
* We have lost this battle: Gain 1 dissent, loose 40 manpower, loose 1500 supplies, 1 step hawk.
* This defeat must be avenged: War with the Soviet Union. Gain 1 dissent, loose 40 manpower, loose 1500 supplies, 2 steps hawk.
=== Colonies of Vichy France ===
After Germany defeats France and creates Vichy, this event will fire (usually around June 26, 1941).
* Demand Indochina: Inherit all of Indochina, receive four garrison divisions.
* Demand Airbases: Gain 3 militia divisions, and two territories in Indochina.
* Demand Indochina and Madagascar: It is very likely Vichy will refuse this request. Otherwise, Japan will gain all of Indochina and Madagascar.
=== Pearl Harbor ===
As soon as the war against the USA starts you can choose to carry out the Surprise attack against Pearl Harbor or not.
If you do so you get
* Ambush Chance +30%
* Air and naval surprise chance +40%
* Land surprise chance + 20%
* one move towards hawk lobby
From now on there is a 10% chance every two months that the enemy recovers.
If Japan carries out the surprise attack the USA get
* -1 dissent
* +3 hawk lobby
* +4 interventionism
* +250 manpower
* +50 relations with UK
So the benefit for Japan is relatively small, the benefit for the USA is huge. So consider carefully which option you choose, only a very fast moving and very aggressive Japan will find that the bonus may outweigh the bonus for the USA. It is, however, gamey to "cancel the operation" when at war with the USA.
=== Japan pressures Siam ===
After the war with the Allies begins, this event will occur:
* Lean on Siam: Siam joins the Japanese Alliance
* Siam is Unimportant: No effect.
=== Siam aligns with Japan ===
In Armageddon this event fires as soon as Japan and Siam are in the same alliance, no matter how that happened:
* Siam becomes puppet state of Japan
==War==
Japan's militaristic expansion is the most complicated to manage of any other nation in the game. The war with China is fairly structured in terms of game events, and will proceed relatively easily. After a Japanese victory against China, however, Japan will not have any other events that lead into war until Pearl Harbor at the end of 1941.
=== Sino-Japan War ===
China has large tracts of land with low infrastructure and difficult terrain, so victory will not be swift: defeating China in one year is a good goal. All available forces can be dedicated to the war effort since Japan has complete naval supremacy over its neighbors: no invasion of the home islands, for example, is possible. Japan begins the game with three HQ units which is a reasonable amount to have for a successful Chinese campaign.
Japan's strategy during the war is to drive to complete annexation, and this can be achieved generally through force overruns, since the Japanese infantry and land doctrines are more advanced. Additionally, Japan can benefit from amphibious landings to split the Chinese force. Note that attacking the warlords (with the obvious exception of Shanxi) is not necessary and best avoided, since after the defeat of Japan they will capitulate. Otherwise, attacking a warlord means their nation and army will be annexed by Nationalist China after they've lost a few provinces. Communist China is not a typical warlord, and does not always join the war against Japan, but if it has it will be a thorn in Japan's side. The Communists have very defensible terrain due to land forts, mountainous terrain, and rivers. A containment strategy is effective -- dealing with them only after Nationalist China has been defeated.
==== Partisans ====
During your advance (and later, occupation) partisans will prove to be a very annoying menace. This is especially true in HoI2 and Doomsday, but not in Armageddon. Partisans reduce your transport capacity and will likely spark random province revolts. Since Japan starts the game with 31 garrisons, a good portion of these can be redeployed to reduce the partisan rating of occupied provinces. Each garrison exerts influence not only in the province where it is stationed, but in adjacent provinces as well. Therefore it's not necessary to have a garrison in each province, and many players use a checker board pattern. Mountaineers are the best weapon in dealing with revolts, since the vast majority of China is mountainous.
====Puppets====
In ARMA there are two puppets you can create DURING THE WAR. Northern China and China-Nanking. If you created Northern China during the war and then choose "Carve up the Chinese Mainland" in "The Fate of China" Shanxi will only consist of Anyang, and in some instances Changde.
=== Japanese-Soviet War ===
Historically Japan had several skirmishes with the Soviets which eventually led to Japan attempting to increase its borders by a few kilometers into Mongolia. The game models these essentially tactical level battles via events in 1938 and 1939. The Nomonhan Incident event will allow the player to declare war on the USSR. If Japan attempts to take on the Soviet Union in 1939, it will be an uphill battle. Japan will at best acheive a stalemate or some few gains in Siberia until the Germans attack; when they do, Soviet is likely doomed.
Some players suggest attacking the USSR immediately after Germany's Barbarrossa. This would allow Japan a fairly easy battle against the Soviet Union, especially by attacking through Sinkiang. This soft underbelly of the USSR will have vast amounts of resources and industry in a relatively short distance. Due to this extreme Soviet weaknesses, most players view this as a gamey strategy. You can also get around a non-aggression treaty by declaring war on one of that country's allies.
You can get around the Non-Aggression treaty from Nomahan by declaring war on Mongolia or Tannu Tuva. You'll get a notice saying the Soviet Union has broken the non-aggression pact.
=== Pacific War ===
Planning the war against the Allies is incredibly complex, far more than the planning required for any other nation. Specifically, Japan must develop distinct plans for:
* Far West: formerly the border of Sinkiang, now Japan borders British India and Pakistan. This presents the fastest opportunity to take India.
* South East Asia: Japanese border with British Burma. This is a difficult border and movement will be slow.
* Hong Kong: British stronghold
* Malaysia: Enormous source of British rare materials, with almost no defenses.
* Indonesia: Annex the Netherlands government in exile after taking just 7 VP territories, usually without any defenses.
* Philippines: A US puppet close to the homeland.
* Australia: A friendly harbor for US and British forces
* Pacific Islands: Guam, Wake Island, Midway, Johnson Island & Hawaii
A veteran HoI2 player can achieve all these objectives as Japan in less than 6 months. In fact, the key to such sweeping success is extremely rapid movement, as giving the enemy time to recover, especially the USA, will lead to disastrous results. Historically, Japan understood that while Malaysia and Indonesia were its main targets, the USA would ultimately interfere with its expansionism. For this reason, Japan's first most important target are the US Pacific Islands followed by the Philippines.
At least one major naval battle will occur, likely early in the war. The British fleet is no concern, but the US Navy will have a fairly powerful fleet. It is very important to engage relatively early (before the USA begins massive carrier building programs), and ensure enough carriers are in the battle. Typically, an eight carrier engagement (two 12 CTF fleets, for example) with 1941 CAG upgrades are sufficient. With advanced naval doctrines and upgraded CAGs, the US Navy will suffer a devastating blow. So long as at least one US carrier remains in the battle, Japanese carriers will continue sinking US ships beyond firing range.
Pacific Islands, Malaysia, the Philippines, Indonesia, Burma and India all cause zero dissent when captured. This makes it possible for Japanese TC to remain green despite tremendous expansion of the empire. Australia, however, has very high dissent when territories are taken, and garrisons are essential for quelling future revolts. Due to the horrible landscape and infrastructure, try to capture provinces using troops from transports. Even after troops make landfall, instead of moving them on the ground, load them back onto transports to take the next territory. It is not necessary to take every province when attacking the Netherlands, Philippines, and Australia: focus on the VP provinces for annexation.
=== Beyond the Pacific ===
After a complete conquest of the Pacific Theater, what will Japan do? Japan has three distinct options:
* Defense: Defend all pacific islands captured, continue fleet building, and see how long you can last against the US Navy. This is the most realistic option.
* Soviet War: Considering the Pacific War can be won by the summer of 1942, the German offensive against the Soviet Union has likely begun to stall. This option is fairly realistic considering past tension with the USSR. The Soviet far east, in particular, had long been sought after by Japan, and the nation of Primorsk can be released.
* USA mainland: This can be challenging, but also surprisingly easy. The invasion route is simply: San Diego --> Panama --> New York. Focus all efforts on the North Eastern USA, as that will hurt the US the most.
==== Defensive Strategy ====
An effective defense relies on a good offense. Japan can take all islands in the Pacific and garrison them. Some islands, such as the Aleutian Islands in the North and Christmas Island in the South, can be a good place to build naval bases. A naval base on Christmas island can later be used to capture Panama, and make US naval travel a little more difficult. Airbases are also very useful, since they lift the fog of war for adjacent sea provinces, so massive airbase building and deployment to islands is helpful. Moreover, airbases provide a staging ground for naval bombers.
==== Soviet Far East Strategy ====
A good attack on the USSR needs a lot of cavalry or motorized infantry to quickly grab VP provinces before they can respond.
====US Mainland Strategy ====
== Gaming the System ==
Considerable abuse of the AI and game system (e.g. "gamey tactics") are possible. Almost all [[gamey tactics]] are completely ahistorical and unrealistic, and many players consider them cheating. For example, a puppet Nationalist China is extremely powerful, producing hordes of infantry. Even Communist China can be made into a puppet through a peace deal, giving Japan access to excellent commanders and a relatively advanced army of infantry and mountaineers.
===Colonies===
==== Persio-Japan War ====
The year is 1936, we're in August and Persia is the key toward the world. Declaring war will be easy because most nations ignore the Persians. Landing in Persia is easy because they don't idolize a navy and can't stand up toward your mighty armada of death. you will need about 5 infantry units and 7 militias. once conquering Persia you will have entries into the middle east, Soviet union, Afghanistan, and India. Build up all troops into Persia and create garrison borders around you colony.
==== Congo-Japan War ====
After Persian Victory, you are at war at china. play correctly and you will win by 1938. This gives you 3 years until the next major war. During this period, Japan is having a peaceful year. We can change this. Quickly declare war on Belgium and land in there colonies. They never bother to defend them. After your conquest of colonies, build up units and hit the main land. Taking Belgium will give you a french entry point. More importantly, Ireland.
==== Ireo-Japan War ====
With your colonies, you are in the early 1939 period. Declare war on Ireland because they are weakly defended. land in the ireland with 2 Tanks and 1 infantry. Push them away from Dublin and move them west. soon Ireland is beaten and you have a great colonized empire.
==== Advantages ====
Now you can attack France from Brest, North east France and all of western Africa. Once you conquer France, you should offer an Axis alliance so you can create the massive mega power.
===United Front Against Soviet Aggression===
In some circumstances Japan can form an alliance with [[Sinkiang]]. If Japan declares war on the Soviet Union while it's allied with Sinkiang--and it's not yet at war with [[Nationalist China]] and [[Communist China]]--the others will often side with Japan and Sinkiang because of an event they receive. If Nationalist China went Fascist at the Xian Incident, it will revert to Paternal Autocrat when it joins this United Front. Sinkiang will often formally change its alliance from Japan to China, which means it's likely to get annexed during the war, as is [[Xibei San Ma]].
== Further strategy guides ==
* [[Colonial Empire An Alternative Strategy for Japan]] – A strategy guide for Japan in the 1936 Campaign
* [[Japan Conquering the world - in Very Hard difficulty level]] – This is a strategy guide for playing an ahistorical way of conquering the world.
[[Category:National Strategy]]
[[Category:Countries]]
9a636306e6a91ac304aebe6e877bfb7773701969
Yunnan
0
814
1976
1589
2020-05-24T03:43:52Z
Lycan-bat
8439
/* Yunnan Clique */
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== Yunnan Clique ==
'''Advantages:'''
Far from the Japanese advance
Reasonable sized starting army
Relatively good defensive terrain
Access to blueprints assuming you ally with the other Chinese factions
'''Disadvantages:'''
Very poor IC, especially compared to [[Shanxi]] and [[Guangxi Clique]]
Poor leaders
Poor ministers with no alternatives
Very poor tech teams
No access to water
No airforce
Limited manpower
Poor resources
No cores on any other Chinese territory
165bcc07eff070c6bf821bca3317b9aacd77e249
MediaWiki:Sidebar
8
43
1977
85
2020-09-04T13:18:14Z
SolSys
3664
wikitext
text/x-wiki
* navigation
** mainpage|mainpage-description
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** forumlocation|forum
** https://mods.paradoxplaza.com/|Paradox Mods
** recentchanges-url|recentchanges
** randompage-url|randompage
* SEARCH
* TOOLBOX
95713cf4fb3d9d39213cffd550a98f46384aa2db
User:PassionateAboutPonies
2
1048
1978
2020-09-11T01:39:32Z
PassionateAboutPonies
16037
Created page with "She/her pronouns. 22 years old. Brony gamer and writer dipping toes into the furry community. My Animal Crossing: New Horizons dream address is "DA-6298-1563-8858"."
wikitext
text/x-wiki
She/her pronouns. 22 years old. Brony gamer and writer dipping toes into the furry community. My Animal Crossing: New Horizons dream address is "DA-6298-1563-8858".
0b01f4cc5bca35a846dc7adccfff979ddb03c432
1986
1978
2020-12-19T16:46:09Z
PassionateAboutPonies
16037
wikitext
text/x-wiki
She/her pronouns. 22-year-old gaming streamer and My Little Pony fan. Also known as PegasisWhovian. Contact Email: pegasiswhovian@gmail.com #ActuallyAutistic
d951508c7598006f234521a1fd9a94ab0f70bba9
Major Power
0
552
1979
938
2020-10-19T04:17:55Z
Lycan-bat
8439
provided accurate links
wikitext
text/x-wiki
The term, '''Major Power''' is used to define a [[nation]] in [[HoI2]] that has more than 40 [[IC]] at the beginning of the [[scenario]]. Standard major powers include [[United Kingdom]], [[Germany]] and [[Soviet Union]] as the heads of the major alliances, [[Allies]], [[Axis]] and [[Comintern]] respectively. [[Japan]] and the [[USA]] are also major powers in most scenarios although usually not attached to any alliance at that point.
[[Category:Terminology]]
417798b5f101c821d9bede5035fdfda00b77bf0a
Germany Strategy Guide
0
476
1980
1947
2020-10-20T20:37:44Z
Lycan-bat
8439
/* Alliances */
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{{Merge|Merger=Germany}}
[[Image:Ger-topbar.JPG]]
{{Country guides}}
{{GermanyStrategyGuides}}
__TOC__
==Overview==
Germany is one of the most played nations in HoI2. Using AAR production as an indication of popularity, Germany is #1 with hundreds of AARs on the Paradox boards. USA is in 2nd place, and the USSR in 3rd place, neither with more than one hundred. The reason for this is probably that Germany is a nation with great potential that was foiled historically and people enjoy ahistorical success. Success with Germany for veteran players is fairly easy, even on very hard difficulty. For beginning players, Germany can be a challenging nation.
Germany is fairly heavily event driven. With technology, production, economy and politics set up properly, the game can run more or less hands free for the first 3 years. Events will benefit Germany immensely, so wait for them to happen, largely in 1938 and 1939. Events will also lead Germany into war with the Allies, on August 31, 1939. By that date, Germany should be fully prepared for war. Note that even veteran players of HOI2, for the most part, abide by historical events at least until war with Poland.
==Technology==
Germany has the best research teams in the game which allows Germany to be considerably far ahead of all her rivals in research. For example, assuming Germany ignores Tank Destroyers and Anti-Tank Artillery (considered worthless units in game), by May, 1937, it is possible for Germany to have researched ''every'' 1936 and 1937 technology. By January 1, 1939, Germany is capable of having researched every 1938 technology as well, with the only exception being aircraft carriers, which are not commonly used as Germany. Advanced players may take different routes, such as tech rushing key technologies. Since Germany's teams are so strong, researching technologies 1 year in advance is comparatively easy. The only point of weakness in German research is in the Navy.
''' Industrial Research '''
I.G. Farben is the best manufacturing tech team in the game. Use them for all your manufacturing research except Production Planning, which only requires management so use Erich Von Manstein (level 9 and has management) while I.G. Farben researches Production Control. Every industrial field should be researched as Germany with the exception of Radar.
Three tech-teams should be put on the following Industrial Research at start:
* Basic Machine Tools
* Agrichemistry
* Basic Computing Machine
''' Infantry & Armor '''
Infantry and Supply are the most important research topics here. Mountaineers are helpful in winter fighting, and marines are helpful for Sea Lion. Paratroopers are generally not worth it. Light and Medium Tank research is important for Germany. Static Anti-Air could also be important if Germany doesn't plan on invading England.
''' Naval & Naval Doctrine'''
Germany does not require a Navy to defeat the Soviet Union, which is the most important objective. A Navy is useful, however, for invading England and even the USA. Germany's Naval tech teams are its weakest area, in addition to its naval doctrines, which are not conductive to a surface fleet. A typical German navy will focus exclusively on submarines for convoy raiding. A player that seeks to make Germany into a Naval Superpower would abandon the Sealane Interdiction doctrine, and likely go for Fleet-in-Being instead.
''' Aircraft & Air Doctrine '''
Germany's air research teams are good enough that it is possible to keep up to the latest technological level with five of the eight aircraft types, in addition to nearly up to date research on all air doctrine technologies for a player that devotes a serious effort to it. For basics, however, Germany needs to only focus on Interceptors, Close Air Support, and Tactical Bombers to be highly successful.
==Diplomacy==
===Alliances===
Germany will be able to enlist several nations into the Axis throughout the course of the game. Through events, Germany can get Hungary, Romania, and Bulgaria into the Axis. Finland, Vichy France, Japan and Italy can manually be asked to join the Axis beginning in 1940 with relatively high degrees of success. Note: bringing Japan into the war will automatically bring USA into it as well. Germany can also manage to convince some nations to join the Axis before the start of war (August 31, 1939), without using coups. While the list below seems fairly large, Germany will only be able to focus on a few nations in a game due to the costs involved in influencing nations. Generally, the most strategically important allies from the below list are Nationalist Spain and Turkey.
{| CELLPADDING=10
|- VALIGN=top
|
Reasonable chance (above 10% at 200 relations):
*Nationalist Spain (during Spanish Civil War)
*Portugal
*Argentina
*Turkey (before 11/1938)
*Yugoslavia
*Japan
*Greece
*Afghanistan
|
Low chance (below 10% at 200 relations):
*Persia
*Venezuela
*Peru
*Guatemala
*Siam
|}
===Sliders===
Germany's starting sliders are below average. Fortunately, Germany will receive events that shift Germany fully to Hawk Lobby and Interventionism by 1939. Thus, adjusting those sliders is not necessary. Therefore, Germany's first slider moves should be towards Central Planning: Germany is unable to move to free market due to its Authoritarianism. This shift requires 4 moves (1936, 1937, 1938 & 1939) in order to attain the valuable 25% IC bonus. Once this is achieved, in 1940, Germany should begin the move to Standing Army in order to get the experience and organization bonuses. This can be accomplished by January, 1942.
===Ministers===
Germany's starting ministers have fairly good [[Minister Traits|traits]], but the setup can be improved. A few obvious changes should be made before occupation of the Rhineland: Minster of Security: Gurtner; and Armaments Minister: Schacht (10% IC bonus). Also Head of Intelligence to Oskar von Hindenburg is a good idea if Germany is planning on influencing countries.
In 1937, switching the Foreign Minister to Ribbentrop is a good idea if Germany plans on influencing countries.
In 1938 Germany might want to switch the Chief of Staff to Erich Hoepner (5% Armour and artillery research and artillery construction bonuses) until the war starts.
In 1939, Germany should switch to Minister of Security: Daluege in order to benefit from +15% foreign IC use. When prompted for Schacht's resignation by event, refuse due to his excellent 10% IC bonus. Chief of Staff Ludwig Beck is a decent Chief of Staff (Land Unit speed +10%), but not an obvious or necessary early pick. Germany also already has quick land forces and switching to Fritz Bayerlein (+20% organization regain) is probably the better choice here. In Armageddon, Germany should also switch to Head of Intelligence: Hans Oster in order to benefit from his 5% IC bonus.
In 1941, switching to a Guns and Butter Chief of Army, like von Blomberg, will improve the supply and TC situation.
For Naval Minister, the best pick depends on the naval policy:
* '''Decisive Naval Battle''' is best for conventional [[Surface Action Group]]s and [[Surface Action Group#Cruizergs|Cruizerg]] fleets, but hurts carriers, available at start.
* '''Open Seas''' is best for convoy defense, but makes subs more vulnerable, available at start.
* '''Indirect Approach''' makes subs and BCs hit harder, but makes transports and destroyers more expensive, available from 1939.
* '''Base Control''' makes marines, transports and destroyers cheaper, but also makes cruisers more expensive and hurts the offensive power of BBs and BCs, available from 1940.
* '''Power Projection''' is not available for Germany.
For Air Force, '''Army Aviation''' and '''Air Superiority''' are both good choices, but the NAV construction penalty with Air Superiority makes Army Aviation a better pick. Both are available at start. Access to a '''Carpet Bombing''' minister is gained in 1939 - which may be useful if a long strategic bombing campaign against UK is planned. However this requires research in relevant aircrafts and doctrines. '''Vertical Envenlopment''' and '''Naval Aviation''' ministers are gained in 1944 and 1945.
See also a complete list of [[German Ministers]].
==Intelligence==
Germany can make decent use of spies. Stealing blueprints will be only marginally helpful, since Germany is usually far ahead of all its adversaries in research. The best use of spies for Germany is simply to identify troops levels in enemy nations, and to avoid having spies within Germany. Japan, the UK, and the USA are all reasonable targets for blueprint stealing -- any other nations are sure to be far behind Germany in their research.
==Economy==
Germany has a very strong economy that can rival the USA in time.
===Trading===
Germany has a general need for rares, oil, and metal, thus trading should secure those resources, and preferably build large stockpiles. To some extent, Germany can trade excess energy for supplies, which helps redirect IC elsewhere. Germany's strongest trading partners:
* Soviet Union: trade energy, supplies, and cash for metal and rare materials
* Romania: Will trade supplies and oil for energy.
* Italy, Bulgaria, Finland, Switzerland: Will trade supplies for energy
* Brazil: get some rare materials in exchange for energy and/or some supplies.
* Venezuela: offers a lot precious oil in exchange for supplies.
* Nationalist China will trade a small amount of oil for supplies, while Japan may trade metals and rares for oil.
===Industrial Production===
The majority of Germany's IC capacity should go into factory building. Upgrades should be ignored until 1939, since Germany will advance several technologies over the course of the first few years, and will thus benefit from the leap-frog effect. At a minimum, Germany can create a parallel run of 12 factories, with at least 2 serial runs (e.g. 24 new factories by December, 1937). Advanced players sometimes perform 3 serial runs of factories, but this requires a very rapid buildup and organization of your armed forces in 1939, which can be challenging for new players.
==Military==
===Army===
The majority of the German Army (Wehrmacht) should consist of infantry. [[Militia]] can also be helpful if used properly, since Germany has a need for defensive divisions to hold front lines (especially against the Soviet Union). An efficient Infantry/Militia mix for defensive lines is a 9 division army of 4 militia and 5 infantry. Ideally, around 75% of the German Army should consist of infantry/militia before the onset of Barbarossa, with the remaining 25% being tanks and motorized infantry. Building too many tanks is a common mistake for new players, due to high fuel/supply costs and TC load. Unless, of course, you are playing ''very'' historical and seek to emulate the failures of Germany! As a general rule, Germany may have oil shortages (exacerbated with a heavy emphasis on vehicles), and will definitely have TC problems as the invasion of the Soviet Union progresses.
[http://forum.paradoxplaza.com/forum/showthread.php?t=346656 Additional Reading]
===Navy===
The German Navy (Kriegsmarine) has two practical/realistic options:
* Limited Navy: This is the historical route of building U-boats en-mass (the 1938 submarine is a key component). Submarines can be used (in DD) for very successful convoy raiding on England. Doing this will simply hurt England's military overseas (Africa and India). In some sense, this is not a very important strategic goal for Germany, even though convoy raiding can be very successful (see Blue Emu's "Are Submarines Worthless" thread). In ARMA submarines are more powerful, and when serving in large wolf packs (30 sub stacks), they can seriously damage nearly any opposing fleet.
* Surface Fleet: Germany can abandon the [[Sealane Interdiction]] doctrine favored by submarines, and go for the [[Fleet-in-Being]] doctrine. On this route, Germany can build Battleships (SHBB & BB) and use destroyers as screens. This requires considerable time and investment, but when combined with light carriers, Germany will be a formidable Naval power.
===Air Force===
The German Air Force (Luftwaffe) has a large variety of options. Generally, an emphasis on TAC and CAS bombers is the most effective use of firepower against land forces. These will help the German Army significantly eliminate enemy divisions in mass, effectively negating the manpower advantage held by adversaries such as the Soviet Union. Meanwhile, Germany can be successful with large numbers of INT in order to defend against frequent Allied bombing attacks. Since German strategy is contingent on fast conquest of enemy land, STR bombers are not particularly useful. They are also more expensive to build, unless the Chief of Air Force is switched. Later in the game, adding FTR is recommended, since the short range and the upgrade path of INT will hurt during World conquest campaigns.
== Events ==
These events do more than what is specified below, but this is just a summary of the major effects. All events have triggers that will normally trigger unless Germany does something erratic, like starting the war ahead of schedule. Since these events are so helpful to Germany, most players play historically through events.
''' Re-occupation of the Rhineland: '''
At the very start of the scenario, you need to move at least one ground unit to Cologne. This will trigger an event called "Re-Occuptation of the Rhineland" which will give:
* +1 Hawk Lobby
If you dont trigger this event, you will recieve "Great War Manifestation" events that give you +3 dissent until you move a unit into Cologne. So dont wait! You have a unit nearby when the scenario starts, just march in there.
''' Anschluss of Austria: '''
March 1938: Assuming you make the historical choice and the AI accepts:
* Annex Austria
* +1 Authoritarianism
* +1 Hawk Lobby (occurs when Austria accepts, not in original event)
''' Treaty of Munich: '''
September 29th, 1938:
Assuming you make the historical choice and the AI accepts:
* Annex Sudetenland
* +1 Hawk Lobby
* +3 Interventionism
* +1 Hawk Lobby (occurs when Czech accepts, not in original event)
''' The End of Czechoslovakia: '''
March 14th, 1939:
Assuming you make the historical choice and the AI accepts:
* Annex Czechoslovakia
* Create puppet Slovakia OR give territory to Hungary and they join Axis
* +1 Interventionism
* +1 Hawk Lobby (occurs when Czech accepts, not in original event)
''' Claiming Memel: '''
March 23rd, 1939:
Assuming you make the historical choice and the AI accepts:
* Lithuania cedes Memel province
* +1 Interventionism
''' Total Domestic Policy Shift '''
Assuming Germany makes all the historical choices and the AI always accepts:
* +1 Authoritarianism
* +5 Interventionism
* +5 Hawk Lobby
This is sufficient to totally max out the Hawk Lobby and Interventionism Sliders
==War==
Since Germany is the most event driven nation of the game, most players (noob and veteran alike) conduct war on the basis of events. Since Germany is a major power, however, early war is a possibility, including [[Germany Early Annexations |early annexations]]. Generally, however, early war is viewed as gamey and too easy for Germany.
=== Condor Legion: Spanish Civil War ===
On 18 July 1936, the Spanish Civil War (SCW) breaks out. Nationalist Spain will likely loose without German intervention. While the intervention by event helps, Nationalist Spain will typically require direct intervention of the German Army, which means war with Republican Spain. A friendly Spain serves two strategic goals for Germany:
* Access to Gibraltar, which allows Germany to help seize control of the Mediterranean Sea for [[Italy]].
* A soft underbelly to France, making the invasion of France easier.
Historically, Nationalist Spain was neutral in the war and German intervention was limited. Involving Germany in the SCW is by no means necessary, and is generally only used by players seeking total dominance. Also it changes the French AI to a more aggressive one and thus ensures an early DOW from France. When France DOWs early, the Soviet Union often follows. This can lead to a weird game where Poland and Czechoslovakia want to join the Axis.
=== Fall Grün: Czechoslovakia ===
Generally, Czechoslovakia can be annexed and made into a puppet entirely through events, as happened historically. On rare occasion, however, Czechoslovakia will refuse German annexation plans, and Germany will be forced to choose to let well enough alone or fight. The Czech army is not a concern due to its very limited size, but its forts in the Sudetenland are very powerful owing to a level 10 size, and hilly terrain. Ostrava, Brno, and Bratislava all do not have forts and border Germany. Thus, this underbelly makes victory fairly swift and relatively easy because the Sudentenland does not have any victory points.
=== Fall Weiß: Poland ===
On 1 September 1939, the war with Poland and the Allies begins by event. Germany will need enough troops (around 6 divisions each) in the three provinces bordering France to protect her Western front. Defeating Poland is possible within two weeks. The [[HQ Units in Action]] strategy guide provides an excellent guide in the effective use of HQ units, combined with armor and motorized infantry, in order to quickly annex Poland.
=== Fall Gelb: France ===
After Poland is annexed, Germany's next significant target is France. In order to get to France, an invasion of the low countries is necessary. Strictly speaking, only war with Belgium is necessary. An invasion of the Netherlands provides Germany IC and large supply stockpiles after the capture of their capital. While neither nation can be "annexed" by taking their European holdings, events fire that ensure Germany receives their European land as "national" provinces. Luxembourg can be annexed before declaring war on the other two.
The invasion of the Low Countries and ultimately France can begin as soon as forces arrive from the defeat of Poland; e.g. sometime in October, 1939. Historically, Germany waited until May, 1940, when weather conditions were more favorable. This can be a problem for inexperienced players attacking too early, and make for some good, early lessons for what not to do when fighting the Soviet Union! Veteran HOI2 players are able to defeat France in less than 2 weeks, primarily through the use of around 5 - 10 tank divisions.
The primary intent of a successful Blitzkrieg is a spearhead attack that cripples the enemy. This means a direct spearhead to Paris. It is possible for the invasion route to go through the forests of France (Liege -> Reims -> Compiegne to Paris), however tanks do quite poorly in the winter in the forest. A more tank friendly route is Ghent -> Lille -> Amiens -> Paris. Once Paris is captured, German forces can branch out in all directions to make a dash for land. When France looses enough territories, it wil surrender.
The event asking for the creation of Vichy France can occur if:
* Paris is not under France's control.
* France lost 25% of its national provinces.
* Germany is at war with France.
* Germany is not at war with Soviet.
* The year is before 1942.
* France is not a puppet of Germany.
* Vichy is not a puppet of Germany.
The event has 25% chance of triggering every 3 days. If France loses at least 40% of its national provinces, the event will automatically trigger. Note that the AI France has 3% chance of rejecting the creation of Vichy. If this happens, Germany is forced to occupy the entire French territory. Accepting the creation of Vichy if the best move for Germany, since it provides Western France as national provinces and drastically lowers dissent, while also providing a reasonably powerful ally.
=== Weserübung: Denmark and Norway ===
This is completely optional.
The advantage of capturing Denmark is rendering Baltic Sea unreachable by UK’s (and later USA’s) navy as well as giving you a launching pad to the American continent (provided you do not let Denmark surrenders event to trigger, see below). However, the benefit from Norway is much more subtle. You only gain a low amount of resource and a not very feasible route to the USSR. The best reason why you want to invade Norway is probably because it is part of operation Fall Weserübung. The additional ports might also be useful if you decide to go for starving Britain with submarine warfare.
A very easy way to defeat Denmark is to capture the province Kolding. There is 99% chance that Denmark will ask for cease fire and then a few days later Denmark is annexed “peacefully” by Germany. Unfortunately if you take this path, you will lose Greenland and Iceland to USA. See the method on how to prevent it in [[Germany_Strategy_Guide#Annexing_Denmark_with_Greenland_and_Iceland|tricks]] section.
Revisiting Norway, a simple and low-risk means of capturing it is by first taking Sweden. This may be accomplished with relative ease by landings just north and South of Stockholm supplemented by an attack from the Odense or Copenhagen. With Sweden in hand, simply walk into Oslo and Narvik from the adjacent Swedish provinces. Alternatively, capture Oslo and Narvik with paratroopers, then annex Norway immediately.
=== Directive 25: Yugoslavia, and Operation Marita: Greece ===
This is completely optional, if you do not wish to invade them, skip right to USSR section.
Securing Yugoslavia and Greece is useful since it makes your allies stronger and gives you access to the Mediterranean Sea. After the annexation of Yugoslavia, you will receive an event that allows you to create Croatia. Creating it will remove some TC burden as well as gaining more manpower and three divisions, making it a good option.
Greece may provide a little harder challenge. It is relatively easy to conquer all of the VPs except the last VP in Crete. The best way to capture it is probably by sending paratroopers on airborne assault. Amphibious assault may prove to be difficult if you or Italy has not neutralized UK’s navy.
=== Operation Barbarossa: Taming the Bear ===
*''See the article [[Germany Strategy- Taming the Bear]]''
==== The Bitter Peace ====
Conditions that must be satisfied to trigger bitter peace:
* Germany controls Paris.
* Germany is not at war with Italy and Japan.
* Do not sign the Tripartite pact with Japan if you intend to attack the USSR without them. Just sign it with Italy.
* Soviet does not control these provinces:
** Leningrad (one of the northern provinces, very close to Finland)
** Moscow
** Stalingrad
** Baku (southern province, next to Persia)
** Sverdlovsk (in Trans-Siberia railway, quite far away)
If you fulfill those conditions, there is 5% chance every week that Stalin may sue for peace. When the event triggers, there is 90% chance USSR will surrender and Germany will obtain a large amount of provinces. Unfortunately if Soviet refuses, the war goes on and you may need to annex USSR to claim victory. The refusal message is:
Soviet Union went with Fight to the bitter end! in Sue for peace with the Germans
There are two Bitter Peace chains, one with Japan in the Axis and one without.
*Without the Tripartite pact being signed by Japan and without Japan in the Axis, # Sue for peace with the Germans, event 2624 SOV starts the event chain which is completed by the Germans accepting it: event 2024 GER # Stalin sues for Peace (Japan is not Axis).
* Providing Japan is in the Axis (and at war with Soviet), Sverdlovsk is not required. But Soviet must lose Vladivostok (next to Japan's Korea). Event 2645 SOV which triggers event 2046 GER
* There is a third and somewhat unusual Bitter Peace if you are not at war with the Allies (UK, France and USA), you only need to conquer 25% of the Soviet national provinces (note that Eastern Poland provinces are not Soviet's national provinces).
==== The Bitter Peace in Doomsday ====
The ideas are generally the same, but there are some significant differences in Doomsday:
1) The Tripartite Pact is now irrelevant. Offer it to both Japan and Italy since there are no Bitter Peace problems.
2) If Japan is Axis or fighting the Soviet Union, the 5th Russian province can be either Sverdlovsk or Vladivostok. The other 4 needed Russian provinces remain Baku, Leningrad, Moscow, and Stalingrad, and either Germany or Vichy France has to own Paris.
3) The AI has to accept the Bitter Peace, there's now a 100% chance of the AI accepting the Bitter Peace once it fires.
4) The % chance for the event to fire has been increased to random = 35 meaning that it should fire in 3 or 4 weeks, but there is no guarantee that it will fire, just a much increased chance that it will fire. Also the time interval between checks has been changed from every 7 days to every 10 days.
5) Other conditions such as Paris not being controlled by France are still the same. Either Germany or Vichy must control Paris.
6) When the Bitter Peace fires, you get 150 provinces at only 2% base partisan levels with a dissent reduction of 50%.
====puppet states====
If enough provinces in the vicinity of Sverdlovsk can be captured, you might be able to create the puppet state of Transural Republic before the Bitter Peace fires. In like manner you can create some puppet states in the southern region of central Asia near [[Persia]]. If you still have these states when the Bitter Peace fires, they will remain in the Axis. If you later declare war on Persia it may annex some of the central Asian puppets, but when you then annex Persia you get the whole thing!
=== Gibraltar ===
There are two ways to reach Mediterranean Sea, from Gibraltar and Suez. Having these two provinces will mean the whole sea is in your control. The problem with capturing Gibraltar is that it is not possible to conduct amphibious assault there. You may try using airborne invasion, invite Spain into your alliance, ask military access to Spain (almost impossible) or invade Spain (best for practical reasons).
During the Soviet war you should try to work on Spain and getting them into your alliance. If they do join then take control of Spanish army and capture Gibraltar with them. Failing that, you need to declare war on Spain in order to obtain Gibraltar.
Alternatively, intercede on Nationalist Spain's behalf during their civil war. Do this by first guaranteeing their independence, then declaring war on Republican Spain (who has a province next to Gibraltar). This will make Nationalist Spain want to join the Axis. Now, you can either just help them win the war, or, if you're a greedy one like me, use the Nationalist Spain fleet to transport your armies (use Send Expeditionary Force to allow them to board) to the southern end of Spain and from there conquer Republican Spain for Germany.
Gibraltar is frequently unguarded, so you can alternatively capture it with paratroopers from Bordeaux, saving you the intervention in Spain.
=== Reaching Africa ===
After the fall of Gibraltar, the most important British territory in Africa is Suez. Controlling this will mean controlling Mediterranean Sea. There are a number of feasible ways to reach Suez:
* Annex Turkey or Persia and then Iraq (slow because of the poor infrastructure of these regions)
* Annex Turkey or Greece to open more ports (you can launch amphibious landings on Alexandria from Athens)
* If you have a strong navy, put him under Grand Admiral Raeder and make amphibious landing in Africa
If you manage to land in Africa with sufficient force, you can chase them out of the continent for good.
=== Operation Seelöwe: Great Britain ===
This can be done before or after gaining complete control of North Africa or even just after the creation of Vichy France. To invade UK successfully you need either a large surface navy (with two or more carriers) or a navy full of submarines. Other units that will prove useful are marines, fighters/interceptors, naval bomber and tactical bomber.
Southern and Eastern provinces of British island are the natural choices for amphibious landing. The best province depends on the province's garrison as well as its adjacent provinces' troops. If the province is lightly defended but an adjacent province has a very large army, you should think twice since that large army may obliterate your landing troops. To see the number of troops in provinces that do not have coast line, use fighters on air superiority over the areas where those provinces at.
The landing party should consist of three marine divisions. Sending more than three divisions will reduce the effectiveness of the whole invasion. Make sure to put the tactical bomber on interdiction and fighters on air superiority to get a beachhead. Since the specific province that is going to be bombed is decided by AI, you may need to follow where your bomber goes. It is not very nice but it works. Success in doing it will spell the doom of the British island.
Another effective way to gain a beachhead is to move your invasion forces next to Cardiff, land paratroopers there, and sail your forces to the now peaceful port. Why? Because Cardiff has no beach to land on, the AI does not defend it, so you can easily capture it with just 1 paratrooper. If landed at nightfall, you will have till dawn to move your transports into the port. No amphibious assaults needed! Another good province for an airborne assault is Norwich, from where you can easily strike at the heart of England.
It may be a good idea if you combine operation Sealion with invasion in Ireland and Iceland (if you did not try to [[Germany_Strategy_Guide#Annexing_Denmark_with_Greenland_and_Iceland|keep]] it). Iceland will serve as a good launch pad for further invasion on Greenland and America.
=== Made in India ===
With British island gone, African possessions ransacked, only India left for UK. The best attack route is from Persia. You can create a puppet Pakistan if you capture enough provinces in western India, and from there you can annex [[Nepal]] and [[Bhutan]], though the infrastructure (Himalayas) may be challenging. There is an event 13 that can lead to UK's surrender. The conditions are:
* Paris is in German hand or Germany is not at war with France
* London is captured by Germany
* UK lost at least 75% IC
* UK lost at least 75% VPs
* Germany is not at war with Soviet
* Germany is not at war with USA
UK has 50% chance to accept it. If it does, UK will surrender a number of provinces to Germany, Italy, Canada and USA as well as liberating Lebanon, Egypt, India and Jordan. Chances are if you are able to trigger the event, you can completely annex UK very easily. Because of this reason and the fact that the benefit of accepting the peace is very small, it is a good idea to strive for total annexation of UK.
=== USA ===
It is very difficult to land directly in US coasts. An easier route is from Canada. Capture Iceland, Greenland and then proceed to Canada. If you manage to stockpile troops in Canada and invade USA's mainland, you will see that its defence is very weak. The problem with invading the North American continent via Canada is Canada's poor infrastructure. An alternative strategy that doesn't slow your forces down is to capture Newfoundland and from there parachute into Boston. Use Boston as a beachhead for landing your invasion force (which should be in the region of 100 and above divisions). Strike fast at New York and Washington - New England is the USA's industrial heartland. After an intense initial battle, the rest should be a walkover.
There is an event that allows German Player to demand USA's surrender. The conditions of USA surrender to Germany are:
* USA lost at least 75% IC
* USA lost at least 75% VPs
* Germany is not at war with Soviet
* Germany is not at war with UK
There is 50% chance that AI USA will accept the offer. If it does, Germany will receive three provinces and there will be a large change in USA’s government. Else you can always spend a few more months to annex USA.
=== What's next? ===
Conquer the world! If you need more time, use the no time limit mod in [[Utilities|utilities]] section.
== Miscellaneous ==
=== Advantages ===
''' High Quality Tech Teams '''
* I.G. Farben is the best manufacturing research tech team in the game.
* Konrad Zuse is one of the best cryptographic research tech teams in the game, ensuring further dominance in research.
* Top Tier tech teams for all other areas except Naval Doctrines.
''' Strong Stable Industrial Base '''
* Scattered industrial areas difficult to effectively bomb strategically even from England.
* Pre-War industry in top tier allowing long build up.
* Easy conquests of IC rich areas (Essentially All of Continental Europe).
''' Excellent Starting Land Doctrines '''
* Only one Land Doctrine to research between 1936 and 1939 to have best land doctrine in the world available at the time.
''' Good Consumer Goods Income '''
* Even producing the minimum consumer goods available, peacetime revenue is sufficient to support extensive espionage.
''' Excellent Leaders '''
* Start with large numbers of 3-5 skill generals of various rank.
* Top tier air generals (not better than England, but damn good).
* Top tier admirals (again, not better than England, but good).
* Including Rommel, Manstein, Guderian etc
''' Good Starting Units '''
* Larger starting army than any European power except USSR.
* Large starting airforce
''' Optimal Domestic Sliders for Warfare by 1939 '''
* Lots of free event-driven movements towards Hawk Lobby & Interventionism.
* Player can use their manual slider movements as they wish without being beholden to Hawk Lobby or Interventionism.
* Free DOWs available relatively quickly allows conquest of numerous minor nations without dissent.
''' Flexiblity to choose from a wide range of Force Compositions '''
* Flexible starting forces & solid industry enable the player to build whatever army/navy/airforce compositions they want.
''' Good Historical Events '''
* No huge dissent events.
* No events force-switching or killing your good cabinet members.
* Free annexations via event
* Free declarations of war via event, like ''Danzig or war''
=== Disadvantages ===
''' Weak Allies '''
* Poor quality expeditionary divisions from allies.
* Poor quality tech teams for allies.
* Few in number with low IC prevents good blueprint trading from occuring.
''' Enemies with far-flung possessions that are not easily annexed '''
* UK possesses tiny islands all over the world with victory point values
* USSR has enormous territorial depth. Germany must reach Pacific to annex.
* USA seperated from Germany by huge ocean and strong navy with enormous IC power.
''' Relatively Poor Starting Naval Forces '''
* Without substantial investment, no possibility of victory vs major rivals.
''' Limited access to Naval Doctrines and mediocre naval doctrine tech teams '''
* Kriegsmarinewerft is a good naval unit tech team, but Raeder is your only really good naval doctrine tech team.
* Only access to a few carrier enhancing doctrines useful in the late game naval war vs USA.
''' Must stand alone vs enemies with enormous manpower reserves '''
* Even with immediate research of manpower boosting techs, very difficult to match Soviets or USA in divisions.
* Poor planning can cause you to exhaust your manpower pool and find yourself unable to reinforce your units, much less build more.
''' Poor Raw Materials production pre-war '''
* Peacetime trading strategy must be focused on acquiring [[Rare_Materials|rare materials]], usually at the price of supplies (i.e. purchased with IC).
* After expanding throughout Europe, less of a problem. Especially after extensive stockpiling of resources during peacetime.
''' Mediocre Metal production '''
* Can be mitigated through numerous energy-for-metal trades with minor nations (Sweden makes a 1-for-1 offer every couple months).
''' Located in the center of Europe '''
* Although this makes it attacking easier, it also means Germany is surrounded by enemies.
* Multi-front situation can be managed if Operation Sealion is successful before 1941.
==Gamey Tactics==
Germany has a variety of [[gamey tactics]] possible.
=== Germanic Ireland: Totally Optional===
When the game starts, build a whole bunch of transports and create about 2 Tank divisions, 3 Militias, and about 2 infantry. (Ireland is only given one infantry division so you can easily bomb rush them). quickly board up your troops and head toward Ireland. This will create you a small navel base to attack the british mainland. It will help you attack Brest and having a 2 sided french attack.
===The Unholy Alliance===
If you press F12 and then key in and enter event 2015 you get the "Unholy Alliance" option with the Soviet Union. Choosing this could backfire if Japan hasn't had the Nomahan Incident yet. If Japan then chooses "This defeat must be avenged" you'll find yourself fighting Japan!
== Germany multiplayer strategy ==
=== Prolog ===
Have you ever tried to play with Germany and for some reason lost in multiplayer game? It will change now. The main point is, that you have to build a very strong and speedy army. You can't only focus on infantry. Of course you need them, too, but what you really need (especially against Soviet Union) are motorized and armored units. If you follow my instructions, you will be very strong opponent in the future.
=== Blitzkrieg ===
At the beginning build factories. Only factories. When the war breaks out, you don't have much army but enough to invade Poland. Then, start to build 6 motorized units and 3 armored units, and airforces and some infantry. When you attack France in 1940, there is just no way you could lose, because your army is so tough. French infantry just can't do much against them. You should attack the Soviet Union in 1941. Just keep pumping more armors and mechanized/motorized units. And when the battle begins, use blitzkrieg. Use all your airforce to destroy the enemy's poor infantry, and move forward with your units. You'll see that this strategy is very simple and effective.
== Year 1939 –40 Invading Poland and France ==
Invading Poland should be easy thing to do, altough your army isn’t so great yet. Remember to leave some garrisons against France. It is always good to remember necessary defence. But the main point against Poland is your airforce. Bomb enemy units down and then you won’t lose so much manpower either. When Poland has been annexed you should immediately start to move your units against France, but don’t attack yet. Just wait. But during this ‘phony war’ you should start to build very tough army. First of all, start to pump 3 tanks and 6 motorized infantry + headquarters and some infantry (and CAS!!). With this strategy you will see that France will surrender very soon. If player who plays with United Kingdom transports all his/her allies there, they can’t fight against your tanks. This is so obvious, because tanks have so good toughness and with self propelled brigades they are almost impossible to destroy. BUT!! You have to be careful that you don’t use your tanks and motorized units wrong. Don’t try to attack through mountains or mud or you will ruin everything. With this strategy weather is very important. So when you attack to France (after you have invaded Denmark [don’t attack to Norway]) just invade Netherlands and Belgium and push forward to Reims. Just bomb enemy’s separated units and try to force him/her to move his/her units to Reims. The you have to be speedy. Attack with 8 CAS at night and 8 in morning. Then, concentrate 11 tanks+ HQ + 15 motorized + 20 infantry to Reims, and use some good panzer general. Then, you’ll see, you can’t lose. Then push forward to Paris, and try to destroy as many Britons you can.
== Year 1941 – Operation Barbarossa ==
COMING SOON
[[Category:National Strategy]] [[Category:Germany Strategy]]
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{{Country guides}}
{{GermanyStrategyGuides}}
__TOC__
==Overview==
Germany is one of the most played nations in HoI2. Using AAR production as an indication of popularity, Germany is #1 with hundreds of AARs on the Paradox boards. USA is in 2nd place, and the USSR in 3rd place, neither with more than one hundred. The reason for this is probably that Germany is a nation with great potential that was foiled historically and people enjoy ahistorical success. Success with Germany for veteran players is fairly easy, even on very hard difficulty. For beginning players, Germany can be a challenging nation.
Germany is fairly heavily event driven. With technology, production, economy and politics set up properly, the game can run more or less hands free for the first 3 years. Events will benefit Germany immensely, so wait for them to happen, largely in 1938 and 1939. Events will also lead Germany into war with the Allies, on August 31, 1939. By that date, Germany should be fully prepared for war. Note that even veteran players of HOI2, for the most part, abide by historical events at least until war with Poland.
==Technology==
Germany has the best research teams in the game which allows Germany to be considerably far ahead of all her rivals in research. For example, assuming Germany ignores Tank Destroyers and Anti-Tank Artillery (considered worthless units in game), by May, 1937, it is possible for Germany to have researched ''every'' 1936 and 1937 technology. By January 1, 1939, Germany is capable of having researched every 1938 technology as well, with the only exception being aircraft carriers, which are not commonly used as Germany. Advanced players may take different routes, such as tech rushing key technologies. Since Germany's teams are so strong, researching technologies 1 year in advance is comparatively easy. The only point of weakness in German research is in the Navy.
''' Industrial Research '''
I.G. Farben is the best manufacturing tech team in the game. Use them for all your manufacturing research except Production Planning, which only requires management so use Erich Von Manstein (level 9 and has management) while I.G. Farben researches Production Control. Every industrial field should be researched as Germany with the exception of Radar.
Three tech-teams should be put on the following Industrial Research at start:
* Basic Machine Tools
* Agrichemistry
* Basic Computing Machine
''' Infantry & Armor '''
Infantry and Supply are the most important research topics here. Mountaineers are helpful in winter fighting, and marines are helpful for Sea Lion. Paratroopers are generally not worth it. Light and Medium Tank research is important for Germany. Static Anti-Air could also be important if Germany doesn't plan on invading England.
''' Naval & Naval Doctrine'''
Germany does not require a Navy to defeat the Soviet Union, which is the most important objective. A Navy is useful, however, for invading England and even the USA. Germany's Naval tech teams are its weakest area, in addition to its naval doctrines, which are not conductive to a surface fleet. A typical German navy will focus exclusively on submarines for convoy raiding. A player that seeks to make Germany into a Naval Superpower would abandon the Sealane Interdiction doctrine, and likely go for Fleet-in-Being instead.
''' Aircraft & Air Doctrine '''
Germany's air research teams are good enough that it is possible to keep up to the latest technological level with five of the eight aircraft types, in addition to nearly up to date research on all air doctrine technologies for a player that devotes a serious effort to it. For basics, however, Germany needs to only focus on Interceptors, Close Air Support, and Tactical Bombers to be highly successful.
==Diplomacy==
===Alliances===
Germany will be able to enlist several nations into the Axis throughout the course of the game. Through events, Germany can get Hungary, Romania, and Bulgaria into the Axis. Finland, Vichy France, Japan and Italy can manually be asked to join the Axis beginning in 1940 with relatively high degrees of success. Note: bringing Japan into the war will automatically bring USA into it as well. Germany can also manage to convince some nations to join the Axis before the start of war (August 31, 1939), without using coups. While the list below seems fairly large, Germany will only be able to focus on a few nations in a game due to the costs involved in influencing nations. Generally, the most strategically important allies from the below list are Nationalist Spain and Turkey.
{| CELLPADDING=10
|- VALIGN=top
|
Reasonable chance (above 10% at 200 relations):
*Nationalist Spain (during Spanish Civil War)
*Portugal
*Argentina
*Turkey (before 11/1938)
*Yugoslavia
*Japan
*Greece
*Afghanistan
|
Low chance (below 10% at 200 relations):
*Persia
*Venezuela
*Peru
*Guatemala
*Siam
|}
===Sliders===
Germany's starting sliders are below average. Fortunately, Germany will receive events that shift Germany fully to Hawk Lobby and Interventionism by 1939. Thus, adjusting those sliders is not necessary. Therefore, Germany's first slider moves should be towards Central Planning: Germany is unable to move to free market due to its Authoritarianism. This shift requires 4 moves (1936, 1937, 1938 & 1939) in order to attain the valuable 25% IC bonus. Once this is achieved, in 1940, Germany should begin the move to Standing Army in order to get the experience and organization bonuses. This can be accomplished by January, 1942.
===Ministers===
Germany's starting ministers have fairly good [[Minister Traits|traits]], but the setup can be improved. A few obvious changes should be made before occupation of the Rhineland: Minster of Security: Gurtner; and Armaments Minister: Schacht (10% IC bonus). Also Head of Intelligence to Oskar von Hindenburg is a good idea if Germany is planning on influencing countries.
In 1937, switching the Foreign Minister to Ribbentrop is a good idea if Germany plans on influencing countries.
In 1938 Germany might want to switch the Chief of Staff to Erich Hoepner (5% Armour and artillery research and artillery construction bonuses) until the war starts.
In 1939, Germany should switch to Minister of Security: Daluege in order to benefit from +15% foreign IC use. When prompted for Schacht's resignation by event, refuse due to his excellent 10% IC bonus. Chief of Staff Ludwig Beck is a decent Chief of Staff (Land Unit speed +10%), but not an obvious or necessary early pick. Germany also already has quick land forces and switching to Fritz Bayerlein (+20% organization regain) is probably the better choice here. In Armageddon, Germany should also switch to Head of Intelligence: Hans Oster in order to benefit from his 5% IC bonus.
In 1941, switching to a Guns and Butter Chief of Army, like von Blomberg, will improve the supply and TC situation.
For Naval Minister, the best pick depends on the naval policy:
* '''Decisive Naval Battle''' is best for conventional [[Surface Action Group]]s and [[Surface Action Group#Cruizergs|Cruizerg]] fleets, but hurts carriers, available at start.
* '''Open Seas''' is best for convoy defense, but makes subs more vulnerable, available at start.
* '''Indirect Approach''' makes subs and BCs hit harder, but makes transports and destroyers more expensive, available from 1939.
* '''Base Control''' makes marines, transports and destroyers cheaper, but also makes cruisers more expensive and hurts the offensive power of BBs and BCs, available from 1940.
* '''Power Projection''' is not available for Germany.
For Air Force, '''Army Aviation''' and '''Air Superiority''' are both good choices, but the NAV construction penalty with Air Superiority makes Army Aviation a better pick. Both are available at start. Access to a '''Carpet Bombing''' minister is gained in 1939 - which may be useful if a long strategic bombing campaign against UK is planned. However this requires research in relevant aircrafts and doctrines. '''Vertical Envenlopment''' and '''Naval Aviation''' ministers are gained in 1944 and 1945.
See also a complete list of [[German Ministers]].
==Intelligence==
Germany can make decent use of spies. Stealing blueprints will be only marginally helpful, since Germany is usually far ahead of all its adversaries in research. The best use of spies for Germany is simply to identify troops levels in enemy nations, and to avoid having spies within Germany. Japan, the UK, and the USA are all reasonable targets for blueprint stealing -- any other nations are sure to be far behind Germany in their research.
==Economy==
Germany has a very strong economy that can rival the USA in time.
===Trading===
Germany has a general need for rares, oil, and metal, thus trading should secure those resources, and preferably build large stockpiles. To some extent, Germany can trade excess energy for supplies, which helps redirect IC elsewhere. Germany's strongest trading partners:
* Soviet Union: trade energy, supplies, and cash for metal and rare materials
* Romania: Will trade supplies and oil for energy.
* Italy, Bulgaria, Finland, Switzerland: Will trade supplies for energy
* Brazil: get some rare materials in exchange for energy and/or some supplies.
* Venezuela: offers a lot precious oil in exchange for supplies.
* Nationalist China will trade a small amount of oil for supplies, while Japan may trade metals and rares for oil.
===Industrial Production===
The majority of Germany's IC capacity should go into factory building. Upgrades should be ignored until 1939, since Germany will advance several technologies over the course of the first few years, and will thus benefit from the leap-frog effect. At a minimum, Germany can create a parallel run of 12 factories, with at least 2 serial runs (e.g. 24 new factories by December, 1937). Advanced players sometimes perform 3 serial runs of factories, but this requires a very rapid buildup and organization of your armed forces in 1939, which can be challenging for new players.
==Military==
===Army===
The majority of the German Army (Wehrmacht) should consist of infantry. [[Militia]] can also be helpful if used properly, since Germany has a need for defensive divisions to hold front lines (especially against the Soviet Union). An efficient Infantry/Militia mix for defensive lines is a 9 division army of 4 militia and 5 infantry. Ideally, around 75% of the German Army should consist of infantry/militia before the onset of Barbarossa, with the remaining 25% being tanks and motorized infantry. Building too many tanks is a common mistake for new players, due to high fuel/supply costs and TC load. Unless, of course, you are playing ''very'' historical and seek to emulate the failures of Germany! As a general rule, Germany may have oil shortages (exacerbated with a heavy emphasis on vehicles), and will definitely have TC problems as the invasion of the Soviet Union progresses.
[http://forum.paradoxplaza.com/forum/showthread.php?t=346656 Additional Reading]
===Navy===
The German Navy (Kriegsmarine) has two practical/realistic options:
* Limited Navy: This is the historical route of building U-boats en-mass (the 1938 submarine is a key component). Submarines can be used (in DD) for very successful convoy raiding on England. Doing this will simply hurt England's military overseas (Africa and India). In some sense, this is not a very important strategic goal for Germany, even though convoy raiding can be very successful (see Blue Emu's "Are Submarines Worthless" thread). In ARMA submarines are more powerful, and when serving in large wolf packs (30 sub stacks), they can seriously damage nearly any opposing fleet.
* Surface Fleet: Germany can abandon the [[Sealane Interdiction]] doctrine favored by submarines, and go for the [[Fleet-in-Being]] doctrine. On this route, Germany can build Battleships (SHBB & BB) and use destroyers as screens. This requires considerable time and investment, but when combined with light carriers, Germany will be a formidable Naval power.
===Air Force===
The German Air Force (Luftwaffe) has a large variety of options. Generally, an emphasis on TAC and CAS bombers is the most effective use of firepower against land forces. These will help the German Army significantly eliminate enemy divisions in mass, effectively negating the manpower advantage held by adversaries such as the Soviet Union. Meanwhile, Germany can be successful with large numbers of INT in order to defend against frequent Allied bombing attacks. Since German strategy is contingent on fast conquest of enemy land, STR bombers are not particularly useful. They are also more expensive to build, unless the Chief of Air Force is switched. Later in the game, adding FTR is recommended, since the short range and the upgrade path of INT will hurt during World conquest campaigns.
== Events ==
These events do more than what is specified below, but this is just a summary of the major effects. All events have triggers that will normally trigger unless Germany does something erratic, like starting the war ahead of schedule. Since these events are so helpful to Germany, most players play historically through events.
''' Re-occupation of the Rhineland: '''
At the very start of the scenario, you need to move at least one ground unit to Cologne. This will trigger an event called "Re-Occuptation of the Rhineland" which will give:
* +1 Hawk Lobby
If you dont trigger this event, you will recieve "Great War Manifestation" events that give you +3 dissent until you move a unit into Cologne. So dont wait! You have a unit nearby when the scenario starts, just march in there.
''' Anschluss of Austria: '''
March 1938: Assuming you make the historical choice and the AI accepts:
* Annex Austria
* +1 Authoritarianism
* +1 Hawk Lobby (occurs when Austria accepts, not in original event)
''' Treaty of Munich: '''
September 29th, 1938:
Assuming you make the historical choice and the AI accepts:
* Annex Sudetenland
* +1 Hawk Lobby
* +3 Interventionism
* +1 Hawk Lobby (occurs when Czech accepts, not in original event)
''' The End of Czechoslovakia: '''
March 14th, 1939:
Assuming you make the historical choice and the AI accepts:
* Annex Czechoslovakia
* Create puppet Slovakia OR give territory to Hungary and they join Axis
* +1 Interventionism
* +1 Hawk Lobby (occurs when Czech accepts, not in original event)
''' Claiming Memel: '''
March 23rd, 1939:
Assuming you make the historical choice and the AI accepts:
* Lithuania cedes Memel province
* +1 Interventionism
''' Total Domestic Policy Shift '''
Assuming Germany makes all the historical choices and the AI always accepts:
* +1 Authoritarianism
* +5 Interventionism
* +5 Hawk Lobby
This is sufficient to totally max out the Hawk Lobby and Interventionism Sliders
==War==
Since Germany is the most event driven nation of the game, most players (noob and veteran alike) conduct war on the basis of events. Since Germany is a major power, however, early war is a possibility, including [[Germany Early Annexations |early annexations]]. Generally, however, early war is viewed as gamey and too easy for Germany.
=== Condor Legion: Spanish Civil War ===
On 18 July 1936, the Spanish Civil War (SCW) breaks out. Nationalist Spain will likely loose without German intervention. While the intervention by event helps, Nationalist Spain will typically require direct intervention of the German Army, which means war with Republican Spain. A friendly Spain serves two strategic goals for Germany:
* Access to Gibraltar, which allows Germany to help seize control of the Mediterranean Sea for [[Italy]].
* A soft underbelly to France, making the invasion of France easier.
Historically, Nationalist Spain was neutral in the war and German intervention was limited. Involving Germany in the SCW is by no means necessary, and is generally only used by players seeking total dominance. Also it changes the French AI to a more aggressive one and thus ensures an early DOW from France. (France becomes more interventionist when it goes with "Send Material and Volunteers" in the Spanish Civil War.) When France DOWs early, the Soviet Union often follows. This can lead to a weird game where Poland and Czechoslovakia want to join the Axis.
=== Fall Grün: Czechoslovakia ===
Generally, Czechoslovakia can be annexed and made into a puppet entirely through events, as happened historically. On rare occasion, however, Czechoslovakia will refuse German annexation plans, and Germany will be forced to choose to let well enough alone or fight. The Czech army is not a concern due to its very limited size, but its forts in the Sudetenland are very powerful owing to a level 10 size, and hilly terrain. Ostrava, Brno, and Bratislava all do not have forts and border Germany. Thus, this underbelly makes victory fairly swift and relatively easy because the Sudentenland does not have any victory points.
=== Fall Weiß: Poland ===
On 1 September 1939, the war with Poland and the Allies begins by event. Germany will need enough troops (around 6 divisions each) in the three provinces bordering France to protect her Western front. Defeating Poland is possible within two weeks. The [[HQ Units in Action]] strategy guide provides an excellent guide in the effective use of HQ units, combined with armor and motorized infantry, in order to quickly annex Poland.
=== Fall Gelb: France ===
After Poland is annexed, Germany's next significant target is France. In order to get to France, an invasion of the low countries is necessary. Strictly speaking, only war with Belgium is necessary. An invasion of the Netherlands provides Germany IC and large supply stockpiles after the capture of their capital. While neither nation can be "annexed" by taking their European holdings, events fire that ensure Germany receives their European land as "national" provinces. Luxembourg can be annexed before declaring war on the other two.
The invasion of the Low Countries and ultimately France can begin as soon as forces arrive from the defeat of Poland; e.g. sometime in October, 1939. Historically, Germany waited until May, 1940, when weather conditions were more favorable. This can be a problem for inexperienced players attacking too early, and make for some good, early lessons for what not to do when fighting the Soviet Union! Veteran HOI2 players are able to defeat France in less than 2 weeks, primarily through the use of around 5 - 10 tank divisions.
The primary intent of a successful Blitzkrieg is a spearhead attack that cripples the enemy. This means a direct spearhead to Paris. It is possible for the invasion route to go through the forests of France (Liege -> Reims -> Compiegne to Paris), however tanks do quite poorly in the winter in the forest. A more tank friendly route is Ghent -> Lille -> Amiens -> Paris. Once Paris is captured, German forces can branch out in all directions to make a dash for land. When France looses enough territories, it wil surrender.
The event asking for the creation of Vichy France can occur if:
* Paris is not under France's control.
* France lost 25% of its national provinces.
* Germany is at war with France.
* Germany is not at war with Soviet.
* The year is before 1942.
* France is not a puppet of Germany.
* Vichy is not a puppet of Germany.
The event has 25% chance of triggering every 3 days. If France loses at least 40% of its national provinces, the event will automatically trigger. Note that the AI France has 3% chance of rejecting the creation of Vichy. If this happens, Germany is forced to occupy the entire French territory. Accepting the creation of Vichy if the best move for Germany, since it provides Western France as national provinces and drastically lowers dissent, while also providing a reasonably powerful ally.
=== Weserübung: Denmark and Norway ===
This is completely optional.
The advantage of capturing Denmark is rendering Baltic Sea unreachable by UK’s (and later USA’s) navy as well as giving you a launching pad to the American continent (provided you do not let Denmark surrenders event to trigger, see below). However, the benefit from Norway is much more subtle. You only gain a low amount of resource and a not very feasible route to the USSR. The best reason why you want to invade Norway is probably because it is part of operation Fall Weserübung. The additional ports might also be useful if you decide to go for starving Britain with submarine warfare.
A very easy way to defeat Denmark is to capture the province Kolding. There is 99% chance that Denmark will ask for cease fire and then a few days later Denmark is annexed “peacefully” by Germany. Unfortunately if you take this path, you will lose Greenland and Iceland to USA. See the method on how to prevent it in [[Germany_Strategy_Guide#Annexing_Denmark_with_Greenland_and_Iceland|tricks]] section.
Revisiting Norway, a simple and low-risk means of capturing it is by first taking Sweden. This may be accomplished with relative ease by landings just north and South of Stockholm supplemented by an attack from the Odense or Copenhagen. With Sweden in hand, simply walk into Oslo and Narvik from the adjacent Swedish provinces. Alternatively, capture Oslo and Narvik with paratroopers, then annex Norway immediately.
=== Directive 25: Yugoslavia, and Operation Marita: Greece ===
This is completely optional, if you do not wish to invade them, skip right to USSR section.
Securing Yugoslavia and Greece is useful since it makes your allies stronger and gives you access to the Mediterranean Sea. After the annexation of Yugoslavia, you will receive an event that allows you to create Croatia. Creating it will remove some TC burden as well as gaining more manpower and three divisions, making it a good option.
Greece may provide a little harder challenge. It is relatively easy to conquer all of the VPs except the last VP in Crete. The best way to capture it is probably by sending paratroopers on airborne assault. Amphibious assault may prove to be difficult if you or Italy has not neutralized UK’s navy.
=== Operation Barbarossa: Taming the Bear ===
*''See the article [[Germany Strategy- Taming the Bear]]''
==== The Bitter Peace ====
Conditions that must be satisfied to trigger bitter peace:
* Germany controls Paris.
* Germany is not at war with Italy and Japan.
* Do not sign the Tripartite pact with Japan if you intend to attack the USSR without them. Just sign it with Italy.
* Soviet does not control these provinces:
** Leningrad (one of the northern provinces, very close to Finland)
** Moscow
** Stalingrad
** Baku (southern province, next to Persia)
** Sverdlovsk (in Trans-Siberia railway, quite far away)
If you fulfill those conditions, there is 5% chance every week that Stalin may sue for peace. When the event triggers, there is 90% chance USSR will surrender and Germany will obtain a large amount of provinces. Unfortunately if Soviet refuses, the war goes on and you may need to annex USSR to claim victory. The refusal message is:
Soviet Union went with Fight to the bitter end! in Sue for peace with the Germans
There are two Bitter Peace chains, one with Japan in the Axis and one without.
*Without the Tripartite pact being signed by Japan and without Japan in the Axis, # Sue for peace with the Germans, event 2624 SOV starts the event chain which is completed by the Germans accepting it: event 2024 GER # Stalin sues for Peace (Japan is not Axis).
* Providing Japan is in the Axis (and at war with Soviet), Sverdlovsk is not required. But Soviet must lose Vladivostok (next to Japan's Korea). Event 2645 SOV which triggers event 2046 GER
* There is a third and somewhat unusual Bitter Peace if you are not at war with the Allies (UK, France and USA), you only need to conquer 25% of the Soviet national provinces (note that Eastern Poland provinces are not Soviet's national provinces).
==== The Bitter Peace in Doomsday ====
The ideas are generally the same, but there are some significant differences in Doomsday:
1) The Tripartite Pact is now irrelevant. Offer it to both Japan and Italy since there are no Bitter Peace problems.
2) If Japan is Axis or fighting the Soviet Union, the 5th Russian province can be either Sverdlovsk or Vladivostok. The other 4 needed Russian provinces remain Baku, Leningrad, Moscow, and Stalingrad, and either Germany or Vichy France has to own Paris.
3) The AI has to accept the Bitter Peace, there's now a 100% chance of the AI accepting the Bitter Peace once it fires.
4) The % chance for the event to fire has been increased to random = 35 meaning that it should fire in 3 or 4 weeks, but there is no guarantee that it will fire, just a much increased chance that it will fire. Also the time interval between checks has been changed from every 7 days to every 10 days.
5) Other conditions such as Paris not being controlled by France are still the same. Either Germany or Vichy must control Paris.
6) When the Bitter Peace fires, you get 150 provinces at only 2% base partisan levels with a dissent reduction of 50%.
====puppet states====
If enough provinces in the vicinity of Sverdlovsk can be captured, you might be able to create the puppet state of Transural Republic before the Bitter Peace fires. In like manner you can create some puppet states in the southern region of central Asia near [[Persia]]. If you still have these states when the Bitter Peace fires, they will remain in the Axis. If you later declare war on Persia it may annex some of the central Asian puppets, but when you then annex Persia you get the whole thing!
=== Gibraltar ===
There are two ways to reach Mediterranean Sea, from Gibraltar and Suez. Having these two provinces will mean the whole sea is in your control. The problem with capturing Gibraltar is that it is not possible to conduct amphibious assault there. You may try using airborne invasion, invite Spain into your alliance, ask military access to Spain (almost impossible) or invade Spain (best for practical reasons).
During the Soviet war you should try to work on Spain and getting them into your alliance. If they do join then take control of Spanish army and capture Gibraltar with them. Failing that, you need to declare war on Spain in order to obtain Gibraltar.
Alternatively, intercede on Nationalist Spain's behalf during their civil war. Do this by first guaranteeing their independence, then declaring war on Republican Spain (who has a province next to Gibraltar). This will make Nationalist Spain want to join the Axis. Now, you can either just help them win the war, or, if you're a greedy one like me, use the Nationalist Spain fleet to transport your armies (use Send Expeditionary Force to allow them to board) to the southern end of Spain and from there conquer Republican Spain for Germany.
Gibraltar is frequently unguarded, so you can alternatively capture it with paratroopers from Bordeaux, saving you the intervention in Spain.
=== Reaching Africa ===
After the fall of Gibraltar, the most important British territory in Africa is Suez. Controlling this will mean controlling Mediterranean Sea. There are a number of feasible ways to reach Suez:
* Annex Turkey or Persia and then Iraq (slow because of the poor infrastructure of these regions)
* Annex Turkey or Greece to open more ports (you can launch amphibious landings on Alexandria from Athens)
* If you have a strong navy, put him under Grand Admiral Raeder and make amphibious landing in Africa
If you manage to land in Africa with sufficient force, you can chase them out of the continent for good.
=== Operation Seelöwe: Great Britain ===
This can be done before or after gaining complete control of North Africa or even just after the creation of Vichy France. To invade UK successfully you need either a large surface navy (with two or more carriers) or a navy full of submarines. Other units that will prove useful are marines, fighters/interceptors, naval bomber and tactical bomber.
Southern and Eastern provinces of British island are the natural choices for amphibious landing. The best province depends on the province's garrison as well as its adjacent provinces' troops. If the province is lightly defended but an adjacent province has a very large army, you should think twice since that large army may obliterate your landing troops. To see the number of troops in provinces that do not have coast line, use fighters on air superiority over the areas where those provinces at.
The landing party should consist of three marine divisions. Sending more than three divisions will reduce the effectiveness of the whole invasion. Make sure to put the tactical bomber on interdiction and fighters on air superiority to get a beachhead. Since the specific province that is going to be bombed is decided by AI, you may need to follow where your bomber goes. It is not very nice but it works. Success in doing it will spell the doom of the British island.
Another effective way to gain a beachhead is to move your invasion forces next to Cardiff, land paratroopers there, and sail your forces to the now peaceful port. Why? Because Cardiff has no beach to land on, the AI does not defend it, so you can easily capture it with just 1 paratrooper. If landed at nightfall, you will have till dawn to move your transports into the port. No amphibious assaults needed! Another good province for an airborne assault is Norwich, from where you can easily strike at the heart of England.
It may be a good idea if you combine operation Sealion with invasion in Ireland and Iceland (if you did not try to [[Germany_Strategy_Guide#Annexing_Denmark_with_Greenland_and_Iceland|keep]] it). Iceland will serve as a good launch pad for further invasion on Greenland and America.
=== Made in India ===
With British island gone, African possessions ransacked, only India left for UK. The best attack route is from Persia. You can create a puppet Pakistan if you capture enough provinces in western India, and from there you can annex [[Nepal]] and [[Bhutan]], though the infrastructure (Himalayas) may be challenging. There is an event 13 that can lead to UK's surrender. The conditions are:
* Paris is in German hand or Germany is not at war with France
* London is captured by Germany
* UK lost at least 75% IC
* UK lost at least 75% VPs
* Germany is not at war with Soviet
* Germany is not at war with USA
UK has 50% chance to accept it. If it does, UK will surrender a number of provinces to Germany, Italy, Canada and USA as well as liberating Lebanon, Egypt, India and Jordan. Chances are if you are able to trigger the event, you can completely annex UK very easily. Because of this reason and the fact that the benefit of accepting the peace is very small, it is a good idea to strive for total annexation of UK.
=== USA ===
It is very difficult to land directly in US coasts. An easier route is from Canada. Capture Iceland, Greenland and then proceed to Canada. If you manage to stockpile troops in Canada and invade USA's mainland, you will see that its defence is very weak. The problem with invading the North American continent via Canada is Canada's poor infrastructure. An alternative strategy that doesn't slow your forces down is to capture Newfoundland and from there parachute into Boston. Use Boston as a beachhead for landing your invasion force (which should be in the region of 100 and above divisions). Strike fast at New York and Washington - New England is the USA's industrial heartland. After an intense initial battle, the rest should be a walkover.
There is an event that allows German Player to demand USA's surrender. The conditions of USA surrender to Germany are:
* USA lost at least 75% IC
* USA lost at least 75% VPs
* Germany is not at war with Soviet
* Germany is not at war with UK
There is 50% chance that AI USA will accept the offer. If it does, Germany will receive three provinces and there will be a large change in USA’s government. Else you can always spend a few more months to annex USA.
=== What's next? ===
Conquer the world! If you need more time, use the no time limit mod in [[Utilities|utilities]] section.
== Miscellaneous ==
=== Advantages ===
''' High Quality Tech Teams '''
* I.G. Farben is the best manufacturing research tech team in the game.
* Konrad Zuse is one of the best cryptographic research tech teams in the game, ensuring further dominance in research.
* Top Tier tech teams for all other areas except Naval Doctrines.
''' Strong Stable Industrial Base '''
* Scattered industrial areas difficult to effectively bomb strategically even from England.
* Pre-War industry in top tier allowing long build up.
* Easy conquests of IC rich areas (Essentially All of Continental Europe).
''' Excellent Starting Land Doctrines '''
* Only one Land Doctrine to research between 1936 and 1939 to have best land doctrine in the world available at the time.
''' Good Consumer Goods Income '''
* Even producing the minimum consumer goods available, peacetime revenue is sufficient to support extensive espionage.
''' Excellent Leaders '''
* Start with large numbers of 3-5 skill generals of various rank.
* Top tier air generals (not better than England, but damn good).
* Top tier admirals (again, not better than England, but good).
* Including Rommel, Manstein, Guderian etc
''' Good Starting Units '''
* Larger starting army than any European power except USSR.
* Large starting airforce
''' Optimal Domestic Sliders for Warfare by 1939 '''
* Lots of free event-driven movements towards Hawk Lobby & Interventionism.
* Player can use their manual slider movements as they wish without being beholden to Hawk Lobby or Interventionism.
* Free DOWs available relatively quickly allows conquest of numerous minor nations without dissent.
''' Flexiblity to choose from a wide range of Force Compositions '''
* Flexible starting forces & solid industry enable the player to build whatever army/navy/airforce compositions they want.
''' Good Historical Events '''
* No huge dissent events.
* No events force-switching or killing your good cabinet members.
* Free annexations via event
* Free declarations of war via event, like ''Danzig or war''
=== Disadvantages ===
''' Weak Allies '''
* Poor quality expeditionary divisions from allies.
* Poor quality tech teams for allies.
* Few in number with low IC prevents good blueprint trading from occuring.
''' Enemies with far-flung possessions that are not easily annexed '''
* UK possesses tiny islands all over the world with victory point values
* USSR has enormous territorial depth. Germany must reach Pacific to annex.
* USA seperated from Germany by huge ocean and strong navy with enormous IC power.
''' Relatively Poor Starting Naval Forces '''
* Without substantial investment, no possibility of victory vs major rivals.
''' Limited access to Naval Doctrines and mediocre naval doctrine tech teams '''
* Kriegsmarinewerft is a good naval unit tech team, but Raeder is your only really good naval doctrine tech team.
* Only access to a few carrier enhancing doctrines useful in the late game naval war vs USA.
''' Must stand alone vs enemies with enormous manpower reserves '''
* Even with immediate research of manpower boosting techs, very difficult to match Soviets or USA in divisions.
* Poor planning can cause you to exhaust your manpower pool and find yourself unable to reinforce your units, much less build more.
''' Poor Raw Materials production pre-war '''
* Peacetime trading strategy must be focused on acquiring [[Rare_Materials|rare materials]], usually at the price of supplies (i.e. purchased with IC).
* After expanding throughout Europe, less of a problem. Especially after extensive stockpiling of resources during peacetime.
''' Mediocre Metal production '''
* Can be mitigated through numerous energy-for-metal trades with minor nations (Sweden makes a 1-for-1 offer every couple months).
''' Located in the center of Europe '''
* Although this makes it attacking easier, it also means Germany is surrounded by enemies.
* Multi-front situation can be managed if Operation Sealion is successful before 1941.
==Gamey Tactics==
Germany has a variety of [[gamey tactics]] possible.
=== Germanic Ireland: Totally Optional===
When the game starts, build a whole bunch of transports and create about 2 Tank divisions, 3 Militias, and about 2 infantry. (Ireland is only given one infantry division so you can easily bomb rush them). quickly board up your troops and head toward Ireland. This will create you a small navel base to attack the british mainland. It will help you attack Brest and having a 2 sided french attack.
===The Unholy Alliance===
If you press F12 and then key in and enter event 2015 you get the "Unholy Alliance" option with the Soviet Union. Choosing this could backfire if Japan hasn't had the Nomahan Incident yet. If Japan then chooses "This defeat must be avenged" you'll find yourself fighting Japan!
== Germany multiplayer strategy ==
=== Prolog ===
Have you ever tried to play with Germany and for some reason lost in multiplayer game? It will change now. The main point is, that you have to build a very strong and speedy army. You can't only focus on infantry. Of course you need them, too, but what you really need (especially against Soviet Union) are motorized and armored units. If you follow my instructions, you will be very strong opponent in the future.
=== Blitzkrieg ===
At the beginning build factories. Only factories. When the war breaks out, you don't have much army but enough to invade Poland. Then, start to build 6 motorized units and 3 armored units, and airforces and some infantry. When you attack France in 1940, there is just no way you could lose, because your army is so tough. French infantry just can't do much against them. You should attack the Soviet Union in 1941. Just keep pumping more armors and mechanized/motorized units. And when the battle begins, use blitzkrieg. Use all your airforce to destroy the enemy's poor infantry, and move forward with your units. You'll see that this strategy is very simple and effective.
== Year 1939 –40 Invading Poland and France ==
Invading Poland should be easy thing to do, altough your army isn’t so great yet. Remember to leave some garrisons against France. It is always good to remember necessary defence. But the main point against Poland is your airforce. Bomb enemy units down and then you won’t lose so much manpower either. When Poland has been annexed you should immediately start to move your units against France, but don’t attack yet. Just wait. But during this ‘phony war’ you should start to build very tough army. First of all, start to pump 3 tanks and 6 motorized infantry + headquarters and some infantry (and CAS!!). With this strategy you will see that France will surrender very soon. If player who plays with United Kingdom transports all his/her allies there, they can’t fight against your tanks. This is so obvious, because tanks have so good toughness and with self propelled brigades they are almost impossible to destroy. BUT!! You have to be careful that you don’t use your tanks and motorized units wrong. Don’t try to attack through mountains or mud or you will ruin everything. With this strategy weather is very important. So when you attack to France (after you have invaded Denmark [don’t attack to Norway]) just invade Netherlands and Belgium and push forward to Reims. Just bomb enemy’s separated units and try to force him/her to move his/her units to Reims. The you have to be speedy. Attack with 8 CAS at night and 8 in morning. Then, concentrate 11 tanks+ HQ + 15 motorized + 20 infantry to Reims, and use some good panzer general. Then, you’ll see, you can’t lose. Then push forward to Paris, and try to destroy as many Britons you can.
== Year 1941 – Operation Barbarossa ==
COMING SOON
[[Category:National Strategy]] [[Category:Germany Strategy]]
23cbc1a5a7682249ab1f4895a16c5ee5d817661b
Guangxi Clique
0
479
1982
1960
2020-11-15T02:59:30Z
Lycan-bat
8439
/* Diplomacy */
wikitext
text/x-wiki
Guangxi Clique may not have what it takes to become a major power, but it can become a vital player in China's fight against Japan. As one of the Chinese warlords, Guangxi Clique will automatically ally with the rest of china if and when the Japanese DOW sometime in mid-1937. Your first year and a half should be devoted to preparing for this war.
== Military ==
You start out with a pretty good sized army, with a makeup of about 1/3 militia 2/3 '18 infantry. Overall, a well equiped army for such a small nation. All focus should be directed at infantry. Some mountain and cavalry troops might do some good as well, but a navy and airforce should be ignored entirely. You lack the tech teams to research these areas, and even if you do, the Imperial Japanese Navy will crush you. (not tested as of yet, but building some interceptors might help in keeping the japanese bombers out of your skies). Now you see why Guangxi Clique does not have any chance of becoming a world power.
== Diplomacy ==
This area is quite straighforward. You have +199 relations with most of the other Chinese factions. However, don't pursue an alliance with the Nationalists right off the bat; for some reason they never accept. wait until the Japanese invasion when the alliance will happen automatically. If you want, you could go for the lands of Yunnan early on, and crush them in a matter of months (the only limiting factor here is the horrible Tc you'll have). This gives your troops some extra experience while granting your industry a slight boost (around 6 IC). However, your sliders all start out very far towards the right, and due to your isolationist leanings you will get a massive dissent boost any time you delcare war. Therefore, a strategy similar top that used for Argentina will suffice. Stock up on supplies, then when the war starts, devote all IC to consumer goods. The dissent should abate quickly. It will of course be tempting to take Tibet and Sinkaing after you deal with Yunnan, but their lands have nothing of interest, and a war in the Himilayas is generally not a good idea. It will also tie up troops far from the action once the war with Japan starts.
You can also pursue an alliance with [[Yunnan]] if this is done very early. Historically they were on opposite sides in the [https://en.wikipedia.org/wiki/Central_Plains_War Central Plains War], which is probably what the Guanxi clique war [[Nationalist China]] gets is based on.
== Economy and Tech Teams ==
Lets face it- your economy is mediocre at best and you tech teams are primarily suited for infantry research. You should have the technology for '36 infantry by mid 1936. From here on out, you want to upgrade all of your land forces; only train new units when all of the upgrades are carried out.
== The War Against Japan ==
1f426628587be9d7b18082df0bdaad83340f504d
MediaWiki:Sitenotice
8
1038
1983
1957
2020-11-23T20:16:24Z
SolSys
3664
Survey
wikitext
text/x-wiki
<h4><div class="gridBG header" style="background:#3c5a6e; border: 2px solid #20303B; border-radius: 6px; color: white; padding: 3px;">[[File:event_trigger.png|24px|link=]] '''We are conducting a survey to learn how we can improve the Paradox Wikis experience for our users. Please take the time to fill the [https://www.surveymonkey.com/r/8DQBHCF Survey]''' [[File:event_trigger.png|24px|link=]]</div></h4>
22b22d4d9f520a9a547db3c307dce57a02a925b9
1984
1983
2020-12-02T20:04:57Z
SolSys
3664
Replaced content with "-"
wikitext
text/x-wiki
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3bc15c8aae3e4124dd409035f32ea2fd6835efc9
Gamey tactics
0
463
1988
758
2021-06-09T07:22:14Z
Lycan-bat
8439
wikitext
text/x-wiki
''Gamey tactics'' are shorthand for "game the system", or put in another way, "cheat the system" by means of design flaws or poor AI. Gamey tactics almost always lead to ahistorical and extremely unrealistic results. Classic gamey tactics in HoI2 include:
* '''Withdrawal & Flank:''' German withdrawal of troops from the French border, causing the French AI to take German territory, and then outflanking the bulk of the French army by capturing an abandoned maginot line.
* '''Spamming infantry or IC:''' Spamming IC for years on end is extremely unrealistic, while creating a 100% infantry only army is highly imbalanced (though of course extremely effective in game).
* '''Puppets:''' Large puppets, such as a Japanese puppet of Nationalist China, are highly unrealistic due to their huge amount of power.
* '''The "Soldier of Fortune" approach:''' You can play the game as one country, then save the game, and return to the game as another country. You can pretty much always be where the action is.
See also: [[AI Behaviour]]
[[Category:Terminology]]
9fc16558430f06ee42fd04edd9ae782e70298fcc
Nationalist China
0
608
1989
1941
2021-06-16T00:53:46Z
Lycan-bat
8439
/* Guangxi */
wikitext
text/x-wiki
{{Country guides}}
==Overview==
In 1936, China faces many challenges. Among them, internal corruption and cronyism, the communist threat, and perhaps the most dangerous of all, the Japanese. However, China in 1936 has a huge potential for success, and it all depends on how you play it. Unfortunately, China is imperfectly modeled in the game, with some critical end game events missing (e.g. after the defeat of the Japanese, etc). Thus, players should consider using the [[China_Improvement_Pack]].
*'''Advantages'''
**High Manpower
**High IC
**Large army, with more easily acquired
**Large land mass
**Powerful friends
**Good sliders
*'''Disadvantages'''
**Lacks resources
**Bad techteams
**Bad starting technology
**Little space to conquer
**Bad leaders
**Bad ministers
**High initial dissent
**Powerful enemies
==Technology==
Nationalist China begins the game severely behind technologically. In addition, war will begin very early for China, which means that early technology research is critical. Early Infantry (1936), Rear Area Supply (strategic deployments), and a land doctrine are very important early research goals in order to have a reasonably capable military power. Grand battleplan doctrine is an excellent choice for land doctrines. It eventually maximizes the efficiency of the hordes of infantry that you are going to possess and fits in with your two land doctrine research teams. Also you can perhaps steal some blueprints from Japan which you should constantly try if your bankroll allows it. The German General von Falkenhausen is important to use early in the game, as he will leave China in february 1938 during the war with Japan.
If you aim for maritime power, go for carrier warfare! Again you can steal blueprints and your aerial research teams are at least better at researching carriers than your maritime research team is at researching battleships. Also you can upgrade the air groups and with your absurdely slow research progress that's a lot faster than researching and building new models to keep up with your competition.
If you play with tech team takeover, then you obviously have some more options. Decent research teams are to be found in Mengkukuo, Manchukuo, Communist China, Siam and both of the possible Koreas (and of course Japan, but you already need some progress to even get to them). Especially Manchukuo and Korea are interesting since they are relatively easy to get to and provide teams for your most important weaknesses: Navy and Naval doctrine research. The rest of the chinese warlords have even crappier teams than you do.
==Diplomacy==
===Alliances===
The first alliance Nationalist China can create is the United Front. After the defeat of Japan, the United Front will likely be dispersed. China is open to various options, including joining the Allies, Axis or Comintern. Generally, an Axis alliance is the most sensible, since advances against the Soviet Union and Allies are on China's doorstep.
===Sliders===
The free slider moves China receives depend on selections made during events. Assuming historical events, by 1937, China will receive the following:
* 4 Hawk moves (Pitman Act, Marco Polo Bridge Incident, Transfer Industry, Operation Zet)
* 2 Interventionism moves (Make promises, Forge United Front)
* 1 Open Society move (Make promises, Forge United Front, less the Marco Polo Bridge incident)
* 2 Democratic, and 1 Political Left moves (Make Promises, Forge United Front).
For ideological reasons, China cannot move to maximum Free Market, but receives considerable benefits from the current position. It is however fairly easy to maximize Free Market:
* In 1936 and 1937, make shifts to Democratic (creating the Market Liberal government).
* In 1938, maximize Free Market.
===Ministers===
Nationalist China's starting ministers are quite poor, and worse yet, cannot be changed. In 1937, new ministers come available:
'''Armaments Minister:''' Bai Chongxi provides +5% IC, and +10% industrial research
'''Minister of Security:''' Walther Stennes requires +5% consumer goods need, but this is better than the -3% IC penalty Chen Guofu provides.
In 1939, Head of Intelligence He Yaozu becomes available (IC +5%). Additional Chiefs of Staff also come available, including Jiang Baili (+20% Org regain) and Bai Jchongxi (Manpower growth +25%)
==Intelligence==
China will produce a considerable amount of money due to constant dissent levels that need to be paid down. This money could help some steal blueprint actions.
==Economy==
China has a relatively strong economy for a regional power.
===Trading===
China has a fairly severe lack of resources, including energy, rares, and metal.
===Industrial Production===
Early industrial production as China is not wise, since the war with Japan will begin in just 18 months from the beginning of the game.
==Military==
===Army===
The backbone of the Nationalist China army is infantry and [[militia]].
===Navy===
China will not be able to build any Navy until Japan has been defeated.
===Air Force===
China will not be able to build any Air Force until Japan has been defeated. After that, a single specialization (TAC, for example) is possible.
==Events==
Nationalist China has a large number of events.
=== The Xi'an Incident ===
On March 30, 1936 (the date may vary), Nationalist China will have a very important event:
* Make Promises and Hedge Bets: Make peace with Communist China, returning to regular borders. Dissent lowers by -5%, democracy slider moves 1, interventionism moves 1, and open society moves 1. Relations with all neighbors improve.
* Arrest the Traitors: The United Front will never forge, and the war with the Communists continues. Dissent climbs by 10%. Isolationism adds 1, political right 1, and open society moves 2. Nationalist China will become Fascist. Additionally, wars with neighboring states is increasingly likely, particularly Tibet.
* Forge the United Front : Dissent climbs by 15%. Alliance with all neighbors. Sliders: 2 to democracy, 1 to political left, 1 to central planning, 2 to interventionism, 2 to open society.
Based on dissent and slider moves, making promises and hedging bets is the best move. While early war may be a preferred strategy by some players, choosing the "Make promises" options does not preclude declaring war at a later time when China is better prepared and more organized.
=== Pitman Act ===
Shortly after the beginning of the war with Japan, the USA will decide if it will send aide to China. If it does, China will have the option to accept the aide (1 Hawk move and a new tech team) versus declining (1 dove move). The choice is obvious. Random "lend-lease" caravans will arrive that improve Chinese base IC by +6.
=== Forging the United Front ===
If Nationalist China follows historical events and does not engage in early war mongering, days after the Japanese declaration of war, this event will fire:
* Forge the United Front: 1 move to interventionism, 1 move to democratic, 1 move to left, 1 move to open society. -5% dissent. Alliance with all neighbors.
* We do not need them: 1 move to isolationism, 1 move to Right, 1 move to closed society. +5% dissent.
The United Front allows Nationalist China to gain military control over her neighbors, in order to better deploy their forces.
=== Transfer Industry to the Interior ===
China is able to move its industrial base to the interior of the country, protecting it better from Japanese aggression. This move provides a Hawk bonus, and increased metal and rares production.
=== Operation Zet ===
Shortly after the onset of the war, the Soviet Union will choose whether or not to send assistance to Nationalist China. China recieves an airbase upgrade, a TAC, an INT, 1 hawk move, and 1000 supplies. Refusing results in 1 dove move. The choice is obvious.
=== Recall of German Mission ===
In the Spring of 1939, this event will fire at Japan's request to Germany. China will not be presented a choice, and will loose their German tech team von Falkenhausen and the General von Falkenhausen. At this point there might be an event screw-up. Even if you already annexed Manchukuo, the event will fire and Japan will seek recognition for a state that doesn't exist on territory they don't control. The only remedy is hacking the japanese, german or nationalist chinese event file.
==War==
=== Communist China ===
Nationalist China begins the game at war with Communist China. In HOI2, Communist China was very weak, and easy to defeat. Beginning in Doomsday, however, Communist China is much stronger, and will make gains in early fighting. Significant gains against Communist China will be difficult until Nationalist China can upgrade its infantry to 1936 (fall/winter of 1936). At times Communist China will leave Xingjiang weakly defended, and if you can seize this province Communist China may offer it along with Pingliang in a peace settlement, if this is done before the Guanxi clique war commences in the summer. Generally, however, the war with the Communists will end by April due to the Xi'an event.
=== Guangxi ===
In the summer of 1936, the Guangxi Clique will declare war on Nationalist China ''assuming'' China did not forge the united front in the Xi'an incident. Making significant gains against them is not difficult, so long as the entire Chinese army is dedicated to the war effort, and 1936 infantry has been researched and upgraded. After a few victories, offering peace through an event is possible, and China has two options:
* Offer Peace: Includes the secession of many key Guangxi provinces. The secession of territories will provide enough new IC for a fourth research slot.
* Continue war: This will ensure that some of the other Chinese warlords join their Guangxi side, which is beneficial in terms of being able to annex all warlords without independent declarations of war. This will, however, ensure a very early declaration of war from Japan. Also, the far away Sinkiang is likely to join the war, which would take many months to simply reach with ground troops, let alone annex. Shanxi will typically side with Guanxi Clique (as it did in the Central Plains War) while Yunnan and Sinkiang could go either way. Sinkiang will also sometimes ally with Japan.
=== Japan ===
The most important war in the game for China is the war with Japan. It begins in June or July, 1937, with the Macro Polo Bridge Incident. China will gain 1 move to Closed society, and 1 move to Hawk. If China did not engage in early warmongering, an event to forge the United Front will fire, with all warlords becoming allies. Although their troops are very poor, 1918 infantry, they can help bolster defensive lines when under military control.
China's first goal in the war is purely defensive: survive the Japanese offensive. Every Chinese beach must be guarded by a 3 division stack of soldiers (2 infantry and 1 militia - on normal difficulty or lower 1 infantry and 2 militia will suffice) in order to protect against Japanese amphibious assaults. Depending on game version and gameplay, a defensive war could last as long as 2 years, before China will have produced enough raw manpower to begin counterattacking the Japanese. Shanxi provides a decent buffer zone between China and the advancing Japanese military. A natural defensive line formed by the Yellow River (between Yucheng and Jinan provinces) is an excellent last resort defensive line. If Japan manages to conquer Anyang China will be presented the choice to flood the area (reducing infrastructure and industry along the Yellow River). Either way China will get 1 dissent. Generally, this is not a good option since it hurts China in the long run.
A minimum of 2 HQ units will be necessary in order for China to conduct successful offensive operations. When China is ready for an offensive campaign, it may be wise to allow Japan to annex Shanxi: this ensures all capture territories in Mengchucko and Marchuria fall under Nationalist China's control, and provides a land link between these national provinces. If the war lasts long enough, Germany will create Vichy France in the summer of 1940, which will cause Japan to demand, and very likely receive, Indo-china. This will open up a Southern Front of attack for Japan, which it will successfully exploit if allowed.
==== The Fading Sun ====
In HOI2, defeating the Japanese army was relatively easy, and could be accomplished in a few months after the onset of war. Beginning in Doomsday, the Japanese army became incrementally more powerful over patch versions. In Armageddon, the Japanese AI became quite strong, and the war can fairly easily last 4-5 years. China's main goal is the annexation of Manchuria, and pushing the Japanese completely out of Korea. With this accomplished, "The Fading Sun" event will fire. Nationalist China has to be in possession of Nanjing, Beiping, Mukden, Harbin, Pyongyang, Seoul and Busan. Then the event has a 50% chance to fire every 10 days.
There are a few screw-ups in the event files. For example if you defended Shanxi and they are in possession of Beiping, the "fading sun" will not fire, since you are not in possession of Beiping and you cannot leave the alliance to kill off Shanxi since you are at war. Another example is if the japanese conquer anything they are not supposed to (communist china for instance, or if Mengkukuo is never created and thus cannot be annexed). It won't be handed over to you per event, thus creating japanese enclaves in the middle of the chinese mainland. Apparently including it in the event has been forgotten, since every other warlord is included in the event files. If you play with tech team takeover, you might want to delay annexation of Manchuria and the "fading sun" until the start of 1939. It'll give you a good naval and aerial doctrine research team - things that you could really use. Also you can change your ministers at will and erase the resulting dissent with the "fading sun". These are your options:
* Humiliate the Japanese: Reduces dissent by -20%. War with Japan will end, and Korea will be liberated as a Chinese puppet. Ironically, Korea will start off with several technology advancements, and will offer blueprints. All Japanese territories on the mainland will become Chinese. The war with Siam continues, but they will offer a separate peace. Japan will suffer a coup that transforms their government into Left-Wing Radical.
* Total Victory: Causes 5% dissent, the war will continue as normal.
=== Civil War Resumes ===
The Chinese Civil War will return, by event, ''only if'' the Japanese were defeated on their homeland by the Allies and/or USSR. The Fading Sun event, in itself, will not cause a return of the Chinese Civil War. Technically, Japan must receive event 43, and then become a USA puppet in event 45. That will then fire event 99, where Communist China can decide to continue the Civil War. Alternatively, Nationalist China can remove all its allies and puppets, and DOW them individually to unify China properly. If you feel up to the task (which you should after defeating Japan), you can also remove your puppets and leave the alliance yourself and take them on alltogether. You'll only require one DOW this way to annex all the warlords with the exception of Tibet. A nice bonus for this would be the communist and korean techteams (if you play with techteam takeover).
<!--
This seems to be impossible -- with ARMA, and maybe with Doomsday
=== Early Unification of China ===
Nationalist China can decide if it prefers peaceful coexistence, to eventually lead to forging the United Front, or if outright annexation of its neighbors is desired. The key component for any expansionist aggression is to ensure Nationalist China is ready for war with Japan by the summer of 1937. Therefore, any extraordinary warmongering must begin no later than the fall of 1936. Some consider this warmongering gamey, and makes playing Nationalist China too easy, while others consider it par for the course.
'''Guangxi Clique:''' Guangxi Clique will declare war in the spring (as discussed above). The peace event, however, offers interesting options. For example, after accepting the peace, war against the reduced Guangxi Clique can be won in less than three weeks. Yunnan and Sinkiang will quickly come to their aide. In the unlikely event China annexes Guangxi before this occurs, China will automatically receive all of Guangxi's military.
'''Shanxi:'''
'''Yunnan:'''
'''Communist China:'''
'''Tibet:'''
-->
===USSR===
After defeating Japan and unifying China, the USSR is an enticing target: it will not require a Navy, and plays to China's main strength: its land forces. The Soviet Union is most vulnerable immediately after the German declaration of war. In HOI2, the Soviet Union will be ridiculously easy to defeat. In Doomsday and ARMA, the Soviet Union will be more challenging, but still fairly easy. The key in these game versions is to not join the Axis, as that will seriously impair German's fighting ability. China will need to capture key Soviet provinces such as Baku, Stalingrad, or Sverdlovsk to avoid the Bitter Peace event, in which China would loose all of its gains!
[[Category:National Strategy]]
1db912e3bde5ae265ac0fb91139f960d3ff55e2e
2005
1989
2022-10-06T04:56:49Z
Lycan-bat
8439
/* Technology */
wikitext
text/x-wiki
{{Country guides}}
==Overview==
In 1936, China faces many challenges. Among them, internal corruption and cronyism, the communist threat, and perhaps the most dangerous of all, the Japanese. However, China in 1936 has a huge potential for success, and it all depends on how you play it. Unfortunately, China is imperfectly modeled in the game, with some critical end game events missing (e.g. after the defeat of the Japanese, etc). Thus, players should consider using the [[China_Improvement_Pack]].
*'''Advantages'''
**High Manpower
**High IC
**Large army, with more easily acquired
**Large land mass
**Powerful friends
**Good sliders
*'''Disadvantages'''
**Lacks resources
**Bad techteams
**Bad starting technology
**Little space to conquer
**Bad leaders
**Bad ministers
**High initial dissent
**Powerful enemies
==Technology==
Nationalist China begins the game severely behind technologically. In addition, war will begin very early for China, which means that early technology research is critical. Early Infantry (1936), Rear Area Supply (strategic deployments), and a [[Land Doctrine|land doctrine]] are very important early research goals in order to have a reasonably capable military power. Grand battleplan doctrine is an excellent choice for land doctrines. It eventually maximizes the efficiency of the hordes of infantry that you are going to possess and fits in with your two land doctrine research teams. Also you can perhaps steal some blueprints from Japan which you should constantly try if your bankroll allows it. The German General von Falkenhausen is important to use early in the game, as he will leave China in february 1938 during the war with Japan.
If you aim for maritime power, go for carrier warfare! Again you can steal blueprints and your aerial research teams are at least better at researching carriers than your maritime research team is at researching battleships. Also you can upgrade the air groups and with your absurdely slow research progress that's a lot faster than researching and building new models to keep up with your competition.
If you play with tech team takeover, then you obviously have some more options. Decent research teams are to be found in Mengkukuo, Manchukuo, Communist China, Siam and both of the possible Koreas (and of course Japan, but you already need some progress to even get to them). Especially Manchukuo and Korea are interesting since they are relatively easy to get to and provide teams for your most important weaknesses: Navy and Naval doctrine research. The rest of the chinese warlords have even crappier teams than you do.
==Diplomacy==
===Alliances===
The first alliance Nationalist China can create is the United Front. After the defeat of Japan, the United Front will likely be dispersed. China is open to various options, including joining the Allies, Axis or Comintern. Generally, an Axis alliance is the most sensible, since advances against the Soviet Union and Allies are on China's doorstep.
===Sliders===
The free slider moves China receives depend on selections made during events. Assuming historical events, by 1937, China will receive the following:
* 4 Hawk moves (Pitman Act, Marco Polo Bridge Incident, Transfer Industry, Operation Zet)
* 2 Interventionism moves (Make promises, Forge United Front)
* 1 Open Society move (Make promises, Forge United Front, less the Marco Polo Bridge incident)
* 2 Democratic, and 1 Political Left moves (Make Promises, Forge United Front).
For ideological reasons, China cannot move to maximum Free Market, but receives considerable benefits from the current position. It is however fairly easy to maximize Free Market:
* In 1936 and 1937, make shifts to Democratic (creating the Market Liberal government).
* In 1938, maximize Free Market.
===Ministers===
Nationalist China's starting ministers are quite poor, and worse yet, cannot be changed. In 1937, new ministers come available:
'''Armaments Minister:''' Bai Chongxi provides +5% IC, and +10% industrial research
'''Minister of Security:''' Walther Stennes requires +5% consumer goods need, but this is better than the -3% IC penalty Chen Guofu provides.
In 1939, Head of Intelligence He Yaozu becomes available (IC +5%). Additional Chiefs of Staff also come available, including Jiang Baili (+20% Org regain) and Bai Jchongxi (Manpower growth +25%)
==Intelligence==
China will produce a considerable amount of money due to constant dissent levels that need to be paid down. This money could help some steal blueprint actions.
==Economy==
China has a relatively strong economy for a regional power.
===Trading===
China has a fairly severe lack of resources, including energy, rares, and metal.
===Industrial Production===
Early industrial production as China is not wise, since the war with Japan will begin in just 18 months from the beginning of the game.
==Military==
===Army===
The backbone of the Nationalist China army is infantry and [[militia]].
===Navy===
China will not be able to build any Navy until Japan has been defeated.
===Air Force===
China will not be able to build any Air Force until Japan has been defeated. After that, a single specialization (TAC, for example) is possible.
==Events==
Nationalist China has a large number of events.
=== The Xi'an Incident ===
On March 30, 1936 (the date may vary), Nationalist China will have a very important event:
* Make Promises and Hedge Bets: Make peace with Communist China, returning to regular borders. Dissent lowers by -5%, democracy slider moves 1, interventionism moves 1, and open society moves 1. Relations with all neighbors improve.
* Arrest the Traitors: The United Front will never forge, and the war with the Communists continues. Dissent climbs by 10%. Isolationism adds 1, political right 1, and open society moves 2. Nationalist China will become Fascist. Additionally, wars with neighboring states is increasingly likely, particularly Tibet.
* Forge the United Front : Dissent climbs by 15%. Alliance with all neighbors. Sliders: 2 to democracy, 1 to political left, 1 to central planning, 2 to interventionism, 2 to open society.
Based on dissent and slider moves, making promises and hedging bets is the best move. While early war may be a preferred strategy by some players, choosing the "Make promises" options does not preclude declaring war at a later time when China is better prepared and more organized.
=== Pitman Act ===
Shortly after the beginning of the war with Japan, the USA will decide if it will send aide to China. If it does, China will have the option to accept the aide (1 Hawk move and a new tech team) versus declining (1 dove move). The choice is obvious. Random "lend-lease" caravans will arrive that improve Chinese base IC by +6.
=== Forging the United Front ===
If Nationalist China follows historical events and does not engage in early war mongering, days after the Japanese declaration of war, this event will fire:
* Forge the United Front: 1 move to interventionism, 1 move to democratic, 1 move to left, 1 move to open society. -5% dissent. Alliance with all neighbors.
* We do not need them: 1 move to isolationism, 1 move to Right, 1 move to closed society. +5% dissent.
The United Front allows Nationalist China to gain military control over her neighbors, in order to better deploy their forces.
=== Transfer Industry to the Interior ===
China is able to move its industrial base to the interior of the country, protecting it better from Japanese aggression. This move provides a Hawk bonus, and increased metal and rares production.
=== Operation Zet ===
Shortly after the onset of the war, the Soviet Union will choose whether or not to send assistance to Nationalist China. China recieves an airbase upgrade, a TAC, an INT, 1 hawk move, and 1000 supplies. Refusing results in 1 dove move. The choice is obvious.
=== Recall of German Mission ===
In the Spring of 1939, this event will fire at Japan's request to Germany. China will not be presented a choice, and will loose their German tech team von Falkenhausen and the General von Falkenhausen. At this point there might be an event screw-up. Even if you already annexed Manchukuo, the event will fire and Japan will seek recognition for a state that doesn't exist on territory they don't control. The only remedy is hacking the japanese, german or nationalist chinese event file.
==War==
=== Communist China ===
Nationalist China begins the game at war with Communist China. In HOI2, Communist China was very weak, and easy to defeat. Beginning in Doomsday, however, Communist China is much stronger, and will make gains in early fighting. Significant gains against Communist China will be difficult until Nationalist China can upgrade its infantry to 1936 (fall/winter of 1936). At times Communist China will leave Xingjiang weakly defended, and if you can seize this province Communist China may offer it along with Pingliang in a peace settlement, if this is done before the Guanxi clique war commences in the summer. Generally, however, the war with the Communists will end by April due to the Xi'an event.
=== Guangxi ===
In the summer of 1936, the Guangxi Clique will declare war on Nationalist China ''assuming'' China did not forge the united front in the Xi'an incident. Making significant gains against them is not difficult, so long as the entire Chinese army is dedicated to the war effort, and 1936 infantry has been researched and upgraded. After a few victories, offering peace through an event is possible, and China has two options:
* Offer Peace: Includes the secession of many key Guangxi provinces. The secession of territories will provide enough new IC for a fourth research slot.
* Continue war: This will ensure that some of the other Chinese warlords join their Guangxi side, which is beneficial in terms of being able to annex all warlords without independent declarations of war. This will, however, ensure a very early declaration of war from Japan. Also, the far away Sinkiang is likely to join the war, which would take many months to simply reach with ground troops, let alone annex. Shanxi will typically side with Guanxi Clique (as it did in the Central Plains War) while Yunnan and Sinkiang could go either way. Sinkiang will also sometimes ally with Japan.
=== Japan ===
The most important war in the game for China is the war with Japan. It begins in June or July, 1937, with the Macro Polo Bridge Incident. China will gain 1 move to Closed society, and 1 move to Hawk. If China did not engage in early warmongering, an event to forge the United Front will fire, with all warlords becoming allies. Although their troops are very poor, 1918 infantry, they can help bolster defensive lines when under military control.
China's first goal in the war is purely defensive: survive the Japanese offensive. Every Chinese beach must be guarded by a 3 division stack of soldiers (2 infantry and 1 militia - on normal difficulty or lower 1 infantry and 2 militia will suffice) in order to protect against Japanese amphibious assaults. Depending on game version and gameplay, a defensive war could last as long as 2 years, before China will have produced enough raw manpower to begin counterattacking the Japanese. Shanxi provides a decent buffer zone between China and the advancing Japanese military. A natural defensive line formed by the Yellow River (between Yucheng and Jinan provinces) is an excellent last resort defensive line. If Japan manages to conquer Anyang China will be presented the choice to flood the area (reducing infrastructure and industry along the Yellow River). Either way China will get 1 dissent. Generally, this is not a good option since it hurts China in the long run.
A minimum of 2 HQ units will be necessary in order for China to conduct successful offensive operations. When China is ready for an offensive campaign, it may be wise to allow Japan to annex Shanxi: this ensures all capture territories in Mengchucko and Marchuria fall under Nationalist China's control, and provides a land link between these national provinces. If the war lasts long enough, Germany will create Vichy France in the summer of 1940, which will cause Japan to demand, and very likely receive, Indo-china. This will open up a Southern Front of attack for Japan, which it will successfully exploit if allowed.
==== The Fading Sun ====
In HOI2, defeating the Japanese army was relatively easy, and could be accomplished in a few months after the onset of war. Beginning in Doomsday, the Japanese army became incrementally more powerful over patch versions. In Armageddon, the Japanese AI became quite strong, and the war can fairly easily last 4-5 years. China's main goal is the annexation of Manchuria, and pushing the Japanese completely out of Korea. With this accomplished, "The Fading Sun" event will fire. Nationalist China has to be in possession of Nanjing, Beiping, Mukden, Harbin, Pyongyang, Seoul and Busan. Then the event has a 50% chance to fire every 10 days.
There are a few screw-ups in the event files. For example if you defended Shanxi and they are in possession of Beiping, the "fading sun" will not fire, since you are not in possession of Beiping and you cannot leave the alliance to kill off Shanxi since you are at war. Another example is if the japanese conquer anything they are not supposed to (communist china for instance, or if Mengkukuo is never created and thus cannot be annexed). It won't be handed over to you per event, thus creating japanese enclaves in the middle of the chinese mainland. Apparently including it in the event has been forgotten, since every other warlord is included in the event files. If you play with tech team takeover, you might want to delay annexation of Manchuria and the "fading sun" until the start of 1939. It'll give you a good naval and aerial doctrine research team - things that you could really use. Also you can change your ministers at will and erase the resulting dissent with the "fading sun". These are your options:
* Humiliate the Japanese: Reduces dissent by -20%. War with Japan will end, and Korea will be liberated as a Chinese puppet. Ironically, Korea will start off with several technology advancements, and will offer blueprints. All Japanese territories on the mainland will become Chinese. The war with Siam continues, but they will offer a separate peace. Japan will suffer a coup that transforms their government into Left-Wing Radical.
* Total Victory: Causes 5% dissent, the war will continue as normal.
=== Civil War Resumes ===
The Chinese Civil War will return, by event, ''only if'' the Japanese were defeated on their homeland by the Allies and/or USSR. The Fading Sun event, in itself, will not cause a return of the Chinese Civil War. Technically, Japan must receive event 43, and then become a USA puppet in event 45. That will then fire event 99, where Communist China can decide to continue the Civil War. Alternatively, Nationalist China can remove all its allies and puppets, and DOW them individually to unify China properly. If you feel up to the task (which you should after defeating Japan), you can also remove your puppets and leave the alliance yourself and take them on alltogether. You'll only require one DOW this way to annex all the warlords with the exception of Tibet. A nice bonus for this would be the communist and korean techteams (if you play with techteam takeover).
<!--
This seems to be impossible -- with ARMA, and maybe with Doomsday
=== Early Unification of China ===
Nationalist China can decide if it prefers peaceful coexistence, to eventually lead to forging the United Front, or if outright annexation of its neighbors is desired. The key component for any expansionist aggression is to ensure Nationalist China is ready for war with Japan by the summer of 1937. Therefore, any extraordinary warmongering must begin no later than the fall of 1936. Some consider this warmongering gamey, and makes playing Nationalist China too easy, while others consider it par for the course.
'''Guangxi Clique:''' Guangxi Clique will declare war in the spring (as discussed above). The peace event, however, offers interesting options. For example, after accepting the peace, war against the reduced Guangxi Clique can be won in less than three weeks. Yunnan and Sinkiang will quickly come to their aide. In the unlikely event China annexes Guangxi before this occurs, China will automatically receive all of Guangxi's military.
'''Shanxi:'''
'''Yunnan:'''
'''Communist China:'''
'''Tibet:'''
-->
===USSR===
After defeating Japan and unifying China, the USSR is an enticing target: it will not require a Navy, and plays to China's main strength: its land forces. The Soviet Union is most vulnerable immediately after the German declaration of war. In HOI2, the Soviet Union will be ridiculously easy to defeat. In Doomsday and ARMA, the Soviet Union will be more challenging, but still fairly easy. The key in these game versions is to not join the Axis, as that will seriously impair German's fighting ability. China will need to capture key Soviet provinces such as Baku, Stalingrad, or Sverdlovsk to avoid the Bitter Peace event, in which China would loose all of its gains!
[[Category:National Strategy]]
4516b6054846bf661ff03373c2c07a8cf25eb921
2007
2005
2022-10-16T00:26:36Z
Lycan-bat
8439
/* Technology */
wikitext
text/x-wiki
{{Country guides}}
==Overview==
In 1936, China faces many challenges. Among them, internal corruption and cronyism, the communist threat, and perhaps the most dangerous of all, the Japanese. However, China in 1936 has a huge potential for success, and it all depends on how you play it. Unfortunately, China is imperfectly modeled in the game, with some critical end game events missing (e.g. after the defeat of the Japanese, etc). Thus, players should consider using the [[China_Improvement_Pack]].
*'''Advantages'''
**High Manpower
**High IC
**Large army, with more easily acquired
**Large land mass
**Powerful friends
**Good sliders
*'''Disadvantages'''
**Lacks resources
**Bad techteams
**Bad starting technology
**Little space to conquer
**Bad leaders
**Bad ministers
**High initial dissent
**Powerful enemies
==Technology==
Nationalist China begins the game severely behind technologically. In addition, war will begin very early for China, which means that early technology research is critical. Early Infantry (1936), Rear Area Supply (strategic deployments), and a [[Land Doctrine|land doctrine]] are very important early research goals in order to have a reasonably capable military power. Grand battleplan doctrine is an excellent choice for land doctrines. It eventually maximizes the efficiency of the hordes of infantry that you are going to possess and fits in with your two land doctrine research teams. Also you can perhaps steal some blueprints from Japan which you should constantly try if your bankroll allows it. The German General von Falkenhausen is important to use early in the game, as he will leave China in february 1938 during the war with Japan. He'll complete anything he's still working on when you get the recall event, and then leave, so keep him busy as much as you can.
If you aim for maritime power, go for carrier warfare! Again you can steal blueprints and your aerial research teams are at least better at researching carriers than your maritime research team is at researching battleships. Also you can upgrade the air groups and with your absurdely slow research progress that's a lot faster than researching and building new models to keep up with your competition.
If you play with tech team takeover, then you obviously have some more options. Decent research teams are to be found in Mengkukuo, Manchukuo, Communist China, Siam and both of the possible Koreas (and of course Japan, but you already need some progress to even get to them). Especially Manchukuo and Korea are interesting since they are relatively easy to get to and provide teams for your most important weaknesses: Navy and Naval doctrine research. The rest of the chinese warlords have even crappier teams than you do.
==Diplomacy==
===Alliances===
The first alliance Nationalist China can create is the United Front. After the defeat of Japan, the United Front will likely be dispersed. China is open to various options, including joining the Allies, Axis or Comintern. Generally, an Axis alliance is the most sensible, since advances against the Soviet Union and Allies are on China's doorstep.
===Sliders===
The free slider moves China receives depend on selections made during events. Assuming historical events, by 1937, China will receive the following:
* 4 Hawk moves (Pitman Act, Marco Polo Bridge Incident, Transfer Industry, Operation Zet)
* 2 Interventionism moves (Make promises, Forge United Front)
* 1 Open Society move (Make promises, Forge United Front, less the Marco Polo Bridge incident)
* 2 Democratic, and 1 Political Left moves (Make Promises, Forge United Front).
For ideological reasons, China cannot move to maximum Free Market, but receives considerable benefits from the current position. It is however fairly easy to maximize Free Market:
* In 1936 and 1937, make shifts to Democratic (creating the Market Liberal government).
* In 1938, maximize Free Market.
===Ministers===
Nationalist China's starting ministers are quite poor, and worse yet, cannot be changed. In 1937, new ministers come available:
'''Armaments Minister:''' Bai Chongxi provides +5% IC, and +10% industrial research
'''Minister of Security:''' Walther Stennes requires +5% consumer goods need, but this is better than the -3% IC penalty Chen Guofu provides.
In 1939, Head of Intelligence He Yaozu becomes available (IC +5%). Additional Chiefs of Staff also come available, including Jiang Baili (+20% Org regain) and Bai Jchongxi (Manpower growth +25%)
==Intelligence==
China will produce a considerable amount of money due to constant dissent levels that need to be paid down. This money could help some steal blueprint actions.
==Economy==
China has a relatively strong economy for a regional power.
===Trading===
China has a fairly severe lack of resources, including energy, rares, and metal.
===Industrial Production===
Early industrial production as China is not wise, since the war with Japan will begin in just 18 months from the beginning of the game.
==Military==
===Army===
The backbone of the Nationalist China army is infantry and [[militia]].
===Navy===
China will not be able to build any Navy until Japan has been defeated.
===Air Force===
China will not be able to build any Air Force until Japan has been defeated. After that, a single specialization (TAC, for example) is possible.
==Events==
Nationalist China has a large number of events.
=== The Xi'an Incident ===
On March 30, 1936 (the date may vary), Nationalist China will have a very important event:
* Make Promises and Hedge Bets: Make peace with Communist China, returning to regular borders. Dissent lowers by -5%, democracy slider moves 1, interventionism moves 1, and open society moves 1. Relations with all neighbors improve.
* Arrest the Traitors: The United Front will never forge, and the war with the Communists continues. Dissent climbs by 10%. Isolationism adds 1, political right 1, and open society moves 2. Nationalist China will become Fascist. Additionally, wars with neighboring states is increasingly likely, particularly Tibet.
* Forge the United Front : Dissent climbs by 15%. Alliance with all neighbors. Sliders: 2 to democracy, 1 to political left, 1 to central planning, 2 to interventionism, 2 to open society.
Based on dissent and slider moves, making promises and hedging bets is the best move. While early war may be a preferred strategy by some players, choosing the "Make promises" options does not preclude declaring war at a later time when China is better prepared and more organized.
=== Pitman Act ===
Shortly after the beginning of the war with Japan, the USA will decide if it will send aide to China. If it does, China will have the option to accept the aide (1 Hawk move and a new tech team) versus declining (1 dove move). The choice is obvious. Random "lend-lease" caravans will arrive that improve Chinese base IC by +6.
=== Forging the United Front ===
If Nationalist China follows historical events and does not engage in early war mongering, days after the Japanese declaration of war, this event will fire:
* Forge the United Front: 1 move to interventionism, 1 move to democratic, 1 move to left, 1 move to open society. -5% dissent. Alliance with all neighbors.
* We do not need them: 1 move to isolationism, 1 move to Right, 1 move to closed society. +5% dissent.
The United Front allows Nationalist China to gain military control over her neighbors, in order to better deploy their forces.
=== Transfer Industry to the Interior ===
China is able to move its industrial base to the interior of the country, protecting it better from Japanese aggression. This move provides a Hawk bonus, and increased metal and rares production.
=== Operation Zet ===
Shortly after the onset of the war, the Soviet Union will choose whether or not to send assistance to Nationalist China. China recieves an airbase upgrade, a TAC, an INT, 1 hawk move, and 1000 supplies. Refusing results in 1 dove move. The choice is obvious.
=== Recall of German Mission ===
In the Spring of 1939, this event will fire at Japan's request to Germany. China will not be presented a choice, and will loose their German tech team von Falkenhausen and the General von Falkenhausen. At this point there might be an event screw-up. Even if you already annexed Manchukuo, the event will fire and Japan will seek recognition for a state that doesn't exist on territory they don't control. The only remedy is hacking the japanese, german or nationalist chinese event file.
==War==
=== Communist China ===
Nationalist China begins the game at war with Communist China. In HOI2, Communist China was very weak, and easy to defeat. Beginning in Doomsday, however, Communist China is much stronger, and will make gains in early fighting. Significant gains against Communist China will be difficult until Nationalist China can upgrade its infantry to 1936 (fall/winter of 1936). At times Communist China will leave Xingjiang weakly defended, and if you can seize this province Communist China may offer it along with Pingliang in a peace settlement, if this is done before the Guanxi clique war commences in the summer. Generally, however, the war with the Communists will end by April due to the Xi'an event.
=== Guangxi ===
In the summer of 1936, the Guangxi Clique will declare war on Nationalist China ''assuming'' China did not forge the united front in the Xi'an incident. Making significant gains against them is not difficult, so long as the entire Chinese army is dedicated to the war effort, and 1936 infantry has been researched and upgraded. After a few victories, offering peace through an event is possible, and China has two options:
* Offer Peace: Includes the secession of many key Guangxi provinces. The secession of territories will provide enough new IC for a fourth research slot.
* Continue war: This will ensure that some of the other Chinese warlords join their Guangxi side, which is beneficial in terms of being able to annex all warlords without independent declarations of war. This will, however, ensure a very early declaration of war from Japan. Also, the far away Sinkiang is likely to join the war, which would take many months to simply reach with ground troops, let alone annex. Shanxi will typically side with Guanxi Clique (as it did in the Central Plains War) while Yunnan and Sinkiang could go either way. Sinkiang will also sometimes ally with Japan.
=== Japan ===
The most important war in the game for China is the war with Japan. It begins in June or July, 1937, with the Macro Polo Bridge Incident. China will gain 1 move to Closed society, and 1 move to Hawk. If China did not engage in early warmongering, an event to forge the United Front will fire, with all warlords becoming allies. Although their troops are very poor, 1918 infantry, they can help bolster defensive lines when under military control.
China's first goal in the war is purely defensive: survive the Japanese offensive. Every Chinese beach must be guarded by a 3 division stack of soldiers (2 infantry and 1 militia - on normal difficulty or lower 1 infantry and 2 militia will suffice) in order to protect against Japanese amphibious assaults. Depending on game version and gameplay, a defensive war could last as long as 2 years, before China will have produced enough raw manpower to begin counterattacking the Japanese. Shanxi provides a decent buffer zone between China and the advancing Japanese military. A natural defensive line formed by the Yellow River (between Yucheng and Jinan provinces) is an excellent last resort defensive line. If Japan manages to conquer Anyang China will be presented the choice to flood the area (reducing infrastructure and industry along the Yellow River). Either way China will get 1 dissent. Generally, this is not a good option since it hurts China in the long run.
A minimum of 2 HQ units will be necessary in order for China to conduct successful offensive operations. When China is ready for an offensive campaign, it may be wise to allow Japan to annex Shanxi: this ensures all capture territories in Mengchucko and Marchuria fall under Nationalist China's control, and provides a land link between these national provinces. If the war lasts long enough, Germany will create Vichy France in the summer of 1940, which will cause Japan to demand, and very likely receive, Indo-china. This will open up a Southern Front of attack for Japan, which it will successfully exploit if allowed.
==== The Fading Sun ====
In HOI2, defeating the Japanese army was relatively easy, and could be accomplished in a few months after the onset of war. Beginning in Doomsday, the Japanese army became incrementally more powerful over patch versions. In Armageddon, the Japanese AI became quite strong, and the war can fairly easily last 4-5 years. China's main goal is the annexation of Manchuria, and pushing the Japanese completely out of Korea. With this accomplished, "The Fading Sun" event will fire. Nationalist China has to be in possession of Nanjing, Beiping, Mukden, Harbin, Pyongyang, Seoul and Busan. Then the event has a 50% chance to fire every 10 days.
There are a few screw-ups in the event files. For example if you defended Shanxi and they are in possession of Beiping, the "fading sun" will not fire, since you are not in possession of Beiping and you cannot leave the alliance to kill off Shanxi since you are at war. Another example is if the japanese conquer anything they are not supposed to (communist china for instance, or if Mengkukuo is never created and thus cannot be annexed). It won't be handed over to you per event, thus creating japanese enclaves in the middle of the chinese mainland. Apparently including it in the event has been forgotten, since every other warlord is included in the event files. If you play with tech team takeover, you might want to delay annexation of Manchuria and the "fading sun" until the start of 1939. It'll give you a good naval and aerial doctrine research team - things that you could really use. Also you can change your ministers at will and erase the resulting dissent with the "fading sun". These are your options:
* Humiliate the Japanese: Reduces dissent by -20%. War with Japan will end, and Korea will be liberated as a Chinese puppet. Ironically, Korea will start off with several technology advancements, and will offer blueprints. All Japanese territories on the mainland will become Chinese. The war with Siam continues, but they will offer a separate peace. Japan will suffer a coup that transforms their government into Left-Wing Radical.
* Total Victory: Causes 5% dissent, the war will continue as normal.
=== Civil War Resumes ===
The Chinese Civil War will return, by event, ''only if'' the Japanese were defeated on their homeland by the Allies and/or USSR. The Fading Sun event, in itself, will not cause a return of the Chinese Civil War. Technically, Japan must receive event 43, and then become a USA puppet in event 45. That will then fire event 99, where Communist China can decide to continue the Civil War. Alternatively, Nationalist China can remove all its allies and puppets, and DOW them individually to unify China properly. If you feel up to the task (which you should after defeating Japan), you can also remove your puppets and leave the alliance yourself and take them on alltogether. You'll only require one DOW this way to annex all the warlords with the exception of Tibet. A nice bonus for this would be the communist and korean techteams (if you play with techteam takeover).
<!--
This seems to be impossible -- with ARMA, and maybe with Doomsday
=== Early Unification of China ===
Nationalist China can decide if it prefers peaceful coexistence, to eventually lead to forging the United Front, or if outright annexation of its neighbors is desired. The key component for any expansionist aggression is to ensure Nationalist China is ready for war with Japan by the summer of 1937. Therefore, any extraordinary warmongering must begin no later than the fall of 1936. Some consider this warmongering gamey, and makes playing Nationalist China too easy, while others consider it par for the course.
'''Guangxi Clique:''' Guangxi Clique will declare war in the spring (as discussed above). The peace event, however, offers interesting options. For example, after accepting the peace, war against the reduced Guangxi Clique can be won in less than three weeks. Yunnan and Sinkiang will quickly come to their aide. In the unlikely event China annexes Guangxi before this occurs, China will automatically receive all of Guangxi's military.
'''Shanxi:'''
'''Yunnan:'''
'''Communist China:'''
'''Tibet:'''
-->
===USSR===
After defeating Japan and unifying China, the USSR is an enticing target: it will not require a Navy, and plays to China's main strength: its land forces. The Soviet Union is most vulnerable immediately after the German declaration of war. In HOI2, the Soviet Union will be ridiculously easy to defeat. In Doomsday and ARMA, the Soviet Union will be more challenging, but still fairly easy. The key in these game versions is to not join the Axis, as that will seriously impair German's fighting ability. China will need to capture key Soviet provinces such as Baku, Stalingrad, or Sverdlovsk to avoid the Bitter Peace event, in which China would loose all of its gains!
[[Category:National Strategy]]
132765fc25da3f7e1b4d0ea754d40ce8905de859
2008
2007
2022-10-16T00:28:38Z
Lycan-bat
8439
/* Technology */
wikitext
text/x-wiki
{{Country guides}}
==Overview==
In 1936, China faces many challenges. Among them, internal corruption and cronyism, the communist threat, and perhaps the most dangerous of all, the Japanese. However, China in 1936 has a huge potential for success, and it all depends on how you play it. Unfortunately, China is imperfectly modeled in the game, with some critical end game events missing (e.g. after the defeat of the Japanese, etc). Thus, players should consider using the [[China_Improvement_Pack]].
*'''Advantages'''
**High Manpower
**High IC
**Large army, with more easily acquired
**Large land mass
**Powerful friends
**Good sliders
*'''Disadvantages'''
**Lacks resources
**Bad techteams
**Bad starting technology
**Little space to conquer
**Bad leaders
**Bad ministers
**High initial dissent
**Powerful enemies
==Technology==
Nationalist China begins the game severely behind technologically. In addition, war will begin very early for China, which means that early technology research is critical. Early Infantry (1936), Rear Area Supply (strategic deployments), and a [[Land Doctrine|land doctrine]] are very important early research goals in order to have a reasonably capable military power. Grand battleplan doctrine is an excellent choice for land doctrines. It eventually maximizes the efficiency of the hordes of infantry that you are going to possess and fits in with your two land doctrine research teams. Also you can perhaps steal some blueprints from Japan which you should constantly try if your bankroll allows it. The German General von Falkenhausen is important to use early in the game, as he will leave China in February 1938 during the war with Japan. He'll complete anything he's still working on when you get the recall event, and then leave, so keep him busy as much as you can.
If you aim for maritime power, go for carrier warfare! Again you can steal blueprints and your aerial research teams are at least better at researching carriers than your maritime research team is at researching battleships. Also you can upgrade the air groups and with your absurdely slow research progress that's a lot faster than researching and building new models to keep up with your competition.
If you play with tech team takeover, then you obviously have some more options. Decent research teams are to be found in Mengkukuo, Manchukuo, Communist China, Siam and both of the possible Koreas (and of course Japan, but you already need some progress to even get to them). Especially Manchukuo and Korea are interesting since they are relatively easy to get to and provide teams for your most important weaknesses: Navy and Naval doctrine research. The rest of the chinese warlords have even crappier teams than you do.
==Diplomacy==
===Alliances===
The first alliance Nationalist China can create is the United Front. After the defeat of Japan, the United Front will likely be dispersed. China is open to various options, including joining the Allies, Axis or Comintern. Generally, an Axis alliance is the most sensible, since advances against the Soviet Union and Allies are on China's doorstep.
===Sliders===
The free slider moves China receives depend on selections made during events. Assuming historical events, by 1937, China will receive the following:
* 4 Hawk moves (Pitman Act, Marco Polo Bridge Incident, Transfer Industry, Operation Zet)
* 2 Interventionism moves (Make promises, Forge United Front)
* 1 Open Society move (Make promises, Forge United Front, less the Marco Polo Bridge incident)
* 2 Democratic, and 1 Political Left moves (Make Promises, Forge United Front).
For ideological reasons, China cannot move to maximum Free Market, but receives considerable benefits from the current position. It is however fairly easy to maximize Free Market:
* In 1936 and 1937, make shifts to Democratic (creating the Market Liberal government).
* In 1938, maximize Free Market.
===Ministers===
Nationalist China's starting ministers are quite poor, and worse yet, cannot be changed. In 1937, new ministers come available:
'''Armaments Minister:''' Bai Chongxi provides +5% IC, and +10% industrial research
'''Minister of Security:''' Walther Stennes requires +5% consumer goods need, but this is better than the -3% IC penalty Chen Guofu provides.
In 1939, Head of Intelligence He Yaozu becomes available (IC +5%). Additional Chiefs of Staff also come available, including Jiang Baili (+20% Org regain) and Bai Jchongxi (Manpower growth +25%)
==Intelligence==
China will produce a considerable amount of money due to constant dissent levels that need to be paid down. This money could help some steal blueprint actions.
==Economy==
China has a relatively strong economy for a regional power.
===Trading===
China has a fairly severe lack of resources, including energy, rares, and metal.
===Industrial Production===
Early industrial production as China is not wise, since the war with Japan will begin in just 18 months from the beginning of the game.
==Military==
===Army===
The backbone of the Nationalist China army is infantry and [[militia]].
===Navy===
China will not be able to build any Navy until Japan has been defeated.
===Air Force===
China will not be able to build any Air Force until Japan has been defeated. After that, a single specialization (TAC, for example) is possible.
==Events==
Nationalist China has a large number of events.
=== The Xi'an Incident ===
On March 30, 1936 (the date may vary), Nationalist China will have a very important event:
* Make Promises and Hedge Bets: Make peace with Communist China, returning to regular borders. Dissent lowers by -5%, democracy slider moves 1, interventionism moves 1, and open society moves 1. Relations with all neighbors improve.
* Arrest the Traitors: The United Front will never forge, and the war with the Communists continues. Dissent climbs by 10%. Isolationism adds 1, political right 1, and open society moves 2. Nationalist China will become Fascist. Additionally, wars with neighboring states is increasingly likely, particularly Tibet.
* Forge the United Front : Dissent climbs by 15%. Alliance with all neighbors. Sliders: 2 to democracy, 1 to political left, 1 to central planning, 2 to interventionism, 2 to open society.
Based on dissent and slider moves, making promises and hedging bets is the best move. While early war may be a preferred strategy by some players, choosing the "Make promises" options does not preclude declaring war at a later time when China is better prepared and more organized.
=== Pitman Act ===
Shortly after the beginning of the war with Japan, the USA will decide if it will send aide to China. If it does, China will have the option to accept the aide (1 Hawk move and a new tech team) versus declining (1 dove move). The choice is obvious. Random "lend-lease" caravans will arrive that improve Chinese base IC by +6.
=== Forging the United Front ===
If Nationalist China follows historical events and does not engage in early war mongering, days after the Japanese declaration of war, this event will fire:
* Forge the United Front: 1 move to interventionism, 1 move to democratic, 1 move to left, 1 move to open society. -5% dissent. Alliance with all neighbors.
* We do not need them: 1 move to isolationism, 1 move to Right, 1 move to closed society. +5% dissent.
The United Front allows Nationalist China to gain military control over her neighbors, in order to better deploy their forces.
=== Transfer Industry to the Interior ===
China is able to move its industrial base to the interior of the country, protecting it better from Japanese aggression. This move provides a Hawk bonus, and increased metal and rares production.
=== Operation Zet ===
Shortly after the onset of the war, the Soviet Union will choose whether or not to send assistance to Nationalist China. China recieves an airbase upgrade, a TAC, an INT, 1 hawk move, and 1000 supplies. Refusing results in 1 dove move. The choice is obvious.
=== Recall of German Mission ===
In the Spring of 1939, this event will fire at Japan's request to Germany. China will not be presented a choice, and will loose their German tech team von Falkenhausen and the General von Falkenhausen. At this point there might be an event screw-up. Even if you already annexed Manchukuo, the event will fire and Japan will seek recognition for a state that doesn't exist on territory they don't control. The only remedy is hacking the japanese, german or nationalist chinese event file.
==War==
=== Communist China ===
Nationalist China begins the game at war with Communist China. In HOI2, Communist China was very weak, and easy to defeat. Beginning in Doomsday, however, Communist China is much stronger, and will make gains in early fighting. Significant gains against Communist China will be difficult until Nationalist China can upgrade its infantry to 1936 (fall/winter of 1936). At times Communist China will leave Xingjiang weakly defended, and if you can seize this province Communist China may offer it along with Pingliang in a peace settlement, if this is done before the Guanxi clique war commences in the summer. Generally, however, the war with the Communists will end by April due to the Xi'an event.
=== Guangxi ===
In the summer of 1936, the Guangxi Clique will declare war on Nationalist China ''assuming'' China did not forge the united front in the Xi'an incident. Making significant gains against them is not difficult, so long as the entire Chinese army is dedicated to the war effort, and 1936 infantry has been researched and upgraded. After a few victories, offering peace through an event is possible, and China has two options:
* Offer Peace: Includes the secession of many key Guangxi provinces. The secession of territories will provide enough new IC for a fourth research slot.
* Continue war: This will ensure that some of the other Chinese warlords join their Guangxi side, which is beneficial in terms of being able to annex all warlords without independent declarations of war. This will, however, ensure a very early declaration of war from Japan. Also, the far away Sinkiang is likely to join the war, which would take many months to simply reach with ground troops, let alone annex. Shanxi will typically side with Guanxi Clique (as it did in the Central Plains War) while Yunnan and Sinkiang could go either way. Sinkiang will also sometimes ally with Japan.
=== Japan ===
The most important war in the game for China is the war with Japan. It begins in June or July, 1937, with the Macro Polo Bridge Incident. China will gain 1 move to Closed society, and 1 move to Hawk. If China did not engage in early warmongering, an event to forge the United Front will fire, with all warlords becoming allies. Although their troops are very poor, 1918 infantry, they can help bolster defensive lines when under military control.
China's first goal in the war is purely defensive: survive the Japanese offensive. Every Chinese beach must be guarded by a 3 division stack of soldiers (2 infantry and 1 militia - on normal difficulty or lower 1 infantry and 2 militia will suffice) in order to protect against Japanese amphibious assaults. Depending on game version and gameplay, a defensive war could last as long as 2 years, before China will have produced enough raw manpower to begin counterattacking the Japanese. Shanxi provides a decent buffer zone between China and the advancing Japanese military. A natural defensive line formed by the Yellow River (between Yucheng and Jinan provinces) is an excellent last resort defensive line. If Japan manages to conquer Anyang China will be presented the choice to flood the area (reducing infrastructure and industry along the Yellow River). Either way China will get 1 dissent. Generally, this is not a good option since it hurts China in the long run.
A minimum of 2 HQ units will be necessary in order for China to conduct successful offensive operations. When China is ready for an offensive campaign, it may be wise to allow Japan to annex Shanxi: this ensures all capture territories in Mengchucko and Marchuria fall under Nationalist China's control, and provides a land link between these national provinces. If the war lasts long enough, Germany will create Vichy France in the summer of 1940, which will cause Japan to demand, and very likely receive, Indo-china. This will open up a Southern Front of attack for Japan, which it will successfully exploit if allowed.
==== The Fading Sun ====
In HOI2, defeating the Japanese army was relatively easy, and could be accomplished in a few months after the onset of war. Beginning in Doomsday, the Japanese army became incrementally more powerful over patch versions. In Armageddon, the Japanese AI became quite strong, and the war can fairly easily last 4-5 years. China's main goal is the annexation of Manchuria, and pushing the Japanese completely out of Korea. With this accomplished, "The Fading Sun" event will fire. Nationalist China has to be in possession of Nanjing, Beiping, Mukden, Harbin, Pyongyang, Seoul and Busan. Then the event has a 50% chance to fire every 10 days.
There are a few screw-ups in the event files. For example if you defended Shanxi and they are in possession of Beiping, the "fading sun" will not fire, since you are not in possession of Beiping and you cannot leave the alliance to kill off Shanxi since you are at war. Another example is if the japanese conquer anything they are not supposed to (communist china for instance, or if Mengkukuo is never created and thus cannot be annexed). It won't be handed over to you per event, thus creating japanese enclaves in the middle of the chinese mainland. Apparently including it in the event has been forgotten, since every other warlord is included in the event files. If you play with tech team takeover, you might want to delay annexation of Manchuria and the "fading sun" until the start of 1939. It'll give you a good naval and aerial doctrine research team - things that you could really use. Also you can change your ministers at will and erase the resulting dissent with the "fading sun". These are your options:
* Humiliate the Japanese: Reduces dissent by -20%. War with Japan will end, and Korea will be liberated as a Chinese puppet. Ironically, Korea will start off with several technology advancements, and will offer blueprints. All Japanese territories on the mainland will become Chinese. The war with Siam continues, but they will offer a separate peace. Japan will suffer a coup that transforms their government into Left-Wing Radical.
* Total Victory: Causes 5% dissent, the war will continue as normal.
=== Civil War Resumes ===
The Chinese Civil War will return, by event, ''only if'' the Japanese were defeated on their homeland by the Allies and/or USSR. The Fading Sun event, in itself, will not cause a return of the Chinese Civil War. Technically, Japan must receive event 43, and then become a USA puppet in event 45. That will then fire event 99, where Communist China can decide to continue the Civil War. Alternatively, Nationalist China can remove all its allies and puppets, and DOW them individually to unify China properly. If you feel up to the task (which you should after defeating Japan), you can also remove your puppets and leave the alliance yourself and take them on alltogether. You'll only require one DOW this way to annex all the warlords with the exception of Tibet. A nice bonus for this would be the communist and korean techteams (if you play with techteam takeover).
<!--
This seems to be impossible -- with ARMA, and maybe with Doomsday
=== Early Unification of China ===
Nationalist China can decide if it prefers peaceful coexistence, to eventually lead to forging the United Front, or if outright annexation of its neighbors is desired. The key component for any expansionist aggression is to ensure Nationalist China is ready for war with Japan by the summer of 1937. Therefore, any extraordinary warmongering must begin no later than the fall of 1936. Some consider this warmongering gamey, and makes playing Nationalist China too easy, while others consider it par for the course.
'''Guangxi Clique:''' Guangxi Clique will declare war in the spring (as discussed above). The peace event, however, offers interesting options. For example, after accepting the peace, war against the reduced Guangxi Clique can be won in less than three weeks. Yunnan and Sinkiang will quickly come to their aide. In the unlikely event China annexes Guangxi before this occurs, China will automatically receive all of Guangxi's military.
'''Shanxi:'''
'''Yunnan:'''
'''Communist China:'''
'''Tibet:'''
-->
===USSR===
After defeating Japan and unifying China, the USSR is an enticing target: it will not require a Navy, and plays to China's main strength: its land forces. The Soviet Union is most vulnerable immediately after the German declaration of war. In HOI2, the Soviet Union will be ridiculously easy to defeat. In Doomsday and ARMA, the Soviet Union will be more challenging, but still fairly easy. The key in these game versions is to not join the Axis, as that will seriously impair German's fighting ability. China will need to capture key Soviet provinces such as Baku, Stalingrad, or Sverdlovsk to avoid the Bitter Peace event, in which China would loose all of its gains!
[[Category:National Strategy]]
68c56c95894fe2cb0401b30987231c7e91488503
Simple Instructions/Examples on Event Editing
0
691
1995
1216
2021-08-26T02:06:07Z
Lycan-bat
8439
wikitext
text/x-wiki
== Goal and Disclaimer ==
Editing events in HOI2 is an objective many of us have, but few of us have the knowledge or skills to actually open up the files and do this. What I intend to do here is show some very basic and simple ways to edit the files necessary to modify event files. Here’s the disclaimer:
If you choose to modify event files you absolutely need to make a backup copy of the files prior to starting to edit them. Changes to these files can keep you from playing in multiplayer games and could cause your game to not perform in the manner that you desire. Oh yeah…if you don’t know how to backup your files…'''DON’T EDIT THEM''' If you have more than one version of the game, first try the changes on the version you like less. Another precaution, if you make any major changes to events, is to run a virus scan that automatically shuts down the computer. Start that scan just before you test your changes on a game. That way, if the game freezes up completely, the virus scan will shut it down without your having to shut the computer cold.
If you have questions that aren't answered by this guide, you should head over to Paradox' HOI2 modding forum, where it's rarely trouble finding the help you might be needing.
== Getting Started at the Mundane ==
I'm going to use Finland's event file (finland.txt in the event folder) as the first example due to it's short nature and the fact that it has a semi-complex event in it. The first lines you'll notice in the file are the following:
Lines 1-5:
<pre>
#
# HoI - Finland Events
#
# written by Henrik Fåhraeus
#
</pre>
The first thing about these lines that you should note is the "#" character. In programming event files in almost any circumstance, if you put a "#" you are telling the program to ignore EVERYTHING that comes after the "#". There are caveats, and we'll cover them later.
So we can see that Henrik, in the first 5 lines is telling the program to ignore those 5 lines because he started the line off with the "#". So what purpose do these 5 lines serve? Well the first thing is if you start opening many event files to copy/paste/edit, it's always a good idea to be able to see which file you are working on at any time. By putting the purpose of the file <pre># HoI - Finland Events</pre> at the top of the file, we can quickly see where we are. It's just a helpful reminder. In reality, the HOI2.exe couldn't care less about these lines...but don't tell Henrik, he's probably proud of his work. ;)
Obviously you know that Henrik was the programmer of the finland.txt by the this line
<pre>
# written by Henrik Fåhraeus
</pre>
A good and easy/quick programming practice is that anytime you modify a file to put a new line under the line of the author with your name, the date you COMPLETED the modification of the file and the event number that you worked on. We haven't covered event number yet but stick with me as they'll get clear in a second. You'll also notice that I said completed. Why completed? Because quite frankly most folks don't care how many times you open and modify a file, they just want to know when it was finished and what you did.
Here is an example
<pre>
#
# HoI - Finland Events
#
# written by Henrik Fåhraeus
# modified by Chuck U. Farley - 01/14/2005 - 3200
#
</pre>
Got it? Good...one more thing before we move onward. You'll sometimes come across empty lines. An empty line is basically 2 carriage returns. Here's the finland.txt code that shows a blank line.
<pre>
#
# HoI - Finland Events
#
# written by Henrik Fåhraeus
#
#########################################################################
</pre>
Line 6:<BR>
See line 6? Notice how there is no "#". So what do you think the program does with this line? Did you guess nothing? If so you get a cookie cause this is what happens in the case of an empty line. It ignores it...looks past it...cares nothing about it...
== The Event Itself ==
So lets get started with a true event now that you understand a smidgen of the basics. We're going to jump right into event 3200. What's event 3200? Well it's lines 7-44 of the finland.txt and it looks like this:
<pre>
#########################################################################
# The Winter War
#########################################################################
event = {
id = 3200
random = no
country = FIN
# Triggered by SOV 2620
name = "EVT_3200_NAME"
desc = "EVT_3200_DESC"
style = 0
picture = "Winter_War"
action_a = {
name = "ACTIONNAME3200A" # Let them come if they dare!
ai_chance = 99
command = { type = trigger which = 2621 } #SOV
command = { type = chiefofstaff which = 29137 }
command = { type = chiefofarmy which = 29145 }
command = { type = domestic which = political_left value = -1 }
command = { type = relation which = SOV value = -10 }
command = { type = relation which = SWE value = 5 }
command = { type = relation which = NOR value = 5 }
}
action_b = {
name = "ACTIONNAME3200B" # Fold to Russian Pressure
ai_chance = 1
command = { type = secedeprovince which = SOV value = 145 }
command = { type = secedeprovince which = SOV value = 146 }
command = { type = domestic which = political_left value = 1 }
command = { type = relation which = SOV value = 25 }
command = { type = relation which = GER value = -15 }
command = { type = relation which = SWE value = -10 }
command = { type = trigger which = 2622 } #SOV
}
}
</pre>
Looks kinda complicated doesn't it? While it is definitely fairly readable and you can quickly get the idea of what Henrik is trying to do, I'm still going to step through it line by line. But before I do that we need to have a quick discussion of braces "{}" and parentheses "()".
When you were in school and taking math, one of the things they taught you early on was the algebraic order of operations. That is, 3-2*4 = 3-(2*4). It isn't (3-2)*4 right? It's the same with programming. But with programming, it's less obvious. It can be really hard to keep track of all of those "()", "{}" and "[]". And just as in math, if you put (3-2x4 with no "closing" parenthesis...you get...junk! Programming DEMANDS that you put a closing parenthesis when you open a parenthesis, or bracket, quotation-mark or other 'grouping' symbol. If you don't, then your event or program will not work. So make sure you keep up with them! :-)
Now back to the event and lines 7-9.
<BR>Lines 7-9:<BR>
<pre>
#########################################################################
# The Winter War
#########################################################################
</pre>Lines 7-9 are additional header information similar to lines 1-5 that we have already spoken about. You'll notice that lines 7 and 9 are basically lots of "#" signs. Henrik didn't put all those "#" signs out there because he really really didn't want the program to run the lines, he basically did it so that you can readily tell when the event starts. Like the first 5 lines it just gives you a marker as to where a certain event starts and it makes for easy reading.
Now for a moment of religion in programming. I personally like it when someone who modifies an event puts some details in the event header about what they changed. Some people don't like it, some do. It's kind of up to the modder.
Line 10:
Yippee for us cause we are now at the start of our event. Line 10 shows us the start of the event. <pre>event = {</pre> Gee...somehow I'm just not giddy with excitement. Anyway now that we see the "start" of the event let's move onto the meat.
Lines 11-13:
<pre>id = 3200
random = no
country = FIN</pre> Line 11 is critical....I mean absolutely critical like in breathing critical. You cannot have 2 events with the same id number. And I don't mean just in the finland.txt file. You cannot have 2 events named 3200 in ANY of the files in the events folder. If you somehow end up with the same event id twice, it's just not going to work. Period. So be very careful when making new events that you don't duplicate event id's.
Line 12 is easy to understand. <pre>random = no</pre> All you are telling the program is that this event cannot be "fired" or run randomly. By this I mean that the program will not just arbitrarily decide that it's going to run this event anytime it wants. In order for this event to fire it has to either be triggered by another event (we'll get to triggering in a minute) or it has to be fired/run during a specific timeframe. If you want to create an event or have an event fire at random times during the course of your game, just change the "no" to "yes" and it will.
Finally line 13 is a limiter on which country this particular event can be run against. <pre>country=FIN</pre> In this case this event can only be run for Finland and in the event that this event is "triggered" it will only run against Finland. So if you decide to run this via the F12 cheat (i.e. event 3200) and you are any country other than Finland, you don't get any of the benefits. I think....need to verify that tonight but I'm fairly positive.
So let's move onto the next set of lines
<BR>Lines 14, 15, 16:<BR>
Now we're down to wonderful line 14...which happens to be blank, so we'll do the big skip to line #15.
Line #15 is a thing of absolute wonder.
<pre>#Triggered by SOV 2620</pre>
Of wonder? Why yes...it's a note...which is a great thing in programming. Henrik has left us a wonderful note in his code that simply states that this particular event is only fired/triggered by event 2620 contained in the ussr.txt event file (yes he put SOV and not ussr.txt...bad Henrik...no cookie for you). By the way, in programmer-speak, such notes are called "comments".
Since this event had the "random = no" and from a quick look...no dates for when it kicked off, a casual programmer would have had no idea when or where this event got kicked off. Thanks to Henrik, we now know when this event will be used. So maybe we'll give him a cookie after all. Also he put SOV because this is the country for which USSR is identified by the game. All countries in the game have 3 letter tags which identify that country to the game script.
Note that line 16 is also blank. It is purely a matter of personal taste and style, whether and how, a programmer formats comments. But, whatever the style, it is ever so _good_ to *have* comments!
Lines 17-19:
<pre>
name = "EVT_3200_NAME"
desc = "EVT_3200_DESC"
style = 0
picture = "Winter_War"
</pre>
Next we have this
<pre>
action_a = {
name = "ACTIONNAME3200A" # Let them come if they dare!</pre>
Every single event in the game has at least one choice. Even events which only have the "OK" option still have that one choice. That means that whenever you make or modify an event you have to put at least one choice in it otherwise the event will not fire.
You start by writing what it is. If it only has one choice, then this would be the first choice: action_a. If its the second choice you write action_b of course in order to have an action_b you have to have an action_a. It's kind of like building blocks. You can have, I believe, an unlimited number of actions (although the most i have ever seen was 6). Next, you have that plain old {which tells the game that there is content it has to read coming up and to get ready to read it.
As far as spacing goes, to my knowledge, it does not matter how much spacing you put between the bracket and the "name". For the events I do for my HoI 2 modification, "the ALEXIS Project", I have action_a = {
name = ******
as compared to what we see above where there is some spacing between the bracket and the name the line below it. It does not really matter how much spacing you put. It differs from modder to modder.
Next, you have the name of the choice which is shown by name = . Then you have to put ACTIONNAME****A or ACTIONNAME****B etc.etc. after the name which is telling the game that this is a choice for that specific event denoted by the **** or in a real event the number. If you mess this up by putting a different event number you are in big trouble because your event will not fire correctly.
Next you type a # sign which tells the game that this is what the event choice should be displayed as in the game. If you goof this part up your event will come up as EVENT_3200. With the choice being ACT_NAME_3200A, or something like that. It wont be pretty, the event will still show and work in game as long as the number is correct, but it wont be "clean" and will surely not look professional.
Now you come to the last tiny bit of information you need to tell the game before you can begin telling the game what to make the event do. The ai_chance, its simple enough, when this event is fired by a country being played by the AI what chance should it have for picking this option? In this particular choice the AI will 99% of the time pick the first option and 1% of the time pick the second option. Its actually quite simple as is all of HoI 2 Programming, once you get the hang of it ;).
Next you come to the juicy stuff which tells the game what the choice should do. There are at least a hundred different commands all available on this site under commands. You merely have to type command = { Put in what you want the event to do or one of the things you want the event to do and close your bracket }Make sure you always close the bracket.
The 'type' part of the command is merely a necessity which will in a few spaces tell the game what type of command this is. For example typing 'trigger' will tell the game to trigger an event which = **** which is ironically how the script in game works. After typing the event number press space once and type a } and you're ready to go down to the next line and do another command!
The event command page will tell you what each command does and from my POV it is self explanatory although if the previous author wishes to come back, revise my work and type up what each line does i will not hold a grudge ;).
*Note
You can only do one command to a line and always must do (regardless of what the command is)
command = { type =
that is the only similar part amongst all commands.
After you're done typing the commands, just enter a brace on the next line. This tells the game that this event is finished, and that nothing after this applies to this event.
In my experience, an event will often be missing a brace, and so it will not work. So make sure you double, triple, even quadruple check your braces to make sure that they are all where they need to be and are all braces.
[[Category:Modding]]
a0399768f122d2c92a47cdcef87b1ae0a2e9b371
Republican Spain
0
669
1998
1520
2021-09-10T04:57:32Z
Lycan-bat
8439
/* Spring, 1937: Communist Coup */
wikitext
text/x-wiki
{{country guides}}
==Overview==
Republican Spain is a challenging nation to play: meeting its first, most important test, just six months into the game: the Spanish Civil War. Later, Spain will have very few expansionist opportunities since nearly all neighbors are protected with Guarantees by Axis or Allied powers. Finally, war with the Axis will be challenging.
==Technology==
Early research is important in that the third research slot finishes by July 18, 1936, at the date of the outbreak of the war. The "Early Infantry Division" is a good choice here. For a player planning to join the Comintern, abandoning the FirePower Focus land doctrine is a good idea, in order to change to the Mobility/Human Wave doctrine, which is a superior overall doctrine, and the USSR has blueprints for.
Generally, due to relatively poor tech teams, Spain will never be on the leading edge of technology. For this reason, even the Soviet Union is a good technology partner, and can help Spain keep pace in a few areas. Infantry and Land Doctrines are essential, but Spain is able to keep up in some Industrial technologies, as well as very limited air and naval technologies.
==Diplomacy==
===Alliances===
The most likely Ally for Republican Spain is the Comintern, although it is also possible to forge an alliance with the Allies. The Comintern provides Spain with a much needed addition 18 months of build-up before the war. The Comintern also provides good blueprints, and very good trade deals.
===Sliders===
Most of the events Republican Spain receives move the political sliders. Therefore, moving the Hawk slider beginning in 1936 makes sense. Also, the Albania gambit is important as Spain: using "Guarantees of Independence" for key countries such as Albania, Norway, and Denmark, ensuring free interventionism slider moves. Once Hawk and Interventionism are max, moving to Central Planning is recommended.
===Ministers===
Republican Spain begins with 30% dissent, and the General Election will automatically change ministers. The final, event driven, minister changes will end in the Spring of 1937, after the Communist Coup. At that point, Armaments Minister Sanchez is the best choice. For Intelligence Minister, Rubio provides +5% IC, while Mane provides +5% research. Other ministers could use changing, however 1937 dissent levels make the trade-offs not worth it. Later minister moves include various options for manpower and IC bonuses. Generally, Spain has a strong minister pool after 1941.
==Intelligence==
Spain does not have the political configuration to produce a great deal of money, and therefore spying is generally not possible.
==Economy==
The game begins with Republican Spain having 30% dissent. Paying this dissent down is not useful, since the Spanish Civil War event will reset dissent at 15%. Therefore, all early IC should be spent on Reinforcements and an early serial run of [[Militia]].
===Trading===
The Soviet Union is Republican Spain's best trading partner, and can fulfill the necessary energy gap Spain begins the game with. Once allied into the Comintern, Spain will be able to freely account for any resource gaps.
===Industrial Production===
IC building as Spain has very limited utility, and is generally not wise. Three research slots are important for spain to achieve (40 base IC), but achieving 60 base IC is generally impractical in the early game. Later IC growth is possible through conquest, for example achieving over 100 base IC is possible in late game. Due to Spain's economic setup, high early dissent, and massive upgrade needs, all focus should be put into converting manpower into a military force, and industrial building should be neglected.
==Military==
===Army===
Due to Spain's relatively small size, a reliance on infantry and militia is imperative. Spain does not have many military leaders, thus armies of three divisions is necessary.
===Navy===
Spain's Navy will be particularly important in the early war against the Axis powers, namely, Italy. Challenging the Italian navy will be difficult for Republican Spain, thus modernization and strong naval doctrines are important. A surface fleet of heavy cruisers and destroyers is the best combination.
===Air Force===
Spain doesn't have the IC to produce a serious air force. Spain does, however, receive several aircraft from the Spanish Civil War. Thus, upgrading these aircraft, especially the TAC, can be useful.
==War==
===Spanish Civil War===
This is the most important event for Republican Spain. The easiest method to prepare for this is event is to station all aircraft in Madrid, the entire Navy in Valencia, and all army units in Valencia. While some army units will defect, they will quickly be defeated, and have nowhere to retreat to. The number of units to turn traitor is random, but the more than revolt means the fewer the Nationalists get in their deployment pool, and conversely, the more the new units the Republicans will have. Dissent will automatically be re-adjusted to 15%. Any units built should not be deployed: otherwise they may turn into Nationalist traitors. Keep all built units in the deployment queue until after the Civil War begins. Using these techniques, it is possible to win the war within two to three months.
==== Avoiding the Spanish Civil War ====
You can avoid the Civil War completely by moving your first slider (1936) to Authoritarian. Then, elect the National Front. This is just enough to move your governmental ideology from social conservative to paternal autocrat. The Civil War event only fires if Republican Spain is either communist, or a democracy.
===War with the Axis===
Whether or not Republican Spain joins the Comintern or the Allies, war with the Axis is a necessity (otherwise choose Nationalist Spain!). Joining the Comintern will provide Spain nearly two additional years of preparation for war. Spain will not be able to make significant gains against Germany at the outset of war, thus the focus on the German border should be defensive. Meanwhile, an assault of Italy can be quite fruitful, resulting in a relatively quick annexation. Since it is possible for Vichy France to join the Axis as early as 1942, Spain should be prepared with border guards. Generally, holding out until 1943 is necessary, as that is when the Soviet Union will begin to push back the German military. It is possible for a well-played Spain to make significant gains in the West: including the capture of all France and Western Germany through to Austria, Czechoslovakia and Yugoslavia in the South.
==Events==
===February 17, 1936: General Election===
This is an important game event for Spain. The player has the option of the Popular front (a left wing move: allowing the player to align with the Allies or Comintern); or the Nationalist Front (a right wing move: allowing the player to align with the Axis). This strategy guide assumes the player chooses the Popular front. See the [[Nationalist Spain strategy]] guide for details on the other path. An extra 4 dissent is gained, regardless of the choice made.
===June 26, 1936: Outlaw the Fascist Parties===
Selecting yes will move the republicans further to the left, in preparation of a joining with the Comintern.
===Spring, 1937: Communist Coup===
From April 3rd, 1937 to June 3rd, 1937, if Republican Spain has won the war, this event may occur. This event is very important for helping Republican Spain ally within the Comintern, as it will produce a Left-Wing Radical government. This event does not provide options, but produces +10 dissent, and changes all ministers. It seems to be based on [https://en.wikipedia.org/wiki/May_Days this event].
[[Category:National Strategy]]
ce4c7180e615243bd82ebe349f144d68c064d820
USA
0
789
1999
1660
2021-12-15T01:12:23Z
Lycan-bat
8439
/* Navy */
wikitext
text/x-wiki
[[Image:Usa-topbar.JPG|link=Special:FilePath/Usa-topbar.JPG]]
{{Country guides}}
{{USAStrategyGuides}}
==Overview==
The United States is perhaps the easiest nation to play. The USA is separated from hostile nations by two huge oceans, and it also has the highest industrial capacity of all nations. The resource production of the USA is the best in the game as well, with enough resources to supply the nation's entire industrial base even after considerable growth. For these reasons, a player can choose nearly any strategy with the USA for a successful game.
The USA starts with a solid navy, but is exceedingly weak in most other regards. The army is a skeleton crew, the airforce moderate and starting tech poor (aside from industrial and naval). Worse, isolationist policies hamstring the nation and lock you into a high percent of consumer goods production. Your industrial base is massive and has even greater potentital, plus you have the resources on your home soil to properly exploit industrial expansion . Your tech teams are excellent, allowing you to pursue several possible strategic avenues. The USA has the potential to do just about anything you want.
==Technology==
The USA has some of the best research teams in the world, second only to Germany overall. The US does start significantly behind other major nations in starting technologies, however. The US land doctrine of Superior Firepower is one of the worst trees possible, becoming truly effectively only after 1944. Some players may choose to abandon this tree for that reason, however doing so could be considered [[gamey tactics|gamey]] since the US is tremendously overpowered in every other respect.
By August, 1937, it is possible for the USA to have researched ''every'' 1936 and 1937 technology.
==Diplomacy==
===Alliances===
The USA has various alliance possibilities. The most obvious alliance is with the Allies, however a Fascist USA or a Communist USA are possible.
===Sliders===
The USA's weakest point are its political sliders. The USA begins the game with only one positive slider position: Free Market. The sliders for Drafted Army, Dove Lobby, and Isolationism are all set to the extreme worst position.
===Ministers===
Total slider moves by events:
Drafted Army:-1
Hawk: +10
Interventionism:+8
==Intelligence==
The USA creates more money than any other nation in the game, making it particularly well suited for the Intelligence system. The counter-point, however, is the the US open society causes severe penalties for spying.
==Economy==
===Trading===
The USA does not have to exert any effort in trading. It is fairly easy for the USA not only to have all of its supplies paid for by trading, but even to amass a daily stockpile increase of +20 supplies or more after just the first two months in the game. With enough industrial expansion (around +10 IC), the USA will be short of Rare Materials. These are very easy to trade for via the UK or the USSR, and the best trade good to use is money, since the USA produces huge amounts.
===Industrial Production===
In the early years of the game, the USA has very little use for its IC other than ship building and IC building. While IC spamming is certainly possible, the USA begins the game with over 100 more IC than any other nation. Therefore, a balance of IC building and naval building is recommended. An early starting run of 4 - 6 IC provides a fairly good balance.
==Military==
===Army===
The USA can field a modern army that combines large numbers of high cost units. Armor, Motorized, Mechanized, Marines, Mountain, Infantry and brigades can all be buit and should be built. Usually, the USA does not need to, nor can it, start building large numbers of Armor and Motor prior to '40-'41. Instead, it should focus on developing and deploying the most modern Marine and Mountain units. But do not fail to build some Armor and Motor. It's better to have a handful on hand than to be stuck playing catchup. Further, every nation needs Infantry and to neglect them is to weaken yourself. For the USA, they are important early on for garrison work and later on for holding those islands. Fancy units like Armor, Motor, Mountain and Marines take the ground, but Infantry hold it.
Later, the bulk of your army should be composed of Motorized Infantry. These units are perfect for the US and the US can afford to build them in large numbers. In most games I shoot for 40 Motorized divisions and continue to build them till the end of the game. Armor is critical as well, and I often field 20+ armored division. Mechinized are useful, but are best used in conjunction with the Mechanized Assualt doctrine.
===Navy===
The United States begins the game with an enormous Navy (112 ships in total), that probably ranks about third in terms of total strength (beneath Japan and the UK). Many of these ships, however, are obsolete level one destroyers that are best disbanded at the beginning of the game, along with one level-one battleship, the Arkansas, and the 5th and 6th submarine divisions, particularly the latter two. In ARMA you can give a maximum of five such ships to a nation that you might have a "soft spot" for. (With this contributor that nation is [[Shanxi]], and through a series of admittedly "gamey" moves I've had Shanxi use those ships in the early European war.) The USA also begins the game with level four Battleship technology, thus early Battleship building is wise for the creation of powerful [[Surface Action Group]]s. An early production run of convoys (99 serial) is also essential, since the USA will rely very heavily on convoys. The mainstay of the United States Navy, however, is its carrier superiority, or [[Carrier Task Force|Carrier Taskforce Fleet]]. A powerful CTF is essential in HOI2, but with the introduction of the CVL (light carrier) in DD and ARMA, the United States could rule the seas with SAGs.
===Air Force===
The USA can build an extremely powerful Air Force if desired. As is the case with every nation, TAC and CAS are extremely effective units. STRAT is not usually useful in the game, but for the USA can be used to deliver nukes and bomb the Japanese mainland, for example, into submission.
==Events==
=== Election of 1936 ===
* Roosevelt: Dissent -2, Manpower +20.
* Landon: Political Right set to 2, Isolationism +1, Dissent +2; +10 IC.
=== Revolution ===
If the USA ever gets 65 dissent or higher, a revolution event will fire and the player can choose either a Communist or Socialist government.
=== Pitman Act: Assistance to China ===
This will occur after the Japanese invasion of China, around July 1, 1937. In HoI2, the Japanese will never take over China. In DD and ARMA, the Japanese will always defeat China. The US has two options:
* Pass the Act: -1000 supplies.
* Do not Pass the Act: +1 isolationism
=== Nanking Massacre ===
Around the winter of 1937, the Japanese will likely capture Nanking, causing the event to fire. The USA gains +1 interventionism.
===Panay Incident===
In May, 1939, Japanese vessels will sink a US warship in China. The USA will receive money +500, and dissent +1.
===Gearing up for War===
'''After the Dutch capitulation, typically in May, 1940:'''
* Prepare for War: +3 IC, +3 Hawk, +200 Manpower, Peace time modified by +25%.
* These measures are not needed: +1 dove; +50 manpower
'''After the German attack on the Soviet Union:'''
* Prepare for War: +3 IC, +1 Hawk, +1 Isolationism, +100 Manpower, Peace time modified by +15%.
* These measures are not needed: +1 dove; +50 manpower
'''August, 1941'''
* Prepare for War: +3 IC, +1 Hawk, +1 Isolationism, +100 Manpower, Peace time modified by +15%.
* These measures are not needed: +1 dove; +50 manpower
'''Destroyers for Bases'''
In the Summer of 1940 this event will fire.
* Sign the Agreement: +5 manpower, -50 convoy escorts
* We need these ships: +1 isolationism
'''Presidential Election: 1940''''
* Roosevelt: Dissent -2; Manpower +10.
* Wilkie: Change of government
'''There is one more thing, the Japanese surprise attack. This has to be added but one caveat, I have seen the Japanese surprise attack on Pearl have two different values:'''
The Japanese Surprise attack on Pearl Harbor can sometimes NOT happen, so do not depend on it. The AI seems to usually pick it but I have had a few games where it has not done this at all. This is true in all three versions (HOI2, DD, Arma). For multiplayer purposes, the way it works is that the Japanse player gets the war with the US thru one event and then after the war fires, the Japanese player gets another event with the option to do the Surprise attack.
'''Normal Japanese Surprise attack on Pearl Harbor:'''
* +2 Hawk, +3 Intervention
'''Occasional value for the same attack (not sure what modifies it, maybe random chance?):'''
* +3 Hawk, +4 Intervention
===Arsenal of Democracy===
Occurs when the USA goes to war with Germany (likely around December 1941 or later):
* Pass the Act: -5000 supplies, -2500 oil, -2500 metal. Interventionism +1. Provides considerable help to the Allies.
* Remain Completely Neutral: Isolationism +1
=== Lend Lease Act ===
This event provides considerable help to the UK and the USSR.
* Pass the Act: -5000 Supplies, -2500 Oil, -2500 Metal
* Don't Pass: +1 Isolationism
==War==
=== War with Japan ===
Around December, 1941, Japan will DOW on the USA. The war against Japan is extremely easy: Japan does not defend its main land. A US player that has planned a modest invasion force of marines can occupy the Japanese mainland and cripple Japan. That is not however, terribly fun. Most players will instead refrain from building Marines or a serious army before Pearl Harbor. After that point, they will follow the historical route of intensive naval battles. Then, naval hopping to every single island in the Pacific, until landings in China combined with an attack on the mainland.
=== War with Germany ===
War with Germany is also quite easy, mainly since it does not defend its Atlantic wall. Most players will instead travel through North Africa and Italy, proceeded by an invasion of France.
==Gaming the System==
A player of the USA can use a litany of [[gamey tactics]], including:
* Early declaration of war to erase the IC penalties
* Early to join the Allies, and help research
b2b4a74ab2d6c3d085e0fd63acbbfc265bf2b9b1
2006
1999
2022-10-10T23:40:44Z
Lycan-bat
8439
/* Navy */
wikitext
text/x-wiki
[[Image:Usa-topbar.JPG|link=Special:FilePath/Usa-topbar.JPG]]
{{Country guides}}
{{USAStrategyGuides}}
==Overview==
The United States is perhaps the easiest nation to play. The USA is separated from hostile nations by two huge oceans, and it also has the highest industrial capacity of all nations. The resource production of the USA is the best in the game as well, with enough resources to supply the nation's entire industrial base even after considerable growth. For these reasons, a player can choose nearly any strategy with the USA for a successful game.
The USA starts with a solid navy, but is exceedingly weak in most other regards. The army is a skeleton crew, the airforce moderate and starting tech poor (aside from industrial and naval). Worse, isolationist policies hamstring the nation and lock you into a high percent of consumer goods production. Your industrial base is massive and has even greater potentital, plus you have the resources on your home soil to properly exploit industrial expansion . Your tech teams are excellent, allowing you to pursue several possible strategic avenues. The USA has the potential to do just about anything you want.
==Technology==
The USA has some of the best research teams in the world, second only to Germany overall. The US does start significantly behind other major nations in starting technologies, however. The US land doctrine of Superior Firepower is one of the worst trees possible, becoming truly effectively only after 1944. Some players may choose to abandon this tree for that reason, however doing so could be considered [[gamey tactics|gamey]] since the US is tremendously overpowered in every other respect.
By August, 1937, it is possible for the USA to have researched ''every'' 1936 and 1937 technology.
==Diplomacy==
===Alliances===
The USA has various alliance possibilities. The most obvious alliance is with the Allies, however a Fascist USA or a Communist USA are possible.
===Sliders===
The USA's weakest point are its political sliders. The USA begins the game with only one positive slider position: Free Market. The sliders for Drafted Army, Dove Lobby, and Isolationism are all set to the extreme worst position.
===Ministers===
Total slider moves by events:
Drafted Army:-1
Hawk: +10
Interventionism:+8
==Intelligence==
The USA creates more money than any other nation in the game, making it particularly well suited for the Intelligence system. The counter-point, however, is the the US open society causes severe penalties for spying.
==Economy==
===Trading===
The USA does not have to exert any effort in trading. It is fairly easy for the USA not only to have all of its supplies paid for by trading, but even to amass a daily stockpile increase of +20 supplies or more after just the first two months in the game. With enough industrial expansion (around +10 IC), the USA will be short of Rare Materials. These are very easy to trade for via the UK or the USSR, and the best trade good to use is money, since the USA produces huge amounts.
===Industrial Production===
In the early years of the game, the USA has very little use for its IC other than ship building and IC building. While IC spamming is certainly possible, the USA begins the game with over 100 more IC than any other nation. Therefore, a balance of IC building and naval building is recommended. An early starting run of 4 - 6 IC provides a fairly good balance.
==Military==
===Army===
The USA can field a modern army that combines large numbers of high cost units. Armor, Motorized, Mechanized, Marines, Mountain, Infantry and brigades can all be buit and should be built. Usually, the USA does not need to, nor can it, start building large numbers of Armor and Motor prior to '40-'41. Instead, it should focus on developing and deploying the most modern Marine and Mountain units. But do not fail to build some Armor and Motor. It's better to have a handful on hand than to be stuck playing catchup. Further, every nation needs Infantry and to neglect them is to weaken yourself. For the USA, they are important early on for garrison work and later on for holding those islands. Fancy units like Armor, Motor, Mountain and Marines take the ground, but Infantry hold it.
Later, the bulk of your army should be composed of Motorized Infantry. These units are perfect for the US and the US can afford to build them in large numbers. In most games I shoot for 40 Motorized divisions and continue to build them till the end of the game. Armor is critical as well, and I often field 20+ armored division. Mechinized are useful, but are best used in conjunction with the Mechanized Assualt doctrine.
===Navy===
The United States begins the game with an enormous Navy (112 ships in total), that probably ranks about third in terms of total strength (beneath Japan and the UK). Many of these ships, however, are obsolete level one destroyers that are best disbanded at the beginning of the game, along with one level-one battleship, the Arkansas, and the 5th and 6th submarine divisions, particularly the latter two. In ARMA you can give a maximum of five such ships to a nation that you might have a "soft spot" for. (With this contributor that nation is [[Shanxi]], and through a series of admittedly [[Gamey tactics|gamey]] moves I've had Shanxi use those ships in the early European war.) The USA also begins the game with level four Battleship technology, thus early Battleship building is wise for the creation of powerful [[Surface Action Group]]s. An early production run of convoys (99 serial) is also essential, since the USA will rely very heavily on convoys. The mainstay of the United States Navy, however, is its carrier superiority, or [[Carrier Task Force|Carrier Taskforce Fleet]]. A powerful CTF is essential in HOI2, but with the introduction of the CVL (light carrier) in DD and ARMA, the United States could rule the seas with SAGs.
===Air Force===
The USA can build an extremely powerful Air Force if desired. As is the case with every nation, TAC and CAS are extremely effective units. STRAT is not usually useful in the game, but for the USA can be used to deliver nukes and bomb the Japanese mainland, for example, into submission.
==Events==
=== Election of 1936 ===
* Roosevelt: Dissent -2, Manpower +20.
* Landon: Political Right set to 2, Isolationism +1, Dissent +2; +10 IC.
=== Revolution ===
If the USA ever gets 65 dissent or higher, a revolution event will fire and the player can choose either a Communist or Socialist government.
=== Pitman Act: Assistance to China ===
This will occur after the Japanese invasion of China, around July 1, 1937. In HoI2, the Japanese will never take over China. In DD and ARMA, the Japanese will always defeat China. The US has two options:
* Pass the Act: -1000 supplies.
* Do not Pass the Act: +1 isolationism
=== Nanking Massacre ===
Around the winter of 1937, the Japanese will likely capture Nanking, causing the event to fire. The USA gains +1 interventionism.
===Panay Incident===
In May, 1939, Japanese vessels will sink a US warship in China. The USA will receive money +500, and dissent +1.
===Gearing up for War===
'''After the Dutch capitulation, typically in May, 1940:'''
* Prepare for War: +3 IC, +3 Hawk, +200 Manpower, Peace time modified by +25%.
* These measures are not needed: +1 dove; +50 manpower
'''After the German attack on the Soviet Union:'''
* Prepare for War: +3 IC, +1 Hawk, +1 Isolationism, +100 Manpower, Peace time modified by +15%.
* These measures are not needed: +1 dove; +50 manpower
'''August, 1941'''
* Prepare for War: +3 IC, +1 Hawk, +1 Isolationism, +100 Manpower, Peace time modified by +15%.
* These measures are not needed: +1 dove; +50 manpower
'''Destroyers for Bases'''
In the Summer of 1940 this event will fire.
* Sign the Agreement: +5 manpower, -50 convoy escorts
* We need these ships: +1 isolationism
'''Presidential Election: 1940''''
* Roosevelt: Dissent -2; Manpower +10.
* Wilkie: Change of government
'''There is one more thing, the Japanese surprise attack. This has to be added but one caveat, I have seen the Japanese surprise attack on Pearl have two different values:'''
The Japanese Surprise attack on Pearl Harbor can sometimes NOT happen, so do not depend on it. The AI seems to usually pick it but I have had a few games where it has not done this at all. This is true in all three versions (HOI2, DD, Arma). For multiplayer purposes, the way it works is that the Japanse player gets the war with the US thru one event and then after the war fires, the Japanese player gets another event with the option to do the Surprise attack.
'''Normal Japanese Surprise attack on Pearl Harbor:'''
* +2 Hawk, +3 Intervention
'''Occasional value for the same attack (not sure what modifies it, maybe random chance?):'''
* +3 Hawk, +4 Intervention
===Arsenal of Democracy===
Occurs when the USA goes to war with Germany (likely around December 1941 or later):
* Pass the Act: -5000 supplies, -2500 oil, -2500 metal. Interventionism +1. Provides considerable help to the Allies.
* Remain Completely Neutral: Isolationism +1
=== Lend Lease Act ===
This event provides considerable help to the UK and the USSR.
* Pass the Act: -5000 Supplies, -2500 Oil, -2500 Metal
* Don't Pass: +1 Isolationism
==War==
=== War with Japan ===
Around December, 1941, Japan will DOW on the USA. The war against Japan is extremely easy: Japan does not defend its main land. A US player that has planned a modest invasion force of marines can occupy the Japanese mainland and cripple Japan. That is not however, terribly fun. Most players will instead refrain from building Marines or a serious army before Pearl Harbor. After that point, they will follow the historical route of intensive naval battles. Then, naval hopping to every single island in the Pacific, until landings in China combined with an attack on the mainland.
=== War with Germany ===
War with Germany is also quite easy, mainly since it does not defend its Atlantic wall. Most players will instead travel through North Africa and Italy, proceeded by an invasion of France.
==Gaming the System==
A player of the USA can use a litany of [[gamey tactics]], including:
* Early declaration of war to erase the IC penalties
* Early to join the Allies, and help research
d9bc2360d7a8b3069257956df78d0a8effc0afed
2009
2006
2023-03-06T01:07:47Z
Lycan-bat
8439
/* Navy */
wikitext
text/x-wiki
[[Image:Usa-topbar.JPG|link=Special:FilePath/Usa-topbar.JPG]]
{{Country guides}}
{{USAStrategyGuides}}
==Overview==
The United States is perhaps the easiest nation to play. The USA is separated from hostile nations by two huge oceans, and it also has the highest industrial capacity of all nations. The resource production of the USA is the best in the game as well, with enough resources to supply the nation's entire industrial base even after considerable growth. For these reasons, a player can choose nearly any strategy with the USA for a successful game.
The USA starts with a solid navy, but is exceedingly weak in most other regards. The army is a skeleton crew, the airforce moderate and starting tech poor (aside from industrial and naval). Worse, isolationist policies hamstring the nation and lock you into a high percent of consumer goods production. Your industrial base is massive and has even greater potentital, plus you have the resources on your home soil to properly exploit industrial expansion . Your tech teams are excellent, allowing you to pursue several possible strategic avenues. The USA has the potential to do just about anything you want.
==Technology==
The USA has some of the best research teams in the world, second only to Germany overall. The US does start significantly behind other major nations in starting technologies, however. The US land doctrine of Superior Firepower is one of the worst trees possible, becoming truly effectively only after 1944. Some players may choose to abandon this tree for that reason, however doing so could be considered [[gamey tactics|gamey]] since the US is tremendously overpowered in every other respect.
By August, 1937, it is possible for the USA to have researched ''every'' 1936 and 1937 technology.
==Diplomacy==
===Alliances===
The USA has various alliance possibilities. The most obvious alliance is with the Allies, however a Fascist USA or a Communist USA are possible.
===Sliders===
The USA's weakest point are its political sliders. The USA begins the game with only one positive slider position: Free Market. The sliders for Drafted Army, Dove Lobby, and Isolationism are all set to the extreme worst position.
===Ministers===
Total slider moves by events:
Drafted Army:-1
Hawk: +10
Interventionism:+8
==Intelligence==
The USA creates more money than any other nation in the game, making it particularly well suited for the Intelligence system. The counter-point, however, is the the US open society causes severe penalties for spying.
==Economy==
===Trading===
The USA does not have to exert any effort in trading. It is fairly easy for the USA not only to have all of its supplies paid for by trading, but even to amass a daily stockpile increase of +20 supplies or more after just the first two months in the game. With enough industrial expansion (around +10 IC), the USA will be short of Rare Materials. These are very easy to trade for via the UK or the USSR, and the best trade good to use is money, since the USA produces huge amounts.
===Industrial Production===
In the early years of the game, the USA has very little use for its IC other than ship building and IC building. While IC spamming is certainly possible, the USA begins the game with over 100 more IC than any other nation. Therefore, a balance of IC building and naval building is recommended. An early starting run of 4 - 6 IC provides a fairly good balance.
==Military==
===Army===
The USA can field a modern army that combines large numbers of high cost units. Armor, Motorized, Mechanized, Marines, Mountain, Infantry and brigades can all be buit and should be built. Usually, the USA does not need to, nor can it, start building large numbers of Armor and Motor prior to '40-'41. Instead, it should focus on developing and deploying the most modern Marine and Mountain units. But do not fail to build some Armor and Motor. It's better to have a handful on hand than to be stuck playing catchup. Further, every nation needs Infantry and to neglect them is to weaken yourself. For the USA, they are important early on for garrison work and later on for holding those islands. Fancy units like Armor, Motor, Mountain and Marines take the ground, but Infantry hold it.
Later, the bulk of your army should be composed of Motorized Infantry. These units are perfect for the US and the US can afford to build them in large numbers. In most games I shoot for 40 Motorized divisions and continue to build them till the end of the game. Armor is critical as well, and I often field 20+ armored division. Mechinized are useful, but are best used in conjunction with the Mechanized Assualt doctrine.
===Navy===
The United States begins the game with an enormous Navy (112 ships in total), that probably ranks about third in terms of total strength (beneath Japan and the UK). Many of these ships, however, are obsolete level one destroyers that are best disbanded at the beginning of the game, along with one level-one battleship, the Arkansas, and the 5th and 6th submarine divisions, particularly the latter two. You could probably also part with the early heavy cruisers, since you also have the basic model. In ARMA you can give a maximum of five such ships to a nation that you might have a "soft spot" for. (With this contributor that nation is [[Shanxi]], and through a series of admittedly [[Gamey tactics|gamey]] moves I've had Shanxi use those ships in the early European war.) The USA also begins the game with level four Battleship technology, thus early Battleship building is wise for the creation of powerful [[Surface Action Group]]s. An early production run of convoys (99 serial) is also essential, since the USA will rely very heavily on convoys. The mainstay of the United States Navy, however, is its carrier superiority, or [[Carrier Task Force|Carrier Taskforce Fleet]]. A powerful CTF is essential in HOI2, but with the introduction of the CVL (light carrier) in DD and ARMA, the United States could rule the seas with SAGs.
===Air Force===
The USA can build an extremely powerful Air Force if desired. As is the case with every nation, TAC and CAS are extremely effective units. STRAT is not usually useful in the game, but for the USA can be used to deliver nukes and bomb the Japanese mainland, for example, into submission.
==Events==
=== Election of 1936 ===
* Roosevelt: Dissent -2, Manpower +20.
* Landon: Political Right set to 2, Isolationism +1, Dissent +2; +10 IC.
=== Revolution ===
If the USA ever gets 65 dissent or higher, a revolution event will fire and the player can choose either a Communist or Socialist government.
=== Pitman Act: Assistance to China ===
This will occur after the Japanese invasion of China, around July 1, 1937. In HoI2, the Japanese will never take over China. In DD and ARMA, the Japanese will always defeat China. The US has two options:
* Pass the Act: -1000 supplies.
* Do not Pass the Act: +1 isolationism
=== Nanking Massacre ===
Around the winter of 1937, the Japanese will likely capture Nanking, causing the event to fire. The USA gains +1 interventionism.
===Panay Incident===
In May, 1939, Japanese vessels will sink a US warship in China. The USA will receive money +500, and dissent +1.
===Gearing up for War===
'''After the Dutch capitulation, typically in May, 1940:'''
* Prepare for War: +3 IC, +3 Hawk, +200 Manpower, Peace time modified by +25%.
* These measures are not needed: +1 dove; +50 manpower
'''After the German attack on the Soviet Union:'''
* Prepare for War: +3 IC, +1 Hawk, +1 Isolationism, +100 Manpower, Peace time modified by +15%.
* These measures are not needed: +1 dove; +50 manpower
'''August, 1941'''
* Prepare for War: +3 IC, +1 Hawk, +1 Isolationism, +100 Manpower, Peace time modified by +15%.
* These measures are not needed: +1 dove; +50 manpower
'''Destroyers for Bases'''
In the Summer of 1940 this event will fire.
* Sign the Agreement: +5 manpower, -50 convoy escorts
* We need these ships: +1 isolationism
'''Presidential Election: 1940''''
* Roosevelt: Dissent -2; Manpower +10.
* Wilkie: Change of government
'''There is one more thing, the Japanese surprise attack. This has to be added but one caveat, I have seen the Japanese surprise attack on Pearl have two different values:'''
The Japanese Surprise attack on Pearl Harbor can sometimes NOT happen, so do not depend on it. The AI seems to usually pick it but I have had a few games where it has not done this at all. This is true in all three versions (HOI2, DD, Arma). For multiplayer purposes, the way it works is that the Japanse player gets the war with the US thru one event and then after the war fires, the Japanese player gets another event with the option to do the Surprise attack.
'''Normal Japanese Surprise attack on Pearl Harbor:'''
* +2 Hawk, +3 Intervention
'''Occasional value for the same attack (not sure what modifies it, maybe random chance?):'''
* +3 Hawk, +4 Intervention
===Arsenal of Democracy===
Occurs when the USA goes to war with Germany (likely around December 1941 or later):
* Pass the Act: -5000 supplies, -2500 oil, -2500 metal. Interventionism +1. Provides considerable help to the Allies.
* Remain Completely Neutral: Isolationism +1
=== Lend Lease Act ===
This event provides considerable help to the UK and the USSR.
* Pass the Act: -5000 Supplies, -2500 Oil, -2500 Metal
* Don't Pass: +1 Isolationism
==War==
=== War with Japan ===
Around December, 1941, Japan will DOW on the USA. The war against Japan is extremely easy: Japan does not defend its main land. A US player that has planned a modest invasion force of marines can occupy the Japanese mainland and cripple Japan. That is not however, terribly fun. Most players will instead refrain from building Marines or a serious army before Pearl Harbor. After that point, they will follow the historical route of intensive naval battles. Then, naval hopping to every single island in the Pacific, until landings in China combined with an attack on the mainland.
=== War with Germany ===
War with Germany is also quite easy, mainly since it does not defend its Atlantic wall. Most players will instead travel through North Africa and Italy, proceeded by an invasion of France.
==Gaming the System==
A player of the USA can use a litany of [[gamey tactics]], including:
* Early declaration of war to erase the IC penalties
* Early to join the Allies, and help research
68768db7caf462feb38f0591e477e6d1886dcfe2
2010
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2023-04-04T17:27:24Z
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/* Navy */
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[[Image:Usa-topbar.JPG|link=Special:FilePath/Usa-topbar.JPG]]
{{Country guides}}
{{USAStrategyGuides}}
==Overview==
The United States is perhaps the easiest nation to play. The USA is separated from hostile nations by two huge oceans, and it also has the highest industrial capacity of all nations. The resource production of the USA is the best in the game as well, with enough resources to supply the nation's entire industrial base even after considerable growth. For these reasons, a player can choose nearly any strategy with the USA for a successful game.
The USA starts with a solid navy, but is exceedingly weak in most other regards. The army is a skeleton crew, the airforce moderate and starting tech poor (aside from industrial and naval). Worse, isolationist policies hamstring the nation and lock you into a high percent of consumer goods production. Your industrial base is massive and has even greater potentital, plus you have the resources on your home soil to properly exploit industrial expansion . Your tech teams are excellent, allowing you to pursue several possible strategic avenues. The USA has the potential to do just about anything you want.
==Technology==
The USA has some of the best research teams in the world, second only to Germany overall. The US does start significantly behind other major nations in starting technologies, however. The US land doctrine of Superior Firepower is one of the worst trees possible, becoming truly effectively only after 1944. Some players may choose to abandon this tree for that reason, however doing so could be considered [[gamey tactics|gamey]] since the US is tremendously overpowered in every other respect.
By August, 1937, it is possible for the USA to have researched ''every'' 1936 and 1937 technology.
==Diplomacy==
===Alliances===
The USA has various alliance possibilities. The most obvious alliance is with the Allies, however a Fascist USA or a Communist USA are possible.
===Sliders===
The USA's weakest point are its political sliders. The USA begins the game with only one positive slider position: Free Market. The sliders for Drafted Army, Dove Lobby, and Isolationism are all set to the extreme worst position.
===Ministers===
Total slider moves by events:
Drafted Army:-1
Hawk: +10
Interventionism:+8
==Intelligence==
The USA creates more money than any other nation in the game, making it particularly well suited for the Intelligence system. The counter-point, however, is the the US open society causes severe penalties for spying.
==Economy==
===Trading===
The USA does not have to exert any effort in trading. It is fairly easy for the USA not only to have all of its supplies paid for by trading, but even to amass a daily stockpile increase of +20 supplies or more after just the first two months in the game. With enough industrial expansion (around +10 IC), the USA will be short of Rare Materials. These are very easy to trade for via the UK or the USSR, and the best trade good to use is money, since the USA produces huge amounts.
===Industrial Production===
In the early years of the game, the USA has very little use for its IC other than ship building and IC building. While IC spamming is certainly possible, the USA begins the game with over 100 more IC than any other nation. Therefore, a balance of IC building and naval building is recommended. An early starting run of 4 - 6 IC provides a fairly good balance.
==Military==
===Army===
The USA can field a modern army that combines large numbers of high cost units. Armor, Motorized, Mechanized, Marines, Mountain, Infantry and brigades can all be buit and should be built. Usually, the USA does not need to, nor can it, start building large numbers of Armor and Motor prior to '40-'41. Instead, it should focus on developing and deploying the most modern Marine and Mountain units. But do not fail to build some Armor and Motor. It's better to have a handful on hand than to be stuck playing catchup. Further, every nation needs Infantry and to neglect them is to weaken yourself. For the USA, they are important early on for garrison work and later on for holding those islands. Fancy units like Armor, Motor, Mountain and Marines take the ground, but Infantry hold it.
Later, the bulk of your army should be composed of Motorized Infantry. These units are perfect for the US and the US can afford to build them in large numbers. In most games I shoot for 40 Motorized divisions and continue to build them till the end of the game. Armor is critical as well, and I often field 20+ armored division. Mechinized are useful, but are best used in conjunction with the Mechanized Assualt doctrine.
===Navy===
The United States begins the game with an enormous Navy (112 ships in total), that probably ranks about third in terms of total strength (beneath Japan and the UK). Many of these ships, however, are obsolete level one destroyers that are best disbanded at the beginning of the game, along with one level-one battleship, the Arkansas, and the 5th and 6th submarine divisions, particularly the latter two. You could probably also part with the early heavy cruisers, since you also have the basic model. In ARMA you can give a maximum of five such ships to a nation that you might have a "soft spot" for. (With this contributor that nation is [[Shanxi]], and through a series of admittedly [[Gamey tactics|gamey]] moves I've had Shanxi use those ships in the early European war.) The submarine divisions mentioned are level 1 dive boats and are of questionable value even for micro and minor powers. With the slowest speed and shortest range of any naval vessels, they'll hinder anything else they're attached to. The USA also begins the game with level four Battleship technology, thus early Battleship building is wise for the creation of powerful [[Surface Action Group]]s. An early production run of convoys (99 serial) is also essential, since the USA will rely very heavily on convoys. The mainstay of the United States Navy, however, is its carrier superiority, or [[Carrier Task Force|Carrier Taskforce Fleet]]. A powerful CTF is essential in HOI2, but with the introduction of the CVL (light carrier) in DD and ARMA, the United States could rule the seas with SAGs.
===Air Force===
The USA can build an extremely powerful Air Force if desired. As is the case with every nation, TAC and CAS are extremely effective units. STRAT is not usually useful in the game, but for the USA can be used to deliver nukes and bomb the Japanese mainland, for example, into submission.
==Events==
=== Election of 1936 ===
* Roosevelt: Dissent -2, Manpower +20.
* Landon: Political Right set to 2, Isolationism +1, Dissent +2; +10 IC.
=== Revolution ===
If the USA ever gets 65 dissent or higher, a revolution event will fire and the player can choose either a Communist or Socialist government.
=== Pitman Act: Assistance to China ===
This will occur after the Japanese invasion of China, around July 1, 1937. In HoI2, the Japanese will never take over China. In DD and ARMA, the Japanese will always defeat China. The US has two options:
* Pass the Act: -1000 supplies.
* Do not Pass the Act: +1 isolationism
=== Nanking Massacre ===
Around the winter of 1937, the Japanese will likely capture Nanking, causing the event to fire. The USA gains +1 interventionism.
===Panay Incident===
In May, 1939, Japanese vessels will sink a US warship in China. The USA will receive money +500, and dissent +1.
===Gearing up for War===
'''After the Dutch capitulation, typically in May, 1940:'''
* Prepare for War: +3 IC, +3 Hawk, +200 Manpower, Peace time modified by +25%.
* These measures are not needed: +1 dove; +50 manpower
'''After the German attack on the Soviet Union:'''
* Prepare for War: +3 IC, +1 Hawk, +1 Isolationism, +100 Manpower, Peace time modified by +15%.
* These measures are not needed: +1 dove; +50 manpower
'''August, 1941'''
* Prepare for War: +3 IC, +1 Hawk, +1 Isolationism, +100 Manpower, Peace time modified by +15%.
* These measures are not needed: +1 dove; +50 manpower
'''Destroyers for Bases'''
In the Summer of 1940 this event will fire.
* Sign the Agreement: +5 manpower, -50 convoy escorts
* We need these ships: +1 isolationism
'''Presidential Election: 1940''''
* Roosevelt: Dissent -2; Manpower +10.
* Wilkie: Change of government
'''There is one more thing, the Japanese surprise attack. This has to be added but one caveat, I have seen the Japanese surprise attack on Pearl have two different values:'''
The Japanese Surprise attack on Pearl Harbor can sometimes NOT happen, so do not depend on it. The AI seems to usually pick it but I have had a few games where it has not done this at all. This is true in all three versions (HOI2, DD, Arma). For multiplayer purposes, the way it works is that the Japanse player gets the war with the US thru one event and then after the war fires, the Japanese player gets another event with the option to do the Surprise attack.
'''Normal Japanese Surprise attack on Pearl Harbor:'''
* +2 Hawk, +3 Intervention
'''Occasional value for the same attack (not sure what modifies it, maybe random chance?):'''
* +3 Hawk, +4 Intervention
===Arsenal of Democracy===
Occurs when the USA goes to war with Germany (likely around December 1941 or later):
* Pass the Act: -5000 supplies, -2500 oil, -2500 metal. Interventionism +1. Provides considerable help to the Allies.
* Remain Completely Neutral: Isolationism +1
=== Lend Lease Act ===
This event provides considerable help to the UK and the USSR.
* Pass the Act: -5000 Supplies, -2500 Oil, -2500 Metal
* Don't Pass: +1 Isolationism
==War==
=== War with Japan ===
Around December, 1941, Japan will DOW on the USA. The war against Japan is extremely easy: Japan does not defend its main land. A US player that has planned a modest invasion force of marines can occupy the Japanese mainland and cripple Japan. That is not however, terribly fun. Most players will instead refrain from building Marines or a serious army before Pearl Harbor. After that point, they will follow the historical route of intensive naval battles. Then, naval hopping to every single island in the Pacific, until landings in China combined with an attack on the mainland.
=== War with Germany ===
War with Germany is also quite easy, mainly since it does not defend its Atlantic wall. Most players will instead travel through North Africa and Italy, proceeded by an invasion of France.
==Gaming the System==
A player of the USA can use a litany of [[gamey tactics]], including:
* Early declaration of war to erase the IC penalties
* Early to join the Allies, and help research
e4bf24ed40aeaf9151f8bc9e06d95bd1875d70d6
Talk:Mods and modding
1
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2000
2021-12-15T01:15:56Z
Lycan-bat
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forum links to page which seems no longer available
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I don't know about the other ones, but Mod 34 doesn't seem to be available anymore--[[User:Lycan-bat|Lycan-bat]] ([[User talk:Lycan-bat|talk]]) 01:15, 15 December 2021 (UTC)
1959ddfec1249aa0e2bdf0cba1352a3f0aed9dc7
Poor man's army
0
641
2001
1116
2022-09-12T17:08:07Z
Lycan-bat
8439
/* Self-Defence Forces - Guns or Butter */
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{{HOI2 v1.3}}
==Introduction==
Although the major powers in the HOI2 environment have hundreds of ICs, tech teams and manpower at their disposal, some aren't so lucky. This guide will focus on those unlucky countries whose Industrial Capacity only reaches the high 30's, if they're lucky. But they're not.
==Economics - Managing Scarce Resources==
As stated earlier, ICs can be scarce, thus building more can be of importance in developing a self-reliance on Consumer Goods, Supplies and such. Unlike major powers, some countries do not have the technical know-how to do this from the start. In which case, research into "Basic Construction Engineering" should be funded. Then again, one can also develop a foreign policy of converting non-domestic ICs to domestic, but this probably requires some military might - then again, you know you want to.
==Self-Defence Forces - Guns or Butter ==
It is still possible for relatively small powers to attain a capable military force. In most cases, however, this will only be limited to a ground force with light equipment. Although different types of [[Infantry]] is discussed in [[On the subject of ground troop investments]], the units discussed there are of less interest for the minor or micro powers, since Infantry is the only real viable option with its versatility and affordability.
[[Minor power]]'s and [[Micro power]]'s will probably be more focused on analysing the different aspects of [[Militia Strategy Guide|Infantry versus Militia]] or Garrison troops.
===A discussion on Footsoldiers===
The major units reviewed and compared here will be the early Infantry ('18, '36), Garrison ('18) and Militia ('36)
[Table 1 - Infantry ('18, '36), Garrison ('18), Militia ('36) and Cavalry ('18, '36)]
When comparing Infantry ('18) and Garrison ('18) one can only see slight differences in combat capability in favor of Infantry. The difference between Infantry ('18) and Militia ('36) is quite big, however. Militias have no HA, only 40 % of Infantry SA, 61 % of Defensiveness, almost no Toughness, and lower Air Defence and Suppression capabilities.
The main disadvantage of Infantry is however that they are very costly for small powers. In comparing the economical aspects of the different types of divisions, Militias are, by far, the cheapest to both field and maintain (although they can be a possible manpower drain). Supply-wise, they cost only a fifth of Infantry and slightly half of Garrison ('18).
In relation to Militia, until the development of "Rear Area Supply Dumps", Garrisons are completely fixed. In a small state with only one or two VP locations, this might not be of major defence concern. However, when waging a war of aggression, "Rear Area Supply Dumps" are essential in safeguarding the rear. This is however something that can be done by Militia units as well, but the higher Suppression values of Garrisons (4 compared to 1 for Militias) and better combat characteristics of a Garrison can almost guarantee a safe rear.
In conclusion, one could say that Infantry is the backbone of any Ground Self-Defence Force, with Garrisons securing the strategic terrain (VP or IC concentrations etc.), both assisted by Militias, that is capable of holding off numerically inferior units from the Great War (with the exceptions of Armor). This is however a largely defensive land doctrine; an option might thus be to add a component mostly dismissed by Major powers: Cavalry.
For minor and micro powers, [[Cavalry Division|Cavalry]] can be vital, since its basically just as tough as Infantry, but almost twice as fast, and thus capable of penetrating into enemy territory much faster. On the economical side, there isn't much difference, but Cavalry consume 20 % more supplies and take a whole extra IC when in training!
===A discussion on Brigades===
As a result of the economic restrictions [[Minor power]]'s and [[Micro power]]'s (MMPs) have, and the effect this has on research, it might be fair to state that the Brigades available to there states will generally not be of the self propelled ones, with the exception of Armored Cars. To this one can assume that the stats will at most get Basic or Improved kit.
'''Engineers''' - This is probably one of the most cost effective Brigades one can acquire as a MMP. It increases both Defence (5), Toughness (3) and Speed (0.5). On the supply side, it roughly consumes as much as a Militia, yet can have the drawback of actually needing Fuel (0.1). Compared to the other brigades it is generally slightly less costly to field (4ICs) and can be ready for deployment in only 45 days.
All in all, it can give your precious units the extra needed protection they need, both on the defence and on the offence (especially when crossing rivers etc.), and ability to move slightly faster. It does however require that you research "Rear Area Supply Dumps".
'''Artillery''' - If you're aiming to boost your ability to decimate the enemies soft targets this is a good add-on. It also gives a slight boost to Defence (2+) yet slows your units down (Speed -1), especially if you are fielding Heavy Artillery from the Great War (-2)
'''Anti-tank/air''' - Since you probably won't have access to Armor/Air, chances are your enemy MMPs won't either. However, having the possibility to manufacture Early/Basic Brigades of these types can be beneficial should the need arise. This is especially true for AA if you do not have and airforce capable of intercepting enemy bombers Otherwise, producing Engineers or Artillery is more suitable (if you can supply them).
'''Police''' - With a limited boost to Organization (3%), this element focuses more on the social dimensions that comes with holding ground. Since you might not have several divisions to suppress the risk of revolt in a province, this might be a cost saving alternative. Hardly needing a large industry over periods of time (2IC á 35d), it neither uses upp more supplies than an Engineer Brigade.
'''Armored Car''' - Although it does give a slight boost to Suppression, it also increases the combat characteristics of the unit it's attached to (2SA, 1Defence, 1Toughness) as well as increasing the units Organization (5%). On the logistical side it uses up as much resources as Early Artillery, yet it uses 60% more Fuel as an Engineering unit. It is however rather cheep to field (3ICs).
==Air Force==
Although having an air force is possible for a minor power, having a decent one that is up to date is probably more of a problem. One has to evaluate what type and what role the air force is to play. Also, with the limited industrial capacity your country has, every IC put into the air force has to count. See the [[Effective_Use_of_Airpower | Effective Use of Airpower]] posted in the associated guides section.
Since the country only has a limited amount of ICs and thus only a few research slots (with probably lousy tech teams), you should carefully plan what you research. Both the strategic and CAS options are highly specialized towards their specific unit types. The tactical option does however give you a wide range of options since tactical bombers are so versatile. They can fill the role of all the other bombers (although not as perfect).
The tactical branch of the tech tree also gives you ability to do airborne assaults and boosts the organization of naval bombers as well. This latter part might be of great value if your country is situated by the sea yet has little or no navy - that, unlike naval bombers, cannot be upgraded.
When it comes to fighter cover, there might only be very little room for expansion and maintenance, especially since both AA guns and AD brigades are probably a more affordable alternative. Escort fighters can be of interest however in keeping your bombers safe.
<pre>
Hearts of Iron 2: Doomsday
In HOI2:DD, Escort fighters are managed and produced like Brigades attached to bombers.
Thus, this might be a very affordable way of keeping your bombers safe from enemy fighters.
Also there is a tech in the tactical branch of the tech tree that gives +30% bonuses to
most tactical air missions.
</pre>
==Navy==
See the [[Naval_Primer| Naval Primer]] in the Associated Guides section.
Yes, a navy is possible but the same rule applies to the air force - one needs to trim the tree. Every navy needs a capital ship and a support ship. Of the capital ships the only choice is the heavy cruiser. It is the cheapest out of the three and it can perform shore bombardments. Now the heavy cruisers will need to be screened and the destroyers are perfect for it. Cheap and able to fend off submarines. when building them have at last a 1:1 ratio of capital ships to screens. The doctrine of choice for your fleet should the British one or the German one if you with to include submarines in your fleet. Submarines are also a great choice for a minor power. They can give the punch against the more expensive capital ships and are not expensive to build. Remember, ships cannot be upgraded and my suggestion is to build only the type of ship you need on Level 4 and above. If you do know you will enter a sea conflict before 1939 then level 3 ships are acceptable.
So all in all it is simple. Heavy cruisers, destroyers and possibly submarines all at level 4 that are improved through sealane interdiction doctrine(if subs are built) or the "fleet in in being" (British doctrine).
==Research - Tree climbing on paper==
===Research Basics===
Everything that is explained on the [[research]] page obviously applies to smaller nation research too, so reading that is a very good start. Research for small nations in a short version looks a lot like this:
* Never research ahead of time. Bigger nations can do that, as they usually have the more tech slots and better tech teams. You however, as small nation, usually have bad tech teams, so researching ahead of time would be a lot of wasted time taking into consideration that you only have 1 or maybe 2 tech slots.
* Research techs with blueprints first. If you perhaps have an ally that gives you blueprints, it is very wise to research the techs you have blueprints of first. Sometimes you might want another tech researched first. But nothing is more frustrating then researching a tech and when you reach 80% your ally suddenly gives you a blueprint, as that means a lot of wasted research time.
* Matching fields of expertise. Get as much as possible matching fields of expertise.
* Skill levels. Always research with the highest possible skill level.
* Don't research anything you don't need!
===Industrial Research===
Important techs to research are no doubt the Machine Tools techs. They give you an extra 5% Industrial Efficiency each, and give your small economy a big boost. Being a small nation you usually have low manpower, but also low IC. So running out of manpower wont happen soon. It is however not a bad idea to research the Agriculture tech line, giving you 5% Manpower Growth bonus for every researched tech. That extra manpower might be handy if you go to war.
If you find yourself having extra slots, and no techs to research left that year, researching the Cryptography tech line or a few of them also isn't a bad idea. It's not necessary however as your enemies probably wont have them researched either.
Don't bother researching any other techs, as you wont either have the tech teams for them, or the time, or the IC to build them after researching them. (e.g. Rockets, Radar, Nuclear Bombs)
===Military Research===
Being a small nation, you probably only have infantry, so that's also where your research focus will be. You can try researching a bit of naval and air if you really need them, but it will cost you a lot of time.
Concentrating on Infantry means that you will only be researching new Infantry Divisions, and some important techs. The Rear Area Supply Dumps is fairly important, as it lets you build Engineers, but mostly of all Strategically Redeploy your units. If you have cavalry, Researching new versions of them also isn't a bad idea. Also you might want to research new versions of whichever brigade you are using. I suggest using/researching Artillery brigades, as they don't take very long to research.
Doctrine research is another very important thing for a small nation. It's a way to upgrade your army without having to use your valuable small IC for it. Here I advice to only research land doctrines, as there are really too much air doctrines to even begin there before they have a decent effect, and naval research also requires you to research a lot of doctrines you're not interested in before you could ever research those few that would be interesting. The only naval doctrine that might be interesting is the Convoy Sailing Doctrine, because it will allow you to build convoy escorts, and they might be vital if you ever plan on attacking a country abroad.
The Land Doctrine that you should research is usually the on that you start with in the beginning, as for those, you'll most likely only have one tech team, specialized for the doctrine you start with. Don't bother researching any doctrine you don't have matching fields of expertise for, as that will literally take years to complete.
===Other Research===
If you have researched everything stated above and still have spare research slots, I think you aren't playing a small country, and should be reading another guide. Normally you will never reach any secret weapons, or very advanced doctrines or units.
==Definitions for this text==
[[Minor Power]] - Less than 40 ICs<br>
[[Micro Power]] - Less than 10 ICs<br>
MMP - Minor and Micro powers<br>
[[Category:Guides]] [[Category:General Guides]]
37e5d48413856bd218d5b5c77a3357140462b4cd
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Lycan-bat
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/* Self-Defence Forces - Guns or Butter */
wikitext
text/x-wiki
{{HOI2 v1.3}}
==Introduction==
Although the major powers in the HOI2 environment have hundreds of ICs, tech teams and manpower at their disposal, some aren't so lucky. This guide will focus on those unlucky countries whose Industrial Capacity only reaches the high 30's, if they're lucky. But they're not.
==Economics - Managing Scarce Resources==
As stated earlier, ICs can be scarce, thus building more can be of importance in developing a self-reliance on Consumer Goods, Supplies and such. Unlike major powers, some countries do not have the technical know-how to do this from the start. In which case, research into "Basic Construction Engineering" should be funded. Then again, one can also develop a foreign policy of converting non-domestic ICs to domestic, but this probably requires some military might - then again, you know you want to.
==Self-Defence Forces - Guns or Butter ==
It is still possible for relatively small powers to attain a capable military force. In most cases, however, this will only be limited to a ground force with light equipment. Although different types of [[Infantry]] is discussed in [[On the subject of ground troop investments]], the units discussed there are of less interest for the minor or micro powers, since Infantry is the only real viable option with its versatility and affordability.
[[Minor power]]'s and [[Micro power]]'s will probably be more focused on analysing the different aspects of [[Militia Strategy Guide|Infantry versus Militia]] or [[Garrison Division|Garrison]] troops.
===A discussion on Footsoldiers===
The major units reviewed and compared here will be the early Infantry ('18, '36), Garrison ('18) and Militia ('36)
[Table 1 - Infantry ('18, '36), Garrison ('18), Militia ('36) and Cavalry ('18, '36)]
When comparing Infantry ('18) and Garrison ('18) one can only see slight differences in combat capability in favor of Infantry. The difference between Infantry ('18) and Militia ('36) is quite big, however. Militias have no HA, only 40 % of Infantry SA, 61 % of Defensiveness, almost no Toughness, and lower Air Defence and Suppression capabilities.
The main disadvantage of Infantry is however that they are very costly for small powers. In comparing the economical aspects of the different types of divisions, Militias are, by far, the cheapest to both field and maintain (although they can be a possible manpower drain). Supply-wise, they cost only a fifth of Infantry and slightly half of Garrison ('18).
In relation to Militia, until the development of "Rear Area Supply Dumps", Garrisons are completely fixed. In a small state with only one or two VP locations, this might not be of major defence concern. However, when waging a war of aggression, "Rear Area Supply Dumps" are essential in safeguarding the rear. This is however something that can be done by Militia units as well, but the higher Suppression values of Garrisons (4 compared to 1 for Militias) and better combat characteristics of a Garrison can almost guarantee a safe rear.
In conclusion, one could say that Infantry is the backbone of any Ground Self-Defence Force, with Garrisons securing the strategic terrain (VP or IC concentrations etc.), both assisted by Militias, that is capable of holding off numerically inferior units from the Great War (with the exceptions of Armor). This is however a largely defensive land doctrine; an option might thus be to add a component mostly dismissed by Major powers: Cavalry.
For minor and micro powers, [[Cavalry Division|Cavalry]] can be vital, since its basically just as tough as Infantry, but almost twice as fast, and thus capable of penetrating into enemy territory much faster. On the economical side, there isn't much difference, but Cavalry consume 20 % more supplies and take a whole extra IC when in training!
===A discussion on Brigades===
As a result of the economic restrictions [[Minor power]]'s and [[Micro power]]'s (MMPs) have, and the effect this has on research, it might be fair to state that the Brigades available to there states will generally not be of the self propelled ones, with the exception of Armored Cars. To this one can assume that the stats will at most get Basic or Improved kit.
'''Engineers''' - This is probably one of the most cost effective Brigades one can acquire as a MMP. It increases both Defence (5), Toughness (3) and Speed (0.5). On the supply side, it roughly consumes as much as a Militia, yet can have the drawback of actually needing Fuel (0.1). Compared to the other brigades it is generally slightly less costly to field (4ICs) and can be ready for deployment in only 45 days.
All in all, it can give your precious units the extra needed protection they need, both on the defence and on the offence (especially when crossing rivers etc.), and ability to move slightly faster. It does however require that you research "Rear Area Supply Dumps".
'''Artillery''' - If you're aiming to boost your ability to decimate the enemies soft targets this is a good add-on. It also gives a slight boost to Defence (2+) yet slows your units down (Speed -1), especially if you are fielding Heavy Artillery from the Great War (-2)
'''Anti-tank/air''' - Since you probably won't have access to Armor/Air, chances are your enemy MMPs won't either. However, having the possibility to manufacture Early/Basic Brigades of these types can be beneficial should the need arise. This is especially true for AA if you do not have and airforce capable of intercepting enemy bombers Otherwise, producing Engineers or Artillery is more suitable (if you can supply them).
'''Police''' - With a limited boost to Organization (3%), this element focuses more on the social dimensions that comes with holding ground. Since you might not have several divisions to suppress the risk of revolt in a province, this might be a cost saving alternative. Hardly needing a large industry over periods of time (2IC á 35d), it neither uses upp more supplies than an Engineer Brigade.
'''Armored Car''' - Although it does give a slight boost to Suppression, it also increases the combat characteristics of the unit it's attached to (2SA, 1Defence, 1Toughness) as well as increasing the units Organization (5%). On the logistical side it uses up as much resources as Early Artillery, yet it uses 60% more Fuel as an Engineering unit. It is however rather cheep to field (3ICs).
==Air Force==
Although having an air force is possible for a minor power, having a decent one that is up to date is probably more of a problem. One has to evaluate what type and what role the air force is to play. Also, with the limited industrial capacity your country has, every IC put into the air force has to count. See the [[Effective_Use_of_Airpower | Effective Use of Airpower]] posted in the associated guides section.
Since the country only has a limited amount of ICs and thus only a few research slots (with probably lousy tech teams), you should carefully plan what you research. Both the strategic and CAS options are highly specialized towards their specific unit types. The tactical option does however give you a wide range of options since tactical bombers are so versatile. They can fill the role of all the other bombers (although not as perfect).
The tactical branch of the tech tree also gives you ability to do airborne assaults and boosts the organization of naval bombers as well. This latter part might be of great value if your country is situated by the sea yet has little or no navy - that, unlike naval bombers, cannot be upgraded.
When it comes to fighter cover, there might only be very little room for expansion and maintenance, especially since both AA guns and AD brigades are probably a more affordable alternative. Escort fighters can be of interest however in keeping your bombers safe.
<pre>
Hearts of Iron 2: Doomsday
In HOI2:DD, Escort fighters are managed and produced like Brigades attached to bombers.
Thus, this might be a very affordable way of keeping your bombers safe from enemy fighters.
Also there is a tech in the tactical branch of the tech tree that gives +30% bonuses to
most tactical air missions.
</pre>
==Navy==
See the [[Naval_Primer| Naval Primer]] in the Associated Guides section.
Yes, a navy is possible but the same rule applies to the air force - one needs to trim the tree. Every navy needs a capital ship and a support ship. Of the capital ships the only choice is the heavy cruiser. It is the cheapest out of the three and it can perform shore bombardments. Now the heavy cruisers will need to be screened and the destroyers are perfect for it. Cheap and able to fend off submarines. when building them have at last a 1:1 ratio of capital ships to screens. The doctrine of choice for your fleet should the British one or the German one if you with to include submarines in your fleet. Submarines are also a great choice for a minor power. They can give the punch against the more expensive capital ships and are not expensive to build. Remember, ships cannot be upgraded and my suggestion is to build only the type of ship you need on Level 4 and above. If you do know you will enter a sea conflict before 1939 then level 3 ships are acceptable.
So all in all it is simple. Heavy cruisers, destroyers and possibly submarines all at level 4 that are improved through sealane interdiction doctrine(if subs are built) or the "fleet in in being" (British doctrine).
==Research - Tree climbing on paper==
===Research Basics===
Everything that is explained on the [[research]] page obviously applies to smaller nation research too, so reading that is a very good start. Research for small nations in a short version looks a lot like this:
* Never research ahead of time. Bigger nations can do that, as they usually have the more tech slots and better tech teams. You however, as small nation, usually have bad tech teams, so researching ahead of time would be a lot of wasted time taking into consideration that you only have 1 or maybe 2 tech slots.
* Research techs with blueprints first. If you perhaps have an ally that gives you blueprints, it is very wise to research the techs you have blueprints of first. Sometimes you might want another tech researched first. But nothing is more frustrating then researching a tech and when you reach 80% your ally suddenly gives you a blueprint, as that means a lot of wasted research time.
* Matching fields of expertise. Get as much as possible matching fields of expertise.
* Skill levels. Always research with the highest possible skill level.
* Don't research anything you don't need!
===Industrial Research===
Important techs to research are no doubt the Machine Tools techs. They give you an extra 5% Industrial Efficiency each, and give your small economy a big boost. Being a small nation you usually have low manpower, but also low IC. So running out of manpower wont happen soon. It is however not a bad idea to research the Agriculture tech line, giving you 5% Manpower Growth bonus for every researched tech. That extra manpower might be handy if you go to war.
If you find yourself having extra slots, and no techs to research left that year, researching the Cryptography tech line or a few of them also isn't a bad idea. It's not necessary however as your enemies probably wont have them researched either.
Don't bother researching any other techs, as you wont either have the tech teams for them, or the time, or the IC to build them after researching them. (e.g. Rockets, Radar, Nuclear Bombs)
===Military Research===
Being a small nation, you probably only have infantry, so that's also where your research focus will be. You can try researching a bit of naval and air if you really need them, but it will cost you a lot of time.
Concentrating on Infantry means that you will only be researching new Infantry Divisions, and some important techs. The Rear Area Supply Dumps is fairly important, as it lets you build Engineers, but mostly of all Strategically Redeploy your units. If you have cavalry, Researching new versions of them also isn't a bad idea. Also you might want to research new versions of whichever brigade you are using. I suggest using/researching Artillery brigades, as they don't take very long to research.
Doctrine research is another very important thing for a small nation. It's a way to upgrade your army without having to use your valuable small IC for it. Here I advice to only research land doctrines, as there are really too much air doctrines to even begin there before they have a decent effect, and naval research also requires you to research a lot of doctrines you're not interested in before you could ever research those few that would be interesting. The only naval doctrine that might be interesting is the Convoy Sailing Doctrine, because it will allow you to build convoy escorts, and they might be vital if you ever plan on attacking a country abroad.
The Land Doctrine that you should research is usually the on that you start with in the beginning, as for those, you'll most likely only have one tech team, specialized for the doctrine you start with. Don't bother researching any doctrine you don't have matching fields of expertise for, as that will literally take years to complete.
===Other Research===
If you have researched everything stated above and still have spare research slots, I think you aren't playing a small country, and should be reading another guide. Normally you will never reach any secret weapons, or very advanced doctrines or units.
==Definitions for this text==
[[Minor Power]] - Less than 40 ICs<br>
[[Micro Power]] - Less than 10 ICs<br>
MMP - Minor and Micro powers<br>
[[Category:Guides]] [[Category:General Guides]]
2a1d01c943bfac6c1d53a432c569ae91fecfba80
2003
2002
2022-10-06T04:44:55Z
Lycan-bat
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/* A discussion on Brigades */
wikitext
text/x-wiki
{{HOI2 v1.3}}
==Introduction==
Although the major powers in the HOI2 environment have hundreds of ICs, tech teams and manpower at their disposal, some aren't so lucky. This guide will focus on those unlucky countries whose Industrial Capacity only reaches the high 30's, if they're lucky. But they're not.
==Economics - Managing Scarce Resources==
As stated earlier, ICs can be scarce, thus building more can be of importance in developing a self-reliance on Consumer Goods, Supplies and such. Unlike major powers, some countries do not have the technical know-how to do this from the start. In which case, research into "Basic Construction Engineering" should be funded. Then again, one can also develop a foreign policy of converting non-domestic ICs to domestic, but this probably requires some military might - then again, you know you want to.
==Self-Defence Forces - Guns or Butter ==
It is still possible for relatively small powers to attain a capable military force. In most cases, however, this will only be limited to a ground force with light equipment. Although different types of [[Infantry]] is discussed in [[On the subject of ground troop investments]], the units discussed there are of less interest for the minor or micro powers, since Infantry is the only real viable option with its versatility and affordability.
[[Minor power]]'s and [[Micro power]]'s will probably be more focused on analysing the different aspects of [[Militia Strategy Guide|Infantry versus Militia]] or [[Garrison Division|Garrison]] troops.
===A discussion on Footsoldiers===
The major units reviewed and compared here will be the early Infantry ('18, '36), Garrison ('18) and Militia ('36)
[Table 1 - Infantry ('18, '36), Garrison ('18), Militia ('36) and Cavalry ('18, '36)]
When comparing Infantry ('18) and Garrison ('18) one can only see slight differences in combat capability in favor of Infantry. The difference between Infantry ('18) and Militia ('36) is quite big, however. Militias have no HA, only 40 % of Infantry SA, 61 % of Defensiveness, almost no Toughness, and lower Air Defence and Suppression capabilities.
The main disadvantage of Infantry is however that they are very costly for small powers. In comparing the economical aspects of the different types of divisions, Militias are, by far, the cheapest to both field and maintain (although they can be a possible manpower drain). Supply-wise, they cost only a fifth of Infantry and slightly half of Garrison ('18).
In relation to Militia, until the development of "Rear Area Supply Dumps", Garrisons are completely fixed. In a small state with only one or two VP locations, this might not be of major defence concern. However, when waging a war of aggression, "Rear Area Supply Dumps" are essential in safeguarding the rear. This is however something that can be done by Militia units as well, but the higher Suppression values of Garrisons (4 compared to 1 for Militias) and better combat characteristics of a Garrison can almost guarantee a safe rear.
In conclusion, one could say that Infantry is the backbone of any Ground Self-Defence Force, with Garrisons securing the strategic terrain (VP or IC concentrations etc.), both assisted by Militias, that is capable of holding off numerically inferior units from the Great War (with the exceptions of Armor). This is however a largely defensive land doctrine; an option might thus be to add a component mostly dismissed by Major powers: Cavalry.
For minor and micro powers, [[Cavalry Division|Cavalry]] can be vital, since its basically just as tough as Infantry, but almost twice as fast, and thus capable of penetrating into enemy territory much faster. On the economical side, there isn't much difference, but Cavalry consume 20 % more supplies and take a whole extra IC when in training!
===A discussion on Brigades===
As a result of the economic restrictions [[Minor power]]'s and [[Micro power]]'s (MMPs) have, and the effect this has on research, it might be fair to state that the [[Brigade Strategy Guide|Brigades]] available to there states will generally not be of the self propelled ones, with the exception of Armored Cars. To this one can assume that the stats will at most get Basic or Improved kit.
'''Engineers''' - This is probably one of the most cost effective Brigades one can acquire as a MMP. It increases both Defence (5), Toughness (3) and Speed (0.5). On the supply side, it roughly consumes as much as a Militia, yet can have the drawback of actually needing Fuel (0.1). Compared to the other brigades it is generally slightly less costly to field (4ICs) and can be ready for deployment in only 45 days.
All in all, it can give your precious units the extra needed protection they need, both on the defence and on the offence (especially when crossing rivers etc.), and ability to move slightly faster. It does however require that you research "Rear Area Supply Dumps".
'''Artillery''' - If you're aiming to boost your ability to decimate the enemies soft targets this is a good add-on. It also gives a slight boost to Defence (2+) yet slows your units down (Speed -1), especially if you are fielding Heavy Artillery from the Great War (-2)
'''Anti-tank/air''' - Since you probably won't have access to Armor/Air, chances are your enemy MMPs won't either. However, having the possibility to manufacture Early/Basic Brigades of these types can be beneficial should the need arise. This is especially true for AA if you do not have and airforce capable of intercepting enemy bombers Otherwise, producing Engineers or Artillery is more suitable (if you can supply them).
'''Police''' - With a limited boost to Organization (3%), this element focuses more on the social dimensions that comes with holding ground. Since you might not have several divisions to suppress the risk of revolt in a province, this might be a cost saving alternative. Hardly needing a large industry over periods of time (2IC á 35d), it neither uses upp more supplies than an Engineer Brigade.
'''Armored Car''' - Although it does give a slight boost to Suppression, it also increases the combat characteristics of the unit it's attached to (2SA, 1Defence, 1Toughness) as well as increasing the units Organization (5%). On the logistical side it uses up as much resources as Early Artillery, yet it uses 60% more Fuel as an Engineering unit. It is however rather cheep to field (3ICs).
==Air Force==
Although having an air force is possible for a minor power, having a decent one that is up to date is probably more of a problem. One has to evaluate what type and what role the air force is to play. Also, with the limited industrial capacity your country has, every IC put into the air force has to count. See the [[Effective_Use_of_Airpower | Effective Use of Airpower]] posted in the associated guides section.
Since the country only has a limited amount of ICs and thus only a few research slots (with probably lousy tech teams), you should carefully plan what you research. Both the strategic and CAS options are highly specialized towards their specific unit types. The tactical option does however give you a wide range of options since tactical bombers are so versatile. They can fill the role of all the other bombers (although not as perfect).
The tactical branch of the tech tree also gives you ability to do airborne assaults and boosts the organization of naval bombers as well. This latter part might be of great value if your country is situated by the sea yet has little or no navy - that, unlike naval bombers, cannot be upgraded.
When it comes to fighter cover, there might only be very little room for expansion and maintenance, especially since both AA guns and AD brigades are probably a more affordable alternative. Escort fighters can be of interest however in keeping your bombers safe.
<pre>
Hearts of Iron 2: Doomsday
In HOI2:DD, Escort fighters are managed and produced like Brigades attached to bombers.
Thus, this might be a very affordable way of keeping your bombers safe from enemy fighters.
Also there is a tech in the tactical branch of the tech tree that gives +30% bonuses to
most tactical air missions.
</pre>
==Navy==
See the [[Naval_Primer| Naval Primer]] in the Associated Guides section.
Yes, a navy is possible but the same rule applies to the air force - one needs to trim the tree. Every navy needs a capital ship and a support ship. Of the capital ships the only choice is the heavy cruiser. It is the cheapest out of the three and it can perform shore bombardments. Now the heavy cruisers will need to be screened and the destroyers are perfect for it. Cheap and able to fend off submarines. when building them have at last a 1:1 ratio of capital ships to screens. The doctrine of choice for your fleet should the British one or the German one if you with to include submarines in your fleet. Submarines are also a great choice for a minor power. They can give the punch against the more expensive capital ships and are not expensive to build. Remember, ships cannot be upgraded and my suggestion is to build only the type of ship you need on Level 4 and above. If you do know you will enter a sea conflict before 1939 then level 3 ships are acceptable.
So all in all it is simple. Heavy cruisers, destroyers and possibly submarines all at level 4 that are improved through sealane interdiction doctrine(if subs are built) or the "fleet in in being" (British doctrine).
==Research - Tree climbing on paper==
===Research Basics===
Everything that is explained on the [[research]] page obviously applies to smaller nation research too, so reading that is a very good start. Research for small nations in a short version looks a lot like this:
* Never research ahead of time. Bigger nations can do that, as they usually have the more tech slots and better tech teams. You however, as small nation, usually have bad tech teams, so researching ahead of time would be a lot of wasted time taking into consideration that you only have 1 or maybe 2 tech slots.
* Research techs with blueprints first. If you perhaps have an ally that gives you blueprints, it is very wise to research the techs you have blueprints of first. Sometimes you might want another tech researched first. But nothing is more frustrating then researching a tech and when you reach 80% your ally suddenly gives you a blueprint, as that means a lot of wasted research time.
* Matching fields of expertise. Get as much as possible matching fields of expertise.
* Skill levels. Always research with the highest possible skill level.
* Don't research anything you don't need!
===Industrial Research===
Important techs to research are no doubt the Machine Tools techs. They give you an extra 5% Industrial Efficiency each, and give your small economy a big boost. Being a small nation you usually have low manpower, but also low IC. So running out of manpower wont happen soon. It is however not a bad idea to research the Agriculture tech line, giving you 5% Manpower Growth bonus for every researched tech. That extra manpower might be handy if you go to war.
If you find yourself having extra slots, and no techs to research left that year, researching the Cryptography tech line or a few of them also isn't a bad idea. It's not necessary however as your enemies probably wont have them researched either.
Don't bother researching any other techs, as you wont either have the tech teams for them, or the time, or the IC to build them after researching them. (e.g. Rockets, Radar, Nuclear Bombs)
===Military Research===
Being a small nation, you probably only have infantry, so that's also where your research focus will be. You can try researching a bit of naval and air if you really need them, but it will cost you a lot of time.
Concentrating on Infantry means that you will only be researching new Infantry Divisions, and some important techs. The Rear Area Supply Dumps is fairly important, as it lets you build Engineers, but mostly of all Strategically Redeploy your units. If you have cavalry, Researching new versions of them also isn't a bad idea. Also you might want to research new versions of whichever brigade you are using. I suggest using/researching Artillery brigades, as they don't take very long to research.
Doctrine research is another very important thing for a small nation. It's a way to upgrade your army without having to use your valuable small IC for it. Here I advice to only research land doctrines, as there are really too much air doctrines to even begin there before they have a decent effect, and naval research also requires you to research a lot of doctrines you're not interested in before you could ever research those few that would be interesting. The only naval doctrine that might be interesting is the Convoy Sailing Doctrine, because it will allow you to build convoy escorts, and they might be vital if you ever plan on attacking a country abroad.
The Land Doctrine that you should research is usually the on that you start with in the beginning, as for those, you'll most likely only have one tech team, specialized for the doctrine you start with. Don't bother researching any doctrine you don't have matching fields of expertise for, as that will literally take years to complete.
===Other Research===
If you have researched everything stated above and still have spare research slots, I think you aren't playing a small country, and should be reading another guide. Normally you will never reach any secret weapons, or very advanced doctrines or units.
==Definitions for this text==
[[Minor Power]] - Less than 40 ICs<br>
[[Micro Power]] - Less than 10 ICs<br>
MMP - Minor and Micro powers<br>
[[Category:Guides]] [[Category:General Guides]]
8ffc76c720dd7ee084effc947907d6a5192fda22
Land Doctrine
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2004
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/* See also */
wikitext
text/x-wiki
{{Anthology}}
==Doctrine Overview==
'''Land Doctrine''' effects:
*Organisation and [[Morale]] values
*[[HQ Units in Action|HQ Unit]] availability and effectiveness
*Production costs of certain units (only patch 1.2 and newer; they do not function in 1.1)
*Combat Events
*Some Night/Terrain modifiers
There are 6 Doctrine trees available in the game, depending on tech choices.
*Mobility Focus - Spearhead (finishes in Volksturm Doctrine or Modern Blitzkrieg)
*Mobility Focus - Human Wave (finishes in Mechanized Wave)
*Firepower Focus - Superior Firepower (branches on the last tech into Mechanized Offensive or Combined Arms Defence) finished at Air Land Battle.
*Firepower Focus - Grand Battle Plan, which branches in 1941 into:
**Attritional Containment
**Infiltration Assault
**Operational Stages
**Grand Battle Plan finishes at Assault Concentration Doctrine.
==Doctrine Summaries==
Each of the doctrines have their own strengths and weaknesses which are detailed out below. The choice of which one you would be best to adopt is should be determined by a number of factors such as:
1. What type of game you want to play;
2. How far at the start of a scenario you are already along a certain doctrine path (for example, in the 1944 scenario, it would be significantly counter-productive for Germany to change its doctrine path);
3. The relative 'matching' of your tech teams with you preferred doctrine path (for example, German tech teams are better matched to [[Research|research]] the Blitzkrieg path, and less so the others);
4. If playing a minor, what a major ally might be able to offer in terms of blueprints (for example, Hungary starts on the US Superior Firepower path, but if played normally, would usually ally with Germany on the Blitzkrieg path - switching to this doctrine might be worthwhile);
5. The 'difficulty' of the path undertaken. Note that Firepower path only has 9 techs to research, whilst mobility has 10. Further note that the Grand Battle Plan difficulty is only 9 per stage, compared to 10 for the other three (the other exception is the Human Wave, the last two are both 8);
6. When you are intending to enter the war.
===Spearhead===
The Spearhead doctrine tree is exceptionally strong, particularly between 1937 and 1941. It has extremely high organisation, fast headquarters units, cheap tanks, and Breakthrough and Encirclement offensive [[Combat Events|combat events]]. Most of the benefits are achieved by 1940, giving early advantages.
Between 1939 and 1942 there are also cost savings on infantry and artillery; in 1943 these are switched to motorised and mechanised troops and self-propelled guns.
Spearhead doctrine is ideally suited to nations who are seeking to conduct rapid Blitzkrieg offensives. The high Organisation levels mean that the troops are very good at winning battles and sustained operations. The only disadvantage is that some other nations have better cost reductions, and defensive combat events are scarce.
Neither of the late war techs are very good however. Volkssturm, available by 1944 (the earliest of the late/post war techs) offers discounts to milita and urban defence at the expense of a 10% organisation penalty to infantry. The Modern Blitzkrieg doctrine, whilst offering a 5% org increase, isn't available till 1947 and doesn't offer as much as the other tech trees do.
===Human Wave===
The Human Wave doctrine tree has low Organisation throughout but exceptional Morale. At every stage the Morale is higher than any other type. Higher morale allows organization to recover much faster, meaning that units can recover organization and quickly attack again.
There are significant discounts to Infantry and Cavalry throughout, biggest in 1940 and the first two of three 1941 land doctrines. Starting with the last 1941 land doctrine, there are discounts for Motorised, Mechanized and Armoured units. HQs are initially slow until the last 1941 Land Doctrine is researched and give virtually no Supply Efficiency bonus until 1943. One of the difficulties of the Human Wave land doctrine tree is that you need to research one 1940 and then three 1941 land doctrines consecutively while the German Blitzkrieg branch has only one 1941 Land Doctrine.
The combat events focus on Assaults and Counterattacks, which trade your manpower for enemy organisation.
Human Wave doctrine suits nations which have plenty of Manpower to make lots of Infantry units which throw themselves at the enemy on the offensive or the defensive. The initially slow HQ speed means an operational attack is relatively slow and needs careful planning. With the later doctrines, however, HQ speed increases significantly.
The 1946 tech 'Mechanised Wave' does offer huge bonuses (30%) to armour and mechanised unit morale.
===Superior Firepower===
Organisation and Morale are initially both very poor. Superior Firepower organisation is worse than even the Human Wave's until 1941, but almost catches up with Spearhead in 1943.
However, the Superior Firepower tech tree has discounts on Infantry that are just as big as the Human Wave tech tree. Artillery brigades are also heavily discounted. Later this switches to Motorised, Mechanised divisions and SP Guns.
The other notable feature is that this tree has the highest Supply Efficiency bonus from the presence of HQ units.
The Superior Firepower doctrine tree suits countries that are entering the war late. Early on their armed forces are very disorgansied and vulnerable. This doctrine also encourages an Artillery focus, whether static or mobile.
The 1946 tech 'Air-Land Battle' finally gives a 10% boost to both Organisation and Morale, with a cost reduction for Cavalry (presumably for the upcoming helicopter unit).
===Grand Battle Plan===
This doctrine line is superior right at the beginning, in 1936 - but is outclassed almost immediately. (Note that Germany starts the '36 scenario with many advanced techs).
These doctrines give poor organisation and morale and slight discounts to infantry and AT guns.
They improve somewhat in 1942-44 as the tech tree splits:
*Attritional Containment: Achieves relatively high morale levels and low organisation. Respectable discounts on Infantry, AT, Engineers and Artillery. Combat events are the Assault and the Counterattack. Mainly suitable for static defense or slow attack.
*Infiltration assault: Very high Morale, though both Org and Morale are always lower than the Soviet tech tree. This tree gives advantages to night combat, which generally makes your land units more effective. Plenty of Ambush combat events. Discounts on Infantry, Marines and Militia. Armour becomes more expensive. Encourages to an extent an offensive Infantry and Militia focus.
*Operational Stages: Balanced between Org and Morale and mediocre at both - ends up in 1944 equivalent to where the Germans were in 1941. Discounts end up spread over Infantry, Mechanized, Motorised, Anti-Tank and Armour. Not a strong tech tree but the only way to shift the Grand Battle Plan decision around to mechanised warfare.
The 1946 addition 'Assault Concentration' adds 20% morale and organisation to any divisions with an artillery brigade, making the addition of these brigades to units very worthwhile.
==Rankings==
While all doctrines have particular strengths and weaknesses, a general table can be constructed showing the value of doctrines relative to each other. The top three doctrines switch places, but always remain in the top three: Blitzkrieg, Human Wave, and Infiltration.
=== 1936- 1942 ===
# Blitzkrieg
# Human Wave
# Infiltration/Operational/Attritional (identical)
# Superior Firepower
=== 1942 - 1943 ===
# Infiltration
# Human Wave
# Blitzkrieg (best only if outnumbered or on the defensive)
# Superior Firepower (with tech rush)
# Operational Stages
# Attritional Containment
=== 1944+ ===
# Infiltration
# Human Wave
# Blitzkrieg
# Superior Firepower
# Attritional Containment
# Operational Stages
==Doctrine Information in Full==
Available from
[http://forum.paradoxplaza.com/forum/showthread.php?p=3918948#post3918948 this thread] at the Paradox Forums.
=== USA Firepower- Superior Firepower Tree ===
{| border="1" cellpadding="2"
!Year||Hq_Ty||HQ_ESE||Hq_Spd||Org||Morale||C_Inf||C_Art||C_ Mot||C_SPA||C_Mec||C_Cav
|-
|1936||0||1||0||50||30||0||0||0||0||0||0
|-
|1937||0||1||0||50||30||-5||-5||0||0||0||0
|-
|1938||0||2||1||60||40||-10||-10||0||0||0||0
|-
|1939||0||3||1||60||50||-15||-15||0||0||0||0
|-
|1940||1||4||1||60||60||-20||-20||0||0||0||0
|-
|1941||1||4||1||60||60||-20||-20||0||0||0||0
|-
|1942||2||6||2||70||60||-10||-10||-10||-10||0||0
|-
|1943.1||2||8||2||90||80||-5||-5||-15||-15||0||0
|-
|1943.2||2||8||2||90||80||-5||-5||-15||-15||-15||0
|-
|1946||3||8||2||100||90||-5||-5||-15||-15||0||-5
|}
=== Grand Battle Lines ===
{| border="1" cellpadding="2"
!Year||Hq_Ty||HQ_ESE||Hq_Spd||Org||Morale||C_Inf||C_Art||C_Mot||C_SPA||C_Mec||C_AT||C_Eng||C_Mar ||C_Mil||C_Arm
|-
|1936||0||2||0||50||40||-5||0||0||0||0||0||0||0||0||0
|-
|1937||0||2||0||50||40||-5||0||0||0||0||0||0||0||0||0
|-
|1938||1||3||1||50||70||-10||0||0||0||0||0||0||0||0||0
|-
|1939||1||3||1||50||70||-10||0||0||0||0||0||0||0||0||0
|-
|1940||1||4||1||60||80||-15||0||0||0||0||-5||0||0||0||0
|-
|1941||1||4||1||60||80||-15||0||0||0||0||-5||0||0||0||0
|-
|1946||3||4||1||60||80||-15||0||0||0||0||-5||0||0||0||0
|-
!France
|-
|1942||1||6||2||75||80||-20||-5||0||0||0||-10||-5||0||0||0
|-
|1943||1||6||2||75||80||-20||-5||0||0||0||-10||-5||0||0||0
|-
|1944||2||7||3||75||105||-20||-10||0||0||0||-10||-10||0||0||0
|-
!Japan
|-
|1942||1||6||2||70||130||-20||0||0||0||0||-10||0||-5||-10||5
|-
|1943||2||7||3||70||130||-20||0||0||0||0||-10||0||-10||-20||10
|-
!UK
|-
|1942||1||6||2||85||80||-10||0||-10||0||0||-10||0||0||0||0
|-
|1943||1||6||2||85||80||-10||0||-10||0||0||-10||0||0||0||0
|-
|1944||2||8||3||85||80||-10||0||-10||0||-10||-10||0||0||0||-10
|}
=== German Doctrine- Mobility-Spearhead ===
{| border="1" cellpadding="2"
!Year||Hq_Ty||HQ_ESE||Hq_Spd||Org||Morale||C_Inf||C_Art||C_Mot||C_SPA||C_Mec||C_AT||C_Eng||C_Mar||C_Mil ||C_Arm||C_TD||C_LA
|-
|1936||0||0||1||50||30||0||0||0||0||0||0||0||0||0||0||0||0
|-
|1937||1||2||2||60||60||0||0||0||0||0||0||0||0||0||-10||0||-15
|-
|1938||1||3||3||70||80||0||0||0||0||0||0||0||0||0||-20||0||-20
|-
|1939||1||3||3||75||80||-5||-5||0||0||0||0||0||0||0||-20||0||-20
|-
|1940||1||4||3||80||80||-10||-10||0||0||0||0||0||0||0||-20||0||-20
|-
|1941||2||5||3||90||80||-10||-10||0||0||-5||0||0||0||0||-20||-5||-20
|-
|1942||2||5||3||90||80||-10||-10||0||0||-5||0||0||0||0||-20||-5||-20
|-
|1943||2||6||4||100||80||0||0||-10||-10||-15||0||0||0||0||-20||-15||-20
|-
|1947||2||6||4||105||80||0||0||-10||-10||-15||0||0||0||0||-20||-15||-20
|}
=== Soviet Doctrine- Mobility-Human wave ===
{| border="1" cellpadding="2"
!Year||Hq_Ty||HQ_ESE||Hq_Spd||Org||Morale||C_Inf||C_Art||C_Mot||C_SPA||C_Mec||C_AT||C_Eng||C_Mar||C_Mil ||C_Arm||C_TD||C_Cav
|-
|1936||0||0||1||40||80||-5||0||0||0||0||0||0||0||0||0||0||-10
|-
|1937||0||0||1||50||80||-10||0||0||0||0||0||0||0||0||0||0||-20
|-
|1938||0||0||1||50||80||-10||0||0||0||0||0||0||0||0||0||0||-20
|-
|1939||0||0||1||50||80||-15||0||0||0||0||0||0||0||-10||0||0||-20
|-
|1940||1||1||1||50||100||-20||0||0||0||0||0||0||0||-20||0||0||-20
|-
|1941||2||2||2||70||100||-20||0||-5||0||-5||-5||0||0||-15||0||0||-15
|-
|1942||2||2||2||70||100||-20||0||-5||0||-5||-5||0||0||-15||0||0||-15
|-
|1943||2||6||2||70||140||-10||0||-15||0||-15||-5||0||0||-5||-10||0||-5
|}
=== Comparison of final results ===
Doctrine: (Org)/(Morale)
Superior Firepower: 70/50
Human Wave: 40/110
Blitzkrieg: 75/50
Operational Stages: 55/50
Infiltration Assault: 40/100
Attritional Containment: 45/75
Note - The maximum organisation can actually vary from unit to unit, even within the same doctrine path, by quite some degree, due to domestic sliders (Full standing army provides 10% org bonus, whilst full drafted army has a 10% negative), brigade attachments and specialist infantry.
As an example, with all techs researched in the Infiltration Assault path, a unit could have as little as 63 Org (normal unit, full drafted slider) or as much as 110 Org (Specialist infantry with Artillery brigade attached with full standing army slider).
== See also ==
* [[Combat Events]] and the tables therein.
* A Doomsday thread has an useful alternative ranking of the various land doctrines:[http://forum.paradoxplaza.com/forum/showthread.php?t=309698 Thistletooth's posting ]
* [[Land Doctrine Tech Tree|Land doctrine tech tree]]
== Downloads ==
*[http://rapidshare.de/files/20735805/Land_Doctrines_1.3b.xls.html GAGA's land doctrine comparison sheet]
[[Category:Guides]]
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